Episode 5: The Delta Conspiracy, Part 3

by DM B  

The plot thickens...

Jedi Master Oona Dio is no longer in mortal danger thanks to the ministrations of Dr. Zollis, your friendly neighborhood Quarren doctor. She remains incapacitated on board the Light of Reason, floating around in a tank or whatnot.

Analyzation of one of the droids revealed a few interesting items of information:

- the ARE Separatist droids

- it's been around 100 hours since they came aboard/were activated

- they were instructed to shoot indiscriminately at both sides, but to avoid Prince Orelion, the Aunbrun representative.

- fortunately their core programming overrode their mission parameters and they went for the Jedi first.

- you got a hazy image of a Clone Trooper working with the droids.

Lo’kharn the Fixer helpfully pointed out that the box E'tan had stolen (bad Jedi) was in fact a Hutt spice box, keyed only to open at the touch of a Hutt.

- the box was from Jabba the Hutt to Dunga the Hutt, the local hutt rep on the station.

- rather than doing it the easy way E'tan chose the hard and violent way (bad Jedi).

- Dunga revealed that the clone called himself Cragus and was an infamous arms dealer, smuggling advanced weapons to Glemnark.

Ni d’O, the Glemnark representative, was rather upset when he heard the news: That his good friend the arms dealing clone was in league with the Separatists.

Janna had somewhat less success when she spoke to the Prince. He was polite and all, but he didn't seem overly converned. But then again the only thing you have on him is the droids being ordered not to shoot him.

Episode 5: The Delta Conspiracy, Part 2

by DM B  

Short version:

1. You landed and found the station filled with all manner of fringe elements and war refugees. Almost like Mos Eisley, just abaord a space station.

2. You purchased medicines for the crew. That used up most of your credits.

3. You got repairs for the ships from a Verpine mechanic (by trading away supplies and 'non-essential' ship components).

4. E'tan got a new friend; a Quarren doctor who (surprisingly) managed to actually fix Oona Dio from dying to merely incapacitated.

5. E'tan stole something from a Hutt crime syndicate (the one belonging to Jabba). Just because he felt like it. Interesting that the Hutts are involved. You're probably going to regret that.

6. You also learned that the station is supposed to be watching the arms embargo of two warlike worlds nearby; Aunbrun and Glemnark. Both sides have their people on the station and they are not very good friends.

7. E'tan arranged for a meeting in Central Park where they would kiss and make up. That didn't work out so well when you were attacked by assassin droids.

8. The droids turned out to be Separatist Battle Droids in disguise.

I think that's about it.

---

Prince Orelion, Aunbrun representative: This Brunite is aloof and condescending. Never seen without servants and guards.

Ni d’O, Glemnark representative: This Arkian has lots of bravado, but less intelligence. Talks all the time.

Master Oona Dio: In desperate need of competent medical attention.

Doctor Zollis: Very talkative and annoying Quarren surgeon that has sought refuge on Delta to avoid a string of malpractice suites.

Vilus Vulpa: Verpine tech willing to fix the Light of Reason in return for a lot of supplies and ‘spare parts’ (i.e. stripped non-essential components).

Lo’kharn the Fixer: Twi’lek fixer. One of the most well-connected persons on the station.

Cypeen

by DM B  

The planets Aunbrun and Glemnark are both home to a distinct near-human species (characterized by a slightly ochre tint to their skin and slightly angular facial features) called the Cypeen. Both worlds are ancient colonies of the original Cypeen homeworld, a world whose location is now clouded by myth and legend. Stories speak of how in ancient times a great shadow arose from the depths of space, threatening to engulf the Cypeen homeworld. With great effort the Cypeen constructed two ark-ships (they had no hyperdrives back then) and sent them into the void, hoping that at least one would find a safe haven and continue their civilization.

In the event both ships arrived safely at their destinations, finding each a habitable world at the end of their long flights. The two colonies thrived in isolation for many generations, completely unaware of each other (or the larger galaxy for that matter). Until one day the people of Aunbrun were discovered by Republic explorers. Exposed to the galaxy they gained possession of modern technology – starships included. Thus began their search for the homeworld. A world they did not find, for it had long since been consumed by the Erberus Drift, a great gash in the structure of both real space and hyperspace. But they did find Glemnark.

After the joy of rediscovery had passed it quickly became clear that this was not going to end very well. The Brunites felt that the Arkians were backward and ungrateful. And the Arkians felt that the Brunites were haughty and had lost sight of their heritage. The bidding animosity soon escalated into open conflict.

The Brunites took control over Glemnark under the pretext of helping their poorer cousins. The Arkians felt they were being occupied and purchased weapons from smugglers and hired pirate ships to fight as privateers. A long and bloody war between occupiers and insurgents began, costing both worlds dearly. Eventually the Brunites abandoned their occupation and retreated back to their homeworld. The Arkians felt victorious and vindicated, but was left with a broken world and a people that knew only war. The Brunites were humiliated and faced a lengthy period of economic problems and social unrest.

Matters between the two worlds were never truly settled. As a result Aunbrun was denied entry into the Republic. The Republic sent Jedi to try and negotiate, but the negotiations failed. This rejection was another blow to Aunbrun’s pride and prolonged its economic difficulties. It also led Brunites and Arkians to both be distrustful of the Republic in general and the Jedi in particular.

The conflict between the two worlds continues to this day, but for many years the conflict has been ‘cold’:

Aunbrun has recovered somewhat economically, but it still feels the aftereffects of the conflict: A Republic trade embargo on hi-tech components that the Senate fear would end up in weapons. On top of that its military is much too costly for a world of its size. The roll of the years has not wiped away the desire for revenge, but the planet’s leaders are still wary of outright invasion – they haven’t forgotten what happened the last time. They bide their time while making life difficult for Glemnark through diplomacy, espionage and outright piracy.

Glemark is still a rather backwards place with a low level of industrialization and a poor technology base. Part of that is the Arkian culture, which promotes self-sufficiency and isolation. Another part is the machinations of Aunbrun which has made any sort of entry into the larger galaxy very difficult. There is no real trade with Glemnark for example, only a series of black-market operations that delivers some luxury goods and weapons.

Delta Station

by DM B  

Not far from the quarrelsome worlds lies an old Republic battlestation – Delta Station. The station is the sole remaining structure of its kind, part of an old defensive network built to watch the borders of an alien empire (the Hiiso Empire) that no longer exists. Now the station is primarily tasked with overseeing the embargo of Aunbrun and Glemnark. A skeleton crew mans the systems and oversees a squadron of patrol vessels.

The station is also home to a considerable fringe presence. The cavernous landing bays and interior spaces have become the home to smugglers and free traders of every kind. A surprising number of war refugees have also set up camp here. In their wake all manner of peddlers and tinkers have set up shop. And criminals have also joined in of course. As long as they do not rock the boat too much the overworked Republican security staff leaves them to their own devices.

---

Spire cluster: This big forest for spires and disks sits atop the utility core, rising above the command deck.

Main disk: Comprises the main volume of the station. Massive disk, nearly a mile wide and dozens of stories tall.

Command Deck 1: Situated on top of the main disk, well away from the lower decks. This is where the station is run from.

Landing bays: Numerous landing bays big and small lie around the edge of the main disk. A few are retained for official use, but the rest have effectively been given over to fringe element. Ships come and go as they please. Starship mechanics have set up shops, there are bars, gambling halls – whatever a spacer requires when in a port of call.

Commons: The outlying main-disk sections that have been opened up to war refugees. They have been stripped and mothballed for centuries, and now offer only the barest of necessities.

Central Park: Massive public park taking up the central portion of the main station disk. The park is a dozen stories tall, with internal galleries facing it. There is a big utility column rising from the center of the park.

Utility core: Runs from the generator hub at the bottom, up to the main disk and into the spire cluster on top. It contains power feeds, access tubes, shield generators, guns, and all manner of other odd ends. About 2 miles long, everything included.

Generator hub: At the end of the utility core is a big bulbous outgrowth; it houses the main power generators and shielding array.

Taros Fever

by DM B  

Taros Fever is a highly contagious, but ultimately harmless disease that infects starships crew around outlying spaceports in the Rim. Inoculation is possible, but the effect is limited without repeated treatments.

There is no known cure for the disease once it set in, but there are number of treatments that can help alleviate the symptoms.  Untreated Taros Fever leaves the subject incapacitated for several days, followed by a longer period (1-2 weeks) of general fatigue, weakness and dizziness.

Taros Fever has been eliminated in more civilized areas through strict quarantine measures and inoculation programs; which is why most major worlds and spaceports will not allow a fevered crew to land.

Star Wars: Episode VII

by DM B  

STAR WARS IS BEING KICK-STARTED WITH DYNAMITE J.J. ABRAMS TO DIRECT STAR WARS: EPISODE VII

 Could be good, could be bad. We'll just have to hope and trust in the Force.

http://starwars.com/news/star-wars-is-being-kick-started-with-dynamite-jj-abrams-to-direct-star-wars-episode-vii.html

Star Trek Into Darkness (2013)

by DM B  

Will the second of the rebooted ST movies be any good? Certainly hope so!

Hexographer

by DM B  

Here is a fun little mapping program using good old hexes: Hexographer

Why hexes? Aprat for a certain old school coolness hex mapping is very very easy and very very effective. With Hexographer the DM can quickly create and present maps. Sore, he could make prettier and more advanced maps with other programs, but time spent mapping is time not spent making scenario or playing!

Kingdoms of Amalur: Reckoning

by DM B  

I picked this one from a bargain bin. It's a fairly decent fantasy hack-and-slash. Graphics reminded me of Majin and the Forsaken Kingdom which is a good thing btw! The combat system was very crisp and character builds varied. One unique feature was the ability to redesign your character from the ground up - mid-game. That was a very nifty feature.

Unfortunately the game lacked a compelling story. The main plot was OK I guess, but too drawn out to really be captivating. Side quests were completely forgettable. NPCs were 2D (at best). I remember only two of them by name. "Love story" amounted to (barely) getting the girl to admit she "liked" you (if you had maxed out the persuasion skills).

Alyn Shir: rear view

Alyn Shir

Combat soon became repetitive, despite the nice control and options: In the end the lowly wolf was the monster that caused me the most grief. the rest were bland. Treasure drops were so numerous as to become annoying. And when I learned to craft my own great dropper loot became meaningless.

Dice roll: 3*

* I played it for quite a lot actually. But I think it was a combination of pneumonia and being determined to finish the game, come what may.

Kingdoms of Amalur: Reckoning is a single-player action role-playing game for Microsoft Windows, PlayStation 3 and Xbox 360.[4] Ken Rolston acts as the game's executive designer, R. A. Salvatore created the game universe and lore, with Todd McFarlane working on the artwork, and Grant Kirkhope creating the musical score.[5] It was developed by 38 Studios and Big Huge Games. The game was released on February 7, 2012 in North America and on February 9, 2012 in Europe. The first public demonstration was at the Penny Arcade Expo East 2011 on March 11, 2011.

XCOM: Enemy unknown

by DM B  

I want this game...but to play it would require a new laptop I think.Not the kind of game you play on the PS3. So I guess it won't be happening after all...which is good, because that saves me from a lot of hours spent gaming! And that's a good thing, isn't it?

FANTASY ARMOR AND LADY BITS

by DM B  

Interesting blog post about women and fantasy armor:

http://madartlab.com/2011/12/14/fantasy-armor-and-lady-bits/

Space Marine, the game

by DM B  

During my pneumonia period I didn't stop gaming. I just went with mindless slaughter in the PS3.

Amongst other things I downloaded Space Marine. It's a 1st/3rd person shooter. You get to run Captain Titus of the Ultramarines vs. hordes of Orks (and later some Chaos). It's surprisingly fun. Partly because it's 40k and I'm a fanboi, but also because it works rather well on it's own (and I'm not really  a big fan of shooters).

There is some lameness, like your two (yes, only two, there rest of the company seems to be 'elsewhere') companions, Mr. Gruff Sergeant and Mr. Doesn't Respect Your Authority Brother, who are entirely immune to damage and able to do very little damage to the enemy. But by and large the campaign works quite well. Story is basic, but not bad. The orks are more fun than the later Chaos hordes. Game is not short, but not long either.

Multiplayer is...different. Marines (in this game) move and fight like slow clunky tanks. Most weapons require multiple hit to kill. So it plays rather differently than most other shooters. For good and bad. For me the saving grace is playing Assault Marines. Since I suck at aiming charging into battle with jump-pack and chainsword is just perfect for me. And it sooo fun to see the other players panic when they hear you slamming down and reving up the chainsword...

All in all a decent game. I'd give it a 4 on a d6. It can be downloaded cheaply form Playstation Store. Many hours of gory fun!

Europa Universalis 4 announced

by DM B  

Enjoy!

2300AD stuff

by DM B  

The new 2300AD from Mongoose is out:

Download the PDF from here: http://rpg.drivethrustuff.com/product/100670/2300ad

More Mongoose 2300AD stuff on the way: http://www.mongoosepublishing.com/rpgs/traveller/2300ad.html

I'll also reccomend the DVD with the old 2300AD material from farfuture.net: http://www.farfuture.net/Contents%20CDROM%202300AD.pdf

You get all the books AND the relevant Challenge Magazine articles. Great value.

Finally there is the 2320AD PDF: http://www.travellerrpg.com/2320/

You can't actually buy the PDF anymore, but you can find if floating around for free if you take a look. Was never printed. Only PDF.

Crysis

by DM B  

Recently finished the campaign in Crysis 2:

http://en.wikipedia.org/wiki/Crysis_2

Gotta say that this is the first FPS I've truly enjoyed since...maybe Doom? Great graphics, cool gameplay and a very nice story.

The original Crysis campaign is also available for download to the PS3. I tried it, but it didn't really catch on.

Crysis 3 IS looking good though!

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