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A Storm is Coming...

Mon Oct 29, 2007, 11:15 PM
It is the year 2481 A.D. and the stars weep.

At the turn of the 22nd century, Earth was united under a single banner; a one-world government. The choice was made by a conclave of nine leaders pulled from the most influential countries in a two fold attempt to combine all efforts to further the species of man and to protect the human race from themselves. In the following decades, humanity's technologies grew in leaps and bounds. Fossil fuels had been exhausted, but a newly discovered form of carbon fission allowed human beings to power their creations from military and civilian aircraft, to powering and heating homes. It is within the "Carbon Age" that they took the biggest leap in the history of man.

Space exploration and transportation quickly became cheap and affordable, and a rush of military, industrial, and commercial, as well as privately owned spacecraft took to the stars. This state of movement was in dire need, as Earth itself was crowded beyond belief. The moon quickly became colonized, as well as Mars and its twin satellites. From these first steps, man found a staggering amount of new resources, and the Great Earthen Conclave stepped in to regulate the chaos.

Generations passed, and soon humanity spawned new and unique races. Those that lived and died on Earth became noticeably different from those that grew from stock raised on the lighter gravity world of Mars. When man stretched his hand further passed the belt and into the gas giants, there seemed no end to the industrial success of humanity. Giant gas-mining complexes hung in high orbit around the planets of Jupiter, Saturn, and Uranus, similarly spinning its own species from humans growing on their populated moons. It seemed there was no end to the expansion.

But not all was as noble as it seems.

The Great Earthen Conclave had weighed strenuous taxes on licensed vessels that transported GEC goods and services. This accounted for more than 98% of the population, as the only true means of earning a hefty keep was to sail under a GEC contract. These taxes left little money in the hands of the private captain, but it was the lesser of two evils to be chosen. For to NOT sail under the flag of the GEC was illegal, which was an act considered treasonous, and its penalty a lifetime of forced manual labor in the gas-mines or worse. There was no longer "due process" or "innocent until proven guilty". All legal matters were to be overseen by a Planetary or Satellite Magistrate appointed by no one but the GEC itself. The Conclave of Nine were succeeded by those of their own choosing, making much, if not all, of the GEC's dealings purely insider and an Empire ruled.

There were those, however, that resisted.

In the year 2388, all of those that lived on Callisto, one of Jupiter's Galilean moons, made the attempt to throw off the yoke of imperial rule, and stand alone. The colonies on Callisto were comprised of one of the largest groups of refineries that would manufacture the gas harvested from Jupiter to be distributed throughout the Solar System. Imperial Earth would not stand for such a loss, and the GEC set out its entire fleet of warships with one order: take back the moon, or failing that, erase it. For months, the defenders of Callisto held strong, using fight-and-flight tactics and the moon's own surface to full and devastating effect. Finally, at the birth of the year 2389, the Grand Admiral in charge of the military operation gave a full retreat to all his forces on the ground. The people of Callisto rejoiced for the freedom they had won. They were wrong. On January 8th, at 0900 Standard Earth Time, the entire 288 strong warfleet opened fire on the surface of Callisto. Heavy turbolaser batteries razed the cities to the ground, and wave after wave of torpedo bombardment cracked the surface, eventually punching down into the core. After 12 hours of sustained fire, Callisto was erased.

The message was clear: follow under the flag of Imperial Earth rule, or perish. However, humanity is not a single-minded drone, and the need to follow one's own destiny was inescapable. There were those who needed things that the empire could not or flat out refused to give, and an old profession was made new: piracy. Pirates were defined as any privateer who did not sail under an imperial flag, engaging in activities that were contrary to imperial law. It soon became clear that anyone who disobeyed one would surely be found guilty of most imperial laws. This made the life of a pirate a very short one, as anyone caught would be immediately sentenced to death by firing squad. However, power and wealth never seen to a private citizen in many a century could be had, and most privateers agreed that a short 3 year run as a pirate was a better life than decades of imperial servitude.

It is here, on the fringes of the Solar System, do we find them. Some run it for riches, some for fame, and some even run for the fight who wish to restore humanity and the human spirit to what it once was.

-------------------------------------------------

Planets, moons, and their peoples

---Earth---

Humans on the heavily industrialized Earth are, for the most part, largely unchanged. They can also be found on Earth's moon, as well as populating all of the giant orbiting cities found around the planet. Having access to the great earthen libraries have made them well versed in a grand variety of skills.

* 4 extra skill points at 1st level and 1 extra skill point at each additional level
* 1 extra feat at 1st level: Earthlings are quick to master specialized tasks and are varied in their talents.
* Automatic Language: Read/Write Basic, Speak Basic, as well as one free additional fluent language.

---Mars---

Martians are hardy to the core. The surface of Mars is hard and cold, even after a considerable amount of terraforming. There now exists a breathable atmosphere on Mars, albeit thin, requiring Martians to sudo-evolve a stronger set of lungs. Phobos and Deimos are mostly populated by Imperial Earth administrative staff, and thus are Earthlings, not Martians.

* +2 Strength, -2 Dexterity, -2 Intelligence: Martians mostly are miners and the hostile environment and lifestyle have made them strong, but have little need for agility or words.
* A Martian receives the bonus feat Weapon Group Proficiency (primitive weapons) and Weapon Group Proficiency (simple weapons) at 1st level instead of the usual Weapon Group Proficiency feats available to whatever class the character selects.
* +2 species bonus on Fortitude saves: Martians have great physical resistance.
* Martians receive the bonus feat Power Attack at 1st level
* Automatic Language: Speak Martian, Speak/Read/Write Basic

---Io - Jupiter---

The Ionans live and work in the low gravity environment which is the hundreds of star bases situated around the moon. Io acts as a checkpoint for all space flight and travel between the inner and outer planets must pass through here.

* +2 Dexterity, -2 Constitution: Ionans spend alot of time in low and zero gravity environments, and their bodies have become more agile but less robust.
* +2 species bonus on Gather Information and Spot checks: Ionans display a natural superiority when it comes to matters of gathering intelligence.
* Automatic Languages: Speak and Read/Write Basic and Ion

---Ganymede - Jupiter---

Ganymede is a place of peace and learning. Most, if not all, Imperial Earth nobles send their children to become schooled in many numerous subject in the hallowed learning halls of Ganymede. Non-aggressive by nature, Ganymaeds it is rare that they seek a life outside of their textbooks and libraries. Most of this age's wisest and most learned individuals come from Ganymede

* +2 Intelligence, +2 Wisdom, -2 Dexterity: Ganymaeds are very bright and intuitive. They are less coordinated than most species, however.
* +2 species bonus on Initiative checks: Despite their general lack of coordination, Ganymaeds' reactino speed is superior to that of most others. Some have theorized that this is a low-level form of precognition, but there is no hard evidence to support this.
* Speak and Read/Write Basic and two other free bonus language

---Europa - Jupiter---

Terreformation on Europa had taken a strange twist. Underneath the rocky surface sat a dense layer of ice. Trapped heat from the new atmosphere melted the ice, causing it to surface, gifting the moon with a marsh-like quality. The Europans flourished in their environment, developing a strange evolutionary anomaly, while supplying the Empire with an abundance of shellfish as its primary export. The Europan clam is considered a delicacy amongst the noble class.

* +2 Constitution, -2 Wisdom: Europans are a hardy species, but are not particularly strong-willed or perceptive.
* Hold Breath: Europans are at home either in air or water. When under water, their nostrils seal, and they can stay submerged much longer than other species. A Europan can hold his breath for a number of rounds equal to 25 times his Constitution score before he needs to make checks against drowning. Europans also have a +4 species bonus on Swim checks.
* Low-Light Vision: Europans can see twice as far as Earthlings in dim light (such as moonlight or underwater). They retain the ability to distinguish color and detail under these conditions.
* +2 species bonus on Listen checks: Despite their low Wisdom, Europans have extraordinary hearing.
* +1 species bonus on Reflex saves: Europans have an uncanny ability to avoid danger.
*Automatic languages: Speak and Read/Write Basic and Europata

---Titan - Saturn---

Titan experienced a drastic change during its terriformation. Most of the moon's surface was covered in ice. When the atmospheric processors gave breathable oxygen, it also gave the moon something else. The heat trapped inside melted all the ice, converting the moon into a water world. The Titean people became fishermen, using huge fleets of ships to round up the Red Titean Tuna; a species of fish that had flourished in its new home. This fish export is delivered everywhere in the Solar System, and is a major food source for just about every place a human being has set foot. After many generation upon generation of Titeans lived and died in these waters, they set a quirk in the evolutionary chain that allowed them to survive without difficulty in their environment. Titeans are also a crafty lot, custom building everything they use and no two objects of similar nature look the same.

* +2 Intelligence, -2 Constitution: Titeans are very bright but have relatively frail physiques.
* Breath Underwater: As amphibious creatures, Titeans can't drown in water. They also have a +4 species bonus on Swim checks.
* Low-Light Vision: Titeans can see twice as far as Earthlings in dim light (such as moonlight or underwater). They retain the ability to distinguish color and detail under these conditions.
* +4 species bonus on Craft checks (select one craft skill), due to their artistic nature.
* +1 species bonus on Will saving throws when in moist or watery environments: Titeans are most comfortable in wet surroundings.
* -1 species penalty on Will saving throws when in dry or arid environments: Titeans are extremely uncomfortable in dry conditions.
* Automatic Languages: Speak and Read/Write Basic and Titea

---Rhea - Saturn---

The Rhea moon is a lush, green moon. Covered in thick patches of jungle, Rhea is a major exporter of many varieties or fruits. The Rhean culture is one based on hunting and tracking. They consider bounty hunting to be an art form. They romanticize death and the hunt, revering gladitorial ga,es and violence. Rheans tend to be violent, tenacious, and dedicated.

* +2 Dexterity, -2 Wisdom: Rheans are quick and well coordinated, but often act before thinking things through and are often rude and try to bully others.
* Rheans receive the Track feat as a bonus feat at 1st level. All Rheans are taught how to track from a very young age.
* +2 species bonus on Listen, Search, and Spot checks. Rheans are very perceptive, despite their low wisdom.
* Automativ Languages: Speak and Read/Write Basic and Rhea-ha

---Dione - Saturn---

From their dark, rocky homeworld, Diones have made a place for themselves in the Solar System. These exotic beings are sly and calculating. Diones prefer to avoid trouble and stick to the shadows until the opportune moment. Diones tend to be cinning, charismatic, and profit-oriented.

* +2 Charisma, -2 Wisdom: Diones make convincing diplomats but are relatively weak-willed.
* Low-Light Vision: Diones can see twice as far as Earthlings in dim light (such as moonlight or underwater). They retain the ability to distinguish color and detail under these conditions.
* +1 species bonus on Fortitude saves: Diones are generally very healthy, with a natural resistance to toxins and illness.
*Automatic Languages: Speak and Read/Write Basic and Dione.
*Bonus Language: Pavala-Diones (the secret dione). Available only to Diones, this intricate language uses a combination of subtle hand and facial movements to relay messages.

---Iapetus - Saturn---

The Iapatian are unique in that they have an iron will and a survival instinct second to none. They are explorers and warrios without peer, with instincts forged bu the harshness of the Iapetus environment. Many enroll into the Imperial army, and most find great success. Iapatians tend to be dedicated, intense, and focused. They are sometimes considered singleminded.

* +2 species bonus on Fortitude and Will saves: Iapatians are hardy and possess above-average willpower.
* Automatic Languages: Speak and Read/Write Basic and Iapara

---Oberon - Uranus---

Obereans live in a series of complex city-caves beneath the surface of Oberon, a perpetually dark and cold moon. Their planet holds the headquarters for the mighty OberonFleet corporation, and visitors from all over the system come to see its underground cities. Living underground has allowed the Obereans to develop acute senses, and they are renowned for their navigational and piloting skills. Friendly and outgoing, Obereans tend to be pragmatic and pleasant.

* +2 Dextarity, -2 Constitution: Obereans are quick and agile, and good with ranged weapons, but they are not as hardy as other species.
* Darkvision: Obereans can see in the dark up to 20 meters. Darkvision is black and white only, but it is otherwise like normal sight, and Obereans can function just fine with no light at all.
* +2 species bonus on Climb and Listen checks: As a subterranian species, Obereans are particularly adept at climbing around in their underground homes. They also have a strong sense of hearing.
* Automatic Languages: Speak and Read/Write Basic and Ober

---Titania - Uranus---

When it comes to physical strength and mass, there is none bigger that a Titanian. Titanians are known for thier warlike nature, and most seek careers in the military as shock troops. They dedicate themselves to martial training, and some follow the path of the hunter, sometimes joining a police tracking force of fly as licensed Imperial Bounty Hunters. A feud had developed between Titanians and Rheans, most likely because they seek out the same path and rewards, each race trying to outdo the other. Violent, brutal, and driven, Titanians love to compete, but can show compassion and mercy as the situation warrants.

* +2 Strength, -2 Dexterity: Titanians are strong and powerful, but lack agility and grace.
* +1 natural armor bonus. Titanians are used to punishment, and have been known to shrug off the most brutal wounds. This built in toughness is both a physical strength and a mental conditioning.
* Darkvision: Due to the long-lasting darkness Titania suffers, Titanians developed the ability to see in the dark up to 20 meters. Darkvision is black and white but is otherwise like normal sight, and Titanians can function in no light just fine.
* Automatic Languages: Speak and Read/Write Basic and Titae

---Umbriel - Uranus---

Umbriel, despite numerous terreformations, is still a near inhospitable world. a strong portion of the moon's atmosphere is a nitrogen gas, as thick deposits of the stuff surface through the craters in the surface no matter how much oxygen is pumped into the atmosphere. The Umbreans, however, have taken this comdition in stride, learning to live and develop methods of survival. The conditioning was so much so that now the Umbreans cannot leave the confines of the moon without the aid of protective goggles and a breathing apparatus. Even-tempered and kind-hearted, the Umbreans never turn away a being in need. At the same time, the average Umbrean believes in quick, simple justice and isnt averse to taking the law into his or her own hands.

* +2 Dexterity, +2 Wisdom, -2 Constitution: Umbreans are quick and wise, but they suffer from somewhat weaker constitutions than other races.
* Gas Breather: Umbreans require their native atmosphere to survive. Without protective goggles outside their homeworld, Umbrean are considered blind. Without a breath mask, an Umbrean begins to suffocate.
* Low-Light Vision: Umbreans can see twice as far as Earthlings in dim light (such as moonlight or underwater). They retain the ability to distinguish color and detail under these conditions.
* Automatic Languages: Speak and Read/Write Basic and Umbrean.

---Triton - Neptune---

With an almost innate affinity for space travel, the Tritons home moon is sub-governed by vast starship engineering corporations, and most Tritons learn how to pilot a ship or rebuild a sublight drive before they can walk. The very distance from the rest of the system means that Tritons spend alot of time in space, and some consider a starship more home than Triton itself. A Triton tends to be intense and adventurous, always seeking to learn what's at the end of the next subspace jump. They are a proud, self-sufficient, fun-loving people who also have a tendency toward gregariousness.

* +2 Dexterity, +2 Intelligence, -2 Strength, -2 Constitution: Tritons are agile in mind and body, but they are not a physically hardy people.
* Triton receive the Spacer feat as a bonus feat at 1st level.
* Automatic Languages: Speak and Read/Write Basic and Tritonan


-----------------------------------------------------------

The classes

Each character will have <<9>> class levels to invest. The list available is any from the Star Wars RPG book, except any classes which are considered force users. Also, any force feats are disqualified from play. Dual and multi classing IS possible, but there must be a very good in game reason for doing so, and must be roll that the character is attempting to gear himself in that direction. Pre session multi classing is possible, but extensive background must justify. There is one exception to the rule. This is the Captain's Rule. Prestige classes that fit with the original class supersede this rule.

Captain's Rule

One player, chosen by the group, will be designated the team captain, and will have command of the team's ship. He will start out with the 9 class levels mentioned above IN ADDITION to one level in the Officer prestige class found in the Revised Star Wars RPG Core Rulebook. The Captain may elect to freely level whichever class he chooses as he advances. If he so wishes, and as long as he meets the prerequisites, he may exchange his base character levels for more levels in the Officer prestige class, so long as the character remains at level 10. For example, he could start a character at (9 Base Class / 1 Officer), or as low as (3 Base Class / 7 Officer) He must take at least 6 ranks in Diplomacy. The Organization the Officer belongs to is the Rogue Trader Alliance

Rogue Trader Alliance

The Rogue Trader Alliance, or RTA, is an organization which deals in unlicensed stellar transport, mercantilism, non-contracted bounty hunting, pirating, and everything else considered illegal under Imperial Earth Law. They are not altruist, all though some members may be, nor do they have a public face. The Empire is aware they exist and has made it publicly clear than anyone suspected of dealing with the RTA will be executed without hesitation. It goes without saying that to make alot of money one only needs be a successful member of the RTA. The RTA has many stations throughout the system, but has its main base in a hidden location within the asteroid belt. Only a privileged few are invited here, as this is where the RTA's leaders stay. All RTA members identify themselves with a special ring given out when joining. It is an innocent ring worn on the middle finger which has a medium sized red ruby set in the center. Fortunatly for the RTA, the Empire has not caught on to this identifier, but it makes opperating with other RTA agents all the more easy.

----------------------------------

Weapons, and things you need to know about them

The Imperial Earth government is one of control, and controlling which firearms are available to the public is a top priority. Obviously a mob cannot revolt without weapons. Anything larger that a pistol is classified illegal on any system but within the military, and thats only available to its soldiers. Coincidentally, any melee weapon larger than a dagger is highly illegal. Any weapon requires the user to have a series of permits which must be made available upon request from an Imperial officer. Luckily for those who hate red tape, there is the RTA. The RTA can get ahold of just about anything, but it comes at a price. Anything bigger than a pistol for ranged weapons, or a dagger for melee weapons, will cost X1.5 its listed price. Don't expect to keep it if you get caught using it, however, that is if the officer doesn't shoot you first.

-----------------------------------------------------

I'll answer any questions you four have.

This is intended to run on mondays in two months, when im done with this quarter.

Jamie, Brian, April, and Chris. Lemme know what you think. :)

  • Mood: Eager
  • Listening to: Nothing.
  • Reading: Nothing.
  • Watching: Nothing.
  • Playing: Nothing.
  • Eating: Nothing.
  • Drinking: Nothing.

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:iconfalinmor:
Update #5

Special Combat Actions That May Save Your Ass (SCATMSYA):

----Regroup (Half-Action)
Sometimes it is advantageous to take stock of your situation, calm your thoughts, and carefully decide on your next course of action. By taking this action, your initiative result is increased by 5 for the rest of the combat.
_This action can be taken as often as you like.

----Cover Fire (Full Action)
_By laying down cover fire, you can protect your teammates when they are forced into a situation where an enemy has a good shot at them. When you take this action, you choose a single ally in your line of sight who receives a +4 dodge bonus to his Defense for 1 round against enemies who are also in your line of sight. You cannot lay down cover fire for an ally who is involved in melee.
_Each player beyond the first who lays down cover fire for the same individual grants only an additional +1 dodge bonus, and only against foes within their line of sight. Laying down cover fire uses up 5 shots.

----Feint (Half Action)
_You can use the Bluff skill to mislead an opponent so that he can't dodge your next attack. A feint is opposed by the target's Sense Motive skill. If your check succeeds, your target may not add his Dexterity bonus to Defense against your next attack roll (read: FLAT-FOOTED AGAINST SNEAK ATTACK).
_This effect lasts until you attack the target or the end of your next action, whichever comes first.

----Suppressive Fire (Full Action)
_You can use a firearm to pin down an opponent with suppressive fire, forcing him to seek cover and making it difficult for him to fire back. To do this, choose a single opponent in your line of sight who receives a -4 penalty to his attack rolls and skill checks for 1 round while he remains in your line of sight. In addition, the opponent must either leave your line of sight or take at least one-quarter cover by the start of your next action or you get a single attack against him as a free action.
_You cannot lay down suppressive fire on an opponent who is involved in melee.
_Each player who coordinates suppressive fire on a single target beyond the first imposes an additional -1 penalty to the target's attack rolls and skill rolls, for as long as the target remains within line of sight. All suppressing fire players receive a free attack if the target fails to take cover.
_Laying down suppressive fire uses up 5 shots.

----Taunt (Half Action)
You can use the Bluff skill to goad an opponent into attacking you. A taunt is opposed by the target's Sense Motive skill. If you succeed with your check, your target must attack you with his very next action.

Circumstance......................Modifier
Opponent is an adversary...........+6
You appear to be helpless...........+4
Opponent is hostile.....................+3
Opponent is angry with you.........+2
You appear to be unarmed..........+2
Opponent is unfriendly.................+1
Opponent has another target.......-2
Opponent is fleeing......................-6
Opponent has INT of 2 or less......-8
Opponent is non-intelligent.........imp..

----COVER COVER COVER
_You know how cover and concealment works. Keep your damn heads down!

----Aiming a Weapon (Half Action)
_By taking this action, you aim a ranged weapon at a specific target. As long as your target doesn't move more than 5ft. before your next attack on it, and you do nothing to disturb the weapon's aim, you receive a +1 circumstance bonus to your next attack roll against that target. You may both aim and brace a ranged weapon, stacking the bonuses from each (for a total bonus of +3).

----Brace a Weapon (Half Action)
_In order to take tis action, you must have a stable surface of corner to level your ranged weapon against, and you must choose a target to aim it at. As long as your target doesn't move before your next attack on it, and you do nothing to disturb the weapon's aim, you receive a +2 circumstance bonus to your next attack roll against that target. You may both aim and brace a ranged weapon, stacking the bonuses from each (for a total bonus of +3).

----Refresh (Full Action)
_You may attempt yo rest for a moment, get your bearings, and otherwise refresh yourself. At the end of the round in which you perform this action, you may spend one action die and add the result to your vitality, or recover 2 wounds (with no roll). However, if you are the target of any attacks this round (successful or not), you may not spend this action die, and you lose your action this round.

--
"I am enough of an artist to draw freely upon my imagination. Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world."

-Albert Einstein
:iconfalinmor:
----New class ability for the Scoundrel

----Opportunistic Strike

Starting at 1st level, if the Scoundrel faces an opponent who is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage. Basically, any time the scoundrel's target would be denied his Dexterity bonus to Defense (whether he actually has a Dexterity bonus or not), or when the scoundrel flanks the target, the scoundrel's attack deals extra damage. The extra damage is (+1d4) at 1st level and an additional (+1d4) at every other level thereafter (3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, 19th).

Ranged attacks can only count as an opportunistic strike if the target is within 30ft; the scoundrel can't strike with deadly accuracy beyond that range.

A scoundrel can only make an opportunistic strike against creatures with discernible anatomies. A creature that is immune to critical hits is also immune to opportunistic strikes.

Also, the scoundrel must be able to see the target well enough to pick out a vital spot, and must be able to reach it. The scoundrel cannot find an opportunistic spot while striking a creature with concealment, or striking the limbs of a creature whose vitals are beyond reach.

Level.............................Bonus damage
1st.......................................+1d4
3rd.......................................+2d4
5th.......................................+3d4
7th.......................................+4d4
9th.......................................+5d4
11th.....................................+6d4
13th.....................................+7d4
15th.....................................+8d4
17th.....................................+9d4
19th.....................................+10d4

--
"I am enough of an artist to draw freely upon my imagination. Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world."

-Albert Einstein
:iconfalinmor:
Update #7

-------- New Weapons ---------

Titanian Long-gun

Weapon Type: Long-gun
Proficiency Group: Exotic (long-gun)
Cost: 3,000
Damage: 3d12
Critical: 20
Range Increment: 10 m
Weight: 8 kg
Fort DC: --
Type: Energy
Multifire/Autofire: --
Size: Large
Hardness: 5
WP: 10
Break DC: 20
Availability: Specialized, restricted
Special: This weapon fires 10 shots before meeting to be reloaded. It uses a 10-shot clip of ammunition (cost 225).

This weapon, devastating in stopping power, is used almost exclusively by the armed forces on Titania. Its bronzium alloy barrel lacks sights or a scope, limiting it to relatively short-range fighting, much like a bowcaster. Because of the weapon's size, weight, and powerful recoil, you must have a Strength of 15 or greater to gain the Exotic Weapon Proficiency (long-gun) feat.

--------------------------------

BlastTech DT-57 "Annihilator"

Weapon Type: Heavy blaster
Proficiency Group: Blaster pistols
Cost: 1000
Damage: 3d8+3
Critical: 20
Range Increment: 8 m
Weight: 1.8 kg
Fort DC: 18
Type: Energy
Multifire/Autofire: M
Size: Medium-size
Hardness: 5
WP: 5
Break DC: 17
Availability: Common, restricted

A "superheavy" blaster pistol like the Caliban Model X and the BlasTech T-6 "Thunderer," the DT-57 "Annihilator" packs a heavy punch without loss of range.

----------------------------------

Electrostaff

Weapon Type: Melee weapon
Proficiency Group: Vibro weapons
Cost: 8,625
Damage: 2d6/2d6
Critical: 20
Weight: 1.8 kg
Type: Bludgeoning
Fort DC: --
Size: Large
Hardness: 10
WP: 10
Break DC: 20
Availability: Specialized

This staff is made of a costly phrik alloy. Each end of the electrostaff mounts an electromagnetic pulse generator that discharges upon impact, allowing it to inflict damaging blunt-force wounds.

--
"I am enough of an artist to draw freely upon my imagination. Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world."

-Albert Einstein
:iconfalinmor:
This ship is meant to have the basic amount of armaments of its class. There is always room for upgrading; make it faster, improved sublight drives, more weapons, etc.

--
"I am enough of an artist to draw freely upon my imagination. Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world."

-Albert Einstein
:iconfalinmor:
Gram Gevise and The Gevise Family

For countless generations, the Gevises have owned fleets of trading ships, vast orbital emporiums, and elaborate private palaces; they want nothing more than to keep a good hold on their fortune, and watch it swell.

The Gevises are a huge family. Literally hundreds of people bear their name in the Solar System. Their business practices are praised by the riches folks and crush the poorest folks, but they're not alone in their celebrated success. The Gevises have countless contracts throughout the Empire and in other less-than-legal businesses so they are forever repositioning themselves, strategizing, and scheming.

Gram Gevise (4 noble / 2 scoundrel / 10 house trader) is a pure architect of the illegal. As a gambler, a smuggler, a con artist, and an all around scoundrel did nothing but allow Gram to rise in power within the Gevise family. It was his uncanny business sense and ability to know how to flawlessly commit resources in the pursuit of gain that secured his position as one of House Gevise's most successful businessman. He is a shrewd capitalist, a steely calculator, and his sense of risk is razor sharp. Gram is also the newest patron to a group of Free Traders that are willing to risk it all for fame, fortune, and wealth. He has taken a long, hard look at the crew, and he sees a risk worth taking. But as a capitalist, he knows how to terminate an investment once it has gone sour.

--
"I am enough of an artist to draw freely upon my imagination. Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world."

-Albert Einstein
:iconfalinmor:
[link]

This link is the source i'll be using when it comes to modifying starships, and also when dealing with maintenance. The starship that the group starts out with is not the set-in-stone ship that they MUST have. It's part of the investment that Gram has made in the group.

--
"I am enough of an artist to draw freely upon my imagination. Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world."

-Albert Einstein
:iconfalinmor:
Corporations

-SyntheTech Robotics

SyntheTech is the leading manufacturer of robotics within the Solar System, as well as fielding an impressive Research and Development department within the company. Based out of a private orbital platform at Io, SyntheTech has single handedly been responsible for the development of droids and cybernetic components

-Cygnus Engineering Corporation

Cygnus Engineering Corporation, abbreviated CEC, is one of the three largest starship manufacturers. This corporation is widely considered the most prolific starship manufacturer in the Solar System. CEC, whose shipyards are found around the moon Triton, owes much of its success to the abnormally high number of skilled designers, engineers, and shipwrights the moon produced. The YT series of light freighters is considered, arguably, the most successful and best selling starship line within the entire system.

-IgnusFlight Corporation

IgnusFlight Corporation is an Iapetian based corporation known for designing and manufacturing robust, forward-thinking starfighters, speeders, and transports. They are renowned for their production of the T-65 starfighter, which has become a first choice in many planetary police forces as well as seeing heavy use within private markets.

-Kobyashi Manufacturing

Kobyashi Manufacturing is a major manufacturer of starship components; nearly one fifth of all starships in operation has at least one component from this company. Kobyashi also produces a small quantity of its own vehichles. Kobyashi has two home offices; one on Umbriel and one on Io.

-Makeyasa Fleet Systems

Makeyasa Fleet Systems or MFS (owned by the massive company Santhe/Makeyasa Technologies) is a major starship manufacturer. Through their Makeyasa Design Systems subsidiary, they are responsible for many drive and power systems. They, along with Athan Drive Yards, are one of the major suppliers of military vessels for the Empire. They have several orbital stations in the Mars system and their home office is based on Deimos.

-Athan Drive Yards

Athan Drive Yards or ADY is the largest military shipbuilding corporation in the Solar System. ADY mainly sold its products to the Empire, working with their partner company Makeyasa Fleet Systems. Many Athan products cound be found in Imperial fighter craft, as well as armored ground vehicles. They are well know for creating the iconic Imperial Destroyers which form the backbone of the Imperial fleet. They are not exclusive to Imperial contracts, as many governments purchased its weapons for the purposes of defending themselves. They are based on Phobos.

-Rhia & Kord Engineering

Rhia & Kord Engineering was a corporation that manufactured ranged weapons in the blaster, laser, and turbolaser range of products. Rhia & Kord's dedication to weapons development saw their systems used across a variety of applications, from small airspeeders to mammoth capital-class warships. Named for the two families who founded and owned it, the Rhia and Kord families shared research and development facilities with Borstel Galactic Defense to save on costs. Their home base can be found on Io.

-Gallofree Yards, Inc.

Gallofree Yards, Inc. is known for transports and freighters. The company's vehicles are not as innovative or reliable as those made by Cygnus Engineering Coprorations, but can hold quite a lot of cargo, and can be a great plan B for a freighter captain on a budget. Recently, they have come under financial difficulty, mostly due to CEC entering into the large freighter niche. They are based on Ganymede.

-Rendili StarDrive

StarDrive is associated with companies such as Rendili Vehicle Corporation, Rendili/Vaufthau Shipyards LTD., and Rendili-Surron. Rendili was one of the original sponsors of the Corporate Sector Authority, as well as a supporter of the Empire. The corporation was placed in the limelight when it was chosen to build the Dreadnought-class heavy cruisers and the Victory-class Destroyers for the Empire. They are based on Earth.

-HaraHeib Corporation

HaraHeib Corporation is a massive Oberean corporation that specialized in mineral processing, but contained divisions and subdivisions which handled everything from energy mining to food packaging. Potential employees are trained at the HaraHeib Business Academy, on the moon Oberon, befor ebeing allowed into the company. The company's tech division developed and produced weapons, drios, sensors, vehichles, and other common technical goods. HaraHeib also employs about half of the population of Oberon.

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"I am enough of an artist to draw freely upon my imagination. Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world."

-Albert Einstein

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