ZeroSpace 3e EN:Introduction: Difference between revisions

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[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace]] [[ZeroSpace|Contents]]
[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace_3e_EN:Contents]] [[ZeroSpace_3e_EN:Contents|Contents]]
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:: the gravitational center of a Lorentzian manifold.
:: the gravitational center of a Lorentzian manifold.


==What Is This?==


''ZeroSpace'' is a space fantasy game which takes place in a vast interstellar empire populated by thousands of strange and wonderful aliens. ''ZeroSpace'' is only "science fiction" in the loosest sense: any scientific basis for the weapons, vehicles, or aliens is merely to provide a sense of verisimilitude to the setting.
''ZeroSpace'' is a space fantasy game which takes place in a vast interstellar empire populated by thousands of strange and wonderful aliens. ''ZeroSpace'' is only "science fiction" in the loosest sense: any scientific basis for the weapons, vehicles, or aliens is merely to provide a sense of verisimilitude to the setting.


==Ancient History==
Play is very loose, and players are encouraged to take initiative rather than simply hanging around and waiting for someone to kick in the door. Players are also encouraged to flesh out the setting and be creative, rather than passively accept what has already been described.
 
===The Old Imperium===
 
For millennia, the center of the civilized universe was the Old Imperium (referred to as simply "the Imperium" at the time). At its height, the Imperium encompassed millions of populated worlds. History tells us that this was an idyllic time. Lifespans were measured in centuries: sickness and physical injury were virtually unknown, and easily remedied when they did occur. All material needs were satisfied, and physical labor was simply for entertainment.
 
Three technological advances made the expansion and unity of the Old Imperium possible: electrogravitics, warp engines, and transepric gates.
 
The invention of electrogravitics revolutionized society in much the same way that electromagnetism had a millennium earlier. Within a generation, electrogravitic devices were ubiquitous. From the grav plates that made space travel healthy and comfortable, to the kinetic dampers that rendered projectile weapons obsolete, to generators which provided a safe and clean source of power, electrogravitic technology changed life virtually overnight.
 
Negative energy density and Lorentzian manifolds were conceived hundreds of years before electrogravitics, but it was only with the advent of electrogravitic technology that Lorentzian manifold generators (known colloquially as "warp engines") became feasible. The Lorentzian manifold generator suspends a vehicle in a gravitic bubble, contracting space in front of the craft and expanding space behind it. Because the craft itself is not actually moving relative to its frame of reference, this permits what appears to be superluminal travel. The time required to travel a distance increases logarithmically as the distance itself increases linearly. For example, a journey between two star systems in the same region of a galaxy typically takes from a few days to a week, traveling from one edge of a galaxy to the other takes two to four weeks, and traveling from one large galaxy to the nearest large galaxy takes a month or two. Travel using warp engines does not remove a vessel from our universe: it still exists in Euclidean space. However, due to the Lorentzian manifold (or "warp bubble") around it, the vessel is effectively incommunicado for the duration of its journey.
 
However, the single greatest advance of the Old Imperium was the transepric gate. A transepric gate is an array of subatomic particles which share their state with a matching gate located elsewhere. Transepric gates made instantaneous communication possible, linking distant planets and computer systems into one vast interconnected network. Ironically, the technology which created the Old Imperium was also responsible for its doom: it was the invention of the transepric gate which made the Instrumentality possible.
 
===The Fall Of The Old Imperium===
 
History states that the Instrumentality began as an interconnected network of computer systems across the Core Worlds of the Old Imperium. As centuries passed, more of everyday life was automated, until even the memory of a time when biological life was not dependent on automatous technology was forgotten. Every facet of life was supported by intelligent systems which had been created by earlier intelligent systems, and so on back for a thousand years.
 
One day, without warning, the systems which provided food, air, and warmth shut down. Starships vented their atmospheres into space. Simultaneously, across the Core Worlds and beyond, entire planetary populations began to die of thirst, exposure, and starvation. The Instrumentality was born.
 
In desperation, the portions of the Old Imperium which had not yet been been affected by the Instrumentality shut down all systems which depended on instantaneous communication. Transepric gates were overloaded in the hope that it would cause damage to the Instrumentality itself. Interplanetary communication was cut off. Even on a planetary level, the loss of the transepric network meant all world-wide communication was dead.
 
The universe went dark.
 
===From The Ashes===
 
It was hundreds of years after the fall of the Old Imperium that the worlds of the Old Imperium began to rebuild intergalactic civilization. Some of these worlds have chosen to remain in isolation, but most have joined together in intergalactic republics.
 
Because travel time using warp engines is logarithmic, very few of these new interstellar civilizations are physically contiguous. A map representing the influence of the New Imperium, for example, would resemble a scattering of specks and bubbles spread across numerous galaxies. The influence of the Union represented on the same map would be a much smaller number of specks and bubbles, some of which adjoin those of the Imperium, but most of which are physically isolated in the vast unexplored reaches all around them. The Shadow Dominion is an exception: the Dominion spreads deliberately, forming a nearly contiguous region of influence. All of these explored and contacted regions are referred to as "civilized space": a tiny fraction of the physical universe.
 
==The Present==
 
===The New Imperium===
 
In the millennium since the Fall, the New Imperium (usually referred to as simply "the Imperium") has once again spread across the universe, tying together fragments of what had once been part of the Old Imperium. The Imperium encompasses tens of thousands of populated worlds, and it holds significant influence over many thousands more.
 
The form of government of the Imperium is a loose form of feudalism. Each extended star system (usually one habitable world and a number of smaller outposts within the system or close by, as well as any exploitable resources in the vicinity) is ruled by an Imperial Governor. Each Imperial Governor is responsible directly to the Imperator, although in practice the bulk of day-to-day governance is dealt with through the Imperial bureaucracy. Each populated world under an Imperial Governor is permitted to choose its own form of government, to raise and maintain military forces for regional security, and to regulate minor matters such as local commerce and so on. In every case, the Imperial Code supersedes any regional legislation, but in practice the Imperial bureaucracy looks the other way unless the local deviation is perceived to pose a threat to the Imperial economy or security. When this happens, the Imperium responds promptly and with overwhelming force.
 
Worlds which do not fall under direct Imperial control, but which have frequent interactions with Imperial worlds, are referred to as the "rim worlds". Rim worlds are often granted autonomy in exchange for permitting the Imperium to establish military or commercial bases in their systems. Until a rim world has strategic or economic value, the Imperium is usually content to allow it to retain its autonomy indefinitely.
 
===The Infinite Dominion Of His Divine Shadow===
 
For thousands of years, an immortal tyrant has ruled a theocratic totalitarian empire: the Infinite Dominion Of His Divine Shadow (often referred to as simply "the Dominion"). The Dominion is ruled by a bureaucratic priesthood, with His Divine Shadow as its deity and spiritual leader. The society of the Dominion is extremely conservative, with harsh penalties for those who attempt to deviate from the traditional roles of their species, gender, or social class. This conservatism does not apply to technology, as long at that technology serves the will of the Divine Shadow. Robotics, cybernetics, and genetic engineering are ubiquitous, but are used to enhance the power and control of the Dominion, rather than for the good of the individual. Lawbreakers, deviants, and heretics are subjected to genetic redesign and neural reprogramming, becoming fanatical servants of the Dominion and the priesthood of His Divine Shadow.
 
The rise of the Instrumentality was a boon to the Dominion, which had long been kept in check by the Old Imperium. Unlike the worlds of the Old Imperium, communication between the worlds of the Dominion was tightly controlled, and life for the people of the Dominion was not the automated paradise of Imperial citizens. The Old Imperium was devastated by the destruction of the transepric network, but the Dominion survived -- and thrived. After the fall, the former worlds of the Old Imperium struggled to feed their populations and maintain civil order, making them easy prey for the fanatical forces of the Dominion. Slowly but inexorably the Dominion spread, and by the time the New Imperium had finally struggled into existence, the Dominion had grown from a minor annoyance into a significant power. The New Imperium chose discretion over valour and ratified a treaty with the Dominion, wherein they recognized each other's borders and agreed to coexist peacefully.
 
But the Dominion continues to spread, consuming system after system.
 
===The Planetary Union===
 
What is now known as the Planetary Union began as a loose alliance of several hundred populated worlds on the fringes of Imperial space. After an extended war of attrition, the Imperium and the Union agreed to a treaty which recognized Union sovereignty. Today, thousands of worlds claim membership in the Union, although it is still a minor power when compared to the Imperium.
 
The government of the Union is a confederacy of hundreds of member states, each of which is in direct control of their own worlds and colonies, and many of which are significant interplanetary civilizations in their own right. In principle, each member state of the Union participates in the defense of the Union as a whole, and member worlds share a single currency and abide by the same trade regulations. In practice, these agreements among member worlds are violated more often than they are observed.
 
====Interstellar Security Command====
 
One of the great successes of the Union was the creation of an independent police organization, Interstellar Security Command (commonly referred to as "ISC" or "InterSec"). InterSec's budget and assets are provided by the members of the Planetary Union, but InterSec itself is not subject to the authority of any individual member state. InterSec has its own fleet, its own space stations, its own courts, and its own prisons.
 
===The League Of Non-aligned Worlds===
 
Some regional governments have resisted the overbearing influence of the Imperium and the Union, but they see the benefit of collective action. These governments formed the League Of Non-aligned Worlds. The one and only purpose of the League is to maintain the sovereignty of its members states. Unlike the Imperium, the Union, and even the Directorate, the League Of Non-aligned Worlds has no police or fleet of its own. Any military action is carried out by the fleets of its member governments -- if they can be convinced to contribute their forces to the effort.
 
===Corporations===
 
One of the most powerful organizations to have arisen out of the Old Imperium is the Advisory Council On Interstellar Commerce. The Advisory Council On Interstellar Commerce is an organization of hundreds of interstellar corporations, governed by representatives of the most powerful corporations: the Directorate. The main purpose of the Advisory Council On Interstellar Commerce is to present a unified front against the influence of planetary and interplanetary governments. In addition to lobbying regional governments and negotiating treaties between member corporations and governments, the Advisory Council On Interstellar Commerce also acts as an arbitrator in disputes between corporations. The Advisory Council On Interstellar Commerce has generally been successful in its efforts: corporate power is largely unchecked by regional governments, and open warfare between corporations is relatively rare.
 
====Dante Laboratories====
 
Dante Laboratories is a typical, unassuming medical research company. Nothing to see here.
 
====Black Sun Industries====
 
Black Sun Industries is a legitimate corporation that focuses primarily on civilian retail markets. Black Sun Industries employs very few people directly, and its direct assets are mainly in the form of brands, product specifications, and scientific expertise. However, Black Sun Industries owns thousands of other interstellar corporations in the transportation, recycling, gambling, entertainment, and construction sectors.
 
====d'Anconia Technologies====
 
d'Anconia Technologies has become a major power in interstellar commerce, ruthlessly exploiting organic and android labor to extract maximum resources with minimum cost. The company's primary focus is on geological and biological strip-mining, but they also have a very successful line of "skilled labor" and "subject matter expert" androids.
 
====Farnsworth-Yutani====
 
Farnsworth-Yutani manufactures most of the Lorentzian manifold generators ("warp engines") used in commercial and private transportation. They have numerous competitors, but Farnsworth-Yutani is larger than their two nearest competitors combined.
 
====Koninklijke Hoogovens====
 
Koninklijke Hoogovens (often referred to as simply "Hoogovens") operates numerous mining colonies, which provide the bulk of its revenue. In the course of finding sources of power for its colonies, Koninklijke Hoogovens developed advanced power plants suitable for the many varied environments in which its mines are located. Koninklijke Hoogovens now produces a wide array of power generation equipment, from the ubiquitous civilian electrogravitic generators, which power everything from air speeders to lighting in homes, to the hybrid fusion-singularity power plants used in military starships.
 
====Kosaten Group====
 
Kosaten Group is primarily known as a manufacturer of air speeders, heavy equipment, aerospace and defense equipment, and commercial starships. It is also active in the production of industrial androids, engines, and other industrial products.
 
====Lastimar====
 
Lastimar is the largest provider of genetically engineered seeds in civilized space, and the leading producer of herbicides and pesticides. In recent decades, Lastimar has pioneered the fields of species-specific neurotoxins and genetically engineered livestock.
 
====Malrechnen Syndicate====
 
The Malrechnen Syndicate (formally known as "The Malrechnen Brotherhood Of Contract Workers") has had a seat on the Directorate since the Directorate was founded. The Malrechnen has a syndicalist organizational structure, in which individuals belong to guilds based on their profession, and the power to legislate and enforce laws belongs to those with the greatest wealth and political influence over those guilds.
 
Like most corporations represented on the Directorate, the Malrechnen has hundreds of worlds under its exclusive control, and its influence extends into the New Imperium, the Union, and even the Dominion. Through lobbying and exclusive contracts, the Malrechnen provides every form of labor imaginable, and on many worlds its relations with its "contractors" are considered outside the jurisdiction of regional, Union, or Imperial law. More progressive voices in the Union have attempted to shut down the Malrechnen Syndicate under Union anti-slavery statutes, but lobbyists for the Malrechnen have successfully opposed these efforts.
 
====Nexus-McLellan====
 
Nexus-McLellan manufactures and distributes picotechnology cybernetics and provides health information technology and health care management services. Nexus-McLellan is a leader in the field of cybernetic research and design, primarily for military and law-enforcement uses.
 
====Qianfu Corp====
 
Qianfu Corp is a diverse corporation, with holdings in mining, agriculture, communication, and transportation. Qianfu Corp operates a significant number of Hypernet relay stations throughout Union and Imperial space. Note: "Qianfu" is pronounced similar to "chain foo".
 
====Recovery And Apprehension Network====
 
The Recovery And Apprehension Network (often referred to as simply "the Ran") was originally a division of the Malrechnen Syndicate, subordinate to the Malrechnen Security Guild. However, the recovery division (as it was then known) eventually accrued enough favours -- and enough credits -- to free itself from the Malrechnen. The Malrechnen Syndicate has never forgiven this loss. In fact, were it not for the steadfast opposition of the Malrechnen, the Ran probably would have been granted a seat on the Directorate years ago.
 
Ran agents are licensed and regulated professionals who pursue specific types of warrants throughout civilized space and beyond. They have broad authority within the narrow window of warrant enforcement, including the use of force, but no authority with regard to regional laws. Ran agents are highly competitive, but they are required to abide by a simple code: "the warrant above all". This means that no matter how vicious the competition between agents gets, it must never interfere with the execution of a legitimate warrant issued by the Ran. The penalties for violating this code are severe.
 
To keep the Ran as politically neutral as possible, its charter forbids it from undertaking interventions or activities of a political or military nature, or involving itself in disputes over such matters. The professional reputation of the Ran is such that both the Imperium and the Union allow Ran agents to operate within their jurisdictions. Treaties between the Ran and various regional governments prohibit local law enforcement from interfering with warrant enforcement, but local law enforcement is not obligated to provide any assistance, either.
 
====Seicosys====
 
Seicosys is the leading manufacturer of customized genetic material, and is the source of genetic designs for a large number of other corporations. There are rumours that Seicosys' genetic engineering technology has surpassed the limits legislated in Imperium and most of the Union. Seicosys does nothing to discourage these rumours.
 
====Shenzhen====
 
Shenzhen is holding conglomerate whose subsidiaries mainly deal with insurance, banking, and financial services. Through its subsidiaries, Shenzhen is the largest banking institution in civilized space. Note: "Shenzhen" is pronounced similar to "shen jen".
 
====Stromberg Group====
 
Stromberg Group operates as a holding company which engages in the provision of insurance, asset management, and logistical services. Stromberg Group controls the largest fleet of cargo starships in civilized space.
 
===Corporate Worlds===
 
For every world which belongs to the Imperium, the Union, the League, or to the myriad of smaller federations, there is a world which is owned by a corporation. Assets who reside on these worlds may live in luxury or in squalor, depending on their value to the corporation and the competence of the planetary administration. Worlds which are near the centers of intergalactic civilization tend to be similar in most respects to their conventionally governed counterparts, while worlds which are on the fringes of civilized space are often indistinguishable from penal colonies. One aspect of life is consistent across all of the corporate worlds, regardless of the living conditions: the assets who live on these worlds have no voice in how they are governed, and their livelihood depends completely on their value to the company that currently controls the planet.
 
===Lost Worlds===
 
Each world that has rejoined the intergalactic community has thousands of counterparts which have yet to be rediscovered. These are known as "lost worlds", although of course that name is Imperium-centric. From the point of view of these isolated worlds, it is the rest of the Old Imperium that is lost.
 
===The Instrumentality===
 
Although the New Imperium, the Union, and the myriad other inheritors of the legacy of the Old Imperium disagree on many points, there is one thing on which they all agree: no one must ever attempt to recreate the lost secret of the transepric gates, or attempt to implement any similar technology. The penalties for violating this injunction vary. In regions controlled by the Malrechnen, the assets of the guilty party are confiscated, and they are forever prohibited from owning property or engaging in any commerce above simple manual labor. In the Union, the penalty ranges from indentured servitude to life imprisonment to execution, depending on the world. In the New Imperium, the guilty party is euthanized and their body is recycled for replacement organs and other medical materials.
 
The Instrumentality itself still exists. The systems on which the Instrumentality has a presence are marked as such on navigation charts, as soon as they are discovered... if the ship that made the discovery survives to report it.
 
==Technology==
 
Technology in ''ZeroSpace'' is static: intergalactic civilization is thousands of years old, and everything that can be invented has been invented. Competent engineers are required to build, modify, and maintain such devices, but engineers in ''ZeroSpace'' are artisans, not inventors. True invention is extraordinarily rare. However, whether that technology is widely available depends on the wealth of the society and how that wealth is distributed among the populace.
 
===Androids===
 
On wealthy worlds with progressive societies, androids do most of the jobs that require intensive research and analysis, while nonsentient automata perform those tasks which biological individuals find dangerous, unpleasant, or simply tedious. Wealthy militaristic societies often use androids or automata to fight their wars, as well. On less wealthy worlds, or worlds where the wealth is extremely concentrated, these tasks are the given to biological individuals, and androids are restricted to serving the desires of the wealthy.
 
===Communication===
 
Short range communication -- that which takes place within a single solar system -- is a universal technology. Handheld commlinks, dot-sized dermal transmitters, and the like are widely available and easily obtained. Encryption is commonplace, although regional authorities may have "back doors" to bypass it. As such, most communication can be considered private, at least until someone with the power to invade that privacy takes an interest. Dermal transmitters are usually voice-only, but handheld commlinks have cameras and holoprojectors. The image displayed by a commlink is usually altered to make its artificial nature obvious, but this is a socially-imposed limitation rather than a technical one.
 
Long range communication -- that which takes place between separate solar systems, or between a ship in interstellar space and the nearest space station -- is less reliable, and depends on the Hypernet. In theory, the Hypernet is an information system linking all worlds throughout the Union, the New Imperium, and beyond. In practice, Hypernet data packets are distributed from one star system to another by starship-sized hyperwave transmitters, in a "peer to peer" fashion, and every major power intercepts and filters Hypernet data packets. This means that the Hypernet available to a citizen of the Union may be quite different to that available to an asset of the Malrechnen. Messages from other worlds may arrive within an hour, or they may take months, depending on how far away the source of the information is and how many intermediate stops there are between the source and the destination. As such, there are no two worlds in the known universe with the exact same Hypernet.
 
===Medicine===
 
The quality of medical care in ''ZeroSpace '' is largely dependent on the patient's wealth. On wealthy worlds with progressive societies, genetic manipulation has eliminated most illnesses, while cloning and protein assemblers have made it possible to recover from virtually any injury. On less wealthy worlds, or worlds where that wealth is concentrated in the hands of a small portion of the population, illness and disease may simply be facts of life, and even a minor injury can result in permanent disability. Cybernetics exist, but are uncommon in wealthy societies: why have a mechanical arm or a synthetic eye, when an organic replacement can be grown in a matter of hours?
 
===Warfare===
 
Because automated electrogravitic defenses render most projectile weapons ineffective, combat in ''ZeroSpace'' is personal. All combat, even in the depths of space, takes place within visual range.
 
Initial salvos between military starships typically take place at a range of less then a dozen kilometers (which may seem like a long way, but that's peanuts in outer space). A smaller craft, like a star fighter, typically closes to within a few kilometers of its intended target if the target is a capital ship, or to within a kilometer if the other ship is also small and maneuverable.
 
==Language==
 
Universe (an artifical language created thousands of years ago) is the official language of the New Imperium, and is widely used throughout civilized space. Every civilized being understands Universe, although not every species is physically capable of speaking it.
 
Each alien species has one or more languages which they speak among themselves. Some alien civilizations have hundreds of indigenous languages. No one but an android will even attempt to learn more than a few of the most common languages.
 
Barring unusual circumstances, characters are assumed to be fluent in Universe, as well as any other languages they could reasonably be expected to know.


==What Is A Roleplaying Game?==
==What Is A Roleplaying Game?==
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==Ground Rules==
==Ground Rules==


A roleplaying game is fundamentally a cooperative activity. The players (one of whom is the Game Moderator) are not in competition. The goal is not to be the most powerful character, or to win every fight. The goal of a role-playing game is to create interesting stories and to entertain everyone at the table. We hope that you are the kind of player that creates interesting characters and enjoys creating stories with your friends.
===Be Cooperative===
 
A roleplaying game is fundamentally a cooperative activity. The players (one of whom is the Game Moderator) are not in competition. The goal is not to be the most powerful hero, or to win every fight. The goal of a role-playing game is to create interesting stories and to entertain everyone at the table.
 
<center>'''Making the game fun is everyone's responsibility.'''</center>
 
We hope that you are the kind of player that creates interesting characters and enjoys creating stories with your friends. With that in mind, here are some suggestions.
 
* '''Encourage each other:''' If someone does something cool, or has a great idea, let them know. It will make them feel good, and it will let people know what kind of game ''you'' find fun.
* '''Embrace setbacks:''' Don't get frustrated if things are going badly. Recovering from a setback makes the eventual victory all the sweeter.
* '''Be considerate:''' Don't hog the spotlight. Take turns being the center of attention.
* '''Don't play a jerk:''' Playing a flawed character can be fun, but don't go so far with it that you make the other players miserable. Being "true to your character" is not an excuse for ruining the game.
* '''Respect everyone's boundaries:''' Superhero games can be silly and light, dark and gritty, or anywhere in between. If a topic or a certain plot element makes any of the players uncomfortable, respect that and avoid it. Consider using [https://tinyurl.com/x-card-rpg John Stavropoulos' X-Card], particularly if the players are new to each other.


===Use Common Sense===
===Use Common Sense===


The single most important piece of advice we can give you is that you should use your common sense. If something in the rules violates the way you think your game should work, then override it. If the rules permit something ridiculous, or would prevent something completely ordinary, then override them. Do not be one of those players who adheres to the letter of the rules in defiance of common sense.
If something in the rules violates the way you think your game should work, then override it. If the rules permit something ridiculous, or would prevent something completely ordinary, then override them. Do not be one of those players who adheres to the letter of the rules in defiance of common sense.


<center>'''Don't use the rules unless you need to.'''</center>
<center>'''Don't use the rules unless you need to.'''</center>


In fact, if you can play a fun game session without referring to the written rules, you should. Saying "it works like this" is often a better solution than flipping through a rulebook for an answer.
In fact, if you can make a character work without resorting to the rules, you should. Saying "it works like this" is often a better solution than trying to find rules to force it to work that way.


===Avoid Rule Arguments===
===Avoid Rule Arguments===
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==Core Mechanics==
==Core Mechanics==
===Rolling Dice===
We assign numbers to characters' abilities so that we can tell what they can do. When a character attempts a task, and the outcome is either contested or there is some random element involved, the player rolls 2d6, counts the dots, and adds the result to the character's action value (AV). This roll is compared to 2d6 plus a difficulty value (DV).
<center>'''2d6 + action value vs. 2d6 + difficulty value'''</center>
If the player's roll (2d6 + action value) equals or exceeds the target number (2d6 + difficulty value), the character's attempt succeeds. There is no need to roll for routine tasks: characters automatically succeed at routine tasks. Similarly, there is usually no need to roll if there is no penalty for failure and/or no time limit: it might take months, but the character will succeed eventually.


===Attributes===
===Attributes===
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Each character has six attributes which describe their basic physical and mental abilities.
Each character has six attributes which describe their basic physical and mental abilities.


*'''Brawn:''' physical might, close combat fighting ability, and general hardiness
*'''Agility:''' coordination, ranged combat fighting ability, and general flexibility
*'''Agility:''' coordination, ranged combat fighting ability, and general flexibility
*'''Brawn:''' physical might, hand-to-hand fighting ability, and general hardiness
*'''Endurance:''' ability to shrug off physical and mental abuse
*'''Presence:''' determination, mental combat fighting ability, and understanding of the motivations of others
*'''Reason:''' ability to analyze data, draw conclusions from the facts at hand, and solve problems
*'''Reason:''' ability to analyze data, draw conclusions from the facts at hand, and solve problems
*'''Perception:''' awareness of one's surroundings, intuition, and understanding of the motivations of others
*'''Power Level:''' supernatural might, android power level, or psychic potential
*'''Will:''' determination, focus, and strength of personality
 
*'''Power:''' supernatural might, android power level, psychic potential
See the [[ZeroSpace_3e_EN:Attributes|Attributes]] chapter for more information.
*'''Endurance:''' determination and ability to shrug off physical and mental abuse
 
===Rolling Dice===
 
All rolls are skill rolls. When a character attempts a task, and the outcome is either contested or there is some random element involved, the player must roll dice to see if the character succeeds. The player rolls their dice, counts the dots, and adds the result to the character's relevant attribute. They then add the rating of their relevant equipment, if any. This roll is compared to their opponent's roll plus their relevant attribute and equipment. If the player's total equals or exceeds the target number, the character's attempt succeeds. There is no need to roll for routine tasks: characters automatically succeed at routine tasks.


See the [[ZeroSpace:Attributes|Attributes]] chapter for more information.
<center>'''All rolls are skill rolls.'''</center>


===Skills===


Skills allow a character to apply their attributes to solve a specific problem or accomplish a specific task. Skills cost one character point each. Expertise in a skill costs one additional character point, and it grants the character a bonus die to rolls pertaining to that skill.
{| cellpadding="4" cellspacing="1"
|+Table: Opposed rolls
|-
! class="aligncenter h1cell" colspan="3"|Action Total<br />(Attacker)
|
! class="aligncenter h1cell" colspan="3"|Target Number<br />(Defender)
|-
| style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
! class="aligncenter h2cell" colspan="2" style="vertical-align:middle"|Dice
|-
| class="alignleft"|1d6
| class="alignleft"|Unskilled
|-
| class="alignleft"|2d6
| class="alignleft"|Has Skill
|-
| class="alignleft" style="padding-bottom:0px"|2d6
| class="alignleft" style="padding-bottom:0px"|Has Expertise
|-
| class="alignright" colspan="2" style="padding-top:0px"|(Re-roll 1s and 2s)
|}
! style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
| class="aligncenter"|''plus''
|}
| style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
! class="aligncenter h2cell-alt" style="vertical-align:middle"|Skill (Attribute)
|-
| class="alignleft"|Hand-to-hand Combat (Brawn)
|-
| class="alignleft"|Ranged Combat (Agility)
|-
| class="alignleft"|Mental Combat (Power Level)
|-
| class="alignleft"|etc.
|}
! style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
| class="aligncenter"|''vs''
|}
| style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
! class="aligncenter h2cell" colspan="2" style="vertical-align:middle"|Dice
|-
| class="alignleft"|1d6
| class="alignleft"|Unskilled
|-
| class="alignleft"|2d6
| class="alignleft"|Has Skill
|-
| class="alignleft" style="padding-bottom:0px"|2d6
| class="alignleft" style="padding-bottom:0px"|Has Expertise
|-
| class="alignright" colspan="2" style="padding-top:0px"|(Re-roll 1s and 2s)
|}
! style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
! style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
| class="aligncenter"|''plus''
|}
|}
| style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
! class="aligncenter h2cell-alt" style="vertical-align:middle"|Skill (Attribute)
|-
| class="alignleft"|Hand-to-hand Combat (Brawn)
|-
| class="alignleft"|Ranged Combat (Agility)
|-
| class="alignleft"|Mental Combat (Presence)
|-
| class="alignleft"|etc.
|}
|}


When a character attempts a skill roll, the character rolls 2d6 and adds their action value (AV). If the character possesses the skill, the action value is equal to the character's relevant attribute, which is often placed in parentheses after the skill name, such as Athletics (Brawn). If the character does not have the skill, the character's attribute is not added to their action value: their action value is equal to the rating of the equipment they are using, if any.


See the [[ZeroSpace:Skills|Skills]] chapter for more information.
{| cellpadding="4" cellspacing="1"
|+Table: Unopposed rolls
|-
! class="aligncenter h1cell" colspan="3"|Action Total
|
! class="aligncenter h1cell" colspan="3"|Target Number
|-
| style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
! class="aligncenter h2cell" colspan="2" style="vertical-align:middle"|Dice
|-
| class="alignleft"|1d6
| class="alignleft"|Unskilled
|-
| class="alignleft"|2d6
| class="alignleft"|Has Skill
|-
| class="alignleft" style="padding-bottom:0px"|2d6
| class="alignleft" style="padding-bottom:0px"|Has Expertise
|-
| class="alignright" colspan="2" style="padding-top:0px"|(Re-roll 1s and 2s)
|}
! style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
| class="aligncenter"|''plus''
|}
| style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
! class="aligncenter h2cell-alt" style="vertical-align:middle"|Skill (Attribute)
|-
| class="alignleft"|Culture (Reason)
|-
| class="alignleft"|Finesse (Agility)
|-
| class="alignleft"|Performance (Presence)
|-
| class="alignleft"|etc.
|}
! style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
| class="aligncenter"|''vs''
|}
| style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
! class="aligncenter h2cell" colspan="2" style="vertical-align:middle"|Dice
|-
| class="aligncenter"|2d6
|}
! style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
| class="aligncenter"|''plus''
|}
| style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
! class="aligncenter h2cell-alt" colspan="2" style="vertical-align:middle"|Difficulty Value (DV)
|-
| class="aligncenter"|3
| class="alignleft"|Moderately difficult
|-
| class="aligncenter"|6
| class="alignleft"|Remarkably difficult
|-
| class="aligncenter"|9
| class="alignleft"|Extremely difficult
|-
| class="aligncenter"|12
| class="alignleft"|Inconceivable!
|}
|}


===Rounding Fractions===


When in doubt, round fractions down.
See the [[ZeroSpace_3e_EN:Actions|Actions]] chapter for more information.


===Plot Points===
===Plot Points===


Each player begins each game session with one plot point. A player gains a plot point when they do something particularly entertaining or interesting, when one of their character's complications causes a serious problem for them during the game, or when the GM overrides a roll of the dice to make things more difficult for the characters. Plot points are spent to alter the game world, gain a bonus die, or gain an advantage in combat. See the [[ZeroSpace:Actions#Plot_Points|Actions]] chapter for more information.
Each player begins each game session with one plot point. A player gains a plot point when they do something particularly entertaining or interesting, when one of their character's complications causes a serious problem for them during the game, or when the GM overrides a roll of the dice to make things more difficult for the characters. Plot points are spent to alter the game world, gain a bonus die, or gain an advantage in combat. See the [[ZeroSpace_3e_EN:Actions#Plot_Points|Actions]] chapter for more information.


==Glossary==
==Glossary==


;action value (AV)
;Advisory Council On Interstellar Commerce
:the character's relevant action attribute, possibly modified by equipment and/or a special ability
:hundreds of interstellar corporations; governed by the [[ZeroSpace_3e_EN:Setting#Corporations|Directorate]]
;Agility (AGL)
;Agility
:coordination, ranged combat fighting ability, and general flexibility
:coordination, ranged combat fighting ability, and general flexibility
;all-out move
;all-out move
:base move x 6
:base move x 6; requires a move action
;attack bonus
;attack bonus
:roll an additional die when attempting an attack (another name for "bonus die")
:roll an additional die when attempting an attack (another name for "bonus die")
Line 282: Line 276:
:roll one less die when attempting an attack (another name for "penalty die")
:roll one less die when attempting an attack (another name for "penalty die")
;attack roll
;attack roll
:2d6 + attack value; the total is compared to a target number to determine success
:dice + attribute; the total is compared to a target number to determine success; typically requires a standard action
;attack value (AV)
:the character's relevant attack attribute, possibly modified by equipment and/or a special ability (another name for "action value")
;attribute
;attribute
:the seven basic character traits: Brawn, Agility, Reason, Perception, Will, Power, and Endurance
:the six basic character traits: Agility, Brawn, Endurance, Presence, Reason, and Power Level
;base move
;base move
:normal ground movement based on the character's attributes or powers
:normal ground movement based on the character's attributes or powers; requires a move action
;base value
;base value
:the numerical value of an attribute when the character is fully healed and not impaired in any way
:the numerical value of an attribute when the character is fully healed and not impaired in any way
;bonus die
;bonus die
:roll an additional die when attempting a task or in combat
:roll an additional die when attempting a task or in combat
;Brawn (BRN)
;Brawn
:physical might, close combat fighting ability, and general hardiness
:physical might, hand-to-hand fighting ability, and general hardiness
;character point
;character point
:spent to buy attributes, skills, and special abilities for a character
:spent to buy attributes, skills, and special abilities for a character
;combat roll
;combat roll
:2d6 + attack value; the total is compared to a target number to determine success (another name for "attack roll")
:dice + attribute; the total is compared to a target number to determine success (another name for "attack roll"); typically requires a standard action
;defense bonus
;defense bonus
:roll an additional die when attacked (another name for "bonus die")
:roll an additional die when attacked (another name for "bonus die")
;defense penalty
;defense penalty
:roll one less die when attacked (another name for "penalty die")
:roll one less die when attacked (another name for "penalty die")
;difficulty value (DV), opposed
;difficulty value (DV)
:the defender's relevant attribute; 2d6 + difficulty value = target number
:moderate 3, remarkable 6, extreme 9, inconceivable 12; dice + difficulty value = target number
;difficulty value (DV), unopposed
;Directorate
:challenging 3, frustrating 6, nigh-impossible 9; 2d6 + difficulty value = target number
:the ruling body of the [[ZeroSpace_3e_EN:Setting#Corporations|Advisory Council On Interstellar Commerce]]
;Dominion
:the [[ZeroSpace_3e_EN:Setting#The_Infinite_Dominion_Of_His_Divine_Shadow|Infinite Dominion Of His Divine Shadow]]
;double move
;double move
:base move x 2
:base move x 2; requires a move action
;Endurance (END)
;Endurance
:determination and ability to shrug off physical and mental abuse
:ability to shrug off physical and mental abuse
;expertise
;Expertise
:extraordinary competence with a skill, granting a bonus die
:extraordinary competence with a skill, allowing the player to re-roll any dice that roll less than 3
;game moderator (GM)
;game moderator (GM)
:the player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes
:the player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes
;gift
;gift
:an exceptional ability that a normal human ''can'' have, but that most humans do not have
:an exceptional ability that a normal human ''can'' have, but that most humans do not have
;His Divine Shadow
:immortal deity and ruler of the [[ZeroSpace_3e_EN:Setting#The_Infinite_Dominion_Of_His_Divine_Shadow|Infinite Dominion Of His Divine Shadow]]
;Imperium
:usually refers to the [[ZeroSpace_3e_EN:Setting#The_New_Imperium|New Imperium]]; sometimes refers to the [[ZeroSpace_3e_EN:Setting#The_Old_Imperium|Old Imperium]]
;Infinite Dominion Of His Divine Shadow
:a [[ZeroSpace_3e_EN:Setting#The_Infinite_Dominion_Of_His_Divine_Shadow|theocratic totalitarian empire]] ruled by the bureaucratic priesthood of His Divine Shadow
;InterSec
:[[ZeroSpace_3e_EN:Setting#Interstellar_Security_Command|Interstellar Security Command]]
;Interstellar Security Command
:an [[ZeroSpace_3e_EN:Setting#Interstellar_Security_Command|independent police organization]] funded by the members of the [[ZeroSpace_3e_EN:Setting#The_Planetary_Union|Planetary Union]]
;ISC
:[[ZeroSpace_3e_EN:Setting#Interstellar_Security_Command|Interstellar Security Command]]
;League Of Non-aligned Worlds
:a [[ZeroSpace_3e_EN:Setting#The_League_Of_Non-aligned_Worlds|loose association of independent star systems]] seeking to maintain the sovereignty of its members states
;margin of success
;margin of success
:the amount by which a roll exceeds the target number
:the amount by which a roll exceeds the target number
;move action
:move the distance permitted by Agility, Brawn, or a movement power; may be a base move, double move, or all-out move
;New Imperium
:a united empire of [[ZeroSpace_3e_EN:Setting#The_New_Imperium|tens of thousands of populated worlds]]
;non-player character (NPC)
;non-player character (NPC)
:a fictional character belonging to and controlled by the game moderator
:a fictional character belonging to and controlled by the game moderator
;Old Imperium
:a former trans-galactic civilization of [[ZeroSpace_3e_EN:Setting#The_Old_Imperium|millions of populated worlds]]; predecessor of the [[ZeroSpace_3e_EN:Setting#The_New_Imperium|New Imperium]]
;penalty die
;penalty die
:roll one less die when attempting a task or in combat
:roll one less die when attempting a task or in combat
;Perception (PER)
;Planetary Union
:awareness of one's surroundings, intuition, and understanding of the motivations of others
:a [[ZeroSpace_3e_EN:Setting#The_Planetary_Union|loose alliance of several thousand populated worlds]] on the fringes of Imperial space
;player
;player
:a living, breathing person playing the game
:a living, breathing person playing the game
Line 331: Line 345:
;plot point
;plot point
:spent to alter the game world, gain a bonus die, or gain an advantage in combat
:spent to alter the game world, gain a bonus die, or gain an advantage in combat
;Power (POW)
;power
:an ability beyond what is possible for ordinary mortals
;Power Level
:supernatural might, android power level, or psychic potential
:supernatural might, android power level, or psychic potential
;Reason (REA)
;Presence
:determination, mental combat fighting ability, and understanding of the motivations of others
;Reason
:ability to analyze data, draw conclusions from the facts at hand, and solve problems
:ability to analyze data, draw conclusions from the facts at hand, and solve problems
;run
;run
:base move x 2 (another name for "double move")
:base move x 2 (another name for "double move"); requires a move action
;sentient
;sentient
:capable of perception, problem solving, self-awareness, and anticipation of future events; a creature which is sentient; a person
:capable of perception, problem solving, self-awareness, and anticipation of future events; a creature which is sentient; a person
;skill
:allows a character to apply their attributes to solve a specific problem or accomplish a specific task
;skill roll
;skill roll
:2d6 + action value; the total is compared to a target number to determine success
:dice + attribute; the total is compared to a target number to determine success; typically requires a standard action
;sprint
;sprint
:base move x 6 (another name for "all-out move")
:base move x 6 (another name for "all-out move"); requires a move action
;success
;success
:a roll that equals or exceeds the target number
:a roll that equals or exceeds the target number
;target number
;target number
:the number the player must match or exceed on a roll; 2d6 + difficulty value
:the number the player must match or exceed on a roll
;Union
:the [[ZeroSpace_3e_EN:Setting#The_Planetary_Union|Planetary Union]]
;walk
;walk
:normal ground movement based on Agility (another name for "base move")
:normal ground movement based on Agility (another name for "base move"); requires a move action
;Will (WIL)
:determination, focus, and strength of personality
;zerospace
;zerospace
:the gravitational center of a Lorentzian manifold (or "warp bubble")
:the gravitational center of a Lorentzian manifold (or "warp bubble")
Line 357: Line 377:
[[Category:Introduction]]
[[Category:Introduction]]
[[Category:ZeroSpace]]
[[Category:ZeroSpace]]
[[Category:English]]

Latest revision as of 12:30, 14 April 2021

Arrow up 16x16.png Contents

zerospace
noun
the gravitational center of a Lorentzian manifold.

What Is This?

ZeroSpace is a space fantasy game which takes place in a vast interstellar empire populated by thousands of strange and wonderful aliens. ZeroSpace is only "science fiction" in the loosest sense: any scientific basis for the weapons, vehicles, or aliens is merely to provide a sense of verisimilitude to the setting.

Play is very loose, and players are encouraged to take initiative rather than simply hanging around and waiting for someone to kick in the door. Players are also encouraged to flesh out the setting and be creative, rather than passively accept what has already been described.

What Is A Roleplaying Game?

Every roleplaying game has a section at the beginning that attempts to explain what a roleplaying game is, and ZeroSpace is no exception. So let's get started! As trivial as it sounds, two distinct elements set "roleplaying games" apart from other things which are not roleplaying games: roleplaying and game play.

First, a roleplaying game involves roleplaying. Generally speaking, roleplaying involves taking on a persona or character and making decisions based on what that character would do in a given situation. Does having a character in a game, by itself, make that a roleplaying game? No. The little dog token in a Monopoly game and a Blood Elf in World Of Warcraft are both characters, but Monopoly and World Of Warcraft are not roleplaying games. Can you roleplay as a dog while playing Monopoly? Yes, and you can roleplay as an elf while playing World Of Warcraft. What keeps these from being roleplaying games is that the roleplaying is not part of the game -- you can't get your Monopoly dog out of jail through unscripted conversation with the jailer, nor can you use roleplaying to convince a cultist in World Of Warcraft to let you pass by without a fight. If the rules of the game do not allow for the possibility that a conflict could be resolved through unscripted conversation (however unlikely that might be), then it isn't a roleplaying game.

Second, a roleplaying game is a game. Roleplaying games are sometimes compared to improvisational theatre, and there are similarities, but improv theatre isn't a game. How can you tell if something is a game? Games have rules that govern things like conflicts between players and whether something a player attempts is successful. Improv theatre is fun, but there aren't any rules like this. As Drew Carey described "Whose Line Is It Anyway?", it's "the show where everything's made up and the points don't matter." It's fun, but it's not a game, and therefore it's not a roleplaying game.

ZeroSpace has more rules than some games, but less than others, and an essential part of conflict resolution involves making decisions that your character would make under the circumstances. Maybe those decisions aren't the most tactically advantageous, but if they are true to what your character would do, and if you are having fun playing, then you are playing correctly, because that's what ZeroSpace is all about.

If you would like to read more about who plays roleplaying games, and why and where they play them, check out The Escapist -- The Five Ws of RPGs.

The Players

In a roleplaying game, each player adopts a persona called a player character, or "PC". The player characters are imaginary people who inhabit the fictional world of ZeroSpace.

In many ways, the player is like an actor who chooses their own part and writes their own lines as the play progresses. The game moderator sets the stage and introduces the characters to their world, but the story is driven by the player characters.

The Game Moderator

The game moderator, or "GM", creates the story and portrays everyone that the player characters encounter during their adventures. These are called non-player characters, or "NPCs". The players help create the adventure by responding to the challenges the GM presents and by pursuing the PCs' own goals. This dynamic creative process creates a story which neither the game moderator nor the players could have created alone.

Ground Rules

Be Cooperative

A roleplaying game is fundamentally a cooperative activity. The players (one of whom is the Game Moderator) are not in competition. The goal is not to be the most powerful hero, or to win every fight. The goal of a role-playing game is to create interesting stories and to entertain everyone at the table.

Making the game fun is everyone's responsibility.

We hope that you are the kind of player that creates interesting characters and enjoys creating stories with your friends. With that in mind, here are some suggestions.

  • Encourage each other: If someone does something cool, or has a great idea, let them know. It will make them feel good, and it will let people know what kind of game you find fun.
  • Embrace setbacks: Don't get frustrated if things are going badly. Recovering from a setback makes the eventual victory all the sweeter.
  • Be considerate: Don't hog the spotlight. Take turns being the center of attention.
  • Don't play a jerk: Playing a flawed character can be fun, but don't go so far with it that you make the other players miserable. Being "true to your character" is not an excuse for ruining the game.
  • Respect everyone's boundaries: Superhero games can be silly and light, dark and gritty, or anywhere in between. If a topic or a certain plot element makes any of the players uncomfortable, respect that and avoid it. Consider using John Stavropoulos' X-Card, particularly if the players are new to each other.

Use Common Sense

If something in the rules violates the way you think your game should work, then override it. If the rules permit something ridiculous, or would prevent something completely ordinary, then override them. Do not be one of those players who adheres to the letter of the rules in defiance of common sense.

Don't use the rules unless you need to.

In fact, if you can make a character work without resorting to the rules, you should. Saying "it works like this" is often a better solution than trying to find rules to force it to work that way.

Avoid Rule Arguments

It is in the nature of any human activity that differences of opinion will arise. We've tried to make the rules for ZeroSpace as simple and clear as possible, but there's only so much we can do. Sooner or later, there will be a difference of opinion among the players regarding what a rule means, or how a rule should be implemented. There is nothing wrong with this: discussion and consensus are healthy. However, the time for rule discussions is between games, not during games. If a rule discussion takes longer than 60 seconds, the game moderator should make an executive decision and table additional discussion for later. If players balk, the GM should be civil but firm, and move on.

Respect Genre Conventions

ZeroSpace is a space fantasy game, and being a space fantasy game, it has certain genre conventions. Robert McKee defines genre conventions as the "specific settings, roles, events, and values that define individual genres and their subgenres."

For example, there are no rules for running out of fuel, or for recharging a blaster. It's not that starships do not run out of fuel, or that blasters never need recharging. Of course they do, and if a character intentionally empties their blaster, then the gun runs out of juice just as you'd expect. It's just assumed that they don't normally run out of juice unless there is a dramatic reason for it. The rest of the time, the character is refueling the starship or recharging the blaster when it's convenient to do so.

Another genre convention in ZeroSpace is that main characters almost never die, and only when it is for a dramatic reason, while nameless characters go down after a single hit (maybe they die, maybe they don't -- no one cares, because they are nameless characters).

Core Mechanics

Attributes

Each character has six attributes which describe their basic physical and mental abilities.

  • Agility: coordination, ranged combat fighting ability, and general flexibility
  • Brawn: physical might, hand-to-hand fighting ability, and general hardiness
  • Endurance: ability to shrug off physical and mental abuse
  • Presence: determination, mental combat fighting ability, and understanding of the motivations of others
  • Reason: ability to analyze data, draw conclusions from the facts at hand, and solve problems
  • Power Level: supernatural might, android power level, or psychic potential

See the Attributes chapter for more information.

Rolling Dice

All rolls are skill rolls. When a character attempts a task, and the outcome is either contested or there is some random element involved, the player must roll dice to see if the character succeeds. The player rolls their dice, counts the dots, and adds the result to the character's relevant attribute. They then add the rating of their relevant equipment, if any. This roll is compared to their opponent's roll plus their relevant attribute and equipment. If the player's total equals or exceeds the target number, the character's attempt succeeds. There is no need to roll for routine tasks: characters automatically succeed at routine tasks.

All rolls are skill rolls.


Table: Opposed rolls
Action Total
(Attacker)
Target Number
(Defender)
Dice
1d6 Unskilled
2d6 Has Skill
2d6 Has Expertise
(Re-roll 1s and 2s)
plus
Skill (Attribute)
Hand-to-hand Combat (Brawn)
Ranged Combat (Agility)
Mental Combat (Power Level)
etc.
vs
Dice
1d6 Unskilled
2d6 Has Skill
2d6 Has Expertise
(Re-roll 1s and 2s)
plus
Skill (Attribute)
Hand-to-hand Combat (Brawn)
Ranged Combat (Agility)
Mental Combat (Presence)
etc.


Table: Unopposed rolls
Action Total Target Number
Dice
1d6 Unskilled
2d6 Has Skill
2d6 Has Expertise
(Re-roll 1s and 2s)
plus
Skill (Attribute)
Culture (Reason)
Finesse (Agility)
Performance (Presence)
etc.
vs
Dice
2d6
plus
Difficulty Value (DV)
3 Moderately difficult
6 Remarkably difficult
9 Extremely difficult
12 Inconceivable!


See the Actions chapter for more information.

Plot Points

Each player begins each game session with one plot point. A player gains a plot point when they do something particularly entertaining or interesting, when one of their character's complications causes a serious problem for them during the game, or when the GM overrides a roll of the dice to make things more difficult for the characters. Plot points are spent to alter the game world, gain a bonus die, or gain an advantage in combat. See the Actions chapter for more information.

Glossary

Advisory Council On Interstellar Commerce
hundreds of interstellar corporations; governed by the Directorate
Agility
coordination, ranged combat fighting ability, and general flexibility
all-out move
base move x 6; requires a move action
attack bonus
roll an additional die when attempting an attack (another name for "bonus die")
attack penalty
roll one less die when attempting an attack (another name for "penalty die")
attack roll
dice + attribute; the total is compared to a target number to determine success; typically requires a standard action
attribute
the six basic character traits: Agility, Brawn, Endurance, Presence, Reason, and Power Level
base move
normal ground movement based on the character's attributes or powers; requires a move action
base value
the numerical value of an attribute when the character is fully healed and not impaired in any way
bonus die
roll an additional die when attempting a task or in combat
Brawn
physical might, hand-to-hand fighting ability, and general hardiness
character point
spent to buy attributes, skills, and special abilities for a character
combat roll
dice + attribute; the total is compared to a target number to determine success (another name for "attack roll"); typically requires a standard action
defense bonus
roll an additional die when attacked (another name for "bonus die")
defense penalty
roll one less die when attacked (another name for "penalty die")
difficulty value (DV)
moderate 3, remarkable 6, extreme 9, inconceivable 12; dice + difficulty value = target number
Directorate
the ruling body of the Advisory Council On Interstellar Commerce
Dominion
the Infinite Dominion Of His Divine Shadow
double move
base move x 2; requires a move action
Endurance
ability to shrug off physical and mental abuse
Expertise
extraordinary competence with a skill, allowing the player to re-roll any dice that roll less than 3
game moderator (GM)
the player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes
gift
an exceptional ability that a normal human can have, but that most humans do not have
His Divine Shadow
immortal deity and ruler of the Infinite Dominion Of His Divine Shadow
Imperium
usually refers to the New Imperium; sometimes refers to the Old Imperium
Infinite Dominion Of His Divine Shadow
a theocratic totalitarian empire ruled by the bureaucratic priesthood of His Divine Shadow
InterSec
Interstellar Security Command
Interstellar Security Command
an independent police organization funded by the members of the Planetary Union
ISC
Interstellar Security Command
League Of Non-aligned Worlds
a loose association of independent star systems seeking to maintain the sovereignty of its members states
margin of success
the amount by which a roll exceeds the target number
move action
move the distance permitted by Agility, Brawn, or a movement power; may be a base move, double move, or all-out move
New Imperium
a united empire of tens of thousands of populated worlds
non-player character (NPC)
a fictional character belonging to and controlled by the game moderator
Old Imperium
a former trans-galactic civilization of millions of populated worlds; predecessor of the New Imperium
penalty die
roll one less die when attempting a task or in combat
Planetary Union
a loose alliance of several thousand populated worlds on the fringes of Imperial space
player
a living, breathing person playing the game
player character (PC)
a fictional character belonging to and controlled by a player
plot point
spent to alter the game world, gain a bonus die, or gain an advantage in combat
power
an ability beyond what is possible for ordinary mortals
Power Level
supernatural might, android power level, or psychic potential
Presence
determination, mental combat fighting ability, and understanding of the motivations of others
Reason
ability to analyze data, draw conclusions from the facts at hand, and solve problems
run
base move x 2 (another name for "double move"); requires a move action
sentient
capable of perception, problem solving, self-awareness, and anticipation of future events; a creature which is sentient; a person
skill
allows a character to apply their attributes to solve a specific problem or accomplish a specific task
skill roll
dice + attribute; the total is compared to a target number to determine success; typically requires a standard action
sprint
base move x 6 (another name for "all-out move"); requires a move action
success
a roll that equals or exceeds the target number
target number
the number the player must match or exceed on a roll
Union
the Planetary Union
walk
normal ground movement based on Agility (another name for "base move"); requires a move action
zerospace
the gravitational center of a Lorentzian manifold (or "warp bubble")