Thursday, 15 February 2024
Saganarium Land Beast Generator
Wednesday, 31 January 2024
The Tactile and Generic TTRPG - Boardgamey tablefeel using bits and bobs.
Introduction:
- This system is designed to play a character focused TTRPG with some of the tactile “tablefeel” of board games. It uses generic game components that will on hand/easy to acquire (d6, tokens/poker chips, card chits, playing cards).
- The referee presents an imaginary game world to the players, who take on the role of characters within that world (pursuing goals self determined, set by the referee or collaboratively determined).
- Shout out to Trent B @ https://newfeierland.blogspot.com/ ! The game he has been tinkering around with for the last few years (that I've had the pleasure of playing in a couple of times) uses a d6 system that I've taken heavy inspiration from for this system.
Player Character Creation:
- A player picks something to represent their character (miniature, picture, description, etc).
- The referee will determine the number of tokens and life chits that character gets at the start of a session.
- The referee will determine how hard/complicated specific actions/defence are for that character, and how many d6s a character gets roll for specific actions/defence, during play.
Action/Defence Rolls:
- When a player attempts an action in which failure has consequence and is not automatically successful, an action roll happens.
- Non player characters (or the environment) are automatically successful in actions that attempt to hinder/harm player characters. Player characters may roll to defend against such actions. If the player characters fails their defence roll (or doesn’t/cant defend) they lose a life chit.
- The referee determines how many d6 each player rolls for their character and how hard/complicated the action/defence is. How hard/complicated the action/defence is will determine what roll is required for success/to defend.
Determining Action/Defence Roll targets:
Difficulty: (Roll on a d6)
- Easy, 3+
- Medium, 4+
- Hard, 5+
- Very hard, 6+
A complicated action/defence will require a number of dice to be rolled at a certain number or higher.
- Easy and complicated, 2 x 3+
- Medium and complicated, 2 x 4+
- Hard and complicated, 2 x 5+
- Very hard and complicated, 2 x 6+
Particularly hard/complicated actions/defence may require more than 2 dice to be rolled at a certain number or higher.
- If a player rolls at least the required number or higher, on the required number of dice, their character’s action/defence is successful! The referee will need to determine the consequence for failing an action roll if it is failed. This should be something that makes it more difficult or complicated to achieve their current goals.
Tokens:
- Players may give the referee a token instead of rolling a d6. This token represents a roll of 6.
- Players regain their tokens at the start of each session.
- Hard Mode: The referee may use any tokens they receive once to turn any d6 result into a 1.
- Narrative mode: As hard mode, but any tokens used by the referee go back to the player they are used against. They may use them again in the session.
Life chits:
- If a player loses all their life chits they die.
- If approved by the referee one player may give up one of their life chits in place of another player. This represents their character somewhat sacrificing themselves for the other character.
- How player characters regain life chits is determined by the referee.
Non Player Characters:
- Can be expressed as a number of life chits and a description that gives the referee an understanding of how hard/complicated their actions will be to defend against.
Order of Actions:
- The referee determines the order in which player characters , non player characters and the environment take action within the game world.
What happens next/random encounters:
- The referee may ask a player to pull a number of random cards from a deck of playing cards. The number pulled will be determined by the referee in relation to how in control the player character is in within the current situation of the gameworld.
- The player decides which one of the cards they pulled is applied to the game:
- Red cards = Something good for the players
- Black cards = Something bad for the players
- Number cards = A event takes place, the number determining how great or insignificant the event is.
- Face cards = An object or entity appears, the face determine how great or insignificant the object or entity is.
Player Character inventory:
- Each character will have appropriate possessions/equipment (confirmed by referee).
- More possessions/ equipment can be acquired through play. The referee will determine how much possessions/ equipment a character may have/carry, and the impact of any new possessions/ equipment on how hard/complicated specific actions/defence are.
- Buy and selling possessions/ equipment can be handled through action/defence rolls, with the cost of failure being determined by the referee (loss of inventory/reputation/etc) rather than a life chit.
Player Character Advancement:
- If a player character survives a session, the referee will make a note of something/s that character is better at for future sessions.
Tuesday, 9 January 2024
Recent PDF releases!
Hello! Here are some PDF's that I have put out recently but haven't mentioned on the blog.
If you are interested you can always message me for a review copy or just a free copy if you don't feel like paying. Enjoy!
The Galactic Realm of The Hyperspace Sea
https://www.drivethrurpg.com/product/464744/The-Galactic-Realm-of-The-Hyperspace-Sea
https://mraston.itch.io/the-galactic-realm-of-the-hyperspace-sea
Based on the elegantly simple GD20 system The Galactic Realm of The Hyperspace Sea is a truly epic space opera RPG. Twelve powerful civilizations sprawl across the countless planets of the Hyperspace Sea - filling the universe with intrigue, drama and conflict on an interstellar scale! Players may take on a wide range of roles, from clerical, bureaucratic, military or trade - serving their civilization or forging their own path!
A single, simply resolved, roll for all actions which is dramatic and story driving. Each roll endangers the Player Characters Health, Finances or Reputation - there is no reward without risk on the Hyperspace Sea!
- 24 strange and unique skills; use philosophy to counter magic, use void magic to cloak your ship in anti matter, use space navigation to cross the Hyperspace sea, warp your own form with bioengineering, or corrupt your enemy's hardware with electronic intrusion!
- Epic, single roll mass combat! The system moves seamlessly and cinematically from hand to hand duels to battles between fleets of thousands of craft in space!
- Details and backgrounds for 12 interstellar civilizations!
- Tables for generating history, and current events!
- Tables for generating planets ,space stations and craft!
- Tables for generating cities!
- Tables for generating rooms and places!
- Automated HTML versions of the tables included for extreme ease of use!
Do you long for adventure, action and romance across the stars? Dive in to the Hyperspace Sea today!
https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit
Includes Tables AND fully automated HTML generators for:
- Suburb overviews, including appearance, purpose, dangers and weirdness.
- Building stocking.
- Building appearance.
- NPC professions, desires, and weaponry.
- Merchants.
- Items small and large for stores and workshops.
- Magical items.
- Ornamentation.
- Mental pursuits.
- Entertainment venues.
- Gangs, including leaders, appearances, cultures, and desires.
- Order Keepers, including leaders, appearances, cultures, and desires.
- Temples and Gods.
- Monsters.
- Dungeons.
- Guilds, including areas of expertise, operating procedure, and appearance.
- Augmentations.
- Jobs and missions.
- Room stocking, atmosphere and ornamentation.
- Inhabitant reaction.
- Devices.
- Traps.
- Visual tables for generating Suburb and Building Maps.
Thursday, 19 October 2023
City, Station, Place and Craft Generator for The Galactic Realm of the Hyperspace Sea
For generating Cities, Stations, Places and Crafts for: https://lizardmandiaries.blogspot.com/2023/10/the-galactic-realm-of-hyperspace-sea.html
Find an automated version at the bottom of the page!
City Generator:
Description, d10:
- Sacred
- Picturesque
- Majestic
- Charming
- Immaculate
- Industrial
- Vibrant
- Chaotic
- Towering
- Malignant
- Gardens
- Hills
- Neon lights
- Anti gravity tunnels
- Environment domes
- Smog
- Rain
- Wind
- Trees
- Lakes
- Underground
- Street entertainment
- Pits
- Dirt
- Refuse
- Crystal
- Towers
- Canals
- Well defended
- Heavily patrolled
- Industrial waste
- Intersected by huge roads
- Flames
- Ice
- Animals
- Enclosed
- Hive
- Semi ruined
- Toxic
- Infested
- Planetary capital
- Regional capital
- No influence beyond city borders
- Ruled by a political body located elsewhere on the planet
- Responsible for virtually 100% of planetary trade
- Responsible for about 75% of planetary trade
- Responsible for about 50% of planetary trade
- Responsible for about 25% of planetary trade
- Responsible for about 10% of planetary trade
- Responsible for virtually 0% of planetary trade
- Virtually 100% of the planet’s population
- About 75% of the planet’s population
- About 50% of the planet’s population
- About 25% of the planet’s population
- About 10% of the planet’s population
- Under 1% of the planet’s population
- Sparse
- Medium density
- High density
- Severely overpopulated, extremely high density
- Ornate
- Elegant
- Sleek
- Pristine
- Bulky
- Industrial
- Minimalist
- Ancient
- Dilapidated
- Neglected
- Associated with sacrifice magic
- Associated with insight magic
- Associated with ancestor magic
- Associated with terra or void magic
- Associated with bioengineering
- Associated with knowledge collection/storage
- Storage
- Associated with terra vehicles
- Associated with space vehicles
- Armoury
- Barracks
- Associated with military leadership
- Associated with philosophy
- Market
- Mall
- Associated with civics
- Associated with engineering
- Associated with civic leadership
- Associated with artistic creation
- Associated with navigation
- Spaceport
- Land/sea port
- Associated with the datagrid
- Low end housing
- High end housing
- Entertainment
- Food and farming
- Associated with socialization
- Inebriation
- Dining
- Gardens
- Stairs
- Private dock
- Anti gravity tubes
- Environmental chambers
- Pools
- Flags
- Vines/heavy vegetation
- Mood altering Gas
- Bunkers/underground chambers
- Performers
- Water/mineral falls
- Performance space
- Filth
- Statues
- Hoarding
- Walkways
- Data screens
- Climate control
- Gravity control
- Animals
- Chemicals
- Automated security
- Security personnel
- Ruin
- Pests
- Spires/viewing areas
- Pleasure chambers
- Shrines/altars
- Production facilities
- Near empty
- Half full
- Nearly full
- Near overflowing
- Place of rest/recreation
- Place of physical work/storage
- Place of sleep
- Place of ornamentation
- Place of ritual and worship
- Place of waste disposal
- Place of eating
- Place of lavatory/bathing
- Place of mental work and research
- Place of mental storage/secrets
- Place of machinery
- Place of growing
- Wide open field
- Hills/valleys
- Cave
- Mountain/volcano
- River
- Lake
- Ocean/shoreline
- Swamp
- Dunes
- Heavy vegetation
- Island
- Roll twice and combine
- Peaceful
- Holy
- Illuminated
- Floating
- Empty
- Ghostly
- Windy
- Stormy
- Tiny
- Translucent
- Dark
- Rejuvenated
- Gilded
- Awe inspiring
- Bloody
- Shining
- Flowing
- Symmetrical
- Clean
- Caged
- Overgrown
- Wild
- Verdant
- Chaotic
- Burnt
- Destroyed
- Abundance
- Flocked
- Monstrous
- Oversized
- Enclosed
- Cracked
- Pale
- Stoney
- Corpulent
- Emaciated
- Rotted
- Ancient
- Pained
- Desecrated
- Empty
- Neutral npc
- Aggressive npc
- Group of neutral npc’s
- Group of aggressive npc’s
- Unexpected beast
- Small supply of a resource
- Abundance of a resource
- Device
- Very valuable resource
- Strangeness
- Roll twice and combine
- Empty
- Neutral npc/beast
- Aggressive npc/beast
- Group of neutral npc’s/beasts
- Group of aggressive npc’s/beasts
- Aggressive great beast
- Small supply of a resource
- Abundance of a resource
- Device
- Very valuable resource
- Strangeness
- Roll twice and combine
- Tiny, 2 passengers, 0.5 x Hulll
- Small, 6 passengers, 0.75 x Hulll
- Medium, 20 passengers, 1 x Hull
- Big, 100 passengers, 1.5 x Hull
- Very big, 500 passengers, 4 x Hull
- Huge, 5000 passengers, 8 x Hull
- Space vehicle only: Colossal, 10 000 passengers, 10 x Hull
- Space vehicle only: Leviathan/Space station, 100 000 passengers, 30 x Hull
- Comms, Engines, Arsenal
- Comms, Arsenal, Engines
- Engines, Comms, Arsenal
- Engines, Arsenal, Comms
- Arsenal, Comms, Engines
- Arsenal, Engines, Comms
Monday, 16 October 2023
Planet Generator for The Galactic Realm of the Hyperspace Sea
For generating planets for: https://lizardmandiaries.blogspot.com/2023/10/the-galactic-realm-of-hyperspace-sea.html
Combine results to generate planets! Find an automated version at the bottom of the page!
Planet Generator:
Civilization (if needed), d10:
- Pantheonic Planetary States
- Emperor’s Peace
- Empire of The Solar Dynasty
- Clans of the Outer Spheres
- Long Hall Clans
- Kingdom of The Empty Throne
- Clans of The Hidden Grove
- Kingdom of Samsara
- Merchant City States
- City States of The Hungry Gods
Planet type, d3:
- Gas
- Terrestrial
- Aquatic
- Holy
- Idyllic
- Sublime
- Pleasant
- Pristine
- Rugged
- Wild
- Chaotic
- Monstrous
- Demonic
- Grasslands
- Deserts
- Never ending daylight
- Low gravity
- No atmosphere
- Fog drenched
- Windswept
- Never ending storms
- Low/thin atmosphere
- Forests
- Oceans
- Caves
- Dust
- Blood soaked ultra-fertile soil
- Crystals
- Mineral mountains
- Rivers
- High gravity
- Acid
- Mineral/ice rings
- Burning
- Freezing
- Fauna rich
- Never ending night time
- Structure/City covered
- Riven with cracks
- Poisoned
- Woodlands
- Craters
- Subterranean
- None, singular land mass
- None, small islands only
- D6
- D10
- 1
- D6
- D10
- D20
- Sparse (d10 million)
- Medium (d20 billion)
- Heavy (10 + d20 billion
- Over populated d100 billion
- Dismal
- Challenged
- Stable
- Growing
- Prosperous
- Flourishing
- Tiny, d10
- Small, 20 + d20
- Medium, 50 + d100
- Big, 100 + d100
- Very big, 300 + d100
- Huge, 500 + d1000
- Tiny, d10
- Small, 20 + d20
- Medium, 50 + d100
- Big, 100 + d100
- Very big, 300 + d100
- Huge, 500 + d1000
- Tiny, d10
- Small, 20 + d20
- Medium, 50 + d100
- Big, 100 + d100
- Very big, 300 + d100
- Huge, 500 + d1000
Saturday, 14 October 2023
History Generator for The Galactic Realm of the Hyperspace Sea
For generating history/current events for: https://lizardmandiaries.blogspot.com/2023/10/the-galactic-realm-of-hyperspace-sea.html
Combine results to generate ideas for intergalactic history! Find an automated version at the bottom of the page!
History/Current Event Generator:
Key Civilization, d10:
- Pantheonic Planetary States
- Emperor’s Peace
- Empire of The Solar Dynasty
- Clans of the Outer Spheres
- Long Hall Clans
- Kingdom of The Empty Throne
- Clans of The Hidden Grove
- Kingdom of Samsara
- Merchant City States
- City States of The Hungry Gods
- In the very distant past (beyond the last century)
- In the distant past (within the last century)
- In the past (within the last few decades)
- In the recent past (within the decade)
- In the present - occurring over the course of the last year
- In the present - began occurring over the last few weeks/months
- Across the Hyperspace sea
- Across a whole solar system
- Across a planet
- Across a continent
- Across a city
- Across a space station
- Peaceful
- Respectful
- Erudite
- Bloody
- Clean
- Holy
- Restrained
- Wanton
- Destructive
- Savage
- Chaotic
- Monstrous
- Opulent
- Slow
- Swift
- Unholy
- Invisible
- Splendid
- Fertile
- Aquatic
- Just
- Cleansing
- Rigid
- Burning
- Subterranean
- Terrifying
- Hateful
- Secretive
- Ordered
- Deathly
- Spread of a religious cult
- Spread of a cult of personality
- Haunting by the spirits of ancestors
- Magical warping of planetary surface
- Magical warping of space nearby a planet
- Bioengineering of people/plants/animals
- Cataloging of society/people/plants/animals
- Causing a calamity that makes planetary/space survival difficult
- War with land vehicles
- War with space vehicles
- War with an army of soldiers
- Spread of a radical philosophy
- Heated economic competition
- Conflicting legal claims to a planet/region/resource
- Industrial sabotage
- Electronic sabotage
- Invasive spread of foreign culture
- Spread of an artistic movement
- Aggressive colonization
- An alliance
Thursday, 5 October 2023
The Galactic Realm of the Hyperspace Sea - Rules
For: https://itch.io/jam/gd20-jam
See also: https://lizardmandiaries.blogspot.com/2023/09/four-civilizations-of-galactic-realm.html
Core Rules:
Action Roll:
- When an action’s success is uncertain, a player rolls a d20 and adds appropriate Proficiency. If the total is equal or greater than the action’s Difficulty Score (DS) it is successful.
- Proficiency is the total bonus values of any Attribute Score, Skill or Possession that can be applied to the action being performed. Players may apply one of each of the above sources to an action test. The referee can add or subtract from the score of an action roll if they deem the in game situation/context appropriate to do so.
- All Action Rolls carry some element of risk. On a failed roll the difference between the Action Roll and DS is the amount of Health, Reputation or Finances depleted.
- Rolls of 1 (regardless of Proficiency) on the die always fail; rolls of 20 will always succeed. The referee will need to consider what events transpire when these particularly unlucky/lucky events occur.
Difficulty Scores Guidelines:
Easy: 12 Average: 16 Tough: 20
Economy: Buying and selling is handled through an Action Roll with an appropriate difficulty score. Forgo any roll if the purchase is trivial - the good or service is simply acquired. Player characters may be awarded/acquire credit chits that can restore any lost Finances (up to that characters’ maximum).
Player Character (PC) Creation
Allocate the scores of 3, 2 and 1 to each of the following Attributes:
- Strength. Gives Proficiency in actions of Fighting, fortitude, and toughness.
- Dexterity. Gives Proficiency in actions of Stealth, athletics, and reflexes.
- Willpower. Gives Proficiency in actions of Confidence, discipline, and charisma.
- Choose a Background for your character.
- Assign your character three skills based on your background. They can be Broad (+1) or Narrow (+2, as they are more specialized). Skills are here: https://lizardmandiaries.blogspot.com/2023/10/24-skills-of-galactic-realm.html
Player characters also have a score for Health, Reputation and Finances
- Health starts at 10 plus Strength score. PCs may sleep once per day in a safe spot, regaining all lost Health. If it is possible that this rest will be interrupted by aggressive interlopers it will be!
- Reputation starts at 10 plus Dexterity score. Lost reputation is restored by a successful action roll risking reputation. The difference between the Action Roll and DS is the amount of reputation restored (up to maximum reputation). Low reputation characters will find themselves ostracized, characters with no reputation will be exiled or forbidden entry to most self respecting establishments.
- Finances start at 10 plus Willpower score. Lost finances are restored by a successful action roll risking finances. The difference between the Action Roll and DS is the amount of finance restored (up to the maximum finance). The finance attribute may go infinitely negative. While a character has negative finances they will be hounded appropriately by debt collectors.
- When deemed appropriate by the referee a PC gains a level.
- Each level: raise an Attribute or Skill score by 1 (Narrow Skill by +2) (MAX +8) and raise either Health, Reputation or Finances by 1. Every 3rd level a PC may learn a new Broad Skill (at +1) or Narrow Skill (at +2) instead of increasing scores.
Non Player Characters (NPCs)
- When a PC is piloting a vehicle they roll a d20 and add the appropriate vehicle attribute minus 10 divided by 3 to the roll plus any appropriate Proficiency.
- Confrontations are resolved normally between vehicles but they lose Hull when losing a confrontation. When a vehicle's Hull is reduced to 0 it, and all aboard, are destroyed.
- All space vehicle rolls/scores are doubled against terra vehicles and tripled against on foot targets.
- All terra vehicle rolls/scores are doubled against on foot targets and halved against space vehicles.
- All on foot rolls/scores are halved against terra vehicles and quartered against space vehicles.
- All combat is MASS COMBAT resolved in a single round. The appropriate score for each NPC combatant are added together for each side, then a d6 is rolled for each NPC combatant. For each PC on a side in a conflict, they roll a d20 and add appropriate Proficiency as normal. Before resolving each side must designate the target/s of any HP/HULL damage, this can be as specific or broad as needed but must be assigned before the round has been resolved. Any additional HP/HULL damage left over after any identified targets are killed/destroyed when the round is resolved is wasted (it does not cascade onto untargeted combatants). Once targets are identified, and scores and rolls are summed the confrontation can be resolved as normal.
- If appropriate to the conflict, different types of confrontations may take place in the single round mass combat. For example, some combatants may be engaged in ranged combat, others in melee, others in electronic or magical conflicts. The GM will need to determine scores for each side for each type of confrontation and resolve HP/HULL damage as they deem appropriate.
- Regardless of whether all combatants on the losing side of the confrontation are killed or not, they are defeated, and the GM will need to extrapolate from the result of the round of combat what took place in the battle and what the aftermath is.
Wednesday, 4 October 2023
24 Skills of The Galactic Realm
Following on from this post: https://lizardmandiaries.blogspot.com/2023/09/four-civilizations-of-galactic-realm.html here are 24 sci fi skills that will be important within the galactic realm of the hyperspace sea!
| Insight Magician (Roger Dean) |
Broad: (+ 1 to a variety of things)
- Sacrifice magic (Bend the rules of reality and avoid catastrophes by burning flesh offerings to the gods). Proficiency possessions: Altar, sanctified meat.
- Insight magic (Know things you shouldn't be able to and be aware of looming dangers by entering a trance state). Proficiency possessions: Sensory deprivation helmet, meditation stool.
- Ancestor magic (Empower your body's mental/physical capacity and cleanse it of ill and injury by venerating the ghosts of your ancestors through prayer). Proficiency possessions: Relics, shrines.
- Terra magic (Warp and work the physical elements and systems within the atmosphere of planetary bodies by manipulating null matter quantum possibility particles). Proficiency possessions: Null matter rod/wand, quantcloud collector.
- Void magic (Warp and work the physical elements and systems outside of the atmosphere of planetary bodies by manipulating null matter quantum possibility particles). Proficiency possessions: Null matter rod/wand, quantcloud collector.
- Biogenering (Modify form and biology of yourself and others by fusing genetic sequencers from disparate biological organisms). Proficiency possessions: Mobile sample sequencer, sample collector drone, Sequencing accelerator pod.
- Encyclopedia (Know obscure, pertinent and helpful information about things you have not encountered before by hardlining information via datajack while you sleep). Proficiency possessions: Datacube (subject specific), Brain datajack.
- Survival (Keep yourself and others alive in harsh conditions by securing shelter and resources). Proficiency possessions: Bubble tent, Nutrient replicator, Slow-drip chemical converter.
- Terra vehicle combat (Destroy other vehicles and avoid being destroyed in vehicular combat within the atmosphere of planetary bodies). Proficiency possessions: Reflex datajack, adrenaline regulator, stimulant injector.
- Space vehicle combat (Destroy other vehicles and avoid being destroyed in vehicular combat outside of the atmosphere of planetary bodies). Proficiency possessions: Reflex datajack, adrenaline regulator, stimulant injector.
- Melee fighting (Kill/subdue others in close combat and avoid being killed/subdued yourself). Proficiency possessions: Melee weapons, armour, adrenaline regulator, stimulant injector.
- Ranged fighting (Kill/subdue others in ranged combat and avoid being killed/subdued yourself). Proficiency possessions: Ranged weapons, armour, adrenaline regulator, stimulant injector.
Narrow: (+ 2 to specific things)
- Philosophy (Dissolve impossible magical forces and make yourself immune against illogical ills such as curses and spells by rational and systematic considerations of reality). Proficiency possessions: Brain datajack repeating uncorrupted maxims, truth tattoos.
- Economics (Maximize your resources through trade and avoid being taken advantage of when trading by knowing the value of things). Proficiency possessions: Weightmass scanner, brain datajack with relevant market streams.
- Civics (Navigate bureaucracy successfully and avoid legal pitfalls by hardlining up to date legalese via datajack). Proficiency possessions: Datacube (Law records), brain datajack.
- Engineering ( Effectively modify/create mechanical constructs and ensure their optimal operation by knowing well their workings). Proficiency possessions: Powered exo arm, analyser drone, chemical fabricator.
- Battle tactics (Provide effective directives in battle and avoid falling prey to the battle plans of opposing forces by a comprehensive understanding of all battlefields). Proficiency possessions: Retina drone feeds, brain datajack with relevant environmental data streams.
- Leadership (Provide effective and inspiring directives and avoid being undermined by a comprehensive understanding of others motivations). Proficiency possessions: Retina drone feeds, brain datajack with relevant data streams.
- Intimidation (Threaten others into complying with your wishes and know when others are bluffing you by an intuitive grasp of psychology). Proficiency possessions: Resonator, Biofeedback scanner.
- Artistic creation (Construct inspiring experiences and correctly interpret the meaning of other’s works by being highly emotionally receptive). Proficiency possessions: Sensory acceleration helmet, shrine (to appropriate muse), materials and tools appropriate to medium worked.
- Terra navigation (Plot effective routes and avid getting lost within the atmosphere of planetary bodies). Proficiency possessions: Datacube (planetary maps), retina drone feeds, .
- Space navigation (Plot effective routes and avid getting lost outside of the atmosphere of planetary bodies). Proficiency possessions: Datacube (astrological maps), brain datajack with relevant navigation data streams.
- Data search (Find out obscure, pertinent and helpful information by hardlining information via datajack while you are awake). Proficiency possessions: Datacube (subject specific), Brain datajack.
- Electronic intrusion (Make electronic devices/equipment do things they shouldn’t and stop your electronics from being hijacked by interfacing with the datagrid directly with a brain datajack). Proficiency possessions: Brain datajack, datagrid bio-throne, datagrid bio-capsule.
Monday, 25 September 2023
Four Civilizations of The Galactic Realm (And a Micro Review of GD20)
I am currently working on a little sci fi thing called "The Galactic Realm of the Hyperspace Sea" for the GD20 Jam (run by the fine folks over at CSS).
It's a galaxy where hyperspace travel is near instantaneous, but requires the presence of hyperspace seas - which works likes areas of ocean in our world, travel by boat is much quicker than travel by foot. Space travel outside of hyperspace will be sublight speed, much slower, thus areas on "the coast" will be much more cosmopolitan/built up but prone to being attacked. Areas not on the coast are more disconnected from much of the events of the realm, enjoying the safety and isolation this brings but miss out on newer developments closer to the hyperspace seas.
The plan is to have 10 space faring civilizations outlined, semi inspired by ancient earth civilizations, alongside 24 skills. I'll then map out the realm and this will represent the galactic realm in a peaceful/stable moment in history - from there I hope to run a domain game with each player in control of a civilization and we play through a few centuries of history to get a more chaotic/conflict riven setting (unless my players prove me wrong and somehow end up with universal peace).
I like GD20 because it seems to be the system that gets the absolute most bang out of each d20 dice rolls. The game is: Roll a d20 (adding an bonuses) and equal or beat a number. That's it! If its a dangerous action you are attempting you lose the amount of HP that you fail the roll by. Enemies "stats" are simply a target number you can either beat or lose to in a roll - either combatant losing the amount of HP they lost the contested roll by. I love this for a play by post game, because you can extrapolate a lot of in game fiction from a single dice roll. My experience with play by post is that combat becomes INTERMINABLE very quickly, with GD20 this doesnt need to be the case - with a lot of importance sitting on a single dice roll things can move quicker. Even as I am writing this I am considering changing the combat system so all combats are resolved by a single roll.
So with this kind of system I can just make up a bunch of weirdo sci fi skills, present them to the player, and we are good to go - which is what I plan to do! Maybe get involved in the GD20 to try out something different yourself: https://itch.io/jam/gd20-jam
Now, to the civilizations...
(They are presented in the following format if you want to make your own:
- Name
- Government. Culture. Religion. Entertainment.
- Architecture. Costume. Misc. Vehicle Design.
- Background name (skill bonus) x 4 )
An alliance of self governed planets who all value the political agency of individual citizens. A culture of free thought, public debate and dramatic performances. The planetary states see themselves as subjects of and protected by a common pantheon of gods - an array of deities each with their own realm of control. These gods require ongoing sacrifices to remain content and appeased. Dramatic performances exploring metaphysics are the endemic form of entertainment.
Aesthetics: White stone, columns, arches and domes, immense statues of gods in human form. Robes of flowing cloth. Vehicles are curved and plumed metals of orange and gold.
Backgrounds:
- Priest (Advantage to sacrifice magic)
- Sage (Advantage to philosophy)
- Academic (Advantage to encyclopedia)
- Councilor (Advantage to civics)
An interstellar empire ruled by an emperor/empress elected by a council of military officers. A strict and rigid culture, devoted to both the edicts of the emperor and seeking glory through service to the empire. While a staggeringly wide range of deities are sacrificed to and worshiped within the empire, the deified emperors of the past are widely considered the most potent and powerful. Brutal gladiatorial matches, often to the death, are the endemic form of entertainment.
Aesthetics: Black stone, columns, arches and domes - often spiked, immense statues of gods in human form. Robes of flowing cloth, hardened by pieces of spiked metal armour. Vehicles are curved and spiked metal of silver and red.
Backgrounds:
- Centurion (Advantage to melee or ranged fighting)
- Officer (Advantage to civics)
- Fabricator (Advantage to engineering)
- Priest (Advantage to sacrifice magic)
Empire of The Solar Dynasty
An interstellar empire ruled by a semi deified family. While positions of symbolic power are only ever granted to those of the line of the Solar Dynasty an immense meritocratic bureaucracy ensures the empire is impeccably well managed. Shrines devoted to the solar family are ever-present, as is a steadfast devotion to one's own family - living and dead. Intimate and private poetry readings and musical performance are the endemic form of entertainment.
Aesthetics: Green stone pagodas, ornate golden eaves, solar iconography and enshrined portraits. Silken suits with long skirts for pants. Vehicles of red, gold and green metals given the visage of flying lizards and birds.
Backgrounds:
- Solar servant (Advantage to civics)
- Solar ethicist (Advantage to philosophy)
- Industrial artisan (Advantage to engineering)
- Trade captain (Advantage to economics)
Clans of the Outer Spheres
A loose confederacy of self governed planets, linked in a shared belief that the planetary body itself is ruler and owner of the peoples that inhabit it. In reverence to their planet, Outer Sphere clan worlds are sparsely populated. From each major group within this population a representative is sent to a low orbit space station. Here the Council of World Speakers interprets communications from the planet and canonizes them into edicts to be followed by those living below. Tranquil appreciation of the god planet's beauty and highly ritualized dance are the endemic forms of entertainment.
Aesthetics: Structures that appear to be part of the natural landscape, sculpted tree and stone. Near nudity in warmer climates, wrapped in barely tailored skins and furs in colder ones. Vehicles of unfinished metal in hues of natural ore, shaped as simple ovals or spheres.
Backgrounds:
- Warden (Advantage to terra magic)
- Gatherer (Advantage biogenering)
- Wanderer (Advantage to survival or terra navigation)
- Hunter (Advantage to melee or ranged fighting)
Saturday, 19 August 2023
The Infinigrad Weird City Toolkit in PDF - Coming soon!
I have been working on is PDF version of the Infinigrad Weird City Toolkit (https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit), which currently only exists as a set of automated html file generators.
The PDF version will probably end up at about 100 pages of pure weird city tables for your gaming pleasure.
The PDF will be added at to the existing Infinigrad tool kit at no extra cost!
Should be out soon!
Enjoy some images from the pdf:










