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Colonists

From Gulf of Fallen Stars

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This faction is a fresh colony on an otherwise largely untouched planet. It is this brave band of pioneers that will tame the world’s wild forces and bring forth a better life for those who come after.
Effect: This faction has all the benefits of the Planetary Government tag for its homeworld, as no other government exists on a fresh colony. The faction’s homeworld is also treated as if it had at least tech level 4. Colonies with fewer than 100,000 citizens lack the necessary industrial infrastructure to build Spaceship-type assets.
Leaders:
Who leads the faction
  • Charismatic salt-of-the-earth pioneer acting as mayor or president
  • Profit-focused bureaucrat from the world or faction that sponsored the colony
  • Local nobility consisting of the first founders
Rules:
What are some universal laws or beliefs in the faction
  • All guns must be handed over at town limits
  • Building a structure on a piece of land translates to ownership of the land
  • All trade goods technically belong to the colony's original sponsor
  • Enemies:
    Which person inside the faction might oppose the group
  • Local merchant sensing significant profit
  • Crooked sheriff abusing his powers
  • Influential and affluent rancher who is above the local law
  • Opposition:
    What forces might engage the group in combat
  • Militia armed with a hodgepodge of frontier weaponry
  • A sheriff or ranger and his posse
  • Well-trained and motivated defense unit armed with off-world weaponry
  • Obstacles:
    How might the faction inconvenience the group
  • Everyone gets the word not to provide any help or services
  • Nobody saw who vandalized your ship
  • The colony's sponsor decides to support the world
  • Friends:
    Who might offer the group services or missions
  • Militia armed with a hodgepodge of frontier weaponry
  • Miner looking to get his previous minerals sold off-world
  • Genius mechanic who can keep just about anything running with some unorthodox repairs
  • Complications:
    How might negotiations be complicated
  • Some gesture or service is required to get the locals' trust
  • Certain high-tech goods are unavailable in this small economy
  • An unspoken rule is broken
  • They would like to help but need to think of the colony's survival first
  • Missions:
    What missions might the faction offer
  • Espionage mission to a neighboring world threatening the colony
  • Find out why surveyors are disappearing in the mountains
  • Secure a trade route for medical supplies
  • Things:
    What items might have relation to the faction
  • Four crates of nutrient bars each of which will feed a family for a month (longer if they don't like their kids too well)
  • A single autonomous ground-to-air battery capable of protecting a small facility or settlement
  • An off-road ground vehicle capable of navigating the planet's difficult terrain
  • The charter that guarantees the colony independence from its original sponsor
  • Places:
    Where might the faction take you
  • Isolated homestead with hundreds of miles of wilderness in every direction
  • A bustling street outside the planet's only spaceport
  • An underground pre-tech terraforming facility
  • The unimpressive office of the planetary president
  • Tags: Core, Local, PlanetaryGov, Tech