Difference between revisions of "State Creation"

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*ROM: Better intelligence and counter intelligence.
 
*ROM: Better intelligence and counter intelligence.
 
*Psions: [2] The overtechnology of Old Earth, drastically altered mankind, allowing for powers that go against materialistic understandings of the universe. The results is a class of minority of humans that can channel their powers to conduct a wide variety of paranormal feats (general power level is around Jedi)
 
*Psions: [2] The overtechnology of Old Earth, drastically altered mankind, allowing for powers that go against materialistic understandings of the universe. The results is a class of minority of humans that can channel their powers to conduct a wide variety of paranormal feats (general power level is around Jedi)
 +
*Noble Heroes: A collection of superlative Headliners have arisen in your state be it from genetic engineering programs or natural appearances. You have 5 superlative headliners.
  
 
House Flaws
 
House Flaws

Revision as of 08:27, 5 July 2018

Designing a House

The average PC state are generally monarchies of some kind descended from the families of those who were appointed to run the planets in question shortly before the Cataclysm, who maintained their control by have key access to mortarhead garrisons on the planet. These families are known as the Great Houses. With the rediscovery of FTL these dynastic families had intermingled with each other and created a complex spiderweb of relations and blood-tie alliances.

House Generation:

Biography of the house: Write up the history of them, their motto, creed and beliefs.

Traits:

  • 3 Traits, more traits can be bought up to 6 by taking flaws.

Blood-Ties:

  • 3 Houses you have a blood-tie alliance too (either picked by the players or picked by the GM)

Family: Who are the nobility? What are their hopes and dreams? More personality you give them, the more others including the GM can work with. You have 5 Core Members, 20 cadet members as a base, you can if you want start with less for some reason.

House Traits

  • Senator: [2 points] Your planet has a rare direct seat in the old Republic Senate. Even after the fall of the Republic, the title still carries weight with NPCS, and in social gatherings you're the first among equals, as well better chance at unlocking old tech.
  • Diplomatic: You get a bonus when dealing with npcs, and if you negotiate between PCs you increase your public legitimacy.
  • Merchant: Your starting wealth production is more efficient by .3; can be stacked
  • Industrialist: Your starting military production is more efficient by .3; can be stacked.
  • People's Prince: Your family is quite popular with the masses, anytime they do something heroic double gain in legitimacy.
  • Enhance Genetics: Your family was one of the elite from the Republican period and are the greatest headliners. Gives bonus to Mortarhead unit piloted by a noble.
  • Absolute Monarchy [2 points]: Your ruler answers to himself only.
  • Fertile: Doubles your family's member pool (can be stacked)
  • Naval Academy [3 points]: Your nobles give bonus to naval units they are attached to. Gives bonus to navy ships/
  • Religious: Your family is tied hip with the popular local religion, your units tend to be fanatical.
  • Tough: Car bomb exploding under your seats only give you exaggerated scars.
  • Secret Police: You don't fear the rebellion cause half the members are your spies.
  • ROM: Better intelligence and counter intelligence.
  • Psions: [2] The overtechnology of Old Earth, drastically altered mankind, allowing for powers that go against materialistic understandings of the universe. The results is a class of minority of humans that can channel their powers to conduct a wide variety of paranormal feats (general power level is around Jedi)
  • Noble Heroes: A collection of superlative Headliners have arisen in your state be it from genetic engineering programs or natural appearances. You have 5 superlative headliners.

House Flaws

  • Parliament: You're answerable to somebody. This means that GM has a option to have Parliament demand something, and if it doesn't get its wishes, you lose legitimacy. A 3 point version exists if you're *Parliament can actually override your house.
  • Decadent: Plus side, tons of harem girls/boys, bad side legitimacy decreases every year.
  • Sadists: Legitimacy declines, but your secrecy police effect is doubled, though you get negative NPC reactions
  • Infirm: Decrease chance of getting viable noble.
  • Kaiser Wilhelm: Your NPC reactions are generally always bad, as it represents your leader saying aggressive things all the time, states can easily get casus belli off you.
  • Hated: During the Great War your House did something bad and escaped punishment. NPCs shy way from you.
  • Feudalistic: [2 points] You don't quite control the planet, about 1/2 of your ground army is made up feudal detachments, and occasionally the barons make demands of you
  • Gossiping Court: You can't keep a secret
  • Witch Hunting: You reject Psions, and kill or imprison those who you find. You are unable to work with factions that have the Psion trait (outside of the Church which claims its miracles of God).

Special Traits (free to take)

  • Unfriendly Borders

The default assumption of the game is that every PC occupies their own planet. However, there is always guys who want to be on same planet for whatever reason. This is the trait you can pick for that, figure out your joint history on why you're not unified. Your legitimacy counter is strengthen by actions you take against each other and while you can agree to defend a hostile third party, you can never ally offensively with each other.

  • Only Heroes

Either a collection of superlative Headliners have arisen in your state, or just keen eye towards eugenic breeding in your family has resulted in your core family having superlative skills. The result is you don't have a recognized cadets as named NPC mortarhead pilots at all.

Designing a Non-House

The average PC state are generally monarchies of some kind descended from the families of those who were appointed to run the planets in question shortly before the Cataclysm, who maintained their control by have key access to mortarhead garrisons on the planet. There is of course numerous ways of to organize human behavior, and while events have forced the House system as the default, there is plenty of other entities. Their legitimacy is based around not the belief in the people but the belief in an idea or ideal As such they don't have named characters like House powers do of the ruling family.


Non-House Generation: All non-house powers have three slots of Ethos which determines how they gained or lose legitimacy. You gain legtimacy by acting in accordance to their princpels and lose it when act against those interests)

  • Militarism (Power comes from the sword)
  • Pacifism (Peace is the only solution)
  • Trade (Wealth solves problems.)
  • Autarky (To be your own man, better to be a poor freeman then a rich slave to others)
  • Revolutionary (You pick another ethos slot as your ideal to push on others, if the ethos has a opposite you have to oppose it)
  • Traditional (The status quo is god)
  • Liberty (Freedom!)
  • Community (There can be nothing but the whole)
  • Religion (Mad for Enoch (or Jesus or Buddha ect)

Traits:

  • 3 Traits, more traits can be bought up to 6 by taking flaws.

Traits

  • Diplomatic: You get a bonus when dealing with npcs, and if you negotiate between PCs you increase your public legitimacy.
  • Merchant: Your starting wealth production is more efficient by .3; can be stacked
  • Industrialist: Your starting military production is more efficient by .3; can be stacked.
  • People's Government: Your government is quite popular with the masses, anytime agents of the government do something heroic double gain in legitimacy.
  • Naval Academy [2 points]: No longer tied to nobility for officers, you can professionalized your military. Gives bonus to navy ships as random luck rolls at crucial times.
  • Religious: Your military is tied hip with the popular local religion, your units tend to be fanatical.
  • Secret Police: You don't fear the rebellion cause half the members are your spies.
  • ROM: Better intelligence and counter intelligence.
  • Psions: [3] The overtechnology of Old Earth, drastically altered mankind, allowing for powers that go against materialistic understandings of the universe. The results is a class of minority of humans that can channel their powers to conduct a wide variety of paranormal feats (general power level is around Jedi)
  • Heroes: A collection of superlative Headliners have arisen in your state be it from genetic engineering programs or natural apperances. You have 5 superlative headliners.

House Flaws

  • Parliament: You're answerable to somebody. This means that GM has a option to have Parliament demand something, and if it doesn't get its wishes, you lose legitimacy. A 3 point version exists if you're *Parliament can actually override your house.
  • Decadent: Plus side, tons of harem girls/boys, bad side legitimacy decreases every year.
  • Sadists: Legitimacy declines, but your secrecy police effect is doubled, though you get negative NPC reactions
  • Infirm: Decrease chance of getting viable noble.
  • Donald Trump: Your NPC reactions are generally always bad, as it represents your leader saying aggressive things all the time, states can easily get casus belli off you.
  • Hated: During some event in the past your nation did something bad and escaped punishment. NPCs shy way from you.
  • Confederation: [2 points] You don't quite control the planet, about 1/2 of your ground army is made up Confederation memembers, and occasionally the governors make demands of you
  • New York Times: You can't keep a secret
  • Department of Psionic Suppression: You reject Psions, and kill or imprison those who you find. You are unable to work with factions that have the Psion trait (outside of the Church which claims its miracles of God).

Special Traits (free to take)

  • Unfriendly Borders

The default assumption of the game is that every PC occupies their own planet. However, there is always guys who want to be on same planet for whatever reason. This is the trait you can pick for that, figure out your joint history on why you're not unified. Your legitimacy counter is strengthen by actions you take against each other and while you can agree to defend a hostile third party, you can never ally offensively with each other.