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.
Sunday, 5 August 2012
Saturday, 4 August 2012
Visual Inspiration for Arkbound Robots
From top-left to bottom-right.
1: Combat robots are mostly mobile turrets. Those that are still active will still be carrying out their duty, but may be acting strange after fifty years without a reboot.
2: Robots were the only intelligent beings to survive the Tempest while on their planets. Those that now find themselves without human masters either revel in their new sense of freedom or have difficulty coping.
3: Advanced worlds had begun to use AI Vehicles for public transport. They still roam their routes with a pleasant demeanour.
4: Particularly curious robots have discovered man's advanced technology in the fields of genetics and artificial organics. This has lead to some robots trying to make themselves into true organic creatures.
5: With no humans around some robots took it upon themselves to reproduce, building the first true second-generation robots. They tend to look amateurish and act like strange caricatures of humans as seen through robot eyes.
6: Human-like robots never quite became truly convincing, but some labs got close.
7: Only a small number of robots were built with a sense of curiosity, as it can be an unnervingly human personality trait. Those that do will eagerly hand themselves over to Arks in order to travel the universe.
1: Combat robots are mostly mobile turrets. Those that are still active will still be carrying out their duty, but may be acting strange after fifty years without a reboot.
2: Robots were the only intelligent beings to survive the Tempest while on their planets. Those that now find themselves without human masters either revel in their new sense of freedom or have difficulty coping.
3: Advanced worlds had begun to use AI Vehicles for public transport. They still roam their routes with a pleasant demeanour.
4: Particularly curious robots have discovered man's advanced technology in the fields of genetics and artificial organics. This has lead to some robots trying to make themselves into true organic creatures.
5: With no humans around some robots took it upon themselves to reproduce, building the first true second-generation robots. They tend to look amateurish and act like strange caricatures of humans as seen through robot eyes.
6: Human-like robots never quite became truly convincing, but some labs got close.
7: Only a small number of robots were built with a sense of curiosity, as it can be an unnervingly human personality trait. Those that do will eagerly hand themselves over to Arks in order to travel the universe.
Friday, 3 August 2012
Visual Inspiration for Arkbound Fashionistas
Some people insist on making fashion a thing even when all planets have been stripped of life. You don't want to have to sit at the uncool table in the mess hall do you?
What's HOT
- Natural materials. Fur trims, decorative feathers and sea shells. If you're really fancy then tuck a flower in your buttonhole or even have a genuine pet animal. People might think you've actually set foot outside the Ark!
- Layers, coats and cloaks. Temperatures can plummet on the slum decks so you'll need something to keep you alive until you make it to a fire.
- Hoods and Hats. The lower the deck the more corrosive liquid you're going to see pouring down from your neighbours above. The fashion-conscious see the requirement for headgear as an opportunity to create something truly ridiculous.
- Cigarettes and booze. I didn't say these people were role models and both of these goods are commonly used in bartering. If you're not swigging from a flask and blowing smoke all over the market stall the trader's going to think you're desperate!
What's NOT
- Gas masks. Unless you're actually delving into somewhere with a hazardous atmosphere walking around with a mask on is going to get you lots of negative attention. Doubly so for the big 20th century style masks too. Technology has advanced since then. Similar rules apply to goggles.
- Skimpy clothes. I don't care if you salvaged a leather corset from the Pleasure-dome, you're going to either freeze to death when the next chill comes along or get your skin melted off by acid rain.
- Spiked Shoulder Pads. Let's be practical here. Even the most belligerent slum gangs know that anything gained in intimidation is lost when you get snagged on a mess of cables or can't reach the backup knife you strapped behind your back.
- Mohawks. They're so done and deny you the opportunity for some fabulous headgear.
What's HOT
- Natural materials. Fur trims, decorative feathers and sea shells. If you're really fancy then tuck a flower in your buttonhole or even have a genuine pet animal. People might think you've actually set foot outside the Ark!
- Layers, coats and cloaks. Temperatures can plummet on the slum decks so you'll need something to keep you alive until you make it to a fire.
- Hoods and Hats. The lower the deck the more corrosive liquid you're going to see pouring down from your neighbours above. The fashion-conscious see the requirement for headgear as an opportunity to create something truly ridiculous.
- Cigarettes and booze. I didn't say these people were role models and both of these goods are commonly used in bartering. If you're not swigging from a flask and blowing smoke all over the market stall the trader's going to think you're desperate!
What's NOT
- Gas masks. Unless you're actually delving into somewhere with a hazardous atmosphere walking around with a mask on is going to get you lots of negative attention. Doubly so for the big 20th century style masks too. Technology has advanced since then. Similar rules apply to goggles.
- Skimpy clothes. I don't care if you salvaged a leather corset from the Pleasure-dome, you're going to either freeze to death when the next chill comes along or get your skin melted off by acid rain.
- Spiked Shoulder Pads. Let's be practical here. Even the most belligerent slum gangs know that anything gained in intimidation is lost when you get snagged on a mess of cables or can't reach the backup knife you strapped behind your back.
- Mohawks. They're so done and deny you the opportunity for some fabulous headgear.
Visual Inspiration for the Slum Decks
From Top-Left to Bottom-Right
1: Many decks are high enough to support multi-story living structures. Only the brave or desperate live in such precarious places.
2: The older the slum the more walkways connect its living spaces. Bars distil their own alcohol from whatever they can get their hands on. Salvaged beverages from planets are taken by Officers, but the occasional bottle make it into the slums.
3: Conditions can be very low-tech, especially for those that have managed to find a secluded living area they don't want to draw attention to.
4: Slum markets trade in both salvage and goods produced on the Ark. Even Officers will come down here to see what's up for the barter.
5: Walking is by far the most common way of getting around. Lifts shuttle passengers between decks but many have become isolated from this network, making inter-deck travel difficult.
6: Some living quarters are sealed off from the slums. These are highly valued and anyone living in them will have to fight to keep them.
Visual Inspiration for Ark Officers
From top-left to bottom-right.
1: It's no secret that Officers are terrified of the Arkbound that live in the deepest, harshest slums. It's "grow up tough or die" and even the most well trained Officer can't compete with that. Two ways of regaining the edge are the BodyMods and advanced weapons we see here. Very fashionable fur-lining too, of course.
2: Robots are a particularly precious salvage. Some are thrown into the factories but many Officers take on a personal bodyguard from those salvaged. Those with more advanced intelligence are given an honorary Officer rank.
3: When your run-of-the-mill enforcers aren't having any impact the Officers may break out the best gear in their arsenal. Here we see Powered Full Armour being put to use.
4: Captains of smaller craft usually make one Ark their home base. If they are particularly skilled they will avoid a life in the slums and be given a low level Officer position. In return for long distance travel and a regular supply of fuel they donate a portion of their salvage to the Ark.
5: It's rare to see an Officer out of at least light armour, even on their own decks. If it's not the fear of a riot breaking through its a rival officer shooting you in the back.
6: The Captain's Table are his personal companions, advisers and guards. For their services they live a luxurious life compared to even the other Officers.
Visual Inspiration for Arkbound
1: It's really hard to look for post-apoc art without gasmasks. This was my one concession, as him and his dog are clearly scavenging through the ruins of an abandoned slum after a particularly bad engine-leak.
2: Anything natural salvaged from a planet is a luxury and status symbol on the Ark. Here a slum ganger shows she's not to be messed with.
3: Market traders are particularly keen to show off with costumes decorated with bones, feathers and pelts. This stim-dealer is so confident in his reputation that he's willing to have his vision completely obscured.
4: Some mercenary companies have managed to stay independent of the Arks. He drifts from one to the other carrying out work, never staying long enough to become Arkbound himself.
5: It's been fifty years since the tempest and few are alive that remember a time before. He'll tell you stories from before the Tempest in return for a flask of booze.
6: Only a few skilled engineers are Officers, but even those who are Arkbound are generally looked after better than the rest. Here a young worker has been taken under the wing of an Officer.
Thursday, 2 August 2012
Taking a Bullet in Arkbound
But getting shot with a present-day gun? Every piece of remotely grounded fiction I know tells me you're out for the count. That's not even considering your futuristic pulse rifles and bolters!
I won't get into the analysis of how deadly different era's weapons actually were. This is purely how my imagination sees them differently and may just be a personal quirk.
As I'm currently working on a sci-fi game I guess I'd better address how I'm going to keep guns in Arkbound feeling suitably deadly without it being impossible to keep a character alive.
Let's look at Mr. Average and what happens when he gets shot at in the open by Ms. Average.
Starting Stats average at 2.5, which is a little unhelpful. Let's assume that Ms. Average will be dealing with a Complication (-1) to her shot about half of the time. This means she'll be rolling with an average Precision of 2. The target number is always 10 and rolls are 2d6+stat so she'll need to roll an 8 to hit.
She'll hit Mr. Average around 42% of the time.
Your "entry level" weapons range from 1d6 damage for your typical pistol, SMG or autorifle and 1d6+1 for things with added kick like shotguns and the clumsy bolt rifle. We'll be kind and assume she's firing with one of the former.
Damage equalling Mr. Average's Toughness (average of 2.5 again) will incapacitate him and leave him dying. Doubling his Toughness will kill him outright. Here a roll of 3 will incapacitate and 5 will kill.
That gives him equal 1-in-3 spread between being wounded, incapacitated and killed.
If she hit him with one of the heftier 1d6+1 guns? Now it's only a 1-in-6 chance of a minor wound, still 1-in-3 chance of being incapacitated but a full 1-in-2 chance of being killed in a single shot.
Ouch. With odds like this why would anyone want to get into a gunfight? We need to look at what measures Mr. Average can take to push the odds back in his favour.
Firstly, light armour is accessible to all starting characters and subtracts 1 from any damage against you. This pushes the chance of a kill shot from the autorifle down to a less scary 1-in-6 and brings the bigger guns down from 1-in-2 to 1-in-3.
Even better than armour is being in cover, which roughly cuts the chances of Mr. Average being hit at all in half.
The chance of Mr Average being killed in one shot if he's wearing light armour and making use of cover? Just under 4%. That's worse odds than rolling a 20 on a d20. I'm quite happy with this figure.
Still not happy with that small chance of getting a bullet in the head? I suggest you either pump up your Guile score and stay in cover, save up for heavy armour or keep your character out of situations where people are firing at you.
But wait. The arms race works both ways. If Ms. Average has an Incinerator then your flammable cover won't offer any protection. If she's firing with a flashrifle your light armour is useless not to mention the really nasty 1d6+2 weapons like thudguns and rail rifles. Maybe she's got BodyMods and Stims pushing her Precision score higher and fancy weapon mods to counter the usual Complications.
In that case it's probably time to wonder whether it's worth being in a firefight at all. Surrender is a free action.
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