
While I still have many bits to figure out, the final big puzzle piece for my Alpha Centauri hack has been mechanics for developing the colony itself. For this I'm adapting one of the best systems from Mutant: Year Zero: the Ark-building mechanics. They're great and solidly involve the players. I'm always surprised some version isn't present in more Mutant games. So far only Forbidden Lands has anything close. A modified version to represent the PC's ship in Coriolis would be awesome.
At the beginning of most sessions in Mutant: Year Zero the players collectively decide on projects. These develop a new process, raise a building, or enact a societal change for the mutants of their Ark (Cropland, Tavern, Surveillance). They start from near zero because up to that point they've relied on the Elder to lead them. PCs can work on a chosen project, rolling one of the skills associated with it. Each success rolled generates a Work Point. When the project has enough points, the group adds it to the Ark. It can add new effects to daily life, but more importantly it raises the Ark's rating in one or more of the four development tracks (Culture, Food, Technology, Warfare).
The Ark overall improves as they hit mileposts on those four development tracks. For my hack, I changed them to Food & Survival; Defense & Military; Culture & Infrastructure; and Tech & Discovery. Those echo the tech tree tracks from Alpha Centauri. I've made the tracks longer, while upping the potential points from any single project. So far I've only created what I call "Tier One" tracks-- those they have available at the start. As we move along I will add to this. Breaking it into parts creates some mystery (and makes it easier for me to work on).
SEE ALSO
36 Moods for an Alien Planet
Colony Zero
Your New Home in the Outworld Colonies

Projects represent the colony focusing resources, energy, time, and expertise. While the colony isn’t beginning from scratch they are battling against the loss of advanced techniques, deaths of dedicated experts, materials beyond their skill, lack of resources, lack of proper equipment, and a host of other factions. Colony projects help increase the colony’s development rating in four areas:
FOOD & SURVIVAL
Improvements which allow for greater supply and diversity of water and foodstuffs. As importantly developing systems and treatments to deal with planetary contamination, diseases, and environmental conditions.
- 0–9 Food supplies are constricted. The Colony carefully controls and allots rations. Miscalculations and loss threaten at all times. Planetary illnesses and environmental exposure claim lives. One material can be traded for one ration. Session Body Count is normal.
- 10–24 Starvation isn’t far away, but the Colony has just enough to cover their day to day needs – as long as the protein and reclamation systems aren’t threatened. Better preparations and systems on hand for dealing with environmental hazards. Decrease the Session Body Count by one.
- 25–39 Efforts mean that from time to time the colony has enough to provide extra rations for those most in need. Colony Contamination Protection suits have +1 rating. One material will buy you two rations. Decrease the Session Body Count by two
- 40-54 Colony has enough surplus and stability to begin bringing some additional personnel out of stasis. Rather than rolling Body Court roll a Growth and a Death die. Subtract the higher from the lower. If the higher is the Growth die, add that to the population. If it is the Death die, subtract it.
- 55-69 New forms of food begin being adopted. Colony Contamination Protection suits have +2 rating. One material will buy three rations.
- 70-84 No one in the Colony needs to go hungry. Colonists begin to change and experiment with the taste of what they eat and drink. One material will normally buy you four rations. Roll two dice for the Growth die and take the highest.
- 85-99 The Colony has enough food to trade with external groups if necessary. Characters no longer have to worry about buying food. Setting up additional colony sites becomes easier.
- 100+ Abundant food and protections. If intact, Colony Protection suits completely negate contamination. No longer roll a Death die.
DEFENSE & MILITARY
Protection and security for the colony against threats from native flora and fauna. Also useful against rival colonists or rogue settlers. Can also focus on the development of forces for attacking targets outside the colony.
- 0–9 The Colony has the most rudimentary defenses. Battle Level 1.
- 10–24 The Colony has begun to secure its perimeters against conventional threats. Battle Level 2 vs. Human Threats; Battle Level 1 vs. Native Threats.
- 25–39 The Colony has begun to develop security measures and weapons to deal with the native flora and fauna. Battle Level 2 vs. all threats. If necessary the Colony can organize and attack adjacent sectors with Battle Level 1.
- 40-54 The Colony has begun to organize itself more carefully and arm security forces appropriately. Battle Level 3 vs. Human Threats. Battle Level 2 vs. Native Threats and when attacking adjacent sectors.
- 55-69 Colony has armed itself significantly and developed more mobile attack systems. Battle Level 3 vs. all threats and adjacent sectors. Can attack further out targets with Battle Level 2.
- 70-84 Colony has standing military and security forces. Likely supplemented with additional vehicles and support systems. Battle Level 4 vs. Human Threats. Battle Level 3 vs. Native Threats and when attacking adjacent sectors. Can attack further out targets with Battle Level 2.
- 85-99 The Colony has heavily invested having an agile and effective military. Battle Level 4 vs. all threats and when attacking adjacent sectors. Can attack further out targets with Battle Level 3.
- 100+ Colony has a robust military and security forces. Battle Level 5 for Colony defense, Battle Level 4 for all external conflicts.

This covers the comfort, stability, and morale for colony members. Also includes developments concerned with training, education, and expansion. Some projects assist with internal security, while others deal with organization, governance, and philosophy.
- 0–9 Life in the colony is dull, unremitting, and stressful. Every moment feels like a struggle against death. If rolling for end of session Body Count, roll two dice and take the highest. Roll 4d6 to test each faction’s strife clock.
- 10–24 Colonists have access to some privacy as well as slightly more downtime. The colony offers some basic comforts and support. Roll 3d6 to test each faction’s strife clock.
- 25–39 Colonists have access to some forms of basic entertainment. Expressive materials are stored for public use. Political discussions are possible but controlled. Roll 2d6 for each faction’s strife clock.
- 40-54 Colonists begin to develop unique arts and customs. Discussion about authority lead to decisions about political philosophies. Basic schools established. Roll 2d6 for each faction’s strike clock.
- 55-69 Populace is generally cared for and supplied with amenities. More advanced schools and training facilities established. Filled Strife Clocks no longer automatically cause a crisis. PCs can attempt to defuse issues before they come to a head. Roll 2d6 for the strife clock of the non-PC faction. Otherwise roll 1d6.
- 70-84 More advanced teaching techniques. Characters have high-level infotainment. At the end of each session, players mark an additional XP. Roll 1d6 for each faction’s strife clock.
- 85-99 Colonists have access to new art forms and advanced luxuries. At the end of each session, players mark two additional XP. Roll 1d6 for each faction’s strife clock.
- 100+ Colonists have amenities and facilities resembling old Earth. At the end of each session, players mark two additional XP. Roll 1d6 for each faction’s strife clock.
TECH & DISCOVERY
Reconstructing lost science and technology. Includes research on the planet itself. Increases the default level of technologies. Some advances can have implications far beyond the colony itself. Unlike other Developments, the Tech Levels here tie highly to what projects can be worked on next and what kind of goods can be made within the colony.
- 0–9 Basic mechanical knowledge
- 10–24 Basic mechanics as well as distributed basic science knowledge.
- 25–39 More advanced mechanical techniques. Life sciences based around the Planet itself
- 40-54 General scientific knowledge and principles spread throughout the colony.
- 55-69 Better material sciences
- 70-84 Development of significant autonomous systems.
- 85-99 Advanced and unusual technologies
- 100+ New applied science and theories

Most projects have DEV Requirement which represents a minimum colony development level or specific project the colony must have to undertake the task. Skills means the skills which someone working on the project can choose to roll from. Work Points is how many successes are required on project rolls in order to go forward, usually based on the # of PCs. DEV Bonus is how much could be added if the projects successfully completed.
TIER ONE PROJECTS
ENTRY BARRICADES Earthworks, simple walls, and spikes are constructed near the main entrances to the colony. Allows for better entry control.
DEV Requirement: None
Skills: Endure or Force
Work Points: 1 × number of PCs
DEV Bonus: Defense & Military +2D6
LOCAL FORAGING Organized expeditions into local sector to capture simple flora and fauna.
DEV Requirement: None
Skills: Move or Shoot
Work Points: 1 × number of PCs
DEV Bonus: Food & Survival +2D6
MULTI-FAITH TEMPLE Basic location for spiritual practices and personal privacy.
DEV Requirement: None
Skills: Human Perception or Society
Work Points: 1 × number of PCs
DEV Bonus: Culture & Infrastructure +2D6
BASIC LABS Rudimentary lab station for analyzing samples and sensor data.
DEV Requirement: None
Skills: Science or Technology
Work Points: 1 × number of PCs
DEV Bonus: Tech & Discovery +2D6
PERIMETER ALARMS Simple system of tripwires, electric eyes, and laser grids set up to alert the colony to incoming threats.
DEV Requirement: None
Skills: Shoot or Technology
Work Points: 2 × number of PCs
DEV Bonus: Defense & Military +4D6
DOCTRINE: DISCIPLINE The colony imposes strict controls over movement and training. All able-bodied persons are required to undergo extreme combat training. Cells are organized into tight hierarchies. Objections, shirking, and disobedience are met with swift punishment.
DEV Requirement: Military & Security 5
Skills: Manipulation or Unarmed
Work Points: 3 × number of PCs
DEV Bonus: Defense & Military +5D6, Culture & Infrastructure +1d6

DEV Requirement: None
Skills: Manipulation or Technology
Work Points: 2 × number of PCs
DEV Bonus: Culture & Infrastructure +4D6
HAB UNITS Currently most colonists sleep in shifts in barracks, divided by faction and role. This puts effort into building smaller shared units, allowing for a measure of privacy and personal space. Also reduces chances of cross-contamination and infections.
DEV Requirement: Culture & Infrastructure 5
Skills: Human Perception or Society
Work Points: 3 × number of PCs
DEV Bonus: Cultural & Infrastructure +5D6, Food & Survival +1d6
RECYCLING TANKS Enhanced reclamation technologies put into place. All waste products and materials must be carefully cycled back into the colony’s systems. Based on shipboard systems.
DEV Requirement: None
Skills: Manipulation or Society
Work Points: 2 × number of PCs
DEV Bonus: Culture & Infrastructure +4D6
AGRI-POD Isolated facility used to test and grow Earth-based plants and seedlings with native soil and other components.
DEV Requirement: Food & Survival 5
Skills: Endure or Planet Lore
Work Points: 3 × number of PCs
DEV Bonus: Food & Survival +5D6, Technology & Discovery +1d6
BIO-LAB Enhanced reclamation technologies put into place. All waste products and materials must be carefully cycled back into the colony’s systems. Based on shipboard systems.
DEV Requirement: None
Skills: Science or Planet Lore
Work Points: 2 × number of PCs
DEV Bonus: Technology & Discovery +4D6
BASIC ARMORY Machine shop dedicated to the production of simple weapons: blades, knives, bows. Reduces the cost of simple slug thrower and slug rifles. Bullets can now be bought 1 material for 6 bullets.
DEV Requirement: Science & Technology 5
Skills: Technology, Melee, or Shoot
Work Points: 3 × number of PCs
DEV Bonus: Technology & Discovery +5D6, Defense & Military +1d6
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