David Johansen
Legendary Pubber
- Joined
- May 4, 2017
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I knocked out a bit of a rough take on a simple dice pool Treklike game. I had the notion that the precursors were basically Dune's Imperium and that's why there's human variants all over the place.
Xylos Imperium
Ten thousand years gone by the Xylos Imperium had ruled known space and beyond for ten thousand years. With the death of their god emperor the Imperium finally collapsed leaving their remnants scattered on a thousand worlds. As a result there are many humanoid races reaching a new interstellar epoch but the remnants of the empire still linger beyond the bounds of Confederation exploration.
Humans
As a seedling world, the people of Terra were largely uninfluenced by the Xylos empire. Humans were transplanted there but allowed to grow and develop on their own though some archeologists argue ancient Assyrian culture. Humans founded the Fleet and Interstellar Union and are aggressively expanding their sphere of influence through exploration and diplomacy.
Warlords
The warlords homeworld was a source of Xylos shock troopers and their culture still has influences of the ancient empire. The Warlord’s empire is divided into feudal houses each of which has its own worlds, industries, and fleets. There is some infighting between the houses, making it necessary to have a common enemy to unite the empire. The Warlords have conquered a number of other races which are permitted to exist on their own worlds so long as they pay tribute and do not develop space travel or weapons. The Warlords receive Physique 6 and 5 points.
Xaernof
The take a scientific approach to the study of psychic phenomena. This makes their society seem strangely mystical and primitive to outsiders. Xaernof is a hot world and they have no hair on their heads, faces, or bodies. The Xaernof receive 4 points, Intellect 6 and the Sensitive trait.
Zaernoff
The Zaernoff empire is smaller than the Interstellar Union but their worlds are more strictly controlled and uniform in their culture and technology. The Zaernoff are isolationists, no longer interested in expansion but extremely hostile to outsiders. The Zaernoff are secretive but it is believe the Xaernof are an off shoot or lost colony. The Zaernoff receive the Inscrutable trait.
Characters
Characters are differentiated by their Physique, Intellect, and Coordination scores. Humans receive a base of 5 in each score and 5 points to spend. Physique is the amount of damage the character can take before being incapacitated with twice that killing them.
Skills
All Fleet officers are required to maintain a level of competence in all operations and a high level of skill in their specialty. Those without such training face a difficulty of 3 in any task using these skills. Skills have one to five pips which indicates the character’s rank and are added to their task rolls.
Ensign *
Lieutenant **
Commander ***
Captain ****
Admiral *****
Command
Order
Successes can be transferred to the person receiving the order.
Negotiate
Successes resist attempts to initiate violence.
Engineering
Enhance
Successes can be transferred to the system being enhanced
Repair
Restores 1d damage per success, 10 damage will restore a damaged system.
Helm
Dodge
Avoids damage from a Pulsar attack or ramming shuttle.
Maneuver
Avoids collisions with asteroids and debris.
Medical
Diagnose
Successes can transfer to Treatment.
Treat
Heals 1d6 damage per success.
Navigation
Fire Weapons
Successes add to damage.
Chart Course
Successes reduce random events.
Science
Analyze
Transfers successes to Solutions being Implemented.
Implement Solution
Once a solution is implemented any technobabble can be used to describe it but the solution works and will consistently work again in the future.
Security
Hand to Hand
Damage is determined by the additional successes invested in results. A one handed weapon adds one damage and a two handed weapon adds two damage.
Marksmanship
Damage is determined by the weapon. Long range attacks are difficulty 1.
Personal Equipment
Most personal equipment can be produced by the ship’s fabricator in only minutes. Fabricators have rank coded restrictions on the creation of weapons and explosives. A ship will have an armoury with pre-fabricated weapons for the security crew and gear already in stock.
Armour
Armour is largely irrelevant against modern weapons but is still worn by the Warlords. It absorbs 2 points of damage before being destroyed.
Portable Scanners
Scanners give an additional die to Diagnose or Analyze rolls.
Hand Energy Projector
An HEP has 100 power points and can do up to 10 damage per shot. Set to overload it does 100 points of damage in a blast or 1 point of ship damage.
Tactical Energy Projector
A TEP has 200 power points and can do up to 20 damage per shot. Set to overload it does 200 points of damage in a blast or 2 points of ship damage.
Tasks
When a character attempts to do something significant they roll one die for each point of their Physique, Coordination, or Intellect and skill as appropriate to the task. If at least one more six than the difficulty level is rolled, the action succeeds. Each additional six indicates a level of success. These can be added to the result of the task, shifted to another character’s station, or banked for future use. Each character keeps a pool of banked success markers which can be played after any subsequent task roll.
Traits
Some abilities can’t be modeled with the skills and characteristics. These are called traits.
Inscrutable
The species is hard to understand either due to their alien nature or naturally secretive behavior. Inscrutable creatures are difficulty 2 to be Commanded, Negotiated with, or Psychically read.
Sensitive
The species is able to read empathic emanations are read emotions. Sensitive races generally are somewhat reserved due to the demands of their society.
Ships
Ships with more drive pods are of a necessity larger, requiring more crew to maintain the drives. Thus ships are mainly defined by the number of drive pods they mount. For each Drive pod a ship has 100 crew and 10 features like weapon mounts and shuttle bays. The Ship also has 100 hull damage points per pod.
Drive Pods
Antimatter reactors provide nearly infinite energy over long periods of time but are inherently unstable and explosive. For this reason, most Confederation ships mount their drive pods on booms to allow quick release and some distance.
Early Drive Pods 8 EU
Modern Drive Pods 10 EU
Advanced Drive Pods 12 EU
Sublight Agility
Early ships can reach light speed in three turns, modern ships two, and advanced ships in one. Beyond that, smaller ships are more agile with single drive pod ships getting a +2 to maneuvers, twin pod ships getting +1, and three pot ships getting 0.
Shields
Energized plasma bubbles are used to protect ships from particle impacts and enemy weapons fire. Shields prevent transport beams from passing through them. Modern shields and Transport beams can be set to frequencies that allow transport beaming.
Shield generators require Energy Units and provide protection equal to the energy units dedicated to them. Damage is cumulative against a facing each round. Early shields require a projector for each facing while modern shields produce a bubble that allows individual facings to be reinforced. Early shields are often mounted in a turret, allowing them to protect three facings. Advanced shields refresh as they are damaged.
Stealth Field
A ship with a stealth field can’t be accurately targeted, giving attacks against it a difficulty of 2. Stealth fields are real energy hogs requiring 10 energy points per pod.
Projectors
Focused streams of pure energy are the main ship mounted weapon system. Older ships mount multiple units to cover arcs while modern ships tend to mount projectors on tracks allowing a heavier unit to cover a broader angle of attack. A projector’s damage is equal to its energy input capacity.
4 x Light 2
2 x Medium 4
1 x Heavy 8
Disintegrators
Powerful weapons using subatomic particle streams are less effective against shields and more effective against armour.
4 x Light 1/3
2 x Medium 2/6
1 x Heavy 3/9
Pulsars
Energy torpedoes require 10 energy to arm and can be dodged but are devastating, doing 25 damage when they hit.
Warp Drives
A warp drive produces one pseudo-velocity unit per point of energy per drive pod. Thus a three pod ship requires three power to produce one PVU.
Shuttle Craft
Smaller ships are often used to haul cargo and personal. A shuttle has +3 to Maneuver 10 damage points and can carry 6 passengers or 1 tonne of cargo. Primitive shuttles can only reach half the speed of light. Modern shuttles are limited to light speed. Advanced shuttles can reach 1 PVU.
Frigate
1 Modern Energy Pod
10 Energy Points
100 Damage Points
1 Modern Shield Projector
6 Light Energy Projectors
2 Pulsar Launchers
2 Shuttle Bays
Cruiser
2 Modern Energy Pods
20 Energy Points
200 Damage Points
1 Modern Shield Projector
6 Medium Energy Projectors
4 Pulsar Launchers
6 Shuttle Bays
Xylos Imperium
Ten thousand years gone by the Xylos Imperium had ruled known space and beyond for ten thousand years. With the death of their god emperor the Imperium finally collapsed leaving their remnants scattered on a thousand worlds. As a result there are many humanoid races reaching a new interstellar epoch but the remnants of the empire still linger beyond the bounds of Confederation exploration.
Humans
As a seedling world, the people of Terra were largely uninfluenced by the Xylos empire. Humans were transplanted there but allowed to grow and develop on their own though some archeologists argue ancient Assyrian culture. Humans founded the Fleet and Interstellar Union and are aggressively expanding their sphere of influence through exploration and diplomacy.
Warlords
The warlords homeworld was a source of Xylos shock troopers and their culture still has influences of the ancient empire. The Warlord’s empire is divided into feudal houses each of which has its own worlds, industries, and fleets. There is some infighting between the houses, making it necessary to have a common enemy to unite the empire. The Warlords have conquered a number of other races which are permitted to exist on their own worlds so long as they pay tribute and do not develop space travel or weapons. The Warlords receive Physique 6 and 5 points.
Xaernof
The take a scientific approach to the study of psychic phenomena. This makes their society seem strangely mystical and primitive to outsiders. Xaernof is a hot world and they have no hair on their heads, faces, or bodies. The Xaernof receive 4 points, Intellect 6 and the Sensitive trait.
Zaernoff
The Zaernoff empire is smaller than the Interstellar Union but their worlds are more strictly controlled and uniform in their culture and technology. The Zaernoff are isolationists, no longer interested in expansion but extremely hostile to outsiders. The Zaernoff are secretive but it is believe the Xaernof are an off shoot or lost colony. The Zaernoff receive the Inscrutable trait.
Characters
Characters are differentiated by their Physique, Intellect, and Coordination scores. Humans receive a base of 5 in each score and 5 points to spend. Physique is the amount of damage the character can take before being incapacitated with twice that killing them.
Skills
All Fleet officers are required to maintain a level of competence in all operations and a high level of skill in their specialty. Those without such training face a difficulty of 3 in any task using these skills. Skills have one to five pips which indicates the character’s rank and are added to their task rolls.
Ensign *
Lieutenant **
Commander ***
Captain ****
Admiral *****
Command
Order
Successes can be transferred to the person receiving the order.
Negotiate
Successes resist attempts to initiate violence.
Engineering
Enhance
Successes can be transferred to the system being enhanced
Repair
Restores 1d damage per success, 10 damage will restore a damaged system.
Helm
Dodge
Avoids damage from a Pulsar attack or ramming shuttle.
Maneuver
Avoids collisions with asteroids and debris.
Medical
Diagnose
Successes can transfer to Treatment.
Treat
Heals 1d6 damage per success.
Navigation
Fire Weapons
Successes add to damage.
Chart Course
Successes reduce random events.
Science
Analyze
Transfers successes to Solutions being Implemented.
Implement Solution
Once a solution is implemented any technobabble can be used to describe it but the solution works and will consistently work again in the future.
Security
Hand to Hand
Damage is determined by the additional successes invested in results. A one handed weapon adds one damage and a two handed weapon adds two damage.
Marksmanship
Damage is determined by the weapon. Long range attacks are difficulty 1.
Personal Equipment
Most personal equipment can be produced by the ship’s fabricator in only minutes. Fabricators have rank coded restrictions on the creation of weapons and explosives. A ship will have an armoury with pre-fabricated weapons for the security crew and gear already in stock.
Armour
Armour is largely irrelevant against modern weapons but is still worn by the Warlords. It absorbs 2 points of damage before being destroyed.
Portable Scanners
Scanners give an additional die to Diagnose or Analyze rolls.
Hand Energy Projector
An HEP has 100 power points and can do up to 10 damage per shot. Set to overload it does 100 points of damage in a blast or 1 point of ship damage.
Tactical Energy Projector
A TEP has 200 power points and can do up to 20 damage per shot. Set to overload it does 200 points of damage in a blast or 2 points of ship damage.
Tasks
When a character attempts to do something significant they roll one die for each point of their Physique, Coordination, or Intellect and skill as appropriate to the task. If at least one more six than the difficulty level is rolled, the action succeeds. Each additional six indicates a level of success. These can be added to the result of the task, shifted to another character’s station, or banked for future use. Each character keeps a pool of banked success markers which can be played after any subsequent task roll.
Traits
Some abilities can’t be modeled with the skills and characteristics. These are called traits.
Inscrutable
The species is hard to understand either due to their alien nature or naturally secretive behavior. Inscrutable creatures are difficulty 2 to be Commanded, Negotiated with, or Psychically read.
Sensitive
The species is able to read empathic emanations are read emotions. Sensitive races generally are somewhat reserved due to the demands of their society.
Ships
Ships with more drive pods are of a necessity larger, requiring more crew to maintain the drives. Thus ships are mainly defined by the number of drive pods they mount. For each Drive pod a ship has 100 crew and 10 features like weapon mounts and shuttle bays. The Ship also has 100 hull damage points per pod.
Drive Pods
Antimatter reactors provide nearly infinite energy over long periods of time but are inherently unstable and explosive. For this reason, most Confederation ships mount their drive pods on booms to allow quick release and some distance.
Early Drive Pods 8 EU
Modern Drive Pods 10 EU
Advanced Drive Pods 12 EU
Sublight Agility
Early ships can reach light speed in three turns, modern ships two, and advanced ships in one. Beyond that, smaller ships are more agile with single drive pod ships getting a +2 to maneuvers, twin pod ships getting +1, and three pot ships getting 0.
Shields
Energized plasma bubbles are used to protect ships from particle impacts and enemy weapons fire. Shields prevent transport beams from passing through them. Modern shields and Transport beams can be set to frequencies that allow transport beaming.
Shield generators require Energy Units and provide protection equal to the energy units dedicated to them. Damage is cumulative against a facing each round. Early shields require a projector for each facing while modern shields produce a bubble that allows individual facings to be reinforced. Early shields are often mounted in a turret, allowing them to protect three facings. Advanced shields refresh as they are damaged.
Stealth Field
A ship with a stealth field can’t be accurately targeted, giving attacks against it a difficulty of 2. Stealth fields are real energy hogs requiring 10 energy points per pod.
Projectors
Focused streams of pure energy are the main ship mounted weapon system. Older ships mount multiple units to cover arcs while modern ships tend to mount projectors on tracks allowing a heavier unit to cover a broader angle of attack. A projector’s damage is equal to its energy input capacity.
4 x Light 2
2 x Medium 4
1 x Heavy 8
Disintegrators
Powerful weapons using subatomic particle streams are less effective against shields and more effective against armour.
4 x Light 1/3
2 x Medium 2/6
1 x Heavy 3/9
Pulsars
Energy torpedoes require 10 energy to arm and can be dodged but are devastating, doing 25 damage when they hit.
Warp Drives
A warp drive produces one pseudo-velocity unit per point of energy per drive pod. Thus a three pod ship requires three power to produce one PVU.
Shuttle Craft
Smaller ships are often used to haul cargo and personal. A shuttle has +3 to Maneuver 10 damage points and can carry 6 passengers or 1 tonne of cargo. Primitive shuttles can only reach half the speed of light. Modern shuttles are limited to light speed. Advanced shuttles can reach 1 PVU.
Frigate
1 Modern Energy Pod
10 Energy Points
100 Damage Points
1 Modern Shield Projector
6 Light Energy Projectors
2 Pulsar Launchers
2 Shuttle Bays
Cruiser
2 Modern Energy Pods
20 Energy Points
200 Damage Points
1 Modern Shield Projector
6 Medium Energy Projectors
4 Pulsar Launchers
6 Shuttle Bays
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