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About RocketDad

  • Rank
    Plays Dungeons & Diapers
  • Birthday 12/27/1976


  • Location
    Troy, AL


  • Interests
    Gaming, Game Design,..Mostly drawing spaceships
  1. I want to put out more Star Wars stuff! The Star Wars RPG was the best game I ever played. I could run that game, for literally twelve-hour marathon sessions, without cracking a book. The rules were that easy to understand and the setting, well it's STAR WARS! Course, the Lucasfilm License is one of the more valuable and well protected IPs out there... Could I get away with making a superficially different campaign setting and use it to put out new SW material without using the Lucasfilm IP? All new Planets, Aliens, Spacecraft, Scenarios etc. that don't directly reference any of the SW IP, but are similar enough for anybody to use the material without conversion? I've thought about this before, actually. I really liked the direction that the EU was going in the early- to mid- nineties and kinda got turned off by some of the later stuff. IMO, Tales of the Jedi was great, for example, but I'm not a huge fan of KOTOR. I would absolutely LOVE to make an EU-friendly version of the Clone Wars. All that being said, the amount of time and effort it would take to pull off the kind of work I want to do for the hobbie would kind of require me to sell it. I could go the route of my "Ships of the Galaxy" series, which has already proven popular, but this would be on a more diverse scale. My blue-sky fantasy project: A low-cost subscription website where I'd put out new material at the rate of a new species, planet, spacecraft or scenario a month, along with stories, equipment, weapons, Character Templates etc. Basically, the SW Adventure Journal, constantly being updated, for like 5 or ten a month or something. That way, I could make awesome SW content, and everone who wants it can get it, and we all live litigation free. ...If I tried something like that, would any of you be interested?
  2. I'll have my article submitted by the sixth. Looking forward to it!
  3. This is an excerpt from Blue Max Studio's The Pumpkin-Suit's Manual: Easy Rules for Hard Science Fiction: Decompression At the opposite end of the spectrum is when damage to a spacecraft is so severe that the habitat loses pressure. Explosive decompression, while not as severe as the term suggests, is still a time-critical evolution that ends in either a successful repair of the hull, or death for any astronauts unlucky to be trapped inside the breached compartment. Description: “It's the worst feeling in the world – the gentle breeze of vital atmosphere bleeding away out of the punctured hull. You immediately grab for a DC kit; hoping to get a mask over your mouth in time to find the leak and repair it. As the door behind you automatically shuts against the loss in pressure, your frantic search becomes a race against time, with death the prize for second place.” Decompression (Hazard) Classic D6: Skill: Space Transport Repair Effected System: Hull Detection Difficulty: Moderate Special: Please refer to Appendix II and the rules dealing with decompression as spacecraft damage for more information. Characters do not suffer damage until the pressure in a breached compartment reaches half it's starting pressure. At one-half pressure, Characters must Make a Stamina Skill Check for every round they are without supplemental air in a decompressing compartment. The Difficulty is Moderate, increasing +1 every round thereafter until the compartment is completely depressurized. If the Character fails one of these Stamina Checks, they suffer 1D damage every round until they receive oxygen or die.
  4. [ATTACH=CONFIG]78[/ATTACH] How does a Command Module execute an orbital rendezvous? What does it take to accomplish a space walk? If there is a fire in free-fall, can you even see it? For those of us gamers who really want to embrace the Hard SF experience, these are important questions. The Pumpkin Suit's Manual: Easy Rules for Hard Science Fiction is an attempt to answer them. The Pumpkin Suit's Manual is a 41-page PDF product with rules for space launches, EVA Combat, Damage Control, and Free-fall maneuvering, as well as Character Templates and equipment for your space campaign. If you ever wanted to run a gritty, realistic scenario in space where gravity, air and power are missing, where your players must race against time to save themselves from drowning in vacuum, or there spacecraft suffer damage that makes Apollo 13's look like a fender-bender, then you need this sourcebook! ON SALE NOW!
  5. I'm in. I was gonna do an orginization, with Background, Character Templates, a map, and Adventure seeds. Sound good?
  6. The Black Desert RPG: 2012 Update Now that we've talked a little about what's coming up in the next couple three months, let's take a look at what the rest of the year has to offer. One of the advantages of breaking down the Core Book into smaller supplements is that it provides a steady stream of smaller milestones that will keep the pipeline full of Hard Science-y goodness all the live long year. Between that and all of the ideas I've been picking up from my new Christmas and birthday books, such as The Case for Mars, Failure is Not an Option, and Rocketmen, I am prepared for the new year in a way I haven't been in the previous one. So good news, RocketFans, as far as 2012 is concerned, we here at Blue Max Studios have plenty to work on! The Black Desert RPG: 2012 Update Schedule January: Ships of the Black Desert: The Destiny Foundation CASSTOR Launch Vehicle February: The Pumpkin-Suit's Manual: Easy Rules for Hard Science Fiction March: Ships of the Black Desert: The Alan B. Shepard-class Escort IPV April: The Black Desert: Weapons and Gear June: Ships of the Black Desert: Consensus Manufacturing Commune Laredo Base Module July: The Black Desert: Spacecraft and Space Combat (note: The P-SM and IPV supplements will cover most of the rules for regular space travel, so this will cover space combat and updates on the ships already released.) August: Ships of the Black Desert: EASA Hoplite-Orbital Cutter September: The Black Desert: Basics and Skills for BD6 October: Ships of the Black Desert: TBA November: The Black Desert: Conflicts and Combat December: Ships of the Black Desert: TBA January: The Black Desert: Hazards and Threats Unless something major comes up, this schedule means that the complete Core Rule Book can be ready for publication around March of 2013. I will of course include new artwork and additional material not found in the smaller supplements. It may seem unnecessary to publish a complete version of the RPG, given that I'm putting out so many supplements this year, but there is a good reason for this. The small supplements provide rules for Classic D6 and D20; The complete rule book will only feature the BD6 rule set. Play-Testing, or How to Get All this Stuff for Free! I'm depending on all of you, dear RocketFans, to use the small supplements, with their open game rules, to help me play-test the BD6 variations and see if they make as much sense in practice as they do on paper. For this service, I will offer a boon: Not only will each RocketFan that emails me a report on the BD6 rules in a certain supplement get play-test credit in the final compilation, They will receive a free copy of the next Core Rule supplement as my personal thank you. Enterprising RocketFans may wonder; if they get a free copy of the next supplement and do a play-test review on that one, will they get a free copy of the next one? The answer is yes, yes it does. If you keep submitting play-test reports, I will keep giving you free copies of the Core Rule supplements. This means that you can get the entire collection for the cost of only one supplement, as long as you keep giving me valuable input on the BD6 rules being included. Play-Test Deal Details This deal starts with The Black Desert: Species and continues through he whole program, to next January. In order to qualify, I need you to email me at bluemaxstudios@yahoo.com and include you name (for play-test credit) The name of the supplement you are critiquing, and a concise report of any problems you had with the BD6 rules during play. Your comments must be based on real play – I value you impressions and opinions, as always, but if you want the free swag, I need to see some hard evidence. Any fiends in you gaming group that contribute can receive play-testing credit, but only one free coupon per email will be issued. If you give me more than one critique on a single supplement, I'm happy to provide another free coupon for the next Core Rule supplement, but not for the one after that, sorry. As always, any comments, questions or ideas submitted to the blog will be published and answered, but these do not qualify for the free supplement deal. Posts made by me that are copied from your emails only eligible for the one coupon, but by being posted, all of us can debate the points brought up in play-testing and hash out a solution. I don't know about all of you, but I'm excited! See you later, RocketFans!
  7. [ATTACH=CONFIG]73[/ATTACH] "Started as the mad dream of billionaire philanthropist Walter Hopkins, The Destiny Foundation is credited for sending more civilians into orbit than any other agency in the history of spaceflight. Faced with such success and heedless to the warnings that the asteroid mining bubble was reaching critical mass, Hopkins ordered the development of a new kind of vehicle, one that would not only cut the costs of reaching orbit, but give families and private persons the capacity to travel space in their own private craft. While Hopkins did not live long enough to see his “everyman rocket” reach its potential, what would become the CASSTOR Launch Vehicle would find a vital niche in the future of the Black Desert Hopkins helped create."
  8. As fun a pun as that is, I'm afraid it was unintentional. I do this all time...
  9. After getting a lot of positive response on this project, I've decided to advance the publication date to February 16th. Below is a draft of the Manual's outline. Any and all input is welcome. Astronaut Candidate's Handbook (The “Pumpkin-suit's” Manual) I. Introduction A. Hard Science Fiction B. About the Format II. Training A. Astronaut Specialities i. COMM/AST ii. Engineering iii. Life-Support iv. Payload III. Launch A. Chemical Rockets B. Catapult C. Laser Propulsion D. SSTO IV. Orbital Maneuvers A. Finite Burn Trajectories B. Impulsive Maneuvers C. Non-impulsive Maneuvers V. Rendezvous and Docking A. Step-by-Step B. Approach Methods i. H-Bar ii. R-Bar iii. V-Bar iv. Z-Bar VI. EVAs A. Spacewalks i. Tethered ii. Untethered B. Body-walks i. In atmosphere ii. In Vacuum C. Special Activities i. Combat ii. Construction iii. Rescue iv. Survival VII. Damage Control A. Hazards i. Consumables Loss ii. Decompression iii. Electrical Failure iv. Fire v. Navigational Failure vi. Power Failure VIII. The Human Factor A. Health Factors i. Biological Factors a) Bacterial and Viral b) Environmental c) Gravitational ii. Radiation a) Cosmic Background Radiation b) Solar Flairs c) Artificial Sources B. Psychological Factors i. Attention Tunneling ii. Isolation Syndrome iii. Personality Conflict IX. Appendix: Templates and Prestige Classes A. By Personality B. By Specialty
  10. [ATTACH=CONFIG]70[/ATTACH] New Project: The Pumpkin Suit's Handbook I know I've already got about three month's worth of new projects in the pipeline, but it's never too early to plan ahead for future releases, especially when you're putting together a whole gaming company solo. As the title suggests, This new project is a resource for players getting into the world of Hard SF space travel. What The Pumpkin Suit's Handbook is about Unlike soft SF, which draws a lot of it's spaceflight inspiration from modern naval tradition and a huge amount from WWII, Hard SF gets its impetus from the real worlds of physics and the historical precedents of NASA, Roscosmos, Jaxa, ESA, et al. This is the world of hard evidence, gained through fifty years of manned space missions. From Yuri Gagarin's risk-taking flight to answer whether or not human could survive in space at all, to the heroic efforts on the part of Gene Kranz's Tiger Team during Apollo 13, to the loss of two Space Shuttles and the success of the ISS, each mission into the black has given us the knowledge of what it would take to survive, function and thrive in the most hostile of environments, space. Thing is, unless you're addicted to documentaries, you may not know just what they do up there. For example, how does a Command Module execute an orbital rendezvous? What does it take to accomplish a space walk? If there is a fire in free-fall, can you even see it? For those of us gamers who really want to embrace the Hard SF experience, these are important questions. The Pumpkin Suit's Handbook would be an attempt to answer them. How would The Pumpkin Suit's Handbook be set up? This is all in the very early planning stages, so bear with me. I'm currently thinking about dividing this guide into several chapters. There would be a chapter on Player Characters which would give several rules options for making effective astronauts for the game, including Story Traits that account for personality. Personality combinations are extremely important when planning a space mission, and every gamer knows that personality conflict can but an entire campaign at risk. Just what do you roll for that? Another chapter would cover space procedures, such as the aforementioned orbital rendezvous and such. These entries would explain the procedure, so the GM can give effective descriptions during play, and include rules for running the maneuver, with difficulties, consequences for failed Skill Checks and so on. There would also be a section on "Damage Control" which would give stats and descriptions of the many disasters that befall space travelers. Things like debris strikes and decompression, patching the hull, fires, smoke, and so on. These entries would of course have stats for the GM as well as recommendations for what Skill Checks should be performed. There should also be a Chapter about human factors; not just personality conflicts, but disease and illness, injury, and psychological problems having to do with isolation and the monotony of life in space. Is The Pumpkin Suit's Handbook something you want? What do think RocketFans? It this kind of supplement, an index of Hard SF elements in game play, something you are interested in. One of the advantages of such a supplement would be that it is not setting specific; physics is physics, and any Hard SF campaign would benefit with a breakdown of just what's involved in the real world of space travel.
  11. Just released our latest supplement for The Black Desert Role-Playing Game on the 16th. In this PDF, The Black Desert: Species, we showcase the four playable races in the game: AI, Humans, NuApes, and Trans-humans. Just to give all you fans of good 'ole fashioned D6 SF a taste, here is a preview of your article on Humans. Enjoy! [ATTACH=CONFIG]68[/ATTACH] Humans Humans are the oldest and most numerous sentient species extant on Terra. There is some question in recent years as to weather or not they are still the most dominant. History Homo sapiens have existed in their current form for at least fifty-thousand years, and all of Terran recorded history is about their species. That being said, an argument may be made that, thanks to the advent of genetic engineering, humans are in the process of becoming a new species all together. Physical Traits Starting in the twenty-first century, breakthroughs in molecular biology and protein synthesis radically altered the natural course of human development and aging. The vast majority of humans alive today can expect to live at least two centuries, be free from genetic and contracted diseases, and maintain their vigor and vitality until only a few years before their deaths. The use of genetic manipulation in utero to prevent hereditary diseases eventually gave way to a plethora of selective procedures that could decide nearly every physical trait and many mental ones as well. This “designer baby” phenomena has produced “racial” traits that have nothing to do with environmental adaptations, but are rather dictated by cultural conceits. In North America, physical beauty and prowess are paramount; in fact, with the exception of ethnic sensibilities, most people in that region tend to look vaguely similar. Europeans and Africans, by contrast, favor intelligence over appearance, finding “natural beauty” too precious to dilute. In South America, humans appearance is only slightly idealized, while their endurance and ability to shrug off disease is greatly enhanced. Perhaps the most radically altered members of the human family are the imperial citizens of Siberia; The classical concepts of human beauty that are embodied in Anime are seen in enlarged eyes, slight bodies, small mouths, and a dizzying array of eye and hair colors. Culture Humans have practiced a bewildering array of cultural and social systems in their history, and to a certain extent this is true today. The vast number of different ethnic families, nations, settlements and traditions mean that humans have nearly no universal cultural traits. In general, humans live in family groups ranging from individual nuclear units to extended families to entire tribes. In addition to these ancient models, humans also live in virtual communities, military or pacifist communes, and even more radical combinations. Marriage and child-rearing customs run the gamut, with new variations being practiced everyday. One universal trait to human living that is different from previous eras is the near total lack of privacy. Thanks to the ubiquitous nature of surveillance and information technologies, people are under constant scrutiny almost every second of their lives. For the most part, people don't mind this; it is, after all, normal and had been for centuries. One positive product of this is that neighbors and especially members of the same space outpost consider themselves as close as traditional family in many cases, and cooperation is typically favored over competition in most dealing. This spirit of camaraderie does not, however extend much beyond the local group, as the devastation of the Great War made clear. Relationships Humans have rarely gotten along with members of their own species for any length of time, so it is perhaps no surprise that they are so ambivalent toward others species as well. Among themselves, Human in the present day are most frequently divided along nationalistic lines. After a half-century of constant war, the ingrained mistrust of those who until recently were enemy combatants has led to widespread friction among various regions on Terra. The development of mega-states is an attempt to counteract this trend and it seems to be working. That being said, negative relations between mega-states have, if anything, made international tensions worse. Among other species, the members of H. sapiens take a typically human-centric view. They consider AI, for the most part, equal-in-intellect yet inferior by virtue of their lack of physical existence. NuApes are viewed as by-definition sub-human and not considered independently sentient under the law anywhere on Terra. Though few Humans admit it, Trans-humans are felt to be superior in many ways, and this feeling is the source of frustration, paranoia, and outright rage among many. Perhaps this is why the numbers of people that condemn Trans-humanism are surpassed only by the numbers that are joining them. Classic D6 Stats Species Traits: All Attribute Ranges 1D-5D Move: 10 meters Height: 154-200 cm Weight: 75-110 kg Skill Dice: 20D Special Abilities: Designer Genes: Humans start play with one extra die in the Attribute of their choice, based on their region of birth: North America: Strength South America: Strength Europe: Knowledge Siberia: Perception BD6 Stats All Attribute Ranges 1D-5D Move: 6 squares Height: 154-200 cm Weight: 75-110 kg Skill Dice: 20D Special Abilities: Designer Genes: Humans start play with one extra die in the Attribute of their choice, based on their region of birth: North America: Strength South America: Strength Europe: Knowledge Siberia: Social In addition, Skill Checks based on the above Attributes are always one Difficulty Level lower than normal.
  12. I probably haven't looked at a Shadowrun book in years...I totally forgot that. Anyway, the reason for UACS and Pacifica stemmed from the concept of Brazil becoming a major superpower in the future. Everything else is a derivative of that. The reason I had for melding the eastern US with eastern Canada had to do with history, actually. I have used a lot of historical events from the interbellum period between WWI and WWII as the inspiration for the setting. In addition to this being one of the my favorite periods in art history (Picasso, Matisse, Hemingway, Fitzgerald, Rivera, Kahlo surrealism, dada, etc.) it is also saw the birth of Rocketpunk fiction ala Gernsback, Doc Smith and the earliest of Heinlein's stuff. So in that context, the balkinization of the US is like the demilitarization of the Rhineland and the loss of eastern German territory to Poland after the Treaty of Versailles. The similarities to Shadowrun are regretted.
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