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Conquestum Siderum





An excerpt from Political Writings - The Origin of the Confederation...
OP and Game Mechanics

Terran Imperium

[French]
Location
Southern France
Conquestum Siderum




An excerpt from Political Writings - The Origin of the Confederation




On March's 1st, 2049, military and civilian satellites of several nations have detected a group of large objects have entered the periphery of the solar system, the Oort Cloud. Their trajectory in a fit of miraculous cosmical luck was directed at our beloved home, Earth. The objects seem to be slightly distorting the light around them around it and within the week, the UN's security council had gathered to make a decision. Several theories were given, it could be intelligent sapient extra-terrestrial lifeforms, a black hole that defies everything they knew about the universe.

The UN couldn't do much of anything beyond waiting and seeing what is it. A few weeks later, the object was within sight of the telescopes of Earth and only a few hundred thousands kilometres far away. It attests to its unnatural speed to be able to cross the mind-boggling interplanetary distances in just a matter of weeks. This further strengthened the theory that it might aliens wishing to make contact with us either hostilely or peacefully. The visual study of the objects brought rather disturbing results.

The objects were, in fact, asteroids ranging from 1km to 4km made out of unknown materials that couldn't be identified through visual observations alone. A bubble seems to be encompassing it and distorting the light around it in a rather similar fashion of black holes. The only thing scientists could say is that it is an unknown natural phenomenon that currently surpasses their knowledge of the universe and that they were merely fortunate or in this case, unfortunate, for it to stumble upon us.

The fact of the matter, it was rather clear that letting those asteroids collide with Earth would bring forth a rather massive extinction event, a simulacrum of the Chicxulub Impact that wiped off 3/4 of life on Earth. That isn't including the anomalous effects of the asteroids which could cause something. That something is unknown to us and the unknown scares us more than anything. Further study shows that the asteroids' projected course will end in the Southern Pole, the Antarctic.

The nations at the time did the best they could do but their inferior military technology couldn't hope to divert asteroids of such mass travelling at such speed with mere nukes. Interestingly enough, the bubble around the group of asteroids seems to have popped or dissipated which severely decreased the asteroids' speed somehow but it didn't change the fact that they were going to collide with Earth. The collision was visually stunning and terrifying. The impact was powerful enough to melt the entirety of Antartica's ice sheets which were 1.6km deep in average and makes 98% of the continent.

14 million square-kilometres of ice melted either into vapour or water. Scientists today estimates that Antartica held 26.5 million cubic kilometres of water. The shockwave wasn't as destructive as scientists originally thought but the massive tsunamis that endured for many months made sure it wiped off any of Humanity's hold in the coasts. Places such as the former US state of Florida, the Amazon river basin and Central China were engulfed by water. Approximates says that at least two billion people died despite the nations' hasty evacuation of the coasts. The most destructive disaster in human history, the most counted number of refugees throughout the globe.

The next two decades were probably one of the darkest in history as the weather change and the decrease of the salinity level of the oceans changed the currents and made previously fertile lands into bare deserts. This didn't serve to help much as 500 more million people died of hunger the two decades. The collapse of several countries and opportunistic groups wreaking havoc.

The situation only got back under control as several mercenary groups made out of former military operatives merged and settled in Western Europe. They called themselves the Ajax. They weren't exactly unique as there were multiple other military settlements formed but these ones distinguished themselves by being better organized than others and the ones who would later form the European Federation and then it would lead to the unification of Earth and the founding of the Terran Confederation.

Several factors worked in favour of the Ajax. Most of the important warlords in the region didn't pay them enough attention as they were more busy securing their power elsewhere and making sure everything doesn't collapse on them in this rather tumultuous era. No one paid enough attention to the rather group of cities that grew more and more stronger as it ground its neighbours to dust without them even realizing. They had adopted a tactic of kidnapping the children of their enemies and train them to be soldiers in their service. Their militaristic hierarchy and smooth organization helped them organize a strong front as they slowly expanded enough to put the entirety of Europe into their fold and forming the European Federation under a militaristic leadership and culture.

That culture spread. The European Federation didn't face any significant resistance as it slowly expanded. Several other new nations had formed throughout the world but the mere fact that the EF was founded early and had a lot more time to form and expand over the collapsed ruins of society gave them an unfair advantage over others. In the end, it took Humanity 60 years to reform under a unified government after several wars, conflicts, uprisings and unrest.

And thus, the Terran Confederation was founded on January 16th, 2112. Rodrick Camrin was the first Marshal in History. His first policy upon entering his office was to...





You are now, on January 1st, 2214. Exactly 70 years ago in 2144, the Terran Confederation nervously approached the Impact Site in Antartica. A team led by Dr Jean-Charles Vidal. They had made several mind-blowing discoveries throughout the decades. The discovery of materials that seems to defy the Newtonian laws of physics and some thermodynamics. It honestly revolutionized the industrial sector with the discovery of 11 new miraculous minerals of various uses.

  • Duranium: Most common mineral. Due to its abundance, duranium is the basic construction material, and is used for nearly everything e.g. construction of factories, mines and ship structures.
  • Sorium: Refined into Fuel, which is consumed by the engines to propel ships and missiles. Also used for the construction of jump drives. It seems to be a heavier alternate version of Hydrogen, highly efficient and it can be used for any type of propulsion drives from ionic, fusion to fission, theoretically.
  • Neutronium: Very dense material used for shipyards, advanced armours and kinetic weapons such as railguns or orbital bombardment systems.
  • Corbomite: Used for advanced shields, stealth systems and electronic warfare systems, it doesn't seem to leave any wasted heat energy somehow.
  • Tritanium: The primary material used in many missile technologies and in the construction of ordnance factories. Highly flexible material used for the miniaturization of weapons or the construction of small weapons.
  • Boronide: The primary material used in the construction of power systems and capacitors and also for the creation of Terraforming facilities. It doesn't leave any wasted heat as well.
  • Uridium: Used in sensors and fire control systems.
  • Corundium: The primary material used in almost all energy weapons. Frequently a scarcity of this develops early on leading to the aptly named "Corundium Crunch."
  • Mercassium: Used for Research Facilities, life support systems and tractor beams. It is highly efficient in containing the Trans-Newtonian effects of other materials making it a prime material for research facilities for containment purposes generally.
  • Vendarite: Used in the construction of fighters, fighter factories and fighter bases.
  • Gallicite: Used in the construction of engines, including missile and fighter engines. It is highly heat-resistant beyond any material known on Earth.

Further study on Earth to see if such materials exist in previously unknown large deposits revealed to be inconclusive. It was only a decade later, in 2156 a geological expert, Dr Yurenev Zinon Gennadiyevich made a significant breakthrough. Such materials do exist on Earth in large quantities but mostly near the molten core of our planet which made accessing such materials from hard to technically impossible. As far as the Confederation's capabilities go, Earth is poor in resources.

Now, the Terran Confederation is obligated to face the problem. The massive amount of Trans-Newtonian materials brought by the asteroid is going to run out. The shortage of such important resources would be fatal and cause a societal and economic collapse that would match the Great Disaster in intensity. You have 8 years(turns) until the complete shortage of Trans-Newtonian materials. Your experts urge you to look outward, outside of Earth for new wells of resource to exploit and bring a new era of prosperity into Earth.

Ressources:
Barren --> Poor --> Below-Average --> Average --> Above-Average --> Rich --> Highly-Abundant.

Development*:
Inexistant --> Lawless Slums --> Passable --> Average --> Developed --> Prosperous

Population: 9 billion.

Development: Developed

Duranium: Poor
Neutronium: Poor
Corbomite: Barren
Tritanium: Barren
Boronide: Barren
Sorium: Poor
Uridium: Barren
Corundium: Barren
Mercassium: Poor
Vendarite: Barren
Gallicite: Barren

*- It is how spread out and standardized is your technology, the quality of life of the citizens in general, their contentment and satisfaction, etc...

Credits to the game Aurora 4x for the Trans-Newtonian elements.
Credits to Robert A. Heinlein on his book Starship Troopers for the idea of the Terran Confederation.
Credits to @Teloch for letting me tweak and use his system.



Technology Level:
Sniper Rifles which we will divide into two categories. Semi-Auto Sniper Rifles(SASR) and Bolt Action Sniper Rifles(BASR).

Gauss TC96(SASR) As an SASR gun, it has a fast fire-rate but it does significantly less damage than the other category BASR. This weapon's advantage is it's fast reloading, and its manoeuvrability in hot combat. Ammunition is generally light. This gun can reach up to 400 to 600 meters for experienced users.

TC14 Bolt Spectre(BASR) A BASR gun, the fire-rate is extremely slow and reload takes a lot of time, it is not manoeuvrable in hot combat due to its size and recoil. The user should preferably be away from the battlefield and fire from a long distance. This gun can reach up to 1000 to 1500 meters for experienced users.

Phaseshift Bolt Sniper Mk-3(BASR/SASR) It looks like a BASR gun, it is heavy, low fire-rate but with a relatively quick reload time unless you let it heat up too much. The gun has a heat dispersion mechanism. By default, the gun is Semi-Automatic but it can be changed to Bolt Action which adds to its overall range and damage. In its SASR mode, it can only reach up 200 to 400 meters. In its BASR mode, it can reach up 700 to 900 meters.

AR-6 Gauss Rifle The uncontested best weapon in the Terran Confederation. It deals high damage, high fire-rate with a relatively quick reload time. It is one of the most prefered weapons for soldiers and a standard in the military. One of its disadvantages is its short effective range but it allows it to have a larger magazine which lets you comfortably fire on several enemies or aggressively push forward in close quarters. This weapon is by default in full-auto mode but can be changed to a semi-auto mode for short-burst of fire. The gun itself is pretty average in weight.

R-343 Cycler The weapon has a pretty powerful recoil and it has an amazing range of 100 meters. One must be experimented with powerful recoils to wield this weapon in the battlefield. It is less preferable in close quarters unless the user is experienced in its use. Reloading takes slightly more time than average for a normal Assault Rifle. This Assault Rifle has a relatively big magazine and it is exclusively semi-automatic which allows it to do short bursts of fire. The gun itself is slightly above average in weight but nothing that hinders its user considering they can handle its recoil.

SV-4 AMP AMP means Automatic Machine Pistol. This gun function similarly of an SMG. It has a high fire rate, low reload time but that is its only advantages. It is a relatively low-quality weapon due to its small magazine size which can be depleted quickly since its a fully automatic gun. It has extremely low damage and it cannot fire accurately beyond 10 meters or 20 meters for experienced users.

Stalker V9 This sidearm s a relatively simple one. An average fire-rate, average reload time, average magazine size and two modes. Fully Automatic or Semi-Automatic. Its range can go from 20 to 30 meters depending on the circumstances.

ATech 'Reaper' A tactical military knife. Black razor-sharp blade that can cut through metal. It is cheap and is available everywhere in the military as something of a standard.

-Surveillance and Communication Satellites orbiting Earth.
-CSV Brilliant is still under construction.
-CSV Audacieux is operational and ready. Currently in a three-year mission around the solar system.

All of these technologies use Sorium.

-Nuclear Thermal Propulsion Technology researched. It has yet to see much use.
-Ionic Propulsion Technology researched. The Brilliant-class Science Vessels are using it as their main propulsion system.




It is a representative fascist republic, with all citizens being given the right to vote(Citizenship) based upon service rendered. That does not necessarily mean military service but it is the most popular in the Confederation due to their martial and militaristic culture. It can include military service, but it might also be asteroid mining, risky exploration or any other government function that is difficult to find civilian contractors for. The basic philosophy of the Terran Confederation is that one must demonstrate a willingness to make a personal sacrifice for the greater good in order to show they can be trusted with citizenship and decide where the Confederation is headed. It also means it is a rather harsh meritocracy.

Additionally, from the age of 19. There is a compulsory military service of three years so every character you'll see went through the compulsory military service. Not going through it is deemed to be a crime and depending on which state, you are on, you may be jailed from a few years, life sentence or mortal sentence. Although, to gain citizenship through military service, you must serve for at least 8 years.

The Marshal once elected will rule the Confederation until their death.

Basically, they're the type of nation that pops off a lot of propaganda and their news network are probably filled with things like this.





Characters skills
Path Skill name Description
Martial Personal Fighting How good a character is in the art of violence. All kinds of physical harm inflicting - from guns of all types to CQC - goes here.
Tactics How good is a character at leading men into combat and conducting the execution of battle operations. Inspiration, drills, and coordination go here.
Strategy How versed is a character in the art of designing and conducting large-scale operations like drafting, marching, mass training, encamping, etc.
Administration Logistics How well can a character traverse and orient in the realm as well as organize journeys. Navigation, convoying, map charting and reading are such skills.
Authority The ability of a character to preserve the social systems, which realizes in their ability to write and maintain laws, to suppress instability, enforce and encourage order.
Vision The art of inventing, modelling and bringing to life new social, economic, or other projects. This is what borns the non-scholarly breakthroughs.
Academics Psychic Prowess Character's ability to wield and Psychical Energies. All things related to Psychic abilities and the like are governed by this skill. Skill Locked for now.
Erudition Or in other words how stuffed is the head of a character with all sorts of knowledge such as languages, lore, history, philosophy, chemistry and etc.
Research The power of a character's abstract thinking and scholarly curiosity. This is what it takes to make scientific discoveries and come up with new ideas.
Intrigue Stealth The capability to blend into the crowds, raise no suspicion, and adapt to various circumstances. This is the skill for those who value anonymity.
Subterfuge The power to offer lies as truths and truths as lies. Sleight of hand, plotting, confusing, deceiving without batting with an eye - these are the trades of this skill.
Inspection Or the ability to notice otherwise invisible patterns and details of other scoundrels' machinations. Uncovering plots, sensing decoys, and truth-proofing is what it for.
Influence Public Relations Magnetism, popularity, outgoingness, and many more. One's ability to appear impeccable in others eyes and to build a relationship with them is the gist of this skill.
Charisma This is the gift of having thing your way without referring to an overt force or covert schemes. The prowess in speechcraft, barter, or seduction is the core of this skill.
Comprehension The vision of truth behind peoples social facades. With this skill, one can see the angst of a jokester or the triumph of a recent widow.
Skill Rank* Skill dice** Description
N/A N/A Character can't do actions requiring this skill due to the limitations like background
  -2d20 1*​ Character is a newb and is doomed with a high chance of failure
1 1d20 Character has some basic skill/exposure but it hardly would save them
2 1d20+3 Character has hands-on experience in the field, which increases their chances
3 2d20+3 Character is an adept and often enough can avoid disastrous results
4 2d20+6 Character is highly skilled and would likely accomplish even complex tasks
5 3d20+7 Character is a renown master of the skill, highly competent and sought-after
6 3d20+10 Character is a living legend at what their field of expertise
*- Starting from SR1 which cost 2 Skill Points, each time the SR increase, multiply the rank by 2 to get its cost. SR2 would cost 4 SPs, SR3 would cost 6 SPs and so on. You start out with 40 SPs.
**- Among all the dices possibly made, only the highest roll is picked as a resolution against a difficulty check.
1*​ -2d20 here meaning that you roll two dice and take the lowest.
Note: Throughout your character's life, they can only unlock 9 Skills and so you must make your choices carefully.

Major and Minor Specializations
You can only have either one major and two minor specs or four minor specs.
Type Dice bonus Description
Minor Spec +1 A character has an aptitude towards certain narrow fields within skills (heavy or light weapons, naval logistics, etc.), causing dice bonus application if the conditions are met for the action they attempt. No character can have more than four minor specializations in total. There can be only one spec per skill.
Major Spec +2 A character is very apt at a narrow field within some skill (A master-architect getting +2 bonus to Vision check), causing dice bonus application if the conditions are met for the action they attempt. There can be only one major specialization.


[INSERT IMAGE HERE]​

Name:

Position:

Age:

Experience:

Biography:


Skills:

Martial
-Personal Fighting:
-Tactics:
-Strategy:

Administration
-Logistics:
-Authority:
-Vision:


Academics
-Psychic Prowess:
-Erudition:
-Research:


Intrigue
-Stealth:
-Subterfuge:
-Inspection:


Influence
-Public Relations:
-Charisma:
-Comprehension:


Specializations:


Name: Carbin Bruwes.

Position: The 3rd Marshal of the Terran Confederation

Age: 85

Experience: former Minister of Defence, former Army General.

Biography:

[PERSONAL FILE CONFIDENTIAL]
[MILITARY SERVICE CONFIDENTIAL]
[MINISTRY OF DEFENCE -- CHECK PUBLIC RECORDS]

Skills:

Martial
-Personal Fighting: N/A (Too old)
-Tactics: 4
-Strategy: 5


Administration
-Logistics: 3
-Authority: 4
-Vision: N/A


Academics
-Psychic Prowess: N/A
-Erudition: N/A
-Research: N/A


Intrigue
-Stealth: N/A
-Subterfuge: 5
-Inspection: 4


Influence
-Public Relations: 2
-Charisma: 4
-Comprehension: 3


Specializations:
Veteran Army General: Carbin saw a lot, he did a lot of things and learned a lot of things from his actions. +2 to Tactics when leading troops.
A Sharp Eye: Carbin didn't get where he is right now by being blind to social cues. +1 to Comprehension during Interrogation
Sly Old Man: Carbin throughout the year got to know a lot of people, made more friends than enemies in fact. +1 to Subterfuge when doing a large-scale plot.

Slots:
(NPC spots are still available to be filled by players. They may take control of the current Minister or create a new character who will replace them.)

Marshal/Prime Minister - Carbin Bruwes
Minister of Agriculture, Food, Environmental Engineering and Preservation - Frankyl Grayham (NPC)
Minister of Education, Science and Research - Dr Ozymandias Herschel @Demonic Spoon
Minister of Justice and Legal Affairs - Clark Renteson @Aedan777
Minister of Defence and Military Command - Samuel Beck (NPC)
Minister of Interior, Public Administration and National Security - Dixerio Muscaine @Romulus
Minister of Health and Welfare - Mariana Emery @DanBaque
Minister of Foreign Affairs and Public Relations - Oliver Neski @Duzzit
Minister of Economy and Finance - Dr Douglas Bates @Another Amoeba

GM: @Terran Imperium
Mods: @Magnive
A few important notes to read!

-The Marshal is technically the Commander-in-Chief of all military branches of the Confederation but in practice, it is the Minister of Defence who takes a more hand-in approach and who actually do the work of a CiF. He is considered legally as the second Commander-in-Chief of all the military. The Marshal has the right to act and override the Minister of Defence but expects some backlash from that. Additionally, the Ministers of Defence always have the highest chances of being the next Marshal generally. It is mostly due to the militaristic nature of the Confederation.

-To avoid confusion, the Minister of Interior's National Security may seem like it is stepping on the Minister of Defense's responsibilities but that isn't the case. To explain it quickly and shortly, the Minister of Interior would have the police and the FBI-equivalent under his thumb while the Minister of Defense would have the CIA-equivalent and all the military branches as explained in the note above.

-The slots above are not the only thing players can have. Other players that didn't get in the Cabinet can join in as a minor character, either a secretary, a politician, a general, a spaceship captain and so on. As a GM, I won't be keeping a close look at them during the RP as I would be mostly focusing on large-scale events and the Confederation.

-Don't be turned off by the other slots if the more obviously important slots were filled. Each one has its importance, even the seemingly mundane ones. The Minister of Agriculture, Food and the Environment is going to be most likely the leading head on planet terraformation projects, colonization efforts and so on. The Minister of Health and Welfare is the one who's going to be the most important in deciding what gets in the public market, anything new developed by the R&D department, genetical enhancement and so on. I honestly expect a lot of cooperation, backstabbing and politics as well as Humanity's expansion into space. The Marshal is growing old after all.

-I am looking for a Mod, multiple if possible. I can do it on my own but it will make things a lot easier for me and a mod could potentially give more attention to the minor characters.
 
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Dr. Ozymandias Herschel - Minister of Education, Science and Research

Name: Dr. Ozymandias Herschel

Position: Minister of Education, Science and Research

Age: 54, (DOB: August 20, 2161)

Experience: Professor of Trans-Newtonian Physics and Social Psychology, former researcher on improved strains of Vat-Meat and the applications of Trans-Newtonian Materials.

Biography:

Born to one of the Child-Soldier families in Baghdad, Ozymandias was given the best of the best throughout his young life, the families whose parentage is primarily from those kidnapped as children ironically being viewed as the loyal elite of the Confederation, best embodying the spirit of sacrifice of the nation, and with its principles ingrained into them throughout their young lives, and presumably passed on to their descendants.

It was clear early on that Ozymandias was born with an exceptional mind, that absorbed facts and knowledge like a sponge, held it like a steel trap, and twisted it into pretzels to find truths no one else had ever considered. His entry into the University of Baghdad was no surprise, yet his continued high performance, and groundbreaking new theorem on the nature of the Trans-Newtonian materials did shock many, and put him onto a fast track into one of the Terran Confederation elite research institutes.

After graduating with honours, and completing his compulsory military service as a combat engineer, Herschel spent some time writing further papers on the nature of time, on the flaws in the functioning of the human mind, and how the collapse of the Old Earth society was inevitable even without the impact of the asteroids, before being disappeared into one of the Confederation's secret research institutes, where he made great strides in unlocking the secrets of the new branch of physics revealed by Dr Jean-Charles Vidal, and even began designing innovative prototypes that may one day allow the confederation to harvest the materials locked within the Earth's Core.

Promotions were steady, and Ozymandias learnt to navigate the sprawling, corrupt bureaucracy of the Confederation with ease born of experience and genius, eventually arranging his own promotion to the position of Minister of Research, where he could finally pursue his hidden agenda into unlocking the secrets of the human mind, an avenue of research that had been mocked and ridiculed by other scientists for generations, but which Herschel had discovered promising leads on during his experiments with Trans-Newtonian materials.

Ozymandias Herschel is at heart a researcher, desiring to explore new frontiers of knowledge, and finds the military focus of the Confederation to be distasteful, though he makes sure to keep such opinions secret and unspoken. It seems he has been successful in this, managing to reach one of the highest positions within the government at a relatively young age, though his own efforts shouldn't be discounted.

Skills:

Skill Slots saved: 1

Martial
-Personal Fighting: 0

Administration
-Authority: 6
-Vision: 0


Academics
-Psychic Prowess: n/a
-Erudition: 6
-Research: 6


Intrigue
-Inspection: 1

Influence
-Public Relations: 0
-Charisma: 2


Specializations:

Such Terrible Weapons:
The Terran Confederation is in the end, a military state, which is painfully clear to Ozymandias, who has been forced by political expedience to become a master of designing new weapons. +2 Research for Weapons
Bureaucrat's Bureaucrat:
While generally an abrasive person, Herschel has learned the social tricks and attitudes required to survive and thrive within the sprawling paperwork labyrinth of the Confederation. +1 Charisma for Bureaucrats
Spread the Knowledge:
Through his study of the human mind, Ozymandias has an intimate understanding of how people learn, and consequently, how best to teach them. +1 Vision for Education.
 
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Samuel Beck, Minister of Defence and Military Command
(Hope this is good)


Name: Samuel Beck

Position: Minister of Defence and Military Command

Age:
57

Experience: Former Military Police Commander, Thirteen years of service as a member of the Confederation's Army.

Biography:

As long as Samuel Beck has remembered he has coveted the law, being raised to respect and uphold the law by his family, Born April 23rd in 2105, most of his childhood in Heinsberg, Central Europe was spent learning about history from his father Wilhelm Beck, Wilhelm being a official historian for the Confederation. Samuel's favorite subject was the laws and the applications of those laws in ancient history, like Byzantium or the Spanish inquisition. His father being a avid supporter of the military had urged Samuel to join the Army at the soonest possible time This background combined with his talent for finding any slight that a person had done to harm the Confederation, made him a perfect fit for the Military Police after his service in the Confederated Army, where he left his service after achieving the rank of Colonel and receiving an injury that left him unfit for continued duty. His time in the military police while spent behind a desk because of his injury, was not a uneventful time of Samuel's life, he had carried out several notable sentences on traitors and dangerous elements to the Confederation, for over Twenty years of loyal Service Samuel Beck was awarded the Office of Commander of the Military Police of Central Europe, and after only two years as a commander he was suggested to apply for the minster of Defence and Military Command by the other commanders of the Military Police. He is methodical and while he is a rigid and composed individual, he will hand out the harshest punishments to those who dare to endanger the Confederation. Samuel is also considered by his peers to be a horrible public speaker, this stems from the fact that Samuel is brutally honest and considers lying to members of the confederation government a punishable offense.


Skills:

Martial
-Personal Fighting:
N/A
-Tactics: 2
-Strategy: 3

Administration
-Logistics:
3
-Authority: 5
-Vision: N/A

Academics
-Psychic Prowess: N/A
-Erudition: N/A
-Research: N/A

Intrigue
-Stealth: N/A
-Subterfuge: N/A
-Inspection: 3

Influence
-Public Relations: 1
-Charisma: N/A
-Comprehension:
3

Specializations:
1.
Judgement of the Law: Samuel Beck has no patience for lawbreakers or any enemy of the Confederation. + 2 to Comprehension when looking for any treason or lawbreaking actions in a individual
2. The Stone Wall of Order: Samuel Beck is unflinching in his will and his decisions are final. + 1 to Authority
3. Former Military Police: as a former member of the military police, Samuel Beck is well versed in the operations and stratagems used by the Military. + 1 to Strategy

Edit: changed position because of the better Character Sheet for Minister of Justice and Legal Affairs
 
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Skill Rank Costs
Seems to be pretty good for an early draft. I'll advise you to give your character a date of birth, the city or at least the general place he comes from, where did he work as a judge and so on.
I don't mind you guys expanding on the world-building as long as it is reasonable.

Also, you aren't respecting Skill Rank costs. You're way off the shart for the 40 starting SPs. I guess I'll have to point them out manually.

SR1 = 2 SP
SR2 = 4 SP
SR3 = 6 SP
SR4 = 8 SP
SR5 = 10 SP
SR6 = 12 SP
 
Seems to be pretty good for an early draft. I'll advise you to give your character a date of birth, the city or at least the general place he comes from, where did he work as a judge and so on.
I don't mind you guys expanding on the world-building as long as it is reasonable.

Also, you aren't respecting Skill Rank costs. You're way off the shart for the 40 starting SPs. I guess I'll have to point them out manually.

SR1 = 2 SP
SR2 = 4 SP
SR3 = 6 SP
SR4 = 8 SP
SR5 = 10 SP
SR6 = 12 SP

ok thanks I will edit the stuff I need to
 
Dr. Douglas Bates, Minister of Economy and Finance

Name: Dr. Douglas Bates

Position: The Fourth Minister of Economy and Finance of the Terran Federation.

Age: 53

Experience: Doctorate of Science in Economics, Former Quartermaster-General of the First Army.
Biography:

Douglas was born February 3, 2160, the third child of Monica and Tony Bates, owners of Bates AgriBus. Although he was not slated to inherit the formidable agriculture conglomerate, he was afforded an expensive education and prospered in the fields of economics and finance, those topics being the focus of his family life.

When he entered the army, his excellent management skills, and awful soldering ones, soon saw him transferred into the Supply Corps, where he began to rise through the ranks. At the same time, he resumed his studies, receiving his doctorate by the time he turned twenty-seven for his research into the economics of asteroid mining. The next year he received his posting as Quartermaster-General of the First Army, and married doctor of aerospace engineering and industrial technology Natalie Lenkov a few months later, with whom he would soon have twins, Alissa and Michael.

He maintained his station in life for fifteen years, publishing papers and continuing to bolster his reputation as an effective, if tactically senseless, Quartermaster-General until he was offered, and accepted, the office the Minister of Economy. Since then, he's earned acclaim for finalizing the redevelopment of Southeast Asia and funding the development of Trans-Newtonian materials science.

Skills:
Skill Slots Saved: 1

Martial
-Personal Fighting:
N/A
-Tactics: N/A
-Strategy: 1

Administration
-Logistics:
N/A
-Authority: 3
-Vision: 6

Academics
-Psychic Prowess: N/A
-Erudition: 2
-Research: 4

Intrigue
-Stealth: N/A
-Subterfuge: N/A
-Inspection:
N/A

Influence
-Public Relations: 0
-Charisma: 3
-Comprehension: 1

Specializations:
Master Planner: Douglas Bates almost obsessively plans out the implementation of his economic schemes, always striving to minimize cost and maximize benefits . +2 to Authority when implementing an economic plan.
Doctor of Economics: Douglas has extensive knowledge of the functioning of the world economy. +1 to Erudition when dealing with economic problems.
Charts and Graphs: Bates is a master of winning others over with extensive evidence and logical proofing. +1 to Charisma when dealing with people willing and able to follow a complex, logical argument.
 
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Limited number of Skills
Name: Dr. Douglas Bates
That's a really good sheet and I don't see anything wrong with it apart from this.
Note: Throughout your character's life, they can only unlock 9 Skills and so you must make your choices carefully.
This basically means that you are limited to only 9 skills which you can potentially max out. The rest would be 'N/A' ranked.
You can save a Skill slot for later on if you wish if you don't want to fill out all the 9 skills right now and want to adapt as you go, which is reasonable.
Also, if you're saving an X number of skill slots, please do point it out on your sheet with something like 'SP saved: X'.
 
That's a really good sheet and I don't see anything wrong with it apart from this.

This basically means that you are limited to only 9 skills which you can potentially max out. The rest would be 'N/A' ranked.
You can save a Skill slot for later on if you wish if you don't want to fill out all the 9 skills right now and want to adapt as you go, which is reasonable.
Also, if you're saving an X number of skill slots, please do point it out on your sheet with something like 'SP saved: X'.

I saved two slots but spent all my points. Does that mean I can gain two skills at rank zero if need be?
 
Are positions given out on a first-come-first-serve basis or will they be filled out among applicants at some point?
 
Clarck Renteson, Minister of Justice and Legal Affairs
Name: Clark Renteson

Position: Minister of Justice and Legal Affairs

Age: 63

Experience: Former High Justice for the Iberian Precinct (2205-2212), former District Judge(2186-2205), former Senior Prosecutor(2179-2186), former Junior Prosecutor (2172-2179).

Biography: Clark Renteson was born to unremarkable parents in Manchester, of the former United Kingdom. Having served their minimum to secure citizenship in the armed forces, Renteson's parents then eked out their existence working menial, though respectable, jobs. Though Renteson did not hold particular disdain for his parents, he found them to be disappointing, content to live out their lives simply as cogs in a machine. While there was much to respect in such a lifestyle, Renteson wanted more, he wanted to improve, not just himself, but the Confederation as a whole. He believed it to be a failing of the martial culture of the state to emphasis blind obedience to order, rather than strive for improvement. It would be for this reason that rather than the traditional avenue of service through the military, Renteson would instead serve as a prosecutor for the state after his minimum required military service, bringing criminals to legal justice.

Beginning as an assistant to the local prosecutor's office, Renteson quickly began to accumulate responsibilities due to his hard work and meticulous research. Even experience prosecutors known for throwing the book at accused criminals would be impressed at the obscure charges Renteson was able to dig up to put against the accused. Renteson was not mindlessly devoted to securing convictions though, on a number of cases, he would question the means by which law enforcement had brought in suspects on trumped up charges, or in some cases fabricated entirely. While this made him enemies, it also secured his reputation as a harsh, yet fair, enforcer of law and order.

After several years of working his way through the prosecutor ranks, Renteson would be approached with the offer to become a district judge for Cork, in Ireland. This was both a blessing and a curse, as it was a technical promotion, but to a much more backwater part of the Confederation, with little opportunity for further advancement. Despite the potential career quagmire, Renteson would accept the promotion, to the reflief of the many in Manchester, on both sides of the law, who had come to hold great distaste for the skilled and intelligent, though oddly principled, man.

What was Manchester's relief was Cork's despair however, as Renteson rapidly made it apparent that he would not be idle in his new position. Using obscure and flexible interpretations of laws, Renteson would exert a great deal of pressure on the various aspects of law enforcement in Cork, despite his relatively limited position as district judge. Renteson cracked down on local abuses of power, but more than that, he reformed local policies to more effectively investigate criminals and social deviants. Within a few years Cork had seen record numbers of criminals arrested, and several major conspiracies were uncovered, while local law enforcement was reigned in from its worst abuses.

The turnaround in Cork earned Renteson attention from higher ups, but it wasn't until after nearly two decades in Cork that Renteson was given an opportunity as a result of it. Iberia had been a known bastion of corruption and nepotism within the Confederacy, and in an effort to root out the problem, several skilled officials would be transferred in to bring the precinct to order. Renteson would be one of those sent in, promoted to a High Justice and given significant power to root out corruption and restore proper justice.

And restore justice he would do. Dozens of officials, some high ranking, many not, were arrested and charged with various crimes, from promoting friends and relatives to improper appropriation of evidence. Criminals gangs and conspiracies across the peninsula would suddenly find themselves under prosecution after escaping large scale pressure due to bribes and connections through the provincial government. Though Renteson would be barred from continuing his crusade against several high ranking military officers due to his status as a civilian, he was confident that during his seven years as High Justice of Iberia he had wiped out systematic corruption in the precinct, and restored it to proper justice.

Renteson's tenure as High Justice would come to an unexpected end when former Minister of Justice and Legal Affairs Alexander Belkowski resigned due to declining health and nominated Renteson as his successor for his exemplary work. Renteson was honored by the recommendation, and once brought into the cabinet by Marshal Bruwes, he has made it his highest duty to stand against corruption in the Confederacy and ensure that its laws are carried out fairly and justly.

Skills:
Martial
-Personal Fighting: N/A
-Tactics: N/A
-Strategy: N/A

Administration
-Logistics: 1
-Authority: 5
-Vision: 2


Academics
-Psychic Prowess: N/A
-Erudition: 3
-Research: N/A


Intrigue
-Stealth: N/A
-Subterfuge: 1
-Inspection: 2


Influence
-Public Relations: 1
-Charisma: 2
-Comprehension: 3


Specializations:

Backroom Dealer: While not a renown public speaker, Renteson has become adept over the years at imposing his will on select officials when it comes to arranging agreements away from prying eyes. +1 Charisma when attempting to privately influence others.

Inquisitor: From his early days as a prosecutor, Renteson is skilled at discerning the intentions and plots of those in his custody. +1 Comprehension when interrogating.

Conspiracy Detector: One doesn't deal with the meticulous pursuit of criminal justice for years without learning how they operate, and Renteson became quite keen at sussing out criminal conspiracies. +1 Inspection when investigating potential conspiracies.

Legal Encyclopedia: Working carefully in the pursuit of law for decades has given Rentenson a voluminous knowledge of all sorts of obscure legal minutia. +2 Erudition for legal matters.
 
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Clarification on Specs, Expanding on Military Ranks
I saved two slots but spent all my points. Does that mean I can gain two skills at rank zero if need be?
Yes. You can do the same for Specs as well.
Although, for Specs. You'll need a justification through character development. In real life, you don't become a specialist at something out of nowhere, after all.

Here are a few things, I wanted to clarify about the military.

*******Admiral
******Vice-Admiral
*****Rear-Admiral
****Commodore
***Captain
**Commander
*Lieutenant-Commander

*********General
********Major-General
*******Brigadier-General
******Colonel
*****Staff Sergeant
****Sergeant
***Lieutenant
**Corporal
*Private
The Terran Confederation got a rather messy mix of Commissioned and Enlisted ranks in which they don't make that good of a distinction for them.

This is mostly a bit of flavour, I may change it later on if I come up with something better or someone else does.

Are positions given out on a first-come-first-serve basis or will they be filled out among applicants at some point?
No, I pick the sheets based on their quality. I'll like to have serious players with good writing rather than fast typers.
 
Oh my, an older style council game set in something inspired by Aurora?

You have my complete attention.
 
Dixerio 'Dix' Muscaine, Minister of Interior, Public Administration and National Security


Name: Dixerio 'Dix' Muscaine

Position: Minister of Interior, Public Administration, and National Security

Age: 61 (+5 Years By Turn 3 )

Experience:
Former Logistics Officer in the Federation Armed Forces for [DATA EXPUNGED] years.
Former Personnel for the Office of Internal Security for [DATA EXPUNGED] years.
Current director for the Office of Internal Security.

Biography:
His father? Who knows. His mother? A prostitute in that part of town who's too drugged up to give a shit. With parents like these, it meant fending for himself since the earliest he could remember. Living on the streets was rough, the people rougher, and the system the roughest. But eventually he learned that the system, while very complicated to the unlearned, is quite simple if you paid attention. Outside of the system certainly you have freedom from the pressures and limitations being in the system gives you, but being part of it? The opportunities are endless. No system is perfect, and if you can twist rules to your favor what would have been illegal is now legal; if you turn your head and squint of course. So he went to an orphanage, got written up, and was recorded into the system. He went to school, got the best grades he could, and interned with the local police when he was able to. His friends were surprised he interned with the police considering his childhood, but he reasoned that being part of the group that enforced the system was a good starting point in his life to getting an in with the government.

Fortunately, or unfortunately you can say, he did better than he thought he could have during his internship and caught the attention of the a few people higher up the food chain. One day he was visited by someone from the Office of Internal Security and was given an internship there for when he was finished with the one with his local police. Once there, he found the life of an agent as part of the OIS to be quite enticing for some strange reason. It wasn't the fact that he could have power and authority, the police had that and he wasn't as intrigued. It wasn't the fact that being an agent there was a small, but important part of society, being part of the police was the same. Perhaps it was because being an agent there, meant that the system worked for him, instead of the other way around?

Nonetheless, he still had to go through compulsory military service first before even thinking of becoming part of the OIS. In the military, defying the commonly held belief of being thrown into the Infantry once you get conscripted he was sent to be a rear echelon officer, part of the logistics division to be specific. He learned even further how to make the system work for him and not the other way around. He learned how to make things go through faster for others, or make things worse for those he didn't like in the form of endless red tape and accidents; really it was quite unfortunate that Lieutenant lost his very important package as it was on the way to his staging area before shipping out. Really, he shouldn't have been such a pain in the ass, strutting everywhere like a damn peacock he was. He learned the ins and outs of paperwork, how getting everything done as quickly as possible, as accurately as possible, and in triplicate meant the wheels turned smoothly for him and everybody he worked for while those who didn't faced problems after problems just trying to requisition more paperclips of all things. Still, he did learn a few interesting things there and improved on a few others. He knew from his early life that body language meant the difference between fighting for that scrap of food or sharing it, and here in the military it was more or less the same really. The posturing, the little pranks, and the big showmanship acts was just like it was back in the streets and he felt pretty at home.

Dix didn't see any action in his time in the military and he was honorably discharged and quickly found himself in the ranks of the OIS. It was here where he learned how to properly fight beyond the basics he was taught in boot camp. It was here where he learned how to investigate crime scenes, how a person ticks subconsciously when they lie, and how to notice those people who are out of place by the tiniest bit. He was good at that he found, and how he found out his ability to shoot his sidearm was quite high and considering how often he got into firefights it was a good thing he was. He was an agent there for years and he was promoted appropriately, mostly due to his competence and also because the attrition rate was remarkably high, whether it be killed in the line of duty or due to agents not being able to take the stress. The more he got promoted though the more and more he found himself behind a desk more than behind a gun in an alley. Really, he doesn't know what he liked best, the adrenaline rush he gets in a firefight or that feeling of power and authority he had earned through blood, sweat, and tears.

Dixerio 'Dix' Muscaine leaned back in his leather chair as he watched the outside sky through the tinted Trans-Newtonian material infused window of his office as he sipped on his whiskey tumbler. Being the director was pretty good too, the perks certainly weren't something to sneeze at.

Skills:

Martial

-Personal Fighting: 3
-Tactics:
N/A
-Strategy: N/A

Administration
-Logistics: 4
-Authority: 2
-Vision:2


Academics
-Psychic Prowess: N/A
-Erudition: 1
-Research:
N/A

Intrigue
-Stealth: N/A
-Subterfuge: 2
-Inspection: 2


Influence
-Public Relations: N/A
-Charisma: 2
-Comprehension: 2


Specializations:
Playing the System:
Dix knows how to get what he needs, and how to stop others from getting what they need, all by following the rules. A little red tape never hurts anybody. +1 Logistics.
The Silent Language: Body language can mean a lot of things, from being casual and supportive to overt and domineering. It certainly helps in when Dix is persuading someone for this and that, or interrogating them. +1 Charisma.
Handgun Expert: His time in the Office of Internal Security was... interesting. Suffice to say he's gotten very good at using a handgun. +2 Personal Combat when equipped with a handgun.

The Office of Internal Security (OIS):
WIP

Special Activities Division (SAD):
The Special Activities Division is the combat heavy arm of the OIS. They are the ones who participate in raids, the ones who take part in black ops and deniable operations, and are considered special forces. Total numbers are not available to the public, of course, but it is generally accepted that there are at least a good several thousand spread around the world.

WIP

OIS, more specifically SAD, Armour Variants:

Vehicles:
 
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Oliver Neski, Minister of Foreign Affairs and Public Relations



Name: Oliver Neski

Position: Minister for Foreign Affairs and Public Relations

Age: 53 (will be 56 with upcoming turn)

Experience: Two years in the Logistics Corps, Seven in Intelligence. Has spent most adult life as the owner of the Athens Corporation; before being asked by his friend Alice T. Summer, the previous Minister to take up the post, due to her failing health.

Biography:

Whoever had said 'When you want something done right, you have to do it yourself' was going to die from stress and exhaustion by the time they hit their thirties. One person, whether King, General, Headteacher or a member of a football team; was never going to be able to do everything on their lonesome. Delegation and great subordinates, that is what guarantees success for anyone in charge of more than simply their own affairs. That didn't mean one couldn't or shouldn't improve themselves; but there was always someone better for a specific task who you could persuade to perform on your behalf and both parties would come out the better for it. Mutual benefit, tended to work better long term. Any fool could intimidate or threaten someone into working for them, it took real skill to get people working for you and make them happy about it, no matter the job given to them.

It was a truth that Oliver had grasped early on; seeing himself perform better in some tasks and worse in others to the students around him. His parents, both university professors helped teach him where they could, but it became apparent to him nobody, not even he was perfect.

So he didn't try to be; he focused on his strengths and hobbies, letting friends cover his weaknesses. It was...easy, to make friends, to persuade people to do what he needed them to do. A choice of words, a gift, a promise, simply remembering people's names even worked wonders most of the time. He knew he could simply coast through life in such a way; but that'd be far too easy, it irked him taking the simple path. He studied hard in certain parts, history, economics, sociology among others were his favorites. When the mandatory military service came up, he jumped into it, his first stint in logistics was nothing special, as efficient as the propaganda painted it, it really was mostly a case of knowing the right people to ask for certain things you needed and how to persuade them to hand that over.

It was why after making some friends with certain officers, he received a transfer to intelligence; spending his time as part time analyst, part time interrogator; ferreting out secrets, persuading members of one rebel group or another (and there are many of those still) to betray their cause. It was an exciting challenge, to see through plots, causes, motivations of others and come out on top. However the urge to do more made him leave and join the private sector, starting up Athens at the age of 29. It was a bit of everything, first starting out as a news outlet, but it quickly began branching out into a variety of sectors, private education, banking, but also thanks to some particularly fortunate tips about investments, a few aerospace and technology interests.

The Government, was always a bit odd when it came to reacting to private companies especially ones growing rapidly, given how much it pushed nationalisation in some parts, but as always, having the right contacts and friends meant that really one could do just about anything then smile and shake hands with the right person to make any negative feeling disappear. The Athens News Network, would always slightly struggle against any of the restrictions of government. Of course, that was encouraged. People had a way of coming forward to try to make contact if they thought one harboured certain sentiments and he still had quite a few friends in intelligence who were quite appreciative of his efforts to hand such people their own rope.

Then a year ago, the previous minister had asked him if he'd consider taking up her post. It was a bit of a joke ministry really, after all the entire title was redundant, for who could one be foreign minister to if there were no other states and the public relations arm of the government was largely a job handled by those lower down the totem pole. Still, it wouldn't add much to his workload and it would let him use government resources for more personal projects and he knew so many more people than he did all those years ago...

Skills:

Martial
-Personal Fighting:
-Tactics:
-Strategy:

Administration
-Logistics:
-Authority: 3
-Vision: 1


Academics
-Psychic Prowess:
-Erudition: 2
-Research:


Intrigue
-Stealth:
-Subterfuge: 3
-Inspection: 2


Influence
-Public Relations: 4
-Charisma: 3
-Comprehension: 2
Specializations:
1.[Major] An Eye for Talent:
Oliver has a knack for finding the right sort of people to work for him. +2 Cha on recruiting right staff/people for projects etc.
2. [Minor] I know a guy: Has a large amount of contacts all over the world. +1 on Public Relations when he needs assistance from another department.
3. [Minor] Economist: Has a good grasp of the financial system and the economy in general. +1 to Erudition when dealing with economics.
 
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Council game based on Aurora, I will at the very least be following this but will see if I can get a character sheet up for one of the open slots
 
The difference between Charisma, Public Relations and Authority
-Charisma is for diplomacy, interrogations, that sort of things on the individual level.
-Public Relations is for the masses, the population and how great you're at talking to them.
-Authority is how good you are at keeping things organized and everyone follows your lead and orders and to keep thing stable in your field of work.
 
Thats...not what Authority was originally advertised as.
 
You are sure about that?
Yes?

Nothing about it suggested that it makes people follow your lead in matters, which i thought fell under PR/Charisma. Admin reads far more about how you're good at working with existing laws, writing current laws and working very well with existing status quo. Maybe id stretch it to being a good 'manager' in a paperwork/bureaucrat sense, but not in a 'I love to work for my boss' sense.
 
Further Skill explanations
Yes?

Nothing about it suggested that it makes people follow your lead in matters, which i thought fell under PR/Charisma. Admin reads far more about how you're good at working with existing laws, writing current laws and working very well with existing status quo. Maybe id stretch it to being a good 'manager' in a paperwork/bureaucrat sense, but not in a 'I love to work for my boss' sense.
Public Relations: This one is intended to be about how well characters are received by the public and how they can shape their opinions.
Charisma: This one is intended for the persuasion attempts and all other communicative means of changing minds of the others, generally used for Diplomacy and on the individual level mostly since it is used a lot by negotiators.
Comprehension: This one was intended to work as a social perception check as in how many hidden details can a character get from observing other people.
Authority: It is the skill of being legitimate, reminding others about legitimacy, and generally uphold rules aka, enforcing the system and not having objections while doing so.

Here is an example:
-A charismatic populist who promotes revolutionary ideas can be of high Public Relations/Charisma and low Authority.
-A tyrannical and unpopular minister who made people endure under the regime of "lightened" social welfare and failed to convince them that it is just vitally important would likely have high Authority and low Public Relations/Charisma.
 
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Public Relations surely? Well, both, but PR if you're trying to talk to the masses (which as a populist you are).
Well, yes. I was mostly highlighting the differences between the two skills that Duzzit mostly got confused about.
You have 40 SPs and can invest in both skills to fit the bill.
EDIT: PR would fit more the example I'm going for, I'll edit it. You're right.
 
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