Monday, September 5, 2016

D is for Dropship

"We're on an express elevator to hell - going down!" - PFC William Hudson, United States Colonial Marine Corps

I've always liked the modular cutter from Traveller. I like the idea of a ship having a lot of utility and to be able to meet a wide variety of needs. I also like several of the dropships I've seen in popular media, in particular the Pelican from the Halo video game, and the Cheyenne from the movie Aliens. The idea that you can quickly be put into the thick of things with all your gear, or call for a quick rescue is appealing. So this is my take on a dropship, which I see as being a mix between the modular cutter and a more typical dropship. The Nirvana does not contain any of its own cargo space, but instead relies on a pre-fabricated, standardized payload "shell", which can be outfitted as necessary depending upon need.  Used primarily for trips from orbit to the surface and back, or surface to surface hops, this ship is not intended for extended travel periods. It is not necessary to drop the shell off as part of a mission. Some Nirvana have been used solely for shuttling loose cargo and vehicles, and the shell never needs to leave its cradle. Although the images show a military version of the Nirvana, it is also used widely in the private sector, primarily for small cargo runs, passenger ferrying, and providing rescue and humanitarian aid. Commercial versions of the Nirvana typically switch out the turrets for bridge and passenger related comforts, such as a small fresher and bunk area.

The Payload Shell
The payload shell itself is of modular construction. The unit as shown contains four 10' deep sections. The forward section is empty, and features an iris valve hatch and two round windows, which are designed to align with the Nirvana's rear hatch and allows access between the bridge and the payload shell. The middle two sections are standard empty/cargo units and are completely modifiable. The aft section utilizes a rear wall which can be lowered to act as a ramp. This is extremely beneficial for off-loading troops or vehicles in a hurry. Payload shells intending to carry passengers or live cargo are outfitted with the necessary life support systems and meet the basic requirements for any spacecraft. Most shells will include grav-plates in the floor decking, but these are sometimes eliminated when the shell will primarily be used to deliver cargo. The shell can be outfitted with auto-leveling feet for use on uneven grade, so minimal site preparation is required. There are a variety of additional shell modules types to meet just about any need.





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For a higher resolution PDF, click this link: (Traveller Nirvana Class Dropship). The deckplan was created to be printed out on 30"x42". Scale is 1" = 5'-0" so it can be used with 25mm miniatures. Enjoy!
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Sunday, September 4, 2016

C is for ConLang

Constructed Languages and How to Fake them

“Meanwhile, the poor Babel fish, by effectively removing all barriers to communication between different races and cultures, has caused more and bloodier wars than anything else in the history of creation.”
- Douglas Adams, The Hitchhiker's Guide to the Galaxy

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    Captain Lamonta Seymour wandered through the crowded alien marketplace. She'd done business on Astema before, but never had the chance to go beyond the starport. Now with the Solitaire laid up for a couple of weeks for repairs, she decided to venture out and check out the locals. "Maybe too far out" she thought. There were few humans at the market and she knew little about the natives. Semi-aquatic, they had large bulbous heads supported by six extremely long tentacled legs, somewhat like an octopus stretched up to be two and a half meters tall. "Where did Hayton disappear to?" she wondered, as she perused a basket of lumpy purple fruit. Unexpectedly, Seymour felt a thumping on her shoulder and out of the corner of her eye caught a flash of pink tentacle. She spun around quickly and instinctively put her right hand on the hilt of her blade.
    The alien's face moved uncomfortably close to her own, its tentacle still on her shoulder. She recoiled at its fetid breath as its large, rubbery lips smacked "Wahoob, Copteen Seeemore. Ragu vo pep zuchai crystals? Ku? Zuchai?"

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I like using alien languages when I game, if it's appropriate and the opportunity presents itself. It adds a sense of otherworldliness. And they're easy to fake. You don't have to create an entire language or understand its grammatical structure. Just make something that sounds interesting. You only need to enough words to get you through the game. If your players are going to be interacting with the language quite a lot, you might want to put together a basic phrase book for consistency. The Lord of the Rings, Game of Thrones, and Avatar all make extensive use of constructed languages, but I think it would be the rare game that needed to take it to the degree that those films do.

I loved that the original Traveller Alien Modules included language generators, but I was disappointed that most of the words were so difficult to pronounce. An argument could be made that  that is how an alien language would probably be, but to me it just slowed down the process. There are a number of random word generators online, my favorites are Space Corsair, which is specific to Traveller, and Donjon RPG Tools. If you find creating languages is something you want to get into, check out the Language Creation Society.

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(Update: 09-05-2016)
Rob Eaglestone (robject over at the Citizens of the Imperium forum) just made me aware of a Traveller word generator he has. Best one I've seen and my new favorite. Check it out here: Trav 5 Vilani Tools.
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ConLang Examples
Below are some example of the "languages" I have used in gaming. Lugandish and Hindi are based on the sounds of the actual languages, but all words come from random word generators I've created. In general, I try to avoid complex spellings and silent letters and create words that are easy to read phoentically. No need to spell an alien word like "mnemonic" when "nemonik" or "neemonik" is easier to read. Also, I try to focus on one or two syllable words, with a few three syllable words thrown in. If you are a referee prepping for a game, it's beneficial to read the words and phrases out loud a few times to get a feel for them. Change anything you find your tongue tripping over.

When creating dialogue, pick out a couple of key words or short string of words and use them for common phrases: greetings, commands, warnings, etc. Depending upon the usage, throw in some English/Galanglic words, especially when discussing technology. Let the alien slightly mispronounce some Galanglic or draw out a particular vowel or consonant.

Ularu
The Ularu are a developing race I created for my Hu'kura campaign. Their mouth structure is such that they have limited vocalization capabilities, so I've limited the range of the vocabulary. The apostrophe is a clicking sound.
kramirk     kukrirkru     hurirkku     runa     wu'nori     nukra     ha'nokna     runa
rukrakki     rirkwi     riknu'no     krur    hah     hurirk     wu'nora     ha'nokwu'no
mam     krihaka     ru'noha     ruhu'noka     hawa'noknu     rurawu     huha    krikna
mukru'rara     krakrak     rarirk     runikna     rah     hurirkku     nukra     rarakru
huw     rik     mu'rakra     mih     rikri     murirkkru     kriknu'no     rura     hina'nokri
hur     ranik     kruna'nok     ru'ramu     nu'nora     ru     krakkru     nakr     murirkkru
krakra     makrikmu     rakra'nok     kukrirkru     wurakwa     murirk

Lugandish
This is a randomized language I created based on the Luganda language after seeing "The Book of Mormon".
Hasa diga eebowai!
vuvumba    alik    sinnulik    amukembo    omun    vinembo    mafumba    jayimbo
som    zalemo    omunoka    ban    anda    tenimbo    nabuluzi    bannak    utera
amukembo    zafulik    omunulema    najemo    dazama    pajemba    mudanda
bakaja    anda    onda    bak    okukuba    bik    mwojulik    nuzembo    mavunak
Wikaja    tonamala    onda    losantu    ndigunak    olik    banazzi    okwebola
bannak    zif    pomalik    tenimbo    zozantu    wawuba    okukuba    mafaja
nak    mokembo    mwukamala    zafulik    moz    bikonda    alik    zazimbo
  

Hindi
This is a randomized language I created based on the Hindi language. I just liked the sound of it.
venuruta    tashamala    ruki    sobusha    kalutina    liritu    kusha    santahar
devunar    madi    giridar    sava    tarpadin    venurut    arivini    savuk
venuruta    tarput    vatadari    jitinara    mata    uradinath    asa    susalok
ranti    jitinara    nit    anirit    vimikura    anirit    sobusha    anakur    kami
mu    nirumar    kamisha rantinar    menushia    giri    savu    sata    marki
ari    madunari    muku    balu    matami    niruriti    madu    linakur    madint
hiwani    madunari    geetipit    shankungi    tarpadin    nishuthan    ankath


Don't forget about using body language and tone. Not knowing the language can be half the fun.

Body language can add a lot to communication, and it relatively easy to determine if an alien means you harm or is agitated. Other emotions might be more subtle and easy to misinterpret. The tone of the dialogue, whether it be shouting (angrily or happily), whispering, or whimpering will give some clues as to what the speaker is on about.

I had an experience years ago when I was studying in Italy. I got on a wrong bus while trying to get to the train station and the bus headed out of town. Way out of town. Figuring it eventually would have to turn around - don't ALL buses drive in loops? - we eventually parked at a convenience store in the middle of nowhere. I was the only passenger and decided to stay on the bus, but the driver indicated he wanted me to get off. I asked him some questions in English but he just shook his head no and pointed to the store. I exited the bus, and he shut the door behind me and started reading a newspaper.

In the store, there was a young woman at the register and I decided to make a small purchase to break the ice. It was late afternoon and I had no idea if there would be another bus. The fact that the driver had stayed on board was a good sign, but I really needed to get to the train station. I asked her if the bus went back into town and how I could get to the station. She didn't speak any English either. I knew very little Italian, but fortunately knew the words for "number", "bus", and "to" (or so I thought). I asked "Numero autobus via...(number bus street)" and paused. I didn't know the word for train or station. I was the only other person in the store and figured what the hell. I started pumping my arms like old steam engine coupling rods and making "chugga chugga woo woo" sounds. She burst out laughing, but understood what I meant. She was able to show me a bus schedule and indicated which buses I needed to take to get to the station. I pointed to the bus and driver and asked "Quanto?", while tapping the face of my watch. I know quanto meant "how much" but I had only used it when asking about the cost of a purchase. Apparently it worked because the woman flashed me two open hands and then one open hand. Fifteen. I grinned and gave her a heartfelt "Grazie!" and waited for the driver to finish his break.

And finally
Use language to add flavor to a game, but don't let it bog down the play. If you've spent a lot of time creating a language, don't let the players become frustrated because they don't know what you are saying. If the characters can't understand the language, they have a few options. Depending on the players patience and the referee's willingness to make up language, they can roleplay it until there is greater understanding. Characters can try to seek out interpreters, phrase books, or electronic translators. Maybe even a Babel fish if your games lean toward the bizarre.

Friday, September 2, 2016

B is for Brig

The second time I went to jail, I was like, 'Okay, this is not the move.' The Notorious B.I.G.

Most ships won't need a brig this size, but on a larger ship, who knows? The Imperium maintains tough standards when it comes to their prisons, and these cells meet all of them. Just about everything can be controlled through the security office. Window and door glazing can be made transparent, opaque, or one-way. Lighting, ventilation, thermal control, door locks, the view screen, even access to water are all maintained from Security.

The only direct interaction guards need to take with prisoners is food delivery and laundry transfers which occurs through the "bean slot" beneath the prisoners view screen. The desk folds down to allow the prisoner to be handcuffed through the slot, if necessary. Otherwise there are built-in wall shackles. Pesky prisoners may be fitted with a variable gravity vest. Practically impossible to get out of, guards can vary the load of the vest from 1G (off) to 6 G, bringing the prisoner immediately to the ground in case of trouble.

Not all brigs have space for a separate shower facility, so some cells may have the unit shown above, which includes a shower.

A is for Ancient Artifacts (and also alliteration, apparently)



"Any sufficiently advanced technology is indistinguishable from magic." - Arthur C. Clarke



The use of Ancient technology IMTU varies a bit from canon. The Ancients left behind many more sites and many more gadgets, and even after 300,000 years, much of it still works. Possession of an Ancient artifact is still mostly illegal within the Imperium, but exceptions are sometimes made. It is not unusually for a museum to display bits of non-working Ancient technology. Universities and the military are occasionally loaned artifacts for study. The majority of discovered artifacts are kept safely tucked away in Imperial warehouses and labs.
But still, magic is fun. You’ve got to let the players cut loose once in a while, or they’ll want to go back to playing D&D. With that in mind, I try to stick to a couple rules when bringing an Ancient device into a game:
  • It can’t be so powerful it causes game imbalance.
  • It can be powerful, but only for a limited time.
  • If the artifacts power is mundane, they can keep it indefinitely. They will still be arrested if caught with it however. 
  • The Imperium is not stupid. Imperial Intelligence has a branch specifically tasked with retrieving Ancient technology, which by legal definition is property of the Imperium. 
  • If the artifact starts to be used as a crutch, it will mysteriously stop working, explode, etc. 
  • Artifacts are for dramatic, cinematic, and/or humorous storytelling use. Discussions on how the device violates the laws of physics or loop holing are frowned upon.


Dark Disk

This is a small, silver colored disk about 3 inches in diameter and 1/2 inch thick. It has no markings or apparent power source. When the center of the disk is pressed it creates a sphere of near total darkness. Pressing the center of the disk a second time will create a sphere of total darkness. Light intensifying goggles will not work in total dark, and no one can see in or out of the completely dark sphere. All other sensors (Infrared, auditory, etc.) will work normally. The edge of the disk can be rotated to change the size of the sphere anywhere from 5 feet in diameter to 40 feet in diameter. The dark sphere passes through all matter, including walls, floors, and ceilings, so activating a large sphere, on a starship for instance, has the potential of affecting several decks. Pressing the center a third time deactivates the device. The device will apparently run indefinitely and there are no known negative effects of its use.

Chrono Grenade

This is a small, hand held sphere with an adjustable time delay and activation switch. Upon detonation the devices stops time inside a 20’ diameter sphere and subsequently becomes an impenetrable barrier. Anyone caught at the edge of the sphere at the time of detonation suffers 4d6 damage. The time sphere lasts for one minute (or four 15 second rounds), after which the artifact disappears. A user holding an activated device in an empty room would simple see the device disappear.

Plasma Gauntlet

This is a silvery metallic glove with a glowing circle in the palm and will conform to fit any human sized hand including Vargr and Aslan. Once activated it acts as a recoilless PGMP-14 with +1 to hit. It has no apparent power source, but after each shot, the user loses 1 point permanently from one of his physical attributes (determine randomly). It also hurts like hell to use. The gauntlet can be fired once per round, if anyone dared to do so. The user is at -2 to do anything requiring dexterity with that hand while the glove is worn.

Consciousness Transference Device

This artifact is about the size and shape of a standard flashlight. It will transfer the user’s consciousness into whatever the “lens” end is pressed against. If the target is another living creature, like a human or animal, the consciousness of the user and target are switched. If the target is non-organic, like a toaster or computer, the user’s body becomes catatonic. The user gets the general sensation of what it means to be the target and has basic audio and visual input. If the target is a computer or has a computerized component, the user can take over that device on a roll of INT or less. The effect lasts 1d6+1 minutes or until the device is turned off. The device can be used once per in-game week or once per gaming session. If physical contact cannot be made with the target, the device also has a beam mode. The beam range is 20’ and must stay in contact with the target for a continuous 15 seconds. If contact is not maintained the device fails and cannot be used again until allowed by the conditions above.

Interphase Device

This device is worn on the forearm, like a bracer. When activated, it causes the user, his clothing, equipment, and all touching him (up to three additional people) to become temporarily out of phase with their current physicality. This enables the user to pass though solid material (in any direction). Once activated, the device will operate for 30 seconds (2 rounds) after which it will deactivate and start to recharge. The device will work up to 3 times per day. Using the device puts a strain on the bodies of all who use it. Upon passing through the material, the PC will temporarily lose 1 point of END per 1 foot of material thickness (round up). The player should announce his intentions for use to the referee prior to use. The user should focus (even briefly) on what he wishes to accomplish, as the device somehow knows the PCs intentions. The user remains visible and can manipulate physical objects while phased. Artifact researchers have been baffled by the device as testing has shown that, depending on the user’s thoughts, they can either pull an item out of a sealed box or just pick up the box itself. The device is known to also cause some neurological damage. Users must roll INT or less on 2d6 after each use to avoid losing 1 point of INT permanently.

The Silencer

This is a small white sphere about 2” in diameter with an activation button. When pressed the device will mute all sound in a sphere 20’ in diameter. The effect lasts for 2 minutes or until the button is pressed again, after which the device disappears.

The Crappiest Box of Holding Ever

This artifact is about the size of a dorm fridge, with a similar sized door. The box contains a miniature pocket universe about 10’x10’x10’. The device is clearly damaged however. Strange lights and sounds emanate from its cracked surface and items placed in the box have a 10% chance of disappearing immediately and forever. Items only have a 20% chance per day of being recovered. The opening is big enough to allow passage of most humans, but doing so causes the person to feel an incredible mental assault along with the overwhelming desire to get out. People wearing a psionic shield and who roll INT or less on 2d6 can stay in the box while only feeling mildly uncomfortable, otherwise they feel will the need to get out. Unshielded individuals forced to stay in the box will permanently lose 1 point of INT each hour or portion of an hour, until INT reaches 0 and permanent insanity occurs.

That's if for this one. If you are looking for more Ancient artifact inspiration, check out Warehouse 23 by Steve Jackson games.

Tuesday, August 30, 2016

Deck Plans - Starship: 200 ton (ish) Yacht





So in all the years I've been playing Traveller and more likely, playing with Traveller, I've never adventured in a yacht. I'm pretty much a scout and merchant guy and my old gaming friends leaned heavily toward mercenary adventures. I've had firefights on the Azhanti High Lightning, explored several suspiciously derelict lab ships, and even blew up an X-boat once... but no yachts.

So here is my first attempt at a Traveller yacht. I wanted to make something fast and luxurious, so I went with 4-G acceleration and tried to push the luxury as much as I could: a couple of very large executive staterooms, high ceilings, lots of large view ports, some interior landscaping, and a large, reconfigurable passenger lounge that can act as a dining area, game room, dance floor, or whatever. I took a page from real world luxury yachts (and Traveller's Safari Ship) and added a rear deck for entertaining or to launch recreational craft from, in this case a couple of grav-bikes.

Time to push this ship into jumpspace and let the nobles aboard get about their business of stabbing each other in the back. More images to follow.
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For a higher resolution PDF, click this link: (Traveller Starship Deck Plan Destiny Class). The deckplan was created to be printed out on 30"x42". Scale is 1" = 5'-0" so it can be used with 25mm miniatures. Enjoy!
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Designer's Note: Unfortunately, I decided to take a new design approach with this ship and was in way too deep before I realized I had gone over my intended tonnage. "In for a credit, in for a mega-credit" as the old saying goes, so I pushed through the design regardless of actual displacement. Purists should know that this design tops out at just over 240 dtons (yikes!). At least I redesigned the fuel tanks to provide additional fuel for the increased tonnage. This is a Book 2 design, by the way. Not that it matters when you've fudged this badly.

I could have easily made this entire blog post a rant about the stupid design decisions I made while working on this ship. "Really? The grease covered engineer has to pass through the banquet room to get to his bunk?! Good thinking! Fourteen toilets on the main deck, but NONE in engineering?! I like a ship with quirks as much as the next adventurer, but they shouldn't be designed in!

I've got to keep telling myself "It's only a game. It's only a game"... :)

Saturday, July 30, 2016

Starship drop-down turrets

Some of my ship designs include drop-down (or pop-out) turrets. Smaller than the ship's main turret, but heavier than a man-portable weapon, these turrets are intended for anti-personnel and anti-vehicle use while on the ground or at low altitudes. These weapons are usually fired from the bridge and/or the gunner's station, or can be linked to an automated Watchdog program.

These images were created using the Brainstorm thumbnail software, and are direct exports without any Photoshop work. In addition to weapons, I've been playing with the software to create starship massing ideas, and with less success, some robot designs. Anyone interested in doing sci-fi concept art should check out these videos for more info.

Brainstorm - short introductory video
Brainstorm - longer video/tutorial

The software is currently only $10.00 and is very easy and fun to use (if you are into this sort of thing). It works on both PCs and Macs. You can buy the software <here>.

Tuesday, July 5, 2016

Additional Illustrations - Starship: 200 ton Armed Merchant


Additional images of the Sharptooth Class 200 ton Armed Merchant, loading cargo in a landing bay. I redesigned the rear cargo area to have an EVA room, additional ship's lockers, and standard airlock. The adjacent Broadsword Mercenary Cruiser is heavily influenced by (read: ripped off from) the work of Ian Stead. Check out his work if you haven't already. The model of the scout ship was done by Cyberia23 at the SketchUp warehouse.