| At Sol's Edge Starter Post | |
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| Tweet Topic Started: Mar 11 2018, 04:50 AM (63 Views) | |
| SkopeDog | Mar 11 2018, 04:50 AM Post #1 |
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Welcome to At Sol's Edge, a hard scifi RPG set in the year 2166. As a player, you command a faction that you mold and shape as you desire. A faction can be anything from a colonial nation, to a business, to even a small band of adventurers. To this end, it is a sandbox to acquire and perform whatever you would like to work towards. Action Major actions are determined by rolls. We'll allow you to perform the rolls, themselves. However, be prepared to show proof if asked by other players. Use https://www.random.org/dice/ for dice. What is a major action? -Attacking Elite Forces. Forces marked EF must be rolled for. Otherwise, they're assumed to be inferior in strength and skill. In this case, roll 3D6. Add it up. Those are your casualties. Their equipment is lost, but you can save the characters as wounded if you so desire. You can lose more if you want to illustrate an operation gone wrong, the roll is just for minimum casualties. However, sixes count as zeros. Roll three sixes and you take no casualties. -Any attempts at infiltration. -Any attempt to bombard from spacecraft to fixed target. Time is not an issue, as the time frame can be written as needed. Finanaces Nothing's free, so you need to use money to purchase what you need. You get money from completing operations or sales. NPC and PC alike are able to give money for jobs. Combat operations pay out a one time fee. Peacekeeping and commercial operations pay out a regular sum every day of operation. Come midnight CST, then you get money in the bank. Keep track of your cash in your faction post. If you have a daily income, refer to it as such. If it's a one time fee, refer to it as a lump sum. For now, the value of daily income will be discussed on an individual basis since this is new. Values of lump sum for single actions? That's up to the person paying it out. Transactions are done in the Colonial Credit. The Colonial Credit, or CC, is an independent currency that establishes a standard in orbit and is easily converted into whatever some may need it in on Earth. Factions A faction is a player type. It defines what you get and what you can do to some degree. Colonial Nation Sponsored by a country on Earth, a Colonial Nation carries the hopes and dreams of their host into space. A Colonial Nation usually isn't entirely made up of a nationals from that country. On the contrary, it seems North Americans and Europeans are the most frequent staples in these ventures, but they still carry with them an expectation to represent their host nation. Starting funds: 70,000,000CC Default daily income: 1,000,000CC Starting fleet: -12 GPCs of choice -2 civil capitol ships (TBD) Starting personnel: -20 pilots -1,000 Light Infantry -500 Security Force Militia Able to buy restricted military arms. United Nations Colonial Authority Task Forces The primary method of peacekeeping in space are the UNCA Task Forces and their deployable operations groups. They're well funded and well trained, often being the easiest ticket for the poor to get into space. They're usually the most diverse groups in orbit. That said, they aren't always welcome in certain parts of the system, namely the asteroid belt. Starting Funds: 40,000,000CC Default daily income: 5,000,000 until it reaches 40,000,000CC, when it ceases. Starting fleet: -2 Hyperion-class assault ships - A Hyperion Task Force can have up to 4 assault ships of its class. This is acquired by ranking up with UNCA command. Every 5 successful operations will rank you up and you will be assigned a new ship with a full compliment. -6 Dropships -8 GPCs or -1 Themis-class assault ship - A Themis Task Force can have up to 2 assault ships of its class. This is acquired by ranking up with UNCA command. Every 5 successful operations will rank you up and you will be assigned a new ship with a full compliment. -8 GPCs -5 dropships. -Drop pod array. Starting Personnel: Hyperion -40 pilots -1,000 light infantry per assault ship -200 scouts per assault ship -25 commandos per assault ship or -40 pilots -500 light infantry per assault ship -50 scouts per assault ship -5 commandos per assault ship -75 Mobile Infantry per ship (XR-5) Themis -40 pilots -2,000 light infantry per assault ship. -100 scouts per assault ship -20 commandos per assault ship or -40 pilots -10 commandos per assault ship -200 mobile infantry per assault ship (XR-5) Corporate Enterprise The interest in space mining and research has triggered a bonanza on Earth that has seen an increase in over all HDI and a further increase in general peacefulness. Corporations are mostly to thank for this, however that is to say labor abuse is a very prevalent issue. The UNCA is very keen to find out and determine whether or not a particular business is adhering to labor laws. In addition, tensions can be high as most corporations declare themselves sovereign entities in the asteroid belt. Starting funds: 150,000,000CC Default daily income: 4,000,000CC, roll 1d6 for every new mining or support prospect. Take that number and multiply it by 1,000,000. That will be the addition income you get from that prospect. You can have up to 8. Starting fleet: -20 GPCs of choice -6 Civil capitol ships of choice Starting personnel: -40 pilots -500 Security force personnel Private Military Company Mercenaries never go out of fashion and many businesses turn to the private sector for defense over dependence on the UN. However, PMCs vary greatly in skill and kit. They almost always find themselves on the losing end of scuffles with the UNCA, owing more to their finances still being back on Earth. Starting funds: 100,000,000CC Default daily income: 1,000,000CC Starting fleet: -8 GPCs of choice -1 Military capitol ships (TBD) Starting personnel: -15 pilots -1,000 Light Infantry -200 Scouts -20 Commandos Able to buy restricted military arms. Pirates Income is limited, but plunder is plenty! Piracy will always exist when riches are present where authority has little reach. While it seems like a romantic life, almost all pirates end their careers the same two ways: Either on their way home to Earth for prison sentencing or exposed to the harsh vacuum of space. Starting funds: 20,000,000CC Daily income: None, can seize NPC mining stations in the asteroid belt for 500,000CC a day in extortion per station. Up to 4 stations. Past that, pirate players can harass NPCs and PCs for a single lump sum. For NPC morale, it's a 1d6 roll. NPC station will have morale value. Can access the black market. Starting fleet: -Roll 2d6 for amount of starting GPC, then select which ones. Starting personnel -Roll 3d6 for pilots -Roll 1d6 and multiply by 1,000 for light infantry -Roll 1d6 for specialty forces. These can be picked as either scout, commandos or mobile infantry using armor from the black market Adventurers Eccentric, wild, and small in number, adventurers seek out odd jobs in space. They're not strong enough to take on a PMC usually, they lack the sway of the UN, but they're almost always welcome where ever they go. Space truckers, repairmen, explorers, and scouts, there's a lot of ways to find your fortune. Starting funds: 40,000,000CC Daily income: none Starting fleet: -Up to player Starting personnel: -Up to player Edited by SkopeDog, Mar 12 2018, 02:01 AM.
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7:38 PM Jul 11