Showing posts with label Space Ship Story. Show all posts
Showing posts with label Space Ship Story. Show all posts

Sunday, May 4, 2025

A Fourth To Be Reckoned With



A very Happy Star Wars Day to all!

This has been a very interesting year for Star Wars fans, with the Star Wars Celebration fan convention of 2025 having taken place in Japan from April 18-20. While news from the show may not have been abundant, much of what was announced was intriguing to say the least. 

We got updates on the next two films, The Mandalorian and Grogu and Starfighter, as well as an announcement of the new Star Wars Animated Series Maul: Shadow Lord. Plus, there's Tales of the Underworld, a six episode limited series releasing, wait...Today! Nice!
 
What intrigued me the most, not surprisingly, was the information about Star Wars VISIONS Volume 3 and the introduction of Star Wars VISIONS Presents...




For those unfamiliar with this project, Star Wars Visions is an animated anthology series created and produced by a variety of international animation studios. Volume 1 featured studios that were all from Japan. Volume 2 had a world wide collection of animators from countries such as England, Chile, France, Ireland, and South Korea to name a few.

Volume 3 returns to Japan with 8 Studios and 9 Episodes including 3 that are continuations of characters and stories first seen in Volume 1! I am incredibly excited for this, especially the 'reoccurring VISIONS'.

Heheh. See what I did there?




Kamikaze Douga/ANIMA are returning to the black and white + a shock of color world of DUEL, featuring a Sith Ronin hunting other Sith in a galaxy heavily influenced by Japanese Samurai films. The new installment is called 'Payback' and looks to be easily as insane as the original. 

Production I.G., the venerable Anime studio behind Ghost in the Shell: Stand Alone Complex and Kaiju No. 8, brings back The Ninth Jedi, arguably the most popular episode of the first VISIONS. 'Child of Hope' is a sequel to the entry that so many found intriguing that...hold on. Not yet. I don't want to ruin the surprise.
 

The Ninth Jedi: Child of Hope


Lastly, 'The Lost Ones' features the young female Jedi introduced in The Village Bride. While that a fine episode, it wasn't one of my favorites. That said, I absolutely thought the Jedi was cool and wanted to see more of her. Now we will thanks to the work of Kinema Citrus, Co. 

In addition to these follow-ups there are several brand new stories including:

  • Yuko's Treasure - Another entry by Kinema Citrus, Co. 
  • The Smuggler - By Studio TRIGGER (who do my beloved Delicious in Dungeon!).
  • The Bounty Hunters - By WIT Studio
  • The Song of Four Wings - By Project Studio Q
  • The Bird of Paradise - Polygon Pictures
  • Black - David Production

The first two VISIONS Volumes contain some of my all time favorite examples of Star Wars content. I absolutely love the mix of art styles, cultural elements, and creative alternate takes on that galaxy far, far away. Really looking forward to seeing what Volume 3 brings. 




As for Star Wars VISIONS Presents, it's a new Star Wars animation 'imprint' in which one of the stories from VISIONS is expanded beyond the original, beyond a sequel episode, and into a full one animated series! The first of these continues the story of The Ninth Jedi from Volume 1. So after this year's sequel 'Child of Hope', we'll get an entire season of stories set in this variation of the Star Wars universe. Honestly, this new blew me away. Can hardly wait for this!
 



Since you're on the Barking Alien blog you've probably figured out that a major factor in my desire to see this new anthology is that I'm hoping to incorporate components of Star Wars VISIONS Volume 3 (and its predecessors) into some far, far away gaming. I've been trying to figure out how best to merge elements of the Japanese TRPG 'Space Ship Story' with the awesome Star Wars D6 game by West End Games. 

And I think I've done it...

This and other Star Wars gaming thoughts coming soon. In the meantime go watch Tales from the Underworld, Andor Season 2, and as always May The Force Be With You!

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Barking Alien





Sunday, May 5, 2024

Star Wars VISIONS - The Roleplaying Game

Bright Sun's and Happy Star Wars Weekend everyone!




In celebration of May the 4th and 5th, I wanted to share an idea I've been developing in my...um...I was going to say 'spare time' but we all know that isn't a real thing, now don't we?

I recently found out that the next Star Wars Celebration event in 2025 will be in Japan. How cool is that! It got me to thinking about my favorite pieces of Star Wars content from the last few years: Star Wars VISIONS

A key element making many of the installments of the Star Wars VISIONS anthology so amazing is the fact that they don't have to be connected to the greater Star Wars canon and in fact, aren't.

The 'Ninth Jedi' takes place in a distant (though undefined) future. 
'Journey to the Dark Head' seems to be set in the Old or High Republic. Again, seems.
'Aau's Song', 'Akakiri', and 'Screecher's Reach' take place in indeterminate times and places.

In my opinion, this is a major factor in why these entries are so awesome. 




Looking back on my many Star Wars campaigns, all the best ones were run in the real world era wherein we didn't have any 'canon' beyond the original film trilogy. Everything else - from the books, to the comics, and of course the West End Games RPG - were myths and legends describing someone's own take on a galaxy 'Long Ago and Far, Far Away'. 

For some time now I've been thinking, 'I wish I could go back to that time.' Essentially, I'd like to run a TRPG campaign in the Star Wars universe but not necessarily in the Star Wars canon. Would that work nowadays? Could it?

These thoughts led me to postulate how I could use a system other then my beloved Star Wars D6 to give such a campaign both a distinctly different feel and, simultaneously, imply a separate 'non-canon' version of the setting. 

Star Wars D6 is, for me at least, 'real Star Wars' as far as Star Wars tabletop RPGs go. It was the only widely shared and accepted source on information about the Star Wars universe for years. It informed Timothy Zahn's 'Heir to the Empire' trilogy, the Prequels, and even some content that was actually good (Ooh! Not he didn't!) like the Rebels episode 'Wings of the Master', based on the WEG adventure 'Strikeforce Shantipole'. (He did by the way. I read it again to make sure). 

So, the idea is that using another game for Star Wars automatically makes it a another kind of Star Wars for me. Does that make sense to anyone else? It makes sense to me but I know sometimes I think oddly. lol The question then becomes, 'What game and what sort of Star Wars am I considering?' Well...

I'd like to use the Japanese Doujinshi TRPG 'Space Ship Story' to run a Star Wars VISIONS: The Roleplaying Game. I'm thinking lots of Anime/Manga influence, kinetic combat, melodrama, and of course lots of cool art/visuals. 


Star Wars VISIONS 'Original Manga' 
Art by Tomohiro Shimoguchi


More on this as it develops but I really believe this idea will work. Fingers (and maybe Lightsabers) crossed.  

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Barking Alien





Saturday, March 16, 2024

31 Days / 31 Characters - JIN'HOKO

Tenchi Muyo! is a Sci-Fi/Space Opera Harem Comedy franchise created by Masaki Kajishima that first appeared as a six episode OVA (Original Video Animation) series in Japan in 1992. The title translates to 'No Need for Tenchi', with Tenchi Masaki being the titular character. His name is also a play on words translating to 'Heaven and Earth', such that the series could also be called 'No Need for Heaven and Earth'. 




Since 1992 the franchise has produced four additional OVA series, three multi-season Anime television shows, three animated feature films, two Manga series, and numerous novels as well as light novels, some published in Japan and some produced by an American publishing company here in the U.S. There have been several spin-offs as well, including Magical Girl Pretty Sammy, Photon: The Idiot Adventures, and Dual! Parallel Trouble Adventure (itself a partial parody of Evangelion). The Magnificent World of El-Hazard, a seeming unrelated series, is revealed through the course of its OVA to also be connected to the 'Tenchiverse'.

One of the more popular spin-offs, which has spawned a TV series, an OVA series, a Manga, and a string of light novels, is called Tenchi Muyo! GXP. In 2012 the Anime aired on Adult Swim in the US and elsewhere. It follows the adventures of unlucky Earth boy Seina Yamada, who is mistakenly recruited into the interplanetary law enforcement agency known as the Galaxy Police. Keep this in mind for later. 

In Japan, a TRPG set in the Tenchi Muyo! universe was produced for the multi-genre/setting game MAGIUS. The main book and three supplements came out between 1995 and 1996. Guardians of Order put out a Tenchi Muyo! RPG and 'Resource' Book in 2000. This was followed by a GM Screen and sourcebooks for two of the television shows, Tenchi Universe and Tenchi in Tokyo.


The Tenchi Muyo! RPG products using MAGIUS by Fujimi Shobo


The Tenchi Muyo! RPG products by Guardians of Order


Tenchi Muyo! is a franchise very near and dear to me. Not only am I a really big fan of it but also because it's how I met my ex-wife.

We met when she came into the Japanese Pop Culture Entertainment related retail store where I was working. She came in that day looking for the latest installment of Tenchi Muyo!. The thing was, Selina really knew her stuff and had been aware of the first OVA series even before it came out in America. As a result, she was unsure what was available in the US already and what hadn't yet been released here. We ended up talking quite a bit, bonding over our mutual love of Tenchi and company. About a year later we got together outside of work to watch some Anime and the rest is history [and just about the best ten years of my life].*

Cool story but what does this have to do with a character for the 31 Days/31 Characters Challenge? Well...


The first Galaxy Police we encounter in the Tenchi Muyo! universe:
Mihoshi (kneeling) and Kiyone (standing)


At some point prior to 2002 I told Selina about an idea that had come to me, a really cool concept for a Tenchi Muyo! Anime, Manga, or maybe a TRPG campaign; Ginga Keisatsu Muyo! or 'No Need for The Galaxy Police!'. Selina liked the idea but said it would probably go over better as a game than as a Japanese series. Most fans prefer their 'Tenchi' be Earth related. I figured she was probably right. Sure enough a couple years later Studio AIC released the newest installment of the Tenchi Muyo franchise, Tenchi Muyo GXP!. 


Tenchi Muyo! GXP


The game concept stuck with me however, even after Selina and I parted ways, and sometime around 2010(?) I ran a one-shot session of Ginga Keisatsu Muyo at a Pop Culture convention with a large Anime/Manga presence (though it wasn't an Anime Convention). The most memorable and exciting character was Jin'Hoko...




Character: Jin'Hoko

AKA: Detective First Class, Jin

Player: Nikki

System: Teenagers from Outer Space, 1st Edition, with my 'Advanced TFOS' houserules. 

I have a special surprise for you all down below in the 'Game Info' section. Keeping reading!
 
Nature: One-Shot: Ginga Keisatsu Muyo! No Need for the Galaxy Police!

Gamemaster: Adam Dickstein

Circa: 2010(?)

Not entirely positive if it was 2009, 2010, or 2011. 

Origins: I kinda gave away the origins of this game and character earlier in the post but I'll get more specific about Officer Jin'Hoko herself:

More often than not I create Pre-Gens when running games at conventions. When doing so I always leave room for the player to customize their PC, name them, and come up with a bit of background.

A cool gal named Nikki picked the Wau Officer and called her Jin, later changing it to Jin'Hoko. The Wau are a species of intelligent, humanoid felines resembling lions. She used the extra points I gave out to raise her 'Blaster' Knack and asked me if she could switch out or add a custom Power called 'Blaster-Fu' which I'll discuss later. Of course I said yes, replacing another Power on the character sheet. Her background was kind of made-up as she went along but it ended up being absolutely excellent. 




Backstory: Officer Jin'Hoko is First Class Detective of the Galaxy Police, the interstellar law enforcement division of the Galaxy Federation. She had served as a loyal, dedicated, and efficient police-being for sometime prior to the game's incident. At least, that's what the records show. The truth is not too different but often leaves out her reckless use of her GP Blasters when apprehending Space Pirates.

We additionally learn that Jin'Hoko's family were once profitable merchants who'd been preyed upon by the Space Pirate Cometia to the point where they couldn't stay in business. Jin initially applied to the Galaxy Academy in order to support her family and someday defeat Cometia.  

In this adventure, she gets her chance.


Emblem of the Galaxy Police


Overview: Galaxy Police Officers Hikari and Kumonosu are having lunch at a space station 'drive-in' diner when they receive a call from their precinct, the infamous Space Pirate Cometia is attacking a freighter in the vicinity of Diaspora! The two Officers immediately take off in their Patrol Ship and head for the incident. Hikari, a relatively recent graduate of the Galaxy Police Academy suggests they call for back-up as Cometia and her vessel, the Dragon Riot, are ranked among the most dangerous criminals in outer space. Kumonosu agrees. 

Hearing their request, GP Detective First Class Jin'Hoko and Special Investigator Chikao Arakane - with her robot sidekick 'Chiru-B1' - respond and fly to the scene of the crime at top speed. As their three ships arrive, the Transport/Freighter is burning and listing while a spikey, odd looking spacecraft tries to land on it and presumably board the merchant ship. 

The Galaxy Police [PCs], over the course of the session, discover that the freighter was actually a getaway vessel of another group of pirates and Cometia was trying to stop them from escaping with a fabulous treasure. The treasure included a royal relic belonging to a Great House of the Jurai Empire, one connected to Officer Hikari's family.

Things get further confused and complicated over the next three hours as Jin'Hoko and her allies learn Cometia was created and controlled by a bio-engineering genius turned Crime Boss/Pirate Queen. Her early 'career' as a Space Pirate was the villain commanding her to commit acts of piracy. Freed from this a few years back, Cometia has been trying to make up for what she'd been forced to do by hunting down other Pirates. 


Left to Right:

Detective Jin'Hoko, Rookie Officer Hikari, Chiru-B1
Special Investigator Chikao, and Veteran Officer Kumonosu.


The grand finale had the entire PC group plus Cometia fighting the Pirate Queen and her horde of crazy Space Pirates throughout her hideout/headquarters/starship which had a trans-dimensional M.C. Escher floorplan. 

Highlights:

Cometia manages to board the freighter and begins attacking the people on board (who are pirates but this isn't known to the PCs yet). Jin'Hoko and Special Investigator Chikao enter the cargo ship from a different airlock and Jin'Hoko runs up a wall, then launches herself at Cometia. The Wau badass slams the notorious Space Pirate into a bulkhead rolling a Crit! Nikki then said Jin'Hoko opens up on Cometia with her two Blasters at point blank and rolled, Criting AGAIN! 

I was about to say something since Nikki really shouldn't have made that second roll. This was technically her taking two actions. Everyone at the table just stared at Nikki with their jaws having dropped and then started clapping or shouting 'Yeah!' and so we went with it. Furthermore, Crits in Teenagers from Outer Space are actually kind of bad. The rules are you don't just succeed or even really succeed but you Super-Duper-Over-Succeed. Jin ends up blowing Cometia through the ships hull and - FLOOSH! - explosive decompression! Chiru-B1 rushes to help Chikao while Hikari and Kumonosu race to save Jin'Hoko. Meanwhile, a badly injured Cometia shook her fist and shouted at Jin (which no one could hear through the soundless void of space). 

In the final battle Jin uses her heightened sense of smell in concert with her Blaster-Fu ability to shoot a bunch of Pirate goons to her right, left, and behind her or her friends without directly looking at them. She would often pair up with other PCs, creating some really cool and different combos based on her partner at the time. One of my favorites was right before facing the Pirate Queen Big Bad when Jin and Hikari work together. Hikari is revealed to be part Royal Blooded Jurai and possessed a variation of Tenchi's Light Hawk Wings power. Hikari absorbed blasts from Jin'Hoko's pistols and used the energy to fire off a barrage of light bolts - basically releasing two dozen baseball-sized photon torpedoes. Jin's idea. 
 

The notorious but actually reluctant Space Pirate Cometia!


Game Info:

The one-shot I ran used my own 'Advanced TFOS' variant of the Teenagers from Outer Space game but I thought it would be fun to try and build Jin'Hoko in the game Space Ship Story, the Japanese indie Space Opera TRPG I mentioned in my previous post. SSS seems perfect for this sort of setting and character. Let's see how this goes...

First, I think Detective Jin'Hoko's Classes would be Gunner and Officer. At first I thought Gunner/Neighbor because Neighbor is used to represent alien characters and Jin is a Wau, a species of lion-like humanoids. The thing is, other than her physical prowess and supernormal sense of smell, Jin wasn't particularly 'alien' in her personality, mindset, or story. I gave her a bonus +1 to Senses here when smelling for trouble. I could use to bump up her Physical Body stat though. Hmm.

As mentioned in my prior entry, PCs start with two Specialty Skills (one from each Class) and five additional skills, one of which must be Class based and one must be a Support Skill. The rest can be made up of any combination of Class and Support. For Jin'Hoko I chose:

Cooperative Attack (Officer Specialty Skill)
Interference (Gunner Specialty Skill)
Investigate (Support Skill)
Military Tactics (Officer Class Skill)
Pilot (Support Skill)
Shooter (Gunner Class Skill)
Twin Barrel (Gunner Class Skill)

One of her Skills is custom - Twin Barrels. I created a virtually identical ability for the TFOS version so I just gave it to her here. It would qualify as a Gunner Class Skill. 

I assume her Intercomp (a combination Communicator/Personal Computer) is in the form of the Galaxy Police Watch. In the Animation there is also a sensor in it that can detect lifeforms but here I'm going to say hers doesn't have that. During the game that kind of thing was usually left up to Officer Hikari and the robot Chiru-B1.

The last thing I'd like to point out is under Special Items - The Control Cube. This is an item from the Tenchi Muyo! universe that looks like a faintly glowing, blue or red plastic cube about the size of a softball. The Control Cube is an extradimensional device that is capable of holding a number of items within it. By twisting and turning it (like a Rubik's Cube) the user can pull out the equipment they need. 




Notes:

Jin'Hoko's name is a play on 'Raion no hōkō' which means 'lion's roar'.

As noted, Jin is a Wau, a humanoid feline species resembling lions. Numerous characters of this species have appeared in the various Tenchi series and the Wau are noted to be long standing members of the Galaxy Federation. 

Jin'Hoko was inspired by the Wau we'd seen before but also M'Ress from Star Trek: The Animated Series. Nikki admitted to thinking about her when making the character. 

Nikki did an amazing job of playing Detective Jin'Hoko as both 'Action Hero out for Vengence' and someone with a bit of a moral quandary. Jin grew up believing the Space Pirate Cometia to be the 'boogeyman' who attacked her family's ships and ruining their livelihood. To find out it might have been this Pirate Queen villain and her cronies, that Cometia might be on the side of good, turned Jin's world (galaxy?) upside down. She (Nikki) really played it well. 

Legacy:

Unfortunately, I haven't thought about this character in a long time. In fact, I haven't thought about the Tenchi Muyo franchise in quite. That's a shame. It is certainly one of my all time favorite universes. 

Perhaps it deserves a rewatch...




Our next entry believes in the truth of the broth, the power of pork, and the wisdom of fresh vegetables. Most of all, KENTARO SHOUJI lives by The Way of the Noodle.

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Barking Alien




Thursday, March 7, 2024

Devastator Cannon Irradiation to Warp Gate...Fire!

Welcome to the far future universe of...




February, the traditionally emotionally charged month of utter chaos for me was emotionally charged and filled with utter chaos this year. Who could have predicted this? Who I ask you?!?

Anyway, now that that's over...

Space Ship Story is a Japanese Space Opera TRPG written by game designer 'Hatta' (obviously a pen name) and distributed by Dato Honpo, a small, independent publisher. In an unusual move by a Japanese TRPG company, Dato Honpo made both a Physical Version and a PDF/Electronic Version available upon release. I was so intrigued by the ad copy for this game that I bought the PDF back in 2021 when it was on sale on Conos (the Japanese equivalent of DriveThruRPG).  . 

Unfortunately, I had neither the ability nor time to dedicate myself to fully translating the game and having so many side projects (as I always do), Space Ship Story fell by the wayside. Recently, thanks to improved access to Japanese language translation programs, helpful native speakers, and Japanese websites where they transcribe 'actual play' sessions, I have been able to get a mostly complete understanding of this very neat little RPG. 

Here's a rundown...




Setting

At some point in the distant future Humanity had spread out into space and colonized numerous planets. Eventually, an all-powerful Galactic Empire was founded that controlled countless worlds with its tyrannical outlook and fantastic technology. It was the victim of its own hubris however when its scientists invented and tested a Time Machine. The activation of this device twisted and snapped the Time/Space Continuum, causing bizarre anomalies and making FTL travel nearly impossible for centuries. The Galactic Empire collapsed as a result. 

Now, a literally unknown number of years later when time and memory finally had meaning once again, interstellar commerce, law enforcement, and many other interactions between the various peoples of the stars are handled by the Galactic Trade Association

Emblem for the Galactic Trade Association by me.


Although the GTA began restoring major trade routes, there are still unexplored areas of space on the outskirts facing attacks by pirates, invading aliens, and remaining Imperial holdouts. In order to investigate these regions of danger, the Galactic Trade Association sought a daredevil new profession, the Adventurer! Adventurers are beings willing to brave the long lost and unexplored planets of Outer Space in hopes of bringing peace and prosperity to the cosmos.  

Mechanics

The game works as follows: Judgement rolls are made by rolling two 6-sided dice (2D6), adding a character’s relevant Ability Score to an appropriate Skill and adding any modification from Equipment or Location (see below). The goal is to meet or beat a Target Number determined by the difficulty of the action as determined by the Gamemaster. Pretty simple and classic RPG faire, right?

A natural roll of a 7 indicates a Critical effect (referred to in the rules as Critical 7). If the total of the roll beats the Target Number you have a Critical Success on your hands. If you don't meet the target difficulty it becomes a Critical Failure

PCs have a resource called Singularity, which works as a sort of 'Hero Point'. Spending a Singularity turns any roll into a Critical Success! Every Player Character starts each session with 1 and can be awarded additional Singularity points during play. 

 Characters

There are eight Character Classes: Fighter (Close Combat), Gunner (Ranged Combat), Tank (Able to take a lot of damage), Scout (A sort of Rogue/Ninja type), Tech (Engineer/Mad Scientist), Officer (Leader/Coordinator), Psycho (A being with Psychic Powers), and Neighbor (a Non-Human. An Alien or Robot PC).


Fighter, Gunner, Tank, Scout.


The player picks two Classes and combines the Ability Scores on the Class 'Template' to get their final Ability Score Set. You can also choose the same Class twice and double down on your character type is you desire. In addition to Ability Scores, each Class gives the PC a Class 'Special Skill' and access to a variety of Class Skills that you can pick from, most of which aren't really skills so much as special talents or feats. You may also take skills from a collection of general Support Skills (available to everyone regardless of Class).


Neighbor (Robot), Tech, Officer, Psycho, and Neighbor (Alien).


The whole concept is both really easy and pretty intuitive. Want to make a Jedi Knight? Fighter + Psycho. Starfleet Engineer? Maybe Officer + Tech. A friend of mine used Tech + Neighbor to create an R2-D2/Astromech type robot. 

In addition to your two Specialty Skills (one for each Class chosen) you pick 5 additional skills which, as mentioned above, which are comprised of a combination of Class and Support Skills. You must have at least one Class Skill and one Support Skill but other than that, any combo is allowed. 

For example, you could have:


After getting your skills together, the PC grabs some Equipment. Equipment comes in three forms: Items, Weapons, and Armor. A PC may have as many Items as their Intelligence Score and as much Weapons and Armor as their Body +2. 

Let's jump over to the game's namesake element...

Spaceships

In the tradition of many prior Space Opera TRPGs, your group's Spaceship is their home, means of travel, best weapon and defense, and heck, practically a member of the family. 



Each player gets to decide on two components that are installed on their crew's Spaceship. These items are derived from a list of 16 'parts' that give benefits/bonuses to the PCs when on board or when fighting ship-to-ship battles. You can have things like a Medical Pod that can restore Body and Mental Power or a Prison/Brig capable of holding a captured Space Pirate or Monster. Other choices include Dining Room/Mess Hall, Library, and a Virtual Theatre. 

As an aside, FTL Travel is achieved in an interesting way in the Space Ship Story 'setting'; a big tube on the front of your vessel (reminiscent of the Wave Motion Gun from Space Battleship Yamato), known as a Devastator Cannon, fires a beam so powerful it tears a whole in Space/Time. How's that for epic? The starship then travels through the wormhole it created and fires again to re-enter our reality.

Crew, Followers, and other NPCs

NPCs and how they are handled in the game is an element I find particularly interesting. During an interview with the game's creator, Mr. Hatta, he mentioned that one of the key inspirations for the game was an idea he had for 'One Piece in Space'. In each Space Ship Story scenario you are expected to meet at least one NPC that becomes or is revealed to be an enemy, an ally, a old acquaintance, or even a new crew member. Think about that last one. It means that not only are the PCs likely to be picking up NPC followers along the way but this concept creates a built in way to add new players to your campaign with relative ease.

Gamemaster Tools

There are some really intriguing bits here but I haven't completely finished translating this section. There are pages covering scenario and villain design, as well a really neat idea called Master Points.

These points, based on the number of PCs and their overall experience level, can be spent by the GM to perform certain 'cheat code' actions. It seems a little like Threat from Star Trek Adventures [and other 2D20 system games]. Examples include spending 1 MP to re-roll an NPC's Judgement Roll or to create a 'Singularity' Critical Success.

In closing...
 
Space Ship Story feels like something I myself might have created. While all the parts fit together like a well made Gunpla model, its really an expertly assembled kitbash. The individual parts seem to have come from a bunch of other kits and then reworked to form a cohesive new product. 

The Character Creation rules resemble the Templates of Last Unicorn Games' Star Trek RPG (the ICON System). The basic die mechanic is essentially classic Traveller. The Master Points remind me of Threat from Star Trek Adventures as noted above. It has a Drama/Hero Point mechanic, albeit with a twist. 

I am honestly loving this game. It just works. It's fun. The combination of one of my favorite approaches to Character Creation with the really cool way the game treats the Spaceship has totally won me over. I also see it having a lot of potential to work with other genres. For example, this approach to Classes would make for much more enticing Fantasy Characters, at least for me.

That's all for now. More to come...




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Barking Alien

I would like to acknowledge the passing of the immeasurably talented and influential Akira Toriyama, the creator of Dr. Slump, Dragonball, and Dragonball Z. Mr. Toriyama died on March 1st at the age of 68.

Rest in Peace.