Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience for less than the cost of a fancy coffee. Become a member.

The Pitch

Ever since humanity could detect hospitable planets Earth has sent slow ships with advanced drives to travel at .25c to get to them. Slow ships are self-contained behemoths, travelling at 25% of the speed of light to reach their destination.

ECS (Earth Colony Ship) Infinity (ECS-607L)  was launched in 2299 to reach a class M planet -- the fourth in the Alden system, 100 light years away.

This is their journey.

Players play as members of the ships crews, which are stored in a suspended animation called Deepsleep. Crews are woken up for one of three reasons:

  1. Deepsleep only works for a century or so. After that, crews are woken to shake off the negative effects of Deepsleep (a process lasting a week or so), and then go back to sleep
  2. Arrival at the colony world, Alden IV
  3. If there is a situation on the ship the ships AI, SAINT cannot handle.

There are multiple crews on a ship, and are groups of 4-6 people.

Colonists

The bulk of the colonists on the ICS Infinity are frozen genetic material. When the ICS Infinity reaches Alden IV, the crews become the first colonists, who establish a colony site and also start growing the first generation of 'native' colonists in incubation vats. 


The Scope

Tone: Semi-realistic, Mostly serious

Period: Near Future, advanced cloning technology.

Extent: Galactic

Plausibility: Current preference is medium to high plausibility -- Clone tech is advanced, and the primary method of colonization. Artificial gravity is through spin only, so people get around in a huge ship with magnetic boots. Communication is through radio, by Earth using the Sun as a powerful amplifier.

Big Issues

Getting to the colony planet and seeding the colony successfully.

Setting Elements

Earth has not detected extraterrestrial life.

The Ship was built by a Mega-Conglomerate of Mega-Corporations. 

Colonists have many reasons for being colonists -- some running to things, some running from things.

The ship is optimized for colonization. It does not have weapons. Shields do not exist as a technology, however the ship's hull is layered and ablative to protect against radiation and micrometeorites.


Game Options

  • Reality Checks
  • Cold Equations
Click to toggle

Creating Your Character

See Session 0 For Starting your Character. This will help explain some of the aspects and what's needed to complete your character.

Aspect: High Concept 

Your High Concept is who you are and what you can do. You can do other things, but this how everyone else sees your colonist. To fit well with the game, having colonist in your High Concept will help a lot, since colonists are pretty jack-of-all trades people, definitely prone to improvisation. During the game, you can spend Fate Points to Invoke your High Concept to do extra cool stuff if what you are trying to do is reflected in your High Concept. 

Here's a few examples:

  • Veteran of the [X] turned colonist. X could be anything. 
  • Colonist Adventurer -- climbing the next mountain.
  • Curious Botanist with the greenhouse on deck four
  • Colonial Survival Specialist Who can make the hard decisions
  • Cantankerous Doctor who's been all over one planet already

Something might come to you. 

Aspect: Trouble

Characters get into good trouble. So pick your trouble accordingly. Troubles can affect shipboard or planetary life, or may be a very strong compulsion. A Fear of Cats will not get you as many Fate points as Prone to Vertigo might. Many times, you'll pick your trouble as you get to know your character better, after Session 0.

Your Trouble is how you can get more fate points. Troubles are compelled and usually make your life more complicated. Pick a trouble that describes the kind of trouble you want to get into. You can even use it to get yourself into trouble. That's called a self-compel, which gives you a fate point. The GM and other players can compel fate points. If you refuse the compel, you have to spend a fate point. That means you can't resist compels if you don't have a fate point.  You'll get a fate point either way, which is why you make sure your trouble is the kind you want to get into.

Some Sample Troubles

Aspect: Relationship

This is an OPTIONAL aspect that you take with another character. This might come out of your Phase Trio. This can be very helpful when assisting someone. 

Free Aspects

This are optional and also could come out of the Phase Trio. Take up to two more. 

Skills

Skill List and Skill Descriptions

Stunts

These are things you're really good at. Then tend to happen in certain circumstances. An EVA specialist might get a +2 to overcoming obstacles when outside the ship. Because You're on a Rigorous Exercise Program You get a +2 to resist zero gravity bone and muscle deterioration. A Sniper could get +2 to creating the advantage In My Sights. 

Stress and Consequences

Stress is also called Plot Immunity because you totally get to describe how you take the hit. It could miss entirely, just have it make sense and there's no detriment. 

Fate Points and Refresh

http://fate-srd.com/fate-condensed/aspects-and-fate-points






Click to toggle

Session 0

Lines/Veils, X-Card Etc

https://goldenlassogames.com/tools

Yups/Nopes

Separate from lines/veils, this is more story, character elements, like "No space vampires" or "yes space vampires, and they must sparkle." Its okay to pass


How to do Everything (Fiction First)

Describe what you want to do

Do you have an Aspect that says you can do it? You probably do it.

Sometimes, what you are trying to do part of some conflict and you are opposed. Roll Dice, describe the result.

You do stuff through skills. You boost your skills and do re-rolls by invoking aspects. One way to invoke aspects is to spend Fate Points.


The Dice and how they work

https://fate-srd.com/fate-condensed/taking-action-rolling-dice

"Shifts" are the difference between the number you needed and the number  your rolled. Mostly having one shift is enough to get what you want. Sometimes, like in combat, you want more.

Character Creation 

Initial, Good To Start 

  1. High Concept 
    • Who You Are
    • Always True
  2. Top three skills Skill List and Skill Descriptions

Complete Character

Everything in Character Creation

What you can do with Aspects (Invoking)

  • Spend Fate Points (+2 to do something, re-roll bad rolls)
  • Establish Facts

Aspects can change at the end of each session. The High Concept, less so.

Additional Uses of Fate Points

  • Compel another through their trouble or other aspect
  • Resist a Compel

What you can do with skills 

  • Overcome (An Obstacle)
  • Create Advantage 
  • Attack (An Opponent)
  • Defend (Resist,etc)

Outcomes:

  • Success with Style
  • Success
  • Boosts/Shifts
  • Success at Cost
  • Failure
  • Shifts

Extras, Equipment and Gear

The ECS Infinity is well equipped and contains almost anything a starting colony could need to establish an independent colony, and the technology to allow crews to explore and adapt to a variety of challenging ecosystems. 

The ECS Infinity was made to handle the many eventualities that could come with colonizing a habitable planet. It also has probes and landers to investigate planetary surfaces.  

This can include:


Protective Clothing, including hazard and EVA suitsBreathing MasksSwimming Gear
ToolsFarm EquipmentFishing Gear
Landing ShuttlePortable SheltersRafts

Colonists can assume to be in radio communication with each other while on the ship, and explorers would have equipment to be able to maintain Average communication with boosters in landing and ground craft. Video communication is possible, but that is even more tempermental than voice communication.

Etc. The hard part is getting it planetside. Some of the heaviest equipment was not meant to come back up to the ship once landed.

As far as we know, we are alone in the galaxy. So weapons like swords wouldn't exist, though machetes would. The same goes for firearms. There are weapons for hunting and possibly tactical gear for providing policing for a colony. 

Phase Trio

Phase Trio

How Conflicts Work

  • Attack/Defend
  • Helping
  • Stress/Consequences
  • The Joy and Power of Concession


Where Stuff Is and Where We Play (Currently)

The Discord

The Faintest Star Discord Channel

Provides the Voice Channel, too.

Fari.app

Using the blank character sheet. Online game URL will change each time its started. So that will be provided in the Discord Channel (above)

XCard Implementation (Check if players can create index cards)

This site

https://kanka.io/en-US/campaign/53997

The Fate SRD

Fate-srd site. Remember we are using Fate-condensed rules. 



Click to toggle