Poll

Since I now have a proper sourcebook, what should we do?

Keep going with FTL, we're barely into it yet!
0 (0%)
Add some of the mechanics of RT to FTL, and keep going that way!
2 (66.7%)
Drop FTL, and play some RT!
0 (0%)
I don't care and regret signing up for this!
1 (33.3%)
Since you apparently have all our collective sourcebooks, let's run something completely different!
0 (0%)

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Author Topic: Faster Than Light (Interest, Lore, and Sign Up Thread)  (Read 10938 times)

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ApatheticExcuse

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Faster Than Light (Interest, Lore, and Sign Up Thread)
« on: September 15, 2016, 04:49:35 pm »

Alright, I have never run an RP, but I tried to write a book a few years ago. The idea was really good, but I lost interest in it because I tend to write stuff I'd like to read. I already knew how it ended and had the whole thing written in my head, and basically thought to myself "yeah, that was decent" and never actually bothered to finishing committing words to paper.

But! The general concept keeps popping up in my head and I think it might make an interesting RP. This thread will be fleshed out a little more this evening and tomorrow, if there's interest, but here's the general concept.



GENERAL CONCEPT

It's the future, the far, far future. For thousands of years, mankind reached for the stars, using STL sleeper ships. Excitement about the cosmos and what they might hold dominated every aspect of the human culture for a hundred generations as they began to explore the stars. When messages began to trickle back from explorers and new colonies hundreds of years away, it was realized that mankind was alone - while there was plant life to be found throughout the galaxy, and strange beasts here and there, there was no other sentient life anywhere.

This realization struck mankind hard - there was no need for co-operation when there were no outside threats to mankind. There was no need for unity when profit could be made. There was no one else out there, just a universe ripe for the taking. Wars broke out, the global government broke down, and the core regions of human space, namely the solar system, nearly tore itself apart.

Eventually, one faction came to dominate all others, and created the United Terran Authority, claiming control over all of the domains of man. Of course, this in practice was restricted only to the solar system proper, and those colonies who were willing to submit to their control - as FTL travel was not yet obtainable, the UTA had no real way to enforce it's will on the myriad colonies that had sprung up over the course of history. Not only that, but the wars that tore through Terra's solar system also destroyed the records of where most of those colonies might be - mankind has found home on thousands opon thousands of worlds over the march of time, but of these, only hundreds have been located, and even few have been contacted.

Much of this was soon to change. Within eight centuries of humanity's "unification", the UTA announced that they had found a way to move vessels at speeds far exceeding those that anyone had drempt of before. While this technology could be applied to any ship, it was costly to produce, and the knowledge required to do so was so closely guarded and complex that it could almost be considered magic. While fleets of warships, and colony ships, would be equipped with the new warp drives, trade ships, passenger vessels, and other civilian crafts would, for the most part, be left to rely on the warpway network. This network was far simpler to utilize, and consists of large "Gates" that use relatively simple technology to alter the perceptible mass of a vessel and then accelerate it to faster than light speeds. Like a ball launched from a cannon, these ships plow through space until the mass conversion loses hold, then gradually slow to sub light speeds. The UTA has accordingly constructed "corridors" through space with launching stations at regular intervals.

Travelling this way is dangerous - a poor calculation or a malfunction in either the ship or the gate itself can result in ships being launched off course, too slowly, or in some other fashion that leaves them drifting alone in the vast expanse of space, usually with no hope of recovery and no course of action except to make peace with whatever deity the crew follows and wait for the food to run out. It is, however, not quite as dangerous as travelling in a warp capable ship. Besides the chance of becoming terribly lost, warp-ships also run the risk of colliding with previously undetected objects, being subjected to piratical attack, or, as time has proven, simply never re-entering normal space. It takes a bold captain and a brave crew to man these ships.

You are one such person, and you occupy a rare position in within the empire of the UTA - you are a free captain (or one of his trusted advisors). Some how, you or one of your ancestors found yourself in possession of a registered warp ship, not under direct control of the UTA military. Rather than being forced to subject yourself directly to the will of the UTA, you operate under a Warrant of Liberty - your ship and your future is your own, with some conditions attached. This can range from being required to regularly maintain contact with the Fringe Worlds and report happenings there, to supplying new colonies with resources they may require, to participating in military actions or subjugating re-discovered colonies who have not embraced the unity of the UTA. While your situation and possession of the Warrant is not unique, it is not common either, and you could be considered minor nobility if such a thing existed in the UTA.

Your journey starts as such. There is a galaxy to discover, intrigue to pursue, and wealth unimaginable to be found. There are also dangers - rumors of planets outside of the UTA having developed FTL travel abound, and there are many who are not subtle in their jealousy of your station.

Trust no one, and enjoy.


[/hr]

So, that's the basic idea - there's a bunch more lore, but it's not worth writing unless someone is interested. Conceptually, and assuming anyone signs up, you will have free reign to do whatever you want, in as much or as little detail as you want. The violence will be very realistic, the science based in something close to 'reality', and, should you chose to follow it, a set storyline with a good twist ending. You can also just fuck off into the vast unknown and see what it holds.

As I said in the rec room thread, this is mechanically based off a greatly simplified version of Warhammer 40K: Rogue Trader (the first ed. rulebook for 40K), but with a different if similarly dark universe. I will supply stats for whatever you guys want, but you can ignore all that and let me track shit instead too.

If you'd like to play, there's a couple firm rules:

1. One person is the captain. If everyone wants to be the captain, or no one wants to, then he will be an NPC (your dad or grandfather or something) who does nothing, leaving that up to you guys as the PCs.

2. Actions will ALWAYS have consequences. You wanna fight the UTA alone, that's fine, but expect to die. Some will not be so obvious. Welcome to an RP where the DM overthinks things alot.

3. Char sheets will be up later. There will be a few hard stats which will be adhered to for my sake (much like what AJ has with SPRAWL), but you're pretty much free to make whoever you want so long as it's somewhat feasible according to whatever science looks like in 500,000 years. Beyond the stats, a bonus to the chance your actions have of succeeding depends alot on how RP-ish you are. Extra credit given for you saying *how* you're convincing the local governor to give you access to his personal army rather than saying "I convince the governor to bend over" or whatever. Besides designing a character, there is also a ship to design if you'd like, or I can do that. Don't matter much to me.

4. The mechanics of the game will be obeyed (I'll detail them further if anyone cares, otherwise you can just trust me that they exist), unless I decided to do something completely different with them mid game. I'm new to this and have no idea how simple or detailed they should be to make this fun.

5. As I mentioned, I will supply a story and some quests and shit for you to follow if you want, but the forward movement of the RP will mostly fall on you as a player. If you don't want to follow the story, then you'll have to come up with some other goals and I'll do my best to make that just as interesting.

Think that covers the basics.
« Last Edit: September 15, 2016, 10:46:30 pm by ApatheticExcuse »
Gone. Cheers guys.

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Re: Faster Than Light (Interest, Lore, and Sign Up Thread)
« Reply #1 on: September 15, 2016, 05:41:00 pm »
Interested. Very interested.
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Wheel-Son

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Re: Faster Than Light (Interest, Lore, and Sign Up Thread)
« Reply #2 on: September 15, 2016, 05:44:12 pm »
Sounds cool.
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ApatheticExcuse

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Re: Faster Than Light (Interest, Lore, and Sign Up Thread)
« Reply #3 on: September 15, 2016, 05:54:29 pm »
I'll put that down as three potential interests. :)

As a bit of a 'tip' to potential players: I am very open to any questions regarding anything lore-wise, or "can I do this" wise, or whatever. I didn't put that all here and never will as there is ALOT of it, not counting whatever you guys create during the game. Most of it is also very flexible. Once the game has begun, the only stuff you'll get answers to will be things your PC would already know or be able to find out easily. Other stuff will have to be discovered, sometimes without me giving much direction on how to do so. Also, do not always trust the lore - trust only what your PC knows for themselves to be true.

As a second 'tip': I have enough of a universe created for the failed book attempt that I'm ideally going to try to run this as a "living universe". If you're doing thing A, and want to ignore thing B, it doesn't mean thing B just stops happening or goes away. The universe is big, big enough that this *probably* won't matter often, but if I think a little push is needed, you might get caught up in some events you didn't know much about before. This really depends on how people end up playing, and if it seems like having a totally open world with you guys making up your own quests works better than me giving out some goals or not. I'd like to try to be flexible and just have shit be fun.

Also, if anyone has any input on how they think the mechanics should work, I'm certainly very open to ideas.
Gone. Cheers guys.

ApatheticExcuse

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Re: Faster Than Light (Interest, Lore, and Sign Up Thread)
« Reply #4 on: September 15, 2016, 06:58:22 pm »

This will actually go in a new thread as it comes up, so that I have an IC way of linking specific bits to you. I just can't easily get on the image server from home, so it gets hung onto here.
« Last Edit: September 15, 2016, 10:23:56 pm by ApatheticExcuse »
Gone. Cheers guys.

ApatheticExcuse

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Re: Faster Than Light (Interest, Lore, and Sign Up Thread)
« Reply #5 on: September 15, 2016, 06:59:27 pm »

Use this as a template:

Name:
Age:
Gender:
Role: (Make up a job title for yourself. Remember, only one of you gets to be captain. If multiple people want that job, or no one does, I'll deal with it as above. As also mentioned above, you're all going to spend at least a little while working together, and in the end, only one person will hold the Warrant. Teamwork is rewarded. Being a dick or a sheep is not, though I won't punish either, especially not if it's IC.)
Skills: (Make some stuff up that seems appropriate. Some will matter when it comes to rolls, some won't, at my discretion. If they don't jive with your backstory or stats, then no bonuses for you)
Backstory: (This might end up being important. Skip it if you want, but I'd suggest cooking something up. Planet of origin, motivation for joining up with the ship, what kind of personality do you have, etc. etc. You guys all know how to do this. If you have some special skills (hacking with robot arms), put them here and explain why you have them.)
Equipment: (Whatever you want - very little is out of the reach of a Warranted Captain and his entourage. Weapon-wise, I'm going to assign a damage value. If you want your gun to be badass and powerful, then convince me it is. If you want it small and concealable, expect it not to also be crazy powerful. I'd suggest armour. Most stuff will kill in one hit otherwise.)
Other stuff: (You want robot hacker hands, here's where it goes. Be kinda reasonable, but don't worry a ton about having a powerful bauble or two)

Stats:

(I would strongly suggest you read the post on mechanics before assigning this stuff. Good RP = reward, but I do plan on paying attention to your charsheet. Unless I get sick of that, anyway. I'm not gonna bother with perks and shit right now because I'm too new to this and might have trouble tracking that sort of thing.

The stats below apply to a broad range of stuff, not just the examples given - they are a combination of stats and skills in some ways. Pretty sure ya'll can figure that out.)

Melee Skill: 25 (How good you can swing a sword or a chair)
Ballistic Skill: 25 (How good you can shoot, or throw things)
Strength: 25(How strong you are.)
Toughness: 25 (How well you ignore pain, poison, etc. etc. Also slightly affects hitpoints, though I will intentionally not touch on how damage works too much unless you guys insist.)
Agility: 25 (How quick you are, as well as how good your reflexes are)
Intelligence: 25 (How smart you are, how much random trivia you know, reasoning skills, etc. etc.)
Perception: 25 (How well you perceive things around you, like dildos that have been left out, blips on sensors, ambushes)
Willpower: 25 (How well you resist mind altering effects, and fear. Space can be a terrifying place, what with all the unknowns and shit)
Charm : 25 (How well you get along with other people)

Free points: 100 (The base skill is 25 for everyone, and you also have these 100 points to assign where you see fit. Levels will be relatively far between, so choose your role and your stats wisely).

(Final note: You gotta be a human. As mentioned elsewhere, tech mods are common amongst people of your standing, though their workings are not always understood by those who have them. Mutation is only a bit less common (and much more common in the lower social orders, depending on where you are), since humanity has been spread out for tens of thousands of years and adapted to their surrounds accordingly. Genetic alteration is outlawed, punishable by death. So if you wanna play with that, play gentle.)

APPROVED

Spoiler: RedVulnus, AKA Roland McCall (hover to show)

Spoiler:  Forrest, AKA Hamilton Locke (hover to show)

Spoiler: Lorknis, AKA Mark Hansen (hover to show)

Spoiler:  Wilson, AKA Charognard O'Riley (hover to show)

Spoiler: Blitz, AKA Collin Kagoslav (hover to show)

Spoiler: Camille Vias (hover to show)

SHIPS

Spoiler: The Iliad, Current Home To Everyone (Light Cruiser) (hover to show)
« Last Edit: October 12, 2016, 04:21:02 pm by ApatheticExcuse »
Gone. Cheers guys.

Wheel-Son

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Re: Faster Than Light (Interest, Lore, and Sign Up Thread)
« Reply #6 on: September 15, 2016, 08:01:59 pm »
can i be a hacker man with robotic hands?
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ApatheticExcuse

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Re: Faster Than Light (Interest, Lore, and Sign Up Thread)
« Reply #7 on: September 15, 2016, 08:06:41 pm »
Yup. Qualifications will pretty much boil down to "human". Tech mods are common amongst notables such as the PCs, even if it's not often well understood by them. Mutations aren't as widespread, but aren't uncommon either. Genetic modification is illegal, so those should be kept subtle. I'll be home in around an hour and will post a sheet template then, as well as a ship template (or just one that's ready to go, if you guys don't wanna design yer own).
Gone. Cheers guys.

RedVulnus

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Re: Faster Than Light (Interest, Lore, and Sign Up Thread)
« Reply #8 on: September 15, 2016, 08:08:17 pm »
A quick question since it pertains to my character idea: Does the UTA have any notable crime organizations in it's territories?

ApatheticExcuse

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Re: Faster Than Light (Interest, Lore, and Sign Up Thread)
« Reply #9 on: September 15, 2016, 08:23:40 pm »
Yes and no. The UTA has a pretty iron hold on things in the grand scheme of things, being in control of the Warpway and warpship production and licencing. That said, no giant government is without corruption, and some laws are pretty tough for them to enforce - besides this, dictating day-to-day laws themselves is usually left up to individual planetary or system governors.

Accordingly, it's common for some degree of organized crime to exist in most places, as well as some planets, or sometimes whole systems, being more or less the personal domain of a governor who could be equated with a crimelord. Laws that are mandated by the UTA, and not a governor, are usually taken very seriously (no uncontrolled warp tech, no unlicensed teleportation tech, no unnatural genetic modification, as some examples) and are generally only broken by the foolish, powerful, or insane, since the UTA will quickly take direct control wherever issues with those things pop up and generally follow a very simple "kill everything" penal code. This has prevented any long-lived inter-system, serious crime syndicates from being around.

Most people under a Warrant of Liberty aren't subject to system or planet specific laws (or at least can't have them enforced upon them as they can just run the fuck away when need be), so there's many a Free Captain who is more than just a little criminal, strictly speaking. There is a pretty massive grey area there, and being the good guy isn't always the smart choice.

With all that in mind, I don't have any particularly important cartels built, so you have pretty much free reign there if you want it.

Other thing to mention is that for now, you guys are all going to start on the same ship. This can certainly change - warpships generally can't be bought and are financially out of reach of anyone except VERY powerful governors/corporations, but could be taken, earned, or stolen. There will be some teamwork required here.
Gone. Cheers guys.

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Re: Faster Than Light (Interest, Lore, and Sign Up Thread)
« Reply #10 on: September 15, 2016, 08:31:15 pm »
I am exited for this, Get those ref sheets up!
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ApatheticExcuse

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Re: Faster Than Light (Interest, Lore, and Sign Up Thread)
« Reply #11 on: September 15, 2016, 09:57:30 pm »
Charsheet is up. Signups are completely open ATM and I encourage you guys to find ways to link your characters together in order to explain why you're all on the ship. It may or may not really matter, but either way I would have more fun reading it so fuck you. First post will ideally go up tonight (if not, then tomorrow morning - then I'm away at a wedding till sunday, just a heads up), and signups will likely be closed tomorrow night - more people can join if YOU guys can RP them in. I leave that in your hands. The exception is people who have already posted here, since I appreciate the encouragement.

It's maybe worth explaining the mechanics a bit. As mentioned, I'm using a pretty stripped down and heavily modified version of the first edition 40k rulebook. It's what I've got and seems better for this RP than anything open source I can find. I doubt anyone here has one, and I'm not about to type all that shit out, so here's the simplified explanation:

Anything requiring a test will have a d100 and d10 rolled, and added together. It will then be compared to your stat, with any modifiers applied. For example, Wilson wants to hack the shit out of some security thing or something. His intelligence is 60 (base 60), and he has explained in his sheet that he's experienced and specially equipped for this (+20). However, he's also actively being shot at (-20), and thinks he pooped his pants, which is distracting as fuck (-10). He's got to roll a 50 or or LESS to succeed. He rolls a 20! Success, he now has access to UTA turret control.

There is also a degree of success mechanism, which is worth getting into. So, using Wilson again - His base stat is 60, but then +20-20-10, which means his modified stat is 50, right? For each full 10 points by which he beats the roll, he gets a degree of success. So, rolling 20, he succeeds in hacking the alarm system (his original goal), but also scores three more degrees of success, which gives him access to the turrets as well as some macguffin info hidden in the security logs.

This might seem a little complicated, but trust me, that's the simplified version, and you guys won't ever have to worry about it. I'll be doing rolls behind the scenes as I'm not sure how well this system will actually work, and will maybe have to fudge things a bit here and there if it's too hard or too easy. I will never, ever kill anyone with fudging, because that's not fair or cool. If the system turns out to suck and just not work at all, I'll either adjust and let you guys tweak your charsheets, or I'll come up with something else that works with the existing ones.

When making your char, I would suggest not trying to buff a single skill to 100 and ignoring the rest. Unless you guys all compensate for eachother's weaknesses very well and never get seperated, you're likely to run into trouble doing this.

As a final note on stats - some, like ballistic, factor into things they maybe logically shouldn't, like shooting the ship's guns. I will likely change this around to use a combination of stats, since it's kind of a shit way to do it, but I don't really have a better method in mind until we start playing.

Now, question for everyone - I have two pre-designed ships for you guys to use, if you want, or you can design your own. I've set up a point system for this, but I'm not going to write down every possible thing you can stuff into a starship in this universe (it's easier to list what you can't), so there'd maybe be some revisions to whatever you make. You'd all also have to agree on this sort of stuff. I leave it to you all to decide if that's what you want to do, or you want one of my pre-built ones.
« Last Edit: September 15, 2016, 10:24:57 pm by ApatheticExcuse »
Gone. Cheers guys.

ApatheticExcuse

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Re: Faster Than Light (Interest, Lore, and Sign Up Thread)
« Reply #12 on: September 15, 2016, 10:10:29 pm »
As a final note on characters, if you need more setting info, ask away. Some stuff is set in stone, but most is not. If you picture grim-dark, you're probably close.

And just as a heads up - if you haven't noticed, being in this RP will require a fair bit of reading. I'm wordy, to put it politely. You don't need to be, but be ready for the text-walls.
« Last Edit: September 15, 2016, 10:22:49 pm by ApatheticExcuse »
Gone. Cheers guys.

RedVulnus

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Re: Faster Than Light (Interest, Lore, and Sign Up Thread)
« Reply #13 on: September 15, 2016, 10:47:56 pm »
Name: Roland McCall
Age: 48
Gender: Male
Role: Reverend (also gunman and speaker) ((also kind of assuming there is still religion if not let me know)
Skills: Speech, haggling, co-ercing information, and shooting
Backstory: Living on Olestria, a planet of large plains and rocky mountains that ended up a spiritual reserve and a tourist trap modeled after times long before. Roland grew up the son of a pastor and a merchant and with a blind right eye. During the week he aided his mother in her shop and spent many an hour listening to her haggle as a youth, and then later on doing the haggling himself as a young adult. On the weekends he worked with his father to aid the flock of the church and to tend to the affairs of the church. He learned to be both a great orator from his father who gave a rousing sermon every sunday and how to obtain information from unwilling lips without the need for violence as he aided his father in church affairs.

At the age of twenty eight he was out with one of the flock of the church when a dispute between two of the local families began. The first shot tore his left ear from his head before landing squarely in the skull of it's unfortunate victim, the matriarch of McDougan family. Roland took the revolver from his shocked friend and unloaded the cylinder at the man who dared not only to shoot at innocents, but to do so in front of the son of the Preacher. His sloppy shooting got the job done as the man fell backwards with two bullet wounds. Upon arriving home he learned that his father had found out what he had done, and many a month was spent attempting to reconcile.

However in those many months he had also taken to practicing with the McDougan's in the use of fire arms and how to utilize them effectively. They did reconcile and Roland was welcomed back into his role as his father's helper. However this would not last.

The family of the man he had killed remembered what he had done, and one night Roland came home late to find his family dead in their home. Taking up his grand father's armor and weapons he went after them, not as himself but as the Angel of Death, the hand with which his god would strike down those who would kill one his servants in cold blood. One by one the members of the family turned up dead, each with a mark burned into their foreheads of the Angel of Death. However as the last of the men lay dying he told Roland that they did not kill his father, and as the man lay there dying Roland knew what he had done and knew that he had committed a most grievous sin.

Seeking redemption he joined the ship in hopes that they would not only do some good, but perhaps he may find a new flock that would at least need someone to lean on, someone to confide in in their darkest hours. At the very least offer comfort to those whom may need it.


Equipment: An old and slightly rusted revolver that had rather beautiful engravings that are marred by the rust and wear of the weapon. He also carries a double barrel shotgun that while of a rather plain appearance packs a mighty punch. On top of that he also carries a set of special made knives in the unfortunate case of a close quarters battle. He also wears a metal chest and back plate with thigh plates that are both concealed by the duster he wears, however anyone who has seen the chest plate would recognize the markings on it.
Other stuff: An old worn leather bible that shows many long years of use. A synthetic replacement for his missing ear. Cybernetics in his left eye that restore sight in what had once been his blind eye though it failed to return color to it. A broken laser revolver that appears to be designed with similar engravings to his functioning pistol, though with some engraved words too covered in rust and wear to read.

Stats:

(I would strongly suggest you read the post on mechanics before assigning this stuff. Good RP = reward, but I do plan on paying attention to your charsheet. Unless I get sick of that, anyway. I'm not gonna bother with perks and shit right now because I'm too new to this and might have trouble tracking that sort of thing.

The stats below apply to a broad range of stuff, not just the examples given - they are a combination of stats and skills in some ways. Pretty sure ya'll can figure that out.)

Melee Skill: 30 (How good you can swing a sword or a chair)
Ballistic Skill: 40 (How good you can shoot, or throw things)
Strength: 30(How strong you are.)
Toughness: 35 (How well you ignore pain, poison, etc. etc. Also slightly affects hitpoints, though I will intentionally not touch on how damage works too much unless you guys insist.)
Agility: 30 (How quick you are, as well as how good your reflexes are)
Intelligence: 35 (How smart you are, how much random trivia you know, reasoning skills, etc. etc.)
Perception: 35 (How well you perceive things around you, like dildos that have been left out, blips on sensors, ambushes)
Willpower: 40 (How well you resist mind altering effects)
Charm : 50 (How well you get along with other people)




hope the sheet is good but if not let me know what I need to change.
« Last Edit: September 16, 2016, 12:03:16 am by RedVulnus »

ApatheticExcuse

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Re: Faster Than Light (Interest, Lore, and Sign Up Thread)
« Reply #14 on: September 15, 2016, 10:59:36 pm »
That looks great! A chaplain is, to many, a welcome addition in the lightless voids.

There is still religion, though it's fairly planet to planet as the UTA has no time for it or interest in controlling it. It plays a very important role in some places, and none at all in others.

Only thing I'd maybe mention - ballistic weapons such as you mention are the most common weapons by far, being low-tech and easy to maintain, present pretty much everywhere, and generally unable to pop a hole in your own ship's hull on accident, but there are laser weapons, as well as energy enhanced melee weapons, and other sci-fi conventions too.
« Last Edit: September 15, 2016, 11:05:50 pm by ApatheticExcuse »
Gone. Cheers guys.

 

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