Monday, December 21, 2009

Art

Stormrift: The Invasion of Earth is done. Well, at least the written portion. I'm still awaiting some art and then of course Precis Intermedia will be doing the layout.

After a few bumps and bruises with some other artists, the illustration duties were finally taken over by Matt Vassey and let me say, he's done a fantastic job so far. I've seen a few of the finished pieces and a bunch of sketches and they all look great. Matt's also really easy to work with, so other designers and would-be designers take note.

No release date on the finished product, but look for it some time in the first quarter of 2010. More to come . . .

Pete

Wednesday, October 7, 2009

The Akorras: The Korr Doomsday Device

Long ago, a doomsday device capable of wiping out the entire Korr race was developed (some say discovered) by a Korr warlord named Shivik’sa. This device was named the Akorras. At the peak of Korr Doomsday Wars (see pg. xnx), Shivik’sa unleashed the Akorras upon the Korr homeworld, believing he could control its awesome power. He was wrong. The Akorras ravaged Korr society and nearly destroyed the entire planet before running its course and disappearing from the shattered annals of Korr history.

It is unknown when or how the weapon came to Earth, but many suspect it arrived through one of the stormrifts that began appearing on the Korr homeworld around this time. Upon entering Earth’s atmosphere, the Akorras broke apart into thousands of small shards and was scattered across the globe. The weapon’s shards resemble precious gemstones and today may be found in places such as ancient tombs, museums, vaults, royal treasuries, or in the hands of wealthy collectors.

Shard Appearance
The shards of the Akorras appear as flawless gemstones of varying type and size that are indestructible for all practical purposes.

Shard Activation
The recently opened stormrifts created quantum distortions that caused the shards of the Akorras to activate. The stones now glow with a faint light and traces of alien circuitry can be seen within.

Shard Defensive Powers
The shards of the Akorras contain technology that is fundamentally similar to the self-replicating biological nanotechnology mastered by the Korr (see Nanoborgs, pg. xnx). Upon activation, each shard infuses its surroundings with nanoborgs, producing a variety of strange defensive effects. These effects vary from place to place, most often reflecting the shard’s environment.

For example, a shard located near a Hawaiian volcano might cause the volcano to erupt and encircle its resting place with bubbling lava. A shard located in Alaska might cause a nearby polar bear to mutate into a biotechnical bear-like guardian. A shard located inside an Egyptian tomb might cause cyborg mummies to arise or ancient traps to manifest, while a shard passed down as a family heirloom might cause an entire house to animate, giving it the appearance of being haunted. Effects such as intense heat and cold, disorientation, zero gravity, mutations, and animated machines have also been encountered.

A few OLS scientists have suggested that other quantum distortions in the past may have caused some shards to activate, giving rise to mythical and supernatural manifestations such as ghost sightings, dragons, yetis, and other strange creatures and unexplained events.

Shard Detection
The shards produce an energy pulse that can be detected within a mile by anyone with the psionic or nanoborg gimmick (see Gimmicks, pg. xnx). A psionic character must make a complex awareness-based investigation task to home in on the source of the strange psychic vibrations. Failure means the character suffers +2diff to all awareness-based tasks for the remainder of the day.

A nanoborg-enhanced human must make a complex fitness-based athletics task to home in on the strange vibrations coursing through his cybernetic body. Failure means the character suffers +2diff to all fitness-based tasks for the remainder of the day.

Shard Fusion
The Akorras was designed to bond with sentient organisms. When an Akorras shard is pressed against living tissue or swallowed by a living organism, the shard embeds itself in the creature’s soft tissues, crippling the host with painful spasms as it bonds with nerve endings and brain relays, and leaving the character unable to take any action except writhe on the ground in pain for a number of turns equal to the roll of two dice. Once the spasms subside, the shard conveys certain properties to the host (see below).

Akorras shards often leave visible bumps and impressions in the skin. A character who fuses with a number of shards equal to or greater than his fitness rating automatically receives the fearsome gimmick.

Psionic and Cybernetic Increase
The Akorras shards produce a range of effects, especially in psionic and cybernetic organisms. A character with the psionic gimmick who fuses with an Akorras shard increases his psionic potential by one and reduces one grade of psionic overload (if any).

A character with the nanoborgs gimmick who fuses with an Akorras shard increases his cybernetic potential by one and reduces one grade of cybernetic overload (if any).

A character who fuses with a shard without possessing the psionic or cybernetic gimmick receives a bonus of +1 to either his fitness or awareness rating (player’s choice).

Psionic-Cybernetic Crossover
A psionic character who fuses with a number of Akorras shards equal to the total sum of his fitness plus awareness rating may opt to use experience to purchase the nanoborgs gimmick. The number of fused shards is added to the character’s fitness rating to determine his cybernetic potential.

A cybernetic character who fuses with a number of Akorras shards equal to the total sum of his fitness plus awareness rating may opt to use experience to purchase the psionic gimmick. The number of fused shards is added to the character’s awareness rating to determine his psionic potential.

Shard Removal
Removing an Akorras shard is a long and painful surgical procedure that usually ends in the death of the host. A complex fitness-based medicines and a complex reasoning-based Korr sciences task is needed to safely remove a shard. The character suffers 2inj of absolute damage for each task. If either task fails, the character dies.

Recovery
The Korr and the OLS have deployed a number of special teams to actively search for Akorras shards (see the Korr Akri’daan pg. xnx and the OLS Doomsday Recovery Division pg. xnx). Although the shards are too numerous and scattered to collect and fully reassemble the device, human scientists believe they may be able to replicate the awesome power of the Akorras if they can gather and examine enough shards. This is something the Korr fear and is one of the main reasons they continue to wage such a gruesome war—after Earth’s devastating nuclear strikes, the Korr believe that if humans possessed the Akorras it would only be a matter of time before they unleashed it against them.

The OLS Resistance

“If you’re listening to this, you are the Resistance.”
---John Connor, Terminator Salvation

The Resistance
The governments of the world quickly and admirably responded to the Korr invasion by forming an alliance of world powers. For the first time in recorded history, mankind stood united against a common enemy. Humanity’s superior firepower initially halted the Korr’s invasion of Earth. However, as the effects of voss corrosion took hold, major armed opposition began to collapse. In the end, even a combined nuclear strike by several world powers was not enough to drive the Korr back to their homeworld.

As the lines of communication and defense broke down across the globe, elements of the allied governments realized a change in tactics was needed to ensure the survival of the human race. Rather than meet the Korr head-on, the armies of the world began to split into smaller cells, retreating to remote locations to wage a guerilla war against the alien invaders.

And so, the Resistance was born.

The American Resistance
The United States was one of the last major world powers to join the resistance movement. When the invasion first began, the country was struggling through a severe economic recession and President Victor Paige’s approval ratings were at an all-time low. The president was quick to capitalize on early military victories against the Korr which boosted the spirit of the American people, however, as Earth’s defenses began to fail, military generals led by Army Chief of Staff General Greg W. Carswell realized that an organized resistance movement was the only way to defeat the invaders. A formal proposal was drawn up and placed on the President’s desk, however, afraid that the formation of a resistance movement would be interpreted as a sign that the United States had conceded defeat, the President’s chief advisors convinced him to veto the bill. In response, General Carswell and several other concerned military leaders convened to discuss the conflict and eventually decided to dismantle the armed forces and proceed with the plan despite the veto.

OLS Central Command
Under the designation Operation Liberty Strike (a.k.a. Operation Last Stand), or OLS for short, the American Resistance adopted a loose command structure that uses a simplified version of the military ranking system. OLS Central Command is responsible for monitoring Korr activity, overseeing operations, and equipping and providing intelligence to Resistance cells. Central Command is directed by several decorated military generals, who are said to be in close contact with the President of the United States, but President Paige has not addressed the nation since launching strategic nuclear strikes against the Korr motherships almost three months ago and many believe he is no longer alive.

OLS Cells
Resistance cells vary in size and makeup. Most are comprised of less than a dozen fighters who grimly wage war against the Korr and receive only sporadic communications from Central Command. A few are better organized and are able to maintain vehicles and heavy weapons, while a rare few have access to military-grade vehicles and hardware. These last tend to be remnants of local governments who are regularly in touch with Central Command. Central Command issues each formal cell an OLS letter/number combination that is used for record keeping and identification purposes.

OLS Bases
Resistance cells are always on the move, never staying in one place long to avoid attracting unwanted attention. They sometimes establish temporary bases, whether to resupply or to plan and launch raids against the Korr. These bases can be as simple as a suburban basement or as complex as an abandoned military hangar surrounded by lookouts and booby traps. A few fixed OLS bases do exist, mainly supply depots and communications bunkers, but the location of these remain a secret known only to the Resistance’s highest-ranking members. In North America, for example, Central Command is said to be located inside a military bunker in the Southwest where they are able to monitor Korr activity and communicate with other governments via satellite uplinks.

OLS Ranks
Resistance fighters are commonly referred to as “soldiers.” OLS ranks consist of private, corporal, sergeant, captain, major, colonel, and general, although most characters will never even meet a colonel or general. Stormrift characters typically begin the game as privates or corporals under the command of a sergeant or captain. As Resistance fighters tend to have short lifespans, status within one’s rank is also determined by seniority and/or military achievements (i.e. a private who has been with the Resistance for two months is more respected and awarded more responsibilities than a newly recruited private even though they technically hold the same rank). No distinction is made between enlisted soldiers and officers—a sergeant is promoted to captain after outstanding service—which means that higher-ranking officers tend to be war-wise and battle-tested.

Vehicles
The number and type of vehicles used by the Resistance depend primarily on the capability of each cell to maintain them. Older vehicles, particularly American trucks and muscle cars, and vehicles such as dune buggies, four-wheelers, and motorcycles are preferred because they contain simpler engines that are easier to access, clean, and maintain. Aircraft such as fighter planes and helicopters are built from more complex alloys such as aluminum, titanium, and magnesium, making them more resistive to the corrosive effects of the voss, although good pilots are always in short supply. Vehicles have a limited lifespan and can only survive contact with high concentrations of voss for short periods of time before becoming useless (see pg. xnx).

Equipment
For the typical Resistance cell, weapons, food, and other everyday items are always in short supply. Most cells take only what they can carry on their backs or in their vehicles, but a few strike deals with local communities and settlements that enable them to refit and resupply before and after forays against the Korr. In addition, Central Command often rewards its most capable Resistance cells with better intelligence, weapons, vehicles, and supplies.

Communication
The world has become larger, its people once again isolated from one another. With no internet, no telephones, and fewer working radios and television sets, most people know very little about what is happening just a few miles down the road, much less across the globe.

In North America, the Emergency Broadcast System (EBS) and the Public Broadcasting System (PBS) have both been commandeered by OLS Central Command. Central Command uses the network to broadcast infrequent television transmissions to those lucky enough to own battery-operated television sets. More frequent are the biweekly radio broadcasts that deliver survival tips, information on safe zones and Korr activity, and inspirational stories that are designed to boost morale and give mankind hope for the future. First Lady Evelyn Paige (see pg. xnx) is a weekly guest on these shows. OLS broadcasters sometimes work in conjunction with news agencies such as FXNN (see pg. xnx) to inform the public of major developments and upcoming newscasts.

Resistance cells pass information to each other mainly through word of mouth and, when possible, through coded radio transmissions. OLS technicians are also working on ways to adapt Korr communications technology for human use.

Travel
Most OLS Resistance members are forced to travel on foot. A few have vehicles at their disposal, but these have a limited lifespan so many Resistance cells are turning to horses and other beasts of burden for transportation. OLS scientists have also begun experimenting using control techniques for various Korr servitors, but these experiments have met with only limited success.

The Resistance Today
Today, the Resistance is respected and feared by both humans and the Korr. Most humans actively help the Resistance, providing safe haven, supplies, and even fresh volunteers whenever possible in exchange for protection and information about the Korr invasion. At the very least, Resistance members are given a wide berth as trouble seems to follow them wherever they go. In fact, a few havens wrongly believe the Resistance only incites the Korr to greater violence.


OLS Resistance Cells
OLS Resistance cells are designated by size, equipment, and/or function.

Level I
Level I Resistance cells are the most common type of cells encountered. They typically number one to twenty fighters armed with small arms such as assault rifles and handguns, homemade explosives, and makeshift melee weapons (spiked baseball bats, fire axes, machetes, etc.). Level I cells may have access to one or two ground vehicles that are in a sad state of repair. They frequently form or occupy havens and focus on defending fixed areas (such as city neighborhoods, suburbs, small towns, etc.) from Korr invasion forces. Level I cells maintain only sporadic communications with Central Command and usually gather intelligence, plan, and conduct their own operations.

Level II
Level II Resistance cells typically number between twenty to one hundred fighters who have access to small arms, heavy weapons such as RPGs and machineguns, better equipment, and several vehicles. An Air Corps pilot or two and their ground crews may be assigned to the cell or the cell may be able to call in air support from a larger cell for particular operations. Level II cells maintain regular scheduled communications with Central Command. These cells are usually encountered in larger cities, but they tend to move around a lot, establishing temporary bases from which to launch operations against the Korr.

Level III
Level III Resistance cells are usually remnants of former military units and can number well over one hundred fighters, including several Air Corps units. Level III cells maintain direct contact with Central Command and are supplied with the best weapons, gear, and vehicles the Resistance can muster. Level III cells usually occupy fixed bases, however, these bases make excellent targets for Korr invasion forces. After the Staked Plains disaster where cell TX5-3009 was wiped out by the Broken Moon mothership attack, Level III cells have been ordered to implement organized withdrawal, rendezvous, and alternate base relocation procedures.

Other Units

OLS Research and Development
The Research and Development branch of OLS Central Command is crucial to the resistance effort. R&D scientists are always looking for ways to counteract or neutralize the effects of the voss, reverse-engineer Korr biotechnology, and develop new weaponry to use against the Korr. OLS R&D is responsible for the now-infamous Project 13 that resulted in the creation of enhanced humans (see pg. xnx). They are currently researching biological agents designed to affect only the Korr and need live Korr specimens for testing. R&D may also call upon characters to field test experimental weaponry, equipment, or servitor control devices.

OLS Air Corps
The OLS Air Corps was founded shortly after Earth’s strategic nuclear strikes failed to drive off the Korr invaders. Most Earth aircraft are made from rust-resistant metals such as titanium, magnesium, and aluminum, with only a few components made from common metal parts. Once replacements were found for these parts, Earth’s aircraft became ideal weapons for combating Korr invasion forces. Korr flyers simply cannot match the speed or power of modern aircraft and the Air Corps has achieved almost complete air superiority except in the vicinity of a Korr mothership.

Aircraft require constant maintenance and upkeep to remain operational and voss-free, so the Air Corps receives the best equipment and training the OLS can muster. Some Air Corps units are permanently assigned to larger OLS cells. Other cells may coordinate air support for crucial operations or request support from passing aircraft. Pilots are also routinely sent on attack runs to destroy enemy “targets of opportunity” on the ground, being able to land and refuel at small airports and abandoned military airbases scattered across the country.

Air Corps HQ is currently based at Pearl Harbor in Hawaii, but Air Corps units are spread out across North America. The Air Corps is always looking to recruit and train new pilots. OLS pilots are treated with great respect--almost every Resistance cell can name a time when the Air Corps saved them from certain destruction.

Air Corps pilots are commonly referred to as “airmen.” The OLS Air Corps uses the same ranking system as the standard Resistance except that pilots are also designated as such (i.e. Pilot Private, Pilot Corporal, etc.). The Air Corps patch is a pair of wings superimposed over the OLS initials. Korr warriors consider these patches to be excellent trophies.

Psionic Research Division (a.k.a. PRD a.k.a. Psi-Corps)
The Psionic Research Division is a branch of OLS Central Command that is designed to recruit, train, and individuals who exhibit psychic powers (see Psionics, pg. xnx). Although Psi-Corps itself is a fledgling organization, the United States government has long been involved in psychic and paranormal research and many of the protocols and procedures for managing psychics had already been established during the government-funded remote-viewing Stargate Project which was “officially” adopted by the CIA in 1995 and then supposedly disbanded shortly thereafter.

Psi-Corps agents are assigned to OLS Resistance cells, particularly larger cells, but they may be recalled or reassigned as needed. Psi-Corps prefers those with psychic powers to submit to their training and rules before working with a Resistance cell which has caused some psychics to fear that elements of the former government are trying to control the spread of psychic powers.

Psi-Corps psychics are commonly referred to as “agents.” The OLS Psi-Corps uses the same ranking system as the standard Resistance except that agents are also designated as Psi- (i.e. Psi-Private, Psi-Corporal, etc.).

Project 13
Project 13 was a failed OLS experiment that focused on the implantation of Korr nanoborgs in human test subjects. Although the implantation itself was a success, OLS scientists were unable to halt the nanoborg growth, and over time the spread of nanoborgs throughout the human body have caused serious physical and mental disorders (see Cybernetics, pg. xnx).

Almost 500 humans volunteered for the experiment, mostly patriotic OLS soldiers, scientists, and men and women whose lives had been devastated by the Korr invaders. These “enhanced humans” as they came to be called utilize a blend of human technology and Korr cybernetics. Most of the volunteers still serve the OLS in various capacities, but a few have broken away from the Resistance to live out what is left of their lives. The OLS has supposedly scrapped Project 13, but some believe scientists continue to reverse-engineer Korr biotechnology in the hopes of creating super humans capable of defeating the Korr.

Enhanced humans are commonly referred to as “cyborgs.” Enhanced humans are assigned to various OLS Resistance cells where they automatically receive the rank of corporal and may rise in rank normally.

Doomsday Recovery Division (a.k.a. DRD a.k.a. Dread)
The Doomsday Recovery Division is a branch of the OLS Resistance created to track down and recover shards of the Korr doomsday device (see The Akorras, pg. xnx). DRD cells are typically made up of three to five highly-skilled, deeply patriotic individuals, including at least one Psi-Corps agent and one enhanced human. DRD cells are authorized to fuse with recovered shards of the Akorras in order to enhance their recovery capabilities as OLS scientists believe the shards can always be removed at a later time.

OLS Central Command provides DRD cells with the suspected location of Akorras shards whenever possible. Otherwise, DRD cells are allowed free reign to seek out shards on their own. DRD cells may be found working in conjunction with standard Resistance cells until an Akorras shard is located, however, their presence can be unnerving to some.

DRD members are commonly referred to as “spooks.” The DRD uses the same ranking system as the standard Resistance except that agents may also be designated as Dread (i.e. Dread Private, Dread Corporal, etc.). DRD cells often go by colorful names such as Nighthawks, Howlers, the Black Guard, or Gray’s Demons.

Tuesday, September 22, 2009

[Stormrift] Korr Invasion Tactics

The Korr prefer to meet enemies head on, relying on physical strength and overwhelming numbers to win battles. The Korr’s disdain for ranged weaponry caused them to suffer heavy losses during the initial days of the invasion as their living war machines withered under the barrage of Earth’s guns, missiles, and artillery. The tide of battle began to turn, however, as the voss slowly eroded Earth’s defensive capabilities.

Now that major opposition has been crushed, the Korr have begun a more systematic conquest of Earth’s inhabitants, using a variety of biotechnology and bioengineered creatures. The scope of the operation is stunning---the Korr will not be satisfied until humanity has been subjugated and almost every trace of human civilization has been destroyed. Having successfully completed several such conquests in the past, the Korr believe they have the time and the resources to accomplish this goal. Although the Korr remain confident of victory, the unexpected strength of human resistance has grudgingly forced the Korr to alter some of their time-honored tactics.

Korr invasion tactics take place in four separate stages: Reconnaissance, Conquest and Extermination, Eradication, and Withdrawal.

Stage I: Reconnaissance
Stachek (a.k.a. Scouting Parties)
The Korr deploy scouting parties across the countryside, searching for large human cities, towns, settlements, and refugee havens. These parties vary in size and makeup, but are always led by at least one korrital warrior. Korr scouting parties map out the location of all human havens and are authorized to exterminate any smaller havens or bands of humans they encounter. Larger havens and towns are left for raiding parties to handle.

Rakatorr (a.k.a. Raiding Parties)
Raiding parties are similar to scouting parties except that they are typically larger and better equipped for confrontation. A raiding party’s primary mission is to disrupt human activity and destroy organized resistance. Raiding parties are often deployed to an area before a major assault begins, usually sending skreel hunter-killers ahead of them to infiltrate enemy camps and create havoc before the attack.

Korrtalar (a.k.a. Assault Parties)
Assault parties are deployed during invasion efforts involving large towns and small cities. Assault parties consist of at least one ganj juggernaut which may or may not be supported by an arejjik mothership floating overhead. The juggernauts deploy their forces and attempt to eliminate any major opposition using standard Korr invasion tactics.

Stage II: Conquest and Extermination
When the Korr are ready to launch a major assault against a large city, a stormrift appears over the target area. After about an hour, a mothership floats through the rift and begins deploying korrtalar assault parties. These forces vary in size and makeup, depending on the size of the city. At least one ganj juggernaut oversees the assault, but as many as twenty can be used to cover a city as large as New York for example. The korrtalar then sweep through the city, destroying all resistance and killing any humans they discover. Any major organized resistance results in the deployment of additional forces. In the unlikely event that all of the mothership’s assault forces are destroyed, the Korr open a stormrift and retreat to regroup and resupply.

Stage III: Eradication and Cleanup
Once major organized resistance has been dealt with, bolog sweep teams scour the city, spraying voss mist into the air to hasten corrosion. Once the voss is disseminated (the process typically takes a few weeks to blanket a full city), sojor rumble teams are sent to collapse buildings and reduce structures to rubble. Hiri harvester teams are then sent to pick through the rubble and remove any wood or wood products for processing and consumption. During this time, dimwo continue to scour the city in search of survivors while scout, raid, and assault parties fan out from the city in search of smaller towns and havens.

Stage IV: Withdrawal
Once the city has been reduced to ruin, the survivors slain, and wood products harvested, the Korr return to the mothership. The mothership then either leaves through a newly opened stormrift or moves on to the next target if one presents itself close by.

Battlefield Developments
Korr Bases
The OLS Resistance has proved to be a major thorn in the side of the Korr invasion force. The korrital were initially content to launch assaults from the safety of the arejjik motherships, but constant pressure from the Resistance has caused Korr leaders to alter their tactics. The Korr have recently begun establishing temporary bases on the surface of the planet inside ruined buildings such as walled compounds, open-air sports stadiums, etc. These bases make it easier for the Korr to launch forays against smaller Resistance cells without tying up the resources of an entire mothership, however, the bases also provide the OLS with viable targets to attack, destroy stores, kill servitors, and capture supplies. The Korr’s disdain for human society makes land-based duty an unfavorable assignment.

Communication Concerns
The Korr communicate in their own language using their own equipment and wireless radio frequencies. It is uncertain whether or not they are aware of the range of human frequencies. Many believe they simply do not care. The Korr have thus far disdained learning the human language, believing that learning the language of a lesser species is beneath them. After suffering several coordinated and devastating Resistance attacks, however, a few nomen have proposed the idea of utilizing a human interpreter or perhaps an electronic translator to monitor human communications, but the proposal has been met with derision and skepticism, particularly by the korrital.

Verem Servitors
The Korr have made use of more verem servitors during the invasion of Earth than in any other war. In addition to overseeing bolog, sojor, and hiri teams, verem are now being used to ferry supplies back and forth between land bases and arejiik motherships. They are also used to scout for human havens and report the locations back to their masters. A takari-backed proposal to arm the verem and program them for war has been brought before the Kaladri Council, but the korrital swear to cease fighting if the measure passes as there would be no honor to be gained in a war won by servitors. Arming the verem would cause a host of other problems as well, especially if they are not truly the near-mindless servitors the Korr believe them to be not to mention that an army of verem could prove to be valuable allies to the OLS Resistance.

Current Operations
Satisfied that Earth’s major armies have been neutralized, the Korr have begun their systematic conquest and extermination process. The Korr have successfully eradicated a number of small towns and cities and have moved on to larger targets. In North America, Washington D.C., San Francisco, and Chicago are currently in the process of being wiped out. The Resistance has all but abandoned D.C. and San Francisco, but is fighting hard to drive the invaders from Chicago.


Korr Invasion Forces

Ground Forces (a.k.a. Tagken)
Ganj
Ganj juggernauts form the backbone of any major Korr invasion. The Korr mothership deploys its ganj in an open area and the juggernauts begin advancing on their targets almost immediately, unleashing kirai flyers and using their great tentacles to deploy tagken ground forces. The long, earthshaking strides of a ganj juggernaut have a demoralizing effect on many defenders. Ganj are designed to absorb the brunt of any resistance, using their raw power and brute strength to tear buildings apart, crush vehicles, and flatten enemy positions.

Chark
Charks are frontline assault beasts controlled by an interfaced tagken korrital warrior. Charks race ahead of the ganj and plunge headlong into battle. A chark’s thick skull makes an excellent battering ram.

Dimwo
Dimwo are frontline assault beasts bioengineered to assist charks in battle. Clusters of dimwo scrabble along behind their assigned chark, attacking anything in their path, and swarming over enemy positions. Dimwo are also sent to clear buildings and root out Resistance fighters and refugees from tunnels and sewers.


Air Forces (a.k.a. Kirai)
Arrejik
Arrejik motherships provide the Korr with mobile bases from which to launch major assaults. Arrejik have no armaments, but their skin is extremely tough and resistant to damage. If attacked, an arejiik launches flyers or uses its massive tentacles to swat enemy aircraft out of the sky.

Kajii
Kajii are alien flyers controlled by interfaced korrital warriors. Kajii often provide air support for tagken ground forces, usually focusing their attacks on the largest and/or most dangerous foes. Kirai korrital rush to attack enemy aircraft, considering it a great honor to destroy enemy flyers. Although kajii cannot match the speed or firepower of Earth’s fixed-wing aircraft (airplanes), they are more than a match for its helicopters. More kajii are being bred each day as the Korr believe the invasion of Earth would be much simpler without the humans’ air superiority.

Jikka
Jikka are alien flyers bioengineered to assist kajii in battle. Flocks of jikka flit around their assigned kajii, attacking on command. Jikka give little thought to self preservation and have been programmed to impede aircraft by damaging vital systems, obscuring pilots’ vision, and diving headlong into engine turbines. Jikka also pose a threat to enemy ground forces, swooping out of the sky to attack.

Sea Forces (a.k.a. Fraasa)
The Korr have yet to unleash a major seaborne invasion, but the OLS suspects that a host of bioengineered servitors have been designed specifically for the task.

Other Korr Forces

Cachell (a.k.a. Capture Parties)
Cachell teams are occasionally sent to capture humans and animals for experiments, research, and entertainment. Cachell parties typically consist of a welka overseer, a dozen dimwo, and a number of verem aboard a hoverskiff.

Hiritak (a.k.a. Harvesting Parties)
Harvesting parties consist of 3-6 hiri attended by a welka overseer and a number of verem servitors. Harvesting teams may be encountered in wooded areas or on the outskirts of towns and cities, tearing down structures such as isolated farmhouses to harvest wood and wood products.

Ta’Bolog (a.k.a. Bolog Sweep Team)
Bolog sweep teams are sent into towns and cities after most of the fighting is done. These teams consist of large bologs that are attended and controlled by a dozen or so verem who use biomechanically attached hoses to spray voss into the surrounding area. Bolog sweep teams are often protected by 1-6 dimwo. One welka overseer is usually placed in charge of several ta’bolog.

Sojorri (a.k.a. Sojor Rumble Team)
Sojor rumble teams are usually deployed after bolog sweep teams have weakened the steel supports of surrounding structures. Sojor are attended and controlled by 2-4 verem. One welka overseer is usually placed in charge of several sojorri.

Akri’daan (a.k.a. Doomsday Recon Forces)
The Korr know that pieces of the Akorras have appeared on Earth and special teams known as the akri’daan have been organized to seek out and recover these shards. These commando-like squads are made up of 5-7 skilled members of different castes who work together to accomplish their mission. Akri’daan typically travel about on charks or hovercraft.

Saturday, September 19, 2009

[Stormrift] GD3 Version

Well, it's official. There will be a Genrediversion 3 (GD3) version of Stormrift released in the near future. I've got most of the writing finished and most of the setting-specific system elements ironed out, so really it's just a matter of compiling the artwork and then waiting for Brett Bernstein of Precis Intermedia to handle layout, printing, and distribution.

GD3 is a fairly rules lite game that uses a stat + skill roll over mechanic. It's a great game to run because stat blocks are small and NPCs are easy to create. Precis has its own fanbase, which is always a plus, and I believe Stormrift will be GD3's first complete setting so that should also turn some heads.

More info can be found at the Precis website: http://www.pigames.net/

As you can tell I'm pretty excited about it. Time to get back to writing . . .

Friday, September 18, 2009

[Stormrift] Voss (a.k.a. Rust)

Voss is a tiny biomechanical nanobacteria produced by bologs as an odorless, tasteless, liquid. The bioorganic voss feed on common metals and metal alloys causing them to become brittle and more susceptible to rust. The more complex the metal, the longer the process takes (i.e. steel takes longer to break down than iron). Voss is a self-replicating organism that is constrained only by its food source. This means that voss spreads quickly over metals as the bacterium feed and multiply.

High concentrations of voss gas were introduced into Earth’s atmosphere after meteors made of solidified voss struck the earth. Further applications of liquid voss are regularly dispersed by bolog sweep teams during Korr eradication efforts. Liquid voss that is not attached to a food source evaporates under heat and is carried up into the air, descending again with the rains. Large quantities of water dilute liquid voss’s effectiveness, but the gaseous form can spread over a wide area without losing its potency.

Effects of the Voss
Human technology has suffered enormously from the effects of the corrosive voss. Power stations are down. Many electronic devices such as television sets, radios, and computers have become inoperable. Steel supports for skyscrapers, bridges, and tunnels have become compromised. Without constant maintenance, vehicles, gear, and weapons cease to function. Voss is the most demoralizing weapon the Korr possess as it reduces cities to ruins and strips men of the tools to fight off the invasion.

Combating the Voss
The corrosive effects of the voss are not instantaneous. Corrosion occurs over a period of days, weeks, and even months, depending on the concentrations of voss in the area. In many cases, humanity has had time to adapt and find alternate sources of metals for necessary items. Humans have also discovered a number of ways to counteract the worst effects of the voss.

Regular oiling and cleaning can stop voss corrosion. Liquid voss may be killed by certain oils, cleaners, and other lubricants (including gasoline and other petroleum-based products), which prevents further damage, but does not repair damage that has already been done or prevent recontamination. Metal coatings such as paint or enamel delay corrosion, but a simple scratch is all that is needed for voss to take hold.

Motorcycles and older vehicles with simpler engines and items such as Ham radios that contain fewer electronic parts are being sought by the Resistance as they are easier to clean and maintain. OLS technicians have also designed specially modified sprayers that give “oil baths” to the small number of functioning large vehicles such as cars, tanks, helicopters, and fighter planes that are still operational, but these vehicles grow weaker each time contact with voss is made.

Since voss gas is lighter than air and disperses with rains, deserts and other regions with low precipitation tend to be less affected by the corrosion. Many airtight facilities such as underground bunkers and bomb shelters have also resisted the worst of its effects. Basements and sublevels have also proven valuable, particularly for storage of items such as weapons, medical supplies, and canned goods.

Voss in the Campaign
Voss is a plot device designed to shake up the gameworld. It is up to the director to decide how much voss contamination is present in any given area and what equipment, weapons, and vehicles are still usable. In general, major cities have higher rates of voss contamination than rural areas, but this may be affected by a variety of factors including weather conditions, proximity to voss craters, and recent Korr operations.

Jury-Rigging
Jury-rigging refers to makeshift repairs or temporary devices made with whatever tools and materials happen to be on hand. In the Stormrift setting, jury-rigging has become a common practice, as metal parts are replaced with those more resistant to voss corrosion. Jury-rigging requires not only mechanical skill, but also the ability to think “outside the box.”

Jury-rigging need not always be relegated to an abstract die roll. Roleplaying game players tend to have a diverse amount of knowledge and may know how to do something the director does not. This is not only understandable, but should actually be encouraged. Let’s face it, if you include rules for jury-rigging in a game, everyone at the table suddenly turns into MacGyver. In a world where technology has taken a huge leap backwards, any gaming group worth their dice is going to try to push the envelope and try to find ways to make things work. In fact, humanity’s resilience and ability to overcome hardships in the face of adversity is one of the major themes of the Stormrift setting.

Directors should encourage creative use of pursuits and gimmicks and be flexible with their rulings. Don’t bother poring over old weapons manufacturing texts to decide whether or not a Sten gun can be made from piece of copper tubing and some wires. If it sounds cool, let the character make a roll. Jury-rigged items have a limited lifespan, so at the very worst you’ll end up with a slightly overpowered device that is extremely unreliable and prone to fail at the most inopportune times.