Friday, March 10, 2017

New Traveller Equipment

   I am still working on the finer points of Close Aboard Combat repeaters, but I got the rest of my special additions done.

   I don't use standard jump drive or gravity plating in my Traveller setting.


                                                Keflen Tachyon Tunnel Drives

Keflen Tachyon Tunnel Drives are bought on externally fastened pods. The pods weigh 20% of the ship’s tonnage.
Keflen drive pods expend Lorentzium with every jump. After travelling 100 light years the drive must be refueled. Refuelling can be done at any Class C or better spaceport.
Private/Consumer drive pods can only be used on ships of less than 10,000 tons.

Commercial drive pods can only be used on ships of less than 50,000 tons
Military drive pod weight capabilities are unknown.

Super heavy ships cannot use KT drive pods, they must use conventional drives and the crew must hibernate during transit.

Super heavy transport modules include: Automated refinery modules, Gas hauling tankers, terraforming modules, Navigation buoy construction/placement/repair modules, Automated Space station construction modules.

Due to the nature of how a KTT drive works, a “Spin Up” and “Spin Down” cycle is required for correct operation. Before FTL travel, the booms of the KTT drive must be spinning. This process takes 3 hours for the Lorentzium booms reach the correct speed. Spin Down procedure only takes 1 hour. All space ports require spin down to be complete before docking or landing. In order to replenish the Lorentzium slugs, a cool off period of 1 hour must also be allowed. This process cannot be combined with the Spin Down period.
 

Graviton Dam
A Titanium Osmium alloy surrounds a Promethium Oxide plasma field that runs the length of ship’s keel. The reaction between the casing and the plasma field generates gravitons. By varying the density of the casing to allow a less dense alloy along a line across the bottom of the casing, the escaping gravitons create artificial gravity in a ship equipped with such a device.
Gravity plating does not exist in my universe. Just in case there are any rules lawyers out there thinking they could exploit that loophole.
A graviton dam weighs 2% of the total ship’s weight.

Ion Cannon
One of the most devastating weapons ever developed is the Ion Cannon. Not only can disable an enemy’s screens, if used in double fire mode, it can temporarily disable a ships’ drive field.
An Ion Cannon works by overloading the electrical control systems of an opposing ship’s screens, thereby shutting them down and allowing weapons that would normally be reduced by screens to be more effective.
All Ion Cannons are only available in spinal mounts. All ion cannons must have their own power source. The single shot version requires a K size power plant a double fire version requires a Q size power plant.
A single shot ion cannon weighs 50 tons and uses 3 hard points, a double shot ion cannon also uses 3 hard points and weighs 70 tons. A single shot can only disable a ship’s active screens, the double shot version takes out screens first, a ship’s drive fails on a successful second hit. An ion cannon has a range of very long.
Attack rolls for each shot of a double shot ion cannon must be made separately. Only M drive fields are effected by an ion cannon, and on a successful hit the ships drive is inoperative for 1d6/2 rounds. For a maximum of 18 minutes.

Saturday, February 18, 2017

Origins of the TCS (Terran Combine States)




   Late in the year 2068, in what was to become the last mission for the United States program called NASA, the U.S.S. Mongol remote space probes were launched from the Space Station Gateway to conduct an extremely detailed gravitational survey of the solar system. The NASA researchers were beginning an intensive study of the Sol star system, in hopes of refining the technology of interstellar travel. Due to an upcoming planetary and gravitational alignment of the planets in the Sol system, and an increase in X class solar flares, this allowed for the detection of lanes or channels of never before detected particles radiating out from the sun. A scant four months of research revealed these lanes revealed them to be composed of Tachyons. Scientists had been unable to prove their existence up until then.
   In 2070 Dr. Emille Keflen made the breakthrough. He had found the lanes of tachyons radiating out from the sun acted like focused channels. If an energy infused frame were introduced into one of the lanes it was accelerated to near light speed. This breakthrough open up the solar system to commercial exploitation, and soon after that, extra-solar exploration.
   The United States ended their government space program in 2073. The Euro-Asian compact formed in 2069, reorganized itself and renamed itself the Terran Combine Nation states, or The Terran Combine for short. The Combine would pick up exploration where The United States had left off. In 2075 it christened the TCS Mobius, it's first exploration survey ship capable of interstellar travel using the newly developed Keflen tachyon drive.
   Rampant overpopulation and advancements in medical life extension technologies fueled the next 150 years of colonization. Now, 393 years after Dr. Keflen's breakthrough, the Combine has colonized nearly 40 star systems.  It now takes a mere eight days to reach the farthest settled system from Sol. Trade between star systems is commonplace, lucrative, and quite frequently a dangerous enterprise.

Edit: Apparently, no one was interested. Whatev.

Happy Gaming!

Monday, January 30, 2017

Ode to Pat's CoC game.

Due to a description of some mysterious events relayed by a Twitter friend this morning. I feel compelled to tell you of a great game and great CoC Keeper.

Sherman, set the Wayback machine for the mid eighties.

   Gathered around a dining room table, lights turned low, Wagner player low on the stereo. 3 adolescent boys huddled over one of the earliest editions of Call of Cthulhu. One keeper and 2 players. Now, being the adolescents we were back then, we had wild flights of fantasy. The two players, One Mr. Steve Martin (NO not that Steve Martin) and yours truly, Temmogen Fifth Horseman of the Apocalypse and all around good guy. Of course I went by a different name back then. A name that wasn't so grandiose. The keeper was an older guy by about 6 or 7 years. That's a testament to his patience that he would actually play with us lunatics. Pat was probably my oldest friend. I knew him since I first started high school. Pat died a few years back from complications due to diabetes, and I do miss him. But I digress...
   Anyway... We two boneheads had decided we wanted to play ourselves in the game. Yes yes, this shows a stunning lack of maturity and imagination, but we were young and we had a plan. If we played ourselves, we could take all of "so called" knowledge from current day and defeat any threat thrown at us. Remember I did say we were young. Among the entertainments Steve and myself pursued irl, was shooting out streetlights with his bb gun. Just. Don't. Ask. Idiocy runs in in the age group. Anyway, Pat knew of this and had a little surprise for us.
   There we were, sitting is Steve's Camaro down at the Castle Pines exit of the highway. Loading the bb gun in preparation of some prime glass shattering. We pulled up stealthily under our intended victim, when all of a sudden the streetlight sprouted arms and a pair of baleful red eye stalks. Panic ensued. At the table and in the game. We started looking frantically for anything to kill off the newly dubbed "Lamploths". Steve blew one drive skill check, and that was all our devious keeper needed. We ended up driving into a ginormous propane tank and getting blown back through time. We awoke to the face of a very befuddled looking professor from one Miskatonic University. He was about to start dissection procedure on the two strangely dressed humanoids that had been discovered at the site of an oil well explosion in New Jersey.
   We had to revise our plan. In case anyone is wondering, it is considerably harder to steal dynamite in the present day world. Back in the 20's and 30's, they weren't so strict with it. During the course of that game, Steve and I managed to blow up 5 cars and at least 2 multi story domiciles. Much to the chagrin of our NPC handlers. We never did get those Byakhee.
   Yes we died in a construction site explosion while attempting to steal more dynamite (The Arkham police had started locking it up because of our antics) but for 3 months, we had a blast. Very few games have been that much fun since. I miss Pat. But he did give me the gift of many pleasant gaming memories. Remind to tell you about Alastair Carstai's adventures in Algeria one day...

Happy Gaming!

Monday, January 23, 2017

More questions for Return to the Barrier peaks

Trite: (of a remark, opinion, or idea) overused and consequently of little import; lacking originality or freshness.

This is what I'm trying to avoid. I don't want the PCs t have to work their way up the Valley of the Mage, that's an exercise in attrition. Allowing them to start at the lair of the BBEG, might not prepare them for the fight. I don't think anyone really enjoys a tpk...

Do we have the BBEG's army march on some unsuspecting victim, thereby removing the majority of them as an obstacle?
Are they just apathetic?
Maybe there is a resistance among the population of the valley?

or maybe...

How about this?
   The Laird of the valley, has indeed made an army from the technology he discovered on the ship. However, when he abandoned the ship thinking he had unlocked all it's secrets, he didn't dispatch the Mind Flayer. The Mind Flayer phoned home, and now he has to contend with an Illithid conclave. He calls for those stout of heart to vanquish the illithid menace.
Will the players figure out the Laird is neutral evil?
Will they turn on him when they're done with the flayers?

Plans within plans... This could get very convoluted.

OK, so how about... The Laird hires the PCs thru a proxy, and wing it from there? I hate to say it, but this might have to be an improv game. Lay out the Laird's plan and his army, lay out the Mind Flayers conclave, and then turn the players loose.

Rode that one right off the rails, didn't I?

Existential designers crisis...

Hey, happy gaming anyway!

Wednesday, January 18, 2017

Return to the Barrier Peaks

Well.. Hello there.

   About a week ago, I posted about advancing the adventure Expedition to the Barrier Peaks 150 years into the future. I have answered some of the questions, others answers have been maddingly elusive...
While answering those questions, 3 possible storylines have presented themselves, and here they are.

#1: The Liard of the Valley of the Mage learned of the ship and has cleared it out and is utilizing the technology he discovered on board to create an army. The army will be Half-Clockwork Gnomes, magically animated clockwork skeletons of the long dead crew, and magically animated robots. He has moved into the ship and has been making it his new fortress.

#2: The Illithid on the ship did indeed survive. He managed to call the conclave from which he was taken. The conclave sent a Spelljammer ship to his location, and they started a new conclave with Mother Brain. I'm kinda partial to this one, as Illithids are some of my favorite monsters. Lots of potential for this one, though it will end up being a very high level campaign.

#3: The distress call was answered. Another ship has arrived and attempted a rescue. The new ship also suffered damage from the black hole transit, and is crashed a short distance away. This one will probably get converted into a Traveller adventure. It just seems to be a bit too similar to the original adventure to make it interesting. I dug out some notes I had made a few years ago about turning the original ships' demise into a Traveller adventure. I might start tinkering with that again.

   I've been playing with some other ideas as well. If this sparks anything, run with it. I'd love to hear any game ideas you guys come up with. This is a fun project for me, hopefully it's at least a little interesting for you guys too.

Happy Gaming!

Friday, January 13, 2017

Prophecies & Omens: The Dragon Orbs Prophecy

After writing my contribution to January's RPG Blog carnival, this month's host Tales of a GM commented and asked if I had rewritten the Dragon Orbs Prophecy. Guess what?

I did. During that process I revised the way it would be presented to the players. I have also decided to start tinkering with a campaign designed around it.

Here is the new version.


In the second great age of men and magic, eight signs will be revealed. The signs mark the march of the fates towards another war of Hearts and Armor.
First of the signs will be when the Grey Lord of the North dies without an heir. This will set the barbarians of the Dragon Tribes down the path of the rites of succession.
When the Shamans of the Dragon Tribes sets the royal candidates on the quest to obtain the Dragon Orbs, that marks the second of the signs of the inevitable march to war.
The lands of perpetual shadow has a role to play in the War of Hearts and Armor. Numbered third among the signs will be when the Oerking of the Dragon Rivers Valley falls to blade of a lone dark warrior from the shadow lands.
When the outposts of the northern frontier tell of sighting war parties from the Strange lands the fourth of the signs comes to pass.
Heroes with instinctive powers and legendary ability wage war against the Crellan Masters of Stealth for the welfare of the surrounding lands is the fifth of steps down the path to the next great war of men and their sorcery.
The exodus of the Elven nations across the Bright lands is the sixth fearful foretelling among the eight.
When the dwarf king of the western range, releases the Lord of the Cerulean Depths. The seventh lock is broken and evil shall rise once more to quest for ultimate power.
When eight heroes of worth undertake the summoning of the Dragon council to travel to Teferahnd Kendazhil, our world takes the eighth and final step and is engulfed in the war of Hearts and Armor.


   Instead of having the PCs try and stop the prophecy, I had thought instead to let them go about a normal adventuring career, and introduce the events of the prophecy along the way. This will serve to let the players decide when and if they wish to intervene. It also leaves me with options to run not only the prophecy campaign, but offers the chance to run a war campaign.

   Now the fun part starts. I get to write it. I may run a game again after this. Might have to do it online. The luddite in me is screaming obscenities. Maybe I can find in person players. Don't know, just have to wait and see how I feel when it's closer to being done. Yet another shiney chicken takes up residence in the Horseman's mind coop. Cluckity cluckity...

Happy Gaming!

Thursday, January 12, 2017

January RPG blog carnival: Prophecies & Omens

Inspired I was.
   Throughout my many years of gaming, I have written reams of material for the various games I've run. This month's RPG Blog Carnival topic, Prophecies & Omens, hosted by Tales of GM inspired me to dig into my archives and write a post.

   Combing through my archived material, like the crazy old wizard I am, I ran across my very first attempt at a prophecy. Keep in mind, I wrote this close to 30 years ago. This was during my wildly inexperienced first years of being a DM. I wrote the prophecy with every hope of being able to get the PCs to dive in and stop the impending doom. In a stunning, though not very surprising turn of events, the PCs didn't take the hook. I consigned the prophecy I was so proud of to the start of what would become quite a thick file of unrealized game ideas. There it sat, growing ever more yellowed and increasingly tattered from repeated assaults by rampaging kittens. Probably the best thing for it...

The Dragon Orbs prophecy

In this the second great age of men and magic. 3333 cycles after the last wars of men. The sages and seers foretold of the wars that would divide the world as it would be known to men. The omens have been foretold as being eight in number and terrible of purpose. First of the signs of warning is that a great warrior king of the north will die without an heir, forcing the dragon barbarian tribes in to a ritual search for the next bloodline of nobility. The second fearful foretelling states to start the dragon tribes rites of succession, the eight orbs of dragonkind must be held. The shamans of the dragon tribes call forth the hoards to capture the orbs by the candidates of succession. The third of these omens is that the overking of the dragon rivers valley fall under the blade of a lone dark warrior from the land of perpetual shadow. The sighting of war parties from the strange lands by outposts on the northern frontier will be the forth in the numbered steps to the next great war of men and their sorcery. The fifth catalyst to the war of hearts and armor will take the form of an epic battle in the silver city. Wherein heroes of instinctive powers and abilities will make war on the masters of stealth for the welfare of the surrounding lands. The exodus of the elves marks the passing of the sixth prophecy of violence. The dwarf king of the western mountains will fulfill his role in the legends and events, number seven stage of evils quest for ultimate power. When eight heroes of worth undertake the summoning of the dragon council, the eighth and last sign of ages long past and the second great war of men and their magic answer it's calling as well.

   Ya know, that one started off like gangbusters, but I rode it right off the rails. Over the river and through the woods. Right of the reservation. Reading it now, I realize why the PCs didn't take the hook. They didn't understand the prophecy. I don't either now. I'm fairly certain that when I wrote this, I had absolutely no idea what I was doing. No wonder the game fizzled. Let it be a lesson to you friends of how NOT to write a game hook.
   So  you've seen my checkered past, let me show a more recent example...

The Bloodrose prophecy

The tainted blood will be redeemed, by pureblood that is yet unseen.

   Short, sweet and to the point, ain't it. By dropping hints, and some overtly obvious clues, I intend to let the PCs know the old gypsy woman in town is the key to this one. She is related to the big bad in the Bloodrose valley, and she is the untainted blood. (She also happens to have a vial of the big bad's blood in a locket) I haven't figured out what exactly the ritual will be, to kill off the big bad. But it will probably have something to do with mixing the blood and using it as a sort of poison to kill him.
   Digging the old one out of the annals of my DM binders for this post, I think I'll take a stab at rewriting the dragon orbs prophecy into something a tad more logical and useable.

   Lets move on to prophets, shall we?

Among the myriad of half formed ideas scrawled on any number of paper scraps, floating around my office. I have a half done strung together series of adventures I call Tiamat's War. This was going to be a campaign length game, wherein the PCs would try and stop Tiamat's followers from taking over the lands of the Wolf and Tiger nomads. Tiamat had already imprisoned Iuz, and was using his country and resources as the staging ground.
   One of the first adventures in the campaign, was to have the PCs consign a prisoner to a private secret prison, deep in a forest. When they get there, they find the prison infested with some tiny psionic creatures that were killing off the inmates. I can't remember the name of the adventure, but I seem to remember downloading it from somewhere. Anyhoo... back on topic. During the course of the adventure the PCs will have rescued a crazy old man. He would rant and rave, be completely insane, and occasionally spew forth a clue as to where to find things. Magical things. I intended to use him to drop clues as to location of the McGuffin of the campaign also. The PCs were going to discover over the course of the campaign that Tiamat had imprisoned Iuz and her cultists were constructing a undead dreadnaught, they were going to be tasked to stop it. If the idea of a crazy old man spouting prophetical ramblings sounds familiar, you've probably read a book called "Tailchaser's Song" one of the side characters in that book is a cat named "eatbugs" rambling and insane, he eventually gets revealed to be a sort of cat god. Good story, I recommend it.
   Wow. While writing this post, I just had an glimmer of an idea. I have and area in my world called the Nemyrothean plains. This huge flat space is a essentially a prison for uppity Liches. I'm thinking of using a character similar to Mako's character Akiro from the first Conan film. I'll have to tinker with it, but he would make a good prophet I think.
   I haven't been very successful with using prophets in any of my games. Mostly because you can never really predict what the PCs are likely to do. Giving them a prophecy invariably focuses them on some small insignificant detail, and you end up throwing most of your hard thought plans out the window. I do have much more success with Oracles.

   In my campaign world, I have a magical book store. The proprietor, a gnome with and oriental accent named Master Ping, can answer any question the PCs have. He isn't the oracle however. Out in front of Master Ping's shop sits a squat, fairly ugly, toad like creature. He sits behind a small table stacked high with books. All the books are for sale. The PCs will not be able to identify the race of the creature, and if they ask him questions he will respond with only "thrug". This is not only the creatures name, but also the only sound he makes. Kind of like a certain body guard from a well known HBO series...
   So, if the PCs ask Thrug a question, he will grab a piece of parchment and scrawl a short cryptic phrase on it and hand it to them. i.e. The Dark Moon is oft overlooked or The Courts of Sunrise are preparing for war. When I thought up Thrug, the object was to let the players determine where they wanted to go. Thrug is an experiment I'm going to try. Let the players write the adventure, just don't let them know they're writing it.

   I've never had much luck with omens either. Either the players didn't pay attention to it or they paid too much attention to it, to the point of distraction. If I were going to use omens, I would probably use pagan omens. Only because I'm more familiar with those than anything else. Blood on the moon, Red sunrises, things like that can add lots of flavor to an otherwise bland game. I can foresee some pitfalls though. you could spook your players into inaction by constantly throwing omens at them. Just as it's ingrained into the dna of a player never to trust any npc, so it will become with omens. I'm inclined to think (at least with the groups I've played with) that if you drop too many omens, they are going to retreat back to the tavern and drink ale until the impending apocalypse arrives.

   Hopefully I've given you something to work with for your game. But if not, I hope I've least entertained you for a few minutes.

Happy Gaming!