Outreach: alternative fate system / Steve and Andrew Gilham 'Outreach' is great, of course, but on second glance the 'Fate' system seems to be too much of a 'Game Effect' device rather than an attempt to simulate real conditions. Here we present an alternative routine which, we hope, will be found neither too cumbersome nor too unrealistic. The basic system attempts to incorporate events relating to politics, civilisation growth and exploration, and makes them all falsely dependent on civilisation size. We have attempted to separate the effects while retaining some reasonable interrelation . The heart of the system is the concept of 'Civilisation Points' (or CPs for short). These are gained by contact, conflict and exploration, as well as direct conversion of resources into CPs. (Players of D&D will recognise the 'experience' concept). When certain totals of CPs are attained, extra civilisation levels are gained. (Table 1). Table 1: Civilisation levels and CPs required Civ Level 1 2 3 4 5 CPs required 500 1000 2000 4000 8000 etc Table 1 note: This system also allows finer grading of Civilisation Level Range (CLR) Table 2: CLR variation with CP total CLR 1 2 3 4 5 6 7 8 9 10 CP total 250 700 850 1000 1200 1400 1600 1800 2000 2200 CLR 11 12 13 14 15 16 17 18 19 20 CP total 2500 2800 3000 3300 3700 4000 4400 4700 5100 5500 CLR 21 22 23 24 CP total 6000 6500 7000 8000 Table 2 note: The exact values can be calculated with the formula: CP total = 250x2(sqroot(CLR)) Gaining CPs (1) Exploration Each time a hex is explored, roll a percentile number (1-00). If you don't have percentile dice, draw chits (StarForce, Strategy 1, Wolfpack). If the result is not '00', draw an exploration chit as per normal. Then award yourself CPs on the formula: CPs = System value x 10/Your Civ. Level If the result is '00', roll again on 1-20 and consult Table 3. Table 3: Extraordinary expploration results 01-04:G 05-07:H 08-09:I 10:J 11-20:W Explanation of Table 3 results: G,H,I,J - see 11.2 W: draw a Wisdon chit. Examine the back. If it is 'X' apply the results as in the scenario notes (as hereafter modified). Then, in any case, place it face, i.e. 'W' side, up in the hex and draw an exploration chit for the hex. Civilisation points are gained automatically for the discovery of a wisdom hex; but one must contact any autonomous forces to gain CPs as listed in Table 4. Table 4: Basic exploration CP schedule (Contact & Wisdom) G:100 H:200 I:400 J:800 W - roll a 01-100 number abd consult Table 4a Table 4a: Wisdom hex CP schedule 01-50: 80 51-75: 2000 76-90: 3000 91-99: 5000 100: 10,000 The CP value from Table 4, 4a is divided by your civilisation level and then added to the cumulative score. All extraordinary CP bonuses are 'once-only' per Player. Others may attempt to contact the autonomous forces and thus gain CPs, or if they successfully explore a wisdom hex, they will roll on Table 4a and gain CPs. (2) Contact with other Players When two Player civilisations contact each other, CPs are transferred one or both ways; this represents a sharing of knowledge and culture. When a contact situation arises, consult Table 5. Table 5: InterPlayer CP Transfer on Contact Recipient Interaction Option A B C Donor A 100-1000 100-1000 10-100 Interaction B 50-500 20-200 10-100 Option C NIL NIL NIL Explanation of Table 5 results: the result is the range in which the basic transfer may lie e.g. for '5-500' roll a number from 1 to 10 and multiply by 50. This figure may not exceed the donor's CP total. (Note that the donor does not lose these CPs, although the recipient gains them). The transfer total is multiplied by a factor of: donor's civ level/recipient's civ level Example: a 3rd level civilisation with option A contacts a 2nd level with option B. The first gives 100-1000 CPs according to the table. This gives a figure of 500, say. Thus the second receives 500 x 3/2 = 750 CPs. Similarly, the transfer the other way is multiplied by 2/3. (3) Combat Players receive CPs for destroying enemy starfleets and reducing stargates. Basic value for destruction of a starfleet is equal to the number of resource points needed to build it, i.e. dreadnought 8, regular 3, explorer 5. Stargates are reckoned as 10+4x (stargate value). These points are converted into Cps by multiplying by a factor of: opponents level/your level (4) R& D A Player may convert resource points directly into CPs in the resource allocation phase; these must be divided by his or her current civilisation level. General Rule Modifications 5.4 Scatter - this is unrealistic considering the Star Force background and the timescales (25 years per turn) involved, Leave the scatter results for autonomous forces (of 5.51 ) but let player forces only suffer attrition. 17.2 Delete Scenarios. All players start at 500 CPs except the guardians (2000CP). 18.14 This becomes - use only results G, H, I, J on Table 3 and ignore all civilisation point awards. 18.25 - Guardians win points at half rate. 18.26 - The dreadnought provision alone remains. 18.27 - Both players ignore result W on Table 3. 18.34 - Substitute any suitable disaster. 18.44 - The X wisdom chit has the same effects, except that it doubles the awards from subsequently discovered Wisdom hexes. 18.45 - On the discovery of a subsequent wisdom hex, the X may be 'handed in' i.e. all effects from it considered to cease, but the chit remains in place (someone else might find it). 18.56 - The effect of the X wisdom chit is: (i) to win, one must destroy all opposition (ii) One's CP total is doubled for determining CLR (iii) If one discovers further wisdom hexes, the chit does not give one CP's but instead the chit is kept off map by the player. This may not be realistic but it reflects the original intent. The New Fate Table Delete section 11.13 'Lose one level' becomes 'Halve CP total'. Negative civilisation levels become 'less than 250 CPs' Die roll 0-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100+ 1 * A C E B D F A C E 2 * * A C E B D F A C 3 * * * A C E B D F A 4 * * * * A C E B D F 5 * * * * * A C E B D 6 * * * * * * A C E B