(image thanks to Endless_Serpents)
KNIGHTS FLYING CROWN: The Erratic aka Random Squad
Beam Saber is a game about the pilots of powerful machines in a war that dominates every facet of life. They are trying to do their time and part, and get out physically and mentally intact. The organizations that perpetuate The War through all of known space are too incomprehensibly huge to take down. There is no “winning” The War, there is only surviving it. Hopefully you can make things a bit better before you move on.
The War is ongoing. Five factions have risen and continue to fight each other across the galaxy. Recently, Earth, thought to be extinct, is discovered again, renewed since it's devastation when humanity left. It's control would provide a boon to any faction that could take it, though the Independents living on it will not go quietly, as the major factions also continue to battle over other planets and resources.
As the Izyan Conflict seethes, about to boil over, this is where you come in.
When you sign up, I will randomly generate your Pilot and Vehicle.
How to Play:
When it comes to an ACTION ROLL:
We decide Position: Controlled/Risky/Desperate and Effect: Limited/Standard/Great
You the player decide if you want a Collateral Die (you get an extra die while the GM makes something not nice happen. This is the same as the Devil’s Bargain from Blades in the Dark)
You roll your action rating, ?d6 and take the highest. 1-3 Failure, 4-5 succeed with consequences, 6=succeed without consequences.
When you receive a consequence, you can resist by rolling the appropriate attribute (Insight, Resolve, Prowess) and taking stress=highest number. Depending on context, you can completely negate a consequence, or you may just reduce it (level 2 harm becomes level 1 harm, etc.)
How will this work on a forum, since there can be so much back and forth in a system like this?
-Each roll will be important. Going to try not to focus on the little stuff, each roll should be a serious, important decision and whose effect will change the situation
-I will generally post a position on my posts (controlled/risky/desperate or Gather Information(no risk)) based on the context/scene/engagement roll.
-When unknown/uncertain, just assume risky/standard. We can change afterwards if we need to, nothing is set in stone!
-You can always push for worse position to get greater effect. risky/standard becomes desperate/great. Controlled/limited can become risky/standard. Just post how the situation is more risky or desperate.
-In the beginning, there may be a lot of OOC back and forth and that’s okay. It may move slowly as we get used to playing and using the system on the forum.
This is your squad:
(Everything about this squad was rolled randomly, including the name!)
Knights Flying Crown
-The Knights Flying Crown works for a Democracy. (+1 Materiel, +1 Personnel at Mission Reward)
-Alderson Drake, a fiery and passionate politician, is your direct superior.
-Your patron’s faction goal is to Manufacture Heroes. Act against a specific Squad at least 2 Tiers higher than the players’ squad. This can be done by attacking regions controlled by that squad, denying that Squad mission objectives, luring that Squad into acting irrationally, etc. (Don't worry about this too much for right now)
-Your squad playbook is Consulate:
Ten-dollar words. The War complicates everything, especially communication. The right gesture, sound, or look can launch a thousand ships. You've got the skills to gesture those ships to the right place, at the right time.
Your FOB(Forward Operating Base) starts with Quarters(you sleep there) and Insight Training(more downtime xp when you train that attribute)
Your squad's reputation is Savvy.
Your Forward Operating Base (FOB) is Unusual, it is an amusement park.
Your starting ability is Silver Tongues: Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).
Your FOB has a Workshop: Workshop: The FOB has a space filled with tools, materials, and a database such that the Long Term Project, Salvage, and Fix Downtime Activities can be worked on without leaving the FOB.
Your FOB is Hidden.
Your Squad contact is Kiffen, a tired butler.
Positive Squad Status: Theocracy: The Cult of Earth Lost (Tier II-W Theocracy) is a group that believes this planet is too imperfect to actually be the cradle of humanity. GOAL: to prove this isn’t Earth. Helped Knights Flying Crown with hiding their FOB. +1 status
Negative Squad status: Theocracy: The Wrights of the Ascent (Tier I-W Theocracy) are dedicated to building infrastructure in Theocracy held areas. GOAL: to glorify the Theocracy with monuments. Somehow, we received a Workshop and they were denied. -1 status
I will be using google sheets fillable forms for the squads and pilots playbooks/sheets here: Knights Flying Crown Squad/Pilot sheets
The rulebook you can purchase here: https://austin-ramsay.itch.io/beamsaber
. There is also a free quickstart rulebook that should have most of what you need.