Saturday, December 30, 2023

New Ko-Fi Store


My store on Ko-Fi has just opened. I am leading with items that will never change, like my AD&D Character Sheets for Unearthed Arcana and my Hex Pack. These items are pay-what-you-want and are IDENTICAL to those offered on DriveThruRPG. There is no need to duplicate your efforts if you already got them from DTRPG. This is simply a different shopping option. https://ko-fi.com/philviverito/shop

Star Frontiers Campaign - Supporting Cast

For my campaign next year, I will need a supporting cast for the players. The characters will have access to a Kon-Tiki shuttle smaller than an Assult Scout. Since the players will be using this new type of ship, it needs to have a bit of history, as if it were a character. 

In the closing of the Sathar War, the Federation ran down a couple of paths of ship design. One of them was a type of electronic warfare destroyer called the Puff Adder. This destroyer was fitted with 3 atomic and three ion engines, packed with electronic warfare gear while giving up many of its weapons. It was also given two Kon-Tiki shuttles that could dock with it. Like its namesake, the Puff Adder could ambush enemy ships with its electronic warfare gear and light weapons while the Kon-Kiki shuttles provided support. The inherent abilities of the two types of engines allow these ships to dance in and out of danger. 

It would have been a vastly more expensive ship than your typical Destroyer. 16 hulls of this type were laid down before the war ended. At the end of the war, Puff Adders were fitted with engines recovered from damaged ships as a cheap solution. However, only 8 were fully outfitted with their electronic warfare gear and weapons creating a second varient on the destroyer. 

The Puff Adders had assault rocket launchers, a laser battery, and ICMs with electronic warfare gear. Those not fitted with all of the projected weapons were labeled as the "Heracles" variant. The Heracles class was suitable for research, search and rescue plus surface support operations. The pairing of the destroyers with the Kon-Tiki shuttles creates a means for the characters to explore single systems easily while also providing very limited system-to-system travel with a bit of danger. 

The characters in their Kon-Tiki class shuttle will be supported by both types of destroyers, depending on what system they arrive in. This will give the players the exciting experience of being able to travel from system to system in a small ship. 

As time permits, I will be sketching out the deck plans of all three types of ships, the shuttle and the two destoryers. 

Wednesday, December 27, 2023

Star Frontiers Campaign - Ships for the Characters

I want the players to have access spaceships. They will be jetting around between the planet Dust and Typhon plus various systems across the Federation. 

Most of the time, the player characters will be landing on the surface of planets so they have a giant shuttle, smaller than an assault scout. It is size two. These shuttles are barely able to move from system to system, hence the name Kon-Tiki. However, for in system ships, the Kon-Tiki class shuttle is super roomy. 

Although I have shared a picture of a spaceship above, I really want this ship to be more like a real space shuttle and not a tail-lander. 

I will be sharing deck plans and such as time permits. 

Tuesday, December 26, 2023

Star Frontiers Campaign 2024

This year, I would like to run a Star Frontiers Campaign. I have a couple of ideas of what I'd like to do. I'd like to have a mystery to investigate. 

Let's start with the characters. They are not newbies. They have survived the events of Volturnus modules. To that end, they are in advanced officer training and learning to crew a spaceship. 

In my campaigns, spaceship skills are selectable from the get-go. These characters have 20 experience points for anything they like from the Alpha Dawn set and 10 experience points to spend on one spaceship skills. The players have one special option at character generation - they can trade 1 exp point for 1,000 credits. This pairs nicely with the 20 exp for any AD skill. The characters will be nicely equipped with the expectation everyone has one or more guns. 

I don't believe in yanking the character's equipment at the start of the adventure. 

Next, the characters have a home base, a planet named Typhon. It's a water world with underwater living quarters. The population is small, but growing after the war. The planet features a chain of islands around the equator. There are many aquatic animals in the planetary ocean and more than a few amphibians inhabiting the island. Even the bird and rat-like creatures are amphibians. It is an interesting world without too much excitement. Typhon is one of those "best-kept secrets" planets, beautiful and safe, not well known yet and not completely explored.  

Also in the Typhon system is the planet Dust. This planet is barely habitable, but the low-oxygen atmosphere is great for storing and repairing spaceships. It is a base for training future astronauts. It isn't as dangerous as training in a vacuum. All species hate the environment, it requires suits for comfort but you can survive on the surface. Just barely. Typical stints on Dust last between a month and 3 months. The planet has one main base and dozens of smaller bases scattered here and there. 

If you weren't learning how to be an astronaut, you'd have no reason to visit and even less to stay. Everyone, including the general staff, tries to speed run any necessary tasks to get back to the comfort of Typhon. Failing that, a tiny ship and a hard vacuum would do. 

Now we are to the meat of the setting. There has been a rash of incidents where the visitors to Dust go missing. They vanish after leaving Dust for other destinations. This is bizarre because they spend some time at the destination getting settled, checking in with friends and family, and getting spotted on plenty of security cameras. Then they are gone. The one commonality is they disappear at night. No bodies have been found, no ransom remains, there is no pattern to the destinations, and no foul play is evidenced but is obviously suspected. 

Since the Sathar and their agents have been sent packing, it is an interplanetary locked room mystery for the players to solve.  

Star Frontiers: Alpha Dawn
At DriveThruRPG
Star Frontiers: Alpha Dawn at DrivethruRPG

I picked up the print copy of AD from DriveThruRPG. The printing is excellent, the binding looks sharp and clean.  

Monday, December 4, 2023

Simple Improvements - Power to the Archer

I like archer characters. Over the weekend, I had a chance to binge-watch a couple of episodes of Hawkeye and a few of The Arrow. Both shows are obviously based on bow combat. 

In virtually all RPGs, archers are limited to how many arrows they have. Once the quiver is empty, they aren't an archer anymore. They lose the deadly ability to strike at a distance. 

I wrote about making fighting men and spell casters more powerful without adding die rolls or wildly different mechanics. Archers can be similarly empowered. 

Looking at the first Avengers movie, Hawkeye doesn't miss so much as not hit his target. 

Loki is a trickster and should have seen this coming. Now let's look at Hawkeye missing a target. 



This time Hawkeye misses because something got in his way. He didn't see it coming and lost an arrow because of it. His second shot is also a miss because Quicksilver threw him down and the arrow was knocked out of reach. Then there is a third attempt, the one I want to simulate. Quicksilver simply disappears, leaving Hawkeye with no target. Technically, that is his third miss. 

This last miss is easy to simulate. When a shooter ATTEMPTS a shot, sometimes the target moves in such a way that the archer can't follow. In this case, the miss means the archer never loosed an arrow. This is actually a very powerful thing for someone with a bow. In not loosing the arrow, they keep it for later. Since running out of arrows will put the archer out of action, not losing an arrow in every round of combat is powerful. 

(Good lord, my spell checker hates the difference between loosing and losing.) 

A DM could declare that on certain missed rolls the archer has released the arrow and on others, they retained the arrow and didn't shoot. Since 1 is odd, I would rule that every odd-number missed attack means the archer really did let the arrow fly and it's gone. On every even-numbered missed attack, they didn't let it go. They kept it. 

I have a simple rule for collecting arrows after combat. If the characters have fled the battle, they lost all of the arrows they shot. If they keep the battlefield, then they can look for them. Even better, if the enemy was shooting, they could possibly recover those, too. 

If a player shoots x number of arrows, I select a die with fewer sides than the arrows fired, hopefully within one. If an opponent was also using arrows, I have PC archer roll a second of the same die. They may end up with more arrows than they started. This is in addition to whatever is taken as treasure. 

You can also amuse yourself with the possibility that two archers keep missing each other until each has to resort to picking up the arrow just fired at them. This is more likely to happen with spears and javelins, which is why the Romans used pilums. Pilums have a soft tip that bends to prevent it from being thrown back. It seems to be a 400 BC solution to a much older problem.  

Let me know what you think in the comments.