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Minis Showcase: The Zoidbergs

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While it's not a deal like the minis from this post, it's not a bad deal for a box of german-themed scifi troops.
Wargames Factory is known for making some decently priced box sets. They do a lot of zombies (i did a sprue of zombies up for my wife, who loves anything zombie) and historical figures. I bought these shock troops because I liked the look of them, and it was only $20 for 18 of them.

Because I actually pre-ordered mine, each sprue in the box came with a special alien head that you could use on them. That fascinated me more than making them how they were on the box, so here they are:
A couple comments: Yes I have seen Futurama, and am familiar with the idiotic Dr. Zoidberg. But never once did that occur to me as I painted these guys with red skin. It was not until later when someone pointed it out to me and well... cannot be unseen.

It's ok. I mostly did it for the fun of it and to experiment with painting styles. I wanted them to look completely alien with very minor conversion and painting alone. The pointing-captain (as every unit of minis needs) has some sort of halo piece around his head with gives him that extra sense of authority, and the crystals on the ground adds to the alien environment they may hail from.

The plastic sprues themselves are not of the highest quality. The arms are really big and may fit together clunky, but they're still a good deal for miniatures.


Star*Drive Saturday: Rigunmor Star Consortium

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Last week we covered the science worshiping Orlamu Theocracy, this week it is the:

RIGUNMOR STAR CONSORTIUM
If you believe that the noblest pursuit for anyone is life, liberty, and the pursuit of profit, then you might be a Rigunmor.
  • Population: 740 Billion Sentients
  • Founding Year: 2299
  • GW2 Alliance: Profit Confederation
  • Capital World: Bazaar
  • Dominant Faiths: Humanity Reformation
  • Notable Locations: Aleer (Inside Rigunmor boundaries. Homeworld to the Mechalus), Lison, Oberon System (Verge world, contains the Verge's largest source of Rhodium, a material necessary for stardrive travel. Just recently wrested free from Rigunmor control.)
The Rigunmore Star Consortium can trace its origins clear back to the mid 21st century of earth, even before the birth of stardrive. During an era of unprecedented prosperity brought on by the fusion reactor, earth's superpowers knit itself into a single economy. Trade for common and cheap goods crossed the globe. Independent traders flourished. In this the Rignunmor Consortium began as one of the many trading guilds at the time to compete with the countries and international corporations, and in turn increase their influence. Some of these business unions and cooperatives died when met with tougher resistance, but others evolved into corporations themselves. By the 22nd century, Rigunmor had not only survived, but developed into the largest economic affiliation of its kind. It had made its profits arranging the transfer of product and finance from one party to another. The psychology of convincing both seller and buyer that they had made a good deal came naturally to the Rigunmors. Then humanity leaped to the stars. This only further catalyzed Rigunmor success. They became a popular source of trade among early colonies and even established worlds of their own. In 2273 they discovered a system that had been fully explored by an alien species, the Mechalus. Without stardrive they had been limited to their own star system, but despite this, many Mechalus technologies rivaled that of humanities best. The Rigunmor deal with the Mechalus meant they would join the Star Consortium peacefully, but individual Mechalus were free to explore the rest of the galaxy at will. The Mechalus mastery over computers, cybertech, and the grid gave the Consortium a distinct advantage against VoidCorp during the Second Galactic War.

Within the Consortium, background, birth, and ethnic origin are unimportant. Those who rule are those with the most. Only the wealthiest command the respect of Rigunmors, and have the talents necessary to administer in the Consortium. Travel is also important. The ability to trade and transport goods are the source of many a Rigunmor's wealth stream. Although others may mock the motto "greed is best", the Rigunmors accept it as a philosophy of life. The only thing they claim that has remained constant throughout all of histories wars and times of peace is the human avarice. They deal with this mentality with a simple honesty. The veil of ignorance about human nature is removed, and they know in their hearts what everyone is after. Of course this honesty is not the approach that most operate their business on. Rigunmor way of life is subtle and manipulative. Often a Rigunmor victim will walk away happy and content, unaware he or she has been swindled. Thus have they gained the reputation as interstellar swindlers and con-artists. Ambitious young traders take to the starts to make their fortunes, wary of becoming poor, often desperate to make names for themselves, traveling far from home seeking a chance for riches.

Paraphrased from: David Eckleberry, and Richard Baker. Star*Drive Campaign Setting. Wizards of the Coast, Inc. P.O. Box 707 Renton, WA. 98057-0707: Wizards of the Coast / TSR, 1998.

Rogue Space Character Ideas
As many have observed, Rigunmors have a talent for making customers comfortable with even the most outrageous deals. As members of the wealthiest stellar nation, Rigunmors generally start off with more funds and assets than your average hero. A player may choose to be a Rigunmor for his/her race (human only) during character creation.They may start play with 1d6 x 1,000 starting out credits as apposed to the regular amount for beginning characters.

Interstellar Trader
Character Background: Trader
High Attributes: Acquiring and Empathy
Archetype: Rogue
You seek profit where you can get it. You have found that in areas like the Verge, independent trading is very much in need, as many small colonies aren't self sufficient enough to produce all the essentials. You know how to haggle down the seller, as well as overcharge the buyer, just enough to line your pockets without making your wares completely out of reach. But life out here has not always been so simple. Lawless pirates and thieves can present a challenge, but luckily your resourcefulness and quick witted attitude gets you through.

Expedition Patron
Character Background: Entrepreneur
High Attributes: Empathy and Acquiring
Archetype: Rogue
There is so much money to be made in the frontier of the Verge, and you are not sitting idly to let that slip by you. A scientist with hot ideas believes in something amazing out there, and needs someone to fund the trip in exchange for the fame of its discovery. You are merely in for the profit potential. You spent your life savings and a huge investment in a ship and crew to go out there and find it. You asked to accompany the rest on this adventure, and while some may not be as comfortable with the 'rich guy' on board, they may come to see how a man of your business savvy and etiquette can get them to places the rag-tag group could not otherwise go.

Minis Showcase: Decker Lugstampf

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One of the genres I love is Steampunk. Many may know it by the weird fashion statement and people who dress in Victorian clothing with gears glued over everything. No matter what way you take it, I have a certain fondness for impossible tech from a bygone era. So when I stumbled on Reaper Miniature's steampunk minis, like Decker Lugstampf here, I bought him up immediately, took some extra time painting him, and imagined the awesomeness that is steampunk.

Jarom thinks so too, so for a while we have been working on a game setting of our own called Cognitive Flux. It's still in initial 'idea' phase, and I previewed a piece of his art here.



Star*Drive Saturday: StarMech Collective

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Last week we covered the money greedy nation of Rigunmor Star Consortium, this week it is the:

STARMECH COLLECTIVE
If you are raised in a hedonistic lifestyle and live for fleshy pleasures, as well as a genius mechanic, then you might be a Starmech.
  • Population: 530 Billion Sentients
  • Founding Year: 2312
  • GW2 Alliance: Profit Confederation
  • Capital World: Delight
  • Dominant Faiths: Hedonism
  • Notable Locations: Tendril System (Verge system, closest verge system to the stellar ring, currently trying to legally get it back), and various robotic probes sent out to deepspace to establish territory.
Colonization into space during humanities first strides were chaotic. Hundreds of companies and nations claimed worlds for their own. StarMech Inc. almost went unnoticed as it relocated its headquarters. They specialized in the manufacture of advanced machines and robotics. Slowly they grew an enjoyed the benefits of a large artificial workforce: time for recreation and play. They weren't ready for the First Galactic War, and many outlying colonies vied for unification. They settled on a mutual defense to preserve a tense peace. At the conclusion of the war, the company wanted to legally acquire the surrounding colonies, so they threw one of their infamous, often deviant, parties. Legends claim that when the diplomats awoke the next moring, StarMech had the signatures to guarantee a diplomatic coup. This convinced everyone to recognize the formation of the Collective, and born as a nation in 2312, at least on paper. But over time and through the Second Galactic War the union became stronger, and StarMech advanced robotic proceeded to produce the best driveships in the galaxy.

Today the Collective embraces a level of unification and organization that only two galactic wars could bring. Every citizen is a shareholder in StarMech Inc., possessing one share of the company and ability to elect the administration. The Collective society grants most democratic freedoms to its citizens - freedom of speech, religion, and leisure is taken for granted. StarMech shipyards are rightfully the pride of the Collective and the source of its interstellar trade. They are the unquestioned reliability of StarMech engineering; their ships never fail to pass inspections.

StarMech engineers conceive brilliant theories, unorthodox designs, and fantastic models. Then the robots do the work. The Starmechs enjoy the opportunity to have a good time. They don't suffer from any overpowering need to collect material possessions, or even to acquire wealth. They have a special cleverness that goes into manufacturing ships and robots. These robots fulfill most of the needs of their society, and they are comfortable with their mechanical servants, treating them as dogs or children. Most Starmechs prefer to travel with at least one robot servant.

Paraphrased from: David Eckleberry, and Richard Baker. Star*Drive Campaign Setting. Wizards of the Coast, Inc. P.O. Box 707 Renton, WA. 98057-0707: Wizards of the Coast / TSR, 1998.

Rogue Space Character Ideas
StarMech's excellent education and occupational training give the Starmechs a natural flair for all things technical. A player may choose to be a Starmech for his/her race (human only) during character creation. They gain a +1 bonus to vehicle (including spaceships) mechanics and ship systems tests.

Ship Engineer
Character Background: Engineer
High Attributes: Repairing and Scientific
Archetype: Technician
The crew knows you as the weird person who sleeps in the engine room, gets high too often, and throws the best parties. You try to always make sure things on the ship stay pretty level, and people shouldn't stop having fun. While on the outside it doesn't seem like you take your job seriously or may be unreliable at best, but nobody can argue with your results. The mass reactors and stardrive run at peak efficiency at all times, and the captain would want no one else in engineering during battle. Truly a befitting companion for the dangerous voyages into the Verge.

Roboticist
Character Background: Roboticist
High Attributes: Repairing and Scientific
Archetype: Technician
Lot's of people have friends, but you have a lot of friends. These friends though are mechanical in nature. Wherever you go, they go, and are often followed by a small army of robots. Whatever the team needs, you generally have a robot for that. You have controlling and coordinating them down to an art, and when other robots are often encountered during your adventures, you are the one to either hack it, destroy it, or preferably, steal it.

On 3D Printing

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I have been following the progress of 3D printers for a while now, since about the inception of the old RepRap, the open source printer that was lauded to be able to print a copy of itself (which is not true, you could print some of the pieces, but much still needed to come from conventional means, but it's still fun to think about). Especially the progress of the Makerbot. As many of you know I have been saving money to buy one. There are other 3D printers on the market, and I have looked into several, weighed the pros and cons, and carefully considered them all, and I just keep returning to the Makerbot.
Well they announced the latest model, the Replicator 2, which has an amazing software suite (which is one of the important factors for me) and now has an excellent resolution, of 100 microns. When printing things for games and toys, resolution is important. 3D prints of this method would form this ribbed texture, or ridges, from the layers being built up one small later at a time. Low resolution prints have thicker layers, therefor more ribbed texture, therefor less detail. High resolution prints have thinner layers, and therefor less ribbing, and a smoother appearance. 100 microns is a lot. For personal home 3D printers, that's a milestone. All other printers on the market can achieve this with careful calibrating and sometimes special tooling, but with the new Replicator 2 it is built right into default mode. This is very attractive to me.

Unfortunately there is a downside to this: expense. As Makerbot is upgrading their models, the price is rising higher and higher. My savings goal was $1800 to buy one of these, but now with this newer model it will need to be $2100. When I first started this little fund, the saving goal was about $1500. It's a shame because as I slowly build the money, the goal keeps getting farther and farther away. So I will have to get a loan to buy one.

I wanted to seriously avoid getting a loan to buy one because you generally do not want to take out loans to get things you do not really NEED. I have some plans of turning one of these into a small business, and even prototype products I would like to get made in much larger quantities, so my thinking is this will eventually hopefully turn into a business, which would justify the loan part. However, I still would like to avoid getting the loan because if my little venture amounts to nothing then I merely ended up with a cool toy. Now the risk with taking a loan is if it fails, I have a cool toy, and a monthly bill.

So Beth and I have decided to get to a certain point with our finances, which will hopefully be soon, use the current money I have saved up to help reach that financial safe point, then take out the loan. I can promise you that when I do get it, this will be ground zero for an explosion of cool stuff and projects I make with it.

For right now I will keep the little thermometer to the right up, but not updating the number anymore. It's to be a reminder for me.

Star*Drive Saturday: Thuldan Empire

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Last week it was the hedonistic StarMech Collective, this week it is the:

THULDAN EMPIRE
If you have extreme patriotism for your nation, and believe in humanity's manifest destiny united under the banner for a glorious future of mankind, then you might be a Thuldan.
  • Population: 1.1 Trillion Sentients
  • Founding Year: 2263
  • GW2 Alliance: Expansion Pentad
  • Capital World: Thuldan Prime
  • Dominant Faith: Hatire
  • Notable Locations: Filtrane Island, Bluefall, Aegis System (Verge location, shaping to be a beachhead for Thuldan power on the Verge capital world of Bluefall), Alitar, Algemron System (Verge world, Empire fighting a proxy war through their puppet state of Alitar)
At the era of humanities first expansion, Gregor Kent was one of the wealthiest men on Earth, having riches that eclipsed governments. He also had a vision of an independent empire and all of humanity united under one banner to survive the dangers of space. Rumors abound of what Kent did to force people under his will and take to deep space and forcibly cut the umbilical cord that is Earth support, but if the Empire's history has anything to show for it, aggressive expansion has likely been the theme from day one. The Empire's history is ripe with victory after victory. The First Galactic War could be attributed to their fierce independence and the reason to its end. Never has a Thuldan border needed to retreat in any case throughout even the Second Galactic War. It swallowed several weaker nations in the process of its expansion. At the height of its power, the Empire once controlled the areas of space now known as Concord Sagittarius and Concord Taurus. Even today the Empire is the strongest in resources, population, and military of all the stellar ring. The Second Galactic War had slowed to a crawl for the Empire's expansion and the decision of the emperor to answer the call for the treaty summit that would spawn the Concord was one of his hardest decisions to make. The Second Galactic War was the Empire's first battle "lacking a victory."

Even today many Thuldans persist that the Treaty of Concord is merely just a temporary ceasefire. The Empire prepares its citizens for the rigors of war as it always has. Every Thuldan citizen answers to the military, and all adult Thuldans hold military rank and are subject to military orders. Notions of imperialism central to the Empire's belief system meets stiff resistance from other stellar nations. While Thuldans remain interested in exploring new worlds, they are more interested in fulfilling Kent's Vision. Humanity must be unified. Holding to that their definition of humanity has widened. They see nothing wrong with genetic engineering, altering its citizens for missions ranging from assassination to terraforming. Their medical science is also the most advanced known. Their attitude to anything not working for the Vision is less than favorable, and their attitude towards aliens is less so. At best alien species are servants of human destiny. If they do not adapt and accept the Empire's vision of a unified human state controlling the galaxy, they will be eliminated.

Thuldans stride from world to world with pride and patriotism, and more than a bit of arrogance. They are self-confident as a matter of course. Many stellar nations choose to instill or depreciate the Empire's goals, but Thuldans understand that Envy is a common human trait. Thuldans go through their first 2 decades of life with strenuous physical training. Even preschool educators have the souls of drill sergeants. From an early age all Thuldans are taught the importance of a chain of command and the absolute need to follow orders from superior officers. Most youths dream of joining the Legions. Epic poems, art, and stories of conquest fill Thuldan society, and the Legionnaires are always shown in a halo of glory as befits Thuldan champions. However few realize the vision of becoming the elite Legionnaires, serving only a few years before mustering out. But this same military training ensure proficient and skilled Thuldan mercenaries serve in armies and navies throughout the galaxy. Thuldan strength stays focused on the goal of Kent's centuries old Vision. The galaxy will be united under the solid leadership of the glorious Thuldan Empire.

Paraphrased from: David Eckleberry, and Richard Baker. Star*Drive Campaign Setting. Wizards of the Coast, Inc. P.O. Box 707 Renton, WA. 98057-0707: Wizards of the Coast / TSR, 1998.

Rogue Space Character Ideas
Widespread genetic manipulation and centuries-long breeding programs have toughened the Thuldan physique. Moreover, the Thuldan drive for perfection has encouraged ambitious Thuldan physical education. These programs rival the depth and enthusiasm that other nations devote to "useless" academic pursuits. A player may choose to be a Thuldan for his/her race (human only) during character creation. They gain a +1 bonus to stamina and athletics tests.

Warlion
Character Background: Mutant Soldier
High Attributes: Fighting and Acquiring
Archetype: Warrior
Bred as the perfect soldier, Warlions were an elite corps of engineered mutants who served as assault troops and commandos during GW2. A number still serve the Thuldan military, but others have mustered-out to build their own lives. They generally have the following advantageous mutations (listed here, in my Rogue Space Star*Drive supplement book [2] Weapons and Technology): redundant organ (2nd heart), improved attribute (fighting), and night vision. And the following mutation drawbacks: physical change (leonine facial features) and reduced attribute (scientific).

Ex-Legionnaire
Character Background: Elite Soldier
High Attributes: Fighting and Acquiring
Archetype: Warrior
When one makes it into the Legions, they never leave. It is a call for life, and their reputation is as infamous inside the Empire as it is without. But you didn't make it all the way, or were forced to leave. Perhaps you failed a mental exam, received an injury that would prevent you from performing up to their extremely high standards, or you may be a rebellious soul, and didn't like the future you had in the Legions. Whatever the reason there is one thing you picked up from your time as a Legionnaire, and that is how to be an exceptional soldier. Few can rival your battle prowess and efficiency. Joining an expedition or trader ship into the verge makes you a valuable asset for defense and tactics.

The BONES Reaper Miniatures Draft Complete

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I'm a little late bringing this out, but this is exciting news. I finalized our order with Reaper for the great BONES Kickstarter deal, and Rucht Lilalivat, Scott Szczypiorski, and I just finished our great Reaper Draft. After quite a grueling process and filling our email in-boxes we had successfully split up the pot between the 3 of us. So sometime next year I will be getting a huge box of beautiful miniatures and I will need to divvy out according to this image and send them off.
 The ones circled in Red are mine, the ones in Yellow are Rucht's, and Blue are Scott's.

Star*Drive Saturday: Union of Sol

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Last week it was the patriotic Thuldan Empire, now it is the:

UNION OF SOL
If you have pride of being from the birthplace of humanity, the diplomatic and trade center of the galaxy, and a preserver of ancient Earth culture, then you might be a Solar.
  • Population: 1.8 Trillion Sentients
  • Founding Year: 2312
  • GW2 Alliance: Profit Confederation
  • Capital World: Earth
  • Dominant Faith: Old Earth faiths
  • Notable Locations: Luculus System (Verge system, once a penal colony for the Solars, now gained independence. Allowed to base there as long as the Union recognizes their independence.)
The Union of Sol rests at the core of humanity. It remains the center for trade, diplomacy, and interstellar pursuits. Their history is the history of mankind. Until the 22nd century the history of man is the history of Earth. Even as mankind expanded and people were born and died outside of the Sol system everything fell under Earth's control. But as expansion went many more desired independence, so by 2250 the Terran Empire was formed, and practiced its might to regain control of the outlying settlers. They put down several rebellious colonies and their grip tightened. The Thuldan Empire was the first to claim independence in 2298 and fought back, sparking the First Galactic War. As the Terran Empire fought harder the separated, but united in cause, stellar nations fought back and eventually ended the war. It would have been sooner if the nations were more united but they were too busy bickering and infighting. But after 12 years the war ended with the Treaty of Earth, and the Terran Empires dissolution, being replace by the Union of Sol. During the Second Galactic War the Union decided to remain neutral to the conflicts between nations. But the Thuldan Empire was aggressively expanding and Solars knew Earth was next. They were forced to join the Profit Confederation for protection.

Solar economy is still healthy despite the 2 wars. Earth's location at the center of the stellar ring makes it a popular hub for trade and diplomacy, and they have adopted open-door policies to allow the free trade and international gatherings. The desire to serve as the galaxie's diplomats has made Solar relationship with the Galactic Concord difficult. They view the Treaty of Concord unnecessary. After all, the Union at the center of the stellar ring is perfectly capable of handling Concord's charter. This new upstart Concord they consider a subtle insult, and they rarely miss a chance to upstage a Concordan on issues of charity, policy, and governance.

With nearly 60 billion sentients on Earth alone, Solars are accustomed to overcrowded urban lifestyles. As the caretakers of Earth, Solars are surrounded by history, and only Solars truly appreciate their ties to the past. As a result they have aggressive and radical environmental goals, with strict nature preserves. The Solars themselves protect Earth's cultures. Many adopt lifestyles and fashions of lost ages, such as precolonial Aztecs, imperial Japan, independent Athens, or 17th century France. Since most Solars take part to some degree, almost every culture that ever was finds representation in the Union

Paraphrased from: David Eckleberry, and Richard Baker. Star*Drive Campaign Setting. Wizards of the Coast, Inc. P.O. Box 707 Renton, WA. 98057-0707: Wizards of the Coast / TSR, 1998.

Rogue Space Character Ideas
The richly diverse and well-developed Solar people benefit from a culture full of talented citizens unweakened by extreme specialization. This represents the diversity of the Solar people. A player may choose to be a Solar for his/her race (human only) during character creation. They gain an additional +1 to their chosen Background.

Historical Figures
One of the fun things about playing a Solar is their desire to represent ancient Earth cultures. This allows a player, no matter what career or background chosen, to dress and act like their favorite Earth culture or people. Some of the other stellar nations may find the notion of a modern warrior dressed in a kimono with a sword a little ridiculous, but the Solar knows the importance of following not only the style and function, but customs of his/her adopted people.. Here are only a few examples to glean from. You can still be knowledgeable with modern language and technology, but your outward aesthetic and mannerism can still replicate an Earth historical figure.
  • Napoleonic Ship Captain
  • Japanese Samurai Warrior
  • Apache Indian Tracker
  • Victorian Socialite
  • Ancient Roman Soldier
  • American Cowboy Trader
  • Medieval Feudal Knight
  • Taoist Monk
  • African Tribal Shaman
  • Viking Raider
I would be interested in seeing some other ideas you guys may have for future space player characters modeled after Earth historical figures.

Jarom's Art Incomming

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Jarom is off to college, and so like during his mission, he is sending me his art. I thought I would showcase some of my favorites today.

The Facility project pretty much needs its miniatures at this point. Again, Facility is a Wartech boardgame where everything is 3D printed. So I listed to him what all miniatures I need, and he provides me with the concept art for them. I will in turn try to create them in Tinkercad. These are meant to be low detailed and blocky, using a lot of basic shapes. That is because the 3D printer can only do so much resolution. They are also in poses that prevent any overhangs because of the nature of the printing. These are 2 Hezak minis. Can't wait to get started on them.
 Here are a few pieces he sent me for Cognitive Flux. You can tell he has a lot of fun experimenting with creating the steampunk look and feel for things.

This last one is for an adventure idea he had for Cognitive Flux. Basically an ancient giant harvesting vehicle awakens and becomes a danger to surrounding settlements.

Star*Drive Saturday: VoidCorp

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Last week it was the cultural Union of Sol, this week it is:

VOIDCORP
If you are born and raised in a cold and brutal corporation, seeing life as a ladder to climb for higher status, then you might be a VoidCorp Employee.
  • Population: 964 Billion Sentients
  • Founding Year: Independence from Microtel in 2299
  • GW2 Alliance: Expansion Pentad
  • Capital World: Catalog
  • Dominant Faith: Religion is outlawed in VoidCorp space.
  • Notable Locations: Sheya (Inside VoidCorp borders, homeworld to the Sesheyan, their slave alien race) Grith, Corrivale System (Verge system, contains a colony of free Sesheyan, which VoidCorp is still attempting to reclaim hold to) Redcrown, Aegis System, and Iphus, Corrivale System (Verge systems, among others that VoidCorp is attempting to exploit for resources) Bhruusil, Karnath System (Verge system, has a primitive alien race, the Bhruu, that VoidCorp is attempting to acquire under a similar contract to the Sesheyans, this one however is being met with more resistance and backing by the Galactic Concord)
During the late 20th century, Microtel (just think Microsoft) grew to be one of Earth's most powerful corporations. With the expansion into space, Microtel formed a corporate division called VoidCorp. It's purpose was to carry the companies influence into space. It was met with great success as the corporation claimed and settled several systems with skilled employees. VoidCorp pioneered the technology of interstellar information exchange by creating the first drivesats and holding a near monopoly on it. VoidCorp wealth and influence grew exponentially. In 2274 a VoidCorp owned vessel discovered the jungle world of Sheya, and through a carefully worded contract the Sesheyans found themselves under the permanent employ of the company. Every child, human or Sesheyan, is a VoidCorp Employee from moment of birth. When the First Galactic War erupted in 2299 VoidCorp took sides with many colonies and declared independence from its parent company, Microtel. With its own nation formed it was able to dictate policies and laws unimpeded. It decreed that Employees were company property and forbidden from ever leaving the company, even death was no exception. Such aggressive inclinations led indirectly to the Second Galactic War, which went mostly in their favor except for the betrayal of their Insight division, which fed tactical information to the FreeSpace Alliance. That and the great Grid crash brought on by Insight dealt many blows to VoidCorp infrastructure. But undaunted, VoidCorp continued to survive, albeit halted progress. Even to this day, VoidCorp refuses to recognize Insight's independence.

Today VoidCorp remains unchanged. Its centuries old focus is on computer software, hardware, and the Grid. Its Draconian practices still form the most regimented way of life known to man. To VoidCorp management, this structure is the most advantageous avenue for profit, and VoidCorp employees raised in it accept it as a fact of life. At the lowest level, employees are little more than slaves. Over 70% of the population fits this mold. Once in a skilled or managerial position, employees grow intensely competitive. The society succeeds, evolves, and holds itself together through struggle. When a superior is gone, machinations to gain position take over. Political maneuvering, favoritism, and backstabbing are well established; informers are rewarded. Deaths of superiors that remain unexplained guarantee promotion. Officers of vice president rank and above live anonymously. As Machiavellian as it sounds, the system works. The company is still recovering from the Grid crash and rebellion of Insight but doing well in spite of it. The war with Insight still rages on but in the unseen battlefield of the Grid, but VoidCorp continues to deny being either the instigator or victim of any act of sabotage.

Rank is everything. Stop at nothing to get it. Among employees, such statements are common, even accepted. It's survival of the fittest, a form of corporate Darwinism. Employees can be found in every corner of human space, often following orders they don't fully understand, or even orders that contradict another Employee's. Despite this reputation for faceless interaction, VoidCorp does not permit retirement. Employees must work until death. When found, escapees (called "absentees") can expect harsh discipline, if not literal termination.

Paraphrased from: David Eckleberry, and Richard Baker. Star*Drive Campaign Setting. Wizards of the Coast, Inc. P.O. Box 707 Renton, WA. 98057-0707: Wizards of the Coast / TSR, 1998.

Rogue Space Character Ideas
VoidCorp takes steps to insure that all of its Employees are prepared for a life in the harsh realities of interstellar business. Employees are therefore quite competitive. A player may choose to be an Employee for his/her race (human only) during character creation. They gain a +1 bonus to business tests, and when competing 1 on 1 in games and other competitions.

GridTech
Character Background: Grid Technician
High Attributes: Repairing and Scientific
Archetype: Technician
You know drivesats and the Grid better than anyone. Your company invented the technology. You have decades of vocational training and service experience with drivesats allover space. Your ability to manipulate the Grid to work in your favor is unparalleled. But no matter where you go, you always work some way to impede the progress of Insight. Your deep prejudice toward Inseers shows when you hardwire and program things that make Insight programming faulty when using your hardware. But you have been called away from working at the VoidCorp/Insight border, and have been tasked to service the drivesats in the Verge, and make sure they are up to par with company standards, and to continue your Insight sabotage in the new frontier.

Corporate Agent
Character Background: Spy
High Attributes: Acquiring and Fighting
Archetype: Rogue
You have a unique set of skills and moral flexibility, which makes you an asset for VoidCorp goals. The verge has just opened up and the company has many plans. Often never seeing your superior, or who gives the orders, you follow them unquestioned as long as the proper confirmation codes are passed along. The reason for these tasks are never given, and they may range from trivial, to ridiculous, to government-shattering, and often may have no correlation with each other. Occasionally your task may bring you against other Employees, but it is not your place to question why, only carry out the command, because you know the price for failure.

A note on naming an Employee
It is no surprise that the company sees its Employees as nothing more than numbers. It's a testament to VoidCorp's rigid corporate structure. An Employee is identified with a double-letter code, then an alphanumeric 8 digit code, and the Employee's actual name in parenthesis. By force of habit any Employee, no matter where they are, generally identify themselves by their full number and name.

The double-letter code ranges from AA, AB, to ZZ. Most employees never rise above CM status, though valuable, skilled laborers reach L ranks. At ranks of M and above, Employees accept management positions whose exact duties vary depending on local departmental and division needs. Directors usually rate at least an S rank, while the anonymous executive officers-vice presidents and above-merit a Z. Rumors claim that a single CEO holds ZZ rank, but his or her identity remains a mystery. The remaining 8 letters and numbers in the identity system can be random. This would be the equivalent of a Social Security number, and changes slightly depending on job description. As an example, the Corporate Agent above may be named thusly: LF128 68VFR(Raymond Hertzfeldt). The L rank puts him in the skilled laborers category.

Facility: Game Pieces and Rules Overview

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The work on Facility - A Wartech Boardgame is coming along. The last post about it showcased the tile and door pieces. The game is designed to be a modular boardgame simulating mercenaries or agents inside an underground facility or space station, working against each other for the same goal, whether it is getting a valuable objective, person, or just looting as much valuable stuff as possible.

My goal is to introduce RPG elements into the game, particularly character creation. You don't choose from a set of pregenerated characters, but you may build your own. The character creation process is as simple as distributing 9 points among 3 stats however you like, choosing a perk, buying a couple items/tech, and that's it. Then your characters can level up with a simple XP system. Whenever they gain a level, you get to choose an additional perk.
The above are experimental trackers for HP and XP. Everyone in the game (player or enemy mobs) have 5 hit points, unless they have the Toughness perk, in which they have 6. The hexagons are simply used to count down your health. The sides have 1, 2, 3, 4, 5, and T. Naturally you generally start at 5, unless you have Toughness, then you start at T. The black chevrons are designed to be sliders on the side of your character card, used for tracking experience and leveling. Again, all the pieces in this game are 3D printed, except the manuals, character cards, and mob cards.
Motion Trackers. Blips. You get the idea.
Basic gameplay is each turn you have 2 actions. Activate your character, and activate an enemy piece that is not in the same tile as your character. This way each player is acting their own, as well as the enemies on the board. The upper tokens are called 'blip' tokens. They are placed randomly throughout the Facility before the game begins, and can be moved as part of your 'activate enemy' action. Each token has a number underneath. When a character occupies the same room as a blip token, the token is flipped over and the number is referenced to a chart to find out which enemy mob counter it is replaced with. This represents players not knowing what is coming for them until they get to the same room. They can still try to hunt/avoid them because they have motion trackers, hence the blip.

The other tokens on the bottom are 'objective' tokens. They too are placed randomly but do not move. They also have numbers underneath. In most scenarios only 1 of those represent the actual mission objective, and the rest are red herrings.
The game uses unique printed dice. Each has two 'Miss' sides which look like )(, three 'Hit' sides which look like cross-hairs, and 1 'Crit' side, which looks like an explosion. Basic combat is handled by the attacker rolling an amount of dice equal to his appropriate attack stat, and the defender rolling an amount of dice equal to his appropriate defense stat, and the difference in Hits of the attacker over the defender is how much damage is dealt. Crits have special effects depending on the situation. This is pretty much the exact same basic combat system I have for Angry Miniatures, but without using Poker Dice.

There are a lot more special actions and fun rules I have planned, but that give you an idea of the game. Next time I will show off a few of the character pieces I've designed.

Star*Drive Saturday: The Galactic Concord

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Last week it was the rigid corporate nation of VoidCorp, now it is the final stellar nation:

THE GALACTIC CONCORD
If you are a member of a new body of people that believes the future of humanity is not the conquering of all other nations, but a treaty of working together, then you might be a Concordan.
  • Population: 631 Billion Sentients
  • Founding Year: 2472
  • Capital World: Concord
  • Dominant Faiths: Orlamism and Humanity Reformation
  • Notable Locations: T'sa Cluster (stellar ring, Concord Prime. The T'sa have no allegiance to any nation and remain completely independent under their own governing. The Concord acts as their protectors from outside threats), Kendai Station (stellar ring, Concord Taurus. The only drivesat that connects all communication between the stellar ring and the Verge. Was destroyed through most of GW2, plunging the Verge in a 121 year information blackout. Just recently repaired and the Concord's primary effort is establishing contact with the remote Vergers), The Lighthouse (Traveling fortress ship in the Verge. Also headquarters to Galactic Concord presence in the Verge. Donated by the Orlamu Theocracy in the Treaty of Concord)
(Note: For more information on the formation and the Treaty of Concord, see A Brief History, and the Orion League.)

Formed from the wreckage of the Second Galactic War, the Galactic Concord stands as mankind's hope for the future. Cobbled together from the losers and leftovers of the war by the surviving nations, the Concord is an arbiter in the affairs of stellar nations. The Concord has been described as humanity's jury, a moral compass intended to keep all the stellar nations in line.

The Treaty of Concord established the groundwork. It finalized the borders between the stellar nations, established Concord Neutralities (highlighted in the map above), allocated resources from the existing governments into a pool that became the property of the Galactic Concord, protected the T'sa by establishing their cluster of space as a Concord protectorate, and created the 13th stellar nation. The nation created by the treaty is a hybrid unlike any of the other stellar nations. Its borders are scattered accross Old Space, creating neutral territory between wartime enemies. Its governmental bodies contain members from all of the stellar nations. The Concord military is likewise composed of members from every nation and species. In the years since the war, Concord authorities have successfully brought numerous small conflicts to close.

Members of the Galactic Concord have a knack for reading the political climate of the times, and they realize that they have both great power and responsibility in dealing with the other stellar nations. A Concordan in a position of authority knows that rash decisions-even moral decisions, in some instances-could catapult human space into another war. While most Concordans have a strong sense of right and wrong, they realize that such tender sensibilities must sometimes be sacrificed to insterstellar diplomacy and peace. Concordans take extraordinary risks to do the right thing, even if it means ruffling a few feathers along the way. Concordans excel at knowing where the thin gray line begins and ends, having an innate understanding of just how far to push before backing down.

The political pressures that ignited the Second Galactic War still prevail in the stellar ring and the Verge. With commendable foresight, the Concord recognized that these problems are spilling over into the Verge. Unable to address the danger directly for fear of starting another conflict, the Concord is using the Verge as a testing ground for resolving the bitter rivalries of old space. Perhaps if a particular approach succeeds in the Verge, it will have a similar effect back in the stellar ring.
Sesheyan, VoidCorp Employee, Concordan, and T'sa

Paraphrased from: David Eckleberry, and Richard Baker. Star*Drive Campaign Setting. Wizards of the Coast, Inc. P.O. Box 707 Renton, WA. 98057-0707: Wizards of the Coast / TSR, 1998.

Rogue Space Character Ideas
The Concord is still a fairly new nation. It comprises primarily of people moved to it from other nations, and some from territories that were 'donated' to the Treaty of Concord from the dead and surviving nations of the Second Galactic War. To become a Concordan means to cast of prejudice and your old allegiances and bias and join with an open mind. Many often still bring in their quirks, customs, and possessions, so long as it doesn't interfere with their duty as mankind's jury. A player may choose to be a Concordan for his/her race (human only) during character creation. If they specify what nation (if any) they originally came from they may either keep that nation's benefits, or gain +1 luck. Concordans are known to be extremely resilient and resourceful.

Concord Administrator
Character Background: Diplomat
High Attributes: Empathy and Fighting
Archetype: Rogue
The Administrator's motto is "Our duty is peace." You are of the few invited and trained in the elite college, Ascension, to oversee the lawless edges of humanity. By Concord law, Administrators are authorized to arrest, convict, and sentence criminals out in the lonely depths of space. Sometimes they are left with little choice but to execute summary punishment. You are a wandering official of the Concord, a judge, diplomat, and law enforcer. You carry authority like a shield, display your commitment like a lantern in the darkness, and wield the Tri-Staff with the strength of your conviction. You have the power to remove corrupt politicians, law enforcement agents, and other Concord appointees from positions of authority. Naturally Administrators are subjected to the most rigorous examinations of physical fitness, intelligence, and moral fiber. They wouldn't give this power to just anyone.

The Tri-Staff
An impressive looking weapon that is the Concord Administrator's badge of office and an effective means of self defense. It consists of a massive 3-pronged blade at the end of a 2 meter long staff. When the device is activated, it is capable of dealing out large amounts of energy damage-and it exudes a force field that grants the weilder a +1 to action tests vs range and melee attacks.
Concord Tri-Staff - Damage: V - Range: Melee - Special: +1 to action tests vs range and melee attacks - Cost: 1,000 cr (standard issue for Administrators, but on the black market the price can double)

Concord Marine
Character Background: Soldier
Hight Attributes: Fighting and Acquiring
Archetype: Warrior
The motto of the Concord Marines is "Eager to strike". You are from a highly trained force of soldiers used for interstellar peace-keeping operations. When the Concord expects trouble, or wants some, they send you in. The Marines, by their very nature, must be ready for a state of war at all times. The Concord is trying their best to prevent another Galactic War, but in case they do, they have the Star Force, the Concord Defense Corps, and of course, the Marines.

13 Nations

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I hope you have been enjoying Star*Drive Saturday. It's been fun summarizing each of the 13 human stellar nations and coming up with character hook and ideas for Rogue Space. In the coming saturdays I will be doing the major alien races and the parts they play in all of this. After that I'll do parts on Cybernetics and Psionics.

So let's review:
Which nation would your human character be from?

Star*Drive Saturday: The Fraal

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Kicking off the weekly segment on the 5 major Alien races, today it is the:
Male and Female

FRAAL
The graceful and wise race of psionics who come from a forgotten past, seeking a new home, and finding it among us here with humanity.
  • Homeworld: Unknown
  • Average Lifespan: 450 years
  • Average Height: 1.5m (5 ft)
  • Average Weight: 55 kg (120 lbs)
  • Current Population: 26 Billion, highest within the Orion League (28%).
Nomadic starfarers who came to earth 10,000 years ago. A large group of explorers traveling by slow moving colony ships, crossing the void of space over many centuries. The trip, however, was plagued by disaster after disaster, and by the time they reached our system they had lost contact with home. Damage to the ship computers resulted in loss of vital information like technical know-how and most historical records, like the location and details of the fraal homeworld. They set up base on earth and observed humans, who were primitive but showed great potential. Meetings lead to earth legends, like spirits or gods. The humans feared them. They reluctantly kept their distance in our star system and waited until we were ready. They eventually made contact in 2124, and soon an alliance and exchange of thoughts and ideas were made. Such exchanges lead to the invention of the stardrive. A technology that would not have been possible for either race alone. In general, fraal and humans are close friends. They have known each other and have been companions in the stars for almost 400 years.
Concord Administrator and Fraal
Fraal Matriarch
Fraal society is actually split between 2 major groups. The wanderers and the builders. A full third of the frall population live apart from humans. These wanderers are the older generations and prefer life on the colony ships and still search for home. They aren't very fond of humans, finding them reckless and brash. They keep with strict old fraal traditions, like a matriarchal society. Builders are the younger generations, and mingle with humans, taking up human causes and nationalities. They have adopted more equal rights views and abandoned many inflexible traditions. They believe life with humans are the future of their race, and their calling is to help guide them along the path of development and galactic life. In general, fraal adventurers are builders.

All fraal communicate with themselves via psionic link, but they have also mastered many languages to communicate with others. Powers of the mind have religious significance. They believe all species can share a common ground by touching thoughts and sharing their peace. They are pacifists and believe violence should only be a last resort. Many are foolish in thinking, however, that they will not fight back when pushed. Still, they demonstrate extreme patience, sometimes to the anger of other species. While many find fraal aloof or unemotional, the truth is they have a lot of powerful emotions. They just control them better. They are not physically inclined. They tend to prefer developing their minds instead of bodies. They have large eyes, pale luminous skin, and swept back years. Many are bald, but some have wisps of silver, white, or pale yellow hair. Even the young have an ancient wizened look, which can be intimidating and disconcerting to humans.

Rogue Space Character Ideas
A player may choose to be of the fraal race. He/she must follow the restriction below, but also gains the benefit below.
  • Restriction: Technician, Rogue, or Mindwalker(Special) only.
  • Benefit: All fraal are psykers, even if they don't have the +2 Empathy normally needed. They can have 1 additional psionic power at level 1.
Postcognition helps solve a crime.
Fraal Ambassador
Character Background: Diplomat
High Attributes: Empathy and Acquiring
Archetype: Rogue or Mindwalker(Special)
You have an uncanny ability to open contact with others, and be a representative of your group. Your empathic abilities give you an upper edge in negotiating and diplomacy. You are also the ship's counselor, keeping watch of the crew's mental health and well being. On more than one occasion you may find yourself at a crime scene, in which case your skills can help. Whether it be through interrogation or investigation, your powers become invaluable. Whatever it is you do exactly, fraal ambassadors and diplomats are always in high demand, especially in the Verge.

Fraal Xenobiologist
Character Background: Scientist
High Attributes: Scientific and Acquiring
Archetype: Technician
One thing that drives builder fraal is curiosity and the desire to learn. You have taken a unique interest in the science of life, and seek out new alien worlds, life, and ecologies. Your mind powers also make you a skilled first contact consul. In the event of meeting other sentient life, you can pick up how their minds work, and create a basic foundation of communication and understanding. On the ship your knowledge of biology can be put to use as a doctor, diagnosing mysterious ailments. You know there is much to be discovered in the young Verge, and so you venture forth in hopes to better understand the universe.

Facility: WIP Hezak Minis

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I thought I'd do a quick post showing some WIPs of my Hezak minis for the Facility boardgame. The concept art was featured here. They are mostly done, I will just need to test print them when I get the printer and modify them accordingly. Designing things for 3D printing can be challenging. You can't have too much of an overhang is a big thing. Which is why on the lower mini I have his smaller right arm connecting to form a bridge to his larger right arm.

Star*Drive Saturday: The Mechalus

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Last week it was the psionically talented Fraal, this week it is the:

Female and Male
MECHALUS
A synthetic and advanced race of pacifists who excel in computers, cybernetics, and grid technology.
  • Homeworld: Aleer (Rigunmor Star Consortium space)
  • Average Lifespan: 250 years
  • Average Height: 1.8 m (6 ft)
  • Average Weight: 90 kg (200 lb)
  • Current Population: 38 billion, highest within the Rigunmor Star Consortium (87%)
Aleer is an earth-like world that gave rise to an intelligent race which followed relatively the same social and technical evolutionary path as humans. Except when computers came to be, this is where the paths diverged. They progressed considerably by leaps coupled with significant advances in medicine and genetic engineering. This made them bio-engineer their species and implant molecular level cybernetics which created a synthesis of flesh and circuitry. Their children are now born with cyberbionics. They then developed space travel and settled their own star system. But their warlike tendencies had a bad outcome when they made contact with another species on a planet within their own system. In response to a hostile reaction from these creatures, the aleerins used their mass destruction weapons to obliterate the population of the planet. Shortly thereafter an emotional backwash swept through the entire culture on what they had done. A change in character was seen as necessary for their species. They became more sedate and less inclined toward hostility. They resolved to never again use violence unnecessarily against another sentient species.

Shorty after they made contact with a Rigunmor explorer ship. The aleerins were very willing to sign a commercial agreement with the Consortium. Although the Rigunmors credit it to their ability to strike good deals and negotiations, the truth is they were vulnerable after they had caused the genocide of another race, and were looking for anything to change. Humans nicknamed them the 'mechalus' and they adopted it willingly, viewing the shedding of their old name as one of the last elements of their social revolution.

The mechalus' unique ability with technology contributed to the Consortium's growth in interstellar power. Though most refused to fight during the Second Galactic War, the indirect effects of mechalus assistance with the grid proved essential, especially against the computer savvy VoidCorp. Even the most pacifist mechalus does not consider grid warfare as violence, and embrace it wholly. Today the mechalus are recognized as the unquestioned masters of computers and grid tech. They are front line defenders for Consortium grids, and others through contracts. Only the best of Insight and VoidCorp can match mechalus grid skills.

At a glance a mechalus can be mistake for a human, even only briefly. Veins of circuitry weave with flesh and blood to form a totally synthesized body. Mechalus hair is a combination of protein strands and filaments of cable and wire. Skeletons enforced with synthetic material and bony protective plates can be seen beneath their bio-organic flesh at the shoulders and across the chest. The unique feature of a mechalus is their ability to merge physically with computers. Filaments extend from their fingers, snake into computers, and form a hard link to the machine. Their cyber-organic brains then communicate directly with the computer, providing them with better control than any manual interface. Although they think with precision and logic of a machine, they are a highly emotive people who work exceedingly hard to promote their positive emotions, and subdue their negative ones. Knowing what sort of destruction they are capable of, they make this a conscious and constant effort. In tense dangerous situations they are likely to remain calm and logical. Humans may often observe that it seems like they are putting extra effort to appear cheerful or jubilant, but mechalus consider this a normality. They do wish to prove to others that they are more than just machines in semi-organic bodies.

Rogue Space Character Ideas
A player may choose to be of the mechalus race. He/she must follow the restriction below, but also gains the benefit below.
  • Restriction: Technician or Warrior only.
  • Benefit: You begin play with a free equivalent to an NIJackthat allows you to mind meld with computers and the grid merely through hand touch. You also gain a +1 bonus to using computers and the grid. Mechalus are also immune to the effects of the Cykosis rule (special).
Mechalus Grid Pilot
Character Background: Hacker
High Attributes: Scientific and Repairing
Archetype: Technician
When the worst of the grid war spilled over from Insight and VoidCorp into the Consortium, you were right there on the front line of defense. Due to your natural affinity with computers, the Consortium has you to thank for Rigunmor's grid stability. Now that things have calmed down, you find yourself less in need in old space, and the grid is just reopening in the Verge. The Concord or any group of adventurers could have use of the most skilled grid pilots in the galaxy.

Mechalus Cyberwarrior
Character Background: Soldier
High Attributes: Fighting and Repairing
Archetype: Warrior
Not every mechalus is a pacifist. While you may not be overly violent, you are also not afraid of a fight. With inhuman composure you handle tense combat, and thanks to all your cybernetic enhancements, you are also extremely formidable. The mechalus are immune to the effects of cykosis so they can utilize special cybernetics freely, even the normally dangerous ones, like Muscle Plus and the Fast Chip. But can still be effected by the tremendous strain such devices place on the body.

NOTE: When Wizards scrapped Alternity, and released the d20 Future book, they moved a lot of elements from Star*Drive over. In the d20 Future book, the mechalus are referred to as aleerins. 

I just saw it in the window and had to have it!

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A Kickstarter project that took a little self convincing to get on board. Loud Ninja Games aimed to make probably what would be the first space dinosaur minis I have ever seen. At first I really didn't have enough incentive to back, because they were designed to be 15mm scale. I have no other minis in that scale, or any games in that scale to play around with them. Luckily a stretch goal was reached to offer a squad of these dudes in 28mm scale at the $25 backing level. I was sold.

Now I just need to figure out what to do with these little bastards...

Star*Drive Saturday: The Sesheyan

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Last week it was the cyberbionic race of the Mechalus, this week it is the:

Female (top), and male (bottom).
SESHEYAN
A primitive people who are forever under control of the monolithic VoidCorp as slaves or assassins. Few escape and become some of the galaxy's most feared hunters.
  • Homeworld: Sheya (VoidCorp space)
  • Average Lifespan: 180 years
  • Average Height: 1.7 m standing (5.5 ft)
  • Average Weight: 40 kg (88 lbs)
  • Current Population: 17 billion, highest within VoidCorp (95%)
The world of Sheya, meaning “hunting land” in their language, is a dark tropical moon of a gas giant. They are far enough away from their sun to keep the world in a perpetual twilight, but receive enough heat from the core planet and sun to keep it warm. The sesheyan, meaning “hunters of the land”, were the undisputed masters. They believed the purpose of the world was to provide food for its children. They evolved to an aboriginal stage of development, keeping oral histories and working with tools no more complicated than stone blades and wood spears. Everything is mystical and magical to the sesheyan people, and tribes are often lead by the influential shamans. Then a VoidCorp survey ship landed on Sheya in 2273, and since that day they had fallen under control of the corporate state. They call the day aikeita (day of ghosts) and it ended their peaceful primitive lifestyle. Outside the borders of VoidCorp, many believe the sesheyans got a raw deal. Social criticism, media coverage, and holofilms depict even the most nefarious sesheyans as unwilling pawns to be pitied or even rescued. You can bet that any videos of rebellious sesheyan don’t make it inside VoidCorp. The company of course sees things differently. They saw a race living in terrible straits, victims of a stagnant culture. They brought them out of the darkness of their own ignorance, enlightening the dark jungle world. They became VoidCorp employees like any other. They actually have clear equal rights under official corporate memorandum. They have equal opportunities for advancement given their unique skills. The elevation of more than a dozen to vice presidential level (ZA or above) demonstrates VoidCorp’s commitment to promotion through achievement. It’s true few are found outside of VoidCorp, but their numbers were never very large.
First Contact
A typical sesheyan hunter maintains an outward appearance of confidence and power, but inside struggles to stay brave in the face of so many frightening strange and seemingly magical things. Most humans can’t help but feel uneasy in their presence. This attitude stems from humankind’s innate fear of the dark, and the creatures that inhabit it. As born hunters they may seem to others as emotionless, but they actually have a profound respect for all life and its place in the natural cycle. Technology is new and alien to them. They can eventually learn to use high tech equipment, but generally never feel comfortable with it. Some deeply religious ones refuse to have anything to do with it. Sesheyan heroes would belong to the small group who have gotten familiar with technology. They will operate a computer, station, or ship, but that doesn’t mean they have to like it.
Tribal meeting.
They have bulbous heads encircled by 8 small eyes, and capped by large pointed ears (male ears are generally larger than a female’s). Their body is a light muscular frame with powerful wings that extend to a 6 meter span that spread from their back, and a long tail with an expandable fan-shaped tip, which provides stabilization while in flight. Wings can be folded tightly against their back when not in use. They are considered the most alien of the new species that stepped out into the galaxy with the help of humans. They are built to function in darkness with extreme precision and grace. In perpetual twilight jungles of Sheya their senses serve them well. With hypersensitive eyes and ears, they become unparalleled hunters. When in normal light, they require goggles to shield their eyes.



Rogue Space Character Ideas
A player may choose to be of the sesheyan race. He/she must follow the restriction below, but also gains the benefit below.
  • Restriction: Rogue only.
  • Benefits: In normal gravity they can use their wings to glide or fall safely, but not fly. They are capable of small flights in half-gravity conditions, and have great control in zero gravity (all assuming the presence of atmosphere). Has low-light vision. Can see in complete darkness as though dim light, but is sensitive to bright light, needing special sun-goggles in daylight.
Ghostwalker
Sesheyans utilize a lot of mythological references in their language and culture. A ghostwalker is the term they use for ones either willingly (or unwillingly) under the employ of VoidCorp. In playing a ghostwalker they are generally assassins, thieves, or trackers. He could be under servitude of a fellow VoidCorp player, or on assignment into the verge similar to the Corporate Agent character here. In general the prey and environment has changed, but the skills remain the same. Sesheyans are hunters out in the galaxy as they are on their homeworld.

Windspirit
VoidCorp prefers to call them outlaws. These are the few who have escaped the clutches of corporate control. A windspirit player is generally considered a mercenary or free agent to whoever could use the skills of a sesheyan. They must be careful in dealing with VoidCorp officials, though, as they could be targeted for recapture or given their presence known to home office. Many claim Galactic Concord citizenship (whether true or false) to avoid repeat enslavement.

Free Heart
This is the term used to describe those who are generally still living and hunting on Sheya. It's also the term to describe how life was before first contact. VoidCorp views Free Hearts as less than reliable and assigns them to hard labor. Few sesheyan heroes come from this primitive class, but windspirits and ghostwalkers almost always begin here before they learn the nuances of technology and become adapted to galactic life.

Minis Showcase: Engineer's Guild Army

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I love dwarves. During the Reaper BONES Draft you will notice I took all the dwarves. There is just something about them that's so awesome. It could be their stalwartness, their precision with crafting and engineering, their manly beards, their xenophobia; Dwarves are just really cool. So way back in the day (pre-marriage) I decided to collect and build a dwarf army for Warhammer Fantasy. Never got to play the game, and I really didn't care. But I loved building, modding, and painting the little guys. So naturally when I make something I like to customize and mod it. Having read up a lot on dwarf lore through a VERY good book, I was fascinated with the Engineer's guild, and wanted to make an army based on that theme. Here they are:
These are my unit of warriors. A few things on their mods: I wanted there to be a hammer theme (forges, crafting, etc.) So all of the warriors have hammers instead of the normal axes, and I modded the leader to dual wield hammers. What's more macho than dual wielding hammers like a boss? And true to dwarf ingenuity a few of them have axe blades atop their hammers. It doesn't have to make sense, it just has to be awesome.

Also you will notice on most of my dwarves they have shoulderpads (normally they don't) and the shields on their backs have notches cut in them to make them look like giant gears. Fits in with the Engineer's guild quasi-steampunk theme.
Here are the thunderers. All their guns have axe-blades attached (again dwarf engineering), and the leader is dual-wielding pistols, with axe-blades. Again I thought the shoulder-pads and gear-shields look very nice on them.
The lord of the army: the master engineer. Again mods include a shoulder-pad, a gear-shield, and an axe-blade attached to the gun. Little additions like these helped keep the whole force together in look and style.
I really liked the idea of the organ gun, but didn't like how it looked. So true to dwarf engineers bodging things up, I redesigned it.

Now, the great thing about Games Workshop sprues is the loads of extra bits you get. And I like to use those extra bits. All the rest of these creations are made with mostly extra bits:
The dwarf Steamsuit. I had no idea how I was going to stat it up, but I knew I wanted some mechanical power-suit. Inside is an engineer metal, and the legs and arms are made from a Mage-Knight metal brass golem. The rest are just bits and lots and lots of glue.
A little backstory about these guys: Around this time I was following the development of the MMO Warhammer Online: Age of Reckoning very excitedly. This was before it was released. There was a forum that followed its development in which I was an active part of. I remember that when they released the information of what the dwarf racial mount would be, everyone was infuriated. I liked it a lot because I love dwarf engineering stuff, but everyone else hated it. So I built the above gyro-pack unit as both my tribute to the idea, and also to troll the major fanbase of the game. Needless to say, I love these guys to death and how they turned out. No idea how they would be statted in game, but fits perfectly for a dwarf engineering army, don't you think?
Sadly I never got around to finishing the centerpiece. This would be my counts-as Anvil of Doom. I never finished it partly because I got a little burnt out on the project, and it also intimidated me a little. I knew it was to be the centerpiece and it had to look the best. I am not the best painter. The idea of these guys was their thunderous rock would cast the powers of runes across the battlefield. Imagine the kinds of songs you would hear in the great halls of the dwarves, combined with some electric guitar and wicked drums. I can't think of anything greater (outside of High King Thorgrim Grudgebearer himself) to get the army pumped for battle.

I never did decide on what to name the band. Any ideas?

Star*Drive Saturday: The T'sa

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Last week it was the primitive race of the Sesheyan, this week it is the:

Male (top) and female (bottom).
T'SA
The charismatic and quick minded reptilian t'sa are a race known well for their technical feats and precision, both in the engine room and out in combat.
  • Homeworld: Taasa, T'sa Cluster
  • Average Lifespan: 90 years
  • Average Height: 1.4 m standing (4.6 ft)
  • Average Weight: 50 kg (110 lbs)
  • Current Population: 80 billion, highest within the T'sa Cluster, a protectorate of the Galactic Concord (88%)
Taasa is a lush world of swamps and lowlands similar to earth's prehistoric era. Except in this world dinosaurs were never replaced by mammals as the dominant species. The t'sa evolved intelligence early on. They were developing their solar system when the humans were building pyramids in the desert. When humans had confirmed their world was round, the t'sa had sent their first robotic probe into space. By the time humans developed the first atomic bomb, the t'sa colonists were falling into deep cryogenic sleep and began their long voyage to a nearby star. When humans had developed the stardrive, the t'sa already had a stellar empire consisting of 5 systems.

Flag of the T'sa Cluster.
An independent explorer ship stumbled on the t'sa cluster. Ever since then they would not take any allegiance to any human nation, preferring to keep their own power. Around this time humanity was locked in a galactic war, and largely left the t'sa alone. Trade with the Orion League and a few other nations commenced in small parts. The t'sa expanded now with their faster driveships and the cluster claimed 3 more systems. Gaining friendship with humans was a challenge at first. The t'sa didn't like human arrogance, nationalism, and belief in manifest destiny for the galaxy. However, more than 10% of the t'sa left their home to join humanity in its exciting frontiers. For many t'sa, humanities scientific and stellar explorations are irresistable. It's impossible to not join in.

Now the T'sa Cluster is technically a Concord neutrality, protected from interference through the Treaty of Concord. Though they have proven their unwillingness to bow to human military force, they aren't interest in armed conflict either. The t'sa and Concord leaders understand that such a conflict could ignite another galactic war. The T'sa Cluster operates under its own laws, and travelers into its space are reminded of that via drones. Visitors travel at their own risk there. Though the t'sa are friendly, they owe no allegiance to any stellar nation.
Even standing still (nearly impossible for a t'sa) they convey impressions of speed, sharp reflexes, and constant activity. They are lightning quick and have a fast mind to match the fast body. They have a sleek reptilian form and legs of a runner with scales that provide some natural protection. They have a natural curiosity and affinity for all things technical. They are consummate tinkers, constantly disasembling things to discover their workings and how to improve them. They are capable of incredible feats of innovation and ingenuity as a result. They easily bond with others in their group, often making at least one of them a lifelong friend. Cheerfulness and goodwill never falters in the t'sa, nor their desire to know every secret. Most humans find it endearing. Of all the intelligent aliens encountered so far, the t'sa are the most like humans psychologically; driven by insatiable curiosity and demand for discovery.

Human strength vs. t'sa speed.
Rogue Space Character Ideas
A player may choose to be of the t'sa race. He/she must follow the restriction below, but also gains the benefit below.
  • Restrictions: Technician or Rogue only.
  • Benefit: +3 to initiative. Natural scaly skin grants Light armor when naked.




A t'sa engine room.
T'sa Chief Engineer
Character Background: Engineer
High Attributes: Repairing and Scientific
Archetype: Technician
A t'sa serving as engineer aboard a ship can give captains something to be proud of, as well as worry about. Proud knowing the heart of the vessel is in some of the best hands in the galaxy, and worried that their ship will never pass inspections. To outsiders, the place where a t'sa works looks like a jumbled mess of wires and exposed cables and hazards, but to a t'sa its much better than the way it was. "Trust me, it's better this way." they would say. New engineers generally can't make heads or tails of new and unorthodox ways a t'sa had everything wired up, but you definitely cannot argue with the results.


Typical t'sa tool harness.
T'sa Merchant
Character Background: Trader
High Attribute: Empathy and Scientific
Archetype: Rogue
You fancy yourself a purveyor of unusual trinkets and curios. Along your travels you encounter many unusual people, places, and items. Sometimes you may find alien artifacts, or some unusual charms used by the natives. Whatever it is, your natural insatiable curiosity gets you some interesting finds in the Verge. Having a charming personality helps you in your dealings and interactions with buying low and selling high.
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