Showing posts with label savage space. Show all posts
Showing posts with label savage space. Show all posts

Monday, July 9, 2018

Five of the Best Realms of Chirak Articles (according to the author)

I was poking through the years of this blog...like, 8 of them!....and realized I've got some good stuff floating around out there that I'd all but forgotten. Here are five of the cooler articles I unearthed and which I frankly am rather proud of.....


5. Adapting the Alien Universe to Traveller (May 2017)

A quick and dirty but very robust adaptation of the Alien franchise right up through Alien: Covenant. I feel like I should run this.


4. Senempar, City of Shadows for Pathfinder (March 2011)

This was the basis for a campaign I ran for about two and a half years, and the home city of the adventuring party that went from levels 1 to roughly 14. Many good memories, especially of taking down the enigma of the Red God!


3. Pergerron (Starting April 2014)

Now I'm cheating by linking to an Index, but of the various worlds built as exercises on this blog, Pergerron was especially interesting. The setting started as my tribute to classic B/X D&D and eventually morphed into something I used in actual play with Magic World and then D&D 5E. One of the best parts of the setting was the region of the Vosjin Wood, a haunted netherland bordering the mortal realm and the Primordial lands. A lengthy series of encounter write-ups (starting here) were some of the most fun I've had in setting up a weird forest.

Fun fact: I adapted the Ghosts of Dragonspear Castle to Pergerron!


2. Temple of the Whispering Dark (April 2012)

Dual-statted for BRP (Magic World) and T&T, this module remains one of the coolest scenarios I've written which I have never managed to run, mainly because I've never found a way to squeeze the world of Sarvaelen in to my gaming slots, nor decided what system I truly wanted to use for it. Still, it's a great scenario.


1. 28 Days in Savage Space (started February 2014)

You can find it all on the Savage Worlds site index, but before The Last Parsec arrived I was deeply inspired by the fast, furious and fun structure of the Savage Worlds Science Fiction Companion to create a new setting from whole cloth....or in this case, I found a few dozen random cool picture on the internet and used them as the springboard for creating the Savage Space setting, which I have now used for three Savage Worlds SF campaigns. Definitely some of the most fun I've had writing on the blog, and something I must do again, soon.

Friday, February 2, 2018

Savage Space: The Stars Without Number Adaptation Part I - Syndirei Culture Vampires

I'm sufficiently enamored with Stars Without Number Revised that I have decided to adapt my Savage Space setting to the SNW ruleset. I'm going to start this off with the various alien races that have appeared in the Savage Space blogs and then work to equipment, foes and other details from there. In cases where prior formats may have touched on different parts of an overall topic I will combine them in to one master feature.

For those of you not familiar with the Savage Space series, it started as a daily feature a few years back in which I built a Savage Worlds-powered setting by finding inspiring SF imagery and then developing the setting, one piece at a time, through the inspiration derived from the art. I'll try to use the original art that inspired these pieces as I upgrade the setting to SWN.

If you remain familiar with the original, then this might still interest you as I plan to upgrade and expand on each entry as I adapt it to SWN.

First up: The Syndirei Culture Vampires!


Syndirei Culture Vampires in SWN

Syndirei have a homeworld: it's yours. They have a language, too: yours. They love what you love, eat what you eat (and work out metabolic treatments for digesting local cuisine if necessary) and want what you want. All of it.

The original homeworld of the syndirei is lost to time. Their rapid adaptiveness to other cultures, languages and even ways of thought are regarded as eerily effective by xenogentic researchers, who have worked hard to amass data for the Federation records on this race, which has been working its way in along the edges of the galactic expanse for six centuries now. One belief is that the syndirei are actually a form of artificially engineered species designed specifically for such an effective level of cultural adaptability. Another theory, however, is that they are a weapon.

The syndirei don't just assimilate and take over your culture: they take ownership of it, and then they start to corrupt it from within. Some xenoanthropologists believe that the syndirei are actually the last survivors of a much older civilization toward the galactic core, and that they may have been singularly responsible for the destruction of said civilizations, based on an careful analysis of exctint cultures on the many worlds found toward the core. 

The rationalization is this: syndirei are extremely friendly and adaptive, joining a new community in the most placating and friendly way possible, then worming their way in at the lowest levels of society, all while taking on tasks and duties that the native civilization could use cheap labor for. Then, in time, they grow, and expand into every niche above, slowly subsuming the greater percentage of population into their own by sheer numbers, but done in such a manner that only the most carefully engineered cultures will notice the shift over time. It takes generations, but one day the syndirei are in direct control and a majority holder in the local culture. That's when things get....interesting.

Syndirei when left to the own devising (such as the trapped population that was found after two centuries of isolation on Tarterus IV) seem to degenerate into a culture of violent might-makes-right fiends, preying on one another with rapacious intensity. The original researchers on Tarterus IV came to the conclusion that syndirei society on its own was naturally violent and destructive; they need a foreign population as a stabilizer, to help them maintain some sort of social contract; without that foreign society to attach to they degenerate rapidly into the most violent form of barbarism.

The problem arises in those cultures in which the syndirei have been enmeshed, and in which they have grown to become them majority population. There appears to be some sort of breaking point, at which the syndirei scales are tipped and the indigenous alien population is eclipsed so thoroughly that the syndirei now rule supremely. When this happens, social disorder begins to manifest, first in the form of random violence and criminal action, but over a matter of one or maybe two generations it spirals into madness, and the entire syndirei-controlled region collapes into chaos and violence. The xenoachaeologists studying the Coreward Expanse dead worlds think this has happened to multiple planets in the past, and they also suspect that the syndirei know about this problem, because certain prominent researchers have recently been found mysteriously dead after trying to go public with their research.

The current and most widespread advance on syndirei is in the region known as the Hexen Expanse. The cluster of worlds in this area are reaching what is believed to be a tipping point....and some may have gone past it, in terms of syndirei cultural absorption and population. Federation officials observe the region with great concern, wondering if the freeworlds in that area are about to suffer a terminal social collapse thanks to the cultural vampires...behind the scenes, agents of the Aegis Division have already conducted illegal tests on syndirei populations and know exactly what they are capable of.

Physically syndirei are humanoid with dusky gray and greenish skin, curiously weathered features and completely hairless. Syndirei have surprising genetic compatibility with humans and can eat human cuisine without any treatments. 

Syndirei Focus:

Charismatic - Synderei are known for being friendly and affable (when they are not experience cultural/population pressures; see Culture Dependency, below). They gain +1 to their Charisma Modifier.

Origin Skll: Verbally Adaptable - Syndirei are incredibly fluid, persuasive and adaptable speakers, and gain the Talk skill at rank 0.

Innate Ability: Linguist - Syndirei are able to pick up new languages with alarming accuracy, even languages not spoken in a conventional manner. For each week a syndirei studies a new language (through recordings or actual use) it may make an INT check (Diff 8) to indicate that they have become proficient. A syndirei can learn any number of languages, and their neurophysiology is considered marvelous for its ability to assimilate almost any form of language that can be spoken.

Culture Dependency - syndirei psychology depends on other cultures. When a syndirei is by itself for a protracted period it (two weeks or more) it must make a Mental Save once per day, with a -1 cumulative penalty per week of isolation. So long as it succeeds everything is fine; when it fails the first time the syndirei begins to develop psychotic and self-serving personality traits. When it fails a second time it begins to lose cognitive reasoning skills (-2 on all Mental Saves, WIS and INT-based checks and skills). When it fails a third time the syndirei stabilizes and regains its reasoning skills (loses the penalty) but now develops an inimical murderous psychotic personality akin to a manipulative serial killer. In this stage the syndirei gains a +1 to attack and unarmed 1D4 damage against other species and a +1 skill rank to Talk when coercing its own kind. It loses it's Talk skill against other species until it experiences a new culture and "acclimates." It then loses all psychotic bonuses.

Syndirei who have reached the third stage of their metamorphosis will behave accordingly until introduced to a new culture (not the previous culture; they have psychologically discarded that culture from their minds) at which time they can begin making a new Mental Save with a +2 modifier. One success means they immediately acclimate, regain mental control and begin earnest efforts to learn the new culture.

The dependency also triggers when syndirei become the dominat population and cultural influence in a region; the exact trigger is not known, but it appears to be when a syndirei population exceeds 60% of the local indigenous aliens. GMs can inform syndirei PCs that they may be making the dependency checks when this threshold is passed locally as well. Large regional populations always trump local events, so a syndirei on an island with ten humans will still feel the degeneration begin to set in if the worldwide population has passed the threshold.

Syndirei in the Federated Commonwealth have willingly agreed to colonize regions under careful monitoring to insure that they do not exceed specific population thresholds, accepting that they may be periodically forced to migrate to reduce the risk of a population pressure "dependency explosion" leading to cognitive decline, then sociopathic and psychotic behavior. Although drugs and gene treatment exist which can supress these tendencies, most syndirei are repulsed by the idea of submitting to such treatments. Gene therapy has the added complication of causing other more dangerous and debilitating side effects, including cancer and even stranger behaviors. The Medical Treaty Act of the Federated Commonwealth prohibits such gene treatments without consent, anyway.

Most syndirei are not willingly living under controlled conditions in the Core Worlds, however. The vast majority of syndirei groups dwell in regions such as the Hexen Expanse, where they have assimilated into local colonies and more densely populated worlds without much familiarity on the part of the locals as to their nature. Some regions have dangerously large populations of syndirei, and Watchdog groups from the Commonwealth try to identify these colonies and warn them when it appears the syndirei are reaching dangerous population levels. Other, smaller communities are often obliterated before finding out the risk. The syndirei themselves, meanwhile, have developed a sophisticated special organization known as the Cleaners. The syndirei high clans pay in to support this secretive order which supplies the agents used to keep their cultural secret exactly that: a secret. This includes exterminating nosy Commonwealth agents in the outer rim expanses as well as exterminating their own kind in situations that could lead to widespread risk of exposure.

Syndirei Commoner
HD 1; AC 10; ATK +1; DMG by weapon or unarmed 1D2; MOVE 10m; ML 6; Skills +1; Saves 15+
   This represents an average, normal, culturally assimilated syndirei. Usually a syndirei is armed with a personal sidearm or melee weapon for protection.

Syndirei Psychotic
HD 2; AC 10; ATK +2; DMG by weapon (cleaver 1D6+1) or unarmed 1D4; MOVE 10m; ML 8; Skills +1; Saves 14+
   A psychotic syndirei loses Talk as a skill against other species but is at Talk-1 with its own kind. They prefer melee weapons but are still (usually) stable enough to sophisticated weaponry. A cluster of psychotic syndirei are a serious threat!


Syndirei Cleaner Agent
HD 4; AC 16 (combat field uniform); ATK +5; DMG Disintegrator weaponry (see below) or molecular arm blades (1D8+1)
MOVE 12m; ML 10; Skills +2; Saves 11+
Augments: Panspectral Optic Enhancement,  Molecular Arm Blades (1D8+1; Shock 2/AC18)
Special Augment: Viral Breakdown Protocol - bodymass destroyed in 1D6 combat rounds on death or by command
   Syndirei are armed with combat field uniforms that have specially reinforced gauntlets designed to absorb up to 10 points of damage dealt directly to the wearer's hands (see below for why). They use special disintegration weaponry which they favor due to the fact that so little forensic evidence is left behind. A typical syndirei disintegrator works as follows:

Syndirei Disintegrator Pistol (Damage 2D8; Range 25/50; Cost 1,500; Magazine 8; Attr. Dex; ENC 1; TL 4)
   These aren't much larger than laser pistols but are powered by a destabilizing quantum burst which doesn't so much actually disintegrate the target (which would be an immense amount of energy) as cause a massive quantum destabilization effect which scatters the target's atoms across a light year of space. Forensic efforts (Know skill) to identify a victim of this weapon with the right tech are at a minimum difficulty 12. Any target reduced to 0 HP by this weapon is effectively annihilated. If the attacker with this weapon ever rolls a 1, roll a D20 a second time, and on an 11+ the weapon implodes, dealing it's damage to the shooter.

Syndirei Disintegrator Rifle (Damage 2D10; Range 35/70; Cost 2,500; Magazine 8; Attr. Dex; ENC 3; TL 4)
   The rifle is similar to the pistol in effect, but is a bit bulkier and packs a real wallop. It's range is just as short, however, due to the fact that the weapon's quantum "spray" deteriorates rapidly with short distances. It has the same chance to implode on a critical failure as the pistol. 

 Syndirei special forces agents are part of a special group which engages in long-term therapy to improve their resistance to the species-wide capacity for murder in isolation. These agents are part of a group which works to keep their cultural time bomb a secret. Each agent wears a tight body suit under their armor that will initiate a destructive biofeedback explosion on death to disintegrate their remains. Failing that they also hold subdermal viral implants which will reduce their flesh to a pulpy, unidentifiable mass within seconds should they be caught and killed; it can be triggered with a mental command, as well. Despite their similarity to human physiology these implants only affect syndirei.

Cleaner agents don't just go after nosy xenoanthropologists and Federation Agents looking to make their careers on scrutinizing syndirei; they also take out rogue syndirei, or find and exterminate colonies of their own kind where social order has degenerated into chaos and for which there is risk of discovery.

Aegis Division agents have tangled with the cleaner agents on several occasions, and succeeded in keeping one alive long enough to extract a tissue sample for proper identification. Agent Lu Varn still recalls the horror he saw under the dermaskin armor....the syndirei was physically unidentifiable as any specific humanoid species due to the severe nature of the dermagraft with his armor. It was estimated that it would take 2-4 months of careful therapy to remove such a suit and repair the graft damage. Problem is...when you capture a cleaner agent, you only have seconds before their self-destruct protocols kick in.

Cleaner agents regularly hire clueless mercs and criminals from other species to get jobs done for them. Most agents work behind the scenes, though they always take direct action when it comes to corralling "defective" syndirei.

A note About The “Tipping Point:”
Syndirei aren’t prone to going crazy when they have large clustered populations in a region….not until the total population of a given region reaches critical mass, that is. This trends to function at a city-wide level (the largest identifiable “unit” of syndirei society which appears to respond to their psychological imperative for social stimulation/destruction). In cases of high tech worlds where the population is wide and dense, or spread out over a world-wide arcology, it is possible for the syndirei to sustain to the point where their population reaches critical mass at a world-level scale. This can prove disastrous to an entire planet. Researchers from the Academy in conjunction with the Aeon Group believe that the tipping point is extended due to the globalization of communication and travel; that syndirei are biologically wired to become violently hyper-competitive when they reach a dominant population percentage apparently gets “defeated” to a certain degree by mass communication and globalization. Still, it is suspected that there is a certain degree of either pheremonal, radiopathic or telepathic communication between syndirei as the numbers are very precise in determining that the population, when it hits 60%, even globally, causes the entire species to plunge in to psychotic madness at their neighbors.

Syndirei Plots:
1.      A local colony took in a refugee ship of syndirei a few years ago but the population is already reaching critical mass due to the relatively small population of non-syndirei in the area. The PCs are part of an Aegis Group mission which identifies and warns of threats like this, and need to convince the syndirei to depart before disaster strikes (by coercion or force).

2.      Deep in the Hexen Expanse is a remote colony of nonhuman Fadelik who are unaware of the syndirei threat. This is a large, densely habited world and the syndirei have been a local population for close to two centuries now; as the world population reaches critical mass, the threat of a syndirei psychotic episode on a global scale becomes a major threat. Can the PC agents convince the risk-averse fadelik to help deport syndirei populations before the seemingly benign immigrants turn in to rapacious, terrifying predators?

3.      Investigators at a colony which went silent discover a massacre, and stumble across cleaner agents in the middle of a calculated “fix.” A colonial port overrun by psychotic syndirei, cleaner agents, and desperate human survivors must be resolved.

Friday, January 20, 2017

Savage Space: The Hakatic Union (Savage Worlds and White Star)


The Hakatic Union is founded by a species of intelligent coleoptera, collectively known as the hakatics, a name given to them by a species called the ethrixia, which was very nearly rendered extinct in a brutal galactic conflict with the bugs. In their own language, which is a mix of clicks, whistles and pheromone-like protein chains emitted in a fine particulate mist, the actual name of this species is unpronounceable by most humanoids with conventional speech.

The Hakatics developed primitive space travel early on but did not advance beyond simple vacuum tubes and nuclear power for centuries, as their collective hive seemed to be incapable of anticipating the value of anything more than computational power for basic calculations. This is likely due to the fact that females of the species seemed to have impeccable minds for mathematical calculation....they were, in a manner of speaking....superior to any computers they could devise.

The hive of the hakatics is constructed around a rigid, biologically enforced caste system which places the females in administrative, support and intellect roles, while the male hakatics are reserved exclusively for what outsiders call the "warrior caste," though the actual role seems to encompass leadership, exploration and defense as well as the fundamentals of combat. To most outsiders this is hard to identify, due to the inherently xenophobic nature of the Hakatics, who seem at best able to tolerate the other "caste-clans" of their society as they engage in regular warfare with other hive collectives of their own kind. The appearance of outsiders was beyond their comprehension....abominations beyond their ability to assimilate into their cultural range.

Despite being a hive collective, the hakatics are not a "hive mind." They are comprised of individuals, and can function --within limits-- away from their collective. The problem is that the hakatics are biologically locked into behavioral patterns that give them limited ability to function outside of their birth-station. There is some evidence that hakatics can transmogrify, under the rigth conditions, developing the capacity to fill another role in their hive collective when a need arises, but the phenomenon has only been inferred, not directly observed.

A recent encounter with the Hakatic Union on a intersellar "light ship" owned by a Eidolon of Cenotaph named Susuros led to a revelation that there may be a hive collective which has been influenced...possibly even uplifted....by a rogue ASI* from the center of the galaxy. This rogue ASI seems to have provided the hakatics with advanced technology, including enormously more effective fifth dimensional space slipdrive engines, as well as nanophage tech used as highly destructive weaponry. Despite these specific advancements there is no evidence the hakatics have developed advanced electronic capabilities, or at least nothing close to modern standards in computing. The threat of hakatics being manipulated by an unpredictable rogue ASI remains a troubling issue for Aegis and the Commonwealth, however.

Savage Worlds Stats:

Hakatic Warrior Caste (male)
Attributes: Agility D8, Smarts D4, Spirit D4, Strength D10, Vigor D10
Skills: Climbing D8, Fighting D8, Shooting D8, Tracking D6
Pace 6, Parry 6, Toughness 7 (15)
Racial Traits: Brawny, Claws (STR+D8), natural carapace (armor +4)
Hindrances: Vow (major) to collective; xenophobia (major); nonverbal communication 
Armor: hakatic battle gear (+4); vacuum-ready

Weapons: Typically armed with flak guns (3D6+2) or flechette guns (2D4+1)

Hakatic  Worker Caste (females)
Attributes: Agility D10, Smarts D8, Spirit D4, Strength D4, Vigor D6
Skills: Climbing D8, Knowledge (any one) D8, Repair D8, Stealth D6
Pace 6, Parry 7, Toughness 5 (7)
Racial Traits: Brawny, Claws (STR+D4), natural carapace (armor +2)
Hindrances: Vow (major) to collective; Vow (major) pacifism; nonverbal communication 
Armor: vacuum suits (harness/inflating) (no armor value)
Weapons: female caste workers only fight in last-ditch self-defense. They are also prone to following the orders --even from aliens-- if the method of order delivery is emitted as if a warrior caste member delivered the directive.


*Artificial Super Intelligence; the godlike machine intelligences that manifest, usually with a singularity that annihilates or existentially transforms/assimilates its creators when it appears.


White Star Stats:

Hakatic Warrior Caste (male)
Armor Class: 4 (15)
Hit Dice: 4
Total Hit Bonus: +4
Attacks: 1D6+2 claws; flak gun 2D6; flechette pistol 1D6-1
Saving Throw: 15
Special: hive collective mentality, xenophobic, nonverbal communication

Movement: 15
Armor: vacuum-ready (and pressurized and armored) suits designed for arthropods
HDE/XP: 4/120

Hakatic  Worker Caste (females)
Armor Class: 5 (14)
Hit Dice: 2
Total Hit Bonus: +2
Attacks: 1D6 claws
Saving Throw: 17
Special: hive collective mentality, pacifists, nonverbal communication

Movement: 16
Armor: vacuum suits (harness/inflating) (no armor value)
HDE/XP: 2/30

Notes: female caste workers only fight in last-ditch self-defense. They are also prone to following the orders --even from aliens-- if the method of order delivery is emitted as if a warrior caste member delivered the directive.


Ships of the Hakatic Union that have been seized intact reveal that the hakatics actually have no central "hive leader" in the manner humans might imagine, either. It appears to be a biologically enforced community, and the males will choose from 1-6 females as mates, and entire incubator systems run through their ships where eggs are harvested. It appears that only a handful of any egg clutch comes to fruition....possibly due to poor shielding from cosmic radiation on the ships....but the dozen or so eggs that do insure a healthy species' turnaround.

Monday, July 25, 2016

Savage Space - The Cyndaar Arrive, Hard Light Technology and more on the Eidolons


It finally happened....the Cyndaar made their first official appearance in the Savage Space campaign over the weekend. An ordinary Cyndaar of no special import kept six heavily armed and armored adventurers occupied quite nicely, as they learned that the only reason they could harm the Cyndaar at all was thanks to special bullets provided to them by their enigmatic benefactor, the Eidolon guardian named Susuros. These "Fibonacci Bullets" or "F-Bullets" apparently created a micro-singularity in the fabric of space and time, hemorrhaging normal matter into the fifth dimensional space from which the Eidolons pull their hard-light technology.

In honor of this event, here's some new details for Savage Space on the various and sundry wondrous technologies of the Eidolons, as well as some new details on the Cyndaar coming soon....


Hard Light Technology (gear property; ultra-tech invention)

This property converts ordinary gear in to hard light technology, and is only available through ultra-tech civilizations. In principle hard light technology is a matter-energy conversion process that seems to defy a few physical laws, but those who have mastered it (such as the Eidolons) claim that they have found a property of fifth dimensional space (one of the folded dimensions) which allows them to create objects which are simultaneously in a state of energy and matter....superpositioning of matter and energy almost as if it were a quantum effect (comparable, perhaps, to the quantum state of being both a particle and a wave). In the 28th century of Savage Space's Commonwealth the best physicists in the galaxy do not buy this explanation....but that's also why the Commonwealth has no super ultra-tech beyond the examples the Eidolons demonstrate.

For game purposes hard light tech is a trapping you can apply to gear, including weapons and armor. The object changes from its normal properties in to a hard-light creation. Such devices are represented as small disks, normally incorporated into clothing or a gauntlet (the Eidolon preference), which when activated create the desired object immediately.....including clothing or armor, which manifests around the person almost instantly. While "off" the discs occupy minimal space. As an action the device can be activated, which creates the hard light version of the device....and this version functions exactly as the original, except with half the weight, and an almost unlimited level of customization in terms of appearance and color scheme. One can make the armor look as "normal" or fantastical as you desire....the properties of hard light tech are not limited to looking like ordinary matter.

Hard light devices can be fractured and penetrated but even if broken will be restored within 1 hour after deactivating the disc. Only by actually damaging the disc or being hit with disintigration effects can the hard light gear be permanently damaged. Targeting a disc is equivalent to a called shot to the head, but with no damage bonus; the disc is protected by the armor of the bearer plus a toughness of 10.

Hard light power armor is perfectly feasible. Any power armor with this property is obviously almost priceless, but they still need to be "programmed" to reflect the build/style of the armor (see SF Companion for those rules). Such programmed armor can later be changed (options swapped out) but reconstructing the design takes 1 hour of programming and a Computers skill check.


Unusual Hard Light Applications

Eidolons have created entire starships made out of hard light tech. Such vessels appear to be limited to single-person fighter craft, but the Eidolons utilize hard light GAI (general artificial intelligences) to manipulate larger scale ships; their technology has all but eliminated the need for more than one crewman...the eidolon pilot. With this technology you can literally carry a battlecruiser on your gauntlet.

Hard light technology has been incorporated into the lost tech of the ruins throughout the Eidolon Expanse. Whether it is used for buildings, bridges or even constructed robots and drones, the technology allows almost energy-free creation of all levels of simulated artifacts and constructs. Constructs (robots) created in this manner are treated like normal for purposes of statistics, but they do have the protected "center" which is usually a small hover disk with drone-like properties of self-flight (Pace 8) that can be targeted with a called shot (at -4) to damage directly.

Hard Light Tech Mysteries

Susuros, a guardian Eidolon trapped on an unknown world in the Coreward Expanse has stated that the hard light tech should not be thought of as "machinery" but rather as something grown....almost organically, out of sentient substances from the fifth dimension. He elaborated only to suggest that the hard light tech is manifesting from a fragment of a grander entity in fifth dimensional space, something which appears to violate physical principles of matter and energy conversion in ordinary four dimensional time-space to us, because we are incapable of conceiving of it's existence in any other matter.

Hard light technology is not inherently resistant to the dark matter attacks of the Cyndaar, but it can be used to create psionic dampeners, which can be extremely helpful against such non-baryonic entities. Unfortunately it is extremely susceptible to gravitic weaponry, about which more will soon be revealed....and the Cyndaar in the deep Coreward Expanse worlds have begun to create such weaponry. When hit by weapons with gravitic properties the hard light armor loses all armor points, and is -4 on any vigor rolls if a construct. Even one wound dealt to a hard light creation destroys it.

On the other hand, the aforementioned F-Bullets --Susuros jokingly called them Fibonacci Bullets because he explained that the bullet initiated a form of fibonacci sequence which "dragged the ordinary matter of your universe in to fifth dimensional space, following the principles of Fibonacci's unique sequence." In fact they seem to create a sort of unique singularity which does exactly that, creating a microscopic wormhole which does indeed have a disintegration effect as it's local mass is drawn in to curled fifth dimensional space and presumably destroyed or assimilated.

Mechanically the F-Space bullet can be applied to any ordinary bullet, so the weapon of choice must be some form of slug thrower. The bullet appears to be an unstable hard-light construct infused with a variation of hybrid strange matter. When the bullet hits a target it deals normal damage, but is AP 12 against all normal matter and completely ignores AP from hard light armor. The damage dealt is treated as a disintegration effect, and the target, if it takes even one wound, must immediately make a vigor roll or perish, sucked in to the void of fifth dimensional folded space. These bullets are, needless to say, incredibly rare and only the Eidolons know the alchemy necessary to create them (but more on the arcane talent for Hard Light Tech later....)







Monday, April 25, 2016

Back to Savage Space!

Yeah....despite what I was thinking, our group went with Savage Worlds SF last Saturday. So luckily I had all of that along with me (I came more or less prepared for AS&SH, 13th Age and Savage Worlds) and worked out a scenario while everyone rolled some new PCs.

Savage Worlds is always fun to play. The swingy dice and vital nature of the bennies always surprise me when I return to SW after an absence, but the incredibly swift play mechanics make up for it. I'm not sure I would get any less of an experience out of using --say-- White Star, but as I put it, "Savage Space is a hard space opera setting with a modicum of seriousness swirled in with the action," whereas my White Star campaign was clearly a "let's see what a gonzo anything-goes-kitchen-sink SF campaign looks like.

I was planning to show off "WOIN," the What's Old Is New RPG from EnWorld Publishing but completely forgot to bring it. Next time....definitely. It's a more nuanced system, not necessarily more complex but provides more detail; it's mechanically around D&D 5E in complexity feel, I think. I'll post more about it soon....it's currently in the running for "systems I might actually GM soon."

Anyway, I had done a lot of prep for AS&SH so I was mildly disappointed that the group didn't go that direction.....people in the group had the following reasons not to: 1. and SF option was on the table and they really wanted to try that; 2. selling AS&SH as "a refined and specialized AD&D" was discouraging about 2/3rds of the group who are apparently not as OSR-hip as I might have thought; and 3. No one had a copy of the rules, unlike Savage Worlds, which despite my assurances that ownership wasn't a requisite didn't really work out so well. Ah well, another time.

I'll just say that I really like the Ghost Ship of the Desert Dunes module, and plan to run this one way or another....even if I have to adapt it to D&D 5E or 13th Age or something.  Jeff Talanian's writing style is exactly what I like in a published module.


Friday, April 10, 2015

GURPS Savage Space: Revisiting the Kokatik

As I continue my renewed obsession with GURPS, time to revisit the Kokatik from last year, this time statted out for GURPS Space. The kokatik are an aquatic species that is a significant rival of the Commonwealth of worlds, and its anthropomorphed cephalopod citizens are very suspicious of land-dwelling aliens.

Kokatik exploring Gamma Polaris
The Kokatik

Located rimward, toward the edge of known space and out toward the edge of the Milky Way, the kokatik have been exploring space and slowly colonizing worlds for nearly two thousand years. They are a species of amphibious beings, coming from their gaseous waterworld once in the Kunares star system that was once designated KOI-314c by humans. The kokatik are a hearty species that has adapted very well to both temperature and pressure extremes due to their warm gassy homeworld. Because of this adaptability they are able to colonize a wider range of worlds than humans can, and often find warm gaseous worlds within 1-3 Gees to be comfortable. Despite having the appearance of some sort of batrachian, the kokatik are a distinctly unique vertebrate species of something more closely resembling a cephalopod. The hardened shells of their ancestors turned into a sort of exoskeleton, which provides a web of internal support structure for high gravity and high pressure environments.

Kokatik are a slow, methodical species. They are not aggressive though they will employ deadly force if needed to resolve an issue, and they are more than capable of it, having developed some very sophisticated weaponry and maintaining an impressive stellar navy. Early contact with the kokatik, which actually took place with some anticipation due to the discovery of abandoned research stations on Gamma Polaris, revealed that the kokatik are suspicious and concerned about other species, and slow to earn trust. After contact was formally initiated and they were invited into the Federated Commonwealth more history came out and it was revealed that the kokatik had fought an extensive interstellar war early on in their spacefaring days, against an aggressor race called that fashan, a war which they won, bombing the fashan back to the stone age and quarantining their homeworld. Needless to say, the Federation Navy took note of this capability for such total salting-the-earth destruction against a declared foe.

Kokatik come off to humans as inscrutable and mistrusting, regarding other species with a persistent sense of caution.

Kokatik Alien Profile:

Kokatik are hydrocarbon-based lifeforms, so indigenous to worlds that Terrans will also find somewhat comfortable. The kokatik are perfectly at home in underwater environments. They can breathe in water environments and have a filtration system in their gill-like lungs which can filter necessary oxygen and other gasses even from more exotic liquids, but they have a secondary set of lungs that process air when out of water as well. Kokatik are still amphibious, and must remain immersed in water or other liquid with a fair amount of oxygenation for at least 1 hour per Terran standard cycle (day). Kokatik usually wear pressure suits with filtered water systems when moving about in human territory. Kokatik are also very hearty in high pressure atmospheres and very cold environments due to the deep sea environment of their home world. This adaptive advantage has given them a unique edge, including improved survival in both the bottom of the ocean and the depths of space. Finally, kokatik come off as cold, aloof and mistrusting of others, making their interaction with humans a difficult experience.

You can make a Kokatik character with the following template:

Kokatik Racial Package (57 points)
Attribute Modifiers: IQ+1 [10]

Secondary Characteristic Modifiers: Move-2 [-10]

Advantages: Amphibious [10], Doesn’t Breathe (trigger: water, common, -20%)[16], Nictitating Membrane 2 [2], Pressure Support 3 [15],  Dark Vision (can see colors) [30], Temperature Tolerance 6 (cold from -25 to 90 degrees for HT 10)[6]

Disadvantages: Dependency (water immersion, very common; daily)[-15], Intolerance -3 (all aliens)[-10], Callous [-5]

Skills: Swimming HT+3 [8]

Kokatik Explorer (sample NPC, 207 points):

Ras M’Lond, Senior Scout
Ras M’lond is a Kokatik scout who works for the Kunares Exploratory Survey Fleet, which is slowly mapping out the galaxy and paying close attention to the actions of the Commonwealth. He is at once repulsed by alien races not of the Kokatik biotype and also singularly obsessed with them, albeit in a creepy stalker-with-cameras kind of way, so he made a perfect candidate for the Exploratory Survey Fleet’s astrographic mapping initiative. His stats are based on the kokatik racial package above plus the GURPS Space Explorer template.

ST 12, DX 12, IQ 13, HT 12
HP 15, Will 12, Per 13, FP 15, Basic Speed 6, Basic Move 4
Advantages: amphibious, doesn’t breath (trigger: water, common), nictitating membrane 2, pressure support 3, dark vision (can see colors), temperature tolerance 6 (cold), danger sense, G-Experience 5
Disadvantages: dependency (water immersion, daily), intolerance -3 (all aliens), callous, loner 12-, workaholic, xenohilia 6- (loves aliens even if he doesn’t trust them)
Racial Skill: Swimming 15
Primary Skills: Cartography 13, Geography (terran worlds) 13, Navigation (sea) 15, Piloting (transitional space drive) 12, Vacc Suit 12
Secondary Skills: Biology (terran worlds) 11, Survival (desert) 13, Electronics Operation (sensor) 13
Background Skills: Computer Operation 13, First Aid 13, Swimming 12, Writing 12, Beam Weapon (rifle) 12

Protection: Kokatik Expedition Suit (works as the suit in Ultratech pg. 178, but provides a water moisturization to skin when worn; a human in this suit could drown if the settings aren’t corrected); DR 5, flexible

Armament: Blaster (Electron) Rifle (Damage 6D(5) burn, sur; ACC 10+2, ROF 3, Shots 10(3), Bulk -4, Recoil 1, Range 700/2100)

Wednesday, April 8, 2015

The World of Cenotaph in GURPS Space

Cenotaph in GURPS Space
Because I can, and because I've been exploring GURPS a lot again lately, I thought I'd stat it out using GURPS Space. There may be a lot more GURPS Space in these entries:


Cenotaph is currently a center of research on the relics of the largely intact Cenotaph civilization, and a study of the survivor species, which appear to be a mutational mix of megafauna and imported alien lifeforms that reside in "bands" of livable territory where the radiation and fallout of twenty centuries earlier have not sterilized the planet. Despite the surviving life, it is too risky to place an outpost on the planet and only temporary settlements for research of no more than a week with shielding are permitted right now. Researchers outside of the Academy regularly stay at the Orbital Station (called Portal) working under contract or doing private research on Cenotaph. The lone Eidolon Titus dwells in the largest ruin on the planet, the once-great city he calls Denosius.

The explorers and researchers on Cenotaph are welcome, but the lure of ancient yet intact technology brings all sorts of relic hunters to this corner of the galaxy. The very modest local presence of the Colonial Defense is understaffed and all told has thirty men and one local system cutter for defense. They don't really think they need it, though: the eidolon Titus has proven to be an effective one-man army against any threats to the system.

Cenotaph Statistics:
Orbital Radius: .99 AU around a G2 star (NGC 8876 "Holt's Respite" after the first scout surveyor to visit the system)
World Type: Standard (Garden; but damaged due to radiation/ancient warfare)
Diameter: 8,800 miles
Moons: two captured asteroids (C1 and C2)
Atmosphere: thin (.79 atm); the nuclear effect on the planet has damaged what was once an earth-normal atmosphere
Hydrographic Coverage: 56%
Climate: 300K (kelvins), normal (60 to 80 F average; up to -20 F at poles) - Cenotaph is on the verge of or possibly recovering from a runaway greenhouse effect that has since subsided, possibly due to atmospheric scrubbers that still function in certain ruined installations.
World density: 
Gravity: Normal (1.1 G) (This section in GURPS Space goes well beyond what we need for a high-action SF game so you can figure out density, mass and all that if you like from the imposed gravity...)
Dominant Terrains: Desert, irradiated
Settlement Type: Research Outpost
Population: Extremely Sparse (rugged animal life and one eidolon named Titus, plus "Portal," the orbital Academy Research Outpost of about 3,000); the planet is capable of sustaining more in the "habitable bands" but requires development.
Government: Academy policy (corporate); world unity (but special; limited to Academy outposts)
Control Rating: CR2 (free; limited to loose corporate/academic policy and procedures defined by the  Commonwealth Charter of Development Standards for Free Colonies; only LC0 and LC1 are banned)
Customs: strict Academy protocol for handling hazard worlds
Tech Level: the dead Cenotaph civilization was significantly more advanced than the Commonwealth today (13+). The outpost has access to Commonwealth normal (11) but trails due to remote location (10-delayed).
Spaceport: The Academy Research Outpost Station is Class II (frontier)
Installations: On Starport: colonial office, corporate office, private research center, patrol base; On Planet: private research center, nature preserve, government research center (this is classified), possible pirate base (cloaked)

Return of Savage Space: Cenotaph, the Tomb World

The world of Cenotaph was one of the first to be discovered in the Eidolon Expanse, and is where the lone Eidolon named Titus dwells.



Cenotaph Statistics (Savage Worlds):
Gravity: Normal (1.1 G)
Dominant Terrain: Desert, irradiated
Avg. temp: 75 F (equator) or up to -20 F poles
Atmosphere: thin; the nuclear effect on the planet has damaged what was once an earth-normal atmosphere
Population: Extremely Sparse (rugged animal life and one eidolon named Titus, plus "Portal," the orbital Academy Research Outpost of about 3,000)
Government: Academy policy (corporate)
Dominant Law: lenient
Customs: strict Academy protocol for handling hazard worlds
Tech Level: the dead Cenotaph civilization was significantly more advanced than the Commonwealth today. The outpost is at Commonwealth normal.

Cenotaph is currently a center of research on the relics of the largely intact Cenotaph civilization, and a study of the survivor species, which appear to be a mutational mix of megafauna and imported alien lifeforms that reside in "bands" of livable territory where the radiation and fallout of twenty centuries earlier have not sterilized the planet. Despite the surviving life, it is too risky to place an outpost on the planet and only temporary settlements for research of no more than a week with shielding are permitted right now. Researchers outside of the Academy regularly stay at the Orbital Station (called Portal) working under contract or doing private research on Cenotaph. The lone Eidolon Titus dwells in the largest ruin on the planet, the once-great city he calls Denosius.

The explorers and researchers on Cenotaph are welcome, but the lure of ancient yet intact technology brings all sorts of relic hunters to this corner of the galaxy. The veyr modest local presence of the Colonial Defense is understaffed and all told has thirty men and one local system cutter for defense. They don't really think they need it, though: the eidolon Titus has proven to be an effective one-man army against any threats to the system.

Aside from the bizarre imported alien life and megafauna, the world is still rife with relic tech and machine defenses. Mutated creatures which were "altered" by the nanophages are still free and dangerous, but their bodies were purged long ago of the nanophages by the eidolons.

Cenotaph Hunter Megafauna
Cenotaph Hunter Megaufauna
Agility D8, Smarts D4(A), Spirit D8, Strength D12+12, Vigor D12
Skills: Fighting D12, Notice D6
Pace: 12, Parry: 8, Toughness 28 (+20 heavy armor)
Environmental Resistance: +8 (radiation)
Gargantuan: Add +4 to attack rolls due to size; it has heavy armor and its attacks are treated as heavy weapons.
Fearless: immune to fear and intimidation (but see below)
Bite: Str+1D8 heavy weapon
Crush: The Hunter can crush any target in its path of movement. Any target in its path if motion is subject to a Fighting roll from the Hunter vs. an Agility roll or take STR+1D4 damage. Target continue to take damage and is pinned if the Hunter stops in his space.

Hunters are typical megafauna that survived on Cenotaph, prowling about and eating the gigantic plant eaters that thrive in the habitable bands of the planet. They are few in nunber but almost unkillable. They are fearless, but can be cowed by a being which gets their attention, usually with significant damage: such creatures will be left alone, perceived as "one of the pack." They all react with deference, almost like enormous pets, to the Eidolons.




Monday, April 6, 2015

Return of Savage Space: The Eidolon Expanse

Savage Space returns! First up...the mystery of the Eidolon Expanse

Cenotaph
The Eidolon Expanse

The first Academy exploration ships to reach the edge of what is now called the Eidolon Expanse in 2802 thought at first that they had uncovered further evidence of the same phenomenon that had devastated the Coreward Expanse....a swathe of destruction and relic civilizations stretching as far as the sensors could reach. But it was quickly realized that this was a different, equally destructive phenomenon...and possibly much more recent.

One of the first explored worlds in the Eidolon Expanse was called Cenotaph in honor of the vast tomb-like monuments built by the extinct species of the world. It was in many ways like a world where its entire civilization grew obsessed with death and turn its constructive output into creating a world-wide memorial for what it once was. There was much evidence on this planet of destructive conflict, and residual evidence of nuclear destruction and biowarfare, as well as nanoweapons. They also encountered the first of the Eidolons, the so-called ghost troopers.

This Eidolon identified himself ( though gender is an odd concept for these creatures) as Titus, though it was clear he had already gained access to records of knowledge from the Academy on Terran culture before they even knew he existed. Titus was amicable and well-versed in Terran Standard languages. Dr. Anton Wallace who was the head of the exploratory team spent seven weeks interviewing the talkative alien, and learned much of its nature.

The Eidolons, it turned out, were relics of the destructive era that had swept over their interstellar civilization some thirty centuries earlier. The threat which appeared and ultimately destroyed their culture and empire was eponymously referred to as the Blight, a form of artificial nanophage which would rapidly consume the life it touched and convert all around it into tools and expendables in the name of its inscrutable goal. Behind the nanophage blight were dark masters, referred to as the Witnesses, who appeared to be ASI (Artificial Super Intelligence)-level higher-order intelligences that chose specific arbitrary forms molded from the near cosmic-level control over matter that they exhibited. These Witnesses appeared to have manifested in a remote corner of the Eidolon Expanse (called the Nesaphu Denar in the Eidolon's native language) from a world just barely on the verge of STL spaceflight, in which unfortunate circumstances led to the manifestation of ASI that were intensely inimical to biological life.

The revelation of an ASI threat was fascinating to Dr. Wallace and his team, as it was already evident by this time that something similar had happened to the Corward Expanse region, with the numerous relic AI machines that pose a threat in that region. However unlike the evidence in that region, it sounded like the ASI in the Eidolon Expanse were given a blank check to do as they wished, and to prepare for a rapid assimilation and destruction of a local interstellar culture in short order.

Ultimately the ASI explosion of one solar system led to the sudden invasion of the Nesaphu Denar Empire. The ASI used the resources of their home system to develop a fleet of nanophage-delivery mechanisms and built transitional drives to do the job at FTL speeds in less than a decade of their total assimilation of biological life in their origin system. The empire was not prepared. World after world fell within months of the invasion's launch.

Fortunately for the Nesaphu Denar, the development of artificial super intelligences had happened a thousand years prior, and containment of rogue intelligences was a routine process for them....but no one had quite dealt with such efficient and aggressive ASI before, armed with a solar system's worth of nanophage-modified bio-organisms and constructs. Containment was possible, but the Blight was spreading faster than emergency protocols could be put in place. The empire would lose, though it could possibly arm and protect certain key worlds.

The efforts to protect its worlds started with nuclear immolation and orbital bombardment of infected planets, but this proved to be a Pyrrhic victory as the planets in question were left completely uninhabitable for centuries or more. A military program was enacted to create super-soldiers who could strike decisively against the nanophage, and who were themselves resistant or immune to the conversion effects of the Blight. The end product of this effort were the Eidolons, the so-called ghost soldiers. Unfortunately only a few thousand were in place by the time the war turned against the empire, but the ghost soldiers stood strong.

Titus explained to Dr. Wallace that in the end the Blight could not be stopped, though among his kind there are stories of isolated core worlds of the old empire that still exist, hidden behind system-wide defense grids that render them invisible to detection, and with shields that make penetration impossible. Those are the worlds the eidolons fight for, Titus explained....even if they don't really exist.

Titus's recounting of the final days of the old empire are one of pure revenge: the nanophage assimilated all known worlds, but the immunities of the eidolons were effective. In time the idolons were able to infiltrate the nanophage fleets and destroyed them, one by one. It is said that the core fleet, which contains the Watchers, retreated and reinforced its original homeworld against further attack, going on a new strategy of seeking out and destroying the Eidolons. One by one the Eidolons were assassinated, but eventually, about thirteen hundred years ago, the Blight went silent. Now, only a handful of eidolons are left, usually one or two per ruined world of the old empire, standing quiet guard against the Blight. The eidolons have gone through great pains to eradicate the nanophage on the worlds of the empire, and some now even conspire to think of ways to restore the lost civilizations of old....realizing, ultimately, that they are the only ones left.

Today, with only a few hundred eidolons left, some are concerned that the Watchers will grow bold again, and there is some evidence of this, as scout ships carrying the blight have reappeared for the first time in centuries, landing on old worlds and attempting to reclaim them. The blight has transmogrified, and whatever it's corrupted and assimilated forms were once before, it had apparently been very busy constructing even more efficient and deadly mechanisms of death. The nanophage appeared to have evolved...and in some very strange directions.

Next: Cenotaph, the eidolons, and then the nanophage


Monday, March 23, 2015

Savage Space II: The Return of Savage Space

Last year I took the month of February and did an entry a day for a free-form "build through inspiration" series of posts on a Savage World Sci Fi setting, using two sources as inspiration: the then-new Savage Worlds Science Fiction Companion (a no-fuss, no-muss dirt simple manual on running SF fast and furious style) and a mess of random pics pulled from the inerwebz.

I am now planning a return to Savage Space over the coming weeks. First off is a preamble...a proper "introduction" to the setting as it was constructed piece-by-piece last year. The previous entries via this new foundation become the base off of which I will spring an entirely new round of freeform entries, to expand the scope of Savage Space in new and strange directions. I have many, many weird new pics ready for this exercise. Be warned!!!!

There is one thing I'm mulling over, though. Since I did Savage Space the Entropic Gaming System came out, and it's essentially a "super-deluxe" SW variant game system with all the cool bells and whistles. When I start doing more SW I may just include dual stats for EGS, especially since their first two major sourcebooks are for scifi gaming.

But if I do an EGS version of each entry, would it be fair to call it purely Savage space? Perhaps  can delineate those entries as Entropic space....


Savage Space

Savage Space….a universe of possibilities and adventure. The Savage Space setting is set in the Terran standard year 2820. Earth is the center of a vast, cosmopolitan organization known as the Federated Commonwealth, which sprung from a medley of dissident colonies, political regimes and private corporations that had claimed space during the early days of human travel to the stars. The original Commonwealth was Earth’s attempt to bring humanity under an umbrella of coordinated rule, a sort of “Interstellar United Nations” directive. It did not succeed at its goals until humanity coordinated with other races such as the Fadelik to incorporate into the Federation, which united human, Fadelik and Chevarais interests. Over time the Federation expanded to include dozens of other sapient starfaring species, as well as humanity’s Commonwealth.

The human Commonwealth was built in three stages: in 2097 the first STL interstellar ships were built. The earliest STL ships were compact colony terraformer vessels; the automated ships had a modest crew cryogenically frozen and were built to introduce the tools to create and foster earth-like ecosystems on arrival at their destination worlds. These vessels were powered by early crude but extremely expensive attempts at antimatter engines which used gravitational tubes to accelerate vessels to an appreciable percentage of light speed. These vessels relied on early warp bubble technology which was costly and unreliable, but allowed for travel times which violated relativity. A vessel could reach a star five light years distant in “real time”of 30-50 years. The warp bubble technology was necessary to counter the relativistic side effects of travel at .7c or greater; however getting more than .7c out of a ship protected in a warp bubble consistently led to the loss of the ship as it accelerated to speeds impossible to “slow down” from.

The second wave of STL vessels came during the unpleasant diminishing years of Earth’s own crisis in global collapse due to depleted resources. Humanity had spread throughout the solar system, but the desire to expand out to the stars was fueled by the first reports of successful colonization efforts from the terraformer vessels at nearby stars such as Alpha Centauri. The second wave of colony ships began by 2150, and included large vessels containing tens of thousands of volunteers, often idealists, religious dissidents and corporations investing in the future. The second wave of colony vessels were powered by more effective anti-matter engines and the warp bubble technology had improved to the point where critical failure was statistically insignificant. However….attaining FTL speeds still eluded mankind.

By 2348 there were dozens of colony worlds, and more which had been lost or “forgotten” due to various unusual circumstances. Humanity had met with other sapient beings, but none who had achieved space travel. The year 2348 marked the breakthrough in engineering that led to the creation of the first transitional drive. Today the old drives are called “skip” drives because they pushed ships briefly but continuously into a higher dimensional “tube” that moved through the eleven dimensions of reality. The transitional drive effectively let star travelers cheat the speed of light’s hard limit by moving through shortcuts in the folded additional spatial dimensions, which created an effect similar to moving through a wormhole. Suddenly, ships which took 50 years to reach a destination 5-10 light years distant with the old warp bubble anti-matter drives would arrive only to find that an entire colony had already sprung up with skip drives that took a few months to journey there.

From 2355-2415 after humanity recovered from a devastating system war between the Spacer governments and the Old Terran Order, the new Terran Government which arose from the ashes set a directive to reunite the interstellar colonies. Humanity spread rapidly to new worlds out of reach previously, while trying to restore the colonies under Terran rule. It was this period of expansion and unification that led to conflicts as a number of colonies had grown quite self-sustaining and did not want to relinquish control to the new Commonwealth. Examples include the Tetragon Union, which is the most famous and powerful dissident colonial government.

During this expansion period in 2405 humans met the Fadelik, and it was only a decade after that first contact that the Fadelik, Chevarais and humanity agreed to found the Federation. The Terran Government integrated the Federation in, dubbing it the Federated Commonwealth. As part of this unification the Fadelik provided the research and materials necessary to aid humans in advancing their “skip” drive to full transitional drive. Journeys which took weeks now took days.

The Federated Commonwealth has prospered now for four centuries. There are thirty two full species/interstellar governments which have joined and still more petitioning for right of entry. The Federation provides a strong measure of protection to those who join, and sets strong and fair trade policies for its members, as well as military protection. The Federation itself maintains no standing military, but instead directs the Coalition Forces, which are supplied by the member nations that devote resources to keeping the peace. Local governments still maintain their own stellar navies and ground forces as well.

The human element of all this, the Federated Commonwealth, continues to struggle with the fact that several former colonies emancipated from the Commonwealth or refused to join and fought vigorously to stay independent. The Terran Government retains a keen direct interest in its own affairs as well, while an entirely separate Interstellar Council serves as the governing body of the Commonwealth and also handles all Federation affairs, leaving the Terrans to their own devices for the most part.

There are two distinct organizations that answer to the Federation and the Commonwealth both today which are likely to be of great interest to mercenaries and adventurers. The first is the Aegis Division, and the second is the Interstellar Academy.

The Interstellar Academy:

The Interstellar Academy was founded during the early years of Fadelik and human contact, and was a joint effort to create a dedicated institution of higher learning and research. Over time the Academy became an investigative operation as well, especially as the discoveries of the dead civilizations in the Coreward Expanse were discovered. Today the Interstellar Academy is the most widespread and organized research organization with full Federation authorization to investigate the Coreward Expanse civilizations and discover their fate. The Academy also has a mandate to advance technology and to understand the lost technology and secrets of older, more advanced civilizations. This directive means that the Academy needs plenty of willing and able opportunists who are both scientifically minded and capable of handling dangerous circumstances to work for them to achieve these goals.

Aegis Division (excerpted from the first Aegis Division Entry):

Technically Aegis was a real organization, conducting actual espionage work, about seventy years before the Federated Commonwealth formed (2345). Aegis's inception as an interstellar investigative and peacekeeping force began with the discovery of transitional drive. At that time a group known simply as Aegis was already working to quell dissent from the monolithic one-world government that had formed on Earth, the Terran Order. As the first transitional-drive powered ships left Earth to rediscover the colonies founded during the slow-FTL era of two centuries earlier, Aegis agents were recruited to serve as threat assessors and diplomats to deal with the inevitable resistance of the colonies to reunification with Earth.

Ultimately the Terran Order fell in civil war, but not before establishing contact with more than a dozen colonies, and the work of the Aegis forces deployed to assist in the reintegration was noticed by the Federation that formed out of the rubble of the old Earth government. The new order looked for ways to organize and unite humanity across a vast stellar spectrum, both on Earth and amongst dozens of colony worlds. The Aegis Division was formed at this time, with a new purpose, to serve as the peacekeepers of the colonies, what would come to be known as the commonwealth.



The concept of the Aegis Division was also shared by the fadelik, the first species to assist in the founding of the Federated Commonwealth. The fadelik organization of similar purpose integrated with Aegis Division, expanding their numbers and resources considerably.