Ad Astra PDQ character creation

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Category : Ad Astra, Fluff/Inspiration, Game Design, Other Systems, PDQ, RPG

Character CreationLast weekend my group of players and I decided to give the PDQ system a try. We’ll be using it to run my “Ad Astra” campaign. At first I thought about using the PDQ# rules, that are used for “Swashbucklers of the 7 Skies“, but then I decided to stick to the PDQ core rules. This has a couple of reasons: PDQ# was created with swashbuckling in mind. Especially the whole style dice mechanic revolves around that concept. But for my Ad Astra game I prefer a more subdued tone. It will have action, but it will be grittier and you won’t see any fencing duels, that’s for sure.

Both the free PDQ core rules PDF and the PDQ# PDF don’t come with any magic or psionics rules, but I own both Quester of the Middle Realms and S7S, that come with some additional PDQ rules like magic, vehicular combat (in the case of S/S) and more. But again I won’t just copy the rules from those books. But there is a nice table of modifiers for magic effects that I can use for psionic effects, too.

So, let’s talk about character creation for Ad Astra works. Every character consists of a name, a description (including such things like looks, biography, etc.), a weakness and a couple of qualities. Each character also starts with a fate point and 0 experience points. Currently I plan to use fate points mainly to allow players to save their characters in situations they usually would have died (like when they botched a climbing wall, hundreds of meters above ground for example), but perhaps I will allow more uses when I get more comfortable with the system.

Every character starts with a Past, Motivation and Nationality quality. That’s something I took from PDQ# and it helps fleshing out the character tremendously. My players where quite creative when they came up with their pasts and motivations, so this will surely be a very exciting campaign. All those qualities start on Good [+2].

The eligible Nationalities are Gaian Republic, Tovenaar Empire, Akkathon Federation, Venshran Principality and SpaceCorp Corporate State. The Nationality quality gives the character a bit more background and allows him access to a wide range of knowledge about their home planet, home region, local politics, et cetera. Nationality starts on Good [+2], too.

Aside from Past, Motivation and Nationality, my players were allowed to choose four additional qualities at Good [+2]. A special quality is Esper, since it gives access to psionic abilities. Esper starts a Average [+0], thus making esper characters a bit weaker than their mundane counterparts. But since the psionic talent is very versatile, I think it’s fair. Esper can be used to use such powers as telepathy, telekinesis, teleportation, psychometry, far seeing and many more.

In order to start with a quality higher than Good [+2] you have to forfeit one of the other qualities. For example: You want to start with Good [+2] Esper, so you have only two additional qualities left to choose (in addition to your Past, Motivation and Nationality) of course).

Another important character aspect is his weakness. Every character has one weakness quality and it starts at Poor [-2]. The weakness is a constant story hook and usually leads to downshifts when a characters weakness hampers his actions. But there may be cases when the weakness could also be a strength of  a character. For example a curious character may overhear a conversation someone else would have missed.

Alas I forgot to copy my player’s characters, so I will have to post their stats after our next session. So stay tuned for that!

Ad Astra: PDQ vs. D6 1:0

Category : Ad Astra, D6, Just my two cents, Other Systems, PDQ, RPG

Yesterday my gaming group assembled to play our first session of “Ad Astra”. Alas I wasn’t able to finish everything I wanted to have written down at that point, but we decided it wouldn’t hurt to give it a try. I initially planned to use D6 Space for Ad Astra, but when we sat around the table, ready to create characters, I had an idea. I have been reading Swashbucklers of the 7 Skies for some time now and I think that the PDQ# system can easily be used for SF, too. So I ask my players if they would be willing to give it a try. So, I pulled out my copy of the PDQ# rules and started creating characters. I haven’t run a PDQ game before, so I am not 100% sure how it will turn out but my players are excited and more than ready to give a narrative game a chance.

Two of my players wanted to play espers, so I told them that one of the qualities they could choose, has to be Esper and that this quality would start at Average (0) instead of Good (+2). This makes espers a bit weaker (they can’t soak as much damage as others) but the versatility of the esper quality should make up for it.

As for vehicular/space combat I think of giving each vehicle/space ship a couple of qualities and a weakness of their own. Or I try to adapt the S7s rules for vehicular combat to space ships, when my approach doesn’t work out. When I remember correctly another S7S fan has already started a Star Trek conversion for PDQ, so perhaps I can borrow a few ideas from that project.

But fans of the D6 system should not worry, I haven’t abandoned D6 altogether. It is possible that we’ll return to using D6 at a later date and perhaps I will at least release some of the D6 stuff I’ve created so far for you to use.

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Ad Astra Primer

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Category : Ad Astra, Fluff/Inspiration, Freebies, RPG

Today I created an “Ad Astra Primer”, a system-less introduction to my science fiction setting. The 13-page PDF includes all of my Ad Astra posts that I already posted here and a few additional information.

Ad Astra Primer

You can download the PDF here. Enjoy! As always I am interested in your thoughts, so please post your comments below.

Ad Astra: Twilight Star

Category : Ad Astra, Fluff/Inspiration, Game Design, RPG

Although I am still in the middle of my hiatus, I want to share some more information on my Ad Astra setting.

“I want this Twilight Star scum killed on sight!” - General-Emperor Arbach Tovenaar after the attempt on his life

The Twilight Star is a privately funded secret agency that has been around for a couple decades now. Not much is know about this organisation aside from the fact that they are exceptionally well trained and equipped. Usually the public is unaware of the Twilight Star’s operations but when they rescued several high-ranking Gaian members of parliament that were taken prisoner by terrorists, they entered the public awareness. Especially in the Gaian Republic the Twilight Star’s agents are seen as noble rogues, a view not shared by the Tovenaar Empire for example.

The Twilight Star recruits agents from all worlds of the Star Ocean. It is said that they only recruit the best in their fields and that each agent is also trained in all forms of personal combat including archaic weaponry like swords. According to several rumors they own a small fleet of hyperdrive capable ships including the supercarrier “Twilight Star” which is a space ship of huge proportions, dwarving even Tovenaari fleet carriers. Twilight Star operatives usually operate in small groups that disguise themselves as free traders, explorers, prospectors or even mercenaries. They almost always have access to a hyperspace-capable ship and sometimes even to powered armor or spacefighters.

Aside from rumors not much is known about the Twilight Star. The agenda of the Twilight Star is unknown also a lot of people believe they try to hold peace in the Star Ocean by making sure there’s a balance between the four major nations. They supposedly have some close relationship with the Gaian government and the Tovenaar Empire is openly hostile towards them.

My current plans for my Ad Astra campaign is that the players are all Twilight Star operatives working secretly to bring peace and unity to the Star Ocean.

Ad Astra: The Psitech League

Category : Ad Astra, Fluff/Inspiration, Game Design, RPG

Almost as powerful as one of the major nations of the Star Ocean is the Psitech League. Without Espers interstellar travel would be impossible and the League is the largest and most influential group of Espers in the Omega Centauri cluster. But although the Psitech League could easily misuse these powers they’ve decided against doing so. Instead they always strive to work in the best interest of all humans: Espers and “normals” alike.

“Millenia ago, an alien species, we call the Elohim, tampered with human genome to create humans with extraordinary abilities. Espers are today the backbone of our species’ voyage to the stars. We are the Elohim’s legacy!” – Unknown esper

When human astronauts found the remains of an alien space ship on Mars, humanity was changed forever. One result of the research of Elohim technology was the “Prometheus Effect” that allowed to awaken the dormant gene that the Elohim had introduced into the human genome. When an esper’s abilities emerge they are often uncontrolled and it takes some training to master psionic abilities. So the Psionics Institute was founded to research psionics and train new espers. In these years the majority of society had a cautious if not hostile stance against espers. Especially people with strong telepathic abilities were feared. So the Institutes second mission was control of espers and their abilities.

As reaction on the Institute’s new mission espers started to organize themselves in the Espers Union, that was organized similiar to a worker’s union. The Espers Union fought for the rights of people with psionic abilities and gained more and more influence over the years. When the colonization of Halley II began, especially espers saw this as a chance for a new beginning. When the jumpgate closed the Espers’ Union took control of all Psionics Institute facilities. In the turmoil of the early years the goverment of the colony grudgingly gave in and didn’t move against the espers. Over the years espers showed their value to humanity. Without espers a lot of the secrets of the Elohim would never have discovers and fear and hostility were replaced with respect.

The Psitech League of today is the modern version of what the Espers Union and the Psionics Institue were back in the early days of Gaia. When someone with a latent psionic ability is found the Psitech League will use the “Prometheus Effect” to awaken his potential and train him in his abilities. But the Psitech League is much more than that.

With the discovery of the Elohim data cache on Alexandria the League created a xenoarchaeology and exploration division that was meant to find out more about the Elohim and their psionic-based technology. With the discovery of the psitech hyperdrive the espers actually gained monopoly on interstellar travel, because only espers are able to initiate a hyperspace jump sequence. So it’s no surprise that the League grew in money and power. But instead of misusing their influence the League has always tried to work in the best interest of all humanity.

The Psitech League owns and finances not only the Gaian Academy for Applied Psionic Sciences on Aeon, but also organizes xenoarcheological digs all over the Star Ocean and several of the leading hyperdrive technology experts are members of the League.

Of course not all registered espers are members of the Psitech League. Especially the Tovenaar Empire has made sure that the espers in their employ have severed their ties to the League. Their espers are mandatory members in the Mindwalker Corps, a quasi-military organization totally loyal to the General-Emperor.

The next installment of my Ad Astra series will finally shine some light on the most secretive organization in the Star Ocean: the Twilight Star.

Ad Astra: The Akkathon Federation

Category : Ad Astra, Fluff/Inspiration, Game Design, RPG

Today I am finally returning to the world of “Ad Astra”. This time I will present to you the Akkathon Federation, a federation by name only that is more of a loose alliance that was formed to defend against the rising Tovenaari agression.

Main World: Akkathon, 3rd planet of the Nebuchadnezzar System
Government: Representative Democracy
Head of State: President Aleksey Gregory Kalinin
Official Language: English and Russian
Official Currency: The Federation has no common currency
Military: Each member world maintains its own military
Economy: Mostly Free Market Economy, but a few members have a centrally planned economy
Religions: Atheist 54%, Neochristianity 27%, Buddhism 12%, Other 7%
Major Worlds: Akkathon, Higara, Ygdrassil, Napoli, Kerensky, Anasazi, Rheinland, Potemkin, Vatican

General-Emperor, we’ll have the Akkathon Federation conquered by the end of the year.” – Admiral Carl De Luca, three weeks before his fleet’s defeat in the Higara system

The citizens of SpaceCorp are not the only people who have clinged to their national identity during the first centuries of life on Gaia. As hyperspace travel became available a lot of these groups left Gaia to start a new life at the frontier.

When the Tovenaar Empire started expanding, nine systems decided to form an alliance. They convened on Akkathon in the Nebuchadnezzar system and eventually the Akkathon Federation was founded. In the following decades more members joined the alliance.

Each member state sends its representatives to the federal council with decides all matters that concern external affairs and the security and defense of the federation. The federal government headed by a president does usually not meddle in the eternal affairs of the member worlds. In case the federation is under attack the president assumes command over the member’s forces.

The standard of living varies from world to world. Some worlds like Akkathon, Rheinland and Vatican have an above average standard of living, but other member worlds like Anasazi are still pretty undeveloped.

Main export of the Akkathon Federation are lifestock, food and unrefined minerals. The federal council has made an effort to secure trade agreements with the other major nations in order to improve its economy.

The Akkathon Federation is on friendly terms with SpaceCorp and the Gaian Republic but has been attacked several times by the Tovenaar Empire. Luckily they were always able to defend the major worlds.

This concludes today’s report from the Omega Centauri cluster. Next time I will share some of the secrets of the Psitech League.

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