Posts Tagged ‘Traveller’

Review: Cepheus Engine SRD

Posted: 19 April 2017 in Reviews
Tags:

Solo uses the Cepheus Engine. The Zhodani Base speaks highly of it. And so I decided to check it out…

In a Nutshell: Traveller retroclone – old-school style SF RPG. The System Reference Document is a 208 page PDF by Samardan Press Publications released in 2016. Pay What You Want on RPGNow and DriveThruRPG.

The core mechanic is as it was in Classic Traveller: Roll 2d6, apply modifiers (notably a relevant skill level), meet or beat a score of 8 to succeed.

CONTENTS

Introduction (9 pages): Overviews of roleplaying in general, the Cepheus Engine itself, common campaign themes, glossary.

Book One: Character Creation (83 pages): This will be familiar to anyone who has played Traveller. You roll 2d6 for each of six characteristics, roll to enter your chosen career, then cycle through various stages of the lifepath, gaining ranks, skills, and material or cash benefits as you go. There are 24 careers (basically the ones from Classic Traveller Book 1 and Supplement 4), and roughly 60 skills. Some items have been renamed, most likely to avoid using terms copyrighted elsewhere.

The Cepheus implementation of this addresses my dislike of the decades-long trend of skills bloat in Traveller; you wind up with roughly two skill levels per term served, and a smattering of skills at level 0, based on your homeworld’s trade codes and your career’s service skills. There are basic rules for gaining new skill levels in play, which explain how long that takes but not what it costs – the GM has to rule on that.

Although humans are as usual the baseline species, there are rules for creating alien races, and a few examples – avians, insectans, reptilians and some human variants: espers and merfolk.

Psionic powers remain an option, with whether they’re available at all, and if so how easy it is to get training, left to the GM. There’s a long equipment chapter with weapons, armour, survival gear, communications and computer gear, drugs, robots and drones, vehicles etc.

Personal combat is focussed on the use of a square grid; unusually compared to most games, but as one might expect for Traveller, the chance of scoring a hit degrades whether you’re long or short of optimal range for the weapon. Whatever damage isn’t absorbed by your armour is temporarily deducted from characteristics, and your status varies with how many of them have been zapped and which ones have reached zero – clunky, but it has worked for decades.

Book Two: Starships and Interstellar Travel (59 pages): How interplanetary and interstellar travel work, building and operating ships, starship combat, interstellar trade, travel on worlds, law enforcement encounters, bribery and punishment for crimes committed (I would’ve covered the legal topics in the next book but it matters little), a goodly number of example ships which are similar, but not identical, to the usual Traveller suspects. Space combat looks a lot more complex than I remember, but I hardly ever use that.

Book Three: Referees (43 pages): The effects of hostile environments, disease, poison, fire and so on; subsector and world generation using familiar Traveller methods; encounters – animals, NPCs, patrons, rumours, starships; rules for creating alien animal life; advice on refereeing the game and creating adventures.

This is following by assorted legal notices.

FORMAT

Colour cover; single-column black text on white, no internal illustrations (this is a System Reference Document, so you’d expect that), lots and lots of tables.

SUGGESTIONS FOR IMPROVEMENT

I’d like to see a point-buy character generation option included; this is useful for players with a detailed character concept, and also for play via email, forum or VTT. However, a random method is still useful for new players.

I really don’t like dynamic initiative. It requires me to track both the default initiative score for each character for a given combat as well as the current score as modified by surprise, dodging etc, and remember when it resets to the default. Ain’t nobody got time for dat.

CONCLUSIONS

This is an excellent retroclone, which integrates and streamlines parts of several editions of Traveller; I recognised elements of Classic Traveller, Megatraveller and Mongoose Traveller, and there may have been components from other editions which I didn’t recognise – I am an inveterate CT fan and haven’t played that much of the others.

All the topics I would expect are here, in familiar forms but with some well thought out expansions.

I keep thinking about dipping my toe in Traveller waters again, and if I do that, this is the edition I’d use. However, it’s not quite enough to tempt me away from Savage Worlds just yet.

Overall Rating: 4 out of 5.

Review: Solo

Posted: 5 April 2017 in Reviews
Tags:

Just as I started to feel a yen for some solo SF gaming again, along comes Solo…

In a Nutshell: Solo RPG campaigns for the Cepheus Engine (actually, any version of Traveller). 153 page PDF from Zozer Games, written by Paul Elliot, $10 or so at time of writing. This is a much expanded version of the earlier Star Trader, which I reviewed here.

KEY FEATURES

Solo games often drown in dice-rolling, and Solo handles this by abstracting the equivalent of encounters or sessions into a single dice roll; see The Plan for details.

The player also has a small troupe, two or more characters, rather than just one. This allows for the character interactions one would get in group play.

The overall principle is that the few dice rolls tell you what happened, and you as the player explain how.

CONTENTS

Why Solo? (1 page): Why would you want to do this? Basically because you can’t get the players, or you want to test something before introducing it to them.

The Solo Approach (3 pages): These are designer’s notes, explaining why the author chose to abstract things to the group/session level rather than the character/skill check level – essentially to stop the game drowning in dice rolls. This approach means that you first find out the situation, then make a plan to deal with it, make no more than a couple of dice rolls to determine what the outcome was, and then go back and fill in the narrative explaining what happened. It also summarises the four campaign types detailed in later sections, and lists the required resources.

Player Characters (10 pages): The player is advised to make a small group of PCs, how many exactly depends on the type of campaign envisaged. The main benefit of this is that the random interactions between them inject more drama and plot into the game; a secondary advantage is that it gives the player a broader range of skills to apply to problems. There are also a couple of modifications to the normal character generation sequence; the chief one is that each PC should have three Life Events, which can be inferred from extreme rolls during the character’s creation or diced for separately on a d66 table provided.

Character Reactions (4 pages): Another d66 table is used to give each PC a relationship with one of the others, such as “secretly in love with” or “knows a dark secret”. At various times during the game, a PC checks whether or not they’ve had a bad reaction to something, and if so rolls for what they do about it; recent events, the Life Events and the PC’s relationship are used as inspiration by the player to weave a narrative around the dice rolls. Reactions and relationships essentially inspire the player’s narrative explanation of the dice-mandated outcomes.

The Plan (6 pages): Here’s the guts of the system; a scene, or encounter, resolution mechanic. In other solo game engines, the player controls one of the PCs and is (say) part of the team infiltrating the Big Bad’s remote island base. In Solo, the player is more like the “guy in the van”, watching things over a video link and issuing general orders, trusting the team to resolve individual problems as they arise. So, play throws up a situation – a reason to storm the island base, in this case – and the player comes up with a plan, 3-4 sentences long; perhaps swimming ashore at night to sneak inside and steal the McGuffin, heavily armed in case things go south and equipped with night vision gear and other goodies. The player now looks at his plan as dispassionately as he can: Is it shaky, solid or foolproof? Is it safe or dangerous? The answer to the first question defines the roll required for success on 2d6, with a couple of modifiers applied depending on how well-suited the characters and their gear are for the plan. A second roll against the same target number then determines the unforeseen consequences, which are good if the roll succeeds, and bad if it doesn’t – note that this is independent of whether the plan succeeded or not. Bad consequences include injury or death for one of the PCs, goods ones include making a contact or discovering valuable information.

Write it Down (3 pages): The player is encouraged to keep a written record of what happened, for two reasons; first, to declare actions – once you’ve written something down, it happened or is now an established fact in the setting, no do-overs. Second, to help you pick up where you left off at the start of the next session. The author recommends using a notebook, with an unstructured diary for the events of the game, and lists of friends, foes, neutral NPCs, starships encountered, and storylines (see below). An example page from one of the author’s own games is shown for clarification.

NPCs: Contacts and Enemies (2 pages): These are acquired in play, as the PCs interact with NPCs encountered as they go; the player decides, based on events, which NPCs will become recurring allies or villains, and who is encountered when. The purpose of contacts and enemies is to connect events; when it is suitably dramatic, a freshly-rolled NPC encounter is replaced by someone the PCs already know.

Storylines (3 pages): As with NPCs, these connect random events and characters’ Life Events into a plot. In that sense they are like Mythic’s “plot threads”, although while Mythic has no limit on concurrent plot threads, Solo recommends limiting yourself to one or two at a time. Storylines are optional, though.

Random Rolls (11 pages): A selection of tables to generate random encounters and events, thus introducing new ideas and plots into the session; NPC and ship reactions, colourful locals, starport and ship encounters, and so forth.

Example of Play 1 (6 pages): Exactly what it says on the tin; four randomly-generated PCs hop across a handful of worlds, making Plans and executing them, encountering random NPCs and commissions.

So far, everything has been applicable to any campaign. The book now moves to consider four principal types of game, each of which has additional random encounter and event tables and specific rules.

Campaign: Travellers (8 pages): The default game; a mixed group of travellers, moving from world to world causing (or resolving) problems. This campaign starts In Media Res with a randomly generated event. New random tables here include patrons, missions and their targets.

Campaign: Star Traders (17 pages): This is basically the previous iteration of the system, which I reviewed here, with what looks like a few minor tweaks. The PCs are the crew of a small merchant ship, trading across a subsector; an example showing 5 weeks in the life of such a group is included.

Campaign: Naval Officers (24 pages): In this campaign, the PCs are the officers and senior ratings on a small patrol vessel, pounding a beat around the subsector or a specific world, rooting out pirates and assisting law-abiding merchants. Which is which? Well, you have to get right up close to tell. This section has a lot of exposition on why and how patrol squadrons are organised, and what they do. Character generation is modified to ensure the characters will fit their assigned roles aboard ship. The campaign begins in a pre-launch briefing; the dice identify likely trouble spots, and the player plots his course accordingly. This section has modified ship encounter tables and rules for fast-play space combat.

Campaign: Survey Scouts (38 pages): Unlike the other campaigns, which rely on the player previously selecting or creating a subsector, the scout campaign begins with a partly-generated subsector, with only the size, atmosphere and hydrographics of the worlds known, except for one world which is the PCs’ base of operations. On arrival in a new system, the PCs scan it and identify places and phenomena of interest, called survey targets; there is a problem to overcome at each site, and progress overall is measured in “survey points”. Character generation is modified much as in the Naval Officers game, and like the patrol ship, the scouts plot a route for their ship. This section has modified system generation rules, the usual focussed encounter and event tables, and tables for things to survey; The Plan isn’t used much in this game, it’s more about the PCs reacting to randomly-generated dangers.

Example of Play 2 (5 pages): This is focussed on a team of four scouts surveying an unknown system.

…and we conclude with assorted legal information and blank forms.

FORMAT

Green and black cover wrapped around single-column black text on white, occasional black and white illustrations. Simple, effective, easy on the eye and the printer.

SUGGESTIONS FOR IMPROVEMENT

The one classic type of Traveller campaign not covered in detail is the small mercenary unit; maybe in the next expansion? In many ways it would be a mixture of the Travellers and Naval Officers campaign types, but the number of allied characters the player would need to keep track of would require a further level of abstraction.

A minor nitpick: I’m not sure why deckplans are a required resource, given that play doesn’t seem to require them.

CONCLUSIONS

Although aimed at the various editions of Traveller, Solo is so loosely connected with them that you could easily use another RPG instead; my thoughts immediately went to Savage Worlds, because that’s what I usually play, but I’ve decided to take a look at the Cepheus Engine itself first. With suitable changes to the random tables, Solo could be used for other genres as well; the core mechanic, The Plan, would work with any game.

I’m very impressed with this product, and see it as the probable next evolution in my solo SF gaming – which has moved from playing with the rules as written, to adding Mythic, to Two Hour Wargames (which have gradually increased their own level of abstraction) to Solo. Full marks, Mr Elliot.

This will get used, though not right away; first I want to look at a couple of other things, including Cepheus, and second, I want to select, or generate, a subsector in which play of the various campaign types above can occur. It’s tempting to begin with a Survey Scouts campaign, then jump forward a few centuries and use the other campaign types. That might be better done in flashback, methinks.

Oh, and third, there’s a busy couple of months coming up, with the Pawns of Destiny, Team Robot and Team Dragon each lined up for several sessions. I haven’t played this much since the ’70s!

Overall Rating: 5 out of 5.

“Though no one can go back and make a brand new start, anyone can start from now and make a brand new ending.” – Carl Bard

Actually, I kind of can make a brand new start, and I will. For new readers: The Arioniad was a solo campaign I ran from 2009 to the cliffhanger ending in 2013; it was one of the campaigns deleted in the Great Blog Purge of 2015, but I miss the characters and would like to play with them again. I considered reconstructing the previous game from such offline notes as remain, but on rereading those, I discovered that the game was much better in my memory than it was in reality; so I’m moving to a re-imagining of the game, a gritty reboot if you will – if it was good enough for Battlestar Galactica and Star Trek, it’s good enough for me. This is the second attempt at that, and by the time you read this the first attempt will also have been purged from the blog – it really wasn’t working, I think because I was trying to railroad it into repeating the earlier adventures.

Beyond simply being fun, the campaign is a way for me to experiment with different rules and setting elements before tormenting my players with them; the characters stay the same, but the rules and setting change around them – the reason for this was explained in the 2013 cliffhanger, and will come out again in due course; it also conveniently explains the periodic reboots, as you will see later.

ARION

Arion is the story’s protagonist, and he will appear in multiple formats as we go along. He will pick up sidekicks as we go. Like all my PCs, he has a theme tune, in this case The Traveler by Joe Satriani.

Savage Worlds: The basic version of Arion from which the others are converted. After several reworkings, he stabilised as a Pilot Archetype from p. 19 of Savage Worlds Deluxe, with his spare skill point used to buy Knowledge: Astrogation d4; his Hindrances are Heroic, Loyal: Friends, and Outsider. He has a Glock, a knife, a kevlar vest, and $25 in cash. He also has constructive possession of a small starship called the Dolphin.

THW: In THW games such as Larger Than Life, 5150 and so on, Arion is a Rep 5 Star pilot with the Steely Eyes and White Knight attributes, which means he uses the LWC reaction tables and moves in Exotic circles. His skills are Savvy 5, Fitness 4 and People 3. His items are a starship, body armour, a commlink, a pistol and a knife. He lives in the dock district of a Metropolis, for easy access to his ship. The conversion uses Steely Eyes to represent Alertness, and White Knight to represent Heroic; THW Stars are typically Rep 5, and looking at his SW traits, Arion looks like he is best at job-related skills like Piloting (thus Savvy 5), average in terms of physical attributes (Fitness 4) and worst at interpersonal skills (People 3).

Classic Traveller: UPP: 686777. Skills: Navigation-0, Pilot-3, Mechanical-1, Auto Pistol-1. Equipment: Cloth, auto pistol, knife, scoutship. Based on those, and using the 1977 edition of the rules, Arion would be a three-term scout. This conversion assumes that characteristic scores match the attribute die type where there is an obvious equivalence, and are 7 otherwise, while for skills d4 is expertise level 0 or 1/2 (depending on the rules edition in use), d6 is expertise-1, d8 expertise-2, and so on. CT doesn’t use Hindrances, and has only ship ownership or Travellers’ Aid membership as Edges, so none of those elements from SW really converts.

Stars Without Number: Attributes: Strength 10, Intelligence 10, Wisdom 10, Dexterity 14 (+1), Constitution 10, Charisma 10. Skills: Combat/Gunnery-1, Culture/Spacer-0, Culture/World-0, Exosuit-0, Navigation-1, Tech/Astronautics-0, Tech/Postech-0, Vehicle/Air-0, Vehicle/Space-1. Equipment: Woven body armour, knife, semi-automatic pistol, Cr 20. This incarnation of Arion is a level 1 Expert, using the Transport Specialist background and Pilot training package, which probably means he comes from a spacer family and is as close as I can get to the skillset of the original. We’ll pick the World whose culture he knows later. This conversion assumes attributes that match SW ones are the die type plus four, others are 10, and the character’s free 14 goes into the attribute with the highest score (unless it is already higher than that). Again, there are no Edges or Hindrances, it’s all in how you play.

DOLPHIN

I don’t expect much in the way of space combat or interstellar trade, so none of the statblocks are likely to see action anytime soon; this means I can be fairly relaxed in converting them. In any event, the key to conversion is to convert the feel of the thing accurately and not worry about the stats too much.

Savage Worlds: The Dolphin is a stock Light Freighter from p. 49 of the Science Fiction Companion. The onboard AI uses fist-sized metal spiders as effectors for repairs and so forth; these are collectively known as the Repair Swarm, and use the swarm rules in combat. One of the swarm typically rides on Arion’s shoulder, acting as a commlink.

THW: I haven’t got any THW rules for which this matters; I expect Fringe Space will have something, so I will come back and retrofit it later.

Classic Traveller: A Type S scoutship, obviously, but to match the SW version it has picked up a brace of pulse lasers from somewhere. Arion probably sold the air/raft to pay for them.

Stars Without Number: A Free Merchant from p. 198 of the free edition rulebook, because that’s the closest I can get without designing something from scratch.

THE SETTING

Initially, there isn’t one! It will emerge in play – but this time around there is not going to be a star map. Place names will be convenient for filing NPCs, so those will appear, and calendars may or may not be needed, depending on which rules I’m using at the time. Since the 1970s I have habitually set my homebrew SF campaigns in a volume of space centred on Antares, Alpha Scorpii, which I call the Antares Sector, with a starting date one thousand years in the future; there is no reason to change that for this campaign.

THE RULES

Since it’s the one that worked best last time, let’s begin this experimental run using straight Larger Than Life. Next up: The Opening Scene.

In Stars Without Number (and other games), one thing that intrigues me is the minimum population level needed for particular capabilities to be present on a world. Does a world with a quarter of a million people have its own intelligence apparat? Can it build its own gravsleds?

I decided to look at real-world nations of the contemporary world as a guide to the possible, and spent several weeks’ worth of lunch hours surfing and winnowing data to collate something a GM could use. I’ve split the SWN bracket of Millions along Classic Traveller lines, to make the output more broadly usable.

What else would you like to see? Let me know please, and if I can find it, I’ll add it.

FAILED COLONY

These haven’t got anything as such. There are a surprising number of these on contemporary Earth, but for game purposes I think you’re best served by rolling for what its population was, and using that as a guide to what’s in the ruins.

OUTPOSTS

  • Almost always a dependency of a larger state (Vatican City excepted).
  • Some states as small as a single family or person, but these are rarely recognised officially.

TENS OF THOUSANDS

  • Independent states appear at this level. My inference from the Rules As Written is that in the Stars Without Number universe, this is the smallest sustainable population.
  • Armies appear (Seychelles, Tonga).

HUNDREDS OF THOUSANDS

  • Espionage agencies appear (Barbados Financial Intelligence Unit).
  • Navies appear (Bahamas, Brunei). At this level they are brown-water navies, focussed on local defence.
  • Military special forces appear (Brunei Special Forces Regiment and Special Combat Squadron).

MILLIONS

Millions

  • Vehicle manufacturing appears – AFVs, aircraft, cars (e.g. Bulgaria, Latvia, Lebanon respectively) – although typically designs are bought in from outside.
  • Merchant marine shipping appears (Slovenia)
  • Mechanised and armoured units appear in the army (Estonia, Laos)
  • Air forces appear (Lebanon)

Tens of Millions

  • Top tier economic or military powers are at this level and up (G20 members, top ten military nations).
  • Blue-water navies appear, able to project power sustainably at a distance and maintain bases outside their state’s territory  – Regional Hegemon tag becomes credible.
  • Significant shipbuilding capabilities emerge – Major Spaceyard tag becomes credible.

Hundreds of Millions

  • Manned space programmes appear on TL 3 worlds.

BILLIONS

Billions

This is present-day Earth as a whole, so if you can find it in the real world, a planet with this population could have it.

Tens of Billions

We have no data for this yet, I’m afraid. I expect it would be like billions, only more so.

ALIEN CIVILISATION

As for Failed Colonies, I think you’re best served by determining a population and working from there; at the time humanity discovered agriculture, the total human population seems to have been about 15 million, so a viable alien civilisation is probably in the millions and up.

REFLECTIONS

The more I look into this, the more surprised I am by two things: First, how small a population is when a given capability first appears, and second, how large nations can get without having specific capabilities – I haven’t recorded the second, because the first seems more useful.

The take-away is that any system with a population in the hundreds of thousands and up could conceivably have any capability you might be interested in, given the political will; but that major powers need populations that are at least in the tens of millions.

We got the bubble-headed bleached blonde comes on at five
She can tell you ‘bout the plane crash with a gleam in her eye
It’s interesting when people die, give us dirty laundry.
– Don Henley, Dirty Laundry

Sometimes, I think I take this stuff too seriously.

In a setting like the Dark Nebula where news travels at the speed of a starship, news items from nearby systems arrive earlier than those from distant ones, so if you expect players to use this intelligence to inform their actions in the sandbox, it is important to know what they learn when. It’s bad enough when you only have one party, but in the Nebula I will have several, and some of the news items are triggered by things other parties are doing.

So I built a spreadsheet and entered the news items to date into it, and with a bit of not-terribly-clever calculation I can now extract the following three views…

MAIN VIEW: EVENTS BY DATE AND LOCATION

Only the GM will ever see this; it’s what really happened.

main

Column A shows where the event happens, column B shows when, columns C to J show when the news of that event reaches the primary systems, and column K is the actual news item for reading to players.

I considered tracking news arrival dates for every system on the map, and allowing different arrival dates depending on the spike rating of the ship carrying the news, but decided the extra complexity wasn’t worth it. So I’ve limited myself to the primary systems, and assumed that news moves along the charted routes on the map at one week per system.

I also considered a slightly more elegant approach with a lookup table of travel times so that I could select a system and have the dates automatically calculated from that, but decided on a quick-and-dirty prototype to see how much use this actually is before I do anything clever with it.

LOCAL NEWS VIEW

By filtering on column A, you can see what happens on a particular world in sequence. Not sure how useful this is, but it’s easy to do. Here we see what happens on Enjiwa, month by month.

enjiwa

PLAYER NEWS VIEW

By filtering on one of the primary worlds and then re-sorting the items in the order that the news arrives, you get what is playing on the holo set in the corner of the bar while your PCs are drinking the profits of their latest mission. Here we see what a party on Valka between late February and early April would learn; notice the difference between when things happen (column B) and when Valka knows about them (column I).

valka

This is likely the most useful view during a session. The jury is still out on how useful that actually is.

The player characters haven’t got this far into the campaign yet, so there are no player activities this turn, but I may as well finish off the five day blitz…

image

FACTION TURN

All factions except the Solomani Confederation select new goals this turn, having achieved their previous ones last turn. All of them now have one experience point; it will be a couple of years at this rate before anyone can improve a rating.

The die comes up 4, so Confed goes first.

Solomani Confederation: Action – move Surveyor from Tangga to Hasara. Confed gains one experience for going a whole four turns without attacking anyone, and ends the turn with 20 FacCreds. Next turn, it will select a new goal – Expand Influence on Hasara – which it can achieve immediately.

Aslan Hierate: New goal – Expand Influence on Valka. Action: Extended Theatre moves itself from Panas to Enjiwa, preparing to move the Space Marines to Valka next turn. The Hierate ends the turn with 5 FacCreds and one experience.

Great Archive: New goal – Expand Influence on Hasara. Action – move Surveyor from Kov to Tangga. The Archive ends the turn with 5 FacCreds and one experience.

Mizah Combine: New goal – Expand Influence on Gazzain. Action – move Surveyor from Kov to Gazzain. The Combine ends the turn with 5 FacCreds and one experience.

PC ACTIVITIES

None as yet. Stay tuned!

NEWSFEED

Hasara, 7 April 3201

The Great Archive’s Adept-in-Place on Hasara reports the arrival in-system of an apparently friendly Solomani Confederation surveyor crew.

Faction turn 4; the Confed surveyor arrives at its destination. This occurs on Hasara on 7 April; the news reaches Mizah on 21 April, and Valka on 5 May.

Enjiwa, 14 April 3201

Lord Bhasmasura of the Simsek Clan, Colonel of the 1st Hierate Marines, welcomed the 11th Hierate Logistics Wing to the new base on Enjiwa today. When asked about the absence of Enjiwan government officials, Lord Bhasmasura stated that they were valued allies of the Hierate, but that their presence was not required for this event.

Faction turn 4; the Hierate starts moving up other assets to support its push into Moralon. This occurs on Enjiwa on 14 April; the news reaches Valka on 21 April, and Mizah on 26 May.

Tangga, 21 April 3201

Tangga’s Ministry of State Security surveillance satellites observed an Archive Survey ship transiting their system en route to Hasara. “This is perfectly normal,” a spokeswoman said, “We have mutual assistance treaties in place with the Great Archive, which grant them the right to free passage through Tanggan space.”

Faction turn 4; the Archive Surveyors move towards Hasara, little knowing that Confed has beaten them to it. This occurs on Tangga on 21 April; the news reaches Mizah on 28 April, and Valka on 26 May.

Gazzain, 28 April 3201

Confederation Marines were asked to intervene when a mammoth brawl at Kandla Orbital Spaceport grew beyond the Shore Patrol’s ability to contain. The fighting is thought to have begun when recently-arrived surveyor crews of the Mizah Combine exchanged insults with local spacers. When interviewed later, as the last of the bodies were being removed, Company Havildar-Major Yilan of the Confederation Marines commented that “Thisss wasss the bessst fight we have had in yearsss.” Rumours that one or more urseminites were instrumental in provoking the carnage are unconfirmed.

Faction turn 4; the Combine’s Surveyors arrive at Gazzain. This occurs on 28 April; news reaches Mizah on 12 May, and Valka on 16 June. I’m starting to feel the need for some sort of spreadsheet or database which allows me to sort news items into the order they would be received on each planet; I can see why The Last Parsec opted for FTL radio.

REFLECTIONS

That’ll do, Pig. That’ll do.

Achievement unlocked: Summer resolutions 3 and 8 completed!

image

FACTION TURN

The die comes up 2 again; the Archive moves first this month.

Great Archive: Action – build Base of Influence on Kov with 12 hit points (as much as they can afford). I did consider making a smaller base and buying a second Surveyor, but as you can only claim experience for one goal at a time, and I think Expand Influence has to specify a particular planet, that is a sub-optimal use of FacCreds; better to make a stronger base that can resist attack for longer. The Archive has now achieved its first goal and gains one experience, ending the turn with 0 FacCreds.

Mizah Combine: Action – build Base of Influence on Kov with 11 hit points (the Archive’s discount on buying Surveyors gives them a slight edge). Again, the Combine achieves its first goal, claims one experience, and ends the turn flat broke. You have to speculate to accumulate, they say.

Solomani Confederation: Action – move Surveyor from Kov to Tangga. Confed ends the turn with 14 FacCreds and no experience.

Aslan Hierate: Action – build Base of Influence with 15 hit points on Enjiwa. The Hierate claims its first goal and an experience point.

PC ACTIVITIES

This is as far as the crew of the Collateral Damage have got in the face to face game; they arrive back on Mizah on 1 March. Notice that while they are notionally part of the Combine Surveyor asset, there is no reason why the actual asset should return to Mizah with them. At the character level we assume follow-up missions from the Archive and the Combine move in to build on their work, while they are reassigned to something more exciting.

NEWSFEED

Mizah, 01 March 3201

Following the recent terrorist outrage at the Great Archive in Zonguldak, long-proposed gun control laws have been pushed through the Planetary Assembly of Mizah by the Phoenix Party. This makes automatic weapons and explosives illegal. The Free Trade Party managed to secure some concessions against the expected blanket weapons ban; semi-automatic pistols and longarms, and blade weapons, are still permitted so long as they are properly licenced, openly carried and registered with the police.

The government of Mizah and the GM react to the events of Collateral Damage episode 2: Please Enter Your PIN by belatedly introducing weapons restrictions to the campaign. Occurs on Mizah on 1 March; news reaches Mizah immediately, and Valka on 12 April.

The Combine surveyor and free trader Collateral Damage returned from Kov yesterday with great news for both the Archive and the Combine; the crew successfully negotiated a treaty between Karabulut Station and the Combine, giving the Combine a base of influence on Kov, and rescued the missing Great Archive Adept, Hurriyet Gundogan, who has now assumed control of the Mandate planetary defence grid node No More Mr. Nice Guy on behalf of the Archive, which the node recognises as the legitimate heir of the Terran Mandate. The president and Grandmaster Adept issued a joint statement congratulating the Heroine of Kov, and emphasizing that the node’s acknowledgement of the Archive proves it has a manifest destiny to reunite humanity for the greater good.

Collateral Damage episode 3: Hot Hydrogen. The ship leaves Mizah on 11 February, arriving at Kov on 18 February. Completing their mission on 22 February, they return to Mizah, arriving on 01 March. The events occur on Kov 18-22 February; news reaches Mizah on 1 March, and Valka on 5 March.

Tangga, 21 March 3201

Tangga’s Ministry of State Security announced today that orbital surveillance satellites detected spike drive emissions which they describe as “consistent with the drive signature of a Confederation Frigate-class vessel”. The sensor contact was observed to take a hyperbolic path through the atmosphere of the system’s outermost gas giant before moving off on a trajectory towards Hasara; it made no attempt to contact Traffic Control.

Faction turn 3; this is the Confederation Surveyor en route to Hasara and not bothering to stop. This occurs on Tangga on 21 March; news reaches Mizah on 28 March, and Valka on 25 April.

Enjiwa, 28 March 3201

Lord Bhasmasura of the Simsek Clan, Colonel of the 1st Hierate Marines, today announced the completion of a Hierate military base on Enjiwa. When asked what the reaction of the Enjiwan government was to this, he observed that this was irrelevant.

Hours before his mysterious disappearance, an Enjiwan spokesman later said, “I for one welcome our new rakashan overlords. Did I say overlords? I meant protectors.”

Faction turn 3; here is the Hierate Base of Influence appearing. This occurs on Enjiwa on 28 March; the news reaches Valka on 4 April, and Mizah on 16 May.

REFLECTIONS

As I have four factions I’m placing their actions in a different week each month, which is probably too predictable but makes it easier for me to keep track of things. PC activity happens when it happens, which obfuscates the pattern a little.

This is all working rather well now I’m using the faction rules as written rather than trying to add complexity.