Freelance Starfarer

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Post Fri Apr 24, 2015 8:38 pm

Freelance Starfarer

Recently, playing Dark Heresy has made me a) appreciate its d100 / d10 system and b) wish for a space game akin to Traveller, minus the epic complexity.

The result so far is this; Freelance Starfarer.

The Basics

FLSF's basic goal is to survive. You gain money, experience, and skills by surviving. Your character progresses.

In the game, you're one of a number of freelance spacers - having either just signed on, bought a ship, left the military, whatever. Your objective now is to complete contracts for transport, mercenary work, exploration, science, whatever.

Character Creation
Characters have several important facets; Attributes, Classes, Talents, and Skills.

==Attributes==
Spoiler:
Attributes are used to measure your inherent traits; intelligence, strength, and the like. When rolling tests, you roll 1d100 < X, where X equals the attribute value plus or minus bonuses and penalties.

Attributes:

Weapon Skill - Skill with melee weapons.
Ballistics Skill - Skill with ranged weapons.
Strength - Your musculature.
Toughness - Your ability to take hits, survive illness, and the like.
Agility - How well you handke and control your body.
Intelligence - Your ability for logic, reasoning, thinking, and such.
Perception - How aware you are of your surroundings.
Willpower - How strong your mental fortutude is.
Fellowship - How charismatic and freidnly you are.

Attributes are rolled depending on your Homeworld. They are always 2d10 base, plus your Homeworld Bonus.

City World:
+20 WS, +15 BS, +15 STR, +15 TGH, +25 AGY, +20 INT, +25 PER, +20 WP, +25 FEL

Agri-World:
+20 WS, +15 BS, +25 STR, +20 TGH, +20 AGY, +15 INT, +20 PER, +25 WP, +20 FEL

Mixed World:
+15 WS, +20 BS, +20 STR, +15 TGH, +20 AGY, +20 INT, +20 PER, +25 WP, +25 FEL

Utopian World:
+15 WS, +20 BS, +15 STR, +15 TGH, +25 AGY, +25 INT, +25 PER, +20 WP, +20 FEL

Totalitarian World:
+15 WS, +20 BS, +25 STR, +25 TGH, +20 AGY, +15 INT, +25 PER, +20 WP, +15 FEL

Spaceborn:
+25 WS, +15 BS, +15 STR, +15 TGH, +25 AGY, +25 INT, +25 PER, +20 WP, +15 FEL

==Classes==
Spoiler:
Classes define your character's career path. Each has four Ranks; at each rank, you pick one of three perks. Past Rank Four, you may either repeat your current Class (picking extra perks), or select a different class to expand into.

MERCENARY - The general do-all class. Mercenaries are capably soldiers, decent mechanics, handy cargo loaders, and often form damage-control teams. Tends to specialize in combat aboard ships or within cities.

PILOT - The class that helms starships and flies atmo-craft. With little combat skill, Pilots often focus on navigation and science, with some mechanics on the side.

ENGINEER - The class that keeps your ship and equipment intact and running. Engineers focus almost solely on repairs, maintenance, and the like. Often seen monkeying around the engineering deck or speed-crawling though maintenance shafts.

TRADESMAN - The class that excels at trade, sale, negotiation, and social interaction. Often the 'face' of a ship, these 'economic warriors' acquire cargo contracts, negotiate mercenary deals, and act as PR reps.

FREEFALLER - The colloquial term for the highly-specialized orbital drop trooper class. Shock-Jumpers, as they are often called, are experts in deploying from orbiting ships and hitting ground targets fast and hard.

SCIENTIST - The scholar of classes, these folks come packing with a plethora of scientific knowledge, various skills relevant to starships and technology, and often a doctorate. Not as harmless as you may think. -WIP-


==Talents==
Spoiler:
--WORK IN PROGRESS--


==Skills==
Spoiler:
--WORK IN PROGRESS--


// - = - = - \\

==Ships==
Spoiler:
A critical part of space travel, ships are as important to the game as characters. Ships are constructed based on two things: Class, and Points.

A ships's Class refers to its role. AVAILABLE to players at the start of the game are:

-Decommissioned Corvette; 32 points. £90,000. 3 Weapon Hardpoints.
+15% Bonus to Warp Velocity or Jump Drive Spi-up Time
+5% Bonus to all Evasion rolls

-Light Freighter; 30 points. £80,000. 2 Weapon Hardppints.
+10% Bonus to Warp Velocity
+10% bonus to Cargo Capacity

-Medium Freighter; 36 points. £100,000. 2 Weapon Hardpoints.
+15% Bonus to Cargo Capacity
+5 Bonus to all Piloting rolls

UNAVAILABLE to players at the start of the game, but acquirable, are:

-Heavy Freighter £150,000. 3 Weapon Hardpoints.
+20% Bonus to Cargo Capacity
+5% Bonus to Warp Velocity

-Decommissioned Frigate; 40 points. £220,000. 5 Weapon Hardpoints.
+15 Bonus to all Combat Piloting rolls
+5% Bonus to Warp Velocity

-Decommissioned Destroyer; 48 points. £575,000. 8 Weapon Hardpoints.
+25% Bonus to ship Sublight Acceleration
+10% Bonus to Warp Velocity
+1 damage to all Gunnery Damage rolls
-25% penalty to Armour Damage Resistance

MORE WIP

Points represent the enhancements made to various systems. There are three hitpoint layers for a ship; shields, hull (which has an i herent 50% damage reduction), and structure.

1 Hull HP = 4 Points

1 Shield HP = 2 Points

1 Structure HP = 5 Points

In addition to HP, a ship has a number of other systems;

ENGINES
-Ion Thrusters: 5 Points, +1 Acceleration per Turn

-Chemical Thrusters: 7 Points, +3 Acceleration per Turn

Plasma Thrusters: 9 Points, +5 Acceleration per Turn

FTL DRIVE
-Warp Drive: 5 Points, 1 light-year per hour

-Jump Drive: 10 Points, 10 light-year max. jump range

WEAPONS
-Light Laser Battery: +10 to Gunnery rolls. 1d4 damage. £5,000 per unit.

-Light Mass Driver: 1d6+1 damage. Requires x1 Driver Bolt per shot. £6,500 per unit.

-Light Rocket Battery: 1d4+1 damage. Range 150 kilometers. Requires x10 Light Rockets per reload. £9,000 per unit.

-Light Howitzer Artillery: -10 penalty to Gunnery rolls. 1d10 damage. Requires x1 Artillery Round per shot. 25% reduction in enemy Damage Resistance. £15,000 per unit.

MORE WIP


==The Setting==
Spoiler:
--WIP: Expect first draft before 2015-04-28--


//-
NOTE: Talents, Skills, Ship Costruction, and Items are all WIP. Taking suggestions for all; Talents are inherent to your character (decided on at game start and never changing), Skills are acquired via XP over time, and Items are self-explanitory.

Ship Construction will take suggestions and critique after the firstdraft is available.

-Error
-//
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Post Sat Apr 25, 2015 2:13 am

Re: Freelance Starfarer

Neat.
Will join, absolutely.
BASH THE FASH CLASS WAR NOW
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Post Sun Apr 26, 2015 11:10 am

Re: Freelance Starfarer

Shipbuilding added. Still work in progress.
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Post Sun Apr 26, 2015 11:44 am

Re: Freelance Starfarer

sounds good for me, would like to join
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.

Tiel wrote:hey now no need to be rough

Daynel wrote: you can talk gay and furry to me any time

CMA wrote:And I can't fuck myself, my ass is currently occupied
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Posts: 4205

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Post Sun Apr 26, 2015 12:08 pm

Re: Freelance Starfarer

Cool. Next game session will be Dark Heresy, and the one after probably FLSF.
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