August 14

Galaxy Incorporated RPG

Galaxy Incorporated is an epic space fantasy roleplaying game set in a far-future utopia, and the human race has expanded throughout the galaxy.

Mega-Corporations run the galaxy with the help of worldwide Artificial Intelligence systems. These AI systems oversee the needs for every corporate citizen. Local AI systems carefully monitor corporate citizens and link to a world AI to help the bureaucrats balance all resources for everyone. Famine and disease are things of the past. Everything a citizen could ever need or want is provided for.

Player characters are part of a spaceship crew looking for a way to survive in a galaxy run by these interplanetary Mega-Corporations…

History

During the Great War, nanites were released that changed humanity. The Nanites ravaged the human-settled worlds for over 250 years, infecting people and technology alike. Within a few short months, the nanites wiped out 85% of the human race. Entire planets were lost or destroyed; others were made unlivable.

People learned to adapt and overcome. Nanotech became the basis of all technology; super-science and magic are an everyday part of life. Super AI computers run the worlds from behind the scenes and are slowly taking over.

Corporations quickly filled the gaps left by failed governments. Soon the corporations were the only salvation for the human race.

Watch for the Kickster to Start September 10th.

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February 27

Arcidia: Flesh and Bones – Character Generation

Character Generation Overview

Character generation is a simple 10 step process. All 10 steps are outlined here to assist the player in creating their new character. You will find all the steps detailed after the outline.

Step One – Your Role within the party

Each character has a role to fill in the party. This is how the character pays their way in the world. How they contribute to the town, village or city. These roles are to make sure the party is balanced and for roleplay and storyline; they provide structure to the party’s behavior and potential connections to other NPCs. Flesh and Bone is a story-based game, so use these as background points and jumping off points for individualized stories, and not to limit what the character can do. Example roles: Bodyguard, Ship’s Captain, Healer, Hunter, Soldier, Trader, Steward, Housecarl, Shop Merchant, Caravan Guard, Holy Warrior, Street Thief.

Step Two – Assign your Core Attributes

Flesh and Bone uses a point allotment system as part of the character generation. In the allotment system; all your starting Core Attributes start at 2. You then have 6 points to assign with no more than 4 point being added to one Core Attribute.

Body sets the overall cap for Keep Dice on all physical actions. Keep Dice are explained in detail in the combat challenge section on page 86. Having a high Body means a character is more competent with physical challenges and most combat encounters. Path of Sword usually have higher Body scores.

The Mind Core Attribute  sets the cap for Keep Dice for most mental and social actions. Having a high Mind means a character is more likely to succeed during intellectual and social challenges. Path of Magic are likely to have high Mind ratings.

Spirit sets the cap for Keep Dice for supernatural actions. Having a high Spirit makes a character more likely to come out ahead during struggles of willpower, such as resisting psychic effects, or enduring interrogation. This also is Luck. Path of Divine often have high Spirit scores.

Step Three– Divide each Core Attribute’s value between its two Derived Abilities.

Derived Abilities are combined with Skills (see page XX) to determine base dice pools.

Body: The physical power and control of the character.

  • Brawn: Physical power, mass, muscle power.
  • Coordination: Hand-eye coordination, grace, reflexes.

Mind: The ability to recall data and use facts. Mental acuity.

  • Reasoning: To puzzle though something. To find a hidden, logic-based clue. Common sense.
  • Intellect: Learning and remembering. To recall or remember a piece of information or data. Knowledge and learned information skills.

Spirit: Personal willpower and Luck.

  • Will: Personal mental fortitude. Your personal presence and confidence.
  • Power: Raw magical aptitude. Your ability to fight off mental stability issues. Luck.

Step Four – Pick your Race.

There are 6 Races in Flesh and Bone. Each race has their own talents, advantages and disadvantages.

  • Humans – Humans possess exceptional drive and a great capacity to endure and expand.  Add 1 point to any 2 non-joined derived attributes.
  • Eldar Race (Elf) – the elves are the first born of the mortal races, given souls by the primal earth goddess. Add 1 to Coordination and Intellect.
  • Dwarf – Stone folk, the Dwarven people are a sturdy race and are known for their masterwork, stonecutters, artisans, and engineers and sure footing. Add 1 to Brawn and Reason.
  • Orc – Do to the constant wars the Orcs waged endlessly on the humans, elves, dwarves, and other folk of Arcadia, they were far better prepared to face the forces of the Locust Lords. Add 1 to Brawn and Will.
  • Bird folk – The Bird folk are one of the most varied among sentient creatures, though despite their differences of appearance, they are each able to produce fertile offspring with another Bird folk. Derived attributes are variable based on bird type.
  • Serpentas – The odd of all the Races. Serpentas are humanoid with scaled skin and snake like heads. Add 1 to Reason and Power

Once you have picked your characters starting race you need to add in the racial bonuses to your derived abilities. Then you pick their starting Racial Talent. You get to pick 1 racial Talents.

Step Five – Choose your Heroic Path

Your Character Destiny Path will set the type of character and the set cost of Talents and abilities. There are 3 type of Heroic Paths. The Path of Sword, this is your Fighters and Rogue type characters. The Path of Magic, this is your Mages, Sages and Scholars. The Path of Divine, this is your Clerics, Shaman and Paladins.

Path of Sword: Path of Sword are Warriors and Fighters, Headstone and always first into combat, explorers. They tend to come out ahead in tight situations and get the most out of weapons and equipment. They get discount cost on Weapon and Armor Talents.

Path of Magic: Path of Magic are people with a deep understanding of magic and the arcane. They are the constant students, learning and studying. This is your classic Mages and magic welding backgrounds. They get discount cost for Spells and arcane talents.

Path of Divine: Path of Divine are masters of the divine powers and understand of the Gods, both new and old. This is your classic Clerics and Divine magic welding backgrounds. They get discount cost for divine spells and divine talents.

Once you have picked your starting path, rank the other 2 path in their importance to your character’s personal growth. They will become your second and Third paths. This will set the cost of buying all talents from those paths.

Step Six – Role Skills

Flesh and Bone is a classless system that lets the player tell the story of their characters. As there is no classes for the player should pick skill related to their Role and picks 4 skill that are part of that role.You will get 3 Skill point has your Role Skills.  Your role skills should support your role. If you picked a role of Hunter, you should have that allow you to be a hunter. Lore Animals or Survival, as an example, would be in line with your roles as towns Hunter. But Engineering would not fit into this very well.

After you have chosen your Background skills, you have 3 additional skill points to assign to any skills. You may assign a second rank to one of your starting skills, or take the first rank of any new skill. You may not start with more than two ranks in any skill. If you are planning on playing a starting character that cast spell, divine or arcane, this is where you can assign points to their skills, Divine Art and Magical Arts, respectively. Assign 3 additional skill points to any skill

Step Seven –   Starting Talents

your starting Core Attributes to your Body, Mind and Spirit. Based on their numbers, that is the starting Talent Points used to purchase your Starting Talents.

There are 3 Core Attributes. Body Mind and Spirit, are the used to determine the Talent point used to purchase you’re starting Talents.

 

  • Body = Path of Sword
  • Mind = Path of Arcane
  • Spirit = Path of Divine

 

 

Once a path has been chosen it cannot be changed.

As an example:  You’ve just built out your character out as follows, 4 to body, 3 to mind and 5 to Spirit.  With this build you could pick 4 points of talents from Body talent list, 3 points of Talents from Mind and 5 points of Talents from Spirit.  

When purchasing Talents there is a very simple formula that is applied. Your Primary Path Talents are at the cost of the talent minus 1, your secondary path talents are at cost plus 1 and the final path is cost plus 2.

Talent Cost

Talent Cost
Primary -1
Secondary +1
Tertiary +2

NOTE: The club requires no Talents. Anyone can strike with a club or torch.

You may sell back Talents from your 2nd or 3rd talent pools at a price of 2 for 1.

Step Eight – Choose your Quality

You get one Quality which represents the knowledge a character has with a concept.  This is a simple one-line statement about your character’s core concept. This is the base of your character. In situations where your core concept would apply, this quality awards a bonus die of 1d10.

Step Nine – Calculate Your Pools

Your Reaction Pool is used to defend against attacks in combat, to determine order of action and to power your spells. To determine a character’s Reaction Pool, add together Coordination, Intellect, and Will, then divide the total by two (round down).

Your Stability Pool is a Damage Tracker for Horrors your Character has faced in the world. This Derived Ability Pool that is calculated by adding the characters Brawn, Reason and Will then divide by 3 round normally.

Step Ten – The Details

If you haven’t already done so, give your character a name and come up with a few more details about their background. You now have plenty of sources to draw from in the form, but consider filling in some of the relationships your character has with the rest of the party. Are you sloppy or clean? Do you have a habit that the others hate? Is there some detail that you obsess over?

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February 25

Arcidia: Flesh & Bone: Well it’s that time for an update again.

We are a few short days from kicking off our new RPG, Arcidia: Flesh and Bone Kickstarter. This is the biggest project that Peter and I have worked on. Right now the Alpha rules are running about 60K in words and 102 pages. That is before all the spells, items, monsters or the world setting have been fully fleshed out. Galaxy Inc. our first book, was 91K in words, 241 pages and that is a healthy book. Arcidia: Flesh and Bone looks to be in the neighborhood / north of 150K in words.

I know a lot of my friends and fellow gamers do a lot to help out the community. All I ask is that you help spread the word about the kickstarter. If you can back the project that will be great and would really help. We are really going to need your help with this one.

We really would love to hit the level that Peter and I do the full 5e conversion for Flesh and Blood. There will be basic rules on how to convert into Flesh and Bone so you can take your fav D&D adventures and run them in Flesh and Bone. Adding a fully 5e conversion would be both awesome and makes this project really big by adds several thousand words alone.

Peter and I have been talking about making it a 2 book set, one core rules and character gen then the 2nd for the world setting and monsters. This will depend on the funds raised in the Kickstater.
This is really a big deal for us (Peter and me).We wanted a game that is both fun and easy to learn and still gives you the needed level rules and storytelling ability to play a really truly awesome game. We have really worked hard to bring a quality game to the table.

If you have the time and want to help, tell your friends and other gamers about the Kickstarter. That little bit, helps more than you know.

LINK!

Dan & Peter

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February 11

Galaxy Maps are DONE! Proofs ORDERED!

The artwork for the maps is completed! YAY!!! We have ordered the proofs for both the Full Color and Printer Friendly.

Secondly sorry that I have not been posting more. We are feverishly working on getting the manuscript proofread and ready for the editor. That being said, we have sent the first 4 chapters to the editor to review.

Now on to the maps.

Here is the Printer Friendly Galaxy Map. The PDF will Retail at .99 and the poster will be around 2.50 or so. (DrivethruRPG adds their cut) The Poster will come with the PDF. The PDF is available for down load now!

Map of Known Systems Printer Friendly_SM_wide

Here is the FULL COLOR Galaxy Map in AWESOME GLORY!!! This is a PIECE of art. I tell you. The PDF will Retail at 2.50 and the poster will be around 5.00 or so. (DrivethruRPG adds their cut) The Poster will come with the PDF also. The PDF is available for down load now!

 

Map of Known Systems_SM_Wide

Proof Copies of all the maps have been ordered and should be here in about 2 or 3 weeks. Once they have been approved I will have a like for everyone to get their own maps.

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January 22

Character Creation – 11 quick Steps

Character Creation

Galaxy Incorporated game mechanics are designed for a cooperative play style. To accomplish many of the tasks the storyteller will throw at the party, the players will need to assist each other in completing task and skill challenges.

Galaxy Incorporated is designed so that players who do not have a direct action can use their actions to assist other players in the form of power ups (discussed in the Skill Challenges section later). For now, remember to build your ship’s crew as a group and to balance with the other players. When the players are forming the ship’s crew, it is often best to build your character to the role they will be playing in the party and their part in the crew.

NPC_SmailingJackSMThere are Eleven Steps to creating a Character. We will go into more details of each of the sections below later in the chapter.

Step Zero – Work with the storyteller to Create your Ship’s AI

The ship’s AI is a core part of the player experience and should not be overlooked.  The Ship’s AI is created a lot like a normal character is. The Storyteller should have an idea of the AI’s personality and how it will interact with the party.

Step One – Choose your Nanite Swarm

The Nanite Swarm is the type of nanite colony that your character has inside of them. Everyone and everything is infested with some type of nanite and often with multiple kinds. Player characters are better able to control and interact with those nanites and gain significant advantages. This is what gives the characters their abilities, spells, and other powers. To characters in the game, these abilities feel natural, an extension of their normal skills.

  • Child of Action: Children of Action are headstrong, always first into combat, deep space explorers. They tend to come out ahead in tight situations and get the most out of weapons and equipment.
  • Child of the Machine: Children of the Machine, a.k.a.Technomancers, are people with a deep understanding of machines and computers. They often have problems with people because they develop an uncomfortable empathy with un-living machines.
  • Child of Mind: Children of the Mind are thinkers and have a connection to psychic abilities. They get the most out of psychic modifications; they also benefit from and have a greater understanding of the human mind.

Step Two – Choose your Role on the Ship

Each character has a role to fill on the ship. This is how the character pays their way and defines how they contribute to the well-being of the ship and crew. These roles are mostly for roleplay and storyline; they provide structure to the party’s behavior and potential connections to other NPCs. Galaxy Incorporated RPG is a story-based game, so use these traits as jumping off points for individualized stories.

Example roles: Captain, Pilot, Gunner, Doctor, Steward, Mechanic, Bodyguard

Step Three – Assign your Core Attributes

This is the first step in creating the physical parts of your character. Each character has a value allotment of 5, 4, and 3 to assign to all Core Attributes, using each value exactly once.

  • Body sets the overall cap for Keep Dice on all physical actions. Keep Dice are explained in detail in the combat challenge sections of the book. Having a high Body means a character is more competent with physical challenges and most combat encounters. It is most closely linked with Children of Action.
  • Mind sets the cap for Keep Dice for most mental and social actions. Having a high Mind means a character is more likely to succeed during intellectual and social challenges. Children of the Machine are likely to have high Mind ratings.
  • Spirit sets the cap for Keep Dice for supernatural actions. Having a high Spirit makes a character more likely to come out ahead during struggles of willpower,such as resisting psychic effects or enduring interrogation. Children of Mind often have high Spirit scores.

Step Four – Divide each Core Attribute’s value between its two Derived Abilities. Derived Abilities are combined with Skill Ratings (see below) to determine base dice pools.

BODY

The physical power and control of the character.

  • Brawn: Physical power, mass, muscle power.
  • Coordination: Hand-eye coordination, grace, reflexes.

MIND

The ability to recall data and use facts. Mental acuity.

  • Reasoning: To puzzle though something. To find a hidden logic-based clue. Common sense.
  • Intellect: Learning and remembering. To recall or remember a piece of information or data.  Knowledge and learned information skills.

SPIRIT

Personal willpower. Psychic and magical power of your character.

  • Will: Personal mental fortitude. Your personal presence and confidence.
  • Power: Raw magical aptitude. Personal control of your Nanites. Luck.

Step Five – Define your character’s ability to interact with the world.

Your Reaction Pool is used to defend against attacks in combat and to determine order of action. To determine a character’s Reaction Pool, add together Coordination, Intellect, and Will, then divide the total by two (round down). As Galaxy Incorporated RPG is a cooperative storytelling game, players should work with each other to build a party with diverse abilities.

Step Six – Choose your Background

This is where you start to define your character’s skills and powers. Each of the Backgrounds has four starting skills (which all begin at Rank One) and a special ability. It is generally mechanically superior to build toward the nanite type that was chosen during Step One, but players are not required to do so. You can find a full description of each Background and their skills later in this chapter.

Step Seven – Assign 3 additional skill points to any skills.

After you have chosen your Background, you have 3 additional skill points to assign to any skills available to your Background. You may assign a second rank to one of your starting skills or take the first rank of any new skill. You may not start with more than two ranks in any skill. If you are planning on playing a Child of the Mind or a Child of the Machine, this is where you can assign starting points to their restricted skills: Psychic and Technomancy, respectively.

Step Eight – Choose 2 Specialties from the skills you are trained in.

These are the skills that your character is the most practiced in and have developed as your character’s area of special expertise. Pick a sub-set within a skill, such as “jumping” within the Athletics skill. When using a skill in a circumstance covered by the specialty, the character gains a Specialty Die (see Specialty Skills in Corporate Life). You cannot pick a specialty for a skill you have no ranks in.

Step Nine – Choose your Major Quality

You get one Major Quality which reflects the core concept of your character. In situations where your core concept would apply, this quality awards a bonus die of 1d10. If you are planning on playing a Psychic or Technomage you must assign your Major Quality to one of those areas so you can unlock all the powers of your nanites.

  • A Major Quality representing a broad field of study or an area of knowledge.
  • Training as a Technomage
  • Training as a Psychic

Step Ten – Choose your 2 Minor Qualities

You get to pick 2 Minor Qualities that will help define you as a character. This is a simple one-line statement about your character. In situations where this statement applies, you will be awarded a bonus die of 1d8. Minor Qualities are not as grand as a Major Quality and should focus on a character’s achievements.

  • A Minor Quality is used to add additional understanding and expertise or just a talent that a character has with a skill or device. When this quality is used it will award an additional 1d8 to the die pool for that action.

Step Eleven – The Details

If you haven’t already done so, give your character a name and come up with a few more details about their background. You now have plenty of sources to draw from in the form of Background and Role, but consider filling in some of the relationships your character has with the rest of the crew. Are you sloppy or clean? Do you have a habit that the others hate? Is there some detail regarding this ship that you obsess over?

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December 12

Character Creation – 10 Easy Steps

Character Creation

Galaxy Incorporated game mechanics are designed for a co-operative play style. To accomplish many of the tasks the storyteller may throw at the party, they will need to work together as a group. Some players will need to assist other players in completing task and skill challenges.

Galaxy Incorporated is designed so that players who do not have a direct action can use their actions to assist other players in the form of power ups. That will be discussed in the skill challenges section later. For now, remember to build your ship’s crew as a group and to balance with the other players. When the players are forming the ship’s crew it is often best to build your character to the role they will be playing in the party and their part in the crew.

There are Nine Steps are creating a Character. We will go into more details in each section.

Step Zero – Work with the storyteller to Create your Ship’s AI

The ships AI is a core part of the player experience and should not be over looked. The Ship’s AI is created a lot like a normal player is. The Storyteller should have an idea of the AI personality and how it will interact with the party.

Step One – Choose your Nanite Swarm

The Nanite Swarm is the type of nanite that your player is infested with. Everyone and thing is infested with some type of nanite. The player is better able to control and interact with those nanites that they are infested with. This is what gives the players their abilities, spells and other powers.

  • Child of Action: they are headstrong, always first in to combat, deep space explorers.
  • Child of the Machine: they are the Technomancers and people with deep understanding of machines and computers. Problems with people.
  • Child of Mind: They are the thinkers and are the psychic’s and those that understand the way of people.

Step Two – Choose your Role on the Ship

Each player will have a role to fill on the ship. This is how the player pay their way and what duties they have on the ship. This is mostly for roleplay and storyline. Galaxy Incorporated RPG is a story based game.

  • Captain
  • Pilot
  • Engineer
  • Doctor
  • Bureaucrat
  • Gunner
  • Tough Guy
  • Steward

Step Three – Assign your Attributes Allotment 5, 4, 3

This is the first step in creating your physical parts of your character.

  • Assign Core Attributes: Body, Mind and Spirit

Step Four – Divide the Core attribute score between the two Derived Abilities.

Step four is about defining your ability to interact with the world. As galaxy Incorporated RPG is a storytelling co-op game – You should work with the other player that will make up the rest of the ship’s crew to make the best of how and who will do what type of actions.

BODY

  • Brawn: Physical Power, Mass and Muscle power.
  • Coordination: Hand eye coordination, Grace, Reflexes.

MIND

  • Reasoning: To puzzle though something. To find a hidden logic based clue. Common Sense
  • Intellect: Learned and Remember. To recall or remember a piece of information or data. Knowledge and learned information skills.

SPIRIT

  • Will: Personal Mental fortitude. Your personal Presence and Confidence.
  • Power: Raw Magical Aptitude. Person Control of your Nanites. Luck

Step Five – Choose your Background and Note Starting Skills

This is where you start to define your skills and powers. It is best to build toward the nanite child type that was chosen on step 1.

  • Athlete
  • Bureaucrat
  • Colonist
  • Construction engineer
  • Corporate Enforcer
  • Customer Services
  • Diplomat
  • Educator
  • Engineer
  • Entertainer
  • Ex-Corporation Officer
  • Ex-CorpsPsy
  • Lawbreaker
  • Medical
  • Worker
  • Pilot
  • Transporter

Step Six – Assign 3 additional skill points to any skill.

After you have chosen your background and skills that go with it; you have 3 additional skill points to assign to any skill. This may be one that you already have or a new skill. If you are playing a Technomage or Psychic, this is where you can assign starting points to those skills.

Step Seven – Choose 2 Specialties from the skills you are trained in.

These are the skills that you are your core skills. They can be any skill that you are trained in. You cannot pick a specialty that you are skilled in.

Step Eight – Choose your Major Quality

You get one major quality that is the main represents your flavor. If you are a Psychic or Technomage you may want to assign your major quality to that so you can unlock all the powers of your nanites.

  • A Major Quality represents a broad field of study or an area of knowledge.
  • Training as a Technomage
  • Training as a Psychic

Step Nine – Choose your 2 Minor Qualities

This is where you shine. You get to pick 2 minor qualities that will define you as a player. This is a simple one-line statement about you. When this statement can be used it will add additional dice to your pool.

  • A minor is used to add additional understanding and expertise in a skills or just a talent that a character has with a skill or device.
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