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Infernal Devices WIP (Steampunk Magitech Spacefaring)

Started by Seraph, January 14, 2013, 01:55:07 AM

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Humabout

Ten points for the lattermost picture!

...ehem...

If warpships require a huge amount of capital, I could see the exact opposite of what you describe happenning, too.  A large interstellar corporation or cartel might pool its resources to create a fleet of enormous warp ferries, a la Dune, to transport intrastellar ships from one system to another.  It creates a huge political player and could possibly be interesting.

As for smaller cargo sloops go, these might well not exist because tramp freighters are only able to survive when regular transportation lines do not exist in an area.  They make their money by charging extra to carry smaller loads to odd places.  As soon as someone gets the idea to take advantage of economies of scale and start regular service with larger vessels, they can drop their prices and drive tramp freighters, like Serenity, out of business.  This is just the breaks, assuming larger ships are possible.  Of course, nothing says that they are!

So another question:  Are there Reavers?!  I can totally picture crews possessed by or driven mad by demons roaming the space lanes killing and defiling anything they encounter.  Slaughtering settlers, raping and pillaging and reraping frontier settlements and colonies.  Occassionally gathering independently like moths to a flame to strike out en mass against local militias or sector defenses.  BLOOD FOR THE BLOOD GOD!  SKULLS FOR THE SKULL THRONE!

...ehem...

So yeah, awesome stuff still, man!  You are totally my hero for coming up with this setting right now.
`\ o _,
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.< .\.
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Xathan

Quote from: Seraphine_Harmonium
Quote from: Xathan
I...I keep trying to come up with more questions in regards to the demons. But it's too much awesome, I can't come up with more than "yay" for that. I can't even pick out  a particular part I love. Just....you just win at Demons.
Wow thanks!

Just calls it like I sees it.

Quote
Quote from: XathanARE THERE PIRATES!?
YES!

In fact, I can very easily see renegades, outlaws, and pirates trying to make their way at the edge of space in run-down ships as being among the protagonists of this world.  Such people would be in somewhat more danger, as they would have to avoid not only the hazards of aetherspace and the Warp, but also have to dodge some tyrannical authorities.

AWESOME

That actually transitions into another question, then: what is government like? Why would one need to become an outlaw? How would such a figure survive - especially if they didn't want to go full out pirate?

Quote
Quote from: XathanSo, instead, something semi-demon related: ships. How big are they? How expensive? What do they look like? Who owns them? Are they mostly military? Are they like sailing ships of old? Can a rogue individual afford their own ship? Who crafts them? Is there a monopoly or do corporations vie to make the best? What do they use as weapons between each other?

OK!  Let's see.  There are a lot of questions here, so I will do my best.  MOST ships would be as small as you could manage, while still incorporating life-support systems, and an adequate store of food and water (or alcohol).  So, think more "sloop" than "galleon."  The empires would have some bigger warships, but these would be few and far between.  The most expensive part of a ship will be the warp crystal, due to the extreme rarity of the material and the large size the crystals require.   Not being sure on the economy of this world, I cannot give you any numbers, but ships are definitely expensive.  It's not that "rogue individuals" can't afford their own ships, but it would be a HUGE investment for such people.

Makes sense, but why do they try to go as small as possible? Is it a restriction of how powerful the warp crystal is? Just to save resources? And I figured exact numbers wouldn't be possible, and as a non-expert myself, telling me it costs 1 million credits or whatever wouldn't mean anything anyway. :P From what I'm getting from this, I'm getting the picture that owning your own aethership is like owning your own plane or yacht in the real world - a big status symbol and a mostly unneeded luxury. If that's the case, how do outlaws get their own ships - or is it just the obvious theft?

QuoteNumerically speaking most ships are either military or short-range trade ships.  But even most military aethercraft would not contain a long-range Warp Crystal.  Perhaps an array of much smaller and less powerful demonstones that are used in concert to power the ship, but make travel outside their immediate system virtually impossible.

Cool - I like that most ships can't just Warp away. Are there "carrier" ships that really just contain a skeleton crew, a long-range Warp Crystal, and places for other ships to clamp in - ships used to get military vessels outside the system?  

QuoteThere would be a handful of companies that produce these ships.  Not too many.  The contract for all the ships of the navy of the Kestric Imperium would likely be held by a single company, but a separate country might make the trade ships that supply the planets within the Imperium.  It is possible there might be a third company that produces ships for private consumers (mostly of the VERY WELL OFF variety), but these might also be handled by one of the previous two companies.  The other empires would have their own companies.  There all also chop shops, and some bizarre frankenships made up of salvaged parts from multiple designs.

I like this - it keeps the 'Punk' from getting overwhelming. And the idea of frankenships from chop shops fills me with an odd glee.

Also, without re quoting all the different pictures - love the aesthetic of firefly too, and those are some really, really cool selections. Especially the space gunboat. :D
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[/spoiler]

Seraph

So, there are some points for me to consider in these past 2 responses.  I will ponder them and respond more fully.  To the question "Are there Reavers?" That is essentially what The Legion was intended to be.  They mix the Reavers from Firefly, with the cybernetic qualities of the Borg from Star Trek
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Humabout

Quote from: Seraphine_Harmonium
They mix the Reavers from Firefly, with the cybernetic qualities of the Borg from Star Trek
I'd just like to say....

[spoiler]
HELL YEEEEEEEAAAAAAAAAAAAAAAAAH!
[/spoiler]
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....)
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Seraph

To the question "how do outlaws get their own ships" there are a few possibilities:

1) The aforementioned "obvious theft."  Outlaws can steal ships from the richy-riches who can afford their own, or commandeer a trade ship.

2) Salvage.  They can find ruined and derelict scrapped ships, and fix them up to make them spaceworthy.  This can include the "frankenship" concept of a ship cobbled together from junk parts of several different ships.

3) Buy them.  Yes they are ridiculously expensive, but if they are constantly on the run, with no other home than their ship,  it becomes more of a necessity than a luxury, and some might be able to save up whatever they earn long enough to buy their "ticket to freedom."

There could be other ways as well, but these are a few possibilities.
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Seraph

Ok, so some thoughts about ship size.  In part it is a "meta-setting" decision to make sure that the options for the PCs remain broad.  Since huge freighters would drive small cargo-ships out of business, as Humabout said, then that would generally be something that PCs wouldn't be able to do.  Of course, they could still smuggle smaller amounts of black-market & contraband goods that one wouldn't want to deliver through normal channels. 

MOST military ships would be short range.  I intend for there to be operatives of the Imperium with Warp Ships that could track down and pursue threats beyond a system.  For other purposes, BOLOs could be sent from one system to the next, notifying the fleet there to intercept an enemy.   

I may work out a means by which large battlecruisers can warp across aetherspace to join their fleets, but it seems unlikely to be something that PCs would encounter in Infernal Devices.
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Xathan

Sounds like a pretty good solution to me. Can't wait for more - this is one of my favorite new settings here. :)
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Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

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[/spoiler]

Seraph

At the moment I am working on a One-Shot for the mini-Con.  Will post that when it is ready.
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Seraph

Ok, Monday or Tuesday I should be able to put something up.
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Xathan

WELL!? Where is it!? (As my favorite setting on the CBG that has emerged since my last return, I want MOAR)
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Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Seraph

Quote from: Xathan
WELL!? Where is it!? (As my favorite setting on the CBG that has emerged since my last return, I want MOAR)
HERE IT IS
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Bardistry Wands on Etsy

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Seraph

Found this pic on DevArt, and thought it captured the feel of The Legion rather well.  Especially the two middle ones and the bottom left.

[spoiler][/spoiler]
Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

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Xathan

Love the pics! And will read over game thread ASAP...hope tomorrow is slow day at work. :P
AnIndex of My Work

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[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

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[/spoiler]

Seraph

Ygg'O
The Ygg'O (eeg-OH) is a symbiotic fungal parasite which bonds with a mortal host to survive.  It was first encountered on Mali II (known as Yggthoth), where it had predominantly bonded with a species of cnidarians and been mistaken for alien plant life.  Cuttings taken and ingested were found to have intense psychotropic effects, which served as the first indication to humans of the telepathic abilities of the Ygg'O, and the fist clue that they were more than they appeared.  Properly, the term "Ygg'O" refers to the bonded pair of fungus and host.  On its own, the creature resembles an oversize, segmented leech, covered in crusty protrusions, and is called simply an "Ygg."  Bonding is achieved through time after the Ygg has attached itself to the host's brain stem. 

Dependent on the will of the Host, the Ygg may exert partial or even full control over the host.   The Ygg'O are mildly telepathic, able to communicate with each other across short distances, and with a bonded host.  They seem content to gorge themselves on excess neuro-electrical signals of the host, which has a helpful side-effect of a sense of clearheadedness in the host.  There are often times when the Ygg seems content to allow the carrier to operate independently & virtually unimpeded, only to reassert dominance later.  Their motivations are unknown.  They are also capable of sensing fluctuations of Warp Energy, making them able to detect demons, rifts, Ley Lines, emissions as from a voidship's Warp Jump, and the lingering traces thereof, and these abilities are conferred upon the host.  With sufficient honing of their talents they may also become capable of a psychic assault upon a target's mind. 

Over time, the fungus spreads over the surface of the host body.  These fungal growths are crusty and firm, and serve to protect the host body.  The longer the Ygg remains attached to its host, the more these spread, and the more they harden.  Should the host be slain, the Ygg will break itself away—a painful and injurious process which sometimes results in the Ygg's death—and seek a new host.  Failure to locate a new host body will eventually result in the Ygg's death, but they have adapted to enter a hibernation state if there are no living creatures with which the Ygg can bond.  If the Ygg survives the detachment, this hibernation extends its life for an almost indefinite period. 

Brother Guillotine of Loving Wisdom
My Campaigns:
Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

Bardistry Wands on Etsy

Review Badges:
[spoiler=Award(s)]   [/spoiler]