I finally finished painting these "Orc Space Pirates by Renegade 93, from the hands of legendary sculptor Kev Adams", as the Kickstarter put it. Just a bit late for Orctober. They are lovely metal miniatures, and just what one might expect from Kev Adams. Fun.
Sunday, November 3, 2024
Tuesday, August 27, 2024
The Fore Edge Campaign: Mulligan Psmith and the Wild Goose
I played out on adventure in this campaign, using the Starforged rules almost exclusively. I kept it light and ignored stuff I didn't want to deal with, such as "Iron vows". Mostly wanting to see if I could use it to play something less grimdark. I think it worked reasonably well. I also kept minimal notes as I didn't want to spend much time writing up more detailed stories.
Starting planet:
Tir
minor military base and associated town: Sirius Station
population: thousands
first look: rustic architecture
settlement projects: pacifism
local landscape/biomes: coastal wetlands
Note: One decision I made here is that the biome I roll for a planet is the biome for the part of it where I am at at the time, rather than a planet-wide biome as in some sci-fi stories.
Thread: (using One-Page Mythic from Mythic Magazine 25)
Learn about ship; where did it come from, who did it belong to, what happened to them, etc.
Was it in the starport? Nearly certain = exceptional yes
Maybe? yes, and it was fully serviced, stocked, and fueled up; or yes, and the owners hadn't claimed it for so long it was considered abandoned? I wasn't sure so decided to roll 1D6, 1-3 -> first option, 4-6 -> second option = 6, port authorities declared the ship abandoned and put it up for sale/auction
Were other parties interested in it? very likely = yes
I gave this some thought and realized that in Starforged you are generally meant to have a spaceship as one of your starting assets. I also decided I didn't want to spend time playing around with who the other parties were (at least not at this time - maybe it will come up at some point in the future?) or with whether Psmith was able to acquire it or not or play out that scenario.
In any case, I decided instead that Mulligan was able to pay for the ship, and now has legal title to it.
So, now that he has his ship, time to find things to do.
Day 1
Mulligan walks through the starport, to find news, job postings, etc.
(rolling on a table for benign starport encounters (I forgot where I found these) – results may just be for flavor or may lead to more)
He notices a group of religious pilgrims standing at a window, watching a ship loading cargo. Nothing of any real interest there for him.
A concerned looking team in hazmat gear run past.
hmmm, wonder what that was about...
Mulligan continues on and finds a computer terminal where he can check for job listings.
(rolling on the Jobs table from The Book of Random Tables Science Fiction, by Matt Davids) (later, I found Starforged has some options that could work for this, too – such as the table on page 130)
Rescue survivors of a pirate attack. Search and Rescue mission – I will probably mostly use Expedition moves, with a progress bar (Troublesome) and tension clock (6 segments)
To start out, I'm going to roll on the Swear a Vow move (just not calling it a vow; more like, taking on a job).
Rolled 2 and 2 on challenge dice; rolled 3 on action die, plus 1 for Heart = strong hit
(the doubles on the challenge dice could give an interesting twist or opportunity)
“you are emboldened and it is clear what you must do. Take +2 Momentum.”
Mulligan has a good idea of where to look for the victims of the pirate attack.
So let's start with Set a Course.
Rolled 2 and 9 on challenge dice; rolled 5 on action die, plus 5 for Supply = strong hit
arrive safely at destination (last know location of pirate victims' ship). +1 Momentum.
Note: The Wild Goose is the gray ship, which looks larger because it is closer - it's a very common ship model; sort of like the VW van of starships. The white ship is the damaged vessel that had been attacked by pirates.
Next step, could be either Gather Information or Explore a Waypoint – both use Wits.
I think I'll go with Explore a Waypoint.
Rolled 4 and 9 on challenge dice; rolled 6 on action die, plus 3 for Wits = weak hit
Need to hide from pirates until they move on (next move is probably in the direction they came from). No progress. +1 Momentum, and +1 for Explorer.
Acting casual, parked next to an asteroid, as a pirate ship sails past in the foreground.
Search continues. Going with Gather Information, looking for the ship or escape pods or anything else.
Rolled 9 and 10 on challenge dice, rolled 1 on action die, plus 3 for Wits = miss
Pay the Price. Tension clock advances. I decide to roll on the Spaceborne Peril table. 59 = others obstruct your path
Looks like too much pirate activity nearby; I'll have to try sneaking around. It will take longer, but there is still time.
I'll try Undertake an Expedition, using Shadow to keep under the radar, and try to sneak past the pirates.
Rolled 5 and 7 on the challenge dice; rolled 2 on action die, plus 2 for Shadow = miss
Pay the Price. Tension clock advances. Another Spaceborne Peril. 23 = gravity well or vortex takes hold.
Calling this Face Danger. Mulligan tries to pull the ship out of the vortex. Focusing his wits on that task.
Rolled 6 and 8 on the challenge dice; rolled 6 on action die, plus 3 for Wits = strong hit
Marking progress, +1 Momentum. He manages to pull the ship out of the vortex.
Explore a Waypoint to look for signs of the pirate victims.
Rolled 6 and 9 on the challenge dice; rolled 4 on action die, plus 3 for Wits = weak hit
Rolling on Spaceborne Opportunity; 17 = clear path through otherwise perilous space. +2 Momentum.
Gather Information; looking for clues or signs
Rolled 4 and 6 on the challenge dice; rolled 4 on the action die, plus 3 for Wits = strong hit
I'm going to mark progress; Momentum is at 10.
Mulligan spots the escape pod from the ship the pirates had attacked, and brings the victims aboard the Wild Goose.
Now we just need to chart a course back to Tir, and avoid any pirates who might still be lurking about.
Rolled 8 and 9 on challenge dice; rolled 2 on action die. Even when adding 5 for Supply it would be a miss. Mulligan burns Momentum of 10 to turn this into a strong hit.
Upon their return to Tir, Mulligan makes a “Progress move” to Finish an Expedition.
Rolled 2 and 6 on challenge dice; Progress of 9 = strong hit
One tick mark on discoveries legacy track
Everyone celebrates the rescue!
Cue celebratory music!
This concludes this chapter of the adventures of Mulligan Psmith and the Wild Goose in the Fore Edge Campaign.
I may return to this at some point, but for now I want to try some other games, and get some more minis painted.
Wednesday, August 21, 2024
Starforged - campaign setup
It's been a long time! I got sidetracked from painting minis due to various circumstances, the heat of summer being one of them. Recently I finally got around to starting a solo sci-fi RPG campaign, mostly using Starforged, but trying to keep things light, and a simplified version of the Mythic Game Master Emulator as needed, called One Page Mythic. The latter came from Mythic magazine.
The setup:
Fore Edge Campaign
Basic Premises
There is a vibrant mix of people and cultures.
There are many different alien species.
Settlements can be scattered and isolated, or abundant and near other settled places.
Discoveries await. Even in settled regions new things can be found.
The galaxy is full of wonder, ancient mysteries, space-faring creatures, startling phenomenon, and other marvels.
Despite any challenges, hope remains.
Truths
Laws: there are various governments and jurisdictions, laws vary, level of enforcement varies, etc.
Religions are as diverse as the people and cultures.
Many have no religion, or offer an occasional prayer out of habit. Others pay homage to the gods of their forebears as a way of connecting to their roots. Some idealize the natural order of the universe, and see the divine in the gravitational dance of stars or the complex mechanisms of a planetary ecosystem. And some now worship the Primordials—gods of a fallen people who once dwelt within the region, or precursor races.
Magic, or something like it, can be wielded by some people. There are likely different kinds of magic or psychic powers or other skills. Some may be specific to a given race or culture.
Communication: there is FTL communication, as well as slower forms of delivering data and information. Personal communicators and devices similar to cell phones/smart phones are also common.
Medicine is advanced, but may not be widely available in isolated locations. Still, ships will usually have some facilities, and people may have personal kits and supplies for healing and treating patients to some extent even in uninhabited places or in emergencies.
AI, robots, droids, etc., are common.
War: usually not widespread or large scale, but there may be wars, raids, and other actions at various levels. Most major factions and many minor factions will not be in a constant state of war.
Lifeforms: intelligent life, various flora and fauna, can be found in many places. Many planets and some moons can support life. There may be some lifeforms in space, too.
Precursors: previous civilizations have left traces behind. Ruins, artifacts, derelicts, etc., may be discovered in space and on planets, moons, asteroids, and other celestial bodies.
In addition to any of the above, there is scope for other stuff, events, places, things, etc.
Major Factions
Wide spread, found in many places, sometimes as the controlling power, sometimes as invaders, attackers, visitors, ambassadors, etc.
The Empire
The Federation
Orks
Minor Factions or Organizations
Could be widespread or could be limited to a few places or just one
Might be allied with a major faction or other minor factions, long term or temporarily
Might have rivalries and enemies
Might be generic, with similar groups found in many places, but not all from the same organization
(for example, each independent planet will have its own planetary forces0
planetary governments
corporations
crime gangs
pirates
some alien species (maybe space dwarves and space elves fit here?)
forces:
planetary defense
corporate security
Individuals
Big Bad Guys, Evil Overlords, leaders (good, bad, allies, friends, enemies, etc., usually leader of minor factions/orgs), other major characters and recurring characters
Main Player Character
Mulligan Psmith and Tinker at the starport
Sunday, March 17, 2024
Orks in spaaace!
These space ork pirates are from Meridian Miniatures, as part of a Kickstarter project. Sculpted by Kev Adams, who has sculpted orcs and goblins and other minis for the likes of GW and others for some time now. The figures were cast in metal, and are single piece minis with plastic bases. Fun to paint, and I'm always happy to add a few more characterful orcs or other types to my collection.
Tuesday, February 27, 2024
Even More Sci-fi Minis
Here are a few Star Schlock minis, with very basic paint jobs. I am trying to decide if these are good enough, or if I want to do more with the helmets and shoulder pads on the militia/rebels/planetary defense.
some droids
Sunday, January 14, 2024
More Sci-fi Miniatures
More from Star Schlock. These looked close enough to the troopers from a well-known franchise, so I used that as the basis for the paint job. Not very colorful, which in a way made them trickier to paint.
Friday, December 22, 2023
Sci-fi Space Miniatures
My latest is this squad of 8 Galacteer minis from Hydra, and some robots (the canine unit is from Hydra, the other two are from Star Schlock).
Monday, October 18, 2021
Aliens: Invaders From Space
These are some aliens from the board game, Starcadia Quest: Zenith Invaders.
Thursday, August 5, 2021
Space is in the Eye of the Beholder?
Or
All Eyes are Upon You
Finally finished some aliens from a boardgame called Starcadia Quest. I don't know if I will ever play the actual game, but these minis seemed like a good fit for a more "whimlight" SF type of miniatures skirmish game, so I hope to play with some other rules (Five Parsecs or something else?).
The 2 big guys:
Thursday, March 19, 2020
Dwarves, Sci-fi, metal
These ones were trickier to assemble, with separate arms and weapons which didn't fit together well. Sticking them together with super glue and then sprinkling on baking soda before the glue cured seemed to do the trick.
These first 2 photos are the 6 dwarves I just finished painting.
And the whole crew/squad, including 8 others I painted some time ago.
Thursday, February 6, 2020
Retro Future Rides Again
The "Rocketson" family (as listed in their catalog) - I based the paint scheme on the obvious inspiration.
Wednesday, January 22, 2020
Retro Future
A couple of businessmen or office workers
Two generic civilians
A trio of technicians or maintenance workers
Two space heroes
A steampunk figure, who could be some sort of spacer, and a leader of space amazons
(the steampunk figure is from Reaper, the space amazon leader is from Hydra)
Saturday, December 21, 2019
Orcs In Shorts
"A range of 28mm scale white metal Orc miniatures inspired by WWII Desert Rats."
From the kickstarter by Miniaturemen
The miniatures were a bit rough, but that's okay for orcs. Most of them had separate heads and arms, or in a few cases, separate weapons with hands. The heads had a concave back and sort of fit onto a nodule representing the neck. The arms had just flat joins. I used superglue to glue the pieces together and sprinkled baking soda on the joins while the glue was still wet. In my experience that creates good solid joins.
I painted these in 2 batches of about 13 minis each. I did some basic color schemes, with khaki for most of them and gray for the "commandos", followed by a wash of GW's Reikland Flesh, and then a few touches for the teeth and eyes. Simple and dirty, suitable for orks.
There is the main officer (captain?) and 2 other leaders (sergeants?).
Some heavier weapons
Group shot of the whole lot.