Are Might, Reach, Structure, and Ideology meant to be stats for factions, or just questions that should be answered?

Are Might, Reach, Structure, and Ideology meant to be stats for factions, or just questions that should be answered?

Are Might, Reach, Structure, and Ideology meant to be stats for factions, or just questions that should be answered?

E.g. (making up off the top of my head)

Super Space Squadrons faction:

– Might: SSS are trans stellar military force. Their force strength ranges from detached destroys to cruiser squadrons to full walls of battle.

– Reach: SSS are all over, it is rare for a system to not at least have a visit from the SSS once a quarter.

– Structure: Military hierarchy

– Ideology: Trope-ishly “Good guys.”

A wild jump mishap, a black hole, and a horror straight out of Jump Space.

A wild jump mishap, a black hole, and a horror straight out of Jump Space.

A wild jump mishap, a black hole, and a horror straight out of Jump Space. What do these have in common? They’re all in a single episode of Chaotic Goodness!

https://www.chaoticgoodnesspodcast.com/2018/05/14/episode-23-uncomfortably-close-encounter/

Carta Galaxia – Art Spotlight #5 – “Sheriff”

Carta Galaxia – Art Spotlight #5 – “Sheriff”

Carta Galaxia – Art Spotlight #5 – “Sheriff”

Yet another awesome Claudia Cangini piece, and another movie poster reference. This one is also a callback to the dinosaur-riding, poncho-wearing robot from the cover of Far Beyond Humanity. As usual, the Art Brief is below.

5 – Sheriff

A riff on the old spaghetti-western style of movie poster, specifically the Sergio Leone poster for “A Few More Dollars”. The piece will be separated into 4 “value layers”: foreground, midground, background, sky.

In the foreground (darkest), left of center, we have the main figure: A robot in a poncho. His torso is covered by the poncho, his legs, right arm, neck and head are visible. His limbs are thin and have obvious wiring, hydraulics, pistons, etc. His head is vaguely oval, and slightly blocky, with an antenna extending from the ear piece. He’s holding an advanced looking plasma pistol by his side, white smoke coming out of the barrel. His pose should be very similar to the “A Few More Dollars” poster, but taking up the left side of the image rather than centered.

The midground (dark grey) is the silhouette of rocks, spiky plants, and a half-buried car tire.

The background (grey) is the silhouette of a space colony. Square, blocky buildings with a massive satellite dish array.

The sky (light-grey/white) just has a large circle sun hanging over the town, and a few wispy clouds.

The Long Haul – Session Zero

The Long Haul – Session Zero

The Long Haul – Session Zero

We had session zero last night and I’ve gotta say, I still don’t know exactly what session one will look like. Here’s some of the setting so far, though. Other than the Yeerk and Humans, each race was modeled after one of the ability scores.

Races

Humans: They are the scrubs of the galaxy and remain the most wide-spread once The Interface allowed them off their rock. Races use them as pets, breeding stock, experiments, or labor. It’s often thought by other races that a planet colonized by humans is either entertaining to behold, or a lost cause. In this way, humans have been used aggressively by factions, races, or clans as buffers against each other.

The Interface: Absolute/Dominant symbiotic AI that evolved from humanity’s first crude attempts at creation. As far as sci-fi references go, they’re somewhere between the Star League, TechnoCore, and Citadel in terms of attitude and function. While their true existence isn’t widely known or understood, their shadow government uses untold numbers of hosts from the other races to make the galaxy work toward their goals. They generally keep the peace, as well as enough outlets for violence between factions or races that it’s never turned toward the masters. Synthetics rule the galaxy, whether anyone knows it or not. The Sphere is the name of their government, and the seat of their power – at the center of the galaxy a massive Dyson Sphere operates as their own citadel and boasts a population of every species the size of several planets. The three Interface factions split along their lines when it came to decide their next move after leaving humans on their home-rock for several generations. The Sphere maintains order and chaos within tolerances across the galaxy, as well as the major jump points. The Stack is a mythical anti-organic faction that are only told as boogeymen, not as a real threat, and The Unbound exist in the very edges of the galaxy masquerading as humans or Dranesh exploring the unknown.

Dranesh: Evolved Weightless/Zero-G living, pheremone using humanoids. Bald and tattooed mystics and space wanderers and philosophers. They’re the most likely to use space magic, but even that is rare and mostly a myth thought up by ignorant humans. They speak to each other using subtle body language and pheremones but have to temporarily disable that bodily function when dealing with the other races. Only the Kraki are able to understand the pheremones without reciprocating with muddied and overwhelming signals themselves. The body odor from Vortai or Humans may as well be yelling gibberish at the Dranesh. They organize themselves in three factions; those violent revolutionaries that want to take back their home world, the majority that live in huge flotillas that slowly explore the galaxy, and a small sect of cultists that spread the word of an unknown star god.

Vortai: Evolved Giant Peter Dinklage Space Dwarves. They’re massive, patriarchal (usually taken to toxic extremes), and organize themselves in squabbling clans that at least sometimes listen to the most powerful clan in a time of need. Instead of ships they more often mine out asteroids and use them for clanholds and transportation. It’s better for everyone to keep Vortai separate. Before any contests of strength get out of hand.

Syrynns: Beautiful unisex androgynous and bio-luminescent humanoids. They use DNA borrowed from skin contact made with the other races to fertilize the eggs they’ve previously laid. Originally they came from one planet and the lack of genetic diversity led to them basically cloning themselves – so they had to reach the stars, and quickly. As a result, most Syrynns still look very similar. They are the most successful politicians and leaders, and use that role to ensure enough peace in the galaxy to allow for easier access to genetic material. Second most populace after Humans.

Kraki: Xeno Space Fireflies. They can survive in space, use antennae to broadcast, and can perceive other bands visually (or electrically). Their society is a meritocracy that eschews family bonds in favor of intellect, productivity, and benefit to society.

Yeerk: Ascendant Symbiotes ripped from Animorphs. The Interface use them as a prison sentence; instead of incarceration or death, prisoners become unwilling hosts and live out the rest of their days helpless while the Yeerk use their bodies for the betterment of society.

My group does some really fun world building. This is what we somehow ended up at this last session:

My group does some really fun world building. This is what we somehow ended up at this last session:

My group does some really fun world building. This is what we somehow ended up at this last session:

Planet Blimothy, once the hottest artificially terraformed vacation planet, full of towering crystal valleys, jungles formed entirely of glowing snakes, hot springs of light and shadow, and other sights to dazzle the imagination. Rated 5 stars on galactic TripAdvisor!

Which is, unfortunately, 80 years out of date. Everything went wrong when the snakes achieved sentience and rebelled, then was compounded when the robot mongoose army unleashed to stop them went rogue. Now the planet is locked in perpetual war between them. But don’t worry! The resorts that survived are barricaded behind high walls and high tech defenses.

So here we are, at the premier resort&day spa of Planet Blimothy, an oasis amid the apocalyptic conflict between the glowing snakes and the robot mongoose horde. (They still haven’t managed to agree on a better name for the planet.)

Factions.

Factions.

Factions.

My group wanted a lot of factions, so now everybody is making one. So now, in our setting, there are six factions fighting or scheming for influence while most of the galaxy is under Citadel Council-esque control.

I wanted each faction to get a single turn between our weekly games to help the galaxy feel alive and encourage player involvement, but I’m stuck on two competing ideas of how to do so. How do you use factions?

First Idea: Each faction assigns +2, +1, +0, -1 across Might, Reach, Structure, and Ideology. Then those scores are used for their own faction moves which are just Face Adversity, Get Involved, and Assessment. Using these they can try to get an edge on each other, or The Party, or even dangle a forgiven Debt or Favor in front of The Party to do their work for them. If they roll low, other factions get to see their weaknesses.

Second Idea: Use Might, Reach, Structure, and Ideology as stats that change with the board. Your Might score controls how many fleets/armies you can have and your Reach directly corresponds to how many planets (not systems) you can control. Structure might determine how many moves or actions you could take in a round, and Ideology could be used like Might to defend or extend your influence.

Third Idea: I just ask players what they want their faction to be up to between sessions and make something up with a sort of galactic news network.

Carta Galaxia – Art Spotlight #4 – “Reach”

Carta Galaxia – Art Spotlight #4 – “Reach”

Carta Galaxia – Art Spotlight #4 – “Reach”

Another wonderful Claudia Cangini piece. This one went through a couple of revisions for scale, placement and such; ended up looking really awesome. I like how the shading elicits juuuuust enough of a double-take to catch what you missed the first time.

4 – Reach

View from inside a complicated machine/computer. In the center is a power core/battery held from above and below by cables. Cables, little lights, pipes, and circuits in the background. From the left, there is an opening, which is the only source of light. An arm is reaching into the machinery from that opening, reaching for the battery. They’re wearing a heavy-duty glove.

In the lower and upper right side, there are hints of an alien creature inside this tight space. A few obviously organic hints of the creatures, like long scythe claws or a spiky, segmented tail. It will mostly be in the dark, the focus will be on the power core and the hand coming from the left.

new episode! the crew answer a distress call and end up in more distress than the person they’re saving!

new episode! the crew answer a distress call and end up in more distress than the person they’re saving!

new episode! the crew answer a distress call and end up in more distress than the person they’re saving!

https://www.chaoticgoodnesspodcast.com/2018/04/30/episode-21-n-a-t-e-s-playthings/

Hey!

Hey!

Hey! I just started my first UW campaign and I came up with a collaborative, random-ish galaxy creation process, which is basically going around the table rolling d6s and drawing circles. I made some tests on my own and used it with my group and I think it turned out pretty cool, so I thought I’d share it.

One thing to mention is that our campaign setting is a colonized galaxy run by a megacorporation and a powerful religion, so jump addresses are a commodity. The map reflects the sites that the characters already know (we plan on expanding as the campaign progresses).

GALAXY CREATION:

1 – Player to the MC’s right rolls 1d6+2 and draws medium circles with plenty of space between them. These are the star systems the group knows. They place 1d6 on each circle.

2 – Player to their right rolls the d6s separately and draws small circles around each star equal to the number rolled. These are the planets on each system.

3 – Player to their right rolls d6s in the same way and fills in one planet if they get a result smaller than or equal to the number of planets on that system. These are the major colonies.

4 – Player to their right rolls 1d6 for each system and if they get 1, 3 or 6, they draw a small, filled diamond around one of the planets on the respective system. These are the major space stations.

5 – If any system ends up without major colonies or space stations, the next player draws a symbol on a planet of each empty system. Those are dangerous planets, which aren’t inhabitable, but pose a risk to the general population (rogue colonies, dangerous wildlife, unstable weather, and so on). The player who “tagged” them gets to decide what makes that planet dangerous when the time comes to visit them.

Next, draw dotted lines between neighboring systems, forming a kind of “road map” indicating the systems that are jump-connected.

My group used a geometric ruler and colored pencils to make our map (pictured). We also decided to tag the stars of each character’s home system. We used alchemical runes for most of the tags (except for the central system, because we hadn’t had that idea yet). Our map is still pretty empty since we’re only gonna decide the details of each system as we get to them.

Anyway, hope someone finds this interesting! It sparked a lot of ideas about the galaxy on our table. Let me know if you use it or if the process wasn’t clear enough.