We now have a social structure and a better explanation as to why the critters exist, do what they do, and how they function in the real world.
The species is still a little hard to take as anything more than a joke. I see where you are going with it, but it has no versimilitude for me.
They would become a navagation hazard, enough of one which would cause beings to avoid the system. If it was unavoidable, a "relocation" or displacement policy would solve much of the issue.
Once their crashing tactic was discovered, simply keeping your disance or a good set of asteroid shields negates part of it. (Thought they might take out an occasional small craft or stupid captain's ship.)
A couple of automated drones with beam banks should be able to contain these beings in their own planet, unless the galactic culture was overly naive or legally bound.
Sure they might escape the system before this was in place, but that would put a minimal number into space.
Nicely done. Someone might use it.
Oh. Can you put an extra line return between paragraphs to facilitate ease of reading. Go to Comment
This is a pre release comment - to be deleted or ignored when released.
Okay a couple of things..
A description section: I know they are like goblin.. yet there are different visualizations of goblins out there.
What are they like socially? Is there one big boss of each pod or for the entire crew? Is their a hive mind? Who directs what they copy or what projects do they do?
Are driven to copy things? Is there a psych issue here? why do they do this?
What are they like when they are not building things?
What was their little culture like pre-star tech contact? How mechanically inclined were they before? I would think they would be adequite mechnicians/ technicians just given their aptitudes. This would give them some technical abilities seperate from their photographic memory. (And this is all it is, 3d photographic memory).
And how did they get the raw materials to make to make the parts to put a ship together? Sure they could of picked up some parts from the wreck, but how did they get enough to make a copy. And that is the problem, they would of had to make a copy of that ship.. so unless it landed undamaged.. they would have no parts to make said ship since they can only copy. (or maybe the crew had a tpk and they took off from there?
This is a pre release comment - to be deleted when released Go to Comment
Nice solid basic generic item. This should exist in just about any world with adequite magic.
There should also be sheath/ quiver versions as well. Brings the item back to the belt/ back after it is gone for a time. Thus retrieving arrows from the field, weapons stuck in opponents, or those lost in the clutter of battle. Go to Comment
More Star Trek or Babylon 5, than Star Wars, but okay. After all, the rebellion makes a very different major metaplot/ meta arc, than early B5 or Star Trek in any non war era.
The technobabble is actually fairly real science, adopted from plans for actual caeliforming/ terraforming from NASA and a few scientific sources. I like a foundation of science for my science fiction (and the illusion of it for my science fantasy). A little research and you get enough interesting facts to generate a plethora of details to hang things on.
The Grand Project serves as a great background with plenty of dramatic options. We have two main power groups, with some lesser power groups, all combined with a highline or a dangerous man vs nature subsection. It can be a one stop scenario, a re-occuring location, or a main setting for a campaign depending on your needs. Go to Comment
Cities are always built up on the remains of previous cities. They also build up quite an infrastructure over time. In San Francisco there are tunnels, tubes, and huge pipes dating back 150 years ago. Many cities, SF included, have a variety of subterranian tracks for abandoned subways. Locals also made tunnels so they could get across the city from their "ethnic neighborhood" to another, without having to cross the invervening space with their racist or just rowdy neighborhoods. Also remember that the ground level is often raised with debrie and such. This can be done to "even out the terrain", avoid flooding, and a variety of other reasons. Buildings first and sometimes second floors now how basements. If they were sealed off or the buildings above them were reconstructed, said buildings could be forgotten.
What does this mean for lairs? There are a lot of spaces down there that has been abandoned or underused.
The young, beautiful, and often rich, spend their nights and their money here. It is a great place for a variety of villians. Go to Comment
Each campaign has a starting ritual. For most of Thursday Night Action Theatre, we had the ritual of...
"Car Jumping through Fire. Two silloutes kung fu fighting on a beam. Snarling wolf Lunging. BOOM! It is thursday, Thursday, THURSDAY ACTION THEATRE. Back after these messages. At that point everyone scrambled about to make sure to get ready. Then I said, "When last we left our intrepid adventurers"... (Where did we leave them?)
My Super Hero Game started with... Guardians Issue 14, "When Vipre Strikes", page X, this gave players the idea of when new story arcs began, what was important, and how far they were through a story arc.
Other people use a literal starting bell or a meditation gong.
Games with theme songs are started when you blast it.
Or "Roll for dodge" with the clatter of dice. If you don't roll for dodge and make it, you take some degree of damage.
You get the idea... Reply to this scroll entry if you have one. Go to Comment
I have three regular groups that only get together at our local gaming conventions (there are two to four through the year). We are geographically distributed. Nobody is going to drive 100 miles for a regular game, but will do it for a gaming convention.
It is odd, there are some people which are "close" to me. We could play together regularly, but we only are part of a convention group.
These groups formed over time as people who have played together (@home or@con). They start a little adhoc, but they form a core group pretty quickly. People do waunder in and out of the groups.
The groups develop their own tradition of what we play (Stalking the Night Fantastic, Serenity, Earthdawn), when we play (every sunday night, midnight saturday, most of the day saturday), where we play (hotel room or open gaming or by the pool), and what we do while playing (sharing mutual snacks, finishing off a 24 pack of mountain dew, going out for dinner first). It is amazing how quickly these traditions become "The Law" (BUt we always play that!)
I have run some fairly long lasting campaigns at conventions. My stalking campaign averaged 2+ games at each of the two primary conventions, over the last 16 years. Go to Comment
In one game group I played in, we had between 12-24 players on a given night. As you could guess, this got a little loud and a little distracting.
Our host, had a stuffed tribble a (20 cm/ 8) furry thing. It happened to be on the desk/ table I, the GM, was sitting at. I threw the tribble at a person whos attention I needed. They spoke their part, then threw the tribble back. The next person that needed to speak, just kind of held up their hands. So I threw it to them. And back and forth it went. All night. The unspoken rule was, If you didn't have the tribble, you were not allowed to speak above a whisper.
Now it is a rule.
Thus when we have a number of players, we pull out the tribble (or plush Cthulu, or NRA beaver, or well you get the idea). There will be a plush kind of night. Go to Comment
It all started during a "Kung Fu campaign". We were on a steady diet of Kung Fu movies at the same time. At the end of most Martial Arts movies are outtakes of the goofs that the stuntmen did or when the actor flubbed the lines.
At the end of the game, we were laughing about a funny event earlier in the game (when someone missed an athletic attack roll at an inopportune time and whammed into a wall). Someone said, "That should be in our outtakes".
So we cobbled together some funny bits from the game, and made a couple up based on the situation on the game. "Tea?! You call this tea?! No I call it brown water because the prop department wont make tea. Everyone laughs." The one that made us laugh the most received some token experience points.
So it began...
At the end of every session, we would do an outtake or five. If they were good, you received player points/ eps, if they were bad, you were penalized. It ended up being a lot of fun.
(Of course this evolved into us having an introduction, ending credits, commercial breaks, and so on, but this is for another entry.) Go to Comment
In a horror investigation game I run, the players were always finding new and interesting ways to eliminate themselves. So the team leader just got upset with some players/ characters who did stupid things and got themselves killed.
So we had the first two rules:
*Don't go alone
*Don't ever, ever, under any circumstances, go alone.
She had a team meeting and had everyone repeat these standing orders. Several Times.
At the beginning of the next game, she had the same team meeting and had people repeat the rules.
After two people told each other they were going, to circumvent the you cant do that, it is too dangerous/ disobeying the leader, a third rule was added.
*Tell someone, who isn't going with you, where you are going.
So it became tradition, that at the beginning of the game, everyone would recite The Rules. (There are now 10).
Since we began to recite the rules, the 40% kill rate has dropped to 2%. (And most of those deaths are directly related to people who disobeyed the rules). Go to Comment
Every Halloween (or close to halloween) most of my game troupes would dress up in halloween costumes.
This started when Halloween fell on a regular game night. We had a mini-party to go with our game. It was so much fun, we had a Halloween party the next year.
The most fun I ever had was when we were playing Champaions. Everyone dressed as their superheroic character (or as close as they could get). People worked really hard on their costumes. It was a blast. Go to Comment
The Yugzhee, or "hedgehog-people", guard a great, secret treasure inside their giant burrowed lair. The mysterious Wall of Keys, a 12'x10', foot-thick, cold-iron, "wall", upon which, on iron hooks, hang 100 ornate iron keys of all shapes and sizes. Each key opens some heretofore un-openable barrier, door, or gate, in the particular game world of choice.
The PCs have come upon a great boon, except for the fact that the keys cease to function properly if separated from the iron wall for more than a few minutes. Higher level characters will be able to figure out how to take the wall "with them" via magic. Lower level characters will have to get creative.