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House Rules and/or Clarifications

Written by DoStuffZ

House Rules and/or Clarifications

  • I Do Not cater to Murder hobos. I've had a few conversations with a friend, I'm supposed to give you more game play, charge you, court martial, offer a redemption mission. Offer more game to you if you attempt to destroy mine.
  • I'll offer this: "This is a campaign of covert operations, intelligence gathering, and tactical action. You will operate in the shadows—scouting threats, securing classified/dangerous technologies, and neutralizing dangers before they escalate. Every mission requires a balance of strategy, adaptability, and precision. Brute force is an option—but rarely the best one. Your actions will shape the Federation’s future, and the consequences of your choices will echo across the stars."
    One day, you might be wearing a
    suit and tie, negotiating a deal with a powerful figure. The next, you’ll be in BDUs, slinging a Type-III Assault Rifle, kicking down a door. This is a world of shifting loyalties, hidden agendas, and high-risk operations—where success is measured not just in battles won, but in crises averted."
  • I take the right to VETO certain elements. Search "Violation of Physics" on reddit.com and others. On the other hand, I may also be telling a story.
  • I have an extended Reputation record (going -100 - +100). Your score will be divided by 20 (rounded down), when we need to Roll Reputation. My record does all these things, and shows us the values needed.
  • You'll start with a Reputation 3 with Starfleet Command. (Reputation 60)
  • How you interact with the other factions, entities or individuals decides what Reputation you'll have with them.
  • I Know a Guy – Contact Card Mechanic
    Each player begins the campaign with a "Know a Guy" Card — a one-time-use narrative tool allowing you to introduce a helpful (or unpredictable) NPC contact.
  • Spend the card to describe someone you know who could help in the current situation.
  • Roll: Combine an Attribute + Department (based on the contact’s relevance and your relationship).
  • Result determines their availability, willingness, and any strings attached.
  • You can only hold one such card at a time.
  • New cards may be awarded for narrative sacrifices, canon adherence, or risky but meaningful story choices.
  • Most uses leave behind a trait (asset, reputation, burden, favor owed, etc).
  • Three Threads - Social Connection
  • Earn a trait by establishing a connection with a fellow player. The Three Threads - Interpersonal Bonding System


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