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About Colony Ship: A Post-Earth Role Playing Game

Colony Ship: A Post-Earth Role Playing Game is an isometric, party-based RPG set aboard the Starfarer, a generation ship carrying its passengers on a centuries-long voyage to colonize a distant planet near Proxima Centauri. It is the year 2754, and you were born on the Ship, where generations live and die without seeing Earth or their destination. After a violent mutiny disbanded the Ship’s original government, you must navigate rival passengers and factions competing for control. Your choices shape who becomes your friend or enemy.

Life aboard the Ship

Your story begins in the Pit, a sprawling settlement of cargo containers in Cargo Hold 3. It is home to people who could not afford to stay in the Habitat or needed to escape its bosses and factions. The Ship struggles to recycle air and water, and life in the Pit is precarious.

The Ship contains many other locations. Hydroponics, once intended to adapt Terran plants and grasses for Proxima Centauri, was abandoned during the Mutiny and overrun by mutant vegetation and oversized, bioengineered pest-control species. The Habitat’s former rooftop amusement park has become three fortified platforms patrolled by armed guards. Its artificial trees, grass and sunrise screens have given way to watchtowers and checkpoints.

Other places include the Armory, whose weapons and armaments were mostly looted or spent during the Mutiny and later skirmishes; Mission Control, the wreckage of the Ship Authority government complex; the Shuttle Bay, where survey shuttles were stripped of life support and supplies and their interiors taken over by squatters; and the abandoned Factory, once used to produce tools for the Ship and its future colony.

Factions and choices

Several factions struggle to shape life aboard the Ship. The Protectors of the Mission uphold the Old Ways as the means to ensure the Mission succeeds. The Brotherhood began as a movement to free people from the Ship Authority and now faces the demands of waging war to extend that freedom. The Church of the Elect teaches that the Ship’s journey is a test of faith, with Judgment Day awaiting its passengers at Proxima Centauri.

Other groups include the People of the Covenant, the mutants; the House of Ecclesiastes, formerly the Environmental Control and Life Support System (ECLSS); the Pit’s Freemen; Thy Brother’s Keepers; the Grangers; and Jackson’s Riflemen. The Ship’s confined space brings different societies into contact as they compete for limited resources and influence. You can also meet ten party members and well over a hundred other characters, some less friendly than others.

Combat and stealth

Combat is difficult: you may be outnumbered and outgunned, so you need to improve your odds or avoid fights you cannot win. Accuracy depends on stats, skills, feats, implants, helmet or goggles, and weapons, as well as attack type, effective range and penalties. Evasion depends on stats, skills, feats, implants, armor handling and armor penalties; cover, gadgets such as a Disruptor Field, and smoke or spore clouds can also affect it. Damage depends on the weapon and the target’s defenses, including damage resistance and energy shields. Weapon penetration and aimed attacks can reduce an enemy’s damage resistance.

In stealth mode, tiles show how likely guards are to detect you. Their distance, facing, Perception and thermal vision determine detection, while your sneaking ability affects how many tiles are safe. Moving and taking actions such as lockpicking, climbing, using computers or killing guards generate noise. Noise builds suspicion over time; alerted guards turn toward its latest source, changing which tiles are safe and potentially exposing you to their line of sight.

Skills and party

You can avoid all combat by relying on Persuasion, Streetwise and Impersonate. Solutions are not always obvious, and outcomes take your stats, skills, reputation, deeds and choices into account. You can recruit from ten party members, with a maximum party size of four.

Major locations

  • The Pit: A settlement of cargo containers in Cargo Hold 3, where people live outside the Habitat’s control.
  • Hydroponics: An abandoned growing complex overrun by mutant plants and oversized pest-control species.
  • The Habitat rooftops: Three fortified platforms on the site of a former amusement park.
  • The Armory: A store of peacekeeping weapons and armaments, mostly looted or spent.
  • Mission Control: The scavenged remains of the Ship Authority’s former government complex.
  • The Shuttle Bay: A looted bay where survey shuttles have been stripped and their interiors occupied by squatters.
  • The Factory: An abandoned complex that once manufactured tools for the Ship and the future colony.

Frequently asked questions

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