Stars Without End

Sonereal

♫We got the guillotine♫
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Explore. Expand. Exploit. Exterminate.

Stars Without End is based heavily on Stars Without Number, a game set in the far future in which humans colonized large swathes of the galaxy before catastrophe struck.


In Stars Without End, humans unlock the secrets of the spike drive in the early-22nd century. Spike drives, and spike drive-prepared ships, drill into a metadimension to travel large distances through space rapidly. Very soon, humans began a colonization wave that would colonize every habitable world within a year’s spike drive.

Alarmed by the growing independence and lawlessness of the frontier worlds, the governments of Earth, through the United Nations, created the Starways Pact. The Starways Pact was an organization dedicated to policing human space, exerting authority, and forbidding colonization beyond the existing rim. During this period, the first children exhibiting psychic abilities were born. These abilities, when used, cause rapid degradation of the user’s neural system. It would be decades before a regimen of meditation and control would be developed that would limit the damage to “less critical” parts of the brain. Because only a trained psychic mentor can reliably train an untrained psychic, the Psychic Authority was created.

Over time, powerful psychics pushing themselves to the limit of human tolerance helped fabricate “pretech”. Pretech is miraculous technology that slightly deviated from known laws of science, allowing for revolutions in energy and material sciences. The most important piece of pretech was the jump gate, a structure built on the edge of a solar system that could throw a ship dozens of light years across a galaxy to another jump gate. The only bottleneck to the creation of jump gates was the number of psychics needed to power and control the jumping mechanisms.

By 2600, spike drives were antiquated tech, found almost exclusively in frontier space. Jump gates allowed for the Starways Pact to centralize control over human space to Earth, but only to a limited degree. As the second wave of colonization began, the Starways Pact learned it simply lacked the manpower and resources to police the many colonies of humanity.

This all came to an end in 2665. A massive wave of metadimensional energy crashed into human space. Any spike drive craft in metaspace was lost, and every psychic in human space was killed save a few that fell into insanity. The jump gates no longer functioned.

Six hundred years has passed since the Silence, and humans are not beginning to step off their worlds once more to explore forgotten stars and planets, expand into new systems, exploit vital resources, and eliminate the competition.

Welcome to Stri
Stri is the home of 1.3 billion humans. Of these 1.3 billion humans, 1.2 billion live on Zeonia and Apleawei.

Zeonia, under the military dictatorship of the Tebluoze Armed Forces, rules the Terra-class planet of roughly 340 million people with a velvet fist, using access to social spending as the main lever of control. Massive automated mining operations dot the surface of the planet, and every pie has a TAF finger in it.

Apleawei, a planet of roughly 961 million, is fragmented and in the midst of global civil war as a myriad of factions vye for control of the planet. From this planet comes the Eclipse Corporation, a megacorporation that owns Trouminides, a moon of the gas giant Degruoruta. Trouminides supplies all warring factions and militaries across the solar system with Leucserite, a crystal vital to creating batteries for laser weapons.

Beyond Zeonia and Apleawei we have Rusweozuno, a planet controlled by the humanist Universal Euwetism Church. Originally native to Zeonia, the UEC fled the planet to escape persecution. Rusweozuno made a natural choice, as the bizarre geography of the planet fueled the imagination of artists and zealots alike.

On Smeron, orbiting Crejuphus, is inhabited by a thousand people stranded within the confines of a city floating above the surface of the moon. Smeron City was a colonization attempt sponsored by a Apleawei company that went belly up when the civil war broke out, leaving the colonists to more or less fend for themselves. The same is true of the Zuflolla Colony, now down to under a hundred survivors.

To end our tour of populated space, we have Etherth. Etherth is home to an exchange consulate: The Etherth Exchange Consulate, a successor of the galactic Exchange of Light that specialized in banking and diplomacy across human space.

A Quick and Dirty List of the Planets and Moons of Stri, as well as Assets


Map of the Galactic Area. Hexes = Sectors.
Joining
Fill out the following!

Faction Name
Homeworld:
Primary/Secondary/Tertiary Attribute:
Tag:
History and Description:

Zuflolla, Tromunides, and Smeron are off limits for homeworlds.

Attributes are Force, Cunning, and Wealth.

Factions
A faction in Stars Without End is any significant influential organization. This ranges from massive corporations, churches, governments, and their sub-factions. A faction is defined by its homeworld, tag, and six statistics. The homeworld is the world the faction is headquartered, and a tag is a special trait of the faction. The six statistics are Hit Points, Force, Cunning, Wealth, FacCreds, and XP.

Hit Points: Faction's resilience to disruption and attack. Faction collapses at 0.
Force: Faction's aptitude for and ability to apply physical violence.
Cunning: Faction's skill at espionage, infiltration, internal security, and covert manipulation.
Wealth: Faction's commercial, scientific, and industrial resources.
FacCreds: General wealth and resources.
Experience Points: Used to create sub-factions and level up.

Faction Assets
Each faction possesses assets. Assets are used to carry out the will of the faction.

Assets have HP and purchase costs, types, and sometimes maintenance costs. Many assets have an attack ability and counterattack ability.

Assets have a location. Assets cannot be used against different locations unless they are first transported there.

Many assets have a tech requirement, meaning they can only be built on worlds with the correct technology.

If a faction owns more assets of a particular type than they have points in the relevant rating, they must pay 1 FC per asset over. A Force-3 faction with 4 Force assets must pay an additional 1 FC a turn.

Faction Turns and Actions
Each turn is one standard year.

Attack: To launch an attack, the attacker chooses one or more assets on a world and targets a rival faction with assets on the same world. Attacking assets are matched against defending assets chosen by the defender. Each attacking asset can only attack once per turn, but a defending asset can defend as many times as the defender wishes.

The attacker rolls a 1d10 and adds the relevant attribute for the asset. A military unit’s Attack might add the faction’s Force to the attack roll, for example. The defender rolls 1d10 and adds the attribute the attack targets. A military unit, for example, might target the defender’s force rating.

If successful, the attacker deals attack damage. If not, the defender deals counterattack damage if applicable. In the event of a tie, both attack and counterattack are triggered.

Buy Asset: The faction can buy assets on their homeworld and worlds on which they have Bases of Influences. These assets cannot be used the turn they are created.

Change Homeworld: A faction can move to a new homeworld if they have a Base of Influence on the destination world. If the destination is within the system, this is instant. If the destination is in a different star system in the sector, this takes the entire turn during which no other action can be taken. For every hex beyond the sector, it takes another turn during which no other actions can be performed.

Expand Influence: The faction buys a Base of Influence asset on a planet on which they have at least one other asset. The faction rolls a 1d10+Cunning against similar rolls by every other faction on the planet. Any of the others that equal or beat the faction’s roll may make an immediate free Attack against the Base of Influence if they wish.

Refit Asset: Change one asset to any other asset of the same type. If the new asset is more expensive than the existing asset, pay the difference. The asset must be on a planet that allows the purchase of a new asset. Refitted assets cannot attack or defend until the beginning of next turn.

Repair Assset/Faction: Heal damage to an asset or faction. For 1 FC, an asset heals points of damage equal to the faction’s score in its ruling attribute. If used to heal a faction, the faction regains hit points equal to the rounded average of its highest and lowest attribute ratings.

Sell Assets: Asset is disbanded. Gain half the FC cost of the asset, rounded down.

Seize Planet: The faction attempts to seize control of a planet. The faction must destroy all unstealthed assets on the planet belonging to factions opposing the attempt. If all assets are not destroyed in one turn, the planet is plunged into civil war during which no faction is considered the government of the planet. After all resistance has been crushed, the attacker must maintain at least one unstealthed asset on the world for three turns, after which they gain a Planetary Government tag for the world.

Use Asset Ability: Use the special ability of an asset.

Faction Goals
A faction goal is a mission a faction chooses for itself. When successful, the faction gains XP. Once a goal is completed, the faction may choose another one. If a faction chooses to abandon a goal, the faction loses an entire turn of income and cannot perform any other actions that turn. The more difficult a goal, the more XP it will yield.

Military Conquest: Destroy Force assets of rival factions equal to your faction’s Force rating. Difficulty is ½ the number of destroyed assets, rounded up.

Commercial Expansion: Destroy Wealth assets equal to your faction’s Wealth rating. Difficulty is ½ the number of destroyed assets, rounded up.

Intelligence Coup: Destroy Cunning assets equal to your faction’s Cunning Rating. Difficulty is ½ the number of destroyed assets, rounded up.

Planetary Seizure: Take control of a world. Difficulty is equal to half the average of the current ruling faction’s Force, Cunning, and Wealth. If the planet lacks any opposing faction to resist the seizure, it counts as 1 Difficulty. Colonizing unsettled worlds does not count as a seizure.

Expand Influence: Plant a Base of Influence on a new world. Difficulty 1 + 1 if the attempt is contested.

Bloody the Enemy: Inflict Hit Point damage on enemy factions equal to your faction’s total Force, Cunning, and Wealth. Difficulty 2.

Peaceable Kingdom: Launch no attacks on rival factions for four turns. The faction may still defend and counterattack. Difficulty 1.

Destroy the Foe: Destroy a faction. Difficulty 1 + the average of the faction’s Force, Cunning, and Wealth.

Inside Enemy Territory: Plant stealthed assets on worlds with other planetary governments equal to your cunning score. Units that are already stealthed on worlds when this goal is adopted don’t count. Difficulty 2.

Invincible Valor: Destroy a Force asset with a minimum purchase rating higher than your faction’s Force. If you have Force-3, y ou must destroy an asset with Force-4 or higher. Difficulty 2.

Wealth of Worlds: Spend FC equal to 4x your faction’s Wealth rating on bribes and influence. The faction’s Wealth rating must increase before the goal can be selected again. Difficulty 2.

Faction Attributes, Hit Points, and Creating New Factions
A sub-faction costs, at minimum, 3 XP to create and begins with Force-1, Cunning-1, and Wealth-1. You choose the appropriate tag and homeworld for the new faction.

Faction attributes can be raised at the beginning of a turn. The cost of raising a faction’s attribute depends on the following.

Rating: XP Cost (HP)
1: 0 (1)
2: 2 (2, from here on out XP cost = HP bonus)
3: 4
4: 6
5: 9
6: 12
7: 16
8: 20

Going from Force-1 to 2 costs 2 XP. Going from 2 to 3 would cost 4 XP. Going from 1 to 3 would cost 6 XP.

A faction’s health is equal to 4 + Force Health + Cunning Health + Wealth Health. A 8/8/8 faction would have 64 health.

Buying Faction Assets
Assets can be normally purchased on any world the faction has a Base of Influence and sufficient tech for. However, there are a few restrictions.

Starship-type purchases cannot be purchased on a world with less than 100,000 inhabitants.

Some assets require the permission of the planetary government to purchase them or move them onto the planet, and this is not a formality. NPC planetary governments usually can be bribed, but they will never permit the landing or creation of a unit that would threaten their own government.

Homeworlds and Bases of Influence
Bases of Influences are special assets that do not count against any asset limits. A faction cannot buy assets on a world without a Base of Influence.

A faction can only have one Base of Influence on a world at a time. Bases of Influence cannot be moved once put into place. Bases of Influence have zero resale value, but can be sold to other factions.

The cost of a Base of Influence in FC is equal to its maximum hit points, which can be up to the owning faction’s maximum hit points. Damage done to a Base of Influence is also done directly to a faction’s hit points. If a Base of Influence is brought below zero hit points, overflow damage is not counted against the owning faction’s hit points.

Every faction has a homeworld. A homeworld has a Base of Influence with a maximum hit point value always equal to the faction’s maximum hit points.

Faction Tags
Faction tags is a unique trait for a faction. Some tags are restricted to special cases.

Colonists: Restricted to new factions colonizing previously unpopulated worlds. The faction has all the benefits of the Planetary Government tag for its homeworld, and the homeworld is set to Tech 4. However, a colony is unable to build Starshi-type assets until it loses this tag at 100,000 people. At 100k, this faction can choose a new tag.

Deep Rooted: This faction can roll one additional d10 when defending against attacks on assets on their homeworld. If the faction ever changes homeworlds, this tag is lost.

Exchange Consulate: This faction is led through or has close ties with the Exchange of Light. Whenever this faction completes a Peaceable Kingdom goal, they roll a 1d6. On 4+, they gain +1 XP. This faction may also roll an extra d10 when defending against a Wealth attack.

Fanatical: Any dice roll of 1 is rerolled, but the faction always loses ties during attacks.

Imperialists: This faction may roll an extra d10 for attacks made as part of a Seize Planet action.

Machiavellian: Once per turn, this faction can roll an additional d10 when making a Cunning attack.

Mercenary Group: All assets gain Drive-1 capability, meaning they can move to any planet in a system or move to another system within the sector.

Nomads: This faction’s homeworld is a massive starship! The starship can move to any world within the sector and is capable of deep space travel of one hexes. The starship can carry any number of Military Units, Special Forces, and Starships. The faction’s HP is halved. If this faction ever changes its homeworld to a world, this trait is lost, as well as the starship! This tag can be taken with any other tag except Colonists and Deep Rooted.

Pirates: Any movement of an asset onto a world or into a planetary system that has a Base of Influence for this faction costs one extra FC, paid to this faction.

Planetary Government: The faction’s permission is required to buy or import assets marked as needing government permission. This tag exists for every world controlled.

Plutocratic: One per turn, this faction can roll an additional d10 when making a Wealth attack.

Savage: Once per turn, this faction can roll an extra die when defending with an asset that requires tech level 0 to purchase.

Scavengers: Whenever this faction destroys an asset, or has an asset destroyed, they gain one FC.

Secretive: All assets purchased by this faction automatically begin Stealthed, including Bases of Influence.

Technical Expertise: This faction treats all planets on which they have a Base of Influence as if they were at least Tech-4. They can build starship-type assets on any world with at least 10,000 people.

Theocratic: Once per turn, this faction can roll an extra d10 when defending against a Cunning attack.

Warlike: Once per turn, this faction can roll an additional d10 when making a Force attack.


Planetary Governance
Planetary Governments have one of four government types: Democratic, Oligarchic, Dictatorial, and Imperial.

Democratic governments host regular elections. Factions can spend FacCreds to build up popular support. The faction of coalition of factions with 50%+1 of support becomes the ruling government. Only factions with a base of influence can be elected.

In Oligarchic governments, any faction with an unstealthed base of influence on the world has two votes and can be voted for. Whichever faction gets the most votes becomes the ruling government.

In a Dictatorship, one faction rules uncontested. There are no elections. However, there is a chance of sudden challenges to the dictatorship.

Imperial governments work like dictatorships. However, there’s a chance of generating heirs. A heir will randomly choose a faction with an unstealthed base of influence on the planet as a favorite, weighted toward factions with a stronger presence on the planet. Upon the death of the monarch, the legitimate successor takes power unless challenged by other heirs.

Controlling a planet means factions need your permission in order build certain assets. You can, in theory, forbid factions from a planet or forbid factions from constructing any asset on the planet without your permission, but this comes down to your ability to enforce these laws with Force, Cunning, or Wealth.

Building Assets
There is a list of assets in the workbook.

Some assets have a permission requirement. This is NOT a formality. On planets with fragmented control, the permission requirement is not required.

All assets have their purchase costs modified by the planet’s stats.

Atmospheres
Airless/Thin: +1 FC to cost
Inert: +2 FC to cost
Corrosive: +3 FC to cost
Thick: +1 FC upkeep
Invasive: +2 FC upkeep
Corrosive and Invasive: +3 FC upkeep

Temperatures
Frozen/Burning: +3 FC to cost and upkeep
Cold to Temperate and Temperate to Warm: +2 FC to cost
Cold and Warm: +1 FC to cost

Beyond these modifiers, Wealth assets have special modifiers to their cost based on the planet’s population, tech level, and existing wealth assets. Keep an eye out for this modifier before building!


Tech Levels
Tech 0: Stone Age and Bronze Age
Tech 1: Iron Age, Late Medieval Age, and Renaissance
Tech 2: Steam Age, Industrial Age, Machine Age
Tech 3: Atomic Age, Early Space Age
Tech 4: Baseline
Tech 5: Pretech


Deep Space Travel
Travel through deep space is slow and prone to errors. Spike drives can malfunction, throwing ships far of course toward distant star systems, for example.

The fastest spike drive assets can reach the nearest populated sectors in one year. The slower spike drive assets capable of deep space travel can take longer.

Assets that can move other assets without moving themselves cannot move other assets while they’re moving assets through deep space because of the logistical planning and concentration needed for deep space travel.
 
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Asset Compendium

Force Assets

Force Assets revolve around dealing damage and brute force.

Beachhead Landers: A collection of short-range spike drive ships capable of moving large numbers of troops. As an action, the asset may move any number of assets on the planet, including itself, to any world within the sector for 100 FacCred per asset moved. Can move any number of assets on the planet, including itself, to any world in a world in an adjacent sector for 200 FacCred per asset moved.

Blockade Fleets: A collection of pirates and privateers. Whenever an asset carrying or moving cargo attempts to move onto or off of the world a Blockade Fleet is on, the Fleet may roll a Force v. Cunning roll. If successful, the Blockade Fleet may attack the asset. Upon a successful attack, any cargo the asset is carrying is stolen. One cargo is kept on the fleet, and the rest is sold planetside on the black market.

Blockade Fleets may jump to any world in the sector as an action. For 100 FacCred, a Blockade Fleet may jump to any world in an adjacent sector.

Extended Theater: As an action, any one non-Starship asset, including itself, can be moved between any two worlds within or adjacent to the sector for 100 FacCred. 200 FacCred if the sector is two hexes away. 400 FacCred if the sector is three hexes away.

Heavy Drop Assets: As an action, any one non-Starship asset, including this one, may be moved to any world within the sector for 100 FacCred. 200 FacCred if the world is an adjacent sector.

Planetary Defenses: Can only defend against attacks by Starship-type assets.

Strike Fleets: As an action, they can move to any world within the sector. For 100 FacCred, can jump to any world in an adjacent sector.

Zealots: Zealots take 1d4 damage every time they launch a successful attack or perform a counterattack.

Cunning Assets
Cunning Assets are focused on weakening adversaries.

Blackmail: Any attempt to attack or defend against Blackmail loses any bonus dice earned by tags.

Boltholes: If a faction Special Forces or Military Unit asset on the same planet as the Boltholes suffers damage sufficient to destroy it, it is instead set at 0 HP and rendered untouchable and unusable until it is repaired to full strength. If the Boltholes are destroyed before this happens, the asset is destroyed with them.

Book of Secrets: Once per turn, a Book of Secrets allows the faction to reroll one die for an action taken on that world, or force an enemy faction to reroll one die.

Contraband Facility: The default action every turn is for this asset to roll a 1d6. On 1, the facility explodes. On 2, nothing is produced. On 3-5, one contraband is produced. On 6, two contraband is produced.

Covert Shipping: Any one Special Forces or contraband can be moved between any worlds in the sector in sectors up to two hexes away for 100 FacCred. 200 FacCred three hexes away. 400 FacCred four hexes away. 800 FacCred five hexes away.

Covert Transit Net: As an action, any number of Special Force assets or contraband can be moved between any worlds in the sector up to two hexes away. 100 FacCred each for three hexes. 200 FacCred for four. 400 FacCred for five.

Cracked Comms: If Cracked Comms succeeds in defending against an attack, it immediately causes the attacking asset to attack itself for normal damage and counterattack consequences.

False Front: If another asset on the planet suffers enough damage to destroy it, the faction can sacrifice the false front instead to nullify the killing blow.

Informers: Target a faction. On a successful Cunning v. Cunning attack, one Stealthed asset on the planet belonging to that faction is revealed.

Lobbyists: When a rival faction gains permission to buy an asset or transport it onto a world, the Lobbyist can make an immediate Cunning v. Cunning test against the faction. On success, permission is withdrawn and cannot be attempted again until next turn. Does not work if the faction targeted is already the planetary government.

Party Machines: Each turn, a Party Machine provides 100 FacCred to its owning faction.

Popular Movements: The planetary government always grants any asset purchase or movement request made by the faction.

Saboteur: An asset attacked by saboteurs cannot use any ability until the start of the next turn. This lock applies whether or not the attack was successful.

Seditionists: For 250 FacCreds, the Seditionists can attach themselves to any enemy asset. Until they attach to a different asset or no longer share the same planet, the affected asset cannot perform an attack.

Seductress: As an action, the Seductress can travel to any world within the sector. As an attack, a Seductress does no damage. An asset successfully attacked by the Seductress reveals a randomly selected Stealthed asset on the planet belonging to the attacked faction. Only Special Forces units can attack a Seductress.

Smugglers: For one FacCred, a smuggler can transport itself OR any one Special Forces unit or cargo to another world in the sector or an adjacent sector for 100 FacCred. 200 FacCred for two hexes away. 400 FacCred for three hexes away.

Stealth: A special quality that can be purchased for a Special Forces asset on the planet. A stealthed asset cannot be detected or attacked by other factions. If the unit normally requires planetary government permission to be moved onto a planet, it no longer does. An asset loses it Stealth if its used to defend or attacks without achieving the killing blow.

Transport Lockdown: On a successful Cunning v. Cunning attack against a rival faction, the rival faction cannot transport assets or cargo onto that planet without spending 250 FacCreds for a turn.

Treachery: On a successful attack, this asset is lost, 500 FacCreds are gained, and the targeted asset switches sides, ignoring attribute requirements.

Tripwire Cells: Whenever a stealthed asset lands or is purchased on a planet with tripwire cells, the cells makes an immediate Cunning v. Cunning attack against the owning faction. If successful, the asset loses its stealth.

Wealth Assets
Wealth Assets are focused on generating FacCreds.

Bank: Once per turn, the faction may borrow 250 FacCreds from a Bank Asset. This loan generates 25 FacCred in interest a turn.

Blockade Runners: As an action, a blockade runner can transfer itself with one cargo OR any one Military Unit or Special Forces to any world within the sector or up to two hexes away. For 100 FacCred, up to three hexes. For 200, up to four. For 400, up to five. Ignores government permissions.

Commodities Brokers: As an action, the owner of a commodities broker can roll a 1d8, that number times 100 FacCreds are subtracted from the cost of their next asset purchase, down to a minimum of half normal price, rounded down.

Franchise: When a Franchise successfully attacks an enemy asset, the enemy faction loses 100 FacCred, which is gained by the Franchise owner. Subsequent Franchise attacks against the same faction that turn have diminishing gains.

Freighter: As an action, this faction may move any non-Force asset, including this one with one cargo, to any world within the sector or in an adjacent sector for 100 FacCred. 200 FacCred for two hexes away. 400 for three hexes away.

Harvesters: Roll a 1d6. On 4+, gain one mineral. If the planet is rich in minerals, gain one mineral on 1-3 and two minerals on 4-6.

Hostile Takeover: If this asset does enough damage to destroy a faction, the target is reduced to 1 HP and acquired by the Hostile Takeover's owning faction.

Laboratory: The presence of a Laboratory allows assets to be purchased on that world as if it had Tech-4, at +200 FacCred cost.

Lawyers: Cannot attack or counterattack Force assets.

Local Investments: Any other faction that tries to buy an asset on this world must pay 100 extra FacCred, which isn't given to the owner of this asset but merely lost. This penalty can stack and cancel out other Local Investments.

Marketers: As an action, the marketers may test Cunning v. Wealth against a rival faction's asset. If successful, the target faction must immediately pay half the asset's purchase cost, rounded down, or have it become disabled and useless until they do pay.

Medical Center: Once a turn, if a Special Forces or Military Unit on the world is destroyed, the faction may immediately pay half its purchase cost to restore it with one hit point. Any Repair Asset action taken on that world costs 100 FacCred less for Special Forces and Military Units for that faction.

Brigadors: Brigadors cost 100 FacCred a turn in upkeep. As an action, Brigadors can move to any world within the sector. Requires Government permissions as expected.

Monopoly: Trade Goods or Contraband sold on the world by this faction is "preferred" by the population.

Postech Industry: Requires 1 Mineral a turn. Each turn a 1d6 is rolled. On 1, nothing is produced. On 2-5, one trade good is produced. On 6, an Advanced Trade Good is produced. If this asset isn't properly supplied each turn, it is destroyed.

R&D Departments: All planets are treated as having Tech-4 for the purposes of purchasing Wealth assets.

Shipping Combine:: As an action, the combine may move any number of non-Force assets, including itself OR any number of cargo, including itself, to any world within the sector or adjacent sector for 100 FacCred each. Up to two hexes, 200 FacCred each. For three hexes, 400 FacCred each.

Surveyors: The presence of a Surveyor crew allows one additional die when rolling on Expand Influence actions on the world. As an action, a Surveyor can survey a planet for Mineral Spots.

Transit Web: For 100 FacCred, any number of non-starship Cunning or Wealth assets or cargo may be moved between any two worlds within the sector or any sector within two hexes. 200 FacCred to boost this to three hexes. 400 FacCred to boost this to four hexes.

Venture Capital: Roll a 1d8. On a 1, the asset is destroyed. On 2-4, gain 100 FacCred. On 5-7, gain 200 FacCred. On 8, gain 300 FacCred.






Errata

1. Nomads can deep space travel one hex a turn, not two.
2. FC generated in a sector can only be used in that sector. FC can be carried by any asset that is capable of deep space travel, of course.
3. Factions generate 1/2Wealth + 1/4(Force+Cunning) FC each turn.
 
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I have no idea of of factions on Apleawei in the context of the civil war, so I can tune this to whatever fits.

Faction Name:
United Democratic Liberation Army
Homeworld: Apleawei
Primary/Secondary/Tertiary Attribute: Force/Cunning/Wealth
Tag: Warlike
History and Description: The United Democratic Liberation Army is the military wing of the United Democratic Front for Liberation, a political group formed on Apleawei prior to the civil war. The UDFL was formed as a merger between the Constitutional Democratic party and the reformed terrorist group Liberty Legion/Liberty Party, with a significant defection from the moderate wing of the recently outlawed Adam Sanger's Army. The Constitutional Democrats, out of power for twenty years, courted radical groups dissatisfied with the Traditionalist government's centralization of political affairs and culture within the capital region. The Liberty Party was looking to parley its relatively small but dedicated base of support into greater political influence, while Adam Sanger's successors as heads of the ASA struggled to keep the diverging religious freedom groups together and some turned to other banners to accomplish their goals.

The UDLF's strong ties to radical groups led to fierce opposition within the Apleawei political system and multiple coalitions were formed by Traditionalist parties for the sole purpose of keeping the Front out of any government. These coalition governments were too politically divided to address the underlying issues of economic distribution and regional discrimination that they faced and ultimately led to the secession of several provinces on the High North continent, kicking off the civil war.

The Front was in an awkward position as moderates, opposed to secessionists who wanted a dissolution of the planetary government while also resisting the centralizing efforts of the Traditionalists. The UDLA was formed in response to political repression by the Emergency Government, controlled by security forces, and in UDFL friendly provinces swiftly took over security and defense in the name of the Front. UDLA Field Marshall Salva Torres parlayed the increasing stress of the military conflict on the nominally civilian administration into more and more authority for the UDLA until her assassination, and her successor Astartes Sandrez frequently challenged the Front's political leadership until the civilian government's own assassination by allegedly-Traditionalist special forces. With the Front decapitated Sandrez deployed UDLA troops to strong-arm the civilian government into appointing his favored candidates, becoming a military dictator and placing the UDLA in charge of its parent organization. Throughout all of this the war continues with no end in sight.

Forward to Victory! Forward to Liberation!
 
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There are no factions on Ap genned yet. O was holding off genning any in favor of players taking the lead in murdering one another there.
 
Secretive factions PM your sign-ups. You can post in thread, but telling everyone where your homeworld is probably isn't conducive for your health.
 
T-t-triple post.

@Shadowbound

Your Force/Cunning/Wealth attributes are 4/2/1. Your beginning FacCred treasury is 2. You may choose one Force asset and one non-Force asset as your starting assets, keeping in mind you meet the attribute requirements. You may use the 2 FC to build additional assets if you wish or save it.

@Everyone

Your starting attributes will be 4 in your primary, 3 in your secondary, and 1 in your tertiary. If Wealth is your primary, you will begin with 3 FC. You may choose one asset of your primary and one non-primary as your starting assets, and used the banked FC to build more, keeping in mind attribute restrictions.
 
Questions:

1) Are Assets the only way to generate Faction Credits? Or do factions generate them in other ways also?
2) Can you choose to turn stealth off voluntarily?
 
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1.) Factions generate FC as well. Thought it was in the rules, but it is half Wealth, rounded up, plus Force plus Cunning multiplied by .25, rounded down.

2.) Yes, but you have to buy the Stealth asset to restealth them.
 
Faction Name: The Sixth Revolutionary Movement
Homeworld: Unknown. The movement started on Zeonia, but the government believes that it has successfully purged them from the system. But have they? Or have they fled to elsewhere in the system? Nobody knows, but somebody has to be making those propaganda broadcasts across the airways.
Primary/Secondary/Tertiary Attribute: Cunning/Wealth/Force
Tag: Secretive
History and Description:

Frances Otis Ray - Sixth Revolutionary Manifesto said:
The First Revolution was the development of sentience, the start of humankind's inevitable destiny.

The Second Revolution was the development of agriculture, the fundamental process starting civilisation.

The Third Revolution was the Industrial Revolution, allowing for the potential of a global consciousness.

The Fourth Revolution was the development of the Spike Drive, allowing humanity to claim its rightful dominion over the physical universe.

The Fifth Revolution was the emergence of psychic abilities and the development of pretech, beginning what should have been the final chapter of human suffering.

The Sixth Revolution would have been the harmonious, democratic and universal ascension of mankind. However, the Silence was created by counter-revolutionary, anti-human and misanthropic forces in order to railroad humankind towards a path of inevitable extinction. Only through the collective unification, liberation and enlightenment of mankind can we ever hope to ascend to take our rightful place amongst the metaphysical universal brains.

The Sixth Revolutionary Movement is a political movement (although detractors often refer to it as a cult) that aims to achieve the Sixth Revolution of Mankind through universal political change and through the development of psychic abilities and pretech. The movement was started by intellectual Frances Otis Ray on Zeonia, who appealed to the disenfranchised masses through her writings of political liberation and an ability to give a sense of purpose to the people. The movement also desperately tried to gain access to those with psychic abilities to expand their knowledge of psychic powers, either through convincing them to join the movement or through more sinister means. The movement was soon branded illegal by the Zeonian government and Ray was declared an enemy of the state. The movement was driven underground, although the current status of the movement is unknown. Some say that Frances fled the planet, others say she is living under an assumed name on Zeonia. Either way, the movement is gaining attention from disenfranchised people all throughout the Stiri system.
 
Spoiler A System-wide Broadcast :


Here us, humanity of Stri.

We have lost our wings. While we have been grounded and silenced, the sky continues to fly and sing.

We have forgotten the stars, but the stars have not forgotten us.

We will fly again, Stri. The stars sing out to us, and so the Church must answer.

To those who have forgotten the song of the stars, be warned.

The stars have not forgotten you.
 
No more secretive faction sign ups. Sorry guys, bit get creative.
 
The game will start sometime this weekend, so I will lock orders sometime tomorrow night. Don't expect a flashy first update.
 
The update feels sparse, so I'm opening up sign-ups for a few more days.
 
Church of All
Homeworld: Apleawei
Primary/Secondary/Tertiary Attribute: Cunning/Force/Wealth
Tag: Nomad, Theocratic
History and Description: The Church managed to gain a large number of new acolytes and resources during the beginning stages of the Apleawei civil war, allowing for the Church to pursue its holy objective: bridging the stars. After stealing an old military transport and loading with as many members and goods as possible, the Church set itself into distant orbit of Apleawei, and is now preparing for its voyage into deep space.
 
I'm going to put this game on hiatus, subject to starting once the interest is there. In the meantime, I'm going to tweak and fine tune the rules to achieve my goal of, you know,a sandboxy gamr in space.
 
In case you missed it, Sonereal and I are hosting a rebooted and retooled version of this game here. I highly encourage you to join it!
 
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