Showing posts with label Uncharted Worlds. Show all posts
Showing posts with label Uncharted Worlds. Show all posts
Monday, March 26, 2018
[Uncharted Worlds] Kylara Vatta
I'm currently blowing my way through Vatta's War, Elizabeth Moon's five-volume series about the adventures of Kylara "Ky" Vatta, Space Academy dropout and merchant trader scion. (This is so I can get up to speed before starting Cold Welcome, the first book in the new Vatta's Peace series.) I don't want to give away any spoilers, but I can say that the Ky Vatta who appears at the beginning of Trading in Danger (the first book in the series) is a perfect starting character for Uncharted Worlds (or pretty much any other SF RPG).
Vatta's home planet, Slotter Key, provides her with a Productive Origin. (Given the interstellar reputation of Vatta Enterprises, I considered giving her a Privileged Origin, but it's clear that Vattas are expected to work for a living, no matter how much money they may have inherited.) Vatta's not particularly intellectual, so "Education" is out as an Origin skill, and so is "Calibrations"—she's not much of a mechanic. "Acumen" is an obvious choice for a merchanter's child, but she'll be able to get that skill from her Commercial Career (see below). I'm therefore opting for "Vocation": Vatta could use the Expertise boost, and her hard-working nature justifies the choice.
Careers are a no-brainer: her parents raised her from infancy to be Commercial, and her contrary nature led her to the Slotter Key Space Academy and thus Military. Because Vatta never made it out of the Academy (she's kicked out for political reasons on p. 2 of Trading in Danger), one skill from Military should be enough, and "Authority" is the obvious pick here. As the plot of the novel will go on to make clear, Vatta may be a neophyte captain, but she knows how to command her crew. The remaining two skills a starting UW character gets will come from Commercial: "Marketing" (Vatta knows where to go to get what she needs) and the aforementioned "Acumen" (she knows how to read the market once she arrives).
Stats are also straightforward. Vatta puts her +2 in Mettle (courage under fire is her forte), one of her +1s in Physique (she is deceptively tough for her age and size), and the other +1 in Influence (she's certainly charismatic). Her 0 goes into Expertise, which is subsequently raised to a +1 courtesy of her "Vocation" Origin skill (she's not a genius, but she knows how to apply herself). Her -1 has to go into Interface: she's no hacker, even if she knows her way around an cerebral implant.
The mission she's given by her father (to deliver some goods in an aging hull en route to the scrapyard) is straightforward enough, so her Advancement trigger is "A cargo is exchanged." The clear choice for a Workspace is "Mercantile," but here Vatta's GM might intervene and make the space a bit less cushy (to reflect the decrepit condition of Vatta's ship, the Glynnis Jones).
Characters normally start play with a Class 0 Attire outfit, but Vatta's fashion-minded mother has made sure that she has a stylish Vatta Enterprises uniform (Class 1 Uniform, Impressive) as well. She also has her setting's ubiquitous cerebral implant (Class 1 Cybermod, Head, Implement-Broadcast Kit), allowing her to connect to local networks, transmitting and receiving information. Finally, her Class 2 asset is a top-of-the-line Deere Ltd. pressure suit (Class 1 Simple, Tough, Sealed).
It's always a good sign when a game system allows you to accurately translate the abilities and qualities of a fictional protagonist from a related genre, and that's certainly the case here with UW.
Tuesday, March 20, 2018
[Uncharted Worlds] Pets in SPAAAACE! Addendum
You may also want to give your porg the Emotional upgrade (although you can decide whether the mental state they exude is bliss or rage).
Friday, July 21, 2017
[Uncharted Worlds] Pets in SPAAAACE!
A few weeks back Sean Gomes released the long-awaited Far Beyond Humanity supplement for his Uncharted Worlds RPG. FBH contains—among other things—rules for adding not only extranormal powers to one's UW campaign but also alien player characters. I haven't had a chance to read over the book carefully, but I did find my eyes drawn to one page in particular: the page in the "Commercial" chapter on beast Assets.
Ever since I played a Dwarf Hunter in World of Warcraft, I've been obsessed with pets for characters. (Well, it's possible that watching The Beastmaster all those years on TBS may also be responsible for this predilection.) For example, the lack of a good Beastmaster Ranger option in Fifth Edition Dungeons & Dragons is a major factor in my lack of enthusiasm for those rules. Conversely, the awesome Animal Companion and Pet rules in 13th Age made that game an easy sell for me (as shown here and here). So finally getting pet rules for UW (something I missed during Sean's open development process for the book) makes me happy.
I'm also happy because the rules for beast Assets allow me to recreate famous science fiction pets right out of the gate.
For example, Kitty Pryde's beloved space dragon Lockheed is a cinch to make: start with a Class 2 Asset beast chassis (basic ability + 2 upgrades), the sort of chassis you'd take if you were going to make a critter-centered PC. A beast Asset can have either Natural Weaponry (one upgrade from the Melee Weapons table) or Natural Locomotion (something other than just walking). I could give Lockheed the Energy upgrade to represent his fiery breath—or I could give him Flying as a form of locomotion. In this case, I'm going to go with Flying because I can also give Lockheed a beast upgrade of Deadly to get the Energy attack. For my second upgrade, I take Tiny; Lockheed is always perched on Kitty's shoulder.
And that's it!
Anne McCaffrey's fire lizards are just as easy to make as Lockheed. Replace Deadly with the upgrade Bond, allowing Beauty and the rest of her flight to telempathically communicate with Menolly. No other changes are needed.
Finally, it turns out that you can make this guy with the FBH beast Asset rules:
Start with Natural Weaponry (the Energy upgrade to represent his lightning Pokémon powers) for free, add the Attuned upgrade (so that Pikachu can't be hurt by the electricity he channels), and then finish him off with the Summoned upgrade ("Pikachu, I choose you!").
A pet like Doctor Who's K-9 is better off handled as a PC built along the lines of the new Robotic Alien Form rules. For more simple critters, though, you are essentially set with this one page alone.
Friday, November 4, 2016
[Uncharted Worlds] James Holden
Right now I'm obsessed with two things: James S. A. Corey's Expanse setting (in both its novel and TV forms) and Sean Gomes's Uncharted Worlds RPG. And because I like to test out RPGs by seeing if they can replicate characters from other media, I thought I'd take a shot at using Uncharted Worlds to create James Holden, "the luckiest dipshit in the solar system" (episode 6, "Rock Bottom").
Unlike other RPGs in the Powered by the Apocalypse family, characters in Uncharted Worlds are not created using preestablished archetypal playbooks (e.g., the Gunlugger of Apocalypse World or the Spectre of Urban Shadows). Instead, UW characters are generated by combining two careers with a single origin and then selecting a combination of skills from those packages (three from the careers, one from the origin).
In Holden's case, his upbringing on a Montana farm would give him the Rustic origin. There are four skills associated with each origin (as well as with each career). The choices for Rustic characters are Hard Labor, Construction, Survival, and Chemistry. Hard Labor's description ("You can perform long grueling hours of physical labor with minimal rest") seems most suited to the Holden of the novels, so I'm going to select it. When I get around to selecting Holden's attributes, I will receive a +1 bonus to Holden's Physique stat.
On to careers. Holden's time serving as a First Lieutenant in the United Nations Navy makes Military an obvious choice here. Picking a second career is a bit harder: Holden could take Commercial or Industrial or Starfarer to reflect his time serving as XO on the Pur & Kleen ice-hauler Canterbury—all three seem thematically appropriate. He could also take Personality since that's what he becomes over the course of the series: the most notorious man in human space. But I think it's best to hold off on Personality (and the Fame skill that comes with it) until later in the notional Expanse campaign. Looking at the other three careers, I'm going to reject Commercial as too financial (Holden isn't anymore particularly adept at business than the rest of the crew) and Industrial as too much in Amos Burton's wheelhouse as the group mechanic. That leaves me with Starfarer, which seems perfect for Holden and his system-roving ways.
The skills I select from Holden's Military and Starfarer careers are (from Military) Toughness and Authority and (from Starfarer) Weightless. Toughless lets Holden suffer two injuries of each severity level instead of one (necessary for our much beaten-on protagonist) while Authority reflects Holden's innate charisma, allowing him to convert even resistant NPCs to his latest righteous cause. With Weightless, Holden can ignore the Clumsy trait that otherwise comes with zero-gravity movement.
Time to distribute stats. UW has six stats (Mettle, Physique, Expertise, Influence, and Interface), and characters have an array of +2 / +1 / +1 / 0 / -1 to assign to these stats. Influence (personality and charisma) is the definite home for the +2 value. As the generic protagonist figure, Holden is generally an all-rounder, so I'm going to put the +1 values in his Mettle (courage, reflexes, discipline) and his Expertise (education, cleverness). Then I'm going to leverage Holden's Hard Labor skill to turn a 0 in Physique (strength, fitness, good lucks) into a +1. That leaves me with a -1 for Interface (technological aptitude, programming). Holden's not a total ignoramus with tech, but really he has Naomi, Amos, and Alex to handle all the beep-boop-beep stuff.
At this point, players select an advancement method from a career they wish to pursue. These are triggers that allow the group to check XP when set off by any character. For example, Starfarer's advancements include such triggers as "A passenger reaches a destination" or "A piloting maneuver causes a reversal." The expectation is that characters will start off looking to advance one of their beginning careers, but this is not mandatory—and that's good since I want Holden to pursue his "famous troublemaker" ambition right from the get-go. One of the Personality triggers is "A statement starts or ends a fight," and that seems ... appropriate for the man whose broadcast message on the destruction of the Cant begins an intersystem war.
The remaining steps of UW character creation focus on gear. Characters can add a workspace from one of their careers to a ship, station, or city (based on the scope of the campaign), and they can select a package of personal assets (clothing, weapons, and other gear). I'm not going to bother with these steps at present.
Overall, I think UW does an excellent job of representing Holden in game terms. The other members of the Rocinante crew fit the system as well: Naomi is a Galactic Industrial Technocrat (i.e., a Belter engineer and coder); Amos, an Impoverished Scoundrel Industrial (a mechanic from the mean streets of future Baltimore); and Alex, a Colonial Military Starfarer (origin aside, the Martian pilot is the closest in skill set and archetype to Holden). Toss in Miller as a Crowded Academic Clandestine (Belter neo-noir detective), and you've got the main characters down cold.
Monday, October 3, 2016
2016: What a Year (and It's Still Not Over)
It's been a long time since I last updated this blog—nearly a year in fact! The Spring 2016 semester turned out to be just as labor-intensive as the Fall 2015 semester, and then my mother broke her right hip at the end of Finals Week. Summer 2016 was thus devoted to figuring out where my parents were going to be living (end result: in my house for 75% of the year) and then getting their stuff sold and/or packed for the move. I've only just been able to get back into the office, well over a month into what was supposed to be a research leave.
But ... my parents are settling in, my wife and kids and I are adjusting to the 50% increase in the size of our household, I'm starting to get work done, and I'm still gaming:
Barbarians of Lemuria
My Thursday night group is playing BoL whenever we don't have a sufficient quorum for Supers! Revised. The character I'm playing is a Mythic Edition update of Quaris the Fallen, the Legendary Edition character who was the subject of the very first post on this blog. It's a nice change to be playing a BoL hero instead of their opposition for once.
Supers! Revised
Our Supers! Revised GM (also the BoL GM) wasn't feeling the vibe with our Earthside campaign, so he retired it (along with Brute Squad, my duplicating brick hero, and a newer character, the arrogant Sasquatch geneticist Big Thought). The new campaign is set in outer space, and my new hero is a tribute to Hal Clement's Mission of Gravity Mesklinites:
"Legs," as his teammates call him, is a sentient millipede the size of a mastiff. His already substantial strength and toughness (he's a heavy-worlder) have been amplified by an ancient ritual, so all of his many limbs pack a powerful punch.
Uncharted Worlds
I've been doing a great deal of science fiction reading for the last several months, and my thoughts turned to SF gaming as a result (aided and abetted by the Supers! campaign). A little research into available, rules-lite SF TTRPGs turned up Sean Gomes's Uncharted Worlds, a Powered by the Apocalypse system that occupies (for me) a happy medium between traditional RPGs and the more thematic, story-driven games that epitomize the PbtA ludosphere. I was actually able to play in a G+ Hangouts game while I was closing up my parents' house at the end of August, a one-shot that ended with my shady astrophysicist activating an experimental hyperdrive and (with the aid of a roll of snake-eyes) killing the entire party in the process. Huzzah! I'm now thinking of how to go about running an UW campaign of my own ... I hope to post more along these lines soon!
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