Tuesday, August 23, 2016

Threat Axis Aleph - Basic Patrol Craft

So, I managed to finish the first of my ships.  Here she is, the "Basic Patrol Craft".  Link is to a PDF on Google drive

Basic Patrol Craft

I'm envisioning this as a converted merchant ship, with weapons shoehorned in wherever they fit.  This is less Starship Enterprise, and more "Lean out the cockpit of a biplane with a rifle" at this point.

I expect the Small Laser to be almost useful, and the firing arcs cannot be the best.  But this is the first one, we'll see what comes in the next generation.

Armor is present, but not too thick.  In a one on one battle against itself, I think two good hits will result in internal damage.  That seems right for this ship.


The Basic Patrol Craft type is present in all four star fleets of the Aleph Cluster.  From the P-1 of the Strategic Space Command, the Flower class of the Royal Army of Rosaria, the "Small Border Patrol Craft" of the Gresham Democratic Republic, to the Seabird Class patrol craft of New Grand Ronde.  This small craft serves where others are too large, or otherwise too busy.

- Starships of the Aleph Cluster

Monday, August 22, 2016

Threat Axis Aleph - Basic Weapons for the setting

Squadron Strike.  I want to do more with it, but I keep getting bogged down in minutia.

Sure, there's the various bundled campaign settings (and I await the Traveller PDF with baited breath...).  My problem is I want to build and bash.  I want a game that fills the niche that Classic Battletech and Starfire have left.  I want to build and bash my own ships.

The "problem" is that SS is not just a spaceship game.  Ken Burnside included a large spreadsheet to build and bash with.

But it's not a build and bash game.  You need to design weapon systems before you can design ships to bash with.

But it's not a weapons and ship design game, you need to establish the campaign setting before you can start designing weapon systems to put in your ships to bash with.

But you need to design the UNIVERSE before you design the campaign setting to design the weapon systems that go into the ships you are bashing with.

This is not a game, it's a toolkit to design the universe, create an innovative setting, craft interesting weapons, and put them into fun ships to bash with.  This is power.  The problem I have is that I end up with option overload, and I don't get beyond "I have an idea" and then I lock up on "How do I do the detail I don't care about yet...".

So, for Threat Axis Aleph, I am going to do this in several steps.  Step 1 is to create a small subset of simple weapons, and put them into two ships.  I'll start designing scenarios and playing SS at this point.  Step 2 will be to design one new ship for each of my four star-nations.  I'll use the simple weapons to start with.  Step 3 will be, design new weapons for each star nation, based on the experiences to that point.  Step 4 will start making new ships with those weapons... And so on.

I've decided to constrain myself by creating weapons based on my old favorite, Classic Battletech.  I'll use the small, medium, and large laser, and the PPC.

Btech used 2d6 to roll to hit, and had 4 range bands, Short Medium and Long.  The SS Spreadsheet I am using[Note 1] has room for seven range bands.  SS also uses 1d10 to hit.

Short range, was a 4+ to hit, Medium range a 6+ to hit, and long range a 8+ to hit on 2d6.  Initially, I was just going to use those numbers, but I remembered, the odds are different.  I looked up someone's table of probable percentages on the 'net, and specified 2+, 4+ and 7+ to hit on 1d10.  I rounded a little, but it should have the simple flavor of what I wanted.  The PPC has a "myopic" zone within 3 hexes, so I simply estimated the die modifier from Btech, and used the appropriate D10 approximation.

Damage was simple.  Small Laser - 1 point,  Medium Laser - 3 points, Large Laser - 8 points, PPC - 10 points.

SS has a mechanic for "Penetration".  Once you hit my ship, you roll 2D10, and take the lowest number thrown.  Compare that number to the PEN value for the weapon.  You ADD the lowest of pen value, or the result from your "2d10-" roll, to the basic damage of that weapon.  This can add in some variability in weapon damage.

I have a personal dislike of variable weapon damage.  This goes back to Btech, and my ability to hit with a missile salvo, and then roll the minimum damage value for that hit!  So for SS, I've chosen to set the PEN to ZERO.  This has the side effect of making it unnecessary to roll the PEN dice in SS.  This should speed the game up a bit.  A simplification that is totally allowed within the rules!

So, here are the simple weapons that all four nations start with in Threat Axis Aleph...

Small Laser
0-1 hexes, 2+ to hit, 1 point damage
2 hexes, 4+ to hit, 1 point damage
3 hexes, 7+ to hit, 1 point damage

Medium Laser
0-3 hexes, 2+ to hit, 3 points damage
4-6 hexes, 4+ to hit, 3 points damage
7-9 hexes, 7+ to hit, 3 points damage

Large Laser
0-5 hexes, 2+ to hit, 8 points damage
6-10 hexes, 4+ to hit, 8 points damage
11-15 hexes, 7+ to hit, 8 points damage

Particle Projection Cannon
Same hex - can't hit or damage
1 hex, 6+ to hit, 10 points damage
2 hexes, 4+ to hit, 10 points damage
3 hexes, 3+ to hit, 10 points damage
4-6 hexes, 2+ to hit, 10 points damage
7-12 hexes, 4+ to hit, 10 points damage
13-18 hexes, 7+ to hit, 10 points damage

Now, back to the spreadsheet, to design a small patrol boat, and a medium sized warship.

[Note 1] I am using an outdated version of the spreadsheet.  I don't have excel, so I am limited to the last version ported to libreOffice.  This is sub-optimal, but I don't want to not play with this until I get a box with excel installed.  I'll try to keep my description as generic as possible, so it should work on the latest spreadsheet.  Barring some massive change to the sheet.

Wednesday, July 20, 2016

Lizard Brain

After a week off, we are back this week.

We lost some time getting character backgrounds.  Some interesting stuff for me to use there.

Then, we rejoined our merry adventurers in the Broken Crown Inn.  After the pie (Some of the best.  The skunk lard made it oh-so-flakey!).  our band had rested the night.

In the morning the fighter persuaded them to travel east hunting bandits.  The traveled east on the caravan road.  The first day was wet, and uneventful.  The night passed with no events.  But once they had been traveling for the morning, they found footprints.  Humanoid footprints.  They followed them, and came upon three lizard folk.  There was a moment of mutual "Hey! Get 'em!" and combat was joined.  The thief was wounded bloodily, but survived.  The lizard folk did not.

And that's where we ended up.

Wednesday, July 6, 2016

Before you can have pie...

Still not done with the characters for the Kid's DnD game, but we ventured fourth anyways. 

Nestled along the jungle-draped Green Serpent River, is the town of Copperford.  The Green Serpent River runs into the Derfang Forest, but few wish to venture into that fey-infested area.

The Green Serpent Valley is the domain of William the Thin.  He makes his home in the keep in the town of Copperford.

Alya the elven Druid, Skular the dwarven Barbarian, Alex the human Fighter, Mako the tiefling Sorcerer, and Kayla the halfling Rogue are our party.

They were in the Broken Crown Inn, the home of the best pies in the area.  The proprietor, one Kieth Silverhorn the half-elven, was lamenting his lack of good lard for making pies.  He told our heroes that they needed to go find him some "Dire Skunks" to make into lard for the pies.

Our heroes ventured out past the palisade walls of Copperford in search of dire skunks.  After much nature crafting, they found a batch of four skunks.  The skunks were turned into pre-lard rather quickly.  Alex and Skular found a fifth skunk, and made short work of it as well.

They returned to The Broken Crown to collect their bounty of 10 silver per skunk, and a share of the best pie in town.

We'll do more later, but that was about all the attention the kids had tonight.

Wednesday, June 22, 2016

Collaborative worlbuilding with kids.

I have been asked to run a 5E Dungeons and Dragons game for the kids.  This opportunity has given me a chance to try out something I saw on the internet.

Here's the post by The Chatty DM - The Index Card Method Codex, Part 1

So, before I start working up anything for this game, I wanted to make sure I had buy in from the kids.  Ages range from 10 to 17, both boys and girls.  I think it will work better if I make THEM build the world, rather than me building some idea I think is neat, and then having to force them to like it.

We sat down last night, and followed The Chatty DM's idea.  Each player in turn was asked to give me one thing about the world.  I did three trips around the circle.  Here are our results.  I am using "Player N" because, Kids, Internet. Bleh.

Player 1:
The Ascension of Sivdur the Black Star. 
The Inquisitors of the Holy Iron.
The Khaordan Wastes

Player 2:
Audricul, Temple to Animals
Talking Animals of Derfang Forest
Mystical Misty the Magic Item Merchant

Player 3:
Rena the Mercenary
The Prometheus Company of Mercenaries
The Kingdom of Caterina

Player 4:
Assassin Sandcats of the Derfang Forest
Undead Squid
The War of Calamari

Player 5:
The Abandoned Derfang Keep
The Derfang Shift
Shakul, Old King of Derfang

Player 6:
The Goliath Stronghold
The Hundred-Year Flood
The Resurgence of Andromeda

And that's my card deck for the Setting Stack.  Next task is to make some characters, and have the players give me more content.  Among my challenges is the age range.  The oldest wants a grim dark world of grimth and dark.  The youngest would be more at home in a world of anthropomorphic animals that are written for a Saturday morning timeslot on TV.

This won't be boring.

Wednesday, March 16, 2016

Squadron Strike - Threat Axis Aleph

The following Polities are involved at this time, in Threat Axis Aleph

1. The United Systems of Aries
A republic.

2. The Kingdom of Rosaria
Theoretically, a constitutional monarchy.  In reality the Kingdom is a corporate state.

3. The Gresham Democratic Republic
Stalinists.  In Space

4. "The People"
An oligarchy.  This world colonized from Northwest Coast people (Salish, Chinook, Confederated tribes of the Grand Ronde).

Here's the node map of the area


More details, but I now have a map, and this gives me a start for a Squadron Strike environment.  Solo only so far, but I'll start by recruiting players for tactical games, rather than starting a campaign cold.

Sunday, February 14, 2016

Shipyard capacities, Aragon vs Burbank

I'd been worrying about the relative shipyard capacities of the Vice-Royalty of Aragon, and the People's Republic of Burbank.  Mainly because Aragon has a nice high-population and high tech world (Jarandilla) that would make an awesome industrial complex...

Except it's a class C starport, and cannot build it's own small craft or starships.  oopsie.

This made me worry about whether the Vice-Royalty could hold off the revolutionary hordes.  Then I ran some numbers.  Now I wonder why the Vice-Royalty hasn't smashed them to crap.  Here's what I saw...

Shipyards of Aragon 4.6 million tons of starship a month.

Santander - C - 60 tons / month Pax and War
Aragon - B - 4,600,000 tons / month Pax, 4,800,000 tons / month War
Valladolid - A - 5,750 tons / month Pax, 6,000 tons / month war
Salmanca - 8 - 2.3 tons / month pax, 2.4 tons / month war

Jarandilla - E - No shipyards, but could be 36,000,000 tons / month pax, 45,000,000 tons / month war.


Shipyards of Burbank  0.87 million tons of starship a month


Downey - F - 1.5 tons / month, 4.5 tons month
Claremont - E - 72,000 tons / month pax, 90,000 tons / month war
Palmdale - D - 220 tons / month pax, 240 tons / month war
Commerce - D - 990 tons / month pax, 1080 tons / month war
Portola Valley - C - 77 tons / month pax, 84 tons / month war
Burbank - C - 11,000 tons / month pax, 12,000 tons / month war
Alameda - B - 4400 tons / month pax, 4800 tons / month war
Alhambra - 9 - 11,500 tons / month pax, 12,000 tons / month war
Wilsonia - 7 - 770,000 tons / month pax, 840,000 tons / month war

So, in other words, Burbank is out-produced MORE than 4 to 1.  And get a load of the greatest shipyard...At Wilsonia.  Pumping out 770,000 displacement tons of Tech Level SEVEN goodies (1Kton max ship size, J-0 M-2).   That almost doesn't count in a High Guard / TCS scenario.  Wilsonia's big craft will have to hitch rides on someone else's carriers to get to the party.

I think I know why Jarandilla has no starship yards.  The war ended (or started...) with a massive suicide raid that smashed the yards there, and forced a peace deal.  Otherwise 36 million tons of warship a month, all at TL 14.  Burbank's space navy would be swamped.

An interesting setup I've got here.

Wednesday, September 16, 2015

Jiminez Spaceyard Launch-12

Jiminez Spaceyard (Santander, Aragon 0105) Specializes in small, luxury craft.  Their TL-12 Launch is typical.  On a 20 ton platform, they achieve 1G and 13 tons of cargo space in the base model.  The Small Craft bridge is equipped with two crew couches for the pilot and one passenger.  The craft is shaped like a cone, for streamlining.

Jiminez Spaceyard offers several packages to upgrade the base model

  •  The base model costs MCr 6.800
  • Model 110 includes 4 small craft staterooms, 1 ton of luxury trim, and 4 tons cargo.  Add MCr 1.2 to the cost
  • Model 120 includes 26 passenger couches and no cargo.  MCr 7.45 
  • Model 130 includes 8 passenger couches, and 9 tons cargo.  MCr 7.0
  • Model 130-L includes 8 passenger couches, 8 tons cargo, and 1 ton of luxury trim.  MCr 8.0
 For the Referee, Let's do the numbers...This is for the base model.

Ship: Launch-12
Class: Launch-12
Type: Launch
Architect: Book 2
Tech Level: 12

USP
         QB-0201102-000000-00000-0 MCr 6.800 20 Tons
Bat Bear                           Crew: 2
Bat                                TL: 12

Cargo: 13 Fuel: 1 EP: 0.200 Agility: 1
Fuel Treatment: Fuel Scoops

Architects Fee: MCr 0.068   Cost in Quantity: MCr 5.440


Detailed Description
  (High Guard Design)

HULL
20.000 tons standard, 280.000 cubic meters, Cone Configuration

CREW
7 Officers, -5 Ratings

ENGINEERING
Jump-0, 1G Manuever, Power plant-1, 0.200 EP, Agility 1

AVIONICS
Bridge, No Computer Installed

HARDPOINTS
None

ARMAMENT
None

DEFENCES
None

CRAFT
None

FUEL
0.200 Tons Fuel (0 parsecs jump and 28 days endurance)
On Board Fuel Scoops, No Fuel Purification Plant

MISCELLANEOUS
2 Acceleration Couches, 13 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 6.868 Singly (incl. Architects fees of MCr 0.068), MCr 5.440 in Quantity

CONSTRUCTION TIME
11 Weeks Singly, 9 Weeks in Quantity

COMMENTS
Note that 1 ton of fuel gets us 140 days of endurance.


Launch-12 Class Launch

Book 5 Crew Breakdown
Command section: 7 officers and -6 ratings; Engineering section: 0 officers and 0 ratings; Service section: 0 officers and 0 ratings; Medical Section: 0 officers and 0 ratings
HULL
Hull: 0.000 Td; MCr 2.200
Armour Factor-0: 0.000 Td; MCr 0.000

ENGINEERING
M-Drive Factor-1: 1.000 Td; MCr 1.500
J-Drive Factor-0: 0.000 Td; MCr 0.000
P-Plant Factor-1: 1.000 Td; MCr 3.000; +0.200 EP

FUEL
P-Fuel: 1.000 Td; MCr 0,000
J-Fuel: 0.000 Td; MCr 0.000
Scoops: 0.000 Td; MCr 0.000
Purification: 0.000 Td; MCr 0.000
L-Hyd Drop Tanks: 0.000 Td; MCr 0.000

AVIONICS
Bridge: 4.000 Td; MCr 0.100
Computer None: 0.000 Td; MCr 0.000; -0 EP

WEAPONRY

SCREENS

CRAFT

ACCOMODATIONS
Cargo: 13.000 Td; MCr 0.000

USER DEFINED

Friday, September 11, 2015

Shipyards and Wine

One of the most brilliant pieces of software I use is the High Guard Shipyard.  I have been reluctant to try using it since my windows laptop died.   I wasn't sure about running it under Wine on my Ubuntu lappy.

Until tonight.

So, to run the High Guard Shipyard on Linux, Here are your steps.

0. Have a functioning Ubuntu install of Linux.

1. Ensure Wine is installed on Linux.  Use Synaptic, apt-get, or your favorite Ubuntu package manager to do so.

2. Go to http://www.downport.com/amv/software/hgs.html

3. Download the Zip file of High Guard Shipyard

4. Unzip the file

5. Right click the .exe file and select "Run in Wine"

And, Bob's your uncle!

Many many ship designs to follow.  I am officially stoked.

Thursday, September 10, 2015

System of the Week - Aragon

Aragon (Aragon 0209) Has a Class A starport.  The various shipyards have a combined total capacity of 4,600,000 Tons / Month peacetime construction.  In addition, the repair yards can perform any needed level of repairs, either on orbit, or at one of the downports on Aragon itself.  Refined and unrefined fuel are both available for purchase here.

Aragon is a medium sized world, with a diameter of 7826Km.  The very thin atmosphere requires compressor masks to ensure humans can breathe when outside of protective domes.  Aragon is a wet world, with 72% of the surface covered by water.




(Map courtesy of the map generator at http://donjon.bin.sh/scifi/world/ )

Aragon has a population of 4 billion people.  The Government is an impersonal buraucracy.  The Law level of 9 bans weapons outside the home  The Tech Level of 11 is an average stellar technology.

Aragon is a high population world, that is also the capitol of the Vice-Royalty of Aragon.  The Naval base in system is the headquarters for the Armada of Aragon.

Aragon's system has one planetoid belt and one gas giant.

Seen by many as the shining star at the center of the Vice-Royalty, Aragon does seem to live up to it's billing.  Due to the low atmospheric pressure, the population is mostly housed in several arcologies across the surface of the world.  The capitol of the Vice-Royalty is housed in one such arcology.  The Palace is said by some to be the epitome of the New Catalan Modernism that is the Vice-Royalty's official architectural style.

With a gross GDP of 560,000,000 MCr, Aragon supports a military budget of 1,680,000 MCr for local defense alone.  A maximum establishment for the local army of 2000 (!) divisions is mostly deployed throughout the Vice-Royalty on various peacekeeping and local defense missions.  However, actual troop strength is believed to be much smaller.  The Armada is the primary defensive arm for the Vice-Royalty

Aragon was settled early, and grew to it's present size over time.  There is trade with other systems, manufacturing, and some resource extraction.

For the referee
Aragon        0209 A537999-B  N Hi Cp              411 Ar

Starport A
Size 5, Medium sized.  7,200 -8,799Km Dia.
Atmosphere 3 Very Thin Atmosphere
Hydrosphere 7, Wet world, 65%-74% surface water
Population 9, High population, 1 -10 Billion people.
Government 9, Impersonal Buraucracy
Law level 9 High Law level, no weapons outside the home
Tech Level B (11)  Average Stellar technology level

Population modifier - 4, 4 Billion people
Planetoid belts - 1
Gas Giants - 1

Tuesday, September 8, 2015

System of the Week - Zefadytia

Zefadytia (Aragon 0208) Has a class C starport.  The Zzefadytia S.A. starport is capable of major repairs, but not annual overhauls.  Only unrefined fuel is available for non-company ships.

Zefadytia is 14,200 Km in diameter.  and has a Dense, Standard atmosphere.  The surface of Zefadytia is 95% water.



(Map courtesy of the map generator at http://donjon.bin.sh/scifi/world/ )

Zefadytia has a population of 5, 102 people.  The Corporate government is run by a set of elite managers.  All "Citizens" are employees of Zefadytia S.A.  The law level is 1, Body pistols, Explosives, and poison gas are prohibited.  The Tech Level is A (11) Early Stellar.

There is one planetoid belt, and 4 gas giants.  There are no naval or scout bases present.

The entire world is owned by the Zefadytia S.A. corporation.  The company has several resource extraction operations that it runs, both on the small island that passes for dry land, and sea-based.  These raw materiels are shipped to manufacturing centers in the Vice Royalty.


For the Referee - 
Zefadytia     0208 C98A311-A    Lo Ni Wa           514 Ar

Starport – Class C
Size – 9  13,600-15,199 KMs
Atmosphere – 8 Dense
Hydrosphere – A  95% water
Population - 3 1,000 to 10,000 (5,000)
Government – 1 Government / Corporate
Law Level – 1
Tech Level – A - Early Stellar

Population Modifier – 5
One Planetoid belt
4 Gas Giants
Low Population, Water world, Non-Industrial

System of the Week - Xativa

Xativa (Aragon 0207)  has a Class C Starport.  The starport is capable of major repairs, but not annual overhauls.  Only unrefined fuel is available.   The Traveller's Aid Society contracts with a local Bed and Breakfast to provide services.

Xativa is 9200 Km in diameter with a thin, tainted atmosphere.  The planet's surface is 48% water.

 (Map courtesy of the map generator at http://donjon.bin.sh/scifi/world/ )

 Xativa has a population of 102,433.  The planetary government is a Feudal Technocracy.  The law level is 6, all firearms except shotguns prohibited.  Xativa is TL 7 (Circa 1970 AD).

There is no planetoid belt, but the system has 3 gas giants.

Xativa is an agricultural world.  The one town (Municipios deXativa) is the combination startown, and world capitol.  The Feudal Technocracy of Xativa runs the centrally planned economy, determining which crops are grown, and by which farmers.  If it weren't for the inherent inefficiencies involved in this process, Xativa would be the bread basket of the Vice Royalty.  As thing stand, most exports go to the Vice-Regal capital.


For the Referee -

Xativa        0207 C645556-7    Ag Ni              103 Ar
Starport – Class  C
Size –  6 Med World 8,800-10,399 Kms Dia.
Atmosphere – 4 Thin (tainted) Atmosphere
Hydrosphere – 5 45-54% water
Population  - 5 100,000 to 1,000,000 (100,000)
Government – 5 Feudal Technocracy
Law Level – 6 Moderate Law, All firearms except Shotguns Prohibited
Tech Level – 7 Circa 1970 AD

Population Modifier –  1
NoPlanetoid belt
3 Gas Giants
Agricultural World, Non-Industrial

Tuesday, August 25, 2015

UWPs for a subsector - Aragon

It occurs to me, that I have missed one important item.  Here are the UWPs for the Aragon Sector.

@SUB-SECTOR: Aragon SECTOR: Andalusian Reach
#
#--------1---------2---------3---------4---------5-------
#PlanetName Loc. UPP Code B Notes Z PBG Al
#---------- ---- --------- - --------------- - --- --
Quintanarde 0103 E879899-2 513 Ar
Requena 0104 C546463-6 S Ni 113 Ar
Santander 0105 A543475-C 2 Ni Po 634 Ar
Terragona 0106 C8C6845-4 S Fl 822 Ar
Mataro 0108 EA9A762-7 Wa 824 Ar
Utrera 0109 C472121-9 Lo Ni 114 Ar
Xuquer 0206 B674323-8 2 Lo Ni 114 Ar
Xativa 0207 C645556-7 Ag Ni 103 Ar
Zefadytia 0208 C98A311-A Lo Ni Wa 514 Ar
Aragon 0209 A537999-B N Hi Cp 411 Ar
Valladolid 0210 A775666-A Ag 523 Ar
Xinzo deLimia 0305 C9D5358-A S Fl Lo Ni 113 Ar
Llanes 0307 C857645-6 S Ag 212 Ar
Ribadesella 0308 B593A8A-C Hi In 220 Ar
288-281 0309 XA9A000-0 Ba Lo Ni Wa R 022 Ar
Erdogal 0401 C000231-9 As Lo Ni 201 Ar
Zaragoza 0402 B665562-7 2 Ag Ni 123 Ar
Ulla 0403 B100344-C 2 Lo Ni Va 524 Ar
Ibeza 0405 D666531-7 Ag Ni 924 Ar
Jarandilla 0408 C469AA8-E Hi 322 Ar
Zamora 0410 B663756-B N Ri 404 Ar
Vizcaya 0502 X8B3521-1 Fl Ni R 624 Ar
Salamanca 0507 A967368-8 2 Lo Ni 210 Ar
Zaroutz 0508 C000540-9 As Ni 423 Ar
Guipuzcoa 0509 X447000-0 Ba Lo Ni R 004 Ar
Trujillo 0510 C46189B-7 Ri 200 Ar
Daroca 0602 B100878-9 N Na Va 303 Ar
Calatayud 0603 C564200-6 S Lo Ni A 502 Ar
Guadalquivir 0605 B310343-A 2 Lo Ni 223 Ar
Benidorm 0608 B5598A8-7 N 725 Ar
Gernika-Lumo 0609 B527888-6 124 Ar
Larado 0701 B622844-B N Na Po 114 Ar
Xavier 0702 B768955-A Hi 215 Ar
Yecla 0708 B736584-A Ni 811 Ar
Trevinca 0710 C7A3754-5 Fl 513 Ar
Portola Valley 0803 A578466-C Ni 724 Bb
Cupertino 0804 B748200-A N Lo Ni 333 Bb
San Mateo 0806 E596341-5 Lo Ni 124 Bb
Alameda 0807 A657679-B Ag 401 Bb
Calatrava 0809 C663312-6 Lo Ni 224 Ar


Hm,  Formatting is ugly on this mess.  I might try to fiddle with it.  But I want to have this part up live.  Remember the Map?  Here it is again...

Friday, July 31, 2015

Traveller - The Salesman

Here is an idea for Classic Traveller settings.

This started with a reply to a previous posting of mine.  With a small Class C starport, I don't see a lot of automated repair equipment.  Especially for the smaller and poorer ports.

I was imagining the "Repair Facilities" being merely a tool rack that the starship crew could make use of.  if Necessary, "Bubba", the starport's mechanic would assist, for a small fee (or favor...).

This is not about that favor...

How does Bubba get his tools?  He's on a small jerkwater system well off the X-Boat route.  Does he wait for the Snap-on-parts van?

I am imagining a small parts company based on Regina.  They have a deal with Oberlindes, or Al Mora to ship parts to depots in each subsector of the marches.  Each Depot has a stable of franchisees with ships.

The Snap-On-Parts ship is in corporate livery, and has a dedicated cargo space (5 or 10 tons) for parts inventory.  There's also a custom large G-Carrier (In corporate livery also).

You pay the company for your franchise, you buy the stock, and are assigned a route.  At each starport you offload the G-Carrier, and travel your route on that planet.  After a week or so, load back up and head to your next location.

I'll handwave the economics of this, because Lazy tonight.  Maybe a later post for that.  Tonight, let's talk adventure seeds.

Our party is the crew of the Snap-On-Parts ship.  Owner aboard/captain, gunner, steward/supercargo, engineer.

Each week they land on a new planet, and must go forth to talk to locals.  If they want, they can try to find some speculative cargo (you left 10 more tons of cargo space, right?) to sell at the next stop.  perhaps a passenger or two can be found.

What if that next contact wanting tools is a pirate, wanting to hijack your ship?

What if that next contact wanting tools is running a top secret naval installation?

What if you land in the middle of a gang war between rival mechanic shops?

What if you land on a planet in the throws of a neo-luddite revolution?

What if you have rivals from EvilPartsCo?

What if you have an unscrupulous rival from Snap-On?

Referees can see the hooks from high orbit, I'm sure.

Wednesday, July 29, 2015

System of the Week - Xuquer

 Xuquer (Aragon 0206) Has a Class B starport.  Xuquer Highport is capable of major and minor repairs.  The only shipyard makes the occasional small (Under 30ton) craft for local use.  Refined fuel is available.  The TAS maintains a small faacility at the Downport.

Xuquer is 8950 Km in diameter, with a standard, tainted atmosphere.  The planet's surface is 37% water





 (Map courtesy of the map generator at http://donjon.bin.sh/scifi/world/ )

Xuquer has a population of 1,120.  The Planetary Government is a representative democracy.  Law Level is 3, Machine guns and automatic weapons are not allowed.

Xuquer hosts both a Scout base, and a Naval base.  There is one planetoid belt, and four gas giants. in the system.

Because of the low population, Xuquer is a Non-industrial world.  Most of the population is involved in either the starport, or supporting the two bases.  There is some exploration of the hinterlands away from the Downport.  There are also two large hunting preserves.  One is owned by Antonio Miguel De Jarandilla, current Viceregal Admiral of the Fleet.  The other is owned by Gaspar Baltasar De Aragon, Current Viceregal Minister of the Interior
 

For the Referee -

Xuquer        0206 B674323-8  2 Lo Ni              114 Ar
Starport – Class B
Size –  6  Med World 8,800-10,399 Kms Dia.
Atmosphere – 7 Std Pressure tainted atmosphere
Hydrosphere – 4 Wet world, 35-44% water
Population  - 3 1,000 to 10,000 (1,000)
Government – 2 Representative Democracy
Law Level –  3 Low law Machine Guns, Automatic Weapons prohibited


Tech Level – 8 Digital Age (1990 AD)

Population Modifier – 1
One Planetoid belt
4 Gas Giants
Low Population, Non-Industrial

This is another excellent candidate for a complete set of animal encounters!

18 People...

Referee's notes.

Eighteen People.

One of the disadvantages to using randomly generated systems is that occasionally you get something, weird.  Like a large population of victorian steampunks on a Venus-like world that should kill them off...

And then there's Utrera.


Eighteen People

There are only eighteen people in the ENTIRE STAR SYSTEM.

For a referee, that's a long night of generating NPCs, and you have the entire population of an entire star system statted out.

For a person, imagine having only 18 people in your star system.  Who would you choose?  Why would you be doing this?

Let's compare this to some 21st century places.

Pitcairn Island claims to have a population of Fifty-Six souls.

The Principality of Sealand claims a population of "50+" per Wikipedia.

Eighteen People.

How can this be a viable human outpost?

Heck, the Class C starport would require MANY more people than this system has to offer.

Let's do the numbers...

Utrera (Aragon 0109) Is a low population, non-industrial world.  

Utrera has a Class C starport, Capable of major ship repairs.  Ships may obtain unrefined fuel only.  The Travellers Aid Society maintains a small hostel by contracting out to a local Bed and Breakfast establishment, but has no staff on planet.

Utrera is a small world, with a diameter of 5880 Kms.  The Atmosphere is standard pressure, but requires filter masks due to environmental contaminants.  This is a dry world, with 12% surface water.



(Map courtesy of the map generator at http://donjon.bin.sh/scifi/world/)

Utrera has a population of 18 people.  The government is a participatory democracy.  Law Level is 1.  Limited legal barriers exist.  Tech Level is 9, Early Stellar technology.

There is one planetoid belt, and four gas giants present in the system.

There are no military bases.


For the Referee Part 2

Utrera        0109 C472121-9    Lo Ni              114 Ar
Starport – Class C
Size – 4, Small world 5,600-7,199 Km
Atmosphere – 7 Std Pressure, Tainted atmosphere
Hydrosphere – 1 Dry world 5-14% water
Population -1  10-100 People
Government –  2 Participatory Democracy
Law Level – 1 Low law level - Body Pistols, Explosives, poision gas prohibited.
Tech Level –  9  Early Stellar technology

Population Modifier – 1  10 People
One Planetoid belt
4 Gas Giants

Low Population, Non-Industrial

Thursday, July 16, 2015

System of the Week, Mataro

Mataro (Aragon 0108) Has a Class E starport.  Minimal facilities are present, and only unrefined fuel may be purchased

Mataro is a large world, with a diameter of 16,288 Kms.  The Atmosphere is a dense and tainted mix requiring filter masks.  The world's surface is 97% covered by water.






Map courtesy of the map generator at http://donjon.bin.sh/scifi/world/

Mataro has a population of 80 million people.  The population lives partially on the few islands, and partially on artificial island cities.

The government is a captive government.  Mataro is run by the system of Aragon as a colony.  Aragon encourages emigration to Mataro, and uses this world as a safety valve.

Law Level of 2 prohibits Portable Energy Weapons.  The Technology Level is 7 (Circa 1970 AD).  The Technology is limited by Aragon.  It IS possible to import higher tech items, but one must import via Aragon first, and the paperwork has a tendancy to get lost...

Mataro's system has two planetoid belts and four gas giants.


For the Referee


Mataro        0108 EA9A762-7    Wa                 824 Ar

Starport – Class E
Size –  A, large 15,200-16,799 Kms
Atmosphere – 9 Dense, Tainted
Hydrosphere – A 95-100% water
Population 7 10 Million to 100 Million
Government – 6 Captive Government or Colony
Law Level – 2 Portable Energy Weapons outlawed
Tech Level – 7 Ca 1970
Population Modifier – 8  80 Million people
Two Planetoid belts
4 Gas Giants

Friday, July 10, 2015

System of the Week - Terragona




Terragona (Aragon 0106) has a Class C starport, capable of major starship repairs, but offering only unrefined fuel.

Terragona has a diameter of 13,002 Km and an exotic, insidious atmosphere.  With a "Hydrosphere" covering 64% of the world's surface.


 Map courtesy of the map generator at http://donjon.bin.sh/scifi/world/

The world population of 800 million people are members of a representative democracy.  The Law Level of 5 prohibits personal concealable firearms.  The Tech Level of 4 is early machine age, roughly equivalent to that of 1889 AD.

The system sports two planetoid belts, two gas giants, and a Scout Base for the Vice-Royal Scout Corps.

The only trade classification is "Fluid Seas" to cover the toxic brew of Flourine and Chlorine in the lower atmosphere.

Terragona is a scientific curiosity.  Despite it's earth-normal size, it has a venus-thick atmosphere.  The lower levels are toxic mixes of Florine, Chlorine, and sulfur dioxide.  Most of the population lives in great floating cities in the narrow oxygen-nitrogen band of the atmosphere.  There are mining and manufacturing facilities on the surface.  Trade between cities is carried in airships and zeppelins.

The government is classified as a representative democracy, but is technically a constitutional monarchy.  There is a ceremonial noble class, and Queen Beatriz Graciela Montemayor is the sovereign of the planetary system.  She mostly gets along with the Vice-Royal government, but there have been disagreements in the past.  Despite the low tech, this world is an important population center for the Vice-Royalty.

Commercially, the various nasty chemicals in the atmosphere result in raw materials that are desirable in industrial processes.  A brisk trade is the result.

For the Referee

Terragona     0106 C8C6845-4  S Fl                 822 Ar

Starport – Class  C
Size – 8 Large, 12,000 to 13,599 Kms
Atmosphere – C Exotic, Insidious Atmosphere
Hydrosphere –  6 Wet world, 55-64% covered in liquid
Population  - 8 – Moderate 100 Million to 1 Billion
Government –  4  Representative Democracy
Law Level – 5 Personal Concealable firearms are prohibited
Tech Level –  4 Mechanized age (Circa 1880)

Population Modifier – 8  800 Million people

Two Planetoid belts
2 Gas Giants
Scout base
Fluid seas.

This one gave me a lot of trouble.  The combination of such a hostile environment with a fairly low tech level left me stymied.  Until a friend of mine suggested Steampunk could work "After all, they all wear masks and goggles, right?"

I'm totally handwaving the planetary science away for the Rule of Cool.  Imagine a Mad Steampunk world, drawn by Antoni Gaudi.  Complete with flying cities and airships floating serenly over the implacable fluorine seas and Chlorine clouds...

Required reading for this world,

Gaudi on wikipedia
and
The Prologue to "The Uller Uprising" by H. Beam Piper.  On Satan's Footstool at Project Gutenberg.

System of the Week - Santander

Our next System of the Week is a favorite of mine so far.  Cowboys and rangewars!  In SPAAAACE!!!

Santander (Aragon 0105) has a Class A starport.  Starships may be constructed here, but the Jimenez Spaceyard is quite small, and can only construct 60 tons of hull in a single month.  Despite this they have made quite a name for themselves in the small luxury ship market.

Santander is 7536 Km in diameter, with a thin, tainted atmosphere, and 32% Hydrosphere. 

(Map courtesy of the map generator at http://donjon.bin.sh/scifi/world/ )

The tainted atmosphere reflects common dust storms, rather than actual chemical contaminants.  Locals are used to the dust, and with Bandannas or simple filter masks can deal.  The livestock can handle the dust fine.  Offworlders report allergic reactions, or other difficulties until they are acclimated.
Santander has a population  of 60, 000.  The Government is a Balkanized system.  Overall Law Level is 5, with personal concealable firearms prohibited. 

Tech Level is 12, an Average Stellar technology level.

Santander's system includes three planetoid belts, and 4 gas giants.  The Vice-Royalty maintains both Scout and Naval bases in the Santander system

Santander is classified as a Non-Industrial and Poor world.  The Per Capita GNP is 10,240Cr, with a GNP of 614 MCr.  The annual total military budget is 18.432 Mcr.

Despite the Travelers Aid Society classifying Santander as "Balkanized" there is a central government.  However it is quite weak.  There are six major "Haciendas", or large private landed estates,   which run cattle, sheep, and other herd animals on the open rangeland of Santander.  The Central Government controls the Downport, and little else.  The  Haciendas usually co-exist peacefully.  However, there have been range wars in the past 50 years.  The TAS Classified Santander as "Amber" travel status until as recently as five years ago.  This travel status was upgraded back to normal at that time.

For the Referee.
Santander     0105 A543475-C  2 Ni Po              634 Ar
Starport – Class  A
Size –  5
Atmosphere – 4
Hydrosphere – 3
Population  4
Government – 7
Law Level – 5
Tech Level – C
Population Modifier – 6
Three Planetoid belts
4 Gas Giants
Scout and Naval bases
Non-Industrial and Poor world
Per Capita GNP = 10,240
GNP = 614.4 Mcr
Military budget = 18.432 Mcr

This world is one of my favorites so far.  The combination of low population and low water percentage seemed to evoke a western feel.  And the image of High-tech vaqueros or gauchos riding grav-cycles is too much to resist.

RAW for a balkanized world would take the starport and break it up among the world powers.  With such a small population, I made the tweak that the entire shipyard was under one entity.  This didn't seem to affect much strategically, since the production rate is so low.

Also, I fudged the overall military budget in a similar manner.  It will be broken up amongst the Haciendos to use for their own private armies.

Tuesday, June 30, 2015

System of the Week, Requena

Our next "System of the Week", is Requena.

Requena (Aragon 0104) is a pre-stellar technology system in the Vice Royalty of Aragon.

The starport is a Class C facility.  While able to perform major repairs, the Requena Downport cannot construct new ships, nor sell refined fuel.  There is a Travellers Aid Society facility, but it is limited.

Requena is medium sized.  With a diameter of 7,300 Kilometers.  The atmosphere is a type 4 thin-tainted atmosphere, that requires a filter mask for outdoor activities.  The Hydrosphere is 52%.

Map courtesy of the map generator at http://donjon.bin.sh/scifi/world/

With a population of 10,000, the Government is a captive government, controlled directly by the Vice-Royalty itself.   This results in a impersonal buraucracy running the system, with very little local input.  The Law level of 3 reflects a lack of tight control by the Vice-Royalty.

Technology level is 6 - Atomic era.

Requina is in the process of being colonized by the Vice-Royalty.  Only minor terraforming is in progress at this time.  The tainted atmosphere is one of the side effects of attempts to thicken the atmosphere and create a garden world.

The colonization effort had been larger, but during the last war with The People's Republic of Burbank, the Vice-Royalty reduced the workforce drastically.  This pushed back the terraforming schedule, and has resulted in the atmosphere getting worse.  There have been calls in some circles to re-prioritize the project, but they have not been answered.  Meanwhile, the small population continues in caretaker mode.

The roughly cretaceous-era fauna on Requena necessitate a lighter control on personal weapons than the Vice-Royalty might otherwise wish.  Some off-world visitors do come here for hunting safaris.  Some of them even return off-world...but they system is not classified Amber Zone, as the single major settlement is defended by a dedicated security team.

This world is classified as Non-Industrial, due to the lack of high-tech manufacturing.

For the Referee -

Requena       0104 C546463-6  S Ni                 113 Ar
Starport – Class  C
Size –  5 - 7,200-8,7Kms
Atmosphere – 4 – Thin and Tainted
Hydrosphere – 5 – Wet world 45-54% Water coverage
Population 4 – Moderate 10,000 to 100,000
Government – 6 Captive government or colony
Law Level – 3 Low law level.  Automatic weapons prohibited
Tech Level –  6  - Atomic era
Scout base, Non-Industrial world
Population Modifier –  1, 10,000 people on planet
One Planetoid belt
3 Gas Giants
Per Capita gnp = 4,000x0.08 = 3200 Cr
GNP = 32 Mcr
Military budget = 960,000