Over at EXONAUTS!, Jay has an excellent post about space age vehicles. It got me to thinking about just such a vehicle that is near and dear to my heart...and it's real! I'm talking about the Landmaster from the 1977 post-apocalyptic movie Damnation Alley. Built by Dean Jeffries for a whopping $350,000 US (well over a million in today's dollars), the Landmaster still exists today and is fully functional (except for armaments, I'm sure).
I give you, the Landmaster:


-Rognar-
cross-posted at Roll for Initiative
A large number of planets and moons exist inside the worldsphere in orbital arrangements that point to intelligent, rather than natural, design. Very likely, the aliens that created Septimus also placed the planets inside it. The Archipelago, as this group of worlds is called, has proven to be a refuge for millions of newcomers seeking the avoid the oppressive rule of the Extent. Five major powers have arisen among these worlds.
The Commonwealth of Maximus was created by some of the original Imperial survey teams sent to Septimus once they realized that leaving the worldsphere was impossible. It has quickly grown to become the most powerful stellar nation in the Archipelago, thanks to its technological superiority and its relatively enlightened governance. Although originally established by a group of scientists and explorers, the Commonwealth has reluctantly begun to build its military strength as the threat of war grows.
The Fellowship of the Seventh Proletariat is a collectivist state which seeks to unite miners and other working-class citizens within the Archipelago under its banner. It has wrested several moons from the Commonwealth in the last few years by supporting popular uprisings. Recently, it has engaged in active aggression and piracy against the Commonwealth, even sending in troops to conquer a lightly-populated moon. Although the Commonwealth is reluctant to retaliate in kind for fear that an all-out war in the Archipelago might be the sort of opportunity the Extent is waiting for, most expect any further escalation by the Fellowship will force its hand.
The Cigomi Consortium is the third major player in the Archipelago. It is content to allow the Fellowship and the Commonwealth to fight it out and commonly supplies arms and equipment to both sides. The Consortium does not seek to expand its territory, although it will defend its holdings aggressively. The Commonwealth has good relations with the Consortium, but the Fellowship has designs on several mining worlds within Cigomi space. Only the need for Consortium trade keeps the Fellowship at bay.
The two remaining powers are Sarkis Intertrade PLC, an interplanetary trading company, and The Blackfeet, a criminal organization. Neither maintain extensive planetary holdings, but both have large fleets of ships. The former seeks to control the flow of legal trade goods, while the latter dominates the illicit trade. They are, of course, mutually hostile, although in truth, the Blackfeet have no friends anywhere in the Archipelago.
The campaign begins on Hardpoint, a moon in the Badrigal system. Prior to a recent coup led by forces loyal to the Fellowship, it was a Commonwealth research station and mining operation. The majority of the inhabitants are hostile to the new government, prompting the Fellowship to forceably settle some of its loyal citizens from the homeworld to Hardpoint. The flames of war are about to ignite. Will the PCs provide the spark?-Rognar-
In order to convert the space opera feel of Septimus into the space horror campaign setting I want it to be, the main change I intend to incorporate is the nature of the Sindavar Extent. The Sindavar Extent or just Extent, as it is commonly referred, started out as a fringe technology cult exploring the edges of the galaxy. Past problems involving artificial intelligence and nanotechnology had resulted in widespread distrust of these technologies and organizations which use them. Since the Extent was just such an organization, most Imperial citizens who were even aware of the group, were generally relieved when they seemingly disappeared about a century ago.
About 10 years ago, an automated signal started broadcasting from the approximate location where the Extent was thought to be headed. It was a short message inviting the people of the galaxy to flee the chaos of the dying Empire and join the Extent in the Septimus worldsphere. It has been repeating constantly since that day. Early colonists who accepted the invitation found Septimus to be a utopia. The capital, Arcopolis, and the other major settlements, known collectively as the Seven Cities, were wonders to behold, although the cloning and nanotech modification practiced by the original inhabitants was difficult for some to accept. Things didn't really start to unravel until the Corruption began. The Extent used alien technology to exert control over ever aspect of life, AIs known as Persona Constructs were enslaved and put to work building the perfect society. But something was wrong. It first started in the cloning clinics. Deformities appeared, clones died. Then the thought control systems began to break down. People began to see the reality of their enslavement. Resistance groups began to spring up. The Extent used harsher and harsher means to exert control. This prompted several groups to cooperate in the execution of Steel Helix, a plan to damage or destroy the central control system of the Persona Constructs. It was a partial success. Though the system was not destroyed, several Personas were freed. The results were catastrophic.
It has been a few years since Steel Helix and there is a sense of a calm before the storm within Septimus. Within the core of Arcopolis, all seems normal. The citizens continue on with their daily lives. Peace has been reestablished and the city has been rebuilt. Beyond the great walls of the arcology, the ruins of the greater metropolis teem with activity as millions scratch out a living among the detritus. Most recent newcomers settle in the Archipelago, a series of planets inside the sphere, where several new stellar nations have risen. Still, no one believes the Extent is beaten. In the days leading up to Steel Extent, many unspeakable atrocities were committed and many technological horrors were unleashed. The Extent demonstrated the extremes to which they were prepared to go to maintain control. Few doubt they would be hesitant to go just as far to regain it.
-Rognar-
I picked up one of these over the weekend, an early Valentine's Day gift from the Missus. It lends a real Aliens feel to the collection.

-Rognar-
In the words of Capt. Steve Hiller, "I have got to get me one of these!"

-Rognar-
The Seventh Empire is dying. After millenia of human expansion throughout the galaxy, the fabric of hyperspace is in tatters. Once routine, interstellar travel has become perilous. The Imperial fleets stay close to their home systems, whole sectors have become isolated from the galactic community, and for many, especially those on marginal worlds greatly dependent on interstellar commerce for their very survival, the only hope is Septimus.
Septimus is a marvel, a Dyson sphere on the very edge of the galaxy, an alien artifact that defies so many fundamental laws of physics, many in the Core Worlds still refuse to believe it to be anything more than a myth. For those who know the truth, however, Septimus is a beacon. So large is the sphere, the entire population of the galaxy could live comfortably inside. Unfortunately for the millions of galactic citizens who have made the dangerous voyage to Septimus, they find themselves trapped inside a cage with a monster. That monster is the Sindavar Extent.
-Rognar-
I am surprised to admit it, but I think I've finally found the space horror campaign setting I need and its name is Septimus...sort of. Here's the thing, the Septimus game setting, as written, is more space opera than space horror. However, with some tweaking, it could easily be worked into the game I'm looking for. It has two things going for it, one crunchy, one fluffy. The crunchy bit is the d6 system. Recall, when I first went all delirious over Fading Suns, it was the d6 system I looked to for my conversion. I still think d6 is the best for gritty, realistic sci-fi. You don't want high-level d20 demigods stomping around in your space horror sandbox, routinely beating the snot out of your "Horrors-from-Beyond-the-Stars". There has to be real fear there to make it work.
The fluffy bit is that Septimus (the place) is a prison, a very large prison to be sure, but a prison nonetheless. Anything going in is not getting out. Therefore, to really scare the pants off the players, you can trap them inside with something big and bad. Combined with the technological horrors being unleashed by the Extent as it thrashes around in the aftermath of Steel Helix and you have all the ingredients for a pretty intense space horror campaign. Septimus is a big enough sandbox such that you can run for awhile, but ultimately, there's no place to hide.
-Rognar-
Further note: Septimus and AT-43, beautiful synergy there.
It seems I am constantly struggling to find the space horror campaign setting that really gets my creative juices flowing. I quite like the Fading Suns campaign setting, but I don't like the game system and the d20 conversion felt haphazard and amateurish to me. CthulhuTech and Eclipse Phase are both excellent settings, but the game system for the former is a bit gimmicky and the latter is overwhelming in its sheer size and grandeur. In any case, I really love to use miniatures in my games and none of these game settings has a dedicated minis line to accompany it.
So, I come to AT-43.
Suddenly, I'm feeling inspired again.
-Rognar-
My Fading Suns/d6 Space conversion project has obviously been fairly inactive lately. This has been the result of a combination of things including a lack of motivation and vacation time. While I do intend to return to this project at a later date, I have decided it is time to reboot this blog to incorporate other aspects of my true favourite genre, sci-fi horror. Two games in this genre have been released in the last year that I find really inspiring, CthulhuTech and Eclipse Phase. Both have aspects I like and others I dislike. CthulhuTech is clearly the true sci-fi horror game. Nothing defines the absolute horror of the Void more completely than the Cthulhu Mythos. On the other hand, the game mechanics of CthulhuTech are, in my opinion, clunky and gimmicky. Also, I'm not a fan of anime-style mecha.
Eclipse Phase explores some very interesting concepts involving technology and transhumanism, although at present, the horror aspects of the campaign setting take a backseat to the predominent future-shock and post-apocalyptic themes. I'm hoping some of the future releases will expand upon the kernels of horror that do exist. The game engine is a fairly straightforward d100 system and the character options are more extensive than any game I've ever seen.
At some point in the near future, I will be embarking on a space horror campaign and at the moment, I'm leaning heavily toward Eclipse Phase. Look to this site for details.
-Rognar-
Creating a manipulation requires a series of components including range, effect, duration of target size. Each component adds a difficulty modifier to the total difficulty of the manipulation. Some of these modifiers are listed below. Other difficulty modifiers not related to a specific die code may be derived from the special abilities section of the d6 Space rules.
Die Codes
Damage (mental or physical)..........................................+2 per 1D
Protection (mental or physical).......................................+2 per 1D
Non-Extranormal skill modifier........................................+5 per 1D
Non-Extranormal attribute modifier..................................+6 per 1D
Extranormal skill modifier...............................................+7 per 1D
Extranormal attribute modifier.........................................+9 per 1D
Target Size
Small item or handful of tiny items..................................+1
Person.........................................................................+2
Few people, personal vehicle..........................................+3
Group, small mass transport, room.................................+5
Crowd, large mass transport, small building.....................+10
Horde, huge mass transport, large building......................+15
Range to Target
Touching......................................................................-2
Point Blank (0 to 3m), self..............................................0
Close (3 to 100m; out of sight, but near).........................+5
Long (100m to 10km)....................................................+7
Extreme (10km to 1000km)...........................................+10
Planetary (over 1000km, but on same planet or in orbit)...+15
System (same star system)..........................................+20
Sector (nearby star system)..........................................+30
Galactic (same galaxy).................................................+60
Duration
2 rounds........................................................................0
Each additional round, up to 1 minute.............................+1
Each additional 5 minutes, up to 1 hour..........................+1
Each additional hour (cumulative with other modifiers)......+1
Some components may be added to the release of the manipulation to modify the skill roll. These may be gestures or incantations used by the psychic to focus the mind or they may represent degrees of familiarity with the target. These are listed below.
Material component
Small and easily concealed..........................................+1
Portable, but too large to conceal..................................+2
Large, not portable.......................................................+3
Rare and/or expensive material.....................................+1
Psi-lens......................................................................+3
Gesture/Incantation
Noticeable to wary observer..........................................+1
Noticeable to any observer...........................................+2
Relationship to target
Very close (parents, siblings, spouse, old friends)..........+5
Close (close friends, roommates, old enemies)..............+3
Sporadic or recent (recent friends, former lovers)............+2
Acquaintance (spoke a few times)..................................0
Met Briefly (spoke once or twice)...................................-2
Recognition (told about but never met, celebrity).............-5
Never Met (only know name or face)..............................-8
No Relationship (complete strangers)............................-10
Alien (complete strangers and different species).............-12
The standard difficulty to overcome the mental defenses of an unaware target is 10. Since the difficulty of most metaphysical attacks exceeds this number, success is automatic. This is typically only possible if the attack is imperceptible or if the target's perception is impaired in some way. A wary opponent who has reason to believe a metaphysical attack is imminent may act before his initiative to make a willpower roll which will serve as the difficulty an attacking psychic must defeat in order to effect the target. A target may also choose a "full defense" option. He takes no other actions in the round except to concentrate on resisting the metaphysical attack. In this case, the difficulty for the attacker is willpower + 10.
-Rognar-
PSYCHE
Mind Sight
Skill Used: Sense
Difficulty: 20
Wyrd: 4 pts
Effect: persuasion +3D to read surface thoughts opposed by standard mental defense (6); imperceptible (10)
Target Size: Person (2)
Range: Self (effect) (0); Point Blank (0 to 3m) (to target) (0)
Duration: 4 rds (2)
Possible Upgrades: Duration (+1 Diff per rd); Target Size and Effect (Diff varies)
Mind Sway
Skill Used: Sense
Difficulty: 27
Wyrd: 6 pts
Effect: persuasion +3D to send thoughts and influence targets actions opposed by standard mental defense(6); imperceptible (12)
Target Size: Person (2)
Range: Self (effect) (0); Close (3 to 100m) (to target) (5)
Duration: 4 rds (2)
Possible Upgrades: Duration (+1 Diff per rd); Target Size and Effect (Diff varies)
Puppetry
Skill Used: Sense
Difficulty: 35
Wyrd: 7 pts
Effect: Full possession of target opposed by standard mental defense (16); imperceptible (16)
Target Size: Person (2)
Range: Self (effect) (0); Point Blank (0 to 3m) (to target) (0)
Duration: 3 rds (1)
Possible Upgrades: Duration (+1 Diff per rd)
-Rognar-
Psi and Theurgy powers are organized into paths that have been developed over the centuries. A starting psychic or theurgist will have knowledge of one primary and one secondary path. Powers within his primary path have a -1 difficulty modifier, while those in his secondary path will have a +0 modifier. Powers from other paths will have a +1 difficulty modifier and any power created by a psychic or theurgist which is not part of one of the paths will suffer a +5 difficulty modifier. Each path has 3 powers and typically, a starting character will have little chance of manifesting the more difficult powers in his paths, but will have the knowledge to build upon with practice. The first two of the paths to be presented are the Psi paths, Bedlam and Far Hand.
BEDLAM
War Dance
Skill Used: Transform
Difficulty: 10
Wyrd: 2 pts
Effect: Target receives +1D bonus to Agility (6)
Target Size: Person (2)
Range: Self (0)
Duration: 4 rds (2)
Possible Upgrades: Duration (+1 Diff per rd); Effect (+6 Diff per +1D Agility)
Confuse Other
Skill Used: Sense
Difficulty: 27
Wyrd: 6 pts
Effect: Opposed by standard mental defense; target suffers +5 difficulty modifier to all actions and may not spend points (8); imperceptible (12)
Target Size: Person (2)
Range: Close (3 to 100m) (5)
Duration: 2 rds (0)
Possible Upgrades: Duration (+1 Diff per rd)
Nerve Burn
Skill Used: Transform
Difficulty: 27
Wyrd: 6 pts
Effect: Opposed by standard mental defense; -1D penalty to Agility (6); imperceptible (12)
Target Size: Person (2)
Range: Close (3 to 100m) (5)
Duration: 4 rds (2)
Possible Upgrades: Duration (+1 Diff per rd); Effect (+6 Diff per -1D Agility)
FAR HAND
Lifting Hand
Skill Used: Transform
Difficulty: 20
Wyrd: 4 pts
Effect: Move target of 1 kg or less (1)
Target Size: Small item (1)
Range: Close (to target) (5); Close (range of movement) (5)
Duration: 10 rds (8)
Possible Upgrades: Duration (+1 Diff per rd); Target Size and Effect (Diff varies)
Kinetic Strike
Skill Used: Channel
Difficulty: 15
Wyrd: 3 pts
Effect: Opposed by Dodge; physical damage 4D (8)
Target Size: Person (2)
Range: Close (3 to 100m) (5)
Duration: 2 rds (1 use per rd) (0)
Possible Upgrades: Duration (+1 Diff per rd); Effect (+2 Diff per +1D damage)
Personal Shield
Skill Used: Channel
Difficulty: 15
Wyrd: 3 pts
Effect: Physical protection 5D (10)
Target Size: Person (2)
Range: Self (0)
Duration: 5 rds (3)
Possible Upgrades: Duration (+1 Diff per rd); Effect (+2 Diff per +1D protection)
Note: doesn't block lasers
Rognar-
The majority of humans in the 50th century live in indentured servitude to the nobility. Illiteracy is the norm and few serfs ever venture more than a day's walk from their home. The average technology level is pre-industrial and most never see anything more sophisticated than the firearms issued to local law enforcement or an occasional motor vehicle. The marvels of spaceships and jumpgates and aliens are little more than fairy tales to nearly three quarters of the population. Serfs derive what little they know of the universe from the Church which keeps them fearful and insular. Demons and sorcerers are believed to be lurking in the dark corners of the world, just waiting to tempt or devour those who stray from the Light. Advanced technologies are seen as the tools of the heretics and the diabolists. Sadly, much of what the Church teaches is actually true.About 20% of the population of the Known Worlds are freemen, craftsmen, free labourers, militiamen and merchants. They fill all the roles in society not covered by the Church, the League or the Nobility, although most are employed by those institutions. Most freemen are at least somewhat literate and have travelled more widely than the average peasant. A few have travelled in space and some even work on spaceships. These freelancers are referred to as yeomen and many adventurers come from this class.
The final 5% of the population are the nobles, the guilders and the priests. The are educated and have knowledge and skills which would be forbidden to people of lower classes. Indeed, some have knowledge which is forbidden to anyone, but enjoy the protection of the organizations to which they belong. Most have travelled in space and for those who haven't, it is a choice, not a necessity.-Rognar-
After some deliberation, I have decided that theurgy and psi are sufficiently different in the Fading Suns campaign setting that I have to deal with them separately. To start, rather than treating all supernatural abilities under the umbrella term of "Metaphysics", the will be separate "Psi" and "Theurgy" categories. Therefore, instead of having a single Metaphysics attribute, there will be both Psi and Theurgy attributes. The player will decide which attribute his character will have. The skills, sense, channel and transform will remain in place under the Psi attribute, while the Theurgy attribute will have divination, favour and strife skills instead (derived from the Miracles section of d6 Fantasy). Everything written so far about psychic abilities remains valid, but a duplicate set of rules will be derived for theurgy. The rules presented earlier dealing with the use and recovery of Wyrd points and Wyrd Tabernacles remains valid for theurgy. Also, theurgists may use holy relics or fetishes which serve to focus their power in much the same way as the psi lens works for psychics and Anunnaki artifacts also function identically for theurgists. A ruleset for dealing with Hubris (the theurgical counterpart to Urge) will be forthcoming.
-Rognar-
Of all the technologies forbidden by the Church, only a handful are viewed more dimly than Psitech. Still, such technologies are highly-coveted because they can greatly increase the power of psychics and theurgists. There are two categories of psitechs based on who created them, Second Republic and Anunnaki (the jumpgate builders). All psitechs are based on a family of crystalline materials which have been observed to react to psychic manifestations. They basically do three things, detect psychic energy, focus psychic energy and store psychic energy. Anunnaki psitechs can typically do all three of these things and some of the more powerful artifacts such as Philosophers Stones and the most potent Gargoyles display other capabilities as well. They can also diminish or suppress Urge.
Second Republic Psitechs:
Psi-detector - A fairly simple device using a psi crystal attached to some sort of scanner. The psi-detector does just what the name implies, detects the presence of psychic abilities in the target. A psychic can attempt a Difficult willpower roll to avoid detection, assuming he is aware he is being scanned. Typically, a hand-held psi-detector will have a range of 3 m, although some larger units can have ranges of up to 100 m.
Wyrd Tabernacle - Typically an ornate box or similar container with a psi crystal mounted inside, a Wyrd Tabernacle is a psychic battery capable of storing a number of Wyrd points for later use by the psychic or theurgist attuned to it. Most are capable of storing 10 Wyrd points, although a handful have been created to store two or three times as much. Note that a Wyrd Tabernacle cannot switch between Psi and Theurgy. It can only be created for one type of Metaphysics. It takes 24 hours of close proximity for a psychic to attune himself to a new Wyrd Tabernacle and he can have only one at a time.
Psi Lens - A lens-shaped psi crystal, usually mounted into some sort of headgear or jewelry, a psi lens can focus psychic powers, making manifestations easier to create. The use of a psi lens provides a +3 skill modifier to psychic manifestations.
Troecker Amplifier - Based on research by a Second Republic scientist named Arvin Troecker in an attempt to use psychics to discover new jumpgates, the Troecker Amplifier is a cubic chamber within which a psychic may sit. A crown-shaped array of psi crystals surrounds the head of the user. Although it never achieved its intended purpose, it did allow psychics to greatly improve their sensing capabilities. Any psychic using his sense skill in a Troecker Amplifier benefits from a -10 difficulty modifer on his manifestations. Given the size of the Troecker Amplifier, few have survived from the Second Republic era. The Emperor is believed to possess one. Also, both the Charioteers and the Engineers are likely to have access to the technology.
Urge Bomb - A particularly nasty piece of psitech, an Urge Bomb appears to be a large grenade or smoke canister. It was developed by members of The Invisible Path, a group of psi-supremacist terrorists who have fought a centuries-long, undergound war against any of their fellow psychics who don't share their belief in psychic dominance of the Known Worlds. Upon detonation, the Urge Bomb releases a 30 m diameter field of hateful, Urge-laden psychotronic energy which temporarily doubles the Urge level of any psychic caught in the radius. The effects last about an hour, although any doppelgangers created will remain after the effects wear off. For every level of Urge above 9, an additional doppelganger is created. A psychic can resist the effects of an Urge Bomb with a Very Difficult willpower roll.
Anunnaki Artifacts:
Soul Shards - Ranging in size from a few inches to menhirs weighing several tons, Soul Shards are psi crystals capable of effects no Second Republic psitechs can duplicate. Soul shards which are discovered in their pristine state are colourless and transparent, with a hint of silvery iridescence. As they become attuned to a particular user, they become milky with an opalescent display of shifting colours radiating from within. The nature of the display is a function of the dominant type of use. Soul shards used mainly for attack and defense tend towards red and yellow, while those used for healing and information-gathering tend toward blue and green. Soul shards act as both focusing and storage devices. A typical soul shard will grant the user a -5 difficulty modifier on his psychic manifestations and will store 10 Wyrd points. A soul shard can also detect the presence of the Urge levels of a psychic who comes within 10 m and gives the afflicted psychic a Moderate willpower roll to lose one level of Urge. Any time the owner of a soul shard encounters a circumstance that could lead to gaining a level of Urge, the willpower roll to resist is never more difficult than Moderate.
Gargoyles - Mysterious statues and bas-reliefs of demonic figures are commonly found on all Anunnaki structures, including jumpgates. Many of these display unusual properties. The larger, more powerful ones are known to induce visions of future events in the minds of psychics and theurgists. Additionally, Urge effects tend to be suppressed within a certain radius around gargoyles. Typically, larger gargoyles are more powerful and capable of suppressing higher level Urge effects over larger ranges. Gargoyles are highly-sought after by starship captains because they are believed to repel void krakens when mounted on the outside of ship hulls.
Philosophers Stones - The most powerful of all the Anunnaki artifacts short of the jumpgates themselves, no two philosophers stones are identical. Some appear as intricate clockworks, incomprehensible in function, while others are statues, primitive in design, but awe-inspiring in craftmanship and precision. Still others appear as ornately-decorated melee weapons or beautiful, natural crystal formations. Typically, philosophers stones are portable, but too large to be concealed and, invariably, they exhibit multiple soul shards incorporated into their design. Discovery of a philosophers stone can potentially make someone rich and powerful, but it will also earn him some powerful enemies.
-Rognar-
Every human being, be he psychically-gifted or not, has a dark side buried somewhere deep inside his subconscious. For most people, this darkness inside us is kept under control. We rarely even recognize its presence. For the psychic, however, this alter-ego can feed on every evil deed and traumatic experience, growing more powerful and more dominant. In the most extreme cases, it can even create a doppelganger, a dark twin with physical form. This omnipresent corruption which the psychic must guard against constantly is called Urge.
Urge can be gained or lost by a variety of means, either through actions performed by the psychic, by exposure to certain technologies or by traumatic events. In each case, the psychic must make a willpower roll. Success means either the psychic has resisted his dark twin in its effort to gain strength or he has succeeded in wresting some strength away from his dark twin. Below are listed the various means of gaining or losing Urge and the willpower roll difficulties for each.Gaining Urge:committing theft - Emissing confessional - Erefusing sacrament - Mdeclaring a vendetta - Mrebelling against your liege or the Church - Mcommitting assault - Dsuffering torture - Dexposure to an evil creature or artifact - Dcommitting murder (justifiable) - Dbeing excommunicated - VDexposure to another psychic's awakened Urge - VDexposure to a demonic presence - VDcommitting rape - Hcommitting murder (cold-blooded) - HLosing Urge:performing a pilgrimage - VDperforming a Church mission - VDperforming dangerous mission for others - Dselfless sacrifice - Dbecoming penitent - Mexposure to a Second Republic psi clinic - Mexposure to a soul shard - Mexposure to a philosopher's stone - Eexposure to a celestial presence - EThere are nine levels of Urge. Every time a psychic fails a willpower roll to resist gaining Urge, he gets an additional level. Most of the time, having one or more levels of Urge does not interfere with the routine activities of a psychic. However, anytime a psychic rolls a 1 on his wild die while performing a psychic manifestation, his dark twin awakens and remains so for 10 minutes per level of Urge.In the first three levels of Urge, the dark twin has limited power and can only attempt to trick the psychic. In each case, the psychic can make an Easy perception check to notice the deception and avoid the pitfall. The actions the dark twin may trick the psychic into taking grow more dangerous with each level and, of course, a dark twin has access to all actions of lower levels.Level 1: Speaking in Tongues - The dark twin can trick the psychic into saying a wrong word or two at an inopportune time, such as when addressing a superior or while engaged in delicate negotiations.Level 2: Misdirection - The dark twin can trick the psychic into directing a manifestation at a target other than the one intended. Difficulty modifiers still apply, so if changing the target increases the difficulty and the psychic fails his roll against the higher difficulty, the manifestation still fails.Level 3: Voices - The dark twin can create voices in the psychic's mind or change what the psychic hears when others speak. A successful perception check informs the psychic that what he heard was wrong, but does not tell him what was actually said, unless the result was 10 or more higher than the difficulty.The next three levels of Urge can result in direct harm to the psychic, although the harm is unlikely to be lethal. At these levels, the dark twin begins preparations for what it sees as an inevitable and terminal conflict with the psychic.Level 4: Wyrd Drain - The dark twin will make one attempt during its awake period to drain a Wyrd point from the psychic. If the psychic fails a Moderate willpower check, the dark twin gets 1 Wyrd point to add to its Wyrd pool. The maximum Wyrd pool of the psychic is reduced by one. If the psychic fails critically, the dark twin drains 2 Wyrd points. This drain is permanent, unless the psychic can lose Urge such that his Urge level drops below 4.Level 5: Visions - The dark twin causes the psychic to suffer hallucinations unless a successful Moderate willpower check is made. If the willpower check is failed, the dark twin can then cause the psychic to suffer a -5 penalty to any one skill or attribute check (except a willpower check) of its choosing during its awakened period as the psychic is distracted by the hallucinations. If the willpower check was a critical failure, the dark twin can create a hallucination so realistic, it will cause the psychic to take one action which is potentially destructive to himself or others.Level 6: Urges - The dark twin gains the ability to manipulate the emotions of the psychic if a moderate willpower save is failed. Like the hallucinations of level 5, this causes a -5 penalty to skill and attribute checks, but lasts throughout the entire awakened period and does effect willpower checks as well. The dark twin will often use this opportunity to attempt a Wyrd Drain. The added effect of a critical failure on the initial willpower check is the same as for level 5.At the highest levels of Urge, the dark twin can cause permanent effects in the mind of the psychic and eventually create an evil and material duplicate of the psychic with murderous intent. The psychic is truly in trouble at this point.Level 7: Dementia - The psychic develops a permanent mental disorder (the nature to be decided by the GM) which the dark twin can employ during its awakened periods to cause mischief. The psychic must make a Difficult willpower check to control his pathology or suffer a debilitating psychotic break during the awakened period. A normal failure means the psychic is disruptive and uncooperative, while a critical failure makes him violent and possibly self-destructive. The mental disorder can only be cured be reducing the level of Urge below 7.Level 8: Outer Child - The dark twin can project a psychic image of itself which requires a Difficult search check to distinguish from the psychic (unless physically interacted with). The image has both visual and auditory components. The dark twin will use this psychic projection to cause as much trouble as it can for the psychic. A successful Difficult willpower check will prevent the projection from manifesting.Level 9: Doppelganger - The dark twin breaks free at least, creating a permanent, material duplicate of the psychic. Only a Heroic willpower check can prevent this. The doppelganger has all the same attribute and skill dice as the psychic, although its Wyrd pool is limited to whatever it successfully drained in the past. The psychic loses all of his Urge, but can only retrieve his drained Wyrd pool upon the destruction of the doppelganger. The doppelganger will attempt to destroy and replace the psychic, but it will wait for the best opportunity for success. It will often engage in criminal and depraved acts before this final confrontation, which may cause long-term problems for the psychic even if he prevails.-Rognar-
The Fading Suns campaign setting introduces two concepts related to the use of psychic powers which do not have an equivalent in the d6 system, Wyrd and Urge. The former is the source of psychic energy used to power psychic manifestations and the latter is a sort of corruption or taint that can afflict a psychic if he uses his abilities for nefarious purposes. These two concepts are pretty fundamental to the Fading Suns setting, so I will undertake to come up with rules to include them in my d6 conversion. I will start with Wyrd because that is pretty straightforward. A psychic or theurgist will receive 10 Wyrd points for each die of Metaphysics he has and 3 for each pip. He will receive an additional 3 Wyrd points for each die has in any of the three Metaphysical skills and 1 for each pip. Therefore, 2D+2 in Metaphysics would be worth 26 Wyrd points and 1D+1 in the transform skill would be worth an additional 4 Wyrd points.The expenditure of Wyrd points is based on the difficulty modifier of the manifestation. For every 5 points of difficulty (rounded up), the manifestation costs the psychic or theurgist 1 Wyrd point.Wyrd points are recovered at a rate of 5 per hour of restful sleep or 1 per hour of light activity.-Rognar-
In the Known Worlds, the variety of soldier types is stunning. From the super-elite Phoenix Guard and Stigmata Garrison to the millions of troopers in the House guards, Church armies, Guild security forces and local planetary militias, soldiers wearing hundreds of different uniforms are deployed in every corner of known space. Several noble houses, particularly Hazat and Decados, also produce psychic warriors, known as dervishes, although this practice is strongly condemned by the Church. Here are the templates for normal soldiers, rangers and dervishes.
Soldier
Attributes:
Agility 3D
Strength 4D
Knowledge 2D
Mechanical 2D
Perception 3D
Technical 2D
Psi 0DTheurgy 0D
Advantages:
none
Disadvantages:
none
Skills:
firearms 2D
melee weapons 1D
brawling 1D
dodge 1D
RangerAttributes:Agility 3DStrength 3DKnowledge 3DMechanical 2DPerception 3DTechnical 2DPsi 0DTheurgy 0DAdvantages:noneDisadvantages:noneSkills:firearms 1Dmelee weapons 1Dsurvival 1Dsneak 1Ddodge 1D
Dervish
Attributes:
Agility 3D
Strength 3D
Knowledge 2D
Mechanical 2D
Perception 2D
Technical 2D
Psi 2DTheurgy 0D
Advantages:
none
Disadvantages:
Enemy (R1)
Skills:
channel 2D
sense 1D
transform 1D
firearms 1D
dodge 1D
The Brother Battle is the sword arm of the Church. Unlike priests of the Urth Orthodox and the holy orders, the Brothers Battle freely use high-tech weapons and openly practice theurgy. It is deemed necessary by the Church to make such allowances given the dangers the Brothers Battle face. Unlike the Avestites, the Brothers Battle do not seek out heretics and demon-worshippers in the dark corners of the Known Worlds. Rather, they fight on the front lines against alien and barbarian threats from beyond known space.Attributes:Agility 3DStrength 3DKnowledge 2DMechanical 2DPerception 2DTechnical 2DPsi 0DTheurgy 2DAdvantages:noneDisadvantages:Devotion (R2)Skills:strife 2Ddivination 1Dfavour 1Dfirearms 1Dmelee weapons 1Dbrawling 1D