New type of Company: Diplomatic Company
This is a discarded concept for an early version of the game. Eventually, I decided that solving battles through diplomacy didn't fit very well with the rest of companies as avoiding battles would make a war-based game less appealing so it was scrapped and most of its moves ended in other companies like the Command one. Anyway, I found the original notes the other day and decided that with a bit of this and that it could work in some games.
DIPLOMATIC COMPANY
(AI generated image)
Not many orders have Diplomatic Companies as many alien threats are unlikely to negotiate. Nevertheless, those based well within the Dominion that deal on a common basis with other loyal organisations (but not always collaborative) or near hostile human areas can make good use of them.
WAR: -1 , FAITH: 2 , LOGISTICS: 0
(add +1 to one)
Initial capacity: Choose anyone.
Moves:
You have this one:
The Power of the Word: when negotiating you are not obliged to make any payments immediately. When recruiting new warriors through oratory, you may hand over the troops you gain to another Company. If you enter in combat to honor an alliance or pact, you can roll Neverending War with Faith. If you break your word, mark Damnation.
And choose another:
Truce: when in battle with an enemy you can communicate with you can negotiate a Ceasefire. Roll 2d6+Faith. On 10+, choose 2. On 7-9, choose 1 and the enemy makes a condition. The truce allows you:
- You can evacuate the area.
- You can resupply.
- You may fortify.
- You may negotiate future truces with this enemy.
Fragile Alliance: when trying to bring very different factions together to achieve something, roll with Faith. If you succeed, the alliance lasts until the goal is achieved. On 10+, someone will join you permanently.
Long Memories: when you meet with a planet's government, roll with Faith. On 7-9, name a secret of the rulers and one of their enemies. On 10+, the same and, in addition, you have helped one of those factions. Explain how.
Body Snatchers: when negotiating with another faction, you can mark Damnation to create a sleeping cell of your Company. When you want to activate it, roll with Faith. If you succeed, choose one:
- Learn a secret weakness in their defences.
- Create unease and start an internal fight.
- Draw their attention to a valuable target of your choice.
If you roll 10+, your sleeping cell remains safe.
Get Super Space Knights
Super Space Knights
The sci-fi ttrpg where you control whole armies in a desperate battle for survival in the dark future.
Status | Released |
Category | Physical game |
Author | Warbriel |
Tags | grimdark, military, PbtA, Sci-fi, Tabletop role-playing game, wargame |
More posts
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- Mini Space KnightsMay 16, 2024
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- EL BRAZO ARMADO DE LA FEMar 16, 2024
- THE ARMED WING OF THE PLUTONIC CHURCHMar 16, 2024
Comments
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Noice. I like this little bits of stuff you make from time to time.
Silly question: how does this one fit in the company diagram?
I thought about the diagram in the moment I published this. XD
Truth is, I have a couple more ideas for companies so I might need to re-draw the whole thing...
That's nice.
In my games there has been a few parlour situations and this could have come handy. My players have a big tendency to demand services of the Dominion and simply lie to their enemies (in the rare occasions when they don't shoot them at first sight). This would open a whole new dimension to the game!
I have had that kind of situation and quite the opposite: players trying to impose their pretended authority in front of an alien swarm about to invade a planet. Of course, in those situations it's a "fiction first" kind of problem and if negotiating is not possible, well, it isn't.