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Found 40 results

  1. Designing aliens is hard. By turning to an unexpected source, I found a way to by-pass my own ingrained notions of what aliens look like. As I mentioned in an earlier thread, Odd Soot is my upcoming game set on an alternate 1920s Earth. In that universe, a plague torments humanity and starliners trudge between planets populated by aliens. They differ greatly from humans and to find the right tone, my design process took an irregular path. Read more about the design process here: My Graphic Frankenstein Method for Genuine Aliens Download a Preview of Odd Soot! I’ve created a 28-page preview PDF to give you a better feeling for the game: http://odd-soot-preview.strikingly.com/ In the preview, you will find the introduction to the game, a star map from the 1920s and sample aliens among other things. You also get a link to download the introduction scenario for free. The alien below is an l'sesenaugh, living in The Sinking City on Sisymbrium. Among other things, they act as guardians and librarians in The Dream Library.
  2. I saw Bladerunner for the first time in many years and it struck me how similar Altered Carbon is. The Guardian seems to have read my mind: Why does cyberpunk refuse to move on?
  3. 20% off all our books on DriveThruRPG and Lulu on Black Friday! And yes, that includes the newly released Odd Soot. Follow the links below. DriveThruRPG: https://www.drivethrurpg.com/browse/pub/10544/FrostByte-Books Lulu: http://www.lulu.com/spotlight/frostbytebooks What Reviewers Say About Odd Soot: 'The most innovative SF I've seen.’ Alex Greene, RPG writer 'Equal parts alternate history, H.P. Lovecraft inspired settings, crazy characters and a serious science fiction vibe, this game is a blast,’ EN World review, David J Buck Clarence Redd
  4. 'Sometimes, a random confluence of genes comes together to produce a child who is simultaneously gifted and cursed. Gifted, because their minds or bodies are capable of surpassing normal human capabilities; and cursed, in that their very oddness sets them apart from the run of normal humanity.' I have worked with Alex Greene, writer for Mongoose Traveller among other things, to create a new character path for Odd Soot. It’s called Oddities and Alex has crafted a unique concept to generate truly odd individuals, fitting right into Odd Soot. They possess fantastic abilities - but also weird looks that other people might shy away from. The character path can be used for PCs and NPCs alike. Patrons, villains and heroes work equally well for these quirky individuals. Oddities is based on the book Odd John by British sci-fi writer Olaf Stapledon. His work is often mentioned as direct inspiration for many modern authors, like Arthur C Clarke, Stanislaw Lem and Vernor Vinge. Oddities is a 15 page PDF and consists of generators for superlative traits, disproportions, alienating passions and several inventions. We’re offering it as a free download: https://mailchi.mp/77eafcc60dbd/oddities_download Clarence Redd
  5. For many years I’ve thought about how to design believable aliens. When we’ve only seen life on Earth, how can we even begin to imagine the otherworldly? Aren’t we predicted to just come up with variations on existing species? I realised a new approach was needed. I wanted to break my ingrained views of what an alien looks like. Around the same time, I explored the concept of science fiction in the 1920s. I dreamed of propelling humanity to the stars, decades earlier than in the real world. I wanted to combine these ideas – so I created something new. My next game – called Odd Soot – takes place on an alternate Earth in the 1920s and explores what might have happened if space travel had existed back then. And specifically, what aliens would look like in the 1920s. Here’s a sneak preview of the cover - and I'll be back with more soon.
  6. M – SPACE Player: Name: Home World: Culture: Career: Age: Strength: Constitution: Size: Dexterity: Intelligence: Power: Charisma: Action Points: Damage Modifier: Experience Modifier: Healing Rate: Initiative: Luck Points: Move Rate: Wealth: STANDARD SKILLS Athletics (str+dex): Boating (str+con): Brawn (str+siz): Conceal (dex+pow): Customs (int x2): Dance (dex+cha): Deceit (int+cha): Drive (dex+pow): Endurance (con x2): Evade (dex x2): First aid (dex+int): Influence (cha x2): Insight (int+pow): Locale (int x2): Native Tongue (int+cha): Perception (int+pow): Ride (dex+pow): Sing (pow+cha): Stealth (dex+int): Swim (str+con): Vacc Suit (dex+int): Willpower (pow x2): Zero G (dex x2): PROFESSIONAL SKILLS Acting (cha x2): Acrobatics (str+dex): Art (pow+cha): Astrogation (int x2): Bureaucracy (int x2): Commerce (pow+cha): Comms (int x2): Computers (int x2): Courtesy (int+cha): Craft (dex+int): Culture (int x2): Demolitions (int+pow): Disguise (int+cha): Electronics (dex+int): Engineering (int x2): Forgery (dex+int): Gambling (int+pow): Knowledge (int x2): Language (int+cha): PROFESSIONAL SKILLS Lockpicking (dex x2): Mechanics (dex+int): Medicine (int+pow): Musicianship (dex+cha): Navigation (int+pow): Oratory (pow+cha): Pilot (dex+int): ...Starship Politics (int+cha): Research (int+pow): Science (int x2): ...Astronomy ...Astrobiology Seamanship (int+con): Seduction (int+cha): Sensors (int+pow): Sleight (dex+cha): Streetwise (pow+cha): Survival (con+pow): Teach (int+cha): Track (int+con): Combat Styles: Gunnery (dex+pow): Unarmed (str+dex): Locations 01-03 Right Leg AP HP 04-06 Left Leg AP HP 07-09 Abdomen AP HP 10-12 Chest AP HP 13-15 Right Arm AP HP 16-18 Left Arm AP HP 19-20 Head AP HP Passions: Fatigue: Power Points: Equipment: Powers: Description: Download link for .txt file in a zip: http://dragonersdomain.com/forum/download/file.php?id=764
  7. dragoner

    Darklight Corp (M-Space Circle)

    M – SPACE CIRCLE Name: Darklight Corp, a subsidiary of Apollo Industries. Leader: CEO (Former Plenipotentiary Minister) Chike Idowu Influence: 13 (Human Continuum) Size: 3 Resources: 17 Attributes: Connected 70% Info Retrieval 90% Memes 40% Politics 70% Ideas: Wealth (Anarchy) Traits: A small subsidiary corporation, with positions often filled by former public employees, dedicated to research and other activities beneficial to the advancement of knowledge and all those who reside in the Human Continuum. Darklight Corporation of Enceladus is a good example of a modern commercial entity, and as a research corp. most of what it trades in is data or information, thus the corporate motto: “The Darkest Light Is Before The Dawn.” Exploration and planetary surveys are main line of work, though their agents have been used as fixers in various situations, as well as neutral observers. Benefits: 85% Notes: Headquartered on Enceladus. Operates through local offices, with an open network style using small groups as teams to accomplish tasks, from specialized research to general teams of "fixers". Good access to used tech and equipment sold by the navy and scout corps, as well as cutting edge tech made by Apollo Corp subsidiaries or sister industries such as Artemis Military.
  8. clarence

    Review of Planet Generators

    Drawing maps for your games can be fun, but sometimes it's convenient to use generators to speed up the process. I have recently tried out some of the planet map generators that's available, both free and commercial, to see what they have to offer for RPGs. Planet Map Generator The Planet Map Generator is a simple web-based generator. To get the actual land forms, you rely completely on the random generator to come up with something good, ie. landforms cannot be edited. The only way to alter land outlines is to change the waterline level. It’s still one of my favourites among the free generators, however, mainly because it produces some of the best looking continents. Images of the map can be exported in several different projections and color schemes. With a bit of work in Photoshop or Gimp the end result can turn out very good. I often find the options Bump map on land only, Non-linear altitude scaling and Make more wrinkly maps add a nice touch to the maps. http://topps.diku.dk/torbenm/maps.msp Read the rest of the review on FrostByte's blog: http://www.frostbytebooks.com/#propaganda
  9. clarence

    M-SPACE Giveaway Winner!

    I’m very happy to announce the winner of this week’s M-SPACE giveaway: MARCUS LEJA, Canada Congratulations Marcus! I hope you’ll get many hours of good gaming from it. The book is on its way across the Atlantic. And thanks to everyone who joined the giveaway. As I believe in spreading sci-fi roleplaying to more people there will be new giveaways in the future. I hope to see you again. Clarence Redd
  10. clarence

    M-SPACE Giveaway!

    I hate February. It's dark and cold. Everybody seems to have the flu and here in Sweden we haven't seen much of the sun for the past 4 months. It feels like winter will never end. To celebrate that February is almost over I'm doing a M-SPACE giveaway. Just click on the link below, follow the instructions and you have a chance to win a copy of M-SPACE in full colour print, sent for free anywhere in the world. http://www.rafflecopter.com/rafl/display/4fe33d5e1/? The contest ends on Friday and the winner will be announced by email later the same day. Good luck and don't let winter bring you down. Clarence Redd FrostByte Books
  11. Swedish YouTubers RPG Monday will play M-SPACE live tomorrow on Twitch! It will be in Swedish only, so if you haven't started practicing yet, you only have about a day to learn the language of ABBA, Ingmar Bergman and IKEA. As a bonus, you will be able to understand what the Swedish Chef actually talks about in the Muppetshow.* RPG Monday will take on the REFLUX scenario, and I will be present in the chatt to answer any questions from viewers. Link: https://www.twitch.tv/rollspelsmandag Time: 6.15 PM (CET) on January 15 You can also view a recording later on YouTube: https://www.youtube.com/channel/UCGZG7rLj3r6P5gqrODGk9_w *Or maybe not, come to think of it.
  12. clarence

    [M-SPACE] Black Friday Sale

    FrostByte Books is launching its first sale ever! Get 20% off both M-SPACE and REFLUX between November 23-27. PDF: http://www.drivethrurpg.com/browse/pub/10544/FrostByte-Books?term=frostbyte&test_epoch=0 Print (Lulu, Black & White): https://www.lulu.com/shop/search.ep?contributorId=1360886 Print (Color, shipping from Europe): https://widget.publit.com/frostbyte-shop_2629/page/1 If you’ve been on the fence whether to get them or not, this is a great opportunity.
  13. clarence

    Terraforming Mars in 100 years

    Terraforming Mars seems much more realistic after reading this: http://www.popsci.com/terraform-mars-climate-change After 100 years the atmosphere is still too low in oxygen, but at least no vaccsuit is needed. And sending robots to do the initial work is of course very clever.
  14. clarence

    New Version of Star Mapping App

    The Traveller-inspired star mapping tool Sector has been updated to 2.0. I've written about this iOS app before (http://www.frostbytebooks.com/blog/easy-star-mapping) and the new update makes it even better. The top new feature is a more flexible zoom tool. It now allows the user to see an entire sector at once or zoom in to just a few star systems. Using the standard pinch gestures, it’s very easy to move around a sector. Star maps generated elsewhere can now be imported, though I'm unsure what the exact file type requirements are. There’s also a new info pop-up that does a great job of explaining most symbols used in the app, though a few are still missing (like the colored hex outlines appearing in a few places). Editing is just as easy as before: hit Edit and then tap any hex to add or remove a world. Very straightforward. A generous list of information is automatically generated for every system and can be updated if necessary. If you own an iOS device and play sci-fi games, this app is close to ubiquitous. For iPads it really shines. In fact, you will never have to go through the tedious work of manual star mapping again if you get this app, all for the price of a cup of coffee. Highly recommended.
  15. clarence

    Space Suit Extravaganza

    If you need inspiration for your near-future campaigns, there is a Top 10 list of the best sci-fi space suits in The Verge: https://www.theverge.com/2017/8/19/16104004/science-fiction-space-suit-worst-best-the-martian-alien-sunshine-gravity For a more historic approach, check out this magnificent poster of all NASA space suits to date: http://spaceref.info/space-suit-typology-3000x1046/ Or if you want the latest fashion in space suit design, take a look at SpaceX's and Boeing's new lightweight suits: https://www.theverge.com/2017/8/23/16188658/elon-musk-reveals-first-official-photo-spacex-spacesuit What are your favourite space suits?
  16. clarence

    Valerian & Laureline. And M-SPACE

    The Valerian movie by director Luc Besson is almost here! To celebrate, we have added the spatio-temporal agent’s spiffy Astroship xb982 – both M-SPACE stats and deckplans – to FrostByte’s webpage. Check it out here: http://www.frostbytebooks.com/#_blog
  17. I am in the process of creating a space-opera-like setting for use with M-Space, but with my own twists that lead away from that Traveller-like setting assumption. At the moment, I have a couple of vague ideas for some of my aliens, remnants of cool concepts I laid down some 35 years ago as a teenager who hadn't even heard of roleplaying games (in Germany...) but did his world building and solo-roleplaying nonetheless. At the time, Lego produced models for a hard-SF line I couldn't afford, and they published a booklet with models suggesting at integrating a more space-opera setting. A couple of panels with Lego manikins whose heads or body parts were replaced with some of the less regular building blocks, possibly adding a few extras. I looked at those, and was sold, and started to develop the setting on paper rather than with building blocks. It was the time of Star Wars, so of course my setting then was about rebels against an imperium that I never really defined but that had vast military resources, and significantly more scruples than the Star Wars one. German TV also offered Space 1999 with its underground Lunar base, so that was another influence at the time. Over time, I added what insights I gathered in scientific facts and impossibilities to reduce the amounts of handwavium and unobtainium in my setting. So there was this militaristic human culture suppressing free traders and nonhumans with the trappings of armor and elaborate helmets, aided and abetted by a profit oriented Galactic Mining mega corporation operating both inside and outside of the empire, which sometimes proved a neutral ground, imperial citizens or corporations trading at neutral or empire-associated nonhuman spaceports, and of course the “us”, the human rebels and their nonhuman sidekicks and allies. I never really dropped that concept, but upon receiving the German translation of Classic Traveller about 8 years later I couldn’t really get warm with that system and its basically incompetent, one trick characters. (Nobody told or showed me how to use that system as a narrative though crunchy game rather than a simulationist one until decades later.) So, there are these concepts of two humanoid alien races that I need to stat out. Help and advice appreciated, and somebody might be interested in using them in a different setting. “Blue Ones” One of the allies was a minor multi-planetary species of humanoids inhabiting oxygen- and water-rich planets in the Goldilocks zone of blue giants – one distant binary, and at least another smaller one in the same region. The species had inhabited those different planets for long enough to develop speciation. I never came to define their own name for their people, or the official catalogue name, I simply called them Blue Ones. The inhabitants of Gatesea and Gateland (two captured rocky planets with very active biosphere, surface gravities of 0.95 and 0.89, 90% and 50% of the surface covered by liquid water, high humidity, about 30% diatomic oxygen and 2% ozone in the atmosphere at surface levels, and carbon dioxide levels varying between 0.01 and 3% depending on the day/night cycle) were native to Gateland, had colonized and bioformed Gatesea with organisms from their homeworld’s land mass and part of the seas (retaining some of the non-sapient, mostly compatible biosphere there) with slowships, and had established another slowship colony (out of focus of my main activities) around that other blue giant star, the Exos with significantly different appearance, and adaptation to a gravity of 1.1 and somewhat lower ozone and less humid atmosphere. These guys could work in human environment using breath masks, and vice versa, although humans needed a lot extra protection from ultraviolet radiation and the bleaching effects of ozone. Blue Ones and Exos ended up as endo-skeleton bipeds with two multi-jointed arms each ending in two opposed sets of four likewise multy-jointed fingers, ellipsoid heads with a ring of sensory organs, including four eyes – one to each side with 190 degrees coverage, and a pair to the front with 120 degrees coverage mostly overlapping to the front. Orifices are located at the lower slope of the skull – two sets of somewhat extendable teethed mouths between the forward and sideward eyes, and venting slits beneath the eyes. Their skeleton is based on two multi-jointed interior columns extending plate-like ribs enclosing the upper and lower torso, leaving the center of the torso open for a belly similar to the human belly. A central channel is framed by bone plates providing hinges between these two columns, sheltering three separate strings of neural tissue regulating motor functions, vegetative functions, and communication with the neural tissue inside the basket of bone plates forming the skull. This basic architecture obviously needs to be reflected in the native endoskeletal animals of Gateland (and those that colonized Gatesea and the Exo planets in an interstellar variant of the Columbian exchange, brought along by the Blue Ones). Metabolic rates of the lifeforms on these three homeworld planets (and in their lesser colonies established more recently) are high. Their circulatory system is driven by two separate hearts very similar to mammalian ones. Their blood transports the oxygenating agents in form of complex bound oxygen and as small organic peroxide esters. The peroxide mechanism is used for peak activities, with peroxide esters deposited in cellular caches during low activity periods, while the complex bound oxygen provides the background level of body maintenance. Cellular membranes must deal with this constant onslaughts of peroxides and radicals. That either means modifications to the phospholipids used by all Terran organisms with a very high regeneration rate or a different, more resilient approach to forming a flexible and extendible cell membrane. Whichever nature these changes have, Terran-descended organisms can consume Gateland-descended organisms (they will need to deal with any stored peroxides, which will be consumed internally if those cells are subject to stress), and vice versa. On a cellular level, organisms from Gateland and Gatesea are compatible. Outside of the cells, both plant and animal life use cellulose, hemicellulose and proteins for their connective tissue, and what we would call modified starch alongside with starch for fast access fuel storage. Vegetation on Gateland is very active, compared to Terran vegetation. Most plants recede their sunlight collectors (usually frondy leaves) at night and reduce their area during the most intense radiation of noon, or they have permanent hard photosynthetic organs that can activate protective chromophores to shield the cells from too intensive irradiation. Plants collect peroxide esters synthesized from ozone, too, and power their motive processes with this metabolism. Blue Ones and other endoskeletal lifeforms native to Gateland maintain a rather constant body temperature in the range between 30 and 40 degrees Celsius (303 to 313 K). At rest, they tend to remain at the lower range, while activity can bring up their motive apparatus up to 50°C (about 320K), which needs to be dissipated quickly. Evaporation is their preferred cooling method, somewhat hindered by the high humidity, but boosted by adding low boiling esters from special glands in phases of high activity (the by-product of using up the stored peroxide esters). Sweating Blue Ones smell of mouthwash and cheap perfume, laced with pheromones similar to those in human sweat. The quadruped life-forms of Gateland share the multi-jointed extremities of the sapients, and their somewhat disk-shaped sensory skulls above their orifices, which display huge variations between different dietary requirements, and generally are larger than those of the bipedal sapients. A lot of the animals move in semi-upright stance, with the forelimbs providing ground contact only in very slow or very fast gaits. Their jointed spines support dorsal flexibility like that of small cats or weasels, allowing for some fast gaits where the body appears to contract and elongate. They don’t have tails but rather flat dorsal extensions, some with rigid bone plants supporting a muscular counterweight quasi-limb capable of vertical movement adding momentum to jumps and buffering momentum on landings, developed from a flat dorsal fin of distant aquatic forebears, and re-used for that function by amphibious variants returning to the wet element. The truly bipedal Blue Ones retain this as a rather atrophied remnant that receives much of their weight when sitting in a rather curled stance. Variants with atrophied limbs have evolved adapted to water, but usually land dwellers returning to a watery habitat revert to enlarged hind digits supporting muscular flippers. Aerial fauna exists on Gateland and marine subspecies successfully adapted to Gatesea as well. The endoskeletal variants come in several variants: The dominant aerial variant adapted half of their digits on all four limbs to chiroptera-like (batlike) wings, employing the remaining digits for grabbing prey or food; one variant using both sets of digits on their forelimbs to support frondy hollow scales that can be rotated individually along both sides of the digits, creating a feather-like extension of the elongated digits, allowing for a fluttering hovering flight with both stationary and dashing modes; and finally one variant with elongated hollow rib-bones extending out, supporting skins attached to both fore- and hind-limbs allowing gliding flight. Herbivores are divided among browsers snatching bits from the frondy green during daytime, whether long-necked, flying, or climbing, the more destructive cracker and diggers going after the sheaths the fronds retreat into, and seed and fruit gatherers. Due to the high metabolism rates of the autotrophs, the calcium hydrogen carbonate concentrations in the water drop to extremely low levels, leading to an absence of calcite exoskeletons for invertebrates. Silicacious shells or polsaccharid take ths role, as do ligament proteins. They too sport paired orifices, inherited form primitive worms which employed paired sets of cutting tools which developed into separate orifices rather than a single one, and which continued as the motive structure of these worms, and of subsequent arthropods, most of which resemble two-ridged centipedes or crabs. Aerial arthropods don’t use wings but webs of silk spun around a few pairs of elongated legs. Technology: Blue Ones prefer disk-shaped spaceship design with a vertical acceleration vector for constant acceleration and sidewards dashing using lateral thrusters for quick maneuvers. This design was inherited from the gondolas of their slower-than-light solar sailing vessels that carried their colonists. These ships use weak warp drive for intra-system mobility, but rely on the classical jump drive for interstellar travel. Due to their dependance on hard radiation stars for their atmosphere and their plant lifeforms, they usually don’t use reefs or mobile slowlife platforms. In multi-species parties, Blue Ones are valued for their keen perception abilities – not so much the quality of their optical and acoustic apparatus as their cognitive system evaluating that information. They value perception highly and produce some of the most advanced telemetry systems available. Other specialities include surveillance, quality testing and fault detection. Kurus Kurus are another bipedal species from my early attempts at designing aliens, inspired by the same sources as the Blue Ones and Exos. The Kuru homeworld and their planetary colonies were devastated by a giant supernova about 1500 standard years ago, but they managed to use the few decades of warning their FTL ability gave them to evacuate their population and significant amounts of samples of their planetary biota before the catastrophe struck, thanks to their natural ability to hibernate, which they augmented with their technology. They have since led a nomadic life, collecting resources from interstellar space, uninhabited systems, and trading with planetary races. The loss of their homeworlds has caused a species-wide trauma. Kurus feel trapped on planets and require their habitats to be FTL capable. They do maintain more or less permanent outposts in the systems they claim for resource collection and they maintain trading outposts with extraterritorial status at major trading nexi. The Kuru homeworld was a rock planet captured as the distant satellite of a gas giant during an inward shift in an otherwise unremarkable K-primary system. The capturing by the gas giant caused a major extinction event on the planet due to the tidal forces bringing increased tectonic activity, but the atmosphere and a sufficient sample of the biosphere survived these changes and managed to adapt to the rather eccentric orbit of the gas giant which carried the planet beween the extremes of a rather comfortable warm Goldilocks distance to their primary to the coldest extremes of said Goldilocks zone, where only the exothermal qualities of the gas giant prevented the atmosphere from freezing out. The Kuru culture huddled around volcanic vents during the coldest phases, or went into hibernation. Kuru biochemistry is remarkably similar to Terran biochemistry, but has much higher salinity and requires a slightly different spectrum of trace minerals. Physically, the Kurus are most notable for their antlers bearing a variety of sensory organs on a broad head dominated by two huge nasal ridges, each reminiscent of the snouts of saiga antelopes. A pair of eyes on a protruding muscular mass is situated above the nose ridge, allowing bifocal front sight and good peripheral coverage. Their beaked orifice holds several arrays of specialized dentition embedded directly in muscle tissue. The sensory stalks on the antlers carry a range of chemical and acoustic receptors. They have an endo-skeleton of lightweight hollow bones, surrounded by a regular muscular apparatus and a second layer of musular tissue supporting a quasi-exoskeleton of cartilagenous scales and a down-covered dermis which they can extend over these scales or retreat into a compact fold between the scales. Another well (durchblutet) dermis can be unfolded above this downy dermis and the scales, providing efficient cooling despite the thick double layer of muscle tissue. Their hands have three opposed pairs of digits in 90 degree opposition, with a claw-like protrusion on their third segment of the fingers. On their feet, these act similar to hooves. The biological ancestors of the Kurus were opportunistic scavengers, able to dig out hibernating prey out of frozen dirt or ice, but also taking advantage of the rich plant life that exploded regularly when the planet returned into the pleasant regions of the Goldilocks zone. Inhabiting a K-star system, the Kurus took to the slowlife reefs (one of my setting premises, possibly a leftover from a precursor civilization) with a vengeance as soon as they managed to overcome their gravity well. With habitats of their highly productive plant life available during the cold seasons of the gas giant, their population exploded, and their domesticated biosphere adapted to microgravity. Those organisms that had adapted too well to the massive climate change required hibernation periods, too, which led to the Kurus towing reefs into more eccentric orbits, or equipping mobile slowlife as agricultural platforms. Kuru plant life’s atmospheric requirements have an optimal range of 30 millibar carbon dioxide, 5 millibar methane, 1 millibar N2O, 170 millibar oxygen and at least 300 millibar nitrogen partial pressure, with a total pressure of 700 millibar or higher preferred. This corresponds to the spring conditions of their lost homeworld, when the great melt would start plant life going into overdrive. Fruit bearing season would see a massive depletion of carbon in the atmosphere and a higher oxygen level. Coincidentally, this is the preferred atmospheric composition for Kuru habitat sections. Kuru society is very conservative. This is due to the fact that a huge portion of their population still spends a lot of time in suspended hibernation. At any time you will find a few first generation evacuees among the Kuru crews, taking terms to get up to date with current technology and society before returning to hibernation. A few hibernation fleets are known to park at distant Oort cloud objects, producing batches of returnees regularly while receiving returnees to take their turns in hibernation. Since hibernation has a natural rejuvenating effect, there is a steady stream of volunteers taking their turns in cold sleep. It isn’t known how many such hibernation vessels exist, or how many Kuru fleets operate outside of human or other civilizations’ radar. The portion of non-hibernating Kurus is slowly growing as the Kurus work on creating self-sufficient habitat fleets for all of their species. While the Kurus don’t operate reef and slowlife agriculture any more, they still provide seeding and initialization of reef colonies, and are welcome trading partners and development contractors for the human reefer culture, willing to join in their barter and favor economy. They are interested in buying biomass, and in contracting seed production.
  18. g33k

    the mythical "Class M" planet

    Elsethread, @Joerg made the following excellent point, that I thought deserved its own thread and discussion... Here's the thing: we actually have only a single data-point -- the Earth, Terra -- to know what a "normal" habitable world (what Star Trek calls a "Class M" planet) looks like. Drake equation notwithstanding, we don't actually have DATA in-hand that there is even one other world that fits the "Class M" fiction. Personally, I *want* it to be correct, but I'm keenly-aware of it as a VERY retrograde "armchair-science" pseudo-fact. But even if we conclude that Drake was broadly "correct" (even if a few details were a bit off): we have *ZERO* evidence of what sorts of worlds are "typical." Is ours? Or is ours a weird outlier? The Earth is about 7/10 water, so we call it a "water world;" but what if 99% of all "Class M" planets turn out to be 99% surface-water? Maybe Terra is nearly a desert-world... Or maybe 2/3 to 3/4 surface-water is the norm, and to be a "water world" a planet has to be 93% surface-water...\ Etc Etc Etc... *** *** *** How you set that "norm" for your campaign could have big implications for your universe!
  19. Six pre-generated characters are now available for download on the FrostByte webpage! Easy to use with REFLUX, if you want to get started quickly. Download here (in the Download section): www.frostbytebooks.com - Power Level: Beginners - Stats for Simplified Combat, to suit new players - Two Passions are provided for each character, with a third to be added by the player - All characters share a common background in the Keren System, not far from Anobe, the starting point in the REFLUX scenario. - Gender-neutral names - 10 portrait images (5 male, 5 female). Mix and match freely with the character sheets
  20. Fenix, the big RPG magazine here in Scandinavia, runs a poll every year to celebrate the best Swedish RPG products. For 2016, M-SPACE is nominated in several classes, for example Best Cover, Best Illustrator (Jadrien Cousens) and Best Rules! The winners are announced at GothCon, the largest convention here, on April 9. The poll is in Swedish, but if you want to vote anyway, here's the link: https://docs.google.com/forms/d/e/1FAIpQLSejYdZhDYi4v4CyhhYIa5bDlSs0uRnXUs9plcZV6VS_hpQgow/viewform I can make a quick translation if you need. Just let me know. The Swedish RPG business is experiencing something of a golden age at the moment. Several games has become international bestsellers (Mutant: Year zero, Tales from the Loop and Trudvang, just to mention a few), and there are a handful of small companies doing very fine products. But there's also a rich undergrowth of indie writers making excellent games, and the poll has a very impressive line-up.
  21. Vile

    M-SPACE Starship Design

    I'm browsing the starship design section at the moment. There are a few things which really jump out at me (rebuilding & expanding!), and overall I like the approach. It also seems to tie in well with the vehicle rules. One thing I would like to see is a worked ship design example or three, perhaps taken from the sample ships in the book to show how to get to the desired end result.
  22. The Constellate never fell. It faded. The year is Y3260. The Ocath subsector is free, after many years under The Constellate’s brutal rule. Free, but in turmoil. This scenario for M-SPACE introduces The Weaver setting, telling an epic story about a dying empire, collapsing under a baroque cornucopia of empty gestures and brutality. A starship fleeing from The Constellate’s armed forces disappeared 170 years ago. Now the characters must go to the Qioria system to search for it. But time is short. The planet is on a slow course for destruction and the hell holes of ignited gas grow every day. Their only hope seems to emanate from the long forgotten teachings of the Weavers. REFLUX will be released on April 4. Contents Include: - Scenario with investigative elements, social conflicts, puzzles and action - The rules for Extended Conflicts are used at focus points in the story to increase tension without having to resort to violence - Background on The Weaver setting, describing the major forces - Several alien species and their cultures - Stats and deckplans for a PC starship - Map of the Ocath subsector - Planetary maps of Anobe and Qioria - Town maps of Anobe City and Yllm - Location layouts: Cantina, Security Forces HQ and the Bone Caves - New rules on communications, FTL travel and three new careers - New equipment - Organisation stats - Suggestions on how to vary the difficulty level of the scenario - 106 pages, 10 in colour The main rulebook for M-SPACE is required to get the most out of this book, but the scenario is useful with any BRP-based game. M-SPACE 1.1 will be released on April 4 as well. As I’m sure some of you have seen already, this update is mainly about colour printing and a sturdier binding. The content is slightly updated but the new sections will be available for free on our website.
  23. clarence

    Solo Gaming with Mythras & M-SPACE

    There are several new blog posts where UbiquitousRat describes how he's using M-SPACE and Mythras Imperative for a solo campaign. The setting is called Serene Dawn and sounds very interesting. Check it out here: http://ubiquitousrat.net/ As I'm a big fan of solo gaming myself, it's nice to see M-SPACE being used for it.
  24. clarence

    M-SPACE 1.1 is Coming

    As some of you may have seen, the scenario REFLUX will be released in about 10 days - but that is not all! At the same time, we will release a 1.1 update to M-SPACE. The big thing here is not in the content however. Only a few small changes and additions have been made. The main feature is colour printing and a more durable binding. These are two of the most requested features among our players. And the good thing is, the price will not be much higher than for black and white. To pull this off, we had to track down a talented print-on-demand publisher here in Sweden. They offer something Lulu cannot do: print just a selection of pages in colour. With Lulu, it's either or, which means much higher prices. Just as for REFLUX, this will result in higher shipping costs for some of you. And that's why we have kept down the price of the book. The total cost will be very competitive. But we will still offer a black and white version through Lulu. And of course a PDF at DriveThruRPG. I'm very proud of this version. The print quality is amazing. Matthias Utomo's artwork really shines and the sturdier binding feels great. I hope you will enjoy it too. Changes in content: - Two appendixes: updated starship design walkthrough and starship combat examples. Both will be available as free downloads from our website. - Keeping track of ammunition. Covering the most frequent question I've got since the release.
  25. The new scenario REFLUX is almost ready! Just a few small details to fix here and there before it's off to the printer. It ended up being 105 pages, 10 in colour. Print and PDF will be released in the first few days of April. I uploaded a preview to our webpage, to give you an idea of what it looks like: http://www.frostbytebooks.com/blog/scenario-preview-reflux I hope you enjoy it.
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