Showing posts with label Arkbound. Show all posts
Showing posts with label Arkbound. Show all posts

Friday, 28 August 2015

The Crusade - Hellspace

I haven't talked about Hellspace for a while. It's still bubbling away in the background, largely unformed, while I work on the Odd World Supplement. 

The Crusade 

Hark! Child of Humanity. And hear the first truth you've ever heard. 

We are the human philosophy, because everyone else has been tainted by demons or worship. 

We commanded that Godmachine deliver us to humanity's promised home, and here we are. Now we must do our part and take the fight to these demonic squatters. 

d6 Famous Crusaders

1: Gog Megnon - Crusader Raid Leader (3)


Gear: Powered Axe and Shield, Voice Amp, Secret Demon Mind-Implant
- Carry out a Medieval Solution
- Lead Others to their Deaths (+1)
- Secretly Consort with Demons

2: Parsonus Rekt - Paranoid Preacher (1)


Gear: Bear-Helm, Electric Sword. 
- Carry out a Medieval Solution
- Summon Demonic Images, and Blame Others (+1)

3: Kutter Fracto - Angelic Demon-Slayer (2)


Gear: Demon-Killing-Sword, Angel Suit with Wings. 
- Carry out a Medieval Solution (+1)
- Boast about his Prowess. 

4: Render Dymo - Death-Machine Builder (2)


Gear: Powered Armour, Red Cloak, Dangerous Tools. 
- Carry out a Medieval Solution
- Create an unreliable combat robot
- Bemoan the weakness of flesh (+1)

5: Hunnibul - Mutated Beast-Man (2)


Gear: Big Hammer, Horn, Rags. 
- Carry out a Medieval Solution
- Crush and Gore (+1)
- Preach the Diversity of New Humanity

6: Arsun Pike - Hellspace Prospector (1)


Gear: Survival-Suit, Loud Gun. 
- Carry out a Medieval Solution
- Find the worst parts of Hellspace (+1)



Creating a Crusader Character

Crusader

- Carry out a Medieval Solution
Gear: Take a crested/horned/spiked helmet, and choose one of the following:
- Impractical Melee Weapon.
- Primitive Demon Detection Device.
- Monstrous Body Mod.

Roll 1d6 again for your second Move.
1: Mythkeeper- Tell a Relevant Fable
2: Soldier- Follow Orders
3: Hunter- Think Like your Prey
4: Unveiler- Sniff Out Demonic Things
5: Warsmith- Make anything into a brutal Weapon
6: Chaplain- Prove your Faith in humanity. 

Finally, roll d66 on the Wildcard table as usual.

Wednesday, 10 June 2015

A Gazer Manifesto


Being a Gazer isn't about gazing. It's about seeing. But we aren't seers, we just feel it, y'know?

It's really all about gazing. Just put yourself facing in the right direction, trust in StarryNight, and it'll all become clear.



But we don't gaze. We don't even really see. It's like the things you can't see just go into our minds and then they become real, so we can see them. But you can't look at them.

StarryNight knows our minds better than we do so the only truth is to open up your mind to him. And we do that by gazing.



He brought us to Hellspace, and Hellspace is full of Demons, so really aren't we Demons too? But you can't Gaze into Hellspace. You have to go out there and become a part of it yourself. There's something out there that StarryNight wants us to go and perceive so we have to find it.

And we do that by gazing.



1d6 Famous Gazers
1: Morpherbella - Gazer Socialite (2)
Moves
- Look Beyond Reality
- Be Enigmatically Compelling (+1)
- Go Into a Biting Frenzy
Gear: Neon Ballgown, Holo-Parasol.

2: Mel Tadcat - Gazer Stim-Pusher (3)
Moves
- Look Beyond Reality
- Pressure a New Customer into Stim Use (+1)
- Run Crying to her Boss
Gear: Headache-Inducing Black and White Spacesuit, Metal Fists, Loads of Stims.

3: Emprah Sar- Prodigious Philosopher (3)
Moves
- Look Beyond Reality
- Make Vaguely Profound Statements (+1)
- Act Like a Spoiled Brat
Gear: Purple and Gold Spacesuit, Holo-Rod. 

4: Moment - Gazer Petty Thief (2)
Moves
- Look Beyond Reality (+1)
- Pickpocket Someone
- Appear Pathetic
Gear: Pink and purple spacesuit, bloodshot eyes, stim-shakes. 

5: Gummi Lan - Gazer Hellspace Explorer (3)
Moves
- Look Beyond Reality
- Push Deeper into Hellspace
- Consort with Demons (+1)
Gear: White Spacesuit, Demon Pipes,


6: Sammy Nostrox - Earthborn Gazer Legend (3)
Moves
- Look Beyond Reality
- Twist Mechanical Body into an Unnatural Shape
- Do Nothing (+1)
Gear: Rainbow spacesuit, stim-smoke-tent, mostly mechanical body. 


Here's what you get for being a Gazer. 

Gazer
Move: Look Beyond Reality

Gear: Take a brightly painted spacesuit, and choose one of the following:
  1. Mind-Altering Stims.
  2. Exotic but Stupid Artificial Pet.
  3. Droning Instrument.

Roll 1d6 again for the second part of your tag, and your second Move.
  1. Interpreter
  • Make Sense out of a Pattern
  1. Consorter
  • Make Sense of a Demon
  1. Chemist
  • Find the Right Stim
  1. Noisemaker
  • Create Sensory Distortion
  1. Charger
  • Get a Vision from an Electrical Current
  1. Prophet-Hunter

  • See the Truth about Someone

Tuesday, 9 June 2015

Being Arkbound

Arkbound know that humanity's best chance of survival is to stay on the Ark.

Some people say that the big ideologies of the Ark don't fit onto a spectrum.

We drew a diagram to disprove that.


As you can see, Arkbound are correct in two ways, being both pro-Godmachine and anti-Demon. Every other ideology is incorrect in at least one way. The burden of our correctness is that we fully support everyone's right to their own ideology. The burden of their incorrectness is that they must follow our imperative to stay aboard the Ark and provide fuel for Godmachine.

If we can get enough fuel to the forges the Ark will jump again, and Hellspace will just be a nightmare we woke from.

Our ranks and uniforms give humanity comfort through structure.
Our swords are a symbol of our dedication to peace.

We are the most human because we want a united humanity to survive together.

1d6 Famous Arkbound


1: Clarity Cox - Arkbound Investigator (3)
Moves- Enforce a Rigid Structure
- Spot a Lie (+1)
- Leave a Bad ImpressionGear: Black uniform, concealed shortsword, leap-boots.

2: Enforcer Eden - Weary Arkbound Enforcer (2)
Moves- Enforce a Rigid Structure
- Draw on a Bad Experience of Humanity
- Maintain good relations with enemies (+1)Gear: Brown uniform, copper sword, blast-glove. 


3: Satch Riza - Champion Duellist (3)
Moves- Enforce a Rigid Structure
- Overpower an opponent in a duel (+1)
- Use his Reputation for Mercilessness
Gear: Ceramic Armour and shield, blunted sword.

4:  Terrence Brig - Arkbound Outer-Patrol Captain (2)
Moves- Enforce a Rigid Structure
- Spot a Runaway (+1)
- Pilot in the Ark's ShadowGear: Interceptor ship, curved sword, stun-pistol, flying ace novels. 

5:  Lilly Mars - Arkbound Shepherd (2)
Moves - Enforce a Rigid Structure
- Bring Somebody Back to the Ark (+1)
- Gamble a Big StakeGear: White Uniform, shortsword, weird dice games. 

6:  Belus Balix - Reformed Bonehead Drill-Sergeant (3)
Moves- Enforce a Rigid Structure (+1)
- Break Recruits
- Speak of Visions from GodmachineGear: Video-mask over bondhead, heavy swords and jacked arms. 

Here's what you get for being Arkbound. 

Arkbound
Move: Enforce a Rigid Structure
Gear: Take a coloured uniform and sword, and choose one of the following:
  1. Extra fancy uniform.
  2. Extra fancy sword.
  3. Life-Scanner.
Roll 1d6 again for the second part of your tag, and your second Move.
  1. Enforcer
  • Use force to calm things down.
  1. Pursuer
  • Chase down a fugitive.
  1. Forge Feeder
  • Claim a Sacrifice for the Forge.
  1. Officer
  • Boss around somebody below you.
  1. Advocate
  • Demonstrate the Dangers of Leaving the Ark
  1. Duellist
  • Demonstrate your superior skill with a sword.

Monday, 8 June 2015

To Be a Bonehead

Boneheads don't need Godmachine. It got us this far, but it's clearly just a busted piece of machinery. Idiot worshipers interpret every engine rumble or flickering light as holy scripture, and throw our most valuable salvage back into the Forges for nothing in return. We're better off on our own.


If you're really going it alone, don't be breathing in that air Godmachine is pumping out. Or eating the food from its filthy Forges. We've got to be ready to leap out into Hellspace as soon as that machine finally malfunctions and starts to burn us all alive.

It's a simple operation.


You won't eat or drink or breathe again, but you aren't free until you've felt the hot wind of Hellspace on your naked skull. 

We are the most human because we thrive without reliance on Godmachine. 

d6 Famous Boneheads


1: Tor - Self-Proclaimed Bonehead Emperor (3)
Moves:
- Rage Against a Machine
- Whittle on about Bonehead Philosophy (+1)
- Unify the Boneheads
Gear: Baroque suit of Armour, self-written scripture on the Bonehead philosophy.

2: Archiferous Thunk - Bonehead Ark-Hull-Crawler (2)
Moves:
- Rage Against a Machine
- Salvage Scrap from the Ark's Hull (+1)
Gear: Heavy Metal Space-Suit with Grip Claws.

3: Slim Pickins - Bonehead Fashionista Assassin (2)
Moves:
- Rage Against a Machine
- Become the Center of Attention (+1)
- Carry Out a Dirty Kill
Gear: Implausibly fancy outfit containing multiple hidden weapons.

4: Ultra-Chakka - Drunk Bonehead Prizefighter (3)
Moves:
- Rage Against a Machine
- Lament the Fate of Humanity (+1)
- Take a Beating
Gear: Antique Spear and Shield.

5: Scrabbleback - Enthusiastically Brutish Bonehead Recruiter (3)
Moves:
- Rage Against a Machine (+1)
- Sniff Out Faith in the Godmachine
- Beat Someone into Agreement
Gear: Heavy club.

6: Burnun Ruff - Angry Bonehead Firestarter (3)
Moves:
- Rage Against a Machine
- Light the Place Up (+1)
- Tell a Great Fire-Related Story
Gear: Flamethrower, reflective goggles.

Here's a peek at the Bonehead character section in Hellspace. Along with the Wildcard table, this gives you most of your character info.


Bonehead
Move: Rage Against a Machine
Gear: Take a skull for a head, removing the need to breathe, eat, or drink, and choose one:
  1. Talking Spare-Skull.
  2. Extra-fancy Costume.
  3. EMP Bomb.
Roll 1d6 again for the second part of your tag, and your second Move.
  1. Activist
  • Annoy Somebody
  1. Preacher
  • Prove you Don’t Need the Godmachine
  1. Blackmarketeer
  • Use your Contacts to Get Something
  1. Gadgeteer
  • Throw Something Together from Scrap
  1. Survivalist
  • Get Through a Real Nasty Place
  1. Extremist
  • Act like a Primal beast 

Wednesday, 27 May 2015

What is Hellspace?

Or, why has there only been one blogpost in all of May?

Hellspace has sat on my back-burner under various names (Arkbound, DIE BONEHEAD DIE, Odd Future) for long enough. 

The Basics

The Godmachines are supercomputers that can see a little bit into the future and do what's best for humanity. They took us off Earth and onto the Ark.

All of our Technology is made by the Godmachines, so we don't really know how it works.

On the Ark we developed Ideologies from honour-obssed Arkbound and spaced-out Gazers to monstrous Saints and technophobic Boneheads. Despite such differences we mostly got along.

A century later we arrived in Hellspace, which is almost exactly what it sounds like. The Ark's engines stopped. 

Demons are simultaneously more alien and more human than we expected.

In Play

Your characters might look like this.
Nouveau: Tech-Enhanced Bodyguard (3), Server of the Unified Godmachines(2), Clean Freak (2)
Shroom: Chemical Stimulant Enthusiast (3), Vehicle Thief (2), Well Connected Low-Life (2). 
Lamprey: Slick Bonehead Trader (3), Gambling Addict (2), Alien Obsessed (2). 

Each thing after your name is a Tag. You can use these to do things you'd expect, as long as nobody's opposing you. Shroom can hotwire a shuttle, and Lamprey has contacts to sell to. 

Once there's opposition or risk it becomes a Challenge, and you roll a number of d6 equal to your score in that Tag. Take the single highest die.
1-3 is a Crisis and it all goes wrong and you'd better deal with it now. 
4-5 is a Mess, a sort of interesting partial-success. 
6 is a Success and you do it really well. 

No matter the result, you can't go back. Always moving forward. 

If you get hurt, note it down. If you get hurt again and you haven't fixed the last bit of hurt, anything goes when it comes to the consequences. 

But I love Into the Odd. Why not just use that? It has silly factions and aliens and guns too.

Because this game is going to do a few things I don't think fit well in Into the Odd. 
- Optimism for humanity. Despite vast ideological differences you're more likely to have to deal with people than kill or swindle them. The Ark has rough decks, but is mostly a triumph. 
- Religion at the forefront. Into the Odd has millions of little cults but they don't have something as tangible as the Godmachines to focus around. Hellspace also taps into a rich seam of ideas that I wouldn't put in Bastion or the Golden Lands. 
- At its core, Into the Odd is a game about exploration and problem solving. Hellspace is about choices and consequences. 
- Player Characters from Bastion are deliberately grounded in some normality. Hellspace has more scope for the sort of unusual characters I sometimes miss playing. 
- Weirdly, the aliens of Hellspace are less science-fictiony than those you might encounter in Into the Odd. 
- A less blank-slate setting, with key elements like the Godmachines, Aliens, and Ideologies more laid-out than the deliberate vagueness of Bastion and the Odd World. 
- I'm reluctant to bring up the OSR/Storygame (false?) dichotomy, but this is clearly a very different sort of game in its mechanics. 

Also, if you want a Sci Fi Into the Odd game, just use Into the Odd. 

Setting References
- Red Dwarf
- Sid Meir's Alpha Centauri
- Barlowe's Inferno
- Man After Man, Dougal Dixon
- Planescape


Visual References



















Tuesday, 8 April 2014

DIE BONEHEAD DIE!

A thousand years from Earth. Still no sign of the new worlds.

I trust the Shard. Its body protects us, its computers guide us, and its heart loves us. It loves each of the million weirdos on board whether robot, mutant, or something else. It loves us with every new mile of steel, stone, wire, and shell.

But not the Boneheads. Nobody loves them.

- Ra Silver, "The Hood Creed"


What's DIE BONEHEAD DIE! and why does my Sci Fi game have a stupid new name?

I thought about what I wanted out of this game. As much as I love exploration, horror, and problem solving, I've got Into the Odd for that. Into the Odd is a game of relatively normal characters going into strange places and getting freaked out. 

I want a game where you get to "be the weird". A playground for all of the creative ideas seen in WH40k/Rogue Trader, Red Dwarf, and Futurama. An unbound setting that isn't afraid to be silly.

I want a game that leave no doubt as to what the characters should be doing. D&D is great because you can throw the party in front of a dungeon and say that there's treasure deep inside. I've always struggled with driving play in Sci Fi games, so this game has a concrete method for preparing the game and getting straight to the action. 

I want a game that's about encountering weird characters, creating big schemes, and taking risks. This isn't a game with precise tactical combat, or baroque character creation.

I want a game that presents its setting through the game itself. No pages of exposition, but atmosphere and flavour laced into every rule and table. Just one key concept that you need to grasp (factions of mutants and robots on a huge ship far from Earth) before you can dive right in. 

I want a game that isn't just D&D's dungeon-crawling skeleton covered in a Science Fiction skin. 

Hopefully this game is on the first step to hitting this goals. 

Keep up to date with the ongoing development of the game document here. 

Monday, 6 August 2012

Visual Inspiration for Arkbound's Ruined Homeworlds



From Top-Left to Bottom-Right

1: The Tempest affected each world differently. Some were transformed into lifeless deserts. Here we see one of the Subspace Pylons that unleashed the Tempest.

2: Robots still roam the homeworlds. Some are the original surviving machines but others are second generation, built by robots.
3: Some worlds still have a breathable atmosphere. On these worlds recolonisation is hindered by other hazards such as extremes of temperature or violent storms and earthquakes.
4: Some worlds found themselves flooded, their treasures now submerged below oceans.
5: Power had gotten so efficient on some worlds that the supply is still running. These power plants are prime targets for salvaging fuel for Arks.
6: Some worlds find themselves cursed with an endless night and smoke-shrouded sky.

Sunday, 5 August 2012

Visual Inspiration for Arkbound Guns (and a Chainsaw)



a: The Slug Pistol is the most common weapon you'll see. It's easy to manufacture, plentiful in salvage hauls and ammunition can easily be produced. Most people on the slum decks have one stashed away somewhere.

b: The Bolt Rifle is the other low-tech weapon that has found great popularity on the Arks. Like the Slug Pistol it's simple and easy to look after. For what it lacks in mobility it makes up for with long range and a heavy punch.

c: A lot of weapons are produced on the Arks, both in and out of the Factory Decks. Every slum will have a number of weaponsmiths producing cheap but effective weapons from what they can salvage.

d: The Thudgun is mostly a big shotgun. Although unwieldy its huge shells can shred a victim to pieces. Scatter is much less than a shotgun so their effective range can be deceptively far.

e: Plasma Launchers resemble grenade launchers but blast out their canisters of super-heated plasma with devastating effect. These advanced weapons are usually reserved for Officers but the gruesome deaths they inflict make them objects of lust for slum gangers.

f: Railguns had become the standard long-range rifle on many homeworlds. They can be complex to maintain but deliver fearsome firepower at long range.

g: Somewhere between an SMG and a Minigun lies the Stormgun. They are sometimes nicknamed Screamerguns because of the rattling shriek they emit when fired at full rate.

h: Wave guns are one of the few purely energy-based guns, bombarding the target with flashes of energy that sear away at flesh and cause intense ongoing pain. The energy can be focused into a short beam that will allow the energy to penetrate even the toughest personal armour. Flash Guns use the same technology but are much less powerful and were a failed attempt to create a military standard, losing out in popularity to the Pulse Gun.

i: Pulse Guns were a standard military issue on many homeworlds. It fires a specially constructed bullet chased by an energy pulse. When the pulse catches up with the bullet on impact it reacts violently for extra damage. The special ammunition required for this gun is plentiful on homeworlds and always a target for salvage.

j: Not a gun, but melee weapons are commonly used by slum gangs particularly. The Sawblade (pictured here) and Powered Hammer are both power tools that have been weaponised.

Conflict in Arkbound

Like a story, a game setting needs conflict. This is especially true if you're going to be playing a game in that setting. So what conflicts exist in Arkbound?

Humanity vs Extinction
Survival is a key theme of Arkbound. The Arks might not provide much of a life to those on the Slum Decks but what's the alternative? The homeworlds were wiped out and re-settling them is thought to be suicidal. As the last survivors many people feel a responsibility to keep the human race alive. Will mankind find a better home and what are people willing to do to cling onto survival?

Officers vs Arkbound
The Officers have the authority, weapons and armour, cushy living quarters and, of course, freedom. The Arkbound have the strength of numbers, fighting spirit and a toughness that comes from living in such harsh conditions. The two come to blows regularly but both are dependent on each other. Spin-offs from this are the obvious Officer vs Officer and Arkbound vs Arkbound conflicts.

Humans vs Artificials
The only other survivors of the Tempest were the robots and AIs that remain on the homeworlds. Some are eager to help any humans that return to salvage goods but after fifty years without man some Artificials consider themselves the de facto rulers of their homeworld. Back in space, genetic modification has left some very much non-human lifeforms roaming the universe.

Arks vs Independents
Some humans have managed to avoid becoming bound to an Ark, whether through surviving on an orbital colony or drifting in a smaller craft. Most Arks will strive to take what they can from independents, whether it's salvage, weapons or skilled individuals. Ark vs Ark and Independent vs Independent are less common conflicts but could be interesting.