aboutsummaryrefslogtreecommitdiff
path: root/src/teladi-gain.org
blob: ecd8ada7158f6456ee6e5e031d320587f1769803 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
#+TITLE: Frontier: Teladi Gain v0.1.1
#+OPTIONS: toc:nil H:10 tex:t date:nil author:nil title:nil
#+LaTeX_HEADER: \usepackage{teladi}
#+LaTeX_HEADER: \hypersetup{colorlinks=true, urlcolor={url-gray}}
#+LaTeX_HEADER: \pagestyle{empty}
#+LaTeX_HEADER: \raggedbottom
#+LaTeX_CLASS: leaflet
#+LaTeX_CLASS_OPTIONS: [a4paper,10pt,notumble]

#+INCLUDE: include.org

#+ATTR_LaTeX: :width 1.0\textwidth
[[./img/teladi-gain.png]]

#+BEGIN_EXPORT LaTeX
{\tiny
\vspace{-10pt}
\setlength{\parskip}{0pt}
\setlength{\baselineskip}{0pt}
\noindent
\rule{\textwidth}{0.4pt}
\linespread{0.5}{
#+END_EXPORT
This is an early draft ruleset. None of the values have been
sufficiently tested as to ensure that it is fair or fun.
#+BEGIN_EXPORT LaTeX
}}
#+END_EXPORT

#+LaTeX: \newpage
* Introduction

Teladi Gain is a Tabletop Roleplay Game, set within the
X Universe. It is written to be set within the time of X4:
Foundations, 830-835 NT (2976 CE) but it can be used with minor
modifications in any era within the X Universe. The gameplay is based
around the core crew of a ship, as it travels the universe, seeking
out new trades and profits!

It is recommended that the universe use the gate network as present in
X4, however it is also possible to use a map from an earlier game, or
come up with custom connections, if the players, and the game master,
see fit. In this case it may be acceptable for the players to be
required to create their own map of the gate network, but otherwise it
can be expected that everyone already knows possible connections.

* Requirements

Using the core rules, all that is needed to play the game is a D6, and
some way of noting down the stats for your player. A printable
character sheet has been provided.

* Goal

The goal of a play session will depend on the desires of the players
and the game master. As the primary gameplay is not combat as with
other roleplay games, it might not be to quest through a dungeon,
killing off all monsters they come across. Rather it would probably be
things such as arranging a trade route between the Godrealm of the
Paranid, and Queendom of Boron, which would require things such as
trading, bribery, diplomacy, exploration. Along the way, the game
master can distract the players with various different quests, as
described in this document.

The core rules provided within this document should help guide a game
in which storytelling, and exploration are the key components, along
with a healthy dose of trading. A lot is therefore left up to the game
master. For additional rules to add more elements to the adventure,
such as combat, politics, and espionage, can be found in the
supplement leaflets.
* Character Creation
** Stats
Each player has 5 basic stats, which have a value of 0-5. These are:

Boarding, Morale, Management, Engineering, Piloting.

The game master should specify how much experience players have to
distribute out. A recommended new game start would be 3. This can be
allocated in one go, for example for one player to be a pilot, or it
can be spread across multiple stats. Stats do not have to be whole
numbers.
** Race/Faction selection
Usually chosen before the stats, the player's race will have an affect
on the chosen stats. Stats can be negative and can never go above 5.0

| Faction |                  |               |
|---------+------------------+---------------|
| Terran  | Piloting +1      | Morale -0.5   |
| Argon   | Engineering +0.5 |               |
| Teladi  | Management +1    | Piloting -0.5 |
| Paranid | Morale +1        | Boarding -1   |
| Yaki    | Engineering +2   | Management -2 |
| Boron   | Management +2    | Piloting -1   |
| Split   | Boarding +2      | Morale -1     |

** Crew Roles
Players can assign roles to their characters. These roles have bonuses
to certain attributes or tasks. There may also be roles that they
would be expected to perform in certain events to achieve the most
favourable outcome. Stats can never go above 5.0.

Additional roles may be added by expansions.

*** Captain
- Morale +1 
Bully - When making another crewmate present makes a morale
check, the Captain can take the morale check for them.

*** Pilot
- Piloting +1
Ace - When a piloting check needs to be made, roll twice and take the
highest one.

*** Engineer
- Engineering +1
Where did this bit go? - When repairing the ship, if it is a repair
that has been successfully performed before the Engineer may role as
many dice as their Engineering skill, and choose the highest.

*** Quartermaster
- Management +1
The best I could do is... - When negotiating a trade, the
Quartermaster may roll twice, not once, to negotiate a better deal.

*** Marine
- Boarding +1
Hit hard, hit fast - The marine counts for two in all boarding
operations, ie they can defend twice, or attack twice, or mix.

* Trade
Trade is a core component of the X Universe. It would be wrong for
players to not be able to do this. There are two separate types of
trades that are possible. Personal trades, and bulk trades. They share
a lot of the same mechanisms. The major differences are that wares
bought via bulk trades are not accessible to the characters but
transferred directly to/from the ship storage. Additionally, the money
used is a communal account, rather than that of each player.

** Negotiating
When buying, or selling, it is possible to attempt to negotiating for
a better deal. To negotiate a deal, a player will roll for
Management. The standard results are as follows:
|    1 | The price changes by 10% against you     |
|  2-5 | No change in price.                      |
|  6-8 | The price changes by 5% in your favour.  |
| 9-10 | The price changes by 10% in your favour. |

{{{BEGIN_EXAMPLE}}}
Ommanckevahs wants to buy 300 Plasma Conductors from Yusosisos Gualameos
Geremos II. The base price is 1,000Cr and Ommanckevahs rolls to
negotiate. They roll a 4, which added to their management skill of 3
means they manage to negotiate a 5% discount. They decide to try
again, using their Quartermaster skill "The best I could do is..." and
roll a 2, so no futher change. The trade is completed at 9500Cr per
unit. 285,000Cr are deducted from the team's account, and 300 Plasma
Conductors transferred to the ship's hold.
{{{END_EXAMPLE}}}

** Payment

There is a communal account, known as the "company account" which
holds the money that the players hold together. This account is used
for bulk trade and other similar purposes. Upon completion of a
contract, it is this account to which the reward gets transferred. At
this time, and at any other time where the majority of players concur,
profits are distributed. This is done in the following way:
1. The total amount to be distributed is decided.
2. Chosen amount is then distributed across all the characters.
3. Final amounts are transferred from the company account to each
   player.
The amounts in question are to be decided by the players. All
decisions are a vote, the strength of the vote to be decided by a
morale role.

{{{BEGIN_EXAMPLE}}}
A job has been successfully completed, and the team has been rewarded
with 20,000Cr. The players vote what to do with the money. Four of the
five team vote to share the whole amount evenly between them, but
Captain t'Krrt suggests keeping 10,000Cr for the communal pot, so they can
make more profit later, and share the remaining 10,000. The roles come
in and, unfortunately everyone rolled a 1, and even with their morale
scores added on top, they can't beat Captain t'Krrt's 6, along with
his +5.
{{{END_EXAMPLE}}}

* Events
A play session is a series of events. These can take any form,
depending on the quests the game master has provided to the
players. An example of this could be a malfunctioning engine, or
negotiating a trade deal with a shady trader. In situations like this,
the game master will assess the difficulty, on a range of
0.0-10.0 and an associated stat. The player will then attempt to
roll. They roll 1D6 (unless told otherwise) and add their stat to
it. If the result is higher than the chosen difficulty, then the
action was successful.


{{{BEGIN_EXAMPLE}}}
The engine on the players' ship has failed. Their engineer, Sho t'Plp,
has an engineering skill of 3.4. As they are currently being chased by
Xenon, the game master has decided that to get the engine operational,
it is a difficulty 6.5. Sho rolls a 4, successfully repairing the engine.
{{{END_EXAMPLE}}}

** Partial Success
If a player gets above the difficulty floor, then a roll is considered
to be 'partially' successful. It is up to the game master to decide
what this means in relation to the event in question, but it is
recommended to choose difficulties such that this is possible.

{{{BEGIN_EXAMPLE}}}
Sami Gardna is trying to persuade Guild Representative Gurisonas
Lexanisus Tradinolas IX to get a contract for a new job. The stated
reward for the contract is 10,000Cr. Sami explains that it is a
difficult job, and would like 15,000Cr for successful completion. The
game master has decided that this is a difficulty of 8.4. Sami has a
morale skill of 4.2 and rolls a 4. As this results in a score of 8.2,
which is above the floor difficulty of 8.0, the final agreed amount is
decided to be 12,000Cr.
{{{END_EXAMPLE}}}

{{{Footer}}}