Showing posts sorted by relevance for query Cosmic Patrol. Sort by date Show all posts
Showing posts sorted by relevance for query Cosmic Patrol. Sort by date Show all posts

Saturday, June 21, 2014

Cosmic Patrol Was A Hit!


We ran the Cosmic Patrol RPG for the first time today as part of Free RPG Day at the Source. I had four players and two very nice observers who hung out for big chunks of the game (one for the beginning-middle, and one for the end). Open gaming like this has its risks; just earlier this week, I read a horror story about a player's bad experience with other players and GMs in the Games on Demand space at Origins.

But open gaming events like this also offer us the chance for valuable kinds of exchange:
  • The ability to try out new games with folks who are curious and interested in them
  • The opportunity to meet new players
  • The chance to share knowledge about games and how they're played with other GMs and players
For example, the second observer (Dennis, I am pretty sure) asked me to hang out for a bit after the game, so that I could give him a look under the hood at the dice mechanics in Cosmic Patrol.  I did that, and then I asked him what RPGs he likes. He was similar in age to me, and shared that he enjoyed a broad range of games and systems - with an emphasis on ones that facilitate character-driven storytelling.

Dennis said that he likes to run Fantasy Flight Games' new line of Star Wars RPGs, especially Age of Rebellion. I shared that I had found Edge of Empire difficult to read because of all the different dice type icons in the text. Dennis smiled, pulled out his dice bag, and ran me through a couple examples of how the Star Wars dice are used. I really appreciated the exchange!

The Cosmic Patrol scenario I used was the provided in the 2014 Free RPG Day Cosmic Patrol booklet at the top of this post. I ran the first part of The Continuance Contingency in the four hour game slot, which is spot on with the book's guidance that each part takes a game session. I did a lot of improvisation, and so did the players. The Stat Die mechanics encourage the players to do a fair amount too - which they did. The Plot Point mechanics in Cosmic Patrol further facilitate players making narrative declaration, in much the same way that in Fate, you can spend Fate Points at any time to make a declaration.

Cosmic Patrol is designed so that the players will rotate GMing responsibilities between scenes. Players normally take turns being the "Lead Narrator" but for this open gaming event, I GM'ed the entire session myself. Asking players - who are just learning the game mechanics - to take turns running a published scenario: that's asking a lot. The LN model probably works best with a group of players who have experience with the mechanics, and are comfortable with improvisational play and narrative power-sharing. I'd also guess that the LNing also works better without a formal written scenario, so that successive LNs can take the story in whatever direction they prefer without worrying about "breaking links" that connect one part of a scenario to another.

Since I'd like to run Cosmic Patrol at some point for my own Thursday Night Group, I won't say too much about the storyline except that it has things that John Clute's Encyclopedia of Science Fiction calls World Ships: some of my favorite objects in the YOU-KNEE-verse, as Brian Cox might say. Well, I can also share that the players encountered one of the most loquacious Cylon Centurions in galactic history.

One more thing I can share is that the PCs had a shootout with some Achernarians, one of the alien species that are the brainchild of the Hereticwerks blog. (The Achernarians have also made their way into my Doctor Who games. They're called the people from The End of the River for a reason. They get around.)

While we're talking about Hereticwerks, be sure to stop by here and pick up Hereticwerks' Free RPG Day scenario at their blog.

So I'll be running Cosmic Patrol again. It's a great rules-light pick-up game.

If you look at the picture at the top of the post you will see that I also picked up a copy of the Valiant Universe Universe RPG Quick Start Rules today. Valiant uses a modified version of the Cosmic Patrol rules, so I guess I'll be buying that game when it gets released in August!

Friday, October 5, 2012

Cosmic Patrol Conversion - Patrol Cutter

Patrol Cutter art by Leanne Buckley
http://leannebuckley.com/


The three person Patrol Cutter is the workhorse vessel of the Cosmic Patrol. The Patrol Cutter is a versatile design that can be used for exploration and reconnaissance, anti-piracy operations, and stealth missions. The most common rocketship used by the Cosmic Patrol, Patrol Cutters are are classified as a tramp vessel design: unlike the larger purpose-built vessels used by the Patrol, the Patrol Cutters have a very simple and readily customizable design. So you will see many variants out there, including FTL variants equipped with fractum drives.

Cosmic Patrol ship art is by Leanne Buckley for Catalyst Game Labs. Text is by John Everett Till, based on the Cosmic Patrol and Into The Cosmos publications by Catalyst Game Labs. All content before the OGL Mechanics section is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.




OGL MECHANICS

Patrol Cutter

Scale: Large (4) - Advanced
Structural Stress: 6
Systems Stress: 5
Fate Points/Refresh: 7

ASPECTS:
  • Underestimate this ship at your own risk!
  • The tramp workhorse of the Cosmic Patrol
  • Three is company...
  • Easy to customize
SKILLS: 
  • 2 Good (+2): Advanced Sensor Suite, Beam Weapon*
  • 3 Fair (+2): Energy Shield, Maneuver, Ship Systems
  • 4 Average (+1): Ablative Armor, Hardened Structure, SL Engines, Stardrive (fractum drive)**
STUNTS:
  • Afterburner - Maneuver skill (p.323)
  • Atmospheric Entry Maneuver skill (p.323)
  • Knowledge Base - Ship Systems skill (p.321)

*Not all Patrol Cutters will have weapon systems. If your vessel doesn't have weapon systems, you may want to substitute in the Electronic Warfare System skill or the Cloaking System skill.
**Not all Patrol Cutters will have a fractum drive. If your vessel doesn't have a fractum drive, you can substitute another skill in place of the Stardrive skill.


Introducing Cosmic Patrol


Are you ready to join the Cosmic Patrol? We need frontline leaders from Earth, brainy scientist-scholars from Venus, and the axe-wielding Amazons of Mars to JOIN US, and defend our Grand Union of the Inner Planets. We face many threats - from the perils of the Outer Planets and beyond! There's lots out there to watch out for, from the Automen, to the mysterious psychically powered Moon Men, to Killbots, the three-eyed diminutive clone warriors of the Eiger Empire, the reptilian Uth, and much, much more!

Cosmic Patrol is a neat indie-flavored pulp SF RPG, published in a beautiful digest-sized hardcover. The game uses a rotating GM model so that players take turns leading an adventure as Lead Narrator, or playing Patrolmen. Cosmic Patrol uses a multiple dice type mechanic for differentiating skill levels, and PCs have Aspect-like Cues that help to affect the narrative.The game uses exceptionally clear and very pulp SF inspired line art! The entire package is beautiful, as is the game's new supplement Into the Cosmos, which shares ship designs, more aliens, and adventures.

Cosmic Patrol is published under a Creative Commons license, and the creators have been kind enough to grant me permission to do some FATE conversions of their creations. Coming up soon, you will see FATE stats for a Cosmic Patrol Cutter - the workhorse tramp rocketship, finned (of course!), of the Cosmic Patrol.

On Monday, as part of Tim Brannan's Monstrous Monday blog hop (you can see the first installments here and here - and The Everwayan's and FATE SF's contributions are in the second "here"), I will be posting FATE conversions for an alien from the Cosmic Patrol setting.

FATE SF will "pay it back" by posting some free original Cosmic Patrol content under their Creative Commons license.

Wednesday, October 10, 2012

Table of Modified Cosmic Patrol Cutters

On Friday, FATE SF published an intro to the Cosmic Patrol RPG, as well as a conversion to FATE of a Cosmic Patrol Cutter vessel, the workhorse three person tramp vessel that is the hallmark of the Cosmic Patrol. As a tramp vessel, it is highly customized - much more so than the purpose built Patrol Cruisers. And cutters also fall into the hands of pirates, smugglers, and spies! So here is a table with several different modifications on the Patrol Cutter design.

Roll 1d6-1d6.

Results:

The Patrol Cutter:
-5    Has a cloaking system
-4    Has a torpedo launcher
-3    Has a plasma weapon
-2    Has a grappling system for space salvage and/or boarding
-1    Has equipment to suppress other vessels' fractum drives
 0    Has no fractum drive
+1   Is drifting without signs of life, and is...
  • Roll a 1d6:
    • If 1-3, broadcasting an automatic distress signal
    • If 4- 6, ominously silent
+2   Has been Beowulfed, and is now a tramp merchant
+3   Has been Grendeled, and is now a pirate vessel
+4   Is now crewed by robots (flying under the flag of Planet Metalloid)
+5   Has alien markings on the hull


The Cosmic Patrol RPG is by Catalyst Game Labs. Text is by John Everett Till, based on the Cosmic Patrol RPG and Into The Cosmos publications by Catalyst Game Labs. This content is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.


Thursday, October 11, 2012

Cosmic Patrol Conversion - Patrol Cruiser



Sample page from Into the Cosmos
Art by Leanne Buckley
Deck plans by Matt Heerdt

The Cosmic Patrol uses Patrol Cutters to investigate situations and deal with small problems. It uses Patrol Cruisers to solve bigger problems - especially those where the application for force may be required.  With science labs, conference rooms, a rec room, and real restrooms, the Cruiser is larger than the Patrol Cutter, but it is still a cramped vessel. As with the Cutter design, any prisoners will have to be chained to a bulkhead, chair, or bunk. It helps that the vessel is atmosphere-capable, because frequent planetside action helps to relieve crew stress associated with long periods working together in very close quarters.

The Patrol Cruiser is less customizable than a Cutter, but the version of the vessel that is described below has been equipped with a torpedo launcher, mine dispensers, and an Electronic Warfare System - all significant improvements over the Cutter.

Cosmic Patrol deck plans are by Matt Heerdt for Catalyst Game Labs. Text is by John Everett Till, based on the Cosmic Patrol and Into The Cosmos publications by Catalyst Game Labs. All content before the OGL Mechanics section is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.






OGL MECHANICS

Patrol Cruiser

Scale: Huge (5)
Structural Stress: 6
Systems Stress: 8
Fate Points/Refresh: 4

ASPECTS: 5
  • Roomier than a Patrol Cutter...
  • But you'll still want to go planetside frequently
  • Ideal for longer missions
  • Cutters get their attention, but cruisers make 'em run!
  • Actual restrooms!
  • Science labs!
SKILLS: 
  • 2 Good (+2): Advanced Sensor Suite, Beam Weapon
  • 4 Fair (+2): Electronic Warfare Suite, Energy Shield, Maneuver, Ship Systems
  • 6 Average (+1): Ablative Armor, Hardened Structure, Mine Dispenser, SL Engines, Stardrive (fractum drive), Torpedo Launcher
STUNTS:
  • Advanced EWS - Electronic Warfare System skill (p.325)
  • Afterburner - Maneuver skill (p.323)
  • Atmospheric Entry Maneuver skill (p.323)
  • Hardened Ship Systems - Ship Systems skill (p.321)
  • Knowledge Base - Ship Systems skill (p.321)
  • Research Computer - Ship Systems skill (p.321)

Thursday, June 19, 2014

Cosmic Patrol For Free RPG Day



We'll be running Cosmic Patrol for Free RPG Day at 2 PM Saturday, June 21. The action happens at Source Comics and Games in Roseville, Minnesota.

Cosmic Patrol is a fast-paced game of pulp-inspired SF. Friends have asked whether it is similar to Lady Blackbird (which I have never played). I gather it may be, from the number of times I have been asked this. I do know it has aspect-like Cues and Tags, so I gather it has some similarities to Fate. Cosmic Patrol also uses different die types for characters' different attributes, so it may also share something in common with Savage Worlds (another game that I'd really like to play some day).

My past posts about Cosmic Patrol can be found here. The creators even game me permission to convert a few of their lovely finned rocket ships for the Fate system, so you will find them in the link above. So if you are curious about Cosmic Patrol, please stop by and give it a try!

I'll let people know how the session went next week!

Saturday, July 19, 2014

Next Weekend: Cosmic Patrol!


Next weekend, SF&F author and historian Carolyn Ives Gilman will be guest of honor at Diversicon. This is the most intimate and literary con in the Twin Cities scene. There has never been too much gaming at the con, but a few years ago I started running a late Saturday afternoon game that ties in to some of the themes of the convention. With one of the foremost scholars on the Lewis and Clark expedition as our guest of honor, I decided to run some deep space exploration themed Cosmic Patrol.

If you're coming to this con stop by and play! Cosmic Patrol is easy to learn and play. I'll be using a modified version of Cosmic Patrol's rotating Lead Narrator model at the con. We'll rotate scene narration so that everybody has a chance to direct part of the story, but I'll handle the combat. Should be fun to see where people take the story! 

Here are the adventure details:

Cosmic Patrol: Rescue the Lewis and Clark! Saturday afternoon, 4-6 PM on August 2, in the RailRoad Lobby at Diversicon. A easy to learn, pulpy SF roleplaying game inspired by the works of our living & posthumous Guests. John Everett Till, gamemaster. Rules will be taught, and the game uses a rotating storyteller model. We'll take turns moving the story forward!

Monday, October 8, 2012

Monstrous Mondays: The Zhop


Art by Leanne Buckley
From "Into the Cosmos"

It looms over you, five humans tall. Its tentacular arms wave slowly back and forth. Is it reaching for you? Is it hungry? Its bulging eyes betray a certain degree of confusion and consternation.

"Zhop" may be the name of an individual. For all the Cosmic Patrol knows, however, it may also be the name of the race. They seem friendly, but the sight of one suddenly looming overhead has caused many a near tragedy when a surprised Patrolman has pulled out their raygun and fired on instinct.

These aliens' homeworld has not yet been determined. It has not yet been possible to establish clear communications with them either, which has delayed the development of some sort of alliance between the Zhop and the Cosmic Patrol. Hopefully these giant aliens are not the innocent pawns of more sinister players on the galactic scene!

Sample Zhop Aspects:*
  • Very Model Modern Major Humungulous
  • Seems friendly but unreachable
  • Gesticulating tentacular arms
  • What is it trying to say?
  • Bug eyed monster
  • Obvious potential to be dangerous
  • Don't let it grab you!
  • Don't smoke around it!
  • Puny human!
  • Where are they from?
*Some Aspects listed here are quotes from the Cues and Dispositions listed for the creature in the "Into the Cosmos" supplement for Cosmic Patrol.


The Zhop art is by Leanne Buckley for Catalyst Game Labs. Text is by John Everett Till, based on the Cosmic Patrol and Into The Cosmos publications by Catalyst Game Labs. All content before the OGL Mechanics section is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.



OGL MECHANICS

The Zhop

Scale 3 (Medium)
Physical Stress: 7
Composure Stress: 6
Fate Points: 6

Skills:
  • 1 Great (+4): Might
  • 2 Good (+3): Endurance, Fists
  • 3 Fair (+2): Alertness, Intimidation, Science
  • 4 Average (+1): Empathy, Engineering, Mysteries, Resolve
Monstrous Special Abilities: 3
  • Extreme Conditions (Endurance skill, p. 257)
  • Extreme Habitat (Endurance skill, p. 257) - vacuum
  • Tentacles x 2 (Fists skill, p.258)
Weaknesses:
  • Elements Exposure - Fire (Minor Weakness) -  Hydrogen gas buoyancy 
  • Elements Exposure - Air (Minor Weakness) - Can be pushed by strong winds

Notes: The Weaknesses are my guesses about how these creatures are put together and survive with such a large body. These guesses are informed by some of the Cues for the creature in "Into the Cosmos".

Sunday, September 14, 2014

The Fate Library: Interstellar Patrol


A little over a week ago, Paul Stefko published an eight page campaign frame for Fate Accelerated Edition called Interstellar Patrol. The first review to appear on DriveThru is rather harsh. The product is Pay What You Want, so if you like space opera, I'd encourage you to give it a look.

Interstellar Patrol bills itself as offering players the opportunity to play a campaign of relatively optimistic SF, such as the original Star Trek. This isn't a fully realized retro SF RPG setting though, such as Cosmic Patrol and Rocket Age.  Instead, Interstellar Patrol offers the barebones tools for creating a space opera game. If you needed to run a pick-up game in an hour, you could download this (provided you have downloaded and read Fate Accelerated Edition already), read this eight page guide, and offer your players a game.

The PDF offers quick suggestions for making PCs, primarily focusing on selection of two strong Approaches for each character type. The examples are perfect for the bridge crew/core cast for a show like Star Trek. I don't agree with all the recommendations but the examples are fine.

This is followed by some great examples of Stunts that are perfect for a space opera game. Here's an example:
Because I know every inch of the engine room like the back of my hand, once per session I can "give all she's got" and automatically succeed with style on one action using the ship's systems.
Next come quick 4DF tables for creating worlds and adventures. Again, these are perfect for a pick-up game.

Finally we get quick rules for creating spacecraft. Ships have four systems that are represented as Aspects with three possible damage conditions. Those systems are: Propulsion, Tactical (which includes both Attack and Defense), Sensors (which includes communications), and Amenities (which includes life support).

It would be easy enough to embellish these Aspects to make them specific to the vessel. For example, the shuttlecraft Galileo might have Impulse Engines (Propulsion), Harmless (Tactical), Planetary Range Sensors, and Barely Any Amenities. Note that the last Aspect will work equally well for any D7 Battlecruiser your players run into during a game.

Players take action with the ship using their own Approaches but only one player may operate a particular ship system at any given time. So you can't have three PCs each running Tactical and taking shots at the enemy.

Each system has three damage states (Disrupted, Damaged, and Disabled) which must be taken in order, and which absorb 1,2, and 4 shifts of shit-to-ship combat stress, respectively. Alternatively, a PC can take a number of shifts directly as a personal Consequence on their own character sheet, rather than the ship's. This simulates all the being tossed around we see during space combat in shows like Star Trek.

Again, this looks pretty sufficient for a pick-up game, but maybe less so if you enjoy the tactical complexity of Diaspora or the broader range of design selections possible in a game like Starblazer Adventures.

There's no aliens offered in the game, although it's straightforward to make an alien character. Just take an appropriate Aspect.

I should mention that the FATE Bestiary at here FATE SF is mostly written for Fate Accelerated Edition - so most entries there are 100% compatible with Interstellar Patrol.

Monday, June 30, 2014

Annihilators For Cosmic Patrol

Annihilators are one of the most feared weapons in the galaxy. Equipping a ship with one is practically a declaration of war, which is why very few Cosmic Patrol vessels carry this weapon. In contrast, many pirates take a fierce pride in the use of Annihilators, which have often been seized from the most ruthless and unspeakable of alien menaces.

First and foremost, they are a terror weapon. A species of Death Beam, Annihilators are so effective because they completely bypass armor, concentrating their lethal effect on living matter. This is of course very convenient for pirates (at least in theory) because Annihilators are a weapon which eliminates people while leaving plunder intact.

Of course, the truth is a bit more complicated yet.

Annihilators often inflict a condition known as Overkill. When absorbing annihilation radiance, the flesh has two responses. For most victims, contact with an Annihilator spells death. However a small but certain number of those targeted by this lethal radiance experience a weird transformation, leaving behind a ravenous, living corpse hell-bent on revenge. Many a pirate boarding party has learned to rue the day their Captain trained an Annihilator on another ship.

This terrible weapon also comes in hand-held portable versions:
  • Annihilator Pistol: D6 damage that bypasses armor*;  Ranges: OK, OK, -3
  • Annihilator Rifle: D10 damage that bypasses armor*; Ranges: -3**, OK, OK
*Energy screens may provide protection against this weapon.
**Because it is a very bulky weapon

It is unusual for a combat team to be equipped with more than one of these weapons, as the beam's penetrance combined with crossfire quickly poses lethal problems for all sides.

Special: Any time a target's health is reduced to Knocked Out by Annihilator damage, someone may spend 1 Plot Point to declare that the target has succumbed to Overkill. (Players can negate this for their own character by spending a Plot Point.) The target rises, and the person who spent the Plot Point determines who the Overkilled attacks next. It's future actions are determined by the LN, subject to narrative challenges by players.

Thursday, August 14, 2014

Recent Field Reports From the Zones



This is a week The Strange is everywhere. So I thought it would be timely to remind folks about From the Zones - an ongoing community project inspired by Arkady and Boris Strugatsky's classic SF novel Roadside Picnic - as well as by Andrei Tarkovsky's great film STALKER, which is itself based on the Strugatskys' novel.

Background on the project and how to participate can be found right here. The collection of Field Reports by contributors describing new Zones, taxonomic tables, new phenomena, artifacts, threats, and more can be found right here. We welcome new Field Reports at any time.

We've had a recent Field Report by Bruce Baugh! Meet Moira Tesla, and her Glass Pistol! Bruce uses the new Valiant RPG to stat out a Stalker and a picnic in the Valiant Universe. We're a big fan of Cosmic Patrol, which uses the same game system as Valiant Universe, so we may be meeting Moira on her home turf once the Valiant HC comes out!

And hot on the heels of Bruce's post is a new interstellar campaign seed by Mark Carroll, called The Picnic Basket. Mark's Field Report calls on the Cosmic Patrol for help! You're going to want to read the comments for this one, which riff on Vernor Vinge, Roadside Picnic's Golden Sphere, and Hellraiser's Lemarchand devices.



From the Zones logo courtesy of Hereticwerks.

Thursday, June 26, 2014

Mooks In Cosmic Patrol


Lesser NPCs in Cosmic Patrol are hard to kill; here are some rules for NPC mooks:
  • A mook has four skills: Brawn, Brains, Charisma, and Combat. Assign a d8, and d10 to one of the four stats each; give the two others d6's.    
  • A garden variety mook gets one point of Armor.
  • A garden variety mook gets one point of Health. When this is checked off, the mook is unconscious or dead. 
  • Weapons and Equipment are assigned normally.
Alternatively, a mook has just two stats: Combat and Everything Else. Assign the two stats a d6 and d8 respectively, or a d8 and d10, depending on the desired competence of the mook. Armor, Health, Weapons and Equipment are unchanged.

A third variation may be used for mooks with unusual or special abilities. Give the mook three stats: Combat, Special, and Everything Else. Specify a special ability for the Special stat. Then assign dice to the three stats as follows: d6,d8, d10. Alternatively, promote the d10 to a d12, and reduce the d6 to a d4. Armor, Health, Weapons and Equipment are unchanged.

Mooks can act in groups. To create a group of mooks that act as one, the only change you need to make is to add the number of Health points corresponding to the additional members making up the group. Every hit to health after the first and only point of Armor is expended kills one of the mooks. 

The number of mooks in the mook group serves as a bonus to the mook's Combat roll as follows: 
  • Mook Group Combat Roll = d12 + Combat/Special + Modifier [# Additional Mooks] 
  • As mooks in the group are killed, the Modifier decreases accordingly
Keep the size of mook groups to about 3-4 members total. An NPC can control as many mooks (single or in groups) as their die type in Charisma. 

Tuesday, July 1, 2014

The Overkilled


The Overkilled. No one likes that term, but it has stuck as a general descriptor for those unfortunates cursed with unlife after being struck by an Annihilator beam. They are a constant danger for those exploring space hulks, abandoned bases, and ruined cities recently devastated by war. Wherever there is one of the Overkilled, there are undoubtedly many, many more.

Fury and relentlessness personified, the Overkilled thirst for the flesh of the living.  Some have speculated that the Annihilator animates the Overkilled by activating latent infections by nanites or prions. Their bodies undergo a number of changes including a general weakening of the integrity of their integument, and a diamond-sharp hardening of teeth and nails.

The Overkilled bite, gobble, claw, and tear at the flesh of their victims, as if consumed with hunger. But very little flesh and blood makes it down their gullets. Indeed, it often seems like more matter is leaving their bodies than getting in: foul black and green ichors pour from their mouth and nostrils, and from suppurating pustules on their chest, face, and extremities. This ichor contaminates their garments and the spaces around them - it is the surest sign that the Overkilled may be nearby.

The Overkilled are almost impossible to detect using sensors. Indeed, without the presence of living flesh to prey upon they are almost entirely quiescent. Are they conscious? Do they have memories or will? Who knows. The Nexialists claim that the Overkilled are a product of "supercivilization" - which says everything and explains nothing.

The R.U.R. contend that the Overkilled are an infinitesimal of the great Anti-Consciousness lurking in the galactic core. They say they have seen this contagion before, many times. It's a sign of things to come.

***

In Cosmic Patrol, treat the Overkilled as mooks: Cbt D8, Special: Ichor Splash D10, EvElse D6; Armor 1, Health 1; Bite/Claw 2; Equipment: Tattered garments, green or black ichor.


OGL MECHANICS

The Overkilled
Undead humans (inimical)

ASPECTS:
  • High Concept: Furious and relentless undead
  • Trouble: Attack without strategy
  • Aspect: Unreasoning hatred of life
  • Aspect: Undetectable except in the presence of life
  • Aspect: Disgusting ichor and suppurating pustules
APPROACHES
  • Careful: +1
  • Clever: 0 
  • Flashy: 0
  • Forceful: +2
  • Quick: +3
  • Sneaky: +2
STUNTS:
  • Green/Black Ichor - See future posts for the affects of these contaminants.
  • Sharp Teeth and Claws - Because the Overkilled have diamond sharp teeth and claws, they take +2 to their Attack when an opponent is not wearing armor. 
REFRESH: 3



Friday, June 22, 2012

Conker Root

Conker Root, also known as Conker is a plant descended from certain herbs found on Earth.

http://en.wikipedia.org/wiki/File:Ipomoea_purga_-_K%C3%B6hler%E2%80%93s_Medizinal-Pflanzen-077.jpg
Conker is highly valued for its psychoactive properties, and it is a favorite of long-distance spacefarers such as scouts, explorers, rogues, and charioteer-pilgrims.

The roots are said to convey good luck to the gambler. More than one gambler in a seedy spaceport casino carries an amulet pouch containing Conker root.

Its seeds are often ingested or smoked by smugglers and blockade runners just before making blind hyperspace jumps.

Some explorers use the seeds to gain a deep affinity with a particular region hyperspace and/or realspace. Use in such circumstances confers a long-term familiarity with that region of space, one that may seem uncanny to others. A navigator or pilot may develop a sudden hunch that disaster is imminent, suddenly avoiding an otherwise nearly undetectable and deadly superstring or black hole.

Of course, more than a few rogues claim the tuber of the plant confers other kinds of charm and prowess, when rubbed.

The synthetic derivatives of Conker can be quite harmful and addictive, and are controlled substances in most human systems that have drug laws. But the natural Conker plant is seldom a focus of enforcement activities for the Cosmic Patrol. Its cultivation and distribution occurs on a very small scale and almost exclusively planetside. Securing the plant is almost impossible without knowing herbalists and folk practitioners who live in the woods and wetlands surrounding some backwater world spaceports. Only a handful make the journey up into space.

OGL Mechanics:
  • Treat ingestion of plant as a poison of Good (+3) Potency and Average (+1) Subtlety
    • Roll Potency vs. the ingester's Endurance. 
    • If the plant gets the higher roll, two skills from among the following ones are +3 for one scene: Alertness, Gambling, Mysteries, Piloting, and Rapport. 
  • Synthetics will typically have a Potency of Great (+4) or Superb (+5) with a Mediocre (0) Subtlety.
    • Synthetic Conker will boost only one of the above skills, determined at random. 
    • Synthetics also reduce the user's Composure track by one, adding a persistent or permanent Consequence such as Conker Addict, Compulsive Gambler, or Blind Jumper.

Saturday, December 27, 2014

Saturday Night Space Opera!


Jay Mac Bride of the EXONAUTS! and RAD ASTRA! blogs and I are starting something new: a regular space opera gaming event on the first Saturday night of the month! The easiest way to keep up with all the news is to follow our new blog, Saturday Night Space Opera!

The first session is this Saturday, January 3 from 6 PM until close (probably 9 PM) at Source Comics and Games in Roseville, MN.

First up, Jay is going to run a few sessions of a mini-campaign in his Rad Astra setting! His game uses the X-Plorers RPG, a first edition style SF RPG. It's super-easy to learn! I played in a session of it two years ago at Con of the North and it was a blast!

We'll be running a bunch of different systems here, and down the road, I plan to run the Fate edition of Trey Causey's Strange Stars setting (look for the setting book in the very near future), as well as Cosmic Patrol, and (once my copy of the deluxe edition arrives) Metamorphosis Alpha!

No system knowledge is necessary! In fact, we hope to grow this into a multiple tables, multiple games kind of event, but we're starting out with running one event at a time.

Tuesday, January 13, 2015

Lucky Dice!


Hard to believe the world's first ever Saturday Night Space Opera was already two weeks ago at the Source Comics and Games in Roseville, Minnesota! Jay Mac Bride did all the hard work: making the space arrangements, building our custom blog, and designing the posters to promote the event. I had the easy part: just show up and play X-plorers, an excellent old school flavored d20 SF game.

And so we did! You can see all the details at the Exonauts! blog starting here and then here for even more pulse-pounding action!

But let me tell you about the magic that went into this session. First, the evening started with some pre-session chatting about old school SF games, and Savage Worlds, with three folks who had played in my Free RPG Day Cosmic Patrol session this past summer. It was great to see them!

As soon as they left, Jay and I were just sort of waiting... for maybe five minutes. Right before it was time for the game to start, I went back to the dice section at the Source and made a big financial and spiritual commitment. I bought a set of Gamescience "precision dice" (painted, of course). This was an act of faith that our players would show up.

Just as soon as I had made it back to the table and was in the process of sitting down - BAMF - three other players arrived. We dug in for a great night of space opera gaming.

True to the Gamescience advertising, my character did not die due to the use of inferior "tumbled" dice. He didn't die at all, in fact! I have had quite the lucky run so far playing Scientists in X-plorers!

No less importantly, these green gem dice summon players. How rad is that?!? Rad enough for another evening of X-plorers using Jay's Rad Astra space-setting!

Our next session of open Saturday Night Space Opera gaming is Saturday, February 7, from 6 PM to closing at the Source! See you there!

Friday, August 29, 2014

BEHOLD! THE ANNIHILATOR!

Today at FATE SF, we are thrilled to have a special guest post by Mark Carroll!  Mark had noticed that I hadn't yet posted a Fate conversion for my post on the Annihilator weapon for use with the Cosmic Patrol RPG.

You can see that earlier post on the Annihilator, as well as Fate stats for that weapon's unluckiest targets, the Overkilled, right here. As you will see, Mark has gone well beyond describing one version of the weapon. He expands the mythos of the Annihilator, as well as providing descriptive details and stats for several versions of this terrible weapon at different scales.

Thanks, Mark, and welcome to FATE SF!

***

Annihilator  

No weapon is feared or despised more than the Annihilator. Its origins are a mystery, but some have speculated that the radiations it emits have some link to the Dark Consciousness that lies at the center of the Milky Way Galaxy. Indeed, given that the weapons can only be found in the deadly debris fields surrounding clusters of singularities at the edges of the galactic core, and that the weapons invariably find their way into the hands of those desperate or vicious enough to use them, it's hard to argue that some agency isn't creating them for some bleak purpose.

Rules:  Annihilator weaponry makes use of the Weapon and Armor Aspects and Scale optional rules found in the Fate System Toolkit.


Annihilator Beam (Scale 5, Heavy Weapon): These ship- or emplacement-mounted Annihilators represent the largest and most powerful versions of the weapon available. Possession of one is a death sentence...either for its victims, or for those vile enough to employ it.

Weapon 5

Aspects: Armor is no Protection!, Deadliest Weapon in the Galaxy, Overkill*

*The Overkill Aspect represents the possibility that the strange energies of the Annihilator have a chance to convert living flesh to purulent, slimy anti-life matter. A Fate Point and the appropriate Aspect or Equipment can be used to avoid the Extreme Consequence of Consumed by Anti-Life.

*

Manpac Annihilator (Scale 4, Heavy Weapon): Also called a Matthews-Boskone Vortex Projector, this is the largest Annihilator weapon that could reasonably be considered man-portable. Consisting of a sealed power pac, a heavily-shielded conduit cable, and projector (either with a stabilization harness or magnetic tripod), the Manpac is sometimes mounted on vehicles, but more often used to mass-murder. The power packs for the Manpac sometimes leak if overused, bathing the operators in deadly radiation.

Weapon 4

Aspects: Armor is no Protection!, Built for Indiscriminate Murder, As Dangerous to You As It Is to Them, Overkill*

*The Manpac's Overkill Aspect functions as the Annihilator Beam's, but inflicts a Severe Consequence.

*

Death-Spear Annihilator Rifle (Scale 3, Standard Weapon): The D-SAR is the most commonly-encountered version of the dreaded weapons, found in the hands of the most despicable pirate crews and evil alien races. It is slightly larger than the standard blaster rifle, with twin barrels and a massive power cell that is sealed within its stock. The D-SAR can engage multiple targets at once, and the reciprocating barrels keep the weapon cooled.

Weapon 4

Aspects: Armor is no Protection!, Area Effect, Bulky, Overkill*

*The Overkill Aspect for the D-SAR works identically to the Manpac and Annihilator Beam's, inflicting a Moderate Consequence.

*

Berserker-class Annihilator Pistol (Scale 3, Standard Weapon): Easily the most dangerous of the weapons using Annihilator technology, the Berserker is a death sentence for target and user both. Essentially a modified version of the D-SAR, the Berserker's power pack is enclosed by only rudimentary shielding, primarily in the weapon's grip. It resembles a stubby, wide-mouthed pistol-grip shotgun; the emitter shielding bell over its muzzle is more for confidence than safety. Every shot exposes the firer to accumulated doses of Annihilator radiation, and as such, the weapons are only given to those who have literally nothing to lose. Even if the firer never succumbs fully, the radiation is guaranteed to drive them psycopathically mad.

Weapon 3

Aspects: A Madman's Weapon, Armor is No Protection!, Accumulating Contamination, Overkill*

*The Overkill Aspect functions slightly differently than other Annihilator weapons. Targets may still suffer the Moderate Consequence Consumed by Anti-Life, but unless a Success With Style is achieved, the weapon's user has a Minor Consequence inflicted upon them: Rotting Body, Maddened Mind. As with the usual Overkill Aspect, this may be resisted with a Fate Point, but given the weapon's proximity, no armor or energy field gives protection.