- Location
- USA East Coast
Well I have been on a huge sci fi binge lately and thought of this. And was told this was better for roleplaying, so here we are.
Your people are in the service of the Holy Galactic Commonwealth, as slaves. Yet not all is lost. A brand new prototype starship just about to have a test run. Your people see this as a way out and do so, hacking the ship and activating the next generation FTL tech.
Oh you get away, infact after the FTL part you discover a unmarked world in a unmarked quadrant, good that you dodged the masters and your free. Bad news is your crashed on a unknown world just waiting to greet you.
Have fun surviving and trying to build up a place to call home.
Rules:
1: Be civil to each other, its all in name of fun, so have fun too.
2: It's a council game, 7 positions. Will be a npc 8th member but does not count, because the guy is a robot. Anyway objective there is you guys make the decisions to stay alive as a people.
3: Will be rolling one dice 8 sides. To decide what kind of world your on.
4: Votes and interaction. More activity, means more stuff happens.
On to people generation: Note that skills are 0-10. 0 is useless, 10 is the best. Can work on improving, choices decide on what you start with.
Your People:
Why were they enslaved?
1: Poor And Working Debit off: Pitful and sad. It's true though a collection of communities who could not pay, so forced to work. As slaves.
2: Religious Outcasts: Your people practiced a religion not matching the Imperial standard, so forced to work for no salary.
3: Convicts: Being a motley crew of folks who broke the law, now free.
4: Those That lost: This Side is of humans who were on the last wars losing side. Since lost, forced to be enslaved, despite the three generations of this stuff, their spirits are still strong.
5: Carbons: Artificial life forms, some of the time human in design, in some cases it is not the same design, similar design but different build.
6: Xenos: Honest to God non humans, actual aliens. Overwhelmed by the Imperium, now restoring their sense of worth.
( Tier System there is 1 is hardest. 6 is easiest.) it aside voting if you guys want a mix of the two sides, can do that too.
Skills then what jobs your people had (helps with starting skills.)
Get to have 5 points.Bonus in general. The jobs your people were in affects bonus effects. (4 in total. Each job get a +4 modifier.)
Said jobs:
1: Combat: Fighting and killing things.
2: Doctor: Health and keeping people alive.
3: Survival: Outdoor Skills.
4: Repair: Fix broken things.
5: Build: Make things.
6: Science: Able to do more advanced stuff.
7: Beast Taming: Get local wild life to be friendly.
8: Stealth: Go about un noticed.
Speciality: Get +5 on a skill, list it from below.
Home Security: Being House servants, body guards, and even assassins for ambitious home owners. ( Stealth)
Ranger: Due to being so use to home world, forced to guide imperial scum through rough of the land. ( Survival.)
Medicine Folk: Knew how to keep people alive so did a service that way. ( Doctor)
Gladiators: Fight to the death for blood crazed fans. (Combat)
Savants: Were quite handy in the lab studies and not just as lab rats, able to work machinery and keep it going and kept notes. Seeing the science work. ( Science boost.)
Beast Handlers: For the arena games, they taught critters to be mounts and knew how to provoke them for a fight in ring. ( Abimal Taming.)
Great Builders: Studied designs of crafting and hone management, left them having the ideas of how to make items and homes ( Building.)
Tinkers: Knew Just how to fix things. From smith work to data boards and etc. ( Repair.)
Decided not to throw in farming and such, to make it less boring.
Hopefully can get something started, as I got free time.
Your people are in the service of the Holy Galactic Commonwealth, as slaves. Yet not all is lost. A brand new prototype starship just about to have a test run. Your people see this as a way out and do so, hacking the ship and activating the next generation FTL tech.
Oh you get away, infact after the FTL part you discover a unmarked world in a unmarked quadrant, good that you dodged the masters and your free. Bad news is your crashed on a unknown world just waiting to greet you.
Have fun surviving and trying to build up a place to call home.
Rules:
1: Be civil to each other, its all in name of fun, so have fun too.
2: It's a council game, 7 positions. Will be a npc 8th member but does not count, because the guy is a robot. Anyway objective there is you guys make the decisions to stay alive as a people.
3: Will be rolling one dice 8 sides. To decide what kind of world your on.
4: Votes and interaction. More activity, means more stuff happens.
On to people generation: Note that skills are 0-10. 0 is useless, 10 is the best. Can work on improving, choices decide on what you start with.
Your People:
Why were they enslaved?
1: Poor And Working Debit off: Pitful and sad. It's true though a collection of communities who could not pay, so forced to work. As slaves.
2: Religious Outcasts: Your people practiced a religion not matching the Imperial standard, so forced to work for no salary.
3: Convicts: Being a motley crew of folks who broke the law, now free.
4: Those That lost: This Side is of humans who were on the last wars losing side. Since lost, forced to be enslaved, despite the three generations of this stuff, their spirits are still strong.
5: Carbons: Artificial life forms, some of the time human in design, in some cases it is not the same design, similar design but different build.
6: Xenos: Honest to God non humans, actual aliens. Overwhelmed by the Imperium, now restoring their sense of worth.
( Tier System there is 1 is hardest. 6 is easiest.) it aside voting if you guys want a mix of the two sides, can do that too.
Skills then what jobs your people had (helps with starting skills.)
Get to have 5 points.Bonus in general. The jobs your people were in affects bonus effects. (4 in total. Each job get a +4 modifier.)
Said jobs:
1: Combat: Fighting and killing things.
2: Doctor: Health and keeping people alive.
3: Survival: Outdoor Skills.
4: Repair: Fix broken things.
5: Build: Make things.
6: Science: Able to do more advanced stuff.
7: Beast Taming: Get local wild life to be friendly.
8: Stealth: Go about un noticed.
Speciality: Get +5 on a skill, list it from below.
Home Security: Being House servants, body guards, and even assassins for ambitious home owners. ( Stealth)
Ranger: Due to being so use to home world, forced to guide imperial scum through rough of the land. ( Survival.)
Medicine Folk: Knew how to keep people alive so did a service that way. ( Doctor)
Gladiators: Fight to the death for blood crazed fans. (Combat)
Savants: Were quite handy in the lab studies and not just as lab rats, able to work machinery and keep it going and kept notes. Seeing the science work. ( Science boost.)
Beast Handlers: For the arena games, they taught critters to be mounts and knew how to provoke them for a fight in ring. ( Abimal Taming.)
Great Builders: Studied designs of crafting and hone management, left them having the ideas of how to make items and homes ( Building.)
Tinkers: Knew Just how to fix things. From smith work to data boards and etc. ( Repair.)
Decided not to throw in farming and such, to make it less boring.
Hopefully can get something started, as I got free time.
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