Behold the Galaxy

Game Master Slaughtersea

From derelict to masters of the galaxy... how will you lead your colony?


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*You slowly lift your head as noise floods into your speakers*

Incoming transmission

*something explodes behind you*

"..."

"...s..."

"I...nyone...ere"

"Thi...is...."

*a louder explosion sends shrapnel flying around your heads*

"M....eadings...ndicate...total shi....lure"

"cuate... ow..."

*a deafening roar, followed by a massive blast sends you flying back into unconsciousness*

=*=*=
149 ED

You were just simple colonists on board the CSS Avalon. Chosen as members for the second International Colony Wave from Terra Prima en route to Nova Ark, you were to bring your knowledge and competencies with you to help the first group of colonists develop the planet further.

However, something went dreadfully wrong. Halfway to your destination all communications to Nova Ark went silent. A watch later, Terra Prima also ceased responding to communications. With the majority of the crew still in cryo, you were all members of the 27th Watch who first realized Terra Prima had ceased communications when a prolonged absence initiated a mandatory Watch investigation.

As you attempted to hail your home planet and Nova Ark, your vessel came under heavy fire from an unknown enemy... with a ship that was neither Human nor Vex, the latter being a neutral race of explorers who crossed Terra Prima's path in -21 ED.

With your ship sustaining massive damage, and no weaponry on what is only a large Colonial ship, you had very little options left and the final course of action was activating the PTD (Prototype Trans Drive).

The trans-jump worked... but damaged circuits caused your ship to deviate heavily from its chosen destination.

Exiting in unknown space, systems failing and life support bleeding oxygen into the void of space, the CSS Avalon spiraled towards the nearest planet... crashing onto its surface... and all went dark.

=*=*=
Gameplay and Explanation

Behold the Galaxy (BtG) is a Space Survival Campaign.

This round of recruitment will provide us with the members of Watch 27.

As those players slowly come to terms with what has happened, they'll want to revive any recovered colonists from cryo. When that time comes, the members of Watch 27 will have to perform their own Recruitment (guidelines will be provided) and assemble their own teams.

In time, each member of Watch 27 will have a fully fledged team of operatives, engineers, scientists and pilots ready to begin the long task of returning home safely.

BtG is also my first attempt at a unique setting and campaign that I have had actually written. Though not completed, this essentially also serves as a Playtest of the story and systems. My objective is to release the finished product as a free to download pdf once it is done.

A large thanks to The Modern Path as well for their helpful material.

=*=*=
Character Creation

Character Creation is unique in that each player must only set his character's ability scores and select a profession.

- 20 point buy

As for your race, Terra Primar are as follows:
-Members of this race gain a +2 bonus to any two ability scores.
-At 1st,8th, and 16th level, members of this race gain Skill Focus in a skill of their choice as a bonus feat.
-Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

Professions
Each player selects a Profession from the following list. Once you have done so, you need only select your additional skills (1 per skill point) and write down your Talents.

Military:

Trained for combat, you possess a good knowledge of combat tactics, weapons use and maintenance as well as an array of skills useful in dangerous situations.

HD: d10
Skill Points: 4
Strong Save: Fortitude
Automatic Class Skills: Knowledge (Tactics) and your choice of either Piloting or Craft (Structural).
Starting Talents: Light Weapon Proficiency, Medium Weapon Proficiency, Heavy Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Deflector Proficiency and Vital Augments.

Professional:

Trained for maintenance, repairs and construction, you possess a wide variety of skills and your quick reactions to difficult situations make you an integral part of any team.

HD: d8
Skill Points: 6
Strong Save: Reflex
Automatic Class Skills: Craft (Structural) and Craft (Mechanical).
Starting Talents: Light Weapon Proficiency, Light Armor Proficiency and Skill Focus.

Scientist:

Trained for research and development, your sharp mind, quick wit and cunning intellect has made you a peer in the scientific circles back on Terra Prima.

HD: d6
Skill Points: 4
Strong Save: Will
Automatic Class Skills: Knowledge (Sciences) and your choice of either Knowledge (Earth Sciences) or Knowledge (Physical Sciences).
Starting Talents: Neuragen Implants.

Skill List:

-Acrobatics
-Appraise
-Bluff
-Climb
-Craft (Electronic, Explosive, Mechanical, Pharmaceutical, Structural)
-Diplomacy
-Disable Device
-Disguise
-Escape Artist
-Heal
-Intimidate
-Knowledge (Business, Civics, Current Events, Earth Sciences, Physical Sciences, Tactics, Technology)
-Linguistics
-Perception
-Piloting
-Sense Motive
-Sleight of Hand
-Stealth
-Survival
-Use Alien Device (Much like Use Magic Device)
-Xenology (Handle Animal with alien life forms)

Revealed Talent Descriptions:

Vital Augments: As Toughness Feat.
Skill Focus: As Feat.
Neuragen Implants: A neuragen implant gives the user the capacity to use almost supernatural powers obtained from strange objects called Devices. Essentially, they can spend Neuragen to use these abilities. Each use of a Device costs a certain amount of Neuragen. Neuragen is replenished whenever the user has a full night's rest (8 hours). (Neuragen essentially functions as spells per day, equivalent to a Sorcerer's spells per day table.) You will however, need to find Neuragenic Devices to use this ability.

Aside from this, make a small physical and character description as well as the reasons for your departure to space on this colonial voyage.
=*=*=
What Else?
You'll notice that besides the Talents, Skills and bonuses at 1st level, nothing else is presented. This is intentional. As a derelict colony, you will need to build yourself up to unlock additional Talents. In short, the paths you take during the course of this game will determine much of the technology and talents that will become available to you.

For further questions you can PM me or post a question on this post.

If anyone is interested in getting more background information for their character let me know as well.

To a potentially astounding game of Pathfinder.... IN SPACE.


Dotting for interest - and to let me get my head around a potential character...

Dark Archive

How established is the colony we were going to? I'm kinda interested in playing a Soldier / amputee. He'd have a prosthetic and generally still be competent, but he was sent in to act as a training officer.

It seems a bit backwards for someone in the future to still be missing a limb, given where we're at now, but I'm sure there's some kind of explanation I could come up with.


twilsemail wrote:

How established is the colony we were going to? I'm kinda interested in playing a Soldier / amputee. He'd have a prosthetic and generally still be competent, but he was sent in to act as a training officer.

It seems a bit backwards for someone in the future to still be missing a limb, given where we're at now, but I'm sure there's some kind of explanation I could come up with.

Technology has advanced enough to recreate limbs but there's plenty of people who cannot afford the procedure. Joining the 2nd Colonial Wave to Nova Ark would be a good way to make enough to be able to pay for it. As for the colony on Nova Ark, it's been established for over 50 years so it's well advanced and completely self-sufficient.


Birch33 wrote:
Dotting for interest - and to let me get my head around a potential character...

Take your time. Character creation is still faster than normal as player options work differently.


Character Creation Update

Base Attack Bonus Progressions
Military -> As Fighter
Professional -> As Rogue
Scientist -> As Wizard

Dark Archive

Are you alright with the idea of a "Soldier" using the Professional profession? Specifically a sapper using said profession. If so, I'll be rolling out a Professional that was a sapper that suffered a mishap.

If not, I'll be bringing him in as Military.

Sound like someone you might want around?


twilsemail wrote:

Are you alright with the idea of a "Soldier" using the Professional profession? Specifically a sapper using said profession. If so, I'll be rolling out a Professional that was a sapper that suffered a mishap.

If not, I'll be bringing him in as Military.

Sound like someone you might want around?

So you'd use the Professional profession instead of Soldier. That's fine with me, you'll just be a little low on the weapon capacities but training will get you those in time most likely. So yes, your backstory can fit whatever Profession you choose. Remember, as a Professional you do have access to more Skills and a lot of Skill Focuses so you'll be able to nab some usually more militaristic skills.

Dark Archive

I'll hold off on an actual sheet until we have some more folks around. I'd be just as happy playing an actual soldier if no one else wants the role.


I found this when surfing the internet and got interested in the setting, but i have never played pathfinder and i don't have the book. So i will just ask you straight-out: would i be able to play without the book if i got a quick explanation from one of you?


Very interesting. This is modified Pathfinder, right? Is there multiclassing?

Dark Archive

Luca, you can find a good deal of the rules here[/url and [url=www.d20pfsrd.com]here.

In general, it looks like we're using much simpler rules, but there is a bit out there.


twilsemail wrote:

Luca, you can find a good deal of the rules here and here.

In general, it looks like we're using much simpler rules, but there is a bit out there.

Fixed links. Also, interested.


To answer a few questions:

We do play with the full Pathfinder ruleset, but character creation is done differently. Each player selects a Profession, which is essentially a class structure, and depending on the technologies you develop and resources you explot, different Talents will become available to unlock. Essentially, it's a class-construction system with new features unlocked depending on player choices.

To give a brief example, say Bearded Ben really, really wants to emulate a class like the alchemist. Well, developing technologies that permit the creation of Explosive or Incendiary Devices and training in them will give him that ability.

There's an invisible tech tree, with every new choice revealing the next ones, allowing you to make your own choices and define your capabilities.

So yes, even without ever having played you can join in. I do recommend reading up quickly on the d20pfsrd, especially on the Combat section and other key issues in general, but I have no issue teaching the game either. It'd even be fun for me.

@Kol: So essentially, everyone's gonna multiclass just like you would in real life. Everyone picks up a little bit of everything.

So to finish off, the rules aren't simplified, they're simply modified.

I've added the Character Sheet template to the Campaign Info tab as well, and will try to put up a mini-gazetteer of Terra Prima and Nova Ark.


To be fair, I really only need... 4-5 players to start with as well.


I'm rather interested in the setting! Allow me to introduce my submission: Michelle Williams, a tough-as-nails administrator sent to the colony to keep things running efficiently.

While perfectly human herself, the scientist sometimes seems otherwise with her harsh demeanor and strict expectations of adherence to policy. It is unknown whether she was sent to the colony because those arranging her transfer disliked her or because they honestly thought she would do good in the colony. Michelle's uncanny knack for coming out on top of inter-lab politics made her chief physicist of her setting before long. Her thirst for climbing to a more powerful position had her put in the request for transfer to manage stations on other worlds. Little did she know she would end up here...

She is, at the core, a scientist, however; an intense curiosity lies entrenched beneath her draconian veneer, and she seeks to bring knowledge to as black and white terms as possible - just as she interprets the actions of people. Without much frill about her, she carries a simplistic beauty - with the exception of her hair, long as it is and often in some style of great volume. Due her supervision of many labs, her hair is often put up - and she never fails to notice when others' is down, reprimanding them for it. Not as obvious is her notice of her scientists' core talent, having great personal (albeit private in most cases) respect for those with ability.

Let me know what you think of her as a character. I'll be happy to flesh her out more later.


Michelle Williams wrote:

I'm rather interested in the setting! Allow me to introduce my submission: Michelle Williams, a tough-as-nails administrator sent to the colony to keep things running efficiently.

While perfectly human herself, the scientist sometimes seems otherwise with her harsh demeanor and strict expectations of adherence to policy. It is unknown whether she was sent to the colony because those arranging her transfer disliked her or because they honestly thought she would do good in the colony. Michelle's uncanny knack for coming out on top of inter-lab politics made her chief physicist of her setting before long. Her thirst for climbing to a more powerful position had her put in the request for transfer to manage stations on other worlds. Little did she know she would end up here...

She is, at the core, a scientist, however; an intense curiosity lies entrenched beneath her draconian veneer, and she seeks to bring knowledge to as black and white terms as possible - just as she interprets the actions of people. Without much frill about her, she carries a simplistic beauty - with the exception of her hair, long as it is and often in some style of great volume. Due her supervision of many labs, her hair is often put up - and she never fails to notice when others' is down, reprimanding them for it. Not as obvious is her notice of her scientists' core talent, having great personal (albeit private in most cases) respect for those with ability.

Let me know what you think of her as a character. I'll be happy to flesh her out more later.

In. Period. This is precisely one of the type of characters I was so hoping to see. The Iron Lady as they say. I will be quite intrigued by the choices you will have to make Miss (or is it Mrs.) Williams.

As for anyone else wishing to join, a completed character and nice backstory like this is VERY hard to refuse.


You know it's Miss! She's yet to find a man resilient enough to entice her while being deep enough to interest her.

Inquiry: For class skills, generic "science" is a given, then a choice between earth/physical, yet in the skills list, I don't see the general "science". Am I missing something?


Michelle Williams wrote:

You know it's Miss! She's yet to find a man resilient enough to entice her while being deep enough to interest her.

Inquiry: For class skills, generic "science" is a given, then a choice between earth/physical, yet in the skills list, I don't see the general "science". Am I missing something?

Actually, simply knowing about basic sciences is usually a given for all colonists to some degree to the point that skill points in Earth or Physical sciences essentially work for generic Science.


Voice in the System wrote:

Actually, simply knowing about basic sciences is usually a given for all colonists to some degree to the point that skill points in Earth or Physical sciences essentially work for generic Science.

Should there be only one knowledge section for it then? As is, I'm investing 2 of her skills (see profile) each level to sciences.


Michelle Williams wrote:
Voice in the System wrote:

Actually, simply knowing about basic sciences is usually a given for all colonists to some degree to the point that skill points in Earth or Physical sciences essentially work for generic Science.

Should there be only one knowledge section for it then? As is, I'm investing 2 of her skills (see profile) each level to sciences.

Essentially, anything basic science is covered by one or the other.

Earth and Life Sciences Covers: Biology, botany, genetics, geology, paleontology, medicine and forensics

Physical Sciences Covers: Astronomy, chemistry, mathematics, physics, and engineering

and these are two very important differences in game terms for the technologies and knowledge you possess.

How about being cross-competent in both Sciences gives you the highest modifier between Earth or Physical Sciences as your modifier to Science in general plus one half the bonus of the other. This gives an incentive to take both skills while not completely making the skill modifier too high. I will have a few slight DC adjustments to make but aside from that this should work.


I wasn't complaining about the skill point requirements, just making sure they were necessary.

Dr. Williams is proficient in each area, but her specialty (class bonus) lies in the non-organic regions - physical science, less so in engineering than the other areas. While she respects the importance of earth/life science, it was too "soft" for her. The true mysteries of the most primal unknown phenomena in the universe fascinate Michelle, so she is drawn to the purer subsets of physics/math mostly.

Sometimes, she can be divisive with her colleagues because of her prioritizing what's mainly seen as theoretical research over more practical applications (such as terraforming). In the reverse case, however, she deals with people as if they are useful for only practical applications (executing a task, getting clearance, etc.) and little else as opposed to things like making conversation and playing games.


Michelle Williams wrote:

I wasn't complaining about the skill point requirements, just making sure they were necessary.

Dr. Williams is proficient in each area, but her specialty (class bonus) lies in the non-organic regions - physical science, less so in engineering than the other areas. While she respects the importance of earth/life science, it was too "soft" for her. The true mysteries of the most primal unknown phenomena in the universe fascinate Michelle, so she is drawn to the purer subsets of physics/math mostly.

Sometimes, she can be divisive with her colleagues because of her prioritizing what's mainly seen as theoretical research over more practical applications (such as terraforming). In the reverse case, however, she deals with people as if they are useful for only practical applications (executing a task, getting clearance, etc.) and little else as opposed to things like making conversation and playing games.

Are you by any chances an actual professor or have studied in the mathematical domain? I hope my pseudoscientific campaign stands the test of at the very least sounding plausible.

And Michelle sounds like an even more brilliant character than I imagined. She reminds me of Elizabeth Weir from Stargate or Maya from the Red Mars trilogy. Very glad to have her on board.


Voice in the System wrote:

Are you by any chances an actual professor or have studied in the mathematical domain? I hope my pseudoscientific campaign stands the test of at the very least sounding plausible.

And Michelle sounds like an even more brilliant character than I imagined. She reminds me of Elizabeth Weir from Stargate or Maya from the Red Mars trilogy. Very glad to have her on board.

My degree is in math, and while I am a high school teacher, I am not a professor in it - no PhD. While I have a very good understanding of what each science branch is for, the specifics of those outside of chemistry (my minor) are a bit beyond my ken. It's simply too "real world" for us math people. Michelle, however, likes seeing the phenomena of the real world over logical interactions on paper, so she is more focused on the actual nature of things than I would be. I wouldn't worry about sounding plausible; much in science fiction is beyond the status of "proof" one way or the other in reality at this point anyway.

I've not watched Stargate/Red Mars, but the Iron Lady reference from earlier was accurate.


Perfect. The CSS Avalon... Or what's left of her can use a woman like Michelle.


Introducing Yogh, linguist and technologist extraordinaire. :)

Background:
Yogh was an orphan since birth and, all modesty aside, a genius. Not only did he have the aptitude, but also the inclination, to learn Vexic at the age of 5 entirely from library data, he also showed an ability to crack unknown languages and other patterns. He was placed in a highly experimental think tank for raising geniuses. In the think tank, he was given the designation ȝ. He got to choose the pronunciation--one of his first tests--and recognized subtle differences which marked it the Old English character yogh rather than the number 3. His two friends in the think tank were also given designations based on Old English letters-- ð and þ (Eth and Thorn). Although he had a name when he entered the Tank (Asher Wynn), eventually he grew to only answer to Yogh.

At the compound, the subjects were given great freedoms with their time, though they were not free to leave the compound except on chaperoned field trips. They could take meals and sleep generally however they wished, though nutritionists and trainers made sure they kept reasonably healthy. They were encouraged to try and and all means to think around a task. Yogh grew the ability to be open to new ideas, recognize patterns where others only saw chaos. Due to the nature of the experiment and their introverted natures, most of their work was done alone, though the three loved to compare notes during recreation time and meals, and learned synergy through trial and error more than any instruction they received. He and his friends were all given neuragen implants--based partly on some of their own designs--in a procedure that left them with ringing ears and severe migraines for a few weeks while their brains over-clocked themselves to interface with the new technology. The new things the implants enabled him to do spurred Yogh to tinker in electronics and invent new devices: his linguistics talent applied to computer logic, and he was soon soldering and coding with the best of them.

In his downtime, Yogh read copiously in all sorts of languages. He read both to learn new languages and to appreciate literature in the ones he knew. His soul grew poetic, but he never shared any of his poems with anyone but Eth and Thorn. The fabulous technology and cracked codes were for the Tank, but poetry was for his friends.

At the age of 18, Yogh was given a doctorate in linguistics, his own flat near the compound and his own lab. He finally had freedom to leave the Tank's compound, and he took the opportunity to travel and do research out in the field for linguistics while tinkering with electronics on the side. The think tank paid him only a modest salary (on top of a sizable trust fund accumulated during his childhood in the Tank), his room and board were taken care of and was given a great deal of funding for his inventions and research which pretty much ensured that he would stay there for life. That is, until the Tank offered him the shot of the lifetime: to join the CSS Avalon and bring his electronics knowledge and linguistic genius to the Nova Ark colonists. The prospect of a new lab on a new planet with untold mysteries gripped his soul, and he had to take them up. His only regret was leaving Eth and Thorn on Terra Prima, but they urged him to go and send them lots of data back.

Appearance/Personality:
Yogh is 25, 5'4 and 120 lbs and has blond hair, brown eyes. He's optimistic, enthusiastic, and brilliant, but marches to the beat of his own drummer. He often speaks as though his mind is somewhere else--and it usually is, busy pulling patterns out of the randomness around him. His desire and ability to bring order from chaos clashes with his chaotic upbringing free from many social norms and gives him a neutral alignment on that count in the end.

Obviously going with scientist and the following skills (still need to pick a few more, but these are the ones I know for sure): Craft (electronics), Disable Device, Knowledge (Technology), Linguistics, Use Alien Device.

Just wanted to clarify a few things before settling on a "crunch"--is there a specified "casting stat" for the neurogen implants or does it vary with the character's strengths? Is UAD Charisma based just as UMD is? What languages other than Terran are available?

Dark Archive

I'd be interested in putting forward a medic, although one from a military background.

Captain Vance Johnson
Profession: Scientist
Skills: Knowledge (Earth Sciences, Tactics), Use Alien Device, Xenology
Talents: Neuragen Implants

Captain Vance Johnson had been certain about two things from an early age; he was more intelligent than most of his peers and that he wanted a career in the military rather than the private sector. His father had been a Commander and Vance wanted to follow in his footsteps, albeit in a direction suited to his own talents.

As a youth, Vance excelled in earth sciences and was quickly noted by the Fleet. He was accelerated through his schooling and on his eighteenth birthday was inducted into the Fleet for continued formal training and supervision.

As Vance rose through the ranks, his scientific training was augmented with leadership training with a view that he would lead various scientific teams in emergency trauma reaction teams during battle. Eventually he also become involved in xenobiology as part of a joint task force dedicated to the study of alien life forms to aid in developing counter-measures should they be required.

With his background and experience, it was little surprise that he was chosen to become part of the team aboard the Avalon. For his part, Vance jumped at the chance, eager to apply his knowledge in the field.

With the events that have conspired on the Avalon, Vance knows that he must keep his cool and attempt to revive as many of the cryogenically frozen survivors as possible if they are to survive.


Asher "Yogh" Wynn wrote:

Introducing Yogh, linguist and technologist extraordinaire. :)

** spoiler omitted **...

1) Each character will select a "caster stat" upon obtaining his or her first device from either Intelligence, Wisdom or Charisma.

2) Terran and Vexic (funnily enough you got it right in the bio without me writing it) are the two primary ones, with Shinzo (Asian dialect), Davillen (European dialect), Vatumban (African dialect) and Tsetra (Russian dialect) being the four different dialects requiring different language training. The Terra Prima gazetteer will have more information on the Five Societies, which also include Cassus who use Terran as their base language and are essentially the Americas.

Also, both Yogh and Captain Johnson sound great and as soon as the crunch is filled out (see Character Sheet in the Campaign Info tab) I'll add them to the list!


So, what kind of weapons can we expect? Are there going to be a large number of blasters and such or are we going to be improvising weapons for the first stretch?


Ptolmaeus Arvenus wrote:
So, what kind of weapons can we expect? Are there going to be a large number of blasters and such or are we going to be improvising weapons for the first stretch?

Modern weaponry has been developed. If you are familiar with d20 Future's method of dating technology, you are at PL 5.

PL 5: Information Age:

PL 5: Information Age

The Industrial Age relied on chemical power, but in the Information Age, computer technology and electronics rule supreme. Satellite information systems and the Internet connect the globe digitally. This Progress Level also sees the introduction of fission power and weapons reducing the importance of fossil fuels. The automobile replaces the locomotive as the common form of travel. The first steps toward space travel involve massive chemical rockets, unmanned probes and satellites, and short-term manned missions.

The technology of the era allows greater citizen participation in government. The emergence of international alliances begins to dissolve borders between nations. Corporations gather power and begin to threaten government authority. Technology has a greater effect on individual lifestyles than on society as a whole. Most weapons at this time are refined versions of Industrial Age equipment. Rifles, machine guns, and heavy howitzers are still used by the world’s soldiers. Computerized targeting systems and guided weapons make warfare much more precise and efficient. Strategic weapons, tested but never used, exhibit the species’ power to exterminate itself in minutes.

Humanity experienced its Information Age as anxious years full of minor crises. The tension gradually alleviates through the age, and as the era ends new superpowers form.

However, some prototype technologies have been obtained from the Vex who are at PL 6 essentially.

PL 6: Fusion Age:

The development of fusion power provides an efficient, nonexpendable energy source that almost obliterates the need for chemical fuel sources. Advanced space exploration and colonization become possible. Computers become even more accessible, reliable, and powerful, leading to the development of virtual systems and widespread access to the global Internet.

Slowly, society experiences another revolution as individual nations are replaced by world powers. Megacorporations number among these new superpowers as the line between the national citizen and corporate employee is rendered indistinct. Armed with the means to eradicate the entire species, the world powers keep conflicts to the level of skirmishing and posturing, and integration of the Information Age’s improvements proceed peacefully.

Scientific advanced in genetic engineering lead to artificial evolution and the first government- and corporate-sanctioned attempts to genetically manipulate human beings. Early results are encouraging, with the manifestation of positive and negative mutations in the species toward the end of the age. Scientists also perfect cloning technology, and the first human clones are created.

In the later years of this age, the first crude applications of gravity induction technology appear, in the form of civilian and military vehicles that can move through the air without using physical propulsion or consumption of fuel.

Chemical-powered explosives and firearms remain the weapons of choice; fusion technology can’t be effectively miniaturized for personal combat. Nevertheless, advanced chemistry and superconducting technology change the materials and capabilities of many weapons. True spaceships become possible, propelled by powerful fusion drives, but still require a reaction mass to traverse space.

The age sees the tenuous settlement of other planets and asteroids within the same star system.

It is thanks to this collaboration that stellar exploration and travel beyond AI journeys, robots and moon surveys are possible.

However, the Prototype Trans Drive aboard the CSS Avalon was reverse engineered from a derelict found by the Vex two centuries ago and was supposed to undergo testing on Nova Ark. However, dire conditions arose and the PTD was activated as mentioned, sending you careening across the galaxy.

All in all, modern weaponry such as firearms are the norm, as are knives and other easily held close combat weapons. However, as the campaign will proceed, you endeavors will most likely take you swiftly into PL 6 and beyond.

As a derelict crew you will have to mostly use the few weapons brought along for the security and military detachment but perhaps a few intrepid researchers will set to work designing next gen weaponry... who knows?

If you wish to read more on PL (Progress Levels by the way), see the following link:

Progress Levels


How does crafting work in your system DM? Is a character focused on building things viable? I'm interested in playing character that focuses on applied sciences given the abundance of interest on the theoretical side.

Also are all science and crafting skills keyed off of int?

Silver Crusade

Name: Allen Hayes
Race: Terra Priman
Profession: Military
Stats: Undecided; does heavy armor work well with high dex, I assume I'll need a high dex for weapons, so curious about this before I choose. Also, what are all the new skills linked to such as Piloting.
Talents: Light Weapon Proficiency, Medium Weapon Proficiency, Heavy Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Deflector Proficiency, and Vital Augments, Skill Focus(Piloting)
Skills: Piloting, Knowledge(Tactics), Climb, Acrobatics, Perception

Background: Allen grew up without any parents. He was abandon at an early age due to reasons he doesn't know at age 7. He grew up rough and when he came of age to join the military he welcomed it as a place for home. He saw his fellow soldiers as family and did well in it. He had exceptional skill at piloting and is in a top position in its military sect. He was chosen to go/pilot(?) to Nova Ark. But the CSS Avalon was attacked by an unknown enemy and the ship had to make the decision of activating the PTD. Now, He has landed on a strange planet and hopefully his military training as a soldier and pilot will prove useful.


Ionia wrote:

How does crafting work in your system DM? Is a character focused on building things viable? I'm interested in playing character that focuses on applied sciences given the abundance of interest on the theoretical side.

Also are all science and crafting skills keyed off of int?

Crafting functions slightly differently though close enough to resemble the original system.

As you develop your capacities and structures and equipment becomes craftable, you will do as normal and use the Craft check to start construction. Therefore early on, single players will most likely only be able to construct personal equipment and small shelters, but once you get a population, you will instead lead projects, multiplying your result by a large number as a workforce is directed by your planning.

And yes, Knowledge and Craft is still Intelligence based while Piloting is Dexterity based and Xenology is Charisma based.


Saint Abel wrote:

Name: Allen Hayes

Race: Terra Priman
Profession: Military
Stats: Undecided; does heavy armor work well with high dex, I assume I'll need a high dex for weapons, so curious about this before I choose. Also, what are all the new skills linked to such as Piloting.
Talents: Light Weapon Proficiency, Medium Weapon Proficiency, Heavy Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Deflector Proficiency, and Vital Augments, Skill Focus(Piloting)
Skills: Piloting, Knowledge(Tactics), Climb, Acrobatics, Perception

Background: Allen grew up without any parents. He was abandon at an early age due to reasons he doesn't know at age 7. He grew up rough and when he came of age to join the military he welcomed it as a place for home. He saw his fellow soldiers as family and did well in it. He had exceptional skill at piloting and is in a top position in its military sect. He was chosen to go/pilot(?) to Nova Ark. But the CSS Avalon was attacked by an unknown enemy and the ship had to make the decision of activating the PTD. Now, He has landed on a strange planet and hopefully his military training as a soldier and pilot will prove useful.

Armors work much like in basic Pathfinder. Heavier armors are heavy and dense, providing higher Armor Class but limiting Dexterity. While ranged combat occurs more often, I can assure you that being strong is also a key advantage and many foes and challenges will require melee combat or prowess in strength. However, for a quick ranged shooter, I recommend Light Armors.

On the subject of Armors, Deflecters are the equivalent of Shields. Melee weapons tend to use electricity or combat style power tools these days to rip through tough armor and into the enemy.

As for your character everything checks out. There is already an NPC pilot for the CSS Avalon who is story-related, but there is always a contingency of co pilots on deck. Glad to have a pilot character. Should come quite in handy.


Thank you for the fast response GM. A character will be submitted shortly.


Ionia wrote:
Thank you for the fast response GM. A character will be submitted shortly.

No worries. I'm glad I get to answer questions like this.


For those interested:

Inspirations and Resources
RPG Books
-Distant Worlds [PFRPG]
-d20 Modern
-d20 Future
-Cthulhutech
-Dragonstar

Novels and other books
-Kim Stanley Robinson's Mars Trilogy (Red Mars, Green Mars, Blue Mars)
-Michael Cobley's Humanity's Fire Trilogy (Seeds of Earth, The Orphaned Worlds, The Ascendant Stars)
- Universe: The Definite Visual Guide

Video Games
- Endless Space

Real-life Experience
Classes
- Astrobiology
- Terrestrial Planets
- Understanding Earth

Silver Crusade

alright Allen's stats are as such, I'll make an alias if I get selected

STR 18 (16, 10 pts. +2 racial)
DEX 16 (14, 5 pts. +2 racial)
CON 14 (5 pts.)
INT 10 (0 pts.)
WIS 12 (1 pt.)
CHA 8 (-1pt.)


Ionia presents Micaiah Aden, child prodigy and daughter of Exarch and renowned Xenobiologist Maxwell Aden.

Maxwell is a Magi - the gifted few who can naturally manipulate magic rather then relying on Neurogen Implants. (A real wizard)

I don't have the crunch done yet but I'm thinking about going Professional and grabbing all the craft skills, whatever science skills the party lacks, and other skills. A real skill monkey huh.

Don't sweat too much about the crazy stuff in her profile. Most of it is just fluff, but cool fluff though :P

Questions/concerns/feedback, let me know.

Ok time to sleep.


Dotting to indicate interest. I'll have to come up with a character and an alias.


My offering for inclusion in the crew of the CSS Avalon; Jack Royce, also popularly known as 'Bolter' Royce, engineer, scrounger and anti-authoritarian.


Jack "Bolter" Royce wrote:
My offering for inclusion in the crew of the CSS Avalon; Jack Royce, also popularly known as 'Bolter' Royce, engineer, scrounger and anti-authoritarian.

Anti-authority? Dr. Williams has some disciplinary action for you!


Name: Xzavier Chronis
Race: Terra Priman
Profession: Scientist
Stats: Str 8, Con 9, Dex 10, Int 16, Wis 18, Cha 14.
Talents: Neuragen Implants, Skill Focus (Biomedicine)
Skills: Biomedicine (Heal), Diplomacy, Knowledge (Sciences), Knowledge (Earth Sciences), Perception, Sense Motive, Survival, Xenology

Background: Xzavier might be the oldest member of the crew of the Avalon, having served for most of his adult life on the CSS Centurion as its primary medical officer. Although he has some skill, he never had much of an opportunity to develop it much. Most of the crew were in fine health until the ship's sudden destruction with few managing to escape via escape pods. Whether the ship was destroyed by sabotage or by a sudden weapon attack or by an engineering accident remains to be discovered.

Dr. Chronis has a definitive interest in all forms of life and seeks to protect life in general, though his particular specialty has always been Terran-based lifeforms, with a focus in Oxygen/Carbon/Nitrogen Dynamics. He is a relatively soft-spoken individual, rather more interested in taking orders than standing out in the crowd.


Questions GM:

I assume feats = talents? Can any class pick up Neuragen Implants? Are there different spells/day progression for each class or does everyone get the sorc's? How often do we gain talents?

Can you expand on what you mean by assembling our own teams? You made it seems as if the players will be competing with each other down the line.

It's difficult to plan character progression without knowing what is available to us... But I guess part of the fun is finding out. Do expect us to ask for guidance to help realize our character concepts though. :P


Recruitment Currently Closed

Congratulations to those who have already posted interest, created a character concept or completed their character.

Currently the recruitment looks as follows.

CSS AVALON WATCH 27

Complete

Dr. Michelle Williams [Scientist: Administrator]
Allen Hayes [Military: Pilot]
Jack "Bolter" Royce [Professional: Combat Engineer]
Xzavier Chronis [Scientist: Medical Officer]

Incomplete

Asher "Yogh" Wynn [Scientist: Linguist/Technologist]
Captain Vance Johnson [Scientist: Medic]
Micaiah Aden [Professional: Jack-of-all-Trades]

Mentioned Interest
twilsemail
luca0483
Kol DyThrand
Bearded Ben]
Birch33

Currently, I have 7 PCs in Complete/Incomplete. I'd be willing to take no more than 8 on this adventure. That means that we have room for 1 more character from those that mentioned interest unless we have some dropping out from the other groups.

For now, if you have a completed character you have been accepted. Characters with incomplete crunch need only finish them up/make their alias and they are also accepted.

As today is a free day today, I will be hard at work on the BtG Gazetteer and will share the link today when it is done.

Post any questions you have below and I'll answer them as soon as I can.

Again, congratulations to those who have been accepted!


Micaiah Aden wrote:

Questions GM:

I assume feats = talents? Can any class pick up Neuragen Implants? Are there different spells/day progression for each class or does everyone get the sorc's? How often do we gain talents?

Can you expand on what you mean by assembling our own teams? You made it seems as if the players will be competing with each other down the line.

It's difficult to plan character progression without knowing what is available to us... But I guess part of the fun is finding out. Do expect us to ask for guidance to help realize our character concepts though. :P

Hi there Micaiah.

To answer your questions:

1) Talents are essentially Feats as well as Class Abilities. Expect to pick them up quite often. Neuragen Implants will be able to be accessed by anyone once you have the required technology. This remains quite an extreme procedure that is usually only given to very elite scientists, usually to those actually leaving Terra Prima.

2) To clarify, this is not a PvP Campaign. All I mean to say is that there will come a time when you will be given the chance to perform your own recruitment of players that will grant you an elite team of operatives. How you use these players, whether it is as an elite research team, assault squad, pilot assault, etc is up to you. We will have quite a while before this occurs however. The objective is to form the chosen players into leaders essentially.

3) I will always be available for advice on character progression. The Gazetteer will answer many more questions and show which research will guide you in the direction you want.

@Xzavier: I like your name for Heal and will be replacing it by the term Biomedecine.

@"Bolter": Easy on the weaponry my friend. The list of available weapons will be shown in the gazetteer.


Thanks, I thought it would be a bit more fitting for the campaign. By the way, if you care to recommend another Knowledge that might be fitting for Dr. Chronis, I'll gladly replace Survival.


Thanks for the clarifications GM. It seems the gazetteer will be very helpful in building our characters so I'll wait for it before finishing up the crunch.


Micaiah Aden wrote:
Thanks for the clarifications GM. It seems the gazetteer will be very helpful in building our characters so I'll wait for it before finishing up the crunch.

Well the only real choice you need to make is Skill selection and Ability Score placement for now. Equipment and extra Talents will come later in any case.

@Xzavier: Knowledge (Civics) perhaps? It deals with laws, legislations, litigations, and legal rights and obligations as well as political and governmental institutions and processes.

Dark Archive

As we seem to be a tad lacking in firepower, Vance will swap to a Military role but still with a combat medic background.

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