You are Kobe Yutani, newly appointed CEO of the powerful Yutani Corporation. You are the son of Hideki Yutani, founder of this powerful entity. An entity with its own planets, interstellar fleets, and standing armies. An entity that has bought a quarter of EarthGov's politicians and stands shoulder to shoulder with the rest of humanity's Megacorps. You have no enemies in the Boardroom or in the World at larger ... however you have no strong allies either. Your quest is one of profit before morality, before justice, before EarthGov's "laws".
You are Kobe Yutani, newly appointed CEO of the powerful Yutani Corporation. You are the son of Hideki Yutani, founder of this powerful entity. An entity with its own planets, interstellar fleets, and standing armies. An entity that has bought a quarter of EarthGov's politicians and stands shoulder to shoulder with the rest of humanity's Megacorps. You have no enemies in the Boardroom or in the World at larger ... however you have no strong allies either. Your quest is one of profit before morality, before justice, before EarthGov's "laws".
That said, you have a dream and it is of a united EarthGov, a united Humanity under a single banner. Yours. With enough wealth, you can buy control of EarthGov's "democratically elected" politicians. You can take control all of Humanity.
Of course, your peers have plans of their own for EarthGov and Humanity. Plans that, ultimately, do not include a powerful Yutani corporation. This may result in political struggles, assassinations, and perhaps even the horrors of humanity's first interstellar war. However, as long as you survive so does your dream for a united Humanity. For you have a secret, a secret none of the other corporations suspect. Your cybernetic technology has moved beyond simple human augmentation and has allowed the copying of entire brains into new hosts, hosts that do not have to be willing candidates for the procedure to be successful. It is through this means, this secret weapon, that you intend to survive even the most effective of assassins.
It would be virtually impossible, of course, to use such a tool against your fellow CEOs. You do not trust each other and maintain substantial bodyguards to protect yourselves against assassins and would-be kidnappers. However, this mental cloning technology still has its uses. It allows you to preserve your most valuable people against any reasonable threat.
Of course, you have other tools beyond your secret weapon. Corporations your father has publicly acquired over his years as the CEO of the mighty Yutani Corporation. These serve as the foundation of Yutani's economic and political power and as such must be protected against any threats to their revenue streams.
Beyond your corporate might, you also possess a unique set of skills. Skills earned over a long career as your father's right hand man.
Skills / Augmentations (Pick 3)
[ ] Psyker - A powerful psychic who can manipulate the Aether as well as the minds of his rivals. Most powerful Execs have one in their bodyguard somewhere but can you ever really trust someone who can mess with your head? Your father had you bio-engineered for these traits. This creates issues with Religious factions. May be taken multiple times. The first time you are an average Psyker, the second time you are in the top 10%, and the third time you are in the top 1%. Taking this two or more times will unlock specialized personal actions that would not normally be available to you.
[ ] Mil spec augmentation - Cybernetics is Yutani's claim to fame and you have the best combat gear money can buy installed into your host body. You have taken the years it took to master the augmentation and have combat skills in the top 1% of professionals fielded by EarthGov's SpecOps or the ICA. You do not need to rely on bodyguards to protect yourself against anything short of an anti-material rifle fired with a sniper's precision, although you keep them around for appearances. This does leave you vulnerable to cyberwarfare, although they would need to be in the top 10% of such experts to pose a real threat.
[ ] Spook - You trained at the knee of one of EarthGov's "famous" intelligence operatives. His skills are now your skills and you are confident you can survive poisonings, honey traps, and other potential threats to your position of a less than conventional nature. You may not be in the top 1%, but you are certainly in the top 10%. This has reduced the strain on your bodyguards' secondary function which is to protect you against unconventional threats. Combined with Mil Spec augmentation, you are literally a one man SpecOps team and this combination unlocks personal actions that would not normally be available to you. This also provides more extra information for Adviser selection (Char Gen Part II).
[ ] Scientist - You have a natural talent for science and that had catapulted you to the forefront of your father's R&D division before you took over as CEO. This provides substantial advantages to R&D as you can screen bullshit grants in seconds. It also unlocks highly secure but very slow "personal research" options if you want to develop a technology with paranoid levels of security. You are easily in the top 10% of Scientists. Highly recommended that you take this with the Spook and Hacker options as the combination allows you to create your own, isolated labs with ridiculous DCs to engage in corporate espionage. Normal corporate labs, even Massive Dynamic labs, are vulnerable to corporate espionage in terms of both human assets and cyber warfare.
[ ] Hacker - You are a talented hacker who was breaking into corporate networks at the age of thirteen. You are easily in the top 1% of cyberwarfare specialists humanity has to offer. This provides bonus to Mil spec augmentation (higher DC to exploit its weakness) and Scientist options (higher DC for cyber intrusions into your extremely secure labs). It also unlocks personal cyberwarfare actions, such as breaking into a competing CEO's mil spec augmentation to lock them down for your hitman. Fewer people that know of an operation? Fewer leaks. This also provides more extra information for Adviser selection (Char Gen Part II).
[ ] Administrator - You are one of your father's best administrators and it shows in your ability to organize an entire MegaCorp's day to day operations. This is similar to a flat bonus to Stewardship in CK2. Given you are running a MegaCorp, Stewardship is a stat you will lean on heavily. That said, it lacks the synergy bonuses many of the other options make available to you.
[ ] Grand Admiral - You commanded your father's interstellar military and have experience in small scale skirmishes, rebellion suppression, and other small scale military activities. You've never fought an interstellar war like in some SciFi novel but then again, no human has. It is probably for the best that no one has experienced that kind of barbarity. All in all, this is a flat bonus to your Martial rolls.
[ ] Spymaster - You ran the covert side of things for your father and have a talent for recruiting the right sort of spy to do the job. You may lack the skills yourself but you have an eye for talent and that has substantially improved Yutani's covert operations capability. All in all, this is a flat bonus to your Intrigue rolls.
[ ] Politician - You are a talented diplomat and politician who holds sway at EarthGov. You served as Yutani's government liaison for years and 25% of Parliament answers to you. All in all, this is a flat bonus to your Diplomacy rolls.
Acquistions (Pick 3)
[ ] SpaceX - The greatest of the Interstellar corporations, SpaceX invented the Gellar Drive that enables safe transit through the wormholes. They were contracted by EarthGov to map the space you now occupy. As a result of your father's acquisition of their company, you possess the most advanced starships known to Man. You also have a steady income from its EarthGov fleet contracts.
[ ] Monsanto - An advanced agribusiness that removes your dependence on food imports from Earth. Their crop sciences division has developed strains of virtually every piece of human agriculture completely adapted to alien environments you find on your new worlds.
[ ] Massive Dynamic - A powerful corporation in its heyday, it remains operates humanity's most advanced and effective R&D laboratories for hard science. They rival SpaceX in space but their more diverse portfolio leaves them just enough behind to be noticeable.
[ ] Google - Once the most powerful corporation on Earth, it fell to corporate rot as all such things do. However, they remain the most talented Datasphere operators, software developers, and manufacturers on the planet. They also have an open door policy with EarthGov's cyberwarfare division which grants them access to the best experts on the subject that money can buy.
[ ] International Contract Agency - The official cover of a very dark organization that specializes in wet work and other black operations for the Megacorp that can pay. EarthGov's intelligence agencies subcontract work to the ICA when they want deniability when it comes to a particular mission. This subsidiary will give you an advantage in the more dangerous covert ops, an advantage you will need to use to full effect for this to be a worthwhile choice.
[ ] Fox News - Still the propaganda arm of the Conservative Party, your control of this entity pays dividends in the political arena. You can expect to swing an extra few percent in EarthGov's parliament when it is critical to your cause. This moves a majority from 3 to 2, if that 2 includes you.
[ ] CNN - The propaganda arm of the Labor Party, it is less effective at forcing politicians to take direct action on their behalf but very effective at broad propaganda to make its candidates seem favorable and likeable. A useful PR asset for any Megacorp that wants to win in the political arena. It reduces the cost of buying politicians and improves the effectiveness of PR campaigns.
[ ] Academi - Megacorps need military muscle and Academi provides some of the finest you'll find. They possess one of the few privately owned Dreadnoughts as well as few squadrons of destroyers and cruisers. They also possess a sizable land army that can be deployed from orbit. All in all, everything you need to have a military advantage over your rivals.
[ ] Fedex Transtellar - Half of interstellar commerce is moved on Fedex's starships. Starships are expensive and developing your own logistical network has high upfront costs as well as substantial ongoing costs. The net result is Fedex has a virtual monopoly on interstellar trade that is not conducted by a Megacorp. This is a substantial earner for anyone who controls it.
Please vote by plan. Thank you.
MegaCorp Creation No Additional bonuses will be added to make up for gaps, this allows you to create a single weak NPC competitor if you want to but conversely will leave others stronger.
CEOs start at +10 to an action (60% Success Rate)
Advisers provide a +10 to an action (Increasing that to a 70% Success Rate)
A Flat bonus to an action (via some sort of specialization or just having Grand Admiral and performing a martial action) provides a +10 to an action (Increasing that to a 80% Success Rate)
Multiple bonuses (such as synergies b/t Skills) can push the Success Rate up to 100% although its relatively narrow when that would happen.
Contested actions are roll vs. roll and do not follow this formula.
Weyland
CEO Skills ??
Takes Fox News if not taken.
Takes CNN if not taken.
Takes SpaceX if not taken.
OCP
CEO Skills ??
Takes Monsanto if not taken.
Takes Academi if not taken.
Takes Fedex Transtellar if not taken.
Tyrell
CEO Skills ??
Takes ICA if not taken.
Takes Google if not taken.
Takes Massive Dynamic if not taken.
Traits:
Mil Spec Augmentation: Top 1% in Personal Combat (+80 Personal Combat)
Grand Admiral: You may take personal command of military actions for a +10 bonus to that action.
Administrator: You may take personal command of a given stewardship action for a +10 bonus to that action.
Fleet Admiral William Adama (Martial Adviser)
Martial: +10
Traits:
Fighter Operations Specialist: +10 to all rolls involving Fighters when he commands a military action.
Samantha Kind (Diplomacy Adviser)
Diplomacy: +15
Traits:
Conservative Operative - +10 to Rolls to influence Conservative Governments, +10 to Contract Negotiations with Capitalists, -10 to Rolls to influence Labor Governments, -10 to Contract Negotiations with Unions
Q (Intrigue Adviser)
Intrigue: +10
Traits
Spook Scientist - +10 to Rolls to increase your Intrigue Tech Level
Traits:
Labor Sympathizer: -5 to Contract Negotiations with Labor and Unions due to leaks.
Walter Bishop (Learning Adviser)
Learning: +20
Traits:
PR Nightmare: There is a 10% chance on any given turn that he will create a disaster that lowers Board and/or Political support for you.
Personal Projects: 5 points (-5 to rolls effectively) of all R&D funding is being embezzled to furnish his personal lab. Every 20 R&D rolls, he produces something extraordinary (50%) or useless (50%).
Keiko Sato (Psyker / Bodyguard Commander)
Psyker: +30
Personal Combat: +60
Traits:
Beta Psyker: Keiko is a Beta level psyker, capable of handling five ordinary Psykers or another Beta. 50/50 an Alpha melts her brain before you can escape but Alphas-for-hire are extremely rare and all of them are closely monitored by EarthGov. It is highly improbable that an Alpha will attempt to kill you. Betas on the other hand are too common for such careful monitoring.
Trained Psyker: Keiko is immune to disaster rolls that powerful Psykers (Alpha/Beta) sometimes experience.
Core Business
+3 Actions
+600 billion in revenue via various projects.
Major Subsidiaries SpaceX
+1 R&D Action (Starships & Space Engineering ONLY)
Starfleet Tech Level: 100 (instead of the standard 85 for other Megacorps, this is a +15 to fleet combat rolls vs. MegaCorps)
+200 billion in revenue via Fleet Maintenance Contracts for EarthGov. Up for renewal every Government Change.
Massive Dynamic
+1 R&D Action (Hard Sciences ONLY)
Starfleet Tech Level: 95 (ignored due to taking SpaceX)
+200 billion in revenue via Patent Royalties. Science advancements must be maintained to maintain revenue.
International Contract Agency
+1 Intrigue Action
Intrigue Tech Level: 100 (instead of the standard 85 for other Megacorps, this is a +15 to intrigue rolls vs. MegaCorps)
+200 billion in revenue via Clandestine Service Contracts for EarthGov. Up for renewal every Government Change.
Territory
Yutani: 6/6 Population, 4/4 Asteroid Mines, SpaceX Naval Shipyards, Corporate HQ
Seto: 1/6 Population, 0/4 Asteroid Mines
Obu: 1/6 Population, 0/4 Asteroid Mines
Konan: 1/6 Population, 0/4 Asteroid Mines
Osaka: 1/6 Population, 0/4 Asteroid Mines
Yutani Controlled Space
Stability: 70%
Corporate Sentiment: 70%
Conservative Opinion: 70%
Labor Opinion: 20%
Psyker Concentration: 10 (increasing at a rate of 10 per year. This is a Doom Counter, if not properly managed.)
Psyker Threshold: 15 (The point at which Psyker incidents begin to occur)
Yutani Board Support
Chairman: Engu Zhao
Support: 70%
Faction Relationships for Yutani Corporation
Conservative Party: Allies
-[X] Mil spec augmentation
-[X] Grand Admiral
-[X] Administrator
-[X] SpaceX
-[X] International Contract Agency
-[X] Massive Dynamic
You are Kobe Yutani and you control 25% of the Yutani Corporation's stock as part of your inheritance from your father. You are the single largest shareholder in the Yutani Corporation and as such a very difficult CEO to dislodge. That said, should your Board Support ever dip below 51% (25% of which is guaranteed due to your shares) even you can be removed from the reins of power. That is something to keep in mind when you consider potential advisers who may complicate your relationship with the Board. People such as Tanya Beckett, James Halcyon or SAMARITAN. It is suggested that you keep your unconventional choices to 1 or 2 advisers as the damage handpicked advisers can do is substantial if left unchecked and you will need to check the complications, ambitions, and/or political designs of your more powerful choices.
This game will play out in corporate boardrooms, EarthGov's Parliament, Space (in the form of open interstellar war with human or alien races), the shadows of the Datasphere, and the backalleys of HUMINT. You will need to choose where you are strong and where you are weak. Keep in mind this means that you, personally, may have zero impact on situations beyond whom you've chosen to handle the situation. Fleet Admiral Adama (if selected) will be the only point of view character for an actual Fleet Battle. Similarly, your HUMINT operations will not be executed by an all powerful SAMARITAN but by some nameless spook you lured out of EarthGov's service. His skills will ultimately determine your success in that particular op. I guess what I'm getting at here is do not worry too much about an individual POV character, they are replaceable parts and some will likely get assassinated/killed/etc. Even Kobe will likely die at least once unless you play a perfect game.
This post will also end Char Gen.
Martial Adviser
[ ] Fleet Admiral William Adama (Martial +10)
A pure biological specimen, William Adama has avoided cybernetic enhancement like the plague. He is also a talented fighter pilot and highly skilled in fighter operations. Fighter operations are currently favored by your naval doctrine as space fighters can operate in atmosphere. The only real fights you have these days are rebellions or black ops, both of which value air support.
Like all human commanders, William Adama has never seen a fight between Dreadnoughts and as such has no experience fighting in the wall of battle that theorists believe would be the primary decider of interstellar war. However, that is only a theory and presumes anti-fighter tactics will be successful at negating the threat of hundreds of fighter-sized missiles being thrown at your wall of battle.
[ ] Five-Star General Dwight Eisenhower (Martial +15)
He claims to be the descendant of Dwight D Eisenhower, 34th President of the United States and famed World War II General. He has been upgraded with mil spec cybernetics, allowing him to take on all but the most elite operators in personal combat. That said, he is better known for his tactical and strategic acumen than his personal combat skill.
To choose a General over an Admiral is to show favoritism to the security forces that make up the bulk of your military. This has its place but would give some offense to the naval officers under his command. The Navy views itself as the superior service and this belief will create complications for a landlubber.
Diplomacy Adviser Note: Your Diplomacy adviser will also be your perceived party affiliation at the start. You will start under a Government of your favored political party as your first turns are meant to be easy. It should be noted the political model is a hybrid of various Western political systems and should not be taken as a slight against your personal beliefs.
[ ] Samantha Kind (Diplomacy +15)
A staunch supporter of the Conservative party, Samantha is well connected to the political right and its strong capitalist backers. This provides an advantage under Conservative governments and in contract negotiations with fellow capitalist organizations (i.e. Megacorps, regular corps).
It will, however, hurt you under Labor governments as Conservatives are viewed as reactionaries by the political Left. No good can be found in working with a reactionary.
[ ] James Halcyon (Diplomacy +15)
A staunch supporter of Labor, James is well connected among the political elite of the Left. This provides some advantages when negotiating Government contracts which are usually Conservative darlings. Every Conservative Government loves a public-private partnership they can grift campaign funds from.
However, while his political leanings will help with Government contracts they'll hurt you elsewhere as Conservatives rarely want to be caught with a known Labor operative. You can expect him to struggle to implement your policy goals under Conservative Governments.
Intrigue Adviser
[ ] Q (Intrigue +10)
A fan of Bond films, the individual known only as Q has established a reputation for being a top tier spymaster in the corporate world. His primary skill set is in producing and miniaturizing technologies used in HUMINT. He used to be the head of R&D for EarthGov's Clandestine Service and his primary value to you would be the R&D advantages of his service, not his skills as a spook.
That said, he is a conventional sort and would not give offense to either political party or potential corporate allies.
[ ] SAMARITAN (Intrigue +20)
SAMARITAN is humanity's first true AI, created by the late Miles Dyson. It has been granted both legal citizenship and human rights. It possessed unparalleled cyberwarfare capability beyond any human operator is capable of, placing it in the #1 spot when it comes to cyberwarfare operations.
That said, its selection as your intrigue adviser comes with its own set of problems. No one really knows what SAMARITAN's goals are. Earthgov distrusts the AI, for unknown reasons, which is why it is operating as a free agent in search of an employer. That said, there is no evidence so far that SAMARITAN would ever be a disloyal employee either. It might just have its own agenda.
Stewardship Adviser
[ ] CFO James Lee (Stewardship +10)
A well rounded operator in all respects, James has served as the CFO of several subsidies before becoming the overall CFO of the Yutani Corporation under your father. He is a conventional executive and is unlikely to ruffle feathers despite his insecurities about the more talented Tanya one day supplanting him as CFO of Yutani.
[ ] CFO Tanya Beckett (Stewardship +15)
A talented administrator, Tanya has acted as CFO of various subsidies under Yutani's control. Each move has brought her to greater heights of power and responsibility in service to the Yutani Corporation.
Despite her capitalist success, she remains a staunch advocate for Labor. This has led to clashes between her and the Board on more than one occasion. That said, the Board is hopeful you can contain her egalitarian tendencies given her skill.
Learning Adviser
[ ] Janus (Learning +10, Diplomacy +10)
A rare talent when it comes to both science and the politics of academia, Janus is known for excelling in both arenas. He was a Professor of Psychics before you scooped him up for your laboratories.
Janus is a conventional talent and is unlikely to create political or PR problems. He prefers to work in a lab and ignore the wider world.
[ ] Walter Bishop (Learning +20)
A drug addicted mad scientist, he is undoubtedly the most capable of your potential prospects, achieving a skill level that leaves his competition in the dust. He is easily in the top 1% of Scientists.
That said, he is a drug addicted mad scientist. He has a tendency to engage in "personal projects" that may be madness or may be greatness, it is hard to tell until you are faced with the end result. Suffice to say, he is a PR disaster as far as advisers go although one that can be compensated for.
Bodyguard Commander
[ ] Keiko Sato
Keiko is a talented psyker who is well rounded in her ability to both handle combat and interrogate. She is rated in the top 10% of psykers and was trained from a young age in psychic warfare. That said, she is not an exceptional talent at psychic combat and might be unable to protect you against those in the top 1% long enough for you to escape.
Her political opinions are her own but they are largely non-controversial beyond her belief in Psyker equality. However, it is unlikely this will create complications with the politicians you've bought.
[ ] Murray Hasan
Murray is a heavily augmented psyker who specialises in direct confrontations with enemy combatants. He punches above his weight when it comes to fighting other psykers as well. That said, he is in the top 10% of psykers worldwide so there are those who stand a realm above him in terms of raw combat power.
His specialization in combat has left his skills as a telepath and human lie detector at below average levels for someone of his talents. If you want a skilled interrogator among your personal staff, Murray is not it.
That said, his opinions are politically correct and you will not find anyone who says something offensive about him.
[ ] Adam Kemmler
Kemmler is an enigma to your intelligence services which likely means your enemies are also in the dark. That said, he is in the top 1% of Psykers that Humanity has to offer and can provide the best protection money can buy.
He is a proponent of Psyker equality and disagrees with mandatory childhood testing of all children of humanity for the gene. These are politically unpopular positions but he is just an employee, surely this will not cause issues for you.
Please vote by plan as you do not want to pick too many of the "potential problem characters". Please pick one of each category.
$1 trillion in Revenue
Core Business
+3 Actions
+600 billion in revenue via various projects.
Major Subsidiaries CNN
+10 to rolls for PR Campaigns, Propaganda Campaigns, or attempts to buy additional Politicians.
+200 billion in revenue via Advertising to liberal audiences
Fox News
51% Majority when you and another faction vote together in EarthGov's Parliament under Conservative Governments
+200 billion in revenue via Advertising to conservative audiences
Core Business
+3 Actions
+600 billion in revenue via various projects.
Major Subsidiaries Google
+1 Intrigue Action
Intrigue Tech Level: 100 (instead of the standard 85 for other Megacorps, this is a +15 to intrigue rolls vs. MegaCorps)
+200 billion in revenue from Datasphere operations
Minor Subsidaries
Generating $90 Billion in revenue.
Core Business
+3 Actions
+600 billion in revenue via various projects.
Major Subsidiaries Monsanto
Immune to Food Shortages due to Xenobiology-enhanced crops.
+200 Billion in revenue from Agricultural Exports and reduced expenses.
Academi
50% more starting fleet units; cheaper Martial actions (shipbuilding, etc.)
+200 Billion in revenue from Mercenary Contracts
Fedex Transtellar
+400 Billion in revenue from Interstellar Transport Contracts