RTJ, creation and system rules.   Posted by Harbinger.Group: 0
Harbinger
 GM, 1 post
 The harsh judgment
 of deep space
Sat 16 Aug 2014
at 06:35
RTJ, creation and system rules
Please give your preferred name.  You will be helping to guide the Indari Hegemony on its path to destruction or dominance.

The Indari Hegemony has a few pre-determined traits, the rest are up to you.

-Humanoid (Human Colonists)
-Their starting world is known as Haven
-Sleeper ship colonists who traveled at FTL speeds to land on a habitable planet and set up a colony in the Outer Arm of the Milky Way Galaxy, over 30,000 light years from Old Terra. Once they arrived, they no longer had communication with the rest of the Fourth Terran Empire from which they came. Unable to return and without guidance or support, the Colonists spent hundreds of years reliving the same mistakes of Old Terra, relearning lost lessons of science and culture.

Now, under the unifying Banner of House Indaris, the Indari Hegemony has risen as the sole political, economic and military power on Haven and they are ready to venture back out in the stars with your guidance.

You have been tasked by Prince Indaris himself to form the Hegemony council and prepare your newly unified people for expansion into space.

This message was last edited by the GM at 06:37, Sat 16 Aug 2014.

Harbinger
 GM, 3 posts
 The harsh judgment
 of deep space
Sat 16 Aug 2014
at 07:23
Aptitudes
he following sections establish the general characteristics of your race and civilization. Their relative levels of cunning, intelligence, aptitude for tools or ability to smooth-talk their way out of sticky situations. Natural variance exists between individuals of course.

Game mechanics wise, they establish how effective your budget is at certain types of tasks, or what kinds of technologies might be required to achieve something. A race with 10 in Construction & engineering will not find it difficult to create optimal and huge space-stations using pretty much nothing except solar panels, steel and aluminium. Conversely, a race with a 1 in the same area will find it difficult to create a kilometre long space-ship without having force-fields, anti-gravity and industrial carbon nanotube production. Basically, lower proficiency means that more mistakes will be made, projects take longer, and high-end tasks are more difficult if not altogether impossible and rely more on some method of brute-forcing a favourable outcome; whether by ludicrous amounts of money or comparatively advanced technology or so forth. Higher proficiency indicates ability to compensate for shortcomings in budget, use existing technology or circumstances to effect more ingenious solutions, and increased ability to respond to common problems on the spot without them snowballing into a full disaster.

What the scores roughly mean:
0 Your people have no clue of what they are doing. How did you manage to reach industrial revolution?
3 Inefficient and inept, but not entirely hopeless. Compared to the output, your people spend more time on these tasks then they rightly should. With work they get results, and a true genius appears every few centuries to revolutionalize the field.
5 Fairly average. While your people have no real instinctive understanding of this, it cannot be seen as a weakness either.
8 Inherent aptitude. Your people have a real knack for these tasks, producing more for less effort than one might predict. Your geniuses in this topic are born quite a bit more often than just one or two in a century.
10 Natural mastery. From the dawn of time, even without modern tools your civilization has made continuous great strides in this subject and created marvels scarcely believeable. Your people keep coming up with concepts and methods other races find difficult to replicate with similar technology or at times even properly comprehend.

You may spend up to 36 points among the following areas:
[ ] Construction & engineering
[ ] Research & development
[ ] Economy & trade
[ ] Diplomacy
[ ] Espionage & counter-intelligence
[ ] Space/Naval Warfare
[ ] Ground/Infantry Warfare
Harbinger
 GM, 4 posts
 The harsh judgment
 of deep space
Sat 16 Aug 2014
at 07:24
Perks
Racial Perks:
Spend additional 6 points, plus whatever you choose to leave over from previous step, on one or more of the following:

10pts Ancient ruins. An large alien outpost predating your civilization was uncovered by an archeological team on your planet during the recent years. Yes, it has badly degraded over the who knows how many millenia it has been buried, but there could be immesurably useful (and possibly dangerous) secrets buried within.

9pts - Expansion Mania. The homeworld is ultimately nothing more than the cradle. And compared to the planets and asteroids out there, it is a cradle deprived of easily accessible resources by decades and centuries of mining activity and industrialization. As soon as they were able, your people have yearned to leave that cradle behind. For almost a century, starting with the crudest and most unstable of engines and chemical rockets, your people have been pushing for space. The other stars remain unreachable for now, so they settled on planets and moons in your home system. Start with massive (though aging) orbital infrastructure, two proper colonies, several outposts, a few non-orbital space-stations, and a small fleet of primitive slowboat ships. You even have sent an STL multi-generation colonization vessel towards a nearby star, though it'll be a while before it arrives.

8pts Novel FTL physics. A once-in-millenia scientific genious created the theoretical framework for FTL capability decades ago, and several important bits of those theories have been found to work in practice. What you don't know, is that most races out there have never derived these equations themselves and have no idea this form of FTL propulsion is possible. Of course, neither do you quite yet not exactly, at least. The work was and remains quite theoretical, but does have enough evidential backing not to be considered a crackpot hypothesis any longer.

8pts Greetings from Deathworld. Note: cannot be chose if species is Crystalline. The planet you evolved in is a dangerous place by any metric. Strong gravity, neurotoxins that are common all over the biosphere, increased background radiation, super-predator density measured per square kilometre, roaming semi-intelligent bacterial clouds and naturally occuring acid lakes combine with carnivorous flora. And still somehow, your species succesfully fought their way to the top of the food chain and became a technological civilization in there. That they conquered this place highlights just how robust your species' biology and adaptability are.

7pts Energy-science focus. Cheap and plentiful power is the backbone of any thriving economy, and your civilization has embraced this adage. Multiple private parties and talented hobbyists in addition to excellent public support for theoretical energy sciences and engineering aspects therein, means that any R&D project dealing with power generation and -transfer will be completed faster and for less economic cost.

7pts Colonization! Your civilization has had individuals fascinated with space throughout history. When even the barest technology made it's habitation and travel possible, they grabbed at it with both hands. At great personal and financial costs your people have expanded throughout your entire home system during the past century, using whatever technology they had available no matter how untested or primitive. A colony, several outposts, dozens of slowboat ships and extensive orbital infrastructure is yours right at the start.

7pts Potent Telepaths. Some quirk or another in your species physiology seems to have given you a natural inclination towards the mind-affecting arts. Weak telepaths are almost as common as mundanes, and the extreme examples tend to be slightly stronger than one might expect. Supermen you are not, but on a 1-on-1 confrontation and given equal training and experience, your high-end telepaths can be expected to defeat their equivalent among other young species.

6pts Ancient ship crashlanding. Some time before the development of your civilization, an alien space-ship crashed on your planet. Damaged badly by the crash and deteriorated from age, the ship might still prove to be a valuable source of research materials and exotic resources.

6pts Fusion power everywhere! Having realized the potential of nuclear fusion in energy production practically immediately after developing atomic theory, your species has made concentrated effort into developing and adopting this clean and practically limitless powersource into everyday usage. Currently, fusion provides overwhelming majority of your civilization's energy needs, and you have practical experience in building reliable and safe fusion reactors of all sizes, down to the scale where the smallest can be towed by trucks.

5pts Metallurgical focus. There has been a influx of interest in the metallurgical sciences lately in your civilization. While the greater-than-average number of researches and amateur enthusiasts have not yet produced anything tangible, you can be guaranteed to have a surplus of personnel and private contractors for metallurgical research projects. Expect results in less time, and for less economical investment.

5pts Early space program. Your civilization has been space-capable for a surprising amount of time. Of course, primitive chemical rockets and prototype ion engines can achieve only so much even with decades of time. Still, you start with some pre-existing orbital infrastructure, a few slowboat ships and even a small outpost within your system.

4pts In varietate concordia.  Be it due to their history, or because of some genetical quirk, there is a high degree of diversity in your society. Culturally, linguistically, politically and scientifically, there are many, many differing viewpoints and modes of thought to be found in your civilization - few of the younger races are as pluralistic in nature. Nevertheless, your history is conspicuously lacking in counterproductive revolutions, civil wars, slavery, or intra-species wars between different nations. There is a clear tendency to cooperate and coordinate with other members of your species, and resolve conflicts constructively rather than through violent confrontation. A defining trait strongly inherent to the species is that they seek to combine strengths, rather than violently fight over differences of opinion. Dissidents and opposition are everywhere, about almost every issue and openly so - but outright traitors are almost unheard of.

Your political system is likewise highly effective at governing their society in a purposeful manner without even attempting to suppress the species' constant bickering. With your race, sometimes the left hand is doing the exact opposite of what the right hand does - and somehow, progress is being made.

One might say that you are the masters at having your cake, and eating it too.

Bonus: By way of a hilariously chaotic social mode of operation, seemingly defying any conventional logic, all critical failures are treated as two actions - one's the crit-fail, another one's a crit-success. Sometimes they cancel each other out. At other times they don't.

4pts Megaproject. Sometime during the past century, a modern miracle of construction and engineering was built by your people. Start with one Megaproject structure of your description (pending GM approval).

4pts Prime resort location. Another planet in your system is host to an extremely rare natural phenomena. There is little to be learned of it and no resources to be mined from it, but it is staggeringly beautiful. Properly exploiting this would not only help keep your people happy, but it might rocket your reputation with any aliens you might invite there. Or just provide income from hordes of tourists.

3pts Tylium deposits. Your planet, and the wider system, contain deposits of a volatile fuel substance with amazingly high energy content. Refinement of the normal processes and equipment used to burn fossile fuels can produce the same energies as found in fission power plants with fuel usage measured in just tons per year. Makes for a temperamental rocket fuel when refined, and a good high-explosive as well.

2pts Laser crystals. Found on your planet are deposits of unusual crystallized minerals with properties hard to replicate by other means. Thanks to these crystals and their unique properties in regards to light amplification and focusing, you had primitive laser weaponry before the discovery of flight. You've been using lasers for decades on vehicles, though it took until the invention of modern battery packs to allow for infantry-scale weaponry.

2pts The insane doctor family. During a recent and not quite exemplar period of your history, studies of your species biology were conducted under conditions most of your modern civilization consider to be extremely unethical. While not many prefer to talk of the experiements or even the persons who conducted them, the intimate knowledge of your own biology gained from them is being put to good use by scientists and doctors. Of course, the military bioweapons programs happily took advatage as well.

1pts System scouted. What began as scientific missions to test probes during the early stages of your space program, quickly turned into something more. The massive amounts of satellites, probes and drones launched during the past decades have pretty much given you a comprehensive basic scans of everything interesting in your home system. You know the major mineral rich asteroids, have detailed surface and subsurface maps of all planets and moons, and generally speaking know your own back yard to very high precision.

1pts Extrasolar planet search. Using modern telescopes and satellites, a concentrated effort was made to identify extrasolar planets in systems near you. The search bore fruit, and you know the location of dozens of planets in systems immediately outside of yours (close by in relative interstellar distances, at least). Importantly, you also know which of these systems contain no planets of compareable size (or larger) to your home planet, though they might still contain smaller objects.

Xpts Propose your own! Want to have a starting advantage, a beneficial racial quirk or an outright unfair (yet highly specific) advantage? Give your proposel on what you want it to do, and we well figure out a point cost for that possibility. GM fiat naturally reserved on what is or isn't acceptable, though.
Harbinger
 GM, 5 posts
 The harsh judgment
 of deep space
Sat 16 Aug 2014
at 07:25
Bonus Technology
Some technology was recently recovered from the damaged archives aboard the crash-landed sleeper ship:
(Pick one)
Armor
Computer sciences
Economics
Energy Production
Production
Propulsion
Sensors
Weapons (Personal, Vehicle or Space)
Harbinger
 GM, 6 posts
 The harsh judgment
 of deep space
Sat 16 Aug 2014
at 07:26
How it all works
To know how well things went for each item on the budget, the scale goes like this:

100 Divine Intervention critical success. You get goodies.
95 - 99 Critical success. You get some goodies. Maybe you unlocked a new tech, maybe you stumble on a friendly alien in need of a little help.
90 - 94 Really good normal success. A chance for extra goodies.
60 - 89 sliding scale of good mundane success.
40 - 59 sliding scale of neutral results/normal progress
10 - 39 sliding scale of bad results / very little progress / difficult problems
06 - 09 Really bad mundane result. Very probably zero progress, decent change for damages.
02 - 05 Critical failure. Check for In Varietate Concordia (if chosen), zero progress, something blows up for sure, roll for damages.
01 Universe Hates You.  Critical failure. Check for In Varietate Concordia (if chosen). Zero progress, something blows up for sure for massive damage, chance to loose something irredeemably.
Harbinger
 GM, 7 posts
 The harsh judgment
 of deep space
Sat 16 Aug 2014
at 07:26
Re: How it all works
Size of ground forces units:
Each Division is composed of 5 combat Brigades + 1 support Brigade + command staff.
Each Brigade is composed of 5 combat Battalions + 1 support Battalion + command staff.
Each Battalion is composed of 5 combat Companies + 1 support Company + command staff.
Each Company is nominally 80 150 men, depending on type, transportation etc.
Each Division/Brigade/Battalion/Company can become a Reinforced one, if up to two fire-support Divisions/Brigades/Battalions/Companies are attached to them. These will become available as they are developed, and may include types such as Artillery, AA, Commandos, Orbital Fighter Cover etc.