Difference between revisions of "User:Peel"

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==Bloc Themes Thoughts==
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=League Blurb=
Results of the discussion:
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'''The League''' is a smaller faction in an isolated region of space called the Sea of Solomon. It was isolated during the Breakdown but brought together by the need to oppose the invasion of the [[Magnates]]. The defence lasted two decades of crash industrialisation, ruthless warfare and tremendous sacrifice, but was ultimately successful and the Magnates were forced to retreat.
*1. The Core colonies lack agency. Most severely they lack it in terms of conflict with ZOCU. A new conflict is something they feel they have to participate in, but they have no control over. As Rex put it, it's a 'weight'. This is less severe in PACT. Suggestion: Take Earth out of the picture in some concrete way (also remind them (again) that the ZOCU players are not determined to start a major war).
 
*2. The Core colonies lack heroism. Our cultural assumptions cast ZOCU as the heroes because we see independence struggles as heroic. The Core needs a plausible heroic narrative or they are left as (Weber) villains. Suggestions: Play on established ''anti''-independence narratives like the US Civil War and European secession. Make ZOCU the aggressor. Make them be jerks about their theta supplies.
 
**Compare the League here. The League are jerks, but have a clear as daylight heroic narrative. So the Core doesn't have to be made unambiguous. They just need an ideological justification, that will likely be shared IC and OOC.
 
**I think it's worth noting that the war is never likely to be made entirely grey. But maybe it doesn't have to be. Some core players want to play with imperialist themes, this is the dark side of those themes and should not be ignored or shuffled aside.
 
*3. The Core factions lack a clear unifying theme. Peel + others ideas below.
 
  
===FBH notes===
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Currently the League is stranded somewhat distant from the affairs of the Inner Sphere, on the very edge of the Rim. Their defining policy issue is their cold war with the Magnates, but the riches and mysteries of the Rim beckon in a much more imminent sense than for the inner factions, and eventually the League will be forced to make a decision on how to respond to the political upheavals and encroaching might of the Interior.
*re:1. The problem with Earth is that it's dead weight. It has massive plot gravity because any one of it's factions outnumbers the entire PC Base combined, but it won't do anything, so it's just a big neutron star sucking in story and agency from the EU and PACT guys. It needs to be minimized. The best way is probably some kind of tumult on Earth, maybe an emergent Africa and India and the struggle for power in the end of Chinese dominance leading to a new cold war and various military emergencies on earth which distract them from space travel, meaning the PACT and EU PCs must come to the fore.
 
*Re:2. Perhaps have the Earth Core Star the war with ZOCU, allowing ZOCU PCs to kick ass and be the heroes, then have them Go To Far, and Earth's Fleets, reeling from their losses and some problem at home require the Colonies to take up the burden of War. Make top EU Admirals colonials and so on, and have them win through strategic brilliance not just through overwhelming numbers
 
**Peel: Maybe the colonial admirals had been fending off drones while the high admiralty at NELSON ossified, or something.
 
*Re:3. By theme this also includes aesthetics and coolness factor. ZOCU is very much glowing line theotech robots. China is big shiny ships. Magnets are mad science, League are plucky baselines etc. The core are rather lacking in this department, except PACT is planes.
 
**Five: Maybe the EU should have Good shipbuilding
 
  
===The European Union: Trouble in Paradise===
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The League has in general the weakest technical base of any major bloc, but can get a lot out of 'primitive' technologies, and has the greatest body of theoretical and practical knowledge of xenotech. Nevertheless, they are generally qualitatively inferior. Their equipment tends to be simple, rugged and mass-producible, with a design heritage running back to civilian and pre-breakdown designs, however long-serving machines will have been extensively patched and modified, and systems incorporating significant Velan-derived elements may have an almost cybernetic appearance.
For centuries, the European Project has marched on. (Hu)man in hand with (hu)man across racial, cultural and linguistic borders, the EU is the shining city on the hill. The ideal of what humanity can be as it transcends the divisions that have hobbled it for all of history. In the space age it continues to uphold this ideal as it goes outwards, spreading and uniting humanity as it goes. But come the end of the Breakdown there is trouble in Paradise. With turmoil on Earth and an ideological challenge in the name of self-determination, but in the defence of genetic tyranny and petty greed, the dream is facing a great test that may yet make it a nightmare. It is up to the colonies at the tip of the European Arm to safeguard that dream of peace, unity and progress by defending it in local space and carrying the torch yet outward.
 
:Then add distinctive unifying unit/technological theme and aesthetic. Maybe a little chrome and zeerust?
 
  
:FBH suggestions: Specialist Battleships, Landdreadnaughts, Anime engineering coolness, Power armour with plumes.
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'''Inspirations:''' Stalin's USSR, Afghan insurgents, the ''Alien'' series, ????
:BM suggestions: Super MMI/AI interfaces, Linked battlefleets
 
  
 
==Civilisations & Leaders==
 
==Civilisations & Leaders==

Revision as of 08:47, 27 May 2011

League Blurb

The League is a smaller faction in an isolated region of space called the Sea of Solomon. It was isolated during the Breakdown but brought together by the need to oppose the invasion of the Magnates. The defence lasted two decades of crash industrialisation, ruthless warfare and tremendous sacrifice, but was ultimately successful and the Magnates were forced to retreat.

Currently the League is stranded somewhat distant from the affairs of the Inner Sphere, on the very edge of the Rim. Their defining policy issue is their cold war with the Magnates, but the riches and mysteries of the Rim beckon in a much more imminent sense than for the inner factions, and eventually the League will be forced to make a decision on how to respond to the political upheavals and encroaching might of the Interior.

The League has in general the weakest technical base of any major bloc, but can get a lot out of 'primitive' technologies, and has the greatest body of theoretical and practical knowledge of xenotech. Nevertheless, they are generally qualitatively inferior. Their equipment tends to be simple, rugged and mass-producible, with a design heritage running back to civilian and pre-breakdown designs, however long-serving machines will have been extensively patched and modified, and systems incorporating significant Velan-derived elements may have an almost cybernetic appearance.

Inspirations: Stalin's USSR, Afghan insurgents, the Alien series, ????

Civilisations & Leaders

  • Traits: Aggressive, Charismatic, Expansive, Financial, Imperialistic, Industrious, Organised, Philosophical, Protective, Spiritual

EU

  • Unique Unit: Drake (replaces Battleship)
  • Unique Building:
  • New Silesia: Imperialistic, ?
  • New Somerset: ?, ?
  • Outremonde: Organised, ?

PACT

  • Unique Unit: Inch (replaces Centimetre)
  • Unique Building:
  • Corregidor: Expansive, Financial
  • Daedalus: ?, ?
  • Oceania: Financial, Australian
  • Sao Galvao: Financial, Industrious

China & Friends

  • Unique Unit: Titan (replaces Superbattleship)
  • Unique Building: Immigration Bureau (replaces Courthouse)
  • Some Dudes: Awesome, Owns
  • Cooler Than: Magnificent, Resplendent
  • You Losers: Totally, Sweet

Russia & Friends

ZOCU

  • Unique Unit: Sarissa (replaces Combat Frame)
  • Unique Building: Theta Factory (replaces Dust Factory)
  • Hampshire: Financial, ?
  • Haraway: Aggressive, Charismatic, Expansive, Financial, (Anti-)Imperialistic, Industrious, Organised, Philosophical, Protective, Spiritual
  • Ithaca: ?, ?
  • Kanon: Aggressive, Philosophical
  • New Mercia: Protective, Industrious

League

  • Unique Unit: Two Battleships (replaces Battleship)
  • Unique Building: Armoury (replaces Factory)
  • Minkowski: Organised, Spiritual
  • Sarreva: Aggressive, Protective
  • Vimelan: Charismatic, ?

Magnates

  • Unique Unit: Series VII Bioroid (replaces Supersoldiers)
  • Unique Building: Mind-Control Tower (replaces Broadcast Tower)
  • Delten: Industrious, Philosophical
  • Dogma: Expansive, Organised
  • Hyperborea: Charismatic, Organised
  • Rebirth: Aggressive, Spiritual

Solar System Generator

Note: If you roll up a garden or terraformable world, roll again unless you have a particularly good reason why it wasn't colonised.

  • A conventional solar system has 2d6 bodies (including your planet)
  • Planets: rocky planets may be asteroid belts
1-3: rocky
4-6: gaseous
  • Mass: gaseous planets add 4 to the die roll
1: Sublunar (Asteroid belt, 0.0005)
2: 0.01 Earths (the Moon, 0.0123)
3: 0.1 (Mars, 0.107)
4: 1 (Venus, 0.815)
5: 5 (5 Earths)
6: 10 (Uranus, 15)
7: 50
8: 100 (Saturn (Saturn, 94)
9: 500 Earths (Jupiter, 318)
10: Superjovian (HAT-P-2b, >2500)
  • Composition (gaseous):
1-3: Hydrogen/Helium (Jupiter, Saturn)
4-5: Methane/Ammonia (Uranus, Neptune)
6: Hydrogen/Water
  • Atmosphere (rocky):
1-3: Carbon Dioxide (Mars, Venus)
4: Nitrogen/Oxygen (Earth)
5: Methane/Ammonia (Titan)
6: Hydrogen/Helium (Mercury)
  • Atmospheric density (rocky):
1: None/trace
2: Very low
3: Low (Mars)
4: Moderate (Earth)
5: High (Venus)
6: Extreme (Titan)
  • Temperature: planets with thinner atmospheres have greater temperature variation
2-4: Deep Frozen (Pluto, <100K)
5-6: Frozen (equator dozens of degrees below freezing point)
7: Icebox (Mars)
8: Temperate (Earth)
9: Hothouse (Terranova)
10: Severe (water boils on the equator)
11-12: Extreme (Venus)
  • Wackiness?
1-5: No
6: Yes
  • Wackiness!
1: Tidally locked
2: Tidally locked
3: Fossils
4: Xenolife
5: Commercially inviable precursor dust
6: Posthuman structure (or possibly Velan ruin)


Snail (final statblock)

Race: Classic (+1 universal)
Occupation: I-tech (+1 education)
Traits: Obsessed (research) [+3], Dark Past [+5], Obscure Knowledge (AI programming, xenopsychology, esoteric computing, mindstate engineering) [4]
Stats:
Physical 1 [0]
Smarts 11 [55]
Education 6 [10] specialise Systems Theory 4 [10]
Integrity 4 [6]
Perception 2 [1]
Charisma 4 [6]

Skills:
Conditioning [0]
Intrusion 2 [3]
Technology 2 [3] specialise Computers 5 [15]
Cacophony Tech 1