Introduction and Information
DB_Explorer
Purveyor of alternate realities.
- Location
- San Diego, California
- Pronouns
- He/Him
- Original Hard Science Fiction Setting
- No lengthy setting books to read
- Tight Knit Crew
- Centered on the Corporate Domains of the Jovian System
- 4D6 modified FATE SRD
- Tailored plot arcs based on character histories and skills ranging from smuggling, corporate sabotage and plain old mercenary work.
- Posts every 2-3 days
- 6-7 Players Total
- Multiple factions and agendas that influence player options and are influenced in turn by player actions.
- Progress personal and group reputation, skills and resources.
Celeritas as a setting is set in the year 2417 and advances in space travel, material sciences and medical technologies have allowed humanity to colonize from Venus and the Largrange point colonies of the inner solar system to the ice rings of Saturn where the sun is lost among the others in the black. Faster than Light travel, and thus the ability to leave Sol, remains elusive despite advances in the manipulation of gravity. The roleplay will take inspiration from works such as Cowboy Bebop, Firefly and The Expanse. The focus is thus on the actions of a small crew and their ship, in this case the eponymous Celeritas in the area under the gravitational thrall of the largest of planets, Jupiter.
The game will be running off the FATE roleplaying system with a few tweaks to bring skills in line to a scifi setting as well as wealth but the focus of the game will be on the narrative, the story. Why did you join on to this crew? Extensive reading up on the setting won't be needed as its hard science nature helps limit the esoteric, while information on places can be provided as one explores the setting.
You will be responding to the request for crew from the Celeritas, which has just gotten a new Captain. The ship has no real history, neither does the captain and no connections to any major corporations or other such factions. Though they also don't mention requiring checks beyond making sure the pilot and doc are legitimately licensed….
The text here will change as I move from a simple interest check and discussion to proper recruitment. Feel free to ask questions, ask about character ideas or work with other would be players to make characters. For more information on the FATE RP system you can look here, with characters being here.
I would like to thank @Sushi for the blank character profile and the general page layout, including some of the BB code usage.
Order of submission will not change chance of acceptance - in the end my choice of players will be to make the most interesting and balanced party for the game.
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- Captain – @DB_Explorer
- Michael "Mike" Waters, Reclusive broker with a mercenary past, Belt.
- Pilot/First Officer – @HatsuZ
- Sakura Noihara, Pilot with a Kid to Feed, Venus.
- Communications Officer – @Daraken
- Nathan Feng, Ex-CorpSec Tech Sergeant – Mars.
- Chief Engineer – @Jeboboid
- Helena Mitchell, Machine Whisperer – Mars.
- Apprentice Engineer - @Ryo0955
- Elise "Lis" Harmon, Intelligence in a Small Package – Callisto.
- Load Master - @ tankdrop24
- Oswald Flowers, Vindictive Ex-Security Chief – Earth.
- Doctor – @Unimaginative
- Arthur Graves, Ex-Manticore Combat Surgeon – Earth.
- Captain – @DB_Explorer
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Game, Scene and Exchange information
- Game Sheet
- Scenario 1 - Dude Wheres My Cargo?
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General Rules and Modification of FATE SRD
- Notice does NOT influence turn order. Whomever posts first.
- In addition to the default Four Actions, players can also use the Discover Action. It gives less Aspects and Invocations than a CA or Attack but can reveal important narrative details.
- We're using a Non-Standard Skills List.
- Resources removed and replaced with a Wealth Stress track
- Wealth stress track does not recover with time.
- Cyberware rules in effect
- We're using 4d6 / 4d3 for FATE die / Fudge die.
1-2 = -1
3-4 = 0
5-6 = +1
Special Rules
Wealth
Most of the rules in place can be found here as previously linked, also as you have noticed there are links scattered throughout the post to link to the relevant sections of the FATE SRD. This section is here more to explain the extra rules I'm using to help the system work in the setting Celeritas takes place in. The two key changes are that to how wealth is treated as well as cybernetic augmentation.
In normal FATE wealth is abstracted into a skill, resources, here that skill removed and replaced with wealth stress track. Wealth is used when your making an purchase outside of the mundane. Some items like augmentations or prosthetics or a very fancy piece of kit will have an attached wealth requirement. You can also use wealth to quickly settle matters that would take time with other skills - such as bribing a guard rather then intimidating or persuading him, or buying the bar a round of drinks rather then flirting with a mark.
When you fail a purchase or mercantile roll - maybe you misjudged how much is needed to bribe a guard, or got overzealous during an auction. Rather then fail the roll you may take hit to your wealth stress equal to your shifts of failure. This allows you to continue with your action now and shifting any consequences farther down the line.
As for starting wealth and removing stress. Starting wealth is defaulted to two boxes like Mental or Physical stress, additional boxes will be giving out by the GM based off aspects and characterization.. Unlike mental or physical stress though Wealth stress does not fade with time. To remove wealth stress you need to gain wealth, while gaining permanent wealth slots will require reaching Milestones.
Augmentations
Given the technology of the setting it is natural, expected even for people in various lines of work to have cybernetic enhancements and generally fall into prosthetics and augmentations. Prosthetics are different from augmentations in that a prosthetic merely intends to replicate the human norm and is standard for replacing a lost limb or even eye. Augmentations go beyond human and some people will lose perfectly functional body parts to gain these advantages.
Starting the game with a prosthetic or two won't cost you anything or require an aspect usage. Starting with an augmentation requires two things. One you must use an aspect to reflect this choice and you have to spend a refresh point (reducing your total fate points by 1) to gain an augmentation to power your other augmentations. But your power plant, interfacing as it does with your blood stream to create power from the sugar in your blood lets you resists poisons and other pesky issues at the cost of a fate point. If this is your first augmentation the power supply is included with the fate point needed for the main augmentations.
Now for the augmentations you get to choose between minor and major augmentations. Minor augmentations are like enhanced eyes giving you +1 to notice and an aspect like 'thermal vision' with each extra aspect being another minor augmentation. Minor augmentations generally don't overstress the body much. Every three minor augmentations cost a point of refresh regardless of being bought or on character creation.
Major augmentations are things like skeleton enhancements or replacing something like an entire limb. Cybernetic limbs or carbon-fiber skeleton reinforcements are an example of major augmentations. Major augmentations are open to the creation of stunts or a more generally applicable skill increases. Each major augmentation in turn requires a refresh point to be purchased and a higher level finance roll.
Drones
Drones are going to play some roll in the setting so an outline of how this will work is needed. Drones are mechanically an Extra that use some of the rules for lower end NPCs.
Permission: Aspect reflecting technical competence or training.
Cost: +2 acquisitions roll as a purchase & skills in Electronics.
Details: A Baseline drone group is treated as a set of 4 average NPCs with 2 average (+1) skills, and one or two aspects and no stress boxes. For every shift of success on the acquisitions roll the player may either increase the size of the drone group by one or upgrade the drones one rank to a maximum of good.
Drones cannot function independently and must stay reasonably close to their user. Players can only bring one group of drones with them at a time. The Electronic skill may be used to create advantages for the drones and those specifically for the drones may be made while also giving the drone an order. The player can not use any of their skills through the drone. Electronics may be used to repair damaged drones or recover lost drones. Recovery is based off the shifts used to take out the drone.
Aspects: High Concept & Trouble + 3 Phrases (Optional)
Skills: Great (+4)
Refresh: 3
Stress Tracks: Physical & Mental & Wealth
Consequences: 2/4/6
Skills: Great (+4)
Refresh: 3
Stress Tracks: Physical & Mental & Wealth
Consequences: 2/4/6
Code:
[b]Name:[/b] X
[b]Appearance:[/b] X
[b]Age:[/b] X
[b]Position:[/b] X
[b]Birthplace:[/b] X
[b]Aspects:[/b] X
[b]Refresh:[/b] X
[b]Fate Points:[/b] X
[b]Physical:[/b] X
[b]Mental:[/b] X
[b]Wealth:[/b] X
[b]Consequences:[/b] X
[b]Personality & Bio:[/b] X
[b]Skills:[/b] X
[b]Stunts:[/b] X
Athletics
Burglary
Contacts
Deceive
Drive
Engineering (Replaces Craft)
Electronics (Replaces Craft)
Empathy
Fight
Investigate
Knowledge (Replaces Lore)
Medicine
Notice
Physique
Pilot (Split from Drive)
Provoke
Rapport
Shoot
Stealth
Will
Burglary
Contacts
Deceive
Drive
Engineering (Replaces Craft)
Electronics (Replaces Craft)
Empathy
Fight
Investigate
Knowledge (Replaces Lore)
Medicine
Notice
Physique
Pilot (Split from Drive)
Provoke
Rapport
Shoot
Stealth
Will
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