Showing posts with label Playtest. Show all posts
Showing posts with label Playtest. Show all posts

Sunday, November 15, 2020

The Natives of Kronos: Poll Results (and one last poll)

 


Over the last week, my Companions got to vote on what the natives of Kronos would be like.  They've made their voices heard, and the results are available for all Fellow Travelers ($3+) Patrons. I've also written several variant templates based on the poll results, and I'd like your opinion on which direction to go in, so there's one last poll for Fellow Travelers as well as Companions.

As always, thanks for your support, and be sure to leave comments here or in the Discord channel!

Monday, November 9, 2020

Backer Poll: the Natives of Kronos

Long ago, the Eldoth conquered  the natives of Kronos and burned out their homeworld to create the  despair, death and tragedy necessary to fuel an installation of their  Deep Engine.  The world of Kronos became the center of their operations  in the galactic center, and the rest of the galaxy moved on.

But what were the inhabitants  of Kronos like? Were they dreadful and strange creatures, mysterious and  aloof that none missed? Or were they beloved sages or scholars whose  destruction shook the faith of the rest of the galaxy?  What legacy did  they leave? Why do we care what they were like today? Do tourists gawk  at their monuments? Do archaeologists seek to piece together their  secrets? Do the modern citizens of Kronos cower from their ghosts?

Our next playtest will probably take place on Kronos, in the galactic core.  I've created a poll where you, my dear Companions, can decide what the inhabitants of Kronos were like, and even if some still exist!  The poll is a Google Forms poll, and you can find the link on your appropriate backer site:

Thanks as always for backing me, and please, enjoy!



Wednesday, November 4, 2020

Brainstorming Cronus



 I have an impending playtest wherein we will play a heist in Psi-Wars.  This is intended to shake out the civilian/criminal/law enforcement elements of the game, and while I'd like to run it in the next couple of months, it might turn out to be more work than that.

As usual, when I decide to run a session, I turn my eye towards the setting.  Grist got more detail with Tinker Titan Rebel Spy, and the Tall Tales of the Orochi Belt gave attention to the Orochi belt.  We have lots of places I could run a heist, so I ran a poll for the playtest group, and they tied between Samsara and Cronus, and it looks like we'll be doing Chronos Cronus.

I thought I'd be a little more public about my thought-processes for what Cronus would look like, rather than hiding all of my work, as the point of this blog is to watch my process.  And the first step when detailing a world is to stop and talk about "everything that you know" and figure out what questions you need to ask about it.

Everything that follows are just my musings as I noodle around as to what this world might look like in detail.  If you want to discuss it, to complain about it, to argue against it, or to advocate for particular elements, feel free!  This is a creative process, after all.

Sunday, February 9, 2020

After Action Report: Tall Tales of the Orochi Belt, Session 1

Part 1: Introductions

Our session starts with the Calico, Xerxes' Tigershark-Class Assault Corvette. As Xerxes pilots it into Caliban, we get treated to a view of the mountainous planet below, the distant red sun, and the majestic and terrifying view of the Hammer of Caliban and the Orochi Liberation fleet docked with it.  I introduce his crew:

  • Persia Purasinga, an Asrathi med student turned pirate (by accident!). She seems quite pleased to be moving away from piracy and towards "mercenary work," especially against the Empire, who pushed her into piracy to begin with.  She's small and cute, with red, tabby fur and large green eyes with a pair of glasses.
  • Sylvar Ro, a terrifying and religiously fanatical Jagarathi assassin with "siberian tiger" markings and cold blue eyes.  He argues that they shouldn't get involved and "let humans kill one another.
  • Born Riksen, a native "Belter" to the Orochi Belt, heavy set and half-drunk, who loudly announces his excitement to be part of the liberation fleet, and reminds Persia that they won't be engaged in piracy, but they might engage in the "legitimate salvage" of Imperial ships they defeat.
  • Winner Chau, a Denjuku native Shinjurai punk girl with a white face, black make-up, straight black hair, chunky boots and purple-and-black striped hose who rolls her eyes at everyone and gets back to work on the engine (with her kleptomaniacal robot, Ripper), while listening to tunes via her earphones.
Next, Walker Lee lands his Nomad-Class Modular Corvette, the Bad Penny, on the Heirophant, the flagship carrier of the liberation fleet. As he and his "Pilgrim" companion, a young man named Jethro Page, depart from the corvette, Walker gets tackle-hugged by Arietta Lee (No relation), one of mechanics of the liberation fleet, and daughter to the head mechanic, Callister Lee. They discuss his heroism in the resistance against the Empire in the Orochi Belt, and whether he'll need any help maintaining his corvette.  The Calico also lands, and Xerxes' pirate crew interacts roughly with the group.

Then, aboard the Hammer of Caliban, Baron Mallus Grimshaw enjoys one last holo-call with his wife, princess Dani Shinjurai, who instructs him to wear a specific outfit to the gala aboard the Heirophant, cut after the style of the Shinjurai, but appropriate to a Maradonian noble like Mallus, with an orchid motiff.

As an ally, Dani has Fashion Sense, so this allows him to claim his bonus
In a dueling gym aboard the Hammer, Talos spars with Axton Kain, trying to teach him the basics of the Destructive Form, as Axton's own Knightly Form is unsuited to dueling. Talos makes quick work of Axton, proving his point, when they are joined by Asura Kain, the white-haired, golden-armed daughter to the Archbaron, who complains about the coming party, and the Elegans brothers, Enzo and Arthus. Enzo is a space knight with a thick braid of dreadlocks and a quick and easy grin and Aspect with the Avatar of a lion, who immediately wins Axton over with his smile, and then joins in to perform a quick practice duel, wherein they fight to a standstill.

Then they are joined by the belle of the ball, Lady Thalia Sabine and her handmaiden, Lady Peony Pavonis; the latter, dark-eyed with long, curly hair and Mediterranean features, fetching but betraying a low blood purity, cannot stand to not be the center of attention and thus inserts herself right into the middle of the duel, announces her intention to participate, and then realizes how outclassed she is, and is saved by Thalia reminding everyone of the need to attend the gala.

The group leaves to go to the Gala, where they are joined by the Baron, and walk the promenade, the great ring constructed around the ancient artifact of the Hammer of Caliban. While walking, they encounter Kerin Kethim, a Ranathim mechanic.  She crouches over her son, the toddler Caliban Kethim, as both gaze upon the world of Caliban through the window.  Enzo Elegans approaches, and greets her in Lithian.  After a brief exchange, she reveals she works under Callister Lee on the Heirophant and hopes that her service in the liberation fleet will earn her Alliance citizenship.  Enzo invites her to attend the gala as his date, but she demures.  Mallus is offended by Enzo inviting someone who is clearly not noble to a noble event and says so, to which Enzo retorts by questioning exactly how noble Mallus actually is, to which Mallus responds by drawing his force sword.  Before Enzo can do the same, Arthus intervenes, notes that a formal challenge has been issued, and that the duel can be fought after the gala.  All parties agree and move on.

Kerin is a bit of a relic from my original conception of the Tall Tales, where the players would be serving on a station in the Orochi Belt and have to deal with a sudden Imperial incursion.  The mechanic Callister Lee had a reputation with the station's... ladies of the night as employing only beautiful women (Kerin and Arietta) whom the women referred to as "Callister's Whores."  All of this has had to go to the wayside, but I like the idea of an outsider alien trying to become an insider, and so she's stuck around, as have Callister and Arietta, and the idea of an "all female mechanic crew" from the "Orochi" side of the mechanics team. 
Note that Mallus has 2-4 points total in his force sword skill, while Enzo is a full-on space knight skilled in not one, but two force sword forms.  Mallus' player was playing his disadvantages, particularly Code of Honor (Gentleman) and Overconfidence.  Should be an interesting, and quick, fight. But something for another session.

Finally, Viscontess Shay Sabine finds herself in a fighter simulator flying a Valiant against a Javelin. She quickly loses, as she's more familiar with her own Devil-Pattern interceptor. The opposing pilot, an old veteran of the Alliance navy who stands ready to retire soon, Captain Quentin Scott, steps out of his simulator and explains the need to expand her flexibility into other fighters, because of the limitations of the Devil-Pattern Interceptor.  Then they both notice the time and that she needs to attend the Gala. He says he won't be going ("It's by invite only,") and that some of the mechanics and Orochi pilots are having a small get-together that he wants to attend, because he fears that the combination of Orochi pilots and Maradonian pilots in Harlequin squadron will cause friction and he wants to overcome it.

When it comes to introductions, I tend to let the characters and their background seep over me as I picture what their introduction might be like.  Tyro Pavonis and Shay Sabine came quite late, so I didn't have much time to introduce them.  I had this idea for a generic "Fighter simulator" intro for SOME pilot, which I gave to Shay because Tyro is blind and thus can only fly a Devil-Patter interceptor. As a consequence of this, plus some unfortunate Will rolls later, Tyro got very little "screen time."

Monday, February 3, 2020

The Heroes of the Tall Tales of the Orochi Belt

So, it's been awhile since I talked about it, as I had to postpone it, but the Playtest for the Psi-Wars vehicular combat system, the Tall Tales of the Orochi Belt, is go.

I had intended to give each PC their own post, but I didn't get enough full background stories to do that, and I only have the art for a single character, so I'm going to give brief summaries so you at least have a solid idea of who's who.

Monday, December 30, 2019

Playtest: The Tall Tales of the Orochi Belt

I've wanted to explore the Action Vehicular combat rules for awhile, and there's no better way to do that than to use the actual rules that we've built up and run a game with them.  Furthermore, actually running a game helps me focus on what I actually need, and what actually matters.  A great deal of material comes from run games.  Finally, I've not put enough time into running games of late, as my family and work have been eating into what time I have, but with luck, I'll manage to schedule enough time to do this.

The Tall Tales of the Orochi Belt will be a (roughly) episodic mini-campaign.  I have three to five arcs planned, all episodic.  They follow in an obvious sequence, more or less, but it should be relatively easy to have players drop in and out as necessary.  The premise will be the liberation of a star system, the Orochi Belt, that features no planets to speak of, and thus all "space" action, ideal for testing out space combat rules.

The first session will be January 4th, and we already have 5 players.  As I get more details (such as who the characters are, other than one Kainian Space Knight and one Asrathi Witch-Cat Pirate), I'll tell more.  In the meantime, enjoy this introductory snippet:


Saturday, December 7, 2019

Wiki Showcase: the Fighter Ace

If you're a Disciple or better on Patreon, you already know that I've announced the coming playtest for the Action Vehicular Rules: Tall Tales of the Orochi Belt. I'll detail more as we come closer to the first session. Naturally, to run this playtest, I need to work out the sorts of characters that would use all these fighters we've been builing, and that means working out the Fighter Ace and putting it on the Wiki.

This was actually the first of the new templates I revised for Iteration 7. I started working on it after I finished the Action Vehicular Rules, because it changed a lot of how they functioned, and I wanted to capture that.  That said, it's probably changed the least of the new templates; mostly, I just migrated the advantage/disadvantage choices based on who they worked for to lenses, and updated their techniques to use the new techniques.  I've removed the "Maverick, Wingman, Bomber" distinctions of their techniques as I expect everyone to be adult enough to understand what to do with that, and I've discussed that in their customization notes (this could be expanded, though).  I've integrated their "Power-ups" into the template rather than leave them as distinct, "Fighter Ace only" upgrades (this means they lose their "fighter gizmos," but we can bring that back if people really miss them).  I do intend to create a "cross-class" fighter ace specialization, so people who want to play as space knights who can also fly fighters can do so.

Thursday, July 11, 2019

The Ridiculously Huge Action Vehicular Playtest Part II - The Battle

This is part two of an epic playtest for my GURPS Action Vehicular System for Psi-Wars (though you can borrow it for anything Action-inspired).  See yesterday's post for additional context!


Wednesday, July 10, 2019

The Ridiculously Huge Action Vehicular Playtest Part I - Setting Up

It was about three quarters of a year ago that I posted an updated ruleset for GURPS Action chase rules.  The intent was to marry the Dogfighting rules with the Space combat rules to create something that would work for Psi-Wars.  I did a few playtests, but stopped short of a complete one.  I lacked the proper resources at the time (namely, the ships) to run the sort of playtest that I envisioned, which would be the sort of scenario that I would imagine playing out in an actual Psi-Wars game, especially an epic-scale battle, which tend to be fan-favorites and also the most taxing on a system.

However, now that I've completed the vehicles for the Alliance (at least the Maradonian nobles) and the Empire, I have enough material to run the scenario, and thus, we can have the playtest.  For reference, this playtest will use:

(For the Alliance)

(For the Empire)
I had a lot of fun with the playtest, so I hope you don't mind the lurid descriptions (I always thought GURPS and excellent narrative went hand in hand, since GURPS plays a lot like a film, if the film was in slow motion), but this is as large and sprawling as its epic ambitions might suggest.  We'll be at this for a couple of days, and today, we start with the introduction.

Note that the rules I link to above are already outdated as of this playtest, as I did what you should do with a playtest, and made notes and updated them to reflect what "felt right" while I played.  I'll discuss those changes more at the end of the whole playtest series.



Thursday, October 18, 2018

Action Vehicular Combat Playtest 1 - Starhawk vs Typhoon

Now that we have an update to our Action Vehicular Combat, integrated the Chase rules, the Dogfighting rules and a few additional expansions, we need to test it out, with our newly revised Typhoons and Starhawks! Naturally, we need pilots, so we’ll choose our old friend Tobin Starlaw, to whom we’ll give this fancy new Ace Fighter advantage, and we’ll choose Starlet as his wingman. Starhawks are superior to Typhoons (they certainly cost more), and Tobin and Starlet are superior pilots, so they should be able to easily handle an array of mook fighters. Thus, for this battle, we’ll have the pair face off against a wing of 5 typhoons in an asteroid field (Rough, Normal terrain which starts at Distant range).

For simplicity, Tobin has Pilot 18, Gunnery/Artillery 16, Daredevil and Ace Fighter. Starlet has Skill 15 in everything pertinent. Tobin has an ally Tech-Bot with skill-18 in anything pertinent (mainly Electronics Operations, Hyperspace navigation and doing quick repairs). Starlet has some lame, run of the mill robot with no personality and skill 12. The Starhawk stats are here. What matters most is that the Starhawk has the following traits:

  • 140 HP, HT 11

  • An absolute maximum speed (for escape) of 650 (+14)

  • +4 Dodge (in high agility)

  • A best possible Chase Roll (high agility, afterburner) of +17

  • +4 accuracy on its missiles (4 missiles), with 6dx10 damage

  • -4 ECM (and a decoy launcher)

  • ROF 12 cannon (+2 to hit), with 6dx5(5) damage

  • DR 15 and force screen DR 200 which can be angled.

Our imperial pilots have skill 12. For a reference to a typhoon, see here. What matters most is that the Typhoon has the following traits:

  • 90 HP, HT 9f

  • An absolute maximum speed (for escape) of 750 (+15)

  • A best possible Chase Roll (afterburner) of +15

  • +5 dodge

  • -4 ECM (and a decoy launcher)

  • ROF 6 between two cannons (+1 to hit), with 6dx5(5) damage

  • DR 15

Wednesday, August 22, 2018

Dogfighting Revisited


I looked at David Pulver’s Dogfighting article, from Pyramid#3/53, way back in Iteration 3 and dismissed it as inappropriate for what I was trying to do, and in some sense that’s probably still true. Dogfighting won’t cover everything and misses a lot of elements key to space combat, especially how capital ships interact, or things like power management. Even so, Dogfighting is close to “chases,” and I find it easiest to handle gameplay when all the rules match. Broadly speaking, the space combat scenes from Star Wars do not differ dramatically from the chase scenes from Star Wars, and in at least one case, the space combat scene was a chase scene!

Furthermore, as I step away from GURPS Spaceships as the driving mechanics behind my vehicles, I find that I need to look elsewhere for rules governing how they fight. I do still believe that GURPS Spaceships includes lots of interesting concepts for space combat, but it’s also clear to me that Psi-Wars space combat more closely resembles naval and aerial combat than it does space combat, which means we need more aerial and naval forms of combat.


I have no doubt that the final version of these rules will likely integrate elements from GURPS Action, GURPS Spaceships and GURPS Vehicles (especially as the first two are generally simplifications of the third). But if I have to choose a base, it looks like Dogfighting might be the ideal foundation from which the rest of my system will flow.

Monday, February 12, 2018

Tinker Titan Rebel Spy: After Action Report for Session 3

Another month means another session of Tinker Titan Rebel Spy!  What happened last session?  The players finally found made planet-fall, interacted with a new faction, began to unleash the first salvo in their machinations, finally met Director Thorn and then faced the occult might of the Ash Walkers under the baleful, all-seeing gaze of the Prophet of Grist: Cog Thonis, fighting him in the shadow of the Black Pyramid.

If you want additional details, my players have written detailed summaries.  As usual, I'll be talking about the session from behind the GM's chair and as the designer of Psi-Wars itself.  I also have some advice for people who want to play Action in general.

The detailed summaries are:

Friday, September 29, 2017

Tinker Titan Rebel Spy

Holographic pixels bloom into a shaky, distorted image of a man, Director Donlan Thorn, a minister of Heritage in a formal, grey imperial uniform, before the noise on the signal clears enough for the image to give a firm impression of the man.  A hard, lined face looks out from the holographic recording, a close-cut salt-and-pepper mustache beneath his nose, and a peculiar, non-regulation set of goggles rest on his brow, ready to be tugged down over his eyes, matched by an air-mask hanging loosely around his neck.  He plays with a tumbler of thick, black gooey drink between his gloved hands.

After regarding the holographic recorder for a moment, he speaks in deep, gravelly tones. "As I predicted, the Grist expedition has proved fruitful.  I found what I promised you, but the local insurgency grows increasingly aggressive, and threatens to undermine my... our... discovery.  But when I move against it, your governor fights me at every turn."

He takes a frustrated drink from his tumbler, and then slams it back on his desk, and leans forward, his deep voice lowering to a growling register. "Worse, I suspect a traitor in our midst.  My... our... project is in danger.  I need outside help."

And with that, the holographic recording ends.

EDIT: The campaign is now filled.  Thank you for everyone who expressed interest!

Saturday, September 9, 2017

Patreon Post: Neo-Rational Preview and Tinker Titan Rebel Spy

For the next two weeks, this blog will dive into Neo-Rationalism, the traditional philosophy of Shinjurai science and rational self-improvement.  If you're a $3+ patron, you can get the preview of it here.

Second, for those interested in Tinker Titan Rebel Spy, we still have two spots open, and it's now open to all $5+ patrons.

If you're a patron, check it out.  If you're not, as always, we'd love to have you.


Support me on Patreon!

Wednesday, July 26, 2017

Patreon Post: Iteration 6 Spaceships Playtest 1: The Standard Scenario and Dreadnought v Dreadnought


seldon_crisis__battle_by_adamburn
If I'm going to revise my rules, I need to test them.  Do they cause problems?  Do they fix the things I intend them to fix?  What I have going here is an iteration inside an iteration, and it was caused by my attempts to build spaceships for the Alliance, which turned into "Spaceships for everyone," which quickly ran aground of the fact that SS doesn't offer me enough options, which means I need to look at things more carefully, and that means playtest.

Today's playtest sets look briefly at a typical scenario (the old Starhawks vs a Dreadnought fight), and looks again at the playtest we saw Monday, namely Dreadnoughts vs Dreadnoughts.  I'll need to revisit these again, but with most of these findings, the next step will be to take a look at corvettes, which is the heart of why I want to do this, but that won't happen this week.  Instead, this Friday, look for the State of the Patreon.

If you're a Patron ($1+) check it out.  If you're not, as usual, I'd love to have you.


Support me on Patreon!

Monday, July 24, 2017

Patreon Post: (Old) Dreadnought Playthrough

I've wanted to take some time to look at spaceships again, because I see more points where they need work, and especially as dive into the specifics of Iteration 6, I want to take greater control over my setting (using generic Starhawks and Typhoons is fine if we want to just rapidly prototype a setting, but if I'm going to build it in detail, why not build my ships as well?)

This is likely to go on for awhile, and this week is mostly cleaning up loose ends.  This also means I need to dive into whatever changes I propose to make sure they work, so I hope you like playtests! Most of these will be $1+, because, they're mainly mechanical asides and technical discussions, but when I start building ships for the final version, those will be $3+.

Today's post is a companion post to an old post, going back to the dawn of my Patreon, back, I think, to literally my first Patreon exclusive.  It's the playtest between dreadnoughts that confirmed the rules I documented in Dreadnoughts Revisited. I've gone ahead and included the resulting document here, for ease.  I'm posting this because a few of my Patrons heard it existed and were very curious about it. Note that by the time my update is finished, a lot of the rules contained herein will be invalidated, but I find it a fun read, especially the battle between the Reaper and the Rain of Fire (the third one), which is the first time I think I've ever shown dreadnoughts at their actual scale of power.

It's for $1+ Patrons, so if you're a Patron at all, check it out!  If not, as always, I'd love to have you.

Support me on Patreon!

Saturday, November 26, 2016

EM Guns Feedback Part 2: G-Verse Variants

So, last post, I offered the context of G-Verse, for those who need to know how the setting works and how games played out.  I've also tagged my Andromeda Incident After Action Reports from ye olden days if you want to go back and look at them.

Now, for the actual feedback.  How did G-Verse actually play and how would it play out with Pulver's suggestions?


EM Guns Feedback Part 1: The G-Verse Context

Steve Jackons Games recently put out a call for feedback regarding EM guns and their damage and performance, specifically in comparison to ETK guns (Edit: There was a miscommunication, it was in comparison to ETC, because ETK guns are ridiculous and nobody should use them).  Now, lots of people have already busted out some math and done some comparisons, but that's not really what they're asking for, and that makes sense.  I'll believe that Pulver is totally great at math and has already worked out the models necessary for his design.  What he needs is actual play, seeing how it works in a game.

Alas, I am not running anything with gauss weaponry at the moment, nor do I think I could spin one up in the near future.  I can do the next best thing, though, and see what the changes would do in a game that I already had that used gauss weaponry.

Psi-Wars is not my first foray into GURPS sci-fi.  Really, it's probably my fourth or fifth exploration of what makes sci-fi works in GURPS, and one of the reasons I've been posting about sci-fi in GURPS is precisely because it can be so tricky if you don't handle Ultra-Tech right.  Psi-Wars keeps technology at a minimum to keep innate character abilities front and center, but half the fun of sci-fi is playing with cool toys.  My last sci-fi campaign, G-Verse, really focused on detailed use of technology. I tried to blur the lines between action thriller, military sci-fi and cyberpunk in that players could and should geek out over their equipment.  In that campaign, I solved my abilities/tech dichotomy by minimizing crazy abilities and maximizing how cool your tech was.

One thing that became clear to me in that game was that technology exists within an ecosystem.  Sometimes, someone will ask why NATO uses the round it does, given its terrible stats in GURPS, and GURPS players will respond that NATO doesn't use GURPS as its guide for appropriations.  But more to the point, the round was chosen based on assumptions about what other people would be wearing and the role it would play on the battlefield and how the logistics of the round would work.  It's not a round all by itself, it's a round interacting with armor, competing rounds, and living in a context of politics, economics and infrastructure.

I think one of the reasons Pulver is asking for "actual play" is that he needs to see this larger interaction.  Given that G-verse used gauss weapons in a world full of competing weapons and armor, that makes it a good choice for examining what those changes would make to my ecosystem and how it would play out in my campaign.

In part 1, I introduce the basics of how G-verse works, including a look at the weapons, soldiers, tactics and context of the setting, so you can find your footing.  In part 2, I'll look at how my current model already worked, and then see Pulver's proposed changes would have interacted with the setting and see what ETK weapons would do to the setting.

Thursday, November 24, 2016

Iteration 4 - The Final Playtest

Starlight sprang back into view with a strange, eye-watering blur as Jenna Skyrunner slowly pulled down the throttle on the hyperdrive of the Grey Morning and revealed a planet, brown and desolate. She smiled.

“I told you I could get you there.”

Dun leaned over the console of the spy vessel and marveled at it. “Old Maradon. I didn’t believe it could be found anymore.”

“Not if you follow those old star charts. Hyperspace has changed a lot since then. You have to know its ebbs and flows, like I do.” The blond flashed Dun a fetching smile. Alas, the other two people who had just stepped onto the small, compact bridge of the corvette held his attention..

Novina wore a modest, priestly gown crafted of violet silk that flowed around her body, bunching enough at the waist and hips to remind those who looked upon her that she was, in fact, a woman, with long sleeves that hid her hands. A ribbon the same color as her robe bound up her platinum-colored hair. Her gaze met Dun’s, and she smiled warmly before she remembered her position and averted her gaze back to the planet. She folded her hands into sleeves and stepped beside Dun.

The other woman owned the ship. Leylana finished gathering her hair into a smart pony bun and bound it up with band. To Dun’s surprise, she wore not haute couture, but a form-fitting battle-weave jump-suit, with a jaunty utility belt and some sturdy boots. She answered his raised eyebrow with a scoffing smile “I can be practical, Mr. Beltain.” Her eyes flitted from Novina to Dun, noting their closeness and Novina’s covert smile.

Novina’s raised her soft voice, her introspective tone suggesting she murmured more to herself than to her compatriots. “Alexian Command once controlled a million warships from their headquarters on Maradon. I’ve read texts that spoke of grand spires and breathtaking gardens. It seems all that is left now are bones of a dead world and endless deserts.”

“Not completely.” Leylana cooed smugly. She produced the small fragment of technology she stole from the dying Willow Star. “This is an old Alexian security key, and it’s keyed to the Maradon Headquarters. If that still exists, then we should be able to access its old databases and find...”

“A throneship.” Novina whispered, awed. She tilted her head, making swift mental calculations, connecting her knowledge of history and future history with this singular point. “You mean to use me to destroy the Empire.”

“Don’t sound so accusing. When I’m done, you’ll be a queen.”


Wednesday, November 23, 2016

Playtest 3: Rafari and the Nahudi Warriors vs the Empire!

The previous playtest was to make sure that our space knights have a certain sort of minimum competence. Now I want to see how far I can push them. If a space knight has little trouble taking on 7 criminals by himself, how about a single space knight vs ~30 imperial troopers?

To balance the scales a little, I'd like to see how our Alien Warriors do as well, as Rafari offers a great opportunity to look at Alien Warriors. The story practically writes itself. Rafari, having completed his training and parting ways from his dear friend, Vesper Tane, returns to his homeworld, only to find it invaded by the Empire! He finds his tribe readying for war, and his welcome is a bit rough. “Rafari has gone soft,” they say, but Rafari proves them wrong and convinces them to let him assist them in protecting their homeworld.

The Nahudi people are heavily outnumbered, so we'll give Rafari 5 warriors and 5 scouts. His opponents will be 6 heavy imperials (thus three guns) supported by 5 imperial carbine troopers, with an advancing force of 15 imperial carbine troopers and 5 elite troopers in a kill squad leading the assault.

The Nehudi warriors arrived at their chosen battleground early. Two rough patches of rocky ground, rich with cover, face off over a relative no-man's land of loose sand. The ground is such that characters must either stand on Uneven ground (in the stony area) or on sandy ground (in between), for a -2 to attack and -1 to defense. Two large cliff faces line either side of the battleground, and the scouts have prepped deadfalls in these. The best way to get from one side to the other is in the cover of the cliff-face, which offers plenty of outcroppings to take cover behind. Going over the open field will force you into a field of fire without cover. The total distance between both rocky areas is submachine gun range, about -5. It'll take 3 rounds of movement to get from one to the other.

That night, Rafari medidates and uses Wisdom of Communion. He is given a vision of the battle the following day “Only with great sacrifice can a world be saved.” It's a grim destiny, and the GM decides that both sides can access one point of destiny. Rafari opens his eyes, ready to do what must be done.

The battle will take place in a sort of canyon.  The battleground is flanked on either side by canyon walls full of fissures that allow one to hide.  The mouth of the canyon is rocky and uneven, followed by a broad, sandy depression, and then lifts into another uneven rocky area.

The Imperial troops march by daylight. The scouts hide in the rocky ground that overlooks the sand, and the warriors hide in the rocky outrcroppings at the entrance to the canyon, ready to ambush the imperials. To properly ambush, both the Scouts and the Warriors must succeed at their Stealth rolls, but because they need to be well-hidden enough to attack from behind, the Warriors need to vanish, so they'll apply a -5. The Warriors have Stealth 15 and succeed with exactly 10. The Scouts have a 18 and succeed with a 12. The Kill Squad has the best Perception at 11, and have visors worth +2 to perception checks if heat signatures matter. The roll a 13, which means an exact success, the same as the Warriors. The GM rules that the kill squad is in the warriors when they notice the Warriors and begin to shout out a warning. The empire is not suprised but neither do they see the deadfalls.

As the troops made their way to them, Rafari meditated. He had been meditating all morning, so the GM grants him a +2 to his Communion roll, in addition to his +1 for meditation. He gets a miracle on a 10 or less. He gets a 14. He argues that he seeks a miracle to save his world and is willing to make whatever sacrifice is necessary, and suggests the Immunity to Pain miracle. The GM agrees to let him spend his point of Destiny. Clearly, without some miracle, his whole tribe could easily die, so he gains a +4 to his reaction. He has also stuck to his beliefs, recently forsaking Vesper Tane for his heresy, so the GM grans an additional +2. He rolls an 18 (!), +6 is 24. Well! We could go for a Primordial Avatar, but Rafari follows no path. Of course, that doesn't have to matter for Communion, so let's imbue him with the Primordial Avatar of the Righteous Crusader.

I had actually hoped to have a more modest battle, but I suppose being imbued with godlike power shortly before going to war with the enemy has a certain sort of meaning to it. It certainly utterly changes the dynamics of this fight.

Rafari is immune to pain, has effectively HT 16 to resist subdual and death, has a will of 19, is Transcendantly impressive, recovers 1 fatigue per second, gets a free Concentrate action per turn, and is fixated with destroying the Imperial Troopers before him. He loses 2 HP and loses an additional HP per minute.

This is perhaps inappropriate. He's not really prepared to channel the powers of this particular avatar, but I hadn't expected to roll that well, and I'm curious to see how this will play out.  It's an opportunity to see an avatar in action!

Other pertinent modifiers: the Nehudi are defending their homeland, so have +1. All terrain is either sandy or uneven, providing a -2 to attack and a -1 to defense. It's brightly lit, so nobody benefits from dark combat.

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