Friday, April 24, 2009

[Future Perfect] Arashi Sinclair, Ace Pilot

The daughter of a Kokoran expatriate who died young and a Corporate Freightrunner for Ragnarok Arms, Arashi grew up as just another clever Zone-rat. Very quickly, she fell in with some of the local zone gangs -- clusters of disaffected youth who often did little more than fight among themselves. In and out of lockdown for vehicle theft, she was on a first name basis with many of the Corpsec forces. When she was only 16, Arashi's life changed radically. Having stolen a Corpsec assault shuttle for a joyride, She responded when a general distress call went out from a Ragnarok Arms Freighter being pursued by a dozen unidentified fighter craft and a larger Perseus-class gunship of Alliance design. A sudden realization struck her -- it was her father's ship that was in danger. Running half on instinct and half on adrenaline, she rushed out to defend the beleaguered freighter. She took out three fighter craft on her own before missiles knocked out her maneuvering thrusters and targeting systems. Two more ships had missile locks, and she knew she was a dead woman. Resolving to die a death that mattered, she kicked her shuttle into full acceleration on a dead run for the Perseus-class vessel that had linked to her father's freighter in an attempted boarding. There was flash of light and a moment of jarring agony when he shuttle collided with the command compartment of the gunship.

She awoke six months later in a hospital bed. She had sustained extensive damage to one of her arms, but her medical care was limited due to her being under Corpsec custody. At first the Medics would tell her nothing, at least until a corporate suit flanked by two Corpsec officers arrived. She learned that her father had died in the attack, and that there were charges pending against her for the theft and misuse of Corpsec property. However, a Corporate recruiter offered her an alternative. He represented Ragnarok Arms, who had been impressed by not only the young woman’s general aptitude but by her fighting spirit. She was offered a job with Ragnarok’s own security forces which, if she accepted, would cover her medical bills and likely make her legal troubles disappear. Arashi wasted no time accepting the offer, however, she did not want her arm regrown. Instead, she opted for a cybernetic replacement to serve as a constant reminder of the event.

Arashi Sinclair rose through the ranks of Ragnarok’s security teams, training in work as both an investigator and combatant. Indeed, she now is considered one of Ragnarok Arms’ top agents, independent operatives given broad mission parameters and left to accomplish the tasks as they see fit. To this end, she has been known to work with a variety of other people with allegiances different from her own. In addition, she is quite possibly Ragnarok Arms’ top pilot, with the recent “Bully Fighter” designed around what she indicated she would want from her ideal fighter craft. When operating within the Interzone or the Freespace, Arashi often can be found leading several Ragnarok Security Pilots.

Arashi is loyal to Ragnarok Arms because of the training and benefits they’ve provided her over the past ten years, they are her home and family. However, she is neither blindly loyal nor particularly idealistic. She can be cold and cunning, and demands a high level of general acumen from her associates. Arashi also maintains a number of contacts in the Freespace, and has been known to hire herself out for “independent fieldwork” on occasion.

Arashi Sinclair (WC), Ace Pilot
Race: Human
Gender: Female
Born: Freespace
Employment: Ragnarok Arms, Corporate Interzone

Attributes:
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8

Secondary Characteristics:
Charisma: +4
Pace: 6+1D6"
Parry: 7
Toughness: 8/10 (6 Base, +2 Armor/+4 Armor in Right Arm)

Skills:
Notice d8, Shooting d10(+2), Piloting d12, Driving d10, Repair d6, Fighting d10, Streetwise d8, Intimidation d6, Taunt d6, Investigation d8, Knowledge (Battle) d6, Knowledge (Politics) d6

Edges:
Quick, Ace, Attractive, Very Attractive, Bioattunement, Command, First Strike, Level Headed, No Mercy

Hindrances:
Arrogant (M), Loyal (m), Vengeful (m)

Reputations:
Regency +0
Kokora +0
Alliance -1
Coalition +0
Collective +0
Interzone +2
Freespace +2
Icon Syndicate -1

Gear:
  • Cybernetic Arm (d10 Strength, Armor +4)[6]
  • Interface Jacks (May Link Mind to Properly Equipped Machines)[2]
  • Targetting Link (+2 Shooting)[1]
  • Ragnarok Arms "Bolt" Heavy Plasma Pistol (3d8+1, 15/30/60, RoF1, 15 Shots)
  • Light Armored Clothing (Armor +2)
Vehicles:
Whatever is Assigned for a Job
Owns a personal RaHF-Bully (Interface Linked)

--------
-[ SUBNET Engaged... ]-

>>[Lyra Bannon, Doctor – Order of Galen]->> I met Ms Sinclair once at a backwater station about 30 clicks out from Dust. She was happily pounding back drinks while an armed conflict tore up the bar around us. I urged her to duck for some cover. She just smiled and said she had the best seat in the house to watch the fight.
>>[Kal Haverdash III, Romanov-Ikura Financial Union]->> On the job, Arashi is the consummate professional. But when she's off work? Well, lets just say she is REALLY off working somewhere else.
>>[Ajax Stone, Sergeant - Greyjackets]->> You referring to the rumors that she's a freebooter in her spare time? I can tell you from experience, there ain't nothing free about her.

-[ SUBNET Disengaged ]-

Monday, February 23, 2009

[Future Perfect] Kokoran Union

The Kokoran Union
Kokora


Age: Roughly 500 years, confirmed.
Planets:
Kokora (6.75 Billion)

Other Populations:
Moon (250 Million)
Arashi Station (1 Million)
Ryoku Station (500 Thousand)

Allies:
None

Enemies:
Pirate Clans (minor; Many Clans have set themselves up in the periphery of Kokoran space without permission or consent).

Attitudes:
Far better to worry about what has yet to be done, than to wonder why others did what they did. Why waste time seeking to know what is unknowable when there is so much more that may be learned so readily? For our Enclave; For our People; For ourselves.

Citizens:
Tend to be calm, even placid. Very practical and pragmatic, they can be quite innovative when they need to be, provided they have a quantifiable hurdle that must be overcome. Are often very much defined by their local communities.

History:
Five hundred and forty seven years ago, the people of Kokora woke up. A thousand enclaves, each containing two-hundred thousand persons locked in cryostasis, suddenly activated and resuscitated their population. No one is certain how long they were in the freeze, since much of their memories were missing. The population was a diverse one, with persons ranging from early adolescence to middle age. Only young children and the elderly seemed to missing. Each individual’s stasis pod was marked with a name and a number/letter sequence – a unique identifier code – that would prove important later, when accessing enclave computer systems. Amnesia was not complete, persons retained a knowledge of language and of many basic motor skills. What seemed lacking was a knowledge of personal identity and personal history and the recollection of how they’d come to be present in cryostasis.

With the awakening of the thousand enclaves, a series of prerecorded messages began to play. It was a first step toward building a civilization – or perhaps, rebuilding, since someone had placed the enclaves and its people. Strange voices and lights directed the populace of each enclave along preprogrammed paths, rotating between four cycles -- exercise and physical conditioning, food and hygiene, rest and rejuvenation, and socialization and reeducation. The unique alphanumeric coding for each individual determined the precise method of each cycle, with different persons having different regimens.

The system was not particularly adaptive; accidents, deaths, and minor mishaps were managed, even anticipated. However, major deviations from “Core Planning” went unnoticed and unaccounted for. Some people even discerned a fundamental truth – the voices and core programming routines were not being guided by any kind of directed consciousness. Quite the contrary, they were like a voice from the past. In short order people began learning to adapt. Utilizing skills acquired through their core programming regimens, individuals slowly drifted certain vague social niches. After twenty years of core programming, suddenly everything changed.

For the first two decades after reawakening, enclaves were locked down and kept in isolation. No one enclave even knew of the existence of the others until the Core programming system re-established the communication network between enclaves. And in one moment, the world became a whole lot larger. Core routines altered to include the addition of inter-enclave communication; socialization modes were adjusted to expand the nature of created social identities. First, enclaves were encouraged to name themselves. Once each enclave had a name, training records became compared, encouraging competition between enclaves, with each one becoming ranked in a variety of different skills. All this time, though, the Core Programming system was assessing individual performances. After ten more years came the major change – People were placed formally specific task functions. Where, previously, persons had congregated into general training cliques, these groups split further into a series of job positions based upon the aptitudes and abilities identified by the Core Programming system.

Most job tasks placed individuals into one of the following groups:

Administrators: Trained in managing resources, social interaction, and decision making.
Technicians: Trained in the design, repair, and maintenance of technology.
Craftsmen: Trained in design, creation, and repair of low technology objects.
Entertainers: Trained in assorted methods of entertaining other people.
Theorists: Philosophers and Scientists whose task is to raise questions, identify new problems, and come up with possible solutions.
Educators: Trained in the operation of Core Programming modules and to assist others in learning.
Healers: Trained in repair and maintenance of living things.
Untouchables: Trained in no Core Programs, the untouchables began as peoples somehow damaged during cryostasis. They emerged knowing a different language, and had considerable difficulty understanding the training regimens

The Core Programming system had obviously been designed to train these individuals in the skills necessary to forge a civilization, yet offered no information about who created the system or the enclaves. Though an incredibly complex computer program, Core Programming was not an AI in its own right, and had no capacity to expand beyond its own preset functions. When training had reached its end, fifty years after releasing the enclave populations from the freeze, it shut itself down and unlocked the enclaves themselves. Upon the entering the outside world, the emerging people noticed that upon every enclave was printed a single word – KOKORA – alongside a numerical enclave designation (from 000-999). The word means, roughly, “The heart of it all”.

The enclaves were themselves vaguely egg-shaped, and each of which was, to some extent, embedded in the ground – leaving, in many cases, only a dome-like structure exposed. The planet itself was of mixed climates, with enclaves placed in all but the most inhospitable of regions. A vast ocean of salt water covered somewhat more than half the area of the world, showing signs of having once been significantly larger. Some wildlife inhabited the area, most prominently insect life. Plants, in some regions, thrived, while in others, there were much harder to find. However, it was their new home.

In time, communities arose around the enclaves, sprawling fields and towns often built in concentric rings around the vast, exposed domes. Even as people left the security of the enclaves, their own particular enclaves remained with them as a clan identity. Indeed, this clan structure would, in short order, come to define Korkoran culture. Enclave inhabitants invariably met one another in person, and not all encounters were peaceful: contention became conflict; conflict became fighting; fighting became battle; and battle became war.

The advent of inter-enclave conflict lead to the creation of a new vocation group among the Kokoran peoples, the Warrior. The trained soldiers of the Kokoran peoples, the Warriors draw their numbers from the other Core Vocations. Thus, each warrior brings with him his own skill base to better serve the military of his enclave. The Warrior vocation trains from the competitive games originally played between enclaves, allowing people to master several skills learned during cycles of physical conditioning and re-education.

From a period of about 150 years after the end of cryostasis until nearly 320 years after cryostasis, the enclaves warred amongst themselves. And war was quite devastating – equipped with the technology gleaned from the teachings of Core Programming, they fought with both blades and plasma rifles. Those clans who adapted first, evolving their technology to meet the needs of battlefield security, survived. Those who were too slow – whether less inventive or less aggressive – were decimated. Stronger clans overran weaker clans; smarter clans tossed in their lot with larger or more battle-hardened clans. In time, the surviving clans banded together; some merged together, while others simply banded together for their mutual benefit. What began as 1000 clans became less than 400 by the time wars ceased. These 400 could be further subdivided into twenty or so “meta-clans”, called “Yamaji” who reflected assorted regional authorities. Persons of the administrative vocation within the clans most prominent in the Yamaji were appointed to serve as “Nobles”. The Nobles of each Yamaji met to discuss the advantages of scaling back their conflicts. Disagreements, they decided, could be settled by a series of games – much like the old competitions put forth by Core Programming. If one factor refused to yield to the outcome of a challenge, then they would risk repercussions from all the other factors. In short, each factor was accountable to the remaining whole. Of course, large conflicts arose again from time to time, but they were always short lived and never flared to the scale which they had known before.

350 years after being freed from cryostasis, the peoples of Kokora began experimenting with space flight, after first noticing dozens of satellites placed in orbit around their world. Within a year, they had seized on of the satellites (also bearing the label KOKORA). Within five years they reached their moon. Within twenty years, they had probes surveying nearby planets within their solar system. Within thirty years, they had a lunar colony and the framework of an orbital station. And within forty years, they detected the presence of the Gateway. Immobile in space, though seemingly connected to nothing, it was an impossible novelty that immediately seized the attention of Technicians and Theorists alike.

By 400 years after Cryostasis, the Kokora knew they were not alone in the universe. Some of the Theorists had devised some ideas regarding “subspace”, a paradimensional stratum mentioned briefly in the teachings of Core Programming. Working with the technicians, they devised a means of tapping into subspace – first to measure, and then, later, to receive and transmit. Strange modulations – waveform packets of identical frequency but differing amplitudes – were the first oddity to be detected. Further investigation revealed that these waveforms were emanating from the Gateway itself. Muted and garbled, it took nearly a year for the Theorists to figure out that the waveforms were language – transmitted communications, actually. Unwittingly, the Kokorans had tapped into the edges of the subnet, though not enough so to decode the language. Amplifying and recording the subspace signals became a priority. The constant, continued chatter worried some of the Administrators enough that a meeting of the Yamaji was called for the first time because of a possible danger from outside themselves. The Yamaji decided that the Kokoran peoples had to present a unified front against anyone who might come to their world; furthermore, the seemed sure that any assault on their region would come from that strange object in space just as the signals did. They outfitted several spacefaring craft with guns, bombs, and other assorted weapons with a plan of destroying it. Even after more than ten years of assaults and rapidly improving weapon technologies, their attempts failed.

Strangely enough, it was not from the Gateway that their first contact would occur. A Collective cruiser malfunctioned when entering Hyperspace and emerged – five years after it entered it's hyperspace window, though less than a month had seemed to pass for the crew of the ship – in the busy space lane between Kokora and its Gateway. The people of Kokora attacked immediately, their potent weapons seriously damaging the Collective vessel. Sensing the nearby Gateway, the Collective transmitted every known gateway code, and luckily for them, managed a link to Nexus Gate One, positioned close to the planet Dust – a world only recently seized by an unaligned militia broken away from the Unified Independence Coalition. The Collective cruiser passed though the gate, followed by a handful of Kokoran gunships, and was destroyed before it could even finish hailing the planet for assistance.

The Kokora Gateway was now illuminated, but the Theorists and Technicians had no luck reopening it after the umbra of light swallowed their gunboats and the alien craft they pursued. What they did not realize was that the Gateways required time between uses proportional to the amount of mass pushed through in its previous use. A Cruiser and a few gunships meant it was not going to stay closed for long. The Yamaji ordered a dozen more gunboats to stand ready in case the gateway opened again, ready to fire upon any additional alien ships that could pass through it.

On the other side of the gate, the ragtag cluster of military vessels under the control of UIC breakaway militia leader (and former Regency officer) Ozkar Rheingold assembled to confront these strange, new ships that had so effortlessly savaged a Collective vessel several times larger than themselves. Commodore Rheingold himself was confused, if these strange ships were not from the the Collective, then they must be from either the UIC or the Enpire itself. Only those two other factions had links to Nexus Gate One. The fledgling Coalition had nothing even remotely similar to this level of military cohesion in small units; Rheingold assumed the aggressors to be experimental Imperial vessels.

The Kokorans manning the gunships were confused – suddenly they were in a different place, near a strange world, with hundreds of alien craft approaching them. The Kokoran war-commander noted the lack of an immediately hostile posture, and instead decided to hold back by the gateway until communications could be attempted. No success was immediately forthcoming. It was a Theorist-turned-Warrior who presented the idea that subspace communication could be more fruitful, since it was from this side of the gate that they'd been detecting the bleedoff of other transmissions. Given a free hand to make the attempt, simple communications was established through subspace – overriding the local SubNet. It was just what Rheingold needed. He met the hail in kind, though he had anticipated hearing Imperial Standard, and not some alien tongue. However, before the palaver could continue, the Gateway opened. Back at the Kokoran Gateway, they'd managed to send the proper signal even as the time:mass delay ended. The Kokoran gunships took their opportunity to return home and report on what they had found. Meanwhile, Ozkar Rheingold spoke with some of his contacts in Imperial space, allowing them to handle the next contact with the Kokora.

Subsequent meetings between the Kokora and the remainder of faction space were tentative at best. The Empire sent a diplomatic envoy to Kokora, who in time (once the language was decoded), met with representatives of the Yamaji. A lot of unanswered questions were found on both sides – each wondering where the other had come from, for example. The Empire offered to train the Kokoran people in the use of the gates (indeed, where those came from was also a mystery, since the Imperial peoples claimed that the Enclaves were not the same technology as the Gateways), in return for diplomatic favor.

Though the Kokoran Union has since become a player in Faction space, it still remains at least partially on the outside. Most factions hail from the reaches of the old Empire, except for the Collective, who the Kokora eye with some measure of distrust. No good answer for how and why an exploratory vessel ended up in Kokoran space was ever given. Nor did the Collective’s government ever push very hard about the assault on their ship. Regardless, Kokora is very different culturally from the other Factions. First and foremost, it lacks any formal religions – indeed, such a concept is too abstract an idea for the self-reliant Kokorans. About the closest one may find among the Kokora are the philosophers among the Theorists and their questions about their own Progenitors. Certainly many Kokorans have wondered who made the Enclaves in which their people awoke, however, few obsess on the question. Most people simply accept it as a mystery, shrugging it off and moving to a topic about which they have information and control.

The Kokoran Union of today maintains the general Vocation groups of the past. Indeed, modern Vocation Groups have changed little; aside from adding the warriors, and expanding the roles of administrators, they had only to provide for the oddness of another. While most of the original Untouchables either died in time, or found their way into other groups at the lowest job levels, a few managed to breed and survive, teaching their language to their children. Modern untouchables often train at low levels of more than one discipline group, or join the Warriors, where their strange history means nothing. They are “untouchable” because they are free to pursue any Core regimen at its lower training levels. However, they have somewhat limited social rights, as they do not fit neatly into the social structure. The Kokoran government’s official stance is an expressed desire to assimilate untouchables into the Warrior vocation, so as to eliminate any new generation of the classless.

Core Programming was the most powerful computer system ever regularly utilized by the people of Kokora, and it is far from a fully functioning Artificial Intelligence. It is not that they could not have gone and created true AI, rather, it never seemed like an important or necessary thing to do. The Kokorans are self reliant, industrious, and so prefer to handle even the most menial task on their own, that using an intelligent machine is an almost insulting proposition. Why use a droid when a technician is more than capable of making any needed repairs on his own. Certainly, the Kokorans have machines as tools, but again, the key point is that they all lack true AI. They gladly use machines to aid their efforts, but no machine should do the work for them. Lastly, unlike the other Factions, only the Kokora lack ship-based AI and thinking droids.

General Reactions to Other Factions:

[Regency]
“Are they conquerors? Are they concerned parents? The Regency must decide, because they cannot be both at once.”

[Alliance]
“Pointless wheedlers and petty politicians, the Alliance plays silly games with the lives of its people.”

[Frontier]
“Let others waste resources on finding new shores in the far frontiers of space. We will be only too happy to take what they leave unguarded or abandoned.”

[Collective]
“Soulless, without harmony – The Collective forgets that what began whole was differentiated for a reason.”

[Coalition]
“Others find them weak, a broken people. However, we understand the virtues of patience and subterfuge. We will be ready when the Coalition acts. Unlike the others, we will not be taken unaware.”

[Interzone]
“Methodical, Innovative, Ruthless, Dangerous.”

[Freespace]
“Calling it a Freespace is a misnomer. The petty fiefdom of a local warlord is no less a government than the bureaucratic labyrinth of Alliance or Regency space.”

Friday, February 13, 2009

[Future Perfect] Languages

Just posting this now so I do not lose the document later. I have what are pretty much the most common languages; not much more will be needed unless someone builds a character tied to a very specific world point or is making an Archeologist type Academic. Among these nine languages are the few that are available as Native Languages for new characters.

FUTURE PERFECT - Languages

Standard – Short for Imperial Standard, it is the basic language for most regions of known space. All territories formerly or currently controlled by the Empire/Regency have this as an official language. Most regions outside those territories have a sizable percentage of the population that speak it, at least where tourists and travelers would tend to go. Characters hailing from the Regency, the Alliance, the Coalition, and the Corporate Interzone are almost certain to have Standard as their native language. Characters from the Freespace are quite likely to, as well. Well educated characters from the Frontier space may also know Standard as their native tongue.

IO – A play on both Input/Output and the one/zero of binary code, IO is essentially the latter, converted into blips of sound or flashes of light. Used primarily by un-networked robots and for communicating with robots lacking vocal components. It is also an incredibly easy language to mask during transmissions of other languages or data, since any fluctuating quantity may be used to express a communication in IO. All robots start with IO as their Native Language.

Jargon – A mishmash of other languages evolved into its own tongue, Jargon is most commonly spoken within the unclaimed territories of the Frontier. Characters from that region are quite likely to know Jargon as their Native language.

Gujar – The common language spoken by citizens of the Collective. Characters hailing from that region should know Gujar as their native language.

Kokoran – The common name for the dominant language in the Kokoran Union, its more properly called Niheigo by native speakers. Most people from the Kokoran Union know this language as their native tongue.

Ranti – A fairly common language used by older families in the merchant (pirate) clans of the space lanes, one can often find speakers of Ranti in the Freespace or on periphery of any system abutting the Freespace along the Gate Networks. If a character from the Freespace does not speak Standard as their native tongue, odds are good that they grew up speaking Ranti.

Farsign – A fairly common visual sign language originally developed for use in military operations which found widespread adoption for use by persons with uncorrected hearing loss (and those for whom silence was their vocation). Farsign is not an option for a Native Language, although a GM may opt to allow it for Characters who were born deaf.

Aroistetch – An old language spoken only by a few very old noble families (the Aroi) in the Regency, it is mostly a language understood by academics interested in History and Archeology.

Angrich – A ancient language among the Kokorans, spoken only by a few surviving members of the “untouchable” caste. It has some vague similarities to Aroistetch, a matter that has drawn the attention of more than one Regency linguist in the past few years.

Thursday, February 12, 2009

[Future Perfect] Coalition of Autonomous States

The Coalition of Autonomous States
THE COALITION



Age: Approximately 250 Years

Planets:
Rakhan Prime (12 Billion)
Rakhan Secundus (3.5 Billion)
Harlinn's World (20 Million)

Other Populations:
Blackwatch Station (3.5 Million)
Assorted Asteroid Colonies, Space Stations, and Frontier Settlements

Allies:
Regency (Good Relations; Many Coalition organizations are employed by the Regency)
Freespace (Weakly aligned; Coalition has open travel policy with the Freespace)

Enemies:
Pirate Clans (Hostile; Pirate Clans are a major burden on the Coalition economy, stealing resources, raiding prosperous developments, and ultimately jeopardizing Coalition business contracts).

Attitudes:
We are defined through the struggle. Freedom, autonomy, and liberty must be earned through perseverance and personal responsibility during troubled times. Governments are just groups people; Governments over see the affairs of people; Any group of people can oversee themselves, right?

Citizens:
Are marked by extreme differences in educational and economic strata. Most folk are poor, working class with little chance to escape the drudgery. Many turn to gangs -- both legal and illegal -- in hopes of finding support and survival. People tend to be cautious, even distrustful, and generally seem to accept that life is a constant struggle.

History:
A little over 250 years ago, a populist secessionist movement within the New Terran Empire was formed by an assortment of several colonies that included planets, trade space, star ports, stations, and numerous semi-nomadic merchant colonies. Calling themselves the Unified Independence Coalition, they began a campaign to wrest its independence from the Empire. After demonstrating the seriousness of their intentions, through a series of what amounted to terrorist actions, the Empire was forced to listen to the UIC, the voice of the people. Knowing it was the only way to avert the bloody civil war that would follow this marked upsurge in terror attacks on the inner planets of the Empire, the Emperor agreed to grant limited autonomy to the UIC interests. But there were conditions. Under a provisional transition period that lasted a century, the assorted Coalition states could determine for themselves if independence suited them. After that period of transition, the UIC states could formalize their independence, or return to the arms of the Empire. Those constituent states opting for permanent independence would further agree to a non-expansion treaty in which UIC member interests would engage in no colonial expansion in the unclaimed territories for an additional century.

While nearly a third of the UIC states returned to the Empire within the century long transition, those who remained formalized their independence, organizing themselves as the Coalition of Allied States. However, multitudes of people have multitudes of dreams. While a majority of the Independent states remained unified, others, lead most vocally by a former Regency soldier named Ozkar Rheingold, decided to strike out on their own after Rheingold himself took control of the planet Dust in a swift military action. The provisional Coalition government met with Rheingold and others of similar temperament, and agreed that without a single unifying goal, the Coalition would always be plagued by factionalism and infighting. Since no unified vision could ever occur, these rogue states were encouraged to strike forth, traveling along the gate network and settling on the more sparse population centers, or carving out portions of space for themselves. The Coalition was born from those principles, and could not in good faith not honor its members rights to continue expressing them.

These independent groups resented the imposition of any formal, extra-regional authority and declared the region under their control a Freespace. Those who remained in the Coalition of Allied States set about strengthening their infrastructure, assessing their resources, and securing their own military might. Resource allocation proved to be the most trouble issue, as their growing population required more and more consumption of products and natural resources. A debate ensued over solving these problems by managing them on a local level, or by seeking to push beyond their borders to securing new, usable resources. One vocally expansionist faction claimed that resources would become strained to the breaking point – enough so that within two or three generations, said resources could be depleted critically. Unfortunately, people's fears too often color their decision making.

Thus, two ideologies formed a great schism in the Coalition – those who wanted to break the treaty with Empire, expanding to seize new resources, and those who steadfastly insisted that with proper management, the resource crisis could be averted, and a plan for sustainable, reusable resources could be implemented. In short order, a compromise was reached – Exploration, without Colonization. However, as initial reports from exploratory expeditions into the unclaimed territories seemed more and more promising, more and more people began adopting a pro-expansionist mentality. Everything changed when Imperial politics were tossed askew when the Emperor declared he was heading into protracted seclusion... for the first time in over two thousand years. The colonial minded expansionists saw their opportunity to violate the terms of their non-expansion treaty with the Empire while they were struggling with internal issues during the transition into the Regency authority.
Backed by several corporate interests (mostly the Media and Medical interests), the pro-expansionists were elected into majority control of the Coalition government. Their first action was to use new terraforming technologies on an old, failed colony world. Since this planet was not technically in the unclaimed territories, the government claimed boldly that they were not in violation of any prearranged accords. The re-terraforming of Twilight, abandoned after being considered too inhospitable for civilized life, took barely five years to complete. This striking success was just the beginning, spurring on a whole new colonial drive. When colony ships were outfitted, crewed, and set to be launched into the heart of the Frontier, the government’s minority factions were in an uproar. Enough was too much!

Only too willing to learn from the lessons of the past, the Coalition government split into two distinct political entities; the ruling government declared itself the Alliance of Colonial Nations, and the minority faction was given the name Coalition of Autonomous States. The new Alliance government retained control of four planets, unfortunately, the seats of most technological innovation as well as government and education – Core Alpha, its sister planet, Core Beta, newly re-terraformed Twilight, and the water-rich Oceana. The Coalition government was granted the sister planets of the Rakhan system (one strip-mined so badly half the planet was uninhabitable) , along with the criminal haven known as Harlinn’s World.

The Coalition government knew it was handed the short end of the stick, but resolved itself to make due with what it had. Instead of continuing to fight against the assorted criminal ventures -- indeed, some of the few profit generating organizations remaining in Coalition space -- the government granted them conditional amnesty. These criminal groups were to use their resources to oversee smaller localities, in short, acting as regional governors. Of course, this experiment met with mixed success, but the Coalition government saw little alternative to avoid total economic collapse. The government adopted a similar tactic with the remaining corporate interests, which proved disastrous when compared to the criminal ventures. With the rise of the Corporate Interzone within the bounds of the Freespace, many politically enfranchised Coalition corporate entities seized what they could from their localities and relocated into the Interzone. Thus, whole expanses of Coalition space were left lawless, and there was little the strained and struggling Coalition government could do in the short term. Their plan was a generational one, and what few resources they had were already allocated. Now was a time simply to wait.

The people of the Coalition are not without hope, though they have resigned themselves to the struggle and adversity of day to day life. Many people leave the Coalition for the Freespace, and from there, head to several other civilized (and less civilized) regions of space. The government has maintained an open gate travel policy with the Freespace gateways, despite their regular use by the pirate clans who prey on Coalition interests. Less harm is done with an open door; at least hiring armed escorts provides jobs to aid the Coalition economy.

General Reaction to other Factions:

[Alliance]
“The Alliance called us brothers. The Alliance called us friends. Then the Alliance stopped calling us at all. Why? Because they’d already taken from us everything they had wanted.”

[The Regency]
“The Regency still supports us, like the Empire of old. Too bad it has taken trauma to teach the value of self control. We had much more to learn from them than we realized.”

[The Collective]
“Though they are as unified as we are fractured, The Collective still seems to miss the big picture. The pieces of a puzzle seem random, chaotic, yet each is integral to fashioning something wondrous and complete. Each small mote can be re-assimilated into a greater whole.”

[Freespace]
“The Freespace is too much like us at times. Except that while they have even less, they appear all the more content.”

[Corporate Interzone]
“Many of our most innovative spirits have found their way into the Interzone. Perhaps too many…”

[The Frontier]
“A competitive playground for the desperate and hopeful (of which we are both), we have many colonists facing their futures in the Frontier. If only we could support them better.”

[Kokoran Union]
“The Kokorans have a strange perspective on the universe, once that is at once both so much simpler and infinitely more baroque than our own. We can’t help but admire their capacity to ignore anything that doesn’t suit them, but wonder how long such tactical blindness can be effective…”

Wednesday, February 11, 2009

[Future Perfect] Alliance of Colonial Nations

The Alliance of Colonial Nations
a.k.a. THE ALLIANCE


Age
: Roughly 80 years

Planets:
Core Alpha (11 Billion)
Core Beta (4.5 Billion)
Oceana (1.5 Billion)
Twilight (350 Million)

Other Populations:
Matterhorn Station (6 Million)
Assorted Asteroid Colonies, Space Stations, and Colonial Frontier Settlements

Allies: Corporate Interzone (weakly aligned)
Enemies: Regency (a few open hostilities abroad, more of a cold-war in faction space)

Attitude:
Nothing gets in the way of progress. Open and friendly to outsiders, so long as you are willing to pay your way. Dissidents tend to just disappear. What the Government wants, the government gets.

Citizens:
Generally educated, and often tracked to certain specialties (Labor, Science, Technology, Academics, Administration, etc), citizens tend to be well cared for and happy. Of course, those who seem to express a protracted unhappiness are apprehended for evaluation, and sometimes, re-education.

History:
The political entity known as the Alliance was created in the same era of social turmoil that spawned the Coalition almost 250 years ago. Indeed, for nearly two hundred of those years, the Alliance and the Coalition were a single sovereignty, the Unified Independence Coalition. Originally one of several colonies that included planets, trade space, star ports, stations, and numerous resources, the UIC began a campaign to wrest its independence from the New Terran Empire. Hoping to avert the bloody civil war that could only follow a marked upsurge in various terror attacks on the inner planets of the Empire, the Emperor agreed to grant limited autonomy to the UIC interests under a provisional transition period that lasted a century. After that period of transition, the UIC states would formalize their independence, or return to the arms of the Empire. Independent states would further agree to a non-expansion treaty in which UIC member interests would forego colonial expansion in the unclaimed territories for an additional century.

While nearly a third of the UIC states returned to the Empire within the century long transition, those who remained formalized their independence, organizing themselves as the Coalition of Allied States. However, without a single unifying goal, the Coalition was plagued by factionalism and infighting. The most militant and vociferous of these factions seized the planet Dust, controlled its nearby gateway, and from their seized two more gateways adjacent on the gatemap. These independent groups declared the region under their control a Freespace, devoid of any larger, organized central authority, and they were more than willing to fight to emphasize that point. Without a significant military of its own to challenge these breakaway factions, the Coalition was powerless to stop them.

Those who remained in the Coalition of Allied States set about strengthening their infrastructure and securing their own military might. A growing, educated population noticed that without expansion, resources would become strained – enough so that within two or three generations, said resources could be depleted critically. Almost a century and a half after gaining independence, the Coalition realized why the Empire let them go so easily. Imperial projections must have noticed the increased resource depletion and the increasing costs of development and sustainability. The non-expansion treaty simply offered enough time for the Coalition states to realize their own folly and be damned by it.

Two ideologies formed the newest schism in the Coalition – those who wanted to break the treaty with Empire, and those who steadfastly insisted upon honoring it. In short order, a compromise was reached – Exploration, without Colonization. However, as initial reports of exploratory expeditions into the unclaimed territories seemed more and more promising, the debates began anew. But everything changed when quite suddenly the Emperor declared that at the decade’s end, he was placing himself into a period of protracted seclusion and setting up a Regency government to rule in his absence.

Backed by potent corporate interests, the pro-expansionists were elected into majority control of the Coalition government. Their first action was to use new terraforming technologies on an old, failed colony world. Since this planet was not technically in the unclaimed territories, the government claimed boldly that they were not in violation of any prearranged accords. The re-terraforming of Twilight, abandoned after being considered too inhospitable for civilized life, was a striking success. And this was just the beginning. When colony ships were outfitted, crewed, and set to be launched into the heart of the Frontier, the government’s minority factions were in an uproar. Likely spurred on Imperial agitators, armed insurgencies peppered the worlds of the Coalition.

Only too willing to learn from the lessons of the past, the Coalition government split into two distinct political entities; the ruling government declared itself the Alliance of Colonial Nations, and the minority faction was given the name Coalition of Autonomous States. The new Alliance government retained control of four planets – the seat of Government at Core Alpha, its sister planet, Core Beta, newly re-terraformed Twilight, and the water-rich Oceana. The Coalition government was granted the sister planets of the Rakhan system, along with the asteroid colony of Harlinn’s World.

That was all barely 80 years ago. Since then, the Alliance has relentless sought to improve itself. Militarily, academically, and culturally, the Alliance has made a game of competing with the Imperial Regency, and uses its knowledge of the past to build a stronger, better future. With by far the most prolific presence in Frontier space, the Alliance shuttles resources back and forth, entrenching itself into the minds of new and emerging colonies through relief and diplomacy. Impressively, the Alliance has proven itself an innovator of new technologies, modernizing Core Alpha into what it considers a “stellar jewel in the cosmos”.

General Reaction to Other Factions:
[Regency]
“At least in the past we fought the Imperium over territory and ideology. Now, though, the Regency fights us out of sheer spite and nothing more. What is it they hope to gain?”

[Collective]
“With ruthless efficiency even the Corporate agenda has to admire, the Collective are going to be trouble.”

[Coalition]
“A fading power, the Coalition is all that remains of our allies from long ago. Once the pinnacle of both technological and social innovation, they’ve since lapsed behind due to petty infighting, political corruption, and a criminal element that has bought itself into the highest echelons of the ruling elite. They should have joined us when we still wanted them…”

[Kokoran Union]
“Strange ones, those Kokorans.”

[Corporate Interzone]
“An unregulated economy without external controls invites not only corruption, but – potentially – a malevolent pursuit of profit. Perhaps that is why anything goes in the Interzone?”

[Freespace]
“Anarchists, Criminals, and Visionaries of the highest order. Let them have their day, because we are their future…”

[The Frontier]
“The boundary must be pushed, incessantly. The Frontier represents an undiscovered country that must grow, develop, and ultimately seek its place among the Alliance community… and in turn, a new Frontier as yet unknown to us invariably will reveal itself.”

Saturday, January 31, 2009

[Future Perfect] Gavin Dace, Mercenary Soldier

Gavin Dace was born to a poor family in Coalition space, industrial workers who would be destined to die young due to contamination sickness. The youngest of three brothers, Gavin could see the strain tearing apart his older siblings as they struggled to balance their responsibilities. Although no genius, Gavin is reasonably clever after a fashion, and could see no future for himself in Coalition space. Still in his adolescence, he indentured himself with a small corporate firm moving out of Faction space and joining the Interzone. Showing an aptitude for eye/hand coordination and extreme deftness, he was placed into training for the corporate security forces. Gavin excelled as a sharpshooter and gunner, the latter skill affording him a chance to cross train as a pilot, and later, as an executive driver/bodyguard.

For nearly a decade he was a prized asset among the Corporations of the Interzone. However, when a chance to train with the Imperial Marines in Regency space was presented, Gavin took the opportunity. His already well-honed skills quickly caught the attention of a few well placed individuals, mostly minor nobles and retired military officers who wanted Gavin for an elite mercenary unit known as the Red Star Legion. Gavin agreed to a four year term, and in return the remaining twenty years of his service contract was paid off by his patrons - an act that left more than a few people in the Interzone with some hard feelings toward all the time and expense put forth.

With the Red Star Legion, Gavin Dace proved himself a capable soldier possessed of very high skill and, oddly enough for a mercenary, a strong moral sensibility. However, what Gavin was not was a Commander. Too much the Wild Card, Gavin was better utilized as a lone operative. Though he served occasionally as a field commander, most notably at the Battle of Yusef's Gate, his operations tended to be bloodier and more dangerous than necessary. Indeed, what had been intended as a surgical strike at Yusef's Gate became a wholesale slaughter that nearly destroyed the White Dragon Merchant (Pirate) Clan.

Gavin served the Legion well beyond his agreed upon four-year term, and after a dozen years finally mustered out just before the Regency itself declared the Legion's patrons and any active members to be criminals. It was later revealed that Gavin had discovered several Red Star Legion actions to be illegal, actions that included planned assaults on Kokoran Union outposts and what could have ended up as the assassination of Kokora's delegate to a summit discussing a mutual non-aggression pact within Frontier space. Gavin was himself wounded in the battle that ensued after he turned against his comrades and defended the Kokoran delegate.

Both Kokora and the Regency itself would investigate the occurrance, and both would unearth the same findings. The few remaining founders of the Legion were part of a strange religious cult known as the Church of Bisente, whose apparent goal was to destabilize the Kokoran Union. Gavin was honored by the Kokora for his efforts, and was given a custom Hatamoto-Class Heavy Fighter by the delegate who's life he saved. In the Regency, the Council of Regents themselves admitted that Gavin Dace likely averted a war between Kokoran Union and the Regency Imperium. Indeed, he may very well have helped strengthen their diplomatic ties.

Now, about five years after the end of the Red Star Legion, Gavin Dace is an independent operator usually working within the Regency, Kokora, and the Freespace. He occasionally picks up bounty hunting and bodyguard work, though not enough of either to draw the attentions of any of the trade guilds.

Gavin Dace [WC], Heroic Mercenary Soldier
Race: Human
Gender: Male

Attributes:
Agility d12, Smarts d6, Spirit d8, Strength d6 (d8), Vigor d8

Derived Stats:
Charisma: 0
Pace: d6+1d6”
Parry: 7
Toughness: 10/14 (Base 6, +4 Armor/+8 Armor vs Energy Weapons)

Skills:
Fighting d10, Knowledge (Battle) d8, Notice d8, Persuasion d6, Piloting d8, Shooting d12, Stealth d10, Streetwise d6, Survival d6, Zero-G Maneuver d6

Edges:
Quick, Marksman, Hard to Kill, Nerves of Steel, Steady Hands, Deadshot

Hindrances:
Heroic (M), Vow (Mercenary Ethics; m), Quirk (Chainsaw Snoring; m)

Reputations:
Regency +2
Kokora +1
Alliance +0
Coalition +0
Collective +0
Interzone -1
Church of Bisente -1
White Dragon Pirates -2

Gear:
  • Ragnarök Arms Striker Pulse Pistol (3d6+1 AP2; RoF3; 24 Shots; 12/24/48; Semi-Auto, 3RB)
  • Ragnarök Arms Stormbringer Assault Carbine (3d6+1 AP4 HW; RoF3; 120 Shots; 30/60/120; 3RB, Auto; Targeting Link System w/Laser Tracker [+2 Shooting])
  • Plasma Grenades (6; 3d8 AP2 HW; 5/10/20; MBT)
  • Mono-molecular Knife (Strength+1d6 AP4)
  • Imperial Marine Body Armor [Regency Issue] (Armor +4/+8 versus Energy Weapons; +1 Strength Die; Helmet includes HUD w/ Target Link and Motion Sensors, Encrypted Communications Suite, IR Vision, Anti-Flash System; Hermetically Sealed; Maglock Boots)
  • Translator Array (Translates on the fly between common human tongues)
  • Extra Light and Heavy Power Cells
  • Custom Hatamoto-Class Heavy Fighter
  • Whatever Gear is Necessary for the Job
--------
-[ SUBNET Engaged... ]-

>>[Lyra Bannon, Doctor – Order of Galen]->> White Dragon Pirate Clan? They are still around? I thought they were pretty much wiped out at the Battle of Yusef's Gate.
>>[Ajax Stone, Sergeant - Greyjackets]->> There are a few, mostly on Colony ships that hide out on the fringes of Kokoran space. Got no clue why they dislike Gavin so much, though.
>>[Dax Hellesponte, Historian, Imperial College, New Terra]->> Thats an easy one. During the attack on Yusef's Gate, Who do you think lead the Regency's 2nd Auxilliary Marine Battalion?
>>[Arashi Sinclair, Mercenary Combat Pilot]->> Hells, it was Gavin that shot old Yusef in the face.


-[ SUBNET Disengaged ]-

Thursday, January 29, 2009

So Many Notes But So Little Time

I've been plugging away at the core factions for Future Perfect, with a jumble of notes now amassed on folded scrap pages scattered around my house. I'm hoping to get these shaped up into something coherent pretty soon, especially considering that I have the factions' general reactions to each other already written. Much of the problem is one of formatting and organization. I do not want to add any more complexity by having a lot of details to remember, but I would also like to have a blurb that conveys a solid idea of what each faction is all about.

To that end, I am leaning toward a simple format that includes the bare essentials:

Name(s)
Emblem
Approximate Age
Planets (with rough population and short description)
Other Population Centers (Space Stations, Asteroid Colonies, etc. with rough population and description)
Allies
Enemies
General Attitudes Toward Outsiders
General Attitudes Toward Citizens
Brief History and Description

I'm hoping this is enough. I'm going to post a very brief list of the Factions, but expect to a full write up for each one in the coming weeks.

Right now, there are six major factions (with two additional general regions that are pretty broad in scope - one is a hodgepodge of independent states and communities that uniformly resists control from any of the Factions, while the other is the frontier of known space, where Factions and allegiances mean very little in the face of day to day survival). The Factions of known space are:

  • The Regency Imperium (formerly The New Terran Empire) - Traditionalists facing an uncertain future.
  • The Alliance of Colonial Nations - A rising power struggling to balance growth with resource consumption.
  • The Collective - A society of linked minds where individual thought risks being lost amidst the jumbled masses.
  • The Coalition of Autonomous States - A failed attempt at freedom where government has been sold piecemeal to criminals and corporations.
  • The Kokoran Union (also known as Kokora) - Strange newcomers with a troubled past that hinders their progress.
  • The Corporate Interzone - Powerful megacorporations who have secured their own autonomy from any central government
plus:
  • The Freespace - An uncontrolled wild land devoid of any larger, central authority.
  • The Frontier - The fringes of known space where colonists set their eyes on survival and hopes of a better future.
Anyway, here are some of the Faction emblems. Again, I'll try and have full faction writeups quite soon.

Thursday, January 22, 2009

[House Rules] Skill System Adjustments

We are incorporating a few changes to skills as presented in the core Savage Worlds rule book. Some alterations are being made in the hope of streamlining an already narrow system, while other aspects are being added to better flesh out what is already there.

Removed Skills:

Guts is no longer a skill in the Future Perfect campaign setting. It is our position that everything governed by a Guts skill roll in a non-horror setting can be handled with a simple Spirit roll. Instead, Guts may be taken as an Edge if so desired. Requiring a Spirit of a d6 or higher, the Guts Edge will offer a bonus of +2 to all Spirit rolls involving fear resistance or personal morale.

Altered Skills:

Language skills no longer have die type ratings. They are acquired normally as if purchasing a new skill, but any language skill check is handled with a Smarts roll. They never have to be advanced, requiring only the initial purchase. All characters begin play with their Native Language for free.

Firearms may be split into two distinct skills: Small Arms and Gunnery. The Small Arms skill governs the use of man-portable firearms. The Gunnery skill is used when operating emplaced weapons or large, immobile weapon systems mounted on vehicles. This skill alteration remains pending.

Healing has been changed to Medical, and in addition to the capacities of the Healing skill, it also includes the use of Medical Technologies and the surgical implanting of bio/cybernetic systems.

Lockpicking has been changed to Security. In Future Perfect, it has been changed to a Smarts-based skill, though in settings with less advanced technologies it should remain Agility Based.


New Skills:

Hacking (Smarts) involves the attempted defeat, exploitation, and/or alteration of the security capabilities of a computer system. More than just basic computer use (which is handled with a Smarts roll, or occasionally, Investigation), Hacking allows system intrusion and the non-standard use of a system in both legal and illegal ways.

Performing Arts (Spirit) is used for various performing arts including dancing, singing, and playing musical instruments. This skill may also cover acting if performed within certain formalized settings, but casual acting attempts intended to fool or trick another person should use the Persuasion skill.

Sleight of Hand (Agility) is used in situations where deftness, manual subtlety, and subterfuge are in order. Such tasks as picking pockets and feats of prestidigitation are governed by this skill. In many cases, use of Sleight of Hand may require an opposed roll against another character's Notice skill.

Visual Arts (Spirit) is used when attempting most forms of visual expression from drawing and painting to sculpture and graphic design. In some cases, this skill may also be used for art forgery.

Zero Gravity Maneuvering (Agility) is used when attempting to make physical actions in zero gravity or to control one's movement.


Expanded Skills:

Knowledge (Astrogation): The art of stellar navigation, including how to calculate the complex mathematics behind FTL travel.

Knowledge (Battle): Knowledge of how battles are fought, lost, and won. It addresses tactics as well as history, providing a broad, general knowledge of military systems past and present.

Knowledge (Engineering): Knowledge of how technology is designed, tested, and manufactured. This skill often is used when inventing new technologies or improving upon old ones.

Knowledge (History): The general knowledge of the past, its peoples, places, and important key events.

Knowledge (Life Sciences): The broad knowledge of the various sciences involving living beings, including biology, ecology, genetics, biochemistry, etc.

Knowledge (Physical Sciences): The broad knowledge of the various physical sciences including physics, chemistry, geology, meteorology, astronomy/astrophysics, etc.

Knowledge (Politics): The knowledge of current political personas, events, issues, and tensions.

Sunday, January 18, 2009

[House Rules] Faction Reputations

Reputation

Characters gain positive and negative reputations among the various factions active in the campaign setting. Reputation values affect non-player character reactions as a direct modifier to reaction rolls, and may also represent how well known a character is to members of the faction.

Reputations may be positive (fame/renown), negative (infamy), or neutral.

Status:
  • Loved/Famous [+3]
  • Highly Regarded [+2]
  • Generally Liked and Respected [+1]
  • Neutral [0]
  • Distrusted [-1]
  • Disliked [-2]
  • Hated/Reviled [-3]
Individual Reputation:

If a character’s identity is known and recognized, a reputation modifier is applied to all social skill rolls and NPC reactions that character has with members within the particular faction. At least, it is among those who care. If a character is unknown or unrecognized, then no reputation modifier is applied.

Recognition Checks:

A character may be recognized casually, or even spotted if he is trying to remain discreetly incognito (not using the S. If the GM decides a check is a appropriate, such as if a character is running around out in the open, or is attempting to lay low in the stronghold of an enemy, then a test should be made to see if a character is recognized. A d6 is rolled, and the absolute value of the character’s relevant Reputation modifier is applied. On a success, the character is casually recognized and may or may not be called out directly. On a raise, the character not only is recognized, but is recognized with a correspondingly strong reaction, such as great fanfare or immediate mob hostility. This d6 roll is not open-ended.

Example 1:
Gavin Dace is a well known mercenary soldier who, through repeated engagements, has earned the enmity of many persons in the White Dragon Pirate Clan. He is considered generally disliked (-2) among that faction. Having taken a job to disable a small pirate frigate/clan barge, he is dropped off clandestinely to mix among the general population until he can make his way to the engine core. Though he is sneaking around, and trying to keep his presence and identity a secret, he’s had to interact with a few people in order to pursue his mission. Thus, the GM decides that a recognition check is in order. Rolling a d6+2, he gets a total of 5. Gavin is recognized by someone, but not in a way to elicit a mass response. The GM decides that someone reported his presence to someone with greater authority. About twenty minutes later, Gavin makes a Notice roll and realizes he’s being tailed by a handful of armed fighters who seem to be trying to maneuver him away from the civilian population and toward someplace a little more remote…

However, had the GM gotten a raise on his Recognition test, things could have been worse. In that case, the GM may have decided:

Someone in the crowd calls out, “My god! It’s the Butcher of Barbarossa!” and suddenly all eyes are on Gavin. Indeed, several brutish men level their pulse carbines even as they push through the crowd toward Gavin. A panic ensues, and Gavin has little chance in these hostile waters but to make a run for it…

Group Reputation:

Sometimes, a known group of characters (such as many groups of Player Characters) may find themselves in social dealings with a major faction. Individual reputations here are of limited importance when compared to the total composite picture presented by the group as a whole. Guilt by association with a known enemy may tarnish even the most loved individual.

To determine the reputation of a group, calculate the average reputation of its individuals. Any remainder should be rounded down to the lower value.

Gaining Reputation:

The Game Master should consider giving reputation bonuses when characters have performed a number of beneficial tasks for persons of some social importance. Working for an up and coming politician doing “odd jobs” is likely to earn a positive reputation value among people in that faction. However, no amount of helping Joe the Bookseller is likely to affect character reputations in the slightest.

While there are no hard and fast rules governing precisely when a Game Master should assign additional Reputation points, there are a few key factors to remember. As mentioned previously, working for important people, especially figures of high public profile or social prominence generally has a positive impact. Being successful, really successful, also helps. No one is going to care that some hired mercenaries fought at the battle of Ajax's Star, regardless if they win or lose. However, if those mercenaries executed a plan that that not only won the day, but saved the lives of dozens, maybe even hundreds, of their allied soldiers, people are going to remember. Publicity can make or break a reputation. A good public image, presented to a wide variety of people, can have a definite positive effect on how a character is treated. If even a comparatively minor task is completed successfully while under public scrutiny, the task may earn a character substantially more public esteem than if few, or no, people bore witness to the acts. Lastly, acts of public service, helping people and civic minded organizations, may help establish the notion that a character has good intentions.

In short it all breaks down to considerations of Scale, Scope, Service, and Success. A Game Master should consider:
  • Increasing a reputation to +1 when a character has performed several tasks to benefit the faction and its people.
  • Granting a reputation of +2 when a character has undertaken not only several tasks that benefit a faction, but has done so at great personal inconvenience and with results that may have demonstrable long term effects.
  • A reputation of +3 is extremely rare, granting it only to those characters who have repeatedly and publicly achieved great victories for a faction, and have done so in ways with definite immediate as well as long standing effects.

Losing Reputation:

Just as a character can earn the general esteem of his fellows, so too may he lose it. And in truth, it is probably a lot easier find oneself with a negative reputation. The Game Master should consider lowering a reputation value when a character becomes well known for something negative. Failure, Hostility, Dishonesty are all common traits that will earn a negative reputation.
When character acts openly hostile toward the faction or interests of the faction is also cause for lowering reputation. As with gaining reputation, the scale of the situation should be weighed in consideration. Trashing Joe the Bookseller's shop will probably not have much impact on a character's reputation. However, attacking a space port most definitely will. The intensity of this reaction increases if people and/or property were damaged, killed, or destroyed. A reduction in reputation will also occur over time if a character ignores the faction. Reputations fade, its a terrible, terrible truth. All reputations, if not maintained, will move inexorably toward zero (0). Positive Reputations backslide more quickly, but even negative reputations, given enough time, will fade.

A character should earn:
  • A -1 reputation when proven unreliable or untrustworthy, or has become well known in a negative light for actions taken indirectly against the faction or its interests.
  • A reputation of -2 should be assigned when that character is noted as being dangerous and/or hostile toward the faction both publicly and privately.
  • A reputation of -3 should be assigned when the character is proven a dangerous, public menace, and inimical to the efforts and agendas of the State and its peoples.

Adjusting Reputations – The Enemy of My Enemy and Guilt By Association:

Having a particularly high (+2 or greater) or low (-2 or lower) reputation with one faction may influence the reactions of its allies and enemies. For example, in the Future Perfect setting, the Regency and the Alliance are locked in a rapidly escalating cold war. A character who is highly regarded within the Regency could very well find himself distrusted by the powers that be within the Alliance and thereby handicapped by the biases of the faction. When reaction and recognition rolls are made, apply the modifier listed below. However, if the character is neutral in the region, no extreme effect from a raise is gained.

If this Faction is:
  • Being Conquered/Exterminated by one or more other Factions with whom the character is in high favor [-3 Penalty]
  • Openly Hostile with multiple Factions who hold the character in high favor [-2 Penalty]
  • Openly Hostile with a Faction who holds the character in high favor [-1]
  • Allied with one or more Factions who strongly dislike this character [-1]
  • At odds/contending with multiple Factions who hold this character in high favor [-1]
  • Openly Hostile with one or more Factions who strongly dislikes the character [+1]
  • Allied with one or more factions with whom this character is in high favor [+1]
  • Being Conquered/Exterminated by one or more Factions who strongly dislike this character [+2]
No reaction test may be adjusted to more than +3 or -3 from the reaction adjustments listed above. For example, if a character is already Loved in multiple regions of space, he does not gain the additional +1 modifier.

Thursday, January 15, 2009

[House Rules] Alternate Experience System

Assigning Experience:

Every Skill gains its own set of Improvement Experience (IXP) that may be spent only on improving that skill. General Experience, however, may be spent on anything, provided the GM approves an improvement. General XP may be spent as IXP when a character is improving a Skill.

Skill Experience:

Listed below is how skills gain their individual Improvement Experience Points, assigned at the end of the play session. Unlike General Experience awards which are added together, Skill Experience is assigned singly to each skill.

The Skill was:
  • Used in a common way, but failed [1 IXP]
  • Used in an uncommon way, but failed [2 IXP]
  • Used successfully one or more times [3 IXP]
  • Used successfully in a unique way(s) [4 IXP]
  • Used in a way that had a strong impact on game events [5 IXP]
  • Used multiple times in ways with a strong impact on game events [6 IXP]
  • Used exceptionally well, and changed the course of the game [7 IXP]
  • Used exceptionally well, in a unique way, and changed the course of the game [8 IXP]

Skill Improvement Experience Points are tracked for each skill individually. When a skill's current IXP total meets or exceeds ten times the die rating of the next skill die, the skill improves and the current IXP total for a skill is reset back to zero. If a skill die will exceed or already is higher than a skill's governing Attribute, then it costs twice as many IXP to improve the skill.

General Experience:

The Character:
  • Was active/present in the game [+1 XP]
  • Contributed meaningfully to the game [+1 XP]
  • Had an outstanding contribution to the game [+2 XP]
  • Overcame a major personal obstacle [+3 XP]
  • Met a major personal goal [+3 XP]
The Group:
  • Was successful in their efforts [+1 XP]
  • Succeeded admirably due to skill and ingenuity (not sheer luck) [+1 XP]
  • Overcame a major obstacle [+3 XP]
  • Achieved a significant long-term goal [+3 XP]
  • Completed a minor storyline [+3 XP]
  • Completed a major storyline [+5 XP]
Both Character and Group bonuses add together to total a character's full general experience points for a session. It may be noted that in any given game session, experience earned may fluctuate significantly. Average gains tend to be 4-7 points per session, but may range much higher in those sessions where more dramatic vistas were reached. Character development and advancing the story tend to present more significant bonuses.

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

*In the case of those Edges where there is a demonstrable progression of a single ability (called an Edge Track), the cost of an Edge of superior rank includes those points already spent in earlier, lesser versions of the ability. Edges where there are normal, and then Improved versions tend to be good examples of Edge Tracks.
**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).

Monday, January 12, 2009

House Rule Musings, Part 3

Finally, having established a rough framework of relative values between skills and edges, and from noted a cost for their acquisition/improvement, we can turn to improving Attributes.

Let’s work with the idea that Edges and Characteristics have similar value. But they also have some differences: Edges have conditional rank requirements and any number of prerequisites; Characteristics have one limitative restriction insofar as they may only be improved ONCE per rank. This tells us that Characteristics should improve MORE slowly than Edges are gained or skills acquired/improved.

If we look to the costs for Edge acquisition as a baseline, we can increase point values accordingly to slow progression. Since Attributes and Edges will be paid for from the same pool of experience (General XP), we can adjust the apparent value to make Edges generally the more appealing purchase. The trick is not to make Attributes prohibitively expensive. And yet, there is also the issue of trying to keep costs relatively standard.

In this case, the law of FFF wins the day. Though attributes probably should cost a little more, it’s not worth having yet another cost progression to track. So Characteristics improve with the same cost increments as Edges, and calculated the same way as skills.

Characteristic Improvement XP Cost = (Next Die Type) x 10

Thus:
Improving from d4 to d6 Costs 60 XP
Improving from d6 to d8 Costs 80 XP
Improving from d8 to d10 Costs 100 XP
Improving from d10 to d12 Costs 120 XP

And now we have a basic set of values. What remains to do is note how experience is given by the Game Master, and make any minor tweaks to the system before it is set down in its final form.

Sunday, January 11, 2009

House Rule Musings, Part 2 (Edges)

Alright, so if the question becomes a matter of relative value, we need first to identify precisely what values are relative.

Stock Savage Worlds assigns Edges a value equal to that of Characteristics. Improving a Characteristic is the same, roughly, as acquiring a new edge or a new skill, insofar as experience is concerned. Its all very neat and simple, at least as first glace.

However, unlike Characteristics and Skills, Edges do not improve vertically. In stock Savage Worlds, improvement within a vertical progression retains a fixed cost – it costs no more to improve from a d4 to a d6 than it takes to improve a d10 to a d12. Instead, factors external to the progression system impose limits – Characteristics can only be improved once per rank; Skills higher than controlling attributes require the full Advancement to increase. Edges only have rank requirements and prerequisites.

Generally, the acquisition of Edges represents the broadening of a character’s abilities. Like Feats in the d20 system, Edges are what differentiate characters (on paper, at least), especially those who may have similar skills and characteristics. We want Edges to be accessible and affordable. Similarly, we want prerequisites to remain generally in effect, although only Rank will have any impact on cost. Initial discussion yielded a set of rough comparative values:

Basic Edges have a value similar to becoming well trained in a skill (equivalent to improving to a d6). Seasoned Edges have a value similar to becoming very well trained in a skill (equivalent to improving to a d8). Veteran Edges have a value similar to becoming extremely well trained in a skill (equivalent to improving to a d10). Heroic Edges have a value similar to achieving Mastery of a skill (equivalent of improving to a d12). Legendary Edges have twice the cost of Heroic Edges.

However, those costs seemed ridiculously high when considering that, with the IP tracking system, Skills gained experience constantly. Edges would have to be gained through general experience alone. Furthermore, many of the Legendary Edges were just means of improving Characteristics and Skills beyond the normal maximums. The new experience system could easily accommodate such improvements without using Edges; the few remaining Edges really were not worth the steep additional cost, especially when considering the often stringent prerequisites. A new cost breakdown was needed.

Earned general experience should be between half and a third of what any well used skill will gain per session. Using this as a guideline, the next step involved taking the skill improvement experience costs and dividing them by 3 to yield what could be a better result. Assuming a 10x multiple for skill improvement, and calculating total cost of the skill acquisition (not just from, say d6 to d8, but its cost all the way from nothing) yielded the following:

  • Basic Edges: 33 XP (100/3)

  • Seasoned Edges: 60 XP (180/3)

  • Veteran Edges: 93 XP (280/3)

  • Heroic and Legendary Edges: 133 XP (400/3)

Better, but still pretty rough. 3’s, let alone remainders, aren’t helpful for fast play, so we figured rounding the numbers should help. But even at 30-60-90-130 the breakdown was not particularly intuitive. Adjusting the final cost for the Heroic/Legendary group could at least result in costs being multiples of 30, a method much easier to remember. The new working cost values were as follows:

  • Basic Edges: 30 XP

  • Seasoned Edges: 60 XP

  • Veteran Edges: 90 XP

  • Heroic/Legendary Edges: 120 XP

Now we were getting somewhere. The range of point costs is more in line with where we want to be. Edges are not prohibitively expensive, but are not incredibly easy to acquire, either. However, when we looked back at the design progression from the process of brainstorming we recalled a couple of things. First, was noting that new edges cost the same as new skills in stock Savage Worlds. And secondly, keeping that in mind, we realized that perhaps the initial assumption - costs should be calculated reflecting skill advancement from unskilled all the way to its current value - was incorrect. From the costs we'd just derived, higher ranked Edges mirrored the costs of Skill advancement from one tier to the next relatively closely. So, we decided to keep costs closer to that standard -- resulting in less to remember and maintaining the spirit of the "FFF" philosophy.

The final costs for Edges in General experience points is:

  • Basic Edges: 40 XP (same cost as a new Skill; buying d4)

  • Seasoned Edges: 60 XP (Improving to d6)

  • Veteran Edges: 80 XP (Improving to d8)

  • Heroic Edges: 100 XP (Improving to d10)

  • Legendary Edges: 120 XP (Improving to d12)

This method results in generally lower costs, except at the lower ranks. Prerequisites, aside from rank, remain standard. The progression syncs up nicely with the Skill experience system so there is less to learn. Obviously, some edges may need to be modified (or removed) to account for these changes. But otherwise, it works.


Of course, we still need to examine how to improve Characteristics.

Friday, January 09, 2009

House Rule Musings

Recently, I've been considering the types of games and mechanics my playgroup tends to like, and was hoping to apply a few changes to help overcome any reluctance to Savage Worlds on the part of a couple of my player. Here's a start to what I've come up with.

No more ranks. No more advancements every five experience points. My playgroup decided to get rid of them since we never liked them much anyway. You see, we are a picky lot. Picky, and probably a bit spoiled. We’ve been playing a long running HERO system campaign for about six years now, and HERO lets us make what we want, how we want it, with a few very key, core rule dynamics to keep in mind. Have a concept, and BANG! You can make it in HERO system exactly how you want it.

But HERO is by no means flawless. It has some drawbacks – a few are out and out dealbreakers for some folks. It can be slow – too slow – when playing through large combats. The vehicles rules are… well… klunky would be too nice a thing to say. And character creation, especially when building an experienced character, can be time consuming (measured in days, not hours, let alone minutes) and for new players, downright intimidating.

So we decided we wanted a backup system. Not something to replace HERO. No, we’ll be playing HERO for years to come most likely. What we wanted was an alternative, a light system to play when we wanted breaks from HERO or had a taste for something different. About two years ago, that choice settled upon Savage Worlds. We are not alone among the many Savages who’ve come along to find a rules-light alternative to the sheer weight of HERO game-play. But we do seem to be alone in wanting a few very specific alterations to fit our play style.

Firstly, ranks and advancements smack of levels. Some of us dislike – intensely dislike – such relics from older systems. It is bad enough that every computer and console RPG seems to force them down our throats, we don’t want them on the tabletop too. Secondly, characters advance too quickly. In less than a year of weekly play, the average Savage Worlds playgroup is well into “Legendary” in its capabilities. The system as it is written supports short campaigns and “one-shot” adventures exceptionally well. However, it escalates in power too quickly for many longer campaigns.

And recently, we decided that when the Fantasy HERO game ends, we want to switch genres and jump into some Science Fiction. Since the idea of handling dog-fighting starships in HERO makes some of us want to gouge out our eyes, Savage Worlds seemed to be our logical choice, between its simple but solid mechanics, fast action, and seamless integration between tactical and role play. However, the “skimpy” skill system and the aforementioned issues with the experience system made some members of my playgroup hesitate, especially since we figured the Sci-Fi game would become our new, primary game.

Adjusting skills was simple. Add “Sleight of Hand” as a skill – I know some folks say it may be handled using “Stealth”, but I find that notion to be not particularly compelling. Predefine a few Knowledge Skills. Adjust how languages are handled (they no longer have die types – you either have it or do not. Any roll needed is handled by Smarts). And add a handful of edges to round things out. The broad skill “groups” may take some getting used to for a few players, but it does keep things moving fast without sacrificing much of the fun.

The alteration to the experience system was another story. We decided that the experience system itself had to be adjusted from the bottom up – from how experience is given and earned all the way to how it is spent. One common concern with any point-buy system is that experience is earned in a general way and spent on whatever a player wants – despite improving or developing abilities never used or hinted at in actual play. Savage Worlds is not alone in this. Instead, we wanted abilities to improve more organically. If you use a skill, and use it often and well, it will improve. We looked to other systems we have played – most notably R. Talsorian’s Interlock and Chaosium’s Basic Role Play – that have provided a more organic skill advancement system. Of the two, Interlock offered our preferred method. As skills are used or trained in game, they earn improvement points. At certain thresholds of points (generally, 10x the current skill rank), the skill improves. The downside is having to track experience for each skill, and not just in a single pool. None of us considered that to be a problem – it’s only an extra column on the character sheet.

In our Cyberpunk 2020 days playing the Interlock System, skills would often be used in interesting and dramatic ways just to push skill improvement. It may seem silly, but those occasions became some of the most memorable and exciting times in the game. They contributed to the fast, furious fun that is so emblematic of Savage Worlds. We reckoned a mechanic derived from Interlock would work perfectly.

So, we have a framework for skills. What about Characteristics and Edges?

Characteristics improve like skills do in Savage Worlds, so we needed the altered system to keep that essential feel. A couple questions keep popping up:
  • How to address the imbalance between skills and controlling attributes? Agility and Smarts would improve far more often than Strength and Vigor if skill experience can be allocated to characteristic improvement.
  • How does having a characteristic lower than a skill affect that skill’s cost?
  • How slowly should characteristics improve compared to skills? In stock SW, two skills improving is the equivalent of one characteristic increase, unless a skill is rated more highly than the controlling characteristic – at which point they have equal value. We want characteristics to improve slowly enough that they are more difficult to improve than skills, but not so slowly that characters have tons of skills hovering near or surpassing the characteristic continually.

And for Edges? Well, Edges are an interesting case. We decided to retain some of the Rank system as a means of classifying Edges. Unlike HERO where all abilities are built via points of effect, Savage Worlds edges have no metric by which to rate their values individually. Instead, the Rank system allows us a means of assessing relative value. Admittedly, we have to trust the game creators who created the Edges, but the worst that can happen is that two Edges of the same rank are not of similar usefulness. Not a big deal. It is no more a flaw in our mechanic than it is in the stock Savage Worlds system. The only significant question about Edges becomes their relative value compared to other improvable commodities.

Finding answers, though, is somewhat more of a challege...