Showing posts with label Galileo Games. Show all posts
Showing posts with label Galileo Games. Show all posts

Monday, April 14, 2014

Bulldogs! Review Pt 2a- Crew Creation

One of the changes from typical FATE games that really grabbed me when reading the Bulldogs! core rulebook is the chapter on Crew Creation. Specifically, the fact that the chapter is titled Crew Creation and not Character Creation. Its not semantics - the process starts top down, with characters emerging at the end, and it really helps sell the flavor of the setting.

Now THIS is a Bulldogs! crew! I'm requiring at least one of my players to have their character roll up their pants leg.
First up - the players create a ship that serves as their home base. If there were a High Concept aspect for Bulldogs!, it would read thusly:

TransGalaxy, an interstellar shipping company, runs a cargo operation they call Class D Freight. The company buys cheap ships, crews them with anyone who applies, and insures the hell out of them. These ships run high-risk cargo—hazardous or volatile materials, deliveries to hot zones or hostile planets, etc. The idea is to make good money on the deliveries that actually arrive, and to collect insurance on those that fail. The crews of these Class D ships are nicknamed “bulldogs” because of the Class D Freight logo. Class D crews also have a reputation for not letting go once they've got hold of a job.

Simple and wonderfully evocative! 

Again, its the players who are creating the ship, not the GM. I'd imagine that in many games the GM would create the ship and captain in advance. The fact that the writers explicitly state that the players generate this content makes me giddy. The players assign three aspects to the ship: Concept, Problem, and Strength. I would have liked to see some text in this section referring to the actual mechanics of ship creation, a section later in the book though. In that chapter, sidebars do a bang-up job of walking you though the process of building the starting ship, but I think I'll talk about that a bit more in a later ship rules review.

A Class D Freighter - art by Dan D.
Next up, the players create the captain of the ship. This person calls the shots, and while perhaps not overtly resented by the crew, certainly makes things difficult. The captain also has three aspects: Concept, Trouble, and Leadership. Essentially, this spells out how this person came to have this crappy job, how this person makes life difficult for the crew, and his/her leadership style. While the designers speak about allowing one of the players to be the captain, the recommend this person as an NPC, which, in my opinion, is the best approach. Structurally, the captain can serve as the 'mission-generator', can work as a limit on funds, and can serve as a complication for the players whenever necessary. While no detail is provide here in regards to the captain as a mechanically functional character, Galileo Games has a free download of sample characters here, in which the captain is a fully fleshed-out character.

By this point, the players should have a whole lot of flavor and narrative to inform the characters they wish to create. The players then decide what power level they want the game to have, from barely able to breathe at Fresh Meat, to John Matrix levels of power at Serious Badass. This determines the starting refresh, skill-cap, and skill points available.

Finally, its time to make characters! This follows the standard FATE format in most ways, though the Phase 1-3 steps from FATE core are bypassed here. This even has an in-game explanation, as the PCs are from different walks of life, ending up as bulldogs in a myriad of ways. After choosing a species (which I go into here), there are ten aspects the players craft:

Heritage (2): You can select two aspects from your species list, or make up others to reflect your upbringing.
Homeworld: This can be where you are from or how you grew up.
Personal Strength: What does your character do well?
Personal Weakness: You know your character is a fuckup somehow.
Associates: This represents the people in your past - are you running from them? Resourceful contacts?
Desperate Situation: Nobody chooses to be a bulldog; life forces it upon you. How did life screw you over?
Job: This is what you do on the ship - how you fit into the rag-tag team.
Shipmates: Like the Phase 1-3 aspects, here you represent some connection to the other characters.
Captain: &*#@! captain! This aspect describes your 'unique' relationship with said authority figure.

The authors do an outstanding job providing examples of these aspects, as well as suggesting how they can they can be invoked and compelled. For example, I love this Personal Strength aspect:

“Keys? Who needs keys?”
Invoke: you can get things started without keys, “Just attach this, plug this in, tap here, and…voila!”
Compel: when you do need keys, “You forgot the keys again, didn't you.”

Suggested skill trees are then provided for each of the power levels you selected previously, catered to a thematic distribution, to create characters who specialize in only one skill, maybe have two at their peak, or are really good at loads of skills, not not outstanding at any.

With whatever refresh is left over after assigning your species abilities, you may then use this to purchase stunts. There are many suggested stunts in the book; some unique, some widely-used FATE stunts re-flavored. The writers recommend players create their own stunts to match their characters, and provide guidelines about how to do so.

The last step I would expect to see in this process, outfitting your characters with starting gear, does not make an appearance in this chapter. While I would have liked to have seen that here, its detailed later on, in the section describing how to buy and trade things. This process is rather open-ended and narratively flexible, allowing characters the chance to start the game with more than just a beat-up blaster pistol and some worn Kevlar.

In summary, the presentation of the character creation process as an end-result of world-building, while certainly not a novel concept these days, is done very elegantly. Well-thought out examples of fictional players doing the same are interspersed throughout the process, and plenty of colorful examples of aspects go a long way towards stirring a player's imagination. 

Next time, I'll share the gonzo approach my players took in setting up our upcoming game. SPOILER ALERT (highlight text to read): My players are insane. 

Wednesday, March 26, 2014

Bulldogs! Review Pt 1b - Custom Species Creation



Here's a few more species we came up with for our Bulldogs! game, once again showing the creative flexibility of Bulldogs! species creation system.

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The Cynyu
Cynyu.jpg
Art by Franco DeRosa

“Sure, they gave us fusion generators, installed our networks, set up supply ships - we’re certainly better off. We didn't read the fine print though - now we pay 20% to that Cynyu on every transaction.”
- Sissinnguaq, Zephron colonist

The Cynyu hail from the highly irradiated, sulfuric ice planet of Adypso. Long ago they evolved from social herding ungulates and are uniquely adapted to surviving in harsh conditions. They stand on two cloven feet at a height of about 1.5m, and range in color from a vibrant blue to a deep blue-black.

Their brains are unique amongst the sentient species of the galaxy with 22 different lobes. Throughout the course of a day, approximately half of these lobes are ‘resting’, and specific brain functions rotate to the lobes that are ‘awake’. This rotating brain activity has many functions for the Cynyu, making it such that they never sleep and allow them to tackle multiple independent thought processes at the same time.

As a former herd species, they evolved a unique defense against predators. Though they no longer have the ability to spray the sulfuric acid at their enemies, they still emit a very strong odor that is off putting to many species. Another relic of their ancestry is a herd mentality; in isolation, a Cynyu is prone to depression. In a group they thrive, as they draw forth ideas from others.

An ancient species, the Cynyu developed interstellar travel about the same time as the Charcodons. They soon became (and still are) the galaxy’s most prolific traders, and have colonized many worlds. Unlike the Squillo, they do not see the residents of other planets as targets for subjugation. They look at these others as potential trade partners, and invest resources into improving their infrastructure to guide them towards becoming better trade partners. To that end, Cynyu have a long tradition of helping and teaching different species to reach their full potential as members of the galactic community. While this typically works seamlessly, it went awry when they helped mature the Hikari, who took the knowledge they learned and used it to subjugate much of the galaxy under the Hikari Imperium.

Despite their olfactory shortcomings, Cynyu are welcome throughout the galaxy. The typical Cynyu has a persistent, goal-oriented mindset; a quality that makes them useful to all. Their attention to a task is legendary. The multi-lobe structure of their brains allow them to focus on multiple problems simultaneously. This can be a disadvantage, as a Cynyu devoted to a task is difficult to interact with at times. This lends towards a view of Cynyu as cold and unfeeling with a smug superiority complex. When pressed, they often get frustrated by other individual’s inability to retain focus.

Cynyu excel in most professions, and are often the heads of large organizations. With their ability to work diligently at whatever they focus on (a quality they consider the highest virtue one can have), they are natural researchers, military strategists, artists, teachers and athletes.

Cynyu Names
Most Cynyu have a single name, given to them when they reach adulthood, around 12 cycles. Before that, they are simply known as Jouku, or ‘young snow.’ When a Cynyu completes a task that grants her renown, she will often take an epithet to reflect the accomplishment. The most lauded of the race often have long titles demarking their long history of achievement.

Male Names: Ánot, Issko, Klemmá, Siivár
Female Names: Čuvje, Linne, Sussu, Vuohkku

Typical Cynyu Aspects

MENTALLY FOCUSED
HERD INSTINCTS
MINDS ON MY MONEY, MONEY ON MY MINDS
ENLIGHTENED SELF INTEREST
HARD WORK IS ITS OWN REWARD
THE ARROGANCE OF SUCCESS


Cynyu Species Abilities [-2 Refresh]

Environmental Immunity [-1]
Adypso is a harsh, unforgiving place, and the Cynyu are well adapted to survival there. A Cynyu is immune to damage, consequences, or environmental aspects related to cold or radiation.

Multi-Lobed Brain [-2]
With the ability to assign difficult tasks to their brain simultaneously, a Cynyu character gains several advantages. As a Cynyu can effectively ‘turn off’ lobes of her brain throughout the day, she has no need of sleep. When multitasking, mental tasks are completed two time increments (page 65, Doing Things chapter) faster than usual. In addition, any penalty for taking a supplemental action in addition to a basic action is reduced by one.

Sulfurous Odor [+1]
Cynyu are well-known for the pungent, sulfuric oils that they naturally secrete from skin pores. Over time, many get used to the smell, but others find it unbearable. Cynyu characters suffers a –1 penalty when making social interaction rolls with characters of a species other than her own.

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The Hikari
Hikari.jpg
Courtesy of DevilPig

“There’s a saying where I come from: If you are going to look a Hikari in the eyes, you better be prepared to draw-down.”
-Cynyu Solicitor General Dr. Áillun Thrice-Grand, Chief Legal Counsel of Vonda IV

Once the most feared and powerful race in the galaxy, now the majority of the matriarchal Hikari are now reduced to largely vagabond, peripheral existence. Before first contact with the trading empire of the Cynyu, the Hikari were limited to their homeworld of Shima. Quickly adapting to the technological and social advances introduced by Cynyu emissaries, they went on to found the first true galactic empire, marked by a brutal militarism and a profound sense of superiority reinforced by religious belief. The Hikari religion states that all Hikari are the descendants of the Star Goddess: a transcendent entity from their home star. In addition to giving birth to their race, she also appointed the first Star Queen, Empress Pimiko.

Females are rare and valued in Hikari society: only every eighth child is female. As a result, every female member of Hikari society enjoys a large harem of male suitors, each of whom vies for the attention of the lady that they owe their loyalty to.

The Hikari Imperium was long gone before the first Mirasuvian set out to explore Known Space. Although their empire is now long fallen, the memory of their brutality still remains in the formerly occupied worlds. In these places, the very sight of a Hikari can quickly raise the specter of enmity, hate and fear. 

Hikari Names
The majority of Hikari have one surname and one given name with no middle name, except for the Hikari Imperial Family, whose members bear no surname.

Male Names: Nakoé, Otomué, Gaston, Shinrike
Female Names: Ponyanpe, Konkani, Isepo, Nonno
Surnames: Ren-Emusi, Ren-Koto, Su-Emi, Su-Mio

Typical Hikari Aspects


CHILDREN OF THE STAR GODDESS
LONG EARS HEAR MUCH
ONCE WE RULED
SHORT LIFE, BIG TARGETS
THE CYNYU TAUGHT US MUCH
THE WARREN BEFORE THE ONE


Hikari Special Abilities [Refresh -2]

Strike To The Heart [-1]
Swordplay is a revered skill to the Hikari - a physical expression of their warlike culture. Once per scene on a successful hit, spend a fate point to add 3 to the damage of your Weapons attack. This stacks with any other damage increasing stunts for Weapons.

Menacing Legacy [+0]
Though the Hikari Imperium has long faded away, its brutal legacy lives on. The character suffers a –1 penalty when making social interaction rolls with characters of a species other than her own. In addition, a Hikari may use Intimidation no matter what the power imbalance in the situation is.

Tympanic Senses [–1]
Hikari have sensitive ears that pick up even the faintest sound. Their ears are lined with tiny hairs that are sensitive to faint changes is air pressure. Any scene aspect that restricts vision or other senses must directly block this additional sense or the aspect can be ignored.

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Squillos
Photo by Alexander Semenov

“I took my wife to the Squillopera the other night. Needless to say, I was a happy man later!”
- Rastul, Mogri mechanic

The many-limbed, asexual Squillos have the most impressive vocal chords of all species in the galaxy. They have the uncanny ability to mimic virtually any voice, dialect or sound, and the pursuit of perfecting this skill is paramount in their culture. Each of their five brains has a substantially enlarged auditory cortex, which makes them master of language and interpreting sound. Their long, soft bodies are covered in a wide range of vibrant colors and protuberances, while only the head and the ends of their feet are hardened. They are slow moving creatures - their muscular trunk and grasping feet make them hard to move, and enable them to climb sheer surfaces and ceilings. As omnivores, they are capable of digesting just about anything, with a soft spot for any kind of egg. The Squillos have a pair of silk-generating spinnerets behind their mandibles. The powerful muscles attached allow them to explosively fire a thread of silk at a target, the force of which is can be quite damaging. They use these organs to immobilize prey and build elaborate silk structures.

Hailing from the multiple inhabitable planets of the Mot System, they were one of the earliest galactic species to develop starship technology. Quite adaptable, they quickly colonized many systems, driven by their religious beliefs. They believe the universe was a gift for to the Squillos from their creator god, Lu-kthu The Weaver. Emerging from another universe, it spun the webs of the cosmos, creating a new universe for its people to master. To the Squillo, the lace-like threads of star-stuff are their species’ future destiny. Their arrogant nature has led to many conflicts, particularly when expanding into other regions of the galaxy. In the past few centuries, with the discovery of so many hyperlanes leading to previously unexplored regions of the galaxy, such warfare has all but ceased. The Benevolent and Enlightened Hegemony of Mot has focus their energy on exploring and colonizing these new worlds.

Not all Squillos are part of the Hegemony of Mot, and are widespread throughout the galaxy. Often recruited as spies, translators, and cultural researchers, their adaptability and ability to understand subtle social cues make their talents highly demanded. Most famous of all, however, are the operatic Squillo vocalists, capable of performing an entire libretto by themselves, are lauded for their virtuosity, and ability to sing multiple parts simultaneously. The best-selling Squillo vocalist and actor Sonatro is known the galaxy over. Nicknamed “The Voice”, he became a legend due to his masculine, swinging singing style, his womanizing, and alleged ties to underworld figures.

Squillo Names
Squillo names are hard for other species to pronounce, due to the number of consonant clicks they generate with their mandibles. Each individual takes a surname, prefaces by -Yog, which can mean either ‘descendant of’ or ‘from’.
Names: !Cthaat, Gur'la!ya, Ny!crama, Thog!
Surnames: Yog-!Alal, Yog-H!an, Yog-Y!eb, Yog-Swarog!

Typical Squillo Aspects:

DIVINE RIGHT OF KINGS
EXPERT COLONIZERS
FIVE BRAINS ARE BETTER THAN ONE
WE SING FOR LU-KTHU
XENOPHAGIC DIGESTION
YOU ARE EASY TO READ


Squillo Special Abilities [Refresh -3]

Impressionist [-2]
As Squillos are unsurpassed masters at mimicking sounds, they gain +2 to Deceit rolls when trying deceive or convince others they are a different person or even different species vocally; they also gain a +2 to create an advantage when using a sound to distract someone.

Linguist [-1]
Squillos speak five additional languages beyond Galactic Standard (Oyl) and their native tongue. You don’t need to specify which languages you speak at character creation—you can add a language to one of your slots as needed during play.

Maxillapeds [–1]
Due to their many sharp-clawed feet, Squillos may climb any normal surface as if they were walking without needing to make an Athletics roll, and they gain a +2 to Athletics tests when climbing a surface that is slippery, slick, or completely upside-down.

Reduced Speed [+2]
Moving even within the same zone in combat requires a supplemental action, and moving just one zone requires all of the character’s concentration and an Athletics roll. No additional actions may be taken. A Squillo may not move more than two zones in a single round. Squillos aslo have an additional –2 penalty to Alertness for the purposes of determining initiative.

Born To Rule [+1]
Squillos are notorious for their arrogant conqueror's temperament. The character suffers a –1 penalty when making social interaction rolls with characters of a species other than her own.

Spinnerets [-2]
The Squillos make expert use of their silk generating abilities. Once per fight a Squillo character may make a ranged attack. On a success, the character may place an immediate consequence on their opponent related to the special attack type (Pinned, Stuck, etc) in addition to any normal damage. Only the lowest available consequence will be used.

Bulldogs! Review Pt 1 - Custom Species Creation 

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Tuesday, March 18, 2014

Bulldogs! Review Pt 1a - Custom Species Creation

Sorry for the lack of posts recently; the dreaded specter of Real Life has made itself known! That being said, gaming and posting should resume normalcy here at Station53. 

We had the first planning session for our new Bulldogs! game recently via Google Hangouts, and worked on building the world we'll run adventures in. As I want the game to have all the elements the players want to see, as opposed to a top-down, GM-driven design, we met and tossed out ideas, which will be the subject of many upcoming posts. For this post, however, we'll look at some of the species we created for the game, as the designers of Bulldogs! Brennan Taylor and Brian Engard have made the process easy and organic, as I outlined in the previous post.

We decided on a number of key phrases and themes we wanted for our game world (which I'll detail in a later post), but decided we wanted a galaxy rife with sentient alien species. Surprisingly, Humanity was a topic of much discussion - specifically, whether they should be present or not. Its an interesting question, as Humans are common in just about all Space Opera fiction out there, and in gaming terms, are mechanically function as the 'base-line' species all others are modeled against. Eventually, we all agreed that, while they should be present, they should be 'just another race.' Humanity, in our game, is not the ubiquitous species seen in the Star Wars/Star Trek universe, but more in line with how they are depicted in Mass Effect. Mike Lindsey decided we should call them Marisuvians as a clever reference to how they are typically used in such games.

Armed with a few basic ideas of what we wanted to see and a few images, we got together to bounce ideas off of one another, and I'm pretty happy with what we came up with.

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The Mogri

Art courtesy of Tsvetomir Georgiev.
"I hear that each one has the memory of their ancestors: based on my experience with 'em, their ancestors must have also been serious hard-asses too." 
- D'mbar Riff, Cynyu colonist

Two thousand years ago the warrior-race of Mogri discovered their sun was dying and they refocused their society around preservation and memory. Their geneticists found a way to code fragments of memory into their genetic code, and their industry and government poured their resources into developing massive ships that would allow their race to take to the stars in search of a new home.

To the Mogri, the past is alive. The view reality as an illusion, and embrace the idea that entropy conquers all. Matter decays and time cannot be stopped, so they keep their culture alive in the minds and songs of the people. To the Mogri, adding their verse to the Grand Music is as important as anything else they do. As a result, they are fatalistic, insular and grimly determined as a species. Their language does not have words that refer to the first person singular, and they are prone to poetic flourish and lyricism.

The long-lived Mogri are compactly and powerfully built, with piercing eyes and unrelenting endurance. Their skin varies in pigment across the color spectrum, and some rare individuals show a pattern of spots on their faces. These Mezzi are gifted with the ability to see the future, and are raised to be leaders, bards, and battle-commanders.

Mogri history is passed down orally, and can take years to recite in full. Each youth is required to recite the exploits of his or her lineage in full when coming of age. Each youth is trained as a warrior and a bard, to better create the memories that will become legend and pass them down to their ancestors.

Due to their singular focus on their own society, Mogri are a bit xenophobic in the galaxy - except when it comes to warfare. At various times they have taken entire systems until their Mezzi determine their fate lies elsewhere; their unpredictability coupled with their relentless determinism keeps the rest of the galaxy on edge.

Mogri Names
Mogri names tend to be short and are recycled, as the individual is only a small part of the living whole. They do not have surnames, as they are one family, but notable individuals may sometimes have an epithet bestowed upon them by the community.

Male Names: Rastul, Ronni, Troni, Turvell, Nakenn, Sini
Female Names: Raalee, Kanndr, Bronnr, Astarli, Durhedr, Drakhudr

Typical Mogri Aspects
IMMORTAL PRIDE
LAMARCKIAN MEMORY
NOMADS
SONGS OF GLORY AND VALOR
STRONG AND DURABLE
WE LIVE IN HOMESHIPS


Mogri Species Abilities [-2 Refresh]
Iron Will: [-1]
To the Mogri, to endure is to survive, and their resilience is legendary. Mogri gain one additional stress box.

Ancestral Knowledge: [-1]
Life ends, but memory is immortal, as it is coded into the Mogri’s genetic makeup. Once per session a Mogri can tap into these memories, gaining a +2 to any roll.

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Zephrons
“I worked with a Zephron once, years ago. She worked hard and played hard. Once she flipped and ripped a guy’s throat out. Still, you couldn't ask for a better person to be around.”
- Aurin Perfect, Marisuvian Epidemiologist

Art by Marciolcastro
The Zephrons are a four-limbed species from the planet Tonawanda. They evolved into an alpha predator, coupling an athlete’s physique, and an impressive array of razor-sharp teeth. They are expert hunters due to their ability to change the color of their skin to match their surroundings and the ability to psionically track their prey.

They form strong bonds with their pack-mates, and elect their leaders through shamanic rituals. They have a strong love of the natural world. In their mythology, everything has a soul, from a rock to a being to a nebula. The Zephron believe that it is possible to communicate with these spirits. Hunting, such a large part of their culture, is seen as a sacred ritual in which the spirits of prey become a part of the predator. In practice, this can be problematic, as they tend to have an instinctual binary view of other beings, sizing them up as either predator or prey. Its not unheard of for a Zephron to suddenly turn on someone and attack for seemingly no reason when this instinct is triggered. Still, they are loyal, dedicated companions, and popular media is rife with stories of Zephron sacrificing themselves to protect their friends.

Only fifty years after developing FTL technology and joining the wider galaxy, their planet was terraformed by the mysterious Ghost Virus. It is now a nearly barren planet, essentially devoid of any life that is not infected, and has been quarantined by the galaxy. Nearly all of the 7 billion Zephrons living on Tonawanda were wiped out, leaving only a few million scattered about the galaxy. They tend to make excellent team-mates, and they excel in virtually any role asked of them. The surviving Zephrons have adapted an elegiac temperament, and work well alone. They are among the galaxy’s best planetary explorers, assassins, biologists and bounty hunters.

Zephron Names
Zephron names typically have word-roots that correspond with natural elements in their native tongue. When translated into the galactic standard language (Oyl), they tend to be descriptive, such as Moon Laying Eggs or Makes No Noise.

Male Names: Catahecassa, Tiraq, Keokam, Pipaluk
Female Names: Antinanco, Nuka, Tamaya, Hokolequa

Typical Zephron Aspects:
I SEE WITH MY MIND
I'VE SEEN MY WORLD DESTROYED
MY FRIENDS ARE MY TRIBE
SILENT AS DEATH
SPIRITS WITHIN
TRIBE OR MEAT?

Zephron Species Abilities
[-3 refresh]
Natural Weapons [-1]
The ferocity of an 'unarmed' Zephron is legendary. Zeprhons are armed with teeth and claws that inflict Damage: 1.

Psychic Tracking [-1]
The Zephrons are unparalleled at finding nearby prey. When the target of a tracking attempt is within 5 miles, you may reduce the difficulty to track the target by two shifts.

Chameleon [-1]
Zephrons have the ability to change the colors and patterns of their skin to blend in with their surroundings.
They gain a +2 to all hiding-related Stealth checks.

Disease Vulnerability [+1]
This species is particularly susceptible to disease, as witnessed by the devastation the Ghost Virus caused on their planet.. Members of the species suffer a –2 penalty when attempting to resist the effects of diseases. Additionally, the GM can compel this attribute as if it were an aspect once per session. If the player wishes to avoid this compel, she must spend two fate points to refuse.

Extra Speed [-2]
When moving as part of another activity, a member of this species may move one additional zone without taking the –1 penalty for a supplemental action. If this ability is taken at a cost of –2, Zephrons gain an additional +2 to Alertness for the purposes of determining initiative.

Psychological Weakness [+1]
Zephrons are hard-wired predators, and have a tendency to view others as prey. The GM can compel this attribute as if it were an aspect once per session. If the player wishes to avoid this compel, she must spend two fate points to refuse.

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Marisuvians
Original artwork by Jeff Simpson


"Sorry I'm late. Damned Marisuvian compliance officer just wouldn't stop talking." 
- Sebek Yog-Gloon, Squillo lawyer

Originally hailing from the planet Ganhedhen, the Marisu are primates with adaptations favoring packs of long-range predators/scavengers (bipedal, little body fur + sweat glands, advanced language centers). They are, however, omnivorous and can survive on a variety of diets, provided that it is rich in fats and proteins.

The Marisu are 'new' race in Known Space; their recorded civilization is only 7-10k Standard Cycles old, and they have only been space-faring for the past three-centuries.

Since Marisu intelligence is largely a product of linguistic adaptation, their understanding of the cosmos is via stories; indeed, it is common when other races encounter a Marisu they are only able to explain new concepts to them in the form of a story. At first blush this trait can make the average Marisu seem rather slow; but in actuality they can be just as cunning and dangerous as any other race in Known Space. This trait also makes the Marisu excellent storytellers, and this is an ability that has made them welcome in places otherwise hostile to other species.

Legends tell of a Xigg warlord named Zi'rar who held a Marisu female prisoner captive for 3+ cycles, each night delaying her inevitable execution providing that she would tell him a new tale. Another, less attractive trait of the race is their avarice; the history of their young civilization has thus been defined by the acquisition of excessive resources by an elite few to express dominance over the majority. Too much is never enough to a Marisu - they seem to always and ever want more.

What might seem like ostentatious displays of wealth and/or exceptional greed to other races is commonplace among their kind, in a complex and never-ending game of one-upmanship that only their own kind (maybe) truly understands.

Marisuvian Names
Marisuvians tend to have evocative names reflecting their personalities, and have a family name that denotes an event or characteristic particular to their family’s history.

Male Names: Blake, Martok, Zack, Zap, Dirk
Female Names: Aurora, Crystal, Dawn,Krishna, Tanya
Surnames: Brannigan, Day, Sunflame, Sparktracer, Callisto

Typical Marisuvian Aspects
ADAPTIVE OMNIVORES
ANYTHING YOU CAN DO I CAN DO BETTER
NEVER SATISFIED
LINGUISTIC INTELLIGENCE
NEW TO THE GALAXY
"THAT REMINDS ME OF A STORY…”


Marisuvian Species Abilities [-1 Refresh]
Marathon Training [-1]
You know how to conserve your energy when undergoing lengthy athletic activity. You may use Athletics instead of Endurance when making tests against fatigue; in most other cases, you may complement any Endurance rolls with your Athletics.

Psychological Weakness [+1]
Marisuvians are insatiable when it comes to material possessions and acquisition of status. The GM can compel this attribute as if it were an aspect once per session. If the player wishes to avoid this compel, she must spend two fate points to refuse.

Narrative Communication [-1]
When a Marisuvian has the chance to use storytelling in a conversation, they gain a +2 to place a Rapport maneuver.

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Wednesday, February 19, 2014

Bulldogs! Review Pt 1 - Species Creation

That cover alone tells you just about all you need to know.

Soon I'll be running a brand new game for my players, using Galileo Games' FATE hack Bulldogs! This will be a different review from the norm, as will jump around and look at different sections of the book.

I plan to take a very player-centric path for this system, and the vast majority of the elements that will make up the game will be done at the very first session, and primarily by the players. Going in there will be only a handful of elements predefined:
  1. The players are blue-collar stiffs making a poor wage under dangerous conditions. They move cargo around the galaxy, they have a boss that, at a minimum, is a pain in the ass, and are aboard a freighter.
  2. They are under contract to an organization (FedEx in spaaaaace).
  3. There's at least one zone of systems that has a frontier wild-west feel.
  4. There are all sorts of aliens.

Beyond these precepts, I'm going to leave all of the remaining details up for grabs, and have the players flesh the setting out, similarly to how Diaspora does cluster creation. I'll probably do a review after the game starts, but for now, I want to focus a bit on element 4: There are all sorts of aliens.

The book lays out ten core species, but we'll toss all of them out save for the Ursemenites, a despicable race of murderous teddy bears you can read about here
Snuggle THIS.

Besides these buggers, I'll have my players create the races they want in the game, save for one of my own, so lets look at the rules Bulldogs! has for species creation.

Bulldogs! Species Creation
The book breaks the process into several steps:

  • Phase 1: Physiology 
  • Phase 2: History
  • Phase 3: Psychology
  • Phase 4: Creating Abilities

Before creating a sample race, let's talk a bit about Phase 4: Creating abilities. Unlike most FATE games, Bulldogs! takes an approach that is half-FATE, half traditional RPG when it comes to how they differ from the baseline human*. Each species is built using a baseline refresh based on the power level you choose for the game. Fresh Meat (6 refresh), Trouble (7 refresh), Hard Boiled (8 refresh) or Serious Badass (10 refresh). From here, the player then selects a species, each of which has an number of aspects and abilities (which function like stunts) associated with them. The game recommends the player choose two of those aspects. The player then pays for all of the abilities from their starting pool of refresh. For example, the Urseminites have these listed to choose from:

Aspects: Cute as a Button, Short and Round, "Never met a vice I didn't try,” Vicious Little Bastard, “Empathy is for suckers”
AbilitiesThick Fur and Fat [–1], Hard to Kill [–2], No Natural Weapons [+1], Universally Despised [+1]

A Urseminite player in a game where the power level is Trouble would start with 7 refresh, then would purchase all of the species abilities, which total +1, thereby giving that player 8 total refresh to spend on standard FATE stunts..

Reviews and message boards tend to state that Bulldogs! is a great system for introducing players to FATE, and the species rules really do that well, as the purchasing of abilities mimics the mechanical balances of species in systems like D&D and Pathfinder well, while still retaining the abstract FATE method of defining a species.

Now that we've looked at the creation system, lets put it into practice.

SHARK MEN
Searching the internet a bit for good images to base a species off of, I came across this gem, created by Palladium on the concept.org forums:

Note the awesome shark-tooth boots
Phase 1: Physiology 
Based on the image, the sharkmen still breathe with gills. Since their heads are contained within a helmet of water, how do they communicate? Telepathy! The sharkmen excel as hunters and have powerful athletic abilities, including strong swimming skills. Their evolution as a deep-water predator makes them quite adept and withstanding pressure differentials and navigating in weightlessness. Being such an ancient species, the sharkmen have evolved into a species of various sizes, with a wide range of fin shapes, colors, and patterns.

Aspects: Aquatic TelepathAt Home In Adverse Environments

Phase 2: History
Lets name the species Charchodons. No one knows where the Charchodon originally come from, as they are ubiquitous in the galaxy. They tend to excel in professions that place an emphasis on hunting and physical ability, serving as mercenary soldiers, detectives, laborers and explorers. They evolved to be apex predators long ago, and are often found as the head of large organizations. They never appear to age at all, and some Charchodon administrators and rulers have been in power since before the invention of hyperdrive technology.

AspectsCredits Speak LoudestSurvival Of The Fittest

Phase 3: Psychology
Spacers are often overheard using the phrase "like bribing a shark" to refer to buying money one's way out of a jam, as its often easier to pay them off rather than fight them. As a result, they have a well-earned reputation for being venal and materialistic. They tend to ooze confidence, whether warranted or not. A Charchodon's enthusiastic nature, willingness to take on any task, and powerful presence make them a welcome ally throughout the galaxy.

Aspects:Cult Of Personality, Fired Up!

Phase 4: Creating Abilities
The core book provides many examples of these abilities and has a few guidelines and notes that no character can start the game with a refresh less than one. We'll go with these, for a total of -1 refresh.

Immortal [0]
Some species are extremely long-lived, perhaps to the point that they are effectively immortal. Members of
these species aren't affected by the ravages of age during play, and it’s possible they've been around hundreds or even thousands of years.

Environmental Immunity [-1]
Some species aren't affected by certain types of harsh environment, such as freezing temperatures, extreme heat, or vacuum itself. When taking this ability, choose one or more of these types of environment. A member of the species is immune to damage, consequences, or environmental aspects related to the chosen environment. To be immune to more than one or all of these environments, the ability costs –1. In this case we'll choose three environments: vacuum, high pressure, and aquatic.

Fast Healing [–2]
Species with this ability heal far more quickly than the norm. This healing ability does not apply to extreme consequences, but all lesser damage heals at a faster rate. Out of combat, members of this species recover physical consequences as if they were one level lower (a moderate recovers as if it were mild, etc.). Additionally, in combat once per scene a member of this species may clear away a mild physical consequence with a supplemental action.

Specialized Respiration [+1]
Some species must breathe a particular combination of gases that differs from the normal oxygen/nitrogen mix found on most inhabited planets and aboard space stations and star ships. Such species must carry their particular breathable atmosphere with them in some way or they will begin to suffocate. Water serves as the required breathable atmosphere here.

Telepathic Communication [-0]
You can communicate with others mentally, enabling you to broadcast your thoughts. You can use this for group communication when you are within visual distances, but those who receive such messages are unable to reply mentally.

Telepathic Link [-1]
You can establish a strong mental connection with someone, enabling you to send and receive mental
images. This allows for instantaneous communication over long distances. You can’t communicate words, but you can show what you see or send mental images of situations or objects to the other person. This is two way, and the other person can do the same even if he doesn't have this stunt or even if he has no psychic powers of his own. The link works over thousands of miles. If the two people are on the same planet, or even in orbit around a planet, it works fine. This link isn't powerful enough for interplanetary communication within a system, much less across space between two star systems.

Here's the species after creation:

CHARCODONS

Typical Charcodon aspectsAquatic TelepathAt Home In Adverse Environments, Credits Speak LoudestSurvival Of The Fittest, Cult Of Personality, Fired Up!

Charcodon abilities [-3 refresh]: Environmental Immunity [-1], Fast Healing [–2], Immortal [0], Specialized Respiration [+1], Telepathic Communication [-0], Telepathic Link [-1]


Art by Corrik, which you can see here.


All in all, the species creation system looks fun and varied, with a lot of flexibility. As per FATE, the system starts top-down, making story and flavor the key elements. I can't wait to see what weirdness my players come up with!


* There are no humans listed as default in the book, which is interesting, but rather several human-like species, fulfilling the standard sci-fi trope Human Aliens.

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Bulldogs! Review Pt 1a - Species Creation