A Second Chance

From the Admin: Just a note, the redacted segments of this transmission were that way when it was sent from The Artifact to Earth. Apparently not even ASO Command is allowed to know the information? Perhaps the eyes that this was meant for know enough to fill in the blanks? I don’t know, this is an odd one.

Report by: Redacted – Top Secret

Position: Redacted – Top Secret

Assigned Objective: Redacted – Top Secret

Purpose of Mission: Win the trust of Kelrath in the city of City Redacted

Progress Report: This is an ancillary cultural report for other Position Redacted in the field. My contact had me witness an interesting ritual today. The Gijorn seem to have a very different culture from the rest of Kelrath society. There was an incident where a low ranking Gijorn was caught stealing from a superior. I was told that there would be a judicial meeting to determine his fate and I was invited to attend.

I was taken down into the tunnels below the city where we were greeted by several Geetin of Battle who were guarding a pit that housed a single Chezbah Warrior who was stripped of everything. When I asked why he was kept alive I was assured I would find out soon enough.

After several minutes four very wide Gijorn came down carrying a tied and stripped Kelrath. Apparently the Gijorn thief. They cut his ropes and waited until a Gijorn commander came down and pushed the thief into the pit.

What came next was a brawl between the Chezbah and the thief. The thief lost, badly. The Chezbah Warrior didn’t stop until the thief was dead.

When I was asked why the thief was executed this way I was told that he chose this because if he won he would be set free. I imagined this was some kind of a contest in the form of a ancient judicial championship fight but it appears it was simpler than that. If he was able to beat the Chezbah he was too valuable in combat to execute. He would have been flogged and set free.

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The Lesser Seed

They go by many names. The Scimrahn call them Brouragh. Most of the Kelrath call them “Hevoph Yjechk” (translated “Coward’s Knife”) but some Gijorn and Rantaa’ have referred to them as “Bodakoj Thimol” (translated “Dead Stealers”). Earthers call them “Hounds” but none of these are their real name. The Chezbah call them the Lesser Seed.

The Chezbah deploy the Lesser Seed in a number of roles. They make up the majority of their ground forces and are used to mass against the Kelrath in battle. They are also used as sentinels to guard and patrol because of their data uplinks. As soon as one sees something all the Lesser Seed know about it and any nearby priest or Warriors are notified. They are used to flush out enemy strongholds. They are used as booby traps, left to hibernate for decades, they can spring to life again within a thirty seconds.

They are referred to as robots by most official documentation and in the broadest sense this is an accurate label but they are not the traditional robot like the Kerdi. They have also been described as constructs, giving a sense of their artificial nature. They are constructed out of trillions of molecular machines, in some cases like biological mechanisms in living cells, in other cases they are unlike biological molecules. The Lesser Seed do not eat drink or breathe, they power themselves off of what has been likened to an egg yolk. A chemical liquid that their molecular machines use to power themselves and as raw material to repair damage. As the Lesser Seed use this yolk, they grow thinner until they seem emaciated and gaunt. A captured Lesser Seed, if kept from hibernating will keep operating for three months. If they are undisturbed they will go into hibernation within three days and can stay in a state of suspended animation reportedly for up to thirty years.

The Lesser Seed can regenerate even severe damage. A foam is produced by glands in the skin and seals up even large wounds. Molecules in the foam link up and form a scaffold for tissue to rebuild inside of. A key to their durability is their simplicity. With no internal organs and a short expected life span, they are able to quickly use up their yolk to stay functioning and restore lost tissue in seconds.

Lesser seed are commanded by Chezbah Warriors but interestingly it seems like it is the Lesser Seed that seems to access the Warriors mind to know what he wants and to tell him of danger.

The name “Lesser Seed” comes from the Chezbah reference to the Priests and the Warriors as the “Greater Seed” although they are seldom called that directly. Those that are Scourged are also referred to by the Chezbah as Lesser Seed. There is a belief among the Chezbah that one day “the Lesser will become the Greater” when referring to difficult times. This seems to involve the Lesser Seed saving the Chezbah way of life but the details are unclear even among many Chezbah citizens.

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A Helping Mechanic

For the longest time I’ve wanted a good helping mechanic. In most RPGs, the way you help is by subtracting some Hit Points from the monster the other character is fighting. But what about telling a story, playing a song or fixing a car? Most RPGs don’t have any way of combining effort to do a better job.

I’ve thought of various ways to help. like adding the characters skill check values together (we roll under difficulty ratings here). That works for things like lifting large objects but that increases the value of a helper too much for things like repairing vehicles. I played with adding skill values together for a while but no matter how much I monkeyed with it I couldn’t get it to work satisfactorily.

There are two aspects to helping that I wanted to be able to capture. Sometimes help is not very helpful and how many helpers can you have.

When help is no help

Have you ever had someone try and help you but their efforts or suggestions were either so bad or so uninformed that it took more effort just to get past what they were doing? Like if someone was trying to figure out how to get their car to start and someone kept insisting that there must be a problem with the key. That’s the kind of thing I’m referring to.

There’s a reason I want to capture that. Some players will reason that if one helper is good, eighty is better (I would have, recovering rules lawyer here). I don’t want to introduce a crowd surfing mechanic, I want a helping mechanic.

How many helpers?

That limits the number of helpers but for some jobs, having dozens of helpers is possible. For example, playing a song. If you have five helpers, start a band. If you have forty, start an orchestra. Things like piloting an ocean going ship are in reality the effort of a dozen people or so (it is getting smaller these days) some in the engine room, some in the bridge doing navigation and then there’s the guy at the helm.

So there are some tasks that not only could be helped by multiple people but some that would require it.

What kind of task

So when helping, it’s important to understand what kind of task is being done. In a lot of jobs, especially in construction there are people that are paid to be a helper. Usually these employees are under skilled to start out and they get paired to a skilled worker. Then there are nurses that assist a surgeon. They are skilled but the surgeon has a specific skill that they usually don’t have.

Then there are tasks that dozens of people can work together on, like lifting a heavy object. What’s the difference between these tasks? At first I would say skilled vs. unskilled effort but that isn’t really true. It actually comes down to how many hands can actually work on a task at once.

I should mention that I’m not talking about a project that multiple crews can work on all at once. For example, building a house. You can have twenty people working on the house and they’re all working on different aspects of the house. Each one would be passing or failing their own skill checks but each skilled worker can have his own helper that does the heavy work and makes him more efficient.

So the task is defined by how many people can touch the job that skill is being applied to (even if it’s just raw strength). If one person can fail while another can succeed as when two carpenters are working side by side and one hits the nail while the other misses, then each one is a regular skill check. However, if one person is trying to fix a toaster and another is offering ideas on what might be broken and holding a light, then they’re helping. If ten men try and lift a car they are collaborating.

Where are we?

Whew! Let’s distill this a bit now. As we’re discussing, a project is then a large body of effort that can be broken up into different skill checks. Here a job is a body of effort that the character must attempt to complete in a single skill check. For instance, a playing a single song would be a single check, it’s either done well or badly. On the other hand, a concert is made up of skill checks for each song. For each song a large number of people can help to make it sound good. If the song is performed by thirty people is it ten times better than if it’s performed by three people? Probably not, but it could be somewhat better. To simulate that effort, the lead musician (singer? conductor?) rolls and all the other musicians modify the difficulty of the song. For simplicity, the helpers could roll first, consult the following table and their results are added together.

Fail Full 1/2 1/4 1/8
-15 +10 +15 +20 +30

For The Artifact RPG I think the modifier should alter the chance of rolling under fraction columns as I outlined here.

For collaborations, like ten guys lifting a car, it isn’t really the effort of one person being helped by nine others it’s a collaboration. In that case each person would roll and according to the table below and their effort is pooled.

Fail Full 1/2 1/4 1/8
30% 70% 80% 90% 100%

So if my character’s STR would normally allow him to lift 100 Kg and I failed my roll, he’s really only lifting 30 Kg. If I roll his 1/2 he’s lifting 80 Kg for the group.

How’s that? Clear as mud? I may have to revisit this one. I’m a bit rambly here. I like it, it’s just not very concise. Any thoughts on this?

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The Enemy From Long Ago

Most of the Geetin have only seen the Dead Stealers. Our ancient foe sends tens of thousands of them. From generation to generation, they only know the beasts as the face of their enemy. Thousands fall on either side and I despair. The ones that have seen them know the face of their own death and it fills their dreams. Even the Hunters who are far more dangerous inspire less fear.

Few of them know the horror I see, they cannot be let to know. Only my most trusted Geetin of Battle come with us, the ones that are more Gijorn than Geetin. We return to the battle site to recover the dead, to bury them only to find most of them stolen. The Dead Stealers lurk in the shadows and watch us. If they knew how to laugh, I imagine it is what they would be doing. When they find our burial grounds, hundreds of them come to rob the graves. They do not care for metal, carved ornament or jewel, it is only the flesh that they take. I cannot think of a greater evil.

I have even seen the Geetin confused when they meet one of the beast’s masters in battle. The form of a man on the field of battle is foreign to them. It falls to us and our kind, the Gijorn to face the beast masters, their Warriors. We train every day, readying ourselves but still I see three of our kin fall for every one of them. I have often wondered if they hatch their ingenious plots or if it is the Priests that scheme away in their comfort. I have at times thought it one way or the other, perhaps it is one time the Warrior and another time the Priest.

These are our enemy from long ago. My grandfather’s grandfather has handed down books of how to fight against them. I have at times wondered who we would be if our long time foe had been defeated long ago or had never been. Without them, who would I be? I say truthfully I cannot know. So my grandson, now that you have become the Rantaa’s Chief and lead the army as I once have, learn from my writings and those of my grandfather’s grandfather but know this, these books are not the end. We have, all of us failed to finish our foe, study them so that you may.

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Survival Games – Mountain

Excuse the pun but this is a big one. For an explanation on how to use these stats, check out the original Survival Games post.

Mountain
A mountain is a steeply elevated landform that rises into a peak. Tall mountains often have different environmental conditions at their peak than they do at their base. For game purposes, it may be that there is something on the mountain the characters must get to, or a mountain range is in their path. Going around may be a distance of dozens if not hundreds of miles.

Surmount Method: Hiking slopes of less than 40 degrees and climbing areas of greater slope. Slope starts off at 20 degrees.
Surmounting Attribute: Constitution (for hiking)

Full 1/2 1/4 1/8
1 2 3 4

Surmounting Attribute: Strength (for climbing)

Full 1/2 1/4 1/8
1 1 1 2

SP 1 per 50 meters of total elevation (usually much more than 300 m in elevation)

Hazards

Exertion
For every failed Constitution or Strength roll the characters face an exertion hazard. They get a -2 CDF to Str and a -2 CDF to Con (or 5-6% of the attribute).  CDF penalties accumulate until the characters can recover for a period of time. While recovering, the player rolls for the character’s Con. A Full result means 1 point of Str and Con are recovered. A 1/2 result means that 2 points are recovered. A 1/4 result means 3 points and a 1/8 result means 4 points recovered. If the CDF penalties exceed their Con the character must be rescued off the rock face or fall if they fail another Str roll.

Random Hazards 0-300 meters

For every survival round between 0-300 meters of elevation the GM should roll once on the following table.

Roll 1D100

1-25 5 Degree Slope Increase
26-40 Loose Rock
41-60 10 Degree Slope Increase
61-70 Vertical Climb
71-80 5 Degree Slope Decrease
81-90 Ledge
91-95 10 Degree Slope Decrease
96-100 Stream

5 Degree Slope Increase
The slope of the mountain increases by 5 degrees cannot increase more than 80 degrees

Loose Rock
Loose rocks of various sizes cover the mountainside. Traveling over them is treacherous. While slips and falls are minor hazards the injuries can build up over time. Characters must make an Agility roll. If failed they get a -2 CDF to Con (or 5-6% of the attribute).

10 Degree Slope Increase
The slope of the mountain increases by 10 degrees cannot increase more than 90 degrees

Vertical Climb
A vertical wall continues the route up the mountain either up or down for 1D10x2 meters. Use the Rock Wall obstacle stats for this part of the passage.

5 Degree Slope Decrease
The slope of the mountain decreases by 5 degrees cannot decrease to less than 20 degrees

Ledge
The mountain path levels out into a ledge that affords a good spot to camp and rest.

10 Degree Slope Decrease
The slope of the mountain decreases by 10 degrees cannot decrease to less than 10 degrees

Stream
Most rivers have a mountain as their source. At lower elevations this stream can be a formidable obstacle. There is a 50% chance that the characters will have to cross the river to continue up the mountain 2D10 meters or travel another 1D10 x 50 meters to get around the stream.

Random Hazards 301-1500 meters

For every survival round between 301-1500 meters of elevation the GM should roll once on the following table.

Roll 1D100

1-25 5 Degree Slope Increase
26-40 Rock Fall
41-60 10 Degree Slope Increase
61-70 Vertical Climb
71-80 5 Degree Slope Decrease
81-90 Ledge
91-95 Storm
96-100 Stream

5 Degree Slope Increase
The slope of the mountain increases by 5 degrees cannot increase more than 80 degrees

Rock Fall
All mountains are continuously eroding. Ice that forms at nigh may loosen rocks and as the ice melts the rocks fall away possibly knocking more rocks down the mountain. Characters must defend against falling rocks by dodging or protecting themselves or take 1d6 points of damage.

10 Degree Slope Increase
The slope of the mountain increases by 10 degrees cannot increase more than 90 degrees

Vertical Climb
A vertical wall continues the route up the mountain either up or down for 1D10x2 meters. Use the Rock Wall obstacle stats for this part of the passage.

5 Degree Slope Decrease
The slope of the mountain decreases by 5 degrees cannot decrease to less than 20 degrees

Ledge
The mountain path levels out into a ledge that affords a good spot to camp and rest.

Storm
An unexpected storm forms on the mountain. High winds, rain, possibly snow and hail make travel difficult. Characters take a -3 CDF to Con unless sheltered in a tent for the storm. The storm lasts 2d10 hours.

Stream
There is a 50% chance that the characters will have to cross the river to continue up the mountain 2D6 meters or travel another 1D10 x 50 meters to get around the stream.

Random Hazards 1501+ meters

For every survival round between 1501+ meters of elevation the GM should roll once on the following table.

Roll 1D100

1-25 5 Degree Slope Increase
26-40 Glacier
41-60 Altitude Sickness
61-70 Vertical Climb
71-80 5 Degree Slope Decrease
81-85 Ledge
86-95 Storm
96-100 Avalanche

5 Degree Slope Increase
The slope of the mountain increases by 5 degrees cannot increase more than 80 degrees

Glacier
Traveling over glaciers is dangerous partly because the ice is slippery but also because the glacier can crack, forming a crevasse. These cracks can be open or hidden by a snow bridge that conceals the crevasse. Without ice axes and crampons for boots characters get a CDF of -2 to CON due to the difficult terrain. There is a 60% chance of a crevasse in the glacier. Jumping over it requires a successful STR roll. There is a 20% chance that the crevasse is invisible due to a snow bridge. Using a pole or the shaft of an ice axe characters may make an INT to detect the crack. As  a precaution the characters can tie themselves together with a rope and the other characters must make a Reflex roll to stop themselves from falling in. For every character that falls in the crevasse one must pass to save them. Each character that falls in makes it more difficult to stop the rest of the characters from falling. Those that do fall take 3d10 points of damage and can either climb out themselves if they have an ice axe and crampons or must be pulled out by rope.

Altitude Sickness
Ascending a high altitudes can make a person sick because of the lack of oxygen. Symptoms include severe headache (-5 CDF to IQ, INT and REF), lethargy and nausea (-4 CDF to CON). Oxygen may be taken if available but the best treatment is to descend down the mountain. Not treating altitude sickness can lead to life threatening conditions within 24 hours (1d10 points of damage every five survival turns or 12 hours).

Vertical Climb
A vertical wall continues the route up the mountain either up or down for 1D10x2 meters. Use the Rock Wall obstacle stats for this part of the trail.

5 Degree Slope Decrease
The slope of the mountain decreases by 5 degrees cannot decrease to less than 20 degrees

Ledge
The mountain path levels out into a ledge that affords a good spot to camp and rest.

Storm
An unexpected storm forms on the mountain. High winds, snow and hail make travel difficult. Characters take a -5 CDF to Con unless sheltered in a tent or snow cave for the storm. The storm lasts 2d10 hours.

Avalanche
The mountain pass is covered in snow pack. If it is crossed there is a 75% chance of an avalanche. Traveling around the snow pack will mean getting back 3D10 SP to the total SP of the mountain. If an avalanche is triggered all characters take 2d6 points of damage and there is a 80% chance they will be buried and must be found and then dug out by another character. All INT rolls to find a buried character are at a difficulty of -30.

Defenses and Weaknesses
30% Chance Weakness: Huts
Many mountains have huts built on them that are intended for climbers to use and rest in. There is a 30% chance they are stocked with a small quantity of food, water and wood to start a fire. The characters may either stumble on the hut or the GM may have them make INT rolls to notice them if they are not on a regular trail.

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Adding More Role To Play

In most games, characters start off as blank slates. Over time the players find a niche with them and maybe sculpt out a personality. Given the danger most characters face, that personality tends to be grim and practical. The character doesn’t trust anyone and will use any resource available to them, even if it makes them a villain.

A lot of games do start off the characters with some background information. Unfortunately in a lot of situations that background can be ignored. I start them off with an attitude that the player can try to use to give the character a flavor. That’s worked reasonably well but sometimes the player just can’t imagine playing a character that they rolled “Depressed” for.

Another thing that’s made an impact on the character’s stories is a limitation that can be rolled saying that some high ranking person has a vendetta against them. That’s mostly useful for the GM to come up with a reason they got the dangerous assignment. In one case, a character was arrested because a corporate official’s son had died and he was convinced it was the PC’s fault. It gives the GM a hook to work with.

That’s why I’ve been considering elective traits for the player to choose from. Either the traits have to give the GM story hooks to work with or they only give a benefit to the player when they incorporate the trait in their play. So let’s look at some examples.

The Principled Character

The player comes up with a principle that the character will never cross. For example, ” Doesn’t hit girls.” could be one but the GM would also extrapolate that to mean if the player doesn’t hit girls he also would never attack them. If a female were to attack the PC, he would be forced to only defend and attempt to disable or immobilize her without doing any damage.

Another example of a principled character would be “Never lies”. This would mean to the GM that the character never tries to deceive anyone. The player can’t try and bend it and say “Well, I wasn’t technically lying.” The character has to stick to the spirit of their principle and not just the lettering of it. The player may allow others to lie but should be upset about it and not let it go lightly.

Those are just two examples of any number of principles a player could adopt. Obviously the GM should agree to the principal and how to apply it before the player goes ahead with it. So what does the player get out of it? At first I thought about a stat bonus but that didn’t make a lot of sense and the player could ignore the principle and just get the bonus. That’s why I think the PC should get a special XP bonus after each game they don’t break the principal. If the PC ever does break the principal egregiously, the GM can rule they loose the XP bonus permanently.

Friends and Enemies

This one is a little simpler to apply. The player picks a friend that will stick with them through thick and thin. They also pick an enemy that will not stop trying to harm them. The more powerful the friend, the more powerful their enemy must be. The GM should discuss this at length with the character and flesh out the benefits and consequences that the player is looking for.

Got A Job To Do

This player has a personal goal that they want to accomplish. “Save the whales” could work if your setting has whales. The character must spend most of their effort to accomplishing this task. The benefit is a XP bonus similar to the Principled character.

Any others you can think of? Post them in the comments.

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The Box of DOOOM!

Ahem, sorry, felt like being a little dramatic.

Have you ever wanted to have your players roll for a skill check but didn’t want them to be tipped off that they failed something? I used to say to roll for your players behind your screen and only tell them if they succeed. Except players can get funny about the GM rolling for them. Players can sometimes feel like they might have passed a roll that the GM failed. It is possible but statistically there should be no difference who rolls for the character. Still, the perception persists and an annoyed player is a player not having fun.

Enter The Box!

Sorry, again with the drama, I gotta get that fixed. So can you have your cake and let the players eat it too? Yes! Here’s a simple solution to the problem that you can use.

Cut a small cardboard box so that it makes a shallow cover, with one side open, just tall enough to allow most dice to slip underneath.

Now when players need to be kept in the dark about the result of their rolls, they get to toss the dice into the BOX OF DOOOM! *cough* *cough* (Man, I gotta call my doctor!)

The GM can then lift up the box in an ever so sneaky way and see the result of the roll.

So try it out! Let me know if you make your own BOX OF DOOOM!

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Can A Good Pilot Travel Further?

While playing a one hour game yesterday, the players were in a situation where someone had sabotaged their vehicle so that it was leaking fuel. Despite not being mechanics and not having any parts to repair it (they did have tools), they managed to repair the leak (lucky roll). Now they were in the middle of nowhere and weren’t sure if they could make it back or to their destination. The question came up if a pilot could fly the vehicle in a way that would be more fuel efficient. I thought this was a great question and so I wanted to make it happen. Not for that game though, I needed them to run out of fuel for the plot.

The question is, how much fuel can a pilot save? There are two factors as I see it, the vehicle and environment. For the vehicle, I know that by driving very carefully a car can get better fuel efficiency but what about a helicopter? That’s what I’m not sure of. Then as far as environment, driving on a flat road (or downhill if possible) will get you further than going up and down hills. Airplanes and helicopters can get help from thermals so I think it can be done, it’s just an issue of pilot skill. Now the question is how much can be saved. There are some efficiencies that can only be gained by special maintenance I won’t consider these because they’re outside of what a pilot can do. I will discuss two choices players can make to be more efficient however.

Reduce Weight

If the vehicle is carrying any cargo the pilot can get more fuel efficiency by jettisoning it. This effect would be highly variable and there’s no way to accurately say how much efficiency a vehicle would gain without getting into weight ratios. In this case I’d give a simple rule that assumes the vehicle is carrying a significant amount of cargo (including passengers). If the PCs get rid of half the cargo, they get a 5% distance boost, that is they can travel 5% further. If they get rid of all the cargo (aside from the pilot), they can travel 10% further. If they start tearing things out of the vehicle to reduce weight (chairs, interior body panels etc.) they get another 5% distance boost.

The first thing a player is going to do with that is say “I always get a 10% boost when my vehicle isn’t carrying any cargo.” I’ll leave that up to the GM. Usually the players have their personal effects and themselves, so there’s always something.

Reduce Speed

If the vehicle travels at about on third it’s maximum speed, it will travel more efficiently. This is also highly variable according to the vehicle but should be generally true. To keep things simple, if the pilot travels at one third the top speed of the vehicle they will get a 10% distance boost. If they travel at half their top speed they get a 5% distance boost.

Your Mileage May Vary

Lastly, by taking into account coasting down hills with the engine off, picking up thermals and the like, the pilot’s skill is the determining factor. This is the meat of the issue, I can only use what I know about driving cars and trucks to gauge this so it could be way off for airplanes, boats or anti-grav vehicles but I’m generalizing.

There are a lot of environmental factors that this embodies. The roll simulates not only the chance that there are favorable conditions to drive efficiently but also that the pilot recognizes them and successfully executes the proper method of taking advantage of them.

The pilot takes a piloting skill roll for the vehicle they are in and then consults the chart below to see how much of a distance boost they get.

Full 1/2 1/4 1/8
1% 5% 10% 15%

In Total

So if the pilot does all these things and did it all perfectly the vehicle will travel 40% further. That may be a bit much but I don’t think it’s excessive. What do you think? Are the numbers too high? Too low? I’d especially love to hear from you if you have experience with a different form of transportation like flying an airplane or helicopter.

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Featured Setting – The Fringe

I don’t toot my own horn very often but sometimes I wonder if people notice some of the source books. The Fringe is a funny setting book, not “ha ha” funny, I mean funny odd. It is probably the most referred to sourcebook, even if it doesn’t get a lot of love by playing the actual setting in our group. Players are always mentioning “orbital strikes” when the PC’s egos get too big. There’s just a lot of little tidbits in the book that you don’t want to miss.

What’s In This Book?

Dwellers – We get our first look at a minor civilization. This is an ancient group of people that struck out to live in one of the most hazardous environments imaginable, the Methane Wastes. They have adapted by wearing their Hard Suits at all times.

Orbital Combat – Who’s afraid of an orbital strike? Not Major Chan’s guys that are taking the emplacements head on! A fleet of ships and hundreds of E-Suits are in orbit and taking on the superpowers of The Artifact.

Mining The Wastes – Full rules for running Dweller ship and going out prospecting dagnabit!

Fringe Creatures – Strange life flourishes in this liquid methane environment. Why are they on the planet and why do they have almost half the underground designed for them to live in?

Famous People – The Fringe introduces a few movers and shakers. We’ll be doing some more of this in the Tortuga Setting.

New Vehicles – Rall 3’s, Pho’duks, Chezbah Interceptors, the first C-Suit (construction suit)

ICBM Stats – When you’re taking on giant orbital cannons, you need something with a little kick.

So Many Firsts

There are a lot of firsts in The Fringe because it’s the second sourcebook written for The Artifact RPG and it really set the tone for everything to come. There are a lot of ideas that get repeated in other books and in upcoming books (there are three under development now). Even if you’re not going to play the setting, there are ideas galore to flesh out your games.

The Fringe.pdf

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The Hound Carrier

The main way to defend against a Chezbah Hound is to keep it at a distance. Normally an alert army can do that effectively with ranged weapons. That is unless they are flown in on a Hound Carrier. The Hound Carrier is the name given to this vehicle by Earth forces. The Kelrath call it “Black Vomit” because of it’s main attack method. The Hound Carrier disgorges thousands of Chezbah Hounds on top of unfortunate armies of the Kelrath out of it’s whale like mouth.

These vehicles are rare. Although slightly smaller than a Chezbah Cruiser, they are designed to travel through Hex doorways so can fly underground. It has a powerful front forcefield that is not a standard ion cascade shield. The technology in use is unknown an none have been captured for examination. The Carrier’s shield only covers the front firing arcs so the vessel backs out after delivering it’s payload of hounds. Unlike the Cruiser the Hound Carrier is not powered by ZPE generators. Twelve lasers defend the vessel from smaller craft but are not designed to fight other large ships like the Kelrath Freighter.

The Hound Carrier has only been used against large Kelrath armies so far. Because of this no specs are yet available.

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