Technically it's the Feddie's. What with the resources shortage, initial tech advantages, and claiming a war of resistance against oppressive overlords. The Junta is... heh. You'll see.
The Rules are Also at the Front but I am posting here so that newcomers can see it while voting.
Thank you @Plausitivity for allowing me to use a modified version of the La Chanson rules system
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 Alexander. (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.
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.