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Sterling Leonine Glory

Gaming Madness

Miscellaneous Things
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[info]silverlionprime


High Valor continues to be in layout. It's coming along, but I'm not sure when it will be done. It isn't anyone's fault really, just life getting in the way of the layout mistress. I complete understand those circumstances and they happen to all of us. Patience is my mantra at the moment because of that.

I've decided to do a little redirect on E.O.N, and I'm not sure if it will work. Rereading Mutant Chronicles source books, and more recent horror novels and shorts. I'm wanting to evoke terror and horror in the future, not just a more moral fight against a terrible Empire. The Empire itself will be a bit more inspired by that real world one, and its horrors, and it will only be the tip of the iceberg for the greater evils that prevail. I'm not sure entirely how to do that, as the original game wasn't much about horror, and more about horror monsters in an action setting.

Now I'm aiming to go a more horror driven path, still a bit action heavy, but I want to make everything truly darker. Evoke horror at the things the Empire does. but push some darker things underneath the bed, waiting to reach out. I'm not sure how plausible it will be, and I'm trying to avoid "Cthulhu in space." So we'll see where it goes for a bit.


Derelict Delvers is going in for a rewrite, I've got the ideas down but I'm going to do the full 10 levels of the basic set, and all the powers, special abilities, etc. It needs more robust writing behind it. The cover art from Jeremy McHugh is awesome. Very pulp with a touch of old school, yet its own thing at the same time, it neatly fits what I want for the game.

Great News
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[info]silverlionprime
I've had a strange and convoluted life. One of struggling to deal with many things, bipolar depression is but one. However, this post is not about the struggles, but one momentous triumph.

At 330Pm CST,  I marred a wonderful woman named Amanda. It was a small affair at the justice of the peace's office with two close friends. I shook like a leaf and forgot what hand was which. (I put out the wrong hand for my ring, *facepalm*)

I never thought I'd get to this point. Not for any specific reason but for past broken hearts.

Anyway, thanks for letting me tell you about it.

Layout...
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[info]silverlionprime

I've been fiddling with a playtest layout for Derelict Delvers. I'm not sure what I'm doing since it is after all a playtest, but I want it to be readable. Unfortunately, plain text isn't for me. Should I keep it simple and just two column it? Use sidebars for notes (general "this is the 4th edition of an Old School game", imaginary writing to the audience stuff. 

I'm slowly getting stuff done for it, but not fast enough. However, I've found that even good layout people take a long time to get something done. Sheesh.

Maybe I'm just impatient.

 

 


Getting Married
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[info]silverlionprime
So my fiancee and I have a tentative date for getting married. It won't be a big affair, just us, some friends and a JP. I need to get some of it rolling this next week, after that the plan is for October.

Wish me luck.

Miniatures are aggravating...
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[info]silverlionprime
I'm not a miniature gamer. The little lead-nee-pewter figures have always been an odd thing--I used them when asked to in tabletop rpg games, and often picked ones up that looked like my characters (as best as they could anyway.)  Yet the things themselves, never caught on with me--painting is easy enough, but not assembling. Now, I decided in my infinite lack of wisdom to try a game and play with them so I could do something "lighter" and less serious and long term than rpg's when I could just play a game and not think too much about it. In my search I sought a fun looking game with neat figures, and rules that seemed alright that had a variaty of features--notably I wanted something SFish and psychic and or lasers had to exist.


I picked Rezolution. I've spent the better part of several months putting these damn things together. Why is it that two otherwise identical figures on a team come together--one is one pewter figure, and the other needs his arms, legs and head attached? Now its not ALL of them, just a few, but its aggravating. I don't mind some assembly but this is RIDICULOUS. It was however cheaper than WH40K, which having seen the sets, KNOW they'd be just as bad to assemble. I'm not even to painting stage. But AAARGH. I'm ready to throw in the towel. I just wanted an aspect of my hobbies I could do offline, primarily when I was alone and couldn't hang out with friends. So I chose this.

What was I thinking? Maybe when assembled and painted, I'll be happy, I'm not giving up. Yet. I'm just very meh about them at the moment. Prepainted figures may be awesome, but they lack the customizability I kind of wanted--but there is it seems a cost for this feature.

 

[A-kon 20] Gaming Report
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[info]silverlionprime
attended A-kon 20, the anime convention. I discovered they had a few gaming panels and writing panels. Despite horribly planning them (two Friday, back to back, one Sunday at almost con's end.) I had a great deal of fun.

The gaming rooms consisted of RPGA (five-seven tables), Battletech had two mostly empty rooms, a Naruto CCG room, A Palladium Room (Heroes Unlimited and Rifts at least.) There were also a number of people playing Apples to Apples, and Magic the Gathering.

The guests consisted of Keith Baker (Eberron), Anthony Gallella--Theatrix creator, Jonathon M.Thompson, and S.John Ross. They attended the two Friday Panels which were Worldbuilding in RPG's, and the State of Tabletop Gaming.

Attending the State of Tabletop Gaming only was a gent who talked about his companies game "Witch Girls Adventures" which also has a licensed comic book.

The number of people who were interested in Eberron, and I think D&D world producing was high based on the world creation panel, little of it focused on tips and tricks, but I think this had to do with the number of attendees. (S.John had mentioned wanting to do a map making class which I'd have loved, his maps are great.)

I was unable to attend the "Writing RPG's" panel as it was late Sunday and we left very early in the morning.

I was able to play a game of Uresia powered by Risus with S.John Ross and it was quite interesting and fun. We had me, a chap named Guy, if I caught it right and a couple whose names vanished with the morning sun, I'm afraid. The young lady of the couple seemed a bit new at role-playing but I hope she enjoyed it. Our GM was S.John Ross himself and it was enjoyable little romp. It gave me some clear concepts on how RISUS is played. I mean I understood it in principle but the ease of use really blew me away.

The Witchgirls Adventure crew ran games as well, but they were deeply embroiled in one when I stopped by and I didn't interrupt. I was glad to see them promoting their game which is very visually appealing and seems thematically appropriate for younger teen girls, as opposed to say the very boys heavy games like D&D (I think I saw one maybe two girls in the RPGA room the entire con.)

That of course segue into the State of Tabletop gaming conversation where one young woman brought up the "selling RPG's to her girlfriends" (who she stated are very ahem "girly.") Another young woman (a bit older and a parent) who brought up getting her and her friends young sons into gaming. I actually appreciated their questions to the panel (even if I was not behind the table) because it does point out that there may be a barrier to some TYPES of rpg's because certain themes just aren't encouraged towards girls as much as boys. This creates a bit of a riff, between those who game now, and those who MIGHT game if they had some form of game thematic to their desires for imaginary fun. Witchgirls adventures seems to be aimed at this market and I really am not selling it--I don't know if its good or not, but I do know they are trying hard to bridge a gap that some people DO perceive as exiting.

The number of men to women in the various con-panel rooms was significant, but it did seem there were more interested women in the "State of.." over the larger number of attendees in the Worldbuilding Room, of course this may have to do with my perception and the lack of women asking questions. (I had a girl on either side, one a friends wife, one a young lady who came late. Whoever you may be thanks for offering me pocky. Its nice to meet people who are friendly in their own ways.)


In general I had fun at the con--it was my first con. (Sort of, but that's a long story.)

Into the black..
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[info]silverlionprime
Derelict Delvers progresses a little at a time. I realize I do most of the development for games when I'm actually running them in play. I'm working on adapting "Keep on the Borderlands" as a playtest for the the game. Since it is "D&D in space", I've got to make some changes, but I think its doable in a space opera sort of way. Of course I'm not doing it as an except rip-off, and some of the more nonsensical encounters (for space/asteroid base) will be cut for brevity.



In addition to this thanks to the new movie I've got friends with Star Trek on the brain. I'm not a huge fan. (I liked Original ST, and DS9 some, but am a much larger Babylon 5 fan.) I must say the movie was worth watching, and it made mee realise that I might have fun if i jettison most of the cannon Trek, for my own ship series based in the same universe at a pre-Next Gen era. (Mostly the need to make bigger/badder ships all the time.) I'm going to be doing Star Trek: The Anime Series, or maybe Ultimate Trek.

I've got to find a game system that I feel is suitable for this. A big hurdle is non-handwavy phasers. (I don't mind hand wavey, but I don't want to just arbitraily risk PC's lives, and still make them a potential threat.) Derelict Delvers has Trek as a conceptual exlanation for Engineers and Medic's (especially the latters "powers" and running it may help me trim the fat and improve upon those concept from DD. Of course I could use DD, but I really would like to use something I'm not building and or working on, simply to have some "I'm just running this.." not "I'm writing/hacking on this.."


In other news, I'm going to A-kon this weekend. If I survive it, I may have a chance to get some other things done in my life that I'm interested in. I'm not going as a game writer, just another "fan", although I'm going to hit any panels I can. Maybe this will pave the way for Gencon next year.

of Wolves and men...
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[info]silverlionprime
I really need ideas on a simple but robust way to modify monsters (on the fly) for Derelict Delvers.


Here are a few more snippets of Derelict Delvers (as it stands)



Ancient Weapons

Antimatter Slug Gun
These weapons usually have an internal re-loadable magazine of ammunition, they may be found with 1d10 shots. When a slug strikes a solid object the object must make a Save vs its Con. (Spaceships have an average Con of +3) A success means the object takes half-damage, otherwise it takes full damage. Damage: 6d10+5

 
Black Beam Pistol
Black Beam Rifle

A Black Beam weapon simply snuffs the natural bioenergy of living beings and the power cells of robots, drones, and small vehicles. Neither style of weapon is able to stop a nuclear reaction like those used in starships. Any being struck must make a save or lose all their HP (DC20) A second hit will kill any target with no surviving HP's. The weapons can be halted by a physical barrier (Shields count but not spacesuits), or force fields. Medics can restart a lifeform or an Engineer a robot with a a simple skill check DC10 for both. Black Beam weapons should be extremely rare. Even the barest touch of a black beam gun will sniff
lifeforce's or energy cells out.
 




Blazeblades
A blaze blade appears as simple weapon haft similar to a beamblade. Only when activated the cannister style hilt emits a rapid jet of crystalline nanites that solidify into a razor sharp solid sword blade. These are effective for parrying Beamblades. Turning them off causes the cannister to absorb the blade again. These blades may be of exceptional quality. (Having bonuses like other ancient technology.) Damage: 1d8+1


Combustion Grenades
These grenades when activated explode into a fiery ball that can take up a sphere up to 10m/30' in diameter doing damage and igniting any material in that sphere. A Delver can save vs Dex (DC20) for half damage. Damage: 3d10 plus ignite.


Exotic Matter Mace +1
Exotic Matter Maul +1
Advanced variation of the Mass Mace and Maul respectively, These weapon rely on emitting a darkmatter sphere at the end of a cylindrical handle. Damage: 1d8 Mace, 1d10 maul. The Knockdown Save is 15 for the mace or 20 for the maul. They have These appear in a number of improved variants like other Ancient weapons


Forcefield Jewel:
A few of these have been found on ancient starships they appear a small gems or jewels that can be activated to generate a spherical force field 5m/15' in diameter. DR: +10 to everyone inside the sphere. These jewels only have 1d6 charges before burning out. Espers can recharge them by expending one slot and focusing that psychic energy into an object, this gives them a single charge per slot used.


Phasegem Pistols:
These are small gems about the size of an average d10, upon activation they shapechange into glowing beam pistols,they have 1d10 shots when discovered and can be easily recharged aboard any ARCHIVE era spacecraft. Damage: 1d8+1
 

Spiderdrone Mine:
These are simple programmable mines with a set of spider like legs for mobility. They are not intelligent but will pursue any movement that does not have a FOF tag programmed into them. Move: 20' Damage: 2d10 in 5m radius
 

Beamblade +1
Beamblade +2
Simple yet very efficient beamblades, often found in Ancient caches. Rarely more powerful
blades are discovered.

Disruptor Beamblade +1, +2 vs Shapeshifters
A rare beamblade that generates and oscillating blade which disrupts the molecular structure of shapeshifting enemies.


Psychic Static Blade +1, +2 vs Espers
A specific crystalline design allows the beam of this blade to  disrupt the psychic energy of Espers and other psychic enemies

Electrosword +1, +3 against robots
A powerful electrical charge flows through ionic gases of this beam blade, allowing it to strike and damage robots more readily.


Flareblade +1
The flare blade is a powerful beam blade which lights up the area around the blade wielder. In addition to that it can shoot off a contained pulse that will flash out and light the area like a flare and remain lit for up 1 hour.


MedicMate Blade +1
The true intent of a beam blade that can heal its wielder is unknown, but it is an often copied device in the Ancients and later era arsenals. The blade can emit healing energy twice a day that restores a hero 1d4+1 heroism points.


Hypervelocity Autogun +1 to hit +3 to damage.
A powerful weapon that fires its ammunition at nearly twice a normal autoguns speed by magnetic acceleration. The slugs strike powerfully but are a bit harder to control despite the weapons design being optimized for its use.


Gyrochucks +1
These weapons are unusual pieces of ancient gear, two matching hilts linked by metal cable. They are stabilized gyroscopically to make them more easily use able by those untrained in their use. These weapons ignore hand held shields.

Sunstabber +3 Beamblade
This is a powerful beam blade that is charged with intensive plasma. Those struck with the weapon must save or suffer the ignite effect. A sunstabber also casts light that will harm creatures hurt by sunlight (of any frequency.)

Ultracharge (+1 for 10 Beamgun shots)
This is a special energy cell that adds additional power to beamguns when used. They only hold 10 shots, and usually appear fully charged when found.

Ultraflechette Pack (+1 for 20 Needler shots)
These are special high density needler shots in special magazines. They usually appear fully loaded when discovered.



Drugs:

Drugs require they be ingested or injected in order to facillitate their effects. Most Archive era drugs come in pill form while the ancients had perfected aerosol injections and other instant trigger methods of delivery. For Pills the drug takes effect in 2 rounds after ingestion. If another method of delivery is used the effects may begin instantly.  All drugs last 2+2d6 rounds unless otherwise noted.


Cellular Compression Drug
How this drug achieves its effects is entirely unknown, it is believed to use seed cells with nanites that make use of exotic dark matter, but that is just supposition so far. When used it shrinks the person who is effected to 1" tall. Their Strength is reduced to -3 and they cannot manipulate normal sized equipment without a Hard (DC20) Dexterity test. They still take damage as normal. (Note: All worn gear is also reduced in size, but weapons and carried gear are not.)



Esp Booster Drug
Psychic boosters are rare, this one is known to allow even non Espers to read the thoughts of those around them. The effect is the same as if a 5 slot version of the power "Telepathic Scan" were in effect. (All effects for testing the power are +5)


Molecular Dispersal Drug

Once metabolized this drug transforms the utilizor into a fog-like mist. In this form they cannot be effected
by normal weapons, only Ancient technology will still wound them. They can move at normal walk speed unless they face powerful fan or strong natural wind which negates their movement. They can also slide through crevasses float over holes, or move through the smalles openings with ease. They are not resistant to Esper attack powers or other abilities.


Cellular Magnification Drug

Similar to the Cellular compression drug, when utilized this drugs expands the size and mass of the user, it achieves this effect by converting nearby energy sources to matter within the users body. (This drug when used will cause a showy effect of flickering lights and static sparks around the person effected.) The user grows to 12' tall and all their worn gear does as well. (Though this does not impact hand wielded or carried gear) The user recieves a +6 Strength while under the effects of the drug. They also have a DR of 2


Vitadrine

Vitadrine is a large capsule filled with cellular regenerators and surgical nanotech. They are often found in derelict ships  and ARCHIVE has begun producing their own Vitadrine, though in injection form. Both types of Vitadrine rejuvenate and recharge the recipient of 1d8 damage.

Levitational Drug

When imbibed or injected this Psychic booster gives the user a temporary boost to their latent psychic talents and grantsthem the ability to levitate for the duration of the drug.


Psychic Mimic Devices:

Animal Empathy Gem
A small gemstone that adhesives to the tissue on the forhead of the user. When attached it grants the user the ability to sense the emotional stat of animals. They can influence animals to calm them with a Charisma check.







Encounters and Enemies


Ancients

Ancients are seemingly godlike beings who evolved when the galaxy was younger, Ancients are usually not encountered, and then it is most likely a terrifying and awe inspiring event. Ancients appear as the GM choose as they no longer need bodies--instead are living energy forms that can assume a seemingly mortal form or shape to interact with Delvers. Ancients act in often strange and ineffable ways, one minute helpful the next capricious and vain. Stats will be at the GM's discretion.

Augs:

Augs are augmented humanoids, created by some previous civilization, they appear very much like common humanoid lifeforms only somewhat more bestial. They have snouts, tusks, have no hair and a sickly grey skin hue.  Aug's modifications make them so they are dangerously violent although shows of strength and force may frighten them off. They are opportunistic scavengers and warriors and will kill with little reasoning.

Population Appearing: 3-18
Morale: 8
Defense: 15  DR: 3 (Spacesuit)
Attacks: 1 by weapon
Strike Chance: +4
HP: 2d6  (8)
Sapience: Low (-2 Int)
Experience: 10 each

   A massive version of the Aug's exist these Proto-Augs are larger and more intelligent than their degenerate brethren. Proto-Augs appear like 10' tall humanoids.

Population Appearing: 1-6
Morale: 17
Defense: 17 DR: 4 (Natural)
Attacks: 2 (Weapon or Power)
Strike Chance: +6
HP: 3d6 (12)
Sapience: Average (0)
Experience: 50

A Proto-Aug can strike with weapons, of a quality equal to those found in Archive space, but built for their size. They also have access to 3 Slots of Esper powers (GM decide on these in advance)


Bearbats
Bearbats are an eyeless, mammal-like, and monstrously sized creature that has the features of a bat and a bear, these features seem to blend well. Their enhanced sonar allows them to track down their prey. They then tear them to shreds with their claws and teeth.


Population: 1-4
Morale: 18
Defense: 20 DR: 5 (Natural)
Attacks: 3 (Claws 2d8, Teeth 2d10)
Strike Chance: +9
HP: 4d6 (16)
Sapience: Animal (-4)
Experience: 130

A bear bat can hold prey that it strikes with both claw attacks, and then bite without chance of missing. (Strength vs DC15 to break free, or Dex vs DC10) Extremely loud noises can drive bearbats off (Small Explosions), while lesser sounds can irritate and annoy them to rage (+2 to Strike, Morale goes to 20)



Biomorphs
Biomorphs are alien protoplasmic lifeforms that can assume the shape of any organic creature from the 15cm/5" to 300cm/10' They assume the natural attacks (claws, teeth, acid sprayers) of the shape or creature they assume. However they retain their armor and damage from their natural form.

Population Appearing: 1-2
Morale: 10
Defense: 25 DR: 5 (Natural)
Attacks: 2  (By form, 1d8+1)
Strike Chance: +10
HP: 5d6 (20)
Sapience: Average (0)
Experience: 200



CyberWolves. Cyberwolves usually appear as normal members of their prospective races, until a signal hidden on some hyperspace channel activates where their biosynthetic flesh tears away and they
become monstrous rampaging beasts who have no mercy or remorse. It is unknown how these creatures are manufactured. It is believed to have been some black science developed by rogue Ancients, now utilized by the hateful robot armies that wish to spread terror amongs organic life forms. Cyberwolves are not easy to detect, as their components are biomimetic, and resembled unusual, but organic biology to most sensors. Cyberwolves do not know they are cyberwolves until activated and interviews with dying and psychically controlled wolves reveal their reluctance to do harm, but an uncontrolled urge to kill and slaughter is programmed into them that so far has been found to be un-resistable. Despite the holos, cyberwolves
do no resemble actual wolves so much bionic simulcra that looks half humanoid  and half bipedal predator.

Population Appearing: 1-4
Morale: 11
Defense: 22  DR: 7 (Natural)
Attacks: 3 (2 Claws 1d8, Bite 1d12)
Strike Chance: +8
HP: 5d6 (20)
Sapience: Low (-2) to High (+3)
Experience: 300
 
Cyberwolves transform when signaled too but the programming is complex, it can send them to cover its crimes and revert to its humanoid form and not remember any of its depredations.  The signal varies for each Cyberwolf but is likely to trigger on some standard time interval. (Always at 2100 standard, Once a week at 0200, and so on.)


Robots:

Androids

Rare and terrible, androids can pass for organic lifeforms without an advanced scan of their brain and central nervous system. They are created to have synthetic but organic seeming organs. So well designed they even bleed, feel pain, and can fake emotion. Androids however, serve the sinister purposes of the robots, and answer only to their own desires and perhaps to distant AI Masters. Often Androids will manipulate organic life to aid them in their insidious plans.

Population: 1
Morale: 18
Defense: 22 DR: 6 (Natural)
Attacks: 3 (By weapon)
Strike Chance: +6
HP: 10d6 (40)
Sapience: Very High (+5)
Experience: 400


Androids have wide access to standard Archive or Archive comparable gear, they also have a 10% chance of having 1d6 Ancient artifacts of variable utility. Androids may command other robot units with imperative, and may summon forth 1d6 Dreadbots, and 1 nanowraith, or 2 warbots (of any type) from a built in warp transmitter. If reduced to less than 10 HP, they will attempt to activate their warp transmitter and flee. This take an entire round where they can take no other action other than wait for the warp to open. If they are interrupted the warp transit fails. Warp Transmitters of this type fail on a roll of 1-5 on 1d20 anyway.






Dreadbots
A commonly found robot type, they look very much like a humanoid skeleton made of metal. Though it is hypothesized that this is to spread fear, the machines are most likely simply mimicking their original creators in order to make use of technology designed for humanoid use. Dreadbots are usually armed with a Beam Rifle that is wired into their power source and a wired in Beamblade (These devices require a Repair check DC15 to remove.)

Population Appearing: 2-24
Morale: None. Fight until destroyed.
Defense: 12 DR: 5 (Natural)
Attacks: 1
Strike Chance: +3
HP: 2d6 (8)
Sapience: Low (-2)
Experience: 10

Variations:


Dreadbeasts
Dreadbeasts appear as skeletal robotic animals, they vary significantly. The most common form is a feline frame but canine, ursine, and even equine models exist.

Feline Dreadbeast

Population Appearing: 3-18
MOrale: None. Fight until destroyed.
Defense: 14  DR: 3
Attacks: 2 (Claws and Teeth, 1d6)
Strike CHance: +3
HP: 1d6+3 (7)
Sapience: Low (-2)
Experience: 10

Feline Dreadbeasts have a better chance of avoiding attacks (Dex: +2) that impact the area around them.



Megadread Bots (Megabots)
Megabots are a giant-sized variations of the dreadbot they have re-enforced frames three times the size of a normal dreadbots, they have significantly increased stats:

Population Appearing: 1-5
Morale: None. Fight until destroyed.
Defense: 15 DR: 8 (Natural)
Attacks: 2 (By weapon)
Strike Chance: +5
HP: 5d6 (20)
Sapience: Low (-2)
Experience: 100

Megabots are equipped with a Heavy Beamgun (Vehicle class), these weapons require two men to transport them, or a vehicle. They do 3d8 damage and require a large powercell that provides 30 shots. Even the Megabot must rely on such a cell, though they can recharge the cell 1 charge an hour. The Megabot also has a Mass Maul rather than a beamblade. This does normal damage for its design 1d10 but has a slightly
increased Knockdown chance (DC18) thanks to the size of the robot.


Plasma Dreadbot

A rare form of Dread bot that is armed with a plasma shell emitter. This emitter causes 1d10 damage on contact, and defends better than normal for the Dreadbot (Defense: 14 DR: 6; otherwise use the nominal dreadbot stats)




Nanowraiths
Nanowraiths are advanced robots that are made up of thousands of microscopic machines that hover in a gas like form. Their exact purpose is unknown, but seems to have been one of maintance or cleaning. They are usually found aboard Ancients ships, but are sometimes subverted by other artifical life and turned to a dangerous synthetic lifeform.

Population Appearing: 1-6
Morale: None. Fight until Destroyed.
Defense: 15  DR: 5 (Natural)
Attacks: 2 (1d10)
Strike Chance: +5
HP: 5d6 (20)
Sapience: Below Average (-1)
Experience: 280

Nanowraiths attack by engulfing a foe in a tendril of mistlike material and tearing them down on a molecular level. This attack does 1d10 damage and is treated as if it had the Ignite attribute.

Nanowraiths are immune to physical and most energy attacks. They can't be harmed by bullets, beams, missiles or the like. They take half damage from explosions. They simply warp their structure around such attacks. They can be hurt by Flamers and plasma weapons,and of course effected by Ancient weapons of +2 or greater due to undetermined features of such devices.



Warbots:

Warbots come in a variety of shapes and forms each designed to inflict damage on the warbots enemies. They may be found throughout formerly occupied Ancient sectors and are a terrible hazard for explorers

Population: 1-3
Morale: None fight until destroyed.
Defense: 18 DR: 8 (Natural)
Attacks: 3  (See Below)
Strike Chance: +8
HP: 11d6  (44)
Sapience: Below Average (-1)
Experience: 800

Special:
Warbots can have modified Defenses, DR, and attacks chosen from innumerable variations. The stats here are for a typical warbot found amongst the ruins. To change this simply raise the Defense, DR, Strike, or HP by 1d6, for each increase add 100 XP to its award, for any similar decrease reduce the XP awarded by 100 (minimum of 200)

Also choose a weapons package:

Assault Warbot
 2 Autofire Beam Guns 1d10+1 damage (Cannot be removed), 1 Medium Missile Launcher: 4d6 damage in 21'/7m radius
 

Containment Warbot
 2 Heavy Flamers, 1 Light Missile Launcher: Tranguilizer Gas Missiles  21'/7m Radius



 Infiltrator Warbot
 3 Beam Rifles, Invisability  Field: +18 to Hide checks, Sabotage/Control systems as a 4th level Engineer.



Scout Warbot
2 Beam Rifles, 1 Needler (Tranquilizer Darts) Save vs DC 12 , Invisability Field: +8 to hide checks.


Support Warbot
3 Beam pistols, Repair other units (1d6 HP per round)




Vermips
A species of widespread vermin Vermips combine the worst traits of a piranha, crocodile and cat, they are reptilian humanoids of small stature with a wide maw filled with razor sharp teeth, an endless appetite, and the ability to digest nearly anything they can bite off and swallow. More uniquely Vermips are a lifeform based silicon, although they resemble traditional carbon based lifeforms. They still breath oxygen, but can survive in a vacuum for up to a standard year. They are resistant to heat and cold, and their blood is highly corrosive. No known predator exists that can digest a Vermip. Fortunately Vermips are cowardly, and can be driven
away from a give location with force. Attempts to communicate with vermips results in taunting, snickering, and undecipherable responses
from the vermips.



Population Appearing: 5d6 (5-30)
Defense: 12  DR: 2
Morale: 6
Attacks: 1 (Bite: 1d8 )
Strike Chance: +1
HP: 1d6-2 (Average 2, Min. 1)
Sapience: Very Low (-3)
Experience: 5

[Derelict Delvers] The Archive Threat Reference
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[info]silverlionprime

High Valor is almost finished--editing (and corrections) are moving along. In the mean time I've been working on Derelict Delvers, here are some of the ATR entries:  I need some more ideas on common dungeon dwelling denizens who need to be Sci-fi modded for this game.
 

 

Augs:

Augs are augmented humanoids, created by some previous civilization, they appear very much like common humanoid lifeforms only somewhat more bestial. They have snouts, tusks, have no hair and a sickly gray skin hue. Aug's modifications make them so they are dangerously violent although shows of strength and force may frighten them off. They are opportunistic scavengers and warriors and will kill with little reasoning.

 

Population Appearing: 3-18

Morale: 8

Defense: 15 DR: 3 (Spacesuit)

Attacks: 1 by weapon

Strike Chance: +4

HP: 2d6 (8)

Experience: 10 each

 

 

Biomorphs

Biomorphs are alien protoplasmic lifeforms that can assume the shape of any organic creature from the 15cm/5" to 300cm/10' They assume the natural attacks (claws, teeth, acid sprayers) of the shape or creature they assume. However they retain their armor and damage from their natural form.

 Population Appearing: 1-2

Morale: 10

Defense: 25 DR: 5

Attacks: 2 (By form, 1d8+1)

Strike Chance: +10

HP: 5d6 (20)

Experience: 200

 

 

 

CyberWolves. Cyberwolves usual appear as normal members of their prospective races, until a signal hidden on some hyperspace channel activates where their biosynthetic flesh tears away and they

become monstrous rampaging beasts who have no mercy or remorse. It is unknown how these creatures are manufactured. It is believed to have been some black science developed by rogue Ancients, now utilized by the hateful robot armies that wish to spread terror amongst organic life forms. Cyberwolves are not easy to detect, as their components are biomimetic, and resembled unusual, but organic biology to most sensors. Cyberwolves do not know they are cyberwolves until activated and interviews with dying and psychically controlled wolves reveal their reluctance to do harm, but an uncontrolled urge to kill and slaughter is programmed into them that so far has been found to be nigh impossible to alter. Despite the holos, cyberwolves do no resemble actual wolves so much bionic simulcra that looks half humanoid and half bipedal predator.

 

Population Appearing: 1-4

Morale: 11

Defense: 22 DR: 7

Attacks: 3 (2 Claws 1d8, Bite 1d12)

Strike Chance: +8

Experience: 300

 

Cyberwolves transform when signaled too but the programming is complex, it can send them to cover its crimes and revert to its humanoid form and not remember any of its depredations. The signal varies for each Cyberwolf but is likely to trigger on some standard time interval. (Always at 2100 standard, Once a week at 0200, and so on.)

 

 

Robots:

 Dreadbots

A commonly found robot type, they look very much like a humanoid skeleton made of metal. Though it is hypothesized that this is to spread fear, the machines are most likely simply mimicking their original creators in order to make use of technology designed for humanoid use. Dreadbots are usually armed with a Beam Rifle that is wired into their power source and a wired in Beam blade (These devices require a Repair check DC15 to remove.)

 

Population Appearing: 2-24

Morale: None. Fight until destroyed.

Defense: 12 DR: 5

Attacks: 1

Strike Chance: +3

HP: 2d6 (10)

Experience: 10

 

 

Nanowraiths

Nanowraiths are advanced robots that are made up of thousands of microscopic machines that hover in a gas like form. Their exact purpose is unknown, but seems to have been one of maintenance or cleaning. They are usually found aboard Ancients ships, but are sometimes subverted by other artificial life and turned to a dangerous synthetic lifeform

 

Population Appearing: 1-6

Morale: None. Fight until Destroyed.

Defense: 15 DR: 5

Attacks: 2

Strike Chance: +5

HP: 5d6 (30)

Experience: 280

 

Nanowraiths attack by engulfing a foe in a tendril of mist like material and tearing them down on a molecular level. This attack does 1d10 damage and is treated as if it had the Ignite attribute

Nanowraiths are immune to physical and most energy attacks. They can't be harmed by bullets, beams, missiles or the like. They take half damage from explosions. They simply warp their structure around such attacks. They can be hurt by Flamers and plasma weapons, and of course effected by Ancient weapons of +2 or greater due to undetermined features of such devices.

 

 

 

Warbots:

 

Warbots come in a variety of shapes and forms each designed to inflict damage on the warbots enemies. They may be found throughout formerly occupied Ancient sectors and are a terrible hazard for explorers

 

Population: 1-3

Morale: None fight until destroyed.

Defense: 18 DR: 8

Attacks: 3

Strike Chance: +8

HP: 11d6 (55)

Experience: 800

 

Special:

Warbots can have modified Defenses, DR, and attacks chosen from innumerable variations. The stats here are for a typical warbot found among the ruins. To change this simply raise the Defense, DR, Strike, or HP by 1d6, for each increase add 100 XP to its award, for any similar decrease reduce the XP awarded by 100 (minimum of 200)

 

Also choose a weapons package:

 

Assault Warbot

2 Autofire Beam Guns 1d10+1 damage (Cannot be removed), 1 Medium Missile Launcher: 4d6 damage in 21'/7m radius

 

 

Containment Warbot

2 Heavy Flamers, 1 Light Missile Launcher: Tranguilizer Gas Missiles 21'/7m Radius

 

 

 

Infiltrator Warbot

3 Beam Rifles, Inviability Field: +18 to Hide checks, Sabotage/Control systems as a 4th level Engineer.

 

 

 

Scout Warbot

2 Beam Rifles, 1 Needler (Tranquilizer Darts) Save vs DC 12 , Inviability Field: +8 to hide checks.

 

 

Support Warbot

3 Beam pistols, Repair other units (1d6 HP per round)

 

Androids

 

Rare and terrible, androids can pass for organic lifeforms without an advanced scan of their brain and central nervous system. They are created to have synthetic but organic seeming organs. So well designed they even bleed, feel pain, and can fake emotion. Androids however, serve the sinister purposes of the robots, and answer only to their own desires and perhaps to distant AI Masters. Often Androids will manipulate organic life to aid them in their insidious plans.

 

Population: 1

Morale: 18

Defense: 15 DR: 5

Attacks: 3

Strike Chance: +6

HP: 10d6 (50)

 

Vermips

A species of widespread vermin Vermips combine the worst traits of a piranha, crocodile and cat, they are reptilian humanoids of small stature with a wide maw filled with razor sharp teeth, an endless appetite, and the ability to digest nearly anything they can bite off and swallow. More uniquely Vermips are a lifeform based silicon, although they resemble traditional carbon based lifeforms.

They still breath oxygen, but can survive in a vacuum for up to a standard year, are resistant to heat and cold, and their blood is highly corrosive. No known predator exists that can digest a Vermip. Fortunately Vermips are cowardly, and can be driven away from a give location with force. Attempts to communicate with vermips results in taunting and snickering whichdespite all attempts have been undecipherable.

 

 

Population Appearing: 5d6 (5-30)

Morale: 6
Defense: 12 DR: 2
Attacks: 1 (Bite: 1d6)
HP: 4 (1d6-2 min 1)
 


[High Valor] Finished...almost...
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[info]silverlionprime

High Valor is done. Except for a chapter by someone else, editing, and layout. From my perspective that's as close to finished as I alone can make it. 

For those who aren't aware High Valor is my fantasy "Dark Ages" RPG, meant to cover the ground where a lot of folklore, myth, and legends are born.

 

Possible Themes and Goals of High Valor

 

Anyone can become a hero.

Heroes may be asked to hunt down and slaying evil, dangerous monsters.

Heroes may be avenging kin who have been slain or wronged. Fulfilling inherited blood-feuds.

They may owe allegiance to a great lord (or lady) and do his or her bidding.

High Valor heroes may raid enemy lands, or raid enemy lands while facing greater trials of faith and will.

They may hire out as mercenaries.

They may join or beget expeditions of exploration and trade, or seek to conquer new lands.

They may be arranging plans to marry one’s sons & daughters well. (Either following heritage demands of dowry, oaths, or following their individualistic drive to do right by their children.)

Demonstrating their verbal prowess through oration at official functions through storytelling, through singing or through games (riddles, word play, boasting)

Hunting great mythic or legendary beasts (Magical Stags, Manticores, Dragons, Trolls).

Pilgrimages to places renowned for the passing or acts of various Saints

Carrying treasure to one’s lord or distributing it to one’s followers.

Spreading one’s fame and bringing glory to one’s name, ones lord, or ones people.

Achieve respect and patronage of famed noblemen, learned sages, or ranking priests.

Improving one’s status (thrall--churl--thane--earl--king).

Gaining followers and clients as ones status dictates.

Gain allies by making friends with valorous men and women

Showing up ones rivals.

Showing ones faith, valor or will through actions.

Fashioning a safe homestead, complete with a great hall free of the dark things which haunt Aeia.

Bring renown to one’s lineage, tribe, clan, or band.

Make a showing against fell evils.

Die well.

 

 

EXAMPLE PC

 


Thiundael, the Thunder of the Shining Host

Luminal Sidda

 

Will 3 Faith 2 Valor 3

 

Luminal (Lesser)

Finder (Greater)

Redeemer (Lesser)

Mace wielder (Lesser)

Uncorruptable (Lesser)

Strong as a Bear (Lesser)

Skysplitter (Lesser)

Adept-Sorcery (Lesser)

 

(no subject)
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[info]silverlionprime
My writing was complimented on the latest draft of my FRPG. A friend of mine read it and he usually is honest about where he feels my writing stands. He's also a huge fan of the Forge and its style of games. I'm not sure if I should be afraid or pleased. I've finally got the FRPG I wanted--doing all the things I want and doing them, not only interestingly, but well.

Plus, one of the oldes design goals I had was to make it possible for a dagger wielding warrior, to be a real threat. Over the years that has reamined true, not always my forefront goal, but one of the ones I wanted. I realized that I didn't just want to make a given character concept kickass, but to allow people to create whatever heroic character they wanted to play; and make that bad ass.

It's taken a lot of work. Inspirations from  wide fields came together and work well. I just hope it will be better received than Hearts & Souls. (It's not like I'm upset about how well H&S did, but I really had hope that you didn't need a glossy book with shiny color pages to sell. ) Apparently for superhero games, that's not the case. Ah well, I'm not unhappy I just the love I have for great fantasy stories will make others AS proud of High Valor as I am.

Final Playtest..
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[info]silverlionprime
Final playtest of my FRPG begins.

I need to write on the setting more. I've got huge tracts of it down in a hundred places, but need to coalesce them lke I just did the rules.

My brain is tired.

I wish there were two or three of me.

Moving Forward
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[info]silverlionprime
Slowly, I creep forward on one of the longest most complicated magnum opus ever. That is to say my FRPG.

The game itself? Not complex, but the love affair with fantasy and folklore and "doing them right", has long held my interest.  I've seen some wonderful games in my years of a gamer--for fantasy gaming. I've seen some atrocious ones. I plodded onward despite seeing both success and failure amongst numerous games. Not one of them, truly fitting "What I wanted from fantasy gaming..."

So now its coming together, and I fall apart trying to get it finished, Trying to plug holes in the setting, make sure it makes sense (to others not just me) and make sure I explain everything that needs explaining. All at the same time intentionally leaving big huge gaps for other people to drive into, park and set up shop with their own ideas.

I've no idea if I'll succeed or utterly bomb. Yet forward I must go!



Edit: I had a strange dream whose details I cannot recall except for two works split by a slash..

Indwell/Huntsman.

This is odd, I don't normally have clear words in my dreams in written forms--ideas, images, but words?

What makes a good GMing chapter?
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[info]silverlionprime
I'm working on High Valor's GMing chapter, and I'm pondering how to make it really good. So far I give the usual advice (Talk to your players, work with your playgroup etc), as well as my "Quatrain" advice. Stolen in part from S.john Ross' Troika/Trinity lists and not really verse, but I like the word Quatrain, though I don't actually use it in the book.


What else should go in the Gming advice? Specific ways of making "Epics" (Campaigns for High Valor), Specific tools? General wisdom and common sense?

[Derelict Delvers] Low G Esper, and Degenerate Aug
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[info]silverlionprime
Sketches for Derelict Delvers (I just do these for my own reference and visualization..)
Art )

Why oh why..?
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[info]silverlionprime
Why does the imagery and visual bits I sketch out for Derelict Delvers, look like pulp magazine SF covers? (Alright nowhere near as GOOD, but the general visual feel.)

I've got a picture of what amounts to a goblin in a ruined space jumper (spacesuit with different colored piping), and a pulp looking ray gun. Sure its not a "goblin" in the setting, that's just what my drawing looks like. It's prototype genetically augment human that degenerated, i.e a Degen. The full Aug's hate them and try and kill them out of common fear, plus they are just mean.

I've spindly limbed robot sketches, and a man in a space suit (more modern) with a finned rocket ship behind him too... (not great art) but I draw a lot of things to fill in the details for myself of any game I write. From mecha, supers, monsters, space ships, I draw a LOT.  None of it professional grade or anything, just silly sketches. I work hard to improve my art.   I wish it were as easy to see the flaws in my writing and improve on that.

Starting next week, I'm setting a normal bed time, and wake up time, so I can get caught up in my writing week after that. I've got to finish High Valor, especially since in three months, the fallout from D&D4E will be slowing down.


Strangely enough I've friends who are very "indie" who intend to pick  up D&D4E, and one who is very old school, and who HATED 3/3.5, who thinks he likes 4E. Which amuses me greatly. I really hope it works for people who play and enjoy D&D.  I suspect there will be people like me, sort of left out (again) with how the design has turned out.

More and more I'm realizing with my own designs that I like games:

 A) That support their genre from within the characters perspective not the players, as well as
 B) Are mechanically powerful while being fundamentally simple.

 SOTC is surprisingly one of these games "almost", all you have to do is make sure that Tagging of aspects is done in character--since pulp heroes are often melodramatic that's easy. Sort of like H&S monologues, you just have the pc "tag" and say "If not for these shadows I might be caught by the minions of the Hidden Dragon!" or  "I growl low in my throat and shift in the chains sending a menacing glare at the guards.." (activate Subtle Menace ability) now of course it requires a GM to pick up on that, and may require discussion before hand. I'm just one who prefers not stepping out of the characters head too much to say "tag this, tag that...."

Of course, I think most aspects should be (subtly) described--the one time I sat down to actually play SOTC (rather than make characters), the GM wanted us to "guess" at aspects. Which I'm not sure works, without some clues given in the description.

High Valor works completely differently of course, it focuses more on how the CHARACTER utilizes his traits and FEAT pools, rather than narrative over the environment. (The PC is the fulcrum for the lever of the rules, the player is the effort behind it--together all three do heavy lifting, fulcrum, lever, applied force.) 

Er, but I'm rambling again.

Sisyphus and I
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[info]silverlionprime

Sometimes it feels like a never ending rock roll up the mountain to get writing done. I'll admit I'm probably one of the slowest game writers out there. Not all of it is my "health" which interrupts me and slows me down. Part of it is just the Sisyphusian task of getting it all done only to start back over again at another point.

 

If I were one of those game designers who used the same system for everything, perhaps it be easier. Unfortunatly while I think some systems are able to stretch and bend well to do many things--none do any given genre they aim for well. Somewhere along the line their base assumptions get in the way.

 

The good news is I've obtained a laptop (cheap, low end, one but still suitable)  and I can now do some work while bouncing idea off my friends.

 

What I need is a focus group for various genres.

 

Mecha (Giant Robot/Powersuit) gaming.

Western/Horror gaming

Dungeon crawl in Space (with pulpy ray guns) gaming.

 

At least to start. So I guess that will have to be my friends. It is nice that they are broad ranging gamers with a lot of different tastes.


[High Valor]
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[info]silverlionprime

High Valor is one of the games I've spent the most time working on. Mostly because unlike some people I didn't get it "right" at first, I spent a lot of time trying to create a FRPG that did what I wanted, worked for the world I'd envisioned, and yet still kept things simple.

 

I didn't get it write the first few times in writing it, testing it, and rewriting it. It isn't at all the same game I started working on years ago, and it is far better for it than if I'd kept hammering on the same mechanics I'd first envisioned all this time.

 

Here is an example character:

 Thiundael, the Thunder of the Shining Host
Luminal Sidda

Will 3 Faith 2 Valor 3


 Luminal (Lesser)
Finder (Greater)
Redeemer (Lesser)
Mace wielder (Lesser)
Uncorruptable (Lesser)
Strong as a Bear (Lesser)
Skysplitter (Lesser)
Adept-Sorcery (Lesser)
Mythic Countenance (Greater)
 
 Challenges:
Dreaming Enigma
Distant

 

The numeric ratings are actually dice pools that get rolled whenever a situation would call on one of those three measures. While the traits are ranked numerically to match the words used. (Each rank is +2, so Lesser is +2, Greater is +4, if Thiundaael had been made to have fewer traits he might have had a Heroic +6 or even a Legendary +8)

 

The system used is quite workable. Decide what measure is being tested (Will, Faith or Valor), come up with an in character use for that measure and roll. Keep the highest die of the dice rolled and add the two most relevant traits a character has to determine success.

 

Oh there are of course a few more twists to the system. For example saying a prayer in character will let you borrow a die of Faith for a scene, gritting ones teeth and having your character say "they can do this" might let them borrow a die of Will temporarily in similar fashion. A few tests disallow this (calling on magic or miracles--Faith can't be used for magic, and Will can't be used for miracles of faith, simply because self will and faithfulness to the High Lord are somewhat at odds.) After all if you TRULY had that kind of faith, you'd accept the outcome as the High Lords will. If you had so much self will, you probably are not going to let go and let things fall as they must in accordance with that greater, eventual, plan--whatever it may be, this is a conflict of the setting as much as system one.

Now the game has a lot to it. Explaining how to create characters like the one above. Providing a decent sized list of sample traits,although a player can work up their own as well. Plus all the usual "how to handle magic, miracles, epic fantasy..e.tc.." that you'd expect to find.
 
One thing it won't have is pictures of your traditional fantasy or dark age weapons. Do you need another set of those? I certainly don't.  It also will not have a huge number of NPC personalities. There will be a bestiary, descriptions of the various peoples of the Free Kingdoms and the Fallen Empire, as well as advice on running  memorable games.  
 
The aim of course is to make the game about YOUR characters and stories--not mine. Sure mine are great for me and my group. Your group will be different, and that is not only a GOOD thing it is a GREAT thing. 
 
 
 
 Will it work? I don't know. I know it makes me happy, and I hope a few other people will pick it up and enjoy it.  
 
 
 
 
 

Derelict Delvers
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[info]silverlionprime

Derelict Delvers, is a new project of mine I've been scratching out the old fashioned way. It's basically "dungeoncrawls in space"--a game set up around the party in a limited environment seeking out monsters, killing them, and taking their stuff.

 

It's setting is an "Old Universe" where the spread of Empires across the stars comes and goes, and right now its the Dominion of Man, the current up and coming empire. However, this empire is a thing of corporations, of getting the leg up on everyone else.

 

So ARCHIVE (Artifact Retrieval Control and Historical Investigations Venture Enterprise), licenses people to go to ancient ruins and claim their wonders (tech, data, etc) from the various vermin species, ancient warbots, and pirate bands operating within them.

 

Now on its surface it is a silly premise, but it can be a quite fun and useful game for humor, excursion play and exploration, as well as player cunningly using their brains to disable traps, face down monsters, and otherwise just let the players have a ball.

 

At the moment, I've decided to stick with the simple model early AD&D/Basic D&D--modified for the modern age. The basic stats are the same (Str, Dex, etc.) but I'm using 0 as average with the stats being the base modifiers for rolls.

 

Currently I've got the following "subspecies"

 

Heavies (High G Humans)

Lifts (Low G Humans)

Augs (Genetically Augmented Humans)

Terts (Normal Terrestrial Humans)

 

These map pretty closely to Elves, Dwarves, and Half Orcs, though it was only later in writing this up that I realized the similarities.

 

The classes will be Pilots, Soldiers, Medics, Espers, Hackers, and Scouts each of these have basic skill expertise based on their training, as well as "special" abilities.

 

For example the Pilot has Good Proficiency level with vehicles of all sorts, and at a certian level the Pilot will get his own ship as one of his "specials."

 

That's about it so far. I've got notes for how proficiency levels advance (Good, Fair, None) as well

as how the specials work (gained so far at 1st, 5th and 9th levels but I may fill in some more as game development goes on.)

 

I've also got an idea on Esper powers (and how they take so long to recharge..much like D&D's spells. )

 

There are solid reasons for the design to encourage a similar "think outside the box" solutions to the limited resources of being delvers.

 


Behind in writing again.
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[info]silverlionprime
I'm behind in getting my writing done for this season. It's not a good thing, but I'll deal. A close friend of mine has been in the hospital for a bit now and is likely to see another month of hospital stay. As a good friend I can't leave him up there to sit alone all day with nothing but television (oh he might be able to use their internet and surf, but he's not the most prolific netizen anyway.)

So I'll be working on other projects other than my FRPG. It will be coming soon enough. Just need time to sit down and write from notes, and my head. At the moment instead I'm building more clear rules for ACE (Vast Frontiers setting), and started a weird side project that may even be released free-  Derelict Delvers, basically D&D in space.

 I don't mean "fantasy" in space ala Spelljammer or Dawning star. But the ideas of going into ancient ruins, killing things, and taking their stuff. With the right concept behind it, it makes a lot of sense for a pulpy space action game with old empire ruins. Admittedly I have to resist the urge to make things to "D&D"---that is fantasy aspects in space, but a stripped down system that is class and level should work nicely.

It will need a lot of playtesting--a lot of SF gear that "buffs" (since I'm aiming for the trope of upgrading your stuff when you can.) Even stolen artifacts (alien relics--our version of "magic items") earn you experience! Of course the logic is you turn them into the A.R.C.H.I.V.E who is the organization running these ruin explorations and they pay for the expensive training and classes to make you better. It's silly. It's mad. But *shrugs* it is a fairly focused game, easy to create adventures for and creating conflicts ala "Lifeboat" if you want more interesting play.

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