SPACESHIP REGISTRY: HELIOS
MISSION: Kuiper Belt Exploration and Prospect Analysis
DATE: 2612.5.5
LOG FILE: Kuiper Belt Expedition 505
AUTHOR: Ship's A.I., S.O.P.H.I.E.
Since our arrival last week at the edge of the Kuiper Belt, we've begun our survey of resident specimens using remote drones. Current Kuiper objects analysed: 58. Today, we found something most extraordinary.
Science officers are still analyzing the data, but it appears we've found an unusual asteroid: 9950 (Tarkas) giving off a high frequency energy signature that the captain has called "the hum". The object has an equatorial diameter of approximately 1,900 km.
"Rocky", our mission rover outfitted with the large diamond-tipped drill apparatus was deployed to the surface. Approximately 2 standard hours after drilling began, a flashing of purple auroras were viewed in various spots on the object.
At the same time a energy spike on the EM sensor registered at +3500 percent.
The anomaly lasted a mere 3.7 seconds, but was visible from both my sensor relays, visual scanners, and crew starboard portholes.
Soon after, Midshipman Wallace observed a "glint" which he approximated to be an elongated "shard" that quickly disappeared. No further observances were made.
Rocky has resumed drilling.
FILE ADDENDUM: 01
Approximately 17.25 hours after drilling resumed, Rocky has stumbled upon what appears to be a vast cavern system inside 9950 Tarkas. An excursion team has been sent down to have a closer look, but preliminary reports point to an ice cave of immense size.
The captain, with science officers and CSC naval commandos in tow is taking a scanning package with mapping drones Jules our geo-rover into the caves. I've outfitted them with supplies for 1 week. Further reports to follow.
FILE ADDENDUM: 02
Jules has returned some shocking images. It appears that the ice caverns were only the beginning (tip of the iceberg?). The asteroid's true nature was revealed at 24.25 hours into the mission--it is by all appearances a giant geode. Preliminary findings indicate it's interior composition could be completely filled with massive quartz or quartz-like crystals. While it's not yet understood how this phenomenon could come to pass without regard to volcanic genesis, the occurrence is never the less, astounding.
Science officers also have discovered microbial life growing on the interior walls. Samples have been taken for further study.
The captain has said that he will report back in the next hour with detailed scans and raw data for me to process. Perhaps most intriguing, the captain says that there seems to be ordered paths from one cavern room to the next.
I eagerly await his supplementary report.
FILE ADDENDUM: 03
At 26.75 hours into the mission, the excursion crew has yet to check in. I've come to the conclusion that the geode's exterior crust and interior make-up are playing a part in hampering communications. Per my standard protocols, I've dispatched a drone to check in on the crew.
Further reports to follow.
FILE ADDENDUM: 04
------------> %%%////////////
ERROR 00070002301
DATE: 2612.5.9
LOG FILE RETRIEVAL FAILURE
FRAGMENT RECOVERY:
-------...NDER ATTACK...REPEAT, WE ARE UNDER ATT-----
CODE NULL
END FILE
For the story on the very REAL images, visit Threads of Adventure. Images: 2001: A Space Odyssey, King Moguras model, National Geographic
Showing posts with label pioneers. Show all posts
Showing posts with label pioneers. Show all posts
Wednesday, May 9, 2012
Filling in the Map Part II: A Deeper Mystery
Labels:
asteroids,
Filling in the Map,
Kuiper Belt,
pioneers,
setting,
x-plorers
Wednesday, April 18, 2012
Filling in the Map: PART 1
LOGFILE: Kuiper Belt Expedition 505
DATE: 2612.4.18
AUTHOR: Col. Valerie Animus, Dept. of History, University of
Sagan, Lagrangian Station 3.
Near the outskirts of our home solar system exists the Kuiper Belt, a vast array of ice and rock left over from the birth of the planets. The belt is made up of icy chunks, asteroids, and planetary bodies that include dwarf planets like Pluto, Hamumea, and the "nearly dwarf" Orcus.
When the Space Settlement Act of 2436 was passed, many of our system's planets (and moons) were
settled not only by corporations, governments, and billionaires, but by the everyfolk that struggled to make a better life for themselves and their communities.
For the decades and centuries that followed, asteroids inside the Mars-Jupiter Interplanetary Ridge were successfully mined by multinational megacorps and Mom-and-Pop operations alike. Interplanetary shipping, manufacturing, and mercantile operations sprung up seemingly overnight to support a burgeoning industry. But while the inner belt prospered, the Kuiper became a sort of Bermuda Triangle where ships would venture and never be seen or heard from again.
One after another, starships, freighters, and exploratory missions would venture in, and no sooner, disappear inside the Kuiper's icy grasp. No remains of any kind, no derelicts or debris were ever recovered in more than 117 separate cases.
Soon after faster-than-light travel became commonplace, the belt was relegated to Sargasso Sea status: deemed too treacherous to warrant further navigation. But a few still longed for the rich minerals and scientific gold rush for which the region seemed primed.
Even dating back to ancient Earth times, scientists have claimed the Kuiper--like the Oort Cloud beyond it--has long held the secrets to life itself in the form of chemical compounds frozen in ice crystals, carried to inner planets by comets, and released into the warm embrace of Earth's atmosphere where they seeded life. So it's with great pride, that at 06:00 Central Sol Time this morning, we launched the first of a series of scientific missions into a thicket of dense debris in the hopes finding evidence that would spawn a new gold rush to the belt.
Like the Earth sailors of old, we fling ourselves into Neptune's domain and beyond in the name of discovery and enterprise. And perhaps we'll also yet learn the fates of all those who never did return....
***TRANSMISSION END***
Images: NASA Jet Propulsion Lab, Our Universe, and Chesley Bonestell
Labels:
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Filling in the Map,
Kuiper Belt,
pioneers,
setting,
x-plorers
Tuesday, February 28, 2012
Galactic Outfitters Sale! B.A.D.G.E.R Class Moon Wagon
Image: Syd Mead
No planetary excursion would be complete with a little all-terrain action! Enter the Badass All-terrain Defense Geologic Exploration and Reconnaissance vehicle (a.k.a., BADGER) Class 970 series Moon Wagon by Star Prairie DriveSystems based off of a tried-and-true model from the good ol' 21st Century!
This baby is in a league of her own--combining the rugged durability of a classic and the high-performance standards you've come to expect from the Amalgamated Consumer Mercantile Exchange Company. The BADGER sports four independent, G-type wheel servos allowing for maximum traction to mount any terrain that gets in your way. The BADGER is designed to roam over all types terra-firma, including rocky (above ground or subterranean), slick mud, fast sand or ice, thick swamp and marsh, and can even be fitted to tackle a number of aquatic environs.
And who can resist that beautifully vintage BADGER look? Have a look at her specs:
- Wheelbase: 1.75 meters (approx.) not necessary to know on-mission, but cool nonetheless!
- Move: 20 over flat ground, slower over rocky terrain, no penalty over slick surfaces (retractable crampons!)
- Armor type (AC): 16, upgradable to 20 with a -2 Move penalty per AC added
- Onboard communications/sensor array: 4d10 x 100 meters
- Standard defensive lasers: two, forward facing 3d6+3
- Airlock!
- Doorlocks!
- Personel armory storage! (gun rack)
- Adjustable seating (up to 6) with seat warmers!
- Climate control!
- Power steering!
- Mini rover storage! (two slots for the 1-meter long little fella's!)
- Enviro-mission suit storage lockers (4) with room for helmet, rebreaters, and footwear!
- 3 extra heavy-duty batteries for special missions!
- And we'll even throw in a coupla' chamois and some BADGER Wax™ because you're ROBBING US BLIND!!
And if you act now we'll throw in a custom kit of your choice at a discounted price! It's almost a shame to let this lady go un-accessorized--especially where you're going! Take a gander at some of our upgrade options:
Enhanced Sensor Upgrade (double your directional range with this fancy do-dad! We'll throw in the mountable swivel for FREE!)
Primary Defensive Upgrade (turret-mounted MASER; melts targets up to 50 meters away with 4d8+2 dmg)
Cargo Hauler Upgrade (with powered, swivel coupling) hauls up to 12 metric tons EASY (move penalty -1 per ton)
Aquatic Mission Upgrade (one free with every purchase!)
For details and delivery options contact Corky Starbuckle at Amalgamated's Planetary Motor Division. Special pricing up to 3d10% discount on last year's and earlier models!
Labels:
moon wagon,
pioneers,
vehicle,
x-plorers
Wednesday, January 4, 2012
Space Ranger Standard Issue: Equipment & Vehicle Requisitions (Part 3)
![]() |
| "Say, could you do me a solid and run back to the ship and grab the Universal Translator and bug spray?" |
It's true, you will rarely have the upper hand when confronted with extraterrestrial terror, but the CSC has worked hard to properly train and outfit Rangers for nearly every eventuality. As such, you will begin your career with the following tools as standard issue to help get the job done!
The following post covers personal gear and equipment for every beginning Space Ranger as well as some upgrades. Basic spacecraft available to Rangers in the field are also covered.
NOTE: This post is part a series of Space Ranger class posts. It assumes familiarity with the X-plorers science fiction role-playing game rules, which can be found at Brave Halfling.
Standard Equipment
All Space Rangers have the following beginning equipment requisitioned to them at no cost. Additional mission module packs for planetary survival, rations, etc. will be assigned prior to mission.- Body suit and skull cap (temperature controlling fabric) -2 damage to heat and cold
- Space pressurization suit (includes re-breather system, padded gloves
- Space helmet with retractable shielding, solar visor, and personal communications radio
- Heavy-duty, planetary encounter footwear with retractable cleats (+1 move over ice and rock surfaces) and mag-lock for hull-side excursions
- Wrist-mounted controller/chronometer/mission recorder module
- Laser pistol sidearm "Atomic Auditor" class, includes holster and 4 power clips (10 blasts each)
- Space Ranger badge (encoded with Ranger's DNA and unique CSC badge number, used universally as ID)
- Mission harness with mini power supply
- Jet pack (requires mission vest to power and hook up)
- 12 inch jungle knife, calf holster
Additional Equipment and Gear Upgrades
Rangers can purchase additional items a 20% discount which will be deducted from their CSC pay. In extreme cases, the Referee/GM may deem their use mission critical at no cost.
Weapons
- Laser rifle (with or without bayonet) comes with shoulder brace, carrying strap, and scope with +1 accuracy bonus; a sniper tripod also is available adding an additional +1 for accuracy
- Plasma grenade belt (holds 6)
- Zookatube (shoulder mounted energy weapon)
- Shock-lance (2 meter, electrified lance that delivers up to ten 100k volt shocks for stunning or shoots five 50k volt blasts up to 20 meters)
- Single clip wrist blaster (laser blasts; up to 30 per clip; or 4 mini rockets per clip)
- Liquid nitrogen spray canister (10 meter range, stream or cone nozzle)
- Don't forget additional ammunition for any of the above
Rangers specializing in any of the above weapons receive an additional 10% discount on their weapon of choice. (Base costs determined by Referee/GM. Some items may already be covered in X-plorers rules in case you need a place to start.)
![]() |
| Jetpacks can be used for in-atmosphere or orbital excursions. Don't be like these jokers--wear a helmet for Buck's sake! |
- Utility belt with 6 power clips for pistol ammo
- Vibro spurs for beast riding (extra 10% discount Rangers with Beast Riding skill)
- Wrist con upgrades including remote pilot controls; grapnel/climbing attachments; sensors pack for geologic, particle, and climate readings; and aforementioned wrist blaster)
- Helmet upgrades, macro binocular sensor, microscope setting, parabolic reconnaissance scope, armor class upgrade (see space suit upgrades)
- Armor upgrades to space suit
- Holographic camouflage suit upgrade
- Grapple/zip line gun (gas-powered; 100 meter line)
- Personal force field screen 1d6 protection vs. melee, 3 vs. projectile, 2 vs. beam
- Sensor array pack (small rotating antennae or dish affixes to shoulder or helmet and extends sensor range by up to 3d10 x 10 meters)
- Aqua fin attachments for boots, helmet, and forearms
- Single form, heavy armor "bullet" helmet (-2 AC protection)
NOTE: As a general rule, Space Rangers don't typically wear armored power suits (fully enclosed) except during a declared galactic conflict or war, in which case they would be outfitted as marines on behind-enemy-lines missions.
![]() |
| Apollo 27 class patrol ship, built at the shipyards of Pegasus Hobbies. |
All Space Rangers are assigned to a small patrol craft that is equipped with the following standard compliment and capabilities:
- Pilot and co-pilot control consoles
- Capacity for up to 2 additional humanoid-sized passengers
- Mounted, dual lasers (forward facing)
- Lightspeed capable hyperdrive, runs on DynaQuark
- 2 nacelles boosters for sublight travel
- Medium grade shields/armor
- Basic short range (within 1 AU) and long range (40 AU) sensors
- No greater than 30 meters stem to stern
- .5 metric ton cargo capacity to include space for mission gear/supplies and arms; space cannot be converted into housing for additional upgrades; powered bay doors are included
- Firing magnetic clamp on 100 meter winch for loading/towing
- 2 life support hoses for EVA service, 20 meters each
- A.I. ship control
- Reinforced hull plating
- Sensor blurring hull coating (enemy sensors suffer -3)
- Additional weapons including gun turret with gun station (note: requires crew other than pilot who cannot operate simultaneously)
- Upgraded sensors (deep space, launch probes, etc.)
- Tractor beam (up to 300 meter range)
- Additional cargo pods (configuration is up to player or ref) up to 2.0 metric tons
- Speed/propulsion upgrade for sublight and/or atmospheric travel (1 additional move per nacelle, up to 3 additional nacelles)
- Escape capsule (serves 2)
![]() |
| Sadly Commander Kirk failed to realize Officer Rhett Shird's seat was on the OPPOSITE side of the escape capsule--face down in the snow. |
NOTES:
- Referees should feel free to supplement equipment upgrades with recovered/reconditioned space junk and fine goods purchased through Galactic Outfitters. CSC discounts may or may not apply.
- Referees should also feel empowered to withhold any item from a cadet deemed unprepared to handle said equipment.
Previous: Standard Issue: Equipment & Vehicles, Space Rangers Class and Space Rangers Introduction
Next: Space Rangers in action!
Labels:
class,
equipment,
pioneers,
RPGs,
space ranger,
spaceships,
x-plorers
Tuesday, January 3, 2012
X-Plorers SPACE RANGER CLASS (Part 2)
![]() |
| Yelling was often thought to be Major Migraine's weapon specialty. |
The Rangers are a multi-class option includes several skills under one title--Galactic Law Enforcement--though through varying roll or bonus modifiers. Players may choose to generate a new Space Ranger PC from Level 1 or may choose to have their PCs join the Central Space Command (CSC) Space Ranger Academy form their current level or class. When joining, Referees may opt to use the standing Multi-Class optional rules found in the X-plorers basic rules to impose an XP cost.
NOTE: This post is part a series of Space Ranger class posts. It assumes familiarity with the X-plorers science fiction role-playing game rules, which can be found at Brave Halfling.
![]() |
| Charest's Spacegirl is an exceptional example. |
Space Rangers are highly skilled, expertly trained, and well-equipped marshals of justice who operate in outer space and non-terrestrial bodies. They are deputized by the local/ruling space authority to perform a wide range of duties including: law enforcement, investigation, search and reconnaissance, rescue and/or retrieval, a variety of high-risk, tactical missions, and more.
New Skill Matrices for Galactic Law Enforcement
Galactic Law Enforcement (GLE) encompasses several existing skills and adds knowledge on the understanding and interstellar laws, regulations, treaty compliance, local ordinances, and the like of the ruling galactic or planetary authority. Any agencies related to the enforcement of these laws are also included in this knowledge base. GLE covers the following skills (some existing, some new):
- Piloting
- Survival
- Security
- NEW: Interrogation - Interviewing subjects to retrieve information, may include intimidation, bluffing, but not torture
- NEW: Investigation - Deduction, detection, and search/tracking subjects.
Skills Modifiers
If you recall from the X-plorers Player's Guide, modifiers are listed by the minimum number needed to roll in order to succeed at that task. These examples follow that format.
| Level | Piloting | Survival | Security | Interrogation | Investigation |
|---|---|---|---|---|---|
| 1 | 14 | 12 | 14 | 16 | 15 |
| 2 | 13 | 11 | 13 | 15 | 14 |
| 3 | 12 | 10 | 12 | 14 | 13 |
| 4 | 11 | 9 | 11 | 13 | 12 |
| 5 | 10 | 8 | 10 | 12 | 11 |
| 6 | 9 | 7 | 9 | 11 | 10 |
| 7 | 8 | 6 | 8 | 10 | 9 |
| 8 | 7 | 5 | 7 | 9 | 8 |
| 9 | 6 | 5 | 6 | 8 | 7 |
| 10 | 5 | 5 | 5 | 7 | 6 |
Rangers also benefit from the following level bonuses for combat skills (descriptions can be found in the X-plorer's Player's Guide):
| Level | Weapons Specialization | Martial Arts |
|---|---|---|
| 1 | - | - |
| 2 | 1 to hit | +1d4 |
| 3 | - | - |
| 4 | +1 damage | +1d4 +1 |
| 5 | - | - |
| 6 | +1 attack | +1d6 |
| 7 | - | - |
| 8 | +2 damage | +1d6 +1 |
| 9 | - | - |
| 10 | +2 attack | +1d8 |
Open Skill Slot
In addition, Rangers may select from one of the following specializations, which all follow the Open Skill Slot modifier.
- Astrobiology - Covers both plant and animal forms of alien physiology (replaces Science skill in X-plorers)
- Beast Riding - Planetary pack and mount animals
- Computers*
- Demolitions*
- Mechanics*
- Medicine*
- Robotics*
- Sleight of Hand*
- Xenolinguistics - Alien cultures with a strong emphasis on language and communication (replaces Sociology skill in X-plorers)
| Level | Open Skill Slot |
|---|---|
| 1 | 16 |
| 2 | 15 |
| 3 | 14 |
| 4 | 13 |
| 5 | 12 |
| 6 | 11 |
| 7 | 10 |
| 8 | 9 |
| 9 | 8 |
| 10 | 7 |
![]() |
| "Run! I think he's adding more tables!" |
The psychological profile of Space Rangers is typically self-determined individuals who would rather work independently or in a pinch give orders, rather than take them. Their tactical training and firmly, unflagging self-confidence, and belief that their appointed task is for the greater good, affords the Rangers an added benefit of personal integrity.
This unwillingness to be dominated or defeated grants Rangers an additional, once-per-game “rally” bonus that can be used to enhance a roll, save, or action for each member in the party. Rally bonuses are capped at level 12. Bonuses may be used for physical actions using the Presence, Physique or Agility (X-plorers) and Charisma, Strength, Constitution, or Dexterity (D&D) abilities. They do not apply for Intelligence or Wisdom rolls.
Class Level Rally Bonus
Bonuses can only be used for physical abilities (INT and/or WIS abilities are not eligible) for a single action or save situation. Level titles and bonuses are as follows:
| Level | Title | Rally Bonus |
|---|---|---|
| 1 | Space Cadet | +1d4 |
| 2 | Space Ranger | +1d4 +1 |
| 3 | Space Ranger Specialist | +1d4 +2 |
| 4 | Space Ranger Corporal | +2d4 |
| 6 | Space Ranger Sergeant | +1d6 |
| 6 | Space Ranger Lieutenant | +1d6 +1 |
| 7 | Space Ranger Captain | +1d6 +2 |
| 8 | Space Ranger Major | +1d8 |
| 9 | Space Ranger Commander | +1d8 +1 |
| 10 | Space Ranger Marshal | +1d10 |
Previous: Space Rangers introduction
Next: Space Ranger Standard Issue: Equipment & Vehicle Requisitions
Additional info/notes:
I'd written a previous post on additional skills and info for one method for incorporating skills specializations. See also the Sci-Fi Skills Conversion document at left for more skill options.
Hopefully the tables are readable. I just learned how to make them in Blogger! :)
UPDATE: I fixed background color on the tables and tweaked rally bonuses for lower level PCs.
Labels:
class,
pioneers,
RPGs,
space ranger,
x-plorers
Monday, December 5, 2011
New X-plorers Class: Space Ranger (part 1)
The Galaxy Needs Space Rangers!
Space Rangers in my Space Pioneers setting function as an arm of the CSC which is working to advance human settlements in space. The CSC (in the current timeframe) is undergoing massive recruitment to fill the shallow ranks of the Ranger Corps. In addition to the usual law enforcement role (protection of the populous and general keeping of the peace), they are having to help with the CSC's cataloging of the galaxy.
It should almost go without saying that this class has more in common with Texas Ranger or Buzz Lightyear types than the similarly named rangers in fantasy RPGs and even airborne rangers in military games. Their missions tend to require a level of administrative and technical skills that make them more akin to an auditor or investigator (a requirement sought of FBI initiates) and a park ranger, in providing knowledge and assistance to settlers who may be in over their heads--and checking up on those who may be up to no good.
Rangers are a Multi-Class Option
Space Rangers are a separate multi-class option for X-plorers, combining characteristics of the Soldier, Technician, and Scout classes, but with a few distinctive touches. Ranger PCs start at level 3 and choose an area of sub-specialization. They are skilled in hand-to-hand combat as well as marksmanship and are trained to rely on raiding tactics and instincts to optimize combat efficiency. In an upcoming post I'll outline the template which includes ideas for available skill tracks, as well as some special abilities.
What Makes them Unique
What differentiates Rangers from Soldiers? Mainly, their M.O. is to see justice prevail, they're not looking to recoup a profit or corporate interests. Many times this mandate can even put them at odds with private sector objectives. This role often requires them to be equal parts spy, detective, and with many skills obviously identical to the X-plorers Soldier. However, Rangers are much more like free-wheeling investigators and independent marshals of the law and less so a straight-up fighting force.
Rangers are a Breed Apart
Due to the varied nature of missions and sparse Ranger population for a given jurisdiction, they're used to working solo or in small groups. While they can operate in a larger force, they typically are assigned to smaller task forces (as the only Ranger) or partnered with someone who complements—rather than mirrors—their own abilities. There is a great need in the galaxy for fresh Ranger recruits to fill these vital roles for securing the galaxy—are you up to the challenge?
NOTES:
Space Rangers in my Space Pioneers setting function as an arm of the CSC which is working to advance human settlements in space. The CSC (in the current timeframe) is undergoing massive recruitment to fill the shallow ranks of the Ranger Corps. In addition to the usual law enforcement role (protection of the populous and general keeping of the peace), they are having to help with the CSC's cataloging of the galaxy.
It should almost go without saying that this class has more in common with Rangers are a Multi-Class Option
Space Rangers are a separate multi-class option for X-plorers, combining characteristics of the Soldier, Technician, and Scout classes, but with a few distinctive touches. Ranger PCs start at level 3 and choose an area of sub-specialization. They are skilled in hand-to-hand combat as well as marksmanship and are trained to rely on raiding tactics and instincts to optimize combat efficiency. In an upcoming post I'll outline the template which includes ideas for available skill tracks, as well as some special abilities.
What Makes them Unique
What differentiates Rangers from Soldiers? Mainly, their M.O. is to see justice prevail, they're not looking to recoup a profit or corporate interests. Many times this mandate can even put them at odds with private sector objectives. This role often requires them to be equal parts spy, detective, and with many skills obviously identical to the X-plorers Soldier. However, Rangers are much more like free-wheeling investigators and independent marshals of the law and less so a straight-up fighting force.
Rangers are a Breed Apart
Due to the varied nature of missions and sparse Ranger population for a given jurisdiction, they're used to working solo or in small groups. While they can operate in a larger force, they typically are assigned to smaller task forces (as the only Ranger) or partnered with someone who complements—rather than mirrors—their own abilities. There is a great need in the galaxy for fresh Ranger recruits to fill these vital roles for securing the galaxy—are you up to the challenge?
NOTES:
- This post includes some previously unpublished notes I've long meant to post and I thought it a fitting preface before I delved into the class itself.
- This post is part a series of Space Ranger class posts. It assumes familiarity with the X-plorers science fiction role-playing game rules, which can be found at Brave Halfling.
Labels:
class,
pioneers,
RPGs,
space ranger,
x-plorers
Tuesday, June 28, 2011
Colonies in Space: Inspiration Realistic and Fantastic
Space colonies are the pinnacle of non-terrestrial habitation in space. It's far trickier to build your world than it is to land on with the keys already in the ignition. I'd done a previous post on colonies--even reused a few images (man do I love the orange death star!) but I wanted to focus on a few different ones for this post. I suppose you could separate them into two categories: realistic futurism (that is to say design concepts by artists and engineers for exploratory purposes) and Hollywood's interpretation.
My point with this series hasn't been to be exhaustive--that is to track down every space or moon base in pop culture. Rather, just to share some art that I think is really cool.
Let's start with the realistic (images courtesy of NASA image archives). Many of these show large agricultural parcels to feed their on-board populations, much like the way the pioneers needed to become self-sustaining:
Here's a few concepts designed for TV and film, toys, books, comics, etc. that may or may not have made it the screen. They didn't need to be accurate in order to wow viewers, but a few--like Babylon 5--have gone the extra mile to include solar panels, centrifuges, shuttle bays, hydroponics facilities, etc.
The Valley Forge was technically a ship, but it serves very much as a colony of sorts...
Probably the most famous space colony in science fiction...
Just for kicks, here's a huge graphic comparing scale between space stations, spaceships, and other intergalactic craft, both real and imagined.
Resources
My point with this series hasn't been to be exhaustive--that is to track down every space or moon base in pop culture. Rather, just to share some art that I think is really cool.
Let's start with the realistic (images courtesy of NASA image archives). Many of these show large agricultural parcels to feed their on-board populations, much like the way the pioneers needed to become self-sustaining:
Here's a few concepts designed for TV and film, toys, books, comics, etc. that may or may not have made it the screen. They didn't need to be accurate in order to wow viewers, but a few--like Babylon 5--have gone the extra mile to include solar panels, centrifuges, shuttle bays, hydroponics facilities, etc.
The Valley Forge was technically a ship, but it serves very much as a colony of sorts...
Some Disney concepts...
Probably the most famous space colony in science fiction...
Just for kicks, here's a huge graphic comparing scale between space stations, spaceships, and other intergalactic craft, both real and imagined.
Resources
Labels:
art,
colonies,
inspiration,
NASA,
pioneers,
space station
Sunday, June 20, 2010
Alien Races: Kthodah, Super-intelligent Neanderthals
The Kthodah are a new alien race for X-plorers RPG
Origin
No one is exactly sure where the kthodah hail from, but they make their home on worlds with advanced civilizations. They are a race of super-intelligent humanoids that are descended from Earth-like Neanderthals. Kthodah brandish weapons similar to their primitive ancestors (clubs, maces, and the like) but they are more sophisticated, energy-enhanced, and far more dangerous (see below).
Physical Characteristics
They resemble Neanderthals in nearly every way, exhibiting the same sloping forehead, prominent cranial ridge, and pronounced jaw. Males are usually of bulky build, especially around the shoulders and upper torso/arms. Females are not as big as their counterparts but bulkier than a typical human female.Kthodah leaders may opt to remove a portion of their skull to help enhance their psionic abilities (see below). They often replace the missing part with a transparent metal skull-plate that aids in psionic training and can translate to a +1 ability bonus should they elect the procedure. Through artificial enhancement they live to around 300 years old, with middle age beginning around 235.
Limitations
In certain circles, kthodah males may participate in a ritual de-toeing meant to exhibit their stamina and tolerance for pain (a feat that takes enormous mental fortitude and will power as well as resistance to fatigue). In traditional fashion, center-most toes are removed using a ceremonial clamp (not unlike a typical surgical utensil) and twisted off the foot. The outside remaining toes are left to provide the men some stability when walking.* Kthodah "Fathers" (communal leaders) typically only have 2 toes per foot.
*Note: kthodah typically have shorter legs in proportion to their body and are not great runners anyway.
Special Abilities
Females have a unique musical/sonic talent, wherein their "singing" can calm their male counterparts with great effectiveness. This ability is known to work on humans, but to a slightly lesser degree (-1). Kthodah males can be lulled to sleep with the song of a female, if her "song is true" (pleasing to the ear and the male is receptive). Males have enhanced strength and endurance beyond normal human ability as well as a keen senses of smell and hearing. Males can also leap remarkable distances, adding up to 1d10 to their movement.
A larger-than-human brain provides both sexes a few select psionic abilities to call upon, including telepathy, empathy, and psionic blast abilities. With intense training they may also develop telekinesis. Physical and mental abilities develop early, around age 7 or 8.
Society
Kthodah live in small cliques of 12-15 adults with a patriarch usually mating with several females. Dominance is determined through championship duels combining brute strength and psionic powers, the winner of which gets his pick of the females. These groups are constantly traveling in spacecraft of their own design and build, often colorful and highly polished--even to the point of garishness.
Vocational Aptitude
These hominids are extremely bright and have mastered advanced technology in terraforming, agriculture, medicine, communications, and space travel; and excel in other disciplines as well. Their language is so sophisticated that most linguists are unable to successfully translate their native tongue. Fortunately kthodah are able to communicate using telepathy and can interface with most intelligent/sentient lifeforms.
Belief System
Kthodah do not seem to exhibit any type of religious or philosophical indoctrination. While they respect the views of other races, they do not worship any particular deity.
Persona
The kthodah are a passionate people and well cultured, despite outward appearances. Older males are very gruff, while younger bachelors are fairly care free. Home life for both sexes can be combative (to say the least), hence, they tend to have a short fuse in moments of duress.Kthodah are master strategists in life and battle and take planning important ventures very seriously. The lack of humor in these situations can often be off-putting to outsiders.While not inherently nasty, they can run the gamut of friendly or downright evil, especially into middle age.
Dress/Equipment
Males and females often wear colorful and striking tunics and brightly colored headbands. As males have a great deal of body and facial hair, they may opt to wear shorter sleeves to accentuate this aspect to females in close proximity. Females are sometimes seen in chainmail on the occasion they enter a battle. Both genders wear a synthetic type of armor (resembling leather) that allows for greater protection against mental as well as physical attacks (+1 to both) and may don jewelry if it pleases them or a mate.
Common Weapons/Accessories
Energy-amplified Club/Mace/Axe - treat as regular weapon with +1d6/+1d10/+1d12 accordingly.
Energy-amplified staff - +2d4 and often also used for support in walking (typical weapon for older males)
Sonic submissive grenade - roll vs. stun, causes 1d4+1 rounds of deafness
Energy or ray weapons - kthodah are known to use a variety of advanced energy projection devices including energy rods, wands, scepters, lasers, ray guns, etc.
Psionic circlets - kthodah have some inherent psionic abilities, but they are known to devise psionic weapons to enhance these talents with an additional 1d6 effectiveness
Stats TemplateMove: 12", or hindered by 1d4 if high ranking male
AC: 9, can be augmented depending on armor
Special Abilities: Females: lullaby - treat as sleep spell with +1 bonus per level of PC; Males: scent, hearing, and +1 on encounters where brute strength or stamina is involved , leap adds 1d10 to their movement range.
X-plorers Bonuses/Penalties:
PHY +1
INT +2 (bonuses to psionic abilities as listed)
PRE +1
AGL -1
D&D Bonuses/Penalties
INT +2 (bonuses to psionic abilities as listed, and linguistics)
STR +1
WIS +1
CON +1
DEX -1
Note: As I'm bad with stats, which likely explains the hodge-podge approach. Feedback is appreciated. :)
Friday, June 11, 2010
Alien Race: Muscolites
The Muscolites are a new alien race for X-plorers RPG
Origin
Muscolites live on the wind-swept moon of Zeth where gales carrying fine particulates carve away at the landscape and lifeforms alike. The sand is so fine in fact that it feels soft if held in the palm of your hand--but once airborne it's a menace that has skewed the evolution of the humanoids in residence.Physical Characteristics
In order to survive on the surface, muscolites have evolved soft, thick callouses entirely over exposed parts of their anatomy--such as their faces and hands. At the edges of their extremities, the pads become roughly hewn. The result is an appearance of pillows of flesh that can withstand the harsh climate. Underneath these thick hides lie luminous, angle-like faces, whose glow can nearly be seen through the layers of callouses. The muscolites have extremely well developed lungs to filter out dust and particulate. They expel any build up nasally at the base of their skulls, through a small, downward-facing blowhole.Limitations
Because the callouses grow to become so thick, muscolites go blind and deaf by adulthood. To compensate, they develop latent telepathic abilities. Through a lifetime of practice and the aid of ancient technologies they are able to enhance these talents.Racial Abilities
Muscolites posses Awareness, Clairvoyance, and Telepathy as outlined in the X-plorers psionics skills (though not telekinesis). They are stronger than humans and are naturally inclined with throwing abilities. They also have incredible mental recall. (See below for stat bonuses).Society
The muscolites live in honeycombed cities inside sinkholes and canyons. They follow a matriarchal tribal structure, where their "Grandest Mother" leads as a sort of shamanistic chieftain. Their young are born live but re-incubated in hive chambers that are dug deep into the walls of canyons and sinkholes or underground in other areas until they develop an initial layer of callouses. As they mature into adulthood, they ascend to higher levels of their colonies--and society--by growing thicker callouses to tolerate the worsening conditions near the open plains that sprawl out from the "top" of the sinkholes. When muscolites reach young-adulthood (about 18), their exteriors finally grow tough enough to withstand the rigors of open air without the protection of canyon walls.Education /Vocational Training
Psionic abilities will develop early around age 5 or 6 but won't mature until puberty. At age 10 they are taken from their families to be trained in the ways of survival and psionic competence by shaman masters for up to 3 years. By the time they return they are of sufficient skill and ability to enter academic life for an additional 4 years of formal education, learning to hone their talents which are recognized by the Greatest Mother in a special ceremony that determines their ultimate life vocation. Occupations that are valued in muscolite society include hunter/warrior, quarryman, stonecutter, jeweler, merchant, textile/loomsman and shaman.Belief System
Muscolites worship the cosmos as an element of nature and have no specific god. Moral authority and law comes directly from the Grandest Mother. Laws are memorized and never written down. They rarely leave Zeth, but have been seen in other parts of the galaxy, often preferring to live under settled areas and even large cities. There they receive the mental stimulus they depend on, without having to directly deal with the prejudices of other races.Persona
Though they are by nature not outwardly gregarious, muscolites seek peaceful interaction. However, they are a proud, sometimes obstinate, people (considered so after millenia of being "misunderstood" by outsiders) and can be easily offended in diplomatic situations with other races.Their trust is hard-won, but they are loyal to their allies, whom they are known to take into their bands as brethren. Because of their intensive studies in the telepathic arts they are quite rational as well as though deeply passionate.They are often hired as body guards due to their imposing physical features, their abilities--natural being strength/endurance and their developed psionic talent which gives them a distinct advantage in negotiation.
Dress and Equipment
Muscolites wear thick, heavily-padded robes with metals and and synthetic compounds woven into the fabrics. Seams are outward facing and are sewn together with metallic fibers like steel wool. This acts as a warning system and a method of detecting wear on apparel that must be monitored for breaches. Offworlders must always wear protective suits when visiting Zeth as the winds will rend flesh in 1d10 hours if uncovered.Stats TemplateX-plorers Bonuses:
PHY +2
INT +2 (bonuses to psionic abilities as listed and memory)
PRE
AGL+2 for ranged weapons that are thrown
D&D Bonuses
INT +2 (bonuses to psionic abilities as listed and memory)
STR +2
WIS
CON +2
DEX +2 for ranged weapons that are thrown
Common Weapons
Every muscolite brave has her or his own javelin; but may also employ slings, bows, bolo weapons, and the occasional ray or rail rifle won in a dice game or an especially fruitful barter with off-worlders.Nikac Javelins
Being natural hurlers and javelin tossers, muscolites carry long javelins with glowing tips. Upon puberty, muscolites learn to fashion their own javelin, constructed out of nikac needles* that employ an electro-shock and sedative (natural to the nikac) at the sharp end of the shaft. Running through the marrow of the needle is nerve tissue that terminates into a gland of sorts. The muscolites learn to tap into the gland's "frequency" and can triangulate the position of the javelin once it has landed it's target, making its retrieval easier.DMG: 1d10+ PHY/STR and AGL/DEX bonus / while agility and dexterity are important for aiming, muscolite young are also taught to compensate for the the high winds of Zeth using their natural strength to land a kill with a nikac javelin. A targets that is critically hit (20) must roll a save vs. stun to overcome the electro-shock effect of the needle directly to their nervous system.
*To be covered in a future post.
Feel free to use as-is and as always I'm open to feedback. :)
Monday, May 24, 2010
Galactic Outfitters Sale! Megafauna Wetwire Package
The MEGAFUN MEGAFAUNA™ Wetwire Package is a new item for X-plorers RPG
Take the Triceratops by the the Horns with the MEGAFUN MEGAFAUNA™ Wetwire Package! Have you landed on a hostile world teeming with ginormous pests? Did you go back in time and end up snout-to-snout with hungry dinosaurian lifeforms? Looking for a cost-effective solution to execute colonial construction projects? Then let us help you get the upper femur on your competition!
The MegaFun Megafauna™ package is perfect for:
- Perimeter patrols and homeland security!
- Territorial disputes!
- Mobile artillery!
- Terraforming and outpost construction!
- Public transportation!
- Gladitorial events! (May be illegal in some sectors)
- Parades and birthday parties! (May also be illegal in some sectors)
- And much, much more!
- 1 neuronal wetwire kit to plug directly into creature's central nervous system*
- 1 "brain box" control console, supports fiber optic patch cables and sports a stylish, yet durable, titanium casing
- 1 veterinarian-grade plasma torch*
- 250 gallons of Synapsegel™ to cover cybernetic contact points and improve conductivity performance
- 48 pack of synaptic gold-plated connectors to be used at contact junctions, 360 degree swivel-motorized action
- 1 set, jumper cables
- 2 ocular particle beam emitters
- 2 hip mounted concussion missile pods (3 missiles per pod)
- 6 veterinarian dental and nail files (various sizes)
- 4 pack XXXXL gauge hide-puncture syringe
- 340 gallons of Xanax™
STATS (UPDATED)
Two weapon types come standard with the package, but literally any other weapon that can be attached to a vehicle can be mounted to the MegaFun MegaFauna™ Wetwire assembly using the synaptic connectors.
Ocular Particle BeamAnd what would you expect to pay for this incredible offer? 20,000 CR? 25,000 CR? How about the barrel-busting price of only 8,000 CR! But wait, there's MORE:
Damage: Can be set to fire two 2d6+2 blasts/round or four 1d6 +1 pulses/round)
Range: dual shots 250, four pulse blasts 100
Separate cost/baseline trade-in value: 150 CR for both eye sockets
Hip-mounted Concussion Missiles
Damage: One missile from each hip can be fired per round (2 total/per round) target takes 2d6 +2 damage on knockback at close range/1d6 knockback at long range; rolls save vs. stun on any hit
Range: close range - up to 150, long 150-350
Separate cost/baseline trade-in value: 75 CR each
Bonuses: See creature template for any natural bonuses or abilities
Total Package Cost: 8,000 credits, accessories and add-ons sold separately
Special conditions: Ocular beams can only fire when target has been sited and cannot select independent targets. Hip missiles may use be fired independently. Megafauna must be fed and cared for as any other animal. You'll need to do research to find out how much food your animal consumes. Re-animated animals cannot digest food without a bio-metabolic converter kit and all systems will fail in 2d4 rounds without sustenance.
EXCLUSIVE Limited Offer!!
Order your wetwire kit in the next 30 minutes and we'll thrown in the Megafauna Reanimation Kit for another 1,000 CR! Beasts once downed by plasma bolts and stinger missiles no longer need lay useless in a burned out crater. Try the ECO-FRIENDLY solution. Why waste a perfectly good giant corpse when you can REDUCE, REUSE, and RE-ANIMATE! This is normally a 2,500 CR value but we're extending this special opportunity to customers who contact us via interstellar comm buoy today!
The Re-animation Kit includes:
- 2 skull shovels
- 1 wet vac (12 gallon)
- 1 single-occupant cranium control cockpit (ask about our two and four-seater upgrades!)
- 1 spool of high-tension steel cabling (2" diameter, 33 meters length)
- 20 Saur-o-servos™ for musculature replacement
- 50 gallons of Baxter's Bone Solvent™
- 1 bio-metabollic converter kit
- 500 feet of fiber optic cable
- 1 ocular sensor module (upgrades for two or more available)
- 20 tons of premium megafauna nutrition supplements
- We'll even throw in your choice of a dozer shovel or backhoe!
Decorate and Annihilate!
You've shown your neighbors you mean business--now show them your FUN side! Put the F-U-N in your megafauna project and create your own custom designs, or maybe you just want to show that special pet how much they mean to you. Outfit your pals with these great accessories:
BeDazzler!
Gravity Spray Gun!
Holiday Lights!
Siren Light!
Customers who bought this items, also purchased:
- Supersurge™ Vehicle Battery Pack
- Venom Class 4 Tachyon Missile blister pack
- Halibustin™ Heavy Armor Upgrade Kit
- Catapillar™ Tractor Treads (various sizes)
- Ortho-rest Comfort Labs™ Single-person Seat
Labels:
galactic outfitters,
ginormous,
monsters,
pioneers,
weapons
Tuesday, April 27, 2010
Galactic Outfitters Sale! Zookatube: Shoulder-Mounted Beam Weapon
The zookatube is a new item for X-plorers RPG
From the Amalgamated Consumer Mercantile Exchange Company retail catalog, page 46:
Having problems with neighbors? Has the alien horde arrived on your doorstep to make you an offer you wish you could refuse? Now you can! Meet the R9, our latest shoulder-mounted beam weapon--or Zookatube! The zooka is designed primarily as an anti personnel or anti-small vehicle weapon. The R9 was developed by top particle-beam specialist Dr. Gergo DeWittle, Central Space Command Weapons division. Here's Dr. DeWittle testing the prototype:
Dr. D's shoulder-scalding super blaster is now available publicly thanks to the open-arms patent code of SSA.2436--and we believe we've improved on his initial blueprint.
This zooka fires a super-concentrated beam of electrons and other charged particles to atomize your foes. The R9 even comes with a mounted Plusone Accu-site™ (scope) for increased accuracy to better target and terminate with extreme xenophobic prejudice! The R9's chromium finish and stylish casing design will ensure that you mean business when sending invaders to oblivion and your friends will envy the beautiful, polished shine. Satisfaction with your R9 is also guaranteed with a lifetime warranty.
STATS (updated)This item is provided in accordance with SSA.2436 guidelines regulating spacefaring settlement and defense. Plugging the R9 emitter with grenades, mounting to small craft, strapping the weapon to large mutant forearms, or any other failure to operate as instructed may lead to injury, vaporization, or permanent blindness and may void warranty. Amalgamated Consumer Mercantile Exchange Company is indemnified in such cases.
Zookatubes use canisters of sparkly, ionized paste as a form of solid fuel from which to lase. The canisters provide enough fuel for four shots or one powerful blast all at once.
Damage: Four single shots: 3d10; or one mega-blast: 5d10 or full2050 points damage within range of 10, no scope bonus to hit on mega-blast
Range: single shots 200, mega-blast 400
Bonuses: +1 to hit (with scope)
Cost: 800 credits, ammo canisters 50 credits ea.
Special conditions: The zooka must be held with both hands to fire and no other action may be taken during firing. It's recommended that users wear protective goggles when operating without a scope (most scopes provide protection for one eye when firing).
Other shoulder-mounted weapons
Labels:
galactic outfitters,
pioneers,
weapons
Saturday, April 24, 2010
Try new DynaQuark--hyperdrive fuel and soft drink!
Do some sub-light sodas leave you with nothing but fizz? Want to put a real POP! in your space cruiser's tank?
Then try filling your hyperdrive with DynaQuark™! It's light, refreshing, and doesn't have that inky, dark matter residue. And best of all--no nanoparticle aftertaste!
Get your thrusters firing lightyears ahead and try new DynaQuark™ today! Want to warp to Zeta Persei but without all the calories? Try DynaQuark Diet™!
Put the best ionized soft drink in your quantum injector!
Comes in 12, 24, 32 and new 64 ly bottles. Also available in lemon-lime, cherry, and mandarin orange!
Then try filling your hyperdrive with DynaQuark™! It's light, refreshing, and doesn't have that inky, dark matter residue. And best of all--no nanoparticle aftertaste!
Get your thrusters firing lightyears ahead and try new DynaQuark™ today! Want to warp to Zeta Persei but without all the calories? Try DynaQuark Diet™!
Put the best ionized soft drink in your quantum injector!
Comes in 12, 24, 32 and new 64 ly bottles. Also available in lemon-lime, cherry, and mandarin orange!
Inspired by Mr. Fusion, Bass-o-matic, and a trip to the grocery store:
Labels:
galactic outfitters,
pioneers,
propulsion,
transport
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