September 30

Spot Light – Character Path – Child of Mind!

Last time we talked about the Child of Action, This week we will talk about Child of Mind!

As a Child of Mind you have the greatest flexibility of all the child paths, also the greatest draw backs of them. Like that of technomage you have problems dealing with weapons. They can us them like any other person, but the feel wrong in your hands.

When a Child of the Mind uses any weapons they are not able to power-up via any specialty or quality die. They are still able to use power-ups from other players, cover or other actions.

The psychics have the most options and the ability add additional power and abilities. As the psychic grow in power the psychic can learn from other schools of thought by spend experience to learn from those schools. The experience cost for psychic power is sliding cost as they have more options now how to spend it. The farther from their base school the more it will cost them to purchase the new powers.

Psychics also have to deal with Psychic Feedback when they use their abilities to much. This is should always be at the top of the psychic’s mind as they use their abilities. Psychics will build up feedback as they use their powers. The more often that a psychic use his powers the more feedback he will create.

Psychic feedback is mental fatigue and stress that a character has experiences when using psionic abilities; it represents how difficult it is to actively use or control the power that is within them. Any time the player make a psychic skill challenges and get no net hits or uses more than one psychic power in a round. The character will take Psychic feedback.

The psychic needs to make a moderate skill challenges vs the characters psychics dice pool. Each net hit that is scored by the psychic feedback is taken as damage to the characters spirit hit boxes. The player cannot offset this damage by any means.

Training as a Psychic is unlocked by one of 2 ways. The first by spending the characters Major Quality on the Psychic training, the character will be a fully Trained Psychic and have access to all the powers, abilities and the Psychic Talents of the Psychic school they have chosen.

The second is to purchase the parts of the Training as a Psychic and is unlocked by spending a minor quality to purchase a psychic power, ability or the talent from one of the schools of thought. Once you have chosen your first power, ability or the talent that school becomes your home school. The home school is used for calculating the cost for purchasing other powers from your or other schools.

The NPC Bryn is from the school of Biomancy. Biomancy is the study of the bodies’ natural cyclic patterns. The psychic learns the control of the physical, emotional, or mental activity that occurs in the life of a person.

Bryn is the ships doctor and healer. Bryn is good at talking and understanding people. He has a good bed side manner.

Talent Psychic body – With a simple thought the character can offset any wounds or damage condition that has an effect the character. The player makes a psychic skill challenge vs the moderate skill challenge. For each net hit the character can remove 1 wound or damage condition that they have taken.

Bryn _Psy_Healer

Once again – Please help support this Kickstarter

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September 27

Spot Light – Child of Action

In Galaxy Incorporated we talk about the Nanites swarms that infested everything, from people to technology, in the end that turned out to be the saving grace of the human race. I wanted to talk a little more about that and give some background info on one of the paths.

The swarms are still active in the human race; only about a third of the people are able to control them. They are called the Children of the Nanites.

There are 3 main swarms that infest the human race.They are the Child of Action, the Child of Machine and the Child of Thought.

I wanted to look at the Child of Action. I am hoping to get an NPC for the 2 other paths out soon.

Child of Action: The path of Child of Action is for those that chose action as their first course and normally the only course. You are one that likes to explore the unknown, go to new places. You have issues with just standing by and waiting. You do not rush in to things, you think and plan. But, if given the choice of action vs non-action, you will choose to act.

Ability: Child of Action spends their life fighting one form or another. They are prized in Collectives for their defensive of the collective. They are the first to voluntary for any off world travel. They are common among the travelers of the stars and found on the boarder. They do not have the Spells of the Technomages or the abilities of the Psychic. They are the master of weapons.

As a Child of Action, when your Quality Die or Specialty die score a net hit, you may active any quality or ability that a weapon may have.

Talent: The main Talent of the Child of Action is all ties go the child of action. Normally ties go to the defender. That is the case for most skill challenges. But, in a skill challenge with the child of action, all ties are in the favor of the child of action. Luck favors actions and those that take risks.

I will try to get an update out that breaks down each part of the character sheet.


Once again – Please help support this Kickstarter

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September 24

110%!!! The Galaxy Map is UNLOCKED!

You guys did it, 110%!!! The Galaxy Map is UNLOCKED! And we still have 15 days. If we can keep this going we should be about $3500.

This is Great news guys. Simon Crowley​ has been working hard on the map for us and should have something for us soon.

Next up – $2500 – Expanded Planet Selections. This will include more Full COLOR art from Simon. We will add 5000 word on planets and system creation.

This is where we all need to help out and get the word out about this project. Share this project and help us grow.

Build a Ship, Explore the Galaxy, And Make Profit.



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September 15

Game Mechanic – Skill Challenges

A Skill challenge is any obstacle that a character needs to overcome, whether it is combat, opening a locked door, hacking a computer, or even social encounters.

The skill challenge roll in Galaxy Incorporated is:

Derived Ability Score + Ranks in a skill = Die pool

The number of keep dice is limited by the Core Attribute

The die pool is based on your attributes plus your skill ranks and any extra dice added for any qualities or specialties you made have that would apply. To this you will add any bonus dice for other characters or actions that may give you extra dice or promote or demote dice.  Once you have gotten your pool of dice.

All dice are rolled vs the die pool for the challenge.

All dice are roll in a batch, called a die pool. The die poll is made up of all dice normal, specialty, promoted, demoted and Quality Dice. This pool is used to determine the number of net hits.

Once the die pool is rolled, arrange them high to low. Compare them to the die pool of the storyteller who will roll a number of dice equal to the challenge level. Looking at each die, if your die beats the storytellers die you have 1 net hit; if the storytellers beats yours get 1 net hit. If the dice tie then the defender will win that net hit.

The Core Attribute score that the skill is listed under is the Maximum number of dice that can be kept in a skill challenge after rolling. Sometime in a skill challenge die pool the player will have more dice in their pool then there core attribute. Any dice over the core attribute are still rolled. But the number of keep dice cannot exceed the core attributes value.

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September 12

Spot Light – Backer Level: Corporate Citizen Play Tester

Have you ever want to have a say in how a game works or change that rule that always annoyed you or just plan did not make any sense. I know I have! We took that into account when creating this kickstarter project.

With the Corporate Citizen Play Tester Backer Level, you get to see section of the rules before the others kickstarters get to. You get to review them and suggest changes on rules and other aspects of the game. The Peter and I will listen to what you have to say and if the rule changes you suggest fit the overall theme and feel of Galaxy Incorporated, we’ll use them. That simple.

OK, so that is great and all, but how does it work?

Once a month or so, we will send out a new section that we need reviewed and share it out with the Corporate Citizen Play Tester. They will review it, talked about it. Edit my bad spelling. Play with the rules with your group and then give us feedback. Peter and I will review everything we get back. See if it fits what we are trying to do and add what fits in to the core rules. Then, when it is time for the large group to play test, we will send it out to them.

“And we’ll add your name to the Galaxy Incorporated credits page as a play tester.”

We believe in giving credit where credit is due. By you helping us by play testing and reviewing the rules, we will list you as play testers. We will give you full credits right along with the other play testers that have been play testing the game with Peter and me.

With your help, we are able to make the game faster and at a lower cost to everyone. This may not sound like a lot. But it cost around $1200 each time we send the document out to be edited. Normally a game is reviewed 3 to 4 times while in draft. By having our backers play test and review our body of work, it cuts the overhead for everyone.

But Dan, does that mean you won’t use and editor?

NO… Absolutely Not! Editors do more than just correct my bad spelling. They balance the game for flow, readability and content. Editors also look for other writing aspects that make them invaluable to a game designer. We have an editor that does mostly gaming editing on contract. She will be doing all the finial edits of the game.

One of our goals is to build a game that people have a passion about. We thought the best way to do that is to give the player, you, a part of the control of the game design. I know, that is unheard of, but in the end you are the ones that will be playing this game.

Peter and I want you to have as much passion about this game then we do.



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September 11

Galaxy Incorporated broke 50% Funding

We have some GREAT NEWS!!! WE broke 50%. That is really a big thing. Hitting 50% on opening day gives us a really great start and the odds are now in our favor for funding.

So it is time to announce that some of the other artists that will be doing some work for the project. This project keeps getting better and better.

Peter Sage will be 15 pieces of art for us and as the kickstarter grows we will be adding additional pieces of art from Peter. His work can be seen here:

Simon Crowley Just signed on to do the Maps for this Project. He does really great work. Here is some of his work:

You guy really Rock! Lets keep this rolling. Please post or link to this kickstarter. Here


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September 8

Chapter 7 Planets

Most planets in Galaxy Incorporated are Terra-formed worlds. Mega-Corporation will pay a good price for new world that has not been registered in the Roll of Worlds. This is really the only way for a Mega-Corp to grow, add new worlds. But this takes time, a great deal of time. But, Mega-Corps don’t think in the terms of years so much as they do in terms of centuries. It can take 150 or more years for a world to be Terra-formed and then seeded with the correct organic life.

Once a new planet is found it is classified by an AI drone that is dropped off at the planet. Once it is confirmed that no sentient life forms are on the planet it becomes a new dump planet.

Dump Planets are planets where all the refuse from hundreds of world is simply dumped. Once enough matter has been placed on the planet, which normal takes about 50 years, the Terra-forming begins.

Terra-Forming a dump world start with millions of replication nanites being dropped off at the planet. They start converting the refuse in to useful matter. That matter will become the building block to Terra-form the planet. This can take up to 100 or more years.


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