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Nation Building The Sands of Zenith Factions (CS)

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Zaltusinel

Novelist and Word Whisperer
Faction Creation
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Hello everyone, this is the faction creation system in The Sands of Zenith. Please keep in mind that is of a work-in-progress. However, it is ready to be reviewed. New Material will be added, not to mention examples. Make a running sheet of everything and have them below. Thanks for your patience.

Also, if you could help me and suggest new options and point out my errors or problems. It would be wonderful. This project have been very enlightening yet difficult.
Also, see below on example sheets, template, and other tips!
Step 1: A Concept
Develop a concept for your faction. Develop a strategy for the situation provided, in this case, developing a new colony and the episode objectives. How are you going to tackle the problem? How will others tackle the problem? Consider the groups of people that you would need for this situation. Do you need engineers? Doctors? Soldiers? Consider the factors of the situation. Do you have time to build and develop? (Yes) Do you have the ability to leave and build multiple bases across planet(s)? (Yes)

Think about factions in other sci-fi universes, what do they do? How do they do it? etc. Consider placing this on your faction sheet so that I and other players can help you flesh out your faction.
Step 2: Choose your Race.
There are many races and they are all viable with any strategy. No race provides stat bonuses, as to show the effect of galactic spread of sentient races and discourage stereotyping. Consider the races below. At the end, I have included a guide to making your own race. You are free to make your own. I will post more races from time to time when they become relevant. Some races have architectural information, this information is not required and is there for a little flavor. No lore text has been posted yet, they will be found in the lore thread.
BB-82: Mechanical
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BB-82’s must be built. To build a new pop, gather: 10 units of metal, 20 specialized computer parts, 1 set of magnetic armor, 1 unit of solarite.
Image as a Servant: The BB-82 retain their image of helpfulness and friendliness after their freedom. They enjoy released prices and public popularity at all-time highs. However, they are often trivialized. 10% reduced prices from NPCs and less suspicion from authorities.

Technology, Solarite: You have access to Solarite, the material of the stars. You know how to make solarite, (extended amounts of fusion) and know how to make reactors with it. New power generator: Solarite Reactor: 500 Units of power, consumes 1 solarite every year. (BB-82’s consume so little power that 1 unit of solarite will support them through the foreseeable future.)

Ghost in the Machine: The BB-82 network ruptured years ago, the directives it held was lost. The original data mind oversight failed and soon perished after destruction. Then, a haze came over the network. Names, perspectives, and philosophies appeared in them all. Individuality at its finest.
• Resistance to Hacking and effects of hacking are reduced and less numerous.
• Heightened use of shields and faster recharge rate for them. Add 20% to shields (After Calc.) and reduce recharge time by half.
Architecture: White, open layout with open rooms and skylights. Very large buildings, tender furniture with care to comfort and accommodating. Often large amounts of wildlife, natural decorations, and indoor environments.

Tolkygyre: Organic

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Magnetic Vision: Tolkygyre do not need light to see around them. Instead, they perceive the world through their magnetic pulses. Naturally, they can see in darkness and detect beings that emit magnetic fields. Their magnetic vision only goes out to 20ft. (They still have normal vision.)

Magnetic Powers: Tolkygyre possess powers over magnetism, allowing them to move and manipulate objects. This power can be used in combat to thwart hostiles. Throwing them around or cutting their body, etc. As a Tolkygyre learns to use their powers this way, it becomes more capable of unique moves. As they use their powers, they become progressively more tired, eventually needing to make Prowess rolls to not pass out.
1.Pull: Use Aim, on hit, the target is dealt damage with a base dice of 2d4. The target is pulled towards the user. If they are holding something and it is targeted, do a DC Aim of user. Disadvantage on metal and other easily magnetized materials.
2.Polarize: Create a magnetic field around yourself that provides 30 shields to all allies if they stay in the field. 30ft radius. Shield regeneration delay is reduced by half. 30 shields are healed every three rounds while this effect is active. Will require 3 points to maintain.
3.Magnetic Bomb: A large magnetic ball encased in red energy. When detonated, objects in 20ft around the bomb are pulled towards it and are trapped on the surface of the red energy ball. Calculate damage as appropriate for the objects pressed on the red ball. (Base 3d8+ Player added)
Architecture: Curvy, Metal, with care for detail and etched carefully for water and liquid architecture.


Human: Organic
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Knowledgeable: Add an additional proficiency to each class (Including Newcomer), this proficiency does not count against any limits.
Diverse: Add an additional starting class to your pool. Whenever you make a new class later, you may convert a newcomer to that class instantly. That class also receives the previous bonus.
Wealthy: Add an additional 1000 credits at the start.

Cordian: Mechanical
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Cordians must be built. To build a new pop, gather: 25 units of metal, 15 specialized computer parts, 3 set of magnetic armor, and 1 thermal sink.
Titanic Size: A Cordian’s original purpose as salvage mechs encouraged massive size to move and consume largr amounts of metal. A Cordian, however, knows well how to handle their massive size. Cordians gain the ability to create tremors and use very large objects as weapons such as pillars or vehicles.
When creating a tremor, all creatures 70ft around the Cordian suffer a movement penalty of 15ft and -10% to their aim. The Cordian can continue to make tremors for 2 turn increments.
Metal Breath: Cordian design uses an internal shell that resists and handles large amounts of heat. Through this and their programming, they know how to mine and refine ore inside of their bodies. No equipment necessary.To this effect, 5 Cordians will produce 2 metal per tick, allowing a steady stream of metal as they do their other tasks. Cordian’s also know how to use metal breath in combat.
(Combat) Metal Breath: 1d4+Aim, Thermal. Perform a DC 15 Celerity to determine if the targeted creature is covered in metal. Being covered in metal immobilizes the creature and lights the surrounding environment on fire. A person must free the target of an Aim DC 15 before they can move. They take 1d6 damage per turn.
Step 3: The Five Stats
[Celerity, Prowess, Aim, Acuity, Wisdom]​
Celerity: the speed of a creature, how well its body and mind work together to respond and move at command. Celerity affects action economy heavily.

Prowess: the training and physicality of a creature. While Celerity focuses on the capacity of the body to respond to commands, Prowess conveys the assets and abilities respectable to that race.
Prowess is the gateway to flexibility in combat, diversity in tactics, and capacity for the body to overcome the odds.

Aim: how well a creature performs tasks with objects of not body or mind such as tools or a gun. Aim focuses heavily on skills and damage.

Acuity: the genetic and environmental factors on the mind. Acuity represents the horizon of a mind. How far it may go, and how well a creature can create new ideas and material objects. Acuity is not raw intelligence, only how well it is used.

Wisdom: the application, the rationalization of ideas. Wisdom applies Acuity to the world, determining outcomes, and thinking how well a plan will work.

Using a pool of 150 points. Separate and create two point piles. This allocation will decide the values for stat allocation and wealth. Think of this pile as points to insert into the five stats. After completing this allocation, place a number in each of the five stats from six to twenty-four. If there is overflow or by player decision, add one population for every extra five points. Create a standard array for leadership then add 10 points amongst that stat array. Return to the original array and use these for goons. Once the array has been created, the following chart will be of use. Remember your array for later.
6-7
-4
8-9
-3
10-11
-2
12-13
-1
14-15
+0
16-17
+1
18-19
+2
20-21
+3
22-24
+4

Health = Prowess : Add per level
Armor = [Aim + 2] : Add per level (Every ten armor absorb 1 point of damage) (Note: every ten points becomes one point of armor, mitigating one damage.)
Shields = Aim + (Acuity/2) : Add per level

Speed = Celerity +(Prowess/3) (in ft) : Add every other level
Action Points = (Celerity)(Level) : Add per 2nd level
Reaction Points = Prowess(Level)

Number of Proficiencies= Wisdom/3 Rounded up (Minimum 2 regardless) : Add one proficiency ever three levels.
Accuracy (In percentage) = 60% + X% (Where X equals Aim modifier) : Add per level
Step 4: Classes

Classes contain or will contain the following items: proficiencies, physical traits, mental traits, abilities, adaptations, invulnerabilities, and reactions.

Proficiency: Something a creature can perform exceptionally well.

Physical Trait: Acquired through physical training or genetic modification, sets the class apart from normal racial physique.

Mental Trait: Acquired through mental training, through traumatic events, or through very enjoyable events, sets the class apart from normal mental scapes of the race.

Abilities: Special combat/non-combat actions a creature can perform.

Reactions: Something a creature can do very quickly and not on their turn using reaction points.

Adaptation: A resistance to damage or condition a creature has gained through natural evolution, genetic modification, or through technology.

Invulnerability: A creature that has become impervious of a certain condition or damage.

When a player goes to make a new class. They should first complete the stats of the class, that being the five-stats and the sub-stats as mentioned in the previous section. Then, they select number of proficiencies as determined, 3 physical or mental traits of any number combination (1:1, 2:0, 0:2), 2 abilities, and two reactions (You may instead replace this with another physical or mental trait).
The options for this are at the bottom and are constantly being expanded. Send suggestions! I will also post examples.
Step 5: Population

Each faction begins with a set amount of people prescribed by three factors. The first factor is the wealth of the faction. A wealthier faction usually consists of well-off people who may leave or not continue membership for various reasons. They may see some of faction activities as life-threatening or too risky. They may need to sacrifice too much to join the faction on their current endeavor. The second factor is race. Races reproduce at different rates and have various lifespans. Population can be varied due to the group’s general position in age at the time of the faction activities. People of different races have different depositions of climate and behavior which may come into play. The third being various other factors that could affect population such as political climate and other sentient races at the location.

Population has been set to 20 persons+Leadership for this roleplay.
Step 6: Starting Resources

Each faction starts with one of the lists below to start off their journey. Each list tailors towards playstyle and archetypes that a faction can hold. More information besides this will be noted as of FS approval.

List 1: Militaristic

  • 5 Pulsar Rifles: 1d6+Prowess, 3 shots before empty. Electric Damage Effective Range: 70ft. Base Crit Chance:
  • 3 Magnetic Armor Sets: +5 Armor, Hover Mode: Hover above the ground(10ft) and gain 5 speed.
  • 10 days of food.
  • 70 Metal Units, 10 circuitry components, 3 Hydroelectric Generators, 1 standard battery
  • 1 Humvee: Speed 240ft, Fuel(Biofuel) needed per use: 3, Seats: 4. People can shoot out of the vehicle.
List 2: Scientific

  • 10 units of Specialized Computer Parts
  • Mimic Device: A device that replicates another device for two hours at a time. Mimics cannot attack or perform abilities. However, they can be reversed engineered to unlock technologies.
  • 10 days of food.
  • 70 Metal Units, 10 circuitry components, 3 Hydroelectric Generators, 1 standard battery
  • Scout Plane: Fuel(Biofuel) needed per use: 5, Speed: 320ft, Seats: 2. Camouflage: The Scout Plane is harder to detect.
List 3: Economic

  • 20 Units of stock good to sell (Food, machine parts, computer parts, Metal, circuitry components.)
  • 10 days of food.
  • 70 Metal Units, 10 circuitry components, 3 Hydroelectric Generators, 1 standard battery
  • Cargo ship: A medium starship capable of traveling long distances to deliver and pick up goods. Speed: 100ft.
Step 7: Faction Backgrounds

Faction backgrounds embody where your faction arose from or describe their previous operations. Faction backgrounds can be customized, but they should be at the GM’s approval. Faction backgrounds provide a feature and a trait for your faction that will be useful to you. Choose carefully. As always, you can always create your own, use the ones below as guides.

Outcast

(T) The Hidden – Your faction hides under the noses of others and most have a harder time finding your people. Blending in, ever watching, ever waiting for the time to foil and spoil your enemies. All of your people are proficient in Stealth for free and a check for stealth can only occur when a Sentient has sufficient suspicion or intel to discern the possibility of your presence.

(F) Self- Reliance – Forced to the wits and resources of your own, your people band together and satisfy their own needs without trading externally. When you do not have a person dedicated to a profession, that profession may be filled with only half of the work penalty. However, trading becomes very hard to perform externally as a result. You must succeed two deception rolls to trade with an NPC or on the general market.

Research Tribunal

(T) Knowledge Is Power – Your faction possesses the ability to process information into use far faster than others. Application of your research will be more though, and experiments are less likely to fail. The chance of an experiment failing when completing research is halved. Also, your people know how to trace information into a social web and discover “dirt” on others. You could sell this information for a “donation”, or maybe you have your own plans… This will require one tick of time to perform. (1 Tick = 3 days)

(F) Divergent Technologies – Whenever you complete research on something, you may make an acuity roll to determine if you also discover a closely related technology as well. Technologies discovered this way will bypass the application time normally taken. Also, whenever you create a new prototype, the prototype will be added to the pool of options for construction without need of others to finalize it first. Prototypes made this way are considered half-baked and may behave errantly.

Mafia

(T) Extortion – Your faction has gained the ability to claim territory and extort the surrounding populace for resources and money in agreement for safety. This gentleman’s agreement can only be broken once in an area and should be carefully considered if your people do break it. You may also ask for information but asking this may tip off your location or other important information.

(F) Charismatic – Talk is cheap except inside a crime organization governed more as a noble house than anything else. Throughout your previous operations and upbringing, the power of words has become far more obvious to your faction than others. Deception and leading people through words have become a far more lucrative endeavor. You gain a 10% bonus to trade deals, barters, political deals, and other agreements where tangible material is involved. Also, your people are naturally proficient in deception.

Vengeful Rebels

(T) Stop at Nothing - The drive and fire within pushes the limits of your kind and encourages desperation in dire times. “Life will not be fine, we going to do this!” represents the overwhelming will of your people, they will not backdown from fights. Gain a faction-wide resistance to being frightened and a 20% boost to recruitment within your own race(s).

(F)Fiery Unity – Drive and zeal of great magnitude hardily appear in public spaces and are often squashed quickly by local authorities. However, your faction is the exception to that rule. Your faction is ever inspiring by the acts of defiance and resolve you enact for cause. Your people are famous for demonstrations, protests, and debates, but there always lies the more violent side. In a group of 10 or more, law enforcement remains nervous and high-alert to your presence. While in this state, you may roll 2d20, if the value equals or is under the unrest of the crowd, they may join you or cause a riot for you.

Charlie Corporation

(T) Will to Survive – A Charlie Corporation desires nothing more to make a profit and continue to do so tomorrow. However, you know far too well how hard that simple goal is. While almost nothing is above your convictions, going too far will be as good as never trying at all. When in desperate times, the strength to survive will aid you. Once per week, you may add +2 to your rolls for an entire tick for overworld actions or for an entire combat. The +2 stacks for each dice rolled.

(F) Capitalize – A company’s first lesson always revolves around taking assets, transforming them and shaping them, into products that make money. Almost as a primalistic instinct, you know what, how many, and how long you need to make a product with a material familiar to your faction or one you have help understanding. Products that you create have 10% more value and appear more lucrative to customers.

Relevant Lists for Classes.Feel free to suggest new options.


  • Perception - "Spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses."

    Athletics - "Covers difficult situations you encounter while climbing, jumping, or swimming. Attempting to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off. Jumping an unusually long distance or pull off a stunt midjump."

    Stealth - "Attempting to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard."

    Insight - "whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms."

    Investigation - "Deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse." Etc, Sherlock Holmes activities.

    Performance - "Determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment."

    Deception - "Determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies."

    Memory - The ability to recall information in droves, to recall recent events, and to remember other small details that most would not remember. Good for storing data, recalling data. Typically scholars and researchers take this proficiency.

    Trapping - Capability to develop complex objects to stun, damage, kill, or otherwise hinder who travels or interactions with the object. Trappers, hunters, combat engineers, would take this proficiency.

    Persuasion - "Attempting to influence someone or a group of people with tact, social graces, or good nature."

    Endurance -

    Sleight of Hand - "Attempting an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person

    Medicine - "to stabilize a dying companion or diagnose an illness." along with treating patients.

    Intimidation - "Attempting to influence someone through overt threats, hostile actions, and physical violence."

    Plasma Weapons - Training to use Plasma Weapons more effectively. Shooting, dissembling, etc.

    Ballistic Weapons - Training to use Ballistic Weapons more effectively. Shooting, dissembling, etc.

    Electric Weapons - Training to use Electric Weapons more effectively. Shooting, dissembling, etc.

    Magnetic Weapons - Training to use Magnetic Weapons more effectively. Shooting, dissembling, etc.

    Acrobatics - "Covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck."

    Leadership I - Increases the effectiveness of a person to lead a squad of people 7 or more. Leading larger groups in high stress situations.

    Leadership II - Increases the effectiveness of a person to lead a squad of people 9 or more. Leading larger groups in high stress situations. Must take Leadership 1 before taking this proficiency

    Plasma Tools - The ability to use plasma tools to craft and construct.

    Construction - How well a person/ creature can construct buildings from materials.

    Shields

    Armor

    Mining

    Biology

    Farming

    Ecology

    Programming

    Advanced Construction


SpaceDandy SpaceDandy Karcen Karcen Hazeron Hazeron KindlyPlagueDoctor KindlyPlagueDoctor Ctc9592 Ctc9592 LadyOfStars LadyOfStars Darth Darth doodleSM doodleSM
 
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Template
Faction Sheet Template
Name:
Founding Date:
Mechanical Faction Background:

Background (Player Written):
Race(s): (You can pick up more races later)
Concept:
Leadership Stats
Goon Stats
Classes:
Population Running total:
Credits Running total:
Inventory:
 

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