M. Jared Swenson Productions

This blog chronicles my projects, developments, and all things related to tabletop gaming. I will try to avoid rants and reviews. Mostly games I'm developing, and progresses from my campaigns.

Wednesday, October 31, 2012

Facility: WIP Hezak Minis

I thought I'd do a quick post showing some WIPs of my Hezak minis for the Facility boardgame. The concept art was featured here. They are mostly done, I will just need to test print them when I get the printer and modify them accordingly. Designing things for 3D printing can be challenging. You can't have too much of an overhang is a big thing. Which is why on the lower mini I have his smaller right arm connecting to form a bridge to his larger right arm.

Saturday, October 27, 2012

Star*Drive Saturday: The Fraal

Kicking off the weekly segment on the 5 major Alien races, today it is the:
Male and Female

The graceful and wise race of psionics who come from a forgotten past, seeking a new home, and finding it among us here with humanity.
  • Homeworld: Unknown
  • Average Lifespan: 450 years
  • Average Height: 1.5m (5 ft)
  • Average Weight: 55 kg (120 lbs)
  • Current Population: 26 Billion, highest within the Orion League (28%).
Nomadic starfarers who came to earth 10,000 years ago. A large group of explorers traveling by slow moving colony ships, crossing the void of space over many centuries. The trip, however, was plagued by disaster after disaster, and by the time they reached our system they had lost contact with home. Damage to the ship computers resulted in loss of vital information like technical know-how and most historical records, like the location and details of the fraal homeworld. They set up base on earth and observed humans, who were primitive but showed great potential. Meetings lead to earth legends, like spirits or gods. The humans feared them. They reluctantly kept their distance in our star system and waited until we were ready. They eventually made contact in 2124, and soon an alliance and exchange of thoughts and ideas were made. Such exchanges lead to the invention of the stardrive. A technology that would not have been possible for either race alone. In general, fraal and humans are close friends. They have known each other and have been companions in the stars for almost 400 years.
Concord Administrator and Fraal
Fraal Matriarch
Fraal society is actually split between 2 major groups. The wanderers and the builders. A full third of the frall population live apart from humans. These wanderers are the older generations and prefer life on the colony ships and still search for home. They aren't very fond of humans, finding them reckless and brash. They keep with strict old fraal traditions, like a matriarchal society. Builders are the younger generations, and mingle with humans, taking up human causes and nationalities. They have adopted more equal rights views and abandoned many inflexible traditions. They believe life with humans are the future of their race, and their calling is to help guide them along the path of development and galactic life. In general, fraal adventurers are builders.

All fraal communicate with themselves via psionic link, but they have also mastered many languages to communicate with others. Powers of the mind have religious significance. They believe all species can share a common ground by touching thoughts and sharing their peace. They are pacifists and believe violence should only be a last resort. Many are foolish in thinking, however, that they will not fight back when pushed. Still, they demonstrate extreme patience, sometimes to the anger of other species. While many find fraal aloof or unemotional, the truth is they have a lot of powerful emotions. They just control them better. They are not physically inclined. They tend to prefer developing their minds instead of bodies. They have large eyes, pale luminous skin, and swept back years. Many are bald, but some have wisps of silver, white, or pale yellow hair. Even the young have an ancient wizened look, which can be intimidating and disconcerting to humans.

Rogue Space Character Ideas
A player may choose to be of the fraal race. He/she must follow the restriction below, but also gains the benefit below.
  • Restriction: Technician, Rogue, or Mindwalker(Special) only.
  • Benefit: All fraal are psykers, even if they don't have the +2 Empathy normally needed. They can have 1 additional psionic power at level 1.
Postcognition helps solve a crime.
Fraal Ambassador
Character Background: Diplomat
High Attributes: Empathy and Acquiring
Archetype: Rogue or Mindwalker(Special)
You have an uncanny ability to open contact with others, and be a representative of your group. Your empathic abilities give you an upper edge in negotiating and diplomacy. You are also the ship's counselor, keeping watch of the crew's mental health and well being. On more than one occasion you may find yourself at a crime scene, in which case your skills can help. Whether it be through interrogation or investigation, your powers become invaluable. Whatever it is you do exactly, fraal ambassadors and diplomats are always in high demand, especially in the Verge.

Fraal Xenobiologist
Character Background: Scientist
High Attributes: Scientific and Acquiring
Archetype: Technician
One thing that drives builder fraal is curiosity and the desire to learn. You have taken a unique interest in the science of life, and seek out new alien worlds, life, and ecologies. Your mind powers also make you a skilled first contact consul. In the event of meeting other sentient life, you can pick up how their minds work, and create a basic foundation of communication and understanding. On the ship your knowledge of biology can be put to use as a doctor, diagnosing mysterious ailments. You know there is much to be discovered in the young Verge, and so you venture forth in hopes to better understand the universe.

Wednesday, October 24, 2012

13 Nations

I hope you have been enjoying Star*Drive Saturday. It's been fun summarizing each of the 13 human stellar nations and coming up with character hook and ideas for Rogue Space. In the coming saturdays I will be doing the major alien races and the parts they play in all of this. After that I'll do parts on Cybernetics and Psionics.

So let's review:
  • A brief history of Star*Drive - Short history lesson up to 2501, present day.
  • Austrin-Ontis Unlimited - Gun crazy corporate nation.
  • Borealis Republic - Philosophers, scientists, and high education.
  • Hatire Community - Monastic theocracy that fights against technology use and cybernetics.
  • Insight - A spin-off of VoidCorp that believes in the absolute freedom of information.
  • Nariac Domain - Communistic nation with prevalent cybernetics and hard workers.
  • Orion League - A democracy of independent worlds.
  • Orlamu Theocracy - A religious nation of physicists who worship drivespace and scientific theory.
  • Rigunmor Star Consortium - Merchant nation where wealth and trade is everything.
  • StarMech Collective - Builds the finest ships in the galaxy, and always holds the best parties.
  • Thuldan Empire - Highly patriotic and imperial nation of military conquerors.
  • Union of Sol - Preservers of humanities history, and diplomatic and trade center of the stellar ring.
  • VoidCorp -Rigid and cold corporate nation leading computer technology and interstellar communication.
  • The Galactic Concord - Results of the Second Galactic War, and is trying to hold it all together.
Which nation would your human character be from?

Saturday, October 20, 2012

Star*Drive Saturday: The Galactic Concord

Last week it was the rigid corporate nation of VoidCorp, now it is the final stellar nation:

If you are a member of a new body of people that believes the future of humanity is not the conquering of all other nations, but a treaty of working together, then you might be a Concordan.
  • Population: 631 Billion Sentients
  • Founding Year: 2472
  • Capital World: Concord
  • Dominant Faiths: Orlamism and Humanity Reformation
  • Notable Locations: T'sa Cluster (stellar ring, Concord Prime. The T'sa have no allegiance to any nation and remain completely independent under their own governing. The Concord acts as their protectors from outside threats), Kendai Station (stellar ring, Concord Taurus. The only drivesat that connects all communication between the stellar ring and the Verge. Was destroyed through most of GW2, plunging the Verge in a 121 year information blackout. Just recently repaired and the Concord's primary effort is establishing contact with the remote Vergers), The Lighthouse (Traveling fortress ship in the Verge. Also headquarters to Galactic Concord presence in the Verge. Donated by the Orlamu Theocracy in the Treaty of Concord)
(Note: For more information on the formation and the Treaty of Concord, see A Brief History, and the Orion League.)

Formed from the wreckage of the Second Galactic War, the Galactic Concord stands as mankind's hope for the future. Cobbled together from the losers and leftovers of the war by the surviving nations, the Concord is an arbiter in the affairs of stellar nations. The Concord has been described as humanity's jury, a moral compass intended to keep all the stellar nations in line.

The Treaty of Concord established the groundwork. It finalized the borders between the stellar nations, established Concord Neutralities (highlighted in the map above), allocated resources from the existing governments into a pool that became the property of the Galactic Concord, protected the T'sa by establishing their cluster of space as a Concord protectorate, and created the 13th stellar nation. The nation created by the treaty is a hybrid unlike any of the other stellar nations. Its borders are scattered accross Old Space, creating neutral territory between wartime enemies. Its governmental bodies contain members from all of the stellar nations. The Concord military is likewise composed of members from every nation and species. In the years since the war, Concord authorities have successfully brought numerous small conflicts to close.

Members of the Galactic Concord have a knack for reading the political climate of the times, and they realize that they have both great power and responsibility in dealing with the other stellar nations. A Concordan in a position of authority knows that rash decisions-even moral decisions, in some instances-could catapult human space into another war. While most Concordans have a strong sense of right and wrong, they realize that such tender sensibilities must sometimes be sacrificed to insterstellar diplomacy and peace. Concordans take extraordinary risks to do the right thing, even if it means ruffling a few feathers along the way. Concordans excel at knowing where the thin gray line begins and ends, having an innate understanding of just how far to push before backing down.

The political pressures that ignited the Second Galactic War still prevail in the stellar ring and the Verge. With commendable foresight, the Concord recognized that these problems are spilling over into the Verge. Unable to address the danger directly for fear of starting another conflict, the Concord is using the Verge as a testing ground for resolving the bitter rivalries of old space. Perhaps if a particular approach succeeds in the Verge, it will have a similar effect back in the stellar ring.
Sesheyan, VoidCorp Employee, Concordan, and T'sa

Paraphrased from: David Eckleberry, and Richard Baker. Star*Drive Campaign Setting. Wizards of the Coast, Inc. P.O. Box 707 Renton, WA. 98057-0707: Wizards of the Coast / TSR, 1998.

Rogue Space Character Ideas
The Concord is still a fairly new nation. It comprises primarily of people moved to it from other nations, and some from territories that were 'donated' to the Treaty of Concord from the dead and surviving nations of the Second Galactic War. To become a Concordan means to cast of prejudice and your old allegiances and bias and join with an open mind. Many often still bring in their quirks, customs, and possessions, so long as it doesn't interfere with their duty as mankind's jury. A player may choose to be a Concordan for his/her race (human only) during character creation. If they specify what nation (if any) they originally came from they may either keep that nation's benefits, or gain +1 luck. Concordans are known to be extremely resilient and resourceful.

Concord Administrator
Character Background: Diplomat
High Attributes: Empathy and Fighting
Archetype: Rogue
The Administrator's motto is "Our duty is peace." You are of the few invited and trained in the elite college, Ascension, to oversee the lawless edges of humanity. By Concord law, Administrators are authorized to arrest, convict, and sentence criminals out in the lonely depths of space. Sometimes they are left with little choice but to execute summary punishment. You are a wandering official of the Concord, a judge, diplomat, and law enforcer. You carry authority like a shield, display your commitment like a lantern in the darkness, and wield the Tri-Staff with the strength of your conviction. You have the power to remove corrupt politicians, law enforcement agents, and other Concord appointees from positions of authority. Naturally Administrators are subjected to the most rigorous examinations of physical fitness, intelligence, and moral fiber. They wouldn't give this power to just anyone.

The Tri-Staff
An impressive looking weapon that is the Concord Administrator's badge of office and an effective means of self defense. It consists of a massive 3-pronged blade at the end of a 2 meter long staff. When the device is activated, it is capable of dealing out large amounts of energy damage-and it exudes a force field that grants the weilder a +1 to action tests vs range and melee attacks.
Concord Tri-Staff - Damage: V - Range: Melee - Special: +1 to action tests vs range and melee attacks - Cost: 1,000 cr (standard issue for Administrators, but on the black market the price can double)

Concord Marine
Character Background: Soldier
Hight Attributes: Fighting and Acquiring
Archetype: Warrior
The motto of the Concord Marines is "Eager to strike". You are from a highly trained force of soldiers used for interstellar peace-keeping operations. When the Concord expects trouble, or wants some, they send you in. The Marines, by their very nature, must be ready for a state of war at all times. The Concord is trying their best to prevent another Galactic War, but in case they do, they have the Star Force, the Concord Defense Corps, and of course, the Marines.

Wednesday, October 17, 2012

Facility: Game Pieces and Rules Overview

The work on Facility - A Wartech Boardgame is coming along. The last post about it showcased the tile and door pieces. The game is designed to be a modular boardgame simulating mercenaries or agents inside an underground facility or space station, working against each other for the same goal, whether it is getting a valuable objective, person, or just looting as much valuable stuff as possible.

My goal is to introduce RPG elements into the game, particularly character creation. You don't choose from a set of pregenerated characters, but you may build your own. The character creation process is as simple as distributing 9 points among 3 stats however you like, choosing a perk, buying a couple items/tech, and that's it. Then your characters can level up with a simple XP system. Whenever they gain a level, you get to choose an additional perk.
The above are experimental trackers for HP and XP. Everyone in the game (player or enemy mobs) have 5 hit points, unless they have the Toughness perk, in which they have 6. The hexagons are simply used to count down your health. The sides have 1, 2, 3, 4, 5, and T. Naturally you generally start at 5, unless you have Toughness, then you start at T. The black chevrons are designed to be sliders on the side of your character card, used for tracking experience and leveling. Again, all the pieces in this game are 3D printed, except the manuals, character cards, and mob cards.
Motion Trackers. Blips. You get the idea.
Basic gameplay is each turn you have 2 actions. Activate your character, and activate an enemy piece that is not in the same tile as your character. This way each player is acting their own, as well as the enemies on the board. The upper tokens are called 'blip' tokens. They are placed randomly throughout the Facility before the game begins, and can be moved as part of your 'activate enemy' action. Each token has a number underneath. When a character occupies the same room as a blip token, the token is flipped over and the number is referenced to a chart to find out which enemy mob counter it is replaced with. This represents players not knowing what is coming for them until they get to the same room. They can still try to hunt/avoid them because they have motion trackers, hence the blip.

The other tokens on the bottom are 'objective' tokens. They too are placed randomly but do not move. They also have numbers underneath. In most scenarios only 1 of those represent the actual mission objective, and the rest are red herrings.
The game uses unique printed dice. Each has two 'Miss' sides which look like )(, three 'Hit' sides which look like cross-hairs, and 1 'Crit' side, which looks like an explosion. Basic combat is handled by the attacker rolling an amount of dice equal to his appropriate attack stat, and the defender rolling an amount of dice equal to his appropriate defense stat, and the difference in Hits of the attacker over the defender is how much damage is dealt. Crits have special effects depending on the situation. This is pretty much the exact same basic combat system I have for Angry Miniatures, but without using Poker Dice.

There are a lot more special actions and fun rules I have planned, but that give you an idea of the game. Next time I will show off a few of the character pieces I've designed.

Saturday, October 13, 2012

Star*Drive Saturday: VoidCorp

Last week it was the cultural Union of Sol, this week it is:

If you are born and raised in a cold and brutal corporation, seeing life as a ladder to climb for higher status, then you might be a VoidCorp Employee.
  • Population: 964 Billion Sentients
  • Founding Year: Independence from Microtel in 2299
  • GW2 Alliance: Expansion Pentad
  • Capital World: Catalog
  • Dominant Faith: Religion is outlawed in VoidCorp space.
  • Notable Locations: Sheya (Inside VoidCorp borders, homeworld to the Sesheyan, their slave alien race) Grith, Corrivale System (Verge system, contains a colony of free Sesheyan, which VoidCorp is still attempting to reclaim hold to) Redcrown, Aegis System, and Iphus, Corrivale System (Verge systems, among others that VoidCorp is attempting to exploit for resources) Bhruusil, Karnath System (Verge system, has a primitive alien race, the Bhruu, that VoidCorp is attempting to acquire under a similar contract to the Sesheyans, this one however is being met with more resistance and backing by the Galactic Concord)
During the late 20th century, Microtel (just think Microsoft) grew to be one of Earth's most powerful corporations. With the expansion into space, Microtel formed a corporate division called VoidCorp. It's purpose was to carry the companies influence into space. It was met with great success as the corporation claimed and settled several systems with skilled employees. VoidCorp pioneered the technology of interstellar information exchange by creating the first drivesats and holding a near monopoly on it. VoidCorp wealth and influence grew exponentially. In 2274 a VoidCorp owned vessel discovered the jungle world of Sheya, and through a carefully worded contract the Sesheyans found themselves under the permanent employ of the company. Every child, human or Sesheyan, is a VoidCorp Employee from moment of birth. When the First Galactic War erupted in 2299 VoidCorp took sides with many colonies and declared independence from its parent company, Microtel. With its own nation formed it was able to dictate policies and laws unimpeded. It decreed that Employees were company property and forbidden from ever leaving the company, even death was no exception. Such aggressive inclinations led indirectly to the Second Galactic War, which went mostly in their favor except for the betrayal of their Insight division, which fed tactical information to the FreeSpace Alliance. That and the great Grid crash brought on by Insight dealt many blows to VoidCorp infrastructure. But undaunted, VoidCorp continued to survive, albeit halted progress. Even to this day, VoidCorp refuses to recognize Insight's independence.

Today VoidCorp remains unchanged. Its centuries old focus is on computer software, hardware, and the Grid. Its Draconian practices still form the most regimented way of life known to man. To VoidCorp management, this structure is the most advantageous avenue for profit, and VoidCorp employees raised in it accept it as a fact of life. At the lowest level, employees are little more than slaves. Over 70% of the population fits this mold. Once in a skilled or managerial position, employees grow intensely competitive. The society succeeds, evolves, and holds itself together through struggle. When a superior is gone, machinations to gain position take over. Political maneuvering, favoritism, and backstabbing are well established; informers are rewarded. Deaths of superiors that remain unexplained guarantee promotion. Officers of vice president rank and above live anonymously. As Machiavellian as it sounds, the system works. The company is still recovering from the Grid crash and rebellion of Insight but doing well in spite of it. The war with Insight still rages on but in the unseen battlefield of the Grid, but VoidCorp continues to deny being either the instigator or victim of any act of sabotage.

Rank is everything. Stop at nothing to get it. Among employees, such statements are common, even accepted. It's survival of the fittest, a form of corporate Darwinism. Employees can be found in every corner of human space, often following orders they don't fully understand, or even orders that contradict another Employee's. Despite this reputation for faceless interaction, VoidCorp does not permit retirement. Employees must work until death. When found, escapees (called "absentees") can expect harsh discipline, if not literal termination.

Paraphrased from: David Eckleberry, and Richard Baker. Star*Drive Campaign Setting. Wizards of the Coast, Inc. P.O. Box 707 Renton, WA. 98057-0707: Wizards of the Coast / TSR, 1998.

Rogue Space Character Ideas
VoidCorp takes steps to insure that all of its Employees are prepared for a life in the harsh realities of interstellar business. Employees are therefore quite competitive. A player may choose to be an Employee for his/her race (human only) during character creation. They gain a +1 bonus to business tests, and when competing 1 on 1 in games and other competitions.

Character Background: Grid Technician
High Attributes: Repairing and Scientific
Archetype: Technician
You know drivesats and the Grid better than anyone. Your company invented the technology. You have decades of vocational training and service experience with drivesats allover space. Your ability to manipulate the Grid to work in your favor is unparalleled. But no matter where you go, you always work some way to impede the progress of Insight. Your deep prejudice toward Inseers shows when you hardwire and program things that make Insight programming faulty when using your hardware. But you have been called away from working at the VoidCorp/Insight border, and have been tasked to service the drivesats in the Verge, and make sure they are up to par with company standards, and to continue your Insight sabotage in the new frontier.

Corporate Agent
Character Background: Spy
High Attributes: Acquiring and Fighting
Archetype: Rogue
You have a unique set of skills and moral flexibility, which makes you an asset for VoidCorp goals. The verge has just opened up and the company has many plans. Often never seeing your superior, or who gives the orders, you follow them unquestioned as long as the proper confirmation codes are passed along. The reason for these tasks are never given, and they may range from trivial, to ridiculous, to government-shattering, and often may have no correlation with each other. Occasionally your task may bring you against other Employees, but it is not your place to question why, only carry out the command, because you know the price for failure.

A note on naming an Employee
It is no surprise that the company sees its Employees as nothing more than numbers. It's a testament to VoidCorp's rigid corporate structure. An Employee is identified with a double-letter code, then an alphanumeric 8 digit code, and the Employee's actual name in parenthesis. By force of habit any Employee, no matter where they are, generally identify themselves by their full number and name.

The double-letter code ranges from AA, AB, to ZZ. Most employees never rise above CM status, though valuable, skilled laborers reach L ranks. At ranks of M and above, Employees accept management positions whose exact duties vary depending on local departmental and division needs. Directors usually rate at least an S rank, while the anonymous executive officers-vice presidents and above-merit a Z. Rumors claim that a single CEO holds ZZ rank, but his or her identity remains a mystery. The remaining 8 letters and numbers in the identity system can be random. This would be the equivalent of a Social Security number, and changes slightly depending on job description. As an example, the Corporate Agent above may be named thusly: LF128 68VFR(Raymond Hertzfeldt). The L rank puts him in the skilled laborers category.

Wednesday, October 10, 2012

Jarom's Art Incomming

Jarom is off to college, and so like during his mission, he is sending me his art. I thought I would showcase some of my favorites today.

The Facility project pretty much needs its miniatures at this point. Again, Facility is a Wartech boardgame where everything is 3D printed. So I listed to him what all miniatures I need, and he provides me with the concept art for them. I will in turn try to create them in Tinkercad. These are meant to be low detailed and blocky, using a lot of basic shapes. That is because the 3D printer can only do so much resolution. They are also in poses that prevent any overhangs because of the nature of the printing. These are 2 Hezak minis. Can't wait to get started on them.
 Here are a few pieces he sent me for Cognitive Flux. You can tell he has a lot of fun experimenting with creating the steampunk look and feel for things.

This last one is for an adventure idea he had for Cognitive Flux. Basically an ancient giant harvesting vehicle awakens and becomes a danger to surrounding settlements.

Saturday, October 6, 2012

Star*Drive Saturday: Union of Sol

Last week it was the patriotic Thuldan Empire, now it is the:

If you have pride of being from the birthplace of humanity, the diplomatic and trade center of the galaxy, and a preserver of ancient Earth culture, then you might be a Solar.
  • Population: 1.8 Trillion Sentients
  • Founding Year: 2312
  • GW2 Alliance: Profit Confederation
  • Capital World: Earth
  • Dominant Faith: Old Earth faiths
  • Notable Locations: Luculus System (Verge system, once a penal colony for the Solars, now gained independence. Allowed to base there as long as the Union recognizes their independence.)
The Union of Sol rests at the core of humanity. It remains the center for trade, diplomacy, and interstellar pursuits. Their history is the history of mankind. Until the 22nd century the history of man is the history of Earth. Even as mankind expanded and people were born and died outside of the Sol system everything fell under Earth's control. But as expansion went many more desired independence, so by 2250 the Terran Empire was formed, and practiced its might to regain control of the outlying settlers. They put down several rebellious colonies and their grip tightened. The Thuldan Empire was the first to claim independence in 2298 and fought back, sparking the First Galactic War. As the Terran Empire fought harder the separated, but united in cause, stellar nations fought back and eventually ended the war. It would have been sooner if the nations were more united but they were too busy bickering and infighting. But after 12 years the war ended with the Treaty of Earth, and the Terran Empires dissolution, being replace by the Union of Sol. During the Second Galactic War the Union decided to remain neutral to the conflicts between nations. But the Thuldan Empire was aggressively expanding and Solars knew Earth was next. They were forced to join the Profit Confederation for protection.

Solar economy is still healthy despite the 2 wars. Earth's location at the center of the stellar ring makes it a popular hub for trade and diplomacy, and they have adopted open-door policies to allow the free trade and international gatherings. The desire to serve as the galaxie's diplomats has made Solar relationship with the Galactic Concord difficult. They view the Treaty of Concord unnecessary. After all, the Union at the center of the stellar ring is perfectly capable of handling Concord's charter. This new upstart Concord they consider a subtle insult, and they rarely miss a chance to upstage a Concordan on issues of charity, policy, and governance.

With nearly 60 billion sentients on Earth alone, Solars are accustomed to overcrowded urban lifestyles. As the caretakers of Earth, Solars are surrounded by history, and only Solars truly appreciate their ties to the past. As a result they have aggressive and radical environmental goals, with strict nature preserves. The Solars themselves protect Earth's cultures. Many adopt lifestyles and fashions of lost ages, such as precolonial Aztecs, imperial Japan, independent Athens, or 17th century France. Since most Solars take part to some degree, almost every culture that ever was finds representation in the Union

Paraphrased from: David Eckleberry, and Richard Baker. Star*Drive Campaign Setting. Wizards of the Coast, Inc. P.O. Box 707 Renton, WA. 98057-0707: Wizards of the Coast / TSR, 1998.

Rogue Space Character Ideas
The richly diverse and well-developed Solar people benefit from a culture full of talented citizens unweakened by extreme specialization. This represents the diversity of the Solar people. A player may choose to be a Solar for his/her race (human only) during character creation. They gain an additional +1 to their chosen Background.

Historical Figures
One of the fun things about playing a Solar is their desire to represent ancient Earth cultures. This allows a player, no matter what career or background chosen, to dress and act like their favorite Earth culture or people. Some of the other stellar nations may find the notion of a modern warrior dressed in a kimono with a sword a little ridiculous, but the Solar knows the importance of following not only the style and function, but customs of his/her adopted people.. Here are only a few examples to glean from. You can still be knowledgeable with modern language and technology, but your outward aesthetic and mannerism can still replicate an Earth historical figure.
  • Napoleonic Ship Captain
  • Japanese Samurai Warrior
  • Apache Indian Tracker
  • Victorian Socialite
  • Ancient Roman Soldier
  • American Cowboy Trader
  • Medieval Feudal Knight
  • Taoist Monk
  • African Tribal Shaman
  • Viking Raider
I would be interested in seeing some other ideas you guys may have for future space player characters modeled after Earth historical figures.

Wednesday, October 3, 2012

The BONES Reaper Miniatures Draft Complete

I'm a little late bringing this out, but this is exciting news. I finalized our order with Reaper for the great BONES Kickstarter deal, and Rucht Lilalivat, Scott Szczypiorski, and I just finished our great Reaper Draft. After quite a grueling process and filling our email in-boxes we had successfully split up the pot between the 3 of us. So sometime next year I will be getting a huge box of beautiful miniatures and I will need to divvy out according to this image and send them off.
 The ones circled in Red are mine, the ones in Yellow are Rucht's, and Blue are Scott's.