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> Gunslingers of Concord Taurus, was Asimoor Pirates
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uncle_jimbo, Group: Grid Cop, 5éme Corbin submitted 64 Resources has rated 119 resources, submitted 0 artworks and is involved with 3 projects.

Work on this has brought up some ideas that I'll probably cover in just a few sentences, but might become almost as interesting as the original. I'll just set down a couple of titles: Gunslingers of Concord Taurus and the Book of Judges.

In fact, the first-mentioned is just as relevant to my project and in several ways will fit better alongside than under the Asimoors. edit: made further adjustments.

This post has been edited by uncle_jimbo on Dec 27 2018, 03:47
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uncle_jimbo, Group: Grid Cop, 5éme Corbin submitted 64 Resources has rated 119 resources, submitted 0 artworks and is involved with 3 projects.

Since this was meant to be up for Alternity Games Day, I might at least show something before the end of the month.


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Attached File  student_of_the_lightning.pdf
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uncle_jimbo, Group: Grid Cop, 5éme Corbin submitted 64 Resources has rated 119 resources, submitted 0 artworks and is involved with 3 projects.

Author (uncle_jimbo @ Feb 28 2017, 06:28)
Work on this has brought up some ideas that I'll probably cover in just a few sentences, but might become almost as interesting as the original. I'll just set down a couple of titles: Gunslingers of Concord Taurus

And in consequence, I might have something for Gun Shops of Concord Taurus, referring back to some earlier discussions.
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uncle_jimbo, Group: Grid Cop, 5éme Corbin submitted 64 Resources has rated 119 resources, submitted 0 artworks and is involved with 3 projects.

Author (uncle_jimbo @ Apr 6 2017, 22:12)
And in consequence, I might have something for Gun Shops of Concord Taurus, referring back to some earlier discussions.

The location is right - ideal, really - for access to Nebuleon converted equipment.
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uncle_jimbo, Group: Grid Cop, 5éme Corbin submitted 64 Resources has rated 119 resources, submitted 0 artworks and is involved with 3 projects.

Author (uncle_jimbo @ Apr 6 2017, 22:12)
And in consequence, I might have something for Gun Shops of Concord Taurus, referring back to some earlier discussions.

Some of this might already have been started: Equipment (mostly Weapon) Perks and Flaws

This post has been edited by uncle_jimbo on Jul 7 2017, 10:09
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uncle_jimbo, Group: Grid Cop, 5éme Corbin submitted 64 Resources has rated 119 resources, submitted 0 artworks and is involved with 3 projects.

Author (uncle_jimbo @ Feb 28 2017, 06:28)
Work on this has brought up some ideas that I'll probably cover in just a few sentences, but might become almost as interesting as the original. I'll just set down a couple of titles: Gunslingers of Concord Taurus and the Book of Judges.

Planets in the Taurus region that managed to hold some degree of independence against the Expansion Pentad might have retained, or even to some degree spread further, some of the longest-lived and most distinctive local cultures. Their enemies would not necessarily have been Thuldan. edit: In fact, some other connections (mostly between my own notes, to be fair) could suggest a period of such confusion, 26th century historians might as well actually call it The Tangle.

This post has been edited by uncle_jimbo on Jul 25 2018, 09:24
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uncle_jimbo, Group: Grid Cop, 5éme Corbin submitted 64 Resources has rated 119 resources, submitted 0 artworks and is involved with 3 projects.

Author (uncle_jimbo @ Jul 25 2018, 20:10)
Their enemies would not necessarily have been Thuldan. In fact, some other connections (mostly between my own notes, to be fair) could suggest a period of such confusion, 26th century historians might as well actually call it The Tangle.

I might as well get this down, if not fully formed: A likely precondition would have been a period when the Thuldans were, temporarily to be sure, overextended, if not in significant trouble and had to retreat from much that they had gained early in the war.

It might have prompted a reorganisation of their local defences and garrisons. Some of what I've said elsewhere, combined with the Stellar Nations Netbook, would require that the Empire rebuilt at least parts of their sector organisation sometime after the start of GW 2.

This post has been edited by uncle_jimbo on Nov 16 2018, 07:36
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uncle_jimbo, Group: Grid Cop, 5éme Corbin submitted 64 Resources has rated 119 resources, submitted 0 artworks and is involved with 3 projects.

I'm hoping to move this along by expanding some older notes, repolishing and linking back as needed.


The miseries of pirate raids on independent colonies have sparked local resistance, notably from warrior groups such as the Companions of the Hajj, Sniper Saints of Nimloth and pistol-friars of Saint Lawrence of the Serpent who might otherwise become almost equal nuisances to the stellar nations.

Saint Lawrence of the Serpent

The Friars follow a syncretic new religion of the American States combining Hindu, Aztec, reconstructed Mississippian and Wiccan influences (not unrelated) under a very superficially Catholic rubric. Their values of cunning, power, fate and death surround worship of God the Father, lord of beasts, Brother Lorenzo, the miracle-worker, exemplar and teacher, and the painted woman Sister Lilith Maria Perdita.

Without anger, aggression or threat, it is permissible for a peaceable man to defend his life and the lives of the innocent - The Peaceable Traveller's Creed

The order works out of the re-founded Tablet of Recompense colony and several nearby locations, such as the Zarjaz system (to follow). They preserve the legend of Mlejnas, a quite possibly nonexistent former capital. Their neighbours accepted the peculiar s-persons as travelling justices and defenders in a desperate time by their evident dedication and determination.

Friars may marry (and also both sexes sometimes present parthenogenetic births, a circumstance also known from some feline-aspected mutant lines in Concord Taurus and reports from Concord Sagittarius) but children are raised by the friary, with the choice to leave at adulthood. Humans, men and women, pure and mutant, who can endure the reptilians' severe discipline also can join the friary in youth. Fraal and t'sa seldom last, but some weren are known in the order. A sesheyan aspirant once was exposed as a VoidCorp agent, questioned and executed, yet the leaders of the order maintain a shrine to his memory (human visitors are exceedingly few).

This post has been edited by uncle_jimbo on Dec 16 2018, 02:46
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uncle_jimbo, Group: Grid Cop, 5éme Corbin submitted 64 Resources has rated 119 resources, submitted 0 artworks and is involved with 3 projects.

The Zarjaz system circles an F-class star in its middle lifespan that had an early violent phase, forming a broad habitable zone, but of mostly water-poor worlds that have gained their more complex plants and animals by terraforming. The initial surveyors charted planets by the points where they saw them in their orbits, which has never been revised:
  • Delta has a webwork of short rivers meeting in fetid terminal marshes, separated by broad expanses of badlands and desert, made far more hazardous by the chemicals, radiation and unexploded weapons of almost continuous warfare between the nations of the more water-rich west and more trade-accessible east. Travel requires protective suits, respirator masks and weapons. The moon, Firebase One, now seldom spends its declining resources on orbit-to-surface fire or shuttle descents.
  • Alpha is a sparsely settled world of homesteads and frontier towns where honest folk struggle for sustenance and many turn to banditry, relieved only by the paid justice of wandering outsiders.
  • Nu-Lambda, though a harsh desert planet, became more urbanised in an early surge of prosperity, building dense population centres of residential towers, slidewalks and automated cargo haulers. A long downturn has cast most of the population into grim dependency and petty crime.
  • Psi is one of the few fraal-majority planets, mostly left to academies and monasteries of study and mental development. Human-dominated orders have developed several biowarrior traditions.
  • The planet first charted as Sigma has a cold and changeable climate, but with more extensive seas and advanced life than its sister worlds. Amphibious dragon-beasts called nicors lurk in coves and meres.
    Knocked down hard by warfare, the population have been raised again to civilisation by a brief occupation* of themselves half-barbarian raiders from the shattered Core, who reintroduced writing and named the planet Oghma. The new culture values feasting, feuding and druids, navigating in roundships and arming its champion warriors with weird weapons of relic science.
    The influence of Lorenzites here formed an allied order of Puritans in a small league of trading cities.
  • Omega, the gas giant, had its outer atmosphere converted by the star's radiation to complex gases in dreary corpse-colours.
    • The Judged Moons, Terror, Fire, Pain and Death, feature scorched landscapes that sheltered prison-bases, kidnap-lairs and other sites of sadism and murder for the deviant minds of the inner worlds.
    • Brood, the Unjudged Moon, never functioned as a prison, but became a refuge for renegade Mindwalkers from Psi, where they nurtured their unacceptable beliefs and practices.
    • An exotic environment of blue and violet ices, deep in the gravity well, hosts furry Series II intelligent beings locally called Moomins. Their sneezes are unintentionally dangerous to humans, strongly endothermic and super-lubricating at room temperature.
  • The Twenty Worlds (different definitions can find more or less than twenty, but the name is traditional), like a closer and less disturbed version of Sol's Kuiper Belt, haven't yielded lifeforms or significant resources and matter little to those few residents who know of their existence.
* A little further out, heroes may encounter the hulk of the Solar battleship Eire, still inhabited by descendants of her deserter crew, who live as tartan-clad head-hunter tribes raiding each other down the collapsing corridors.

This post has been edited by uncle_jimbo on Feb 2 2019, 04:14
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uncle_jimbo, Group: Grid Cop, 5éme Corbin submitted 64 Resources has rated 119 resources, submitted 0 artworks and is involved with 3 projects.

Sniper Saints of Nimloth

Different towns call Nimloth's sun Illuin or Helcar. Other bodies in the system are Telperion, Galathilion, Celeborn and the outer planets Silpion, Bansil and Belthil.

The planet is relatively dry, with the most favourable temperate regions still consisting of scrub badlands, open woodlands of water-retaining tree forms (either slender and white-barked or dark and thorny), sloping slabs of pale rock and tussocky mountain meadows, between harsher mesas, mountain chains and plains of gravel and dust. The wind and water cycle provides a little condensation at night, between days of clear air, high cloud and moisture-sucking wind. Slender-bodied, venomous, burrowing mammaloids, of which the plains species occur in organised warrens, make overland travel more hazardous.

The sparse settlers have formed a culture of feuding clans, vendettas and tragedies between hard, tersely-spoken, stereotypically grey-eyed folk, where every inhabitant past nine years of age carries a long rifle and studies the disciplines of aiming, blinding (hide-building), hand-loading and gunsmithing. Those set apart in local legend stand out for their indifference to comfort, danger and doubt, certainly not for pacifism or kindness. Their notables are killers who foster grief and fear and who value a neighbour's life firstly for its potential as a sacrifice to honour.

Besides shooting with the long gun and using other weapons, Nimlothians often like to kill by exposure, giving their enemies to the terrible bliss of heaven's gaze. Variations include decapitation, the violent act of depriving a person of a hat, the walking death of pursuing an enemy on foot over country and the wind death of fastening in a high exposed place. They reckon heat and cold to be merely matters of adaptation (and in fact, the climate in their settled regions is mostly fairly even), death coming by thirst that breaks the body and light that dissolves the mind.

Involving some element of abandonment, occasionally a subject survives this treatment. An honourable Nimlothian is likely to consider his enemy has become a better person thereby and that some price was paid, shortening the feud, if not entirely satisfying it.

Subsisting as macaque-herds and hunters, most inhabitants have a reasonable level of technology, using grav-quad personal work vehicles, cargo grav-mule sleds, transport trucks and inter-town skytrains that glide along pre-arranged routes. Sniping down such vehicles calls for heavier anti-materiel rifles or high-powered lasers. Mountain-bred horses are becoming rare.

In the past, Nimlothians have sometimes shipped out with the Asimoors individually or as tight-knit mercenary clans. Inevitably, the relationship has soured. They answer pirate raids with long campaigns of harrying and reprisal.

With relative success, Nimlothian culture has spread to influence surrounding minor colonies: the swamps of Bas-Bayonne, which favour gator rifles, short-barrelled and high-powered, and the dense asteroids of the Stepping Stones, where shots of 20 kilometres or more on a human target are well attested.

Heroes of Nimloth
A resident of Nimloth or the Stepping Stones gains a -2 bonus, rather than -1, to an attack with a rifle after taking an action to aim. A resident of Bas-Bayonne with a loaded rifle in hand can fire a rifle shot, burst or autofire one phase earlier (up to Amazing) than his action check indicates, then skip the phase corresponding to the action check and take any further actions in the round as normal.

This post has been edited by uncle_jimbo on Dec 29 2018, 13:03
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