Showing posts with label Orbiters Local 519. Show all posts
Showing posts with label Orbiters Local 519. Show all posts

Friday, September 23, 2022

Orbiters Local 519 2e, now out on itch.io

Orbiters Local 519 is a sci-fi dungeoncrawler about disassembling derelict starships, made for open tables and one-shots. It has a focus on instability - as the players move through the derelict, it falls apart around them, with walls collapsing, pipes leaking, and entire rooms possibly separating from the core.

Along with natural damage, the players are given tools to change the environment themselves: welding torches, plasma cutters, explosives, and barricades.

The post-Kickstarter version found on itch.io now includes GM advice, an expanded bestiary, and a large ship generator that determines ship type, disaster, room contents, and more.

The image below links you to the game's itch.io page.

Wednesday, February 23, 2022

Orbiters Local 519 2e, now funding on Kickstarter!

Orbiters Local 519, the sci-fi dungeoncrawler I released last April, is getting an updated release on Kickstarter.

The new edition keeps the streamlined, Event Die-based exploration of the original, while updating the classes to give more interesting choices and expanding the GM's toolkit with derelict generators and an expanded bestiary. 

Additionally, the new edition is built with open tables in mind, supporting that playstyle by, for example, tracking required resources like Oxygen tracked on a derelict-to-derelict basis; on the start of your shift, you get a certain amount. When you're done, whatever's left over is confiscated by the Company. This helps ease the amount of bookkeeping required as players (and the equipment they own) come in and out.

The new edition also includes art by Locheil, of the Nothic's Eye, and layout by kahva, of Anywhither.

Click on the image below to see the Kickstarter page, which includes a more detailed pitch of the new edition.

Sunday, August 1, 2021

OL519 Actual Play - ISK Halamandaris

This was the first session of Orbiters Local 519, back before it was fully complete. Luckily, the game really didn't change much during development (though I'm working on a couple small fixes), so it's still a good example.

The events of the game are in standard text, quotes from PCs or players are italicized, and GM advice & important concepts are in bold.

Players & Characters

Kahva - Big Ish, Hardsuit Operator A

Mihau - Oyld Seelskin, Sentry A

purplecthulhu - Magdalene Mathers, Sentry A

Vayra - Abrams 2 Planes, Hardsuit Operator A

Xenophon of Athens - Agarwaen, son of Umarth, Controller A

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The salvage team approaches the ISK Halamandaris in their boxy, yellow-painted Transport. The ship's habitat domes are shattered, and luminescent jellyfish shine like neon stars around them. One engine nacelle is gone, leaving a long tear through the hull, and the bridge window at the front of the Halamandaris is shattered.

The PCs enter the bridge after a vote, where only Xenophon dissented.

Mihau: "I want to go through the rear airlock, but all the cool people want to go to the bridge."

Xenophon: "Well f*** you too."

Abrams & Madgalene carefully drift through the shattered bridge window and tie themselves to the remaining consoles. Abrams checks the walls and doors with the thermal scope of his tranquilizer rifle, finding a snake-like shape swimming through the inside of one wall. The rest of the team enters as Madgalene seals the room's vents with foam, hoping to keep the creature out.

Ish splices his coffeebox (a briefcase-sized battery, used to power systems on derelict ships) into one of the computers, which comes online and displays the ring-and-sphere logo of the Tau Sigma Terraforming Group.

Abrams keeps his rifle trained on the shape as Ish searches through internal documents & reads through logs. A few weeks after the last captain's log, and after the ship was reported derelict, the computer recorded a security system override - lethal force, target all non-crew organisms.

The computer was all improvised except the security override - this was a mistake which came back to haunt me in later sessions. It's best to give a computer three things - Security (some computers might be open to everyone, but others may need passwords, fingerprints, transponders, or simply be completely inaccessible without being hacked by a Controller), a Start Screen (usually explains what it's for, or at least makes a nice bit of description) and the Content (a list of both everything the computer can do, and every important file on it).

The rest of the group wait, wary of the Hardsuit Operators:

Oyld: "Remind me why you two aren't in the military?"

Ish: "I was. Now I'm not. Long story. Short story, actually, I just don't like to talk about it."

Abrams: "Don't let you shoot enough things. Or take trophies."

Ish finds references to the ship's AI, Solace, and Agarwaen tries to use the console to send messages to it, but transmission to and from AIs is heavily sanitized - the consoles aren't allowed to send anything to the AI, and Solace can only send information its archived, not things it's written. Instead of spending a Program Slot to override the console, the salvage team decides to dismantle the consoles. 

This part of the session included another improvised concept that worked much better than the computers: everything on ships is well-labelled. Power cables say [Reactor <-> Hydroponics Pumps], pointing the way to both. Bundles of fiber-optics are labelled [AI Input], or [Observatory]. These labels help in two ways - first, they give the PCs extra information, and let them make changes to the derelict in ways they understand, instead of chopping away at wires and hoping something good happens.

Second, once the players get used to well-labelled ships, you can change things. A freighter rebuilt from a mothballed warship, with power cables saying they go to the Particle Beam Array when they actually control the galley lighting. A ship from a budget manufacturer with no labels on anything, so the players have to guess (or try to figure out the role of the wires based on color).

Once the bridge is torn apart, they drift out the window, grab the Transport's netting, and fly to the ship's rear airlocks. On the other side of the airlock is a locker room, with a deactivated TV and camera along with two doors: one left, with stacked-up crates on the other side, and one right, leading to the Halamandaris's jammed-open shuttle hangar.

Abrams & Ish activate the TV and download its contents (mostly nature documentaries), while Madgalene creeps into the cargo bay and retrieves the contents of a crate labelled "generator": foldable solar panels, tiny wind turbines, and a gas generator that might be older than the Mars colonies.

Agarwaen inspects the camera, finding a cable marked [AI Input], then tries to communicate with Solace in a... less than polite way.

Agarwaen, waving frantically: "Please don't try to kill us, AI, I don't think you'd enjoy the result very much."

As the generators and TV are loaded on to the transport, Oyld grabs packets of Meat Discs™ from the cargo bay, and passes them out to the team. They decide to leave the camera intact, weighing its value against the possibility of angering Solace.

Then, they leave, with Agarwaen setting a laser gate on the door to the hangar. They float through the cargo bay, and into a fuel storage room, which they mark as Volatile. Big Ish barely squeezes into a maintenance shaft, putting him into the remaining engine nacelle. Inside, he finds something - a slab of non-heat-sensitive plastic explosive, pressed to the inside of the engine. Its detonator had gone off, but not set off the slab.

He carefully scrapes it off, and Agarwaen tests Tools to print a remote detonator, planning to use the bomb later. The nacelle is marked, and they return to the fuel storage room to find one of the tanks starting to leak. Madgalene uses some more of her foam to plug the hole, and Abrams makes a detailed check over the tanks using his thermal scope, since small leaks or cracks would have a different temperature than the heated tank.

The breached tank was a Creaking roll, but the PCs had fixed the issue before it escalated - before that, there had been a Creaking roll (and subsequent Decay) causing the ship to turn, which was so irrelevant that it didn't really come up in the session or the report. A later version of Orbiters Local 519 will have that result changed.

Then, they check through the main door of fuel storage, finding a hive of metal-shelled barnacles devouring a floating jellyfish. The PCs quickly discover their shells are impervious to bullets, but a shot from Big Ish's hardsuit railgun causes one of them to flail its spiked tendril, hoping to strike its attacker.

Abrams thinks for a moment, then unwraps his package of Meat Discs™ and throws them to the barnacles, shooting them when they open up to grab the food. He fires his tranquilizer rifle at the last of them, then digs it out of the floor, hoping to keep it for study. 

Returning to the Transport to store the barnacle, they run into a pair of hovering security drones. One is deactivated successfully by Agarwaen, but the second fires a flashbang into the room. While everyone failed their saves, Agarwaen still succeeded on initiative and initiates Deactivate Security System again.

Here, I made a mistake - Agarwaen had placed a laser gate on the only other entrance to this room, and it should've done something.

And has a problem - electric feedback fries his nerves and he feels like someone's grabbed him by his lungs as his HP hits 0 and his maximum HP is halved due an Injury roll.

The rest of the team still disoriented, panic as their hacker gasps and wheezes for air. After making sure both drones are disabled, they work together to pick him up and carry him to the Transport. Once he's stable, they return to the Mothership, which closes with the derelict and dissects it with its dozens of laser cutters.

As Agarwaen is taken by the salvaging company's medical team, the rest of the group settle in to their rooms. It'll be weeks before the Mothership reaches their next target.

Sunday, May 2, 2021

Orbiters Local 519 (GLOG Hack)

Edit 2/20/23: You can purchase Orbiters 2e on itch.io here - my Zine Quest 2022 project, complete with derelict generator, GM's guide, and expanded classes, tools, and bestiary.

Edit 8/3/21: Updated to Version 1.1, fixing errors, expanding the Pipe Contents table, retuning Supplies, and adding guidelines for computers. Added a link to Owlbears & Chickenhawks' OL519 content. Links to supplemental content will continue to be added, but not recorded in edit logs.

In this post about a derelict-crawling GLOG I said "This is just classes, and it probably won't go further than that". Well, it turns out I'm a liar.

Orbiters Local 519 is a GLOG hack using those classes, built for an open table or set of disconnected one-shots. In it, the PCs play a group of scavengers sent to recover delicate resources from wrecked starships. It has two important differences from your standard dungeoncrawl, however: one of them is simply the 0g environment, but the other is more interesting: destructibility.

Generally, a dungeon will stay physically the same when the PCs enter to when they leave - maybe they'll kick down a door or two, but they won't be caving in rooms. In Orbiters Local 519, not only will they be tearing through walls, but the derelict will be falling apart on its own. Pipes explode, gravity falters, derelicts spin, and entire rooms can tear off from the structure.

Click on the cover to read the most recent version of core book's PDF (currently v1.1), and the links below to take a look at some example derelicts and expansion content. 

If you would like to look at Version 1.0 instead, here is a link.

Example Derelict One - EAS Aspen

A Navy railgun corvette was destroyed in a skirmish about 7 months ago. No survivors are expected, and sensors are picking up a radiation leak. Hopefully you can get in and out before the Navy realizes we're here.

Example Derelict Two - ISK Halamandaris

A biology research ship, destroyed by a power failure incident. The AI, Pythagoras, should still be online. Most of the habitat domes are still in one piece, and we have no idea what could be inside. We shouldn't be facing any competition for this one, feel free to take your time. As much as you can, anyway. 


Supplements

Piloted Asteroids + Wildcatter Class, by Owlbears & Chickenhawks (Supplement)

BUGS AND BLASTERS, by Lichesgetstitches (Hack)

LUCIDITY IS NOT A POSSIBILITY, by deus ex parabola (Derelict)

Orbiters 20 (Hack)

Friday, April 2, 2021

Derelict-crawling GLOG Classes

EDIT: updated versions of these classes can be found in Orbiters Local 519, my new derelict-crawling hack.

Since I am extremely boring, I absolutely love easy-to-run dungeoncrawling games. Throw together a Suspicious Location, drop a few people into it, and go. Sewer Rats is one, Sunless Horizon was originally one before it got way out of hand, and this is (sort of) another one.

What is the setting? It doesn't matter. Perhaps the Company rules this section of space,  or the Empire has just rolled through, leaving only ruin in their wake. The only solid fact is that there are ruined starships, whether modern or ancient, and they're worth obscene amounts of money.

This is just classes, and it probably won't go further than that, because it doesn't need to. Grab your GLOG of choice and drop them in, then you're done.

Just take care out there, OK? The void isn't one to take prisoners.

Destiny concept art


Controller

The Controller's mechanics are inspired somewhat by cyberchronometer's wizard.

A: Hacking Device
B: +1 Program Slot
C: +1 Program Slot
D: +1 Program Slot, Recalibration

Hacking Device
Your hacking device has one Program Slot, which can be filled with a Program before the start of a mission. Each time you use a Program, you must roll 1d6. On a 4 or 5, the hacking device misfires and burns out that Program Slot, preventing you from using it. On a 6, not only does the hacking device misfire, but the remnants of the derelict's countermeasures go off, and you must roll on the Countermeasures table.

Programs
1. Lock or unlock a door. 
2. Take over a camera.
3. Activate or deactivate a turret or other security system.
4. Activate or deactivate the gravity.
5. Rotate the derelict.
6. Scan a room of the derelict for motion. 
7. Download documents or other pieces of information.
8. Create a map of the derelict.

Countermeasures
1. Lockout - The system has recorded your information. Every future hacking attempt in this derelict automatically rolls a 6.
2. Alarm - A blaring alarm and flashing red light fills the derelict.
3. Imprison - Every door into the room the Controller is currently in closes and locks.
4. Biofeedback - take 1d6 damage.

Recalibration
Once per mission, you can exchange one Program in your Hacking Device for another. 


Observer

Duskers

A: Camera Drone
B: Sensorium
C: Combat Readiness
D: Automation

Camera Drone
You start each mission with a number of hand-sized flying drones equal to your Observer templates. Each one has 1 HP, 10 AC, and an inbuilt flashlight. They can only see in the visual spectrum, and cannot hear. You must pilot your drones, and cannot move or act while doing so.

Sensorium
Your drones' basic cameras are replaced with an advanced set of sensors. Your drones can hear, see in both ultraviolet and infrared, and zoom in up to 10x magnification. It still has its flashlight.

Combat Readiness
All of your drones now have 1d6 HP each, and you can outfit each one with one of these devices per mission.

1. Flashbulb - If triggered in a dark area, all creatures in a 30' cone are blinded for one turn, and animal-intelligence creatures must make a Morale save.  
2. Self-destruct - the drone is destroyed instantly, and everything in a 50' radius takes 3d6 damage, with a Dexterity save for half.
3. Lure - emits a spectrum of light and a set of varying tones intended to be visible and audible to as many creatures as possible, attracting animal-intelligence creatures to the drone.
4. SMG - 2 attacks on separate enemies or one attack at +2 to-hit, 1d6 damage.

Automation
You can give your drones basic commands: "move to this room and scan everywhere", "come back", "follow me". 


Sentry

https://www.artstation.com/artwork/lzw4V

A: 3D Printer, 2 Spools
B: +1 Advanced Design, +1 Spool
C: +1 Advanced Design, +1 Spool
D: +4 Advanced Designs, +1 Spool

3D Printer
The Sentry can expend spools of plastic and metal feed material to print defenses from their backpack-mounted 3D printer. Each of these basic designs costs one spool, and takes 1 exploration turn to print.

Basic Designs
1. Barrier - a waist-high, 10-foot wide metal barrier that provides cover to anyone behind it.
2. Sensor - detects movement in the room where it's placed.
3. Remote Charge - when detonated by the Sentry, explodes in a 50' radius, dealing 3d6 damage with a Dexterity save for half. 
4. Shield - takes one hand, but can absorb 6 damage before shattering.

Advanced Designs
Upgrading your 3D Printer has allowed you to create more complex objects. Each of these advanced designs cost 2 spools, and take 2 exploration turns to print and assemble.

1. Turret - must be operated by a person. +4 to-hit and 2d8 damage, or 1d8 damage in a 20' radius with a Dexterity save for half. Comes with enough ammunition for 3 bursts.  
2. Turret Ammunition - 6 bursts of turret ammunition.
3. Camera - automatically detects movement, and can be looked through by the Sentry.
4. Mine - detonates automatically upon sensing movement, dealing damage equal to the Remote Charge.
5. Electrified Wire - barbed wire connected to an electric charge. Halves movement speed and deals 1d4 damage each round to everyone inside. Enough for a 60' line or a 20 foot radius clump.
6. Smoke Charge - when detonated, fills a 60' radius area with smoke. Attacks into, out of, or through the smoke are at -4 to hit.

All three of these classes are meant to fit together (the Observer locates enemies, then the Controller manipulates them into a trap set by the Sentry). If you find this restrictive, feel free to add more classes: deus ex parabola's Spacer as a jack-of-all-trades, my Psychic to add some supernatural strangeness, or Lexi's Mechwarrior for people who want a more direct solution. Any of these would help you break up the close fit of the defaults.

Sunless Horizon Beta 2.3 Release

Commissioned from Scrap Princess excited screeching I've been posting about  Sunless Horizon  for about a year, and after finally gettin...