Friday, July 29, 2011

Planetary Design and Basic FATE rules

Alright gentlemen (and perhaps ladies),

Here is how we will get things started.

A quick note: JWW has decided he’s gonna sit this game out while he deals with some real life stuff. He is of course welcome to join in at any juncture if things lighten up. To that end, we probably really do need a player or two more. Suggestions are welcome!

Down to business.

First, Bphage sent you a link to the sourcebook by email. It’s the digital march one. Please familiarize yourself when you have time. You don’t need to be experts right out the gate in how everything works. I took the liberty of giving you this brief primer:

FATE 101

Rule 0 of most every Indie: yes or roll dice. Generally speaking, I won’t tell you “no you cant do that.” I may place additional modifiers on it (yes, and…) or put unforeseen consequences on it (yes, but…) or I make you roll. That way, if you want to take an action, I won’t quash it. By the same token, failure typically won’t be a null result. If you lose a roll to say, track a thief through the woods, you won’t get a “you lost him, nothing happens.” But you might stumble onto a group of bandits waiting on a rendezvous with their contact.

Rule 1: everything is face up. There is no screen. Your sheets will be made available to the other players. You will know all target numbers before you roll, and you’ll be aware of aspects present on your foes. When I say you, I mean you the player. Your character won’t know everything, but it’s up to you to determine what he does. Historically, you guys have been great at separating character and player space, so I expect this will come naturally. So character knowledge and player knowledge will often be at odds. This is good, b/c you the player are going to want fate points, but they usually come at the cost of putting your character in jeopardy, which brings me to:

Rule 2: Fate point economy. Fate points are alot like bennies. You spend them to enforce your will on the world, most often by invoking or tagging aspects. But if you use up your fate points you’ll be in trouble. You’ll need more to be effective. The way you get them is by accepting compels from either me, my npcs, or other players. Compels use your characters aspects against him. This can get your character into all kinds of trouble, but maybe it’s worth it…

The last thing I’ll mention is the basic roll. Your typical roll is 4dF (a -4 to 4 scale) plus skill, plus any tagged aspects. There are lots of fudge dice rollers online, you can also buy physical dice, or just assign the values to d6s. Typical target numbers are around 2 for basic tasks, but can range from -2 to 8.

Taking actions in pbp
So let’s say you want to take an action. Here’s the sequence of events. Announce the action you want to take, the skill that you’d like to use for that action, and the desired effect. Go ahead and narrate this in game terms. At this point, your post ends, and you wait for compels. Compels can come from me, NPCs or from other players. You can even go “gee, I think this aspect might stop my character from being able to do this, hint hint” to draw a compel in hopes of getting a FATE point. If a compel comes, you can either accept, or pay fate to avoid it. Even if I drop a compel on you, I’ll also include the target number for the roll if you choose to buy off the compel. This way you can act immediately after my response. So let’s say you aren’t compelled. You then roll your dice, add your skill, tag aspects as appropriate, and then assuming you win the roll, narrate what happens. If you lose the roll, you can narrate what happens if you want, and as long as its cool, that’s what happens. Or you can let me narrate your failure.

Enough rules for now, let’s talk about my goals and plans for the campaign.

I’m aiming for a sandboxy game, but I’ll be starting with a sort of directed adventure to give a chance to see some of the rules, and shake down the system. As we’ve already discussed, you’ll be a ship’s crew in the post-unification period. One of the neat things about diaspora is the ability to flesh things out on top of the existing canon. There are already ~100ish planets in the canon; most are essentially blank slates. The first thing I think we should do is design some planets.

Oh, and to whet your appetite, the name of the opening ‘episode’ will be:

Good Fences Make Good Neighbors

Planet Design

I know everyone is working on character designs, and that’s awesome, but let’s start this off the diaspora way, and get building planets. It’s pretty fast; I banged these out in about 15 minutes apiece, and I found it entertaining. Again, this is your way of influencing the places we might see as you travel the Black, and the tone of the gameworld as well.

Every player gets 2 planets to design, and these planets should fit somewhere into their backstory. If you want, choose a canon planet and just assign attributes and aspects to match the canon parts you like as best you can. Or take a planet for which there is little or no detail, and roll it up, assign some aspects you think are cool, and fit it in where it makes ‘sense’.

Regardless of how you make your planets, you’ll also want to, place an npc or two on it, and an important location on that planet (the Scene) where your crew is likely to wind up when they drop by. I’ve gone ahead and started both of mine for you below, as examples.

Rolling 4df 3x for Tech, Environment, and Resources

-2 (Industrialization), 0 (reasonably terraformed), 3 (multiple exports)

I’ll choose Disraeli, it’s a border/rim moon in Kalidasa with no history to speak of… yet. This is consistent with its low tech level.

Two aspects for Disraeli:
Shepherds watching their flocks by night
Silicon valley

Description:
Disraeli orbits its populous primary, Constance, in the Kalidasa system. It’s rate of revolution and rotation are synchronized not against its primary, but such that one half of the planet sees only a few hours of Kalidasa per cycle. The first colonies here were set up on this dark side by religious fundamentalists who saw redemption from sins of sight in the darkness. The ‘bright’ side remains reasonably hospitable, particularly when shielded by the primary, and is a series of silicate canyons. Huge arc furnaces have been installed and are maintained by off-world crews harnessing a combination of solar and coal power. These reactor purify silicon and other valuable metalloids for export to the core, making this little moon quite profitable for the corporations running the operation.

NPCs:
Shepherd Randall Cutter, firebrand preacher who can’t forgive himself for his youthful indiscretions.
Furnace Overseer Amanda Chow, an able hand with tools and always has her ears to the ground for ‘opportunities’ beyond the scope of her official duties.

Scene:
Reactor 27 – a rusty loud and noxious powerplant nestled into the side of a miles-deep canyon.
Aspects:
Oppressive heat
Long way down


Alright, there’s one. Next up

1 (exploiting the system), -1 (survivable), 1 (rich)

For this, I’ll take Highgate in the Blue Sun system. It’s got a decent population, and it’s close to an asteroid belt.

Aspects:
Orbital mining platform
Cost of doing business

Description:
Highgate is home to some of the most daring miners in the ‘Verse. Most of the population spends at least a few months a year either serving aboard one of the half dozen orbital refineries and transit stations, any of a few hundred mining skiffs, or otherwise supporting the large-scale harvesting of the nearby asteroid belt by the local Governor. This is dangerous work this far out on the Rim. Ships go missing on a weekly basis, and generally you don’t want to hear what happened to them. But those who come back bring with them a wealth of metals unrivaled in the system. Of course, buying and maintaining a license to operate a mining skiff, and use the refining facilities, keeps most miners just a few fuel rods away from broke.

NPC
Capt. Franco DeSilva, beleaguered owner of the mining skiff MuthaLode

Scene
牧场物语(harvest moon) – Isotopic enrichment station run by the planetary government.
Aspects:
Radiological alarm
Death and taxes

So, at this point, I open up my planets to the table for review and suggestions. Also, go ahead and make up your two planets. Use the ‘verse pdf I linked earlier to fit them into the canon. Try and come up with planets your character has been to, and NPCs they might know.

As everyone chimes in with their worlds, feel free to jump in, and say something if you have a good idea to enhance it.

Soon: character design!

48 comments:

  1. This a recent gamer creation but seems to have some good detail to work with if you were having as much trouble as I was visualizing the 'verse.

    http://www.scatolecinesi.com/sistem7.jpg

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  2. BTW, where did you find the planet building information. I've been looking at the system building which works for everything but Environment.

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  3. I just scaled the system building for a single planet. should have been more clear on that. a 4 is a paradise world, a zero is a planet that has a habitable area, and a -4 is either unterraformed or a belt or some such.

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  4. Here is my first attempt:
    Londinum: T-3, E-3, R-1

    Aspects:

    Seat of Alliance Government
    Strong Military Presence

    Description:

    Of all the planets, Londinum is the most like Earth-That-Was and was therefore one of the first two planets to be settled, since it needed little work to make it ready for human habitation. Most of the original colonists from the European and American continents came to Londinum, where they honored their roots by combining old tradition with new technology. All the buildings are constructed of the most modern material, but they look as if they were built of stone and are of archaic design. The general look of the cities is what book-smart folk call the “imperial gothic” style of London from Earth-That-Was. May not look so shiny to those from the Rim, but it still makes the place popular with looky-loos and picture snappers.
    The Parliament building and government complex that surrounds it are the most impressive sights on the planet. As big as a small city, the Parliament building contains the great debating chamber (“The House”), while the surrounding building complex provides offices for all the ministers and civil servants. It also features a huge clock tower that has become the planet's symbol. Seems like almost everyone on Londinum works for the government or for businesses who deal with the government.
    Government is not the only business of Londinum, however. The planet is also home to some of the greatest collections of western art in the system. The Londinum Museum, which contains the Museum of History and the Museum of Art, is a splendid building that holds all manner of treasures. Most come from the early days of colonization, but the most valuable pieces are the ancient artifacts from Earth-That-Was.
    As the center of Alliance control, Londinum has a strong military presence. The Alliance flagship Victoria, patrols its space. The planet is home to the elite SAS (Special Alliance Support) troops. The Ministry of Intelligence also has its headquarters here.
    Londinum is heavily restricted with “no fly” zones above and around government buildings. Any ship venturing near these areas is shot down, no warning given. Tourists arrive on Londinum via authorized shuttles that travel to and from the other Core worlds. Tourists may visit only those areas that are approved. Anyone caught venturing outside the approved areas without proper ID is immediately arrested.

    NPCs

    Senator Jack Cooper, one of the most powerful men on Londinum and thus in the Alliance; charismatic ex-military with a soft spot for family.

    Executive Officer Lucas Milner, Alliance Officer stationed on the Victoria; quick to action and hotheaded.

    Scenes:

    The House – cavernous Parliament debating chamber.
    Aspects:
    Great Acoustics
    Nowhere to hide

    Senator Cooper's Mansion – Multi-million credit home of Senator Cooper
    Aspects:
    Secret Tunnels
    Labyrinthine

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  5. I love it! Seems you're playing up the political angle in the core, which could be interesting, particularly with two core-worlder characters being considered. A couple ideas I have, to consider LR (take or leave).

    1) Strong Military Presence is pretty good, and I definitely like the bits about the cruiser. But I seem to recall there was a big police state type monitoring apparatus. Maybe you could change it to "Big Brother is watching" to exemplify both that and the military presence.

    2)Seems like Secret Tunnels and Labyrinthine kinda apply to similar situations. I like labyrinthine, b/c of its possible metaphoric uses. Maybe swap Secret Tunnels for something else - "Only the best" to show off his wealth? or "Hidden in plain sight" to keep the secrets angle going?

    Anyone else have ideas (or planets of their own) feel free to chime in.

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  6. LR: I agree with BR's suggestions to modify the aspects. Also, for clarity, the Diaspora book expresses positive number without a hyphen (T3, E2, R1) and negative with (T-1, E-2, R-3). The positive/negative thing is my main complaint about the Fudge Dice system--it's prone to misunderstanding and typos, but it's what we're working with.

    I tried a few and the best Fudge Dice roller I found was here: http://fudge.ouvaton.org/fudgedicegen.html

    At least one "Fudge Dice Roller" I found had no "0" setting, just positive and negative, so be careful.

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  7. Anyway...planets!

    I don't know if I got lucky in my rolls or if I was just able to work with them really well, because I had nothing but a vague idea of Carlton's homeworld, but the numbers for my first planet turned out to be perfect. Also, I included a section on his home city as well, because I have a problem with the sci-fi convention of treating planets like a single homogeneous culture (yeah, I'm talking about you, Star Trek). I realize it's partially due to scope, the characters only see a limited part of the world, but I figure, why not specify that part?

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  8. Planet #1, Carlton's homeworld:

    Sihnon
    T3, E-1, R0


    Aspects:
    Hot enough for you?
    Please control yourself, sir.

    Sihnon was one of the first worlds in the 'Verse to be terraformed. Overeager colonists began living on it before the terraforming was technically complete, which resulted in significant environmental damage to much of the planet. Though not dangerous, the surface of the world is unpleasantly hot due to a high proportion of greenhouse gasses in the atmosphere, a problem which the industries and high population perpetuates.

    As a result of this, Sihnon will never be a pleasant world to live on. However, by building underground facilities and large arcologies, the people of Sihnon have developed a thriving urban society. Being one of the oldest worlds in the 'Verse, it has a large population and developed infrastructure, making it a hub of administration and technological research. Most people on Sihnon have an excellent education and many go on to become bureaucrats, lawyers, or scientists, and the latest technologies are always available on Sihnon first.

    Because the surface is too hot to be comfortable most of the year, and nearly unbearable the rest, everyone on Sihnon lives indoors. Arcologies are connected by tunnels and underground railways to underground communities and facilities where practical. Private citizens who must travel to a distant community hire air transport, and the richer ones might own one or more private aircraft or shuttles. Since much of the surface is undeveloped above ground, and the arcologies have large, flat roofs, there are plenty of places to land and most communities have their own space/airport. Transport of goods is also usually done via air or space, but for shorter distances, there are broad, straight, paved roads utilized by enormous road trains. Citizens with a good reason also use the roads for travel in their private vehicles, but most people rarely leave their arcologies.

    This means each community--an arcology or cluster of arcologies and nearby facilities--has its own culture, like boroughs in a large city, but more so. Most of the communities are largely Sino-Japanese, but Amer-European or more mixed ones are not uncommon. People get around within their communities via transport pods on rails (which also move between levels) or slidewalks, though walking paths and even roads are also used.

    Because so many people live in such proximity with one another, every community on Sihnon is extremely reserved by outside standards. Manners are emphasized from birth, and the culture has evolved such that people feel that showing strong emotions is comparable to being nude--only acceptable with one's lover or spouse, and then sparingly. Visitors from other Core worlds adjust quickly or are viewed as boorish, while the rare visitor from Border or Rim worlds might find himself treated like a rambunctious trained ape.

    Kusobakama: The most cosmopolitan community on Sihnon, Kusobakama began as a cluster of arcologies of different national origins. The large Chinese and Amer-European arcologies decided to unitea. But stalemated over a Chinese or European name, and eventually compromised by adopting the name of a small Japanese arcology in the cluster. It wasn't until it was too late that the people in power learned that Kusobakama means "shit pants" in Japanese, but today that language is nearly extinct and few recognize the name as anything but that of a major city.

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  9. Sihnon, continued:

    NPCs:
    Wan Ho: crime lord of Kusobakama. Wan Ho ran a major crime syndicate that united Chinese and European gangs under his rule. After a major smuggling bust on a nearby space station, Wan Ho's organization was dismantled by Alliance authorities, and he is reduced to running a relatively small local gang. He sees himself as a businessman above all, and never makes decisions out of spite or cruelty, but always out of what is most profitable in the long run. He will kill someone if doing so sends a useful message to others, but if not, someone who has wronged him can make amends with money or services. He cares about respect and power to the same extent--only insofar that they affect his business.

    Aspects
    “It’s bad for business”
    Local connections

    Walter "Pinky" Bryson: A fence in Kusobakama, Pinky has connections with most of the community's gangs. He's missing two joints of his left little finger, which rumor has it happened because he angered one of the more traditional gangs.
    “I know people.”
    “Everything has a price.”

    Scenes:
    Kamikaze Square: a major gathering place in what used to be the original Kusobakama arcology. It's a large, rectangular stretch of pavement with nothing between it and the clear roof of the arcology, surrounded on all sides by towering walls of rooms and passages. Now fairly centrally located in the larger Kusobakama community, Kamikaze Square is the site of street entertainment, people seeking sunlight, large, relatively quiet gatherings that pass for protests on Sihnon, and various shady dealings. Because it's a large, open area and people tend to keep to themselves, people and things can pass unnoticed despite being out in the open.

    Aspects:
    Hidden in plain sight.
    Dizzying view.

    Wan Ho's turf: This block of the Jiang arcology contains Wan Ho's remaining fronts and legitimate businesses, and is policed by his men as well as the legitimate authorities. Of course, Wan Ho's men are enforcing different regulations. The common people here seem to be even more reserved than the rest of Sihnon.

    Aspects:
    Eerily quiet.
    Eyes everywhere.

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  10. Planet #2
    Renao (Moon of Persephone)
    T-1, E1, R-2


    Aspects:
    Always a beautiful day.
    Tourist trap.

    Renao is Persephone's only populated moon. The other moon, Hades, is still undergoing the terraforming process.

    Renao is something of a backwater depsite--or because-- of its proximity to Persephone, a major hub of trade in the Border worlds. Renao has no natural resources to speak of, but it has uniformly pleasent weather and its landmasses are all small islands, often with lovely beaches, which makes it a favored vacation spot for the elite of Persephone, and even occasional vacationers of lesser means. Many islands are privately owned, but many more belong to companies, usually resorts, or are open to the public.

    Employment on Renao is scarce, consisting almost entirely of support and service staff for the estates, resorts, and various related industries. The permanent population is just around 40,000, including servants and such on private estates, but there can be up to 10,000 or even more visiting at any one time. Most land is left deliberately undeveloped or given over to tourist-related industries such as dining or recreation. Because land is so scarce and the jobs relatively low-paying, most permanent residents of the moon live in cramped apartments on the islands' interiors, but the facilities are reasonably modern and clean.

    Though wealthy landholders sometimes bring in high-tech devices, they keep them restricted to their own islands. The more public islands get by with technologies that can be produced locally or imported from Persephone. Some resorts cultivate a deliberately-archaic ambiance, with animal transport and minimal electronics, but most are a mix of inexpensive technologies and have reasonable access to the Cortex.

    NPCs:
    Jeanie O'Malley: Jeanie is a service worker on Renao. She's a rare breed: a native, born and raised on the moon, daughter of two other service workers. She has held jobs as waitress, maid, cook, clerk, and tour guide at various times in her 22 years, but aspires to become a full-time singer at one of the clubs or casinos. She's brightly cheerful and has a beautiful voice, but when abused, she reveals a fiery temper and quick wit which sometimes leads to her losing her job.

    Aspects:
    Siren song
    Sharp

    Thelonius Bonham: Owner of the Pacific Resort. Mr. Bonham is a merchant who made a fortune investing in trade on Persephone, then bought a private island on Renao. Seeing another opportunity, he turned the island into a resort with a casino, hotel, and other vacation facilities. Soon he made enough to buy another island for himself, and it is even more luxurious.

    Aspects:
    Entreprenuer
    Ruthless

    Scenes:
    Pacific Resort: One of the largest resorts on Renao, the Pacific is an entire island of hotels, casinos, restaurants, and launching sites for various recreational activities. It also includes some small nearby islands for special activities. It is a small city in itself, but workers' housing is located on one of the nearby islands instead of in the resort, reachable by boat or aircraft. The Pacific caters to vacationers of both moderate and great means with its broad spectrum of services and activities.

    Aspects:
    Artificial community
    Something for everyone

    Thelonius Bonham's Island: The semi-retired Mr. Bonham resides on his own private resort island, not nearly as large as the Pacific Resort, but very nearly as expensive, and meant all for him and his personal guests. Nearly every aspect of the island is engineered for maximum comfort and beauty, and virtually any vice can be indulged by the owner or his guests through imported technology or a small army of staff and servants. He leaves only occasionally to deal with business on Persephone or at the Pacific. Access to the island is restricted, and even members of the staff are only allowed in areas necessary to their jobs. As with the Pacific, staff live on a small neighboring island.

    Aspects:
    Lap of luxury
    Restricted access

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  11. A comment on aspects:
    I found when I was making aspects for the planets, NPCs and scenes that a lot of them can be used as both positive and negative. For example, I gave my crime boss, Wan Ho, the aspect "Local Connections." This means he could tag that aspect to increase his roll to locate something or someone in his area, but it ALSO could mean that a player could compel it to prevent him from using NON-local connections (in this case he lost his non-local connections to the authorities). I hope FATE is supposed to work this way, because I like it.

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  12. Don't give me too much credit. The description came straight from the Serenity RPG core book. My character is also a core worlder and happens to be the daughter of Senator Cooper (also of note, she is a techie and a soldier [electronic warfare]). I like the suggestions and have made changes below.

    Here is my first attempt:
    Londinum: T3, E3, R1

    Aspects:

    Seat of Alliance Government
    Big Brother is Watching

    Description:

    Of all the planets, Londinum is the most like Earth-That-Was and was therefore one of the first two planets to be settled, since it needed little work to make it ready for human habitation. Most of the original colonists from the European and American continents came to Londinum, where they honored their roots by combining old tradition with new technology. All the buildings are constructed of the most modern material, but they look as if they were built of stone and are of archaic design. The general look of the cities is what book-smart folk call the “imperial gothic” style of London from Earth-That-Was. May not look so shiny to those from the Rim, but it still makes the place popular with looky-loos and picture snappers.
    The Parliament building and government complex that surrounds it are the most impressive sights on the planet. As big as a small city, the Parliament building contains the great debating chamber (“The House”), while the surrounding building complex provides offices for all the ministers and civil servants. It also features a huge clock tower that has become the planet's symbol. Seems like almost everyone on Londinum works for the government or for businesses who deal with the government.
    Government is not the only business of Londinum, however. The planet is also home to some of the greatest collections of western art in the system. The Londinum Museum, which contains the Museum of History and the Museum of Art, is a splendid building that holds all manner of treasures. Most come from the early days of colonization, but the most valuable pieces are the ancient artifacts from Earth-That-Was.
    As the center of Alliance control, Londinum has a strong military presence. The Alliance flagship Victoria, patrols its space. The planet is home to the elite SAS (Special Alliance Support) troops. The Ministry of Intelligence also has its headquarters here.
    Londinum is heavily restricted with “no fly” zones above and around government buildings. Any ship venturing near these areas is shot down, no warning given. Tourists arrive on Londinum via authorized shuttles that travel to and from the other Core worlds. Tourists may visit only those areas that are approved. Anyone caught venturing outside the approved areas without proper ID is immediately arrested.

    NPCs

    Senator Jack Cooper, one of the most powerful men on Londinum and thus in the Alliance; charismatic ex-military with a soft spot for family.

    Executive Officer Lucas Milner, Alliance Officer stationed on the Victoria; quick to action and hotheaded.

    Scenes:

    The House – cavernous Parliament debating chamber.
    Aspects:
    Great Acoustics
    Nowhere to Hide

    Senator Cooper's Mansion – Multi-million credit home of Senator Cooper
    Aspects:
    Only the Best
    Labyrinthine

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  13. I posted a new document in the Google Docs collection for our planets to use as a future reference.

    On an unrelated matter, because this occurred to me just now: there are a few things we might want to change about the setting's canon--not the setting or the events, but some nitpicking stuff.

    Item 1: GUNS DO NOT REQUIRE OXYGEN AROUND THEM TO FIRE! There is no way you can have a projectile weapon that requires oxygen around it as they say Vera does in the Mrs. Reynolds episode. If it could suck in oxygen, the explosion would go out the vents. All chemical propellants are mostly oxygen-bearing chemicals, even black powder. Joss Whedon is brilliant, but he's not perfect, and his knowledge of firearms is a bit lacking. Non-chemical guns would be even less likely to require oxygen. Speaking of which...

    Item 2: How do guns work, here? I know it's probably just me, but I notice guns--details, changes, the base gun used to make a futuristic one...
    Many of the guns in Firefly are just regular guns, AK-47s, Winchester 1849s, etc. Some, like Mal's "revolver" are not. Mal's gun does not have a revolving cylinder. Also, in the show (but not the movie), many guns, including Mal's, make a vaguely electric noise under the crack of the gunshot. I like to imagine that they're electromotive guns using futuristic batteries and magnetic coils to propel their slugs. Such guns might still have muzzle flash because the magnetic flux would vaporize the metal driving bands on the slugs. In Diaspora, this is a T3 technology, which is the highest tech level we're using. Alternatively, they could be chemically-powered using some advanced gunpowder, and of course lower-tech guns would still be around either way. It makes a difference to the narrative and also to the tech level of the weapons we use.

    Item 3: Artificial gravity. Yes, it clearly exists, both on ships and on the terraformed worlds. The question is only in the details. In Out of Gas, Serenity's power goes out and life support goes dead, but the artificial gravity still works. Now, this was obviously a deliberate oversight to avoid having to shoot the rest of the episode in the Vomit Comet, but I propose that we make artificial gravity part of life support, and if LS goes, so does the gravity. We have micro-G rules and we'd need to use them for action outside the ship, anyway, so we may as well add this one other circumstance where we can play in zero-G, I think. Alternatively, we could decide that artificial gravity works like rare-earth magnets, it's always on once some material has been "gravitized."

    Thoughts? Proposals? Discussion?

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  14. Lots of neat stuff has landed today. I'm out and about, and will have to make my comments and suggestions later when I'm at my mac. Be sure to chime in on each others stuff if you want, and or add to it if you like.

    I'm thinking about putting together a wiki to maintain npcs, planets, character sheets, ship stats and so forth. but for now the google doc seems like a good idea.

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  15. So I've been working on getting the wiki operational. you can find it here:

    http://skyshipgame.wikispot.org/Front_Page

    If you set up a (free) account, you should be able to start modifying. Feel free to start posting character ideas, planets and so forth. FATE's egalitarian approach seems oddly well-suited to a wiki...

    I'll get you guys admin rights and whatnot as well, but you should be able to do basic modding immediately.

    Still formulating responses to various posts above, I'll try to get that done shortly.

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  16. Ooh, the wiki is pretty. Nicely done.

    You didn't paste in the info for Renao yet, though. Tsk.

    I'm assuming no one would mind if I created a bunch of weapons, mostly slug-throwers, to post on the wiki for anyone who doesn't want to make up their own. The design system is pretty easy, but the backstory/description for a gun is the sort of thing most people like to have but would never bother to write, whereas I design guns literally in my sleep on occasion.

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  17. You could post it, heh. it is a wiki after all. I didn't post alot of things yet.

    I've added a Guns section, along with some others, go to work.

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  18. Got Renao posted on the wiki, except the NPCs and location I'm not sure about yet. Also got the guns page set up and a gun posted. I think I'll make a table for quick reference later when I have a few guns ready.

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  19. So, if you’ve not checked out the wiki, do so. I’m pretty pleased with how it’s coming together. Feel free to add to it as you develop things. I’d say that from here on, we can use that for the ‘official’ place to drop planets and character sheets and so forth. As we play, we can use it as a quick reference for ingame events, tracking NPCs and so forth.

    Oh, and we have a new player. Because I don’t know his screenname yet, we’ll wait on him to say hey hey, but that brings us to four players, at least.

    I said I’d have some suggestions on things, and I do, so let’s get started.

    I am a big fan of the archeology cities on Sihnon. I will mention though that in the official lore is supposed to be highly beautiful. Now, for me this is not at odds with what Bphage put down, but I’d like to see some commentary on pretty crystal caverns, or really innovative architecture, or very high degree of cleanliness (like people say about beautiful cities) or what have you. It could be overly hot environment leads to desert conditions, or maybe tropical flowers grow year round and its jungly out there across much of the surface.

    Another canon Sihnon factoid is it’s a major Companion training world. I’d like that worked in too, although obviously it doesn’t have to be a major issue.

    Wan Ho’s territory should have a street name I think, and his crime organization should have something to call it by as well.

    I don’t see any changes I want to make to Renao; it seems like a place where a lot of fun can be had.

    I agree with Bphage that the ‘best’ aspects are those with double meanings in FATE terms. Nice how that works out, eh?

    I like the new Londinium updates from LR. If you have any more comments on it, feel free to let us know.

    I’m imagining firearms work on a variety of principles, from simple chemical weapons, to gauss weapons, or electrostatic or any number of things. The more basic the technology, the further out it’s like to be common to find service and ammunition for.

    I think the ‘gravitized’ argument may be closer to the truth for planets, as it’s part of the terraforming process. But the ship’s clearly have grav dampeners in the show (that’s what saffron breaks, and that’s also what part of how kaylee fixes things in out of gas). Presumably grav dampeners and the artificial gravity would be related. My read says its a pretty critical system, b/c without it, the crew would be smeared all over anytime the ship tried to course correct. For practical purposes, I’d say the safety interlocks allow only minimal (read inconsequential) course correction if artificial gravity is offline to protect the crew – the ship shuts down to await repair rather than kill everyone during a routine burn. Having it tied to life support may or may not make sense, but I like the idea that it’s certainly something that can break, leading to microG combat as the ship sails on.

    I’d like for everyone to get a chance to make a few planets, but in the meantime I’ll go ahead and drop this next section. I know a few of you have preliminary character sheets you’ve sent me. I’ve read them, and like most of it. Here’s my response, which leads me directly to:

    Character design

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  20. Characters are composed of 10 aspects, 15 skills, and 3 stunts. Aspects are short, evocative phrases that give your character flavor, and have mechanical weight. I gave some sample aspects in the character sheets I posted a few days ago. Your 15 skills are in a pyramid, arranged such that you have 1 lvl 5, 2 level 4, 3 level 3s and so on. Stunts are something like feats; they grant you a special rule that applies to your character.

    To design your character, you divide his life up until this point into 5 sections:

    Growing Up - childhood

    Starting Out – early career and education, first jobs

    Moment of Crisis – A critical turning point in your life that involves one of the other characters.

    Sidetracked – A critical turning point for another character which involved you (from your perspective)

    On Your Own – who are you as you enter the game?

    For each section you will write a brief narrative, and then based on that, come up with 2 aspects. They should exemplify who your character is at this junction in his life, and can be quotes, goals (short term or long term) quirks, etc. It’s best if these aspects are both beneficial, and potentially detrimental. For instance, an aspect “Always ready for a fight” might give you a bonus to alertness before a battle, but it could also be used to draw your character into a combat you the player would rather avoid.

    Now a couple of you have already written up backstories. Those are great for the first 2 phases, break them as you see fit, and then start building those aspects.

    Oh, and I’ll reiterate Table Consensus is key here. Let’s say you’ve got a character background idea, and I think its pretty good, but would be even better if you did XYZ too. I just throw that out there, like I have for the planets and everything else, and if you and everyone else likes it, incorporate. Same with aspects – say you want an aspect that you can use to help you repair in a crisis, and come up with the aspect Able Mechanic. Maybe LR has a good name, one that can also be used to draw compels, like “No, no, the hydrospanner!”

    Okay, so here’s what I want for now. Write up your first two sections (growing up and starting out). These are drafts, obviously. And the aspects that grow out of them. We’ll work on Moment of Crisis forward once we have a final table count in a day or two.

    Hop to it, gentlemen!

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  21. Hey all, I'm the new guy. I haven't watched Firefly, so I decided to make a non canon planet. If the description doesn't really fit into the canon of the show, feel free to make suggestions that could make the planet fit in better. Here my first planet. If that goes well I'll make my second.


    Planet : Balbanes
    Location: Far from the Alliance seat of government

    T0 E2 R3

    Description:
    Balbanes was originally founded by colonists looking for independence from the Alliance, seeking a planet in where they could govern themselves. The original settlers consisted of mostly farmers who had become discontent with farming policies put forth by the Alliance. In their eyes, farming was a dying art that was slowly being turned into a commercialized factory process. In order to preserve what they felt to be the heart an soul of farming, this group of of growers set out for a planet far from the Alliance's reach.
    When the fleet of colonization craft had landed, access to advanced technology such faster than light travel was not a problem. However, due to the resources needed to terraform the planet, as well as a short supply of engineers, most of the advanced technology that the colonists had taken with them had fallen into disrepair.
    What Balbanes lacks in technology, it makes up for in resources. Despite the need to terraform immediately upon colonization, the lands of Balbanes proved to be fertile and great for agriculture. There are plenty of water sources to keep farm land irrigated, and the soil never seems to be short of nutrients. In addition, many deposits of valuable metal ore were found, making Balbanes one of the more active metal producing planets colonized by humans.
    Given the abundance of natural resources available to Balbanes, the planet's economy is driven by exports of raw materials and food. Most of the land is dedicated to farming, mining, or residential uses, thus there is little infrastructure to improve the technology of the planet. Balabanes' extreme specialization makes the planet dependent on others as a source of advanced technology.

    Aspects:
    Honest work for honest pay
    Live free or die hard

    NPCs:
    President Claire Bellevue–President of the Institute of Agriculture (see below)
    Patrick McGregor–Elderly man, head of the McGregor Farm (see below)

    Scene:

    Institute of Agriculture – An institution maintained in order to preserve and improve upon older methods of farming. Unlike in the Alliance, the institute focuses on the entire process of farming, rather than the end result.
    Aspects:
    Cow pats
    Learn by doing

    McGregor Farm–A farm like any other. I just wanted there to be at least one farm that was described
    Aspects:
    Early to rise
    Family business

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  22. By the way, is there a to edit posts?

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  23. No, Terry, that's one of the things about Blogger we don't like, so we may be going to Google+ or possibly a custome site. All you can do is delete and/or repost.

    Welcome to the game.

    Everyone:
    I'll be cranking out guns on the wiki for the next couple nights. If you see one you like but want to modify somehow, don't change the wiki, just make a new gun with the different stats/stunts. That way we have more guns for NPCs to use.

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  24. Terry:
    Here's some helpful comments on the Firefly/Serentity canon as we're using it, and some suggestions for you planet. Your planet actually fits pretty well with existing canon, and only requires minor changes to be as much in canon as anything.

    First, there's actually no FTL travel in Firefly. Everything takes place in a single star system, but one that has has gas giants turned into artificial stars and planets and moons terraformed (including gravity). Planets are loosely classed as Core, Border, or Rim based of their prozimity to the center of the system, and the farther out you get, the more primitive and savage things are.

    Pretty much all the Border and Rim worlds (as opposed to Core worlds) were settled by people trying to get away from Alliance regulation, so that's perfect. The major event in this setting is a civil war, the War of Independence, which ended about 7 years before our game will start. Most of the Border planets tried to secede from the Alliance, who objected vigorously. The Alliance won. Even so, regulations are looser--or less consitently enforced--the farther you get from the Core.

    If you want to get caught up, the pilot episode alone covers 90% of what you need to know, and there's probably some written material online. I found a wiki about the show at one point, I'll hunt it down when I'm on a real computer.

    As for your planet: it pretty much fits the canon description of Harvest, a Border/Rim world that is known as the breadbasket of the 'Verse. OUR canon is based on only a few planets depicted in the show and the document called "The 'Verse in Numbers" which you should have access to in the Google Docs collection called "Diaspora." It's very scanty on info for the planets besides technical stats and location, so we get to fill in the rest.

    One thing I'll note, is that T0 is basically 20th-century technology, so a planet with T0 E2 R3 could be a lovely place with industrialized farming and tons of food exports, like Harvest. That fits pretty well with your description, I think. No high-tech stuff, but they'd have combines and threshing machines and such.

    Hope this helps.

    BR:
    I'll probably get some changes ro Sihnon made tonight. I deliberately left it vague as to if the surface was desert or jungle so people could provide input or refer to canon, as I didn't remember it from the show. I think given your description it ssshould be jungles of flowering plants, dripping with humidity. Working in the Companion training center is easy enough, though not relevant to my character directly.

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  25. Hey BR, can you create a page for slang on the wiki or give me a quick primer on how to do it myself? Thanks!

    Oh, and welcome Terry!

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  26. Got a slew of handguns posted. Some even have brand names and backstories. We'll see if inspiration strikes for rifles tonight, but I may be burned out for now.

    I made a space for some notes I have in my head about what tech levels correspond to what types of guns, which I'll type out when I have time, but you can glean it all from the gun descriptions. Anyway, it's not relevant to out characters yet.

    I also modified the Sihnon description to include the planet's beauty and the Companion training.

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  27. BP: Thanks for the input. If everyone else thinks it's a good match, I'll just rename my planet to Harvest and do my best to match canon. I'll try to watch the pilot episode at some point.

    Also thanks for uploading the guns. Not quite at the point where I feel like attempting character creation, but it's nice to know what some of the equipment I could have access to.

    Everyone: Just in case anyone has to send me any e-mails, my personal e-mail account (the one I use for fun stuff) is rpgnpc@gmail.com.

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  28. This thread's getting pretty long, maybe we should start a new one for the character creation?

    Anyway, here's parts one and two of my character, with the two proposed aspects for each. Anyone, feel free to suggest other aspects.


    Carlton grew up as Carlton Harrison in one of the more European acologies in the Kusobakama community on Sihnon. His parents were both successful bureaucrats--his father in the local government, his mother in the Alliance bureaucracy. He went to an excellent private school, though he was often bored and only applied himself as much as required to keep his parents happy. Because one or the other of his parents was always working, he never left Sihnon and rarely left Kusobakama as a child or young adult. He was intellectually aware that the outer worlds were not rich and swimming in the latest technologies like Sihnon, but had no experience of what that really meant. Like all residents of Sihnon, he learned to hide his feelings and speak politely, at least in form. When Carlton was just beginning his university education, his parents were both killed when their shuttle crashed on the way back to Kusobakama from another part of Sihnon. Carlton found himself suddenly wealthy enough that he did not need to work, thanks to the double pensions from his parents.

    Aspects:
    Private School Education
    Backhanded compliment

    Seeing no point in the university anymore, he dropped out and became something of a playboy, spending time with a variety of Companions. Soon, though, that began to bore him and he finally left Sihnon to visit the resort moon of Renao a few times. He thought Renao, being so far out and so much less advanced than his homeworld, was something of a frontier. He also enjoyed the spiritedness of the people on Renao, finding their lack of reserve amusing for short trips. He made a hobby of seducing the younger, prettier staff and guests with his suave words and reserved, sophisticated demeanor. He could not afford to vacation all the time, though, and was growing bored. To alleviate both issues, he decided to become a thief. He bought the best equipment and training and soon began burglarizing the homes and offices of Sihnon’s elite, finding the thrill and challenge to be even more diverting than womanizing.

    Aspects:
    "Against boredom, even the gods struggle in vain."
    "Frankly, my dear, I don't give a damn."

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  29. I'm pretty happy with that planet as Harvest. Unless the others have suggestions, I've added it as you've built it to the wiki.

    LR, the section you requested is up. There are good documents on the wikispot mainpage on all the basic editing tags.

    If you've not checked out Bphage's guns, do so. They are a pretty slick addition, particularly with the little story details.

    I've been adding stuff as I see fit, trying to fill out things here and there. These are negotiable as is everything in fate. if you don't like the direction something is taking, or want to add to it, please do so. I'm trying to be consistent with the main canon without being slavish, so feel free to do the same.

    I'll try to add a few more planets and start adding ships soon. Please keep working on your characters. I like bphage's setup, what do you guys think? Any changes?

    I'll close this thread tomorrow and reopen a new one with some additional details, I think. it's longish, but I want to keep the flow going here for a bit until some more things settle.

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  30. This comment has been removed by the author.

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  31. I wasn't too happy with the "backhanded compliment" Aspect, as it seems a little too difficult to use for either tags or compels. I came up with another one that I think is better: Polite Reserve.

    So that would make Carlton's Aspects thus far:

    Private School Education
    Polite Reserve
    "Against boredom, even the gods struggle in vain."
    "Frankly, my dear, I don't give a damn."

    Is this an improvement?

    Also, I'd miscalculated some of the guns' build points. I was counting Full Auto and Undetectable as 2 bp, but they're both only 1 bp, so some of the guns are slightly better now. I also fixed a few typos.

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  32. I was thinking a good aspect for your first portion would be "Rich beyond his years."

    I'll try to get my second planet up today and maybe even the first couple portions of my character creation.

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  33. another option is to change frankly my dear to 'love the one you're with' both are pretty great though.

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  34. I've started on the slang page. Let me know what you all think. There is still a lot of work to do on it. :|

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  35. T1, E-3, R1

    Aspects:

    Desolate
    Browncoat Underground

    Pelorum

    Pelorum was one of the first border worlds to be terraformed. The terraforming was a slow process requiring The Management of Pelorum to build a close relationship with the Anglo-Sino Alliance. While its environment remained barely survivable, the planet's relationship with the Allliance created a technological boom. The technology available on Pelorum in 2505 was rivaled only by the central planets.

    In 2506, the central planets of the Core announced its determination that all worlds should be centrally managed by the Alliance. Fearing the repercussions of cutting ties with the Alliance before the Pelorum's terraforming could be completed, The Management of Pelorum feigned allegiance while arming the Browncoats with the best technology available.

    After 4 years of subterfuge, The Management was itself betrayed and the Alliance reacted swiftly. The year 2511 began with a wave of SAS (Special Alliance Support) – EW (Electronic Warfare) division – infiltrating and wiping out Pelorum's terraforming technology. The artificial atmosphere dissipated quickly, killing everyone who was unable to make it to a ship in time. It is believed that the destruction of this planet was the leading cause of the Brownboat's defeat on Hera later that year.

    Pelorum was largely abandoned by those that survived because the Alliance refused to allow terraforming to recommence. On the rim planets, it is rumored that a faction of the Browncoats has continued to live on the planet in their ships. The more outrageous rumors indicate that an underground base has even been built to continue the fight against Alliance control.

    NPC:

    George Washinton, commander of the Browncoat underground; identity and true name unknown.


    Scene:

    Browncoat Underground Base – Front-line support for the underground Browncoat infiltration of the Core.

    Aspects:
    Don't forget your coat.
    Whad'ya need, friend?

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  36. Oho, I like this idea. Sorta like Hoth. I need more time to think, but first thought is that pelorum is (canonically) a resort world in the Core. So how about Meadow? It's a border world, close access to Hera for supply lines during the war, and with name like Meadow its got good irony going for it. You could also go with Shadow, which had the beejezus blown out of it at the beginning of the war.

    I'm going to be trying to get canonical world blurbs added tonight, along with stats from Verse in numbers. We'll see how far I get - others are welcome to do the same.

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  37. Damn, I chose it because I couldn't find any info on the world in my book. Oh well, Meadow works for me.

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  38. BR: Thanks for adding Harvest to the wiki for me. Looks great.

    Everyone: I'll get my second planet up tonight. I already rolled for it's TER, but it needs a backstory.

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  39. Katie has decided she does not have time to partake.

    Are we still looking for more players? There are a couple of people I can ask if you like.

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  40. That's fine LR, no worries.

    I'm pinging two people today, let me get back to you on others. I don't want all of them to show up at once and we have a crew of 10. Either way I want the player list settled by the end of the week.

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  41. Filled in some canon details on the 'verse pages. I've only gotten out into the georgia, and will continue work on this tomorrow. I've been intentionally light on details in case people want to flesh out these locations.

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  42. Hey all,

    Here's my second planet. Suggestions are welcome. Again I intended this to be a non-canon/new planet, but if it fits the description of something already in the 'Verse, I'm more than happy to make minor changes.


    Planet 2

    T1 E2 R-2 (Negative 2)

    Ptolemy

    The first probes sent to Ptolemy before it had been settled sent back images and test results promising a planet rich in resources just waiting to be put to use. It wasn't long before a group of colonists eager to exploit Ptolemy had set forth to claim the planet as well as potential profit as their own. Once they had finished terraforming Ptolemy, the planet's new citizens began mining efforts. Ptolemy's society soon flourished, growing rapidly due to the planet's lucrative export business. The revenues from trade in turned fueled research in various fields, allowing Ptolemy to make rapid advances in research. Eventually Ptolemy had reached a golden age of sorts. It was on the cutting edge of technology development. The government had a significant surplus. And practically every citizen was living under conditions that only the affluent of other planets could afford.
    It was this rapid advance in society that let to Ptolemy's downfall. The only way to keep up with the planet's rapid expansion was to expand mining operations. It wasn't long before the seemingly limitless materials the planet provided began to become scarce. Desperate to maintain their opulence, Ptolemy's citizens began to employ more destructive mining methods to extract every possible ounce of metal left from each deposit. Despite the planet's dire situation and impending collapse, the inhabitants continued life as if nothing was amiss.
    Finally, the day when every possible metal and mineral deposit had been mined had come. The planet had been stripped bare and was of little use. Soon after the planet's society had collapsed without the exports to support the economy. First came protests, then riots. The rioting intensified to the point where it was a mix of civil war and chaos. These violent outbursts left the remnants of the planet even further stripped of what it had once been. Much of the technology developed and housed on Ptolemy had been destroyed. The populace lay scattered all over the planet in decaying cities. Thankfully enough had been left to start rebuilding. Though most of the planet lays barren, the planet currently supports several farms housed within greenhouse complexes. In its current state, the planet has enough farms to feed itself and participate in a small amount of trade. However, other than that, there is of little interest on the planet.

    Aspects:
    A shadow of what it once was
    Struggle to survive

    NPCs:
    None at the moment

    Locales of Interest:

    One of the many barren plains
    Aspects:
    Empty as far as the eye can see
    Ravages of time

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  43. Rebeca "Becky" Cooper - Stage 1 and 2

    Growing Up

    To hear her father tell it, Rebecca Cooper was delivered into his arm, a picture of perfection, by an angel sent straight from God. In reality, Rebecca was prematurely (by three months) born during the turmoil of her mother's untimely death on Thursday, February 9, 2491, the Chinese new year. Rebecca was her father's miracle and only daughter out of six children. She and her brother's were raised on Londinium where their father performed his duties as the permanent Senator and representation of the citizens of Londinium. Rebecca never wanted for anything. She was daddy's little princess after all. And if her dad wasn't around, she had five older brothers that doted on her as if she were their child. As time passed, and Rebecca grew, her brothers, each at the age of 18 joined the Alliance military. Each was determined to follow in his father's footsteps. In 2505, the Unification War began. In 2508, Senator Cooper was informed that none of his sons would be returning from the war. On February 9, 2509, against her father's demands, Rebecca joined the Alliance Military.

    Aspects:
    Daddy's Little Princess
    Always Gets What She Wants

    Starting Out

    Due to Rebecca's remarkable skills with computers and her natural (read "years of training from her brothers") predisposition with slug throwers and energy weapons -- and a little prodding by her Senator father -- Rebecca was given an opportunity to join the Special Alliance Support - Electronic Warfare Division ("SASEW"). Rebecca aced every test and challenge placed before her and quickly rose through the ranks. SASEW was primarily charged with the task of protecting the digital systems of the Core from Browncoat threats. However, January 1, 2511, was a different story. Rebecca and 11 other SASEW members were specially selected for the attack on the traitorous Meadow.

    The orders had been to provide 48 hours notice to the citizens of Meadow before electronically attacking their terraforming technology, wiping out the underground weapons and technology trade with the Browncoats. But Rebecca's squad commander had different ideas. He ordered the immediate dismantling of the terraforming technology. While her 11 brothers in arms set to their task, Rebecca initiated a planet wide wave, warning of the impending collapse of the planet's atmosphere. She then spent the next 24 hours fighting the electronic attacks of the other SASEW, while simultaneously masking her actions as those of the planet side defense team. Rebecca held out as long as she could. Fearing reprisal from her commander and the shame of facing her father, Rebecca disabled the tracking beacon before taking an escape pod toward the planet Meadow.

    Aspects:

    Type A Personality
    Everyone Deserves A Warning

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  44. I just realized I spent a lot of time on Ptolemy's history, but not much about how the planet operates currently. I work on adding to what I have. Character creation will probably have to wait until this weekend.

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  45. LR,

    Nice start on the character sheet. Seems to me that the first 2 aspects would end up applying in alot of the same situations. What about something like, "Last Woman Standing" or "Revenge for the fallen" or maybe something to do with year of the Hare, given her birthday (and my suspect but hopefully correct calculations).

    What do the rest of you think, any ideas?

    Terry, what do you think about a name change to New Canaan? It's a Rim world that is on a major trade route, but is only canonically known for making a rather mediocre brandy that is distributed throughout the border/rim. That could also give you something to work into its current issues - the shift toward agrarian living, or even some kind of she she attempt that went bad?

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  46. LR, not sure which one you changed, but I'd recommend changing "Daddy's Little Princess," since these Aspects need to apply to current events, and if she's estranged, that one would not apply very often, while "Always Gets What She Wants" would.

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  47. closing thread for length. new one going up now.

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