Tag Archives: White Star

Review – Distress Signal Tundara

Distress Signal Tundara is a new adventure module for 3-6 adventurers of levels 1-2 compatible with White Star. After the cover, title page, one page of deck plans and the final page for the OGL, the rest of this 17 page PDF is the text of the adventure. In addition, it comes with two image files for the deck planes, one with a grid for the GM and one without the grid for the players.

There were only minor production issues. I noted was one typo in the first few pages. A description of a creature used yards, when the map is in meters. And the non-grided map makes reference to the scale of the grid, which is missing. Other things referred to feet using the apostrophe character, which is part of White Box information, so not a problem of the author.

Each referee will have to work out for themselves, whether to use English or metric units, and whether to convert White Box feet to meters. Where outdoor movement is in yards, this is easy enough to hand wave as meters. Feet can be crudely approximated to 1/3 of a meter. Personally, I prefer to use metric in a Science Fiction game, but having been raised on English units, I think in those units, so not a problem for me.

The author did his own graphics, with some open content. I like the cover and the deck plans provided.  It would be nice if the original and now damaged area of the ship were shown in outline, so one knew it’s original structure. But that is only my desire for a complete deck plan for future use. [One thing I wish I had was a 75% view of the ship. Not to detract from the module, but something I feel would be cool to show the players from their scans/view of the ship on approach. The burst of new ship types and graphics by some on the White Star community can help fill this want.]

The premise of this adventure is not entirely new, but is presented in a way that is clear, concise, and ready to run after a quick read and a few minutes to think of how to approach it.

The GM is left to determine how the players are in the area, whether as passengers on a ship, or a ship of their own. This is not a major issue, as it allow the module to fit into an existing campaign, or be a one-shot.

There is enough detail in each area of the ship, that curious and careful players will manage to find something in most rooms. However, there are notes that the referee will have to fill in things that he or she feels are necessary in their game. There are also hazards for players that are rash and forget that there are in space. The issue of explosive decompression of a hatch that is forced open is dealt with, as I was thinking about how I might handle it as I began the text, there it was a bit further in. Excellent!

Several NPC’s are suggested for various ways that the GM might impact the scenario. This gives maximum flexibility to work into existing campaigns, or ideas for similar adventures. There are also potential plot hooks that could lead to more adventures that can easily fit into an existing campaign.

This seems like a scenario that would be a good fit for a con, but I don’t know if it would fill a four hour slot. Still, it might be fun to try it.

There is a lot here for $1.00. I think that I would enjoy playing this as a GM or a player.

Funny: At first glance, I thought the title was Distress Signal Tundra. Tundra made me think of ice, and I thought of the movie, Ice Station Zebra. Now I have thoughts of a White Star scenario on ice. Now all I need is Snoopy….

Clips & Magazines

Some recent blog postings about White Star and various other RPG’s have used the term clip, where I believe they mean magazine. I find such misuse of terminology annoying, so I suppose the following counts as a rant. I will conclude with the appropriate Joesky Tax.

Clip – A device that holds several rounds together to aid in loading the internal box magazine. The clip for an M1 Garand is an en bloc clip and is inserted into the box magazine with the attached ammunition, and the clip is ejected when the last round is fired. The clip for a Mosin Nagant is a stripper clip that holds 5 rounds and aligns the ammunition to speed loading it into the box magazine. For the Mosin Nagant, without a clip one can load the 5 round magazine one round at a time. Some revolvers use moon clips.

Speedloader – These are generally thought of in reference to pistols, but stripper clips and moon clips fall into this category.

Magazine – A device that holds ammunition. Magazines may be part of the firearm and are loaded using a clip or single rounds. Other magazines, like for the M16, AR-15, AK-47, 1911, Glock pistols, etc. have a detachable magazine that first is loaded with the ammunition and then the magazine is inserted into the magazine well/receiver. For pistols this is most commonly in the grip, although some like the Broomhandle Mauser, the gun used as the base for Han Solo’s blaster, have a magazine in front of the trigger, like some rifles.

The first pistol magazines, such as for the 1911 are single stack magazines that hold one bullet on top of another.

More recent pistols can accommodate a double stack magazine where the rounds are “staggered” on top of each other, such as in Glocks. This allows for more rounds at a time. Often up to 18 rounds in standard magazines. Magazines of up to 30 or more rounds are made for pistols, but stick far below the end of the grip. For most rifles a 30 round magazine is standard.

Gun Safety: No discussion of firearms should be held without mention of the rules of firearm safety.

There are rules for safety that keep everyone safe in the presence of a gun.

  • Every gun is always loaded. (If someone hands you a gun, even if they swear they emptied it, you check it.)
  • Point the muzzle (the danger end of the barrel) in a safe direction. (Context will determine this. Usually down is safest.)
  • Don’t point your gun at anything you don’t intend to destroy.
  • Don’t put your finger on the trigger until you have acquired the target and are ready to shoot. That is, keep your booger hook off the bang button! (In the movies and TV when you see someone running around with their hand on the trigger, they are doing it wrong. I wish a show or movie would have the idiots doing that shoot the people on their side in the back when they are doing that.)
  • Know your target and what is beyond it. (This applies to all uses of firearms, including hunting and self-defense. Don’t shoot into a crowd of people. Make sure you can shoot and only the intended target will be hit. This is where cop shows get it right when the cop doesn’t shoot at the escaping criminal. Idiots that shoot into the air on New Year’s Eve are a menace. You are legally responsible for every round that leaves your firearm until it stops.)
  • Everyone is a range safety officer (RSO). (If you see poor gun safety shout it out.)
  • Use firearms that are within your training and capabilities. (For example, a 90 pound old lady probably shouldn’t make a Desert Eagle .50 her primary choice for a first firearm, unless she can truly handle it. This also includes idiots giving novice shooters a powerful gun and filming them getting hurt by the recoil. That is not responsible.)
  • If you are not in possession of your firearm, unload it and store it in a secure location. (Don’t rely on hiding it from your children or others. If you were ever a curious child, what kinds of things did you find in your house that your parents thought they had hidden?)
  • If you have a firearm and children (even if you only have children and no firearms), teach them gun safety. If they find a gun out in the open, train them to go tell an adult. When they are old enough, teach them safe handling of firearms.
  • If you drop a firearm, don’t try to catch it, a lot of people have shot themselves attempting to catch a falling firearm.

Safety Check vs. Danger Check

A safety check is where the current holder of a firearm looks for an empty chamber to verify that a firearm is unloaded. This is done in preparation for storage, cleaning, or before passing to another.

A danger check is where the current holder of a firearm verifies that a gun is fully loaded and there is a round in the chamber. This is done prior to use when it needs to be ready to fire, such as for target shooting, hunting, or self defense.

Assault Weapon – There are two types of assault weapons.

  1. An item used to assault another person. Most frequently, these include, hands, feet, rocks, sticks, baseball bats, hammers, screwdrivers, knives, etc. Basically these are every day items or body parts for which we need no papers from the government to purchase, possess or use. More people are killed in the U.S.A. with these items than with rifles or shotguns.
  2. Military Terminology – An assault rifle is capable of select fire.
    • A semi-automatic firearm is not an assault rifle, because a semi-auto only does one shot per pull of the trigger. For example, an AR-15 is a semi-auto rifle and looks like an M16, but the appearance does not make it one, contrary to the mis-reporting by many in the popular media.

NOTE: The letters AR in AR-15, mean Armalite, and NOT Assault Rifle.

Field Stripping – The processes of taking a firearm partially apart to be able to clean or service it. Most firearms are not intended to take apart beyond this point by other than a gunsmith. All the movies of whatever era that show boot camp and taking apart a rifle and reassembling it show field stripping. For example, a man from the U.S. who served in WWII or Korea, would be able to field strip an M1 Garand if you asked him to do it, because of how often they repeated the process in training and in the field. Similarly, most veterans of Vietnam to the present would be able to field strip an M16 or AR-15.

Racking the Slide/Pulling the Charging handle.

TV and movies are dangerous when it comes to showing this. I would love to see a TV show or movie show a live round ejected when someone racks the slide on a pistol or pumps a shotgun.

People don’t realize that it is possible to carry many firearms at magazine capacity plus one. That is, the magazine is full and there is another round “in the pipe”.

For example, with a 1911 semi-automatic pistol, the standard magazine is 7 or 8 rounds, or less, depending on the model. One can load the magazine, put it in the firearm, rack the slide, release the magazine, top off the magazine, and put it back in the gun. Thus carrying a fully loaded magazine, plus one round ready to go. The same is true of many rifles and shotguns.

Early revolvers, up until perhaps the 20th century, did not have drop safeties and were usually carried with an empty chamber under the hammer to avoid accidental discharge. Thus a 6 shot revolver was only loaded with 5 rounds for daily carry. So all those cowboy movies where the cowboys, gunslingers, and lawmen had six shooters fully loaded, or seemed to have endless ammunition, since they were not always shown reloading.

A gun never goes off by “accident”. 99.9% of “accidental discharges” are actually negligent discharges. Follow the rules of gun safety, and you will never have a gun in your possession fire other than when you intend it to. The 0.1% would be older firearms without a drop safety that are dropped, or damaged or improperly maintained firearms.

Finally, my last pet peeve. In the age of science and reason, why do some believe, or act like they believe, that a tool is evil, and capable of imposing its will on people? This isn’t D&D with a cursed sword of innocent slaying that has an ego forcing a make believe character to do things, this is real life. I have never once had a firearm talk to me or tell me to do things. I have never once seen a firearm break out of a locked case, break into the ammunition, load itself, and go on a rampage, or force anyone to go on a rampage.

Nearly any kitchen utensil or tool in the toolbox or tool shed can be used to injure or kill. Similarly, a big stick, like a baseball bat, cricket bat, hockey stick, or tree branch can be a weapon. Also rocks of sufficient mass can be used to bash in someone’s head. If objects had the power to force people to do things, we would be living in a fantasy world. If you believe objects make you do things, you need to see a professional. {Snarky thought: If you don’t like this article, my computer made me write it.]

If playing games, whether table top RPG’s, MMO’s, or video games, that talk about the use of firearms are so evil, then why are you playing and reading and writing about games that talk about using swords, daggers, spears, etc. for killing people? That is evil and disgusting and makes you a bad person, controlled by the devil. [Sarcasm alert, in case you couldn’t tell.] SMH. It reminds me of the “Satanic Panic” of the 80’s.

Movie stars make millions in movies that glorify violence with guns, but then speak out about how bad guns are. Why is it OK for you to make millions playing make believe on screen with guns, but guns are bad? Oddly enough, many of those who do this, also own guns. For some reason, many of the rich and famous don’t think that the rules they advocate should apply to them. Hypocrisy much?

Joesky Tax Payment

Random NPC’s with Random Firearms

Genre d6

  1. Western
  2. Horror
  3. Cops & Robbers
  4. Fantasy
  5. Science Fiction
  6. Sword & Planet

Technology d6

Older technology could be collector’s items or replicas. For example, in the present day, there is muzzle loading season where only muzzle loading firearms may be used. Some are of the flintlock variety, and there are modern muzzle loaders that use a solid charge of smokeless powder that is inserted before the bullet. A cap is used for ignition.

  1. Muzzle loaders – Muskets & pistols from matchlocks and wheel locks to flintlocks, and the pinnacle with caps and paper cartridges. See the Puckle Gun for interesting technology of the early 1700’s.
  2. Revolvers – From cap and ball paper cartridges to brass or even steel cartridges. Rim fire and center fire. Except for .22 cal. most modern firearms use center fire ammunition.
    • There were some rifles that used a cylinder like early revolvers.
  3. Repeating Rifles – Like the Henry’s and Winchesters of the Civil War and wild west, to bolt action rifles.
  4. Semi-Automatic – Pistols such as the broomhandle mauser, Luger, 1911, Glocks, etc. Rifles such as the M1 Garand up to the AR-15 and others. When the last round of a semi-automatic is expended the action/slide/bolt is locked back indicating the magazine is empty.
    • Glocks and clones are hammerless and use a striker. The pull of the trigger does all the work of operating the striker to activate the firing pin.
  5. Automatic Weapons – From light and heavy machine guns that require a crew, and may be water or air cooled. Examples of these are the Vickers machine gun and the M2 .50 caliber. Submachine guns, like the Thompson, the M3 greasegun, the BAR, etc. There are fully automatic pistols, but their light weight makes them very difficult to use effectively without regular training. Note: For many machine guns, such as the M2 .50, one can depress the trigger for a single shot or hold it down for bursts or continuous fire.
  6. Select Fire Weapons – Capable of semi-automatic or full automatic fire, such as the Sturmgewehr, M16 and AK-47. Some may have multiple settings for semi-auto, 3 round bursts, or full auto.

NOTE:  Single Action vs. Double Action – This is true of revolvers and semi-automatic pistols.

  • Single Action requires cocking the hammer before the trigger will cause the hammer to strike.
  • Double action can cock the hammer and fire the pistol in one pull of the trigger.
  • There are some pistols that can operate in both single action and double action. For example, the Beretta M9, and clones can have the trigger manually cocked for the first shot, or be used double action on the first shot.

Individual or Gang/Group

  • 1-3 – Individual
  • 3-6 – Gang

Gang Size d6 (If only one member, perhaps they are a surviving member.)

  1. Small – 1d6 members
  2. Medium – 1d10 members
  3. Large – 1d30 members
  4. Extra Large – 1d100
  5. Huge – d6 * d100
  6. Enormous – d30 * 100

Number of firearms per person. 1d6

  • Both the weight and size of firearms will limit how many can reasonably be carried. For example, you might determine that an NPC has a .50 cal M2 machine gun. While these can be carried by an individual, and slings exist for firing from the hip; they are not practical to just carry around. They would be kept at home, a safe house, or in a vehicle. (I recall a video showing Bob Hope with some troops, perhaps in Vietnam. The troops set him up with a .50 cal with a sling and he shot it. My Google fu is not finding that clip.)
  • In the age of muzzle loaders, a brace (pair of pistols) or more, would be carried since re-loading was so slow. Multiple firearms with this technology will be more pistols than muskets or rifles, since only one long gun could effectively be used at one time. Pepperboxes and early derringers were also muzzle loaders.
  • With technology allowing smaller firearms such as pistols, both revolvers and semi-automatics, more such items could be carried without much hindrance.
  • Often if two guns are carried, the second, smaller gun is a backup gun. For example, police in both TV, movies, and real life, carry their main firearm in the holster on their duty belt, and a smaller backup gun in an ankle holster.

Carry Methods (open or concealed)

  • “Mexican Carry” – This term arose during the Mexican Revolution when firearms were regulated. Those carrying pistols would tie a string to the pistol and stick it in their waste band. This allowed for ease of ditching a pistol and not having a holster to give you away.
    This is NOT a safe way to carry. It is easy to shoot yourself in your junk.
    Similarly is carrying a gun in the back of your waste band. If you get knocked down and land on the firearm, it can damage your tailbone, causing great pain. It can also cause nerve damage that leads to temporary incapacitation due to pain or numbness, or even paralysis of the legs.
  • Pocket carry – Unless you have a special pocket holster to cover the trigger, this is also a dangerous way to carry. If anything can snag the trigger, you can end up shooting yourself.
  • Gun Belt – This is the common western style item with a belt with a holster and built in bandoleer of ammunition. This and other types of holsters are hard to conceal without a long coat or jacket.
  • Holsters – Modern holsters can be inside the waste band or outside the waste band. They can be in a shoulder holster rig. Holsters have also been made for the ankle.
    Holsters have options for comfort in concealment.
    Some have features to aid in retention, such as a loop over the hammer on a cowboy rig, or a snap or a Velcro strip over the back of the handle or hammer, to one or more mechanisms to help the bearer maintain control of the firearm until ready for use.
  • Cross draw holsters allow for drawing from a holster on the opposite side or the body. For example, a right handed person would wear a cross draw holster on their left side. This is the normal configuration for a shoulder holster.
    • Cowboy movies where gunslingers have their guns facing the wrong way and draw with the hand on that side must use an awkward twisting motion that causes the barrel to cross the body and increases the risk of self injury. It is also likely for the barrel to snag in clothing, etc. Or you have to raise the pistol completely our of the holster and turn it around so that you can avoid pointing it at yourself before aiming at your target.
  • In the hand.

Pistol Calibers

There is a long list of calibers and variations. This is just a quick list going from memory. Wikipedia is a generally good source for quick information, if you want other details, such as different firearms that use such things. If you get into this level of detail, you probably aren’t sticking to White Box/White Star as written.

NOTE: Modern firearms indicate on the side what ammunition they use. Using the wrong ammunition can lead to damage from just jamming, to catastrophic failure causing injury or death.

I would suggest that for pistol calibers the damage be 1d6 and rifle calibers, i.e. not pistol calibers used in carbines, be 2d6.

.22 – short, long, magnum

.32 – ACP (Army Colt Pistol) and others?

.38 – S&W (Smith & Wesson) and other (many modern .38 revolvers can also handle .44 mag.)

.380 – ACP

.40 – S&W

.44 – long colt, S&W, magnum

.45 – long colt (think cowboys) & ACP (1911 Semi-auto)

.50 – Desert Eagle, for example. Revolvers in this caliber only have a five shot capacity.

9 mm- Luger/Parabellum (9×19), and  Makarov (9×17), others? The bullet is the same size as the .380, but the case is a different size and has a different size load.

10 mm – Meant to be the metric “big” pistol caliber, approximately .40 caliber.

Rifle Calibers

.22 – short, long, magnum (same as used for pistols)

.44 and .45 long colt were used in both lever action rifles like Winchesters and pistols. This interchangeable ammunition made the combination of the Winchester and a Colt .45 so common.

.45 ACP – The same ammunition as used in the 1911, and some models of other pistols have been used in some carbines, such as one by HiPoint, and submachine guns such as the Thompson, AKA Tommy gun. Also the M3 grease gun uses this caliber.

9mm Luger – This caliber is used by some carbines, and the Sten submachine gun.

.50 Cal – The ammunition for the Barret rifle and the M2 machine gun is a few inches long and can pierce concrete blocks.

.30 caliber ammunition of various cartridge sizes was the common rifle caliber of the world’s armies from the late 1800’s until after WW II.It is a common hunting caliber. Several

Muzzle loaders had calibers all over the map, from .30 caliber, to .40, .50,.54, .60, and even .75. Most muzzle loaders were smooth bore and their accuracy was limited to about 100 yards. Rifled muskets, until about the time of the American Civil War, tended to take longer to load, but had much greater accuracy. The use of the Minie Ball with rifled muzzle loaders further increased range and accuracy.

Some rifle calibers have be used for pistols. These pistols tend to be more like a derringer in construction, with at most one or two shots.

Side note: During WWII, the Germans had all kinds of captured ammunition and weapons from all the countries they invaded. Because many countries used different calibers, or variations on calibers, than the Germans, there were massive stockpiles of ammunition that they could not use in other than captured weapons.

The experience of the allies in WWII for supplying troops led to thinking about standardization. The formation of NATO led to standardizing on common rifle and pistol calibers, and even arming with the same model of rifles. Similar standardization happened with the Warsaw pact nations, 9 mm Luger/Parabellum or 9 mm Makarov for pistols; and with the flourishing of the AK-47, the 7.62×39 mm round.

The AK-47 is well known for how easy it is to make and how resistant to dirt it is. The M-16 is more complex to make, and is sensitive to dirt/debris. The AK-47 can go a long time without cleaning, the M-16 requires proper and regular maintenance.

AD&D – Appendix D – Random Generation of Creatures from the Lower Planes

Pages 194 and 195 of the AD&D Dungeon Master’s Guide present a few tables for generating random creatures from the lower planes, i.e. demons & devils.

There is a grouping of 21 tables for the appearance of such creatures that define the appearance of the head, ears, eyes, nose, mouth, overall visage, head adornment, body attributes, skin, color, and more.

Head adornment includes such things as antlers and crests. The head has options of bat-like, snake-like, etc. Ears can be dog-like. Eyes deal with color, and size/type of eyes and their number. Various similar suggestions are given for the nose and mouth tables.

The body attributes determines the type of torso, either bipedal, or quadrupedal/other.

The type of tail, if any, such as prehensile, and various body odors, such as blood, mold, vomit, etc.

One table for the texture of the skin and another for the predominant color of the skin/fur/whatever.

Is the back normal, hunched, spiked, etc. Are there wings?

How many arms/tentacles and what kind, and what are the hands like? Similarly, the treatment of legs and feet.

After all these tables define the appearance, then any attacks, and defenses, including special one and and spell-like abilities and immunities.

All these things give lots of ideas for mixing things up. These tables need not be limited to fantasy creatures, but can be used for any genre of creature, including horror and science fiction.

Reading the last page with 5 tables on Random Humanoid Species Appearance Charts in the Outer Space Raiders, Vol. I reminded me of Appendix D as a supplement for White Star. One can easily make collections of nouns for various aspects of body types and associated body parts to come up with unique creatures. Take the stats from goblins or other well-known creatures to “re-skin” them for an appropriate challenge, as others have indicated they do so that players don’t know what every creature is or does by memorizing their descriptions.

I am not finding via a quick Google search the OSR blog(s) that discussed this a few years ago. I keep coming up with links about re-skinning creatures in MMO’s, or locating or painting miniatures.

In the case of White Star, one can have all intelligent aliens be humanoid, if you want to follow the tropes of most illustrations, TV shows and movies. Or you can mix it up, and have something that deviates from bilateral symmetry, and have something besides carbon and silicon based life. The movie Evolution has an interesting take on silicon based life.

Does the life form have DNA, or something that serves the function of DNA? If they have DNA, is it composed of a right or left turning structure. This is something I recall from a book I read in the 80’s, The Right Hand of Dextra [Amazon Affiliate link], with a cool cover illustration.  The idea is the DNA on Earth has a left spiral and the planet in the book, the DNA has a right spiral, so the wild animals native to the planet leave humans alone, since they can’t eat them.

One thing left out of Appendix D and from Outer Space Raiders, is communication method.

Communication Method – d10

  1. Vocalizations
  2. Pheromones
  3. Scents/Odors
  4. Color Changes (Chameleon feature, color and or pattern changes to the “face” or other body part.)
  5. Volume (Ability to expand like a puffer fish, but controls and varies the size in pattern or rhythm.)
  6. Empathy
  7. Telepathy
  8. Temperature
  9. Motion
  10. Combination

NOTE: Sound can be above or below the range of human hearing, and color changes can be above or below the range of human sight, etc.

Diet

  1. Herbivore
  2. Carnivore
  3. Omnivore

Carnivores and Omnivores could include cannibals that eat their own species, or scavengers that eat dead things they find.

Young d10

  1. Eggs – left to fend for themselves/guarded/warmed and nurtured by parent(s)
  2. Marsupials – Eggs/pouches
  3. Born – rapid walking/locomotion or months/years to moving on their own
  4. Sprouted from spores
  5. Budding from body
  6. Division – like a cell
  7. Regeneration – like a starfish
  8. Clones grown in a vat
  9. Robots/Machines that are built and programmed.
  10. Hybrid of the above.

Type d3

  1. Plant Based
  2. Animal Based
  3. Mineral Based

Temperature

  • Cold Blooded
  • Warm Blooded

Asteroid Mining

While thinking about a recent article on a company wanting to mine asteroids, I started this article. Then White Star came out and I decided to revise it touch specifically on White Star.

Mining an asteroid changes its mass and therefore it is likely, if not guaranteed, to change its orbit.

A permit system would develop for mining and shipping ore, water, etc. to ensure proper and safe orbits of mined and other asteroids. This would be most true in system with a sentient, space faring race(s). It might also be true of low tech systems watched over by the authorities, to protect the non-space faring natives from destruction, and so they can use the resources of their own system.

Pirate Miners – No permits and perhaps no eye to the safety of orbits.

Remnants of star systems, like a system that went nova, and far between other stars might be a haven for illegal miners, pirates, and other ne’er do wells. What ancient alien artifacts best left untouched might they uncover?

Asteroids

The asteroids that are nearest the Sun are mostly made of carbon while the ones further away are made up of silicate rock. The metallic asteroids are composed of up to 80% iron and 20% a mixture of nickel, iridium, palladium, platinum, gold, and other precious metals. There are those few that are made up of half silicate and half metallic.[1]

Comets

They are composed of rock, dust, ice and frozen gases such as carbon monoxide, carbon dioxide, methane, and ammonia. Sometimes called dirty snowballs, recent studies have shown that the ice of a comet is covered by a crust. Comets also contain a variety of organic compounds as well as the gases already mentioned. Some of these are methanol, hydrogen cyanide, formaldehyde, ethanol, and ethane. More complex molecules such as long-chain hydrocarbons and amino acids may also be in comets. Because of their low mass, comets cannot become spherical under their own gravity, and will thus have irregular shapes. [2]

Since comets eject part of their mass and are “unstable” as they warm up from drawing near the sun, mining would only be practical for “inactive” comets far enough from the sun to not be active. They would still be likely to react to an approaching ship that generated heat. Only places with a severe lack of water would resort to such dangerous mining.

Asteroid mining is dangerous, but comet mining is downright foolhardy! Only the truly desperate, severely in debt, or adrenaline junkies will risk the dangers of comet mining. You can’t spend your money if you’re dead.

Asteroid/Comet mining
  • Water/ice Water ice is theorized to exist on some asteroids.
  • Metals: iron, nickel, iridium, palladium, platinum, gold, and other precious metals.
  • Carbon: What forms of carbon? Coal, graphite, diamonds, graphene, carbon nanotubes, buckminsterfullerene, etc.
  • Exotic metals – Adamantium, Mithril, Unobtanium, etc.

Of course, in science fiction, asteroids can contain anything you want. Unobtanium for powering ships, giant diamonds, other elements, etc.

Asteroids that are big enough might be re-purposed as generation ships, space stations, weapons or fuel depots, etc.

Would any asteroids use mass drivers to bring them nearer the inhabited planet(s)? [3] That is, part of the mass of the asteroid is ejected to provide thrust to position the asteroid in the desired orbit.

White Star – Space Travel

Travel among the stars has many varieties of technology.

Page 59 of the White Star rules tell us: “The details of how a starship moves from planet to planet should be decided by
the Referee.”

Below are some thoughts on space travel and various aspects of it. I am not proposing any rules or tables, just spit balling some ideas for future reference.

Can any of them be used when in orbit of a planet or star, or near another ship? How far from X must you be to use this type of drive? The White Star rules say you have to be out of combat, Rule 0 says, “Not in my game.”

  • Old & Slow (or just slow) – Less than light speed. Only generation ships, hibernation ships, or ships that are adrift in space, such as damaged ships or life pods, will be found between systems. Most such slow ships will never leave their home system.
  • Light Speed – Still years between systems. Trips would still tend to be one way, or use some sort of hibernation.
  • Faster than Light Speed (FTL) – Still in regular space using some technology to push or pull the ship or generate a warp field for it to ride. This would allow months to weeks to even days or hours between systems.
  • Jump Technology – Engines or Jump Gates that allow ships or other things to skip over vast distances. May use some controllable form of wormhole or other way of slipping between the seams of reality. Hyperspace is most often used to refer to the space outside of space/reality. Could be instantaneous, or still require some about of time in “null space”. Is it an instantaneous trip, or does it take a certain amount of time, like 1 round per light year, or some such?

Each of these types of transit will rely on different technology. 

Things to keep in mind: All of these devices require a certain level of technology. Some of the most “primitive”, such as chemical rockets, are very complex and prone to failure. Whereas, various nuclear powered devices would have few working parts and less complexity that results in far fewer catastrophic failures. More advanced and mature technology would be closer to airline or automobile safety and reliability, provided proper and adequate maintenance were performed over time.

  • Chemical and fission tend to be the extremes of slow. Other methods of slow travel within a system would rely on things such as rail guns and/or the complex math of celestial mechanics for gravity assists to speed up and slow down to minimize fuel use.  The crudest form of fission drive would involve a series of “warhead” exploding behind a ship with an immense radiation shield. This leaves a trail of highly volatile radiation that is very easy to track. Such methods would have to be far enough away from planets and other ships and habitations to avoid causing problems due to the IMP.
  • Solar Sails – Possible to attain very high speeds given large enough sail and enough time. Still sub light speed.
  • Ion Drive – Electric drive. Potential for high speed, still sub light speed.
  • Fusion – Might be enough to get something up to light speed. As with fission drive, the crudest form of such drive would involve a series of explosions of “warheads”.
  • Anti-Matter – Definitely light speed and perhaps more.
  • Dark Matter/Dark Energy – Would this allow jumps between the stars? (I have not read any current SF that delves into this.)

Distance

Would travel still be limited to a single galaxy, or is there something fast enough, or a shortcut available to make the long journey to another galaxy?

Encounters/Events

Realistically, in the vastness of space there is little difference to the type of encounter, whether within or between systems, as there is a lot of space between any two points. The relatively less huge distances within a system would be more conducive to rescue or a landing on a habitable planet than an incident between systems.

Intra System – In System Encounters

The Kuiper Belt begins at about 50 AU from the sun, out to about 200 AU. The gravity of the sun affects objects at a distance to about 1.87 light years, about half the distance to Alpha Centauri, the nearest star. [1] It is a bit under 30 AU between Earth and Neptune. [2]

  • Nothing would be most likely.
  • Asteroids, comets, or other space rocks
  • Other ships – merchant/bureaucrat/derelict/probe/pirates/renegades/aliens/enemy warship
    • Distress Signal
    • Collision – This would be very rare. Only likely if trying to dock with a ship in distress or attacked by another ship.
    • How likely/easy is it to track and follow another ship using this method of space travel? For example, in some universes, there can be no fighting in hyperspace.
  • Events –
    • System goes out – Weapons/life support/navigation/drive/communications/scanners/tractor beam/etc.
      • How well it is designed and manufactured and maintained and any extraordinary wear and tear or battle damage will affect the likelihood of this.
    • Illness  – Individual, small group, large group, or most of ship – Dues to: Disease/Radiation Sickness/Poisoning
    • Fight/Rivalry/Feud – Between crew members, between crew and passengers, between passengers, etc. Families, clans, races, gangs, etc. that don’t get along.
    • Murder/Assassination – could relate to illness or a fight.
    • Plot – could relate to the above.

Inter System – Between Systems Encounters

  • Nothing but the vastness of space would be most likely.
  • Other ships – merchant/derelict/probe/pirates/renegades/aliens/enemy warship
  • Events – System goes out – Weapons/life support/navigation/drive/etc. Basically the same events that can happen to ships travelling within a system.
  • Rogue planets & planetoids – Perhaps there is an asteroid like field between stars that is the remnants of a system or two from stars that went nova and have since burned out.
  • Brown Dwarfs – i.e. ancient stars that are nearly burnt out.

Communication

How to talk when Light Speed and FTL ships can outrun radio waves? Subspace or Superspace communications? Would communication be faster than ships? That is, could the players rob a bank in one system, and get to another system before word reached that system? Is communication only faster than in system travel? This would make it likely that a patrol on the outskirts of the system might be able to get word and intercept or chase the party. This does not necessarily require a complex table or mechanic for resolution. A simple statement about the speed of communication vs. the speed of travel within and between systems will let players make informed decisions of their actions.

Any large empire would need a reliable means of transport, even if slow, and loyal and dedicated people to administer far flung systems. The British Empire of the 1700’s required a few weeks to cross the Atlantic and a few months to get to India, yet it held together. The quicker communications and travel became, the better the control and taxation became.

Scanners

Neutrino Scanners would be the most sophisticated. Neutrinos pass through “everything”, so with a neutrino detector, one could see all the things it has passed through. Would this allow tracking an FTL ship?

How scan ahead of your ship if it is travelling FTL?

Can planet based scanners track FTL ships like an airplane with radar, or is it only “radio” communications.

What is long range vs. short range scanners, and what information/level of detail is available to each?

Orbit

When going into orbit around a primitive planet, does a ship drop communication buoys in geosynchronous orbit to avoid blind spots?

Without a means to see the other side of a planet, entire armadas could hide from a single ship. Unless there is a neutrino scanner that “sees” through the planet.

Gravity – One need not become a master at celestial mechanics, that is beyond overkill. Just keep in mind that everything with mass is attracted to everything else with mass, and that the “biggest”, more correctly, the most massive object “wins”. Loss of propulsion will mean that something is attracting a ship. If between systems, it would have to be beyond 2 light years for a yellow star to not win. Trapped in an orbit of thousands of years would be an eerie tomb…. Orbits that passed closed enough to planets would be altered. Some alterations might lead to entering the orbit of a planet, or crashing into a planet, or being shot into a new orbit that ends in the sun.

Can escape pods within a system reach a high enough speed to get close to a habitable planet? Think about their range and limitations.

Ship to Shore Transport

  • Shuttles – Both Passenger and Cargo, as well as mixed purpose.
  • Ship can land on planet.
  • Portion of ship can land on planet.
  • Military ships will be able to use drop ships, or have men in mech like armor that can drop. Orbit is the high ground, but landing ships and troops would be at a disadvantage for part of their journey.
  • Transporters – Range?
    • Ship transporter bay to special planet based transporter bay.
    • Ship transporter bay to anywhere in range.
    • Ship  – Anywhere on ship to anywhere in range.
    • Portal like a jump portal?

Ground to Orbit Transport

Is there a shuttle that takes passengers, crew, and cargo to a space station for subsequent loading/transfer to a ship?

If players don’t have a ship that can land and return to orbit, how is it handled?

Railguns for launching cargo to orbit?

Space elevators?

The above topics are a lot to consider. The bare bones of it is just having an idea of the relative speed of ships vs. communication, and methods to get to and from a planet and its orbit.

In most instances, a lot of this can be hand waved, unless something in the situation that has arisen through GM plan, actions of the players, or the roll of the dice. For example, what if the players start with a ship and somehow it is impounded, disabled,  or destroyed and they need to get into orbit, or down to the planet quickly?

Review – Star Temple of Saturgalia

The first(?) available third party adventure for White Star, Star Temple of Saturgalia is a six page PDF, that after the cover and OGL leave four pages for the adventure.

This was billed as an introductory adventure. Nowhere in the PDF does it indicate that is is for low level characters. It is obvious from a reading of the text that it is for a group of low level characters.

The method of handling encounters almost guarantees that there will be three space encounters en route to the planet. Instead of a 1 in 6 chance of there being an encounter, there is a 1 in six chance of no encounter. The odds of the encounter ignoring the players or being friendly combined are 50% or greater. So even if there is an encounter, it does not guarantee a chase or fight. The intent of the designer is to have tension. If one is playing up to the tropes of the genre, this is understandable. However, the GM is free to handle this his or her own way.

Once on the planet, there are two encounters, potentially competition from an NPC party, or natives are the greatest possibility. A natural disaster or a creature encounter are also likely. The use of bumble dogs, or a new creature, the gindo, introduced at the end of the module.

This is a very basic outline of an adventure. With the near guarantee of one or two ship encounters, plus two encounters on the way to the temple, it will stretch out the adventure. If you go by the roll of the dice, and there are no space encounters, and the planet side encounters are neutral or friendly, this could be a quick one maybe two hour one shot.

It is an interesting idea, and has enough meat on it that an experience GM could make an evening of it. If you don’t have a list of natural disasters, you will need to make your own table, as the author only gives a couple of suggestions.

The temple itself is a basic dungeon crawl, and it an interesting twist. The map is he standard square rooms and passages, which server to get the point across. The fonts used for the room numbers are not clear, so that some numbers look like each other. I assume that the rooms and areas are numbered in a clockwise fashion, so it is easy to make sense of it, but it still takes a moment to be sure of this. There are also a few grammatical errors, indicating that the text needed a quick review by a new set of eyes or to sit for a few days before finalizing. A suggested description of the natives of the planet, if not a new race, would be interesting.

At one dollar, the items, tables, new creature, and other ideas presented can make an interesting one-shot introduction of the rules to new players, and a skilled GM can easily expand it to be something more substantial in their own campaign.

If you need some help for prepping last minute, this module only needs a few things to be ready to play on short notice.

Review – DayTrippers Planet Generator

DayTrippers Planet Generator, is a section pulled from the DayTrippers GM Guide.  DayTrippers is an RPG game by Tod Foley of As If Productions. I had not heard of this game, but this is one piece that many complain is not in the White Star framework. It is a nice piece to have if you don’t have another ruleset to borrow from, or don’t wish to create your own tables. It is a system agnostic method for generating star systems from the size and type of star, to the number and size of planets.

This six page document is 4 pages of tables for system generation and half a page of converting character abilities, skills, and difficulty levels to other systems. The first page being the cover and last half page being split between more information on Day Trippers and blank space.

It is reminiscent of what I recall from other science fiction games back in the day, most likely Traveller, but perhaps also Star Frontiers. At 50 cents, it is hard to say no to this.

If you need something to get your juices flowing with ideas so that every system is not the same, this can do the trick. If you don’t want to invest in a complete rules system just for these tables, it is a great value.

Review – Outer Space Raiders Volume I

+Chuck Thorin of Magic Pig Media has produced Outer Space Raiders, Vol. 1, an interesting set of 6 new classes compatible with White Star. At $1.49 it is very affordable.

In 20 pages are packed 16 pages of information. Unlike many small PDF’s, this one includes clickable links in the table of contents. While not necessarily needed in so few pages, it is much appreciated!

The classes presented are alien, astromancer, engineer, lost worlder, scoundrel, and warp ninja.

Aliens are a generic class to cover any kind of alien you can imaging. 8 abilities are suggested, from which the player picks one. There is also an option to convince the GM to let you make up an ability. These would also make good generic NPC aliens.

Astromancers remind me a bit of illusionists, but have some very interesting “Quantum Formulae” that they can use. Many of the names of these re-worked spells give a science fiction flair to otherwise standard and well known spells. There are a few new “spells” here, along with some interesting abilities.

Engineers read like a cross between MacGiver and Mr. Scott. With abilities that allow them to do various kinds of “save the day” things. I really love the techno-babble chart for generating random terms, such as “quantum radiation capacitor”.

The lost worlder is a “barbarian in spaaaace!” The don’t use high tech gear, but have a chance to randomly push buttons to make something work, with an equal chance of catastrophic failure. One of the abilities is extra resistance to disease and poison, with a bonus on such saving throws. I am reminded of Leela from Dr. Who, and similar such characters.

Warp Ninjas are an interesting idea. It takes ninjas and crosses them with a dash of science fiction, and uses a black hole to power their abilities. Two of their abilities are dangerous and actually cause damage if used. They are powerful, but a bad roll could mean it’s time to roll up a new character.

Scoundrels are an obvious homage to Han Solo, and other stereotypical characters in all manner of fiction. One of their skills is “know a guy”, giving them a chance to know someone, not necessarily friendly. This single page sums up what most of us envisage a scoundrel to be.

Finally, the last page of game material is a set of charts for Random Humanoid Species Appearance Charts, for skin color, hair, ears, eyes, and miscellaneous features. These charts use a d6, three of them use a d8, and a d20, so 5 dice, if the d8’s are specified, can roll a random creature quickly.

The simplicity of each class fits right in with the overall theme of White Star.

If you want more classes, or ideas for modding or making your own classes for White Star, or Swords & Wizardry White Box, this is a good start!

White Star Ripe For Modification To Cover All Ranges of Science Fiction

There is an interesting discussion on White Star over on the G+ Community.

White Star is a basic framework. I agree that its presentation with a strong homage to Star Wars helps to understand how it works.

I also see that as a basic framework, it supports any variation on anything that can be considered Science Fiction. From the hardest of science fiction, to the softest and vaguest hint of SF.

I think it is the simplicity of White Star that opens up so many possibilities. With such a simple tool box, different GM’s can go in different directions and each come up with something cool, that others can also use. There is no limit.

If you are comfortable with that simplicity and like to fill in the “gaps” that you see, it is perfect.

One could easily add in comic book heroes, it would take some tweaks to abilities and more tech, but it could be done. Any book, short story, old radio serial, TV show, or movie setting can be done using White Star. Some may take more work by the GM to make it happen, barring a supplement, but it can be done. However, it won’t be long and you will have lots of material, based on the rate at which new classes and ships have hit the community.

RPG’s that try to define “everything” end up being more about the rules and having the right book or supplement, than about doing what you came to do – play.

400th Post!

It took a long time to get to 300 posts, but the last 100 posts seemed to just fall together.

I’ve had this placeholder post in my drafts folder for a few weeks.

While trying to catch up on posts with reviews of products I have purchased, I hit 399 published posts a few days ahead of schedule.

I still have ten scheduled posts. There are 16 draft posts only one of which is a review. I have two other reviews that I don’t have a draft post placeholder yet.

I am going to go ahead and post this as I move on to finish checking out my new goodies so I can write about them.

These review posts need to be done before I put more energy into my ideas for White Star. I have started 4 or 5 ideas for White Star and they each need time to germinate and be crafted before I share them. Working on something different is always a good way to work on them in the back of my mind. I’m not sure why that works, but it’s pretty cool.

I think that I’ll mark my 500th post, 750th post, and 1,000th post, and then every 500 or thousand after that.