Tuesday, October 31, 2023

October Games

 

Sunday, 1 October 2023

We FINALLY got around to trying out the Crow game I spotted at Meeplemart last month when I was in Toronto and then ordered when I got home... but, like, in a second order, because I forgot to include it in the first one... 

These are actual crows and have nothing to do with the game other than Keiran and I saw them while we were out earlier in the day... 

Tyler Sigman's Crows - The actual name of the game - is a pretty slick tile-laying game... You play a tile and then place your marker and then once everyone has placed their tile and marker crows flock to the nearest marker in a straight line. You get points for each crow you attract. Then you take off your marker and start all over again. 

Amanda (Green!) catching on rather quickly... 

TOO quickly.... 

Keiran got a couple of good placements in, attracting a few large murders of crows... this was on a double-point tile and put them just ahead of Amanda by the end of the game! 

Despite the one that always has to read the rules and explain it to everyone... I came in dead fucking last... 


Wednesday, 4 October 2023

I sat down and tried to figure out Five Parsecs From Home. I rolled up a completely random crew, just for giggles and see what came of it. If I could find figures that were "close enough" I might try playing through a game... If it were too outlandish, I'd just discard the team and go with the "Miniatures Method". 

The crew didn't seem too weird and I figured I could probably find some minis that would work... and I got really into trying to figure out the story behind these characters - based on the Backgrounds, Motivations, and Classes rolled for each... You can read all about that here:

Five Parsecs From Home - Solo Campaign - The Crew

Of course I fussed around and couldn't just go with ALREADY FULLY PAINTED miniatures that were CLOSE ENOUGH... 

I had to go through the lead pile and find things that were a little closer to WYSIWYG... and that meant painting a few of them and rebasing the lot of them - for CONSISTENCY!!! So... I didn't get to playing a game right away... 


Saturday, 7 October 2023

Met with Chris and Woody online to roll up ANOTHER crew of Five Parsecs From Home for an ONLINE campaign that I thought I'd run for them. 

You can read about what we came up with here: 

Five Parsecs From Home - Online Campaign - The Crew


Monday, 9 October 2023

Monday I played the first game in my solo game of Five Parsecs From Home!

I had a GREAT time playing this! You can read the full report of the game HERE:

Five Parsecs From Home - Solo Campaign - Round One


Satruday, 21 October 2023

though we originally planned to play on the 14th... we didn't. 

Woody and Chris and I got together on Discord, but because they hadn't really gotten the info I needed early enough, I didn't get the character portraits done that I wanted to used as tokens in Roll20. 

In the intervening week, Christian decided he would like to play and wished to reprise his role of Mad Willie!? 

On the 21st we finally got to play a game (though Woody ended up not being able to make it..). You can read the full report of the game here:

Five Parsecs From Home - Online Campaign - Round One - Deliver the Goods


The following Saturday I was out at a halloween burlesque show, so we didn't get to continue... 

Also haven't had an opportunity to play the next game in my solo campaign... as I was busy with a 1:1 scale terrain project... 

Saturday, October 21, 2023

Five Parsecs From Home - Online Campaign - Round One - Deliver the Goods

Our deranged band of miscreants began their adventures on the world of Athilles IV - an industrial world shrouded in toxic haze, that severely limited visibility. 

The found themselves blessed with THREE potential Patrons, unfortunately all three wanted their jobs done NOW!!! 

They went with the job offered by a Wealthy Individual whose influence spreads over most of the quadrant. He wanted them to deliver a small package to a secure door at the back side of a sturdy building in the seediest part of Startown. It totally wasn't Plutonium Nyborg... that would be, like, illegal... or something..

[we played the game using Discord and Roll20 - for the map and stuff... I forgot to take many screen shots early in the game - and didn't take any notes on what happened turn by turn... the blue square was were Willie, who was carrying the package, needed to stand for one turn. I used the Fog of War feature to hide areas from the players - the dark grey areas would have shown up and totally black on their screens] 

As they crew approached the building Ace ran off to the right and Brother Bart the left to watch their flanks... 

It was Ace that had the first contact... 

As they peered down one of the side alleys, out of the haze loomed a large terrifying Uplift Mercenary Wolf-Hybrid, carrying a Rattlegun. 

The giant Wolf-creature raised it's gun and it was immediately apparent it was not out for a stroll, but hunting the couriers! Ace squeezed off a few shots from her needler and sent the mercenary reeling for cover... 

A burst of automatic fire rang out elsewhere. Jimmy Oath, who was just exiting the central route, went down. At the end of the alley most of the crew were moving up through another Uplift Mercenary Wolf-Hybrid rushed up and popped it's head around the corner. 

Rushing up past Sal and Jimmy, who was bleeding on the ground, Lt. Yrmgr blasted the Mercenary at point blank range with her Infantry Laser! 

Sal moved forward and fired at the Merc that has shot down Jimmy from the next corner, but missed.  

Ace and the Merc with the rattle gun got into a protracted firefight - neither being able to hit the other in cover... Fire from the others drover the Mercenaries leader back to cover around the next building. 

Ace finally got in a good shot. Blood geysered from the Wolf-Merc neck as it fell back behind the building. 

The Wolf-Merc-Leader recovered and shot down Sal, who was now standing in the open... 

Mad Willie made it to the door and buzzed at the intercom, pass codes were exchanged and a small port in the door opened for Willie to pass the package through. Mission Complete! 

But there was still this Mercenary to deal with! 

Lt. Yrmngr keep the mercenary pinned down while Brother Bart and Ace tried to flank on both sides. 

Ace got their first and peppered the area with needles. The Wolf-Merc-Leader staggered back from the corner, giving Lt. Yrmngr the opportunity to rush to the next corner and blast the leader with her infantry laser! 

and that was that... 

Checking on the injured crew, Jimmy was only lightly injured. He would spend a short time in the sick bay, but was expected to fully recover. Sal was a totally different story. The full burst of the Mercs Military Rifle had left her shattered. Still alive, but she would be permanently crippled and would not be able to continue with the crew... 


Here's how the pre and post game sequence went... 

STEP 1: TRAVEL 

1. Flee Invasion (if applicable) 

No Invasion, no fleeing!


2. Decide whether to travel

Didn't seem to make sense in Round One... 


3. Starship travel event (if applicable)

No travel, no event


4. New world arrival steps (if applicable)

Nope. 


STEP 2: WORLD

1. Upkeep and Ship Repairs

We actually did this part LAST WEEKEND.. and I didn't take a lot of notes of details... upkeep was paid and some of the ships debt was paid down a bit... 


2. Assign and resolve crew tasks

Again, I can't remember exactly who did what... I know better next time. I think two crew trained, two went to do trade or explore and two went to throw the rivals... 

I realized afterwards that even though they started the game with patrons, they probably still should have sent someone to get the jobs... alas... 


3. Determine Job Offers

The Crew had three patrons to start with:

Local Government (via Case)

  • Danger Pay: +2Cr 
  • Benefit: Health Insurance 
  • Complete By: Campaign Round ONE


Wealthy Individual (via Jimmy Oath) 

  • Danger Pay: +1 Cr 
  • Benefit: Persistant 
  • Hazard: VIP
  • Complete By: Campaign Round ONE


Private Organization (via Jimmy Oath) 

  • Danger Pay: +2 Cr
  • Complete By: Campaign Round ONE


4. Assign Equipment

Equipment was assigned... 


5. Resolve any Rumors

No Quest... 


6. Choose your battle

Rivals did not find them, so they had their choice of Patron jobs... Though one offered Health Insurance and another paid a bit better, they went with the Wealthy Individual's job as they had the Persistent benefit - meaning, if they succeeded in the mission and this Patron became a Contact, they would have the Persistant trait and remain a contact, even if the crew eventually moved off world.  




STEP 3: TABLETOP BATTLE


Deployment Condition: 

No special conditions


Notable Sights: 

Peculiar item: Gain +2 XP

(kind of forgot about this...) Maybe I'll add it to the next game if one isn't rolled 


Objective: 

Deliver

A crew member (Willie) is carrying a package. The package must be delivered to the exact center of the table. A suitable marker or terrain feature should be placed there. Placing the package safely requires a Combat Action.

If the carrier becomes a casualty, roll 1D6: On a 1, the item is destroyed. Otherwise it can be picked up by spending a Combat Action at the location they fell.

If The Crew drive off all enemies, you Win as long as the package is undamaged.


THE ENEMY 

  • Enemy Encounter: Hired Muscle
  • Number Rolled: 1 (yeah, rolled snake-eyes...) 
  • Enemy: Feral Mercenaries
  • Numbers: +2
  • Panic: 1-2
  • Move: 5”
  • Combat Skill: +0
  • Toughness: 4
  • AI: A = Aggressive
  • Weapons 2B - 2x Military Rifles, 1x Rattle Gun (VIP has Miliary Rifle)  
  • Uplifted Humans merged with animal features, typically wolves.
  • Quick feet: They add +1” to the distance for any Dash move.


STEP 4: POST-BATTLE SEQUENCE

1. Resolve Rival Status

Nope, Uplift Mercenaries hold no grudges... or... just not interested in facing these guys again! 


2. Resolve Patron Status

Having successfully completed a Patron Mission, the crew now have a Contact - and a Persistent one, at that! 


3. Determine Quest Progress

Not on a quest, hence, no progress... 


4. Get Paid

+2 Credits (rolled one... plus one danger pay... damn...) 


5. Battlefield Finds

Debris: 1D3 credits’ worth on the scrap market. = +1credit


6. Check for Invasion

Not invaded. 


7. Gather the Loot

Personal Item - 3 story points


8. Determine Injuries and recovery

Jimmy - Minor injuries - No long-term effect- 1 Campaign Turn in Sick Bay

Sal - Permanent injury - spinal crippled for life. 


9. Experience and Character Upgrades

Mettoktu - +4XP

Jimmy - +1XP

Willie - +3XP

Ace - +3XP 

Brother Bart - +3XP


10. Invest in Advanced Training

Not at this time... 


11. Purchase items

Saving up to pay off ship, so... 

Also, everyone HAS some pretty good weapons. 


12. Roll for a Campaign Event

An admirer wants to come along.

Gain a new crew member, if desired. They have only the base profile with no extra rolls, and bring no equipment.

If your crew has any Feral members, the new member is also Feral.


13. Roll for a Character Event

Willie - Have a heart to heart talk with a crew member.

Select a random crew member. Both earn +1 XP.

Ace


14. Check for Galactic War progress

No invasion, no war, no progress... 


And that was round one of our online Five Parsecs From Home. I had a good time. I like this system. Looking forward to Round Two - next week, hopefully!!

I do hope I'll get back to playing my solo game as well... it's been a bit nuts this past week as I've been painting the basement... 

The Return of Mad Willie

Christian has threatened to join us on Saturday night for the online Five Parsecs From Home campaign. He indicated he would like to reprise his role as Mad Willie - a character he played in our Savage Worlds Sci-Fi campaign over a decade ago! There was just no way I could say NO to that!?

Mad Willie

  • Species/Type: Baseline Human
  • Reactions: 1
  • Speed: 4
  • Combat: +0
  • Toughness: 3 
  • Savvy: +1
  • Luck: 
  • XP: 0
  • Background: Low-Tech Colony
  • Motivation: Adventure
  • Class: Technician
  • Homeworld: "Glasgae IX" though there is no known record of such a planet... 
  • Gear: 2x Handgun (12”/1/0/Pistol), Loaded Dice
  • Notes: +3 Credits

Mad Willie is a skilled repairman, able to patch together various bits of the ship whenever called upon. He is less interested in actual preventative maintenance - Meetoktu can handle that. (Meetoktu? What a bloody fairy name). But he is good at getting the ship's engines and computers going again when they stop working. He is also a good man in a tight spot, blazing away with his heavy pistols.

However, people call him Mad for a reason. For starters, he wears a kilt and balmoral, which he has clearly made himself. The kilt is a length of reinforced syn-weave that has obviously been clumsily stitched together and painted plaid. Willie has been seen patching up the paint job several times, but if pressed claims that his brush is actually a sewing needle, and that he is only making repairs to his beloved kilt. Willie claims that he hails from the planet of Glasgae IX, but no such planet has ever existed. When asked about it, he makes up stuff that often contradicts his last story. If pressed, he gets twitchy, and starts reaching for his pistols. His accent ranges from Scots to Irish to something like Russian at times.

Then there is the robots issue. His previous captain had a perfectly good hospitality robot, but then it blew up. Willie denied responsibility, but seemed much more at ease after the robot was gone. Willie hates and fears robots. The more primitive and clankier, the worse. "Och, I hate them clanky buggers. They give me the willies, stomping around and eating people." Note that Willie does not fear any andriod that appears fully human - "That's nae a robot - it's a person, ye eedjit!". But once an android got cut and started bleeding lubricant, and Willie freaked, and killed it. This caused some trouble. Probably why he ended up in trouble with the law, and ultimately, how he ended up as part of the crew of The Æthelwulf

Willie also believes that lasers are harmless, despite any and all evidence to the contrary. Anyone shot with a laser is a "wee scared bairn - it's just a flashlight, for christ's sakes!" Anyone killed by laser fire is a hypochondriac, even if missing body parts. "Ach, the poor bugger must really have thought those things are real. The mind is an amazing thing." This means that Willie will basically treat anyone with a laser as an unarmed delusional fool, ripe for the picking. When shot with a laser, Willie will firmly blame the damage on something else, no matter how improbable. "Laser burn? Dinna be a fool, lass. I was standing by a window, and there was a solar flare. Didst tha nae seeit? Lasers. I like thee, lass, but th'art sometimes a wee bit daft." He does have a healthy respect for Plasma weapons, and other such stuff, it's just lasers that he believes to be a scam.

Willie is starting to realize that people don't mean "Mad" in the same way that he does. This is causing him to become madder. Willie is starting to think that it would be cool if he started to learn how to blow things up...

"Explosions in me cabin, what do ye mean? That smoke could've come from anywhere. I was probably just jimmying the turbo-oscilliator. Hey, why don't you keep yer big nose to yuirself anyways, ye big fookin' smarty-pants?"

Yeah... this is going to be great... 





Sunday, October 15, 2023

Five Parsecs From Home - Online Campaign - The Crew

In addition to the solo campaign I'm trying out with miniatures, I'm also going to have a try at running a GMed campaign online using Roll20.

The previous weekend we rolled up a crew and ship and stuff and here's what we've got so far...

(I thought I'd do character portraits for all - to also use as Tokens in Roll20 - I also really wanted to try out some new water soluble crayons... results were... mixed... needs more experimentation!) 

(had hoped we'd have started this past weekend... alas....) 

Lt. Meetoktu Yrmngr

  • Species/Type: K’Erin
  • Reactions: 1
  • Speed: 4
  • Combat: +1
  • Toughness: 4 
  • Savvy: +1
  • Luck: 1
  • XP: 2
  • Background: Military Brat
  • Motivation: Power
  • Class: Technician
  • Homeworld: Deltitne
  • Gear: Infantry Laser (30”/1/0/Snap Shot) with Shock Attachment (impact trait vs Targets within 8”), Boarding Sabre (Brawl/-/1/Melee, Elegant), Communicator
  • Notes: Leader

   

Ace

  • Species/Type: Baseline Human
  • Reactions: 2
  • Speed: 4
  • Combat: +1
  • Toughness: 3 
  • Savvy: 0
  • Luck: 0
  • XP: 1
  • Background: Wasteland Nomad
  • Motivation: THE TRUTH
  • Class: Soldier
  • Gear: Needle Rifle (18”/2/0/Critical), Scrap Pistol (9”/1/0/Pistol)
  • Notes:


Jimmy Oath 

  • Species/Type: Baseline Human 
  • Reactions: 2
  • Speed: 4
  • Combat: 0
  • Toughness: 4
  • Savvy: 0
  • Luck: 0
  • XP: 0
  • Background: Space Station
  • Motivation: Order
  • Class: Secret Agent
  • Homeworld: Manolla (often referred to simply as Planet "M")
  • Gear: Concealed Blade, Marksman’s Rifle(36”/1/0/Heavy), Handgun (12”/1/0/Pistol)
  • Notes:



Bartholemew (Brother Bart) 

  • Species/Type: Baseline Human 
  • Reactions: 2
  • Speed: 4
  • Combat: +1
  • Toughness: 3
  • Savvy: 0
  • Luck: 0
  • XP: 0
  • Background: Religious Cult
  • Motivation: Glory
  • Class: Ganger
  • Gear: Shotgun (12”/2/1/Focused), Blade (Brawl/-/0/Melee), 
  • Notes:


Sal (Salamander) 

 

  • Species/Type: Baseline Human 
  • Reactions: 2
  • Speed: 4
  • Combat: +1
  • Toughness: 3
  • Savvy: 0
  • Luck: 0
  • XP: 1
  • Background: Wartorn Hellhole
  • Motivation: Adventure!
  • Homeworld: LV-428
  • Class: Mercenary
  • Gear: Needle Rifle (18”/2/0/Critical), Handgun (12”/1/0/Pistol)
  • Notes: 


Case

  • Species/Type: Baseline Human 
  • Reactions: 1
  • Speed: 5
  • Combat: 0
  • Toughness: 3
  • Savvy: 0
  • Luck: 0
  • XP: 2
  • Background: Comfortable Megacity Class
  • Motivation: REVENGE!
  • Class: Scoundrel
  • Gear: Marskman’s Rifle (36”/1/0/Heavy), Scrap Pistol (9”/1/0/Pistol)
  • Notes:


GROUP STUFF


CREW

  • Met Through: being in trouble with the authorities
  • Characterized as: In it for the credits


STARSHIP

  • Name: The Æthelwulf
  • Type: Built from Salvaged Wrecks
  • Debt: 21
  • Hull: (30) 30
  • Traits: Purifier


Equipment (Needs to be Assigned) 

Weapon Stats are (Range/Shots/Damage/Traits)


Military Weapons


Low-Tech Weapons

  • Colony Rifle (18”/1/0/-)

Gear


Gadgets

  • Distraction Bot


Credits: 3

Story Points: 8

Rumours: 2


RIVALS

Case - ROID GANGERS (7)

Lt. Meetoktu Yrmngr - Precursor Exiles (4) - were part of a syndicate that lost a huge military contract due to Meetoktu's meddling and interfering when her father was the head of procurment for the sector.


PATRONS


Local Government (via Case)

Danger Pay: +2Cr 

Benefit: Health Insurance 

Complete By: Campaign Round ONE


Wealthy Individual (via Jimmy Oath) 

Danger Pay: +1 Cr 

Benefit: Persistant 

Hazard: VIP

Complete By: Campaign Round ONE


Private Organization (via Jimmy Oath) 

Danger Pay: +2 Cr

Complete By: Campaign Round ONE



Tuesday, October 10, 2023

Five Parsecs From Home - Solo Campaign - Round One

I played the first round of my solo Five Parsecs From Home campaign on Monday afternoon.

You can read about the crew on the previous post:

Five Parsecs From Home - Solo Campaign- The Crew

Having gathered a crew together, they decided to look for some work... As it turned out, Jordan Fafferd already HAD a job they could do, down on the frozen surface of Zzarvazdan. Some scientists that had some connection to his parents were looking for some help. They needed someone to protect a technician that had to venture into a deep cavern and replace a Power Cell on some remote sensing device that was failing. 

Vsssri also presented to the rest of the crew some information they had gathered about a "big score" and there was definitely something there... But the Job for the scientists had short timeframe, so they decided to go with that. 

Besides job for the scientists should be in and out with no trouble at all... but the region, and especially those caverns, were known to be inhabited my Mega-Ice-Lice! 

Before the job, Gdork and Vsssri decided to do some training, Renata Starchild and LRD-A55 went trading, and Jordan Fafferd and Nordin just went exploring the settlement on the planed. 

Renata Starchild managed to find an operations manual for the Scout Ship she'd recently obtained and spent some time reading it. LRD-A55 managed to sell some stuff they found in the back of the ship and had no need for. Fafferd managed to find a gambling den and managed to lose the spare colony rifle they had as a back-up weapon... but he swears he doesn't have a problem. Nordin managed to get lost and spent a long time wandering the streets and alleys of the settlement. It was so... open and... uncrowded... The total opposite of teh cramped and claustrophobic Mega City he'd grown up in... He almost started to think he could settle down here. He didn't owe these guys anything... 

The crew got back together and met up with the Technician. 

The Technician 

Only Nordin didn't show up on time!? The Technician was adamant that they needed to leave right away so they could get there before the sensors completely shut down and all the data was lost! So Starshild send Fafferd to go and find Nordin and catch up as soon as they could in the spare transport! 

It was a long distance to the remote caverns and Fafferd and before they arrived at the site, Fafferd had found Nordin and they were on their way. Upon arrival, the Technician, again, insisted there was no time to lose and they should enter the caverns immediately and could not wait for Fafferd and Nordin to arrive. Besides, she told them, they still had a few hours until dark, and they mostly came out at night... mostly... 

Approaching the sensor equipment. Renata Starchild led the way, to make sure it was clear of any dangers. 

Mega-Ice-Lice in their lair nearby. 

Looked like the coast was clear. 

The crew seized the initiative, catching the Mega-Ice-Lice off-guard and asleep. 

Almost there... 

When suddenly the cavern was swarming with the terrifying bugs! 

The team opened fire but the creatures were TOUGH. It took multiple hits to bring them down - which didn't even seem to outright kill them! 

Vsssri took up a firing position on the flank, to draw off some of the Mega-Ice-Lice. 

Gdork fighting off the Mega-Ice-Lice with their shatter axe. Even a weapon that brutal had a hard time breaking through the bugs hard carapace. Starchild slashed and stabbed and parried with her Glare Sword. 

Gdork roared with savage frustration as they kept beating the creatures back, only for them to get up and charge again!? 

Things looked bleak, but slowly they whittled down the bugs numbers. 

Finally, Fafferd and Nordin caught up! 

Even LRD-A55 had to fight off the Mega-Ice-Lice at close range. 

Even with Fafferd and Nordin's help, it was all they could do to keep them at bay. 

Gdork surged forward into what remained of the swarm as their numbers started to dwindle. 



LRD-A55 moved up to try and clear a Mega-Ice-Lice away from the sensor equipment. 

Gdork took down the last of the Mega-Ice-Lice with a mighty swing of their Shatter Axe! 

Having cleared the cavern, the crew formed up around the Technician and sensor equipment while the Technician did her thing. 

The scientists were very generous with their pay. Renata had been concerned that they might be annoyed by the unprofessionalism of Nordin being late and requiring Fafferd to stay behind and end up being late to the party, but as it all turned out well and it was clear the outcomes could have been much, much WORSE, they didn't even mention it. More jobs might be available, if the crew were to stick around... 

Renata wasn't quite sure WHAT to do... She was quite rattled by the savageness of the bugs. Though she'd been in a few scraps back on Shoshti Station, some of which ended up with people dying, NOTHING had prepared her for the brutality the greater universe had to offer. The two-bit thugs she'd fought in the past generally had given up and fled as soon as one of their number was seriously injured or killed. Every last one of these giant bugs had to be taken down! 

What will happen next... Will they take more work from the scientists...? Will they follow Vsssri's leads...? Will REnata Starchild just decide adventure and FAME were not worth the risk and sell off her newly aquired starship - without even taking it to another world - and go back to doing odd jobs on Shoshti Station for the rest of her life!? 

Tune in next time to find out! 


>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<


I don't know if I'll go through the whole pre/post game sequence for future games (if there are future games). I thought I would this time, though... I think a more narrative focused story (above) of the crews exploits will probably be more fun for me to write (and fun for you to read!?)... I thought I'd do this for any that might be interested in the guts of the game and how it plays out.  

(and if anyone is REALLY EXCITED about this part, let me know, I can include it in further game reports!) 

STEP 1: TRAVEL 

1. Flee Invasion (if applicable) 

No invasion/ Not Applicable. 

This is the first round, invasion is determined in the end sequence, so there cannot have been an invasion, this step is skipped... 

2. Decide whether to travel

The crew has a patron in their start location which isn't persistant, so if they want to use that patron and potentially gain a contact in the starting location, they have to stay and do the job... so... Despite their desperate desire to get out there and make a name for themselves and explore and have adventures... they're sticking around Shoshti Station, at the planet Zzarvazdan

3. Starship travel event (if applicable)

Nope.

4. New world arrival steps (if applicable)

Not really ARRIVING at a new world.... so... some of this doesn't apply. Don't need to see if Rivals have followed - they're HERE! Don't dismiss Patron - They're HERE (that's why the crew stayed!). 

I probably DO need to Check for Licensing Requirements... rolled a 4 - NOPE!

World Trait: Frozen (guess that must be referring to Zzarvazdan, it would be weird to have slippery ice all over the station!?) 

Any character making a Dash may opt to slide. They move 1D6” in a straight line, and must move the full distance. If they collide with anything, they – and any character they collide with – are knocked 1” in a random direction and become Stunned.


STEP 2: WORLD

1. Upkeep and Ship Repairs

First upkeep is paid for the crew (cheques, booze, food, etc) which is 1 Credit (for a crew of six, if more are recruited, it costs one extra credit per additional crew!) - bringing the total down to 5 Credits. 

Next payments can be made on the ship's debt, I decided to try and pay that shit down as quick as possible and paid the remaining 5 credits towards the ships debt... Lowering the Credits Owed to 18... but then every round that increases by one (interest) so it is now 19 Credits owed.

No repairs are needed at this point. 

2. Assign and resolve crew tasks

At this point each crew member can be assigned to a number of different tasks: Find a Patron, Train, Trade, Explore, Track, Recruit, Repait Kit, or Decoy

The crew already HAS a Patron, so no need to look for one.

There is only one rival, so I didn't think it was necessary to either Track them down to confront them, or send out any crew as Decoys to throw them off the trail. 

There was no damaged kit to Repair.

I can't really afford extra crew and don't need to replace any losses, so no need to Recruit.

So that leaves Train, Trade, and Explore.

As no one is in the sick bay, I decided to assign Gdork and Vsssri to train. Renata and LRD-A55 would go trade, and Norigort and Jordan would Explore. 

Gdork and Vsssr simply gained +1 XP each for training

Renata and LRD-A55 made two rolls on the trade table:

  • Renata found an Instruction Book - A crew member of choice can read it and earn +1 XP. Single-use. I think that should be Renata reading the instruction manual on how to FLY her newly acquired Space Ship! 
  • LRD-A55 was able to Sell some cargo and earn 2 credits.

Nordin and Jordan made two rolls on the Explore Table: 

  • Nordin got  Completely lost - Rolling 1D6+Savvy, the scored a 5 - PHEW! Luckily they found their way back in time, otherwise they would have be unable to participate in a battle this campaign turn!? Either way, they got to roll again on this table to see what they find while wandering the streets. The result was "This place is rather nice, really...." When the crew is ready to leave this world, unless it is being Invaded, they must pay 1 story point or this crew member will decide to stay behind. If they do, you can keep their equipment, though.... Ugh... Norigort... 
  • Jordan went gambling and despite swearing he "doesn’t have a gambling problem!"... the crew had to discard one item from the character’s equipment or crew Stash. (Good-bye Colony Rifle...) 

3. Determine Job Offers

Jordan Fafferd started the game with a Patron so rolling on the tables it was determined the Patron to be a Small Secretive Group that offered Danger Pay +1 Credit (No Benefits, Hazards, or Conditions), to do a job this turn or the following 2 campaign turns. 

4. Assign Equipment

So, this seems like a weird place to do this, BEFORE even deciding which job to do... but here we are... BAsed on the miniatures I rounded up, here's what everybody got (and will probably permanently keep, unless they find something better, that looks more or less the same!?):

Renata Starchild - Glare Sword, Military Rifle, Communicator, Hazard Suit

Jordan Faffard - Hunting Rifle, Stabilizer

Norigort - Shotgun, Blade

Gdork - Shatter Axe, Machine Pistol 

Vsssr - Needle Rifle 

LRD-A55 - Concealed Blade, Scrap Pistol with Shock Attachment

5. Resolve any Rumors

The Crew also started with some Rumours, so I rolled to see if they had a Quest... and they DO! 

6. Choose your battle

Rolling for the Rival, they did not succeed in tracking down the crew! Phew! 

So the crew had a choice of doing the job for the Patron or Embarking on the Quest. As the Patron job was somewhat time sensitive, they decided to do that and hopefully make some money to get off this station and follow wherever their Quest led them! 


STEP 3: TABLETOP BATTLE

Deployment Condition: Delayed: 2 random crew members won’t start on the table. At the end of each round, roll 1D6: If the roll is equal or below the round number, they may be placed at any point of your own battlefield edge.

Ha-ha! That will be Norigort, who got lost and Jordan who went looking for them! 

Notable Sights: Person of Interest: Gain +1 story point. (I ended up kind of ignoring this as it didn't really make sense for a person of interest just be hanging around in the cavern to talk to... I could have rolled again or something... but I just left it...) 

Objective: Protect

You will be accompanied by a VIP character (Reactions 1 / 4” / +0 / 3). They are unarmed and may never initiate a Brawl, but will defend normally. They cannot be given any equipment. The VIP must set up at least 12” from the center of the table. The enemy must set up 12” from the center on their side. Treat the VIP as another member of your crew.

If the VIP spends a full round within 3” of the center of the table, you Win. If you achieve this within the first 4 rounds of the game, you earn an additional 2 credits in pay.


THE ENEMY 

6 Roving Threats - No Unique Individuals 

ENEMY: Large Bugs

NUMBERS: +2 (= 8!?)

PANIC: 1

SPEED: 5”

COMBAT SKILL: +1 (Pack Leader is +2)

TOUGH NESS: 5

AI: R - RAMPAGE

WEAPONS: Mandibles (Damage +1)

Over-sized insects and other creepy-crawlies are a distressingly common sight throughout space.

Easy targets: +1 when firing at this enemy.

Stubborn: They ignore the first casualty of the battle when making a Morale check

With this number, there would normally be specialists and a Lieutenant, but because these are critters without specialist weapons, they just get a Pack Leader that is an additional +1 Combat Skill.

(one thing I wasn't sure of was DID THE MANDIBLES COUNT AS A MELEE WEAPON!? or were they considered unarmed and not get the bonus +2 to brawling for having a melee weapon. I kind of split the difference and gave them +1 - for a total of +2 to their roll) 

Set Up

I set up the bugs in one corner - it's not easy to set them all up in the rampage set up pattern, when they have to be 12" from the center of teh battlefield... but the battlefield is only 60cm x 60cm (slightly LESS than 24"x24"). The technician was in teh opposite corner - having to also be 12" away. The rest of the crew could be a bit closer as the only other set up stipulation I could find was they could not start within 18" of an opponent....? 

Before the battle I checked to see if the crew could Sieze the Initiative, and they did, so they each made a move before the first round. 


ROUND ONE

I rolled for reactions, but then decided not to bother and waited for all the bugs to move, which would hopefully bring them in line of sight. Then everyone started shooting. 

The bugs were TOUGH! They were super easy to HIT, but damn, to take them out their toughness had to be exceeded and their toughness was FIVE. So, needed a total of six and few of the weapons the crew had had any sort of damage bonus - except Gdork's Shatter Axe... But I coudlnt' seem to roll highter than THREE when they hit!? 

Few ended up being taken out by a single hit. Hits that don't cause an injury (knocking the target out of the game) pushes them back and gives them a STUN token. If a model receives THREE stun tokens, they are knocked out and removed from the game. So that is how the crew took most of them out!

Stunning also meant the bugs would not move into combat for a round - as models with stuns can EITHER move OR do a combat action and NO ONE ever STAYS in combat, because, along with the stun, the target is pushed back an inch. 

Renata shot first and hit and stunned the leader. Gdork shot second and got two shots with their machine pistol, which hit the leader twice dealing two more stuns and taking them out! That was a relief, as the leader was even nastier than the rest of the bugs. 

Ysssri also got off two shots with their needle rifle, dealing two stuns to another. 

At no point in the game did any of the bugs flee due to morale!


ROUND TWO

Renata got a quick action and took a shot at bug and missed! I burned one story point to re-roll and hit, dealing a stun... 

The Bugs surged forward, but did not have quite enough move to get into contact. 

Gdork charged and hit, but failed to wound, so stunned and pushed it back. 

Vsssri shot at a bug and stunned it. 

LRD-A55 moved up and shot a bug with the built-in pistol (and SHOCK ATTACHMENT - which turned out SUPER USEFUL!!! When hitting an enemy within 8", if the weapon it is attached to does not injure the tartget it deals a SECOND stun marker) - that extra stun took out one bug! 


ROUND THREE

Jordan and Nordin arrived... I coudln't remember if they got to act, and by this point I was tired of running up and down the stairs to look up rules on the computer (as I only have a pdf and don't have a tablet to read them on... I may have to break down and buy a print copy of these rules...) so I just decided that they didn't... 

I got THREE quick actions, so Gdork charged in and hit and stunned another bug. Renata shot and stunned one. And LRD-A55 shot and MISSED!? 

The bugs then charged - at least the ones that weren't stunned! One charged LRD-A55 and took two stuns for it's troubles. Renata was also attacked and rolled a tie, so BOTH were hit and stuned! Gdork got charged, and hit the bug and KILLED IT - I think this was the only time I took on down with a successful damage roll...? 

After the bugs charged Vsssri shot a stunned bug and finished it off. 


ROUND FOUR

Quick actions for LRD-A55, Gdork, and Jordan. 

LRD-A55 shot and stunned a bug (twice). 

Gdork charged a bug and... 

Oh, yikes this was nasty... the green die is Gdork's and the yellow die is one of the Mega-Ice-Lice they were fighting. In close combat, a natural six and additional hit is scored against the opponent. On a natural one, the roller takes an additional hit. Didn't even have to roll for damage as three hits would, at the very least, cause three stuns and that would take the bug out anyway... 

Jordan moved and fired and took out a bug.. I didn't make note if it finished off a stunned one or just took it out with a Damage roll of six, I'm guessing it was the former... 

All bugs remaining were stunned so, they cleared on stun each and moved for cover. 

 Vssri shot and missed...?! With both dice...?! I guess so!?

Nording moved and... that's all I noted...?

Renata shot and dealt a stun to a bug, and recovered her stun marker. 


ROUND FIVE

Quick actions for LRD-A55, Renata, and Gdork. 

LRD-A55 missed, but Renata and Gdork finished off the remaining bug. 


ROUND SIX

Technician moved into contact with sensor equipment


ROUND SEVEN

TEchnician spent full round in contact with sensor equipment

Game Won! Table Held!



STEP 4: POST-BATTLE SEQUENCE

1. Resolve Rival Status

Bugs cannot be Rivals... 

2. Resolve Patron Status

Having succeeded in this mission, the crew now has a Small Secretive Group Contact on Zzarvazdan! 


3. Determine Quest Progress

Wasn't a Quest job... so... no progress. 


4. Get Paid

Rolled a 6 (+1 from Patron) = 7 Credits!? 


5. Battlefield Finds

Curious data stick / Invasion Evidence: You obtain a Quest Rumor. 

Weren't even ON a Quest job and it's moving forward! 


6. Check for Invasion

No invasion! 


7. Gather the Loot

Rare Substance - found some shinies in those caverns and the Technician didn't care if the crew hauled it out... 

Roll 2D6. Receive credits equal to highest roll. ANOTHER SIX!


8. Determine Injuries and recovery

No injuries to roll for! 


9. Experience and Character Upgrades

Regina Starchild (+3 for surviving and winning, +1 for reading the starship instruction manual discovered in pre-game sequence = 4XP)

Jordan Fafferd (+3 for surviving and winning)

Nordin (+3 for surviving and winning)

Gdork (+3 for surviving and winning, +1 for being the first character to inflict a casualty, +1 for pre-battle training = 5XP)

Vsssri (+3 for surviving and winning, +1 for pre-battle training = 4XP)

Gdork has enough that they could increase Speed or Savvy... I think I might hold off on that for now... I feel like Gdork needs TOUGHNESS!! 


10. Invest in Advanced Training

Not going to do that just yet, not having nearly enough cash or experience... 


11. Purchase items

Purchased Pistol for Jordan Fafferd and a Blade for Vsssri


12. Roll for a Campaign Event

To celebrate their first success as a TEAM, the crew spends a night drinking, watching movies, and playing cards.

+1 story point. (which basically recovers the ONE I used...) 


13. Roll for a Character Event

Regina Starchild - All this endless violence is depressing her.

The character refuses to participate in any battle during the next campaign turn (except for an Invasion battle). Get +1 story point, as they get a new perspective on life. 

So... she CAN be used for pre-game assignments.. but will skip the battle... 

Uh-ohs.... 


14. Check for Galactic War progress

No current invasions going on, so... nope... 


WRAP UP

So... that's the game. 

I had a lot of fun putting this together... Though it seemed like a cake-walk - with ALL of the enemy being taken out and all of the crew getting out without an injury, it did seem pretty touch-and-go for a bit and a few more unlucky rolls could have made it go completely the other way. 

I have a feeling that a lot of the ohter potential opponents might be a bit harder to deal with and there could be some more protracted firefights against more tactical opponents - who may not be as tough... but definitely know how to use cover and can shoot back!!!

Looking forward to the next game!  

I started a PAGE to keep track of the current status of the crew and ship and post links to ALL the game reports. You can find that HERE:

Five Parsecs - Silver Slip (Solo Campaign)

Sunday, October 8, 2023

Five Parsecs From Home - Solo Campaign - The Crew

I think it was Black Friday, last year, I picked up a PDF of Five Parsecs from Home. I don't love PDFs... but it was a game I'd been looking at and thinking about and the PDF was and insanely good deal.... so, I bought it. I've looked at it once or twice over the intervening months. I can't recall what got me looking at it more seriously this past week... but I did! Serious enough that I decided to roll up a completely random crew! And then write up some background fluff. Here's what I've got so far... 


We begin our story on Shoshti Station, orbiting the planet Zzarvazdan. 

Centuries ago, the station was a colony ship, carrying thousands of passengers heading out into the galaxy to find new worlds to colonize. The ship was designed that, once it arrived at its destination, it would remain indefinitely operating as a space station – housing the colonists until more permanent residences were built on the surface of their new world. Once surface settlements were complete, the station remained as a space port and luxury resort, for colonists to get away to or out system tourists to visit – once interstellar travel became more common and affordable. 

As the centuries wore on, however, the colony on the planet below was not as productive as others and did not attract the kind of industry and investment needed to thrive in the burgeoning interstellar community. The planet became a bit of a backwater and Shoshti station attracted… less savoury clientele. Now it is a den of gambling, a marketplace for all manner of illicit good and services and other vices. 

Renata Starchild, the leader of our band of plucky space adventurers, grew up on Shoshti Station. The only child of a sex worker and a musician, she had little in the form of any sort of formal education but grew up wise in the ways of the galaxy. From a young age she spent a lot of time hanging around the space docks and eventually picked up odd jobs helping mechanics and service crew and was able to learn her way around a starship. She was a fan of listening to the stories of the smugglers and pirates and other starfarers that came and went from the station, dreaming that she, too, would one day be the captain of her own ship.

That day came sooner than expected when she won a ship in a game of kracts. The ship still had a lot of credit debt owing on it that she would have to take on and need to pay down. It sure wasn’t much to look at. Being a retired scout vessel that was nearly a century old, it had a lot of wear and tear on it… and it wasn’t very big…. But it was a starship, and if was FAST and still had some pretty advanced sensor equipment. 

Next she would need a crew… 

The first she recruited was Jordan Faffard. Faffard had grown up on a distant Research Outpost. As a child, he dreamed only of a life of adventure. There was none to be found in the quiet life on the station. Not having the aptitude for science or engineering that his parents had, he worked for a time in general labour and security, but only long enough to save up enough credits to get off that station and  seek the life of adventure he had so longed for! Their credits had gotten them as far as Shoshti Station where he thought for sure they would find some ship to sign on to. Faffard met Starchild in one of the bars on the station and the two hit it off at once. 

The next brought into their circle was Norigort. They were born in the underslums of a Megacity on one of the galaxies more populated worlds. Born into extreme poverty, there was extreme limits to what they could see and explore on their homeworld. Surely, they thought, the starships they saw coming and going from the nearby port could be their ticket out to see the galaxy. Somehow they got working passage on one and have been travelling the starts since, always on the move, desperate to see new things. When they met a young new captain of an old scout vessel, they were only too happy to join on as crew. 

The fourth member of the crew they recruited was Gdork, a K’Erin. The K’Erin are

proud and warlike aliens with a penchant for brutality and a peculiar sense of honor. Gdork has grown up as a member of frontier gang. They’d left the gang in search of The Truth… But they’re never really clear on what Truth they’re looking for… Perhaps when they find it they’ll let the rest of the crew know… In addition to their proclivity for violence, they are an accomplished hacker, which could come in handy for doing jobs that were less than entirely legal. 

The final member of the crew recruited, before they set out to make their way in the galaxy, was another alien named Vsssri. Vssri was a Soulless - A species of cybernetic organisms, connected into a combined hive-intelligence. Vsssri was from a Isolationist Enclave and travelled the galaxy preaching their faith 

The sixth member of the crew was a bot that came with the ship. It was programmed for interstellar navigation and security. It’s factory designation was LRD-A55, but everyone just calls it Lard Ass. 

The Crew so far... from left to right; Nordin the Primitive Hive Scum, Jordan Faffard the Enforcer, Gdork the K'Erin ganger/hacker, Renata Starchild the Captain, Vsssri the Soulless Mercenary, and LRD-A55 ("Lard Ass") the Bot. 

THE CREW

Renata Starchild

  • Species Type: Baseline Human
  • Reactions: 1
  • Speed: 5”
  • Combat: +0
  • Toughness: 3
  • Savvy: +0
  • Luck: 1
  • XP: 0
  • Background:  Space Station - +1 Gear (Hazard Suit)
  • Motivation: Fame - +1 story point
  • Class: Scoundrel +1 Speed
  • Gear: Glare Sword. Military Rifle, Communicator, Hazard Suit
  • Notes: Leader


Jordan Fafferd

  • Species Type: Baseline Human
  • Reactions: 1
  • Speed: 4”
  • Combat: +1
  • Toughness: 3
  • Savvy: +1
  • Luck: 
  • XP: 0
  • Background: Research Outpost - +1 Savvy - +1 Gadget (Stabilizer)
  • Motivation: Adventure - +3 credits - +1 Low-tech Weapon (Shotgun)
  • Class: Enforcer - +1 Combat Skill - Patron
  • Gear: Hunting Rifle with Stabilizer, 
  • Notes:



Nordin

  • Species Type: Baseline Human
  • Reactions: 1
  • Speed: 5”
  • Combat: +0
  • Toughness: 3
  • Savvy: +1
  • Luck: 
  • XP: 0
  • Background: Lower Megacity Class - +1 Low-tech Weapon (Colony Rifle)
  • Motivation: Discovery - +1 Savvy - +1 Gear (Communicator)
  • Class: Primitive - +1 Speed - +1 Low-tech Weapon (Blade)
  • Gear: Shotgun, Blade
  • Notes:


Gdork

  • Species Type: K’Erin
  • Reactions: 1
  • Speed: 4”
  • Combat: +1
  • Toughness: 4
  • Savvy: +1
  • Luck: 
  • XP: 0
  • Background: Frontier Gang - +1 Combat Skill
  • Motivation: Truth - 1 Rumor - +1 story point
  • Class: Hacker - +1 Savvy - Rival (Mercs) 
  • Gear: Shatter Axe, Machine Pistol 
  • Notes:
  • When Brawling, K’Erin characters may roll twice, picking the better of the dice.
  • If a K’Erin character begins their round within base movement speed of an enemy, they MUST move to engage them in Brawling combat.


Vsssri

  • Species Type: Soulless
  • Reactions: 1 
  • Speed: 4”
  • Combat: +1
  • Toughness: 4
  • Savvy: +1
  • Luck: 
  • XP: 0
  • Background: Isolationist Enclave - 2 Quest Rumors
  • Motivation: Faith - 1 Rumor - +1 story point
  • Class: Mercenary - +1 Combat Skill  - +1 Military Weapon (Military Rifle)
  • Gear: Needle Rifle 
  • Notes:
  • 6+ Armour Save
  • Soulless cannot use consumables or receive implants. They use the Bot Injury table.
  • Unlike Bots, they can learn from experience and receive XP normally.
  • They may also have Bot Upgrades installed, but must pay 1.5 times the normal cost (rounded up)


LRD-A55 (“Lard Ass”) 

  • Species Type: Bot
  • Reactions: 2
  • Speed: 4”
  • Combat: +1
  • Toughness: 4
  • Savvy: +2
  • Luck: 
  • Notes
  • Gear: Scrap Pistol with Shock Attachment, Concealed Blade 
  • 6+ Armour Save
  • No XP, only purchased Upgrades
  • No implants or consumables
  • Never affected by Character Event



Extra Equipment

  • Colony Rifle

Credits: 6

Story Points: 6

Rumors: 3

Rivals: 1


Crew Background 

  • Met Through: A random meeting in a bar
  • Characterized as: Living the Dream! 


THE SHIP

  • NAME: Silver Slip
  • SHIP: Retired Scout Ship
  • DEBT: 23 credits
  • HULL: 25 
  • TRAITS: Fuel-Efficient
And that's it! All ready to play my first game tomorrow! 

I've actually done all the pre-game sequence - mostly so I could determine the opposing forces and make sure I had some appropriate miniatures... 

I do... 


Stay tuned for Campaign Round One tomorrow!!! 

(or... shortly thereafter!?)