Posts Tagged ‘Sci-Fi’

The Conqueror Worm

Posted: April 8, 2013 by mearrin69 in Gaming
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RPG-BurningWheel-BurningEmpiresLL and I have been collecting games built on Luke Crane’s excellent The Burning Wheel role-playing game for a while now. I’ve had Mouse Guard, based on the David Petersen graphic novels of the same name, for some time and have longed to play it. We recently picked up both the base fantasy core book and Burning Empires, a game based on Christopher Moeller’s gorgeous Iron Empires graphic novels. We sat down to begin exploring the latter on Monday and discovered that it’s a pretty amazing game with a lot of potential.

The book is absolutely beautiful. It’s nicely printed in full-color on glossy paper and runs to 655 pages. The organization’s a bit confusing at first but actually flows quite well for learning the game: a brief introduction to the setting and how the game works followed by the tools you need to get started playing. Most RPGs based on licensed materials start you off with a setting-dump and I was expecting something similar here. Seems that goes against Luke Crane’s basic philosophy and, after figuring it all out, I think I might agree with him. Still, the relative paucity of setting material sent me in search of a place to buy the Iron Empires source material! The dead-tree editions are more difficult to locate but you can get them in PDF format here and here.

The setting is intriguing. Humanity, in its distance past, established a vast interstellar civilization spanning hundreds of light-years in every direction. At the peak it had mastered the manipulation of the fundamental forces of the universe and learned to shape planets and even humans themselves to its liking. Enter the vaylen, a parasitic worm-like creature that can merge with a sentient being and take it over wholly. The vaylen found humans to be rather delectable, an experience far more pleasant than provided by any of its former hosts (most of which have been bio-engineered creations). The Worm, as they are lovingly termed by their human enemies, took thousands of worlds and billions of human hosts and still hungered for more. By the time of the Iron Empires, humanity has fallen greatly since its heyday – with eight petty squabbling empires too concerned with gobbling up the remaining scraps of their former glory to focus on properly defending against the terror arrayed against their southern borders.

IE-Master-Map-(revised)The game system is also interesting. It’s not really a role-playing game. Well it is, just not in the form many modern players expect – a band of murder-hoboes moving from place to place, killing enemies and taking their stuff. Players and the GM take on the roles of central figures in one planet’s conflict between humanity and the vaylen but the game is structured so that you contribute to an epic story of that planet’s struggle. The GM is the pacer and arbiter of the rules, not the end-all authority whose word is law – he and his characters have to follow the rules too. The players help to create the setting during play, acting through their characters to defend their world, or turn it over to the Worm.

You start by collaboratively building the planet under contest using the tools provided in the World Burner. The players and GM answer a series of questions about the world, its people and factions and so on, to flesh it out. The end result is a battleground on which to play out the coming vaylen attempt to conquer it – including some mechanical details that become important to both sides once the conflict starts. You also come up with concepts for the central figures in the conflict, people who are key members of the government, church, military, and other important institutions. Players may choose to play some of these roles later, or create their own related characters, while the GM will flesh out and play the others for the opposition.

Then you use the Character Burner to build up your character using Burning Wheel’s clever lifepath system to model her growth from birth to her present situation, which yields information about skills, resources, contacts, traits, and important mechanical statistics. When completed you’ve got your world and important institutions and a group of PCs and key NPCs that are all interlinked (to some degree) among themselves and the groups that make your world go. The default situation has the PCs working against the vaylen while the GM tries to win the planet for the Worm, but you can reverse those roles if desired.

The game is then played out in three phases: Infiltration, where the vaylen begin their intrigues; Usurpation, where key figures are taken over and the stage is set for the end-game; and Invasion, where all pretense is dropped and the Worm arrives in force to claim its juicy prize – a new farm world brimming with delicious human host meat puppets. There’s a fairly complex system set out for players and GMs to create scenes and build to inevitable conflict situations, where the real stuff gets resolved. As things move forward, the sides gain or lose ground, resulting in an eventual winner and loser for each phase. The winner gets an advantage during the next phase and early gains could easily result in a steamroller effect as the campaign draws to a close.

Of course a campaign in played out over tens of sessions so we didn’t get quite that far in our initial exploration! LL and I used the World Burner to start fleshing out a planet. We ended up with an “interior world”, not quite on the border but not quite in the safe core of one of our eight pocket empires. Its atmosphere supports human (and vaylen!) life and is predominantly (>50%) land but is geologically young and volcanically active. That makes it a good resource producer and we ended up deciding that it is administered not by the nobility but by a merchant league. It is protected by a professional volunteer military but nobody is all that bothered by the vaylen threat at this point – they’re focused on grubbing for ore for sale to their greedy neighbor lords. Factions include a competing merchant force, organized crime, and indigenous life-forms, all of which may become pawns in the coming war. The planet is protected by standard quarantine procedures and import/export regulations, paying close attention to weaponry, pharmaceuticals, and immigrant labor.

We’ll add some color to the world next session and flesh out key figures but I think we’ve got the start to a pretty good battleground for a vaylen invasion. I picture it being a chartered merchant world somewhere in the Karsan League. Maybe it supplies fuel for Hammer fleets or ore to build their massive hulls. That would make it a prime target for vaylen take-over; not only would they gain human hosts but also resources from an under-protected, strategically important world in the midst of one of their strongest neighboring human empires.

I’m definitely curious to see where it goes!

They’re coming in! Three marks at 2-10!

Posted: December 31, 2012 by mearrin69 in Gaming
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X-wingLL and I popped in the Episode IV Blu-ray and played a game of Fantasy Flight’s X-Wing Miniatures Game on New Year’s Eve. This was our second session playing this game and we learned a little more about the ships and tactics.

We decided to build 50-point fighter groups. LL played the Alliance and picked up Biggs Darklighter in an X-wing (25 points, Pilot skill of 5) and a guy called Horton Salm in a Y-wing (25 points, Pilot 8). I played the Imperials and chose two Obsidian Squadron pilots in TIEs (13 points, Pilot 3) and a Storm Squadron pilot flying a TIE Advanced (23 points, Pilot 4). That left me at 49 points, so I also took an upgrade called “Determination” for the TIE Advanced pilot. The card would let me discard a face-up damage card dealt to me if it contained the “Pilot” trait. Things were already looking bad for the Imps. We had the Rebs slightly outnumbered but their ships outclassed us by a parsec and they were far better pilots. I reckon if the Storm Squadron pilot was determined about anything it was to not have to go back and report defeat at the hands of Rebel scum.

Unfortunately I didn’t keep a play-by-play of the session so I’ll just provide some general notes of how it went and what we learned. We opened up the game on opposite sides of the play area. I had the two TIEs in formation, LL had the X-wing in guard position over the Y-wing. We decided on our moves and then went in initiative order. In X-Wing, that means that the ships with the lowest Pilot skill go first. This allows better pilots to react to the poorer…and it meant that my TIEs were always first, followed by my TIE-A and then LL’s ships. Ships shoot in reverse order, with the best pilots firing first. We soon found out that situation sucked very badly for these particular Imperials versus these particular Rebels.

sw2In general, TIEs can outfly anything in the black. They can jink like crazy, often avoiding hits, and can maneuver tightly, way better than any of the Rebel ships. They can also, instead of a Focus or other action, choose to execute a barrel roll at the end of their turn – essentially moving laterally by 1″, and even backward or forward slightly. This would be an absolutely killer stunt if TIE pilots were ever in a position to react to enemy ships (i.e. by having a better Pilot and going after the enemy in initiative order) because they’d possibly either be able to roll out of an enemy’s firing arc or roll so that their firing arc covered the enemy. In practice, at least against Rebel pilots of any skill, this just isn’t going to happen. The TIE-A is even better. It performs better and can do barrel rolls too…and it has a couple points of shields.

The X-wing is a good ship. It’s pretty maneuverable, has a good attack rating, and comes with a couple of shields. The Y-wing is an absolute pig. It’s big and slow and doesn’t handle well at all, but it’s armored like a tank and carries a powerful shield generator. Put one of each up against a small squadron of ties and it’s simply a game of attrition – the Xs and Ys lumber around and try to get a good shot or two off on a TIE while the TIEs dodge about and plink at the shields and armor of the heavier ships. TIEs don’t take much to kill. One good shot (three hits on three dice in one attack) from an X will turn it to vapor. Sometimes it takes two. Considering it takes five hits to take out the X, the TIEs have to line up and get at least three mostly successful volleys. Taking out a Y (eight hits) is even harder! That means that the odds are on the Rebels in a fight where they have superior Pilot skill.

And that’s exactly how this session played out. My pair of TIEs flew around the board (in formation for quite a while) for many turns, doing barrel rolls, looking polished. They lined up a few shots on the Rebs but missed (or were dodged) almost all of the time. The TIE-A did a little better, flying about, dodging shots, and shaving a few points off of the Reb’s shields. The X and Y moved slowly and botched a few maneuvers but managed to line up enough shots on the TIEs to paste them both before turning to double-up on the TIE-A. Truthfully, the only reason the fight went on for so long is because they were focused on the TIE-A rather than the pair of TIEs. I think LL could have finished them off first and then doubled up without being harassed.

There are a lot of possible permutations with this game. If I had taken Darth Vader in a TIE-A, I think the Rebels would have been meat. As in the movies (and we saw a lot of TIEs blown up that day on the screen) the incredible numbers of the Empire are nothing versus the skill and resolve of the Rebels…or the power of the Force.

NB: I must warn you that an Imperial CAG may well have been harmed following this session. The pilots have been sitting around in the Ready Room for quite a while and nobody has shown up. That’s usually bad news. It sucks when a CAG gets Force-choked…it sucks worse when the new CAG gets all gung-ho and makes you fly drills until you’re ready to pass out on your own control console.

The Aizium stockpile…

Posted: December 24, 2012 by mearrin69 in Gaming
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Pulp-O-Mizer_Cover_ImageIt had been a while since LL and I had played a session of our sci-fi Microscope game so we sat down on Christmas Eve to explore its history a bit more. This has been, by far, the most popular series on our blog, thanks mostly to the shout-outs by Microscope designer Ben Robbins on his Ars Ludi blog and Twitter feed. Thanks, Ben, and thanks for giving our setting a name: “Psionic Scream”.

If you haven’t been following our history so far, you can read previous sessions one, two, three, and four as well as a discussion of moving this setting over to TSR’s old Alternity role-playing game.

As part of that move, we wanted to explore a bit more about early human colonization of the galaxy: what was travel like before the discovery and exploitation of jump gates, what were the first human colonies like, and so forth. Accordingly, I opened up the session with the focus (our seventh in the game) “early human colonization”. LL followed that with the “P2X-1138 Wormhole”…something that won’t make any sense even to our avid readers until some of the following history is revealed. So, read on!

  • Early human colonization – After humanity began its slow expansion beyond Sol, establishing a few colonies by slower-than-light (STL) travel, and before it discovered and began using naturally occurring jump points, it invented slow faster-than-light (FTL) drives. We’re not sure how fast these drives could propel a ship but we do know that human colonization and trade expanded exponentially in the wake of their introduction.
    • The outer worlds initially faced massive raiding and piracy. New FTL drives created an opportunity for trade but also for piracy. Pirates in slow FTL ships could hit a world or large transport ship and be off before authorities could respond: communications still traveled at the speed of light.
    • The merger between Marquette Consolidated Industries, a heavy industrial concern, and Nakamura Ordinance, an arms dealer, was intended to take advantage of new opportunities opened up by the advent of slow FTL travel. It planned to establish corporate colonies and trade routes. Nakamura’s government connections gave the new mega-corp a leg-up on its competitors.
      • Young Omar Nakamura was called into a meeting with M-N’s board of directors. His grandfather, the chairman, told him that he would be taking over off-world colonization operations – and that he would have to take a leave of absence from the Terran Confederation Navy (TCN), in which he had just received a commission to Lieutenant JG.
    • Marquette-Nakamura Corporation established the Redemption series of penal colonies. Redemption-7 on P2X-1138, a “death world”, is the last of these; established to mine an unknown (at least to the public) mineral found there. (It had to happen, amirite?)
      • R-7, and the entire planet upon which it was sited, was destroyed in massive explosion which left an unexplainable stable wormhole in the place of P2X-1138. M-N staff scientists theorized quietly that the large quantities of mined and processed Aizium, awaiting pick up, exploded. This may have caused a chain reaction that somehow reached the vast veins of untapped Aizium that riddled the planet. Even the M-N scientists were baffled by the resulting wormhole – in theory it should have taken much more mass to create even a fleeting wormhole, let alone a stable one.
        •  A message capsule was found many years after the colony’s destruction. In it was a message from Clinton Gardener, former R-7 corporate compliance officer, stating that he had decided to overload the colony’s power plant, causing it to go critical, rather than allow the colony to fall into the hands of rebels – and reveal R-7’s sinister secret. This explosion is likely what set off the chain reaction in the Aizium.
      • Scientists flocked to the site of the P2X-1138 wormhole, as it came to be called, to study it
        • The ten ships working and running patrols in the area gained valuable experience dealing with astronomical hazards and anomalies. Many breakthroughs in navigation and sensor technologies resulted.
        • One of the experiments on the wormhole causes it to release a tachyon burst. Encoded within that burst was a signal. At first it appeared to be simple background noise but some clever filtering and enhancement brought out the details: a visual transmission recording a massive space battle. More shocking was the astrographic evidence that the battle depicted occurred (or would occur?) here at P2X-1138. The transmission was severely degraded and the ships involved could not be identified
        • The wormhole was initially stable but the scientists soon realized that it was rapidly degrading and the Terran Confederation Navy and its partner corporations, including M-N, spent immense resources to try to stabilize it.
        • Unknown to most, the P2X-1138 wormhole had a deleterious effect on psions. Humanity as a whole knew nothing of psionic phenomenon at this point, though certain individuals, corporations, and government agencies may have.
          • Petty Officer Jessie Vanhoy, a crewman aboard one of the TCN ships had, from a young age, been able to read minds. He had kept the true extent of his ability secret from his family and others, having been mocked for his claims as a child. He found that his ability did not work at all after his ship arrived in the system and resumed after it left. The loss was accompanied by intense migraines, for which he sought treatment in the ship’s infirmary. The medics were unable to do anything for P.O. Vanhoy.
        • Civilian scientific vessels were suddenly requested to depart, without explanation, the vicinity of the P2X-1138 wormhole and the TCN blockaded the system – a quarantine that is still in effect today. Coincidently, P.O. Vanhoy disappeared from his ship. None of his shipmates could give an account of his whereabouts…though several did report having seen two men in suits aboard ship. They were wearing proper identification badges and were able to answer security challenges, but no official log of their visit could be found during a later investigation.
  • Much, much later, following the so-called “Psion Revolt”, there was a dramatic increase in the birth of humans exhibiting psi powers. Until that time most humans developed psionic abilities after travelling through jump points. Nobody was sure why, but these children came “on-line” immediately following birth. They also exhibited an innate link with their psionic siblings.
  • And, later still, during the “Psionic Suppression” period: The Psion Revolt spurred widespread paranoia among non-psions. Once the capabilities of Blank-White-Curtain/Compound Omega became known to the public at large, via the court martial of Admiral Omar Nakamura, corporations and wealthy private citizens began to seek the material for their own protection. The mineral was rare but, suddenly, supplies of it began to appear on the black market, at a very high price. The crates containing it were marked with the logo of the now-defunct Marquette-Nakamura corporation and the cryptic notation, “Aizium; R-7, P2X-1138”. Coincidentally, the Free Human Front began freely spending money on weapons, ships, and other essentials shortly afterward.

photoWow. You can’t make that stuff up. Well, actually, you can…if you play Microscope!

We’ve got five sessions of the game under our belt. As you can see in the picture at right (click for a larger image), we have amassed quite a large collection of cards. We tend to write short descriptions on the front and then a much more detailed narration on the back, but sometimes our details fill both the front and back. We had initially thought about using half-sized note-cards for the game but rightly concluded that they wouldn’t really be large enough. I guess the only solution is to get a bigger table!

So. We ended up not learning all that much about technology with this session after all…but we learned a lot more about the twisted socio-political situation that drives our “Psionic Scream” setting. I sometimes feel as if LL is trying to drag us toward the light but I just can’t turn my head away from the massive potential for linking things together into conspiracy theories. Did Nakamura know about Compound Omega from the start? How much did the government know about psi before those abilities became wide-spread among humans, conferred by travel through jump? What’s happening “now” at the P2X-1138 wormhole…and when was that fleet engagement? In the past? In the future? Nobody knows. But I guess we’ll find out a little bit more the next time we play!

NB: Almost forgot that I wanted to credit the awesome PULP-O-MIZER folks for the tool that let me create this issue’s cover. What a great app! LL discovered it and sent me the link…I fear I could disappear down that rabbit hole for quite some time.

This is Red 5, I’m going in

Posted: December 10, 2012 by mearrin69 in Gaming
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X-wingI picked up a copy of Fantasy Flight’s X-Wing Miniatures Game from Amazon recently, along with some “booster” ships. LL, PL, and I broke it out on Monday to give it a go. First impression, and the reason that I bought the thing in the first place, is that these are easily the best Star Wars miniature ships I’ve ever seen. Since we sometimes play Wizards’ Star Wars Saga Edition RPG, now OOP, I figured I should pick them up – even though I didn’t really care about the miniatures game itself.

We opened it up and had a look at the contents of the box. The basic set includes two TIEs and an X-wing, along with a click-together stand which hold both the ship and some counters that identify it and its current capabilities. Each ship has a number of possible pilots with different ratings and you can use the squad-building rules to add upgrades to the ships. The box also includes a number of other tokens that indicate what actions are being taken, stress effects, shield points, etc. There’s a deck of cards that represent damage taken – each card is one damage point but can be flipped over on a critical hit to reveal extra effects.

Probably the most innovative part of the game is its movement system. There’s no gridded board or hex map. Instead, there are a number of “movement templates” that let you easily plot a ship’s chosen movement across the play area. During the movement part of the turn, each pilot selects his intended maneuver on a little dial and then everyone simultaneously reveals these and the ships are moved in order of pilot skill. Simply place the movement template in front of your ship and then move the ship to the end of the template. Moves range from hard banks and gentle turns of various lengths to straight paths to a reverse that will get you going in the other direction. In the advanced game, some of these maneuvers will add “pilot stress”, limiting your options until you take it easy for a bit.

Combat is simple and uses special dice included with the game. The attack dice are marked with hits, critical hits, and special focus markers (which can convert to hits if you’ve taken a “focus” action). The defense dice are marked with dodges and focus markers (which convert to dodges with a “focus” action). You roll the number of dice indicated on your card for attack or defense. A basic TIE uses two dice for attack and three to defend. In the advanced game, there are range effects and actions which can add or subtract dice to your pool.

The quick-start rules present a very basic game. Put your ships on the map and then alternate between moving and firing until one side wins. The full rules offer additional options such as squad-building, critical hits and more detailed damage tracking, actions that will improve your ability to hit or dodge, upgrades and special secondary actions, obstacles, mission objectives, and more.

photoWe got up and playing very quickly with the basic game. LL took the X-wing and a rook pilot. I took a TIE flown by an academy graduate and PL took the same with a more experienced pilot from the Imperial fleet. PL and I didn’t exactly act like wingmen. He cut left and I flew fast and straight toward the enemy. As the X-wing flew past I looped back around to target it and PL cut back right. We had her in the crossfire and cut it to pieces. The Rebel scum never knew what hit her!

The Alliance struck back on our second basic game. We opened up in more or less the same manner, with the TIEs closing fast. She outmaneuvered us, however, and got PL’s TIE in her sights and opened up with her guns. His TIE broke into bits and I started to sweat. We came around at each other again and she repeated the feat, one-shotting my fine Sienar ride. If only they’d put some bloody shields on the things maybe we wouldn’t lose so many academy rooks to Rebel hotshot pilots.

So we were feeling confident now and decided to flip through the advanced game to see how it rolls. We built 31-point squads. For LL, that meant Biggs (or maybe it was Wedge) and a couple of upgrades to her ship. For PL and I, it meant two “named” Imperial pilots. Our guys were “Dark Curse” and “Night Beast” if I remember correctly…the Imperial Navy really needs some help on call signs. What’s wrong with “Skipper” or “Apollo” or something? Whatever.

We squared off again and let fly. My memory fails me again but I believe PL cut left and then came in for a side attack while I cut right. LL flew straight in and we both came in around her. Some shots were exchanged. I seem to recall that we winged her (wasting a crit on her shield!) and that she took a piece of my panel (yeah, what are those for anyway?). The was a maneuvering bungle on the Alliance side and a lucky break for me, as I ended up right behind her and cut in with my guns. I’m not sure who took the final shot (seems like it was PL) but we flew back to the ISD to the cheers of our teammates shortly after.

The advanced game seemed to offer some nice options and a lot more depth. There was definitely a lot more give-and-take and I believe that skill in selecting maneuvers versus your opponents and playing to the qualities of your ship are very important. As an example, LL chose to do a tough maneuver and earned herself some pilot stress. That kept her from performing any of her nifty actions (like being dodgy or getting a lock-on) for a while since she had to run a way and didn’t have time to take it easy and get rid of that stress. I did a couple of the same maneuvers too…but it had little effect since there weren’t a lot of optional actions my TIE pilot could have taken anyway. The combination of those things (and some beginner’s luck) helped me outmaneuver her and bring my guns to bear more often.

The game was surprisingly fun and we’re going to play it again next Monday. I’ve got an unopened TIE Advanced, a Y-wing, and some more TIEs and X-wings…so we’ll have plenty of options.

NB: I see that Fantasy Flight has some more ships out – A-wing, Millennium Falcon, Slave-1, and the TIE/In. Looking forward to getting some of these soon!

Moving from Microscope to Alternity

Posted: November 19, 2012 by mearrin69 in Gaming
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LL and I kicked off our sci-fi Microscope game with the idea that we would be building a setting that we could explore in depth with a more traditional role-playing game system. Tonight we talked through some of the material we have created so far and how we might bring that content into an RPG setting.

As we played through the first four sessions (which you can read here, here, here, and here), creating the history of our setting with Microscope, we had a stack of Alternity books sitting beside our play area. Alternity is a generic sci-fi RPG published by TSR in 1998, prior to its merger with Wizards of the Coast. The game was innovative for its time and includes some interesting and playable mechanics. Though out of print it is still supported by an active fan community, headquartered at I’ve had the Alternity books sitting on my shelves for years but have never played the game, though I’ve wanted to do so for some time now. LL recently picked up a used set (in pristine condition, I might add) for a song. We both think the system might be a good match for our setting.

Characters in Alternity belong to one of several generic character professions (similar to classes in D20) that determine what skills they’re good at and how they progress as they gain experience. The basic professions can be used to build just about any normal character you’d expect to see in a sci-fi story: Combat Spec, Diplomat, Free Agent, and Tech Op.

The game also includes rules for integrating psionic powers, using a specialty profession called the Mindwalker and several “broad” and “specialty” skills devoted to psionic specialties. The psionic broad skills include Biokinesis, ESP, Telekinesis, and Telepathy. Each broad skill contains several speciality skills; e.g. ESP includes Clairaudience, Empathy, Navcognition, and several others. If you have a broad skill you can use its associated specialty skills at a default level, provided they don’t require training. A character with the ESP broad skill can use Empathy untrained but not Navcognition, for instance. If you also purchase a specialty skill you can use it more proficiently than the default level.

In our Microscope history we determined that certain humans gain psionic powers after travelling through jump space. We don’t know why, they just do. Alternity has a great way to implement that: any normal character (i.e. non-Mindwalker) can be declared a “talent” and purchase one psionic broad skill and two psionic specialty skills. They won’t be as adept at psionics as a Mindwalker, but they’ll have some ability with it. So, where do Mindwalkers fit in? Well, we’re pretty sure that humans won’t be able to be Mindwalkers until the Retreat era, when they have the opportunity to get together with other psis to train and study. We’re not sure yet if the TWSBG or amoth have any Mindwalkers.

We didn’t do any work on defining our setting’s three main species in Alternity. I think, however, that we might be able to file the serial numbers off of the T’sa and use them for TWSBG. As described in the Star*Drive campaign setting, they’re a pretty close match. No idea about the amoth at this point.

Alternity uses “Progress Levels” to denote a campaign setting’s predominant level of advancement: PL5 is the “Information Age”, PL6 adds fusion power and more advanced space exploration, PL7 adds more advanced power generation and gravitic manipulation (and FTL travel). The progression continues through to the indefinite PL10 “Far Future”. It seems likely that our setting is somewhere in PL7, perhaps with PL8 power (as defined in our Microscope Palette).

We’re not yet sure about technology in our setting, because we really haven’t delved deeply into technological specifics. We haven’t even really touched on things like medical technology, personal weapons, computer technology, and a host of other specialties that make an advanced civilization tick. Here’s what we *do* know about our setting’s technological level so far:

  • Starship propulsion
    • Slow STL: We assume that all of the major species can move around at reasonable non-relativistic velocities, but we don’t yet know any details about how they’re doing it, how fast they can go, etc.
    • Fast STL: We know that the TWSBG had accomplished near-lightspeed space travel, through their use of the kind of generation ship that destroyed the amoth home-sphere. Humans may have used similar technologies to settle their first colonies. The amoth did not have, or did not employ this technology.
    • FTL: Humans definitely had the ability to travel at some multiple of c, and used that ability to expand to colonies some distance from Earth. The TWSBG may also have this capability as well, though we have not seen this in our history yet.
    • Jump: Humans and TWSBG both use natural jump points to travel instantaneously from system to system. The amoth have acquired this technology from the TWSBG. We don’t know how this works yet but we think:
      • Jump points are naturally occurring weak points in space, leading to some sort of higher-order dimension that can be traversed by a starship that can “activate” the jump point. We are assuming that passage between jump points is bi-directional, though this hasn’t been firmly established by our history.
      • There may be any number of jump points within a system. We don’t know if jump points can occur in deep space. We don’t know if it’s possible to tell where a jump point emerges without traveling through it.
  • Starship weaponry
    • We don’t know much about this topic at this point except that a fleet of light cruisers is well-armed enough to destroy a pretty large mega-structure (as the Omega Fleet did at the Retreat).
  • Communications
    • We think FTL communications is impossible without psionics. That limitation would also seem to preclude FTL sensors.

And that’s about it, really. One of the reasons we didn’t play tonight was my growing-but-vaguely-formed fear of “overworking” the setting. After talking over how to bring it into Alternity, however, I realize that there’s an awful lot we don’t know yet. Looks like we need to play a few more sessions to go back in and explore some of these missing details. Interestingly, LL and I were loathe to speculate much about things we hadn’t specifically covered either in the history itself or the Palette. We could certainly just make stuff up…but it seems somehow more fun to discover it with Microscope.