Star Senators

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The year is 5053 AD. Hegemony of Sol rules over the Three Hundred Worlds of Man with uneasy grasp, since their greatest height in the Second Interstellar War in 3913 against the now annexed Procyon Empire, the Solar Senate, the great rulers of mankind formed the ranks of the trans-genetic elites of the previous epochs have ruled the core of human space with iron grasp, restructuring societies across a hundred worlds to serve as docile resource and resort worlds for the increasing decadent ruler, imposing strict bans on uplifting the "Commoners" to keep them in their natural state as servants to the elite. Beyond the Three Hundred lies the Expanse, home to thousand other worlds, mostly poor or backwards in technology and divided, kept divided and down by the expeditionary and conquest forces of the Solar Senate who either treats the the barbarian Outers with disdain or as source of profit and servants. The countless worlds of the Beyonders are seen by many in the Senate as a safety value for bored young and ambitious transgenes who stifle under their near immortal family of their forebears as pawns in the increasing unstable and violent politics of the Senate Sol in orbit over Ares. One such expedition self funded via the younger generation is being organized at the docks of Sirian Armory for launch to invade the Agamemnon Cluster as the forces of the Hegemony inch ever closer to civil war.

Choose your fighter

Senator Creation

All players start with: 5 Positive Trait points and can take up to 3 negative traits to add more
Players start with 10 Fleet Command points to spend
Players start with 1 Grav Legion per 5 Fleet Command Points they have
Players start with 6 Military Command Points
Players start with 20 Personal Stat Points


Character Archetype

Proconsul: Official Leader of the Conquest Fleet
Commissar: The Solar Guard Attache
Tribune: Commander of the 6 Senate donated legions assigned to the Conquest Fleet
Centurion: Commander of the 2 cruisers groups and 2 Jumpships assigned to the Conquest Fleet
Auxlia: Additional Forces +2 Traits


Traits

Positive

Solar Guard: While not a member of the Solar Guard per say your family has considerable sway with the elite military within military of the Grand Fleet of the Stars and you have access to Solar Guard weaponry and connections with them. (counts as two trait points)
Veterans: Your fleet units are veterans of other campaign, which can potentially be a boon and hindrance, but mechanically speaking they give you a free reroll during battle.
Hero of the People: The Commanders love you for either real or propagandized stories about your behavior towards them.
Crassus's Progeny: Each session when you have to roll regarding commerce or wealth, you can either double your successes or roll again, representing the astronomical wealth you can be bring to table
Jumpship: You have somehow gotten under your direct command either through your family, building, or stealing it a fleet carrier jump ship.
Rubicon Marchers: Your house troops would march with you to Sol even if it was suicide.
Spies: Your house has preseeded the cluster with agents on every world for you to activate.
Hoplites: Your ground forces are the exception to the no bioengineering rule for Commoners, being biological cybernetic soldiers grown in vats.
Ein Sof: Overtechnology mecha capable of fighting entire task groups by themselves (2 points)
Politically Reliable: You and if you vouch for them your friends are considered safe bets by the Senate back at home, and can divert unwelcome attention or gain favorable attention.
Lucky: You get 3 rerolls per session
House Martial: Gain additional 5 Fleet Command points per times trait is taken
Ground Pounders: You gain 2 Grav Legions per Fleet Command Points
Ares Hall: For each time this is taken add +2 to a command skill of your choice.
Zumwalt Doctrine: +1 Added Capability per point taken
Just as Planned: Once per session you can rewrite the scene to have advantage in battle or situation that obviously always existed 3 points.


Political Traits

The Pyschohistorians of Ares have predicted the downfall of the Hegemony if drastic actions are not taken, this has lead to increase tension and rise of ideological parties in the Senate in first time over three centuries.
Human Reform Party: Seeks to improve the lot of the Commoners by allowing them more political sway and some genetic enhancements and to use the new strength to march out of the 300 worlds to establish new gates and expand the Hegemony proper.
The Returners: Seeing the crisis, the Returners which to decrease the direct control of the Hegemony to more manageable numbers, and instead establish satraps over the Beyonders, believing there is natural limit to how much a single entity can control.
The Expansionists: A moderate position, mostly believes the Hegemony should stay internally the same, but burn down other human states so they can't be a threat while the situation naturally resolves itself, because you know the Pyschohistrians predicted 5 of the last 2 crisis.


Negative Traits

Unlucky: Once per session, the GM turns a roll into a failure or botch (2 points)
Doing Business on a Holy Day: In the past you or your family ran afoul of some minor technicality which would be nominally paved over by your exalted status, however your enemies will use this to threaten your career or your life as the game does on.
Green Levies: Your ground forces are recently conscripted dirt farmers who never saw a star-ship before somebody put a MK45 plasma carbine in their hands.
Barbarian Ire: One of your forefathers ruthlessly crushed a Beyonder State in a pitch battle, now they seek revenge and will deploy agents and ships to go against you
Fading Star: Your House is in decline -5 Fleet Command Points, can take it 2 times if you have the Archetype: Proconsul, Tribune, Centurion
Front Line General: When fighting on the ground you lead from the front and run the risk of serious wounds.
General Belgrano Task Force: You have -1 added capability per point taken.
Varus - 2 combat points per times taken


Military Forces

Scout Flotilla: 1 FC
Cruiser Taskforce: 3 FC
Carrier / Missile Taskforce: 4 FC
Battleship Strike Group: 7 FC


Military Trait

Admiral

Admirals add their value to Fleet Combat

Tactical: Add to Attack Values
Engineering: Add to Defense Values
Navigation: Add to Speed and Init


General

Generals roll d1+Relevant Field for operations.

Tactical (Planetary Assault, or final battle against fortresses or big battle)
Strategic (General Planetary Invasions)
Operations (All other rolls for the army, such as logistics or dealing with special events)



Star Senator

Senators have 30 HP: Most Humans have 10. Normal melee weapons do 3 points of damage per hit, normal guns do 5 points of damage per hit, Senators heal 2 points per turn and always act before Commoners.

Perception: The ability to perceive enemies and interesting situations that are unique
Wits: The ability to respond rapidly to a crisis right away (often a INIT roll)
Problem Solving: The ability to solve a problem over long term period
Lore: General knowledge and intelligence
Dueling: Specialized formalized dueling popular between the Senators
Fighting: Fighting for real, both attack and defense.
Social Engineering: Senatorial bloodlines live and die in worlds where every word can mean 5 different meanings all at once, thus seduction to being chummy is all equally the same to them.
Integrity: Being tough both mentally and psychically