Prologue: The March of Progress, Collapse, and Rebirth
The Dawn of Space Travel was supposed to be a time of Glory for Mankind. Many pioneers left to the Stars, to colonize new worlds, new frontiers, and new paths.
Science, the beacon of mankind, became full of people who wanted to push the boundaries of what could be possible.
Many things became possible.
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Mankind was alone in the Galaxy.
We were the first to take the first steps into the universe. Complex life was all but gone, nonexistent in the whole universe.
As terraforming the planets for human habitation continued, life flourished.
Man continued to Grow unopposed.
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Two thousand years after the creation of faster than light Travel was created, Mankind had colonized the whole galaxy, whole planets and sectors and arms only bound by Earth, and the simple human DNA that bound them all together.
That Unity would not last.
For no empires lasted forever
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Five hundred years later, mankind fragmented.
The United Earth Planetary Government collapsed due to its decadence, it's rulers immortal, complacent, and uncaring, only accepting the wealth from the colonies from the mortals who risked their lives for freedom from their grasp and power.
But Earth was not prepared for the sun to suddenly and violently expand.
No one was prepared for such an act of God
And Earth was destroyed in a fiery death.
And when word reached the galaxy...
Mankind entered its greatest Dark age.
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Chaos Reigned as the galaxy collapse into Anarchy.
Systems fought systems as they struggled for survival as trade collapsed. Industrial heartlands and planets could not produce or eat, and the farming planets could not maintain their equipment.
Planets prayed for a hero to save them.
None came. So they had to save themselves
Centuries passed, and order was restored slowly, as armies and fleets grew, planets joined together again, and Empires and Federations Grew.
Three Successor States to Control the Galaxy Rose into its Place… to Reunite Mankind in their own image.
War was coming, but no one knew when it would begin.
The Year is 5034 CEE (Common Earth Era) or Year 231 After the Collapse.
You Are a Human in this ruinous time.
You Are The Key To Mankind's Salvation and Reunification.
Or It's Inevitable destruction.
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Across the Galaxy, your equal, who's views and goals are the same as yours, fights his own battles, his own demons...
Lighting his own Star to clash against your own.
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A Binary Star, as it were,
For Your Own Journey.
Only one may succeed, while the other will fail.
This is a tale that will stand the test of time.
This is the Tale of Binary Stars, and their tale to reunite Humanity!
But where do you hail from oh Legend? Which of the peoples did you arise from, before you began your journey.
The Factions:
[]The Imperial Principalities of the Eastern Territories: The sprawling Empire, whose foundations were once so mighty, has stagnated beneath the weight of centuries of bureaucracy, political intrigue and dogmatic refusal to look ahead. The elders who once brought wisdom now cripple any attempts to stem the bleeding. The Von Bismarks, enlightened warlords that established rule of law, set in place systems to reward meritorious service, the very saviors from the chaos that followed the Collapse, may now be the Empire's undoing as they gather their fleets and watch the board with keen eyes, with new competitors eager to make their own mark. The Empire's Grand Fleets sit in port, neglected by the very peace and prosperity that the Empire wrought, the Old Earth Fleet itself slowly decaying year after year, as the Empire forgets how to maintain it. A poor omen.
Pros:
Meritocracy: For all of its faults and Corruption, It strives to be the Next Rome. Filled with men who earned their position through merit, through skill and luck. (All Leaders and Advisors are highly skilled in their positions. If societal corruption is not dealt with, there is a high chance that these leaders and advisors will more likely be incompetent.)
The Grand Fleets: The Grand Fleets are among the most technologically advanced fleets in the Galaxy. (You have the largest fleets in the galaxy, and can power project over all the galaxy.)
Benevolent Autocracy: The Empire, for all of its flaws, is fairly liberal in how it runs things. Yes it has an Emperor, and he wields supreme power, but that means little in an empire that spans a section of the galaxy. Generations of statesmen have tried to maintain the traditions and legitimacy of their leaders. (If a good emperor is on the throne, and societal corruption is neutralized, there's is a +20 to all rolls no matter the subject. )
Very Large: You are the Second Largest Faction in the Game. (-10 to Governing Rolls due to it's Size)
A Crisis of Succession: The Emperor is old and dying, with his heirs prepared to wage a bloody war for their claim to the Throne. The Ambitious, the strong or the smart can rise to become greater than they were before if they back the Right man. Or themselves. (Great Things may come for those who are bold. If Succession is not secured, war will erupt when the Emperor dies)
Cons:
Societal Corruption: Though peace may reign, the planets of the Empire seeming with corrupt bureaucrats, decadent governors and apathetic citizens, who care not for the glory of the Empire, but for their own survival and safety. The people are not motivated in unifying humanity… they are motivated by greed, status, and their own basic instincts. (A random Roll Every turn will suffer a -20 if your society is not cleaned up, motivated, and behind your leader)
The Old Guard Remains Eternal: The Old Guard of the Empire, tired old men who lack the spine, will and ambition to lead the empire to Greatness, still cling to their power, their "Wisdom" Leading to nothing but stagnation, to decadence, and soon, collapse. It will be quite a battle to win against such stubbornness. (-10 to Battle rolls until the Old Guard is removed.)
Poor Research Base: Their Research base is behind that of the other star Empires of the Galaxy. Technologies available in the other sectors of the Galaxy are still just beginning to be discovered by their scientists. (If the Research base is not funded, it will have a -30 to their rolls.)
Maintenance Cost: While the Old Fleet has protected the Empire for Centuries, the cost to maintain the fleet is high, too high in fact. Old technologies that could repair the ships have been lost in the collapse, and for every ship you lose, it is nearly impossible to replace. (Without the appropriate technologies, repairing the Grand Fleet is next to impossible without cannibalizing ships for spare parts. Ships in the Fleet get a -30 to repair and maintenance Rolls)
A Crisis of Succession: The Emperor is old and dying, with his heirs prepared to wage a bloody war for their claim to the Throne. The Ambitious, the strong or the smart can rise to become greater than they were before if they back the Right man. Or themselves. (Great Things may come for those who are bold. If Succession is not secured, war will erupt when the Emperor dies)
[]The Federation of The Centurion Arm: A small, idyllic and isolationist state more akin to a defensive pact than a truly representative government, the Federation's citizens are courageous and forward-facing, and knowing that conflict will come to their homes soon enough, they've prepared to face it headfirst. With advanced robotics, plucky idealism, and faith that things will turn out for the better, they will bring down the dictators, and the monarchs, the warlords, to stop the galaxy from tearing itself asunder.
Pros:
A Spiral Moves Forward: You and your people are those who continue to push the boundaries of science, of Strategy, of humanity itself. That Faith that they hold for the future is bright, and they only hope that others may see it too. They are crafty, ingenuity runs in their blood, and they will never, ever give up. (All Rolls involving Research, Civics, and Humanities, culture and otherwise, gain a +20 to their rolls.)
Space Fighting Robots: What is lacks in grand battleships, carriers, and other massive ships and fighters, they make up for it in… a strange weapon. Space Traveling fighting robots. (They have a Special Research Option, Space Robotics, and Robotic Warfare. They start with the capability of building Giant space battle robots.)
With Courage Abound, Heroes to Be Found: There are those who believe in the idea of Humanity, of the greatness that mankind can be if brought together again. (You have allies who will be loyal to you… and loyal to the cause you serve, unifying humanity… Skills may vary.)
Cons:
To Live in Peace: These people only want to stop the wars that have torn the Galaxy Asunder. They only wish for mankind to see itself as the betters… that they are not damned to cosmic annihilation. (The Systems do not wish to conquer the Galaxy by choice, only to force the galaxy to be united in peace. It will take a grave threat for them to conquer new worlds and sectors. Or a leader that can sway the masses to their side.)
Small: You Are the Smallest Galactic Power in the game. (+20 to Governing rolls from the Faction due to its size and ease of travel and communication)
Disunified: The Systems like to do their own things, and the government is more akin to a federation than a truly representative government. (Diplomatic rolls get a -30 due to the disunified nature of this Faction)
[]The Central Security League of the Core: A militaristic dictatorship wielded by the greatest admiral in the galaxy, Hedferd Washy, they are an engine of war, and the people know this. Grand Admiral Washy leads the galaxy's finest soldiers to march on countless worlds, the state enforcing his will, his enemies falling before the best trained and experienced armed forces to be found, and where the cost would be too great, nuclear fire cleansed the fortress world of Darion IV, to the shock of the galaxy. He is ruthless, his League is strong, and yet, the cracks are showing...
Pros:
We Are War: This Faction is the most warlike, the most battle-ready and the ablest to begin a path of bloody conquest through the Galaxy. (+30 to all rolls involving conquest, Battle, and logistics)
A Great Man: Hedferd Washy is the greatest military mind in the galaxy, and the men under his command are those who are under his command will know victory (+50 to all battle rolls when Hedford is in command.)
Ground Pounders: These men lead the finest fighting men and women on this side of the galaxy. (+20 to the ground invasion rolls)
Weapons of Mass Destruction: You hold the largest reserves of weapons of Mass Destruction in the Galaxy. Stockpiles from the Old Earth Government's military. (You can intimidate other factions with WMD's, other factions hate you for it.)
Cons:
Weapons of Mass Destruction: You hold the largest reserves of weapons of Mass Destruction in the Galaxy. Stockpiles from the Old Earth Government's military. (You can intimidate other factions with WMD's, other factions hate you for it.)
Used WMD's: You have used WMD's on Darion V… and they hate you. (Start with Hated Reputation from all Factions.)
Massive: This is the Largest Faction at the Start of the Game (-25 to governing without reform to the Government)
House of Cards: The Grand Admiral's Charisma and battle prowess is the only thing that keeps the entire government from falling to pieces. If he does not change it soon, and he was to die, the Entire Government could fall to chaos and civil war. (If the Government does not have a successor to the Grand Admiral or the Government does not reform, the faction will collapse into civil war.)
AN: How boy... This has been a bit coming. I would first like to thank everyone who helped me world build this wonderful tale: Especially @VagrantHero and @Always Late for helping me stamp out and wring out the details, and plot... Lots and lots of plotting.
Along with helping me with the dice system and stat systems.
But Enough about that: Welcome To Binary Stars, A Space Opera detailing the life of a character of your creation, as you grow up, gain command and power, and strike out into the Milky Way Galaxy, and bringing it under one banner. Such a task is only reserved for the most epic of heroes, and you will not be alone.
Another character, your rival in the entire story, whether you like it or not, will be acting out independently of you, becoming powerful, becoming feared, becoming a person who is truly your equal.
I welcome you all and say thank you, for reading, for joining, for criticizing me at every step, and for giving me the energy to keep on writing... For the future.
For now, let us begin, and let us become a Binary Star.
Title: Lady of Glorious VI. Ensign of the Imperial Navy, Tactical Officer of the Pride of the Empire.
Current Assignment: SBS Pride of the Empire.
Decorations: None
Governance: 10 (+0 to relevant rolls) "You ability to lead a nation, is considered average for someone of your rank"
Leadership: 10 (+0 to relevant rolls) "You are a born leader, if not a true leader."
Personal: 5 (-10 to relevant rolls) "You are quite terrible at things like reading people, and knowing their true agendas."
Warfare: 15 (+6 to relevant rolls) "You are among the higher echelons of military thinkers, though not enough to be notable."
Skills:
Administration: 3 (-14 to relevant rolls) "You are a totally incompetent administrator, whose lack of training is comical"
Law: 1 (-18 to relevant rolls) "You are an untrained Buffon when it comes to the law of this Empire or any area whatsoever."
Diplomacy: 2 (-16 to relevant rolls) "You have almost no training as a diplomat, more prone to make a fool of yourself than to accomplish anything notable.
Subterfuge: 12 (+2 to relevant rolls) "You are a little better than competent at the whole shadow business in court."
Command: 10 (+0 to relevant rolls) "You are an Average commander."
Decorum: 13 ( +4 to relevant rolls) "You know how to dress for an occasion, no matter the circumstances."
Oratory:5 (-10 to relevant rolls) "You know how to give a speech, just not a very good one."
Charisma: 15 (+6 to relevant rolls) "You have a magnetism that draws people to you… a magnetism that makes you very noticeable."
Combat: 1 (-18 to relevant rolls) "You fail at combat. If caught in it, you will die."
Intelligence: 10 (+0 to relevant rolls) "You have Average Intelligence."
Strategy: 10 (+0 to relevant rolls) "You are an Average strategist."
Operations: 10 (+0 to relevant rolls) "You are average at leading and commanding an operation."
Tactics: 10 (+0 to relevant rolls) "You are an Average tactician."
Traits:
The Little Noble: You were born to a mining rock, known for its many minerals, it's wealth limited due to generations of mining, alone with no family, as your father and mother died shortly after your birth. You were not expected to be more than a name on a census, with a title, and maybe marriage and an open invitation to court. Such petty titles and ambitions were beneath you. For you dreamed of the Stars, and the Stars dreamed of you. (+5 to Warfare, +3 to Strategy, +2 to operations, +2 to tactics, and Subterfuge +1 to Law, Administration, and Charisma)
The Attraction Gene Mod: Your parents wanted you to be… marriage material for any would-be higher lord. You now look like a goddess in human form who has come down from the heavens. Unfortunately, your parents had to make a deal with some very bad people… people who see you as their property. And will do anything to get you under their control. (+30 to diplomacy rolls. However, you will be under threat from a criminal cartel who wish to use you for… nefarious purposes. If discovered by your Superiors, you will be locked in the stockade for Illegal Genetic modification)
Current Assignment: The Centurion Mech Corps on East Armstrong
Decorations: None
Stats:
Governance: 0 "You cannot even hope to lead your friends, how can you lead a nation?"
Leadership: 20 "You are a born leader, though not tested in battle. Your comarades will follow you into the Depths of Oblivion if you asked them to."
Personal: 3 "You are socially awkward."
Warfare: 9 "You are average military thinker at best."
Skills:
Administration: 0 "You can barely do economic mathematics."
Law: 0 "You are completely incompetent at law."
Diplomacy: 11 "You are an Average diplomat"
Subterfuge: 0 "You are… how are you still alive in this political game?"
Command:12 "You are an average commander."
Decorum: 8 "You follow uniform regulations and that's about it.
Oratory: 15 "You can give inspiring speeches, rarely."
Charisma: 18 "You have a magnetism that makes you damn near impossible not to be drawn to."
Combat: 21 "You are a Prodigy in combat. A Terror to all who face you."
Intelligence: 13 "You are… well, smarter than some, dumber than others."
Strategy: 5 "Your strategy is battering things until they die."
Operations: 4 "You can't lead an op to save your life."
Tactics: 13 "You have a keen tactical mind."
Traits:
Nothing: You are just a normal human, nothing has been altered in your DNA or your Brain. (No roll bonus or roll malus)
The Pilot: You wanted nothing more than just a pilot of a robot. That was all you were. That was all you were supposed to be. But destiny is not meant for cowards and you will etch your name into Legend! (You will Start as a Recruit Pilot for the Federation. +8 to combat, +3 To tactics, warfare, +2 to Decorum, Charisma, Strategy, Operations)
Rules
May contain violence, intrigue, and manipulation, etc. Things that may have happened in the post-collapse society
Be excellent with each other. And please, do not advocate colony dropping on planets that are inhabiting civilian population centers, usage of Weapons of Mass Destructions without a right and proper reasons narratively or tactically/strategically to win a battle/ Win a war.
You can be evil, but the Galactic community will punish you accordingly for your actions if you act like a genocidal monster.
Sane people don't drop colonies on planets.
More will be added if y'all are unruly. Pray, I do not add any more.
Mechanics
This will be a system run on d100, and turns split into halves (6 months of the star year per turn unless stated otherwise)
There will be smaller turns for events such as battles and character interactions.
Stats are a representation of how good you are at a general aspect mentally. You can always increase stats by studying and researching. Usually, stats are what you use to interact in person.
Skills are a representation of how good you are at doing something practically. You can gain increases in a skill by using it. You cannot gain skills the same way as stats, since skills are practical. Usually, skills are for interaction outside the personal scope.
Stats:
Governance: All about the state.
Leadership: All about getting people to follow.
Personal: All about the individual.
Warfare: All about the military.
Skills:
Administration: All about rules, laws, and dictates that encompass the actual core of statecraft, and the impacts those decisions have.
Diplomacy: All about interstate interactions, with a focus on negotiation and decision-making through non-violent means.
Subterfuge: Not quite aggressive negotiations, but definitely not "non-violent," encompasses all those happy accidents that rulers look forward to.
Command: Features predominantly in military contexts, but any situation in which the character is the authority, this represents their capacity to exercise said authority.
Decorum: Represents the character's ability to fit into any context, and act as one would expect a leader to behave, be they an Emperor, a Captain, or even a particularly wealthy Aristocrat.
Oratory: Your public speaking skills.
Charisma: Your social charm and personal magnetism.
Combat: Your ability to fight in single combat, and self-defense.
Intelligence: Your ability to learn and process new information; useful in on-the-spot situations.
Strategy: Represents overall planning and conduct of military operations.
Operations: Represents the ability to conduct a campaign and series of coordinated maneuvers.
Tactics: Represents capacity to employ those techniques best suited to defeating an enemy in battle.
I. Untrained: You have no skill with this whatsoever, and are actively terrible at it. Any attempt by yourself to do this will be met with abject failure unless the stars takes mercy upon you. (Levels 0-1) (-18-20 Modifier) II. Very Poor: You are incredibly poor at this, one of the worst in the Galaxy. You may succeed in using it if you blunder into success using what little you do know. (Levels 2-4) (-12-16 Modifier) III. Poor: This...is not your strength. Find some other way of solving your problems, if at all possible. (Level 5-9) (-2-10 Modifier) IV. Average: You are markedly average at this. Not amazing, not terrible, just...good. Depending on what occurs, your performance could be remarkable or awful, but you have a fair chance of either. (Levels 10-11) (+0-1 Modifier) V. Proficient: You're okay at this, showing some small skill in your attempts. Your performance is slightly above average. (Levels 12-16) (+2-8 Modifier) VI. Accomplished: You are quite skilled at this, proving to be significantly better than most. (Levels 20-21) (+10-14 Modifier) VII. Renowned: You are famed for your skill in this, and it is likely your strongest and most adept trait. Most generals, leaders, and people of note which you encounter will have at least one renowned stat or skill -- it's necessary to rise high, after all. (Levels 20-21) (+16-17 Modifier) VIII. Epic: You are one of the greatest in Galaxy at this, and your exceptional talent for it is spoken of from one corner of the continent to the next. Actions you take with this are incredibly likely to succeed. (Level 22) (+18 Modifier) IX. Legendary: You are legendary, a generational talent whose renown and legend will long outlive you. It is almost impossible for you to fail at any task involving this. (Level 23) (+19 Modifier) X. Mythical: You are on the level of the myths out of old, a talent that has never been seen before and will never be seen again. A New Washey. (Level 24) (+20 Modifier) XI. Titan: You are beyond even legend and myth -- your very name will redefine this field for all of time. (Level 25)(+20 Modifier) (Reroll on all failed rolls)
Reputation is how you are seen by people in general. The ranks go from 0 to 20. Reputation can be positive or negative. A high positive reputation means everyone loves and reveres you. A high negative reputation means everyone hates but fears you. Changing your reputation from positive to negative or vice versa is possible but will lower the rank. You will be suspected if you were originally wicked but now seem to be "nice". Similarly, being loved but then performing wicked acts would betray peoples' trust, decreasing reputation rank.
Natural Crits occur at 95-100, while Natural Fails are 1-5. You can negate a Nat. Fail if a bonus is applied to the roll, just be reasonable in the application of points.
Crits add another d100 to the roll and can explode (add another roll if that d100 results in a 95-100, and so on), so that's fun.
Artificial Crits are rolls that are boosted over 100 with bonuses from omakes, and can be rerolled only once more.
Natural Crits can keep exploding if you're lucky.
Crit bonuses are arbitrary and subject to my own machinations, but i'll think of some cool stuff if they occur.
[X] The Imperial Principalities of the Eastern Territories:
while Robots are cool I don't like the anti war con seems like an unrealistic goal that will waste time
I think there are a few words missing from this, especially a "not".
[X] The Imperial Principalities of the Eastern Territories
While I don't particularly like the Empire in and of itself, I strongly disagree with the Federations anti-war mindset, I believe my dislike for the League needs no explanation, and the option to start as, essentially, absolutely no one in the grand scheme of things that was mentioned in the Worldbuilding thread appeals to me very strongly.
While I don't particularly like the Empire in and of itself, I strongly disagree with the Federations anti-war mindset, I believe my dislike for the League needs no explanation, and the option to start as, essentially, absolutely no one in the grand scheme of things that was mentioned in the Worldbuilding thread appeals to me very strongly.
We can co-opt the galaxy's greatest military and fashion it anew into a tool that will bring progress and prosperity, once Washy has fallen, without suffering the hindering idealism and weakness of the Federation, and the rampant corruption and stagnancy of the Empire.
[X] The Central Security League of the Core: We can co-opt the galaxy's greatest military and fashion it anew into a tool that will bring progress and prosperity, once Washy has fallen, without suffering the hindering idealism and weakness of the Federation, and the rampant corruption and stagnancy of the Empire.
[X] The Central Security League of the Core: We can co-opt the galaxy's greatest military and fashion it anew into a tool that will bring progress and prosperity, once Washy has fallen, without suffering the hindering idealism and weakness of the Federation, and the rampant corruption and stagnancy of the Empire.