Campaign Turn 0 - The dice rolling bit

 Turn 0 of a new campaign, so lets get rolling some dice \o/ Prepare for a LOT of text.

I went for a full random spread of Crew Members to start out and got:
(94) Strange Character
(05) Human
(63) Primary Alien
(88) Bot
(15) Human
(74) Primary Alien.

So Two humans, two aliens, a bot and a strange character. Follow up rolls gave me (74) on the Strange Character table for an "Emo Suppressed", and a (52) and (100) on the updated Primary Alien table from the 5Parsecs Compendium giving me a Precursor and a Swift. I'll also be using a random name table on donjon for the names as well as the tables in the Compendium. 

For Human 1 (Ennin Marte) we get a background roll of (05), so they come from a "Giant, Overcrowded Dystopian City" for +1" to Speed. Their motivation is (88) Power, so get +2XP and a starting Rival, and their Class was (01), Working Class for +1 Savvy and +1 Luck

For Human 2 (Cordell Cayne) we get a background  roll (51) War Torn Hellhole for +1 Reaction and +1 Military Weapon, a Motivation of (48) Technology for +1 Savvy and +1 Gadget and a class of (42), a Negotiator giving us +1 Patron and +1 Story Point.

On to our Precursor! For a name I got Chami M'Eron. Precursors are apparently;
"Graceful and refined alien humanoids who were traveling the stars when other species were still lingering in caves."
The idea seems to be some kind of Ancient Not Human based on the art used, so maybe something along the lines of an Eldar or Protoss? I'll see what I can find a model for that I feel works.
Anyway, for their Background we get (80) Isolationist Enclave giving 2 Quest Rumors. That fits the Ancient Superior Species bill pretty well. For their motivation we get (58), Loyalty giving an extra Story Point. Okay, interesting, but then for Class we get (35) Primitive. +1" Speed and +1 Low Tech Weapon roll. Huh. How to marry Ancient Superior not-Eldar with a Primitive Background. Eldar Exodite or whatever The Arbiter has going on?

For the Swift crewmate, we get the name Sani. Swift are written as:
"Diminutive, winged, lizard people, the species received the nickname “Swift” due to their erratic, jerky motions"
Not sure what kind of mini I'd go for with this, but we will see how it goes and what I come up with. For the Background, we get (56), a Subjugated Colony on an Alien World for +1 Gadget. Motivation is (94), Order giving us another Patron and Story Point. For their Class we get (11), a Scientist for +1 Savvy and +1 Gadget. So possibly some kind of expat or escaped scientist from an invaded world, seeking order in some way.

And for the last crew mate, the Emo-Suppressed with the name Nexus. The description for this reads: 
"Whether requested, imposed as a criminal punishment, or due to cultural customs, this character is unable to feel any emotions beyond those needed for rudimentary existence."
Not entirely sure about what the vibe is MEANT to be, but stat wise they start as Human Baseline but without the extra luck. So I get the vibe of a person who's been Nerve Stapled or something similar. 
For the background (46) they came from a Frontier Gang (+1 Combat), their Motivation has to be Survival due to their species (+1 Tough) and their Class was Petty Criminal (55) for +1" Speed. So it says to me someone who was a career criminal who got caught, altered mentally in some way and is now struggling to just Get By and wanting to survive.

For the sixth crewmate, we rolled a Bot, meaning we don't have a background, motivation or class roll and just move on. They don't gain XP either, but can instead be upgraded via purchasing Bot Upgrades for Credits. In fact, they don't interact with most of the RP style mechanics like Character Events, Implants, Injuries or XP but in a trade off they seem to have slightly better starting stats and start with a 6+ Armour Save from the get go. Using Donjons table were going to call him Z-A2Z, or Zazz. 

Next we pick a Captain who will receive +1 Luck and will never leave the crew. Let's go for Ennin Marte. They're already a little more lucky and can actually make use of the extra, and are bringing a Rival already. 

Moving on, we get to our gear rolls. We have 3 rolls on the Military Weapons table, but for each crew that got an increase to Savvy we can swap it to a High Tech roll. So 2 High Tech rolls. We also get extra Military weapon rolls for another 2 total. We get a base of 3 Low Tech rolls, but another +1 from Chami. We would normally get 1 roll each on the Gear and Gadget tables, but our creation rolls give us 4 Gadget rolls total.

So for our two High Tech rolls we get (66) Blast Pistol, and (67) another Blast Pistol.
Our two Military rolls come out as (91) Boarding Sabre, and (59) Needle Rifle.

Next is 4 Low tech rolls, a (61) Colony Rifle, (59) another Colony Rifle, (73) Shotgun and finally (86) Blade.

For our Gear roll we get a (04), an Assault Blade. And for our four Gadget rolls we get (48) Nerve Adjuster, (87) Stabilizer,  (43) Jump Belt and finally (42) another Jump Belt. Finally, we get +1 Credit for each starting crew member, so currently at 6C, 3 Patrons, 1 Rival, 3 Story Points (onto 1D6+1 starting story points, rolling a (3) gives me 6 total) and 2 Quest Rumours.

Next up is our Ship. This decides our starting Debt, its Hull and any traits it has. The ship is more of a character than a physical unit or object, likely due to scale concerns. The game doesn't really cover ship to ship combat but there are events and even battles concerning being boarded. Anyway, we roll an (08) which gives us a "Worn Freighter) with 30 Hull and a starting debt of 25 Credits. I'd use the Ship Name Generator from the Compendium, but my partner already gave me a fun name in Gordian Knot due to a conversation we had regarding my choice paralyses regarding picking a solo wargame to play. Trying the table out anyway just to see, we get a (56) and (36), Loyal Way. Think I'll stick with Gordian Knot.

Finally, for how our Crew met, we get a (46), "A common cause or belief", and they're best characterized as (42), "Hardened Rebels". So I guess it works together, we're rebels against the establishment (known in universe of Five Parsecs as Unity being the Major Civilization/Empire).

From here we could go straight into a game, but we're going to use the Introductory Campaign to get a grip on the rule and enjoy the narrative prewrite, and then if we survive long enough I'll try out the pre-written Story Clock plot from the main rulebook, which also serves as a good first Complete Goal for the campaign. Let's use the expanded rules for checking who we owe money to as well as get our Rivals and Patrons organized.

The default loan rules just has your ship imported if your debt ever gets too high and that's it. But we can do more interesting than that. Our Origin is from a Corporate background. "The funding of Freelancers can be a viable investment, or a way to write off cash as Business Investments if the Freelancers don't work out). Using the Corpo Name Generator gives us (99) and (38), Orbital Executives. They don't adjust our starting debt thankfully, so it stays at 25C Debt. As for the interest rate, we get (41), Average. this simply gives us a +1/+3 interest rate per turn. Low interest if we owe 30 credits or less, and high interest if we ever go above that. As for OE's enforcement threshold, we get (85), Very Aggressive. They REALLY want their money back. This gives us a Threshold of 50/65. So once we hit 50 debt, and then 65 we make a D100 event roll to see what happens, and another roll every 5 credits of debt past 65. This could be adding even more fees, sending someone to "collect" or even just taking the ship from us.

For our world of Yuumgan, we roll a World Trait and get (42), Unity Sector. The world can't be Invaded. Not a bad one given we have such a low starting creds and plan to play through the narrative "tutorial" such as it is. Our Patrons are a (09) Private Organization, (02) Corporation,  and (04) Local Government.

And I think? That about covers it. No nice pics this time, going to try and figure out what minis I need vs what I have that'll fit. For a start I'd like to focus on the crew, and then I've seen it recommended to have around 10 each for a "Soldier" type, a "Bug/Swarming enemy" type, a "Robot" type and then maybe a "Ganger/Raider" along with the various alien species teams. So I'll see what I have.

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