User talk:Shrike

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Misc Stuff

Project PRISM
The Samekh Project

Yelth 28

Significant: Your destiny is one in a million. +1 to all stats.
Silicon Being: This is a Mandatory Defining Event. You are not flesh and blood at all, but plesh and nanofluid. +4 Bod, +2 Rea, +1 Per, +1 Kno, +4 Psy
Plate Worlder: You grew up on and around the various megastructures that litter the Fomalhaut system. You get +1 to all rolls when fighting around megastructures or the like (cities count).
Creche-born: You didn't really have a family per se, just a crowd of same-aged kids you grew up with and adults who supervised. +1 Rea, +1 Per, +2 Kno, +2 Cha
Mall Rat: Typical teenager. +1 Per, +1 Kno, +1 Cha
Advanced Learning: +1 Rea, +1 Kno, +1 Cha
Civilian: +1 to all stats
Ship Captain: This is a Defining Event. [+3 command, +3 ship gunnery] Gets an Assault Ship and +40 MPB for it
Special: You're extra-special. You take -1 to all stats but can take a second Defining Event, if your paths covered more than one. This needs to be explicitly cleared by the GM first.


Bod: 5
Rea: 5
Per: 4 +3
Ship gunnery +3
Kno: 6 +1
Psy: 5
Cha: 5 +2
Command +3

Ragna Luchs

A very unusual occurance

Player: Shrike
Allegiance: ?
Concept: Supernova (lol)
Eruption: TBD
Quantum: 5

Quantum Pool:

Willpower: 3



Bashing: + from armor
Lethal: + from armor

Hit Points
• [ ]x Bruised: -0
• [ ]x Hurt: -1
• [ ]x Injured: -2
• [ ]x Crippled: -4
• [ ]x Incapacitated
• [ ]Dead


Physical (3)

Strength: 2

Brawl: 1

Dexterity: 2

Athletics: 1

Stamina: 2


Charisma: 2

Manipulation: 1

Streetwise: 1

Appearance: 2

Intimidation: 0
Style: 0


Wits: 3

Art (Poetry): 3

Intelligence: 3

Academics (History): 3
Academics (Psychology): 3
Academics (Theology): 3
Academics (Philosophy): 3
Science (Biology): 3
Science (Physics): 3
Science (Chemistry): 3
Linguistics: 1

Perception: 4 [1]

Awareness: 2


7 + 20

Attunement: 3
Node: 10
Resources: 5
Eufiber: 5
Cipher: 4
Mentor: 3



Permanent Points: 0
Temporary Points: 0


Electromagnetic Vision


Disintigrate 5 (14D [6] agg)

Area (50m radius)
Altered Attribute (Perception)

Body Modifications


Merits and Flaws

2nd Gen Nova
Glass Jaw
Feeble [Charisma]
Feeble [Manipulation]
Feeble [Appearance]
Quantum Recovery 3

Bonus Points

15 + 24 (3 unspent)

2nd Gen Nova (-1)
Taint Resistant (-5)
Quantum Recovery 3 (-3)
Tough (-4)
23 background points (-23)

Nova Points


Quantum 5 (-20)
Disintigrate 5 (-15)
4 Extras (-8)
M-Per 1 (-2)

Otome's Row

Leading theory: Marauders

Rules Proposal

Basic resolution is via D10 dice pools vs variable difficulty.
Each dice pool ('Ability') is an isolated value and combines both skill + natural talent. The list of Abilities is as follows:

Shoot: Self-explanatory
Drive: Stick or automatic, two to eighteen wheels. Brake pedal optional.
Jack: The ability to steal cars, pick locks, open combinations, pick pockets and generally do larcenous things.
Brawl: The ability to punch and stab things effectively. 1/2 is also your soak pool.
Freerun: All manner of athleticism, including dodging and finding cover.
Charm: Scoring dates, fast-talking and convincing others to do what you want them to.
Deal: The art of dealing in black-market goods, from drugs to rocket launchers - buying and selling.
Tuneup: Getting your hands dirty with cars and guns and other machines.
Search: Your ability to spot things and conduct investigations. Also acts as your initiative pool.
Willpower: Your strength of will to keep going forward in tough situations. Temp willpower can be used for a reroll.
Unique Skill: Characters may have one or more Unique Skills if so desired - these must be defined, and no other character may have them. They should be central to a character's concept. Electronics, fashion, psychic powers . . .


Traits can be bought that provide various effects; most will have some prerequisites. Many will also distort reality in strange, cinematic ways. Examples (not a complete list).

Two-Hands: You can dual-wield pistols. Required Shoot 5.
Yuri: All women you meet are gay or at least bisexual; you have no social penalties for Charming or Dealing with them.
Slut: You like the boys and the boys like you. -2 difficulty bonus when Charming men and -1 difficulty bonus Dealing with them.
Nitro!: All the cars you drive will have nitrous fuel injections - even those Peterliner big rigs. Requires Drive 5.
Flash: You can move between spots on your rollerblades so fast it's like you didn't even pass through the intervening distance. Maybe you didn't.
Pilot: You can use your Drive pool to fly anything that moves in the sky.
Dojiko: You are clumsy but cute doing so. -1 difficulty bonus to Charm, but +1 difficulty penalty to Deal (Don't spill it!) and Freerun. Shocking enough this is actually a disadvantage and gives you points back.
Military Brat: You're an expert at scrounging up military hardware, and get a -2 difficulty bonus to Deal it, as well as a -1 difficulty bonus to use Tuneup on military vehicles. Requires at least Deal 3.
Brute: Your hugeness is amazing, making your soak equal to your full Brawl pool. Furthermore, all actions that rely on physical strength are at -2 difficulty. Unfortunately your Freerun difficulties are all at +1 difficulty. It might be difficult to find proper armor as well.
Healing Factor: You appear to have the mutant healing factor of X-23 and heal all manner of physical damage in moments.
Hammerspace: You have an inventory like a typical 90s FPS protagonist, able to carry essentially one of each type of gun and plentiful ammo for them.
Ninja Leap: You can jump like a ninja. On a Freerun roll you can leap successes x 3 meters (essentially one story). As well you get a -2 difficulty bonus on dodge actions. Requires Freerun 5.
Ninja Vanish: You are a master of stealth and get a -2 difficulty on actions related to stealth. On a successful Freerun action (no bonus) you can even vanish in thin air while people are shooting at you, probably with a cloud of smoke. Requires Freerun 5.
Kendo: You walk the path of the samurai. Not only do you get -2 difficulty to Brawl actions when using a sword to cut people, you may also roll 1/2 Brawl at -2 difficulty as your dodge, as you cut bullets out of the air.
Pyro: You can make things light on fire and explode, even if they would otherwise not (dumpsters, lightpoles, cement, mascots, etc)


Tagging is a way of 'preparing' a scene for further actions. Needs discussion.


Aria 'Sparks' Yukeisen
Aira is one of the older members of the Wisteria Circle Otome. Having an uncanny knack for electronics she was actually enrolled in a local community college at Kana-onee-san's insistance. With the death of her mentor she's dropped out and returned to a life outside the law. Likely has Flash. Name is pronounced 'Area' (like the geometry) as opposed to 'Ahria' (like the music)

Lingering Petals

Galatic Heroes

Galatic Heroes

The Exodus Wars destroyed the First Federation and almost threw the entirety of human space into barbarism everlasting. It was only the actions of the woman who eventually became known as the Eternal Empress that kept mankind from falling into the abyss. Myths of her origins and names abound, many radically contradictory, but the most authoritative histories state that she was called to destiny to save humanity. Others, suppressed in the Empire say she had help from a First Federation machine mind - some even go so far to say she was and remained a figurehead.

Your characters are not everymen, simply existing in their own paths. They come from the lowest walks of life to the highest, but they all share the same fate. The are the ones in a billion, those who history is wrapped around. They are the Galactic Heroes.

The Eternal Empire

The oldest and most populous of the Great Empires, the Eternal Empire is aptly named. Having stood for over a thousand years, it has proven to be a bastion of stability in a tumultuous galaxy. At the top of its dizzyingly baroque social pyramid is the Eternal Empress herself and her Hundred Daughters, the spiritual bedrock upon all that is legitimate in the Empire is based. Having retreated to stasis for religious reasons when the Great War began, they have left the Lord King Regent with the Empress's Mandate and it is said that once the holy war is won, the immortal princesses will awaken again.

The Empire is best described in terms of its social stratification. This has been established for centuries, giving every citizen of the Empire a position and a responsibility. At the very peak are the Royalty, those who enjoy the ultimate powers, privileges and fruits of the Empire; the Empress, her immediate family and those who have been elevated by marriage or unprecedented service. The Lord King Regent is one such; originally a system governor he was 'promoted' half a millenia ago. Below the Royalty are the Scholars and Nobles, the bureaucrats and leaders of the Empire and in a perpetual tug-of-war over direction. Below this come the Merchants who control so much of the Empire's economy. Finally are the Workers, the innumerable productive members of the Empire. Unfortunately, this static class and caste system does much to hold the Empire back and maintain the power of those at the top to the detriment of those below.

The Imperial Forces draw their recruits primarily from the Merchant and Working classes; it is an exceptional soldier indeed who makes it to officer rank without being in the Noble class, though one who does so is guaranteed to join the higher class. The ships of the Empire are often highly ornamented to mark their affiliation, honors and commanding officer, and it is a rare admiral that does not have a highly customized and much more powerful warship as his personal command.

Character Concepts

Royal Scion fresh from academy on his/her's first tour
Lower class soldier destined to rise to high rank in defiance of all social conventions

The Federated Worlds

Founded out of the swirling chaos of the post-Exodus Wars era to emulated the bygone democracies of the First Fderation, the Federated Worlds were a rump state of little consequence for centuries, perpetually in the shadow of the Eternal Empire. This slowly changed as the Eternal Empire's civilization influence spread far beyond its borders and five hundred years ago they entered the Golden Century, a period of rennaissance, growth and stabilization. By the end of this regretfully (or thankfully) short period they had strode onto the galactic stage as true counterbalance to the Eternal empire.

A representative democracy, the Federated World owes much to the democracies of the early spaceflight era, though vastly enlarged to support the demands of hundreds of member-worlds. Featuring a free market, free social policies and free class mobility, the Federated Worlds is the opposite of the Eternal Empire in many ways. Unfortunately, the Federated Worlds are not immune to the iron law of bureaucracy. Furthermore, monied politics has taken over what was once an open government. The hyper-rich and immortal corporations plunder the natural and human resources of the Federated Worlds, evading ancient regulations and untouchable by anything the common citizens could hope to bring against them.

Unsurprisingly, the Federated Worlds has a massive military-industrial complex. This delivers some stunningly effective weapons to their units and the Federation is regularly ahead of its opponents in technology. Unfortunately, it is just as likely that a sector fleet will be operating on a shoestring budget thanks to funds redirected to meaningless military operations and cost-spiralled prototypes, forced to use warships a century old and weapons a generation out of date while a local PMC recieves lucrative cost-plus contracts.

Character Concepts

Hand-picked test pilot or 'battlefield CEO'
Shady PMC admiral
Ardent reformer

Democratic Free People's Republic

The youngest and smallest of the Great Powers, the Democratic Free People's Republic (universally shorthanded to DFPR) did not exist until two centuries ago. Vast tracts of colonized space remained wild and barbarous until finally overthrown by a combined force of workers and soldiers. Envigorated by their success they swiftly expanded across the local sectors, civilizing them and bringing them Society. Unfortunately this soon attracted the attention of both the Eternal Empire and the Federated Worlds, both of whom sought to stem the rise of a potential competitor and differing governing philosophy. It was only by stint of great sacrifice and unending will to resist that the young DFPR survived, stinging both of the great powers. The DFPR's short history has been mostly one of hardship, besieged at various times by one or both of the other Great Powers. Inevitably, whenever the DFPR manages to moderate itself one crisis or another will arise, re-radicalizing them and placing them back on a war footing.

Originally relentlessly egalitarian though slightly moderated over time, the DFPR is nonetheless committed to eliminating the massive social and economic imbalances that it claims (fairly correctly) exist in the government systems of both the Eternal Empire and the Federated Worlds. Using highly sophisticated computer algorithms to plan its economy and to ensure resources are being efficiently used, the DFPR has managed an impressive amount of industrial expansion in the past century. Unfortunately, the luxuries of life are rare.

Contrary to Federated World propaganda, the DFPR has never used human wave tactics and is surprisingly well-equipped with a great deal of efficient, mass produced equipment. Typically quick to embrace any advantage that could help it in its perpetual struggle against the Federated World's technological superiority and lacking the seemingly bottomless wells of resources the Empire possess, the DFPR eagerly uses manpower- and maintenance-reducing innovations in order to maintain its large military.

Iteration III

All dates ending in X are approximate

  • 204x - Discovery of the Jovian Polar Structure
  • 205x (late) - Manned travel to Jovian subsystem, unmanned exploration of the Jovian Polar Structure (JPS) by the Zeus Program
  • 206x - Xeno-craft from the JPS recovered. Human travel to the JPS feasible.
  • 206x (late) - JPS moved into Jovian orbit.
  • 207x - First interstellar ship launched using extant hardware from the JPS. Copies are soon made.
  • 207x (late) - First Urenbeck Gate opened between Sol and Alpha Centauri AB
  • 208x-210x - Solar Gate Network constructed centered on the Jovian Nexus; multiple research colonies founded in nearby star systems.
  • 2080s to 2120s - Golden years of human augmentation
  • 211x - Great Gate opened between the Jovian Nexus and the distant Hypergrid. Wonderland Mission launched. First contact with the 'Greys'. First footsteps on a human-compatible, non-artificial biosphere (Terranova).
  • 211x-213x - Discovery of the Jewels, 'Greybuster squads' stood up, UN-mandated colonization begins.
  • 213x-217x - Iron Age of human augmentation.
  • 213x-2230x - 'Earth Grid' colonizing continues under national auspices, crude terraforming efforts becoming far more effective as technology and artifacts are recovered from the Hypergrid. Prestige for everyone!
  • 214x - First contact with the TTK; First Contact War (little more than a skirmish), human forces totally defeated. Secondary colonies start to spring up.
  • 214x-218x - Tertiary colonization down back routes such as the Erebus Drift and the Rainbow Bridge.
  • 215x-220x - Diamond Age of human augmentation.
  • 218x - Second Contact War, round 2 against the TTK. Humans still get their foolish faces beat in.
  • 221x - Third Contact War. Humans beat up the Lizards and set up a UN Mandate.
  • 221x-224x - Brushfires wars in tertiary colonies.
  • 224x (late) - Great Gate malfunctions. Crap.
  • 225x - Homebound Mission launches carrying duplicate spares to repair the Great Gate.
  • 227x - Hemisphere War on Elysium.
  • 228x - The Snake and the Mantis.
  • 231x - Homebound Mission finally reach Earthspace.

The Salvo Method

Turn -> Phase -> Stage
Turns are the largest time unit in the salvo method. They are the time scale in which ships move, aircraft are reloaded and make strategic moves, etc. As a general rule, ships move one range bracket per turn. Repairs and Damcon are done in turns.
Phases are the time units in which weapons fire happens and aircraft make tactical moves. As a general rule, aircraft and missiles move one range bracket per phase and weapons fire (or cycle) once.
Stages are the smallest time unit and are the steps taken to resolve actions.
There are at least three phases per turn; given speed differences there could be upwards of 20 but as air units are broadly non-loitering it can be assumed that a turn includes 'empty' phases. A default turn has 6 phases, which is 6 gunnery actions; 3 of these occur during missile/air phase and 3 occur during the surface gunnery phase
There is no gunnery stage in the Short Bracket, that is performed in the Surface Bracket
It is possible to stagger launches so they happen in different bracket stages but that is not an encouraged option due to the tracking issues.

How it works:

Turn Phase Stage
  • Single Turn
  • Opening Phase
  • Damage Control Roll what needs to be rolled for damage control.
  • Search Roll Roll to detect enemy force(s). Several (2? 3?) stages of quality of detection. Bonus if you can get a launch off undetected.
  • Move ships Ships move one range bracket
  • Position Ships Maneuver rolloff for new positioning modifier
  • Extreme bracket
  • Acquisition Roll Roll to acquire enemy target. An acquisition roll failure means that defenses may not be used and the Intercept Roll is automatically void.
  • Intercept Roll Roll weapons capable of extreme-range intercept
  • Move Air units Reduce range by 1 bracket
  • Gunnery Roll ship gunnery vs other ships
  • Long bracket
  • Acquisition Roll
  • Intercept Roll Roll weapons capable of long-range intercept or better
  • Move Air units Reduce range by 1 bracket
  • Gunnery Roll ship gunnery vs other ships
  • Mid bracket
  • Acquisition Roll
  • Intercept Roll Roll weapons capable of mid-range intercept or better
  • Move Air units Reduce range by 1 bracket
  • Gunnery Roll ship gunnery vs other ships
  • Short bracket
  • Acquisition Roll
  • Intercept Roll Roll weapons capable of short-range intercept or better
  • Selection Roll Roll to determine what weapons are going for what targets
  • CIWS Roll Roll CIWS to defend against inbound missiles before they hit
  • Missile Attack Roll Roll weapon to-hit
  • Surface Bracket
  • Umbral Persecution Surface/Air units may chase Detected subs and attack Acquired subs.
  • Umbral Attack #1 If sub(s) are in favorable positions, they may roll to attack now. Subs out of position (failed position roll) may not attack.
  • Position Ships Maneuver rolloff for new positioning modifier
  • Gunnery #1 Roll ship gunnery vs other ships
  • Gunnery #2 Roll ship gunnery vs other ships
  • Gunnery #3 Roll ship gunnery vs other ships
  • Umbral Attack #2 If sub(s) are in favorable positions, they may roll to attack now. Subs out of position (failed position roll) may not attack.
  • New Turn

General Thoughts

Persecution is a good way to keep subs away from firing positions. You do not need solid targeting to force them to (temporarily) abort
Subs get a movement penalty once they are detected; the task force can move aggressively away from them and a sub will either need to run full power (and thus have higher Profile) or abort.

Rules Notes

  • Enemy targets are in one of three status:
  • Unknown:The target is not known to the friendly forces
  • Detected:The target is known and is being tracked, but only generally. It may be fired upon by smart weapon (ie, ones with terminal acquisition) but may not be fired upon by gunnery.
  • Acquired:The target can be freely engaged with all weapons.
  • Sensor rolls
  • Passive (Listening):Roll against the target's Profile, applying Sensors (Passive) as a bonus.
  • Passive (Emission):Roll against the target's Signature, applying Sensors (Passive) as a bonus.
  • Active:Roll against the target's Profile, applying Sensors (Active) as a bonus. May Acquire targets.
  • EMCON statuses
  • Silent:Do not emit, use passive sensing only
  • Reactive: Do not emit, use passive sensing only unless weapons/aircraft are detected at which point go active.
  • Active:Actively emit.
Targets that are emitting are much easier to detect but may make both an active and a passive sensor roll. Additionally they get their ECM bonus as a defense against weapon attacks.
  • Unit Stats
  • Profile The base target number for detecting the unit if it not emitting.
  • Signature The base target number for detecting the unit if it actively emitting.
  • Sensors (Passive):The unit's bonus to detection using passive measures only.
  • Sensors (Active):The unit's bonus to detection using active sensors.

Attack options:

  • Raid All-out attack. This is performed by a squadron; defending against one uses one full cluster of missiles.
  • Sweep This is a small action, using no more than a squadron. Defensively a ship does not expend a cluster of missiles to fight a Sweep
  • Salvo This is a ship firing a full cluster of offensive missiles. Like a Raid, defending against it requires one full cluster of SAMs
  • Strike A strike is the ship equivalent of a Sweep, firing a small number of missiles (or even just one). This does not expend a cluster of missiles, nor does a ship expend a cluster to defend
  • Bombardment Using direct fire (gun) systems until one side is crippled or retreats. Cannot be hard killed.


Missile Cluster One 'magazine' of missiles, comparable to the armament of a squadron of aircraft. In practical terms, typically 30-40 SAMs or a somewhat smaller number of offensive weapons.
SAM Defensive missile, can be used against planes or missiles
ASM Anti-ship missile
LAM Land attack missile
CIWS Point defense systems; guns, very small missiles, etc. Functionally unlimited ammunition.
Gun A gun system, which may be more than one actual gun or turret. Functionally unlimited ammunition.
Big Gun A very large gun system, battleship caliber. Incapable of defensive fire. Functionally unlimited ammunition
Hard Kill Shooting things down with SAMs or guns.
Soft Kill Making things miss via electronics warfare, decoys, etc.
ACM Air Combat Maneuvers - 'dogfighting'
ASW Anti-sub warfare. Technically dropping umbral charges and the like so it should be AUW, but who's counting.
Strike Package An offensive action, from a single missile (see 'strike' attack) to a large raid of planes and missiles.

Unit types (Air)

Dogfighter Lightweight air-superiority craft; Mustangs, Spitfires, X-Wings, Starfuries, MiG-21s, F-5s, etc
Striker Light attack craft; Stukas, Devastators, Y-Wings, Predator drones, Super Tucanos.
Medium Bomber Small semi-strategic aircraft. Can be tough, but clumsy compared to a fighter-type. Cheap (ie, numerous) anti-surface. B-17s
Super Dog Heavyweight, high-powered air-superiority craft with a strong dogfight emphasis that can also perform strike missions. Macross Valkyries
Heavy Bomber Large strategic air, often bristling with (defensive) guns. Extremely long range. Tu-95, B-52s.
Multirole Fighter 4th/5th gen-style 'modern' fighter, full of expensive electronics. Not as good as a super dog at ACM, but has long range missiles and well-rounded ewar.
Fast Bomber High speed strategic air, loaded with a combination of speed and stealth. B-1s, Backfires.
Vertol Space-helicopters. Mostly built for utility, but can be easily converted to their most common support role of ASW.

Misc Other Stuff

Clash at Night

Just testing the wiki

V'Neef Kexet

Big Sexy Beast