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Showing posts with label Hostile. Show all posts
Showing posts with label Hostile. Show all posts

Saturday, 17 June 2023

A Hostile Setting

The year is 2225. For the last seventy-five years, hyperdrive starships have enabled mankind to colonise, settle, explore, and most importantly, exploit the more than three hundred planets in the interstellar space surrounding the Earth. Three arms of exploration and settlement have been developed—American, German, and Japanese. The majority of settled worlds lie within a four to six Parsec radius of Earth, but there are worked, settled, and visited worlds out to a radius of forty Parsecs. It turned out that none of them are true garden worlds. Many of them are tidally locked worlds and all have environmental conditions which make survival difficult if not outright challenging or dangerous. None have been found to be home to intelligent alien species, although many are home to indigenous species deadly, or at least a danger, to man. Even the Earth is no longer safe having suffered partial environmental collapse. Billions reside on the planet, but many make the long journey in hypersleep to make a new life on another world or to work contracts on resource worlds, for in the main, deep space is a place to work. Metals and rare earths, but above all petrochemicals for the plastics industry, remain in great demand.

The need for these resources has led to the rise of several South Korean chaebol and Japanese keiretsu-like corporations whose reach extends to the far edge of explored space, greater than that of any nation. Mining and aerospace company Reiner-Gama dominates and has its operations confined to the Solar System, but others include the engineering-based Leyland-Okuda; the British-based Erebus, built up from oil extraction in the Antarctic; Russian conglomerate Voroncovo, which provides data brokerage and security services alongside heavy engineering; Hong Kong-based manufacturer, Wu-Ketai; the Tokyo-based Matsuyama which specialises in colony construction and support; and the Tharsis Corporation, a mining company which originated on Mars and is led by Compton de Vaille, who at 223, is the longest lived human in history. The activities of these and lesser corporations are regulated by the United Corporate Combine, but peace, law enforcement, and labour relations across human space are still regulated by the political blocs and organisations of Earth. In the American Arm, the Federal Colonial Marshal Service stations officers on every colony, the Union of American Space Labor supports the safety and well-being of the workers everywhere, and the United States Marines provides military protection and peacekeeping. This includes the Tau Ceti 4 colony, originally divided between China and the United States of America, where the collapse of the newly democratic China in 2166 led to the foundation five new states all of whom claimed control of the former Chinese colony, civil unrest on the colony, and then insurgency and counter-insurgency as the United States Marines stepped in as a peacekeeping force, welcomed and rejected at the same time.

This is the setting for Hostile, a gritty, near future roleplaying setting inspired by the Blue-Collar Science Fiction of the seventies and eights, including the films, Alien, Outland, and Aliens. It is a future in which space exploration and colonisation is difficult, harsh, and dangerous, but in which there are asteroid systems and worlds to be exploited and great profits to be made. Conflict is not unknown—between colonies, between colonies and corporations, between corporations, and when that gets too much the Interstellar Commerce Organisation steps in or peacekeepers such as the United States Marine Corps are sent in, but in the main, space is a working environment. One with numerous hazards—the vacuum of space, radiation, adversely high and low temperatures, poisonous planetary atmospheres, potential insanity from being exposed to hyperspace, and strange alien creatures which see you as intruder, food, or incubation for its brood—which humanity must cope with in addition to the stresses of space travel and working away from Earth.

Hostile Setting is published by Zozer Games. It is the companion volume and setting guide for the publisher’s Hostile Rules, derived from Samardan Press’ Cepheus Engine System Reference Document, the Classic Era Science Fiction 2D6-Based Open Gaming System based on Traveller. The Hostile Setting can be run using the Hostile Rules or the Cepheus rules, but is primarily designed as the setting guide for the former. Instead of offering the chance to begin again in a golden age of opportunity and adventure, the 
Hostile Setting instead explores a new age of work, industrialisation, danger, retrofuturism, and cynicism. The supplement provides a complete that includes a future history that runs into the twenty-third century, details of major government, corporate, and criminal players along the American Arm, data for some one-hundred-and-fifty world worlds and detailed descriptions of over twenty, rules for character creation, equipment, arms, and armour, a space bestiary, rules for handling and working the hazardous environments of the future—including zero-g, radiation, and mining, starship construction and current designs, a write-up of the USCS Hercules—a newly released commercial towing vessel, including deckplans, over thirty detailed scenario hooks, and nods aplenty to the subgenres it is inspired by.

There is some crossover between 
Hostile Setting and Hostile Rules. This is primarily mechanically in terms of the Career options—including Corporate Agent, Corporate Executive, Colonist, Commercial Spacer, Marine, Marshal, Military Spacer, Physician, Ranger, Roughneck, Scientist, Survey Scout, and Technician. The Android Career is included also, but primarily for NPCs. The possibility of an Android as a Player Character is discussed and it is strongly—in fact, very strongly—advised that should a Player Character Android be included in a campaign, it should not be able to break its programming. Only six general options are suggested for androids—spacer, survey, scout, physician, scientist and technician. Elsewhere, Hostile Setting and Hostile Rules complement each other. Hostile Setting provides not just the setting that Hostile Rules lacks, but also details of specific arms and armour, equipment, and starships, as well as the rules for creating the latter. The rules for spaceship construction does feel slightly superfluous given the number of vessels detailed as part of the setting, but doubtless, there will be some Game Masters and readers who enjoy tinkering with them and designing their own starships.

In terms of what type of campaigns can be run in the 
Hostile Setting background, several options are discussed. These include working as troubleshooters, working as a crew of an interstellar transport, members of the United States Marine Corps or Federal Colonial Marshal Service, or explorers out on the frontier. The peacekeeping mission of Tau Ceti 4 lends itself to a low intensity military campaign and Hostile Setting focuses on this colony more than any other in the book with some colourful fiction for the situation there. A Hostile Setting campaign need not even leave a colony or mining station though, the Game Master could easily develop a colony which could support any number of situations involving exploration, survival, criminal activities, technical difficulties, labour relations, and more. For the Game Master wanting a nod to the primary inspiration for Hostile Setting, the film, Alien, there is guidance for creating and handling horror in the setting and a discussion of the types of exomorph—or alien horror—that the Player Characters might encounter in the far, dark reaches of space. Whilst several examples are included, the Game Master is advised to introduce these with care. A number of hyperspace anomalies are also discussed as potential sources of fear. Whatever the type of campaign chosen, there is some solid advice on how to describe the setting, including excellent lists of elements which can help enforce the look and feel of the environment.

Physically, 
Hostile Setting is serviceably done. The artwork is decent, capturing very much the grim and gritty feel of space being a working environment. One noticeable design feature is the text size, which although sans serif, is large.

The contents of 
Hostile Setting will feel familiar to anyone who played or read either Traveller or Cepheus, but very much filtered through not one, but three different Science Fiction subgenres—Blue Collar Science Fiction, Horror Science Fiction, and Military Science Fiction—and combined into one heavily implied setting with obvious inspirations. Hostile Setting can use either of those rules, but best works with Hostile Rules, since they complement each other. Further, the Hostile Setting showcases a setting not just where a Xenomorph—or in this case, an Exomorph—could be encountered somewhere far out from the safety of the Earth, but a Science Fiction setting rife with other dangers and other story possibilities. In fact, to come to the Hostile Setting expecting to focus mainly on encounters with dangerous alien lifeforms would lead to disappointment and to solely focus on that in play, would be to ignore those other, in many ways, more interesting story possibilities.

For the Game Master who wants a near future, grim and gritty Science Fiction setting which focuses upon Blue Collar protagonists rather than heroes, the 
Hostile Setting is a very good choice. The Hostile Setting takes its Blue-Collar Science Fiction inspirations and provides a well-realised background with support and scenario suggestions aplenty.

Saturday, 7 May 2022

Hostile Mechanics

Hostile is a gritty, near future roleplaying game inspired by the Blue-Collar Science Fiction of films such as Alien, Bladerunner, and Outland. It is a future in which space exploration and colonisation is difficult, harsh, and dangerous, but in which there are asteroid systems and worlds to be exploited and great profits to be made. Conflict is not unknown—between colonies, between colonies and corporations, between corporations, and when that gets too much the Interstellar Commerce Organisation steps in or peacekeepers such as the United States Marine Corps are sent in, but in the main, space is a working environment. One with numerous hazards—the vacuum of space, radiation, adversely high and low temperatures, poisonous planetary atmospheres, potential insanity from being exposed to hyperspace, and strange alien creatures which see you as intruder, food, or incubation for its brood—which humanity must cope with in addition to the stresses of space travel and working away from Earth.

Published by Zozer Games, Hostile is derived from Samardan Press’ Cepheus Engine System Reference Document, the Classic Era Science Fiction 2D6-Based Open Gaming System based on Traveller. It is a standalone game system and setting which is divided into two volumes, Hostile Rules and Hostile Setting. To encompass the military Science Fiction aspect the setting—obviously inspired by Aliens—Hostile encompasses the squad level combat rules from Modern War, but that is only one option of play explored in
Hostile Rules. In total, Hostile Rules covers the task resolution mechanics, character creation, survival rules, stress and panic rules, starship and ground combat, starship operations, creating worlds, trade and salvage, encounter tables, and more. What Hostile Rules does not do is provide an actual setting, although that is either referred to or inferred to throughout its pages, for typical wages and costs of items and services in 2250, as well as the licences and qualifications associated with the roleplaying game’s skills, both in the military and out.

Hostile Rules is itself not entirely complete and is not a standalone rulebook. Most obviously, there are no weapon stats given in the combat sections of Hostile Rules—that is saved for Hostile Setting.

The fundamentals of Hostile will be familiar to Referees and players of Traveller. The core mechanic consists of two-sided dice rolled against a target of eight or more, to which are added stat-derived modifiers; characters tend to be older, having gone through several four-year terms of service in a career and may suffer the effects of aging; in combat, damage is taken directly by a character’s three physical attributes—Strength, Dexterity, and Endurance; and starship travel is measured in the number of parsecs travelled. In flavour and feel though,
Hostile Rules is very different to Traveller, being grim and gritty near future Science Fiction as opposed to the far future Imperial Science Fiction of Traveller.

Hostile Rules begins by explaining its core mechanic. For the standard skill role, it explains the perception roll and the characteristic roll, all done in a couple of pages, or so. It also discusses the types of campaigns which it can be used to run. These are typically built around particular crew types, including colony work crews, corporate investigation teams, roughneck crews, commercial starship crews, marine corps squads, private military contractors, and more. Then it explains character creation, with options for designed rather than random creation. Although the setting of Hostile is humanocentric, it includes options for the genetically engineered Android and Prole, but neither are intended as options for Player Characters. Proles are needy and introverted with a four-year lifespan, whilst Androids are passive and non-aggressive, and the designers advise the Referee to be careful before allowing an Android with ‘broken programming’ in play.

A character in Hostile is defined by six characteristics—Strength, Dexterity, Endurance, Intellect, Education, and Social Standing—each rolled on two six-sided dice and expressed as line of numbers and letters called UPP or Universal Personality Profile. A Player Character’s homeworld provides some base skills at level zero, with career options including Corporate Agent, Corporate Executive, Colonist, Commercial Spacer, Marine, Marshal, Military Spacer, Physician, Ranger, Roughneck, Scientist, Survey Scout, and Technician. The Android Career is included for NPCs. Then a player rolls for the character’s Career, term by term, with mustering benefits at the end. In addition,
Hostile Rules adds tables for his appearance, height, weight, psych evaluation, reason for leaving Earth, suit badges, and more. This nicely adds flavour and detail. All of the details for each Career is neatly contained on the single page.

Chandra Pham is from Singapore on Earth and signed on with Kuorox Interplanetary as a crewhand and for the last two decades has risen through the ranks, qualifying as a senior broker before being appointed captain of the Blue Hildegard. Two years ago, the Blue Hildegard was hijacked following a gun battle in which numerous members of the crew and hijackers were killed. Captain Pham managed to lead an escape attempt and overpower the hijacker, but was badly injured during the incident, losing her right eye. Although an ICO Court of Inquiry exonerated her, it pointed to lax Kuorox Interplanetary operating procedures which enabled the hijacking. Chandra Pham was let go by Kuorox Interplanetary, but received Star Envoy Club Membership as a reward and is currently looking for an independent berth or opportunities to trade.

Senior Captain Chandra Pham, Age 38
Homeworld: Earth
Height: 159 cm Weight: 64 kg
Psych Evaluation: Selfish (Concerned with reward and compensation)
Reason for Leaving Earth: Caught up in political turmoil
Distinctive Feature: Shades
Qualifications: Commercial Brokerage Licence, ICO Sensor & Signals Licence, ICO Cargo Loader Licence, ICO Space Transportation Licence, UASL Pressure Suit Handling Licence

578C86
Commercial Spacer (5 Terms)
Brawling-0, Broker-4, Carousing-0, Comms-1, Computer-1, Ground Vehicle-0, Gun Combat-1, Loader-1, Navigation-1, Pilot-2, Streetwise-0, Vacc Suit-1
Cr. 20,000
Star Envoy Club Membership

As well as providing rules for a multitude of environmental hazards, from acid, hiking, and diseases to arctic and desert, pressure loss, and hunger,
Hostile Rules includes rules for stress and panic. This can occur when a starship or vacc suit takes damage for the first time, suffering damage to reduce an attribute to half or more, losing control during a spacewalk, and more. This is a standard Intelligence roll and if failed, the Player Character temporarily loses a point of Intelligence, potentially making further Stress checks harder to pass. If a Player Character’s Intelligence is reduced to half or zero in this way, a Panic Check is made and if failed, he will act accordingly to a roll on the Panic Effects table. In general, this favours Player Characters who have a high Intelligence, but there is a spiral loss, at least temporarily, to Stress checks from any lost Intelligence and of course, scope to roleplay a character’s response.

The combat rules cover everything from personal combat all the up to vehicular combat. This includes blind, area, and frenzy fire, calling for fire support, handling NPCs, the scale between man portable and vehicular weapons, and more. Space combat is also covered, but in some ways, the chapter on starship is actually more interesting, getting right down into the nitty gritty of details such refueling, loading and unloading, fight and hyperspace, landing, and more. What this impresses upon the reader is that Hostile is not setting in which a starship necessarily takes off, travels, and lands somewhere. This all takes effort and work upon the part of the crew, and whilst it need not be played out each and every time, it should be done at least once, if not twice, to reinforce the nature of space travel. One aspect which is like Traveller in the
Hostile Rules is that travel in hyperspace is done outside of star systems and two aspects in which it is not, is that hyperspace travel is done in hypersleep and that starships can travel for more than week. Which means that a starship capable of travelling three parsecs per week would cover that distance in a week, a shop capable of only traveling one per week, would take three. One pleasing genre enforcing element is that commercial starship crews make most of their money through bonuses, not base pay, so Player Characters get to gripe about their bonus!

Hostile Rules also goes in quite details about worlds and world data, especially its physical characteristics. There are rules here for creating worlds, adding trade classifications and bases, and more, although there is no checklist, so it does look as if they are not actually there! As with the small arms, actual world data for individual colonies and settlements within the setting are saved for Hostile Setting. There are rules for trade though, and salvage.

Hostile Rules is rounded off with a lengthy set of encounter tables and advice for the Referee. The encounter tables handle everything from Space Encounters and Starport Encounters to Colony Encounters and Patron Encounters, as rules for handling interaction between the Player Characters and the NPCs. It also includes tables and guidance for Animal Encounters, including creating them, though this does not extend as far as Exomorphs—or Alien Horrors! There is a nice little essay here on making them interesting and different to that of the Xenomorphs, the obvious inspiration for Hostile. It only runs to a couple of pages, so it is a pity that it could not be longer, but unlike the other animals, there are no tables to help the Referee create her own, though there are plenty of ideas included to make encounters with them different and challenging.

The advice for the Referee is excellent, covering campaign types—the fact that the different crew types allow for a range of Player Character types, adjudicating the rules, how to create scenarios, including a example inspired by a horror film, how to prepare so that you can improvise better, and finally, run campaigns. The latter feels shorter and less useful than the rest, but overall, this is all helpful advice.

Physically,
Hostile Rules is serviceably done. The artwork is excellent, capturing very much the grim and gritty feel of space being a working environment. One noticeable design feature is the text size, which although sans serif, is large. Hostile Rules could have easily been a shorter book with a smaller sized typeface, but the larger size is very easy to read.

The absence of weapons is the biggest issue with
Hostile Rules. It is obvious why it lacks them—Hostile Rules and Hostile Setting are designed to complement each other. However, with the addition of weapons stats, Hostile Rules would all be a standalone set of roleplaying rules.

The contents of
Hostile Rules will feel familiar to anyone who played or read either Traveller or Cepheus, but very much filtered through not one, but three different Science Fiction subgenres—Blue Collar Science Fiction, Horror Science Fiction, and Military Science Fiction—and combined into one heavily implied setting with obvious inspirations. Bar the absence of weapons, Hostile Rules does very much feel like a Cepheus Engine version of Alien and Aliens, minus the Xenomorphs. This is not to say that this is a bad thing, but like the Aliens Universe, and even more so with Hostile there are numerous tales to be told which do involve conflict and exploration and strangeness without encountering a Xenomorph, or in this case, an Exomorph. Although Hostile Rules includes rules for Exomorphs and a Referee can run games involving them, they are not its focus as they are in Free League Publishing’s Alien: The Roleplaying Game. Plus, of course, Hostile already has enough elements within it that are trying to kill the Player Characters.

Although not complete,
Hostile Rules is an engagingly accessible set of rules and mechanics which serve to make space and the frontier a dangerous place to be, let alone work. In combination with Hostile Setting it will provided a solid, detailed design, both in terms of the rules and the grim and gritty future.