October 8

Spot Light – Child of Mind – Thermokinesis

Rayia- ThermokinesisSchool of Thermokinesis

The Character can manipulate the movement the nanites the in the form of kinetic energy between nanites: the greater the movement of these nanites, the greater the thermal energy and reversed.


Prerequisites: None

The psychic can speed up the Nanites in an object or person. The psychic can allow that object to move faster. A Psychic skill challenge vs a moderate challenge. For each net hit the player add 1 meter to the target base speed for that round. The target must be visible to the unaided vision of the character.

This is action can be combined with a Move Action for the character.


Prerequisites: faster

The psychic can speed up the Nanites in a target. The psychic can allow that target to move faster. A Psychic makes a skill challenge vs a normal challenge. If the psychic wins the challenge, gets more net hits, the target can take an additional action on their turn. If the target has already acted the target takes an action. The target must be visible to the unaided vision of the character.

This action is declared and determined in per-initiative. The additional action takes place on the targets normal Initiative round.


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October 5

Spot Light – Child of the Machine

JamesThe path of the Child of Machine is built on relationships with the Nanites that are part of the machines, computers and devices around them. You have a better understanding of the world of the AI and Machines than the human world you walk through.

The Child of the Machine is the path of the Technomancer.

Due to their closeness with the nanites inside them, they have issues with the nanites in weapons and some equipment. They can use them like any other person, but the feel wrong in your hand.

When I Child of the Machine uses a weapon they are not able to power-up via any specialty or quality die. They are still able to use power-up dice from other player and other combat situations.


Technomancer, Technomage call then what you will, by any word they are the true masters of the Nanites. Their understanding of the working of nanites allows them to control them and cast them forth to do their will and bidding.

The Technomages mind lives in both cyberspace and in the physical world. They are able to interact both world. They are able to communicate with most devices, computers and AI system. They have spent much of their time interacting with the cyber world. Because of this, Technomages have issues with dealing with people.

Access to Technomancer Abilities, talents and Spells is unlocked by one of 2 ways. The first by spending the characters Major Quality on the Technomancer training, the character will be a full Technomancer and have access to all the powers, abilities and the Technomancers Talents. The player will also have a rank in the Technomancer guild. His Rank is determined by the number of Ranks the player has in the Technomancy skill. A player with 2 ranks in Technomancer will be a Rank 2 Mage.

The second is to purchase the parts of the Technomancer that the player wishes to play. By spending a minor quality, the character will be able to purchase a Technomancers spell or the Technomancers talent. With the first minor quality spent on a Technomancy spell or talent the character will also gains the abilities of the Technomage. One minor will unlock 1 spell, ability or talent if the player does not spend their major to purchase trained. The character will need to define who and or how he was trained. If the character wants to start as a part of the Technomancers Guild, he may do so.


Child of the Machine has spent their life building up relationships with AI and other devices. Child of the Machine would never hack his way into a device that has an AI. That is just rude and not very nice. To the Child of the Machine the AI is a life form. Child of the Machine would use diplomacy and other social skill when interact with the AI system.

A Child of the Machine may replace any social or hacking skill ranks with their ranks of Technomancy skill when interacting with an AI.


Every Technomage has a relationship with all technology. They simply talk the same language as the machine. This is both a blessing and a curse. Because the Techno mages mind is so interlinked with technology they have problems dealing with normal people. Mages can use social skills to gain favor with devices that have a high enough AI.

Nanotech Mind – The Technomage can talk to all tech devices as if he was talking to any other person. They natively understand the Technomage and he understands them. When interacting with any devices that has an AI WILL ability score above zero, they can choose to add an additional 1d8 dice to the skill pool for each rank the Technomage has in Technomancy to any social roll vs the AI system or device he is in contact with.

As a result of working with the AI and other computer interfaces. They have lost part of your ability to interact with the people around them. Any time you are in a social challenge that does not include an interaction with an AI; for each rank in Technomancy you have taken, down grade the same number of dice in your social die pool. If the Technomage has the Spell Class of Devices, he may use this ability at range of the Use Device Spell.

Major Quality:

If you spend your Major on Technomancer training, they will gain all the abilities and talents of a full Technomage. Those that follow this path hold the title of Technomancer and have learned the ways of sorcery and the magic of technology. They can also spend their Minors to purchase their Technomancy Spells.

If you don’t spend you Major Quality on Technomancer training, you are will need to spend a minTechnomageHoodor to purchase each of the abilities, talents and spells. Each minor quality spent will unlock one of the ability, talent or a spell. Each additional minor may be purchase with experience points and then spent on unlocking an additional ability, talent or spell. The player may choose which of them they wish to purchase.


People are taught that the Spells of Technomancy are based on Signs and Sigil. Parts of this is true, they are used mostly to focus the mind and powers of the Technomage. Their magic is based on a high level of understanding of nano-tech. They have learned how to control the nanites in the tech and world around them. They are the true masters of all nanite technology.

The Technomancers Codex Device gives them their conduit though which their spells are able to interact with the world. The Technomage can still cast any spells he has in memory without the Codex Device, but will be unable to regain any new spells and change spells. Technomancy Spell Classes are purchased with minor qualities. A beginning character has two minor qualities each may be spent on spell from either of the 2 Spell Classes.



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October 1

Character Creation

The players all start as Corporate Citizens and part of a community called a Collective. The players are all from the same Collective that they help to support and grow. Each player starts as the newest generations from the Collectives schools, being somewhere between the ages of 16 and 24 year old. A Collective is normally made up of the Corporate Citizens on a single floor of a Strato-Tower. Each Strato-Tower will have over 200 or more floors. Each floor of the strato-towers is 200 meters per side or more and can house thousands of family units. Each floor as all the resources that the Collective will need, shops, restaurants. Schools and other facilities needed for a small town to support themselves.

The local bureaucrats will work with the Floor AI that in turn with the Strato-Tower bureaucrats and AIs to order all the resources that a Strato-Tower will need. All this data is feed to the World AI to make sure that the resources need at a planet level is order and shipped. Then it is paid for by the resources of each floor of the Strato-tower.

The Collectives are the centers of the player’s world. The players are all part of the same Collective and are working to build the Collectives in to a more resourceful and powerful bodies in the Mega-Corporation worlds. As their Collective grows in resources and power the more it can influence the Mega-Corporation and its Stock Rating.

Before creating your new space faring character, you will need to create the ship and the Artificial Intelligence for the Jump Core. The AI Core is often called player Zero. The ship’s Core AI is a Non Player Character that is played by the storyteller. The AI is a member of the ship’s crew as much as any other player is. The AI will get a share of the experience that the party earns and will level up as the players do.

Once you have created the basic ship, you need to think of your role on the ship. The basic question of “what do I do on the ship” should always be what guides you to create your character. In Galaxy Incorporated the characters are part of the ship’s crew. This does not really have an impact on gameplay, but helps to fix the mind-set for party cohesion.

These are a few main roles on the ship that should be filled during character creation. Some roles can be filled by more than one person. The Engineer can also be a Pilot but he would not have as good of a rating as a character that was just a Pilot or just an Engineer.

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

Galaxy incorporated is designed for the party of players to work as a group. Most challenges more than one player can work together to complete the challenge. In most roleplaying games you need abilities and skills that represent what your character can do in the game. In Galaxy Incorporated we have 3 primary abilities called Core Attributes, and 6 Derived Abilities. The Core Attributes define the extent a character may interact with the world around him. These are the main statistics of your character and should be chosen with care. No character can be good at everything. Pick your role in the party and build to that role. This is a game designed around a party working together. The 3 Core Attributes are Body, Mind and Spirit. The Core Attribute scores are the number of dice you can keep for a roll as part of a skill challenge. Core Attributes give you the overview of your characters strengths and weaknesses. Some characters will be better at some skills than others, which is part of life.

Each Core Attribute is broken down into 2 Derived Abilities. These Abilities are used to determine the amount of influence that players can extend to any given task. This number also shows the number of dice that can be added to a skill challenge roll.


The physical power and control of the character

 Brawn: The combination of Physical Strength and Mass.
 Coordination: Physical reaction to something happening

The ability to recall data and use facts

 Reasoning: The ability to learn or puzzle through a riddle.
Intellect: The mind’s ability to react to situations and recall information.

The will and psychic power of your character

 Will: This is integrity and wisdom. Common Sense.
 Power: Magical aptitude and  Spell Points

Core Attributes

Galaxy Incorporated uses an allotment system. In the allotment system you are given an array of numbers to assign to your Core Attributes.

The storyteller will tell you which of the starting allotment will be used. Then the number array can be assigned in any order you wish.

Allotment 5, 4, 3

Assign the starting allotment to your Core Attributes in the order of your choice. Each Number can only be used once. In the example below we have assigned the allotment in the following order using a trained Allotment:

Core Attributes
Body 3
Mind 4
Spirit 5

Derived Abilities

After the core attributes have been assigned, divide the Core attribute score between the two Derived Abilities that are associated with the core attribute. Do this for each Core attribute. Each derived ability must have at least 1 point assigned it and all points must be used. In the example below we have assigned all of the allotted numbers to the Core attributes. Then we assigned the points from the Core Attributes to the Derived Ability.

Here we see that a starting character. We assigned his points in the follow allotment. Then they divided the Core Attributes into the Derived Abilities.

Body 3 Brawn 1
Coordination 2
Mind 4 Reasoning 2
Intellect 2
Spirit 5 Will 2
Power 3

The Basic 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

Reaction Pool:

Next we calculate the reaction pool. The Reaction Pool is the measure of how fast a character can react to a given situation. This is a done by adding the characters Coordination, Intellect and Will. Then divide this number by 2. This will give you the points in the Reaction Pool for your character.

The reaction points can be used to modify the character’s Initiative or for defense. Once a point is assigned to a pool it cannot be used for anything else that round. If the character does not use all the points in the pool those points are lost at the end of the round. All point refresh at the start of the new round.

  • Coordination – To react to something happening.
  • Intellect – How long it takes the mind to get around to realizing that something is happening
  • Will – To override the body’s natural reaction to what is happening.

Reaction pool is spent on 2 things, Initiative and defense.

  • Initiative – Points are spent to go faster in the round.
  • Defense – Points are spent to buy down damage in combat.

Points in the Defense Pool can only buy down physical damage marked on the Body Damage Track, however it was caused. You cannot use these points to buy off damage from social or mental damage.

All points refresh at the start of a new round.

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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 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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