Showing posts with label Settings. Show all posts
Showing posts with label Settings. Show all posts

Saturday, January 18, 2020

The Star Warriors Setting

Some time ago, on a Blog not too far away...

[plays loud orchestral music]

Years ago on the Blog From the Sorcerer's Skull, the owner "Tray" came up with a neat little pulp space setting that takes place in the far-off Azuran System called The Star Warriors.

At first it comes off as just another Star Wars-inspired setting with an evil regime (the Authority), a battle between an order of heroic mystic space knights (the Star Knights) verses an order of evil occult space sorcerers (the Dark Star Warriors) with a supernatural element that is the source light and dark magic (The Enigma Source and Anti-Source), and with some wild west added for flavoring. But when you really look at it, it was inspired by the Vega star system from the Green Lantern comics and the Micronauts' Homeworld from the Marvel comic, as well as a number of obscure '80s toy lines, like the Lords of Light, Power Lords, BraveStarr, etc. (The 1980s was a sea of obscure cartoons and toy lines.)
 
(Although, it should be said that after Star Wars cough lightning in a bottle, just about everyone wanted to create "the next Star Wars", so the '80s was full of wannabe Star Wars films. And the cartoon-toy craze of the 1980s was due to the successes of Star Wars mechanizing.)

At first, I tried to come up with comprehensive background details on history, customs, costumes, military ranks, etc., as well as stock NPCs both good and bad, but it quickly occurred to me that it was too much detail for a sandbox. Having a good foundation is fine, but I still want the setting to be open-ended enough to make it malleable, without binding myself into a straitjacket. Nor do I want to front-load a butch of powerful NPC heroes to steal the player-character's thunder. After all, if the setting already has powerful heroes in play, what is the point of the player character.

That is the charm about the setting. Even with how fantastic the Star Wars setting is, the glut of background information ("canon" and "legends"), as well as the limitations placed in the well-established setting, makes it hard to run as a role-playing setting. The Star Warriors is a rough outline fresh for adventure and individual world-building. I take whats there and add my own flavoring to the stew, in service to my own games. I see this setting as a place where you'll find 17th century pirates as space-pirates in rocketships; Barsoomian-like people going through space in elegant Spelljammer-like ships; space gypsies; space-elves that look like the nymphish woman in an old Leiji Matsumoto anime; a backwater barbarian hero who is applying his/herself as a great space adventurer; and so on and so forth. Pure kitchen-sink fantasy... IN SPACE!!!

You can find more info about the setting here, here, here, here and here.



Here are my ideas:

NEW ORGANIZATIONS

THE CONSORTIUM
This large, powerful corporate conglomerate is the Authority's principle ship and weapon manufacturer. Both entities believes that they are more pivotal to the stability of the Azuran system than the other, buy they are so inescapably codependent off one another that nether side can get control of the other without undoing them both. But that does not stop the scheming and power-plays. The corporate leaders live apart from the common people; in the an orbiting space station above Omicron, the Sky Follower — once a splendid garden park open for anyone to enjoy.

AUTHORITY ENFORCERS
Enforcers form the backbone of the Authority. Covered in black armored spacesuits and armed with lethal weapons and training, Authority Enforcers are fanatically loyal to Authority High Command. They are soldiers who also serve as law enforcement. The most elite become the infamous Night Watch Enforcers — the Authority's covert commandos and secret police. Good citizens of the Azuran System would be wise to not cross Enforcers as the Authority does not tolerate dissension!

FREEDOM FIGHTERS
Although treated as a monolithic terrorist organization by the Authority, Freedom Fighters are individual insurgence groups with their own leadership, goals and... methods. They range from small bands of scrappy rebellious youth, to well-armed fleets ships and guerrilla fighters; from noble renegade Star Knights, to heartless desperadoes. Without a great leader to unite them, each group bravely and desperately fights a hopeless battle to brake the iron grip of the evil Authority.

ELYSIA'S RESISTANCE FLEET
Formed form the survivors of the conquest of Elysia by the Authority, they form a scrappy but well-disciplined and well-armed fleet. They have a good number of warships and fighters, and with the right planing and strategy, could take down an Authority's armada head on, but with limited resources, it would be a pyrrhic victory at best. They lack dedicated troops and are dependent on allies for ground battles. When confronted with Authority Enforcers, all they have are technicians and pilots with sidearms.

THE WAYFARERS
Travailing in old but well-decorated rocketships, these spacerborne free-spirited vagabonds are a mix of tramp traders, grifters, entertainers and mystics. They are not trusted by civilized people and the Authority see them all with suspect. People seek them out for their fortunetelling abilities, to acquire rare and exotic (and often illicit) goods, or to take in their exotic performances. Their strange music and dance are said to induce an unearthly ecstasy! Whilst there are those who want them to settle down, the wild heart of a Wayfarer will never allow it.

SPACE PIRATES
In the chaotic reaches of the Azuran system, space bandits pray on helpless merchant ships and passenger liners. Pirates are feared through out the Azuran System! A few Captains are bold enough to dare strike Authority supply convoys. Vary few pirates are noble, as most are just in it for wealth. Although seen as nothing more than a fairy tale by hopeful youth, there is a legend of a roguish Space Pirate Captain who is driven by revenge and justice to defeat the Authority.

THE BLACK STAR PIRATES
The most infamous Space Piratefleet in the whole Azuran system! Their brutality is the stuff of legends and nightmares! While most Space Pirates would keep prisoners for the sake of slavers and ransoms, they have been known to kill off whole ships of crew and passengers, including on luxury ships full of rich passengers, from time-to-time as a stark reminder to the Azuran System that they are a force not to be reckoned with. As they have a robust trading center for slaves and stolen goods at the well-guarded space fortress on Skull Rock, they are the most well-equipped pirate fleet in the Azuran system. The bounty on an individual Black Star Pirate Ship is enough to buy a small moon!

NEW WORLDS

Omicron: The Industrial Planet
This ancient planet is covered in layers of urban expansion. Once the economic center of the Azuran system, the collapses of the Solar Alliance brought an era of warring corporate feudal states within Omicron that help gave rise to the Authority that filled the power vacuum left by the Alliance. Through the Authority, the corporations coalesced into a single corporate entity: The Consortium. The upper-levels are made up of Consortium-controlled businesses, while the mid-levels are made up of Consortium-controlled communities, both enforced with a heavy hand by Authority peacekeepers. The lower-levels are a lawless den of scum and villainy out of the reach of the Authority. It is infamous for bing the birthplace of the system's worst criminals, bounty hunters and guerilla fighters. But much of the population of the lower-levels are just poor, desperate people. The people of this world are historically hardworking, industrious and practical in nature. Before the collapses of the Solar Alliance they were also a fairly easy-going and philanthropic people, but now they are cynical and aggressively militant. The whole planet is a powder-keg of political and economic discontentment, just waiting for the Authority to loosen their iron grasp on Omicron.

(This world is located at the one of the unnamed planets near Authority Prime, Elysia and Computronia; see first link above for system map)

Skull Rock: The Space Pirate Hideout
The notorious Skull Rock is the hidden base of the dread Black Star Pirates. It is a large hollow asteroid within The Outer Belt. Time and time again, attempts to destroy Skull Rock ended horribly for Authority fleets thanks in large part for the dangers of navigating The Outer Belt, as well as the ambush tactics deployed by the pirates. Smugglers, slave merchants and Wayfarers are often welcome to the Grand Trading Hall of Skull Rock. The bounty in Skull Rock could buy a whole planet!

(This asteroid is found outside the "ring of life" that makes up the solar system; see first link above for system map)

Monday, October 8, 2018

Old-School Cyberpunk (and Nostalgia)

For some years now I have been rally into Cyberpunk-genre gaming, mostly out of '80s and '90s nostalgia.

I grew-up in the '80s, will all the cheesy cartoons, comic books, and blood-n-boob filled action & horror films that came with it. On top of that, being from the San Fransisco Bay Area, I was exposed to the Puck scene, the Hip-Hop scene, sci-fi/fantasy/comic/RPG conventions, and bootleg "Japanimation" more-or-less at once. It was neat, but I was mostly in the background as a child too young to really understand a lot of it.

I started to come in to my own as a young teen in the '90s. By then, I was into heavy metal, discovering a lot of legally made "dubbed" anime (before then, you had to rely on bootlegs having subtitles or own a magazine that lists the translations) that came of the OVA video market, and I was running my own D&D games. The '90s anime market had a wide range of genre, but the one that really stood out was cyberpunk, with titles like Akira, Appleseed, Battle Angel Alita, Bubblegum Crisis, Ghost in the Shell, etc. (Much of it was inspired by American films from the '80s) Back in the '90s, I mostly played D&D, Battletech, 1e Gamma World. My first exposure to cyberpunk gaming was Shadowrun (2e). It was classic cyberpunk mixed with fantasy elements. I never liked that combination. By the time I discovered SR, the Tolkien elements of fantasy — elves, orcs, overly-useful magic, etc. — was wearing thin on me. All I wanted was a pure cyberpunk game and I was unaware of Cyberpunk 2020 or ICE's Cyberspace. It felt like everyone was playing 2e AD&D, Shadowrun or Vampire, without much variation.

I finally discovered Cyberpunk 2020 in the mid-2000s. The site that really got me to looking into CP2020 is an old site called Datafortress 2020 by Deric "Wisdom000" Bernier. It is a great resource of CP2020 that helps expand upon the setting, often using anime and images found across the internet.

With Cyberpunk 2020, I found the rules to be... well... Dull. In a nutshell, it was basically "Roll a d10, add relevant attribute, skill and any other adjustment vs a static Target Number." With rules, I want something with more pizazz with the game mechanics, as well as a focus on actual role-playing. On top of that, it also had a "Humanity Cost" for getting fitted with cybernetics, with the ultimate cost being Cyberpsychosis: A mental infliction that turns a character into ether an emotionless introvert who balls-up in the corner and withers away, or a mindless berserker that must murder-fuck EVERYONE AND EVERYTHING!!! I was never a fan of this rule. I see it as a cheap game-balance mechanic to limit the amount of cybernetic a character have at one time. To me, the best limitation to what you can have installed is power and maintenance. That is, some of the more powerful cybernetics would require a lot of power. You might have to use some of the internal areas of a cyber-limb to mount batteries, while a whole cyborg body would require portable motor! Maintenance goes without saying. Its silly to think that you get your right arm replaced and it would stay as good as a natural arm: A cyberarm cannot mend its own cuts and brakes, and you still have to keep it oiled and what have you. If anything, you should be able to mount any number of cosmetic, superficial cyberwear, like any fashionwear, sensory-enchantments, the Mr. Studd™ sexual implant (yes, this is a thing), Skinweave, etc. After all, being able to go "full cyborg" should be an achievement into itself, and not something that is relegated to a murderous corporate attack-dog.

And yet, I still really like it! The game gets "Cyberpunk" right! The chrome, the fashion, the scene, the punk! You can never downplay the fashion or the "punk" enough. Its high-tech lowlife adventure! Cyberpunk took a lot form other fiction and it is better for it. You'll find a lot of great content with it its rulebook and supplements. The art is great. Although, its a shame that is mostly black & white (the cyberpunk future is best viewed in that punk-n-blue neon-back-lit "bisexual lighting"), and a number of the more risqué artwork found in the French language editions was altered or expunged from the English edition, which is a big no-no, as cyberpunk is supposed be erotic. Another great part of CP2020 is that due to people getting disenfranchised by the mega-corporations (aka, the only employers in town), they avoided becoming homeless rats in the urban war-zones by coming free-roving families called the Nomads. Beyond "The Sprawl" of the big cities, fly-over country is an endless landscape of dead farmlands, suburban ruins, old decayed roads, lawless gangs of bloodthirsty raiders, the Nomads trying to survive in the wild countrysides of North America. Basically, Cyberpunk 2020 goes into Mad Max territory.
In this game, you can freely sample classic cyberpunk novels, '80s sci-fi action films, '90s cyberpunk anime, post-apocalyptic biker films, and even the stranger cyberpunk films of the '90s. You can watch Bladerunner, Freejack, and Crime Zone for the urban backdrop, Robocop (1 & 2) for the corporate backdrop and corporate-controlled media, Mad Max (The Road Warrior, Beyond Thunderdome, and any number of their imitators) for the Nomad communities, Liquid Sky (and Patrick Nagel's art, and Jem and the Holograms) for the fashion, '80s punk for the rebel Rockboy scene, Hackers for Netrunner scene, Strange Days for the directive stories, and so much more!

Mind you, I'm still not a fan of the rules, and I will use a system that will strike my fancy. In the past I'd use Dream Pod-9's Silhouette system. Right now, its something more cobbled together from a number of different rule systems. I will ape content from Shadowrun, Cyberspace and any other cyberpunk game I can find. I find the Cyberpunk 2020 setting to be easy and available.

Unsurprisingly, Cyberpunk 2020 is going to see new life with the upcoming video game Cyberpunk 2077 by CD Projekt RED and tabletop RPG Cyberpunk Red by R.Talsorian Games. Here is the tailer for the video game:

Saturday, May 21, 2016

Battles of the Mechacyberoids

Battles of the Mechacyberoids is a setting that I just came up with. Years ago, at the old (now defunct) Goblinoid Games forum, we were fooling around with the character generation system used in Mini-Six during its beta-testing stage. We were making stats for all sorts of characters, established and original. Among them, I managed to make stats for some of the Gen-1 Transformers, namely Optimus Prime, Ratchet, Bumblebee, Megatron and Starscream. One of the key things with this was the use of scale. In the rules, scale determines size and firepower (and the resistance there of). Bumblebee had the smallest scale in any form, while everyone else were huge in size. Although, the rules did not cover scale in chargen, it was a neat gimmick. After that, I have been thinking about a Transformer-inspired that was different enough to be its own thing. Only until now, did it hit me...

This setting is a cross between super sentai fiction (think Voltron and Power Rangers) and cartoons with giant transformable robots (Transformers; Go-Bots), with some magical girl transformations (Cutie Honey; Sailor Moon). I wanted to make a setting about giant transformable robots, but to do so, without being reliant on human sidekicks — such characters, often teenagers, were used as intermediates between the young viewers, and the strange alien robots. I wanted the action to jump between human-scale and mecha/vehicle-scale without having to change characters. One of the key ideas came from Transformers: Headmasters; a strange take on later Gen-1 Transformers, where alien humans had the idea of turning Cybertronian heads into transformable exo-suits, allowing humans to serve as a supporting brain, while leaving the Cybertronian in alt-mode (vehicle mode) when not together. I just dropped the human partner, and made it so that the giant robot can detach its own head in order to transform into an artificial human. "Mechacyberoids" is a working title, but it is based on the long-winded titles found in a lot of old '70s-'80s giant robot anime.

In this setting, some alien cyborg drones called the Mechacyberoids, who in their natural state, resemble giant robotic bugs, found their way on earth in the late '70s to early '80s. They were on a mission by their master, the dreaded Cybergorgon, to secure an artifact (a blue gowning dodecahedron) that is believed to had fell on earth. While there, they discovered a strange form of life that could threaten the mission. Initially, they though the machines and cities were a living hive collective. Without a means to communicate, first contact was not pretty. They damaged cities, killed bystanders and had a deadly conflict with the US military. To understand the treat better, they took on new forms. Initially, they formed into vehicles and moved aimless round cities and highways. On further examination, it was revealed that smaller beings that called themselves "humanity" were in control. From there on, they separated their own heads form their bodies, and human form...

After years of close contact, the Mechacyberoids began to understand humanity better and became enamored with human idols and culture. They exist in two bodies: a human form; and a telepathically-linked vehicle. Their human body is mechanical, covered by life-like holographic skin. They have the ability to pull out weapons and tools from out of nowhere, and to transform into "soldier mode." The transformation is vary much like Cutie Honey, and when done, they are in a cool outfit, covered in armor plating and assessors (HUD-set, hover-feet, jet packs, bunny-ear antenna, utility belt, etc.). Their vehicular body can change into "battle mode", where weapons and other equipment (wings, ram-plates, grapple arms, etc.) fold out of the body. The transformation is vary much like M.A.S.K. When the threat gets too big, they can transform their vehicle bodies into "robot mode", jump onto the torso to transform their human body into the giant robot's head. Their giant robot bodies resemble the classic Transformers. Their giant robot bodies are build and armed for battle. Unlike Transformers, their vehicle forms are not fixed to one type of vehicle, but change their alt-mode takes time to scan and reconfigure. And also unlike Transformers (which never had any concept of scale), they are bound by their default size.

They can also combine freely, creating "Gestalt" (aka Combiner) forms form nearly all combinations of fully-formed giant robot Mechacyberoids. A Gestalt form increases the size and power by the number of Mechacyberoids formed into it. The only problem is that all the joined Mechacyberoids form a telepathic link, and they all need to be unified in thought and action in order to function. Normally, in the past, Mechacyberoid drones could work freely in this mode in great numbers, but the differing identities that came with human contact, had made this a difficult feat. (This is vary much like Fusion in Steven Universe, but more mechanical.)

These earth-bound Mechacyberoids pass off as normal people, living one human lifestyle or another. Although, unable to start families, they do engage in human relationships. They have no sense of gender or sexuality, but they have embraced such concepts and take on these identities as part of their "human role." They have two names: A "human name" that is part of their human identity; and their "true name" that would sound like a strange nickname to most people, but is the name chosen, and used with each other, that reflect their unique identity or dispossession. For example, a transformable dump truck was named Granite, as "he" is a stubborn oaf who throws his weight around, without an ounce of grace. As a human, his false identity is Arnold James Bolton, a construction worker from Mechanicsburg, Ohio. Despite their attempts as being as human as possible, they tend to exaggerate what is expected of them in their human roles based on what they see in media. For example, a Mechacyberoid living as a normal husbands, might emulate a fictional husband from an old TV sitcom (smoking jacket, penny loafers, and all). A Mechacyberoid who wants to "protect and serve" might join a local police department and act out a fictional TV/movie cop (short fuse, over-sized pistol and all), or dress in a loud outfit and fight crime as a costumed vigilantly (cape, tights and all).

As enamored they are with human ways, they all know that if Cybergorgon finds the earth, he will consume it, turn it into a dead planet. He would also see any free-thinking Mechacyberoid as an abomination that would infect other Mechacyberoids with its corruption, and thus destroy any humanoid Mechacyberoids. And if he gets the artifact, he would become an unstoppable force in the cosmoses. As such, there are four factions with the earth-bound Mechacyberoids: The Guardians; The Renegades; The Rogues; and The Loyalists. (all are working titles)

The Guardians were founded by a noble leader who dreams of a future were humans and Mechacyberoids live together in harmony. Their primary goal is to keep the earth a secret form Cybergorgon, and to keep the artifact from him. They also seek to defend the earth, when Cybergorgon's forces come looking for answers.

The Renegades are ruled be a power-hungry despot, who wants to secure the artifact, in order to defeat Cybergorgon and take his place as the master of the galaxy. Followers are drawn be the more proactive defense against Cybergorgon, and are more willing to sacrifice the earth and its people, if need be. They look down at humans for being weak on all levels. As the Guardians and Renegades cannot see eye-to-eye on most things, they are always at conflict with each other.

The Rogues are, for the most part, self-indulgent hedonists. They do want to keep earth a secret, but they do not want to engage in outright rebellion. They would rather lay low and hope Cybergorgon forgets about them. They have no leader or unified ideals. They mostly operate as gangs. They make up the majority of Mechacyberoids on earth.

The Loyalists want to continue the mission and hopes that Cybergorgon would forgive them for the delay. As they are seen as a threat all other factions, they operate in secret, trying to rebuild the communication network damaged by Guardians and Renegades forces. They have no regard for humans. Thankfully, they are few in number.

Cybergorgon resembles a large spaceship with three mechanical dragon heads, each mounted on a long articulated "Doc Ock" styled neck. Without any human contact, he has not concept of empathy or free agency. As he built this Mechacyberoid as semi-autonomous tools, he expect all his drones to serve him, and sacrifice themselves, if need be, without hesitation.

So far, it is a premise with a lot of room to build upon. I have no idea when I'll make a sourcebook for this, and I want to stock it with some key players and items. As this is new, I'm still coming up with new ideas, and even this basic premise would likely face revision.