Final Regime Standings
So the Regime with the most support during the campaign is the Keron Federation. Foppish courtiers with their elaborate costumes hiding their razor sharp intrigue and their weaponised archaeologists. In a close tussle for second place, the Holy Republic with their authoritarian, secretive stance remains just ahead of the up and coming Gateway Alliance, whose boisterous can-do attitude won them friends in low places. Towards the bottom end of the scale lies the Martell Union. Militaristic fascists, you can bet that they are nursing their wounds and laying their plans. And finally the league of stars, a loose collection of systems and interdicted worlds, but still a regime full of adventure... and maybe an untapped secret or two!
These two stretch goals will be added to the rewards for everyone pledging at the Daring Smuggler (£20) or higher level. But all the Daring Smugglers are gone!
So in order to make it easier for people who are on the PDF level to 'buy in' to the stretch goals - if you increase your amount pledged as a PRIVATE INVESTIGATOR to £20 (or more!), then I will include you in the stretch goal rewards.
I think the first stretch goal is already a great deal, and if we can get to the second stretch goal it becomes an even better deal! It will only take 18 more hardback backers and everyone at £20 and more gets all the stretch goals!
£4,000 - Six new adventures *UNLOCKED!*
There are six battle-tested convention adventures which I’ve run using Starguild, and I will bring them all together into one PDF book, bringing them all up to spec with the current version of the rules. Each of these can be run in a four hour session (such as a convention game) and will have appropriate pregen characters, or could be slotted into an existing campaign.
Tragedy on the MERCAL Stellarum
Pirates attack a space liner, but that turns out to be the least of their problems as someone in their midst is working on something truly unspeakable.
Against the Organ Leggers
A Federation world where citizenship can be bought and traded. Many non-citizens in the derelict noncitz zones are prepared to sell organs to earn their right to citizenship. Can you bring down the criminal masterminds who are making money from their misery?
An adventure for scientists at a convention being run by a (possibly mad) scientist who may or may not have dodgy funding, stolen research, skeletons in the cupboard and a life threatening disregard for safety. Or all the above. Still, what an opportunity, eh?
Fast Yacht to Adventure
A playboy wants help rescuing his sister from an evil millionaire who has kidnapped her. But what strange cult has been set up in the backwoods?
Agents of PSI
There are rumours of illegal scientific research deep in the caverns of Crystalmine. This is true, but there is also worse in store.
A Ship Called Redemption
The Martell Union takes a harsh view of failing officers; this ship is the last chance saloon for them – but then the captain dies suddenly and a derelict ship becomes a death trap. Who will take charge, and who is working for the secret police?
£6000 - Campaign Theme
In the pipeline I have in mind a short series of PDF books which focus on one of the main campaign themes which can be happily run with Starguild. If we reach this stretch goal then I will be producing the first of the campaign themes.
Adventures in the underbelly
Behind the clean and tidy facade of the Core worlds lies an open secret that nobody talks about. The socialites and artists don't mention it. The government doesn't want to think about it. And yet there it is. The noncit zones. Derelict cities mostly destroyed and abandoned during the last Great War. The place where criminals have been exiled to for oh so long. Who knows what populations have grown up off the grid, off the census in those forsaken places of misery?
And yet living under the rule of tooth and claw, of criminal gangs and desperate holds, where no eye is watching, secrets are unfurling. With a population desperate to escape and willing to take any chance for their personal power or to win a better life for their families, illegal research into cybernetics and psionics is taking place. Funded mostly by Barons and Lords who are attempting something off the books, scientists are attempting to bend and break the laws of nature.
This supplement includes expanded rules for Cybernetics and a variety of Psionic powers, with calibration settings depending upon whether you like these elements to be grim and gritty or approaching the level of super powers. It will also cover the personal penalties and risks which someone may bear for experimenting with them.
It also includes much more detail about two of the guilds responsible for policing the guildlaws which forbid research into cybernetics and psionics - the Cybercops and the Psicops - as well as a series of scalable NPC foes who have been dabbling in either of those forbidden areas.
Finally, there will be a short series of linked adventures relating to a cybernetic threat and another series about a psionics conspiracy.
Who gets this stretch goal?
The pdf of this will be added to the rewards of everybody who has pledged at the £20 level or higher, in addition to the set of adventures that has already been unlocked!
I think this is a pretty sweet deal, and if you are currently backing at the MOOK or PRIVATE EYE level, this might be well worth your while to upgrade to DARING SMUGGLER or above to unlock this booty!
If you are already backing the project at DARING SMUGGLER or above, tell your friends and family, and help get the news out in the last five days of the campaign! If we get to this new stretch goal then you all get more awesome rewards for your contribution! Each tweet, facebook share, Googleplus contribution or post on places like rpg.net and enworld.org will help get the news out!
When will it become available?
Adventures in the Underbelly will be all new work, and as such it will be delivered later than the core Starguild: Space Opera Noir rules. I will be aiming for a November release of this supplement.
Starguild is the Space Opera Noir tabletop role-playing game, where futuristic weapons and faster than light travel meet heartbreak, decadence and betrayal. Be brave naval officers or devious smugglers. Match wits and passion in high society or creep through ganglands in derelict cities. Explore dangerous jungles on the frontier worlds or engage as high tech mercenaries on future battlefields. But everything has a price.
The game setting has been influenced by the high action space opera of Star Wars, by the competing diplomatic regimes of Babylon 5, by the grittiness of Firefly frontier worlds and by the underlying horror of the Cthulhu mythos for those who wish to draw in genuinely inimical aliens. It isn’t exactly like any of those, but the fingerprints are there, and it is easy to run adventures which are drawn from any of those settings within the world of Starguild.
All this is underlaid with the essential noir setting details – cynical, ambitious, cruel; with dark undertones of emotional blackmail, sex and betrayal. Conflicting agendas and fragile trust. Secret deals and complex intrigues. The good guys do not always win. The good guys do not always live. The good guys are not always good guys.
To support this atmosphere, the game treats social conflict - the ability to alter someones emotions and thinking - just as importantly as the more traditional kinds of conflict of fist and gun. There are many ways that adventurers can achieve their objectives, including manipulating their friends and allies should the need arise. But beware - lest your head be turned by seduction, poisoned by distrust, swindled out of something important or taunted into an irrational act!
- The 240 page hardback rulebook has been developed and refined by play-testing over the last six years, and contains:
- An introduction to the role of referee and players in the game, highlighting tips for the noir based games in Starguild.
- Character abilities for Passion, Intellect and Physique, each controlling your ability in eight different skills.
- Character backgrounds comprising a talent, profession and homeworld - which provide a base for a characters skills, and a story-based way that a character can gain conviction.
- Conviction is a resource that allows heroes to bend the rules a little - extra effort when attempting a skill check, recovering from the ill effect of a failed save, getting an extra action in or similar benefits.
- Skill checks can give you the option to turn a failure into a success if you are prepared to pay a price - but it might be a difficult choice.
- Social conflict which covers the ability to Captivate, Convince, Dissemble, Peacemake, Seduce, Sow Distrust, Swindle and Taunt people - and resist it yourself.
- Horror conflict to avoid fear, terror or horror when facing alien monstrosities.
- Dramatic conflict for simple and exciting resolution of chases on foot, vehicle or starships as well as infiltrations, interrogations, manhunts, netrunning and more.
- Combat on personal, military vehicle and starship scale.
- Equipment, armour and weapons with a customisation system for making hundreds of variants.
- Vehicles and starships.
- A campaign setting with five competing regimes across forty eight systems, with three plot hooks per system.
- Guilds and organisations, from small to large scale and including rules for building and developing your own guilds.
- Guildmasters - a route for characters to gain political and personal power, with low level and limited psychic powers.
- Many templated NPCs to give foes and foils for character at any level from novice to legendary.
- Rules for developing adventures and five complete adventures which highlight different elements of the setting and rules.
At the Daring Smuggler pledge level and higher, you will be able to download a basic pdf of the whole rules set immediately, and at the successful conclusion of the Kickstarter you will get the current fully layed-out version of the pdf.
Anyone who spots any typos or errors which I can fix before the final printing will be gratefully listed amongst my proofreaders at the front, as well as listed in the appropriate backer level at be rear of the book.
Once all the new art has come in, and any necessary layout tweaks as a result of pledge levels which give you input to the fiction, you will then receive an updated pdf of the final rules.
New! At the Daring Smuggler pledge level or above, any unlocked stretch goals are automatically included!
At the Double Agent pledge level or higher you receive all the above, plus a printed hardback copy of Starguild once all the new art has come in and all additions as a result of pledge levels which give input to the fiction have been completed. I can currently on deliver this to the EU and US.
My aim is that as soon as the Kickstarter completes you will have everything which you need to start playing Starguild: Space Opera Noir. The finalised version will then be made available as soon as it is completed.
Hardcovers will be printed by DriveThruRPG in the UK for EU customer and in the US for US customers in order to keep costs down for delivering to those countries.
There is an International Provocateur pledge level which allows a POD (Print On Demand) option for people outside those areas - it is a lower initial pledge, because you will receive a code which will allow you to print your hardback copy at cost for printing and delivery from DriveThruRPG.
When you select one of the higher pledge levels (many thanks for that!) I'll work with you to incorporate your personal addition to the game (whether it is a city name and quirk, system lord and his plans, or organisational threat/patron), ensuring that your contribution fits into the overall ethos of Starguild.
Some detailed views of pages
You can read an interview with me and an independent review of the game by Keith Robbins at the UK Roleplaying site here:
Risks and challenges
The rules are all written and finalised, and this kickstarter is to improve the presentation with extra artwork, so this isn't a game which is still being developed. There is nothing to stop the fully playable PDF of the game being made available to all backers at the successful conclusion of the kickstarter.
The additional artwork will be commissioned at the close of the successful kickstarter and there is always a possibility that the there may be delays in its production. I have received time estimates from the artists and have allowed extra time beyond that to cover any extra delays.Learn about accountability on Kickstarter
- (30 days)