Jumping Blind

A Shot in the Dark A subsector contains about 40 worlds or star systems. That means it5 also has about 40 empty hexes. Or are they? For many 2d6 referees the empty hexes are forbidden. You may only jump from star to star for… very good reasons. So never mind. Astronomy as it is currently practiced indicates that there are a lot of things between the stars. There may be as many rogue planets stars or even several time the number. Many of them are gas giant and thus could enable wilderness refueling. This would make a hash of those mains, routes of adjacent worlds. There is an economic reason for them discouraging empty hex jumping.  If empty hex jumping was common, pirates, spies and invaders could infiltrate, bypass your lovely defense in (not enough depth) and nuke your core worlds before you knew anything. So there are military reasons for discouraging empty hex jumping.  This discouragement can take the form of simply not including rogue world in ephemera. Navigators are ta

Six Guns and Snake Men!

 First of all apologies for my lackluster publishing schedule on this blog. Second for the time being at least I am turning to pulp action. I recently put out a relaunch of Lightning League for Stellagama Publishing's Quantum Engine rule set. The rule set is quick, easy and covers te major concerns of RP -can I kill it, can I con them, what do I get? Apparently I have a lot more recognition with 2D6 folks than I realized.  What is Lightning League?  Look here!  TL;DR The Lightning League is an organization of philanthropists, heroes, and adventurers fighting despots, mad men, and monsters in a Post War world. It's inspired in no small part by the pulp magazines and pre-comics code comics. I have written several splat books supplements for it on Evil Clowns , Uplifted Apes , Snake Men , and Ghouls  and am enjoying increasing success (translation: I am not asking WTF am I doing this for every minute this week.) My next project will be Thunder Mesa -Western heroes, a lost world, a

Hyper Drives (and even more) Part 4

 After pondering ways to remind people they were on a dang spacecraft, I came up with an overview of gravity control technology. I decided the interface of hyper and regular space could exert a repulsion force allowing lift and thrust relatively near a planet or large body. So no taking air rafts to the moon though they would make orbital towers less effective and put the rocket industry out of business. Besides classic 2d6 technology levels (TL)  I added generic development stages.  Prototype (TL 8)      No gravity control. the Hyper force is harnessed to allow air rafts and grav vehicles. Maximum altitude of 500 meters. Field Testing (Late TL 8)      Gravity is 'generated at a single node at one end of a vessel or station in the direction of thrust. This may result in part of the ship's having reversed gravity and it being difficult to transit between the two sections. The effects of gravity gradually diminish over the length of the ship to about 0.25 to 0.5 gees at the nose.

Two Words

What two words always start a fight? Roll Initiative! The initiative mechanic is an industry standard. In its basic form, you roll, they roll. High roll goes first. All things being equal you go first about half the time, they go first about half the time and there is a certain balance achieved. What does initiative mean in the real world? Actually the give and take of Initiative in game systems is way more forgiving than the real world. A truly experienced combatant could take several actions before less skilled opponents can respond. When the fur ball starts losing that initial momentum cal lead to people going to ground, being defensive and seeking to live, not strike back. Initiative can mean very little in a close up fight, with everyone shooting and striking like mad.  Some tweaks to Initiative follow. Why just use one system for a game? There are many different forms combat can take.  No Initiative. Combat is nasty. You may still roll to see who makes their hit and damage rolls


 One of the interesting and often ignored rules of Classic Traveller was 'expending' points of Endurance to make melee attacks or sprint. CT was often about resource management. This rule was dropped from subsequent editions of the game. No one seemed to like it =I get six good shoots then I'm -3 to hit with my chainsaw? Something like that despite the fact that most people had a plethora of guns and could fire enough rounds to darken the sun. I don't want to suggest using Endurance/blows, I have no desire to be lynched. However, what if Endurance could be expended to allow extraordinary efforts? Reserving this for PCs or important NPCs would improve a group's odds of survival, especially if you're using old style simultaneous action turns. It will also give players an incentive to cut and run rather than engage in long running fights. Once their Endurance runs out, no more playing action hero. As with all combat, your Endurance score is not changed due to wound

Hyper Drives (and Still More) Part 3

 I hate reaction-less drives but I love getting places quickly. I don't mind gravity control, except it makes a lot of things too easy and makes your spacecraft into a boat or plane with extended range. So entry into Hyper-space is via a node. Node can be any size. You create a node and it moves towards matter, to send it into Hyper-space. Matter doesn't get drawn into the node unless there's other matter to balance the motion created.  If you you create a node between two objects they will both be drawn to the node. Fix the objects and you get a gravity source. Make enough little nodes and you have grab plating. Yay!  You'll want to shut it down when you approach a planet. The same forces drawing you to the deck will also be tugging very hard the opposite way on your ship's belly and landing gear. The tension on the different parts of the ship don't create any thrust over all. Newton is not mocked.  Note you want to shut off the artificial gravity when coming i

The Experiment From Hell

 It's been a while since I showed my love of Operation White Box. Here goes. On a remote island in 1940, scientists from Japan's infamous Unit 731, found an amazing form of life. It was neither animal, plant or fungal but took on characteristics of all three. Nourished with tree sap it would grow into a twisted copy of the tree. Nourished with blood it would grow into a twisted plant animal hybrid with a vicious temper and a cellulose-like armored skin. In short order experiments began on the locals. The Unit was spurred on by rumors of the Americans developing their own plant men ( Project Cadmus ). The study was stopped after the death of 12 subjects, and the experiment was restarted using monkeys. The human subjects were hastily buried. One night locals snuck out, against the curfew and risking death, to give their friends and relatives a proper burial on sacred land. The scientists eventually discovered the theft and Kampetai police began a brutal investigation, tracking do

Ship Dossier: Launches

Ship Dossier: Launches
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