Author: harpadmin

Equipment: Perserverine compound (Drug)

Equipment: Perserverine compound (Drug)

A highly effective pain-killer used often by military physicians. Although it does not heal any concussion points of damage, Perserverine greatly reduces the user’s sensitivity to any pain for a period of six hours.

One very dangerous aspect of this drug is its high addiction factor. Any character who rolls such a result must succeed in a very hard (-20) static maneuver modified by Self Discipline. If the total achieved on this roll exceeds 100, the dosage will have to be doubled the next time Perserverine is taken [within a 30-day period].

If the total is 100 or lower, the character is physically dependent on the drug, and will feel hopeless and in pain whenever denied its effects. Such characters will suffer a -20 on all maneuvers attempted during withdrawal. This penalty will continue to apply until withdrawal is complete – thirty days later.

In our game this reduces the Concussion hits taken from any hit by 50%, stuns of 1 round are ignored and a bonus of +20% on resistance roll for other stuns.

Admiral Ktern, Part III

Admiral Ktern, Part III

The communications officer, Gergrel, punched the necessary buttons to put the call to the main bridge systems. She nodded to Admiral Ktern to signal that he was connected and could begin to speak.

Silth Warspeech is perfectly suited for this situation – there was close to a 30 second delay since the receiver was so far away. Warspeech has the unique ability to include conditionals and what-ifs succinctly – so that the number of roundtrips used for commands and other communications is reduced. Ktern reflected on this and the clear superiority of the Silth race before he began.

“I have received intelligence that the invading G’Nugs are at Chalia. We will proceed there and investigate. If the situation permits, we will engage the enemy and attempt to destroy or capture them. Ktern…out”.

Admiral Ktern, Part II

Admiral Ktern, Part II

The messenger drone steathfully approached the Fury and broadcast its identifying information in a tight, encrypted beam.  After receiving the appropriate encoded response, the drone dutifully broadcast its information packet and completely erased its memory. 

Aboard the Fury, admiral Ktern seethed in uncontrolled rage.  The idiots had bungled the pickup despite using two of the Silth’s top Adepts.  Worse – the adepts had been captured and were probably being probed by telepaths at this very moment.  He knew he should have insisted on implanting a Pyradon in their skulls – nothing keeps a Silth in line like a built in computer that will inject you with a flesh-dissolving concoction when it detects any action or thought the installer desires.

Ktern’s tail flicked in annoyance at his own failure.  There’s no use eating yesterday’s meal as the Silth saying went.  The only bright point the drone had brought is that the royal egg had been captured by his reserve operatives.  They had taken the egg to the Cericin system aboard a passenger liner.  Finally, a Silth with some initiative!  Corporal Greth will be in line for a promotion on his next review.

His bridge crew were growing more concerned – the last time Ktern had been this angry he had disemboweled his communications officer – right at her station.  The blood had seeped into the equipment and caused a communication blackout for over six hours while the equipment was repaired.

A quick mental calculation had Ktern cursing again.  He growled at his navigation officer causing her to squeak in fear.  “Set a course to Evangal, we might just be able to rendezvous with our team there” roared Ktern as the navigator nervously entered the calculations necessary to make the jump. If his math was right, they were 2 days behind the team – but they would be taking the Hollo, a small yacht incapable of making the trip to Evangal in one jump – they would have to transit Tormalar and then jump to Evangal.  If everything worked out, Ktern would be able to return to Saroulsiss with the egg and avoid the tail lashing he was sure to receive otherwise!

Equipment: Dermal Knitter

Equipment: Dermal Knitter

This small hand-held device is intended for field medics to treat battlefield wounds and get the soldier back in the fight as soon as possible. It uses modified DNA combined with an energy field that accelerates cell regeneration. As such it must be calibrated for a species before it will work on them. Each new species costs 1000Cr for the necessary data disk and technical expertise to calibrate the device.

On a failure the device can actually harm the patient. As is typical a 01-05 is a critical failure. Roll a subsequent D10 and subtract the original 01-05 from that roll.

  • < 01 : The device has depleted its charge
  • 01-03: Causes bleeding 2/rnd in the patient
  • 04-05: bleeding 4/rnd
  • 06 : bleeding 6/rnd
  • 07 : bleeding 8/rnd
  • 08 : bleeding 10/rnd
  • 09 : bleeding 15/rnd

The device has 3 modes of Operation, all requiring a HARD (-20) Medical Practice roll.

1: Click It: Target heals concussion hits in the amount over 100 / 2 (round up).

2: Diagnose & Click It (A 2-round action): On the first round you must succeed in the HARD Medical Practice roll. Success means that the Click It roll in the following round is EASY (+40). Again concussion hits over 100 / 2 are healed.

3: Stop Bleeding: Make the HARD Medical practice roll. The amount over 100 / 5 (round down) is the amount of bleeding healed.

Admiral Ktern

Admiral Ktern

Admiral Ktern checked his sealed orders once more.  It was inconceivable that his superiors were commanding him to capture one of their own.  The Silth had enough enemies without resorting to infighting and petty power struggles.

Well there was no denying it – he had to arrest General Kofus before he married that lizard bitch princess, Cordillia.  Of all the races in the galaxy Kofus had to fall in love with a Ceran.  The Silth Empire’s very existence hung in the balance.  There were those followers of the Dayunth way of thought who thought the Silth’s future lay in embracing the other star faring races as equals and those of the Relgoran belief that believed Silth were superior to all other races and it was destiny to conquer them all.

Ktern had seen too much of the universe to believe the Relgoran’s philosophy, but he was also well aware that the Dayunths were too naïve.  The other races were duplicitous and individually inferior to the Silth.  Together, however, they presented a problem.  The middle road was probably best, but right now the Relgorans controlled the privy council.

It would have been so easy to kill the two of them, but that would have made Kofus a martyr.  And he certainly couldn’t kill Cordillia without making a permanent enemy of Kofus.  Politics was complicated stuff and Ktern longed for the simpler days when all arguments could be settled with a blaster pistol duel.

Nexus was too powerful a target to approach directly, so he settled for waiting in the nearby deserted system of Tevangal.  The sun had long ago burnt out, its fried core no longer giving energy to the two planets that remained.  His battleship, Fury, was the finest Silth technology had to offer with 20 particle beam cannons and several mass throwers for the more stubborn targets in addition to 10 Gecko fighters for longer range attacks.  The ship may be superior to any others, but it was useless for this mission.  Instead, the best approach was to send in a small team of “diplomats” in a Cartel and attempt to kidnap the couple.

Once the diplomats escape with the prisoners and rendezvous with the Fury, Ktern could head for home. The princess would likely be kept alive until the Cerans paid a large ransom and agreed to cede some territory to the Silth.  Kofus would be forced to denounce the Dayunth and help Husmanus, the Relgoran chief, to consolidate his power. Ktern had to be patient.  He had no idea when the general and his bride would arrive at Nexus – he only knew they would eventually pass through there on their way to the Ceran capitol, Ranoc.  Ktern’s thoughts shifted back to his drink as he swirled the cubes and tasted the delicious smokiness of the terran made alcohol.  At least the humans had contributed something to the universe – scotch whisky!

Adventure on Planet Ji’Jon, Part 1

Adventure on Planet Ji’Jon, Part 1

Summary:

The party mis-jumped to the Nexus sector and is way off target and is nowhere near the Nexus Portal. On their way to Nexus they stopped at a newly colonized Madji planet named Ji’Jon. There is only one settlement on the planet based around their colony ship, the Jo’Fla (which they have been scavenging for parts).

As the party’s ship, the Truculent, heads towards the planet a small, very damaged Madji Frigate is leaving after it had performed emergency repairs. It brought news of a pitched battle with Silth ships at the nearby star of Po’Jami. They also discovered that refueling here will be very expensive because of the scarcity.

After landing they find that someone has stolen the town’s power generator’s fuel rods. If they recover them the mayor agrees to refuel their ship. The mayor has a device which can detect the direction the fuel rods are in and it points to some nearby mountains. The mayor suspects some radical, back-to-nature, elements in his town stole the rods – bonus points if the Truculent’s crew can discover the culprit in addition to recovering the rods.

Ji’jon was thoroughly surveyed prior to colonization guaranteeing that there was no indigenous intelligent life on the planet. The survey was wrong! While tracking the rods, the group encounters a race of creatures resembling a cross between kangaroos and dogs. They are able to easily leap 10 meters and stab with their spear. One of the Dowari pointed their spear at Boone obviously challenging him to a one-on-one duel. The Dowari began the duel with a powerful leap and stab with the spear, minorly wounding the well-armored Boone. Having only one weapon, a powerful Assault Rifle, Boone shot the Dowari stunning him and causing some serious bleeding. The Dowari warrior quickly acknowledged Boone’s combat prowess and conceded the duel.

Other Dowari challenged other party members to duels. Each ended just as predictably – the Dowari conceded the duel because of the party’s superior skill and weaponry. After the duels the Dowari led the party into their mountain cave and led them to the power rods.

It was obvious the the party that they were inside a buried spaceship! The power rods were reverently placed near their own generator. The Dowari knew from their sacred texts that they needed the rods to power up their ship but even the high-priest didn’t have the ability to install them. The party took pity on the Dowari and installed half the rods and took the other half back to town.

Needless to say the mayor was less than pleased to learn that their planetary claim may be in jeopardy and they had failed to recover all the rods.

Setting up AutoHarp

Setting up AutoHarp

AutoHarp allows you to create and update your character.  Each level there is a new (house-made) Training Package that needs to be added to your installation.

If you are installing in Windows 10 – make sure to install to a directory that is NOT under “Program Files”.  If you do install there, you will not be able to print your characters, but other functions will work OK.

The first time you update, you should unzip the ” House Rules” book into the directory (assuming you’re using Windows):

<install directory>\Harp Databases\Harp Sci-Fi

This will create a sub-directory named “House Rules”.  When you run Auto-Harp, make sure to open this “book” along with the main rules (and Xtreme if you have it).

Then each level, add into the “House Rules” subdirectory the latest TrainingPackagesFromHouseRules.xml file (emailed to players).

For creation of characters, we allow 150 points for the 1st level characters rather than the standard 100.  To achieve this, edit the file:

<install directory>\preferences.xml

Replace the lines mentioning Development points to this:

<DevelopmentPoints>
    <UseRegularRules>false</UseRegularRules>
    <CustomRules>(_LEVEL_==1?75:50)</CustomRules>
</DevelopmentPoints>

That makes you get 75 points for level one, doubled – because the rules automatically double points at first level.  Then 50 points for every level after that.  The editor built into the program does not save the changes to the “CustomRules” XML section correctly, which is why you need to manually edit the file.

Burst Fire

Burst Fire

Here’s the Official ruling from the Game Designer:

Any form of burst or suppression fire takes one round.

In terms of the number of bullets/bolts required for a burst, for spread burst, you need a minimum of three bullets/bolts per target. For aimed burst, use the same unless the weapon is something like a revolver or some such where “burst fire” is actually representing a “double tap”. Likewise for fully automatic weapons like machine guns, bursts may trivially go through tens of bullets.

The rules allow for finetuning, so GMs with a plethora of gun expertise can adjust the rate of ammunition to suit specific weapons. The weapons in the HARP SF core rules are deliberately generic. I fully expect that we will have a lot more detail in a future sourcebook or combat supplement.

Defensive Bonus

Defensive Bonus

When designing  your character for survivability, it is important to pick skills and talents that enhance your Defensive Bonus (DB).

Defensive Bonus is the Sum of:

  1. Quickness Bonus x 2
  2. Armor Bonus
  3. Shield Bonus
  4. Talent Bonuses
  5. Cover Bonus [Soft, Hard, Reinforced] either half or full*
  6. Maneuver Bonuses*
  7. Quality Bonus
  8. Special Bonuses*
  • = Those bonuses vary each combat (or even each round).  The others are “static” based on the character’s skills/talents.
  • We’re not using Armor Bonus, instead we’re using the variable armor tables from the Space Master game.  This means there is a “to hit” roll based on your weapon type vs the armor on that weapon’s table.  Then it says how much damage is done and the type of critical.

DBTypeComments
+20Tough HideCerans get a +20 to their defensive bonus due to tough hides
+10Improved BalanceMadji get a +10 vs Martial arts/sweeps due to prehensile tail
+10Tough Hide (Lesser)Silth get +10 due to their tough hide
+0-+80Acrobatics/Tumbling skillA Medium check can give a bonus to DB against one opponent
2x Agility BonusAgile Defense TalentOnly if not wearing heavy armor
+5Dense Musculature TalentIncreased density adds to both OB and DB
+10Extra Limbs TalentAdd +10 per extra limb
+20/+10Instinctive Defense TalentGain +20 DB against attacks you are aware of. +10 if not aware.
+20Instinctive Evasion TalentFor vehicle you are driving
+10/+20/+40/+60Tough Hide TalentDepending upon level purchased, get really good DB
-5 DB/MeterCharge penaltyYou get +'s to your OB for charging, and corresponding minuses to your DB
+50 + Manuever ResultDodge Combat ActionFull round "dodge"
+ xDodging FireSacrifice OB for DB when cover is available.
+OB + 10Full ParryAdds your full OB (and 10 extra) when doing a full parry against a single foe
+ xMultiple ParrySplit your OB as a DB against different opponents
+ xParryAllocate any portion of your OB to your DB against a single foe
+25 + Maneuver Result.Sudden DodgeChange your declared action and receive +'s on your DB
+10 to +50PSI: Energy DispersalVersus Energy Based attacks
+10 to +30PSI: Precognitive DefenseUseful vs Any attack
+10 to +40PSI: Cryokinetic FieldVs cold attacks
+10 to +50PSI: Kinetic FieldProtection vs. kinetic based attacks
+10 to +40PSI: PyroKinetic FieldVs fire/heat attacks