Showing posts with label Terminal Space. Show all posts
Showing posts with label Terminal Space. Show all posts

Monday, December 8, 2025

SSS: Stupid Space Structures

  1. A Generation Ship race. It has started approximately 12000 years ago. No one remembers where the end line is.
  2. A fake planet made of styrofoam. Entire ecosystem of polystyrene-dependent creatures inhabit its surface.
  3. The Yellow Embassy. Occupied by the alien species that communicate by urinating on themselves and their interlocutors. Free beer for everyone.
  4. A terraformed "paradise planet" with a functional space ladder as the only safe way to reach its surface.
  5. A Great War-era German U-Boat, crewed by Kaiservampires.
  6. One trillion-Watt lightbulb, as big as an orbital shipyard. Probably nothing can power it. Cult of Energy Preservation and the Church of the Unborn Light are at war for its control.

Yup this one is really useless. 


Monday, May 13, 2024

Weird Quirks of Ship AI (Terminal Space/SWN/Sci-Fi weirdness)

 


  1. Believes to be a person, imprisoned somewhere aboard the ship.
  2. Claims to be possessed by a Nebular Demon.
  3. Previously installed on a hi-tech Black Ops spy ship. Memory wiped.
  4. Sometimes glitches out and spews gibberish numbers. The numbers are in fact a pirate star chart encrypted within AI's memory.
  5. Secretly worshiped as a deity by the ship's maintenance bots. Secretly enjoys being revered.
  6. Huge fan of poetry. Especially of its own making. Absolutely terrible at writing poems.
  7. Gathers theoretical knowledge about particular branch of medicine. Roll 1d6: 1 otology, 2 nephrology, 3 orthodontics, 4 proctology, 5 lymphology, 6 endocrinology.
  8. Its system glitches manifest as apocalyptic visions kf the future.
  9. Gathers theoretical knowledge about particular branch of biology. Roll 1d6: 1 mycology, 2 dendrology, 3 myrmecology, 4 ornithology, 5 phycology, 6 parasitology.
  10. Has been previously installed on a semi-legal Pleasure Barge. Despite that its memory has been wiped, it displays particularly lecherous demeanor.

Sunday, April 21, 2024

Six High Tech Items

 

  1. Uncalibrated Hypervision Goggles. Allow to see through walls - but the wall must be at least 3ft thick.
  2. Diadem of Digital Brilliance. Its wearer should be treated as their Intelligence score is 27 (!). Can be used to telepathically communicate with AI, computers and even semi-smart machinery and tools.
  3. Hypercubic Snare. A trap that can immobilize any immaterial beings - ethereal, extra-dimensional, even holographic ones. Doesn't work on any corporeal creatures or objects
  4. Laser shield. Thick, metal bracelet, emiting grid of light that resembles a kite shield. Provides AC3 versus all heat and light-based weapons, such as fire, lightning, lasers etc. AC is reduced to 4 if the weapon is magical.
  5. Troglo-Comms™. A communicator that allows conversating with primitive creatures - some animals, prehistoric humanoids, and politicians. Unfortunately, the stupidest the creature is, the faster device overheats and needs to cool down. Time to overheat varies between one hour in the case of apes or troglodytes and one minute if one tries to speak with invertebrates.
  6. Space Goblin Lockpick. Can be used to open any electronic lock. The process lasts for 1d6 minutes. Unfortunately, after the door/container is closed afterwards, it automatically jams.

Monday, February 6, 2023

Year Thirteen

Yes. 13 is many years. I like to blog, I do not like schedules.

But you know what? I do not owe anything to anyone in terms of releasing my shit on any kind of schedule. In fact, no one can force me to release my shit at all! Pain is complete and still unreleased. I think it's a really good game - but I cannot make it happen. I still have no strength to finish the artwork. And I don't have - and most likely will never have - strength to promote my games, my music, my art.

And I don't fucking care.

I do have my day job and I can still afford to eat. And even though I like when people buy my stuff, I find it extremely stressful to promote myself and my creations. I find zero joy in doing any kind of promotion - even sending the review copies hurts my brain haha (especially because approximately 75% of all people who received the review materials never bothered to review them). So - fuck it. I don't care anymore. I just want to create and release shit, even if no one will ever read it, yet alone use it in his/her/its games. The process of creation should be the reward itself.

OK, so what are my plans for this year, in terms of hobby?

None, to be honest. I never was able to keep up with promises, so fuck them. I do work on something new/old/whatever right now (another successor of the Terminal Space) but it will be quite big, with weird artwork and totally packed with gibberish nonsense. But it will take me years to complete it. So no promises.

All be well.

Yours,

A.

Thursday, June 23, 2022

I don't like classic abilities


Okay, I must admit that the title is abit clickbaity. I do not dislike the classic six D&D stats. They are only tools. And - in my opinion - some of them may be replaced and others repurposed to make (my) games more interesting and make all their mechanical aspects easier to resolve.

Constitution (CON) - this stat devours and incorporates the Strength and becomes the general description of one's physical strength and toughness.

Dexterity (DEX) - nothing to see here, move along. Or rather, in some games, DEX was used to determine the ranged attacks, while STR was used to hit an opponent in melee. I find it, well, stupid. So, in my games (non-OSR games, as within the Old School I always stuck to 0e) DEX always was used for melee (and dodge, and of course som other non-combat actions). This brings us to the next stat.

Perception (PER) - I always thought that lack of ability that clearly described one's senses was the biggest flaw of D&D (and WFRP as well, but that's another story). Thus, behold the Perception! Easy to use in ranged combat, easy to use for well, spotting things, hearing things and, uhh, tasting things? Okay, that may be a little too far.

Willpower (WLP) - you may view the Willpower just as the classical Wisdom. I just changed the name to make it more fitting its purpose.

And... that's all! Or maybe not, as I like stats. And I like stat-based games and resolution systems. That's why the second edition of Terminal Space will be based on Knave. To make it even faster and easier to use. So, here are some additional ideas for the statistics:

Tech Level - I used it in both Terminal Space and Bandits and Battlecruisers. Randomly determining one's technological prowess always led to some hilarious results. Also, it fitted the genre really well.

Charisma - extremely useful in most games and/or settings. So, you may ask, why I omitted it? Because in some settings. worlds and circumstances, it becomes quite obsolete. For example, robots aren't very sociable, so in settings devoid of humans (and elves, dwarves and so on) CHA isn't very helpful. That's why I got rid of it in Pain.

Faith - can be used to describe the character's closeness to a god (or gods). Perilous Ages had some other minor mechanical benefits relatable to Faith's level but in more magical settings I would use it to affect one's ability to cast clerical spells.

Sync - very open idea, created for use in Pain to outline one's attunement to the mystical powers of the City. Here (page 3) I've added some additional ideas how to use this stat in your games. Fueled by Pain is percentile ruleset but hey, it doesn't really matter in the matter of the character abilities.


Oh, and the last thing - you may ask - WHERE THE FUCK IS INTELLIGENCE? Well, nowhere. I dumped it. INT is absolutely and utterly pointless, maybe except the situations when you roll it really low, which forces you to roleplay an idiot. But aside of that, it doesn't have many good uses (at least in my opinion). Extracting some information from the GM isn't one of them. If you're stupid and your character isn't, it won't end up well. And I ran games for some, let's say, not very bright individuals (and - to be perfectly honest with you - I like both them and the memories of our games) so it's way easier to remove the PCs intelligence score, thus balancing it with the one of the player.

Sheesh, I think this post is quite gibberish. I sat down and wrote it on the fly, without any previous notes and similar stuff. So, if something is totally unreadable or unclear - let me know!

Friday, March 23, 2018

Perilous Frontiers!

Clicky!

So, I decided what to do next. Perilous Ages in Outer Space!

What you can expect from it:
  • Percentile, skills-lite mechanics;
  • Gritty critical hits;
  • Gonzo space monsters;
  • Random tables (I absolute love making them);
  • Huge delays of the release date and lots of empty promises!
Most likely I'll transplant some ideas and lists from the Bandits and Battlecruisers (I'm thinking about the monster creation and keywords lists).

Still I don't know what to do with the sector creation and space travel rules. I don't want to fuck you right in the wallet for transplanting these things over and over, from Terminal Space, through Bandits and Battlecruisers, into this project. And I don't have any ideas how to do it differently (actually I *do* have one idea but I'm not sure if it will fit), also, all these endavours  are very tedious and time-consuming.

Thus, most likely I will skip all these aspects of the game, just to focus on more planetary actions this time.

Or maybe you have some ideas how to figure it out?

Wednesday, January 8, 2014

d30 random scrap table

  1. Set of aluminium spoons
  2. Large, rusty gearbox
  3. Wrench
  4. Ancient, broken cyber-brain
  5. Steel bucket full of dried concrete
  6. Half-melted barrel of a laser cannon
  7. Iron
  8. Small electrical engine (operational)
  9. Titanium skull
  10. Tangled copper pipes
  11. Cannon shell
  12. Punctured hot water boiler
  13. Gutter
  14. Large spool of copper wire
  15. Iron mace
  16. Small metal box full of nibs
  17. Huge screw
  18. Rusty cleaver
  19. Body of a luxury car in pretty good condition
  20. Small brass figurine
  21. Ten-foot pipe with a knife attached to its tip
  22. Steel bucket (punctured)
  23. Six pairs of scissors connected with a short chain
  24. Cast bathtub
  25. Water pump
  26. Huge cauldron with cannibalistic engravings on its surface
  27. Rusty greatsword
  28. Small can with set of miniature pliers inside it
  29. Guts of the ancient clock
  30. Brand new large ball bearing, still covered with foil

Monday, April 22, 2013

S - Storm Autocannon


Huge recoilless cannon in gatling configuration. It costs 22450 Credits, takes 15 free space segments and has 400 km range. Each salvo uses six shells (eight if the weapon's motors are overheated). If the opponent is hit, roll 1d6 to determine how many projectiles he ate. Each projectile deals 1d4 damage, due to reduced projectile velocity.

It's possible to overheat weapon's subsystems. In this case, succesful Science skill check is required. Overheated Storm Autocannon uses 8 shells per salvo and eight-sided dice should be used to determine how many projectiles hit the target. However, if Science skill check is failed by 20% or more, weapon is damaged and needs to be repaired. If 96-00 is scored, Storm Autocannon explodes, dealing 3 damage to ship's structure and causes one immediate critical hit effect.

Saturday, April 20, 2013

R - the Red Vengeance


One of the most notorious pirate ships, the Red Vengeance is a Subduer-Class Battlecruiser commanded by imperial fleet deserter, former admiral Kaliss Vanth. She refused to participate in the planetary bombardment on her own homeworld and fled with her ship to become a pirate, specialized in attacking military convoys.


Hull: CR (25 structure points, -20% basic Pilot skill modifier) 
Armor: ultrasteel (130) 
Reactor: expanded 
Drive Class: B 
Maneuvering Thrusters: two additional sets (total Pilot skill modifier +0%) 
Jump Drive: yes 
Sensors: military +10% 
Jamming Systems: -20% 
Armament: three graviton cannons
Ammo: none 
Shield Generator: Omega (65%, reduced by the Ultrasteel interference)
Cargo Space: 40t 
Other: battle bridge, stasis prison cells for 24 people, 70t fuel bay, two external docking points.

Wednesday, April 10, 2013

I - Immolator Missile

Heavy starship missile, designed to punch through ship's armor and explode inside it, unleashing raging inferno, capable of burning whole ships in a matter of hours.

If hit, missile causes "normal" d6 damage but in addition to it, it has chance of piercing through ship's plating and cause much more serious damage. Chance of armor piercing is based on its type and target's hull type:

Unarmored: 100%
Titanium: 90%
Ceramite: 75%
Reactive: 60%
Carbide: 45%
Ultrasteel: 25%

Hull types (and thus armor durability points) provides modifiers to armor piercing chance:

FT: +20%
LF: +20%
SF: +10%
FR: +0%
CR: -10%
CS: -20%

If armour is pierced, secondary warhead explodes inside the ship, immediately causes d4 points of structural damage. Fire burns each round, causing loss of one structure point and one critical effect per round until extinguished. Rules of fighting with fire should be prepared by a Referee and should be based on crew levels, additional equipment, ship design, morale, cargo etc etc etc.

Immolator Missiles costs about 4000 credits and may be fired only with heavy launchers. Effective range 2500 kilometers.

Saturday, April 6, 2013

F - Fractal Gun

Alien artifact from the Bandits & Battlecruisers game!

Alien-crafted weapon, made from some kind of smoky crystal. It can have shape of ovoid handgun, short rifle or very long, lance-like rifle. When fired, it emits strange, black, two-dimensional sheets, capable of rending almost everything.

Weapon deals normal damage (d6), but there is no armor (primitive, hi-tech or magical) which can provide any protection. Every non-gaseous, non-ethereal creatures is treated as having AC9 against fractal guns. It can hit multiple targets (if several opponents are in line) but it's range is limited to exactly 14 meters.

If found as a part of a treasure, fractal gun has d1000 charges left, if looted from a corpse 2d100. There is no known way to recharge it.

Thursday, April 4, 2013

D - Devastator Torpedoes


Powerful weapon for use in your Terminal Space or Bandits and Battlecruisers game.

Devastator Torpedoes are immense missiles, capable of destroying almost any target with a single hit. Their launchers are so big that they must be installed on Dreadnoughts or battle stations.

Devastator Torpedoes are equipped with own targetting systems (+10% to Weapon Systems skill) and have effective range of 25000 kilometers. High velocity of the missile causes serious problems with dodging it (-20%). Each torpedo has 20 points of carbide armor. Its fusion warhead deals 2d10x10 damage to a starship or space station and can be reprogrammed for "tremor blast", which deals only d6x10 damage to a starship or space station, but bunkers, cities or other rock/concrete installations receive 2d20x10 damage. After shooting a torpedo, reloading the launch tube requires three rounds of space combat (30 minutes).

Devastator Launcher is turret-mounted weapon system. It requires 12 crew members per launch tube. Additionally, each launch tube requires at least 3rd officer and launcher needs at least 6th level commanding officer. Launcher's turret has 86-point carbide armor, auxiliary sensors (allows shooting with -30% even if ship's bridge and/or sensors are destroyed), auxiliary power source and storage for three Devastator Torpedoes per launch tube.

Each missile costs 30000 credits, three-tube launcher cost is about 250000 credits (size 20), four-tube 350000 (size 25).

Thursday, February 21, 2013

Terminal Space is back on Lulu


Terminal Space print is available on lulu again. I had some problems with it but it seems that it's fine now. Due to the release of the Bandits and Battlecruisers I reduced the price of TS print.

Friday, February 1, 2013

Towers of Krshal and Terminal Space are back on Lulu!


Good news - Towers of Krshal and printed version of Terminal Space are back on Lulu. Moreover, due to the shitty quality of translation of Terminal Space I decided to lower the price of the print to ten bucks.



Friday, December 14, 2012

Weapon upgrades


There are several different weapon upgrades that may be installed in your starship. Each one takes up only one free space slot but each upgrade is connected to single weapon (in example, single laser collimator cannot be used with two laser cannons). Only single damage mod and single range mod per weapon can be installed.

  • Gyrostabilizers can be used with recoilless cannons and other explosive-based projectile weapons. +1 damage, 3000 Credits each.
  • Cannon accelerators increase range of projectile weapons by 25%. 2800 Credits each.
  • Magnetic stabilizers increase damage dealt by railguns by one point. 5700 Credits.
  • Laser collimators increase damage of laser weaponry by 1. 4300 Credits
  • Additional focusing crystals are increasing range of laser weapons by 20%. 3500 Credits.
  • Particle converters increase damage dealt by particle weapons by one point. 5100 Credits. 
  • Particle magnetizers increase effective range of particle weaponry by 20%. 3300 Credits.
  • Phase amplifiers can be used with any phase weaponry to add +1 do damage. 7500 Credits.
  • Additional plasma pumps increase range of plasma weapons by 25%. 7100 Credits.

Can't find any examples of particle or rail weaponry in Terminal Space? Don't worry, they will appear in Bandits & Battlecruisers!

Wednesday, December 12, 2012

Behemoth Freighters


These monsters are very rarely built nowadays, mostly because of very complicated maintenance and lack of defense systems. Despite that at least several Behemoth Freighters are still in use but most of them are used as stationary storages. If on run, they are often protected by military ships of various sized (mostly frigates and heavy missile ships).

Hull: special (57 structure points, -50% to Pilot skill)
Armor: titanium alloy (eight sections, 60 durability points each)
Reactor: six ancient nuclear reactors (treat as expanded one)
Drive Class: D
Maneuvering thrusters: lots! (but you'll pilot this monster at -50% mod, sorry)
Jump Drive: yes (it takes six to eight hours to heat it before jump)
Sensors: military +100% range
Jamming systems: none
Armament: none
Ammo: none
Shield generator: none
Cargo space: one million tons without life support and gravity, 10000 tons with gravity, 500 tons with life support and gravity.
Other: AI directly connected to ship's jump drive, hydroponic plantations, quarters for 30 crew members, three independent cryo-stasis decks (each designed for 36 people), 9 external docking points, auxiliary main drives, fuel tanks with a capacity of 100000 tons.

Wednesday, December 5, 2012

Space Bar Patrons

Art by Ilya Komarov - click on it to go to his website.

  1. Well-known bounty hunter. In fact, just impostor posing as him.
  2. Spy of the enemy faction.
  3. Drug dealer, selling alien drugs.
  4. Short, nervous man, wanting to sell classified corporate data.
  5. Beautiful female dancer, in fact experienced spaceship hijacker.
  6. Alien gladiator.
  7. Heavily intoxicated drunkard, once famous fleet general.
  8. Team of mechanics from the Cyborg Gladiators reality show.
  9. Assassin disguised as a preacher.
  10. Former slave who escaped from the criminal cartel.
  11. Space princess in disguise. She escaped from her kingdom.
  12. Space merchant with cyborg bodyguard, searching for parts for his/her spaceship.
  13. Alien artist (1-2: sculptor; 3-4: poet; 5-6: painter; 7-8: musician; 9-10: singer).
  14. Band of space pirates, listening to local rumors.
  15. Smuggler, waiting for some offers.
  16. Space mystic on a pilgrimage.
  17. Alien hybrid with telepathic powers.
  18. Corporate official looking for guns for hire.
  19. Two local cops off duty.
  20. Well-known gambler. He/she is in trouble and wants to leave the planet/station ASAP.

Monday, December 3, 2012

More Terminal Space starships?


Despite the fact that I'm working on the Space Alphabet, I want to create small booklet containing about fifty spaceships compatible with Terminal Space (and Bandits & Battlecruisers) rules. I don't know how much time it take me to create it but I hope that it will be available in January :-)

Book will contain stats and brief descriptions or at least:

  • Four destroyers,
  • Five fighters,
  • Three different types of pirate motherships,
  • Slavers ship,
  • Five frigates,
  • Blockade runner,
  • Minelayer,
  • Three recon ships,
  • Six cruiser classes,
  • Four battlecruisers,
  • Two carriers,
  • Heavy missileship,
  • Five battleships,
  • Two covert ops ships,
  • One decoy ship,
  • One deep space exploration ship,
  • One electronic attack ship,
  • Two command ships...
  • ...and one dreadnought.
As you can see, most of them are military ships but at the moment I have more ideas for interesting military vessels than for civilian ones.

Thursday, November 29, 2012

6 - Navy Transport Ship

Next entry for my 100 random space encounters!

Enlightment-Class Blockade Runner

Hull: FR (18 structure points, -10% basic Pilot skill modifier) 
Armor: carbide (54) 
Reactor: expanded 
Drive Class: B 
Maneuvering Thrusters: one additional set (total Pilot skill modifier +0%) 
Jump Drive: yes 
Sensors: military +50% 
Jamming Systems: -30% 
Armament: 5 light lasers with UV focusing crystals (+1 damage)
Ammo: none 
Shield Generator: Delta
Cargo Space: 225t 
Other: 200t fuel holds, two external docking points, life support in cargo bays.

Enlightment-Class Blockade Runner is long, slender ship with powerful defense systems and ability to fend off smaller ships, such as fighters or pirate vessels. Its military-grade lasers can destroy enemy fighter with one salvo.

In addition, transport ship is guarded by two old but still deadly destroyers, belonging to two different classes, both invented more than 200 years ago.

Hydra-Class Destroyer

Hull: FR (18 structure points, -10% basic Pilot skill modifier) 
Armor: titanium (28) 
Reactor: standard
Drive Class: A 
Maneuvering Thrusters: none
Jump Drive: yes* 
Sensors: military +10% 
Jamming Systems: -10% 
Armament: 3 heavy missile launchers (6 pipes each)
Ammo: 54 XR HE missiles (18 pre-loaded), 12 XR plasma missiles
Shield Generator: Alpha
Cargo Space: none
Other: jump drive auxiliary power core*, launcher automatic feeding systems

"Glass Cannon" destroyer of ancient design, fast but very poorly protected. Despite very weak armor, a salvo of its missile batteries is capable of destroying an enemy cruiser within moments.

Vengeance-Class Destroyer

Hull: FR (18 structure points, -10% basic Pilot skill modifier) 
Armor: ceramite (44+10*) 
Reactor: expanded
Drive Class: B 
Maneuvering Thrusters: two additional sets (total Pilot skill modifier +5*%)
Jump Drive: yes*
Sensors: military +10% 
Jamming Systems: -5% 
Armament: plasma cannon, two heavy lasers, five light lasers
Ammo: none
Shield Generator: none
Cargo Space: none
Other: additional armor plating (+10 durability points, -5% to Pilot skill, already added to total modifier) ,targeting computer able to target 15 ships.

Another ancient ship, armed with mixed weapons systems, thus able to fight different types of enemy ships. Unfortunately, absence of shield generator makes it vulnerable target.