I've been toying with an idea of hosting a space exploration game. The premise of this game is that you are leading a ship to explore a new quadrant of the galaxy. You will play as the crew of a ship as it traverses this unknown region. Imagine yourself as leading the Star Ship enterprise or the Normandy across a new galaxy. When it comes to the Mohs Scale of Scifi Hardness this will be a 1 or a 2. Your adventures and explorations will be tongue-in-cheek or fantastical, but I hope a lot of fun. I plan to make it a modified dungeons and dragons in space.
Earth in the year 2118 is a nasty place. There are wars, environment crisis, and overpopulation. Right in the nick of time, hope has sprung forth. A new technology, the quantum hyperleap, has been developed. This technology allows ships to utilize quantum mechanics to literally jump to a new section of the galaxy. This process causes the destruction of the quark-core that permits this jump, so your journey is going to be a one way adventure. You will lead a pioneer vessel in the Gemini Spring solar cluster, a distant portion of the Milky Way that our scientists say is full of habitable worlds. What do you there is up to you. Will you become a fearsome space pirate, a hotshot mercenary, or scout out habitable worlds for arriving mother ships?
You will have scarce resources. You will have limited food, supplies, and fuel. Each of those will be essential to survival and will be depleted by the passage of time. Each turn will involve you moving your ship and dealing with a new scenario or developments. It will be a pretty relaxed game.
What I'll Need from you
First you need to customize your Ships. Come up with a cool name and your ships history. Are you a top of the line research vessel sent by research company space z? Or a ship commandeered by a Venezuelan Drug Cartel Maybe send me a picture too. You will have 50 points to assign to the following ship attributes. Values can range from 0 to 10. I'll deal with flavor text associated with your choices, but if you have any suggestions include them.
The first three attributes are your weapons. You will be faced with combat challenges. The Capital gun is good at hitting far away ships, and even planetary bombardment. Proton weapons are good at dealing with most types of medium or large ships that approach. Blasters are good at dealing with close ships, and smaller swarming vessels. Stealth is how good your ships is at hiding from visual and radar detection. Armor is your ship strength. Speed is how navigable your ship is in both combat and outside. Size determines how many resources and crew your ship starts with, and how much it can hold. Landing craft is what sort of vehicles you have for ground exploration. Support vessels cover fighters and escape pods. Finally scanners cover your ability to scan for ships and scan for resources.
Capital Plasma Gun (Long Range Weapon):
Proton Torpedoes (Medium Range Weapon):
Blasters Turrets (Short Range Weapon)
Second I'll need your crew. Your crew has four leaders you can customize, the Captain, Chief Doctor, Head Engineer, and Ground Team Leader. Each role has three key stats. The Captain has Charisma, Navigation, and Management ability. Charisma is his ability to inspire a crew and keep them motivated. Navigation is his ability to direct the ship while in dogfights and asteroid fields. His management ability deals with resources and helps them last longer.
The Doctor has Conventional Medical Skills, Adaptable Medical Skills, and Psychological skills. Conventional medical skills are dealing with the cuts and broken bones that come with adventures. Adaptable medical skills are dealing with the strange stuff you might find in space. The doctor also plays the role of psychologist. You are going to deal with weird stuff in space. He can help with that.
The Engineer plays a dual role of maintenance workers and scientist, because of budget restraints. He has the repair skill, which is keeping up the maintenance of your ship. Second, he has the research skill which is how you can develop new things to solve your problems. Third he has a fuel management skill, which controls how quickly you use fuel.
Finally there's the Ground Team Commander, the leader of your red shirts. He has communication skills, which deal with how well he can establish communication with the strange aliens you find. He has tactical ability, which is how well he leads troops in battle. Finally he has awareness. This is his ability to pick up on danger or strange things.
For each character I will need a name, background, and you to allot 15 points. Values can range from 0 to 10. Based upon your backstories, I will assign 1-2 special abilities per crew, so be creative
Conventional Medical Talent:
Adaptive Medical Talent:
Ground Team Commander:
Finally I will need 3 contact scenarios from you. Use your imagination to think of three interesting worlds or space events your explorers could discover. A world that has a Purge Event just as you arrive? Aliens that think Plato's Republic is the ideal civilization? Something crazier?