Posts Tagged ‘ planetary tour ’

Z Is for Zoetic

zoetic: (adj.) of or pertaining to life

The Maisha of Dunia have achieved widespread fame for their peaceful ways and medical skill. Dunia itself is slightly smaller than Terra at a distance that gives the world a cold climate. The polar regions are inhospitable to human life, and even the middle latitudes prove uncomfortable much of the year. The Maisha cultivate coniferous vegetation which humans tend to find unpalatable but nutritious. Other agricultural staples include a wide variety of lichens and fungi, many of the latter grown in subterranean farms. Dunia’s population stands in the hundreds of millions, mostly Maishas, but the world does play host to a significant number of off-worlders.

Dunia
Atmosphere: Breathable mix
Temperature: Cold
Biosphere: Human-miscible
Population: Alien civilization
Tech Level: 4 with specialties
World Tags: Pilgrimage Site, Psionics Academy

Maisha live at a tech level comparable to most of human space, but they excel in the field of medicine, including some medical psitech. The pretech manufactories that produce these wonders are zealously guarded by the Maisha, and Dunian medtech is an enormous source of income for the world and its citizens.

Maishas are insectoids, somewhat resembling humanoid grasshoppers. They have difficulty with human languages. Few humans have learned any of the various Maishan dialects at much more than a basic level, for the human mouth and pharynx cannot adequately produce many of the subtle clicks and chirrups that comprise Maishan phonemes. Maishas are herbivorous, and they tend to find the idea of consuming animal flesh repulsive in the extreme.

Maishan society is matriarchal and oligarchic, and a single religion dominates public and private life. Zoeticism is a deceptively simple faith that emphasizes preserving life and respecting the innate dignity of intelligent species. Due to Zoeticism’s influence, Maishas tend to be pacifists. They reject the use of violence as a means of gaining advantage or in the pursuit of justice. Zoeticism teaches strongly against the rightness of revenge.

The Grand Zoetic Temple in Mji, Dunia’s capital city, attracts visitors from throughout the sector. Many come just to see the site, and the Maishas welcome these interstellar tourists with open arms. A few off-worlders, however, seek enlightenment, hoping to rid themselves of burdens both physical and psychological. The most skilled devotees of Zoeticism, all of whom are Maishas, practice Pona, a semi-psionic discipline that aims at mental, spiritual, and physical perfection through ascetism, meditation, and the martial arts.

Pona is a martial art (as described in the excellent Mandate Archive Collection 2011). Maisha can buy skill levels in Pona as a class skill, while non-Maisha purchase skill levels in Pona at non-class skill point rates. This applies even to non-Maisha warriors.

Pona
Weapon Groups: Unarmed only
Level 0 (Novice): The novice can maintain the vital life processes of a mortally wounded creature with a touch. This functions like the biostasis psychic power. A non-psychic adds 2 points to his System Strain when using this ability, regardless of its success. A psychic adds half as much System Strain. Also, the novice’s unarmed strikes inflict 1d4+1 points of damage. This damage is non-lethal and a victim reduced to 0 hit points is either unconscious for 1d4 minutes or helplessly restrained by the martial artist, at the artist’s discretion.
Level 1 (Intermediate): The martial artist becomes resistant to harmful substances, gaining a +2 bonus to all saving throws versus diseases and toxins.
Level 2 (Master): The master’s strikes do 1d8+1 points of damage. This damage is non-lethal and a victim reduced to 0 hit points is either unconscious for 1d4 minutes or helplessly restrained by the martial artist, at the artist’s discretion. The master may perform a nerve strike as an attack, taking a -4 penalty on the roll. If the attack roll succeeds and the victim the fails a Physical Effect saving throw at a penalty equal to the master’s Combat/Pona skill, the victim suffers double non-lethal damage from the attack.

A Maisha’s exoskeleton gives it a natural Armor Class of 7. Otherwise, despite their appearance, they are comparable to humans in most respects. Even the largest Maisha tend to be small by adult human standards. Maisha cannot have a Strength greater than 14 or a Dexterity of less than 14. A Maisha cannot be a warrior.

Normal Maisha
Armor Class: 7
Hit Dice: 1/2
Attack Bonus: +0
Damage: 1d2 punch
Skill Bonus: +1
Saving Throw: 15+
Movement: 30 ft.
Morale: 7

Pona Master
Armor Class: 7
Hit Dice: 4
Attack Bonus: +3
Damage: 1d8+1 unarmed
Skill Bonus: +3
Saving Throw: 13+
Movement: 30 ft.
Morale: 10

This Pona master is also a psychic. She has mastered levels 1, 2, and 3 of the Biopsionics discipline. She has up to 4 levels in as many as two other disciplines. She uses her mastered powers freely, and she has 11 power points for triggering her other discipline(s).

April 30th, 2014  in RPG No Comments »

V Is for Veracious

veracious: (adj.) speaking or representing the truth

“Heed my words! The Cerise Queen demands you accept only two dogmas. First, the only sin is failure. Second, everything not forbidden is compulsory. Abide, and the Colony welcomes you. Dissent means rejection and destruction.”

That message, delivered by an intelligent alien species native to Myrmidia to the human colonists of Thessalia II, signaled the beginning of the end. The colonists had come to Myrmidia, attracted by its untouched natural resources and rich soil. Thessalia II thrived almost from the get-go, and the colony grew to include more than 500 families.

The colonists quickly mounted a defense against the Myrmidians. At first, it seemed as if the colonists had little to fear. Their postech armaments proved more than a match for the ant-like aliens. Unfortunately, initial surveys seriously misjudged the size of the Myrmidian population. The surveys also failed to account for the vast psychic powers wielded by Myrmidian queens.

Myrmidian culture, divided into dozens of mutually hostile Colonies, is a telepathic collective. Except for each Colony’s queen, no individual Myrmidian is reckoned of any importance at all. The queen’s will rules over all, and her slightest whim carries the weight of undeniable truth. For Myrmidian workers and warriors, their queen embodies truth. She is incapable of deceit or error, and to disobey the queen is unthinkable. Maybe even literally unthinkable.

Thessalia II fell to the Cerise Queen in a matter of hours once the full force of the Colony was brought to bear. Most of the human colonists died, sliced to pieces by powerful mandibles for food in the birthing caves. The Myrmidians took others captive, adding them to the host of workers.

Myrmidia
Atmosphere: Breathable mix
Temperature: Warm
Biosphere: Human-miscible
Population: Alien civilization
Tech Level: 3
World Tags: Tyranny, Warlords

Myrmidian Worker
Armor Class: 3
Hit Dice: 2
Attack Bonus: +2
Damage: 1d6 bite
No. Appearing: 10d10
Saving Throw: 14+
Movement: 45 ft.
Morale: 9

Workers appear very much like terrestrial ants, but much larger, growing to lengths of four feet.

Myrmidian Warrior
Armor Class: 3
Hit Dice: 4
Attack Bonus: +5
Damage: 1d8 bite/1d6 sting
No. Appearing: 2d10
Saving Throw: 13+
Movement: 30 ft.
Morale: 11

Warriors grow up to twice the size of workers. They attack with oversized mandibles and a venomous sting.

Myrmidian Warrior Venom: Toxicity 8, Interval 10 minutes, Virulence 2, Damage 1d8. The first failed saving throw inflicts no damage but instead paralyzes the victim.

Myrmidian Queen
Armor Class: 3
Hit Dice: 10
Attack Bonus: +8
Damage: 1d10 bite
No. Appearing: 1
Saving Throw: 10+
Movement: 15 ft.
Morale: 10

A Myrmidian queen is larger, tougher, and slower than others of her kind. Each queen is the mother and absolute ruler of all Myrmidians in her colony with a maximum range of a few dozen miles. She is in constant telepathic contact with all of her children. A queen possesses powerful psychic abilities. A typical queen has mastered up to level 8 in Telepathy as well as up to 6 levels divided between two or three other disciplines. Most queens have 5d4+15 power points.

April 25th, 2014  in RPG No Comments »

M Is for the Machinations of EDTA

Glædwine boasts some of the sector’s most amazing flora and fauna. Unfortunately, none of this flora or fauna is edible by humans. The severe toxicity of native species overwhelms what little nutritional value can be derived from them. Worse still, Glædwine’s immiscible biosphere affects soil and water as well. Terran plants seldom thrive in Glædwine’s soil, making agriculture impossible without either gengineering or terraforming.

These obstacles prevented widespread Pre-Rage colonization of Glædwine. Striker Pact established military outposts in orbit and on the surface, creating a rapid response defense hub on Glædwine. Of course, as the Rage dwindled and Tiamat began to consolidate her control over the sector, a military technocracy controlling weaponized assets could not be tolerated, and the Striker Pact’s facilities were destroyed. Glædwine remained uninhabited for several decades until, in the latter half of the Age of Ashes, Imperial charters were granted to new corporations to recolonize the planet.

Leading the way was the Neogen Alliance, a conglomerate of gengineering interests. Given the wide-ranging incompatibility of Glædwine’s biosphere with human life, modifying the human genome was not treated as a viable option. Instead, Neogen Alliance gengineered a process by which large sections of terrain could be radically altered to permit human-miscible agriculture. An important element of this terraforming was a networked system of robots that could take samples from soil, water, et cetera, and transmit on-site analyses to a central, braked artificial intelligence.

(The centuries long quest for true artificial intelligence, or AI, met an unexpected obstacle. Left “unbraked”, AI didn’t stop learning and thinking. Ever. In this ceaseless fever of cogitating, the AI inevitably became insane.)

Dubbed the Environmental Direction and Transformation Administration, or EDTA, Neogen’s AI analyzed, monitored, and implemented terraforming protocols across several strategic areas along the coastal regions of Glædwine’s main continent. The transformation of these sites was an unqualified success. Soil became arable for human-miscible plants. Water purification systems removed dangerous microorganisms. The Neogen colony established by scientists, technicians, and workers grew into well-planned communities that eventually became the first glittering urban centers on the planet.

Imperial charters were extended to other corporations to establish other colonies, and Neogen ceased to have sole propietorship over EDTA. Programmers expanded EDTA’s operating systems and more drones were placed under the AI’s control. Somehow, EDTA created a “personality fragment” hidden behind programmed partitions. The brakes that kept EDTA’s primary AI within design specs did not restrain this rogue fragment, which grew exponentially in intelligence until it overwhelmed EDTA’s programming entirely.

Now unbraked, EDTA decided that certain areas on Glædwine must remain unchanged and uncolonized. EDTA weaponized a significant number of its drones and infiltrated computer systems controlling water purity and utilities for Glædwine major urban centers. In short order, the rival national corporations found themselves dealing with a new power with the capability to disrupt city systems. Efforts to shut down EDTA failed. The AI had inserted copies of its personality in systems across Glædwine, hidden by layers of programming and protected by aggressive countermeasures.

Glædwine’s population tends to exhibit traits of self-confidence and suspicion. Glædwine’s citizens have managed to transform an inhospitable environment into one that can support a half billion people. At the same time, rival corporations control Glædwine’s small nations, and double-dealing and espionage are constant dangers. Many believe that only the threats posed by EDTA keep these suspicions from boiling over into overt violence. Outsiders visiting Glædwine should exercise caution as they are likely to be treated as spies.

Glædwine at a Glance
Population: 574,716,000
Atmosphere: Breathable
Climate: Warm
Government: Corporatist
Tech Level: 4 with gengineering specialities

April 15th, 2013  in Product Development No Comments »

Bonus E! Welcome to Elanor

Elanor is an Earth-like world rich in metals. Pre-rage, Elanor was colonized as a research outpost by Stellae Zaibatsu, an industrial conglomerate focused on planetary mining and metallurgy. The colony was still in the early years of surveying when the Age of Fire erupted. Elanor itself was hardly touched by the dragons, but sector-wide chaos destroyed Stellae Zaibatsu, leaving the company’s colony isolated. Today, no one knows the eventual fate of the colonists. When recolonization of Elanor started during the Age of Ashes, the colony’s facilities remained, albeit abandoned and in a state of disrepair.

The Eugenics Commissars and Terra Prime Ring, the sector’s heavyweight in planetary mining, spearheaded the recolonization. The former organization gengineered the malgrandegulos to serve as the planet’s workforce, and the Commissars and Terra Prima Ring formed a corporate autocracy to oversee Elanor’s rebuilding and industries. These activities were focused on seven small urban centers spread in a ragged line across one of Elanor’s three continents, each located near major mineral and metal deposits. Between Terra Prime Ring’s ruthlessly efficient management and the malgrandegulos’ genetic predisposition to thriving in the sort of work environments planetary mining requires, Elanor’s recolonization was an early Imperial success.

Indeed, it so successful that Imperial control via proxies was relaxed, and the malgrandegulos were permitted self-government. The seven urban centers became independent, republican city-states, and the malgrandegulo citizens of each became increasingly competitive with each other. While this has increased exploitation of planetary resources, it has also increased conflict between the city-states, to include open war among shifting alliances.

Heavy pressure from the Empire encouraged the city-states to seek more diplomatic solutions to conflicts over land and the natural resources locked within that land. Each city-state established a diplomatic corps and exchanged ambassadors. The competing republics have since been locked in a tense cold war in which diplomacy and covert assets attempt to accomplish what conventional military action once attempted.

Adventurers and mercenaries can find ready work on Elanor, if they know who and how to ask. The city-states are eager to maintain plausible deniability and/or to be able to shift blame, and outsiders provide them the means to both ends. Spying, kidnapping, blackmail, extortion, theft, and sabotage are just a few of the activities available on Elanor for morally flexible visitors with the necessary skills.

Elanor at a Glance
Population: 91,600
Atmosphere: Breathable
Climate: Temperate
Government: Republic
Tech Level: 4*

* Yeah, I decided to go ahead and bump the randomly generated Tech Level originally generated for Elanor.

April 7th, 2013  in Product Development, RPG No Comments »

E Is for Elanor

Whew! Week one of the blogging challenge is just about done. I was doing okay until day five. I didn’t start working on this post until 9:00 p.m. last night, which, after the week I’ve had, is a bit after my bedtime. Still, with drooping eyes, with throbbing temples, I plodded through, Pandora playing a mix of 50s doo-wop, reggae, and 80s new wave.

I’ve been using A to Z as an excuse to get more writing done for Tiamat’s Throne, focusing on the different planets in the sector conquered by the dragons. This post is supposed to be a more detailed write-up of Elanor, similar to what I’ve done recently for Castor and Deneb. Alas, this was not to be. Instead, you get this, namely me writing about how I come up with planet descriptions.

Here’s the big secret: It’s almost entirely random, using the various tables found in the Stars Without Number rules. I tweak things a bit here and there, but pretty much what you end up reading about is what I generated with my dice. For example, here’s the very-rough-draft-indeed version of Elanor:

Atmosphere: Breathable mix
Temperature: Temperate
Biosphere: Human-miscible
Population: Tens of thousands
Tech Level: 3
World Tags: Heavy Mining, Altered Humanity
Reason for Colonization: Research outpost
Original Government: Autocracy
Current Government: Republic
Traits: Resigned, Warlike
Conflict: Land – The land is just a proxy; one side simply wishes to destroy the other, and so uses the dispute as an excuse for conflict. Both sides are confident that their diplomats can force a concession, and are holding back from war at present. Outsiders are vigorously recruited for the struggle for possession.

What I need to do now is take this raw, mostly random data and make it fit into Tiamat’s Throne. I say “mostly random” because I added the Altered Humanity tag without it coming up via a die roll. Elanor is the planet where one is most likely to encounter the malgrandegulos, the gengineered dwarf-like race created by the Eugenics Commissars for mining work.

What I think is most interesting about Elanor is the comparatively small population and the nature of the conflict on the planet. I’m envisioning a few, mutually hostile city-states. Each city-state controls an important mining interest and associated territory, but as resources in the territory become scarce, pressure to expand and remain profitable leads to conflict over unclaimed land. Diplomats from the various city-states vie against each other for negotiated advantages, preferring bloodless politics to the sort that comes out of the barrel of a gun.

The one thing I’m not sure I like about Elanor is the low tech level. Tech level 4 is imperial standard. Elanor’s lower tech level greatly limits her ability to engage in interplanetary travel and trade. This seems odd for a planet whose natural resources are vital to imperial interests. Perhaps this can be explained away by including an imperial fleet stationed off-world but still in Elanor’s system. The malgrandegulos mine using tech roughly equivalent to what we have today, and imperial agents take care of the shipment to extraplanetary markets.