[19:37] <+JacobRoss> Hi, I’m Jacob DC Ross. I wrote a rule set called The Exodus System, and I’m using it as the basis of a standalone setting/game called Triskelion Space
[19:38] <+JacobRoss> Triskelion Space is a sci-fantasy space opera that takes inspiration from all kinds of sources. Most franchises with “Star” in their name, plus “Babylon” or “Doctor” get shoutouts.
[19:40] <+JacobRoss> The game is best known for its character creation system. I can best describe it as a bit like Numenera in that you’re combining some aspects together, and a bit like OSR/d20 systems because once you have the elements put together you’ve got yourself a character class.
[19:41] <+JacobRoss> Each character has two Roles (Party and Combat) that give them abilities that are useful for fulfilling a niche during a fight and in other times. They also choose two Flavors (think Foci from Numenera, but you choose which abilities to take and in whichever order you choose).
[19:42] <+JacobRoss> Party Roles include Explorer, Face, Scholar, Technician, and Tough
[19:42] <+JacobRoss> Combat Roles are Controller, Damage, Healer, Sneak and Tank
[19:44] <+JacobRoss> Flavors in this book include Ace Pilot, Bounty Hunter, Cosmic Voyager (a lot like a Time Lord), Shadow, Star Warrior, Star Mystic, Tinkerer, Alien Brute, Elder Alien, Synthetic Lifeform, plus five more that are not yet released (three that plug into Star Mystic traditions and two more alien species)
[19:45] <+JacobRoss> So, for one character, let’s say we want a dashing space rogue. You could choose Face as the party role (charismatic guy who does all the talking), plus Sneak (good at playing tricks) as the Combat Role. For Flavors we might choose Ace Pilot and Tinkerer to have a guy who can fly and make emergency repairs.
[19:45] <+JacobRoss> Done
[19:46] <~Dan> Thanks, JacobRoss! The floor is open to questions!
[19:46] <~Dan> What would you say the setting brings to the table that other sci-fi RPGs don’t?
[19:49] <+JacobRoss> It’s a lot faster to get going than Traveller (the sad reason why my wife and our friend Bethany wouldn’t let me GM Pirates of Drinax for them), or Starfinder. It’s a bit more rules-intensive than White Star (not by much), most of which is the gear and ship customization systems.
[19:49] <+JacobRoss> No XP, leveling is goals-based.
[19:49] <+JacobRoss> Ships can be PCs.
[19:49] <~Dan> Interesting!
[19:50] <+JacobRoss> Two methods of creating NPCs, which can take you either about 20 seconds or more like a minute to write up.
[19:50] <+JacobRoss> No need to keep track of every credit. Commerce is more based on negotiation.
[19:52] <+JacobRoss> Setting is heavily inspired by what I feel to be the most awesome things from about the premiere of A New Hope to the finale of Farscape
[19:52] <+JacobRoss> Characters are set up so that they’re useful in any given scene, not just when disarming traps or only when shooting a gun.
[19:52] <+JacobRoss> done
[19:53] <~Dan> Is there a story behind the setting, or is it just more of a sandbox?
[19:54] <+JacobRoss> Both. I love sandbox, but I set you up so that there’s less work to do when you want to do some worldbuilding
[19:54] <+JacobRoss> Broad stroikes as follows
[19:54] <+JacobRoss> Set in a small galaxy shaped like a triskelion(Link: https://www.google.com/imgres?imgurl=https://upload.wikimedia.org/wikipedia/commons/thumb/e/e9/Triskel_type_Amfreville.svg/1200px-Triskel_type_Amfreville.svg.png&imgrefurl=https://en.wikipedia.org/wiki/Triskelion&h=1101&w=1200&tbnid=vY6u2UP25Ri0uM:&q=triskelion&tbnh=184&tbnw=200&usg=AFrqEzds1L-e74z4c6QLQ6gMZvxz1Tj)https://www.google.com/imgres?imgurl=https://upload.wikimedia.org/wikipedia/commons/thumb/e/e9/Triskel_type_Amfreville.svg/1200px-Triskel_type_Amfreville.svg.png&imgrefurl=https://en.wikipedia.org/wiki/Triskelion&h=1101&w=1200&tbnid=vY6u2UP25Ri0uM:&q=triskelion&tbnh=184&tbnw=200&usg=AFrqEzds1L-e74z4c6QLQ6gMZvxz1Tj
[19:55] <+JacobRoss> The action is generally limited to the Southern Arm because astral phenomena make travel between arms hazardous (galactic core is to radiation-dense for travel, wicked monsters live in the black between arms)
[19:56] <+JacobRoss> Northern half of the Southern Arm is the Heart Region, home of the powerful Supremacy. Ruled by an Eternal Empress who maintains order by secretly setting the Supreme Houses against one another.
[19:58] <~Dan> (phone)
[19:58] <+JacobRoss> Halfway down the Southern Arm is a navigational “chokepoint”. All traffic passes through here, and it’s home to Nexus Station, an officially neutral starbase. Enormous, ancient and inhabited by millions of people. It suits the purposes of the Supremacy and smaller governments to let them maintain semi-sovereign status for now
[19:59] <+JacobRoss> Below that is the Fringe Region.Lots of smaller governments here. Suprising number of species that look like animal-human hybrids. I make no bones in saying that I love 90s and 80s media like TMNT, Bucky O’Hare, Biker Mice from Mars and so on. So, uh, yeah. Rabbit-like starfighter pilots.
[20:00] <+JacobRoss> At the extreme southern edge is the Outer Region. Most planets here are hellish and hospitable only to exotic forms of life.
[20:01] <+JacobRoss> A growing Insurgency acts against the interests of the Supremacy. Most of their members are in the Fringe Region.
[20:01] <~Dan> (back, sorry)
[20:01] <+JacobRoss> Some nasties are living on the outside of space, and they’re about to start coming en masse. Picture the Borg mixed with the Zerg (and they have good PR agents) and you’ve got the idea
[20:01] <+JacobRoss> Done
[20:03] <~Dan> Are the PCs generally expected to be members of the insurgency?
[20:04] <+JacobRoss> Absolutely not
[20:04] <+JacobRoss> They certainly can be, but that’s not required
[20:05] <+JacobRoss> I’m writing the Supremacy as a group of disparate houses so that GMs can have situations where it’s Insurgency vs Supremacy, S v S, I vs I (think how Saw Gererra’s men in Rogue One were on the outs with mainstream rebels), or even Insurgency teaming up with Supremacy versus bugs.
[20:05] <+JacobRoss> Or you can just do your own thing.
[20:05] <+JacobRoss> done
[20:06] <~Dan> How many alien species do you detail?
[20:07] <+JacobRoss> We’ve got the Foi, who are covered by the Elder Alin Flavor, plus a few different “animal aliens”, the Mekarna transforming robots and a few others.
[20:08] <~Dan> Nice.
[20:09] <~Dan> Do you have rules for creating more?
[20:10] <+JacobRoss> Well, the thing about species in this system is that you don’t have to represent them mechanically. So if you’re a Foi you don’t have to take Elder Alien. Also, depending on the lore that you write for your society, you could conceivably have a human playing an Elder Alien (think Yoda or Spock).
[20:11] <+JacobRoss> I am going to include some guidelines for writing Flavors, but it’s more about creating any type of Flavor that you like than simply representing a species.
[20:11] <~Dan> I see.
[20:12] <~Dan> I’m assuming the setting includes psionics of some sort?
[20:13] <+JacobRoss> Yup. The “Flux”. The Star Mystic Flavor covers the basics, but there are also a few other Flavors that you can either use to “plug in” to the Star Mystic (synergistic abilities) or as the only representation of Flux training.
[20:14] <+JacobRoss> It’s not forbidden or anything. Very few, if any, techniques are “Light” or “Dark”, it’s more about how you use it.
[20:14] <~Dan> Is it more like psionics, or is it more like “space magic”?
[20:15] <+JacobRoss> MAGIC! Those Star Mystics/Flux Ravagers who use “Soul Weapons” aren’t limited to just making weapons out of hot light. They can choose to have them be ice cold, electrical or some other effect.
[20:16] <~Dan> Interesting… What else can the Flux do?
[20:17] <+JacobRoss> The main Star Mystic can adjust their stats, create a Soul Weapon, affeect their allies in battle and a couple other effects. The “plug in” traditions (which, again, work standalone, too) can do things like maul you in battle, teleport and so on.
[20:17] <+JacobRoss> One of the villains uses Filamentmancers (folks who tap into the connection between things) to power their ships’ engines.
[20:18] <+JacobRoss> Some can integrate other creatures into their bodies
[20:18] <+JacobRoss> Pretty wide-ranging.
[20:19] * ~Dan nods
[20:19] <~Dan> Would I be correct in guessing that ship combat is pretty cinematic? Dogfights in space, etc.?
[20:21] <+JacobRoss> Yeah. It’s all on hex maps. Every character in the party can pick a job on the ship (such as captain, gunner, engineer, etc.) and they get a few specialized actions to choose from. They can only do these actions a limited time per battle, but they can help turn the tide. It might be something like interfering with an enemy’s electronics to forming a fighter
[20:22] <+JacobRoss> wing or finding a hidden weakness
[20:22] <+JacobRoss> Also
[20:22] <+JacobRoss> ships are very easy to customize.
[20:22] <~Dan> Why’s that?
[20:24] <+JacobRoss> You pick two roles/or types from the following descriptors: Light, Medium, Heavy, Carrier, Station, Assault, Interceptor, Support. These influence the starting stats and give abilities, then you choose one or more mods (it depends on whether you’re making a level 1 PC ship or a custom ship that’s supposd to start with more mods).
[20:25] <+JacobRoss> This process is the same for mechs and standard vehicles
[20:26] <+JacobRoss> One thing that’s different is that it’s not “easier” to hit a bigger target
[20:27] <~Dan> Why’s that?
[20:29] <+JacobRoss> Hits are representations of attacks that have a chance at doing damage. So sometimes, when you’re a Scale 3 fighter against a Scale 6 warship, your bullets are likely bouncing off of the hull even if you miss. This is important because we’ve got an “Armor Degradation” rule. The die that you use for armor steps down (d10 to d8, d8 to d, etc.) with each hit
[20:29] <+JacobRoss> If we made it easier to hit larger targets they’d get swarmed by bullets and lose all of their armor in the first round.
[20:29] <+JacobRoss> done
[20:29] <~Dan> Ah, I see what you mean.
[20:30] <~Dan> How is FTL travel handled in the setting?
[20:30] <+JacobRoss> Bigger ships multiply the damage they do against smaller ships and multiply their armor rolls against ships that are smaller. Missiles are the exception to this Scale of damage. They do their regular damage no matter what. So if you’re a fighter you want to slip in past point defense turrets, fire off your missiles and get out
[20:31] <+JacobRoss> FTL is warp speed/hyperspace real-time travel and is fast. There are suggestions for other ways, though (Jump Drives or Stargates).
[20:31] <+JacobRoss> Oh, and FYI I’ve got 10 minutes
[20:32] <~Dan> Oh! No problem.
[20:32] <~Dan> Can you describe the task resolution mechanic real quick?
[20:34] <+JacobRoss> Sure. Everything is an opposed roll. Youropposition might be an NPC, who has an AD, or Action Die, to represent their competency. If it comes from the environment you might be climbing a d8 cliff or something. Your stats are all rated as dice (like in Cortex Prime). So you might roll your d12 Dexterity plus swordfighting skill rank versus the NPC’s d10 action
[20:34] <+JacobRoss> die to see if you hit
[20:34] <+JacobRoss> This make success less certain and introduces more tension to each roll
[20:35] <~Dan> Gotcha.
[20:35] <~Dan> Well, in the time you have left, is there anything we haven’t covered that you’d like to bring up?
[20:36] <+JacobRoss> Hmm, uh, just that the campaign is to fund some AMAZING art from Dean Spencer and Matt Bulahao. That’s why I need 5k. Oh, and if you get the pprint code tiers, you get indefinite print codes. Like you could use it to order five discounted copies of the book.
[20:37] <~Dan> Nice!
[20:37] <~Dan> Usual reminder: Gratuities are welcome from folks at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 🙂
[20:37] <+JacobRoss> We can still hit this funding goal, but the growth is slowing down. Even if you can’t contriute, I’d appreciate any signal boosts
[20:37] <~Dan> Thanks for joining us, JacobRoss!
[20:37] <+JacobRoss> TYVM
[20:38] <~Dan> If you can give me just a minute, I’ll get the log posted and link you.