Tuesday, May 19, 2015

Triton Core: Flowers McGee

One of my players in the Triton Core campaign asked me for some help.  He usually plays the same type of character; a stubborn group leader who tends to throw murderous tantrums if he doesn't get his way.  The trigger-happy spoiled son of a mob boss, if you will.  He's bored of that, so he wanted help in breaking that mold.

I 'helped' by making him Flowers McGee, detailed below.  He's going to try to play her.  It should be interesting. :)

Flowers McGee

Flowers McGee is a kind, considerate, non-violent, and somewhat nosy woman who is addicted to helping those in need.  She has a green thumb, loves animals, is very well traveled, and can squeeze out more raw power from an industrial fusion core repulsor system than most engineers in the Coalition Peacekeeping fleet.  She goes no-where without her big, floppy hat and incense bag, hangs out with aliens, and is a permanent light-weight at a bar.

Flowers was born 32 years ago on the planet Beringia.  Her parents were rangers at the Beringia Reserve, a Terran lifeform preserve located at the temperate equator of the mostly icy planet.  Flowers grew up taking care of the mustang and other migratory herds at the Reserve, and tending the gardens located at each ranger station.  She dreamed of becoming a Ranger, but needed to earn the equivalent of a Master's degree to do so.

While attending university at the capital, Pacem Urbem, Flowers discovered the Coalition Peace Corp, and joined for the summer to help the starving children and refugees from war-torn and poverty-stricken areas throughout the Coalition of Twelve Systems.  Soon she found that for all her training, she was completely unprepared to help.  The Corp put her to work on their fleet of relief ships doing menial work.

When the Relief Fleet arrived at the Constansia asteroid belt, the plight of the migrant miners and their families pulled at her heartstrings, and she worked diligently to feed them and teach them how to create hydroponic gardens.  Flowers did not return to the university, instead hiring on full time with the Coalition Peace Corp Relief Fleet.

A decade later, in-fighting within the Coalition led to huge cut-backs in the Peace Corp funding.  Out of a job, Flowers joined the Helping Hands, a group of ex-Peace Corp members attempting to do the same thing, though funded by direct donations.  Flowers commanded her own relief ship for a while, but returned to planet-side work so she could be more fulfilled in hands-on activities.

A few years later, Helping Hands came into legal trouble when it was discovered that the Board members were not only siphoning profits, but that part of the Relief Fleet was being used for gun-running activities.  Flowers found herself out of a job again.

After a period of mourning, Flowers got passage on a tramp steamer headed for the nearest military conflict with the intention of helping the victims of the violence there any way she knew how.  That conflict was the invasion of the Gnade system by the militaristic Haifeng, which is where the campaign begins.


GURPS Character Sheet

Name: Flowers McGee
Race: Human

Attributes [80]
ST 10
DX 11 [20]
IQ 13 [60]
HT 10
HP 10
Will 13
Per 13
FP 10
Basic Speed 5.25

Social Background
TL: 10 [0]
Languages: Chinese (Broken/None) [1]; English (Native) [0]; German (Broken/None) [1].

Advantages [29]
Animal Friend (1) [5]
Green Thumb (1) [5]
Telecommunication (Radio) (Reduced Range (x1/10); Secure; Sensie) [17]
Wireless Neural Interface [17]

Disadvantages [-45]
Charitable (12 or less) [-15]
Impulsiveness (12 or less) [-10]
Pacifism (Self-Defense Only) [-15]
Selfless (12 or less) [-5]

Quirks [-5]
Alcohol Intolerance [-1]
Broad-Minded [-1]
Habit (wears a floppy hat) [-1]
Nosy [-1]
Trademark (leaves incense) [-1]

Skills [41]
Animal Handling (Equines) IQ/A - IQ+0 13 [1]
Area Knowledge (Beringia Preserve) IQ/E - IQ+0 13 [1]
Biology/TL10 (Earthlike) IQ/VH - IQ-2 11 [1]
Camouflage IQ/E - IQ+0 13 [1]
Climbing DX/A - DX+0 11 [2]
Cooking IQ/A - IQ-1 12 [1]
Diplomacy IQ/H - IQ-1 12 [2]
First Aid/TL10 (Human) IQ/E - IQ+0 13 [1]
Free Fall DX/A - DX-1 10 [1]
Gardening IQ/E - IQ+1 14 [1]
Hiking HT/A - HT-1 9 [1]
Judo DX/H - DX-2 9 [1]
Machinist/TL10 IQ/A - IQ-1 12 [1]
Mechanic/TL10 (Low-Performance Spacecraft) IQ/A - IQ+0 13 [2]
Musical Instrument (guitar) IQ/H - IQ-2 11 [1]
Naturalist (Garden Worlds) IQ/H - IQ-1 12 [1]
Navigation/TL10 (Land) IQ/A - IQ-1 12 [1]
Navigation/TL10 (Space) IQ/A - IQ-1 12 [1]
Pharmacy/TL10 (Herbal) IQ/H - IQ-1 12 [2]
Piloting/TL10 (Contragravity) DX/A - DX+0 11 [2]
Piloting/TL10 (Low-Performance Spacecraft) DX/A - DX+0 11 [2]
Public Speaking IQ/A - IQ+0 13 [2]
Riding (Equines) DX/A - DX+0 11 [1]
Running HT/A - HT-1 9 [1]
Scrounging Per/E - Per+0 13 [1]
Spacer/TL10 IQ/E - IQ+1 14 [2]
Survival (Woodlands) Per/A - Per-1 12 [1]
Swimming HT/E - HT+0 10 [1]
Teaching IQ/A - IQ+0 13 [2]
Vacc Suit/TL10 DX/A - DX+0 11 [2]
Veterinary/TL10 (genral practice) IQ/H - IQ-1 12 [1]

Stats [80] Ads [29] Disads [-45] Quirks [-5] Skills [41] = Total [100]

- Ark

Monday, May 18, 2015

Petty Gods (Revised & Expanded Edition)

A little book project that I contributed art and text to was published today.  Well, 'little' is a misnomer.  It's like a jagillion pages of awesome.  Go learn about it over at Save vs. Dragon.

blurb:

"EXPANDED PETTY GODS COMPENDIUM provides Old School referees with a slew of new, weird minor deities and godlings, for use in rounding out their campaigns. This book includes over 325 petty gods, plus over 115 minions, knights & servitors. It also includes information for a dozen cults, over 60 divine items, and over 55 new spells, along with a host of other petty-god-related gaming material! This product is a work of the generosity of the Old-school Role-playing Community. All contributors to this work volunteered their time and effort without pay. This book is being sold at cost, and no profit will be made from it."

- Ark

Tuesday, May 12, 2015

Disco Barbie


Recently, I've been getting tired of the limits with good old pencil and paper, and have been playing with digital again.  This is a drawing of a Deviant Art member that I drew with Manga Studio, an art package that I'm testing out.  It's pretty nifty.

Enjoy. :)

- Ark


Monday, May 11, 2015

Triton Core: Overview

The Coalition of Twelve Systems
[This entry is an article for the Triton Core campaign.]

Centuries of infowar have corrupted mankind's racial memory irreparably.  Only religious zealots can say with certainty how humanity spread amongst the stars.  Researchers estimate that we stumbled onto the galactic wormhole network a least a thousand years ago.  Most likely, humanity didn't invent the wormhole network, but quickly learned how to utilize it to colonize thousands of worlds.  Then, some five centuries ago, the wormhole network shut down.

At that time, people did not own the cities they lived in.  People did not own their transportation systems, power generators, construction equipment, or food growth vats.  Our ancestors simply rented these things from far away superbrains that required constant payment.  The equipment failed when the wormhole network shut down and the superbrains could not be paid.  Power systems ceased to function.  Antigrav devices fell from the sky.  Entire cities melted back into the nanitic goo from which they had been formed.

Paranoid survivalists and religious cults, long afraid of the superbrains, used their horded retro-tech to survive the Nanocaust.  Our current societies were built from this post-apocalyptic melting pot.  Eventually we returned to the wormholes with the dream of reopening them.

Around each wormhole orbits a moon-sized API called a Triton Core.  Eventually, it was learned that the control codes for each Triton Core had been encrypted.  Decades were needed to crack the coding around each Triton Core, but it was feasible.  Finally, we began to reconnect with our neighbors.

After 50 years, we had connected 12 inhabited systems.  In a euphoric haze, the Coalition of Twelve Systems was created with the purpose of forging a permanent era of peace and prosperity.  As we know, that dream failed rather quickly and has left us in the unstable political mess we live in today - but that is another story.

- Ark

Sunday, May 10, 2015

GURPS Space: Triton Core

On Saturday, we had the inaugural game of Triton Core, a science fiction campaign run with the GURPS ruleset and set in a Stars Without Number type universe with the serial numbers filed off.  We've been playing two D&D games a week in the Forgotten Realms for almost a year and I felt it was time to scratch the space itch again.  Currently Triton Core is an unscheduled pick-up game, but may evolve to have more scheduling structure.

The initial game went really well, with the players investigating the disappearance of a flighty cartographer deep within an icy moon on the edge of nowhere.  Since the game will have less regularity than others we've played, I've decided to post game logs and other data to this blog for easy access.  And I think I'll use this page in particular for a table of contents for game related posts.  So look for those below at a later date.

Enjoy or ignore at your discretion. :)

Posts



- Ark