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The United Planets Federation is being torn apart by civil war.
The United Planets Federation consists of roughly eight dozen planets. The Core Planets, led directly by the founders of the UPF, form the basis of the the Federation, supplying the Frontier worlds with much-needed supplies, such as weapons, armour, food, drinkable water, and plants and animals, to establish themselves on the planets. There are roughly a dozen Core Planets.
The Frontier Planets are loyal to the UPF- for the most part. The UPF provides them with everything they need to really establish themselves on planets, including materials for building, food and water, and farming supplies. The Frontier Planets number about three dozen, and are where most of the UPF's raw, tough recruits come from.
The Outer Planets owe a fledgling loyalty to the UPF, but for the most part, the UPF ignores them, sending them token amounts of food, water and such. The Outer Planets muddle through on their own, learning to live off the lands they live on, fighting off aliens, and generally struggling to survive. There are over four dozen Outer Planets.
The Outer Planets, led by one Fer'au, the Minister of Hariss, recently seceded from the UPF. When the UPF took issue to this, they sent a squad of soldiers over to deal with the problem.
The squad was met with lethal force.
The situation has since degenerated. In an attempt to not look weak, the UPF sent a full battalion of soldiers to Hariss. The soldiers there tried to match forces with the local wildlife, but between Fer'au's forces and the deadly native creatures, the batallion died to a man. Hariss retaliated, commandeering the battalion's ship and using it to launch a surprise attack on the navy, capturing several other vessels and fleeing.
The rebel attacks have gotten worse in recent times, and are eating up valuable resources that would be best used colonizing new planets.
Now, the UPF is turning to hiring squads out, to infiltrate the Outer Planets and cripple Fer'au's war efforts.
This is where you come in.
But really, that is all just so much background fluff, written up at midnight by a tired GM. Not the most auspicious start, I do apologize.
Essentially, each of you players are playing the role of a commander of an elite squad. The details of each character and squad are up to you to decide; you could be loyal soldiers of the Federation, you could be mercenaries looking to make a name for yourselves, you could be Seccessionist defectors looking to aid the Federation for reasons known only to yourselves.
For actual rules...
Well, I would like for people to post interest, first.
Current available slots:
3. Still available!
Uh... I think that's it. If I missed anything, please tell me, and I'll get it sorted out as soon as possible.
Character Creation Rules
Your character starts as a Seasoned Wild Card, following all the rules within the rulebook.
In addition, here are these campaign-specific rules:
Your squad can be comprised of a commander (your PC), and either three novice soldiers, or one novice soldier and one seasoned soldier.
You have a combined funds pool of $2500, for which you can buy gear for your characters. You also have access to two pieces of Military gear; you can have up to Battlesuit-grade Powered armour, or you can have up to two very crappy starships.
I will be posting stats below.
For your squadmates, you will be allowed to assign them an extra stat point and skill point if they're a Novice soldier, or two stat points, two skill points and an Edge if they're Seasoned, on top of what is listed.
In addition, you can change what stats and skills each character has- so instead of having a d6 in Notice, yo could have a d6 in Piloting, for example.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6,
Skills: Fighting d6, Notice d6, Shooting d6, Stealth d4
Charisma: —; Pace: 6; Parry: 5; Toughness: 5
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8
Skills: Fighting d8, Notice d8, Shooting d8, Stealth d6
Charisma: —; Pace: 6; Parry: 6; Toughness: 6
Edges: Any two combat Edges.
Starships are listed down below.
Hurricane-class Light Cruiser
Acceleration/Top Speed: 15/40
Crew Size/Max Crew Size: 1/3.
Executor-class Light Sabotager
Acceleration/Top Speed: 25/70
Crew Size/Max Crew Size: 1/4