Intro/RTJ.   Posted by Physics.Group: 0
 GM, 1 post
 Hard vacuum sucks, and
 gravity's got you down.
Tue 28 Jun 2016
at 08:02
The Janusine War is ended. After twenty years of brutal fighting, spanning eighty planets in twenty-six star systems, at the cost of millions of lives, trillions of credits and untold tons of materiel, and with nothing to show for it but a stalemate, the Coalition of Free Nations and the Alliance of Sovereign Peoples have finally agreed upon a treaty to end hostilities. The Terran Colonial Council and its worlds breathe a sigh of relief that the war on their border - and consequent stream of refugees - has come to a halt, but both sides accuse their mutual neighbor of playing both sides against the middle.

With the guns falling silent, the long and painful task of reconstruction has begun. Hungry mouths need food, penniless families need jobs, and - most importantly for both sides - the works of industry lie silent without raw materials to feed them. So the call goes out across all nations for skilled spacers - pilots, prospectors, miners, refiners. Asteroid- hopping belters, moon-drilling grinders and scrap-hoarding rock rats alike are needed to extract the ores and salvage that will put human space back to work again.


Belters, Grinders and Rock Rats is a game about miners in space, after a war which has left all sides hungry for resources. The focus is on the struggle to survive in that most inhospitable of environments, deep space, and to make a living by supplying the companies and nations of human space with the minerals they need to rebuild to their former glory. Combat is intended to be only a small part of the game; it has to do more with resourcefulness in the face of adversity, social interaction with the various bureaucrats, buyers, corporate reps and other unsavory types likely to be encountered, and wise usage of the resources at hand.

The system is FATE Core, a rules-light system suitable for use in many different genres. The SRD for the system can be found at, and if you wish to support the developers, the PDF is available in pay-what-you-want pricing online. Rather than traditional classes, stats and skills, FATE's central conceit is the Aspect: think of it like a plot point on a Post-it note. Having an Aspect says something special about you, like being the Best Barfighter on Nova Braganza. In another system, you might have classes and skills to back up that claim - but you wouldn't inherently be different from any other character of similar level and skill choices. By comparison, a Duelling Master of the Five Families might be as good at fighting, skill-wise, as said barfighter, but you'd never mistake the one for the other.

The implications of this system grow stronger when you factor in Fate Points and the ability to invoke and compel your Aspects to bolster your skills and dice rolls. By invoking your Aspects in creative ways - that a Duelling Master of the Five Families would logically have the experience and connections to get into an imperial ball, or that the Best Barfighter on Nova Braganza wouldn't be easily intimidated by a mafia goon trying to move him along - you can spend your Fate Points to gain tangible benefits in-game (dropping your family name to help get a plus-one invitation, or spotting that handy bottle in time to crack the goon over the head with it).

Likewise, they can complicate your life if they are compelled against you - a noble from a rival house seeking to test your fearsome reputation, or finding yourself locked out of every drinking hall on Nova Braganza - but allowing those complications to happen earns you back a Fate Point to be used later. Alternately, you could also spend an FP to avoid having to deal with those complications - but that's one fewer Fate Point you'd have, if you needed it later. What makes FATE special is that everything can have Aspects, from tools to animals to ships to buildings, and the very setting itself, any of which can change by the players' actions; all of which serves to give creative players an opportunity to invest in and shape the game in a way that many other games simply don't.
 GM, 2 posts
 Hard vacuum sucks, and
 gravity's got you down.
Wed 29 Jun 2016
at 08:39
Request to Join (Pre-Game)

Because of the collaborative nature of FATE in building the setting and your characters, you won't be expected to come to the table with a fully-formed character in mind. What I would rather see is:

* High Concept - a short phrase describing what sort of character you might be interested in playing. A fairly vague one (Ace Pilot) might be more versatile than one that's super-specific (Traumatized Hero of the Sparrow's Nest), but the latter is much more evocative and inspiring. When in doubt, just put down a vague one and we can make it stronger or change it later. (For more guidance, check out the FATE Core PDF or the High Concept heading here.)
* Writing Sample - a few paragraphs of in-character writing to give me an idea of your writing style. This can be a snapshot of your idea for this character, a post from another game, a little vignette you just came up with - pretty much anything. Nobody's asking you to be perfect, and I understand if English isn't your first language, but I would at least like to know that you can write coherently.

Please also read the Rules thread before you apply to join.

This message was last edited by the GM at 22:42, Thu 30 June 2016.