Showing posts with label Traders. Show all posts
Showing posts with label Traders. Show all posts

Sunday, March 29, 2020

Patreon Preview: Trader Guildfleets

Quite some time ago (December 2019, I think), I created a poll for working out the technological infrastructure of the Poll-designed alien race, the Traders.  I've been busy with other things, but I managed to get a total of 5 ship designs out for the Traders:

  • General Technological Considerations
  • Their Interceptor
  • Their Blockade Runner/Smuggler Corvette
  • Their Defensive Frigate
  • Their "Battleships"
  • And, of course, their Arks.
This is an incomplete document and I offer it as a preview to my Companions ($5+) patrons.  Don't worry, Fellow Travelers, when it's done, it'll be available to you too, I promise.  It's just messy as of yet, and I wanted to get some feedback before I make it available to you.

Friday, November 22, 2019

Patreon Poll: Trader Tech 2

Continuing from the poll earlier this week, I have a new set of polls for Trader Tech.  These cover the elements of their military technology that lie outside of the individual.  This includes:

This poll is open to all Patreons of the Companion ($5+) tier.  As usual, please leave a comment as to how you see their doctrine working or what nuance you'd like to add.  I definitely take comments into account.

I know I've not yet released the more detailed robot rules, but hopefully you'll have a sense of what you can do with robots and how they might serve the Traders militarily.  You guys seem very interested in giving the Traders robots, so I hope that particular poll will be useful to you even without worked examples of robots from other cultures.


Sunday, November 17, 2019

Patreon Poll: Trader Tech

Back in the tail end of Iteration 5, as we worked on Alien Races, I invited my patrons (Companions and better) to vote on a new alien race. This resulted in the Traders, a race of clever and highly inventive space-wanderers with their own technological infrastructure.

Originally, I had given them that infrastructure, but with a focus on building all our military technology from scratch, I felt it time to revisit Traders as an exercise in building our own military doctrines and tech.  As with all these polls, the point is to get you thinking about what makes a military doctrine interesting, and what you need to make one happen.  Thus, while this will result in a new set of technology for our Traders, I hope it inspires you, dear Patron, to consider making your own military technology (as I know a few of you are working on races or factions that could benefit from it).

For the first round, we'll focus on personal technology and broad outlines of doctrine.

  • Trader Tech: Military Doctrines, where we ponder if the Traders would even fight and why and against who and what sort of obstacles they might overcome and what sort of goals they might focus on.
  • Trader Tech: Unique Technologies: Once we know how they fight, we might ponder with what they fight.  Not every faction needs unique technologies, but Traders will certainly have some, and we do need to consider what makes a factions blasters and vehicles unique and distinctive from everything else in the galaxy. What makes Trader Tech Trader Tech?
  • Trader Tech: Ground Doctrines: When building personal weapons and armor, for whom are Traders building them?  What sort of roles do they envision using their weapons? How do Traders fight their wars, when it comes to the individual Trader as part of a larger army?
  • Trader Tech: Personal Weaponry: Rather than do line-by-line considerations of specific weapons, let's first consider the broader approaches Traders might take to their weaponry: who do they build them for and with what ultimate aims in mind? If we combine these with the previous polls, we should have a pretty good idea of what sort of blasters they build.
  • Trader Tech: Personal Armor: Traders famously wear "skinsuits," tight, form fitting vacuum suits that keep them alive in case of a breach and protect them from germs and infection from outsiders.  Do they augment them with additional defenses and, if so, what sorts of defenses?
This will be part 1 of a multi-part series, and it's available to all Companion ($5+) Patrons.  Don't forget to leave a comment about how you see the Traders fighting.  I definitely make use of what Patrons talk about and try to integrate that feedback into the final results.

Tuesday, March 12, 2019

Psi-Wars Alien Races: the Traders

Homeworld: None (Sterilized during their war with humanity)
Other Worlds: Jubilee Station and the Trader Belt.

The Traders earned their name through commerce, but they earned their place at the galactic center through innovative navigational techniques. Early Traders mastered higher mathematics that allowed them to envision and interact with hyperdimensional space. Using these techniques, they were among the first races to travel to the stars. They soon found other races, even ancient empires, and but rather than swap blaster fire with these new species, the Traders chose to swap trade goods.

When those ancient empires fell, the Traders discovered that the only humanity, a new-comer to the galactic scene, competed with them for dominion over the galactic center. If a few battles had gone differently, if luck had favored the Traders, history may well have gone in a very different direction, but instead, for their foray into empire-building, the Traders found their homeworld destroyed and their race scattered across the galaxy.

Today, Traders ply the stars with their great and vast arks, vast dreadnoughts that house entire cities of Traders within them, including housing, restaurants, hospitals, industry and ship-repair facilities. These great arks collect together into great “Guild fleets,” which used to act as roving industrial centers and corporate headquarters, but with the destruction of their homeworld, these guild fleets have devolved into extended clans, serving to guard and protect the remnants of the Trader people. Traders have only one permanent settlement: Jubilee Station, a huge space station/space colony in the Trader elt that acts as a permanent Trader marketplace, a home for myriad alien cultures, and a point to which all Guild Fleets return every 20 years for their grand Trader Jubilee, where they swap stories, star charts, and even family members, and then set off to explore something new.

Traders blend humanoid features with strange and alien traits to create an alluringly exotic combination that many other aliens find both intriguing and repulsive. They mostly resemble hairless, green-skinned humans with liquid black eyes, and wear tight-fitting skin-suits that underline just how feminine or masculine the more attractive members of the species might be. Beneath and along their supple, dark-green lips lie the tell-tale signs of the “Trader grin:” a thin black line that goes from their mouth down their chin and deep into their cheeks. When a Trader isn’t politely offering another alien a close-mouthed smile, their faces split open to reveal a split pair of mandibles lined with rows of teeth; their unhinged jaws allow the to gulp down slithering, still-living prey, like leather eels. Self-conscious Traders hide this feature behind a face mask or filter mask.

A Trader’s intellect truly sets him apart from other species. While no smarter than other species, they think faster than everyone else. For them, seconds drift by as slowly as minutes do for others. They read a page at a glance, and they speak a language called Klik, which allows them to convey a minute’s worth of conversation in a mere second, and at an exceptionally high pitch that’s barely audible to normal species. Most Traders master Galactic Common at a young age, and even prefer its poetry to the dry logic of Klik, but they’ll sprinkle Klik into their conversations in a series of seemingly unimportant clicks or short, high-pitched, stuttered whines that seem nothing more than an odd affectation to other species but is, in fact, an entire second layer to a conversation mostly incomprehensible to anyone but a fellow Trader.

Traders suffer from frailty. They have delicate physiques and their life aboard starships make them prone to disease. To compensate for this, Traders have mastered the arts of cybernetics and robotics. They often sport spidery and baroque cybernetics, and rather than battle their foes directly, they make heavy use of robotic assistance.

Traders usually prefer to be Diplomats or Smugglers, both of which allow them to bring their superior deal-making skills to the fore. Trader society frowns upon Con Artists, but Traders who choose to go this route tend to be very good. Traders make excellent cyberneticists, and such often end up as Scavengers. Finally, Traders don’t generally engage in war, but they do worry about their own safety, and so some Traders become Security Agents.

Most Traders have the Wanderer background; Traders who grow up on Jubilee Station have the Humble Origins background. Those who run Trader arks or guild fleets have titles and are thus Aristocrats.


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