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Author Topic: (SG) Penal Governor  (Read 8760 times)

Weirdsound

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(SG) Penal Governor
« on: April 11, 2024, 11:29:36 pm »

You led a life of crime, and got caught. Due process is not really a thing in the Galactic Confederation of Theocratic Worlds, so your first few days of incarceration were quite frightening and stressful. You were subjected to a battery of brutal physical and mental tests, knowing that good performance would mean placement in some terrible work camp or another, and a poor showing would see you earmarked as raw materials in some transhumanist's lab or a sacrifice on some divine caster's altar.

It was quite shocking then, on your fifth day of incarceration, when you were transferred to a facility more akin to a hotel than a gulag. The following morning you were informed that your genetic tests have linked your ancestry to the nobility of the old Terran Empire. Normally this would mean you would repay your debt to society as a breeder at some high end gene-vault or another, but you also scored particularly high on your leadership and intelligence exams. Therefore, you have been assigned the position of governor of a remote world at the far edge of the Confederation. Your jailors attempt to play this up as some great honor, and even offer you a choice of planets to rule, but you know well enough that colonies desperate or remote enough to receive support from the Judgement Department have a 10 sol survival rate of under 20%. You seriously consider pleading for a gene-vault assignment instead, but a combination of your pride, ambition, and the promise of your jailors that you can bring your criminal resources and associates with you on your new adventure is enough to stifle your doubts and fears.

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Oakrose905

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Re: (SG) Penal Governor
« Reply #1 on: April 11, 2024, 11:59:08 pm »



Name: Conrad Zurgst

Summary of Criminal History: Smuggling of Class 1,2 and 3 Controlled Substances. Smuggling of Class 4 through 10 Regulated Substances. Failure to produce Legal Identification and paperwork regarding the shipping of dangerous material. Grand Embezzlement. Impersonation of Nobility Found Not Guilty. Organization of a distribution system for controlled and regulated substances.

Planet Choice: Emu Meadows
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King Zultan

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Re: (SG) Penal Governor
« Reply #2 on: April 12, 2024, 02:49:33 am »

Name: Conrad Zurgst

Summary of Criminal History: Smuggling of Class 1,2 and 3 Controlled Substances. Smuggling of Class 4 through 10 Regulated Substances. Failure to produce Legal Identification and paperwork regarding the shipping of dangerous material. Grand Embezzlement. Impersonation of Nobility Found Not Guilty. Organization of a distribution system for controlled and regulated substances.
+1 but I think Silence IX would make a better home.
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Taricus

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Re: (SG) Penal Governor
« Reply #3 on: April 12, 2024, 04:38:15 am »

Name: Conrad Zurgst

Summary of Criminal History: Smuggling of Class 1,2 and 3 Controlled Substances. Smuggling of Class 4 through 10 Regulated Substances. Failure to produce Legal Identification and paperwork regarding the shipping of dangerous material. Grand Embezzlement. Impersonation of Nobility Found Not Guilty. Organization of a distribution system for controlled and regulated substances.

Planet Choice: Emu Meadows
Sounds good to me. +1
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NJW2000

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Re: (SG) Penal Governor
« Reply #4 on: April 12, 2024, 07:20:43 am »

PTW
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chubby2man

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Re: (SG) Penal Governor
« Reply #5 on: April 12, 2024, 11:13:49 am »

Name: Conrad Zurgst

Summary of Criminal History: Smuggling of Class 1,2 and 3 Controlled Substances. Smuggling of Class 4 through 10 Regulated Substances. Failure to produce Legal Identification and paperwork regarding the shipping of dangerous material. Grand Embezzlement. Impersonation of Nobility Found Not Guilty. Organization of a distribution system for controlled and regulated substances.

Planet Choice: Emu Meadows
Sounds good to me. +1
+1
Edit: changing planet vote to silence IX
« Last Edit: April 12, 2024, 12:02:19 pm by chubby2man »
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Lidku

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Re: (SG) Penal Governor
« Reply #6 on: April 12, 2024, 11:51:10 am »

Name: Conrad Zurgst

Summary of Criminal History: Smuggling of Class 1,2 and 3 Controlled Substances. Smuggling of Class 4 through 10 Regulated Substances. Failure to produce Legal Identification and paperwork regarding the shipping of dangerous material. Grand Embezzlement. Impersonation of Nobility Found Not Guilty. Organization of a distribution system for controlled and regulated substances.

Planet Choice: Emu Meadows
Sounds good to me. +1
+1

+1 like everyone else, but I agree with King Zultan that the protag's name should be Silence IX.
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Oakrose905

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Re: (SG) Penal Governor
« Reply #7 on: April 12, 2024, 12:02:10 pm »

Just wanted to say I'm still pretty new to forums (like i've been here a week). I guess I should ask what an SG game is, and why everyone is +1-ing my post instead of making their own govenors too? lol
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Kashyyk

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Re: (SG) Penal Governor
« Reply #8 on: April 12, 2024, 12:06:21 pm »

SG stands for Suggestion Game, where the community as a group suggests a course of action for the protagonist. In this case, the +1s mean people agree with your suggestion.
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Oakrose905

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Re: (SG) Penal Governor
« Reply #9 on: April 12, 2024, 12:09:30 pm »

Ohhhh, ok! Thanks for the clarification, also the main reason I picked Emu Meadows is cause I figured other characters would take the other planets, and I wanted to have a simpler sounding start lol. With this info i'm fine with Silence IX being our choice!
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ZBridges

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Re: (SG) Penal Governor
« Reply #10 on: April 12, 2024, 08:39:09 pm »

Name: Conrad Zurgst

Summary of Criminal History: Smuggling of Class 1,2 and 3 Controlled Substances. Smuggling of Class 4 through 10 Regulated Substances. Failure to produce Legal Identification and paperwork regarding the shipping of dangerous material. Grand Embezzlement. Impersonation of Nobility Found Not Guilty. Organization of a distribution system for controlled and regulated substances.
+1 but I think Silence IX would make a better home.
+1
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Weirdsound

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Re: (SG) Penal Governor
« Reply #11 on: April 12, 2024, 10:46:24 pm »

Two good sized ships set out from the Gallant System, home to the Judgement Department's penal operations in the galactic east. The destination is Silence IX, a planet placed in the far reaches of the confederation's northern frontier.

You first ride aboard the Trumpet of Revelation, a testament class heavy cruiser that has been converted to serve as a colony ship following a long career as a pirate hunter. Although the heavy sensor array has been replaced with a civilian model to make room for more passengers and cargo, by your appraisal the Trumpet is still a worthy ship. Its weapon systems and shields are sufficient to handle most pirate craft, and the truly impressive sub light thrusters allow it to evade and even safely shadow most things it cannot take in a fair fight.

Your jailors permit you free movement aboard the the Trumpet, but although you are allowed on the bridge command falls to Congresscleric Jasper Reich, a non-parliamentary member of the Congress of Bishops, ranking agent of the Judgement Department, and political officer in charge of the mission to escort you to Silence IX. For a government toady, Jasper seems friendly enough; Although you suspect he was picked for this job because you might find him agreeable. He is a official and divine caster of the Church of the Blue Sorrow, which is a sanitized government approved offshoot of your own Sparrowite faith, and thus you share a good deal of common beliefs and religious practices. Jasper tells you that once you arrive at your destination, he will formally grant you a conditional pardon and command of the ship, and from that point on the only authority he will hold over you is the right to veto any travel plans that may take you out of the system. He will remain in your service until he is positve that you are not a flight risk, and that your colony will not require further support from the Department of Judgement.

They say that the voyage will take five jumps. After the second, Jasper feels comfortable enough with your behavior to transfer you back to the helm of the other ship in the formation. Your ship. The Solo. One of the last Falcon class smugglers to come off the assembly lines of the Caribbeos System Shipyard before the patron star of scallywags went supernova 130 Sols ago, it was stolen by your maternal grandfather Emmanuel as part of an inside job (great uncle Junior was head of shipyard security at the time). Emmanuel had the brains to be a smuggler, but by most accounts lacked the luck or courage to truly be successful. He eventually offered the Solo as a dowry to secure the hand of your father Gunther, a member of the influential Zurgst merchant family, for his only daughter Widelene.

Widelene and Gunther soon found themselves in charge of both the Solo and the black to grey market end of the family business at large, a duty which they carried out until Gunther's death. Everybody assumed that Gunther's duties would fall to you, his only son, but the family decided instead to divvy up your dad's holdings and responsibilities amongst themselves, leaving you with nothing but the ship. You and Widelene rebuilt, of course, attracting both merchants and crooks from the confederation, and refugees from Caribbeos to your cause as you forged a drug and magic smuggling empire all of your own.

Apart from its role as your home and inheritance, the Solo is a fine ship. Each Falcon class sits somewhere on the line between heavy cruiser and capital ship, with a custom 1 of 1 exterior design crafted to resemble a harmless freighter. It has heavy armor and shields, and a warp drive that can charge faster and jump further than any hostile craft it is likely to encounter. Many Falcon class captains choose to sacrifice some cargo space for additional weaponry, but you and your ancestors have always favored the default loadout; twelve tubes capable of firing long range EMP torpedoes. No smuggler likes being accused of piracy, and nobody can make that accusation credible if your ship lacks the capability to crack anyone's hull. Even these nonlethal weapons, however, are off limits to you for now. Jasper has stationed 50 Silver Anchors, heavily armed and armored transhuman marines, aboard the solo with the strict orders of keeping the crew from accessing the warp drive or weapons systems to subvert your trip to Silence IX.

Jasper likely felt the need to station transhumans because you command some of your own aboard the Solo; 39 refugee Chrono-Sirens, each a skilled illusion sorceress and assassin with the terrible ability to drain the youth and health of anyone they deceive with words, feints, or spells. However everyone, including Captain Hellfire of the Silver Anchors, is of the thought that if the Sirens and the Anchors were to clash aboard the Solo, your transhumans would probably win by virtue of trickery and familiar terrain in spite of the slight numbers disadvantage. You can't help but think, then, that Jasper trusts you and has simply used the presence of the Sirens as an excuse to add more super-soldiers to the mission that you will someday command.

---

The small convoy makes its third jump, and then its fourth. While the drives are recharging, you are roused from your nap and summoned to the bridge for a briefing.

The meeting consists of you, Captain Hellfire of the Silver Anchors, and Lady Madeline, the most senior Chrono-Siren at your disposal. The former appears as a hulking eight-foot tall mass of silver trimmed power armor with a balding head as the only exposed flesh. Much to the captain's chagrin, Lady Madeline uses her illusion magic to mimic his appearance, changing only the color of his armor to the black and blue of the defunct Solar Kingdom of Caribbeos. Jasper holo-projects into the room, wearing the fine aqua colored silks of his priestly station, and gives his briefing.

"Captain, Lady, Lord Conrad. Welcome to the binary star system known to the locals as the Frontier Gate. We now face a decision, and although command is mine until we complete our final jump, the delema falls under the future governor's area of expertise. This system has been referred to the Department of Judgement for nonpayment of the confederate tithe. We have lost contact with every tithe freighter we have sent here for the past decade and a half, and believe the locals are employing privateers of some sort to deal with them. I don't see anything dangerous on the scanners, so it is likely said privateers employ stealth systems."   

Captain Hellfire grunts. Madeline mimics him. Jasper continues. "To serve judgement, I have been granted a secret decree by both houses of holy congress. We are within our rights to seize anything and everyone in this system that isn't the personal property of a planetary governor or other individual who can trace their linage to old imperial nobility. To minimize the odds of contact with the privateers, I propose we wait until the drives are charged, hit one local planet with a quick raid, and then jump away before the locals can respond."

Lady Madaline speaks next, after a brief pause, her voice a perfect immatation of Captain Hellfire's gruff tone, but she is unable or unwilling to conceal her thick accent. "Oi! Shoulda told us that before, ya gubmint nit! Ol'Conrad and I know 'ow to deal with pirates an' the like, yeah? Where ta go an' who ta ask about em, yeah? But no shady folk gun trust us with answers now that we jump inta the system flanked by a damn gubmint cruiser!"

"Please." The real Captain Hellfire cuts in, clearly in a huff over Madeline's behavior, "We don't need to employ the tricks of a smuggler who got caught, no offense, because the solution is straight forward. We have two cruisers and near one hundred transhumans. It is overwhelmingly likely that we vastly outclass whatever third rate pirate is picking off tax ships out here in the boonies. We put a planet to our backs to minimize the odds of an ambush, and publicly broadcast our decree on all channels. The scumbags will either foolishly attack us and be obliterated, or slink off like cowards and leave us to our business."

Jasper hears the Captain out, and offers a polite pause before responding. "Your solution is not unreasonable, but the Trumpet is carrying some fragile agrikits and autominers. I'd rather avoid any possible damage. Conrad, I'm sending dossiers on the local planets to your bridge. Advise me on which one you would raid, or if you have some other plan to nullify the privateers so that we may have our pick of the system's wealth at our leisure."

A wall of text pops up on the bridge console, which you quickly begin to read.

Inhabited Worlds of the Frontier Gate
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As you read through the options, a worry creeps into your head. Your network of smugglers and dealers will slowly follow you to Silence IX, bringing useful resources with them. These ships will almost certainly have to pass through the Frontier Gate. If the locals find out who raided them and why, it is likely they will seek retaliation on your underlings as they seek to reach you.

How do you advise Congresscleric Jasper Reich to proceed?
« Last Edit: April 12, 2024, 10:48:58 pm by Weirdsound »
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King Zultan

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Re: (SG) Penal Governor
« Reply #12 on: April 13, 2024, 02:22:29 am »

The captain's plan sounds like a good one for dealing with the pirates.


Looting the planets doesn't seem like the best idea s it feels like whichever one we choose has a unique way it could potentially screw us over in the future.
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Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
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Kashyyk

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Re: (SG) Penal Governor
« Reply #13 on: April 13, 2024, 07:34:20 am »

If we play up the "we're the government" angle when we trash the pirates, we can then magnanimously allow the system we've just freed from pirate tyranny to offer up the tithe they were keeping safe. No doubt those pirates were the reason, so they should be very thankful to us.

That we've just demonstrated our ability to blow up people we don’t like will have absolutely no impact on this of course.
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Weirdsound

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Re: (SG) Penal Governor
« Reply #14 on: April 13, 2024, 06:45:35 pm »

If we play up the "we're the government" angle when we trash the pirates, we can then magnanimously allow the system we've just freed from pirate tyranny to offer up the tithe they were keeping safe. No doubt those pirates were the reason, so they should be very thankful to us.

That we've just demonstrated our ability to blow up people we don’t like will have absolutely no impact on this of course.
The captain's plan sounds like a good one for dealing with the pirates.


Looting the planets doesn't seem like the best idea s it feels like whichever one we choose has a unique way it could potentially screw us over in the future.

"I actually agree with the good Captain, Congresscleric. The scum should be easy enough to deal with, and once the good people of this system are liberated from the pirate threat and impressed by a display of our might, they should gladly offer up the tithe that the enemy has been thus far preventing them from paying."

The hologram of the political officer rubs its temples. "As loathe as I am to see the Trumpet or its cargo suffer any damage, I cannot argue with your logic. Captain Hellfire, instruct your soldiers to permit the Solo's torpedo tubes to be loaded. You are to personally supervise the torpedo controls, and follow any non-treasonous firing order our future governor or his crew might issue."

"Understood, sir."

"May Pan's grace and Sparrow's cunning smile upon us all."

---

The two ships pick a defensive position above the largest domed city on the moon of Blackshaft. The location, between a moon and a relatively nearby gas giant, limits the number of approaches your scanners have to watch, and might force privateers to aim with caution if the city behind you happens to be where their patrons live. Once all crew move to battle stations on each ship, the Trumpet of Revelation begins to broadcast a looped message, but only on frequencies regularly used by pirates and mercenaries. You can reverse course and say the message was only to draw out the enemy later, but Jasper must figure that the fewer civilians that hear it, the better.

"ATTENTION RESIDENTS OF FRONTIER GATE! YOUR SYSTEM HAS BEEN ASSESSESED A SPECIAL PUNNATIVE TITHE BY ORDER OF OF HOLY CONGRESS! YOUR FREEDOM AND PROPERTY MAY BE FORFIET! DO NOT RESIST! REMAIN IN YOUR HOMES AND AWAIT FURTHER ORDERS!"

An hour passes. Then two. Then three. Several minutes before the fourth hour strikes, activity enulfs the bridge of the Solo!

"Incoming torpedoes!"

"Scanning warheads..."

Data and images appear on the screen, and you breathe a sigh of relief. Whoever launched the torpedoes bought the Solo's disguise as a humble cargo ship hook, line, and sinker. The warheads heading your way would likely disable a civilian ship, but will only do trivial damage at most to your ship's concealed armor. You quickly begin to bark orders.

"Hold course! No evasive maneuvers! Focus all scanners on the torpedo's point of origin, and project the shields within the walls of any crewed area that might be shaken by impact!"

"Aye!" "Yessir!" "Orders recieved!" "Solo's Luck Upon us!"

The next few moments are only slightly tense as you watch the torpedoes close in on display. Just before they hit, one of the engineering officers at the scanner controls speaks up.

"Stealth anomaly detected near torpedoes' point of origin sir! Running it through the algorithims now. We should have intel on the hostile craft within fifteen seconds."

Several lights begin to briefly flash red on the consoles monitoring the shields and hull as the engineer speaks, indicating torpedo impacts, but you feel nothing nor hear any alarm to indicate noteworthy damage. The torpedo barrage lasts about eight seconds, and shortly after it ends an image of the enemy ship appears on screen.

It appears to be a light cruiser in size, but you don't recognize the outline as beloning to any class of ship that you know. With a hand gesture, you cause the screen to scroll until data on the ship's mass and density is visible.

"Do we have a lock?" You ask.

"Negative. Their stealth trumps the targeting on our torpedoes sir."

"Understood." You frown. At less than two centuries old, your torpedoes are fairly cutting edge. You can't think of too many things that could use stealth to avoid a lock at this range, which leads you to believe that you are dealing with some sort of alien ship with exotic stealth technology that your targeting algorithms do not fully take into account. Still, you have options.

At this range, you would trust your normal torpedo officers to hit the enemy with manual guidance, but Captain Hellfire and the Silver Anchors are in charge of your weapons at the moment, and you have no idea if they are capable of pulling off the shot. Ramming the enemy may be on the table, as you are far more massive and heavily armored than they are. Such an action, however, would likely inflict some damage to the Solo and there is no guarantee your sub light thrusters will catch them once they realize what you are up to and start fleeing or evading. Lastly you could request that Jasper and the Trumpet of Revelation move in and take the offensive; The government ship should have the thruster strength and firepower to kill the pirates, but you are not sure if the civilian sensor array they are running can pick up the enemy craft, meaning you might have to guide their offense from your bridge.

How do you proceed?
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