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Conglomeration of Patrician Dynasty - Collaborative Campaign

Jun 2nd, 2015
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  1. ++++++ INCOMING TRANSMISSION ++++++
  2. --- Authentication: Success ---
  3. > Retrieving Information..... Success
  4. > Displaying Information
  5. > Regarding: Standard Imperial Terminologies on Galaxy and Universe.
  6. > Details: The Galaxy is divided into several parts, and one of the commonly used is Sector; a wide area at the universe. Each Sector has several Sub-Sectors. Each Sub-Sectors has several Systems. Each System might has several planets, stars, asteroid belts, or other space objects.
  7. > Proceeding to next topic.
  8. > Regarding: Warp
  9. > Details: Warp is the parallel universe, a twisted realms where Daemons live. Unfortunately, to travel the stars, accessing the Warp is one of the (if not the *only*) method available, since Warp connected several points of Realspace (the real universe) that otherwise took hundreds of years to travel. Special ship (called Voidship) is needed: a ship capable of traveling the space, the star, and the warp.
  10. --- Transmission Interrupted ---
  11. > End of Transmission
  12.  
  13.  
  14.  
  15. ++++++ SHORT HISTORY ++++++
  16. > Retrieving Information..... Success
  17. > Displaying Information
  18. The outer rim has not been explored fully, with many expanses left untouched for millennia. Yggdrassil Expanse was one of them, especially with Asgardia sector was separated from other sectors due to the destroyed Bifrost (sub-sector that connected Asgardia sector and Midgard sector) by sudden Warp Storms. Ancient records of Administrotum stated that several attempts and crusades have been performed, but the results are yet to be seen. The Imperial now fully relies to Rogue Traders to explore the Yggdrassil Expanse, and to bring them into submission under the Holy Throne of God-Emperor.
  19. As Asgardia sector fully rebuilt itself, several groups of Rogue Trader now set their eyes to Yggdrassil Expanse, and the many Sectors used to be existing inside: Midgard, Vanaheim, Alfheim, Svartalfheim, Niflheim, Jotunheim, Muspellheim, and the rumored Chaos Warp Eye of Hel; each are believed harbors priceless archeotechs, ancient knowledges, and riches beyond imagination.
  20. > End of Information
  21.  
  22.  
  23.  
  24. ++++++ CONGLOMERATION OF PATRICIAN DYNASTY ++++++
  25. > Retrieving Information..... Success
  26. > Displaying Information
  27. <undeciphered parts>
  28. It is already a common knowledge that there have been several powerful dynasties who went beyond Yggdrassil Expanse. Most of them perished, but few others seemed to grow prosperous by the time they returned to Asgardia. With the Asgardia Sector has developed itself, and became another important Sector <non-repairable texts>
  29. Because of that, a coalition between our fledgling dynasties, or an alliance to reach our common goal, for a better chance in exploring the Yggdrassil Expanse, with the aim of Gold, Glory, and Gospel, where we stand as equals on the round table, is needed. Thus, let us sign this treaty of alliance, and let us work together in our ventures, and let us grow together.
  30. <undeciphered parts>
  31. --- Transmission Interrupted ---
  32. > End of Transmission
  33.  
  34.  
  35.  
  36. ++++++ META-GAME: CAMPAIGN CONCEPT ++++++
  37. > Basic Concept: Light Adventure and Business Ventures on the outer rim of a grim, dark future of 40K.
  38. > Collaborative Campaign: Open ended and adaptive to Players' influences.
  39. > Flotilla: Large group of Voidships for Sector travel, small number of ships for single Episode.
  40. > Setting: Yggdrassil Expanse and Asgardia Sector (adjusted fluff from Koronus Expanse and Calixis Sector).
  41.  
  42.  
  43.  
  44. ++++++ META-GAME: COMMON GROUND ++++++
  45. > Company: Conglomeration of Patrician Dynasty.
  46. > Company: Powerful Characters, united for profit, by exploring the unknown.
  47. > Company: Shared [Profit Factor], (fairly) Equal standing.
  48. > Company: End Goal is adapted from Explorer's background and Endeavours.
  49.  
  50.  
  51.  
  52. ++++++ META-GAME: THIN RED LINE ++++++
  53. > Origin Path: Same path(s) may mean intersection at the past.
  54. > Starts Small: Giving room for expansion and addition of details (not for changes).
  55.  
  56.  
  57.  
  58. ++++++ META-GAME: RULESET ++++++
  59. > Basic Ruleset: Fantasy Flight Games, Rogue Trader (Core Rules, Into the Storm, Battlefleet Koronus)
  60. > Character Creation: Variant of Character Creation (will be described below)
  61. > Procurement: Equipments 'owned' are considered to be including their maintenance, operational costs, insurances, etc; You can get a new one available (but only one at a time) when you reach base. In case of Ammunition, Grenades, and Drugs (and similar consumables), it comes in 3 (three) at a time.
  62. > Maintenance: Overusing Equipments (or constantly losing them or damaging them) will call for an enforced Profit Factor test during Maintenance. On a failure the Equipment is lost.
  63.  
  64.  
  65.  
  66. ++++++ META-GAME: CHARACTER CREATION ++++++
  67. > Concept: Start by focusing your mind to a character concept.
  68. > Variant Roll: Characteristics of Explorers are determined by dice rolling:
  69. >>> Roll 2d10 for 10 (ten) times at provided Thread. Re-roll if the total result is less than 110.
  70. >>> Discard one result.
  71. >>> Use the remaining 9 (nine) for the 9 (nine) Characteristics, as you see fit.
  72. > Determine Career and Origin Path. You may consult with other Players regarding background if you have intersection on the Origin Path. All Explorers must came from the vast-and-grown Asgardia Sector, or the remnants of Bifrost (Footfallen).
  73. > For each part of Origin Path, you may only write a short paragraph telling the story (max is 75 words).
  74. > You may swap any [Starting Skill] with another [Skill] from Rank 1 of your Career, as long as the costs are the same.
  75. > You may swap any [Starting Equipment] with another Equipment, as long as the Craftsmanship and Availability are the same.
  76. > You gain 1 additional Equipment with Common-Craftsmanship of [Very Rare] availability, or a Best-Craftsmanship of [Scarce] availability.
  77. > You gain maximum Wounds and Fate Points instead of rolling.
  78. > You gain 3 Corruption/Insanity for each 1d5 you would normally gain, or 6 for each 1d10 you would normally gain.
  79. > Rogue Trader Explorers gain a Void Ship, with 50 Ship Points to be used.
  80.  
  81.  
  82.  
  83. ++++++ META-GAME: ADDITIONAL DETAILS ON CHARACTER ++++++
  84. > Rogue Trader Explorers may appoint another PC they know as their First Rank Officer.
  85. > Explorers who are not Rogue Trader nor a First Rank Officer appointed by Rogue Trader may select Second Rank and below.
  86. > Any Explorers are welcome in any Company's Voidship, as long as they uphold the loyalty to the Company, and as long as they respect the Treaty, and as long as they respect other Company members.
  87.  
  88.  
  89.  
  90. ++++++ META-GAME: CAMPAIGN: HIERARCHY ++++++
  91. > Playing Sessions to Campaign Hierarchy: Scene - Episode - Act - Chapter - Campaign
  92. > Playing Sessions are Endeavour-based (Each Endeavour has several Objectives; details will be given later)
  93. > 1 Scene is about 2 (two) hours, rounded down, and can be considered as fulfilling 1 (one) Objectives of any Endeavour, and will reward the participating Explorers 200 XP (Storyteller also receive 50 XP to be given to one of their Explorer)
  94. >
  95. >>> 1 Scene = 2 Hours = 100 Achievement Points on 1 Objective = 200 XP (for participating Explorer) and 50 XP (for Storyteller).
  96. >
  97. > 1 Episode may include several numbers of Scene, of which may include combats, socials, interactions, etc.
  98. > 1 Act is 2 (two) weeks long; each Act is separated with Maintenance.
  99. > The whole Campaign is scheduled for 6 (six) Acts (each separated by a Maintenance), spanning for 12 (twelve) weeks. Tentative: depending on circumstances, it can be extended with additional 3 (three) Acts.
  100.  
  101.  
  102.  
  103. ++++++ META-GAME: CAMPAIGN: PLAYERS ++++++
  104. > Each Player may have a maximum of 2 (Two) Explorers.
  105. > To run a Session (or Episode), a Storyteller is needed, along with at least two other Players taking the role of Explorers.
  106. > Each Storyteller may create a Rogue Trader with some other characters as NPCs if they want to, in case they need a means to smoothen the Episode.
  107. > It is encouraged that the ones who take initiative is the Explorer (especially Rogue Trader), however discussion before the real game starts with the Storyteller can also be done, in example in choosing the Objective to be worked on.
  108.  
  109.  
  110.  
  111. ++++++ META-GAME: CAMPAIGN: ENDEAVOUR ++++++
  112. > The "Mission" of the Company is called Endeavour; it is the Business Venture, and the only way to increase Profit Factor.
  113. > Each Endeavour contain several Objectives, each with 100 Achievement Points.
  114. > Each Objective can only be completed 1x (once).
  115. > By the time an Endeavour accumulated enough Achievement Points, it is considered fulfilled. Remaining Objectives can be worked on for extra Profit Factor.
  116. > Updating Profit Factor will be done only during Maintenance (will be described later).
  117.  
  118.  
  119.  
  120. ++++++ META-GAME: CAMPAIGN: ENDEAVOUR: TYPES ++++++
  121. > There are four types of Endeavour: Meta, Lesser, Greater, and Grand.
  122. > Meta, Lesser, and Greater Endeavour only valid during 1 (one) Act; on Maintenance, not completed Endeavours (those who did not accumulate enough Achievement Points) are considered failed. Meta Endeavours are restarted at 0 Achievement Point at the beginning of any Act. Grand Endeavour is valid until completed, with no time limit.
  123.  
  124.  
  125.  
  126. ++++++ META-GAME: CAMPAIGN: ENDEAVOURS: OBJECTIVES ++++++
  127. > Completing an Objective (100 Achievement Points) is done by playing 1 Scene. Additional Achievement Points are possible (due to Ship used or Explorer's ability).
  128. > Differences on the Endeavours are on the Achievement Points needed for completion, Objectives, Profit Factor, Creator, and Privilege, as follows:
  129. >>> Meta (1,000 Points, 10 Objectives, +1 Profit Factor, default Endeavour, any Storyteller).
  130. >>> Lesser (800 Points, 10 Objectives, +1 Profit Factor, a Storyteller, the said Storyteller).
  131. >>> Greater (1,200 Points, 15 Objectives, +3 Profit Factor, a Storyteller, any Storyteller who has permission from said Storyteller).
  132. >>> Grand (1,500 Points, 20 Objectives, +5 Profit Factor, Campaign Arbitrator, any Storyteller).
  133. > Details on Endeavour and Objectives will be given later.
  134.  
  135. > Sample Meta Endeavour:
  136. >>> Protecting Company's Interests (Meta), Threshold: 1,000 Achievement Points. +1 Profit Factor.
  137. >>> Objective 1: Defeat Heretics [Military, Creed]: 100 Achievement Points.
  138. >>> Objective 2: Defeat Xenos [Military]: 100 Achievement Points.
  139. >>> Objective 3: Internal Consolidation [Creed]: 100 Achievement Points.
  140. >>> Objective 4: Patroling Perimeter [Exploration]: 100 Achievement Points.
  141. >>> Objective 5: Establishing Trade Route [Exploration, Trade]: 100 Achievement Points.
  142. >>> Objective 6: Supplying Flotilla [Trade]: 100 Achievement Points.
  143. >>> Objective 7: Sabotage Rival Dynasty [Criminal]: 100 Achievement Points.
  144. >>> Objective 8: Internal Investigation [Criminal, Creed]: 100 Achievement Points.
  145. >>> Objective 9: Escort High Rank Individuals [Military]: 100 Achievement Points.
  146. >>> Objective 10: Protecting Supply Lines [Military, Trade]: 100 Achievement Points.
  147.  
  148.  
  149.  
  150. ++++++ META-GAME: CAMPAIGN: MAINTENANCE ++++++
  151. > Maintenance will be held every 2 (two) weeks, between Acts.
  152. > Maintenance Flow:
  153. >>> Story/Event: Company returned from Yggdrassil Expanse to Asgardia Sector for a maintenance, upkeep, restocking, and general meeting assembly.
  154. >>> No session may be held (except Open RP in Asgardia Sector).
  155. >>> Add Profit Factors from Completed Endeavours, and discard failed ones.
  156. >>> Deduct 5 Profit Factor to represent maintenance costs.
  157. >>> Deduct Profit Factor due to Failed Acquisition from previous Act (if any).
  158. >>> Upkeep Tests for overused/lost/destroyed/similarly over-stretched Equipments (per Explorers), or for every costs that the Company must pay during any Episode (Storyteller's discretion).
  159. >>> Acquisition chance. The only time anyone can make Acquisition (5x per Explorers). A specific thread at the forum will be provided.
  160. >>> Updating the Profit Factor debt (to be deducted next Act), as well as Explorers' Equipments.
  161. >>> Updating Endeavours List for the Act.
  162. >>> Game starts at new Act.
  163.  
  164.  
  165.  
  166. ++++++ META-GAME: ACQUISITION ++++++
  167. > Acquisition of Equipments can only be done during Maintenance, and posted at appropriate provided Thread at the Forum.
  168. > One Explorer may try to make up to 5 (Five) Acquistion on each Maintenance.
  169. > Failed Acquisition might incur Debts, which will deduce Profit Factor at next Maintenance.
  170. > Flow of Acquisition:
  171. >>> Explorer declares what are the Equipments to be procured.
  172. >>> Explorer declares whether they want to use Commerce for the Acquisition.
  173. >>> Make appropriate Commerce test (if any) and Profit Factor test.
  174. >>> On successful Profit Factor test, the Equipment is procured safely and eternally (at least upon normal usages).
  175. >>> On a failed Profit Factor test, add 1 (one) Debt rating for every 2 (two) degrees of failure.
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