. . . that I can't show. Because . . . you know . . . boobs. Why on Earth would I draw Super Mario Galaxy's Rosalina without any clothes on? Um . . . better not answer that one.
Anyway, like most of the things I draw, I think this one is the most spiffy to date. I spat it out in record time - a couple of hours. Tomorrow I'll hate it, for sure. That's a little chunk of it over on the side. You can go over to my deviantArt gallery to see the nekkified version, if you want. Pervert.
In other news, An Echo, Resounding showed up in my mailbox yesterday. Yay! While I'm not DMing a fantasy game at the moment, I'm interested in running a 'domain game' at some point. ACKS is all popular right now, but rather than go with a whole new rpg, I decided to first look at An Echo, Resounding which is a domain 'strap on' for Labrynth Lord.
Strap on. I'm funny.
Anyway, An Echo, Resounding: Lordship and War in Untamed Lands, is by Kevin Crawford of Stars Without Number fame. It looks pretty damn spiffy, with domain game and mass combat rules. It looks like you could run it with any pre-3rd edition D&D game with little or no fiddling. I don't know how it compares to ACKS, but judging from my brief glance, I don't think I'll need any other domainish products.
- Ark
Showing posts sorted by relevance for query stars without number. Sort by date Show all posts
Showing posts sorted by relevance for query stars without number. Sort by date Show all posts
Friday, April 27, 2012
Saturday, March 1, 2014
The Reachers
The D&D Blog Hop last month was interesting. it helped me think over my gaming career. But it's time to move on. Our GURPS Horror Noir game reached a pause point after the group brought down a vampire in Transylvania, and we are off to new skies.
New skies. New atmospheres. Distant atmospheres.
So, we'll be kicking off the GURPS sci-fi campaign Distant Atmospheres soon. The idea is to try to take everything I like about Traveller, Star Frontiers, 2300AD, Stars Without Number, Mass Effect, Lexx, Ghost In the Shell, and Revelation Space, pop in all into a GURPS blender, and see what happens.
In the Distant Atmospheres universe, humans are three centuries into exploring and colonizing their local neighborhood of space. While they have a high level of technology, going faster than light is beyond their abilities. That's where the Reachers come in.
The Reachers are intelligent creatures that can bend the fabric of space time enough to break off a piece and move it around, simulating faster than light travel without actually moving themselves anywhere. It's clear that the Reachers did not evolve this way, but were manufactured by some species long ago whom they do not remember.
Luckily for humans, the Reachers enjoy interstellar travel, can shift around their internal organs to create livable compartments, and they can grow to huge proportions. They can't actually travel in space in their 'natural' state, but humans have learned to augment the Reachers to survive in a vacuum and exceed the speed of light, and perform various feats of heavy lifting and hauling.
To the Reachers, this is all just good fun. They also create such a powerful magnetic field around their body that any human inside a Reacher ship is subjected to a constant MRI in which the Reacher can read their every single thought. It's really, really hard to bluff a Reacher in a card game. Well, unless you are wearing a tin-foil hat.
Originally I thought that the Reachers might look like space whales or something, but after a few drawing they became more squid like. The savvy player might be reminded of Cthullu, or some other non-euclidean nightmare. And to those accusations, this GM can only shrug and grin.
- Ark
New skies. New atmospheres. Distant atmospheres.
So, we'll be kicking off the GURPS sci-fi campaign Distant Atmospheres soon. The idea is to try to take everything I like about Traveller, Star Frontiers, 2300AD, Stars Without Number, Mass Effect, Lexx, Ghost In the Shell, and Revelation Space, pop in all into a GURPS blender, and see what happens.
In the Distant Atmospheres universe, humans are three centuries into exploring and colonizing their local neighborhood of space. While they have a high level of technology, going faster than light is beyond their abilities. That's where the Reachers come in.
The Reachers are intelligent creatures that can bend the fabric of space time enough to break off a piece and move it around, simulating faster than light travel without actually moving themselves anywhere. It's clear that the Reachers did not evolve this way, but were manufactured by some species long ago whom they do not remember.
Luckily for humans, the Reachers enjoy interstellar travel, can shift around their internal organs to create livable compartments, and they can grow to huge proportions. They can't actually travel in space in their 'natural' state, but humans have learned to augment the Reachers to survive in a vacuum and exceed the speed of light, and perform various feats of heavy lifting and hauling.
To the Reachers, this is all just good fun. They also create such a powerful magnetic field around their body that any human inside a Reacher ship is subjected to a constant MRI in which the Reacher can read their every single thought. It's really, really hard to bluff a Reacher in a card game. Well, unless you are wearing a tin-foil hat.
Originally I thought that the Reachers might look like space whales or something, but after a few drawing they became more squid like. The savvy player might be reminded of Cthullu, or some other non-euclidean nightmare. And to those accusations, this GM can only shrug and grin.
- Ark
Wednesday, November 28, 2012
Redshirts: Courts-Martial Carnival, an Email Interlude
The pre-Thanksgiving week Stars Without Number session was so odd - from an outside perspective - that I felt that a higher authority should get involved. I mean, while the scouts were initiating first contact with two genocidal species - the Berserkers and the Warchou - the CO had been killed by friendly fire, a team member had allegedly committed treason against the entire human race, and another team member had tried to murder that alleged traitor.
In a D&D game that would be nothing strange. It would not even be that strange in a tramp steamer space opera. But Redshirts is a military scouting expedition. Yeah, it's specifically set so far away from the brass back home that the PCs have a lot of autonomy and leeway in how they accomplish a given mission, but the results of this particular mission were on the order of several levels below 'complete screw up' and dangerously approaching 'fire everyone and outsource to the another dimension.'
So, between games, I had the players give email testimony in various courts-martial regarding the mission, having the top brass level charges against the scouts. They really got into it. I swear, some of them must have had lawyers coaching them. It was funny.
Here are some quotes from various players:
Lt. Miles O'Brien was convicted of high treason against sanctity of the Aquila Union, and had his rank reduced to Midshipman. He was then released on his own recognizance into the depths of space without directional control or atmospheric succor.
One player thought that meant I was giving him a shuttle and letting him go. Funny . . .
- Ark
In a D&D game that would be nothing strange. It would not even be that strange in a tramp steamer space opera. But Redshirts is a military scouting expedition. Yeah, it's specifically set so far away from the brass back home that the PCs have a lot of autonomy and leeway in how they accomplish a given mission, but the results of this particular mission were on the order of several levels below 'complete screw up' and dangerously approaching 'fire everyone and outsource to the another dimension.'
So, between games, I had the players give email testimony in various courts-martial regarding the mission, having the top brass level charges against the scouts. They really got into it. I swear, some of them must have had lawyers coaching them. It was funny.
Here are some quotes from various players:
"On charge D. Spacer Kal Kek's attempted murder of Lt. Miles O'Brien. Not Guilty, the Lt. O’Brien is a traitorous scumbag, and he was about to divulge the location of the secret asteroid base and the rendezvous location for the ancient mother ship to a known race of hostile creatures."Yeah. Miles O'Brien was his name. Yeah. Anyway, more quotes:
"On charge C. Spacer Kal Kek's negligent discharge in the death of Lt. Commander Nathaniel Taylor. Guilty, but I wish it to be here recorded that I was attempting the execution of a well thought out rescue plan to retrieve Lt. Cmdr. Taylor. But despite my best intentions, my understanding of the spatial rotation of space born rotating mass was lacking, and I could not preform the calculation well under pressure. These facts lead to a miscalculation and a mis-fire. I there for ask for the leniency of the court in sentencing as it was not my intention to damage the Lt. Cmdr. Taylor, but rather to assist in his rescue."and:
"Spacer Kal Kek's attempted murder of Lt. Miles O'Brien. Not Guilty. Officers have the right to put down members of the team that are endangering the mission. Kal Kek was simply the weapon used to do so. Due to incompetent training Lt. Miles O'Brien was only wounded. Requesting Kal Kek be put into Field Arms Training course to better prepare for such events. Requesting Lt. Commander Mark Five be sent for a brush up on Officer Training, with possible officer candidate evaluation. Lt. Miles O'Brien should have been apprehended after such an encounter, yet was not. This is against regulations."and this gem:
"Lt. Miles O'Brien's high treason against the Union. Guilty. Knowing full well that these aliens had already exterminated the humans in the area, O'Brien gave away the biggest secret known to team, endangering the mission and all Humans in the sector. Requesting evaluation of loyalty, Evaluation of officer candidacy, Psychological Evaluation, Back ground check, Drug check."In the end, all charges were dropped except one. I mean, really, all of the friendly fire was basically a lot of natural 1s rolled one after the other, and a DM who is a prick. (Yay me!)
Lt. Miles O'Brien was convicted of high treason against sanctity of the Aquila Union, and had his rank reduced to Midshipman. He was then released on his own recognizance into the depths of space without directional control or atmospheric succor.
One player thought that meant I was giving him a shuttle and letting him go. Funny . . .
- Ark
Tuesday, October 6, 2015
Wormhole Thoughts
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| The SS Freeman - Earth's first Wormhole Transit Vessel :) |
Back a couple of years ago, I completed the lifelong dream of creating an accurate (mostly) stellar database for scifi gaming. Alas, my life's work turned out to be not nearly as fun or useful as I had hoped. Space is big. Even with a slew of number-crunching tools and auxiliary programs, I found GMing the thing very taxing and un-fun. It killed my geographical spontaneity.
Going back to the drawing board, I looked at the hex-based star maps of Traveller and Stars Without Number. Not for long though. I just don't like compressing 3d space into two dimensions, even if that two dimensionality is explained as 'hyperspace geography.'
About the same time, I was looking at the Vorkosian Saga supplement for GURPS, as well as the Infinity scifi miniatures wargame. Both have node-based stellar astrography. I mulled wormholes over in my mind, did some research, and figured I might be able to come up with something that I could use. By May of this year I had a pretty good idea for a wormhole-based scifi setting.
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| Stellar Map for Corvus Belli's Infinity N3 Game |
- The wormhole system in The Nazareth Chronicles is a zero-distance network. Travel through the wormholes is instantaneous, though travel from one wormhole to another is not.
- Wormholes are a Precursor Artifact in which two gas giants in different star systems as quantumly entalgified and electro-bosonified with gravoblobicons [insert more techspeak as needed] until they form into either end of a wormhole. Minimum size of a wormhole seed is a Neptune/Uranus type planet. Cooking time is half a million years.
- While the Wormhole mouths must be relatively close to one another when initially created, the nature of stellar orbits around the galactic core ensure than most wormhole entry/exit points are scattered all over the place. The node map has very little in common with the actual stellar topography.
- A wormhole has the mass of a gas giant, but has little volume. Ships and stations can orbit the wormholes, as well as moons and planet-sized objects.
- Around each wormhole orbits an artificial satellite that acts as an interface for controlling the wormhole. The term for these satellites is a Triton Core.
- Wornholes can be put in one of three states; Locked, Closed, or Open. A Locked wormhole has a closed mouth where nothing can get through. A Closed wormhole is closed to physical traffic, but allows energy to pass through. An Open wormhole allows matter to pass, the width of the hole being adjustable.
- Humanity has never figured out how to Lock a wormhole on purpose, though it has happened.
- The Triton Core interface satellites can relay communication almost instantaneously with one another, as long as they are within 1,000 Astronomical Units. Thus, a patch of the Wormhole Network that is left in a non-Locked state acts as it's own Galactic Internet.
Humanity became aware of the Wormhole Network when the planet Neptune disappeared. Researchers discovered that the mass remained, however, still orbited by a remnant of the moon Triton. Eventually, they discovered that the core of Triton was a machine that could control the wormhole, and exploration of the galaxy began.
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| Relics of Past Civilizations |
After several centuries of colonization, the wormhole network mysteriously shut down. All nodes went into a Locked state. Isolated from one another, most of human civilization collapsed or regressed significantly. Five hundred years later, one planet learned how to open some of the wormholes, though the decryption algorithms took decades to perform with the most powerful computers available.
Currently there are only 25 systems open. 12 of them have enough will and resources to be capable of interstellar trade and cooperation. They formed a coalition 50 years ago, but much of the goodwill is gone. And still, no one knows why the wormhole network turned off five centuries ago.
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| Interstellar Magic Carpet Ride |
Before going through a wormhole, it's standard to wake up everyone on a ship. Sleeping through a wormhole passage is not recommended. People report confusing and horrific nightmares in transit. Some say that a sleeping person's mind connects to every other alternate reality version of themselves that is going through the wormhole at the same time. The Surgeon General recommends against it, but there are a few cult members that relish the chance to dream in the quantum foam.
I hoped that answered all of John's questions. :)
- Ark
Sunday, November 6, 2011
Rahul and the Bobble-headed Ganesh
I've just come back from role playing tonight and am still basking in the glow. The Stars Without Number game went very well. Tim, Ron, Mervyn, Kay and the boy were great as an unsuspecting band of space adventurers who had the all sorts of crap thrown at them.
Highlights of the Night:
So, the party is wanted by two major interstellar powers for multiple crimes - and it's just one game into the campiagn. That's pretty awesome.
I think it behooves a game master to end a night with a desperate attempt to jump into hyperspace or be blasted into component atoms by an angry space armada, relying on a sole Navigation skill check by one of the party members.
Tim, however, is still on the fence about what he calls the "one roll party save versus death saving throw."
I am still trying to keep a straight face.
- Ark
Highlights of the Night:
- The party realizing that they just woke up to a fight between a group of bounty hunters and a family fleeing from the clutches of the Holy Order of Sapphic Islam.
- Mervyn taking out an entire boarding party with some clever computer commands that vented the atmosphere out of a part of the spacecraft they were in.
- Tim trying to beat a bounty hunter to death from 200 meters away - telekinetically - with the bounty hunter's own pistol.
- The Boy firing a laser gun at the nefarious Bounty Hunter Tabari, only to find out that she was a phychic with expertise in both the disciplines of precognition and teleportation.
- Ron jumping the ship out of system just as the bounty hunters attached a cubic meter of plastic explosives to the hull of the freighter.
- Tim wandering off on a space station unannounced and coming back with a job offer to hijack an ore shipment on an ice world.
- The party crammed in a tiny shuttle flying from orbit to a rubble strewn glacier field. Their erratic pilot, Rahul, had upholstered the dashboard with purple shag carpeting and affixed a Bobble-headed Ganesh there to be his 'co-pilot.'
- The party convincing a convoy of Hindu ice-truckers to drive their 130 foot long tractor-treaded cargo trucks (laden with highly explosive QUANTIUM ore) on a six-hour journey up a glacier.
- During a kidnapping, Kay stopping to steal the victim's television from the apartment.
- The party trying to beat the crap out of their underworld contact Mujibar for non-payment of of services rendered (hijacking aforementioned 130 foot long cargo trucks,) only to find out that the funds had been into their accounts already. They had been expecting to be paid in gold coins, I think.
- The party pissing off their employer and Ron having to jump out of system in a spacecraft just seconds before a a space cruiser (owned by their employer) blew them to smithereens.
So, the party is wanted by two major interstellar powers for multiple crimes - and it's just one game into the campiagn. That's pretty awesome.
I think it behooves a game master to end a night with a desperate attempt to jump into hyperspace or be blasted into component atoms by an angry space armada, relying on a sole Navigation skill check by one of the party members.
Tim, however, is still on the fence about what he calls the "one roll party save versus death saving throw."
I am still trying to keep a straight face.
- Ark
Friday, January 18, 2013
Player Portraits: Adelaide
Adelaide has been playing with the group for a while now - Labyrinth Lord, Stars Without Number, and now Traveller. She's typically the most level headed of the group - not poking any great big red buttons that say "DON'T POKE ME" and ducking behind something large and heavy when the rest of the party does something stupid. Her sanity seems to be wearing off, however. In Traveller, she's playing an interstellar pop-star who has a habit of pissing off Planetary Contessas for fun. Obviously, Adelaide has been hanging around the wrong people. :)
I've been working diligently to learn some new drawing techniques over the last few month. I've been unhappy with my progress, but this one of Adelaide didn't come out too bad.
- Ark
I've been working diligently to learn some new drawing techniques over the last few month. I've been unhappy with my progress, but this one of Adelaide didn't come out too bad.
- Ark
Thursday, December 6, 2012
Redshirts Christmas
After last night's Redshirts game, I was wondering exactly what time it was. In the game, I mean. We've had nine sessions in two months, and I was estimating that it had been about a year in game. Looking at my notes, and slapping them into excel, I saw that I was wrong. It has only been ten months. In fact, the crew of frozen Popsicles was due to be back at their base on Christmas Eve.
Now, I've done holidays inside of RPGs before. My favorite has usually been Halloween in D&D. That's no-brainer right there, especially if you use zombies.
Heh.
I don't think I've ever done Christmas in Space before, though, and definitely not in Stars Without Number. I'm not exactly sure what I should do. Something horrific, of course. Cthulhu Claus. Yeah. I like the sound of that. Well, maybe that wouldn't the the best Christmas present for the players, but it would be one heck of a present for me. Ho ho ho.
I supposed, at the very least, the characters should exchange gifts. I'll let them mull that over in their minds. Great - not only do they need to really go shopping, they have to go virtually shopping as well! ;)
So has anyone else put Christmas into their games? Anything good come out of it? Anything horrible?
Here is the timeline, for what it is worth:
| 2/2/3200 | The Reprieve blasts out of Perimeter Station Nine. |
| 2/7/3200 | Arrival at Three Sisters system. |
| 2/9/3200 | Exploration of the Biotonics Ark 3 begins. |
| 2/15/3200 | Arrival at Ukraine system. |
| 2/19/3200 | Alpha Team captures a Ukrainian Patrol Boat. |
| 2/25/3200 | Escape to Three Sisters system. |
| 2/28/3200 | Beginning of the construction of Beachhead Base. |
| 6/11/3200 | Completion of Beachhead Base. |
| 6/28/3200 | Arrival at Banyan system. |
| 7/1/3200 | Alpha Team delivers gun printer to the Brambles. |
| 7/2/3200 | Lifter pyramid explored. |
| 8/2/3200 | Arrival at Tunguska system. |
| 8/3/3200 | Submerged Jump Portal discovered in ocean. |
| 9/4/3200 | Ship building activities complete. |
| 10/3/3200 | Arrival at Thomas Jefferson. |
| 10/4/3200 | Alpha Team encounters Warchou and Berserkers. |
| 10/24/3200 | The court-martial and execution of Lt. O'Brien. |
| 11/21/3200 | Arrival at Levant system. |
| 11/24/3200 | Alpha Team acquires the Molten Rain. |
| 12/8/3200 | Refueling stop at Tunguska reveals mystery ship. |
| 12/9/3200 | Alpha Team meets Charles Shuttleworth. |
| 12/24/3200 | Arrival at Beachhead Base on Christmas Eve. |
Ho ho ho!
- Ark
Friday, November 9, 2012
SWN Factions: The Alliance of Independent States
I am going to start outlining the four big players in the Stars Without Number factions game, starting with the Alliance of Independent States. As said before, this is a loose alliance of worlds that were wrested from the Aquila Union and the Skorpios Empire by regional warlords. The AIS is situated in the Wilds, far away from the travelled space lanes in the Ptolemy Sector, so it was easy to escape retribution for the rebellion. However, that distance also makes it difficult for the Alliance to bring much force to bear against their former friends.
The leader of the Alliance, Magistrate Popova, has decided to continue his already successful campaign of coercion, sabotage, and shit-stirring to disrupt the trade in both Aquila and Skorpios controlled space. He has built a covert transit net, giving him easy access to most of the planets of Aquila and a piece of Skorpios. Now he is prepared to send a wave of spies, assassins, and loud mouthed trouble makers out into the galaxy and make a base of operations where he can cause even more trouble and profit as much as possible.
The stats for Magistrate Popova's political machine are below:
| Faction | Alliance of Independent States |
| Attributes | |
| Force |
5
|
| Cunning |
6
|
| Wealth |
3
|
| Hit Points |
29
|
| Systems/Assets | |
Atlas
|
Planetary Government |
| Base of Influence HP:5 | |
| Covert Transit Net/Cunning 6 | |
| Demagogue/Cunning 6 | |
| Psychic Assassins/Force 5 | |
| Surveyors/Wealth 2 | |
Geographia
|
Planetary Government |
| Base of Influence HP:1 | |
Novikov
|
Planetary Government |
| Base of Influence HP:1 | |
Smirnova
|
Planetary Government |
| Base of Influence HP:1 | |
Talus
|
Homeworld |
| Planetary Government | |
| Base of Influence HP:29 | |
| Tags | Pirates |
| FacCredits/Turn |
4
|
| Goal | Expand Influence |
- Ark
Wednesday, December 5, 2012
The Void Quadrant
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| Klikbikken |
Hmm, I might have given away too much with that sentence. :)
- Ark
PS
Oh yes, a key . . .
Black - Explored Space (inasmuch as space can be explored in SWN)
Purple - 'Hunch' Space (big bags of guesses from old charts, here-say, and psychic divination)
Dark Blue - The righteous Aquila Union
Orange - The Ptolemy Wilds, controlled by the Alliance of Independent Systems
Red - The foul fungal Skorpios Empire
White - The El Dorado Archipelago, a sort of close cluster in the El Dorado Sector
Yellow - A horrible, horrible place filled with genocidal machines and dog-bear things with horns.
Light Blue - The New Mandate, a place quite unknown to the PCs, that sounds pretty well organized.
Okay, that's about it.
- Ark :)
Thursday, December 20, 2012
Redshirts: Jack Frost Roasting Over an Open Fire
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| HO HO DIE. |
The scouts are getting rusty. I swear. Come on, a robot Santa, reindeer, and elf? That has to mean trouble.
Kal Kek and Roswell were in the Zócalo, and Kal Kek was acting kind of grumpy. The elf came over to cheer him up by pulling out a pistol and shooting him. Then the Santa open his mouth wide and began spewing a green mist that turned people into glowing eyed yellow zombies.
Merry Christmas!
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| Robot Santas are mostly evil. Mostly. |
Much chaos and battle ensue. Eventually, the evil robots were blown up, but Roswell the (sort of) good robot was blown up in the process. Kal Kek grabbed his C3-P0-like head and ran with it like a football back to the ship.
While escaping from the zombie gas, Dr. Ramapudi followed Newt, through the station's air ducts. Newt was the eight year old psychic girl that the scouts had rescued in an earlier episode from an crazed interplannar entity that had inhabited her body for 600 years. Well, Newt, being a bit untrusting, had stockpiled rifles and grenades in the air ducts, just in case something like this happened.
Eventually, the party made it back to the ship, where they found out that the Reprieve had been undergoing maintenance and had it's engines dismantled. Having no other craft that could mount a defense versus the Skorpios attack fleet, they hopped in the Molten Rain mech suit assault shuttle and blasted off.
The plan was simple. Everyone was to get in their mech suits and be shot out of the mech suit rail gun at the oncoming Skorpios Cruiser that was making an attack run on the Beachhead Base. At the end, "Profit" was somehow to be gained, but plan for everything in-between was somewhat hazy.
The Skorpios Cruiser was actually an old, run-down ship constructive with run-down, primitive parts at the Lost colony of Ukraine, so luckily, it didn't have much defense against seven human size projectiles shot at it. The scouts didn't have much defense against being shot at a cruiser, either. Kal Kek ented up penetrating a armored turret with his head.
The scouts began to dig through the ship like miners, using the mechs' urban assault abilities to turn the cruiser's bulkhead's into Swiss cheese. They plugged Roswell's C3-P0 head into a computer conduit in a maintenance tunnel to begin the cyber assault. Roswell took over a pack of maintenance bots that launched an assault on the bridge while the party split up in an attempt to take over engineering, nullify the angry grav tank muscling it's was through the maintenance shafts, and eliminate the threat of unattended cafeterias.
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| Admiral Beringer looses eye in attack. |
The guns on the asteroid base mopped up the stream of evacuees and the scouts took control of the devastated, burnt out hulk. Regretfully, the resident psychic was killed in a munitions explosion. Attempts to revive him by The Boy using an untested nanotech revitalization system proved to have horrific results, turning the dead body into an ever expanding ball of gray goo that was eventually isolated by Aquila scientists.
As a reward for saving the day, Admiral Beringer cancelled the scheduled court-martial of the group for horrendous crimes to humanity that they had perpetrated on previous missions. Merry Christmas, Redshirts, Merry Christmas.
- Ark
Tuesday, November 20, 2012
Desmond Connors
The Boy's write up of his Stars Without Number character:
Recruit Archive Desmond Connors
Occupation: Military assassin
Height: '5"6
Weight: 150 lbs
Age: 26
Eye color: steely grey
Hair color: Dirty Blonde
I.Q: 143
Bench: 351 lbs
Background: Desmond Connors was born 3175 in the small town of Autumn Springs. At age 5 the Skorpios attacked the countryside he lived in.
He and a few of his quicker friends escaped the fray. They left the area and hunted and gathered for several years before making their way to the big cities.
While there Connors left the group and went to a stealth class. During this harsh time in Connors' life, he made a living as a petty thief, Then quickly realized it was not a "worth-while" career. At age 18 Connors was drafted into the military, and the recruit trainers quickly learned of his skill. He was put in a special unit for stealth ops and climbed the ranks to Petty Officer First Class. Then 7 years after being drafted, he volunteered for the Reprive expedition, where a new adventure awaits him.....
The Boy can draw too. That's Desmond up there fading away with help from a camo-suit. :)
- Ark
Recruit Archive Desmond Connors
Occupation: Military assassin
Height: '5"6
Weight: 150 lbs
Age: 26
Eye color: steely grey
Hair color: Dirty Blonde
I.Q: 143
Bench: 351 lbs
Background: Desmond Connors was born 3175 in the small town of Autumn Springs. At age 5 the Skorpios attacked the countryside he lived in.
He and a few of his quicker friends escaped the fray. They left the area and hunted and gathered for several years before making their way to the big cities.
While there Connors left the group and went to a stealth class. During this harsh time in Connors' life, he made a living as a petty thief, Then quickly realized it was not a "worth-while" career. At age 18 Connors was drafted into the military, and the recruit trainers quickly learned of his skill. He was put in a special unit for stealth ops and climbed the ranks to Petty Officer First Class. Then 7 years after being drafted, he volunteered for the Reprive expedition, where a new adventure awaits him.....
The Boy can draw too. That's Desmond up there fading away with help from a camo-suit. :)
- Ark
Tuesday, October 11, 2011
The Metallic Mouse That Doesn't Rust
I just devoured The Stainless Steel Rat. I forgot how much I enjoyed my first reading of it, circa 1982, or how much the Stainless Steel Rat series influenced my playing of both Star Frontiers and Top Secret.
The books follow the adventures of 'Slippery Jim' DeGriz, one of the biggest thieves and con-men around. It's over 32 thousand years in the future, and most of humanity has grown up and solved problems like war, plague, famine, and crime. This has left the universe a very boring place, and for hyper-intelligent people like DeGriz, such boredom is simply unacceptable - so he stirs the pot and sows as much chaos around as possible.
He's not a 'bad' guy. Slippery Jim doesn't like hurting people - and killing people outside of self-defense is definitely not on his list of things to do. But as long as he's sure the insurance will cover it, he'll steal anything - and the more complicated, the better. His sheer outrageousness and intelligence puts him at the top of the most wanted lists, and makes him the target of the galaxy's super police, the Special Corps. who eventually employ him to catch other ne'er-do-wells, stop war-mongering planets from mongering, and fix time itself.
The Stainless Steel Rat books became a template of how I constructed just about every Top Secret and Star Frontiers campaign I even ran. 'Slippery Jim' is essentially a PC - straight out of a game - a smart ass there to amuse himself and put on a spectacle for others. The stories are essentially sandboxes with some loose 'mission' that ties everything together, but the Rat is free to wander entire planets to complete his objective - usually in whatever timeframe he feels like. One minute he's pretending to be a janitor herding robots with a whip, the next he's a billionaire on a golden space yacht.
The players fell into the pace quite easily. A grumpy 'administrator' gives the team an assignment. They get dumped off undercover far away somewhere and start snooping around. They discover the 'bad thing' is being done by some rich guy. They need funds, so they knock over a bank. They then go pretend to be millionaires (well, at that moment they 'are' millionaires) A chase ensues. The bad guy gets away. They chase him to another planet. Then they discover that the rich guy controls the mafia on that planet, so they have to join and work their way up the ranks until they have access to the guy. Etc. Great fun, and lots of role playing,combat, scheming, lying, and stealing to be had.
The formula worked for both Top Secret and Star Frontiers. On the surface it may seem very James Bond-ish, but there is a certain air about The Stainless Steel Rat. It's . . . well . .. it's chaos. Much like the Honey Badger, 'Slippery Jim' DiGriz don't give a shit. He does what he does for fun - not for duty, honor, or what is best for society. That's really what makes it. There is nothing to 'convice' the PCs to do. They are given a job, and they figure out the most fun way to accomplish it - preferentially with lots of explosions and loose cash.
And, strangely, the books allow for a great way that relative npcs can be useful and fun. See the novels for details. :)
I'm already chewing through the second book in the series - The Stainless Steel Rat's Revenge - grinning away. I've also got Retief of the CDT next to me as well - speaking of great books to turn into adventures. It's giving me a big itch to run some Ratty Sci-Fi games, big time. And over on the table is Stars Without Number. Geez. Gamer ADD, take me away!
- Ark
The books follow the adventures of 'Slippery Jim' DeGriz, one of the biggest thieves and con-men around. It's over 32 thousand years in the future, and most of humanity has grown up and solved problems like war, plague, famine, and crime. This has left the universe a very boring place, and for hyper-intelligent people like DeGriz, such boredom is simply unacceptable - so he stirs the pot and sows as much chaos around as possible.
He's not a 'bad' guy. Slippery Jim doesn't like hurting people - and killing people outside of self-defense is definitely not on his list of things to do. But as long as he's sure the insurance will cover it, he'll steal anything - and the more complicated, the better. His sheer outrageousness and intelligence puts him at the top of the most wanted lists, and makes him the target of the galaxy's super police, the Special Corps. who eventually employ him to catch other ne'er-do-wells, stop war-mongering planets from mongering, and fix time itself.
The Stainless Steel Rat books became a template of how I constructed just about every Top Secret and Star Frontiers campaign I even ran. 'Slippery Jim' is essentially a PC - straight out of a game - a smart ass there to amuse himself and put on a spectacle for others. The stories are essentially sandboxes with some loose 'mission' that ties everything together, but the Rat is free to wander entire planets to complete his objective - usually in whatever timeframe he feels like. One minute he's pretending to be a janitor herding robots with a whip, the next he's a billionaire on a golden space yacht.
The players fell into the pace quite easily. A grumpy 'administrator' gives the team an assignment. They get dumped off undercover far away somewhere and start snooping around. They discover the 'bad thing' is being done by some rich guy. They need funds, so they knock over a bank. They then go pretend to be millionaires (well, at that moment they 'are' millionaires) A chase ensues. The bad guy gets away. They chase him to another planet. Then they discover that the rich guy controls the mafia on that planet, so they have to join and work their way up the ranks until they have access to the guy. Etc. Great fun, and lots of role playing,combat, scheming, lying, and stealing to be had.
The formula worked for both Top Secret and Star Frontiers. On the surface it may seem very James Bond-ish, but there is a certain air about The Stainless Steel Rat. It's . . . well . .. it's chaos. Much like the Honey Badger, 'Slippery Jim' DiGriz don't give a shit. He does what he does for fun - not for duty, honor, or what is best for society. That's really what makes it. There is nothing to 'convice' the PCs to do. They are given a job, and they figure out the most fun way to accomplish it - preferentially with lots of explosions and loose cash.
And, strangely, the books allow for a great way that relative npcs can be useful and fun. See the novels for details. :)
I'm already chewing through the second book in the series - The Stainless Steel Rat's Revenge - grinning away. I've also got Retief of the CDT next to me as well - speaking of great books to turn into adventures. It's giving me a big itch to run some Ratty Sci-Fi games, big time. And over on the table is Stars Without Number. Geez. Gamer ADD, take me away!
- Ark
Friday, December 28, 2012
Christmas Swag - RPGs I'll Never Play
I normally ask for RPGs that I intend on playing at some point. I think I've just given up and, this time around, asked for games that I want, but would never buy since I don't think I'll ever get around to playing them.
This year, I received Doctor Who: Adventures in Time and Space, and Mongoose's Traveller: Core Rule Book.
Over the years, I think I've probably played five percent of the RPGs I've own. That's a wild guess, but it seems about right. It used to be finding players was the biggest issue. Now the issue is time. Life is funny.
Traveller was one of those games I that I was super excited about when I discovered it in 1981 - soon after my discoverer of Dungeons and Dragons. I ran a few adventures, but the players were far more interested in fantasy, and I think my ability to pull of sci-fi wasn't as great at the time. My attempts later with Star Frontiers were a much bigger hit.
That didn't stop me from continuing to buy Traveller, Traveller: 2300, MegaTraveller, and Traveller: New Era products. I'd sit around and make characters, design starships, and populate stellar subsectors. All my copies disappeared in various moves and book cullings over the years. Then I found Stars Without Number, which has been filling my sci-fi RPG void very well.
Except . . . SWN is extremely abstract about a lot of things, including world creation and starship building - two of my favorite parts of Traveller. During play, the abstract system is wonderful for creating scenarios and having a great ship battle in a short amount of time. But when I'm sitting around, thinking about potential scenario or trying to get a fix on what a shuttle actually looks like and how combat would flow inside, I reach for the detail of Traveller - which just isn't there.
Of course, I make it up as I go along and everything is okay. But sometime I just want some structure - and Traveller was all about structure. I picked up a battered copy of the MegaTraveller Referee's Guide to try to stitch ship building in - but it just wasn't flowing well. This Mongoose edition of the game, while similar, appears to be a much better match.
Reading through the Traveller book has been great fun. It's very much like Classic, with adjustments that I really like. I've sat down and made some characters even. It's great for that. Actually, I think this version is the best organized I've seen to date. It makes me even want to run the game. The big issue for me - the kicker - is lack of advancement. While I don't really care - DMing advancing or static characters doesn't seem to be a problem - I think the players would mind. They are so . . . accustomed . . . to gaining levels an/or skills that static characters would probably freak them the hell out and bore them - or frustrate them - to tears.
But part of me says that they maybe NEED that. Traveller is supposed to take away a big part of meta-gaming by focusing the players on what their character are doing NOW, as opposed to how they should shuffle points or prepare for the next level and worry about that upcoming HP roll. It gives them a character - one they didn't exactly expect - and says PLAY THIS NOW!
I'd like to see that in action one day in a longer campaign. How would it change the player's attitudes? Oh well. I don't see it happening. But I will be stealing the ship stuff and grafting it into my SWN game - assuming that I have the LEET SKILLS to do so.
Okay, I've probably talked enough about Traveller. Now, on to Doctor Who!
I was surprised as hell when I got Doctor Who: Adventures in Time and Space. It's a box. It's a heavy box. Heavy. It's crammed packed with shit. Pretty shit.
There is a quick start guide, a player's book, referee's book, adventure book, and all sorts of extra thick card-stock character sheets, punch-out equipment cards, and little XP token things. Oh, and there are these awesome Doctor Who dice. Everything is nice and colorful and very pretty.
Okay, I thought, nice try, guys. You spat out a pretty looking game designed by the BBC marketing department to increase the reach of the Doctor Who 'brand.'
Then I began to dig into the books, and was surprised there there looks to be an actual game here - a game designed by people who might know what they are doing.
In the beginning of the players book, it tells a story about Rory - one of the characters (well, WAS one,) of the TV show. The little story involves huge and strange shaped objects going missing all over the universe, and the TARDIS crew trying to track them down. The shapes were odd - tetrahedrons, octahedrons, dodecahedrons, icosahedrons, an the like. Turns out a race of giants was stealing these huge objects to play a role playing game.
Okay, yeah, it was stupid. Doctor Who is often stupid. But it's stupid for a reason, and if you just lay back and relax and go with it, the stupid turns into cool. And that was cool. Like bow-ties and fezzes. And that little story was a nod back in time to the beginning, to Dungeons & Dragons. The game doesn't even use all those dice. It just uses the d6. But they chose to mention the dice anyway. And that tells me that the designers are MY KIND OF PEOPLE.
I have a lot more to read, but the base game appears very cool. You can make whichever character you like - a rival Timelord or a street sweeper or Goldie Hawn circa 1968. The mechanics are basically a 2d6 point by system, like Traveller made love to Champions-lite or something. It's simple, with various levels of success or failure. Nothing innovative here - just comfortable.
Actually, the box, the books, the feel . . . it's all comfortable. Opening it gave me a similar feel to that of opening the old D&D box way back in 1981 - except full color and glossy. Interesting. I think they did that on purpose. AND, this thing is currently cheaper that the Traveller book on Amazon. Go figure.
Regretfully, I doubt I'll ever find enough people interested in playing it in person. Even The Boy is all MEH about Doctor Who these days. He never got over the change from #10 to #11.
So I'm really happy with my Christmas presents. Maybe I should just make some characters, pull out the Mythic Game Master Emulator, and play these in the wee hours of the night.
- Ark
This year, I received Doctor Who: Adventures in Time and Space, and Mongoose's Traveller: Core Rule Book.
Over the years, I think I've probably played five percent of the RPGs I've own. That's a wild guess, but it seems about right. It used to be finding players was the biggest issue. Now the issue is time. Life is funny.
Traveller was one of those games I that I was super excited about when I discovered it in 1981 - soon after my discoverer of Dungeons and Dragons. I ran a few adventures, but the players were far more interested in fantasy, and I think my ability to pull of sci-fi wasn't as great at the time. My attempts later with Star Frontiers were a much bigger hit.
That didn't stop me from continuing to buy Traveller, Traveller: 2300, MegaTraveller, and Traveller: New Era products. I'd sit around and make characters, design starships, and populate stellar subsectors. All my copies disappeared in various moves and book cullings over the years. Then I found Stars Without Number, which has been filling my sci-fi RPG void very well.
Except . . . SWN is extremely abstract about a lot of things, including world creation and starship building - two of my favorite parts of Traveller. During play, the abstract system is wonderful for creating scenarios and having a great ship battle in a short amount of time. But when I'm sitting around, thinking about potential scenario or trying to get a fix on what a shuttle actually looks like and how combat would flow inside, I reach for the detail of Traveller - which just isn't there.
Of course, I make it up as I go along and everything is okay. But sometime I just want some structure - and Traveller was all about structure. I picked up a battered copy of the MegaTraveller Referee's Guide to try to stitch ship building in - but it just wasn't flowing well. This Mongoose edition of the game, while similar, appears to be a much better match.
Reading through the Traveller book has been great fun. It's very much like Classic, with adjustments that I really like. I've sat down and made some characters even. It's great for that. Actually, I think this version is the best organized I've seen to date. It makes me even want to run the game. The big issue for me - the kicker - is lack of advancement. While I don't really care - DMing advancing or static characters doesn't seem to be a problem - I think the players would mind. They are so . . . accustomed . . . to gaining levels an/or skills that static characters would probably freak them the hell out and bore them - or frustrate them - to tears.
But part of me says that they maybe NEED that. Traveller is supposed to take away a big part of meta-gaming by focusing the players on what their character are doing NOW, as opposed to how they should shuffle points or prepare for the next level and worry about that upcoming HP roll. It gives them a character - one they didn't exactly expect - and says PLAY THIS NOW!
I'd like to see that in action one day in a longer campaign. How would it change the player's attitudes? Oh well. I don't see it happening. But I will be stealing the ship stuff and grafting it into my SWN game - assuming that I have the LEET SKILLS to do so.
Okay, I've probably talked enough about Traveller. Now, on to Doctor Who!
I was surprised as hell when I got Doctor Who: Adventures in Time and Space. It's a box. It's a heavy box. Heavy. It's crammed packed with shit. Pretty shit.
There is a quick start guide, a player's book, referee's book, adventure book, and all sorts of extra thick card-stock character sheets, punch-out equipment cards, and little XP token things. Oh, and there are these awesome Doctor Who dice. Everything is nice and colorful and very pretty.
Okay, I thought, nice try, guys. You spat out a pretty looking game designed by the BBC marketing department to increase the reach of the Doctor Who 'brand.'
Then I began to dig into the books, and was surprised there there looks to be an actual game here - a game designed by people who might know what they are doing.
In the beginning of the players book, it tells a story about Rory - one of the characters (well, WAS one,) of the TV show. The little story involves huge and strange shaped objects going missing all over the universe, and the TARDIS crew trying to track them down. The shapes were odd - tetrahedrons, octahedrons, dodecahedrons, icosahedrons, an the like. Turns out a race of giants was stealing these huge objects to play a role playing game.
Okay, yeah, it was stupid. Doctor Who is often stupid. But it's stupid for a reason, and if you just lay back and relax and go with it, the stupid turns into cool. And that was cool. Like bow-ties and fezzes. And that little story was a nod back in time to the beginning, to Dungeons & Dragons. The game doesn't even use all those dice. It just uses the d6. But they chose to mention the dice anyway. And that tells me that the designers are MY KIND OF PEOPLE.
I have a lot more to read, but the base game appears very cool. You can make whichever character you like - a rival Timelord or a street sweeper or Goldie Hawn circa 1968. The mechanics are basically a 2d6 point by system, like Traveller made love to Champions-lite or something. It's simple, with various levels of success or failure. Nothing innovative here - just comfortable.
Actually, the box, the books, the feel . . . it's all comfortable. Opening it gave me a similar feel to that of opening the old D&D box way back in 1981 - except full color and glossy. Interesting. I think they did that on purpose. AND, this thing is currently cheaper that the Traveller book on Amazon. Go figure.
Regretfully, I doubt I'll ever find enough people interested in playing it in person. Even The Boy is all MEH about Doctor Who these days. He never got over the change from #10 to #11.
So I'm really happy with my Christmas presents. Maybe I should just make some characters, pull out the Mythic Game Master Emulator, and play these in the wee hours of the night.
- Ark
Thursday, December 8, 2011
Dungeonspiration: Epic Death
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| - Sergeant Loronzo by The Boy - |
When I was but a wee role player, I really didn't like the whole character death thing. It was something to be seriously avoided - going so far as to sit behind a DM screen and never risk a PC by never having one.
But when you come down to it, some of the most memorable moments in role playing are the deaths. Case in point - The Boy. While initially horrified by the concept, he is getting quite good at them.
In my Stars Without Number campaign, the characters were contracted by some shady underworld types to shut down a casino. Not forever, mind you - just for a bit. Actually, the party never asked - or even seemed to wonder - as to WHY someone would shut down a casino for a bit. It just enough that they got to cause some chaos - and get paid for it.
The session turned out to be one of those long-ass planning ones. You know those types. The players get so interested in the planning aspect that it seems like they never get to the execution. But several hours later, they had their plan and went ahead.
The plan was to blow up an intra-building sewer main in the casino's hotel and have millions of gallons of raw sewage flood the casino proper. Actually, the plan was not a bad one at all. The big problem was that the party's hacker was AWOL (an actual date with his girlfriend!) and so they had to hire a retainer.
The hacker henchman screwed the pooch on his computer and security rolls. Badly. Worse than bad. The hacker was particularly nice about the whole thing, calling the party up and letting them know he had miserably failed and had not only NOT prevented the security systems from detecting their activities, but had actually helped the casino security zero in on their nefarious activities.
Ron and Crazy-ass Tim were in the getaway car. The second they heard the alarm go off, they were out of there. Completely. Utterly. Gone. Not even a post card.
The Boy, playing Sergeant Loronzo, and Kaye (yeah - the guy who plays Torvalds in the 2e game) were on the third floor, attaching explosives to the sewer pipes when the first security guard arrived, gun in hand.
Sergeant Loronzo picked up a huge plumber's wrench, swung it the guy, and grabbed his Order of the d30 Brand d30, choosing to use it at that moment. The massive wrench did so much damage it cut the guard in half, showering everything in the room with blood. They finished setting the charges and high-tailed it out of the plumbing room, racing to get to their long-gone getaway car.
They ran down the hotel hallway to the elevators, but they were too late. Three security guards stepped out of the elevator firing. Kaye was hit and died like a punk at zero hit points even. Sergeant Loronzo wasn't having any of that, so he pulled out his stash of Lazarus Patches. The patches help dead character's come back to life. Well, very recently dead characters. And it takes a medic to really apply them well. Sergeant Loronzo was not a medic.
But damned if he didn't try. He slapped patch after patch onto his dead buddy, trying to shock him back into life, all the while dodging a hail of bullets. The other players began a count down to when the timer would kick off the sewage explosives. Eventually Sergeant Loronzo ran out of patches and the guards - none too happy with all the missing going on - ran up and began to pummel him.
Sergeant Loronzo ran out of patches. He was very upset that his buddy has died for good. He mowed down the security guards and proceeded to leave - but more security guards were coming out of the elevators.
The count down to sewage explosion was getting woefully close - like about one round. Then the boy had an idea. He busted down the door of a hotel room, dove onto the bed, snatched a pillow, shot the glass out of the window with his laser, and leapt out of the building.
The explosives detonated.
Sergeant Loronzo had some hope that the pillow would soften the impact into the ground, but when the true gravity of the situation hit him, The Boy turned, fired his bright blue laser pistol in the air, yelled 'Sayonara,' and made his peace with the universe.
We all thought it was a very epic death - a very inspiring end - and one which should be remembered in the annals of RPGdom forever.
So if you know your character is going to die - think for a second. What can you do to make the Valkyries sing loudly of that death in their meady halls until Ragnarok comes? Do something cool - and inspiring. The skalds will appreciate it.
- Ark
Sunday, June 10, 2012
NTRPG Con 2012 - Day Three
Even more tired - if that is possible. :)
So, The Boy and I arrived back at the con in the morning to play in the finals of Circus Maximus. Tim Kask refereed the game. Regretfully, the rest of The Boy's team did not show up, so he was a solo player. Everyone on the White Team showed up though. However, it didn't help. None of my team made it across the finish line. it was brutal out there, I tell you - BRUTAL. Great fun, all the same.
Afterwards, The Boy found a Battletech table. That was lucky, as I'm sure he would have complained about going to do what I wanted to - which was to go sit in a room and listen to people talk. :)
The Artist Panel was great. It consisted of Erol otus, Jennell Jaquays, Jeff Dee, Diesel LaForce, and Jason Braun. During the panel, they drew monsters and answered our questions. I really enjoyed listen to ALL of them complain about things in art that I have a hard time doing - it makes me feel better as an artist. :)
I was soooo happy that Stars Without Number won the Three Castles Award. I'm a big fan of the role playing game, and I congratulate Kevin Crawford on his victory.
In the evening, we got to play Empire of the Petal Throne with Victor Raymond. Jeff Dee also played, as well as John Eric Holmes's son Chris. I had read about Tekumel, and had wanted to play the game for decades. I finally got my chance!
We decided to play a group of characters devoted to 'Change' - kind of like Chaotic in D&D. We had one alien in the group. I chose a female priestess named Merla, who was a devotee of Dlamelish. She was sort of a religious courtesan, I think. Odd for a courtesan to be dungeon delving, but I played her up as a spoiled rich girl who would throw away the lives of her slaves to ensure her own comfort. She burned through two of her three slaves that way.
i had a blast playing in Tekumel, and Victor Raymond was great. I know we frustrated him with out antics something fierce. More the once he physically banged his head against the wall after we did or said something. But somehow, we all survived. Well, we did that buy sacrificing slaves to monsters and running. Pretty effective, if you ask me.
After Tekumel, it was more Battletech for The Boy - whom I had to physically drag away from the table so we could get home.
One more day in the con left . . .
- 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
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
- Overview
- Vacant Stub . . .
- Ark
Tuesday, January 29, 2013
Traveller Skill Matrix
Below is a skill matrix for the current characters in the Traveller campaign - in the same format as I had set up in the past for Stars Without Number.
There are a lot more skills in Traveller, though, creating quite a list. That has it's positives and negatives. But since, typically, the player does not have to agonize over which skills to pick - they come out pretty randomly in character creation - it's not too bad.
- Ark
There are a lot more skills in Traveller, though, creating quite a list. That has it's positives and negatives. But since, typically, the player does not have to agonize over which skills to pick - they come out pretty randomly in character creation - it's not too bad.
| Player | Tim | Adel | Merwyn | Kaye | The Boy |
| Name | Elias | Neva | John | Guenhwyvar | Cade |
| Strength | 6 | 3 | 4 |
F
|
7 |
| Dexterity | 6 |
B
|
A
|
6 |
A
|
| Endurance | 6 | 6 | 4 |
C
|
6 |
| Intelligence | 9 |
E
|
8 | 7 | 9 |
| Education |
B
|
8 | 6 | 6 | 6 |
| Social |
D
|
D
|
6 | 6 | 5 |
| Admin | 0 | - | - | 1 | - |
| Advocate | 0 | - | 0 | - | - |
| Animals | - | - | - | - | - |
| Animals (Farming) | - | - | - | - | - |
| Animals (Riding) | - | - | - | - | - |
| Animals (Training) | - | - | - | - | - |
| Animals (Veterinary) | - | - | - | - | - |
| Art | 0 | - | - | - | - |
| Art (Acting) | - | 1 | - | - | - |
| Art (Dance) | - | 1 | - | - | - |
| Art (Holography) | - | - | - | - | - |
| Art (Instrument) | - | 4 | - | - | - |
| Art (Sculpting) | - | - | - | - | - |
| Art (Writing) | - | - | - | - | - |
| Astrogation | 1 | - | - | - | - |
| Athletics | - | 0 | 0 | 0 | - |
| Athletics (Co-ordination) | - | - | - | - | 2 |
| Athletics (Endurance) | - | - | - | - | - |
| Athletics (Flying) | - | - | - | - | - |
| Athletics (Strength) | - | - | - | - | - |
| Battle Dress | - | - | - | 1 | - |
| Broker | - | - | - | - | 3 |
| Carouse | 3 | 3 | 0 | - | - |
| Comms | 0 | 0 | - | 1 | - |
| Computers | - | - | 0 | - | 0 |
| Deception | 3 | 1 | 0 | - | 0 |
| Diplomat | 0 | - | - | - | - |
| Drive | - | - | - | 0 | - |
| Drive (Mole) | - | - | - | - | - |
| Drive (Tracked) | - | - | 1 | - | - |
| Drive (Wheeled) | - | - | - | - | - |
| Engineer | - | - | - | - | - |
| Engineer (Electronics) | - | - | - | - | - |
| Engineer (J-Drive) | - | - | 1 | - | - |
| Engineer (Life Support) | - | - | - | - | - |
| Engineer (M-Drive) | - | - | - | - | - |
| Engineer (Power) | - | - | - | - | - |
| Explosives | - | - | - | - | - |
| Flyer | 0 | - | - | - | - |
| Flyer (Grav) | - | - | - | - | - |
| Flyer (Rotor) | - | - | - | - | - |
| Flyer (Wing) | - | - | - | - | - |
| Gambler | - | - | - | 0 | 1 |
| Gun Combat | - | - | - | - | - |
| Gun Combat (EnergyPistol) | - | - | - | - | - |
| Gun Combat (Energy Rifle) | - | - | - | 1 | - |
| Gun Combat (Shotgun) | - | - | - | - | - |
| Gun Combat (Slug Pistol) | - | - | 4 | - | 1 |
| Gun Combat (Slug Rifle) | - | - | - | 2 | - |
| Gunner | - | - | 0 | - | - |
| Gunner (Capital Weapons) | - | - | - | - | - |
| Gunner (Ortillery) | - | - | - | - | - |
| Gunner (Screens) | - | - | - | - | - |
| Gunner (Turrets) | - | - | - | - | 1 |
| Heavy Weapons | - | - | - | 0 | - |
| Heavy Weapons (Field Artillery) | - | - | - | - | - |
| Heavy Weapons (Launchers) | - | - | - | - | - |
| Heavy Weapons (Man Portable Artillery) | - | - | - | - | - |
| Investigate | 0 | 0 | 1 | 1 | 0 |
| Jack of All Trades | 1 | - | - | - | - |
| Language | 0 | - | - | 0 | 0 |
| Language (Anglic) | - | - | - | - | - |
| Language (Aslan) | - | - | - | - | - |
| Language (Oynprith) | - | - | - | - | - |
| Language (Vilani) | - | - | - | - | - |
| Language (Zdetl) | - | - | - | - | - |
| Leadership | - | - | - | 1 | - |
| Life Sciences | - | - | - | - | - |
| Life Sciences (Biology) | - | - | - | - | - |
| Life Sciences (Cybernetics) | - | - | - | - | - |
| Life Sciences (Genetics) | - | - | - | - | - |
| Life Sciences (Psionicology) | - | - | - | - | - |
| Mechanic | - | - | 1 | - | - |
| Medic | - | - | - | - | - |
| Melee | 0 | - | 0 | - | 0 |
| Melee (Blade) | - | - | - | - | - |
| Melee (Bludgeon) | - | - | - | - | - |
| Melee (Natural Weapons) | - | - | - | 2 | - |
| Melee (Unarmed Combat) | - | - | - | 1 | - |
| Navigation | - | - | - | - | - |
| Persuade | 3 | 1 | 1 | - | 0 |
| Physical Sciences | - | - | - | - | - |
| Physical Sciences(Chemistry) | - | - | - | - | - |
| Physical Sciences(Electronics) | - | - | - | - | - |
| Physical Sciences (Physics) | - | - | - | - | - |
| Pilot | - | - | - | - | - |
| Pilot (Capital Ships) | - | - | - | - | - |
| Pilot (Small Craft) | - | - | - | - | - |
| Pilot (Spacecraft) | 1 | - | - | - | 1 |
| Recon | - | - | 1 | 1 | 2 |
| Remote Operations | - | - | - | - | 0 |
| Seafarer | - | - | - | - | - |
| Seafarer (Motorboats) | - | - | - | - | - |
| Seafarer (Ocean Ships) | - | - | - | - | - |
| Seafarer (Sail) | - | - | - | - | - |
| Seafarer (Submarine) | - | - | - | - | - |
| Sensors | - | - | - | 1 | - |
| Social Sciences | 0 | - | - | - | - |
| Social Sciences (Archeology) | - | - | - | - | - |
| Social Sciences (Economics) | - | - | - | - | - |
| Social Sciences (History) | - | - | - | - | - |
| Social Sciences (Linguistics) | - | - | - | - | - |
| Social Sciences (Philosophy) | - | - | - | - | - |
| Social Sciences (Psychology) | - | - | - | - | - |
| Social Sciences(Sophontology) | - | - | - | - | - |
| Space Sciences | - | - | - | - | - |
| Space Sciences (Planetology) | - | - | - | - | - |
| Space Sciences (Robotics) | - | - | - | - | - |
| Space Sciences (Xenology) | - | - | - | - | - |
| Stealth | - | - | 1 | - | 1 |
| Steward | - | 2 | 1 | - | - |
| Streetwise | 1 | 0 | 1 | - | 3 |
| Survival | - | - | - | - | - |
| Tactics | - | - | - | - | - |
| Tactics (Military Tactics) | - | - | - | - | - |
| Tactics (Naval Tactics) | - | - | - | - | - |
| Trade | - | - | - | 0 | - |
| Trade (Biologicals) | - | - | - | - | - |
| Trade (Civil Engineering) | - | - | - | - | - |
| Trade (Hydroponics) | - | - | - | - | - |
| Trade (Polymers) | - | - | - | - | - |
| Trade (Space Construction) | - | - | - | - | - |
| Vacc Suit | - | - | - | 0 | - |
| Zero-G | - | - | - | - | 0 |
- Ark
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