Thursday, October 6, 2016

Get Back Up

I have skipped a few days on this blog and well... I'm still a little stymied about what to write next. But that's not the point of the blog. The point of the blog is to write, write, write, write, write, write. Just write something.

So, I was thinking about the time line of the game. I'd like to link up the discovery of the Kord cryo-pod with a real world event such as the Area 51 incident.  Other technological advances can pre- or post-date that event. In particular, the creation of the Hales should predate that event, I think. They need time to incorporate themselves into society. Racial tensions are still incredible in America and it's been a hundred and 50 years since Lincoln.

I believe that the Hales should get into the picture sometime between Sputnik and Roswell. Sputnik was 1957 and Roswell was 1947... So that doesn't work. Maybe the Hales were created to solve some kind of deep sea exploration project instead of some space age issue.

I'll do some investigation into some deep sea projects that might have took place in the pre-1947 era. Some kind of naval experiment would be great, though I don't want to link the Hales to the military. That brings up super-soldiers and such. I'm not about that life. Haha.

So, I'll report in tomorrow about some kind of naval exploration.

Saturday, October 1, 2016

The Unicorn

In time, man's search for extraterrestrial life would bear fruit. The true surprise is that we would find it on our planet. In the arctic, an expedition would find a life-pod, a cryogenic stasis pod and inside, an alien creature.

While the alien was certainly an intriguing find, the technology that comprised the pod was almost more so. Despite utilizing physics not understood by the scientists studying it, the pod seemed crude, like a canoe carved from log to be used as a funeral pyre for the creature laid inside of it. What became clear is that the pod was in some transmitting some kind of signal. That signal was born on what would become known as a hyperwave, a medium allowing for faster-than-light transmission of information.

Research into the hyperwave radio would put humanity in contact with an alien civilization, the Kord. They were a culture of noble warriors burned by a millennium struggle for survival. To them, the individual stranded in that pod represented a new hope for a brighter future and they were desperate for him to come home.

The rapid iteration of earth science combined with the ancient wisdom of the Kord created the star-drive, a device capable of interstellar travel. Earth built it's first star-drive capable rocket, the ESC Epiphany. This rocket would carry the lost son of Kord to a star midpoint between Earth and the Kord homeworld. Previous to the development of the star-drive, Kord explorers used cryo-stasis and time to traverse the universe. This son was one of those explores lost centuries ago, before man was even capable of speech. Now the Kord would reclaim their prince in a star-drive rocket of their own, The Coil. In the speech of the Kord, it was a word that meant rebirth, resurrection, repatriation.

Captain Horatio Vega was chosen to lead this mission. He and his crew set out for the sun and with the whole world watching, ignited his star-drive and pierced a hole through space, one between our sun and a distant alien star.

What took place in orbit around that alien star, even today, is not known. The Epiphany and the Coil were lost. the entire earthling crew killed. One Kord crewman survived, though it took many years for him to recover from his wounds. His testimony and fragments of sensor logs recovered from crash sites of both vessels confirmed only one thing: the presence of a third vessel.

That vessel would come to be known as The Unicorn, named for the enormous star-drive at its prow. It would prove as elusive as the mythological unicorn for the fledgling Kord and Earth rocket fleets, but both pledged to find the vessel, capture it, and question its crew.

Fortunately, the actions of Captain Vega and the crews of The Epiphany and The Coil safeguarded their cargo. A shuttle carrying the cryogenic pod, and the remains of two human crewmen, was discovered in that same system, hidden amongst an asteroid belt.

Their sacrifice forged a steadfast alliance between the people of Earth and the people of Kord. Decades after that fateful encounter, the fleets of both civilizations number in the hundreds. Theirs is a culture that prizes loyalty. They believe that on that day, an oath was sworn between Captain Vega and the captain of the Kord vessel, one that bound their two people together. It is their intent to honor that oath even in the face of ruin.

Friday, September 30, 2016

Encounter With The Unicorn

"Bring us in over the southeast quadrant, Lieutenant." The captain studied the monitor at his side, tapping his finger against the image of the planet displayed.

"Setting in approach vector."

The rocket's engines flared, the vectored thrust pushing the vessel into the correct trajectory to achieve orbit around the seemingly verdant planet ahead.

"Captain, I'm detecting a sensor signal near the second moon. It's an active ping." The communications officer at the console adjusted several knobs, a concerned expression on her face.

"Put it on my screen."

The image of the planet on the captain's monitor tightened its view, focusing in on a distant glint that quickly grew into the shape of a rocket. At its prow was an enormous star-drive, a sharp structure over half the total length of the rocket.

The comms officer whispered, her voice clear over the stillness of the bridge, "It's The Unicorn."

The captain shot to his feet, "Flank speed. Bring the thermal batteries online. Target its engines. Fire! Fire!"

A klaxon erupted throughout the vessel, its crew scrambling to battle stations. The rocket lurched as it's engines were opened up, the sublimation drive throwing out a long stream of neon thrust. There was activity aboard The Unicorn, too. The oversized star-drive glowed, a halo of brilliant light encircling it.

The comms officer called out, again, "It's powering up its star-drive!"

The captain: "Where's it getting the power!?"

The distant rocket shuddered, a bright lance of energy erupting from the spire of it's star drive. The beam stuck into the empty void of space and reached through to an unknown distant point, tugging on it, bending space, and producing a tunnel through which The Unicorn might circumvent an otherwise impossible journey. It's own sublimation drive surged, pushing it into the wormhole which closed around behind it. Gravitation distortions remained, electric blue lines that formed characteristic patterns marking where the wormhole had opened. They would fade in a few hours time.

The bridge crew all looked at one another, at a loss for what to do. The helmsman asked, "Captain, orders?"

The captain: "I want a probe on that moon. Prepare a shuttle. We're going down to that planet. We're not leaving until we find out why The Unicorn was here."

He pointed at the science offer, a tall Hale by the name of Lieutenant Marrow and then at the comms officer, Lieutenant Patel, a digger with more years aboard rockets than most of the bridge crew put together. "You two, I want every part of that encounter analyzed by the time I get back. You will tell me everything that vessel is capable of."

Turning back to his monitor and studying the burning blue residue of The Unicorn's wormhole, "And you're going to tell me where it went."

The comms officer responded, "All encounters with that rocket are to be reported to the ESC."

The captain nodded, "I'll be in my quarters. You have the con. Let me know when that shuttle's ready."

Wednesday, September 28, 2016

Charge Weaponry

There are going to be several different classifications of weapons in Project Manifest Destiny.

For Rockets, there are two main weapons systems, Missile Salvos, and Thermal Batteries. Against large space creatures, natural structures, and other technologically equipped targets, Missile Salvos will do devastating damage. Against Rocket-sized targets, a single salvo would typically result in complete annihilation. Rockets, however, are typically equipped with Missile Countermeasures, deployable munitions that are fired by the hundreds, locate, track and intercept missiles before they strike the Rocket.

Combat, then, is conducted through the use of Thermal Batteries. These produce directed beams of thermal energy meant to target specific areas of an enemy craft. While an enemy is unlikely to receive catastrophic damage, loss of individual systems may leave a vessel adrift and easily boarded. Loss of main power, loss of the star-drive, damage to the bridge, or even the ability to trigger countermeasures can leave the damaged vessel in dire circumstances. In the event of countermeasures being neutralized, the threat of a missile salvo could obliterate an unfortunate rocket.

This is a core concept for combat. Combatants will need to make a conscious decision to use lethal force. Most combat options will focus on incapacitating a target. A chief example of this will be in the martial arts taught to Star Corps Cadets. Certain species (Mechanoids) and Affiliations (Meteor Scouts) may be restricted in the kinds of combat they can train in. Certain Affiliations may be specialized in lethal combat (Space Rangers have the option to change any hand-to-hand technique they know into a lethal technique by drawing their field knife.)

The standard issue side-arm issued to ESC Rocket Crews is the Charge Pistol. This weapon acts on the nervous system of a target by introducing a high energy electrical signal into the body, incapacitating them.

Many alien species encountered by ESC Crews will possess bio-electric nervous systems (need to come up with a cool technobabble name for the type of nervous system humans possess) and will be susceptible to this type of attack.

For those creatures immune to this type of attack, Charge Weapons can be switched into a lethal mode that causes the electric blasts to inflict terrible burns capable even of vaporizing a man's whole body leaving nothing but smoking boots.

This lethal mode can be used on targets, too, of course, that would otherwise be incapacitated by the previous mode. The choice to use lethal force is up to the player, but the ESC advises, given the effectiveness of the stunning mode, it not be used except in extreme circumstances. Thus, the stunning mode is known as Standard Mode.

Other and more exotic weapons exist that will feature lethal or non-lethal effects. A chief benefit of the Charge class of weapons is the flexibility in choosing the effect most suitable for the engagement.

Tuesday, September 27, 2016

Slacker!

I can't believe I let this go for almost  week. I need to get this into a habit. I am using a productivity app on my phone but I don't really like it that much. It seems built for one off activities scheduled at very specific times. I need a bit more functionality for recurring tasks.

Anyhow. Players will have Species, Affiliation, and Profession.

Compared to Species and Affiliations, there will be tons of Professions. They're be medics and pilots and journalists and soldiers and all sorts of things. They might give a key piece of kit and one or two small special rules but their main purpose will be for world building.

Say you're a Journalist. You'll be giving some kind of recording device, perhaps, and some skill in maybe smuggling information or a contact to feed leads to. In the short paragraph about Journalists, it'll list that stuff but then three or some organizations that you could be connected to. Maybe you serve a well respected earth publication known for its adventurous embedded correspondents. Maybe you're a nature journalist reporting on exotic locales, wildlife, and peoples. Maybe you're part of an underground network of loosely connected writers investigating government conspiracies or specializing in gonzo journalism.

Whatever the case, I've laid the seeds for the development of not only a character but an entire organization. Players and game-masters will be encouraged to expound on these organizations and their relationships to one another.

One topic I'm interested in looking into is establishing religious organizations that aren't secretly or overtly sinister. An organization that employs doctors and medics will be called Le Misercorde and will established in honor of selfless deeds of notable physician. Though they are religious men and women, they haven't sacrificed their sanity, but look to their faith for motivation and to tried and tested medical practices to save lives. This is the reality for many religious men and women, today, but religion is so often equated with machinations or psychosis in fantasy or sci-fi literature.

Watching Star Trek recently, it struck me how spirituality doesn't seem to come up at all (I may have yet to come to a relevant episode.) It would be nice to incorporate some spirituality into a few of the organizations listed. Specific religions need not necessarily be mentioned, though I am looking into middle-eastern scholars and academics (modern) for some inspiration.

This plays in with some of the topics of alchemy and fraternal organizations that exist in the game, already, which have a spiritual/religious base.

Wednesday, September 21, 2016

Hecla Colony Disaster

I'm still thinking about Alchemy and we're going to come back to that topic, soon.

In the previous post, I wrote about the different affiliations that characters can have. This is similar to the character's 'class' in other fantasy role playing games. In this game, characters will have three major choices to make in building their character: Species, Affiliation, and Profession. Species will have a short number of special features but have a minor effect on the play-style of the character. The Affiliation will have the most dramatic effect on a character, defining their core concepts, chief mechanics, and set the course for the character's advancement. The Profession is the final choice the character makes and defines the role the character will have on the rocket crew. It is the most loosely defined part of the character and will ensure that the character has access to the tools necessary to perform their function and a small number of abilities (in comparison to affiliation) will have a profession prerequisite.

But this post isn't about that. It's about Hecla.

The Hecla Colony was first launched as an experiment on Antarctica as an investigation into two main items: international collaboration on a long term scientific study and the logistics of a long term scientific study in an extreme environment. Though the environment on Enceladus is much more extreme than that of Antarctica, the goal of the project was to launch a rocket mission and establish a research colony on the moon of Saturn.

A number of novel technological innovations were developed and tested to allow a large team of scientists to survey in exceedingly cold environments. Chief amongst those innovations was the personal fusion power plant, a device that now powers a huge variety of gear in use on rocket missions.

Well equipped and with large, bright, capable team, the Hecla mission to Enceladus was underway. The colony was established successfully and research began. Hope was to discover life hidden in the subsurface ocean. In short order, communication was lost with the colony and fear was that disaster had struck and the whole research team was lost.

These fears were born out as a subsequent rescue mission found evidence that the team had turned psychotic and violence had broken out that ended with the deaths of the whole crew. Also discovered was an alien microbe native to the moon. Research would conclude that the microbe colonized the brain stem of the research team and seemed the cause of the psychotic break.

Samples were brought back to earth and the Hecla Research Initiative was established. It found that the microbe was nourished by electromagnetic radiation and had a particular affinity for the neuro-electric field of the human body. In addition to psychosis, exposure to the microbe also caused an increased sensitivity to electric and magnetic fields. Cultivation of the microbe lead to a strain eventually tolerable to humans.

Limited trials lead to a transition from the Hecla Research Initiative to the Hecla Symbiosis Institute. There, carefully selected candidates undergo voluntary symbiosis with the Hecla microbe. In doing so, they are awakened to an entirely new sense. In the years since the Institute was established, symbiots (now known as Algeans) have become capable of more and more fantastical feats. Precognition, psychoelectric kinesis, ESP, telepathy, and a number of other bizarre phenomena are all possible, once thought to be the realm of pseudoscience.

Algeans are unnerving but valuable rocket crew members, bringing a host of capabilities no other members can offer.

This may be a union analogous to an alchemic chimera. I'll be reading about these creatures in the coming weeks.

Tuesday, September 20, 2016

Affiliations

I went over species on the last post, I might has put down the second tent-pole of character creation. That's affiliation. There are several affiliations available for player characters. These organizations represent the sponsors or employers of the characters, those that provide training and resources to rocket crews.

The Star Corps: The Earth Space Coalition trains its own officers to staff its rocket missions. These men and women are scientists and leaders, meant to command rocket crews with confidence and skill. Entrance to the Star Corps academy is governed by rigorous testing and is highly competitive. Only the most ambitious students can hope to study here with a goal of a career in space. Star Corps cadets learn diplomacy, leadership, a variety of scientific disciplines, and physical studies with an emphasis on hand-to-hand martial combat. A future rocket captain must be intelligent, shrewd, and in peak physical fitness.

Space Rangers: The Space Rangers are a multinational Public Defense Division governed by Earth Space Coalition's Special Security Council. The Space Ranger charter allows for these men and women to be deployed only in defense of Earth Colonies and Rocket Crews. While the ESC prefers diplomacy over strength of arms, it is a pragmatic organization that realizes not every culture shares its peaceful ideals. Space Rangers often accompany rocket crews on missions into uncharted or even hostile territory. Where their skill in arms is not required, Space Rangers are expert survivalists and scouts, able to forage on even the most alien worlds, perform medical triage, and respond cool-headed in crisis scenarios. Space Rangers are known to carry the versatile Jacobs Rifle, a charge weapon capable of being replenished and even rebuilt using primitive materials.

Fellowship or Research Scientists: The Fellowship was established to facilitate communication and the sharing of research data and resources amongst research astronauts. Though some view it as little more than a fraternity, Research Fellows are welcome amongst rocket crews as they are typically highly regarded experts in their field with years of education and study. Many crews tell stories of how ship scientists modified some rocket system in an unexpected way that saved the rocket and crew from certain doom. Indeed, many Research Fellows are capable of modifying equipment or developing whole new devices to solve the most perplexing problems a rocket crew might face. Fantastical weapons, terrifying explosions, and miraculous panaceas are the stock and trade of Research Fellows.

Diggers: Rockets and other modern equipment are operated via highly complex computer systems. Well trained technicians are required to maintain these systems and beyond that, rocket crews are often encountering alien computers of esoteric design and function. Crewmen able to extract mission critical data from such systems are in high demand. Though quaint 'cyberpunk' novels of the 1900's and early 2000's would have one believe that such work is accomplished through guile, subterfuge, and large goggles, a Digger will say the best strategy is to raze the system to the ground and sort through the digital ashes in the aftermath. Equipped with a parietal implant that allows for direct mind-to-computer interface, Diggers are trained to confront and overcome computer security systems through brute-force signal manipulation. The implant allows the Digger to quickly identify and act on patterns perceived in a data feed or system memory to disrupt and disable hostile computer systems as well as to extract and parse reams of data. Operating the implant at high speeds, in stressful situations, or for extended periods can overheat the hardware and cause lasting damage to brain tissue. Monitoring by the crew's medic is always recommended for potentially hazardous work.

Swanscove Society: This society of dilettantes is comprised of wealthy industrialists, aristocrats, treasure hunters, esoterics, and even mercenaries. They are all united by their mutual desire for adventure and exploration. Though many are motivated by the fame or riches the unknown reaches of space may provide, others are just as passionate about the pure joy of discovery and treading where no man has set foot before. All are dedicated to the exploration of space. New members are elected by secret ballot and are initiated via a secret ritual. The society practices many rituals which foster a sense of brotherhood between members. Each progressive rank in the society grants greater access to the organization’s knowledge and history acquired over hundreds of years. Many outside the organization believe the society possesses some profound secret that empowers its members’ seemingly endless good fortune. Others believe it is a deeply corrupt fraternity with agents in every important position throughout society. Whatever the case, the Swanscove Society seems less interested with its public image than chasing distant stars.

Meteor Scouts: The Meteor Scouts program is designed to teach young men the importance of academic success, community involvement, leadership, and personal accountability. Meteor Scouts are often precocious teens and young adults with boundless energy and insatiable curiosity. Armed with their Meteor Scout Manuals, small, synthetically intelligent databases, Meteor Scouts are full of facts. What they lack in life experience, they more than make up with broad scholastic knowledge and intuitive ability with technological gadgets. Young women are considered to members of the Nebulanne Troupe. Though genders are considered to be equal in this culturally mature age, attempts by the program leaders to appeal to young men and women have caused the Meteor Scouts and the Nebulanne Troupe programs to diverge slightly. The two organizations share a fierce rivalry. Both programs teach the importance of strong character, scholastic achievement, and teamwork.

Algaens: There are those humans who have been exposed to and formed a symbiosis with the Hecla Spore. They are known as Algaens. This spore, discovered in the ruins of the Hecla Colony Disaster, is nourished by the electrical activity of the human nervous system. The spore’s sensitivity to electrical currents awakens a new sense in those men and women it bonds with, allowing for such bizarre phenomena as telepathy, bio-electric conduction, and precognition. The Earth Government restricts human experimentation and only the Algaea Charter Organization enjoys rights to cultivate and study the alien spore. Candidates may apply to the Algaea Charter Organization and volunteer for symbiosis and training. Training takes place in a highly secure private academy and candidates receive instruction in how to utilize their new potential. Due to their highly sought after abilities, Algaeans are valuable, if unsettling, members of any rocket crew, able to manifest a variety of seemingly supernatural effects.

Monday, September 19, 2016

Species

In Project Manifest Destiny, players will be able to choose from four different species for their characters. I use the word 'species' deliberately as 'race' outside of fantasy works (and maybe even in them) is a loaded word with connotations that aren't relevant in the socially well adjusted future. Heroes of PMD are as morally strong as they are physically. Characters that can't meet the high moral standards required by the Earth Space Coalition cannot be relied upon to interact peaceably with the other peoples of the galaxy. Earth, being a new member of this galactic community, must be represented by its finest representatives. And their finest might be one of the four following species:

Human: Humans have a proven track record of astonishing feats. Both in mind and body, they are capable of remarkable things. Amongst the galactic community, humanity might be characterized by its cleverness and its courageousness. Despite a technological disadvantage in comparison to some of its peers in the galactic community, humanity has proven itself a stalwart and dependable ally and surprisingly capable.

Hale: The Homo Haliosome species is an artificial species. Developed in secret by a reclusive scientist, this species (referred to commonly as Hales) was designed to work in space as asteroid miners. Decades ahead of current technology, the science utilized in designing the Hale genome from the ground up is not understood. It does not seem to borrow any biology from existent species and utilizes organs and systems not found amongst life on earth. In the early years of their service, their creator was overwhelmed by the human traits they exhibited. Without exception, he released every Hale from indenturedness and rebuilt his estate to serve as a colony for them to live. The secrets to the production of hale specimens was presumably entrusted to this colony. As a people, the hale quickly established themselves amongst the peoples of earth. Nation after nation recognized their humanity though they still face significant discrimination amongst less enlightened populations. Known as 'families' several strains of hale genomes were developed with different labors intended. Pejoratively known as 'models,' these strains exhibit certain physical or mental aptitudes. As a player, one will be able to chose amongst several Hale families and receive a suite of genetic enhancements: bonus statistics or other mechanical advantages.

Mechanoids: The concept of mechanoids owe a lot to the works of Asimov and his androids. Their programming is ruled by the three laws of robotics and where hales quickly campaigned for equal rights to their human brethren, mechanoids have remained subservient to humans. The difference is in the core conceit of the mechanoids, the three laws. These laws are built into the physical architecture of their positronic brains, requiring consideration of humankind above anything else, even their own well being.

Kord: Please see previous post.

Sunday, September 18, 2016

Research

I spent some time this weekend watching the old Star Trek episodes. I need to put Lost in Space in my queue.

I'm encouraged in my core thesis for the game. In an idyllic futuristic society, I think many imagine that technology and science will answer all questions. However, in Star Trek, the crew is routinely (even weekly) confronted by phenomena that they can't understand. While their science and technology come to bare, it is the human virtues of the characters that overcome the mysteries.

Some of the characters are logical and solve problems through reason and that is commendable. But held in similar esteem are the characters who demonstrate courage, even reckless courage, and the victories won through instinct and bravery.

The characters in this game will be equipped to take things to fisticuffs. They will be strong and capable of withstanding terrible injuries only to bounce back into the struggle the next week.

Also, there will be a limit to their technology. Mysteries will have the strength to endure, dangers will defy analysis, and the greatest threats to humanity will be inscrutable.

Thursday, September 15, 2016

The Kord

The Kord, for me, are heavily inspired by norse myth. These are creatures who live in a society where the sun has been consumed (figuratively) and time no longer has much meaning. They view death as a seductive end to a hollow existence, but also as a failure of character where honor and duty are the only possessions they still have. They see the end of their people. They are living the end. Though that end is present, now, the twilight of their culture may never give way to night. It's a kind of purgatory, a sleepy eon where this people exist, but little more.

The cause of this transformation in their society is two fold. If the Kord are the norse people experiencing their ragnarok, their enemy are the ice giants. This malevolent species lays for centuries like a mountain, unmoving, but is completely intolerant of life.They are creatures that grow like crystals, accumulating mass through mineralogical processes. They seem to be stirred into action only to snuff out life. They have the ability to refract sunlight into devastating beams to scorch their prey and being crystals with no discernible anatomy, are incredibly difficult to damage. Even when one is damaged, the fragments are still animated by their unrelenting hate for life.

One of these creatures, carried by a meteor, grew to monstrous proportions beneath the oceans of the Kord homeworld. A great battle against it was waged, one that took an incredible toll on its people. A fledgling technology, cryogenic stasis, was thought to be the only salvation. Rockets were launched into space packed tight with sleeping Kord, bound for hundreds of distant worlds. The species went to sleep and shared a dream.

The events of that war are little more than myth, even though there are Kord today that were there. So much of their life has been spent asleep, traveling between the stars, that their culture has been irrevocably changed by their dream. FTL hyperwave communication equipment and medical monitoring and feedback equipment allowed cryogenically frozen Kord to participate in a kind of lucid, shared dreamscape. All of these rockets hurtling cold through the stars are linked in this communications network, all of these sleeping Kord dreaming the same dream.

Some of these rockets have landed and some of these Kord have awoken, but the dream and sleep and even death call them back to a world where they are still relevant, not the scattered orphans of a shattered world.

One of these cryogenic pods was discovered on earth. Investigation into it's occupant and the technology that created it led to new interstellar relationship and a broad, new future full of possibilities for both species.

Wednesday, September 14, 2016

Starships

I really feel strongly about the unifying theme of alchemy to link the game world to the game mechanics. In reading about gold and the sun, I noted that several sun gods are linked to chariots or boats that pull the sun across the sky. This is an interesting connection to our theme in the game as the devise that allows interstellar travel, the stardrive, is powered through energy collected in close proximity to a star. The sun literally facilitates interstellar travel. This would be a detail of interest to the Swanscove. It's also an opportunity to develop myth and background regarding gold, suns, the stardrive, and wormholes.

In particular, the mechanism of the stardrive is of note. Using the energy of a nearby star, siphoning off one of it's flares to power its effect, the stardrive compresses space between the star and a distant target location. This produces a wormhole that the starship can pass through, dramatically reducing the travel time.

The exact mechanics of this process are unknown but it has mysterious results. One, a viscous fluid is "squeezed" out of this compressed space that persists until it evaporates back into nothingness. Two, strange "barnacles" collect on the hull of a spaceship as it travels through particularly long wormholes. These have a corrosive effect on rocket hulls and have to be scraped off at port. There is research into whether these barnacles are truly living creatures. They persist longer than the liquid, but do sublimate back into nothingness after a time. Three, figures can be see in the walls of the wormhole produced. Most studies equate this to seeing faces or figures in clouds, a phenomenon produced by the mind. Superstitious folks believe they are looking through to the world of the dead.

These phenomena could greatly be expanded, unified, and benefit from additional links to alchemic myth. In reading about lead, saturn, and its symbolism related to death and rebirth, thinking about these barnacles and specters, these topics could be greatly developed.

One thought that occurs to me is in the process by which the stardrive operates. It was my thinking that the stardrive uses the immense energy of a star to simulate exotic matter. This is, really, a kind of alchemy. I think a diagram of the stardrive process that mimics an alchemic reaction would be really neat. This simulated exotic matter might even be called nigredo by Swanscove esoterics.

Tuesday, September 13, 2016

More on Saturn, The Sun

My comments regarding Saturn as the God of Time were incorrect. I must have made that association myself, somehow.

Regardless, Saturn's complicated sphere of influence doesn't seem to help me narrow down Lead's alchemical attributes. I think we should revisit lead itself and the concept of nigredo. Lead represents the energies of destruction, death, and notably, rebirth.  This tracks with modern culture representations of Saturn, too, such as Sailor Saturn! She was the Sailor Scout imbued with the powers of death, destruction, and rebirth.

As far as our mechanics go, I believe this may play perfectly into our hands. One of the purposes of the "Fortune" state I have in mind is for players to spend points from this pool to avoid death. Death dodged in this way will leave scars on the player, permanent states that cause the player to evolve over time.

Each of the stats will receive description in the book and I can go into the 'rebirth' component of this stat to properly link it with lead. For now, I believe this is the best candidate for our 'Fortune' statistic.

Our attention turns instead to 'Gold' and the Sun. After consulting the spheres of influence of various sun gods, such as Apollo, youthfulness, vitality, and health seem to be common trends. I believe the Sun will do well to represent our characters vitality.

So, for statistics, our tentative plan is:

Lead, Saturn, Fortune
Tin, Jupiter, Wisdom
Iron, Mars, Strength
Gold, The Sun, Vitality
Copper, Venus, Charisma
Mercury, Mercury, Speed
Silver, The Moon, Focus

I plan to do a quick sketch of each of these planets superimposed over a drawing of a human person, mimicking similar drawings that locate the chakra points on a person. Maybe I can do that this week.

Saturday, September 10, 2016

Lead and Saturn

Lead is one of the elements that doesn't directly translate to personal characteristic. It represents the first step of an alchemical process. It is the death that precedes rebirth. It is also represented by saturn. That may be an easier allegory to explore.

Saturn became the god of time and that may be the sphere we most attribute to him, today. Carl Jung associated nigredo (the darkness that represents that first stage of alchemy) with the Dark Night of the Soul. Like with alchemy, this was a first step, described by a christian saint, in the passage of a man's soul into the arms of God.

I'll be thinking on all of these items this week. I feel that I'd like to link Saturn to the traditional RPG characteristic of constitution, where it represents the ability to renew itself, to weather tribulations and emerge stronger than before. It may just take a trip to the thesaurus to figure this one out.

In my searching on the internet, I found a research paper on alchemical symbolism. I'll have to have a read through it, this weekend.

Friday, September 9, 2016

Alchemical Planets

At the time when the practice of alchemy was at its height, there were seven planets that were recognized by astronomers: The Moon, Mercury, Venus, The Sun, Mars, Jupiter, and Saturn. These planets were associated with various metals by alchemists: silver, mercury, copper, gold, iron, tin and lead. These metals were associated with various attributes and that's where they become useful for the mechanics of the game.

Lead was associated with death and through burning, the removal of impurities.

Tin was associated with wisdom and maturity.

Iron was associated with masculinity, power, and strength.

Gold was associated with divinity, perfection, and purity.

Mercury was also associated with death (due in part to its toxicity) and also with mystery and transformation. Mercury was also a messenger and is associated with fleetness, sight, and movement.

Copper was associated with femininity, lust, creativity, charisma.

Silver was associated with vision, clarity, awareness, focus, persistence and subtle strength.

Several of these translate directly to tried and true RPG stats. For the coming days I'm going to be doing some research on these elements and signs and seeing if I can pin these down. I would really like a fortune/fate/destiny/luck stat.

Ok. Each of these elements probably deserve a deep, individual investigation. I also want to find a book on ancient alchemical beliefs.

Lead: ?
Tin: Wisdom/Intelligence
Iron: Strength
Gold: ?
Mercury: Speed/Dexterity
Copper: Charisma
Silver: Focus/Awareness

Thursday, September 8, 2016

Manifest: New Beginning.

Fresh Start, again.

I had initially started a blog on this very same site with the intent of posting daily on the progress of a project. That project's goal was to create a role playing game based on the sci-fi television serials and comic books of '60s. Primary inspiration would be from Star Trek, Buck Rodgers, Flash Gordon, Lost in Space, with additional influence from tangential sources such as John Carter of Mars, Johnny Quest, and Asimov.

One of my mistakes with my previous blog was preoccupation with quality. I wanted the blog to be an entertaining read for anyone visiting. That will no longer be a goal. This blog will exist solely as a sketchbook for my own ideas related to this project. My goals will be:

1. Write Every Day.
2. Begin to build a narrative and mechanical framework for a game that will be brought together in coherent form at a later date.

With that in mind. Two things have been occupying my thoughts in regards to this game. The first is the idea of alchemy as a unifying theme that could connect the mechanical attributes of the game into the narrative. In the game, there is an organization known as The Swanscove Society. The members range from wealthy dilettantes to esoterics. Alchemy as a foundation for some of this organizations' beliefs and rituals could cross over into the mechanical aspects of the game. As an example, a founding Swanscove Society member could have written a book regarded by modern society members as a priceless treatise on alchemical themes. Excerpts from this book on the topic of the seven alchemical planets could be used as a discussion of the player characters' basic attritubes. A short term goal will be to read up on historical alchemists and their beliefs and especially their symbols.

A second train of thought concerns an alien race in the game. Of the different species of player characters (Human, Hale, Mechanoid, and Kord) the Kord are the only alien species that will be available. An effort will be made to make them truly alien in both form and philosophy. In the narrative of the game, the Kord will play a role similar to the Vulcans in Star Trek. They will be present during the first steps of humanity into the greater galactic community. Similar to Vulcans, they will have a divergent philosophy but remain steadfast allies. Unlike Vulcans, however, the Kord society and philosophy will not be an ideal to which humans might strive, but one that is difficult to comprehend.

The basis of this divergent philosophy will be in the relationship Kord have with death. They will believe that death is not a result of the body's weakness, but because of a weakness in resolve. Kord bodies will be able to recover from grotesque injuries short of being completely obliterated. Those Kord who die and leave behind remains are thought to have chosen death, a choice that is considered betrayal of the living. This relationship with death is expanded upon by what I hope will be a deep mythology. That mythology starts with my developing two characters (central to the primary narrative of the game book.) One is the king of his peoples, an ancient and wise creature that has his arm severed in a storied battle with the Kord's long time enemy. This king represents a languishing and fading people, a society grown stagnant and in decline. His arm, unlike most Kord injuries, refused to regenerate. The missing arm, severed in battle, was thought obliterated. However, it has been discovered and more, the arm has regenerated a new body, a new persona. This Kord could be considered king, as well, and his body and mind are full of energy and new hope representing a divergent and idyllic new future for his people.

The Kord also have an alien relationship with their technology. Their society has been fundamentally changed and its people adapted to cryogenic sleep as a solution to interstellar travel. They have also developed 'hyperwave' transmission, a method for sending information at the speed of light. Their hyperwave communication networks interface with slumbering Kord to produce a virtual dreamland, something that has become interwoven with their species' mythology.

I will be writing about these two topics at length in the coming entries. However, I will not be bound by that statement and will feel free to write on any topic that occurs to me on that day.