Thursday, December 24, 2009

[Future Perfect] Character Background Paths I

Inspired by the old Lifepath tables from several games by R Talsorian (most notably Cyberpunk 2020), I decided to add my own variant of Lifepath into Future Perfect. This table is Part One of the Character Background Paths, showing the general background of a character.

The table will allow a basic framework picture of a character's background to be built, indicating what region of space he calls home, whereabout he grew up, what his family did, what he wears, his general attitude and outlook, etc. In short, there is enough information to give a player some idea of who his character is and with a little more thinking on the matter, where he might be going.

Part Two will go into detailing specific events that were turning points in the character's life.

Anyway, here is a JPG image of Part 1, because blogspot wont let me post PDFs.

Wednesday, October 28, 2009

[Future Perfect] Shuttles by Zero-G



Hobgoblin Combat Shuttle

Manufacture: Zero-G Innovations
Size: Small
Power: 10
Acc: 220 Top: 1200 Handling: +2
FTL: Gate Beacon
Crew: 1 Hull: 16 (4) [Armor 4]

Ship Systems:
  • Basic Computer with Autopilot, Target Acquisition/Control System, Pattern Recognition
  • Starship
  • Security Cells or Passenger Compartment (Buyer’s Option: 1 Space, 1 Power)
  • Atmospheric (Climb: 55)
Weapons:
Light Rail Gun [2 Spaces, 1 Power; Modular Turret Mount]
200/400/800; 3d8 AP12; RoF1

Other Options:

[Armed Response]
  • Medium Double Beam Cannon Array [2 Spaces, 3 Power; Turret Mounted]
    100/200/400; 4d10 AP8; RoF1
  • Security Cell
[Torpedo Delivery]
  • Hunter Medium Torpedo [1 Space; 1 Power to Fire any number of torpedoes
    275/550/1100; Tracking (Range 6600); Speed 1100; 4d10 AP40; Medium Burst
  • (6) Additional Torpedoes [1 Space]
  • Mark I Deflector [1 Space; 1 Power]
  • Cells/Passenger Compartments are removed to house the Deflector Transmission & Control Systems
Notes: Updates and makes combat ready the old Gremlin shuttle design from StarJourney once Zero-G acquired their assets. It is a combat oriented hybrid of the Gremlin and early Goblin shuttle designs designed for short range patrol, support, and security use. Too small and much too expensive for use by the pirate clans, the Hobgoblin’s modularity and ease of customization has made this craft a big hit among bounty hunters and regional marshals alike.





Goblin Advanced Transport Shuttle
Manufacture: Zero-G Innovations
Size: Small
Power: 12
Acc: 220 Top: 1200 Handling: +2
FTL: H-Space Drive [1 Space; 1 Power]
Crew: 1 Hull: 14 (4) [Armor 4]

Ship Systems:
  • Basic Computer with Autopilot, Library (General Knowledge), Knowledge: Astrogation, Pattern Recognition
  • (2) Passenger Spaces (2 Spaces; 2 Power)
  • Mark I Deflector Screen [-1 to Target Locks: 1 Space, 1 Power]
  • Starship
  • Atmospheric (Climb: 55)
Weapons:
None

Notes: Designed for civilian use, this craft replaced the old Gremlin shuttle originally made by StarJourney Transportation

Tuesday, October 27, 2009

[Future Perfect] Outrigger Freighter



Outrigger Class Colonial Freighter


Manufacture: Alliance
Size: Huge
Power: 72
Acc: 83 Top: 540 Handling: -2
FTL: Alliance Standard Hyperdrive (16 Power)
Crew: 24 Hull: 58 (33) [Armor 33]

Ship Systems:
  • Starship
  • Atmospheric (Climb: 21)
  • Cargo Pods (8x2 Spaces per Pod; 16 Spaces)
  • Large Cargo Pods (4x4 Spaces per Pod; 16 Spaces)
  • Emergency Medical Bay (3 Spaces)
  • Workshop (Repair Facility) (1 Space)
  • Alliance Advanced Sensors (+2 Notice)
  • Computer with Basic AI (d6 Smarts, Power 8, Spaces 8):
  • Piloting d6, Shooting d6, Knowledge (Planetary Navigation) d6, Knowledge (Astrogation) d6, Medical d6, Notice d6(+2), Autopilot, Target Acquisition and Control, Fire Control, and Pattern Recognition
Weapons:
  • (2) Twilight Gunworks Twin Medium Pulse Cannon Turret (Forward, Turret Mounted) 125/250/500, 3d10 AP8, RoF2 [2 Spaces each, 3 Power each]
  • (2) Predator Medium Torpedo [1 Space each; 1 Power to Fire one or both; Forward Mount] 300/600/1200; Tracking (Range 4800); Speed 1200; 5d10 AP50; Medium Burst
  • (6) Additional Predator Torpedoes [1 Space; 6 Torpedos]
Notes:
The Outrigger is a common sight in Frontier space, as most recent colonial expeditions mounted by the Alliance have used one or more of these ships. Designed to travel alone, or to complement a long range colony train, the Outrigger holds vast amounts of freight and offers a means of extended support to colonists in the form of ready-made Medical facilities and a small machine shop. These vessels are often programmed to remain in service to a colonial community for a set amount of time -- either prepaid or depending on certain specified conditions being met -- at which point the ship's AI sets a return course for Alliance space to be repaired, re-outfitted, and returned once more to the Frontier colonies. More rarely, this vessel can be seen in Faction space, usually with a heavy escort of fighters and gunships.

This ship has a military variant which is considered a Heavy Assault Transport, which is designed to transport Marines to a battlefield and remain there in service as a locus for field operations.

Saturday, October 24, 2009

Alternate Experience System - Final Notes

You may recall that I'd been working on an alternate experience system for Savage Worlds in order to better suit the needs of my play group. Well, the system has been done for a while, but I finally got around to making it vaguely understandable to anyone else. In short, this system provides a different method of character advancement based -- to a great extent -- on what a character actually does in the course of a game. Skills and Characteristics earn distinct experience points called IXP - Improvement Experience Points. General Experience Points (XP) also are earned, and may be spent on Edges or be used as IXP to round out points to improve one or more traits.

[Assigning Experience]

Every Skill and Characteristic gains its own set of Improvement Experience (IXP) that may be spent only on improving that particular ability. General Experience, however, may be spent on anything, provided the GM approves an improvement. It is spent as IXP when a character is improving a Skill or Characteristic and is used to purchase Edges and Action Cards.

[Improvement Experience]

The Skill or Characteristic was:

IXP

Used unsuccessfully

0

Used successfully in an unimportant way

1

Used successfully multiple times, in unimportant ways

2

Used successfully in an important or unique way

3

Used successfully multiple times in important or unique ways

4

Used in a way that had significant impact on game events

5

Used in a way that changed the course of the game

6+

Use of a characteristic is considered to be any time in which:
  • A character is called upon to make a Characteristic roll
  • A characteristic is actively tested or trained
  • A characteristic is used during role-playing narrative
A characteristic is NOT considered used when:
  • A skill roll is made
  • A characteristic roll is made for general knowledge or to default a skill test
  • A damage roll is made

[General Experience]

The Character:

XP

Was active/present in the game

+1

Contributed meaningfully to the game

+1

Had an outstanding contribution to the game

+1

Overcame a major personal obstacle

+1

Met a major personal goal

+1

The Group:

XP

Was successful in their efforts

+1

Succeeded admirably due to skill and ingenuity (not sheer luck)

+1

Overcame a major long-term obstacle or

+1

Achieved a significant long-term goal

+1

Completed a minor storyline

+2

Completed a major storyline

+5

The average General Experience issued per session should be somewhere between 3-5 points. More points should be granted if important Character goals are met. The resolution of story-lines may even offer double, or even triple that amount if it is a long-running story arc.

[Unified Experience Costs]

Skills

Edges

Characteristics

XP Cost

New Skill (d4)

New Edge

---

40

d6

Seasoned

d6

60

d8

Veteran

d8

80

d10

Heroic

d10

100

d12

Legendary

d12

120

For non-humans, consider each improvement value as the basic die before racial modifiers are added. For example, Dwarves, who would gain a +1 Vigor Die and suffer -1 Agility Die (from their maximum), treat Vigor as being one step down the table, and Agility as one step up. So, a Dwarf increasing Vigor from a d8 to a d10 would pay 80 (instead of 100) XP and increasing his Agility from d6 to a d8 would pay 100 XP (instead of 80).

[Edge Tracks]

Any Edges that build upon each other directly in sequence are considered part of a Track. Most of the time, Edges further along in a Track may be identified by the inclusion of “Improved” in their name. For example, Rapid Recharge and Improved Rapid Recharge are edges comprising the Rapid Recharge Track.

The first edge in a track costs its normal value. However, improving to the next Edge in a track – e.g. to an Edge’s Improved form – costs only the difference between the two point costs. If there is not a difference in point cost (likely because both edges have the same rank prerequisites), then ¼ of the point value for the edge must be spent to make the improvement.

There are some cases where an edge track lacks the inclusion of an “Improved (X)” form; in the SW:EX rulebook, the only such examples appears among the Legendary Edges – for example, the progression under the Professional Track from Expert to Master.

As per the rules for point expenditures on Edge Tracks with no cost differences between edges, all Legendary Edges after the first one in a particular track cost 30 Experience Points.

[Bennies (optional)]

While SW:EX did away with the old rule of converting unspent bennies into experience points, the Experience Improvement System outlined herein can easily accommodate either preference. If you do not like bennies included in potential experience, then simply do not offer the option. However, if you wish to allow bennies unspent at a session’s end to be used to augment character experience, then have every one so spent count as a single point of General XP.

I’d recommend removing the old mechanic that required dice rolls for unused bennies in order to determine if they convert. Experience points in this alternate experience system do not mean as much individually. Also, to promote dramatic game play and to reward player contributions, I’d also recommend allowing only those bennies earned during the course of the game session to be spent as experience at the end of the session. Thus, normal bennies, luck-derived bennies, and bennies earned from being a kid would not apply – there would be no “free” experience.

[Example of the Experience Improvement System in Use]

Dick Daring, Cavalier of the Spaceways has survived another session of adventuring. It was an active session in which Dick thwarted his rival, the nefarious Nick Nasty, in his attempts to seize control of a backwater spaceport (for reasons still unknown). Dick had a pretty nasty running gun battle with Nick and his cronies, he had a short and pointless brawl, stealthily researched the port manifests (discovering Nick’s presence before Nick could spring an ambush!), and pumped the locals for information before sneaking into the old warehouse on the outer docking ring where Nick and his cronies were hatching their schemes.

The Game Master decides that Dick:
  • Used Fighting in an unimportant way: [1 IXP]
  • Used Firearms multiple times in important ways: [4 IXP]
  • Used Investigation in a way that had significant impact on the events: [5 IXP]
  • Used Piloting in an unimportant way when he landed his ship at the Spaceport: [1 IXP]
  • Used Stealth multiple times in important ways: [4 IXP]
  • Used Streetwise in an important way: [3 IXP]
  • Did something important by forcing open an old airlock with a Strength roll: [3 IXP]
  • Did something important by sneaking through the airless ducts while holding his breath (a Vigor roll): [3 IXP]
Furthermore, the GM grants the following General Experience:
  • Dick was active in the game: [1XP]
  • Dick’s actions contributed meaningfully: [1XP]
  • Dick met a major personal goal (thwarting Nick Nasty!): [1 XP]
  • His group was successful: [1 XP]
  • His group used skills and good thinking to overcome problems: [1XP]
  • His group completed a minor storyline: [2XP]
At a total of 7 General XP, in addition to all those IXP he earned... It looks like a good day for Dick!

Friday, October 23, 2009

[Future Perfect] The Pirate Clans

[The Pirate Clans]

Originally born in the wake of the Imperium’s first colonial war, the nine merchant families who controlled the Bellgraeve System fled before the destruction of their home worlds. Hunted and marked as criminals and fugitives from justice, the Clans took to hiding themselves in clusters of whatever starships they had available to them out in the furthest recesses of known space. In time, the need for resources, new ships, caused some of them to venture into Imperial space to acquire what they needed.

No one seems able to agree about who began the first altercation, some sixty years after the end of the first colonial war. Children of the Red Dragon clan insist they were assaulted by Imperial Security Forces when simply attempting to broker a deal for spare parts, water purifiers, and assorted dry goods. Imperial Forces claim the Red Dragon ships were attacking a freighter convoy and that Security Forces were deployed in response to a distress call. The freighter captains, unfortunately, never were able to comment – their ships were destroyed at some point in the altercation, and most of the debris seemed just to disappear. The result, however, was that the Imperium redoubled its efforts to hunt down the fugitives from Bellgraeve and placed a bounty on the heads of all such “pirates”.

Without a means to challenge the Imperium’s claims, the Clans were driven to desperation. Beset on all sides by bounty hunters, law enforcement, and military assaults, the Clans were forced to do whatever was necessary to ensure their own survival. Many Clans simply folded family members back into Imperial society with false identities, hoping that these individuals could be of service to their Clans at future dates. Others in the Clans, however, became the very types of criminals they were accused of being – better a thief than to starve, and better a murderer than a dead man. Most of the younger generations, born after the flight from Bellgraeve, saw piracy as a viable answer to their problems. In time, more and more among the Clans took to that vocation in order to provide for their families and the hope of building a better future.

To this day, the merchant families who ruled Bellgraeve refer to themselves as the Merchant Clans. While each Clan is an autonomous entity, and many Clans have been known to war against each other from time to time, they are quick to put aside their differences in order to come against a common foe – the Imperium and the Powers who, in time, grew out of them. The Clans adopted articles of general law to help see to their mutual, long term survival, and within each Merchant Clan, family laws have been drafted. People who break these laws are subject to a range of penalties including fines, public humiliations, penance activities, execution, and exile.

The “Freespace” concept first was implemented by the Clans, referring to areas of space were no aggression or predatory action was to be instigated so that representatives of the Clans could come together and trade, share news, mingle and marry, resolve disputes under general law, and plan for their collective futures. Such locales would remain for only a limited amount of time before the assorted Clan vessels would scatter and return to their normal business.

Clanners tend to spend their lives in space, dwelling on ships, often formed into small fleets, that travel together across the void. Clan vessels tend to be tight knit communities, with larger ships often resembling small cities. While the Clans are referred to as families, in truth they are composed of multiple familial bloodlines. These families form sub-units within the clans, and the larger ones may even be broken down further still. Inbreeding is frowned upon among the Clan folk, though most individuals do tend to marry within their Clans, and thus it does happen from time to time. Men may take multiple wives, though only the children born from the First Wife remain with the father’s family. The children born from other wives are presented to that wife’s family for them to raise if they desire. Children are raised by the family community, and parents may have as much or as little contact with their children as they desire.

Culturally, most Merchant Clans are rather similar. They share a common language, have been known to intermarry, and share a common religion. They are very much a scattered, itinerant Nation in space, with each Clan analogous to its own State or Region within that Nation. Unlike the various criminal syndicates who undertake many of the same illegal pastimes, the Clan’s focus less on profit and more on the continuance of their way of life.

Merchant Clans may have been the first pirate clans, and remain to this day among the most prominent of that ilk, they are by no means the only ones. Many smaller piracy groups, noting the successes of the fugitives of Bellgraeve, have adapted over time to follow a similar structure, swelling their numbers from the ranks of volunteer and assorted other methods of recruitment. Laws among these “true pirate” clans tend to be simpler and punishments more brutal. The Merchant Clans have recognized a few such pirate organizations as worthy Clans, and sent offers of inclusion provided they accept the articles of general law. Merchant Clans and those other pirates who’ve adopted the Articles tend to frown on “lesser” pirates.

This is not to say that the Pirate Clans present a solidly unified front, or that they are always successful in ensuring their own survival. The Star Tiger Clan, one of the original Merchant Clans, simply fell apart after several hundred years of struggling. Their members split apart, some folding themselves into Imperial society, and others joining other Clans who would have them. The Green Jade clan – a true Clan tragedy – was cast out from unity with the other Clans and the protection of the Articles after growing increasingly more aggressive. They attempted to wrest control of a new space station in a free territory, and much of their Clan fleet was destroyed when they failed. Furthermore, because they had been cast out from the protection of the Articles, the other Clans would offer them neither aid nor sanctuary when the corporate owners of that station hired soldiers to hunt down and exterminate the Clan. Most recently, the White Dragons – another of the original refugees from Bellgraeve – had an internal schism resulting in many of their families failing in an attempt to seize a Gateway from Regency control. Thousands of that Clan’s members were slaughtered by Regency soldiers and hired mercenary companies when the Gateway was reclaimed.

Some of the currently active Pirate Clans are:

  • Red Dragon: A very active Merchant Clan in what is now Alliance space, the Red Dragons have notable contacts among several Warlords in the Freespace. This clan is known for its tenacity and fast-attack, small unit tactical assaults on freighter convoys.
  • White Dragon: A once prominent Clan, it is now in decline after some of it’s members thought they could spit in the Regency’s eye without repercussions. They specialize in exotic trade goods, both legal and illegal. The White Dragons have moved into the recesses of Kokoran space to lick their wounds and, it seems, to examine a potential market for Kokoran products.
  • Black Star: Known as “gentlemen corsairs”, the Black Stars range far and wide across the Interzone, the Freespace, and what is now Coalition space. Black Stars tend to prey on Corporate vessels, and from time to time may hire themselves as Mercenaries to private interests.
  • Blue Diamond: A less aggressive clan rumored to have ties to various corporate and government interests in both the Coalition and the Alliance. The Blue Diamond clan deals with almost any trade goods they get their hands on.
  • Water Horse: Known for attacking unaligned pirates, the Water Horse can be found mostly among the Collective, the Freespace, and the Interzone. They are rumored to be key players in the human slave trade, picking up much of that activity after the Green Jade Clan’s destruction at the hands of Ragnarok Arms.
  • Double Star: Bold to the point of reckless, the Double Star Clan began as the Double-Star gang, before being brought under the Articles. Known for harassing the Imperium/Regency, they got their start during the Coalition’s period of transition. They are the only pirate clan ever to successfully mount an assault on freighters in orbit around New Terra. Most of their efforts focus on the holders of Imperial Charters for Mining/Ore Extraction, and they have a few solid contacts within the Freespace.
  • Sky Forger: Bouncing between Collective, Regency, and the periphery of Interzone space, the SkyForger’s tend to focus their efforts on technology. They will acquire and trade, both legally and not, all sorts of new technologies which they will use and put for sale. The Sky Forger Clan developed the Arc-Light Clan Ship.
  • Triple Mountain: An aggressive clan who tends to keep to the various regions of the Freespace, they will occasionally venture into Kokoran and Regency space to prey on freight carriers attempting to pass through their respective gateways into the Freespace.
  • The Colesons: Initially born from a single family and its hangers on, the Colesons became a highly effective organization of the criminal persuasion out in the regions of the Frontierspace. They were invited to join the Clans under the Articles after coming to the aid of the Double Star Clan in a pitched battle with Imperial Custom’s Officials.
  • Dark Eye: Well known for using drone ships and openly recruiting Mutants into their ranks, the Dark Eye pirates trade information and droids primarily. They are the most scattered of the Clans, with small, family-based fleets found in the backwaters of most of Faction space.

Tuesday, August 18, 2009

[Future Perfect] The Regency (Part 1)

The Imperial Regency

I. The Rise of the New Terran Imperium

[Prologue]
The history of the New Terran Imperium stretches back almost nine thousand years, to the times of Koenig Prime’s second wave of space exploration. Where the first wave focused on travel to the moon and adjacent planets within the starsystem, the second wave was marked by a vast increase in scale. Begun to investigate potentially dangerous stellar phenomenon, the second wave was carried by the first discovery of an active stellar gateway. Indeed, the explorer’s from Koenig Prime had no idea what to expect.

They had long suspected they were not alone in the Universe, noting that no significant evidence of humanity or human impact could be found prior to about seven or eight thousand years before their early efforts at space travel. All evidence indicated a relatively high level of technical and social sophistication for the peoples of the oldest data. This sophistication receded fairly quickly into clusters of pastoral agrarian communities, many of which developed into cities as intercommunity trade routes were established along the coasts and waterways. These communities rose and fell due to a variety of social factors ranging from being conquered or razed by petty warlords to economic weakness to environmental upheavals. In time, these communities banded together regionally into national sovereignties, governed, at first, by the regional aristocracy. However, a warlord by the name of Rocco Condari would change everything.

[The Inception of Conquest]
Backed by his regional aristocracy by means of both intimidation and a desire for profit, Condari’s armies rolled over their home continent conquering and subjugating every regional authority under himself. Condari set himself up as Monarch, with council of Nobles picked mostly from his homeland and supplemented by those persons most useful and trustworthy from the conquered regions. In less than 50 years time, Condari had roads and travel-ways powered by steam engines spanning halfway across the continent. His descendants would see the task completed, and conquer another two continents within a handful of generations. However, the line of Condari was not to rule in perpetuity. After a long campaign to conquer a particularly troubling region, the council of Nobles was not pleased with the vast resources expended compared to the pittance gained. When Monarch Enzo Condari’s sexual debauchery resulted in the death of a Noble’s twin son and daughter (and countless other lives of persons not born to noble blood), the council decided to act. Enzo had no legitimate heirs of his own, and most of his immediate family was dead or far too young to assume the throne. A few of the Nobles were distant relatives of the crown, and it was among them that the Nobility sought a replacement. It was Finn Werkholt, a young, fairly quiet member of the council who’d served with distinction in the military, who was to enact the dissident Nobles’ plans and take the throne. Backed by the military, a coup was staged, Enzo killed, and Werkholt was named Monarch. The Condari family was to retain Noble status, though to its shame was ever after in decline (with no less than half a dozen failed attempts to reclaim the throne in the century that followed).

[The Rise of Bureaucracy]
The line of Werkholt proved to be a bit much for the Nobility to handle. Finn Werkholt himself never was as pliable and easy to control as some members of the council had hoped. Indeed, Werkholt was staunchly pro-military and less pro-aristocracy, and immediately set upon rearranging the structures of governance to fit a more hierarchical, even bureaucratic model. His hope was to streamline economic efficiency – and in Monarch Finn’s lifetime, he accomplished remarkable administrative changes which removed local control from the Nobility and placed it the hands of a civil service hierarchy. Finn strongly encouraged, forcibly, an educated and well trained Nobility. He required all persons of Noble and Common birth alike to serve a term of military service. Nobles who left the military were required to undergo an additional term as a civil servant and encouraged to retain positions of authority within the bureaucracy even after that term expired. Finn hoped to encourage a Noble class that understood it position in service to the common folk. Werkholt’s line ruled for several hundred years, before the civil bureaucracy bloated to a critical mass of inefficiency. Indeed, it was a popular uprising that forced the Noble’s from their own complacency and, utilizing the very lessons Finn Werkholt had hoped to teach the Noble class, eventually forced the Werkholt family from the seat of power. A three way civil war erupted between Loyalists – those who served the line of Werkholt – the Reformists - most of the progressive minded Noble caste who wanted both a new Monarch and a re-examination of the civil authority – and the Populists – those most prominent among the common folk who wanted to wrest control of government from the Nobility and place it into the hands of the people.

It was a young Noble and military officer by the name of Sven Koenig who eventually came up with an answer to the issues of civil unrest. From a predominantly Reformist family, he understood the need to both reexamine the structures of government, as well as his own place within it. He knew well the lessons of team building across faction lines, and made efforts to find common ground with leaders among the Populists. Over the next five years, Sven managed to unify prominent factions of both the Reformists and the Populists. The unified coalition of Reformists and Populists quickly seized power at most key locations on the planet, forcing the loyalists and much of the surviving Werkholt family to remote locations. When Sven’s forces overran even those locales, the Werkholt’s were forced into hiding.

[The Founding of a Dynasty]
Sven was a canny individual. He noted a popular religion among the common peoples and managed to insinuate himself into it. Once backed by the power of religion, even the less politically minded flocked to his banner. In short order the remainder of the Werkholt family was sold out and betrayed by their servants. In a public display, Sven offered the Werkholt family amnesty – but only under the condition that every one of them publicly pledge their support of the line of Koenig and their loyalty to the People’s government. Their refusal meant immediate execution. Sven Koenig was not playing any games.

In turn, representatives from each of the other Noble houses swore loyalty to the People’s government, starting with House Koenig’s declaration spoken by Sven himself. In addition to the Sovereign, who served as arbiter, final decision maker, spiritual leader and Commander-In-Chief of all Military forces, three councils were set up to handle most affairs of government. The Noble Council endured, but was refashioned to include the regional governors as well as the assorted house patriarchs. The Guild Council was formed from the leadership of assorted trade guilds and large, incorporated businesses. Last was the Common’s Council, populated by elected officials from among the common folk from region to region. Each council was to elect a Prelate who presided over it and was responsible for advising the Sovereign about council affairs.

Sven Koenig was the first Sovereign of this new regime, and his descendants have continued in the role ever since – though the title would come to change in a handful of generations. Shortly before Sven’s death, the first archaeological evidence was found to indicate that perhaps this world was not their home world. Human impact was measured and gaged, dating the point at which human activity began. There was a time prior to which no human artifacts could be located. Sven ordered the matter to be investigated, but died before its true significance could be discerned. His son, Lars Koenig had to bear that revelation to his people. The wreckage of an ancient ship had been found, and its outer hull – and much of its surviving interior – still bore markings in a language remarkably similar to Aroistech. From what they could understand, the ship had belonged to something called the “Terran Colonial Expeditionary Force.”

Sovereign Lars I did an excellent job managing the resultant social upheaval. History, Culture, Religion, Spirituality, Astronomy, Metallurgy, and even the politics of social identity were all turned upon their heads. Lars was clever, and quickly turned what he could to his advantage as more and more evidence seemed strongly to indicate that his people had come from the stars. “We all come from the same people”, he said, “possessed of one shared vision to colonize a new world. We cannot let the spirit of our heretofore unremembered forebears remain quiet. We have been delivered into a new era. And though now we are rendered small in the face of the Universe’s vastness, we must know now that greatness exists within each and every one of us. For they were our own ancestors, working together as one people with one mind, one vision, who could cross the stars.” Lars I provided a new identity for the people, gave them a fresh, shared sense of purpose that would grow to define the men of the Imperium. What Lars didn’t say, at least not publicly, was that the colonial vessel they’d unearthed contained not only untold hordes of information and technology far surpassing their own, but was likely only one of many such ships sent out into space. Better to let the people believe they held an exalted position in the cosmos, the progeny of the Terrans -- whoever they were -- and inheritors of a history that stretched out into space, than to expose them to the harsher possibility that they were an insignificant spec, no more than the descendants of survivors who’d crashed on the world ages ago. In truth, Lars had no idea what the truth was, but he knew damned sure what he needed the people to believe.

Tuesday, June 02, 2009

[Future Perfect] Naga Advanced Fighter



Naga Advanced Fighter

Manufacture: Collective/Zero-G Innovations
Size: Small
Power: 12
Acc: 200 Top: 1200 Handling: +2
FTL: Collective H-Space Lock (1 Power)
Crew: 1 Hull: 14 (4) [Armor 4]

Ship Systems:
  • Basic Computer with Autopilot, Target Acquisition/Control System, Pattern Recognition
  • Starship
  • Atmospheric (Climb: 50)
  • MkII Deflector Screen (-2; 2 Space, 3 Power)
Weapons:
Twin Medium Beam Cannons [Array; 2 Spaces, 3 Power]
100/200/400; 4d10 AP 8; RoF1

Notes:
The result of a joint venture between the Collective and Corporate Interzone up and comer Zero-G Innovations, the Naga is the future of Star Fighter designs. Fast, exceptionally maneuverable, well armed, and sporting state of the art MarkII Deflector Screen technology the Naga Advanced Fighter is truly a force on the battlefield. Due to contract agreements, this ship is only available to the Collective's government. However, Zero-G has already announced that a version of this ship, called the Viper, will be available once that contract ends.