Real world Interrupt

A small break from games for something more serious. A message from the sunset world. Recently, a friend at work experienced a death in the family.  His brief and heartfelt warning and request are below.

Many of you that have seen the news, know that a little girl from Vacaville died last Sunday. She tested positive with the H1N1 virus. Well that little girl was my niece. Her name was Alexis and she was only 6 years old. There are two reasons why I am sending this message to all of you one is because many of you have kids, and you need to be very aware of this virus. Protect yourself and everyone around you. Get educated about this virus and if you or your kids are sick stay at home and do not spread this deadly virus. The second reason why I sending this message is just to inform you that my family has set up a foundation that will help cover all the services for my little niece. Alexis Clara Foundation at Wells Fargo Account # 6174118924. I would appreciate from the bottom of my heart any little donation.

Thanks, <edit>

If you can a small donation would be greatly appreciated by the family. You can always tell people you were mugged in the back alley of the internet.

Swine Flu info

Thanks for visiting. Next week I’ll be covering Spirit of the century. I ran a year or so of adventures I want to post. (Just in case there are people still on the fence about SOTC. )

Swashbucklers of the 7 Skies

Swashbucklers of the 7 skies
by Chad Underkoffler
ISBN: 978-0-9771534-5-9

Intro

A beautiful book. The rule book is an eclectic collection of quotes neatly wrapped by an unconventional system of rules. The setting is what I want to write about, briefly. The setting is where some players will stare agog and others will cackle and neatly fit themselves in. It is very much a strange place.

The world is a snow globe divided into different zones or “skies”. All extant land  is made up of floating islands which are governed by nations of various styles. These islands slowly travel around a column of fire which acts as a sun. The various zones act as seasons. All travel is by flying ship or giant omnivorous parrot. I’d characterize the setting as flamboyant. A good match for the swashbuckling musketeer motif.

I don’t want to do to much review here as the full scope and setting of this book must be read to be understood. I’d rather let my Actual Play set the tone.

Actual Play: Swashbucklers of the Seven Skies

The book is littered with Star Wars allusions. In keeping with this my player wanted to create a Jedi knight type character. The rule set facilitated this easily.

The ancient order of the Jodai knights sends one of its young acolytes to act as a spy and gather information on anything strange that may indicate the activities of the Dread Lords of the Seething Isles. The acolyte Ikari Mamiil, a Jodai knight of the Zultanate, sets herself up as a trader on Crail. She spends many days establishing herself and strikes up a business relationship with an innkeeper named Rum Bob. Rum Bob points out a group of Crailish sailors. He claims they have a monster story she might like. The sailors are arguing with one of their number about a strange man in red and blue who may or may not have been guiding a giant sky shark. His crewmates  insist he had been hitting the rum too hard. They are interrupted by three Ilwuzii pirates with a beef. Apparently, their ship was destroyed as they were attempting to loot the Crail vessel. Ikari succeeds in getting them seriously drunk on Rum Bob’s “special” rum. There is much bonding and it is quickly discovered that Ikari is quite wealthy and in need of a crew to find this shark. She is quickly elected captain. The two wrecked vessels are quickly looted for parts to create a small fast vessel Ikari dubs the “Shark’s Bane.”

She tells her crew that they will be hunting tree hoppers in the jungle sky for a profit. This area is also nearby where the two ships were attacked. Ikari and another crew member climb into a grove of wheel trees with the intent of flushing some tree hoppers into some quickly handcrafted sticky vine web nets using smoke from a torch and a noisemaker.

Ikari and “Little” Bob are quickly attacked by blue men who seem to be extremely irate. She uses Jodai knight mental powers (Gift of the Basilisk) to create the illusion of a giant shark behind herself. The blue men savages quickly run in terror leaving Little Bob none the wiser. The terror of the blue men flushes many tree hoppers into the nets of the Shark’s Bane.

As they attempt to leave the trees, a wandering explorer named Sir Regivald Movisu hails them from a small cloud ship skiff. He cunningly questions Ikari and Little Bob about what they are doing and where they will be going with their cargo. Ikari wonders how Sir Regivald came to be so deep in the jungle sky without a larger, better-provisioned vessel. Sir Regivald claims that he is only scouting around trying to learn more about the blue men. Ikari wishes him luck and she and Little Bob return to the Shark’s Bane. Once on board they learn of the immense load of snapping tree hoppers they have captured and Ikari orders her crew to set sail for Crail. Almost no time later, the Shark’s Bane comes upon a wreck. The vessel show signs of having been rammed by something big. A team of crew go aboard to find survivors. Ikari believes that this may be Sir Regivald’s ship. Her crew returns with a giant shark tooth and no survivors. Oddly, they also found evidence of cannon damage. Ikari decides to continue on to the Sea of Stones, but as the Shark’s Bane is moving away a massive sky shark bursts from a wheel tree grove and attacks.

The shark is immense and has a blue wood platform bristling with cannons chained to its back. Standing in blue and scarlet near the shark’s head is Sir Regivald the Seething Lord. The shark attacks the Shark’s Bane. Ikari orders her crew to load cannon and turn to fire on the shark. The first volley catches the shark in an unarmored section by a lucky shot. The shark’s return fire damages more crew than ship. Ikari orders her crew to reload and turn for another firing resolution. Ikari sacrifices some of her crew’s advantages to provide a sniper in her crow’s nest a clear shot at Sir Regivald while she concentrates her Gift of the Basilisk on breaking the Seething Lord’s hold over his mount. In an amazing display of random chance, luck favors her and Sir Regivald is shot as she simultaneously disrupted his control of the shark. The shark tears away into the jungle attempting to scrape the blue men gun crew off its back and eat them. Ikari’s search party finds no survivors but they do find Sir Regivald’s journal in a black metal box. He claims to have perfected an alchemical formula for the enlarging of wildlife. He mentions a special project for which he is raising money by using a giant shark for pirate attacks. Ikari vows to cure the shark so that the Seething Lords cannot use it for their evil plans. She warns the Jodai council that she believes that the lords of the Seething Isle are using alchemical formulae to create giant monsters to raise money for some terrible purpose. Her crew remains clueless as to her true identity. Though Little Bob has his suspicions, the rest of the crew has already caught him with more than his fair share of rum and so doesn’t listen to him. Ikari manages to trade her catch for a princely sum. The crew is more than happy to continue in her employ.

Pros: Extremely flexible system, amazing level of setting detail, clear examples of play.

Cons: No index, difficult to run as solo adventure.

Ikari Mamiil, Jodai Knight Spy

Foible: Jodai code of honor

Motivation: Honor (+2) Good

Nationality:  Colronan Zultanate (+2) Good

Past: Water harvester (+2) Good

Swashbuckling Forte: Jodai Knight (+2) Good

Fortes:

Gift of the Basilisk (+2) Good

Gift of the Pegasus (+2) Good

Gift of the Merhorse (+2) Good

Techniques: Idiom: Precision, Maneuver: Parry, Weapon: Saber, Vs:Lords of Seething Isle (Seeth Lords), Situation: Honor Bound

after the adventure she picked up the Ephemera: Skyship Captain (+2) Good

Diaspora, Part 2

I’m trying for one post a week here. No promises though, this isn’t the back alley of the internet for no reason.

I wanted to post a couple of quick additions to my diaspora game. The gadgets. Diaspora includes a framework to build technologies from scratch. I’ve mentioned this before, but I think it’s a neat technique so I’ll begin.

My players should be forewarned. Possible spoiler alert.

Meet their new employer, Tu-Anon-Romten. A Gemman aspiring to goddesshood.

Gemman culture is unique in that the disparity between the haves and have-nots is so vast that those at the top of the chain decided to play deity. They get away with this largely because at some level everyone in their culture plays along. Think of this as celebrity culture gone nuts. The gemma system is littered with ancient tech. This has allowed them to advance rapidly. However, there are pockets of technology even above the one they have achieved. These trinkets are what have empowered the “gods of gemma.” Each “pantheon” is a family or corporate structure supported at the top by an individual who controls some extremely high tech. The gods take their titles from the equipment they control. For example, the “god of military excursions” controls an armed interface vehicle (shuttle) of T3 level.

Having described the world she comes from, here is Tu-Anon-Romten, least popular daughter of the Romten pantheon.

Tu-Anon-RomTen

Aspects: Gemma Godlet, Romten Pantheon, The Art of war, The Holo Orb, Work the scene, Drama’vore, Unmade Beauty, Drones’ Rights advocate, Unpopular daughter, Politically necessary to Daddy

Stunts:

MG-Art (Allow the use of the Holo-Orb, Art operates as psych war. Culture is never a limiting factor

Have a thing: Holo-Orb (T3)

Swap a Skill: Physical Presence – Swap Art for Charm 3 (She is an expert in holo art, dance, music, poetry few can resist her attention)

Superb: Arts

Great: Assets, Brokerage

Good: Agility, Stamina, Resolve

Decent: Energy Weapon, Brawl, Intimidate, Tactics

Average: Pilot, Aircraft, Engineer, C/T (Demon rock), Computer

The Holo-Orb – Given as a toy to his least favored daughter the patriarch of the Romten Pantheon inadvertently handed a potent weapon to Tu-Anon.  The Orb can be used to create holographic art around the user, shaping the mood and lighting of a room at the users whim. This allows Tu-Anon to use her Art to place temporary aspects at will. Something her Father has come to rely on due to his poor oratory skills. It is also a potent weapon, its holograms can have a “solidity” allowing them to attack as an energy weapon. Tu refers to these hard images as elementals.

T3 gives an energy weapon 10 build points.

Harm 2 (4bp)

Penetration 2 (2bp)

Min Range: 0 (4bp)

Max Range: 1 (-3 bp)

Dispersed fire (1 bp) (area attack)

Transfer aspect [Holographic Art] (1bp)

Undetectable (1bp)

Low recoil (free)

More later,

The Lodger

Diaspora: Review and Actual Play (part 1, anyway)

Diaspora, Hard Science-Fiction Role-Playing With FATE
by B. Murray, C. W. Marshall, T. Dyke, and B. Kerr
ISBN: 9780981171005

Intro

Hello, it’s been a long time since my last review. So, I have some catching up to do. The FATE system seems to be spawning a variety of offshoots. In terms of diversity, I see this as a good thing. These games are supported by FATE’s use of the Open Gaming License. Diaspora is one of these offshoots. Offered as a hard science game, it names Traveller specifically as one of its inspirations.

Hard science fiction means, among other things: no gravity without some form of acceleration (no magical artificial gravity), FTL is not possible without a wormhole (slipstream), and spacecraft are big cans which will never see the surface of a planet (unless they’re crashing).

The general setting is one of collapse and renewal. In the distant past, the ancestors on Earth mastered a level of technology which allowed the traversing of slipknots. This technology led them to colonize the stars and systems which were connected, and then from these colonies to locate still more systems to colonize until something happened, when the connections were broken and rearranged. Then comes a dark age period followed by a resurgence of technology and society. It is this second period that is being explored in Diaspora.

System Creation

Step One is to create a cluster of systems connected by naturally occurring slipknots. The system for this is to randomly generate 3 stats for each system in the cluster: Technology (T-4 to T4), Environment (E-4 to E4), Resources (R-4 to R4).

The number of systems is chosen by a table or group of players including the GM: roughly 6 to 12 systems. Each system is given 2 aspects based on its stats and one aspect concerning the system’s relationship with the other systems.

The random generation of these systems affects the characters as they are generated. I’ll include my group’s generated system and characters near the end as an example. My group created a set of systems that I found personally fascinating. The direction of the campaign quickly shaped itself around the combined desires of the player and GM. This approach to campaign building might cause a more traditional group some ideological problems. I encourage these groups to give this a try. I believe they will find the differences rewarding.

Character Generation

Players use a system of generation very similar to Spirit of the Century by Evil Hat. The typical mechanic is to tie characters together at generation. An interesting note is that in Diaspora the characters are indirectly affected by the random generation of the various systems.

Skills

The skill list has been tightened up and focused on the hard science genre from its SOTC background. The FATE ladder has some minor changes to it; nothing major really.

Stunts

Each character has three to pick. The stunts are very different from those in SOTC. They are very roughly built around the character that will use them. As such, they have a very customized feeling which adds to the feeling of uniqueness of the characters.

Mini-Games

Another unique development for the FATE system found in Diaspora, the mini-games, are designed to break conflict down into a mapped area in which the combatants maneuver for advantage. This mechanic could bridge between D&D4e and FATE. It provides a way to use figures and a visual aid for all types of conflict up to platoon level combat. I personally haven’t been able to use it yet but it looks really interesting. I am particularly interested in the space combat version.

The scope of the mini-game is the following:
Personal Combat
Space Combat
Social Combat
Platoon Combat

The book covers the setup, mapping, etc. required for the mini-game.

Build Tech System

The very back of the book discusses the building of various science fiction tropes using a build point system. The system allows the GM to build up various tech levels of hard science fiction equipment including a discussion of psionics and nonhuman lifeforms. Their example is a blaster staff from the base tech level required to support that type of technology to the high tech version available to a culture nearing collapse(T4).

Conclusions

Diaspora has been referred to as dystopian. That is certainly a possible path cluster generation could take. The actual interpretation of a system’s stats is left to the table. So, while a dystopian direction could be created it is not a requirement. I personally found the prevailing theme to be one of rebirth. As systems reach T4 (collapse level technology) the people there effectively cease to matter to the affairs of the local cluster, for a variety of possible reasons. Those that are left behind restart the process of reaching for a golden age while alternatively suppressing or destroying their neighbors. The cycle of civilization begins again.

In short, I found Diaspora to be very cool.

Example Cluster: 6 Systems
Zeb’s Folly: T0, E1, R1; Slipknots[Gemma]
Aspects: Zeb Screwed Up, Jealous of Gemma, Haunted
Description: Zeb’s Folly was founded by a settler from Gemma. Seeking a fortune in rediscovered technology, Zeb crashed on a garden planet. The settlers that followed him promptly awoke something very old which has been suppressing their population. The population has stabilized at a fixed number and any birth not accompanied by a death results in a random citizen vanishing. For this reason there are no visitors allowed on the planet and a very thorough census is kept.

Gemma: T2, E1, R-2; Slipknots[Zeb’s Folly, Triskidar Belt, Demonrock, Plug]
Aspects: Think They Are Gods, Insecure, Lucky Find(tech field)
Description: Gemma clawed its way back into its solar system only to discover that someone had already been there and vanished. Whoever it had been had left stockpiles of resources and equipment behind. Gemma became the first and only system in the cluster to have slipstream drives. They decided to try passing themselves off as gods to the lower tech peoples of the cluster with mixed success until the Triskidar Belt.

Triskidar Belt: T1, E-4, R-1; Slipknots[Gemma, Demonrock]
Aspects: Scraping To Survive, This Is What’s Left, Ruled By the Tribes
Description: The tribes are an aggressive culture completely divorced from terrestrial life. Living in massive Home ships, they have the most experienced crews and pilots and the second highest technology developed. The Belters quickly resorted to piracy of Gemma’s shipping and began trading slip drive to other systems. They embargoed their side of the slipknots and established trade posts. The Tribes of Iron, Steel, and Copper claimed the northern slipknot, and Zinc, Hematite, and Silicon claimed the southern. The remaining tribes, Tin, Granite, Zinc, and Diamond,  have to be content with either raids or trade with the two power blocs. The Belters were not amused by what Gemma did to Demonrock, and their vessels are very carefully searched upon arrival.

Demonrock: T-3, E-2, R-3; Slipknots[Triskidar Belt, Plug]
Aspects: Benighted, Hopeful, Gemma’s Hostile Failed Experiment
Description: Life exists only in the warrens deep in the planet. Gemma tested some biological technology recovered from an earlier age. The granite boars were supposed to strip a planet of its resources and then die out. All resources, even the people living there would be reduced to usable neat bundles for processing. The boars turned out to be T3 technology and beyond Gemma’s ability to deal with. Strong, intelligent (for animals), and resistant to weaponry, the boars would have wiped out human life, but the warriors of Warren A12 performed an act of bravery bordering on insanity, with spectacular results. They captured a nest of unborn young and developed techniques for indoctrinating the granite boars. Using their soldiers and breeding to domestication, they created an army called the Packs. The Packs quickly broke up the larger concentrations of boars and drove Gemma from the system. They are now allied with Triskidar Belters.

Plug: T-1, E-3, R-1; Slipknots[Demonrock, Krim]
Aspects: Cold Rock, Cold Hearts; Insular Freaks; Bought and Paid For By Gemma
Description: Before Demonrock had been liberated, the people of Plug had begun selling their system off to Gemma. The ultra-rich elites quickly sold off anyone and anything of value to reach Gemma and live there in a life of luxury unequaled even by native Gemmans. Those that remain have a profit motive and xenophobia unmatched in the cluster.

Krim: T-1, E2, R1; Slipknots[Plug]
Aspects: Deluded Non-Conservationists, About to Be Visited by Aliens, Constantly Disappointed By the Wrong Type of Aliens (i.e., Tourists)
Description: The people of Krim live in a system of garden worlds and riches. They have no concept of restraint and very little conflict. Anyone who disagrees simply moves to another world and builds a life there. Often they strip mine living worlds to gain capital for their frivolous projects. These projects are largely based around when the next aliens will arrive and give them more resources. So far, the only aliens to arrive have been the annoying Gemmans, but everyone is sure the enlightened superaliens will arrive any day. The people of Krim are mostly crazy. Government is a system of competing alien worship cults. Conflict has been avoided because of the many garden worlds and the more extreme cults’ tendency to kill themselves off to greet their alien masters.

Example Characters:
Deng of Demonrock
Phase 1
Aspects: Deng distinguishes himself in battle and becomes a Boar Master in training.
The Battle for Warren D5
Natural Born handler

Phase 2
Aspects: Deng and his pack singlehandedly drive a pack of rogue boars from Warren E2. The trainers guild recognizes him for official membership.
Boar Guild Membership
Savior of Warren E2

Phase 3
Aspects: Deng’s pack is shattered after a prolonged guerrilla war in Warren B6. Only Deng and the alpha of the rogue pack survive. Deng decides to rebuild his pack around this aggressive alpha boar. No one trusts an ex-rogue, but a Triskidar Belter caught in the battle offers him a place offworld.
Twin Combatants
Gnashes Fangs and Drools Is My Alpha

Phase 4
Aspects: Rescuing a Triskidar lichen trader has many rewards.
This Pilot is Hot!
War Is In the Heavens

Phase 5
Aspects: Deng met a crazed Gemman. She needs security on her ship. She pays well, but everyone has to call her “Goddess.”
Dealing in Delusion
Well Paid

Skills:
Superb: Animal Handler
Great: Alertness,Intimidation
Good: Agility, Stamina, Slugthrower
Decent: Stealth, Survival, Tactics, Assets
Average: Brokerage, Resolve, Culture Tech(Gemma), Charm, MicroG

Stunts:
Military Grade: Animal Handler–Handle animals at a subconscious level. Get them to perform feats outside their normal ability
Have a Thing: Engineered Lifeform (T3): Granite Boar–Basically a tool allowing Animal Handling to make attacks
Swap a Skill: Beast Lord–Swap tactics for Animal Handling

Health [] [] [] [] []
Composure [] [] [] [] []
Wealth [] [] [] []


Iron Tiger of the Triskidar Belt
Phase 1
Aspects: Tiger is a member of the Iron tribe. She longs for freedom from her home ship.
Iron Tribe
Cramped By the Home Ship

Phase 2
Aspects: Tiger is assigned to harvest lichens from asteroid farms. This is not good for her social skills.
Harvesting Lichen By Pre-Programmed Seasons
Hopeful, Yet Boring

Phase 3
Aspects: Brought to Demonrock to trade rare lichens for stolen goods, Tiger is caught up in a vicious granite boar attack and barely survives.
Peddling My Lichen
Why Is It My Turn?

Phase 4
Aspects: Assisting the extremely fit Deng come to terms with the loss of his pack. She suggests he train the rogue boar.
Cat and Mouse
Run!!!

Phase 5
Aspects: Tiger met a crazed Gemman. She needs a pilot on her ship. She pays well, but everyone has to call her “Goddess.”
Saving For a Ship of My Own
Gemmans Are Weird

Skills:
Superb: Pilot
Great: Art (Lichen Cooking), Navigation
Good: Repair, MicroG, Energy Weapon
Decent: Computer, Culture Tech(Gemma), Alertness, Aircraft
Average: Engineering, EVA, Agility, Medical, Science

Stunts:
Military Grade: Piloting
Have a Thing: Robotic PDA (T3)–Mobile communications equipment
Swap a Skill: War Pilot–Swap Communications for Piloting

Health [] [] []
Composure [] [] []
Wealth [] [] []

Note: The diaspora people are offering a free die set for a posted AP. Those who are interested should do so. I did. But, quantities are limited so no dawdling.

Hello world!

Welcome to the back alley of the internet,

Here in the blind alleys and abandoned buildings we still thrive.

This is the coyoteslodge website and review blog.

Coming soon a review and AP (actual play) session for the recently released “diaspora” Hard Science fiction role playing game.

A FATE based game.

Thanks for visiting,

The Lodger