Welcome back to another instalment of my current post series Sci-Fi Fridays. For the uninitiated, I’m presenting the background materials for my upcoming Savage Worlds campaign which I’ll be running for my gaming group in the near future. If you want to read the previous post, check out Part I, Part II and Part III. On this post we leave the Outlands and expand into the greater galaxy to learn more about the Union, and one of the stellar nations that form it.
I hope you are finding these posts useful, that you find some inspiration, or even use them to show people how you can overdo campaign background! I look forward to your comments and critique. Now let’s venture forth into the Union…
IV. The Greater Galaxy
The Outlands are the fringes of the Union; however even in the Outlands the greater galaxy influences the lives of those seeking to escape it. The Union is a relatively new political entity, a beast born out of the Great Galactic War. In theory it is an extra-governmental body appointed with keeping the peace, maintaining security and creating a common economy, a level playing field, that benefits every world in the Union. The Union has existed for merely 13 years, three years before the end of the Great Galactic War, and it depends on the three majority members to survive, the Rukta Workers Consortium, the EIN Triumvirate and the Freeholds of Alpha Centauri.
First things first: this is not a review. I have bought a copy of this game a couple of days ago and I just wanted to share my thoughts on it. With this out of the way, let’s have a look at Rogue Space.
I faintly remember that I already looked at Rogue Space ages ago, but dismissed it for some reason I can’t remember. Rogue Space is a rules-lite SF roleplaying game written by C.R. Brandon that is available as a free pocketmod edition (which includes the most basic rules) and a 114-paged PDF or softcover book available from Lulu (for about 7€ and 12€ respectively).
What interested me in Rogue Space in the first place was the fact that it had ultra-light rules. The older I get the more I tend towards more rules-lite games and especially SF games are usually a bit more crunchy than its fantasy counterparts. So Rogue Space is a welcome change.
Rogue Space uses a simple task resolution system, where you check against a difficulty number set by the GM with the respective attribute + 2d6. If you roll higher than the difficulty number, you succeed. The five attributes used are Fighting, Acquiring, Science, Empathy, and Repair. The hitpoints of the character (and attribute bonuses) are determined by what character archetype you choose. Rogue Space offers the choice between Soldier, Scoundrel, and Technician which should be pretty self-explanatory. These archetypes form the starting point of the character, but are not classes. How you develop your character over a longer campaign is totally up to you.
What I like a lot is that basically everything else is optional. There are optional Psi rules, alien races, cybernetics, specialist skills, and even magic. The book contains rules for starships (which is a must for a SF game) and even with all the options added the rules are still very light. I haven’t had the chance to run this game yet, but it looks like my perfect game.
From what I’ve seen so far Rogue Space can be used with almost every genre. As far as I know someone already created a Mass Effect conversion (which is always a plus). The artwork and layout of the book are nothing special, but that’s only a minor quibble. Overall Rogue Space looks like a very cool rules-lite SF game.
Thank you dear reader for coming back, this is the third instalment of our current Friday series, aptly titled Sci-Fi Fridays! I am nothing if not creative. As I’ve said before, I’m presenting material for my upcoming Savage Worlds campaign which I’ll soon be running for my gaming group. If you want to read the previous post, these are the links to Part I and Part II. Some of these you might have read in a previous post about the aliens, but I rewrote some parts, changed the rules for one of the species and added details about other species and alien ruins. I hope you enjoy it, and as always, I look forward to your feedback and comments.
Alien species exist in the known galaxy, but are far from common. Most alien species remain within the confines of their own settlements, willingly or otherwise. Very few venture beyond, with the exception of two that live among humans, the Q’al Uar and the Vuluhuan, but in very small numbers, only 10% to 15% of the general population of a settlement or colony, maybe less in less populous locations.
Q’al Uar are bipedal mammals that resemble the felines of old Earth. They stand on average 6’ (1.83 m) with little variation between males and females; female Qál Uar weight proportionately less than males, averaging 180 lbs. (81.64 kg) versus the male’s 220 lbs. (99.79 kg). Their fur ranges from tawny to a deep dark brown, with rare cases of completely white or black fur. Males have darker colored manes that they fix in different styles depending on the Q’al Uar sub-culture.
In their ancient past the Q’al Uar warred among themselves and their actions almost destroyed their world. When their actions threatened their survival the Q’al Uar left behind their violent ways, channeling those impulses to more constructive ends, and developed traditions and rituals to resolve conflict. Their culture is rich, warlike and honorable; a society of complex and myriad rituals and traditions, they are typically hard to understand to outsiders. Q’al Uar can be courteous and respectful one moment, but combative and aggressive at the slightest transgression to their ceremonies. Females traditionally assume the roles of politicians, diplomats, and scientists, while males are customarily soldiers, workers and craftsmen.