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Posted: Fri Jun 24, 2016 11:11 am
In this thread we should first focus on bouncing ideas back and forth to both design your characters and the universe. Firstly and most importantly, we should design the captain and the ship. You must come up with an aspect to describe them both. For the captain, you need to come up with an aspect for Concept, which is how you'd describe the captain in a nutshell, Trouble, which is anything that would cause the crew conflict, whether it's how the captain treats the crew, the captain's past come back to haunt them, etc, and Leadership, which is, well, how the captain leads you. Are they easygoing? Strict? Incompetent? For the ship, you need a Concept, same as the captain, a Problem, which is similar to the Trouble for the captain, as no Class D ship is in top shape, and Strength, as, after all, even a junk ship has some redeeming quality that makes it worth it, just ask the crew of Serenity. These should be quotable phrases, which would make them easy to invoke or compel during in-character dialogue. Not that it's necessary to say the aspect in-game when invoking it, of course.
I'd say design the ship and captain before your own characters or at least before you finish the off, as there is an aspect you need to pick for your characters relating to your relationship with the captain and the ship respectively.
Also, if anyone wants to draw or find a picture of the captain or ship after we've confirmed them, I'd be more than happy to put it on the cast list.
We also need to decide on which level of play we're playing at, Fresh Meat, Trouble, Hard Boiled or Serious Badass.
These affect your refresh, skill points and skill caps and so you'd need to decide on this before picking your skills and stunts. If you want the campaign to potentially last a long time, I'd suggest one of the lower ones, but if you want a high-level, short game, pick a higher one.
Finally, You must have at least 1 point of refresh left after your species abilities and stunts. The game recommends spending half your remaining refresh on stunts after your species abilities reduce it and save the rest of your refresh. Refresh is the minimum amount of Fate points you can have at the start of each session. Since we're playing online and therefore have no "sessions" per se, I'll say that you refresh at the beginning of each scene, a scene being after your group has spent a decent amount of time resting or travelling.
Any questions you have, ask in here or PM me.
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Posted: Wed Jul 06, 2016 9:02 pm
Thought I'd repost a list of the 10 main races in the setting in this forum for easier access.
Arsubarans - *Cough* Humans *Cough*. Basically, humans, except they have a larger range of skin, hair and eye colours, so you could have natural blue hair and red eyes. The most numerous race that anyone is aware of, I'll get to that later.
Dolomé - Huge, three-armed and three-legged, blue-skinned badasses. They are actually pretty friendly if you're friendly to them, but they're capable of being, quoted from the book, "a terrifying three-armed tsunami of rage if you piss [them] off." Also, they're supposed to be pretty clever to boot.
Hacragorkans - *Cough* Orcs *Cough. Basically orcs. They are designed to be melee and fist fighters and they heal from physical wounds quicker than most other races.
Ken Reeg - Green-skinned, oily schemers. To quote the book, "They make voracious traders, slippery salesmen, pitiless lawyers, and ruthless crime bosses." Few people trust them, but usually get suckered by them anyway. Also, they tend to have names like Lollypop, Sunshine, etc.
Robots - Not really much to say really. They're the most customisable race, as they have a list of optional racial abilities. You can also take literally any form, from a small, wheeled maintenance bot, to a huge, four-legged combat droid, to a hovering reconaissance drone, etc. An interesting note, canonically, a sizable minority of robots have gained sentience, but you can also choose a racial ability to say that no, you aren't sentient and that you are acting as according to your programming.
Ryjyllians - Lion-like catpeople from an icy planet. They have a stong sense of honour and value their clan above everything else, even other Ryjyllians. They are usually mercenaries and are disciplined and skilled warriors.
Saldrallans - Snake-people. They have tails instead of legs, humanoid torsos and arms and a snake-like head, sometimes with a cobra hood. They are leaders of the Union of the Saldralla, one of the two major empires in the setting and are the most liberal of the two. However, they are ruthlessly pragmatic. They incorporate their conquered races customs into how they're ruled on the most part, but eradicate it if it better serves them. It's worth noting that these are considered the "good" guys of the two empires because the other empire belongs to...
Templari - *Cough* Drow *Cough*. Purple-skinned, haughty and deeply believe they are the superior species. The Delvalkamanchan Republic is the other major empire in the setting and is the most oppressive of the two. they suppress any culture from any civilisation they conquer and treat other races as little more than slaves. The book explicitly states that they would have been destroyed long ago if it wasn't for their great skills in military organisation and logistics.
Tetsuashans - Space slugs! Similar to Mass Effect's Elcor, they show little emotion and are also almost identical to each other. It is unknown how many there are of them and it's estimated that they massively outnumber every other race, though considering how difficult it is to tell them apart from each other, nobody knows. They are expert pilots and ship builders. (I'm a little biased in favour of these little guys, as my character in my IRL group is a pilot/engineer Tetsuashan and is pretty fun to play.)
Urseminites - Psychotic teddy bears. No, really. Cute and cuddly on the outside, but vile and murderous on the inside. They are considered pests and are despised by all but the most naive races. (They are supposed to be a lot of fun to play though, if you're into playing psycho characters, according to the guy in my group that plays one.)
It is worth mentioning that none of the races have any restrictions on skills (Except the Urseminites who are restricted to a maximum of +2 fists due to the fact that their entire bodies are padded) or personalities, so if you really, really want to, you could be a peaceful Hacragorkan with no combat skills (although the racial trait Pugnacious means the DM can still try to force you into angry aggression) or a Tetsuashan combat powerhouse with no piloting ability. It's also worth mentioning again that you can create a race if you're not happy with the above races.
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