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.

Category: Art, DrivethruRPG, Galaxy Incorporate | Comments Off on Galaxy Maps are DONE! Proofs ORDERED!
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?

Category: Galaxy Incorporate, Game Mechanic | Comments Off on Character Creation – 11 quick Steps
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.
Category: Galaxy Incorporate, Game Mechanic | Comments Off on Character Creation – 10 Easy Steps
November 16

Rough Cover Art Draft

Got the Rough Draft of the Cover. It is looking AWESOME!!! I dropped it in Photoshop to see how it will look with the text overlay. OMG! The art is coming along AWESOME! We sent some small changes to Eric Lofgren for some small updates. But he is totally nailing the work Peter and I have for the cover. This is still rough and is the starting point. It will change as we give more feed back.

GalaxyCover_Working1

You have the 3 main character types, Child of Action, Child of Mind, and Child of Machine.

Peter is well on the way to having the 12 Mega-Corps done. Then we will start working in the faction system based on them and the ideas and feedback from the Backers.

In other art related news- The gave the corporation names to Simon – He will be adding them in soon. This looks really nice guys. Wait till you guys get a chance to see it. I should have something soon on this as well.

We got 2 pieces almost done from Peter Saga. The Core he is doing really has the feel that we are looking for. He is also working on one of the Core AI Jump Ships. It is really looking good.

SSD

Simplified Standardized Design Core Ships are all built on the same basic frame.

Jump Core

 

Ship Core is at the center of a ship. A ships core is the old Jump system of ships from a bygone age used throughout the galaxy. The core of a ship provides all the power for the ships as well as the navigation systems for the ship.

Dan

Category: Art, Galaxy Incorporate | Comments Off on Rough Cover Art Draft
October 27

Kickstarter released funds to our bank today.

Now that we have funds I can officially send the artists the Request for Work!

We have been talking to them and they have started some of the work already.

This is what we Sent to Bradley.

A woman kneels in front of a control panel. She is wearing light armor but has removed the glove of her right hand and her fingers are gently touching the base of the panel. The panel is displaying a notice saying “access granted”.

Psychic holding together two halves of a breaking ship together. The psychic is standing on with a foot on either side of a crack running down the center of a room on a spaceship. She has her hands pressed against each other in front of her with a glowing aura around them. The crack is also glowing. Another crew member is kneeling behind her with a welding torch trying to repair the crack.

Blind folded child of action shooting a target. Shooter has a cloth blindfold on and is shooting at a target on a range. Three holes are in the target: one in the head and two center mass. The shooter is smiling and looks calm. Another individual holding a gun is standing in the station next to the child of action and looking confused.

A child of action is on the ground, holding a wound in his stomach. A technomancer is leaning over him (facing towards the viewer) pouring on a thick liquid (healing liquid containing nanomachines. The technomancer is concerned. The child of action is inpatient and in pain.

Psychic in profile extending a hand forward as a blaster’s energy beam deflects off of an energy barrier projected in front of them. The psychic is a man with short cropped hair and a confident smirk. He is wearing a uniform with no company logo. The spot on the shoulder where the logo should be torn and rough, as if the patch had been ripped off.

A child of action is on the ground, holding a wound in his stomach. A technomancer is leaning over him (facing towards the viewer) pouring on a thick liquid (healing liquid containing nanomachines. The technomancer is concerned. The child of action is inpatient and in pain.

A board room filled with men and women in suits with the Royal Trade Company logo. Above them hangs a picture of the company founder. The founder is smirking. The board members are arguing. The one at the head of the table is pointing up to the picture while shouting and pounding his other fist onto the table. Two of the board members are clearly holograms.

People stand in a line waiting to speak to a man in a suit with a company logo on the shoulder. There are six people all in the same work clothes but the six people are of different sexes and races. The man in the suit is checking a document displaying on a screen and looking unconvinced. The one worker currently speaking to him is gesturing at the screen and at his own face.

Psychic using the Blink power on a Child of Action and show him hitting 3 or 4 Pirates with a Vibro blade. Show the child of action blurring to each target and striking it.

Technomage in Cyberspace combating a Rogue AI system in with spells and Daemons being used to fight the cyberspace projects of the AI.

Faces of Different Backgrounds. Medical, Lawbreaker type things.

Show a technomage with a thick fiber optic cable running around and through the him. Controlled by something Wrong and Twisted. Rogue AI Core.

This is the work we sent to Peter:

Child of action and a robot point guns at each other. A technomancer stands between, arms raised to try and talk both sides down. The robot is poorly made and barely holding itself together. The child of action has bruises and scrapes on his face and looks angry. The technomancer looks concerned.

A man in a corporate suit and a child of action are shaking hands. The suit is frowning and offering a data pad. The child of action is smirking and reaching out for the pad.

A psychic with their hands extended towards a ship that has a hole punched into the side of it as if struck by a hurled object. The ship is an in atmosphere ship with engines directed downwards for hovering purposes and is currently slightly off balance. Several large pieces of cement are falling away from the ship, the remains of the chunk thrown at the ship.

A child of action in a space suit running along the side of a spaceship, firing behind themselves trying to hit two other people in space suits. The chasers are pirates with patches and skull images on their suits. The ship they are running on appears to be in orbit around a barren moon.

Two characters operating a ship. There is a massive control panel in front of them and a view screen showing a very large image of a planet (the planet is so large it does not completely fit on the screen). The two characters are shouting at one another with one gesturing at the planet on the screen urgently while the other is hitting buttons on the control panel.

Different views of the life as a Corporate Citizen.

A Rogue AI that has taken control of a Core AI Jump Ship. Show the ship twisted and evil looking

Core AI Jump ship in Space combat with Pirates.

Show a technomage with a thick fiber optic cable running around and through the him. Controlled by something Wrong and Twisted. Rogue AI Core maybe.

This is the Cover Art Request for Eric:

Ship Core, A Core is a sphere shaped generator roughly three meters in diameter. It should have various technically access points dotted seemingly randomly around it and rest in a depression that presents it from rolling around. Its design should border on the inhuman with mostly smooth lines marred by the aforementioned access points and occasional missing square of covering. These missing squares should reveal the inside of the core: sparking wires and jumbles of continuously curving tubes, no straight lines should appear inside of the core.

Add clearly improvised patches in places: squares replaced off center or tilted; wield lines; or globs of glue or even gum. The room in which it rests should look clean but poorly made. Spare parts and repair work on the floors and walls. Lots of tubes on the walls. Several cables should run from the walls to access points on the sphere.

Psychic Left hand pressed again the wall. Next to the hand is a 3-foot-wide jagged hole in the hull over which a dome of energy extends from the fingertips of the psychic. Right hand is extended towards a pirate and clinched into a fist, also with a glow of energy surrounding it. The pirate at which the psychic is pointing is in the process of being hurled backwards as if being strike in the chest by a great force.

Technomancer Kneeling partly hidden behind the curve of the core with the finger tips of his left hand touching the surface of the core. A faint glow surrounds the left hand. A panel on the far side of the sphere is flying through the air, dented out, and a column of flame is erupting from the gap. The technomancer has interfaced with the core and asked it to vent superheated gases through a blocked panel, creating the gout of flame to strike a pirate who is now aflame and falling backwards. Right hand is extended outwards, as if pressing invisible buttons with his fingers, again with a slight glow.

A control panel on the far side of the room is glowing and the door it is connected with is sliding closed. Several more pirates are visible in the gap. The technomancer has interfaced with the door controls and asked the door to seal itself to prevent pirate reinforcements.

Child of Action Standing front and center, a weapon in each hand and several (presumably empty) weapons tossed to the ground at his feet). Right hand is raised and holding a single handed laser weapon. The weapon has what look like vapor trails of superheated discharge coming from its barrel. No visible sign of recoil.

Dan

Category: Galaxy Incorporate | Comments Off on Kickstarter released funds to our bank today.
October 9

11 Hours Remaining and We are at 140% funded!!!

CaptainFaceGalaxy Incorporated​ Kickstarter has only 11 Hours Remaining! We are at 140%. WOW!!!

Wanted to let you all know that Peter and I will be meeting tomorrow @ 10am (pst) to go over the plan to get this project out on time and within budget. I will have a better update tomorrow afternoon, once Peter and I have a chance to finish the plans.

Peter and I have also decided that we are going to release the rules as OGL even if we don’t hit the stretch goal level. We really want to support the open gaming community. With releasing this as a OGL project we can do just that.

Dan

Category: Galaxy Incorporate | Comments Off on 11 Hours Remaining and We are at 140% funded!!!