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The Voyage

(Part of my Relativistic Paladins series.)

To be part of an Albatross makteba is to be constantly on the move. Astrogators collaborate with logistics specialists to chart nearlight paths through various star systems, maximizing the aid a patrol can provide en route to larger, more dangerous engagements. The following procedures outline how a GM can prepare a star map for the PCs’ voyage, and how their patrol may navigate such a map. Each star map is intended to support roughly one Tier (or 4-5 levels) of Lancer play.

Drafting the Star Map

There is no one way to draft a star map; the following are presented as potential options, but other procedures may be substituted as desired. Each procedure will:

  1. Establish Makteba and Final Conflict
  2. Map Conflicts
  3. Map Points of Interest
  4. Draw Connections

Dice Drop

(Lightly inspired by Cairn’s Forest Generation procedure.)

This procedure rolls dice to determine the relative locations of each star system, as well as what is located at each system. It requires at least 6 six-sided dice, a pencil or pen, and a sheet of paper (A4 or U.S. Letter) for each star map you plan to create. Each die rolled represents a single star system.

  1. Establish Makteba and Final Conflict: On one edge of the sheet, mark a point and label it as “Makteba.” On the opposite edge of the sheet, mark a second point and label it as “Final Conflict.”
  2. Map Conflicts: Roll all six-sided dice on the sheet. Record their positions and label them according to their results:
    • 1-2: Conflict (Level 1)
    • 3-4: Conflict (Level 2)
    • 5-6: Conflict (Level 3)
  3. Map Points of Interest: Roll all six-sided dice on the sheet. Record their positions and label them according to their results:
    • 1-2: Crisis
    • 3-4: Trade Hub
    • 5-6: Reprieve
  4. Draw Connections: Draw connections between all points on the sheet and their nearest neighbors, avoiding overlapping paths. Aim for at least 3 connections leading from each point.

Gridded Map

On a sheet of paper or in map-making software of the creator’s choice, draw a map with a 3×4 grid (hex, square, or otherwise), and number each grid space as coordinates (e.g., 1.1, 2.4, 3.2). Leave empty space around the edge of the map. Each space represents a star system.

  1. Establish Makteba and Final Conflict: Add an extra grid space on the outside of one end of the map and label it “Makteba.” On the opposite end of the map, add another extra grid space and label it “Final Conflict.”
  2. Map Conflicts: Roll 1d3 (1d6 divided by 2, rounded up) and 1d4 (1d20 divided by 5, rounded up) six times and mark the grid space that corresponds to the result as a Conflict (e.g., a d3 result of 2 and d4 result of 3 would indicate the space 2.3). Reroll any duplicate results until 6 unique spaces are marked. For each marked space, roll another 1d3; the result is equal to the Conflict’s Level.
  3. Map Points of Interest: For all remaining unmarked grid spaces, roll 1d6 for each and label them according to their results:
    • 1-2: Crisis
    • 3-4: Trade Hub
    • 5-6: Reprieve
  4. Draw Connections: Each grid space is connected to all other grid spaces with which it shares an edge (not a corner).

Populating Worlds

For each star system, determine its major world and contents. This can be done through using Lancer’s Iterative World-Building tables (Lancer, pp. 274-279) or another tool (such as the Rimspace Planet Generator for the Mothership RPG).

Each star system in the map falls into one of four categories: Conflict, Crisis, Trade Hub, or Reprieve. Thanks to Albatross reconnaissance, the category and contents of each star system are public knowledge to the players, allowing them to make informed choices for their voyage.

Conflict

Flashpoints involving an oppressed population and an oppressing faction, which require intervention through mechanized combat. Conflicts come in three levels of increasing complexity of resolution; for more detail on populating conflicts, see Managing Stellar Conflicts. The Final Conflict of a star map is always Level 3.

Crisis

Distress signals for populations experiencing and recovering from natural disasters instead of an antagonizing faction. Roll for the nature of the crisis:

When a patrol arrives at a crisis, the PCs engage in a skill challenge (Lancer, p. 47) where each PC describes how they assist with the crisis. Unused reserves may be expended to grant Accuracy on these skill checks. If the PCs succeed at the challenge, they partially alleviate the crisis and each gain 1 renown. If all PCs succeed on their checks for the challenge, they instead each gain 2 renown.

Trade Hub

Trade Hubs serve as locations to resupply and recruit new members to the Albatross’s cause. These locations are often managed by branches of IPS-N, who provide goods and services pro bono as per the corpro-state’s partnership with the Albatross. Upon arrival, the GM rolls for one reserve from each of the Resources, Mech Equipment and Gear, and Tactical Advantages reserves tables (Lancer, pp. 51-51). The patrol gains each of these reserves for free, and may keep them until they leave their next Conflict or Crisis.

Reprieve

Reprieve locations are places of serenity, relaxation, and recreation. When a patrol arrives at a Reprieve, each PC in the patrol may charge one camaraderie — either one with another PC or their own ideal — by briefly roleplaying a scene involving all PCs involved. This camaraderie remains charged until the patrol leaves their next Conflict.

For inspiration, choose or roll for the type of reprieve from the table below:

Traveling Across the Stars

A patrol’s voyage always begins at the “Makteba” space and ends upon the resolution of the “Final Conflict.” When the patrol leaves a star system, their ship engages a nearlight bolt (Lancer, p. 371) and the PCs and crew enter stasis. Each PC undergoes a Full Repair (resetting their consecutive sorties for the purpose of renown), each camaraderie becomes uncharged, any unused reserves expire. However, the PCs retain their current renown.

Urgency Along the Voyage

As the patrol progresses through their voyage, conflicts across the galaxy grow increasingly dire. This is tracked by Urgency, which starts at 0 and increases by 1 each time the patrol leaves a star system. The current Urgency level affects conflicts along the voyage (including the Final Conflict):

  • Urgency 0-6: NPCs are Tier 1.
  • Urgency 7-12: NPCs are Tier 2. Enemy factions begin with one goal already complete (giving them an extra asset).
  • Urgency 13-18: NPCs are Tier 3. Enemy factions begin with two goals already complete (giving them two extra assets).
  • Urgency 19+: NPCs are Tier 3. Enemy factions begin with all goals complete (giving them one extra asset per goal). Each point of Urgency above 18 increases the amount of Structure in each encounter’s budget by 1 (which can be spent on additional NPCs or templates).

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