Saturday, December 7, 2024

Solo Shadowdark Barrowmaze Post #0

I decided I wanted to play a solo campaign in Barrowmaze, using Shadowdark with its free SoloDark supplement. This would be a "tabletop Roguelike" of sorts, combining crawling using all the aforementioned rules with some storytelling and me "filling in the gaps". A primary source of inspiration would be the Darkest Dungeon video game, a game which is very much in the same vein as both Shadowdark and Barrowmaze.

I will post my progress on this blog.

The setup will initially be simple: adventurers gather in the boomtown of Helix, eager to plumb the depths of the nearby Barrowmaze megadungeon. But death lurks aplenty under the old barrow mounds, and even among them on the moor's surface. Characters will begin simple and develop with time. A major random and procedural element will also shape their adventures, sticking strict usage of all the random tables and procedures in both Barrowmaze, Shadowdark, and SoloDark.

Character Creation

I will begin by generating the first four characters using Shadowdark. I will avoid using Shadowdarklings to get a better "feel" for my characters, which automated generation sometimes provides less of.

I will be using the Shadowdark core rules, Cursed Scroll #1, and my own Reptilian Ancestries as character generation sources.

All characters are generated by 3d6 six times in order.

As the adventures progress and characters die or are wounded, I will generate more characters for my "stable". Maybe even regardless of PC losses... Providing a dynamic party.

Variant Random Ancestry Table

As I use non-Core material, I'd like to change the Random Ancestry Table, Shadowdark p.40.

Roll is changed from 1d12 to 1d20:

d20   Ancestry

1-6   Human

7-9   Elf

10-12 Dwarf

13-14 Half Orc

15-16 Goblin

17-18 Lizardman (Reptilian Ancestry)

19    Gecko-Kin (Reptilian Ancestry)

20    Serpent-Kin (Reptilian Ancestry)

Draconians are not included yet.

Variant Random Class Table

As I use non-Core material, I'd like to change the Random Class Table, Shadowdark p.40.

Roll is changed from 1d4 to 1d8:

1-2 Fighter

3   Priest

4   Thief

5   Wizard

6   Warlock

7   Witch 

8   Knight of St. Ydris

The First Four

Let's roll.

Character #1 - Axidor the Acolyte of St. Terragnis (Male Elf)

STR 10 DEX 7 CON 13 INT 10 WIS 12 CHA 11

(Final stats STR 10 DEX 7 CON 13 INT 10 WIS 14 CHA 11)

Quite average, isn't he? Tough and a bit wise, but nothing remarkable.

Ancestry: Elf; Racial Talent: Farsight (+1 to attack with ranged weapons; +1 to spellcasting checks).

Class: Priest.

Sex: Male.

Name: Axidor.

Alignment: Lawful.

Title: Acolyte.

Class Talent: +2 to STR or WIS! Obviously chose WIS!

Deity: St. Terragnis. A Lawful human deity! Why would an Elf worship her? An interesting story hook!

Background: Noble! And not a decadent one, as evidenced by his CON score. Probably Axidor left his home for a monastery - potentially due to a revelation? - to hone his spirit, and endured the usual hardship there.

To-Hit (Melee): +0 (Mace 1d6); To-Hit (Ranged): -1 (+1 Elf; -2 DEX 7); HP 5; AC 9 (Leather Armor and bad DEX).

Languages: Common, Elven, and Celestial.

Class Abilities: Turn Undead (see spells); Spellcasting (based on WIS; 2 Tier-1 spells).

Priest Spells: Turn Undead, Shield of Faith, Protection from Evil.

Gear: 9/10 slots: Crawling Kit, Mace (1d6), Leather Armor (AC 9 due to DEX), 5gp.

Motivation: Ascend Anger. Maybe ascend to St. Terargnis' heaven by proving his holy zeal?

So, we have a tough and wise, but clumsy, Elven (former?) Noble. He is no healer but an expert in protecting himself and others from the forces of Chaos! And fighting Chaos with holy wrath!

Character #2 - Broken-Claw the Thug (Female Lizard-Kin)

STR 12 DEX 14 CON 5 INT 11 WIS 12 CHA 5

Fast! But weak and uncouth. Probably sickly from birth. I've decided that her low Charisma comes from the loathsome god she follows, and her murderous streak, rather from ugliness.

Ancestry: Lizardman! Racial Talent: Swims as fast as a human walks; can hold his breath for 1 hour.

Class: Thief.

Sex:Female.

Name: Broken-Claw.

Alignment: Chaotic! Beware of conflict with Axidor!

Title:  Thug.

Class Talent:+1 Backstab damage!

Deity: Ramlaat.

Background: Banished! Suitable of a Thug! She probably murdered someone important!

To-Hit (Melee): +1 (Dagger, 1d4); To-Hit (Ranged): +2 (Shortbow; 1d6) HP 1; AC 13 (Leather Armor and high DEX).

Languages: Common, Reptilian.

Class Abilities: Backstab (+1 weapon die vs. unaware target, +2/+3 to hit); Advantage on Climbing, Stealth, Disguise, Traps, and Picking Pockets/Locks).

Gear: 10/12 slots: Crawling Kit, Thief Tools (no slot requires); Shortbow, Dagger, 4gp.

Motivation: Blood and souls for Ramlaat!

In short: a Chaos cultist of the worst kind! Probably hiding her true nature behind a "neutral" facade, but doing it badly, with venomous remarks about various matters (low Charisma!).

Character #3 - Mirena the Shaman (Female Human)

STR 7 (-2) DEX 15 (+2) CON 9 (-1) INT 5 (-3) WIS 10 (+0) CHA 14 (+2)

(Final stats: STR 7 (-2) DEX 15 (+2) CON 9 (-1) INT 5 (-3) WIS 10 (+0) CHA 18 (+4))

Weak, Stupid, but fast and charming!

Ancestry: Human (1 extra Class Talent)

Class: Witch.

Sex: Female.

Name: Mirena.

Alignment: Neutral.

Title:  Shaman.

Class Talents: +2 to Charisma twice!

Deity: Gede.

Background: Drawn. Whispered to by a yet unknown entity!

To-Hit (Melee): -2 (Staff, 1d4); To-Hit (Ranged): +2; HP 2 ; AC 13 (Leather Armor and high DEX).

Languages: Common; Diabolic; Primordial; Sylvan.

Class Abilities: Familiar; Witch Spells (3 known)

Witch Spells: Charm Person; Oak, Ash, Thorn; Willowman.

Familiar: A Raven called "Talon".

Gear: 9/10: Crawling Kit, Staff (1d4); Leather Armor.

Motivation: Revoke Order. Maybe smash the local civilized government and call forth the Natural side of things?

In short, a wild shaman, strong in the way of spirits and very charming, yet base - even at near-animal level - in her intellect.

Character #4 - Malchor the Squire (Male Human)

STR 13 (+1) DEX 10 (+0) CON 15 (+2) INT 9 (-1) WIS 10 (+0) CHA 12 (+1)

We got ourselves a Fighter!

Ancestry: Human (1 extra Class Talent).

Class:Fighter.

Sex: Male.

Name: Malchor.

Alignment: Lawful.

Title:  Squire.

Class Talents: +1 to all attacks twice!

Deity: St. Terragnis (again! Probably sees himself as Axidor's protector)

Background: Sailor! A bold mariner!

To-Hit (Melee): +4 (STR and Talents and Mastery; Longsword, 1d8); To-Hit (Ranged): +2 (Talents; Javelin 1d4); HP 10 ; AC 11 (Leather Armor).

Languages: Common.

Class Abilities: Hauler; +1 to attack and damage with Longswords; Grit (Advantage on throws to overcome an opposing force).

Gear: 10/15: Crawling Kit, Longsword (1d8); Javelin (1d4); Leather Armor.

Motivation: Reverse Dark. Fight back the Darkness emanating from Barrowmaze?

In short, a stout squire! Strongest character in the party, with best chances of surviving their first adventure.

Party Overview

So, we have a Priest and his loyal Squire, both sworn to fight against Darkness, and two hanger-ons (?): an "adventurer" (Thug) trying badly to conceal her true nature, and a wild Shaman. All ready to seek treasure in Barrowmaze! The two hanger-ons were probably recruited at the "Brazen Strumpet" tavern in Helix for added skills and sorcery - well-known to be a prerequisite for survival in Barrowmaze!

Of course, inner-party conflict is likely to rear its ugly head soon...

Saturday, September 14, 2024

[Review] XBoat Special Supplement 2: Galaxiad Gaming Kit

 
I have recently bought and read XBoat Special Supplement 2: Galaxiad Gaming Kit, published in March 2024 by Robert Eaglestone, a licensed - and canonical - milieu of the Official Traveller Universe (OTU), noting Marc Miller himself as an advisor and source in the book's credits. Below, I will review this excellent booklet in detail.

TL;DR: an excellent version of the OTU, unifying the various timelines and presenting vast opportunities for adventuring. I gave it a score of 5 out of 5!

This is a 82-page PDF, as far as I can tell without a print version. It is officially intended for Traveller 5th Edition, but contains relatively little rules material, permitting it to be easily used with any Traveller edition your group desires. Much of the booklet is setting information, with some minor Traveller 5 rule elements regarding some equipment and certain antagonists. There are some star-maps, naturally situated in the Spinward Marches, and a few world descriptions with UWP strings - which are identical or near-identical in most Traveller editions.

This milieu is set in the Far Far Future - the year 1902 Imperial. The New Era and even Traveller: New Era: 1248 are long gone. Known Space was ravaged by the AI Virus, and a few centuries afterwards by the Empress Wave (see below), but that was 500 years ago. I find this double apocalypse strangely convenient to the Referee. As many records were lost due to the AI Virus, and as most polities collapsed several times in the past, the Referee has canonical justification to use any OTU material they like, while ignoring most OTU material they dislike.

This milieu is described as "Pastoral", that is, a less technological era centered on garden-worlds, often isolated and usually agricultural in nature. There are no big empires around, and no universe-shattering events way above the typical PC level. The largest polity around is 14 subsectors in size - less than a sector! Most other polities are a very few subsectors in total each. A very manageable scale. Which I greatly appreciate: this brings things down to player character level. No more multi-sector empires fielding 100,000-ton battleships: much action here revolves around "Adventure Class" spacecraft, isolated worlds, pocket empires, and generally: locations and matters supporting player character escapades. All while letting you to easily use much existing OTU material, of which there is a vast wealth.

The Introduction chapter presents the setting's general outlook and feel, as I have outlined above: pastoralism, relative isolation, the small scale of things.

After the introduction comes the History chapter. It avoids repeating the standard OTU history leading up to the Virus, and starts with the Virus itself. It also mentions variants of this timeline, such as the Virus appearing later; or the Empress Wave having delayed effects, as suggested for those using the TNE: 1248 milieu as background. After briefly discussing the Virus and the Wave, the rest of the history chapter focuses on the Spinward Marches and their environs, such as Antares blowing up and a war in the Foreven sector. I appreciate the fact that this history is kept short, being 4 pages in total including flavor text, avoiding infodumps and long walls of text as many sci-fi authors are tempted to write in such cases.

The next chapter discusses the (Empress) Wave. This chapter starts with flavor text describing the effects of the Wave on an alien world far to the Coreward of the old Imperium. The Wave, for the uninitiated, is a phenomenon introduced in Traveller: New Era, which is a psionic (?) emanation from the Galactic core, travelling at a speed of one parsec per year. It had several versions in Traveller along the years, ranging from mild to disastrous. Here, a disastrous version is presented: it kills approx. 50% of a world's population (and part of the biosphere), mainly children and much less so adults. This overwhelms services and systems of governance, leading to chaos and potential socio-political collapse. Interestingly, this booklet presents actual (Traveller 5) rules for the Wave's effect on worlds, despite this being distant history in this setting.

Afterwards, comes a chapter detailing Charted Space in the Galaxiad era. It covers several OTU regions, including the Aslan (who were hit particularly hard by the twin apocalypses of Virus and Wave); the Vilani (now split into multiple pocket empires); Vargr space (which recovered quickly and is as fragmented as ever); the old Domain of Deneb (which was spared the brunt of the Virus and the Wave but is now corsair hunting ground); Foreven (a "bad place" with rumors of ultratech worlds); Hiver space (fragmented and split between multiple Hiver enclaves); K'Kree space (split into multiple warring K'Kree states); and Zhodani space (mostly Wilds by now).

It is noted (p.28) that The main difference in 1902 compared to 1105 is the Wilderness – the absence of large interstellar empires. This leads to the next chapter - What to Expect in the Wilderness. This has a description of a new Jumpspace phenomenon (Tangles - regions where ships are pulled out of Jump with unexpected results). It further details the dangers of Wilds travel, with piracy, raiding, and xenophobic worlds abounding. Here a few Traveller 5 rules are presented for trade and starship design variations, though these are of limited scope. Other aspects of the Wilds are discussed, namely the dangerous Freeports and Gray Markets and the absence of universal currency. Some D+D tables (similar to earlier D66 tables) present interesting variations in the local medium of exchange.

Afterwards come a chapter about the Black Fleets. Strange organic craft, known as the Black Ships, of unknown origin appeared in Known Space, still mysterious. They are filled with fluid and have an internal "immune system" composed of mobile "rods". However, unlike the Babylon 5 Shadows, it is noted that the Black Ships are closer to animals and act on instinct, rather than being organic craft operated by advanced beings (and cyborgs) at their helms.

The next chapter details the Republic of Regina. Established in 1648 Imperial, this is a semi-aristocratic state located in the Spinward Marches. Key worlds are described, alongside the alien species residing within the Republic and a starmap of this polity. The Republic's technology is surprisingly advanced, up to TL17, including Hop Drives capable of traversing 10 parsecs in one jump. The chapter also notes that AIs - descendants of the old Cymbeline chips (Cyms) - are also common in this region and are granted full citizenship.

Two Patron Encounters are also provided, set in the Republic of Regina and involving Vargr corsairs and hunting expeditions.

Then comes a chapter about Campaigning in the Republic of Regina. This is a useful chapter, as should be included in RPG setting books, suggesting adventure hooks for using the setting in actual play. A D+D table is also provided for specific homeworlds in the Republic, as well as Career events particular to it - adding local flavor to the local campaign. A very good idea. 6 character generation examples in this setting are also included - useful as ready-made adventurers to start playing in the Republic of Regina right away!

Another chapter offers a closer look at Technology in the Republic. It has an average Tech Level of 13, with the maximum being TL17 (!) for a true Far Far Future ultratech experience! This chapter also details the aforementioned Hop Drive and rules for its use in Traveller 5. Equipment is then discussed, for Traveller 5 (this is the main rules-specific part of the booklet), with TL16 and TL17 equipment. and ships.

Afterwards, the booklet includes Library Data about the Galaxiad Era, focused on the Republic of Regina. A good addition to any Traveller book - a good in-universe handout to players.

Finally, a short description of the authors and some adverts for further Traveller 5 titles appear.

The bottom line:

5 of 5

A well-written OTU milieu providing much room for the individual Referees to set their game, with sufficient hooks to permit use of the vast wealth of existing OTU material, all while permitting the avoidance of subjects and setting elements the individual Referee dislikes. Also, this milieu is at the players' scale of things, letting the PCs make a difference and avoiding too many events at a much bigger scope.

Get it HERE.

Saturday, August 24, 2024

Dark Nebula 2900: Library Data N-Z

Art by Nomad_Soul

Following the Library Data A-M I posted yesterday for my Dark Nebula 2900 setting, here are the N-Z entries.

New Libdis (Kimson’s Stand 0502; formerly A87A9BB-C; currently C87A871-8): once the formal Rule of Man capital of the Dark Nebula Sector, today an irradiated hell. Contact with New Libdis was sporadic at best when travel was still economically viable. The latest official data (dated 2882 CE) indicates economic collapse and widespread internecine warfare, including tactical nuclear combat. There are at least three warlords on New Libdis claiming the title of “Sector Duke”, ruling their own irradiated domains with a handful of remaining TL-B equipment. Later informal data received from independent scouts indicates a certain political stabilization, though radiation levels are still high.

Night, the: the current situation in which interstellar communications and trade routes with Terra and the rest of the Rule of Man have collapsed. Academic consensus places its beginning in the 2740’s CE, but public opinion sees the arrival of the Last Ship from Terra in 2780 as its actual beginning.

Nine Stars Incorporated: the Maadin Confederation’s largest privately-owned corporation, specialized in aerospace and shipping, as well as asteroid mining. In intense competition with the Mizahni Golden Sun megacorporation. Headquartered in the Mechane Belt.

Nugiiri: see Droyne.

Psionics: “powers of the mind” allowing telepathy, telekinesis, and teleportation, among other supernatural abilities. While there is no clear evidence of their existence, rumors of them abound, especially connected to conspiracy theories surrounding the Dark Nebula itself. Ziru Sirka records noted Vilani research in this field, which results were ambiguous.

Pyramid Builders: a reportedly extinct alien species who colonized the Dark Nebula Sector around approximately 9,000 BCE. The Pyramid Builders lacked Jump Drive technology and travelled in slower-than-light sleeper and generation ships. The Pyramid Builders were adapted to live in what Humaniti considers to be insidious atmospheres, and “terraformed” several local worlds to suit their preferred environment. An example for such a world is Kamat (Maadin 0705). Their sites usually include pyramids, hence their contemporary name. To the present, no written script or other records of this species were found.

Ramshackle Empire: see Rule of Man.

R.A.T.S: Rage Against the Total State, a controversial dissident powerpunk band from Mechane (Maadin 0703). Anarchistic to the bone, R.A.T.S band members cycle in and out of Confederation jail due to “disturbing the peace”, “disorderly conduct”, and engaging in “sedition”. Their songs bluntly attack the “stuffed shirts” of the Maadin Confederation and its “Totalitarian” culture, calling for “A Storm of Fire” to bring about “Absolute Freedom”. Popular among youth, its music is often blamed for juvenile delinquency and acts of vandalism. 

Rose of Agidda, the: a Type-A2 Far Trader, Imperial Registry Number 42893-7. The last ship bearing news from distant Terra to reach Maadin (Maadin 0702) in 2780. Its arrival, and the horrid tales its crew brought from the dead Rule of Man, heralded the fall of the Night. Common Maadini and Mizahni opinion sees its arrival date as the actual beginning of the Night. The ship now resides in the Grand Confederate Museum on Maadin.

Rule of Man: the imperial successor state of both the Ziru Sirka and the Terran Confederation. Saw the unraveling of the Vilani social and economic system, leading to incredible instability and to its eventual collapse within four centuries. Terran optimism about the superiority of their dynamic economy to Vilani custom turned into despair as the introduction of meritocratic elements and open economics into the Vilani system led to destruction of everything the Vilani meticulously built over millennia. Maadini public opinion and state propaganda see the Rule of Man as a betrayal of the Terran Confederation’s values and blame it for the fall of the Night.

Samueloff, Nadezhda (Force Commander; 2856 to present): the Confederate Military Presidium’s current Chairwoman and member on behalf of the Confederate Marine Corps. A decorated heroine of the Second ihatei War (2882-2885). Chairwoman Samueloff enjoys great popularity among the Confederate population, and leads an aggressive line in interstellar relations, particularly towards Mizah, but also the Aslan.

Scout: a generic term describing various explorers and couriers, whether military, corporate, or independent. In 2555, the Rule of Man rejected a proposal for unifying all official exploratory and courier activity under a single governmental service, leaving this activity distributed between various competing interests.

Scout/Courier (Type-S): a common starship classification dating back to the Ziru Sirka. A 100-ton general-purpose courier ship capable of light exploration activities.

Solomani: humans of Terran descent. “Terrans”. Many of the humans in the Dark Nebula Sector claim Solomani ancestry, which is only partially correct. While many of the colonists who reached the sector came indeed from the old Terran Confederation worlds, the Rule of Man population there was of mixed Solomani and Vilani descent, and so were the colonists reaching Maadin and subsequent colonies. Alongside the Vilani and the Aslan, Solomani consider themselves a “Major Race”.

Solomani Confederation: see Maadin Confederation.

Spinward Frontier: Mizahni sci-fi holodrama set in the far future of the 57th century CE, far to the Coreward from the Dark Nebula. It follows the adventures of Captain Miller and his free-trader crew as they engage in honest trade and less legal shenanigans at the edge of a futuristic New Imperium. Miller’s famous nemesis is the extra-dimensional alien Grandmother, though recurring threats include mind-bending human-aliens, wolfmen from the stars, and an insidiously sentient computer virus. Rebooted twice, Spinward Frontier still retains its enormous fan base. Despite being lambasted by Confederate politicians as “dripping with monarchist drivel”, it enjoys its greatest popularity on Maadin.

Stalker (slang): an opportunistic explorer or looter (depending on who you ask) searching for artifacts on N3 in the Dark Nebula or in other alien (and human!) ruins across the Dark Nebula Sector. Stalkers are reputed to be shady characters and to sometimes use violence to wrest choicy finds out of the hands of their competitors.

Three-Year War: see Mizahni War, 2nd.

Tlasayerlahel: a relatively new Aslan corporation established by the Yerlyaruiho clan in 2788 CE to provide transport services to the clan’s holding in the Aslan Tail. Today (2900 CE) it provides cargo and passenger services to both the Aslan Tail and the Kuzu Subsector, as well as less frequent lines to the Maadin Subsector. As usual with Aslan companies, the clan’s dominant males serve as Tlasayerlahel’s top executives, as well as starship pilots and gunners, while the clan’s females perform administrative and engineering work.

Terra (Terra/Sol 0207; A877A89-C [last known statistics]): also known as Earth; the Solomani homeworld. Apparently, one of the several homeworlds on which Humaniti has evolved. Terra rose to interstellar prominence in the 22nd century, with the Terran Confederation’s conquest of the vastly larger Ziru Sirka but was eventually replaced by Dingir as capital of the Rule of Man. Terra’s status as of 2900 CE is unknown. The above UWP was derived from old Rule of Man records and may vary greatly given the current situation.

Terra Ascendant: Maadinite alt-history holodrama set in a universe where the Ziru Sirka subjugated Terra in 1947 CE. Terra Ascendants takes place in 2258, after a Terran rebellion overthrew the Vilani yoke. It follows the travels of the starship Avenger and her daring captain Faith León. Currently (2900 CE) in its 10th season, this holodrama is hugely popular both within the Confederation and outside it - and even in Aslan space. Much to the dismay of Mizahni authorities, this show, with its Confederate propaganda undertones, is incredibly popular on Mizah as well.

Terran Confederation: the old Terran state founded in the early 22nd century CE out of the old United Nations in face of the Vilani threat. A republic in essence, the dynamic nature of the Confederation and its aggressive nature led to its eventual victory over the Ziru Sirka, despite the latter’s massive strength on paper. Eventually replaced by the imperial Rule of Man. Maadini public opinion, as well as propaganda, sees the Terran Confederation as the glorious “Golden Age” of interstellar humanity - and its replacement by the Rule of Man as a betrayal of all it stood for.

Tua-Tong Incorporated: a Mizahni megacorporation specializing in agritech, competing with HexaCorp in the field of biotechnology. It is Mizah’s largest food manufacturer - where it enjoys a vertical monopoly from mechanized farms to processing plants to grocery stores and restaurants.

Vilani: humans who originated from Vland. The Vilani ruled the vast Ziru Sirka for millennia, only to be conquered by the young Terran Confederation in the 24th century CE. Vilani culture emphasizes tradition and stability, often at the expense of technological progress. Viliani society is bureaucratic, stratified, and quite collectivist. Vilani technological designs are rarely innovative - indeed, most were in service for centuries - but are highly reliable. Many humans in the Dark Nebula sector are of mixed Solomani-Vilani descent. Alongside the Solomani and the Aslan, Vilani consider themselves a “Major Race”.

Visitors: an urban legend about mysterious aliens residing deep in the Dark Nebula, emerging from it abduct victims from human worlds for unknown ends. These rumors resemble the old, pre-starflight Terran legend about “Gray Aliens”. That type of legend was, of course, proven to be mostly or completely false once the Terrans encountered the Ziru Sirka and the Vegans.

Vland (Vland/Vland 0307; A967A9A-C [last known statistics]): Vilani homeworld and the old Ziru Sirka’s capital. One of the several proposed human homeworlds. Vland reached spaceflight millennia prior to Terra and built the vast Ziru Sirka around it. Eventually replaced by Terra and then Dingir as capital of the Rule of Man. Vland’s status as of 2900 CE is unknown. The above UWP was derived from old Rule of Man records and may vary greatly given the current situation.

Unit #72: a Rule of Man research unit established 2712 CE. Appropriating billions of desperately needed funds, the unit chose five stars within the previously unexplored Dark Nebula itself as their base. There, they tried to develop technologies which will - so they claimed - save the ailing Rule of Man from its inevitable collapse: artificial intelligence, cybernetics, genetic engineering, and, especially, new technologies for interstellar travel and, theoretically speaking, faster than light communication.

United Miners of Salia (UMS): illegal union of miners on Salia (Maadin, 0205), fighting for better pay and better safety measures in the dangerous mines controlled by the Mizahni HexaCorp. The latter is notorious for its strict security measures, low pay, and lax safety regulations, leading to mining accidents. Following a violent crackdown by corporate security during the failed strike of 2897, the UMS leaders fled to Maadin, where they were granted political asylum.

Ziru Sirka: “Grand Empire of the Stars”, the millennia old Vilani imperial state which once ruled known space. Founded in 500 CE following five millennia of interstellar exploration and centuries of war, it ruled with an iron fist and unimaginably complex bureaucracy. It was headed by three Bureaux and a Shadow Emperor, based on a stable semi-planned economy. However, stability brought about stagnation. Faced with the dynamic Terran Confederation in the 22nd to the 24th centuries CE, the Ziru Sirka’s stagnation and petty bureaucratic politics brought about its conquest by the much smaller Terran state. Maadini propaganda usually likens Mizah, as well as the old Maadin Imperium, to Ziru Sirka’s final years.


Friday, August 23, 2024

Dark Nebula 2900: Library Data A-M


I have once posted the Library Data for my Dark Nebula 2900 setting - a quasi-OTU Classic Traveller setting. However, I will repost the edited version thereof, in two parts, on the blog itself for your enjoyment.




Here is the star-map for reference purposes:


The following common information is easily accessible from a ship’s Library program or from planetary datanets in the Dark Nebula region.

Abbas, Armando (later Emperor Armando I; 2723-2812 CE): Maadin’s last governor under the Rule of Man and first Emperor of the Maadin Imperium. Founder of the Abbas Dynasty (2785-2870 CE). An effective if ambitious ruler. Reigned 2785-2812 CE.

Accelerando (2690 to 2747 CE): the final period of the Rule of Man’s collapse in the Dark Nebula Sector. In the chaos and corruption of the late Rule of Man, well-connected scientists could preproperate mass budgets for their own projects. Therefore, this was a period of strangely accelerated technological development, often along arcane and unorthodox lines. In the Dark Nebula Sector, the center of this research was in the Dark Nebula itself, leading to the Event in 2747.

Amlaris, Minerva (2625-2711 CE): Second Imperium scout captain. Famous for her successful first contact with the Aslan in 2659 CE, following a misjump, as part of which she fought her famous blade vs. dewclaw single combat against an Aslan male.

Archon Industries: A Mizahni megacorporation, originally an arms manufacturer, but now producing a wide variety of heavy industrial products, from ATVs to jump drives. Archon Industries is a strict but fair employer, and an outspoken proponent of the militant faction in the Mizahni Council of State. However, it strongly denies its ties to dissident factions within the Maadin Confederation, calling such rumors a “well-coordinated Confederate smear campaign”.

Alfonso (2750-2843): second emperor of the Maadin Imperium. Emperor Armando I’s second eldest son; rumored to have poisoned his elder brother. A mediocre ruler, known for his penchant for ambitious construction and lavish celebrations. Reined 2812-2843.

Armando II (2819-2870 CE): third and last emperor of the Maadin Imperium. An incompetent, hedonist ruler who cared more about court intrigue and luxuries than about rulership and warfare. Appointed many of his close associates to admirals and generals. As most were incompetent in military matters, this was a major factor contributing to the humiliating defeat at the hand of the Aslan in the First ihate War. Following the War, Armando II’s already unpopular rule lost any shred of legitimacy in the eyes of the Maadinite populace. This led to mass demonstrations in 2870, which the Emperor attempted to suppress by force - leading to a mutiny by mid-ranked officers and to a coup, which Armando II did not survive. Reigned 2843-2870.

Aslan: an alien species originating from Kuzu (Kuzu 0209). Despite their clear differences from Terran felines, early explorers described them as “lion-like” and thus gave them the name “Aslan” after a major character in C. S. Lewis's The Chronicles of Narnia (published 1950 CE), who was a lion. While said differences from Terran lions soon became apparent, the name and derogatory comparisons to Terran housecats stuck. Aslan society is sexually dimorphic, with males being adept at war but inept in administration or technical matters, which are the province of females. The Aslan male has an inborn territorial instinct, which, in combination with the Aslan inheritance system (giving the father’s entire land to his firstborn son) leads to an endless desire for conquest. As the Aslan developed jump drives themselves in 2520 CE, Aslan considered themselves a “Major Race” alongside the Vilani and the Solomani.

Aslan Heirate: the Aslan interstellar government. Established on Kuzu in the 26th century CE, the Heirate prevented global thermonuclear war by forming a confederative arrangement between the twenty-nine dominant clans, where clan leaders can deliberate and settle matters between them “relatively” peacefully (“relatively” here also means occasional limited wars, but the Heirate prohibits total warfare). The Heirate is decentralized, with its military forces composed of individual clan militaries and most corporations being clan owned. This decentralized nature limits the Heirate’s ability to bring its full might to bear against its rivals, as individual clans are often reluctant to wage war to protect other clans’ interests.

Aslan Tail: the long “main” of star-systems, all within a parsec or less from each other, to the Spinward and Rimward from Kuzu. The Aslan colonized the Tail early, before they purchased Jump-2 technology from the Solomani. However, the Tail has a high concentration of uninhabitable worlds. Thus, Aslan have a strong incentive to expand to the Trailing, clashing with Solomani interests.

Big Five, the: the five Mizhani megacorporations - Crystal Ventures, Tua-Tong Incorporated, Archon Industries, Golden Sun, and HexaCorp, each owned by a Great House.

Carcosa: a spacers’ legend - the presumed sixth world of the Dark Nebula, orbiting a red sun, which may only be reached by a misjump. There, a massive alien city is said to reside. There is no evidence of such a sixth star, let alone a red dwarf, despite meticulous research, but many spacers still adhere to this legend.

Crystal Ventures: a Mizahni megacorporation, focused on high-tech light industry, with secondary activity in financial and telecommunication services. Well-known for the quality of its goods and for the elitist attitudes of well-paid but competitive employees. HexCorp’s main domestic competitor in electronics

Dark Nebula Sector: our Sector, located on the far Spinward edge of former Rule of Man space. The Dark Nebula’s nominal Sector Capital was on New Libdis (Kimson’s Stand 0502), but this world has eventually lost its status. The Dark Nebula Sector surrounds the eponymous Dark Nebula, an anomalous region of space located inside a small nebula. This Sector was sparsely colonized in the waning years of the Rule of Man.

Dark Nebula, the: a small nebula at the center of the Dark Nebula Sector. There are five star-systems within the Nebula. Early explorers reported anomalous readings in these systems. In 2717 CE, Unit #72 set up its research bases in these systems. On November 3rd, 2747 CE, the Event occurred, causing the disappearance of all five star-systems from the Dark Nebula. These systems returned, unexpectedly, in August 2892 CE. Both Maadin Confederation and Mizhani authorities consider the Nebula as a navigational hazard and urge Travellers to avoid it. Currently, other than a “scout base” (and informal community of “Stalkers”) on N3, the Nebula is considered uninhabited.

Desertborn: a minor race native to Rim (Kuzu 0602), with strong reptilian characteristics. They stand on two legs and have a long tail. Their eyes are large and bulbous, with slit pupils, and their fingers and toes hold adhesive pads. The Desertborn language sounds like a collection of clicks and chirps, and they speak alien tongues in a particularly chirpy voice. On their homeworld of Rim, Desertborn patiently lurk on dry, rocky cliffs, standing motionless for hours, their natural coloration and absolute stillness helping them blend into the desert surroundings. Then they strike their prey, swiftly and mercilessly. While their society is often based on small, closely-knit tribal units with a low population density, they already had an industrial civilization when Solomani explorers discovered them in 2641 CE. Following human contact, they developed their own spacefaring technologies and began exploring and settling the Rim system, though they still depend on Terran worlds - especially Mizah - to purchase starships from.

Droyne: an alien species living on Kapros (Maadin 0610) and potentially on several additional worlds in the old Imperium. Droyne present both reptilian and insectoid characteristics. Their society includes a multitude of “castes”, resembling eusocial insects. While, contrary to popular human opinion, they lack a “hive mind”, the “lower” castes show far less individual drive than members of other species. Recent research of the old Vilani record shows a 98.73% probability that the Droyne are an identical species to the Nugiiri from Kilennur (Sol/Harlequin 0808), or a closely related species. Droyne seem to operate jump drives of their own design but seem to be uninterested in interstellar expansion or colonization. Thus, debate still rages whether they are a Major Race.

Dust Front: militant (and highly illegal) wing of the United Miners of Salia (UMS; Maadin 0205), agitating and, as per the rumor, organizing for an armed insurrection against HexaCorp. The latter accuses Dust Front of being a proxy for Maadin Confederation covert operations, an accusation the UMS categorically denies.

Event, 1st (2747 CE): the disappearance of all five star-systems in the Dark Nebula on November 3rd, 2747 CE, resulting from experimentation in exotic physics.

Event, 2nd (2892 CE): the reappearance of the five Dark Nebula stars in the skies of Taida Na in August 2892 CE, leading to dangerous attempts by various parties to re-explore the Nebula.

Golden Sun: A Mizahni aerospace and shipping megacorporation. Operates lines to all major worlds in the Maadin Subsector, focusing on Mizah-Confederation trade and transportation. Intensively competing with the Confederation-based Nine Stars Incorporated, the Subsector’s other transportation megacorp.

HexaCorp: a Mizahni generalist megacorporation invested in anything from biotechnology to mining. Crystal Ventures’ main domestic competitor in electronics and Tua-Tong Incorporated's greatest rival in biotechnology. HexaCorp is notorious for its bad record in labor rights and its dabbling in morally questionable research. This company owns the neighboring world of Salia, where it engages in heavy mining. HexaCorp is the Subsector’s primary robot manufacturer, and thus, naturally, has a keen interest in AI research.

Hrea Aoiyil Euarosei (2869 CE to present): Kouaolew Yehi Hlya’s wife and shrewd executive officer. This Aslan will be instrumental to any future expansion by her husband, as she is talented and experienced in managing military logistics. She enjoys popularity among females as her husband enjoys among males. Maadinite media presents her as the evil mastermind behind her husband’s nefarious dreams of conquest.

ihatei: “Second Sons”. Aslan inheritance laws grant the father’s land to his firstborn son. Second sons must, therefore, seek their own lands. With the advent of star travel, such young non-inheriting Aslan males become explorers in search of unclaimed territories - or invaders seeking conquest. Fueled by the hormones of youth and by the Aslan male’s inborn territorial drive, they are a force to be reckoned with.

ihatei War, 1st (2862-2866 CE): the first major military conflict between humans and Aslan. A wave of Aslan ihatei seeking new territories invaded the human-colonized space to the Trailing of Kuzu. Within two months, they controlled Pasar (Kuzu 0507), Godoro (Kuzu 0606), and Simsek (Kuzu 0505), with harsh fighting continuing on Enjiwa (Kuzu 0510). Within a year, they went as far as Salia (Maadin 0205), threatening Mizah and Maadin directly. Faced with a common threat, Maadin and Mizah signed an unease mutual defense pact and launched a counterattack. However, despite the fierce human military efforts, the Aslan emerged victorious and retained their conquests of Pasar, Godoro, Simsek, Astek, and Daanari. These events destabilized the Maadin Imperium and eventually brought its downfall.

ihatei War, 2nd (2882-2885 CE): the second, recent confrontation between the Aslan and the human colonies. The ihatei attacked Hasara (Kuzu 0804), Taanga (Maadin 0105), and Salia (Maadin 0205), threatening Mizah and declaring the aim of conquering the Maadin Confederation as well. The Confederate fleet, bolstered by allied Mizahn squadrons, launched a counterattack, pushing the Aslan back to Daanari. By 2884, Aslan lines collapsed under the combined human attack, liberating Pasar (Kuzu 0507), Godoro (Kuzu 0606), Simsek (Kuzu 0505), Astek (Kuzu 0305), and Daanari (Kuzu 0704) and forcing back the Aslan to old Hierate space. Signing a ceasefire in 2885, the Aslan agreed to relinquish their former conquests in return for the Solomani forces' withdrawal.

Ilana (2811 to present): the current Queen of Mizah. Third child of Maxim II; her two elder brothers falling in war against Maadin and the Aslan. The aging Ilana is still in good health but is rumored to planning to abdicate in favor of her daughter, Princess Ilana II, in the “near” future. Reigns from 2867 to the present. Oversaw Mizah’s part in victory against the Aslan in the Second ihatei War, and built reasonable relations with the Maadin Confederation, though these relations have soured recently following the Confederation’s rapid 

Imperium, the: see Ziru Sirka.

Kouaolew Yehi Hlya (2872 to present): Popular and ambitious Aslan ihatei leader, promising his many, multi-clan followers’ glory and territory if they follow him to war against the humans. Young and brave, this Aslan is the second son of a prominent warrior of the Hkeakhya Clan. Maadinite media considers Koualolew to be the greatest single threat to the Confederation, an accusation he is proud of.

Last Ship from Terra, the: see Rose of Aggida.

Maadin (Maadin 0702; A8759C8-B): first human colony in the Maadin Subsector, established in 2600 CE; today, capital of the Maadin Confederation. An industrialized, densely populated world suffering from three centuries of pollution, Maadin is not necessarily a pleasant world to live on. However economic activity and opportunities abound, especially with the Confederation’s current rapid economic growth and war preparation - both of which creating millions of jobs. The Military Praesidium rules Maadin directly, in what amounts to permanent martial law. However, its rule is relatively lenient for such a type of Charismatic Oligarchy government. This world attracts industrial job seekers, traders, and anyone interested in Confederate politics - and, according to rumors, a significant number of Mizahn industrial spies.

Maadin Confederation (2870 CE to present): a human interstellar state centered on Maadin (Maadin 0702), with its industrial hub concentrated on Maadin itself and in the asteroid belt of Mechance (Maadin 0703). Established 2870, the Confederation is a militarized, authoritarian state led by the popular Military Praesidium. It encompasses 9 star-systems. The Maadin Confederation sees itself as a heir to the old Terran Confederation, and formally rejects the aristocratic culture of the later Rule of Man. Its main rivals are the independent human world of Mizah and the Aslan themselves.

Maadin Imperium (2785-2870 CE): following the Rule of Man’s collapse, citing "Continuity of Government'' laws, Maadin's governor, Armando Abbas (later Emperor Armando I), declared himself Emperor. While he attempted to expand his imperium to the rest of the Maadin Subsector, he only managed to control nine worlds, Maadin included. The Maadin Imperium was an aristocratic state replete with nepotism, corruption, and incompetence, unlike its much more stable neighboring monarchy of Mizah. Defeated by the Aslan in the 1st ihatei War (2862-2866 CE), this state lost its final shreds of legitimacy among its subjects, leading to its overthrow and the establishment of the Maadin Confederation.

Marcus, Maxim (later King Maxim I, 2729-2819): last Rule of Man governor and first King of the Kingdom of Mizah (Maadin 0304), founder of the Marcus Dynasty. An astute statesman and skilled strategist who was able to guide Mizah through the war with Maadin (Maadin 0702) despite Maadin’s numerical and material advantage. One key to Maxim I’s success was his strict adherence to remnants of Rule of Man nobility privileges and corporate interests, forming a powerbase of powerful families backing him. Reigned 2785-2819.

Maxim II (2770-2867): second King of Mizah. Oversaw civic and military development and partial industrialization of Mizah. Led Mizah to victory in the Second Mizahni War (2820-2823). Held in high regard by Mizahni nobility, eclipsing even his legendary father. Under his reign, Mizah regained its TL-B classification and was awarded with “Rich” status by the Mercantile Guild. Reigned 2819-2867.

Mercantile Guild: an association of smaller interstellar merchants, from Free Traders to small companies. Founded in 2662 CE by Free Traders desiring a better competitive position compared to Rule of Man megacorporations. The Mercantile Guild maintains facilities on all worlds rated with Starport C or better, and allows non-Merchants, particularly military personnel, to invest in it in return for periodic passage tickets. It also publishes the bi-annual Merchant Review, a guidebook for traders operating in the Maadin and Kuzu Subsectors, rating worlds and starports for easy reference by interstellar traders.

MiliFab: “Military Fabrication”, a Maadinite state-run arms megacorporation. In addition to supplying the Confederation armed forces, it aggressively markets “Export Variants” of Confederate military tech to various interstellar factions and mercenary units favored by the Maadin government. Known for its reliable products and internal military discipline, the lines between this corporation and the Confederate government are quite blurred.

Military Praesidium: the seven-member "head of state" of the Maadin Confederation. Despite its authoritarian rule for the past 30 years, and despite the change in its composition along the years, the Praesidium still enjoys significant popularity among the Confederation citizenry. The Praesidium includes two representatives each of the Army, Navy, and Marines, and one of the Military Intelligence. It has a Chairman, coordinating its sessions and making immediate decisions when needed; the Praesidium members rotate in this position, each serving for one standard year.

Mizah (Maadin 0304; A762853-B): a major human colony in the Maadin Subsector, a political power of its own. Mizah is a pleasant, if dry, world, considered to be the richest world in the Maadin and Kuzu Subsectors. In 2785, the Governor of Mizah, Maxim Marcus, declared himself King of Mizah, and after a short war with the Maadin Imperium, gained full sovereignty. His descendants still rule Mizah to this very day. Outside observers classify Mizah’s regime as a “Techno-Feudal Regime”, where the Emperor and the Great Houses control giant megacorporations and thus most of the world’s economy and technology. Mizah is a pleasant world to live in, with a high standard of living and very lenient laws, though it lacks the industrial might and boundless technical job opportunities of Maadin.

Mizahni Independence War: see Mizahni War, 1st.

Mizahni Nobility: the aristocratic classes of Mizah, descending from the Rule of Man noble families. Mizahni nobles either belong to one of the five Great Houses, or to one of the numerous Minor Houses. Great House heads, the Archdukes, are part of the Mizahni government. The five Archdukes form the Council of State, which advises directly to the Queen of Mizah. Lesser nobles within the Great Houses also hold positions of tangible political or economic power, from megacorp CEOs - as each Great House owns a megacorporation - to hereditary positions of power in the government. Minor Houses usually lack direct political power but may vote and be elected to the Mizah Senate. Such nobles are numerous, comprising approximately 8% of the population. Their families often enjoy great wealth and enjoy official privileges, though these are much lesser than those of the Great Houses.

Mizahni War, 1st (2787-2788): Emperor Armando I’s attempt to subordinate Mizah to his rule immediately after taking power on Maadin. Mizah’s governor, Maxim Marcus, declared himself King of Mizah and organized a hasty, though effective, defense against the Maadinite invasion. The war was short and bloody, culminating at the Battle of Omoro (Maadin 0402), in which the Mizahni counterattack destroyed the only Maadinite battlecruiser, forcing Maadin to sue for peace.

Mizahni War, 2nd (2820-2823): attempted invasion of Mizah by Emperor Alfonso of the Maadinite Imperium. This war was significantly longer than the 1st Mizahni War, involving major ground action on Mizah iself (Maadin 0304), as well as Omoro (Maadin 0402), Icat (Maadin 0503), and Gazzain (Maadin 0505), as well as naval action in their orbits. the Maadin Imperium’s defeat in this war further weakened its regime and hastened its decline. Mizah, on the other hand, enjoyed a wave of patriotism, and its victory strengthened the Marcus Dynasty’s hold on the throne.

Dark Nebula 2900 - Two Subsectors It Is!

After receiving some input from my readers and the Traveller community at large, I decided to keep the two Subsectors format of my Dark Nebula quasi-OTU setting. I was recommended a four-Subsector (Quadrant) format, but the original Dark Nebula boardgame maps lend themselves better to two Subsectors side by side. There are 8 maps, each 8x10 hexes, but each hex being half a parsec; so each boardgame map is 4x5 parsecs - a quarter Subsector! Changing it to four would change the map considerably.

Here is the existing map, which I will keep using:

And I have commissioned professional subsector maps, made by Gavin Dady:



Should be a fun setting to play in!

Wednesday, August 21, 2024

Dark Nebula 2900 - One or Two Subsectors?

The original idea for my Dark Nebula quasi-OTU (Original Traveller Universe) setting for Classic Traveller was that of two subsectors, side by side, providing a large and comprehensive sandbox to play in. This is how the starmap looks so far:



However, I was thinking as of late of converting it to a single subsector, for ease of writing and tightness of design. A bit like using only four map tiles in the Dark Nebula boardgame rather than all the eight (which was one gameplay option). This is how a single subsector map will look like:


The downside being that such a single subsector setting will be more simplistic in nature.

What do you think? Should I keep the old two-subsector design or condense it to a single subsector?


Faster Than Light: Nomad


Three and a half months ago, Stellagama Publishing released Faster Than Light: Nomad, our new premier sci-fi ruleset. So far, it has already reached Gold Best Seller status on DriveThruRPG.

It is an all-new RPG, not a Cepheus Engine variant, intentionally designed as a streamlined yet comprehensive ruleset for the modern gamer.

If you have not bought it yet, you can get it:

HERE.

What is it all about?

  • Streamlined 2d6 core mechanic with "dice pool" components, as described above. Instead of rolling 2d6 with a series of modifiers as in the old Quantum Engine rules, you roll a bunch of dice, and choose the lowest or highest two, then add them together and add the skill modifier.
  • Fast but deeply customizable character generation. Distribute 5 points among 7 skills (3 points max in any single skill), choose an Archetype, choose a Talent, and roll for starting cash or choose a starting equipment package. That's it. But this means that an extremely wide range of combinations are possible!
  • Straightforward psionic rules using a simple skill roll rather than "psi points". If you fail that roll, you can't use the same power again until the next day. 36 powers included.
  • Streamlined combat, with only 4 "range bands"; a "FRENZY!" mechanic for multiple attacks if you "drop" an enemy; and a simple wound system for grittiness and minimal book-keeping.
  • Tech Ages rather than numerical "Tech Levels" as in Traveller/Cepheus. Your ship was made in the Early Interstellar Age, not "TL12".
  • Varied equipment, including a detailed collection cybernetics, low-tech and high-tech weapons and armor, pharmaceuticals, and, of course, many Galactic Age and Cosmic Age (i.e., ultra-tech) gadgets!
  • Streamlined vehicle combat, using the "chase" mechanic inspired by the Quantum Engine and our old Cepheus titles.
  • Robot design rules!
  • New "harder science" spacecraft design rules. These are an advanced version of the rocket rules first published in Solar Sagas. Build your rockets - which involves design and mass trade-offs - then travel to the stars with it!
  • Streamlined world generation, focused on things players are likely to encounter, in both game-mechanic and descriptive manners.
  • Detailed starship, social, and xenofauna encounter rules!
  • Reference document released under a Creative Commons license, available for download in an editable file for anyone who purchases FTL: Nomad!

Sunday, August 18, 2024

On Shadowdark

 

I have recently been attracted to a new OSR (or OSR-adjacent?) RPG: Shadowdark. It is a streamlined but relatively comprehensive ruleset originally derived from D&D 5E, but greatly - and pleasantly - modified for streamlined play and an OSR atmosphere. While this is not one of the B/X-based games dominating the OSR market, such as Old School Essentials (OSE), it captures the older-school feel very well while retaining modern conveniences and tossing various cumbersome D&D 5E mechanisms aside.

The base system is simple: roll 3d6 six time in order for your Ability Scores, choose an Ancestry (race), choose a Class, roll for hit points, but some gear, and that's it - you got a character. No complex background and skill rules here, only Ability Scores used for virtually all rolls, from combat to perception to spellcasting. The base mechanic is 1d20 + Ability Modifier vs. a difficulty number. Some special abilities - which are quite uncommon - grant 5E-type Advantage to these rolls. Combat works as in typical d20, with ascending AC and hit points, using abstract ranges.

Yes, you make an INT roll to cast spells in Shadowdark as in my own Barbaric! system. No daily slots, only a limitation on spells known per level for the spellcasting classes (Cleric and Wizard). You roll to cast; if you fail, you cannot use the particular spell for that day; if you roll a natural 1, you roll for a mishap (if you are a Wizard) or must do penance (sacrifice or quest, if Cleric). Simple, and adds an element of danger to spellcasting. How does that affect the game world? Probably magic is less common and seen as less reliable, or even as dangerous. Expect fewer famous wizards and spellcasting clerics running around!

Monsters and NPCs follow their own rules - and are very easy to build. On one hand, this is less simulationist than in systems using PC creation rules for NPCs, but on the other hand, this greatly speeds up prep work. Want an NPC to have cool powers? Just stat them up and that's it. Stat blocks are simple, and monsters use Ability Score rolls as well. Monster creation seems freeform, without lengthy design processes, and there is much less focus on game balance. You just create what seems appropriate for the adventure at hand. PCs - as in most OSR games - will sometimes face tough opponents forcing them to flee.

One thing I like less about Shadowdark is its "mudcore" aesthetic. PCs are supposed to be poorer than in most OSR systems and treasures are supposed to be smaller by an order of magnitude (the recommendation is to change gold pieces in non-Shadowdark adventures to silver pieces without changing their number). Even powerful level 10 characters don't necessarily grow rich or establish strongholds. They still crawl dungeons. On the other hand, there is an effective Carousing mechanism enticing characters to spend treasure on partying hard for extra XP. which I like very much. This can lead to PCs getting into interesting trouble, while being an elegant way to provide a use for extra gold (which in 5E, for example, accumulates in high levels with less use).

All in all - a solid OSR-adjacent system, which seems to be easy to prep and run. One of my RPG groups asked me to run it for them, which I'm going to do in the Stonehell megadungeon using the Blackmarsh setting by Bat in the Attic Games. In this blog, I'll gradually post conversion notes for the dungeon, setting, and their monsters to Shadowdark.

Saturday, June 1, 2024

Space Opera Duels for Faster Than Light: Nomad

 

Hard science fiction, like our real world, favors the gun over the sword. However, the space opera genre often includes daring duels with flashing blades and sharp knives, where heroes and villains defend their honor in the ancient way of the sword. This free supplement provides several rules intended to add such a flavor to your Faster Than Light: Nomad game. They are, of course, optional – to be adopted when the Referee and the players desire pulpy swordfights in their sci-fi game.

 

Parry Dice

Each character has a number of Parry Dice equal to their Combat skill. In addition, a shield provides an additional Parry Die. For example, a character with Combat 2 and a shield will have 3 Parry Dice. These represent the ability to block enemy melee blows, mitigating their damage. Parry Dice renew at the beginning of each character’s turn in combat.

 

Parrying

An armed character hit in melee combat who has Parry Dice may Parry. This requires the character to be aware of the attack; surprised characters, or those attacked by sneaking foes, may not Parry.

There are 3 types of parrying:

·         Low effort: expend 1 Parry Die; throw 1d6 + Combat. The result is your Parry Score.

·         High effort: expend 2 Parry Dice; throw 2d6 + Combat. The result is your Parry Score.

·         Epic Effort: expend 3 Parry Dice; throw 2d6 + Combat, with a +1D Advantage Die. The result is your Parry Score.

If the Parry Score is equal to or higher than the attacker’s total attack throw, the attack is Parried and causes no damage.

 

Riposte

A character who successfully parried an attack and has remaining Parry Dice may Riposte the attack by expending one Parry Die, gaining a free retaliatory attack against their attacker. This Riposte may be Parried as well, and even Riposted! This does not replace the character’s regular Combat Actions.

 

Martial Arts and Parrying

An unarmed character with the Martial Artist Archetype may Parry and Riposte, as if armed. However, as they are using their flesh to Parry, each successful Parry against a weapon (but not against another unarmed character) causes them half the attacking weapon’s damage (rounded down).

 

Sundering Weapons and Shields

A critical hit (“natural” 12 on the attack throw) against an armed character in melee breaks the target’s weapon, as it is assumed that this weapon will be raised in defense. If the target has a shield, it is destroyed instead.

On the other hand, a character who fumbles a Parry (“natural” 2 on the Parry roll, or a “natural” 1 if only one Parry Die is used) breaks their weapon and suffers the enemy attack’s normal damage. If they have a shield, the shield is destroyed instead.

A Martial Artist who would otherwise suffer a “weapon destroyed” result simply takes full attack damage instead.

  

Laser Rapiers

High adventures among the stars sometimes include Laser Rapiers. This is a Cosmic Age artifact, with value beyond any price. It takes 1 point of Encumbrance and causes 3d6 damage. When turned off, the Laser Rapier appears as a short metal cylinder reminiscent of a sword’s hilt. When lit, this hilt emits an energy blade. A Zero Point Energy cell within the hilt will feed the blade for eternity.

Only characters of the Space Monk Archetype may use a Laser Rapier. This represents the specialized mystical training necessary for this ultra-tech artifact to work.

Laser Rapiers have the following characteristics:

·         A successful Laser Rapier attack against a character with a weapon or shield which is not a Laser Rapier cannot be parried and automatically breaks the target’s weapon or shield. Laser Rapiers may, of course, parry other Laser Rapiers.

·         A Laser Rapier can Parry, but not Riposte, ranged attacks against its wielder, as if they were melee attacks.

·         Characters Wounded by Laser Rapiers suffer a -1D Penalty Die to their Triage Table roll.

Space Monk Archetype: Extensive training in mysticism and using a Laser Rapier. Space Monks are often positioned as guardians of civilization against the forces of Chaos. Some, however, do fall into the embrace of Chaos and become Dark Space Monks.