It's been a while since I've posted anything...a long while. This summer has been brutal on my free time. Between sports for both boys this year (hello to the new normal), being sick all through July (that royally sucked), and then the usual day-to-day stuff of work and home life I just haven't found the time or even the desire to write much.
So what's been going on? Even though I haven't been active on the blog, I have had some fun and have a few irons in the fire. First off, I got my Savage Rifts stuff along with just about every other Savage Worlds/Rifts fan in existence (seemingly from the levels reached in the Kickstarter). I gotta say that I'm genuinely impressed with just how well the Savage Worlds system matched the feel of Rifts while still being internally consistent. It really displayed the malleability of system in a way that really shows off what SW can do. I love the way they found a way to make even the lowly characters seem viable in a party along side characters like Glitter Boys and Juvenile Dragons. The core books have been out for a while now, and there are still a few bits left to be released from the Kickstarter, but I'm hoping that we'll here about the next releases for the line soon.
I went through a summer purge of gaming material (mostly board games). I had several games that just don't see the light of day anymore that needed a good home. I ended up applying those proceeds to Zombicide. For those that don't know, Zombicide is a scenario-based zombie destruction game from Guillotine Games and Cool Mini or Not. I first picked up the Black Plague game, which the fantasy-themed line and then got into the Classic or Modern-themed line as well. I'm a big fan of Flying Frog's Last Night on Earth game line. I have most everything for the line except for rare Promotional bits. Zombicide has dethroned LNOE as my go-to zombie game. That's not to say that Zombicide is better, it's not, it's just simpler and easier to get out for a quick pick-up game. The two games are similar in theme, but that's it. LNOE is more akin to Resident Evil. The Zombies are smarter (by virtue of a player running the zombies), harder to kill, and the goal is more survival by avoidance than by conflict. Zombicide is like Left 4 Dead where the goal is to see how many zombies you can blow-up, blow-away, or run down. The zombies can be tricked thanks to the excellent noise mechanic, they are easy to kill (for the most part), and there are different varieties of undead to destroy. Other than the set-up/play/tear-down times being far less in Zombicide, the other big kicker is that the game is totally co-op. The zombies are ran by the mechanics of the game, so everyone can be in on the undead ass-kicking! That said, I do think that LNOE is mechanically a much better experience and a much deeper game overall, but when all you've got is an hour or so to play, Zombicide will win out every single time.
I'm still kicking around ideas for my Mythic Space setting. However, I'm once again looking at hacking White Star to fit my desires. I'm thinking of going class-less and skills based. I liked the way I started off with the Alternity classes and skill system, but now I'm thinking of just shucking the classes altogether. Not sure that anything will come of this, though. Plus, I need to read through +Matthew Skail's "Tools of the Worldshapers" book to see how much I like the rules for separating race and class in White Star.
My main RPG project of the moment is something for my boys. I'm taking Far Away Land and adding some of my own touches to make it more like Adventure Time. The rules are staying the same, but I'm tweaking the Character Creation rules to add in races from Adventure Time, Low Life (a weird and frankly awesome setting for Savage Worlds), and some D&D races that fit the silly and gonzo mode of Far Away Land and Adventure Time. Then, I'm going to add in some of the sillier D&D monsters to the system as well as a few from my early days of D&D, like the Dandy-lion, a leonine plant with lion head, but a dandelion-like mane. It'll be my boys' first foray in to tabletop rpgs, so I want it to be silly and over-the-top and just plain fun. I'm mixing both the standard Far Away Land setting with that of Adventure Time and mixing in bits that I think would be fun. Such as the backstory to the creation of the world is the remains of Bill Cypher's (from the Gravity Falls cartoon that the boys love) Weirdpocalypse. There's going to be some futuristic bits, like cyborgs and robots and the boys might even find some pieces of old tech lying about.
Here's the current race list:
Android (Sci-Fi, these will look much like C-3PO, but will be less whiny)
Blonin (Far Away Land, teleporting block people)
Bodul (Low Life, "beings of dubious lineage"; think Mongrelfolk from D&D)
Candyfolken (Adventure Time, candy-themed people of the Candy Kingdom)
Cremefillian (Low Life, sentient, crème-filled snack cakes)
Croach (Low Life, sentient cockroaches)
Dwarf (Far Away Land, standard dwarf)
Elf (Far Away Land, standard elf)
Glacerian (Far Away Land, ice people)
Gnome (D&D, standard gnomes)
Grippli (D&D, frog people)
Halfling (D&D, standard halfling)
Hizard (Half-man/Half-lizard hybrid from my very early D&D days)
Hork/Snotgoblin (Low Life, literally snotty goblin/orc-like beings)
Human (Far Away Land)
Lupin (D&D, dog people)
Oofo (Low Life, Alien Greys)
Orka (Far Away Land, cyclopean spike heads)
Pile (Low Life, sentient, animated globs of sewage and gunk)
Pinguin (The penguin-like inhabitants of the Ice Kingdom)
Poomkin (Far Away Land, sentient, pumpkin-headed scarecrows)
Rakasta (D&D, cat people)
Smelf (Low Life, goblin-like creatures with huge noses)
Tengu (D&D/Pathfinder, bird people)
Tortle (D&D, turtle people)
Tzin't (Low Life, mixes of various animal races "tizn't this and tizn't that)
Werm (Low Life, sentient worms, both earth and gut)
Zoordrooz (Far Away Land, cyclopean humanoids with "Z's" on their chests)
As you can see the silly quotient is pretty high. There are some gross-out bits as well, but they will be down-played and obviously kept G-rated. (Still, the easiest way to get a laugh out of the boys is with a good "toot" or booger joke.) There are a lot of animal races because the boys like that kind of thing and they fit into the silly milieu. It's been a fun project. I'm not really worried about trying to keep a consistent theme or anything like that. I'm just finding stuff that sounds wacky and tossing it into the mix. I even ordered a couple of Adventure Time guides ("Finn and Jake's Official Guide to the Land of Ooo" and "The Adventure Time Encyclopedia") to help with ideas in making the world feel more like cartoons.
Beyond that, I've also be toying around with the Mutants & Marvels rules that "D20-fy" the FASERIP rules in Marvel Super Heroes. I like Mutants & Marvels, but I also like the way that Mutants & Masterminds handles damage. It just feels more like how things work in the comics. Plus, I like having a larger selection of powers and such, so I'm modifying Icons' Great Power list for use with the system as well. This is another project that I'm not certain will ever see completion.
Wednesday, September 21, 2016
Yes, I'm still alive
Labels:
Far Away Land,
FASERIP,
Rifts,
Savage Worlds,
Zombicide
Tuesday, June 07, 2016
A Brief Interlude
I've been playing through the Blood and Wine expansion for The Witcher 3 (excellent game, I highly recommend it), which is partly the reason the posts from be have trailed off of late. As it commonly happens, as I'm playing through Geralt of Rivia's world, I've started thinking about running a gothic horror/adventure game. While I love Geralt's world, I would make some changes.
First off, I'd likely use Savage Worlds for the system. It's simply become my go-to game for most genres these days.
I would change the general historic age to that of Colonial times. I recently watched The Witch and the idea of running a game in that time period, one in which I have largely ignored intrigues me. However, since +Sean Bircher hasn't released The King is Dead yet, I'm going to have to lean more on Rippers for mechanical material even though it takes place in a later, slightly more advanced time period.
The world will be dark and foreboding. I don't know that I'd have any other race playable other than humans, but if I did elves, dwarves, and like would have to be "roughed off" a bit to make them less Tolkien and more fitting to the mood of the setting. Likewise, the creatures would be of a darker bent. Fewer fairies and brownies and dragons, and more undead, more demons, and more generally nastier creatures.
Thankfully, there is a lot of inspiration out there for just such a game. The Colonial Gothic game material would be robbed from generously. Wizards of the Coast's Innistrad setting for Magic the Gathering is right up the alley that I want to wander down. Of course Rippers, and Sean's Wine and Savages blog would be heavily referenced as well.
Much like other settings I've pondered, I doubt I'll ever really get around to making anything of my own. I'll likely just wait for The King is Dead to be released, honestly. Still, a lot of the fun of this hobby is the dreaming up of a setting and putting the wheels in motion...even if they tend to fall off rather quickly...
First off, I'd likely use Savage Worlds for the system. It's simply become my go-to game for most genres these days.
I would change the general historic age to that of Colonial times. I recently watched The Witch and the idea of running a game in that time period, one in which I have largely ignored intrigues me. However, since +Sean Bircher hasn't released The King is Dead yet, I'm going to have to lean more on Rippers for mechanical material even though it takes place in a later, slightly more advanced time period.
The world will be dark and foreboding. I don't know that I'd have any other race playable other than humans, but if I did elves, dwarves, and like would have to be "roughed off" a bit to make them less Tolkien and more fitting to the mood of the setting. Likewise, the creatures would be of a darker bent. Fewer fairies and brownies and dragons, and more undead, more demons, and more generally nastier creatures.
Thankfully, there is a lot of inspiration out there for just such a game. The Colonial Gothic game material would be robbed from generously. Wizards of the Coast's Innistrad setting for Magic the Gathering is right up the alley that I want to wander down. Of course Rippers, and Sean's Wine and Savages blog would be heavily referenced as well.
Much like other settings I've pondered, I doubt I'll ever really get around to making anything of my own. I'll likely just wait for The King is Dead to be released, honestly. Still, a lot of the fun of this hobby is the dreaming up of a setting and putting the wheels in motion...even if they tend to fall off rather quickly...
Saturday, May 28, 2016
Species Write-Up's Going Forward
I've been thinking about the species I've been posting lately and I'm going to make a few changes. First off, I'm not going to detail religion, mutations, cyberware, and psionics unless one or more of those areas are integral to the species background. Instead, I'm going to add more about cultural ideas, specific relations with other species, and other information along those lines.
On another note, I've cleaned up some of the rather embarrassingly glaring spelling and grammatical errors. I'm sure there are a lot more that still require attention, but I think I got the worst offenders. What can I say, I don't always do a thorough proof once I get one wrapped up.
On another note, I've cleaned up some of the rather embarrassingly glaring spelling and grammatical errors. I'm sure there are a lot more that still require attention, but I think I got the worst offenders. What can I say, I don't always do a thorough proof once I get one wrapped up.
Founders of the Concord: Cereans in Mythic Space
Peace,
serenity, intelligence, and wisdom are all words that come to mind when Cereans
are brought up. Cereans are quick to react, but when you have two brains
constantly processing information, it’s easy to react quickly while still
thinking things through.
Cereans are considered to be among
the most sophisticated and cultured people in the Galactic Concord. Their art,
music, plays, novels, and architecture are second to none and have made their
homeworld, Cerea, a popular destination spot for travelers from all over the
Concord. They are also well known for their universities and training
facilities for psions.
Cereans abhor violence, but they
knew that the only true option was to fight the Illithids. While the invasion
would likely stall, and they would be able to flee to the far corners of the
galaxy, there would come a time that the Illithids would come. They felt it
better to stand among their allies and fight rather than cower away and await
the inevitable. They knew that they were a target. From the first encounter
with Illithids, Cereans knew that they were seen as desirable cattle for the
aliens. What better food could there be than a species with two brains? Many
Cereans go to bed at night and have nightmares of Illithids hiding in the
shadows waiting to feast.
Physical
Description/Biology: Cereans are humanoid standing roughing the same size
and shape as humans. Their heads are elongated to house their binary brains.
The shape of their skulls has caused some humans to nickname them “Coneheads”
after an ancient TV skit, which is rather offensive to most Cereans as one can
imagine. Cereans can grow hair, but only of the tops and back of their heads
and many Cereans, both male and female, keep their heads shaved or wore their
hair in a simple topknot. Their hair is typically light in color, but darker
shades are not unheard of and it had a very light, wispy look to it.
Personality:
Cereans are well known for being cool, calm, and collected even in high-stress
situations. Most credit their dual brains for being able to see things and
angles that many others simply can’t. They are well respected for their ability
to not give in to aggression and to find alternatives to violence. It has made
their culture one to be admired and respected in the Concord.
Cereans are largely pacifists. They
believe that all life in the universe is connected and see violence and war as
the ultimate breakdown of these connections. Their insistence on finding
non-violent solutions can be frustrating at times to others that see the only
negotiating with some is at the end of a weapon. It doesn’t help that Cereans
can come off as a bit condescending and arrogant to other species, especially
to those that have a history of strife.
Homeworld:
Cereans hail from Cerea, an idyllic world in the system of the Same name.
Cerea, surprisingly survived the Illithid Invasion largely unscathed even
though the Illithids were known to be actively searching for the system. To
this day, it is unknown if the Cereans had a hand in somehow hiding their home
or they simply got amazingly lucky.
Religion:
The Cerean philosophy of logic, non-violence, and respect are as close as one
will find to religion among Cereans. Their belief that all life in the universe
is connected and only by strengthening bonds will the galaxy become truly safe
has taken on pseudo-religious connotations among species that admire the Cerean
way of thinking.
Mutations:
Cereans have a
lower rate of mutation compared to humans and other species. Whether this is
because their genetic code is less prone to mutation, or Cereans don’t make it
a habit of entering into areas with mutagenic stimuli has yet to be
conclusively determined.
Cybernetics:
Cereans can be implanted with cybernetics, though they have a harder time
integrating brain-based cyberwear.
Psionics:
Cereans have a higher rate of psionically-capable people in each generation
than the Concord norm. There is no social stigma to having psionic powers or
potential in Cereans society, and their education regimens are lauded
throughout the Concord and being the gold standard for training young psions to
control and develop their abilities.
Cerean Species Traits (Savage Worlds)
·
Smart: Due to their binary brains,
Cereans start with a d6 in their Smarts.
·
Intuitive: When dealt a card for Initiative,
Cereans may choose to draw a second card. They must keep the second card even
if it’s worse than their first card.
· Pacifist: Cereans
do all they can to avoid violence, but they will defend themselves when they
need to. They start
play with the Pacifist (minor) hindrance.
Cerean Species Traits (Rogue Space)
Archetypes: Technicians only, and add +1 to either Empathy or Science.
Dual Brains: Cereans start play with a +1 to Science.
Pacifist: A Cerean's starting Fighting score cannot be higher than one after character creation.
Psionics: Cereans can be Espers. Although Empath is the most frequent power, all powers are open to them.
Wednesday, May 25, 2016
Founders of the Concord: Centauri in Mythic Space
Some
members of the Concord fully embrace the ideals of co-existence and mutual
protection and aid, others, like the Centauri, see the Concord as a necessary
evil they have grown to be too reliant upon. They would love to return to the
days of glory when the very utterance of “the Centauri Republic” would leave
their enemies shaking in fear, and others awestruck. Even though it appears
that those days are behind them, if they ever truly existed in the first place,
Centauri still dream of, and scheme for, their return.
The Centauri Republic was well
established as a major power in the Alpha Quadrant when humanity first started
to travel the stars. Still, the cracks were already starting to show in the
foundation of the Republic’s power. By the time of the Illithid Invasion, the
Republic had just lost several systems in the Narn Revolution and there were on
their third Emperor in six standard years. One having been assassinated and the
other died young due to genetic disorders. When the Illithids started tearing
their way through the Alpha Quadrant, the Empire was reeling, looking for
allies among those they had abused, harassed and even dismissed in the past.
Allowing the Centauri Republic to
enter into the talks of an alliance nearly doomed the Concord before it even
began. The Narn Regime still harbored great hatred for their former occupiers
and refused to enter into any alliance in which the Centauri were a part. There
were attempts on the ambassadors lives on both sides, fist fights between the
retinues in the Presidium, to say nothing of the constant sneering and snide
comments when the two sides were trying to be civil.
After the Illithid Invasion was
broken and the Galactic Concord was coalescing into the stellar power that
it is today, the subject of the Centauri Republic’s suitability was brought
into question time and again. The Narn strongly fought against the Centauri be
a part of the Concord largely in part of the clause in the Constitution stating
that member states cannot be slavers. They equated the Centauri occupation of
the Narn homeworld and decades of abuse as slavery. They also brought up the
Centauri nobles treatment of the rank and file Centauri citizens, even those of
“lesser” houses as proof that they violated the anti-slavery clause. In the end
the Centauri Republic was allowed admission into the Concord largely due to the
actions during the various battles with the Illithid and
the Narn Regime relented their protests, but vowed to watch the Republic’s
actions closely.
Physical
Description/Biology: Centauri are a near-human species. In fact, during the
first contact between humans and Centauri, the Republic ambassadors attempted
to persuade the human delegates that they are genetic cousins; even going so
far to say that Earth was a long lost Centauri colony. That was quickly found
false once Terran scientists analyzed a sample of Centauri DNA.
Male Centauri wear their hair in
fan-like crests, the larger the crest the higher rank that individual is in the
Republic. Females tend to keep their heads shaved save for a long, braided
ponytail. Males have six short, prehensile tentacles around their abdomen.
These tentacles are generally kept out of sight. The few non-Centauri that have
seen them can guess their purpose. They tend to dress in finery akin to that of
Napoleonic-era France. Even the poorest Centauri dresses as fine as their means
allow as appearance and station are paramount in the Republic.
Personality:
As stated above, station means more to Centauri than anything. Even if a
Centauri is of a lower house, he will carry himself (or herself) with an air of
importance and dignity, especially around non-Centauri. They are very proud of
their history as a power in the galaxy, even if the tales are largely
fabrications of their own imaginations. They tend to not only be arrogant and
braggarts, but they are constantly looking for way to increase their own rank,
be it in the Republic or with others in their own group. This has given
Centauri the reputation of being schemers, liars, and cheats.
With all the negatives that Centauri
bring to the table, there are good qualities. Most are hardworking and do want
to earn their higher rank in the Republic or even the Concord. When faced with
difficult situations, most Centauri will act with honor and even bravery, as
was seen several times throughout the course of the war against the Illithid.
Younger Centauri that spend time among the other species of the Concord see
just how far they are from the tales of their grandeur and they are more
willing to admit the sins of the past and work towards rebuilding burnt bridges
between other stellar nations that the Republic has wronged.
Homeworld:
Centauri hail from Centauri Prime (the original name for the planet is lost in
time) in the Zeta Tucanae system at the heart of the Centauri Sector. The
Republic was vast long before humans first walked on the moon, but their
territories have shrunk considerably due to losses incurred during the Narn
Revolution.
Religion:
Centauri hold to old traditions, but aren’t generally very religious. They
revere great Emperors and warriors of their long history, but generally just
use religion as a way to control commoners and to have an excuse for a feast.
Mutations:
Centauri genetics are surprisingly stout. They only suffer from extreme
mutation in the most extreme and alien conditions. Mutant Centauri are quickly
shunned at best or sentenced to a quick and painless death at worst.
Cybernetics:
While Centauri can make use of cybergear, few do unless they have a true need
(like in the case of a replacement of a lost arm or leg). Cybernetics are seen
as unattractive and a sign of weakness. “Better to learn to fight one-handed
than be part machine!” is a saying among older, traditional Centauri.
Psionics:
Centauri can be born with the ability to utilize psionic forces. They have long
known about the powers of the mind and their Telepaths Guild is highly
respected. The Emperor generally has a group of telepaths as part of his
personal retinue to allow for quick communication between himself and his
agents.
Centauri Species Traits (Savage Worlds)
·
Born
to Intrigue –
Centauri are raised with intrigue, backstabbing and political maneuvering. It’s
basically their second nature. This enables them to excel in influencing
others, granting them +2 to their Charisma.
·
Vigorous
– Centauri are
noted for their personal excesses, especially of food, drink and entertainment.
This has, in turn, made them more resilient – there’s little you can do to a
Centauri, that he hasn’t already done to himself. Members of this race start
with a d6 in Vigor.
·
Racial
Enemies (Narn) –
Centauri regard Narns as brutal, mindless savages, who should rightfully be
either the subjects of Centauri rule or eradicated from the face of the
universe. When dealing with Narns, Centauri are considered to be Bloodthirsty
and at -4 Charisma.
·
Obligations
to his House –
There are practically no Centauri who are able to travel through the universe
and don’t belong to one of the numerous minor or major noble houses. These
connections will come to haunt the character from time to time and he will be
asked to perform some task for the benefit of his house or for the ones his
house is allied with. This works as the minor version of the Vow Hindrance
Centauri Species Traits (Rogue Space)
Archetypes: Scoundrels and Technicians, and add +1 to either Acquiring or Science.
Politics: Centauri are born and raised in an environment of politics and intrigue. They receive a +2 bonus to Acquiring rolls made when either attempting to convince others to see their way or when attempting to gather information.
Psionics: Centauri can be Espers, with Telepathy being the most common power.
Tuesday, May 24, 2016
Founders of the Concord: Caitians in Mythic Space
At one
time, the Caitians thought all was lost. They were driven from their home
system by the Illithids, only a few hundred thousand of their kind remained
alive. They sought refuge with anyone who would take them, most of whom were
stellar nations that would become the Galactic Concord. Since then, the
Caitians have been the staunchest defenders of the ideals of the Concord. If it
weren’t for the alliance of those nations, there likely wouldn’t have been a
future for the Caitians at all.
Physical
Description/Biology: Caitians are felinoids, humanoids evolved from feline
species. While the species as a whole stand and weigh about the same as humans,
males tend to be larger, more muscular while females tend to be lither and
graceful. Caitians grow fur over the entirety of their bodies, but some will
trim or even shave portions or all of their bodies. Coloration of their fur is
just as wide and varied among Caitians as they are among Terran housecats.
Males tend to keep their manes cut short, while females will let it grow. Most
have tails, but some races only have small stub tails. Although they are
humanoid, their legs are digitigrade. The soles of their feet are tough and
padded such that many Caitians will forego footwear unless absolutely
necessary.
Personality:
There’s an old saying in the Concord “Caitians aren't cats. Caitians are loyal.”
All Caitians today are fierce supporters of the Galactic Concord. They feel a
great sense of pride and honor in being part of this organization. They feel,
and rightly so, that their species would have been totally lost had they not
encountered the Sol Systems Alliance, the Vulcans, the Bothans, and the
Minbari, all of whom took in some of their number after their homeworld was
lost to the Illithids. Even though individuals may find quarrel with other
individuals from other species, they will brook no insult to the Concord
itself.
Caitians are a loyal species. When a
Caitian calls someone a friend that person knows that Caitian would do anything
for them from offering a shoulder to cry on to avenging their untimely demise.
That said, if a Caitian is betrayed, they can be as cold as the ice fields of Hoth;
treating their betrayer as if they were dead.
Caitians are also a serious people.
When they set their minds to something it is hard to dissuade them. It is this
level of perseverance that has allowed them to make great strides in restoring
their homeworld.
Homeworld:
Caitians hail from the planet, Cait in the system of the same name. They had
only colonized one other world when the Illithids turned their attention to
their corner of the Alpha Quadrant. Cait is now a barely inhabitable planet,
but the Caitians, along with scientists from several Concord worlds are making
strides in restoring the planet. For now, most Caitians live among other
Concord members, but they still have their own representative in the Senate.
Religion:
The loss of their homeworld dealt a huge blow to the faith of Caitians. Their
legends and theology taught them that their world was unassailable thanks to
the protection of their chief deity. The Illithids proved their priests and
theologians wrong. Those that were religious before are now split between jaded
atheists and those clinging to the hope that Cait can be restored as proof
their god was there and didn’t allow the Illithids to win. Most Caitians may
pay heed to tradition, but most don’t think much about it.
Mutations:
The occurrence of mutation among Caitians is lower than that of humans, but it
is not unheard of. In fact, there has been more wild mutations among Caitians
living in the bio-domes on Cait than at other point in history. It appears that
something the Illithids released on Cait is having a destabilizing effect on
the Caitian genetic structure.
Cybernetics:
Caitians can be installed with cybernetic upgrades and prosthetics.
Psionics:
Caitians can be psions, though the number who are able to is lower than the
norm. Before the Concord, Caitian psions were looked up with fear and
suspicion, largely because there was little understanding of psionics. Upon
encountering other psionic species, they are less uneasy about psions in their
midst and their own psions are able to receive proper training and support.
Caitian Species Traits
·
Agile: Caitians start play with a d6 in
Agility.
·
Low-Light Vision: Caitians ignore penalties for
poor lighting in all but pitch darkness.
·
Keen Hearing: Caitians can hear beyond the
average range of most species. They receive a +2 bonus to Notice checks dealing
with hearing.
·
Loyal: Caitians are loyal; to their
friends, to their family, to the Concord, even to their favorite shop owners.
They start play with the Loyal hindrance.
·
Poor Swimmer: Caitians are not fond of the
water and suffer a -2 penalty to all Swimming skill rolls.
Caitian Species Traits (Rogue Space)
Archetypes: Scoundrel and Technician, and add +1 to either Acquiring or Science.
Keen Senses: Caitians gain a +1 bonus to Acquiring rolls that pertain to hearing. Plus, they can see in all but pitch darkness.
Psionics: Caitian Espers are rare, but are occasionally occur. Any power is available to them.
Monday, May 23, 2016
Founders of the Concord: Bothans in Mythic Space
Before
the Illithid Invasion, the Bothans had a reputation for being sneaky, greedy,
and untrustworthy. Many felt like they were smug and in on some joke only they
knew the punchline to. Bothans gave the impression that they were merchants and
no one gave them much thought, but during the Illithid Invasion they showed
that they were much more than simple traders; they were a species to be
respected and even feared.
Not long after the Bothan joined the
Galactic Concord, they made it known to their allies that they controlled a
vast spy network. The revelation caused some very heated discussions about just
how vast their network was, but suffice to say the Bothans had information on
all of the stellar nations involved and beyond, many of whom were stellar
nations the Bothans had not even officially met until the months leading up to
the formation of the Concord. Their network also had gathered information on
their attackers.
The Illithid Invasion was more of a
blitzkrieg, and they left little in the way of witnesses or survivors to their
attacks. Therefore, information on the Illithids and their forces and
technology was spotty at best and it was difficult for most intelligence
agencies to separate fact from spacer fantasy. The intel from the Bothan Spynet
helped change the course of the war. The allies now had a source of information
that was more concrete than anything else collected. It was information from
the Bothan Spynet that clued the allies in that the Ith-Kon may be a key to
sowing discord in the Illithid ranks, for instance.
Physical
Description/Biology: Bothans are bipedal humanoids that are covered in fur
that ripples in tune with their emotional state. Their fur ranges in color from
light tan to stark black. They are shorter than the average human at around 5
feet in height. They have large ears, and long faces that make some humans
think of a cross between a dog and goat. Both genders are capable of growing
beards, but doing so has gone out of fashion among Bothan females.
Personality:
Knowledge is power. That has been the Bothan creed for since time out of
memory. In the days before they took to the stars, Bothan clans would spy on
each other, ferreting out weaknesses and secrets to exploit. Later, it was
corporations and nations stealing plans, sabotaging projects, and waging wars
of misinformation. To the non-Bothan, this makes their society look chaotic,
disingenuous, and even narcisstic. Bothans would point out that their history
has been marked by far more character assassinations than true assassinations.
More Bothan corporations and nations have fallen in bloodless revolts due to
espionage and propaganda than many of the other Concord member states.
Bothans are seen as overly cautious,
sneaky, and manipulative. However, Bothans are also seen as curious, brave, and
strangely loyal. They make no bones about attempting to make the most of all
information at their disposal, but they rarely use negative intelligence
against someone who has not done something to warrant bring struck down. Those
that have earned an Bothan’s trust will find that they are true friends that
always have their back, even when they don’t realize it.
Homeworld:
Bothans hail from the planet, Bothawui in the Bothai system. They have
colonized some nearby systems as well with Kothlis and Torolis being two of the
more populous colonies.
Religion:
Much of their belief system is based on a system of Renown. Bothans revere
those that have succeeded in ways far beyond that of the average Bothan. Not
only do they see warriors and great leaders as near-deified heroes, but also
those that have mastered a craft or trade or developed technology that
benefited all of Bothan culture. The birthdays of their heroes and heroines are
celebrated with various ceremonies usually tied to what the hero is famous for.
Bothans in a field will often attempt to emulate the success of their chosen
hero as they go about their work.
Mutations:
Bothan genetics are just as prone to wild and dramatic mutation as in humans.
Mutants are common in the poorer regions of Bothan industrial complexes. Much
like among humans, mutants are seen with a mixture of disgust, fear, and pity;
they are shunned by most and offered meager help by others. The Bothan
government has had to deal with allegations that they are shipping their
mutants to remote colonies that are poorly supplied and maintained, just to
keep the image of Bothawui as clean and pristine as possible. Not surprisingly,
little concrete proof of such practices has been able to be brought to light.
Cybernetics:
Bothans are capable of having cybernetic implants. There is little to no stigma
in using cybernetics in their culture.
Psionics:
Bothans can be psionically capable. As one can imagine, in a culture of
subterfuge and espionage, having people who can divine the minds of others with
simple concentration is seen as both a boon and a source of fear. Bothan psions
are often sponsored by corporations and various power groups in their
government, but they are kept on short leashes with many anti-psionic
counter-measures being used throughout Bothan culture. Being around so many
more psionically-capable species has made the Bothans a bit more paranoid than
normal.
Bothan Species Traits
·
Agile: Bothans start play with a d6 in
Agility.
·
Sharp Senses: Bothans are skilled in using
their senses to gather information about what’s going on around them, which
grants them a +2 bonus to Notice checks.
·
Fragile: Bothans aren’t as tough as other
species and suffer a -1 penalty to Toughness.
·
Cautious: Bothans rarely do anything “off
the cuff’. They think their words and their actions through. Bothans start play
with the Cautious Hindrance.
Bothan Species Traits (Rogue Space)
Archetypes: Scoundrels and Technicians, and add +1 to either Acquiring or Science.
Sharp Senses: Bothans gain a +1 bonus to Acquiring rolls made in relation to noticing important details through sight and sound.
Psionics: Bothans can become Espers. Telepathy is the most common power, but all are open to them.
Bothan Savage Worlds stats modified from Mike Glanville's excellent Savage Star Wars fanbook.
Bothan Savage Worlds stats modified from Mike Glanville's excellent Savage Star Wars fanbook.
Sunday, May 22, 2016
Founders of the Concord: Bolians in Mythic Space
Bolians
are a humanoid species known for their drive, work ethic, and ability to work
well with others, both Bolian and not. This ability to collaborate with others
from sometimes wildly divergent cultures has made them a valuable member of the
Galactic Concord.
Physical
Description/Biology: Bolains are humanoid about the same general height and
weight as humans, but they tend to be slightly shorter and stockier than
humans. Their skin ranges in color from yellowish-green to a darker blue-green
in shade. Their blood is also high in cobalt, so it is dark blue in color.
The most distinct feature of Bolians
is the ridge that runs from the back of their necks down the center of their
aces and ending at the front of their necks. Smaller ridges run perpendicular
to the main ridge down the sides of their heads. Many Bolians try to accentuate
their ridges by shaving their heads. This draws the eye to the ridge and their
ears, which are longer than those of humans. Bolians see a bald head as a
symbol of confidence and beauty. Those that decide to grow out their hair
usually only do so when they live primarily around non-Bolians. Bolian hair
ranges from stark white to a somewhat silvery blonde in color.
Personality:
Bolians are a very friendly and helpful species. As stated earlier, they work
well with others and work best in a group. In fact, they put more importance on
the success of the group than on individual accomplishments. However, while
they do prefer their team to excel, Bolians do strive for positive comments
about their performance. Small “atta-boys” go a long with Bolians, far farther
than any grandiose trophy or award. In fact, many Bolians will become moody and
taciturn if they don’t feel like their contribution is being noticed or
appreciated.
Their desire to achieve success
within a team can lead Bolians to “tweak” the group dynamic. This can lead them
to appear to be incessant busybodies when all they are attempting to do is
subtly nudge the group is a more efficient direction. If their team isn’t
performing up to standards, Bolians can become stern critics of the team and
its members. Still, they try to find friendly ways to improve performance,
which can cause them to look into all areas of their teammates lives, something
that not all species appreciate.
Homeworld:
Bolians hail from Bolarus IX in the Bolia System. The planet is covered mostly
in water with a scattering of small landmasses.
Religion:
Bolians do not have a true religion, but a set of shared legends and folktales
about their ancestral home on the planet of Myrmidon in the Myrroni system not
far from Bolia where they call home. Many Bolians will still make a pilgrimage
to Myrmidon to hear the tales of the Bolians and the now dead Bolastre and
visit the ruins that dot the world.
Mutations:
Bolians do not suffer from wild mutation like humans and many near-humans.
Cybernetics:
Bolians can be installed with cybernetics like most other species. Easily
spotted head and facial cybernetics are seen as unsightly and unattractive, but
that is the only stigma tied to the use of cybernetics.
Psionics:
Bolians can be psions, though the number in each generation is slightly lower
than that in humans and other species.
Bolian Species Traits
·
Team Players: When a Bolian takes part in a
Cooperative roll, each success grants them a +2 the roll and a +1 for each
raise up to a maximum of 5 (over the usual maximum of 4).
·
Friendly: Bolians are a very friendly and
cheerful people, this grants them a +2 bonus to Charisma.
·
Loyal: Bolians are loyal to a fault and
start play with the Loyal hindrance.
Bolian Species Traits (Rogue Space)
Archetypes: Soldiers and Technicians, and add +1 to either Fighting or Repair.
Friendly: Bolians start play with an additional +1 to Empathy.
Psionics: Bolians can be espers with Empath being the most common power.
Saturday, May 21, 2016
Founders of the Concord: Betazoids in Mythic Space
Betazoids
are a near-human species. They are so like humans that when the two species
first encountered one another, the Terrans believed that Betazoids had to be a
lost colony of humans. While the two species are very similar in height,
weight, and build, there are some notable differences. Notably, all Betazoids
are empathic and telepathic. This has caused them to be seen both with fear and
suspicion and as an asset by other species. Along with the Asari, the Betazoids
are credited with helping the various species that made up the initial Concord
find enough common ground to band together against the Illithids.
Physical
Description/Biology: Betazoids are near-humans in every sense of the word.
They have the same general height, weight, and builds as humans. The only way
to tell the two species apart is by looking at their eyes. Betazoid eyes are
black and limpid. Betazoids also do not have the wide range of racial
differences as humans. Most have an olive complexion and dark, wavy hair,
though they can range to slightly fairer complexions and have light brown hair
as well, but there is no other genetic divergence in their species.
Personality:
Betazoids are generally cheerful, helpful, and friendly people. Their natural
empathic abilities allow them to sense the emotional state of other beings, even
those of high-order animals. They find anger and aggression almost painful to
be around, so they work towards avenues that lead to peace and tranquility. Many
Betazoids that work with other species find themselves working as ambassadors,
mediators, and first contact specialists.
Betazoids value honesty and
integrity. Though they can lie, most rarely do. This can lead them to be
brutally honest at times, which can make them appear arrogant or rude to those
that are not familiar with this trait. This also means that they expect honesty
from others as well. Once lied to, it is very difficult to win back a
Betazoid’s trust.
On their homeworld, and among their
own kind, Betazoids communicate mostly via telepathy. It is notoriously hard to
lie while in telepathic contact, so their culture has become one that is honest
to a fault. Discovering that other species are uncomfortable around telepaths,
most only communicate telepathically with other Betazoids while in the company
of other species sparingly.
Homeworld:
Betazoids hail from the second planet in the Hainara system, Betazed. There are
only four other planets in the system, three of which are gas giants, and the
fourth orbits too close to their star to make colonization possible. While they
have spread throughout the Alpha Quadrant, they have not colonized any other
systems. They were late-comers to FTL travel and found some neighboring star
systems already colonized by other species.
Religion:
Betazoids are a spiritual people believing in Four Deities that protected them
from the demons of The Great Fire. Many Betazoids still worship these deities
and reference them in everyday talk.
Mutations:
Like humans, Betazoids can succumb to wild mutations when subjected to the
proper stimuli.
Cybernetics:
Betazoids can have cybernetics installed. However, brain-affecting cybernetics
like cyberjacks, intelligence enhancers, and skill chips can make it difficult
to to use their psionic abilities; in the most extreme cases, they can lose
their abilities altogether. Thanks to this, cybernetic upgrades tend to only be
used to replace lost limbs or organs.
Psionics:
All Betazoids are telepathic and empathic. Most do not seek to expand their
abilities with further training, but there are those that do. Many of the
Betazoids that work for various Concord departments have undergone training at
various psionic training institutions.
Betazoid Species Traits
·
Natural Psions: Betazoids start play with two
psionic power: Empathic Link and Telepathy. If your campaign uses power points,
Betazoids have 5 power points to spend on these powers. If using the default No
Power Points rules of Mythic Space, then Betazoids must take a penalty to their
Spirit roll equal to their power point cost of the power. Those that choose to
purchase the Psionics Arcane Background use the standard rules and have the two
above powers as bonus powers. Those using Power Points grant Betazoid psions 5
extra power points.
·
Charismatic: Betazoids carry themselves with
an air of peace and confidence, granting them a +2 bonus to Charisma.
·
Pacifists: Betazoids abhor violence and
aggression and seek to diffuse situations as peacefully as possible, only
resorting to force when all other avenues are closed to them. They start play
with the Minor version of the Pacifist Hindrance.
Betazoid Species Traist (Rogue Space)
Archetypes: Scoundrels or Technicians, and add +1 to either Empathy or Science.
Psionics: Betazoids all Espers that start play with two powers; Empath and Telepathy. They have access to these powers even if they do not meet the normal Empathy requirement of +2 or more.
Psionics: Betazoids all Espers that start play with two powers; Empath and Telepathy. They have access to these powers even if they do not meet the normal Empathy requirement of +2 or more.
Founders of the Concord: Andorians in Mythic Space
Before
the Illithid Invasion, the Andorians were a militaristic and antagonistic
species. Most first contact encounters went poorly, and most often ended in
threats and a few even ended in bloodshed. They found a quarrel with nearly
every culture they came into contact with, and often their positions were based
on perceived slights that simply did not exist. However, the invasion of the
Illithids into the heart of the Alpha Quadrant forced the burgeoning Concord to
reach out to the Andorians with a request for aid in the war. This request made
the Andorians feel as though they truly were respected after all. Even though
their passion still runs hot, they have become a cornerstone of the Galactic
Concord.
Physical
Description/Biology: Andorians are humanoid, with the same general dimorphism
between the genders as many humanoid species, though they actually have four
genders and require two couples for successful copulation. The most
distinguishing features of Andorians is their blue skin that ranges from pale
to dark in shade, stark white hair, and the two antennae that sprout from their
heads. Their antennae gives them sensory input about the temperature, changes
in air pressure and air flow, and even allows them to perceive some sub-sonic
sounds.
Andorians live in frigid conditions
and their bodies are designed to help regulate and conserve their body heat.
Even though they live in temperatures where the warmest is akin to living at
the South Pole of Earth, their circulatory system allows them to be comfortable
in all but the hottest of climates.
Personality:
Andorians are passionate, sometimes very
passionate. They tend to have hot tempers and are willing to fight and even die
to defend their honor and ideals. That said, their history is riddled with
disastrous conflicts caused by declaring a bloody vendetta for small slights,
and they have learned the error of their ways…to a point.
Today, Andorians have a clear chain
of command in their society. While they are still quick to anger, gone are the days
of the vendetta, instead they defend their honor with duels that while often
lead to bloodshed, rarely end with the loss of life.
Although the Andorians are
hot-tempered, they also use their passion in other pursuits. Andorians are
romantics at heart. They love greatly and they feel deeply and channel those
emotions into their art. Andorian writers and artists are popular throughout the
Concord and beyond. They are also fiercely loyal to those they lose and
respect, be they Andorian or otherwise.
Homeworld:
Andorians hail from the frigid world of Andor (also known as Andoria). It is
the fifth planet in the Kuy’va system. They have colonies on two of the other
planets in their home system, but have not colonized other star systems.
Religion:
Surprisingly few Andorians are religious, given how passionate they are about
nearly every other aspect of life. However, they do have a religion based
around a deity known as Uzaveh the Infinite. Even though there are not regular
services like those found in many Terran religions, Andorians do follow rituals
to mark certain milestones in life from reaching adulthood, to the birth of a
child, to death that are religiously inspired.
Mutations:
Andorians can have mutations under the right circumstances, but this is a rare
occurrence.
Cybernetics:
Andorians can be outfitted with cybertech. Even though there has long been
research into cybernetic antennae, so far there has been no breakthroughs in
the creations of synthetic antennae replacements.
Psionics:
Psionics are uncommon among the Andorians, even then, those that do have the
potential either do not get trained in their use or live away from other
Andorians. They see the use of such abilities as dishonorable and breach upon
individual liberties.
Andorian Species Traits
·
Tough Hides: Andorian flesh is tough, almost
like a flexible exoskeleton. Add +1 Armor to Toughness.
·
Alert: Thanks to their antennae,
Andorians start play with the Alert edge.
·
Redundant Circulation: Andorians can withstand extreme
cold temperatures better than other species. When making Vigor tests for
exposure to Extreme cold, they only receive penalties to their Vigor checks at
every 40 degrees below freezing as opposed to the standard 20 degrees. However,
they are more susceptible to poisons thanks to their circulation system and
suffer a -1 penalty to Vigor rolls made against poisons.
·
Code of Honor: To Andorians, their honor is
everything. Andorians start play with the Code of Honor hindrance. They take
offense to any spoken word or action that could in any way be construed that
they are not considered at least equal to those they are dealing with.
Andorian Species Traits (Rogue Space)
Archetypes: Soldiers and Technicians, and add +1 to either Fighting or Science.
Antennae: Andorians gain a +1 bonus to Acquire rolls made to detect atmospheric conditions or to hear sub-sonic sounds.
Redundant Circulation: Andorians receive a +1 bonus to Fighting rolls made against the effects of extreme cold, but receive a -1 penalty to Fighting rolls made against poisons.
Psionics: Andorians can be Espers with Telepathy and ESP being the most common powers.
Friday, May 20, 2016
Founders of the Concord: Aleerins (Mechalus) in Mythic Space
The
Aleerins, also known as Mechalus, are a species of humanoids that blend flesh
and metal unlike any other species. Orderly and logical, they hide passion in
their hearts that strive to keep buried except around those that they fully
trust.
The Aleerins made first contact with
what was then known as the Terran Authority, or the Sol Systems Alliance now,
not long after the First Contact Wars. Although relations where cool between
the two parties at first, the emergence of the Illithid threat made them
realize that it was better to be part of the galaxy instead of trying to
survive alone.
Physical
Description/Biology: An aleerin can be easily mistaken for a human at a
distance or in poor lighting, for he bears the general shape and size of a
human. Closer inspection, however, reveals veins of circuitry that weave with the
aleerin’s flesh and blood to form a totally synthesized body. An aleerin’s hair
consists of combined protein strands and filaments of cable and wire. Even the
aleerin’s skeleton has been reinforced with super-strong synthetic materials,
and bony protective plates cover the bio-organic flesh at the shoulders and
across the chest. The aleerins’ appearance has led to humans calling them
“mechalus” (singular and
plural), and the aleerins don’t seem to mind.
Aleerins
are slightly heavier than humans, on average, but their builds are less varied.
The average aleerin stands approximately 6 feet tall and weighs 175 to 200
pounds. Aleerins tend to have well-proportioned, athletic frames. Their
lustrous turquoise eyes are opaque and have no visible pupils.
Aleerins
share an affinity for computers. While they can easily employ standard computer
interfaces, aleerins have the ability to personally connect with computer
systems. Filaments can extend from an aleerin’s fingers, snake into a computer,
and form a solid link between aleerin and machine. This link gives the aleerin
speed-of-thought access to the computer system, with more precise control than
any manual interface can provide.
Personality: Aleerins have ordered minds,
which translates into a highly structured society and an equally organized
outlook on life. Although they think with the precision and logic of a machine,
they are deeply emotional people who work hard to subdue their negative
emotions. They possess the same range of emotions as humans, although they downplay
hostility or aggression. Aleerins have demonstrated violent tendencies in the
past. Their early forays into space placed them at odds with another warlike
race, which the aleerins ultimately annihilated. Appalled by this heinous act
and jarred by an unexpected emotional backlash, modern aleerins have made a
conscious and consistent effort to suppress or regulate their more primal
nature.
In
a tense or dangerous situation, aleerins are likely to remain calm and
rational. They easily suppress their emotions when they deem such action
appropriate or necessary. However, in a climate of relaxation and celebration,
their emotional pendulum can swing to the other extreme—to other species, it
seems as though they are making a special effort to appear cheerful or
jubilant. The aleerins do not consider their behavior at such times to be
exaggerated. Strong displays of positive emotion, when the situation permits, afford
them the chance to demonstrate that they are not merely machines encased in
biological bodies.
Homeworld: Aleerins hail from the highly
advanced world of Davck in the Mehal system. They have not colonized other
worlds, though they do maintain several space station in the system.
Religion: Officially, there is no religion
in Aleerin culture. However, their connection to technology and their
continuing desire for technological perfection reaches near fanatical levels.
Some Aleerin express interest in the religious beliefs of other cultures, and
may even take part in a religion for a while, but few ever stick with it.
Mutations: Aleerins have a very strong
genetic makeup that is nearly as rigid as their personalities. Birth defects
and genetic disorders are rare and mutation is unheard of.
Cybernetics: Aleerins are born with
cybernetics as part of their bodies. There is more of a stigma of not being
outfitted with cybernetics than there ever could be about having cybernetics
installed. To them, cybernetics are as
common as jewelry is to most other species.
Psionics: Aleerins have little aptitude
with psionics. Some individuals do have the ability for psionics, but it has
been estimated that as little as .01% of each generation has the ability.
Aleerin Species Traits
·
Hardy: Aleerins start play with a d6 in
Vigor.
·
Cybernetic Adaptability: When calculating the character’s
maximum strain, treat the higher die (Vigor or Spirit) as one die higher than
it actually is to a maximum of d12). Also, when having a Street Doc install and
remove cybernetics, Aleerins suffer only a -2 penalty during installation, and
a -1 penalty during removals.
·
Computer Link: An Aleerin can make a Computers
check to connect to a computer by touch. This connection allows an Aleerin to
control the computer via speed of thought rather than relying on manual
coordination. This link can be severed by the Aleerin or whenever he cannot
reach the computer any longer.
·
Quirk: All Aleerins try to keep their
stronger emotions (anger, hatred, frustration, even laughter and love) in
check.
·
Rigid: Aleerins tend to be too “stiff”
to many other species. When dealing with non-Aleerins, an Aleerin character
suffers a -4 penalty to Charisma checks.
Aleerin Species Traits (Rogue Space)
Archetypes: Soldier or Technician, and add +1 to either Fighting or Science
One with Machines: Aleerins start play with the Brainware implant that allows them to interface with computers easily. In addition, they can install two pieces of cybertech before having to lower their Empathy by the typical -1.
Psionics: Aleerins cannot be Espers.
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