Showing posts with label Colonial Troopers Rpg. Show all posts
Showing posts with label Colonial Troopers Rpg. Show all posts

Monday, August 12, 2024

Campaign Update, Colonial Troopers Rpg, Night Owl Workshp, Session Report, The Red Room - The Stars Are On Fire

  " The stars are on fire with war! There are rich alien races bank rolling Earth's armies to act as soldiers in an ever increasing corporate war! "



So I've been rereading Colonial Troopers & this blog entry is going to pick right up from here & combining it with Orbital Decay. Orbital Decay shares several elements with Colonial Troopers. There are several other things that I want to drop into this campaign: 

  1. Machinvores are selectively feeding humanity bits and pieces of biotechnological technology. This includes bio boasted clone soldiers in addition to power armor.
  2. Power armor is the great equalizer for turning ordinary humans into super soldiers. 
  3. Humanity is coming face to face with other races that have been in Black a lot longer. The johnny come latelies are humanity to the intergalatic scene. 


    In Colonial Troopers PC's can choose between classes such as agent, hunter, diplomat, mercenary, trooper, and pilot as well mixing classes with the usual OD&D penalties. Races include Rackni (K’tk^nit’m~on) are alien biological adapting spideroids ,Humans, Lur (Clodhoppers) are giant eight legged vaguely reptilian aliens ,Zassarians (Skinnies, or Scalies) alien thin reptilian humanoids,Synthetic (Syntiacs)(self contained androids created by joint alien/human technologies) & Zealots are an ideology as much as a mixed factional race if you will.
    This gives a much more fractured intergalatic picture where humanity is just starting to see the depths of the stellar scene. Those depths are highly unsettled & the Machinvores are a very minor race whose true interests lay with the Beyond.
    In our campaign The Asian Coalition's Bejing colony & India's Shiva colony are both in the Orrt cloud. These haven't been heard from in a very long time and though in the last campaign we left trained veterans. There hasn't been a whole lot of communication with the Earth Federation. 
    The Orrt Cloud is known to be home for several very aggressive alien species many of which have ties to the Beyond's forces. There are at least two major incursions that have happened in the Cloud. 
    There's a decent number of resources that the Earth Federation has tapped into and shipped back home. 
    The question is if it's economically viable for the corporations to bankroll a strike upon thier old colonies or to use mercenary forces to retake those assets. 
    These assets include colonies, ore processsing facilities, space craft mainteniance hangers, colonial caches for up coming settlements and more. 

Friday, August 2, 2024

Campaign Take Over - The Red Room's Orbital Decay & Night Owl Workshop's Colonial Troopers Campaign

 The stars are on fire with war! There are rich alien races bank rolling Earth's armies to act as soldiers in an ever increasing corporate war! 


DM Paul has a scheduling conflict and wants me to take over his  Colonial Troopers/Orbital Decay campaign. I want to start modifying this campaign and bring in several adventure elements:

    1. More weird living technologies in day to day life.  
    2. A wide array of clones and bio engineered androids taking over some of the fighting jobs 
    3. Interconnecting adventure elements that hook into other Wretched settings. 
    4. This game picks right up from April of this year's campaign here. 

    The American Federation has been making strides into the outer galaxy. Here's where humanity is finding out that it's the 'johnny come lately' of the interstellar scene. There are far older alien races that have been at each other's throat for a very long time. 
    My PC from last game is going to be an important NPC whose going to be bank rolling his own mercenary unit & starship. He's out to protect his investiment & expand upon the war front investiments. 


    I've got a major update coming from Aviladad but our players are hot to find out what happened to two major colonies that we had to leave behind. The Asian Coalition's Bejing colony & India's Shiva colony are both in the Orrt cloud. There's reason to believe that they are now under alien control. 
    This is one of the leading hooks into the campaign. What has happened to these colonies?! Are the humans still alive or have there been horrid changes that have occured?! 







    Thursday, May 2, 2024

    The Crime Scene - The Red Room's Orbital Decay & Night Owl Workshop's Colonial Troopers - Session Report

     Let's get into it from today's game session with DM Paul aboard the 'haunted' space station. Our party has been able to cut into the 'Engineering ' section despite attempts by the monsters to keep us out. Inside engineering after one of our psionists put up a protection zone we found an interdimensional door. This door was allowing the monsters to enter into our home space time contuum! We doubled our protection and began the task of clearing the room. This session picks right up from April 25th's session with the report right here on the blog. 



    For our two psionists things got very difficult as they held off the monsters as we took over the disputed section of 'Engineering'. We began to go room to room after one of the psionists disrupted on the monsters mid phase leaving it trapped inside the station bulkhead as it's scream echoed into infinity! We then went room to room taking out any of the monster's victims. The rest of our party focused on making the Colonial Trooper's viewers & patrons happy with some good old fashioned violence as alien horrors tried to overrun our position. 
    Because my PC is a pure colonial trooper he has a patron who backs him with money for ammo, maintence, and more. The patrons meanwhile keep an eye on the numbers of viewers who watch 'The Troopers' show. A zero net reality 3D reality show that finiances the escalating interstellar war. 
    Things have been getting a bit desparate as the interstellar war is actually unfolding around the audience. Sometimes coming a little too close for comfort. 




















    We reached the reactor room and found evidence that someone aboard the station opened a dimensional doorway through ritual magick. Apparently for thier trouble they were turned inside out and the remains of the fool attacked us as a disgusting psychic slime! 
    I swear the thing was trying to talk as we took it out with lasers and then a flame grenade. We left nothing of the 'crime scence' standing. Then it was more of the alien horrors but we were able too hold the reactor room for now. Then it was flamers all around! We didn't want to leave anything too attack us! 

    Thursday, April 25, 2024

    Deeper & Deeper Into The Station From Hell - The Red Room's Orbital Decay & Night Owl Workshop's Colonial Troopers - Session Report

     Tonight's  DM Paul's Colonial Troopers/Orbital Decay campaign and tonight's game picks right up where we were in last week's session. Our scientist Pu ar aj created a device that can disrupt the phasing ability of the alien monsters we were dealing with. 


    The catch was that the device could only work from room to room. My Colonial Trooper PC and the rest of our mercs went from room to room putting Matt our engineer and psychic to work. We left two of our alien friends partially phased into a bulkhead. That was one down and more to go. Just as Matt threw up a field saving my character from two acid edged claws. 
    Our PC's are looking for the artifact that the scientists took on board which seems to be holding open the dimensional gate the alien monsters are using. The aliens took one of psychics a healer named DEV by phasing her through the wall of the Science section! 


    The monsters seem to be attacking in a directed pattern and our PC's laser rifles are set not to blow holds in the station's walls or floors. So it's been partially a 'cat & mouse' game with these horrors.  Our next objective is the station's engineering & reactor room. 

    Monday, April 15, 2024

    Tides In The Void - The Red Room's Orbital Decay & Night Owl Workshop's Colonial Troopers - Session Report

     Over the weeekend, I got a chance to play in DM Paul's Colonial Troopers/Orbital Decay . This is a pick up on a gam that we played back in Febuary. Here's the session report from that on game!  Here we find ourselves back in the Orrt Cloud investigating Science station that's gone off line. 

    We had a mixed party of adventurers who had been in the service. I however was playing a pure colonial trooper mercenary with a wealthy patron who was bank rolling my armor. We had a mixed party of mercenaries, explorers, and spacers. We dived closer to the Eclipse station D.E.E.P. asteroid monitoring & Science station. 
     The station was a complete mess when we got there. Solar arrays and power was fragmented across the top of the station. Not good. 
    We were working for the American Federation and things were going from bad to worse. Power was completely off in the station. So we had to connect power from our ship. We did the manual locks and our fourth level psionic psionic and engineer scanned the place. 
    The impressions weren't good at all. And as we entered we found body parts floating in the void of the station. We got the computer back on line and found out that the Science station had taken on an artifact of unknown origin. And then all Hell broke loose. 
    Karl my character came in and started scanning the outer interior of the of the Science station. Immediately, I was attacked by two nasty alien things. Thier claws were acid edged. And I quickly brought my laser pistol to bare. The thing had been programmed so that I didn't blow a hole in the station. 
    Packing deeper into the station I found two of the scientists partially phased into the wall. This was bad news. 
    Matt our engineer joined me and threw up a psychic shield just as one of the monsters launched himself at our party. Scott our spacer threw two multi dimensional foam grenades!  And really screwed with the phasing abilities of the aliens. The aliens were stuck for the moment. 
    Communication seemed to be off the table. And we really wanted to save the station if possible. More to come. 

    Tuesday, August 30, 2022

    Post Apocalpytic Solar System Campaign Commentary - Dragon Issue #113 Sept 1986 - Hunter Class Robots vs Aliens, Creatures, & Mutants

     Looking through the classic Dragon magazine issue#113 Sept 1986  for an NPC idea for our  post apocalytic White Star & Warriors of the Red  rpg powered campaign last night. I came across an old classic article for Gamma World 2nd edition. 





















     The classic second edition  Gamma World rpg article 'Cold Steel' by Scott A Hutcheon  details the Hunter class of robots. These cybernetic organisms have appeared in my campaign time & again.  Since we're almost done with the Red Shadow faction. Perhaps it's time to introduce the players to another rather nasty NPC. 


    Hunter-class robots for Gamma World (Bruce Mackley, Dragon 113, September 1986)
    via the old school tumbler here. 

    We've used these cybernetic organisms before to call them simple robots is a disservice to these entities. In our games over the years we've given them personalities, motives, and goals because these things are equipped to take on full blown mecha and survive. Sure their no match for a Gamma World second edition death machine. But these things can & will take out mutant demi gods with little issue. And when your dealing with experienced players there should be entities way above your party's paygrade. The Cybohunter is a beast ;'TYPE: Cybernetic Hunter/Tracker NUMBER: 1 ARMOR: 1 HIT DICE: 30d10 CONTROL: D/G SENSORS: A/B/D/E/F (Scent) POWER: A/D200 MS: 1d4 + 12 IN: 1d10 + 11 DX: 1d10 + 11 PS: 5d10 + 30 SPEED: FEET = 24/1800/72 STATUS: Rank' 
    Monsters like Magic Pig Media's Star Kraken or the Cosmic Behemoth are capable of ruining a party's day from  Outer Space Raiders Volume 2: Aliens, Creatures & Foes. So entities like the Cybohunter are not that far off base when it comes to higher level encounters. 



    A post apocapytic solar system is one that will be frought with perils and the Hunter series takes this into account. According to 'Cold Steel's author; "Take, for example, the Hunter series of combat robots, which was founded on one basic concept: The bigger they are, the harder they hit. Although not as powerful overall as Death Machines or Warbots, these devices provide much more challenge to an overconfident adventuring group than Security Robots. Note that some specimens of these devices have been modified in the postholocaust years to take into account mutational powers possessed by animals, plants, and humans. Numerous variations on these basic designs may also exist." 
    Surely I'm being unfair with such a powerhouse of a series of cybernetic entities?! Well yes & no, let's turn the clock back to 2015 when Ivanhoe Unbound was publishing material. And Aliens, Androids, & Aberrations slid across my desk. 

    As you can see it doesn't take a genius to combined these various resources and AAA gives yet another perspective rpg resource to this campaign. Combined with the mecha rules from White Star Galaxy Edition then the threat of the Hunter class doesn't seem so far fetched 

    Next time forbidden technologies, The Mutant Future connection, and more coming up. 


    Monday, August 29, 2022

    Enter The Desert Muton - A White Star rpg , Warriors of The Red Planet & Hyperborea rpg - Post Apocalpytic Solar System Campaign- Actual Play Event

     So if you've been following the progress of the current campaign then you know that things are about to get very messy the player's PC's think that they've escaped the Red Shadows. But nothing could be further from the truth! 
    The Red Shadows have seen this as an opportunity to test our their new Desert Muton cybernetic trooper! 


    Now I've got to give credit where credit is due. This is a custom Red Shadow Muton figure from Histank.com forum's member 46 Zone here. The figure hails from 2018 but it's very topical with the players never even having heard of a Muton. 

    Red Shadows Desert Muton Trooper 


    AC: 6 
    Hit Dice 4
    HDE/XP: 3/77
    Total Hitpoints:+4 
    Movement:13   
    Special: See Below 
    Attack: By Weapon 
    13 Weapon Mini missile anti personal load 1d6+2, or 7 Homer Anti Personel Mini missiles  2d6+3 able to follow targets for 40 yards around corners & obstacles,6 Cracker Mini missile Loads 3d6+1, Laser pistol side arm  1d6+2
    Special Abilities - Hive Link with the Shadow A.I., Immune to charm, telepathy, and any mind influencing abilities. The Red Shadows are in constant cybertelepathic contact with the Shadow A.I. 
    See All System - The Muton is equiped with incredible sensor systems having darkvision, infravision, & other more esoteric sensors built into it's cybernetic systems. So the Muton gains a +3 to all rolls related to finding & tracking targets 
    Charlie Desert Cybernetic Systems - the Muton is immune to all overheating & desert conditions. The Desert Muton can stay submerged in the sands of Mars for years  at a clip before being activated. It's systems are sealed against the harsh sand conditions 
    Programmed Tracking - The Muton is able to track targets through even the harshed conditions easily. +4 on all Tracking rolls 

    The Mutons are cybernetically convert Red Shadow troopers who have been completely cybernetically converted into the ultimate loyal cyber soldier. They are able to operate in a wide variety of planetary conditions and including outer space. Their mini missiles have a range of 120 feet and can explode under the Muton's control. The Shadow A.I. can see through any of it's Muton able to take control at a moment's notice to be in the middle of the action. 

    So the PC's find themselves in the middle of a weapons test with a deadly advesary will they survive?! 

    Friday, August 26, 2022

    Deeper Then a Red Shadow - A White Star rpg , Warriors of The Red Planet & Hyperborea rpg - Post Apocalpytic Solar System Campaign- Actual Play Event

     So in last night's second game the party got in way deep over their heads as we pick from last session here.  The party ran across a Green martian mother & child that was about to be bug food & had to make a snap decision. 



    Shadow wasn't playing and released a very nasty combat bot & things got heated from there with the party's necromancer grudging saving the party & the mother and child with the last charge on the teleport spell scroll. 
    They ended up about four miles away from the bug hive and deeper still into Red Shadow turf. The party however was shown a way out by the Green martian mother through a snaking mount pass around the Red Shadow base. This went right by a mine field around one of the most deadly fields where the Red Shaow's Skeletron ships were sent out on raids. And the party didn't linger marking the trail and getting outta of there as quickly. 
    And just as they were leaving?! They ran into a Red Shadow cyborg soldier! 



     Red Shadow cyborg soldier
    AC: 7 
    Hit Dice 3 
    HDE/XP: 3/76
    Total Hitpoints:+3
    Movement:12  
    Special: See Below 
    Attack: Weapon Laser pistol 1d6+2 or Laser Rifle 2d6+3 
    Special Abilities - Hive Link with the Shadow A.I., Immune to charm, telepathy, and any mind influencing abilities. The Red Shadows are in constant cybertelepathic contact with the Shadow A.I. 
    The Red Shadows are the dregs of humanity, recruited from the mercenary and criminal underworlds all around the world. Initially drawn by promises of riches, these men are subjected to extreme brainwashing techniques and a punishing training schedule intended to transform them into unthinking minions 

    The party had to take him out fast and the party peppered the Red Shadow Cyborg trooper with arrows, spells, & finally burnt the body with oil just to be sure. They would be noticed in less then a half an hour and the party would be noticed! The party quickly got outta of there. But did they manage to get away?! 

    Sunday, August 21, 2022

    Spectre Of A Red Shadow - A White Star rpg , Warriors of The Red Planet & Hyperborea rpg - Post Apocalpytic Solar System Campaign- Actual Play Event

     During tonight's game the PC's were 'saved' by strange warplane that came outta of no place and strafed the tanker spider destroying it. The bright red warplane bore a black background with a white skull dropping bombs on the remains of the tanker killing the spy along with any hidden spiders. This blog post will pick right up from here. 



    The PC's met some old nemesis on Mars in the form of the Red Shadows, the shadows organization are a cryptic alliance from the bowels of an underground base clones of the original members of the Red Shadow organization. An A.I. entity called Shadow unfroze the clones during the war & they've been acting as a maurading mercenary army ever since. 
    Red Shadows 
    Tech Level: IV 
    TYPES: PSH (35%); H (45%); MA (40%); P (15%); A (10%) NUMBER: 1d10 BASE: A (5d10; along the dead sea bottoms ); B (2d10 + 50; along dead sea bottoms ); H (10d10+100; usually near the ancient enterances to the main sea bottoms) SECRET SIGN: Among human settlements a skull drawn in the red sands. 
    A couple of years ago the party ran into the Red Shadows during a raid on an ancient Martian city to recover some super science items and devices. The Shadows pinned them down inside the dungeon & the party only escaped through the Martian underground. 
    The only survived by engaging in a deep running fire fight with the Red Shadows and the Shadows released one of their fearsome combat droids. 


    The party's necromancer used a scroll to summon an air elemental blowing the warplane off course. The necromancer's summoning sends a signal to the local hives and suddenly the air is filled with a swarm of scout bugs. 
    Scout Bug AC: 4 [16] HD: 3 Atk: bite and tail whip Dmg: 1d6, and 1d6 Save: F3 Move: 180’/360’ These remarkable creatures are incredibly fast moving, sensitive to everything around them, and can move underground, in the air, and even into space. Their sole purpose is to scout the area around a hive, maintain surveillance in case of intruders, and report back to their Brain bug. They have +3 to initiative. +2 bonus to any rolls requiring detection.
    These scout bugs are straight outta of Colonial Troopers: Knight Hawks and the party needed a radical plan to get outta of this slot. They figured that they were between the front line of the Red Shadows and  the bugs. 
    The party's rune graver wanted to do something radical but the necromancer still had a teleportation scroll on him. But then the party had got the radical ideal to find the Red Shadow base nearby ie within 2000 mile radius as the party figures. 
    But they still have to deal with this hive?! Tune in coming up! 


    Friday, August 19, 2022

    Night of the Norni Affair - A White Star rpg , Warriors of The Red Planet & Hyperborea rpg - Post Apocalpytic Solar System Campaign- Actual Play Event

     The party made it's way back to citadel of the White Hand & the more senior's reaction was priceless. What is a Gamma World Cryptic alliance doing on a colonized Mars?! Well they didn't have long to contemplate the thought as the citadel was surrounded by landed pirate raiders belonging to Magic Pig Media's Outer Space Raiders: The Norni. The Norni were a client race of the Hyperboreans who were resettled upon some of Jupiter's moons during the war. They're mid level NPC thugs driven by a rather nasty void knight for a leader. This session report picks right up from this blog entry here. 



    The party were out gunned, out weaponed, and had little reason to go against the Norni in a straight up fight. So they decided to wait until the pirates had left before seeing if any of the monks were alive. Their Hyperborean patron had confirmed their suspicions about the White Hand that they were holding a supply of the Plutonian drug. This goes wayback to 2017's campaign here.  The party found the monks alive after the pirates had left. And though the pirates hadn't gotten the Plutonian drug they had taken several valuable pieces of high super science artifacts used for healing. 
    And that's when one of the monks attacked dropping his Aihais illusion. The Norni chaos monk was more then a match for two of the party until Ricky's Zeta assassin stepped in and finished him with a poisoned dagger to the back. The monks swarmed in to heal the pirate/monk but the poison was very fast acting. But Rick's black circle neromancer had a trick up his sleeve with a 'speak with dead' scroll at the ready. To say that the White Hand monks were pissed about this is putting it mildly. The adventurers don't care as their actually agents working for the Stellar Legion who will take on just about any misfits as long as their loyal to the legion. 
    The party isn't in the mood for caring about the monks at this point. But then the monks informed the party that citadel was being watched by more alien spiders. The party geared up weapons with the White Hand informing the party that wasn't necessary as their own ranks boasted some high ranking psionists. The party didn't want any of this business and called in an air strike on the spiders. 
    After the airstrike the party went out in the desert surrounding the citadel looking for any signs of surviving spiders. And that's when they found a Norni pirate signer one specifically calibrated to call in the spiders. And that's when the party's scouts rolled in and began tracking the bastard spy across the wastes. The rest of the party said their good byes to the White Hand swearing to recover the super science devices and they went after the spy. 
    Things didn't go as planned when they ran smack into a rather large & dangeorus tanker spider. Will they survive?! 


    Wednesday, August 17, 2022

    Post Apocalpytic Solar System Campaign Commentary - A Sister's Touch - Dragon magazine #119 & The Sisters of the Aquarian Order

     Classic Dragon magazine issue # 119 March 1987 has some really remarkable ideas within it for minor  Cryptic Alliances & these have implications for  our solar system White Star campaign.
     Besides having a killer cover by artist Daniel Horne; "Daniel Horne, our cover artist this month, was in the mood to do a historical

    subject. His painting, entitled The Real Reason the Romans left Britain, depicts a

    little-known episode in British history, in which two Roman foot soldiers have

    bumped into Kostchtchie, the surly fellow from page 40 of the Monster Manual II.

    Of the unsquashed legionnaire, Daniel writes, Boy, is he going to get it!"  Sorry got distracted by that awesome Dragon magazine cover. God I miss the real Dragon magazines. Right, so let's pick this up from this blog post here & talk about doing a solar system centric White Star game with the Starship Warden thrown in. Going over some of the huge swath of White Star titles that I own one in particular came to the fore. And perhaps it was talking with the author Timothy Brannan the other day ( hope your feeling better Timothy). The Sisters of the Aquarian Order (Aquarian Sister) dragged themselves kicking & screaming to my attention last night. Who are the Sisters of the Aquarian Order?! 


    Well, according to this May 2015 blog entry by Timothy; "
    The Sisters of the Aquarian Order (Aquarian Sister) have their geneses not only from my witch class (they can be considered to be the evolution of the Aquarian Tradtition) but also from such sources in Sci-Fi like the Bene Gesserit (Dune), the Sisterhood of Karn (Doctor Who) and the Night Sisters, the Witches of Dathomir (Star Wars)." What does this have to do with Dragon 119? Well, there's the Gamma World article, 'Politics Among The Rubble' by Lent and it happens to feature 'The Sisterhood of the Sword' aka 'The Sisterhood'. The Sisterhood breaks down as follows; " Tech Level II TYPES (females only): PSH (50%); H (45%); MA (15%) NUMBER: 1d10 

    BASE: B (2d6+3); C (3d10+25); D (3d100 + 50)

    SECRET SIGN: Ancient symbol for womanhood, with a dagger and crosspiece as the

    tail, emblazoned on shields, banners,

    armor, and clothing.

    LOCATION: East coast of America.

    DESCRIPTION: The Sisterhood of the

    Sword believes that the Shadow Years and

    the fall of mankind were brought about by

    violent, male-dominated governments, and

    only females are suited to lead the way

    back to civilization by assuming all defensive and leadership positions. Despite

    these views, the followers of the Sisterhood do not, with the exception of a few

    splinter groups, force their views upon

    others, preferring to gain converts from

    example and other, gentler means of persuasion. Their bases are test sites for their

    doctrine, with regular reports to the Sisterhoods main base. The Sisterhood is on

    good terms with the Brotherhood of

    Thought, the Healers, the Friends of Justice, and the Knights of Avalon. Their own

    beliefs, however, often put them at crosspurposes with the Followers of the Voice,

    Restorationists, the Created, the Iron

    Society, the Ranks of Fit, and Zoopremists.

    The Sisterhood is well equipped to Tech

    II standards but is always eager to gain

    functioning Ancient technology. The Sisters are most often armed with swords,

    spears, and crossbows. They prefer chain

    mail armor and usually have some sort of

    riding mount. There is a 30% chance that

    each will have some sort of minor artifact.

    The warrior elite are usually known as

    Amazons, Valkyries, Black Widows, or

    similar terms." 

    What if the 'Sisterhood' is the militant arm of the 
    The Sisters of the Aquarian Order ?! An organization hiding in plain sight with their upper edges of the orgnization's military arm actually being run by Magic Pig Media's Outerspace Raiders Amazons?! 




    So why would these three organizations actually be one in the same?! Well there's one cause for that and it's war! The tenets of  The Sisters of the Aquarian Order  are well established when mankind get's cut off by the intergalatic war with the Hyperboreans. But the order suddenly finds itself facing a foe with access to technologies, magicks, and weaponry greater then it's own. And they turn inward creating cults, hidden cells of the sisters and stoking the fires of warriors in backwater colonies and other places. The sisters earn the grudging respect of the star knight but there is great distrust between these two. The war is over 200 or so years later but the sisterhood endures in pockets on Mars, Venus, Earth's colonies, and even aboard the Warden. The sisters will endure. 






    Tuesday, August 16, 2022

    Slumming on Mars - A White Star rpg , Warriors of The Red Planet & Hyperborea rpg Actual Play Event

     So on a Monday night there was a bit of a dust up as our normal group of players here in New Hartford. People love drama but this really wasn't drama per say. Nick one of our regular players brought a copy of an old White Star PC to our game. So out came a Randi Orr a 4th level rogue from Scum and Villainy by Omer Golan-Joel.  And this game picks up right from this blog entry here. 



    And so Randy Orr got drafted into the Stellar Legion & we moved on deeper into the Martian city of Ignarh. The players wanted to know why there were a lot more alien races scattered across the city and what was the deal with varying tech levels within the old Martian city? So a bit of fast thinking on my part related that two hundred years ago mankind had FTL and had made great strides across the galaxy. And then the Hyperborean wars came devestated the galaxy but something happened to the Hyperboreans. The Hyperborean empire collapsed & only today has the galaxy began to recover. And most of this comes from the Hyperborea rpg & the recent review of the campaign setting  'Have Deathray Will Travel'.  The PC's are actually agents of the Stellar Legion. And they've been following up on the recent activity of the alien 'spiders' on Mars from Colonial Troopers. 


    Sketching out our own version of Mars then things become a bit more murky as practicers of the 'Way' begin to appear in several Martian ruined temples, shrines, etc. with the Martian psionics taking full presidence over 'The Way'. So yes there are Red & Green Martian 'Way' practicers but thier rare. And then this gets into the Hyperborean ghettos where half Hyperboreans and their human followers are. A party's patron is actually here guarded by his bevy of Space Amazon nurses and bodyguards. Char rad Ro is a Hyperborean veteran kept alive by ancient technological secrets straight outta of Cheating Death. 


    The player's PC's at the moment are asking around the main starport for the crew of the Goya's expediation. And things have been interesting because of the fact that the Goya was using a highly experimental FTL hyperspace drive. This drive would burn itself out after a few jumps and the Warden has aboard it the secrets of sustainable FTL. 
    This is all being woven together on during play and the players are really into it. Into one bar they go where there's a crowd of Zeta assassins disguised as drovers looking for business while a group of green Martian warriors is gambling. Their black circle necromancer goes to talk with the Zeta assassins to hire one as a hireling. The PC's see their Aihais guides in the corner & they give a bit of a shudder because of the other Aihais are members of the Dweller cult. The Green Martians don't even give them a second glance. To them the Aihais are beneath contempt but there have been genocidal conflicts been the two Martian races. Zill the party's guide makes little small talk but gambles with Vody our party's soldier & leader. A price is arranged for the guide to take our party to the Green  psionic lamastry near the dead sea city of Korr. 
    The party figures the monks may have insight into the location & fate of the Warden. But they also want to go back to their Hyperborean patron for more insight. 



    Tuesday, March 29, 2022

    Horror Between The Void - Ghosts In OSR Spacccee!

     When it comes to setting the scene in space for a monster one that seldom get's mentioned is 'the ghost'! A menace that has far more in common with a haunted house then a space craft. But why!? Ghosts are a perfectly suitable horror for an OSR  Science Fiction rpg. 

    So in that vein we've been looking into James Mishler Games Ghost -- The Incorporeal Undead  which gives quite a few OSR style options to make a memorable intersteller menace. 
    The idea that a human or even an alien undead is waiting an eternity for some fool to stumble upon their wreck or ruin of a space craft is an idea as old as Pulp Science Fiction. Sure there's been variants on the idea over the years but most of the time it's an idea that get's buried at the back of the dust bin of fictional history. 
    Space craft wrecks stalking the Heavens looking for victims of the space ways has been an idea that's been in my head since '04 when I got back into retro gaming before the OSR. 


    Imagine a crack team of Colonial Troopers going up against an alien ghost that has 10,000 years of experience on them. They'd need a psychic with experience handling such menaces. And its that unknown factor that can scare the Hell out of a group of experienced players. No clerics or exorcists to help them unless they've got one in spare. 






















    Colonial Troopers advertises itself as a Hard Science Fictional OSR rpg and it does fit the bill in spades. With all of the Bugs terror, carnage, battles, etc. their battle fields are a prime breeding ground for such undead horrors. Will the troopers be under the control of Bug necromancers or are they going to be on a tear for vegence againt their enemies or a bit of both?! Here's an example of a undead waiting between the void. 

    Major Tom 
    No. Enc.: 1d8 (1d20) Alignment: Chaotic (Special) Movement: N/A Fly: 240’ (80’) Armor Class: 3 Hit Dice: 3*** Attacks: 1 Touch Damage: 1d6 plus Fear Save: F3 Morale: 10 Hoard Class: XXI XP: 95

    Specials: Blinking, Blinking Ectoplasm, Chained Ghost ( Major Tom must remain within 60 feet of his corpse 

    Major Tom was the pilot of the radium ore hauler Coming Home on its route through hyperspacial locations. Major Tom had noticed the weird hyperspacial  anomalies which tore him from his body. His soul was wrenched from existence & only through sheer force of will was he able to make it back to his remains. Now Major Tom drifts between universes with a fortune of radium in his cargo bay but he's so drained of energy and incredibly hungry. He feeds on life forces of those he encounters but its such as effort to hold himself together. Bits and pieces fade in and out of the real & unreal ever 1d4 rounds and his touch damages those he tries to warn away. Major Tom's  hoard of radium is what often attracts & dooms adventurers!  Major Tom continues to sail the space ways between universes inspiring dread & fear in all of those he encounters!