ATC3

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Contents

Original Run

ATC3 was originally slated to be a time-travel campaign, with limited sets and hopefully a small cast. Unfortunately, Chamelaeon became far too swamped with Real Life and other stuff to continue it.

Current Incarnation

The current incarnation will be a Chain Jumper game, relying mostly on exploration, combat, and "friendly" competition against NPCs. The characters will be members of an exploration corps, funded either solely through a single external company or via multiple contracts. The goal: to use the new FTL drive, popularly called the Mole but officially named the Interstitial Drive, to catalogue, explore, and report on planets across the galaxy.

Announcements

All ATC3 sessions but the very latest have been summarized. I'll get the locations in and described before the next session. The Ship

Session Summary Links

Cast

Important NPCs

Themes

Opening: X - Crystal Ship
Closing: William Shatner - Rocket Man

External Site

http://chamelaeon.com/rpg/atc3/

Chargen and World Info

Basic Info

  • System: BESM 3E
  • CP Total: 265
  • Skillset: Hard Sci-Fi.
  • In-Game Year: 2099, 9 years after the end of ATC2.
  • Number of Players: 3-5 6
  • Sheets due: August 15th, email to chamelaeon AT chamelaeon DAWT com

Character Concepts

Characters should be at least mildly versed in combat, should definitely be skilled in the use of Exos or general EVA suits, and should have a healthy appetite for profit. Almost every character under 33 should be a 24, since that's the age of the oldest known SCA case. Some possible archetypes for characters are:

I'm trying to limit restrictions on stuff to an as-needed basis. So. Keep in mind power sets that rely on having actual people around aren't likely to be that useful when exploring the wild and crazy and mostly uninhabited galaxy.

Mechanical Stuff

There may be some mechanical house-ruling I have to do based on other people's experiences, you'll see those here.

  • There is a probationary -1 CP discount for all gear with a "Cyber" source, to offset the gear's weakness to EMP. Increasing the cost of the attribute by one removes the weakness.
  • If you intend to use standard firearms in a low-atmosphere environment, make sure you modify the weapons so they're capable!
  • Exos should probably be built with Item.
  • Instead of "Spaceships", Piloting has the following specialties: Atmospheric/Spaceplanes, Mole Drive Ships, Cruisers, Cargo Haulers, Capital Ships
  • In the interests of easiness, I've bundled the "basic spacesuit functionality" into a single attribute with a single cost:
EVA Package - 19 CP
Lv 2 Armor (4 CP)
Lv 1 Feature: Radio (1 CP)
Lv 7 Spec Def: (14 CP)
 * 2 Cold
 * 2 Lack of air
 * 2 Low pressure
 * 1 Radiation

Remember: If you buy an EVA suit as an Item, its cost is halved (and rounded down) to 9 CP.

Important World Info

  • The world info from ATC2 still holds valid - here is a link to those docs until I get them folded into the wiki.
  • The events at the end of ATC2 caused solar-system-wide problems, which are now collectively referred to as the Brain Flu.
  • The isolationism of the Brain Flu has given way to what is widely termed the New Romanticism.
  • The Church of Europa is becoming a larger and more respected religion.
  • ATC is working to broaden the solar economy by starting incubators and encouraging innovation in places like RNYC.
  • Terraforming of Mars continues at an exponential pace, yet large swaths (more than 20 or so acres in one place) are still considered rather luxurious.
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