'Barbarism is the natural state of mankind,' the borderer said, still staring somberly at the Cimmerian. 'Civilization is unnatural. It is a whim of circumstance. And barbarism must always ultimately triumph.'

-Robert E. Howard
Beyond The Black River

Showing posts with label Alien rpg. Show all posts
Showing posts with label Alien rpg. Show all posts

Wednesday, November 20, 2019

Space Truckers? How about Space Telephone Repair? More Thoughts on the Alien RPG by Free League

The Idea.

While I was writing an article on FTL communications in the ALIEN universe I added a line about broken nodes as a plausible way to make communications take longer. When I wrote that line it occurred to me that it might be an interesting plot thread for a campaign. Surely these nodes do go down from time to time and surely these nodes need to be repaired.

The Job.

The players are in control of the crew aboard a Weyland-Yutani vessel tasked with repairs on the Network. The priority of node repair and thus the remuneration of it's repair boils down to two factors. How important it is to the Network's functionality, and perhaps more importantly how much priority the Company places on the node.

Campaign mode wise this is going to fit closest to a "Space Trucker" theme. Generally blue-collar workers out among the stars trying to make their living repairing Company assets.

At first impressions you might imagine repairing and maintaining the Network would be a high priority for the Company, but due to redundancy in the nodes, this is generally not the case. The Company likes to keep things repaired to maintain that redundancy of course, but the repair of a single node is not a high priority job. Because of this the crews out doing the repairs are often under equipped. Crews relying on older ships and tools to get the job done.

The Missions.

I wanted to build a set of tables to help you as the Game Mother come up with repair ideas, much like we see in the core book under campaign play. We can use the standard job generator on page 341, but we need to set up some new tables to give us some repair missions vs. cargo missions.

Node Level

Node Repair Crew
D66Node ImportanceDescription
11-26Tertiary NodeLow Priority Repair. No loss of Network functionality
31-46Secondary NodeMedium Priority Repair. Network slowdown in this area of space
51-56Primary NodeHigh Priority Repair. Minor loss in Network functionality
66Series of Primary NodesVery High Priority. Loss of Network connection to this area of space.
1d6 node types require repair.

Company Interest

Node Repair Crew
D66Node ImportanceDescriptionExtra remuneration
(thousands of US dollars)
11-33Highly InterestThe node serves an area of space of extreme interest to the Company. Perhaps a central communication point, or something darker?None
34-53Medium InterestThe company sees the node as important, but of no particular interest. Simply a colony node perhaps.1d6
54-66Low InterestThe node is far from Company interests. Is the crew bribed by a rival company to repair it ahead of other Weyland-Yutani interests?3d6

Node Type

Node Repair Crew
D66Node TypeDescription
11-13Planetary NodeIn orbit around a world of interest providing a link to a system node.
14-16Deep Space NodeA deep space relay node.
21-46System NodeA node within a star system providing extra-system communication.
51-53Station NodeA node based on or around a space station.
54-56Diagnostic NodeNode functions as a aggregation of nearby nodes diagnostic information.
61-66Black NodeThe function of these nodes is classified within the company, they are generally very high priority to be fixed.
Node Type is always Primary.
Add $10,000 USD to reward.


Repair

Node Repair Crew
D66Repair TypeDescription
11-13Node downThe node is completely unresponsive. Investigate and repair.
14-16Part SwapParts are sometimes rare, occasionally you need to salvage what you can from one place to put it in another.
21-46MaintenanceRoutine maintenance to keep the Network operational.
51-53New NodeDeploy a new node.
54-56Node VanishedNode is no longer responding, upon arrival the node is gone. Was it stolen?
61-66Node DestroyedUpon arrival all that remains is a debris field. Why was it destroyed?

Complications

Node Repair Crew
D66ComplicationDescription
11-13SabotageSabotage is obvious!The node is fixable, but was it abandoned or it is a trap?
14-16BeaconA beacon is detected within range of the node, perhaps on a nearby planetoid? Who sent it? Is it an SOS?
21-46MaintenanceA critical part of the ship is close to failure, it will require immediate attention or result in some catastophic failure on the ship.
51-53AsteroidsThe ship drops out of hyperspace in the middle of an asteroid field. Can the crew navigate the field? Are there pirates hiding in it?
54-56IntermissionThe ship's computer brings the ship out of hyperspace and then wakes the crew. What's the story?
61-66DerelictA derelict ship is detected in the space around the node, it is lifeless and cold...or is it?

Rewards

Node Repair Crew
Node Crews will be rewarded based on the node repair type plus....
D66Reward
11-13First refusal on next Primary Node repair.
14-16New contact within the a company, perhaps not Weyland-Yutani?.
21-46Extra monetary reward offered.
51-53Leaked information of value.
54-56Debt cancellation.(or credit granted)
61-66Ship or equipment upgrade.

A Sample.

Now we can use the tables above to generate a few mission ideas for our node repair crew.
  1. Routine. Within System. $39,000. Tertiary node. Of high interest to the Company. Black node (Node becomes Primary). Node Down.
  2. Normal. Nearby system. $38,000. Primary node. Low interest. Station node. Node destroyed. Derelict ship detected. First refusal on the next primary node repair.
  3. Difficult. Within System. $75,000. Primary node. Low interest to the Company. System node. Maintenance. Ship maintenance & Sabotage. New contact within company (Rival?)
There are three ideas generated quickly from the tables above plus the tables on 341 for the core book. I am sure will help to get your brain thinking and imagining any number of ideas and adventures your players might end up in as they roam the galaxy keeping the Network operational, truly a thankless job.

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You can check out other articles I have written about the Alien RPG as well!

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Tuesday, November 19, 2019

Episode 90: An Intro to Combat in the Alien RPG by Free League.

I have uploaded a new video to youtube, this time going over a quick combat example for the new ALIEN game by Free League. I hope everyone enjoys it and finds it interesting. 

** NOTE ** ARMOUR IS DONE INCORRECTLY.  ARMOUR SUCCESS CANCELS DAMAGE NOT ATTACKS.




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Wednesday, November 13, 2019

Interstellar Communications in the ALIEN RPG by Free League

The question of FTL communications was asked on Alien RPG forum I participate in, and I thought it would make a fun article. I intend to extrapolate how fast communications might take place in the ALIEN universe using data presented in the RPG book and the movies. It is not meant to be an exact measurement of transmission speed, but rather a short fun exercise to give a plausible foundation for your ALIEN RPG game.

FTL Communications?


Communications on the Frontier, Page 162
Interstellar space is vast. Transmissions are not instantaneous, sometimes taking weeks or months to reach the recipient. Fortunately Weyland-Yutani has built a sophisticated communications satellite grid surrounding most inhabited sectors of space. Known as the Network, all signals are routed through it, sometimes bouncing off of thousands of comm arrays before reaching their destination.

Core Components: Communications Array, Page 170
Spaceships are fitted with a range of antennae and relays, some for interstellar FTL communications and others for intrasystem communication.

Now that we have definitively established that Faster than Light Communication is a thing in the Alien universe we need a few baselines to figure out some numbers.

The Calculations.


We are going to need a few things to determine the speed of FTL communications.
  1. The first thing we are going to need is how long a message takes to travel from one point in space to the other. In the deleted opening to ALIENS depicting the final days of Hadley's Hope on LV-426 we are shown the colony manager being told that a mom and pop survey team has found something at a place the company has told them to investigate. The survey team wants to make sure they have a claim before exploring and reporting. In this scene we get the following line from the Colony Manager, "christ, some honch in a cushy office on earth says go look at a grid reference, we look, they don't say why and I don't ask. I don't ask because it takes two weeks to get an answer out here and the answer is always, don't ask".

    So now we have a time frame for communications from Earth to LV-426, at least on average. I am also going to make the assumption that the 2 weeks is a round trip, that is time for the message to leave LV-426, reach Earth and to get a response, making the time it takes for a message to travel from LV-426 to Earth to be about 1 week.

  2. The second is a distance. Now we just need to determine how far LV-426 is from Earth. Fortunately, the Alien RPG by Free League includes a map. Assuming no significant deviation from the galactic disk in the Z direction we can use a simple ratio based on how many inches a parsec is and how many inches Sol is from Zeta 2 Reticuli.



So that puts the Zeta 2 Reticuli system 11.33 parsecs from Sol. Now we have both a timespan and a distance. With some simple math, we can determine how far a transmission travels in a day. If a message travels ~11.33 parsecs in 7 days we can determine that it travels about 1.162 parsecs in a day.

11.33 parsecs / 7 days = 1.61 parsecs/day


The game defines the FTL rating of a ship to be how many days a ship takes to travel 1 parsec. A ship with an FTL rating of 2, like a Conestoga frigate, would take about 22 days to transit to LV-426 from Earth. If we reverse our calculation we can determine how many days/parsec a transmission takes.

7 days / 11.33 parsecs = 0.62 days/parsec

So given all of the above information, we can assume communications have an FTL rating somewhere around 0.62. But that's making a bunch of assumptions and it isn't a great number. If we give communications an FTL rating of 0.5 it would take something like 5.7 days to get a transmission from LV-426 to Earth, giving us a roundtrip time of 11.4 days. This leaves about 3 days on Earth for the bureaucrats to decide what to do and respond.

Of course, communication should travel at the speed the game needs it to travel at. I think that is going to generally be longer than intended, leaving the players and their characters isolated for longer. If your players need a believable reason, simply knock out a few of the nodes in the Network and have the message have to route across a few more parsecs of space.


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Till next time, don't forget to Keep it Weird!

Monday, November 11, 2019

Making a Character in the Alien RPG by Free League.

In my first article about the Alien RPG I talked a little about the steps required to make a character. I thought it would be a fun and useful article to go through those 10 steps and actually build the character.

The first thing we need to know as a player is the type of campaign we are going to run. Is this going to be like Alien or do we want something more action packed liked Aliens? For this example I think we will create a character for a "Space Trucker" type campaign.

Building the Character

Step 1: Choose a career.

Who doesn't like Brett from Alien? Right.
We will choose the career: Roughneck.
These guys are the manual labor out on the frontier. Hard working, physical laborers.

Step 2: Spend points on attributes.

We get 14 points to spend between our 4 stats: Strength, Agility, Wits & Empathy. Health starts equal to your strength score.
The minimum value we can have is 2 in each stat, meaning we have spent 8 of those 14 points before we even start. We have 6 points to distribute freeling, but we can't have an attribute higher than 4.
  • Strength: 5
  • Agility: 3
  • Wits: 3
  • Empathy: 3

  • Health: 5 - Starts equal to strength score
  • Encumbrance: 10 - Starts as double your strength score
*Strength is listed as a KEY career skill, so we can assign 5 points into it.

Step 3: Spend points on skills.

We get 10 skill points we can spend up to 3 points on each of our career skills, and may assign a single point each to any remaining skill you choose.
  • Heavy Machinery: 3
  • Stamina: 2
  • Close Combat: 3
  • Ranged Combat: 1
  • Comtech: 1

Step 4: Choose a career talent.

We get to choose a single talent for our career from a list of 3. We will choose The Long Haul. We can ignore all stress rolls from a single roll once per game sessions in the campaign.

Step 5: Choose a name.

They give you a list if suggested names for your career, so we will just pick one of those.
Sassy Diaz.
Riiight.

Step 6: Decide on your appearance.

Again, your career gives you some options to go with. For Sassy Diaz, I think I want a shorter, wiry type with short-dark cropped hair and some tattoos on her arms.

Step 7: Decide on your Personal Agenda.

This is the part of your character that drives your action, your career will give you options, but you don't have to stick to those. Sassy is out on the rim to make a buck, and willing to take risks to do it. If she can increase her share, she will.

Step 8: Choose your Buddy and your Rival.

Since we are not creating an entire group, we will skip this step, but be aware this allows you to define your interpersonal relationships with your fellow players.

Step 9: Pick your gear and signature item.

It should not surprise you, but your career determines your starting equipment. We can choose two items from a list of 8 things, however, they are listed as "Liquor OR compression suit" so we couldn't pick both of those. Sassy is going to start with items that will help her with her goal of making some cold hard cash on the frontier.
  1. Hi-beam flashlight
  2. DV-303 Bolt gun
We also need to pick a small item of significance to the character. Again there are a few suggestions with your career.
We will give Sassy a small silver locket she always wears that stands in stark contrast to her otherwise roughneck appearance.



Step 10: Roll for cash.

And finally, we roll for some cash. Roughnecks get $d6x100. I rolled a 4, giving Sassy $400.

The Character Sheet

Then we just need to fill out the character sheet and we are done!

Creation Summary

Now that I have walked through the process I can say it is a pretty easy creation process that will not take up that much table time, but be aware if you are trying to do it at the beginning of your session each player is going to need the career and talent section, which could easily slow things down quite a bit.

Having a fairly simple character system for campaign play might be a good idea since death out on the frontier is a very very real thing.

If you liked this article then don't forget to subscribe to get the next exciting installment on pulp gaming both Sci-Fi and Fantasy!

If you have questions or comments don't forget to hit me up on Twitter, Facebook, Youtube or Instagram!

Make sure you don't miss a single post and subscribe by e-mail today!

If you need to check out any of these great games stop on by DriveThruRPG and pick something up through my affiliate link to help support the blog! Finally the Amazon links included in this posts are affiliate links and give me a small kick back, which helps out the blog. Thank you!

Till next time, don't forget to Keep it Weird!