I’ve been thinking a bit more about that Power Rangers setting and playing with a few concepts since the last time I posted about it. I looked into a couple of systems, a few mechanics, and some narrative structures that I could use for it. Here’s the fruit of that labor.
Wednesday, October 30, 2013
Power Rangers The Campaign; Season 2
I’ve been thinking a bit more about that Power Rangers setting and playing with a few concepts since the last time I posted about it. I looked into a couple of systems, a few mechanics, and some narrative structures that I could use for it. Here’s the fruit of that labor.
Thursday, October 24, 2013
Space Opera: Planets of Random 2; The Randoming
Okay more randomly generated planets for the Star Cluster.
Planet 5:
Planet 5 is part of a 9 planet system; Has 2 moons; Atmosphere is harmful to humans over a long term; moderate amount of oceans (earth-like); 0.9 Earth gravity; 20 Hour day; 390 Day year; Primarily an Ocean and Jungle environment (Primitive Earth-like); Abandoned Colony; Criminal Government; Intolerant regulations w/ restricted Tech/Weapons; Mid-High tech level; Imports Natural Resources and Finished Goods. Exports 2 Major types of manufactured goods. Population of 50,000,000. Considered a Trade backwater and has a Minor spaceport.
The planet itself resembles a primordial earth with a similarly composed atmosphere. The hypersaturation of O2 in the atmosphere causes many medical complications in humans exposed to the atmosphere over a long period of time. The planet was once a sort of biological preserve and natural world observation project in addition to being a pretty solid trade port. The site was abandoned a long time ago by the company/group that originally owned it after their funding ran out. Criminals moved in to fill the power void left by the government’s departure. The criminal enterprises set about using the land available to them to put up assembly factories that keep the current population employed. Most of what they produce are chemicals and weapons components for use in items that are known to be illegal. The population is pretty tolerant of the Criminal rulers because they viciously protect the planet and bring in plenty of money. They rule in a relatively fair fashion too, it just isn’t exactly a representative government with the population’s best interests at heart (think more of a Mafia type family).
Planet 6
7 Planet System; Has a Ring or many small moons; Earth-like atmosphere, Moderate hydrosphere; 1.1 Earth Gravity, 22 hour day; 390 day year; Primarily Volcanic and mountainous terrain (Very Primordial Earth-like); Abandoned settlement; Criminal Government; Informal Regulations, Tech/Weapons restrictions; Mid-High tech; Imports Luxury Goods/Natural Resources; Exports processed materials and Services; population ~6,000,000; Minor Spaceport; Major Trade Route.
Planet 6 was part of a young mining corporation’s attempts to expand into the Cluster. This planet was to be used as a processing and storage facility for various ores in preparation for shipping. Unfortunately the company was plagued by poor management and bad luck. It had to abandon Planet 6 many years ago and, as is wont to happen in the area, the criminal elements moved in to take what they could. Most of the processing facilities warehouses and mines still exist on this planet and are still worked by various individual crime lords and their gangs. The planet is well known to be a great place to buy pretty much anything you could ever want. The lack of a real government lets people do what they want, when they want, and where they want. Unfortunately this also means that there’s slave trades and lots of smuggling operations that base themselves out of this area. There is a single marketplace in the inhabited area of this planet that is used as basically a 100% free-trade area. The crimelord who runs it is notoriously brutal to anyone who violates his simple rules, but is otherwise fair and keeps his cut of things very low.
The planet itself is in a Primodial Earth-like state. It is very similar in size, shape, and rotation to the Earth as well as having a very similar hydrosphere. It is still extremely volcanically active and most of the planet just has very primitive lifeforms across it. Really only one area about the size of an American State is inhabited.
Planet 7
11 Planets, 1 Asteroid Belt; 2 moons; Hazardous atmosphere, enviro-suits required; Arid Hydrosphere; Earth-like gravity; 23 hour day; 120 day year; Desert/Glacier terrain (Little-to-no atmosphere, frozen gas glaciers, corrosive soil); Important military outpost; Military Government; Intollerent regulations, Tech/Weapon restrictions; High tech level; Imports Services and Entertainment; Exports natural resources and services; Population 30,000; Major Spaceport; Trade Hub
Planet 7 is a frozen desert planet covered in various frozen gasses and rare rocky elements. The planet itself is of very little interest to most people, but the location of this solar system in the cluster is very important. Multiple orbital and asteroid based space stations exist here and it is a very popular marketplace and it is also the only connection to half of the cluster. Everyone must travel through this system at some point. Unfortunately Planet 7 is the single most habitable planet in the system so it has never become a truly influential system in the Cluster’s politics. A relatively small mercenary company calls this planet home. They are a very skilled and specialized guard force for merchants and are the primary force defending and patrolling this entire system. They finance themselves with exports of the rare materials on the planet and with general mercenary work. They are officially the “ruling power” of the system and enforce their regulations with extreme prejudice directly in line with the letter of the law. They always have the absolute top of the line ships, weapons, tech and training. There are rumors about some type of unknown bypass to this system that smugglers and pirates have been using to get around the heavily regulated and patrolled system.
Saturday, October 19, 2013
Halloween
In our little hamlet known as Montara, a very small community north of Half Moon Bay proper, a block near the elementary school setup barriers and went super insane decorating and preparing their area for Halloween. Massive displays, tons of candy, jello shots for the adults. Amazing stuff. I got the joy of taking my daughter around there during my short time back in my hometown after I was discharged from the navy.
It was stupendous.
It's a very magical and wonderful time of year for people from the Coastside. I never realized how much I would miss it either after I moved away by joining the navy.
Now that I'm a homeowner in a small New England town though I have an opportunity. The community I'm in has a bit of the Halloween spirit, but they don't really have the same type of spirit coastsiders have.
Maybe I can do something small to change that.
Since this blog is supposed to be about nerdom and my creative pursuits it seems fitting to talk about this here.
I'm wanting to start trying to encourage a Montara style block party where I now live. The only way to start doing that though is to start by decorating our house properly and encouraging the neighbors to do the same by do so.
I don't have that much time left this year to do much, if anything. Plus money can be a factor here, but I'm willing to put in some effort for this and am planning on making most of the props myself. This will help keep the costs down and help make it a memorable event.
If I start doing any projects I'll catalogue them and the process I'm using on here.
Wednesday, October 16, 2013
Power Rangers, the Campaign
I’ve always had a typical for my age and gender reaction to the Mighty Morphing Power Rangers; I watched the episodes religiously, I wanted all of the toys, and thought the entire concept was really freaking cool. I’m a boy who loves his cheesy, Japanese inspired (okay, stolen footage from Japan), shows and movies with people in ridiculous outfits fighting people in rubber suits with their own rubber suited beasts and models.
Space Opera:The First 3 Planets of Random!
Remember, these are the primary planets of 3 separate solar systems within the star cluster, not 3 planets in a single system.
Planet 2:
10 Planet solar system with 2 asteroid belts; The planet has 1 moon; The atmosphere is harmful to human life over a short period of time (This planet has a high concentration of CO2 and O2); The hydrosphere is super saturated making it almost entirely an ocean planet; 0.5 Earth Gravity; Most common terrain features are Jungles and Ocean; 36 hour day; 360 day year; established as a dependent colony and ruled by some type of monarchy-like system; Strict/Intolerant Regulations with specific weapon/tech restrictions; Imports some type of services and R&D; Exports a banking service and natural resources; Approximate population of 60,000; has a “minor” spaceport and is considered a trade backwater.
Planet 2 is almost entirely covered by liquid water with next to no landmasses poking up from its massive oceans. The world is absolutely covered by a kelp-like plant that is capable of growing out of the water and farming Mangrove-like jungles in the shallower waters. The atmosphere is harmful to humans in a matter of minutes due to the high concentrations of Oxygen and CO2 in the atmosphere. The planet is essentially setup as tax haven, with Banking and currency exchange being its primary industries outside of the planet’s vast ocean-based resources. It is ruled by the head of the Bank in a corporate monarchy. It has a decently well-equipped spaceport and is out of the way enough to make attacking it extremely difficult (especially considering how close the Bank’s mercenary support is to the travel routes.
Planet 3:
15 planet solar system with 2 dense asteroid belts; 3 moons orbit the planet; Earth-like atmosphere with an extremely arid hydrosphere; Gravity is 5x Earth; 26 hour day; 225 day year; Common terrain includes Glaciers, Forests, and Volcanoes; Established as an independent colony by a major business conglomerate; Moderate regulations with a strong alien prejudice; Imports Services and processed raw materials. Exports education and finished goods. Has a population in the 600-700 range; Basic spaceport on planet; considered a trade hub.
Planet 3’s arid environment is kind of a misnomer. It has a lot of water, but it is all frozen except directly around its very active volcanoes. Around these volcanoes individually developing forest eco-systems exist in steamy, tropical rain forests. There is a large trading station in orbit where the Conglomerate maintains a major trade outpost for selling the goods they produce on the surface. The manufacturing processes they are using work extremely well in such a high-g environment and enhance the quality of the products they make. The fact that they can use geothermal power and don’t have to worry too much about environmental impacts to the planet also helps a lot. Access to the planet is restricted to the factory workers and other conglomerate personnel as required for maintenance, inspections and such. The factory’s non-manufacturing spaces are maintained at about a 1.2 Earth Gravity environment with artificial gravity generators/compensators.
The spaceport services available to non-company affiliated ships are some of the most basic, just enough that they don’t fear reprisal by travelers. Company affiliated ships have access to a cutting edge facility with all the latest tech and reasonable pricing. Anyone caught using it who isn’t part of the company faces harsh punishments and fines.
Planet 4:
14 planet system, 1 asteroid belt; Planet has 12 small moons; Earth-like atmosphere, dry hydrosphere with some standing water; Earth-like gravity; 23 hour day, 135 day year; Artificial and mountainous terrain dominates the world; established as an important military installation, ruled by a bureaucracy; Intolerant regulations that punish “unbelievers”; Imports Luxury goods and entertainment; Exports2 types of services; estimated 4 Billion population; Major spaceport; Trade Hub
Planet 4 is a heavily populated world. It has quite a large number of cities dotting its surface. It was once a major military installation for the Terrans during the second to last major war with the Confederation. It was sold off to a Security/Mercenary corporation founded by veterans of that war who now maintain the government and infrastructure of the system. Most of the population are or are decedents of Refugees from major conflicts around the galaxy. The Mercs seem to take a very serious stance on protecting these refugees. This company is the most hired company in the known galaxy and most everyone in it appears to be volunteers from the refugee population. The world has very little natural resources and making a living on the surface can be hard without access to modern tech which easily makes its way into the system because of its close proximity to Planet 1.
I like where this stuff is going.
Monday, October 14, 2013
Space Opera 33 and 1/3
So this Sci-Fi thing won’t leave my head. So I found a ton of D6 Star Wars Resources free on the web that I can peruse at my leisure now. That’ll make the possibilities for personal gear, weapons/armor, and starships much easier to get a baseline to use. (Unrelated tangent: I find it really interesting how humans are typically the ones depicted as the individual classes in these WEG books while different species are typically represented as their species and not as a class. Humans are depicted in the entries like “Smuggler”, “Bountry Hunter”, and “Diplomat”. Meanwhile aliens are depicted as “Wookie” or “Mon Calamari”. Just an odd way to do things in my eyes. /Tangent)
I started thinking about the way this star cluster could be setup and how things would run more. First off we should have an idea of how many Stars are in the cluster and how many are inhabitable. [Rolls a D20 + 10] So 27 stars in this cluster, we’ll make half of them habitable which puts us at 13 or 14 systems with habitable planets. Let’s go with 13 because that number is far cooler than 14. The other 14 stars may or may not have planets or useful resources and they may even quite possibly have some people living in stations or other such things, but they will be few in number and living/trade will be hard for them. We’ll keep those areas uncharted and mysterious for the time being because no one in the habitable worlds are really going to give much of a damn about them.
Okay, so 13 solar systems in the cluster with habitable worlds. One of these systems will have a world that is a stop for Star liners and will be the primary trading hub/consumer of goods/tourist destination in this particular star cluster. Every other star cluster is going to primarily be exporting their goods and services to this system to be able to fetch the best price they can from their labor. I think I’ll use the Guild Council/Mercantile Republic style government I came up with for the Geinrich setting to run this main planet. The planet should be earth-like for the most part, nothing to make it difficult to adapt to over long periods of time for people who are visiting. What might make this a desirable tourist spot? Well, let’s see… how about vast, untouched swaths of natural Earth-like biomes, a very strong (for the area) and poorly regulated economy, and a unique set of rings surrounding the planet that make the night sky amazingly beautiful.
Every other system I’ll generate randomly using the planet generation charts included in the D6 Ships book and write them up separately.
How does this cluster deal with the two neighboring interstellar governments? What is their relationship to them both? Does either side give a rat’s ass about these systems? Does the cluster actively fight against annexation, incorporation, or any other versions of adding the planets into their government structures? What does each side call the area? Is it under any type of political contention?
These are all questions that need to be answered at some point. Maybe after fleshing out these new planets it will become super obvious how some of these will be answered. Here’s to hoping…
Thursday, October 10, 2013
Weird objects with weird names
The wife and I were sitting around watching the Science Channel show “Oddities” this past weekend. I enjoy watching the show for the same reason I enjoy any of these Pawn Stars/American Pickers-esque shows, the stuff being shown. It’s almost always very neat stuff to look at. (I’m not a fan of the absurd fake drama or annoying commercial break suspense in these shows. The tension doesn’t translate well into a Netflix based medium) This particular episode was from the 3rd season and the big item the owners are looking at and researching is this sinister looking cauldron with its lid sealed, covered in black feathers and very thick, padlocked chains.
What I saw... |
Sunday, October 6, 2013
Space Opera Part Deux
So this star cluster (a group of stars near each other and grouped together) is a remote region that is not resource rich, it doesn’t have any real strategic value, and isn’t claimed by either major government surrounding it. So why the hell would anyone live there? Well, being not claimed by either government is exactly the type of place people who want to be left alone would go. There are always humans who will flee from civilization to be where they can just be left alone and I’m sure there are species of aliens that would do the same.
There are bound to be enough resources and such in the area to seem at least attractive enough to people to move out to there, so it isn’t going to be devoid of an economy. It’ll just be smaller than other areas. Maybe there’s a nice planet that people will fly to as a tourism destination, possibly on the way to another destination. So one planet in the entire cluster will have a larger economy and population than the rest of it, but it will be more of a tourism/consumer based economy than anywhere else in the cluster. Most of the cluster’s economy would be based around feeding raw materials and supplies to the largest consumer in the area because that’s how economies tend to work.
This means that interstellar shipping will be important. Great time and place to be a trader… or a pirate.
With the lack of a central government, each system is going to be policing their own territory and not caring about what other places are doing. Coupling this with how much shipping is going to the same location you’re going to see a decently large pirate presence throughout the cluster. The area being poorly patrolled by civilized society means that privateers, security companies, and bounty hunter types exist in droves to help provide the law and order. Most of them are even pretty decent folk.
Okay, so let’s talk about technology. Since this is my personal setting it has its own set of tech. Most of it is pretty straightforward.
Let’s start with propulsion and interstellar travel. Keep in mind that we’re going to go with the cinematic approach to speeds similar to how Star Wars or space flight sim games like Wing Commander use. It isn’t realistic and is explained by the “Rule of Awesome” as to why this is even practical. So you have 3 speeds of travel; Local/Combat, In-System Navigation, and Interstellar.
Local/Combat speeds are the slowest and are based upon the speeds required to safely maneuver near gravity wells of certain strength or around other ships. It also enables ships to operate weapons safely and accurately. This propulsion system is based off of Fusion/Plasma Engines generating thrust.
In-System Navigation (I-SN, ISN Drive) is kind of like Warp Speed, but it only works while within a certain distance of a star’s gravity well, the further away it is from the star the slower it goes. Once you pass the Interstellar space threshold the I-SN is about as useful as the engines for Local speeds. This is a separate type of engine that is essentially a field generator that manipulate space-time/gravity around it similar to the familiar warp-drive but interstellar space doesn’t have enough gravity generating matter available to provide the “wave/bubble” effect.
Interstellar navigation was a difficult thing for the various species to master. The true key to making a functioning interstellar drive was to design a system that didn’t interact with the physics of our universe. The Sub-Space Drive (SSD, sub-drive, subspace field generator, SFG) is the interstellar drive of this setting. It basically covers its parent ship with an energy field that allows it to travel into another reality that exists partially within our own. These drives more or less open a shortcut between two points in reality using subspace as the path because subspace doesn’t work the same as our universe and allows for quicker travel. The Navigation of subspace is dangerous and difficult. It must be plotted carefully or else you could end up very off course very quickly. Navigation Computers make it easier but they can take a while to put together a course. Auto-pilots can also help to handle the dangers of subspace, but leaving them entirely in charge without oversight has led to some spectacular disasters over the years. (There’s a lot more about the subspace field generators bouncing around in my head but I’m just going to call this much a good starting point for most people) Oh, one last thing about them, don’t use one that’s broken. It’s bad news. What they find is messy to say the least.
Weapons Technology is based around the classic trio of Projectiles, Missiles/Torpedoes, and Energy Beams. Each has their own strengths and weaknesses. Energy Beams/Weapons are based around Plasma technology. Projectiles are based around rail-guns. Missiles/Torpedoes come in various shapes and sizes and each have a different mission to fulfill. Defensive measures generally are energy shields, but there are anti-missile systems and armor plating as well.
The newest type of torpedo that is driving military planners crazy is the “Skipper” torpedo. Typically attached to a very large warhead and designed to take down the most heavily armored starships, the skipper torpedo has a small subspace field generator on it that allows it to briefly enter subspace. This essentially allows it to increase its speed and range with the same fuel load and makes it harder to target with anti-missile weaponry. The skipper’s targeting system can also time the shifts to subspace to bypass the defenses and come back inside of its target. These systems are extremely limited in distribution, expensive, and heavily controlled by the various governments of the galaxy.
The one time pirates got a hold of a cache of these weapons the cost and damage was catastrophic. The pirates didn’t survive, not a single one. There has been a big push to adapt this technology to fighters and ships, but each time they activate the test ships’ drives all organic matter disappears from the ship within the first few skips through subspace.
Stealth technology is essentially unheard of. Most everything that is able to circumvent a certain type of sensor is easily going to be able to be detected by another type of sensor. Most of the known types of stealth craft are extremely expensive, ridiculously short range, and extremely underpowered. They will usually be deployed by a different ship that acts as their support ship/carrier. Typically they will be used for Spec-Op insertion planetside. Most reconnaissance work is conducted by spies in civilian ships and cheap probes that only escape detection most of the time due to their small size.
One relatively common tactic in full-scale warfare is the use of boarding ships/pods on the target. The targets in these cases are going to be Starships, Space Stations, Planets, etc. There are two types of boarding ships, Breachers and Cutters. Cutters fly their way onto the hull of an enemy ship, using plasma beams it cuts open a section of the hull and allows its occupants to enter into an enemy ship and later be able to escape with ease just by reboarding the ship and flying away. Cutters are great for Spec-Ops teams with precise missions to accomplish. Breachers on the other hand tend to be more brutal and direct in their approach.
These heavily armored and very fast ships act like missiles filled with troops. They slam through the enemy hull and anchor themselves to it, making it extremely difficult to remove the ship. Once the hull is breached the hull on the Breacher opens to allow all the troops inside to rapidly board the ship. These are typically used in large numbers when the controlling fleet knows it has a good chance of capturing an enemy’s vessel with those troops.
On the ground, limited stealth field generators can give some semblance of cloak to unaided vision, but most security systems and vision enhancement equipment is able to see through these devices. People will carry around man sized versions of the energy/projectile/missile variety and wear armors of various types. Robots, super-medicine, bionic/cybernetic implants, cloned body parts, and other such things will end up existing as well.
After looking through the book for D6 Space I realize I’m going to have to design equipment myself and/or steal it from other settings because the core rulebook has pretty much nothing in it. Same thing goes for ships. At least there are extensive design rules for that. I’ll probably just steal already existing pictures of other settings ships and use them as filler and a template for the time being.
As far as aliens go, I’ve never actually populated this setting with specific species before. I just never got around to actually doing it, I was too busy with the sculpting of the Humans and their struggles to actually give them specific aliens to encounter and deal with. I’ve got ideas about what’s out there, but my sensibilities regarding alien races have changed themselves so many times over the years that nothing has survived a purging of Tropes and silliness. I really need to figure out a few of them now.
Wednesday, October 2, 2013
A recent tragedy and some thoughts
My gaming helped me understand the world a bit more, and strengthened my resolve for my other passions. Gaming well is not only a release but when approached the right way, just like anything with complex characters and themes in fiction, it can teach you things about the world and allow you to explore reality in a new light.