Origin stories for your character that explains how they came to be a Starfarer. They influence your starting alliances, starting ships, and starting supplies, along with some small perks.
EXAMPLE ORIGINS:
Interstellar Trader:
Spoiler
You're a trader of the stars, you're a natural when it comes to buying low and selling high so you profit immensely easily in just about any situation. Due to your affinity with freighter ships you're able to command more of them at once and with greater skill than they'd otherwise have dealing with someone used to combat ships. You however don't quite grasp the greater concept of war and logistics that comes with it so you're not as able to command your fleet as others would be.
Stats:
All Freighter ships and Converted Freighters act as if they have a single level higher crew than they actually have.
All Freighter ships and Converted Freighters have a 50% bonus to their OP.
All Freighter ships and Converted Freighters have a 25% bonus to Flux Dissipation and Flux Capacity.
All Freighter ships and Converted Freighters cost 1/2/3/4 less FP to field and maintain.
All Freighter ships and Converted Freighters have a greatly increased repair rate when disabled in battle.
Items are 15% cheaper to but and 15% more valuable to sell.
All Combat Ships cost 1/2/2/3 more FP to field in battle (Does not apply to fighters).
Starting CP is reduced by 50%
Enemy fleets get a movement bonus when pursuing you.
Ships are more vulnerable to being captured when in full retreat.
Starting Fleet: x1 Mule
Independent Mercenary:
Spoiler
You're a mercenary of the League of Independent Systems, as a Mercenary you work better alone or with a small group of supporting ships as such you're best at fighting against all odds.
Stats:
Flagship is always 'Elite'.
Your ships gain combat bonuses when the fleet is composed of 10 or less ships. Bonus gets larger the closer to 1 it is. (Bonus affects flux capacity/vent, speed, shield reduction, armor)
Your fleet moves 10% faster in the overworld.
You gain additional credits from combat sources.
Your Marines are twice as powerful for boarding attempts.
Your fleet doesn't take damage retreating and is unaffected by the speed penalty on winning a battle.
Your fleet has 33% less FP in both battle and in the overworld.
Starting Ship: x1 Hammerhead
Scrap Rat:
Spoiler
You're what some would call a Scrap Rat, you salvage anything you can from ships and then attach it to your own. As such you've had to deal with compatibility issues between different turret configurations and you've learned how to rig weapons to function in slots that wouldn't otherwise work. Unfortunately as a side effect the ships overall power output is reduced.
Stats:
All ship slots are treated as OMNI slots.
More supplies are salvaged from disabled ships.
Ships have a 33% higher cargo/fuel capacity
Ships repair 25% faster in the overworld.
All non-freighter/converted ships have 20% less OP
Starting Ship: x2 Salvaged Lasher
Pirate:
Spoiler
You're one of the soldiers of fortune of the pirates, a rebel from both the Hedgemon and Tri-Tachyon forces. You're cutthroat and good at fighting dirty to get ahead.
Stats:
Your Marines are twice as powerful for boarding attempts.
Boarding and Surrender occurs more frequently.
+50% total FP in battle and overworld.
Extra salvage from destroying freighters.
Enemy ships ordered to retreat move slower.
Pirates are friendly towards you.
Pirate stations reduce costs for you by 20%.
You only get one command point and cannot get any more from Comm Relays.
Hedgemony and Tri-Tachyon are hostile towards you.
Your ships do not gain bonuses from Nav Relays and Sensor Relays.
Starting Ships: x1 Outdated Enforcer, x2 Talon Wings
Hegemon Military:
Spoiler
You're an officer in the Hegemony Space Forces, you're skilled in combat and are knowledgeable of Hegemon designs but you lack knowledge of ships belonging to other factions other than how to destroy them in the most efficient manner.
Stats:
Hegemony ships cost 1/2/3/4 less FP to own and deploy.
Hegemony ships have a 20% OP bonus.
Hegemony ships have a 20% flux dissipation and capacity bonus.
Hegemony ships repair faster in the overworld.
Hegemony stations reduce costs for you by 20%.
Your ships deal 20% more damage to Tri-Tachyon Ships
Tri-Tachyon forces are hostile towards you.
Boarding rates for non-hedgmon ships are heavily reduced.
Tri-Tachyon ships cost 1/2/3/4 more to own and deploy
Starting Ships: x1 Enforcer Elite
League Space Force:
Spoiler
You're a commander in the League of Independant systems fighter force. You're affinity for fighters and carriers is great increasing their effectiveness but you're not trained to deal with standard ships.
Stats:
Fighters are treated one rank higher than they are.
Fighters cost 20% less FP to own and deploy (Rounded up).
Carriers are 1/2/3/4 less FP to deploy.
Carriers repair fighters for free.
Carriers have 20% more OP.
Carriers and fighters move 10 units faster than normal.
Fighters have a very high repair rate.
Fighters get bonuses from Nav Relays and Sensor Relays
Combat ships (non-carrier/freighter) cost 1/3/5/7 more to own and deploy.
Starting Ships: x1 <Frigate Carrier>, x2 Gladius Wings.
Tachyon Security:
Spoiler
You're a security officer in the Tri-Tachyon security forces. You're heavily trained in dealing with the high-end technology of the Tachyon forces and you know how to lead them to victory against the Hedgmony space forces.
Stats:
Tri-Tachyon ships cost 1/1/2/3 less to deploy.
Tri-Tachyon ships have 30 degrees added to their shield size.
Tri-Tachyon ships have a 10% OP bonus.
Tri-Tachyon stations are 20% cheaper to purchase from.
Allied with Tri-Tachyon forces
You're vilified by Hegemony forces and their mercenaries.
Non-Tachyon ships cost 1/1/2/3 more to deploy.
Starting Ships: x2 Wolf Close Support, x2 Wasp Wings
Tachyon Spec Ops:
Spoiler
You're part of a secret fighting force for the Tri-Tachyon security forces and you're built for stealth and speed along with punching power. You pilot the most advanced ships of the Tri-Tachyon forces and focus on few powerful small ships rather than large forces. However due to your secretive nature you're not give all the benifites those of the standard security forces are.
Tri-Tachyon frigates all cost 5 FP to own and maintain,
Tri-Tachyon frigates and destroyers have 25% more OP.
Your flagship is always elite rank.
Systems recharge faster and cost less flux to use.
Allied with Tri-Tachyon Forces.
Marines are four times as powerful as normal.
You cannot use ships larger than a destroyer.
-66% maximum FP in the overworld.
Starting Ships: x1 Hyperion Assault
Rich Idiot (with no day job):
Spoiler
You were born with a silver spoon in your mouth and decided that Starfaring was really the thing for you. So you took to space to do what rich kids do when they get a new car, wreck it and ask for another one.
Stats:
Large amount of starting money.
You're flagship is always Veteran or better.
Your starting crew is always Elite
Every month you gain a deposit of credits.
Luxury ships have double the OP.
Starting Ships: x1 Attack Shuttle