There’s a pretty good G+ community for my game MotSP and you should probably go look it up and join it (Machinations of the Space Princess is the name of the group).
Recent play aids posted include another version of the CHARACTER SHEET
This chap had some lovely things to say about MotSP though it’s not a review exactly. You should go READ.
This isn’t a review of Machinations of the Space Princess. I am not a game reviewer. I am a game enthusiast. I love the hobby and I sometimes sit down and write about my excitement. Machinations of the Space Princess has me excited. It’s a solid, seriously joyful Space Opera RPG that under the hood does everything right. Don’t be fooled by the sexy negligee and the flash. This Princess is the real deal. I’m only sorry it took me two years to give her a chance.
He also created a form-fillable character sheet, which you can get here MotSP-Form.
I love everything about Overwatch, except the game (I hate PvP) so it’ll be Battleborn for me. Still, the characters are great and I felt like having a little fun, so…
(Want to see more? Leave a comment)
Once a frontline combatant in the devastating Omnic Crisis, this curious Bastion unit now explores the world, fascinated by nature but wary of a fearful humanity.
Originally created for peacekeeping purposes, Bastion robot units possessed the unique ability to rapidly reconfigure themselves into an assault-cannon mode. But during the Omnic Crisis, they were turned against their human makers, forming the bulk of the omnics’ rebel army. Following the resolution of the crisis, nearly all of them were destroyed or disassembled. To this day, Bastion units still symbolize the horrors of the conflict.
One unique Bastion unit, severely damaged in the final battles of the war, was left forgotten for over a decade. It lay dormant, exposed to the elements and rusting while nature slowly reclaimed it. Overgrown with vines and roots and nested upon by small animals, the robot sat inert, seemingly unaware of the passing of time. That was until one fateful day, when it unexpectedly reactivated. With its combat programming all but lost, it instead displayed an intense curiosity about the natural world and its inhabitants. This inquisitive Bastion unit set out to explore its surroundings and discover its purpose on a war-ravaged planet.
Though “Bastion” appears to be gentle—even harmless, at times—its core combat programming takes over when the unit senses danger, utilizing its entire arsenal to eliminate anything it perceives as a threat. This has led to instances of conflict with the few humans it has encountered, and has driven it to avoid populated areas in favor of the wild, uncharted regions of the world.
Charisma 11+0 Charm 6
Comeliness 11+0 Looks 6
Constitution 17+3 Toughness 12
Dexterity 13+1 Reflexes 7
Intelligence 13+1 Logic 7
Strength 16+3 Power 8
Wisdom 15+2 Will 8
Painless x3: +3 HP/Level, +3 Toughness
Hit Points: 77
Psi Points: 9
Attack Bonus +5
Ranged Attack: +6
Close Attack: +8
Ranged Defence: 12/9/10
Close Defence: 14/11/12
Ranged Damage Bonus: +2
Close Damage Bonus: +3
Social Reaction: +0
Initiative Bonus: +7
Skills Points: 10
Sleight of Hand: 1
Sneak Attack: 1
Very Heavy Armour: 1d8 Protection -1 Defence
Medium Calibre SMG: 1d6 damage, Medium Range, Ammo Save 16, Autofire x1
Juggernaut Armour: 1d20 protection (front) 1d12 protection (rear), -3 Defence.
Medium Calibre Vulcan Cannon: 1d10 damage, Long Range, Ammo Save 10, Autofire x2
Ultra Heavy Armour: 1d10 Protection, -2 Defence
High Calibre Cannon: 1d12 damage, Extreme Range, Ammo Save 10, Explosive (1d10)
(Tank configuration drains a lot of energy and can only be activated for 1d8 turns per combat).
Shifting configurations takes a full turn.
D.Va is a former professional gamer who now uses her skills to pilot a state-of-the-art mech in defense of her homeland.
Twenty years ago, South Korea was attacked by a colossal omnic monstrosity that rose from the depths of the East China Sea. The massive, lumbering construct caused catastrophic damage to coastal cities before it was driven back beneath the waves. In response, the South Korean government developed a mechanized armored drone unit, called MEKA, to protect urban environments in future engagements with the omnic threat.
The government’s fears proved to be well founded, as a disturbing pattern of attacks emerged. Every few years, the monstrosity would rise from the sea to assault South Korea and its neighbors. The omnic learned from these encounters, often reconfiguring itself in a different form and appearing with new weapons and capabilities. Each incident ended in a stalemate, with the monstrosity defeated but not destroyed.
As the omnic continued to adapt, it eventually disrupted MEKA’s drone-control networks, forcing the military to place pilots in the mechs. Scrambling to find suitable candidates, the government turned to the country’s professional gamers, who possessed the necessary reflexes and instincts to operate the mechs’ advanced weapons systems. Top stars were drafted, including reigning world champion Hana Song, also known as “D.Va.” Famous for her elite skills, D.Va was a fierce competitor who played to win at all costs, and she had a well-earned reputation for showing no mercy to her opponents.
Seeing her new mission as a game, D.Va fearlessly charges into battle alongside the rest of her MEKA unit, ready to spring to her nation’s defense at a moment’s notice. Recently, she has begun to stream combat operations to her adoring fans, and her growing following has turned her into a global icon.
Charisma 14+2 Charm 7
Comeliness 16+3 Looks 8
Constitution 11+0 Toughness 6
Dexterity 17+3 Reflexes 9
Intelligence 17+3 Logic 9
Strength 8-1 Power 4
Wisdom 16+3 Will 8
Adaptable x3: +3 Skill Points.
Hit Points: 17
Psi Points: 12
Attack Bonus: +1
Ranged Attack: +4/+6
Close Attack: +0/+1
Ranged Defence: 15
Close Defence: 12
Ranged Damage Bonus: +3
Close Damage Bonus: -1
Social Reaction: +5
Initiative Bonus: +4
Skill Points: 18
Sleight of Hand: 1
Sneak Attack: 1
Experimental Tech: 6
Robotic Companion (MEKA): 6
MEKA Suit (This must be destroyed before D.Va can be attacked).
Ram +1 Close Attack Bonus 1d4 damage
Twin Fusion Cannons +2 Ranged Attack Bonus 1d8 damage, Autofire, Long Range, Ammo Save 12
Armour: 1d4, Jump Jets, Ejector Seat (releases pilot on destruction).
Skintight bodysuit: 1 Armour
Light Machine Pistol: d4 damage, point blank range, Ammo Save 18, Autofire.
The cyborg Genji Shimada has made peace with the augmented body he once rejected, and in doing so, he has discovered a higher humanity.
As the youngest son of the master of the Shimada ninja clan, Genji lived a life of luxury and privilege. He had little interest in the family’s illegal businesses, and although he excelled at and enjoyed his ninja training, he spent most of his time pursuing a playboy lifestyle. Many within the clan considered the carefree Genji to be a dangerous liability, and they resented his father for coddling and protecting him. Following the clan leader’s untimely death, Genji’s older brother, Hanzo, demanded that Genji take a more active role in their late father’s empire. Genji refused, enraging Hanzo. The tension between the brothers built to a violent confrontation that left Genji on the verge of dying.
Hanzo believed that he had killed his brother, but Genji was rescued by Overwatch and the intervention of Dr. Angela Ziegler. The global security force saw Genji as a potential asset in its ongoing operations to combat the Shimada clan. As Genji’s injuries left him clinging to life, Overwatch offered to rebuild his body in exchange for his help. He was put through an extensive process of cyberization, which enhanced his natural speed and agility and augmented his superlative ninja skills. Transformed into a living weapon, Genji single-mindedly set about the task of dismantling his family’s criminal empire.
But as time passed, Genji felt increasingly at war with himself. He was repulsed by the mechanical parts of his body and could not come to grips with what he had become. When his mission was complete, he abandoned Overwatch and wandered the world in search of meaning. He drifted for many years before crossing paths with the omnic monk Zenyatta. Though Genji initially rejected Zenyatta’s wisdom, the benevolent omnic would not be deterred. In time, Zenyatta became his mentor, and under the monk’s tutelage, Genji reconciled his dual existence as both man and machine. He learned to accept that although he had a cyborg body, his human soul was intact, and he came to see his new form as a gift and a unique strength.
Now, for the first time in his life, Genji is free. Even he cannot say where his path will ultimately lead.
Charisma 10+0 Charm 6
Comeliness 10+0 Looks 5
Constitution 16+3 Toughness 8
Dexterity 16+3 Reflexes 8
Intelligence 11+0 Logic 6
Strength 20+5 Power 10
Wisdom 14+2 Will 7
Cyborg x3: Skin Armour 3 (1d8, +9hp)
Hit Points: 66
Psi Points: 8
Attack Bonus: +5
Ranged Attack: +8
Close Attack: +10
Ranged Defence: 17
Close Defence: 15
Ranged Damage Bonus: +2
Close Damage Bonus: +5
Social Reaction: +0
Initiative Bonus: +7
Skill Points: 9
Sleight of Hand: 1
Sneak Attack: 1
Ambush: 2 +2d6 damage on surprise attacks
Defensive Gunfighter: 2 +2 Ranged DEfence
Weapon Expert Melee: +1 Attack in Melee
Deadly Katana 1d10 damage, Armour Defeating x1.
The Katana can be overdrive into ‘Dragonblade’ mode once per combat, doing 1d20 damage with Armour Defeating x2.
Shuriken Clusters D4 damage, Autofire x2
The Machinations Companion will include some new and additional psychic powers, a different version of Psion advancement and a whole alternative scheme for less ‘magic-like’ psychic powers, more akin to those found in harder forms of science fiction.
Arc: You transmute psionic energy into electrical energy. It arcs from your hand doing d4/level damage if it strikes the target (who gets a Reflex Save to avoid the damage. If they take damage the power can arc to another target in range (5m) and it continues to bounce between targets, even returning to the same victims, until you terminate the effect or a target makes a successful Save.
Manna Meal: You can solidify psychic energy into a slightly glowing, doughy, tasteless substance that can be eaten. The manna contains enough nutrition and water to sustain a person equivalent to a normal meal. Each use of this ability produces enough food for 1 person/level. Manna lasts 24 hours +1 hour/level before disintegrating back into the astral plane.
Phantasm: You can create a psychic illusion that seems real to every sense, but which cannot do any real harm. You can create such an illusion or series of illusions up to 1m squared per level. EG: A level 10 psion could fill a 10m x 10m area with an illusory party, filled with exotic aliens and still have some illusory capacity left. An illusory person requires 1m x 2m.
Psi-Paths are fairly broad, general psychic ‘paths’ with basic powers and numerous sub-powers and additions that you can purchase. Each power starts with a Base Power, which is the first effect that you have to buy with your first point (base cost). Each power also comes with a set of ‘boosts’. You can spend Psi Points to add these boosts when you ‘cast’ the effect, or spend Power Points to permanently make the effect more powerful in the future (though you can still spend Psi Points to boost it further when you use it).
Path of Telepathy
Base Power: Read Minds
With the Read Minds base power you can reach into the mind of a person and pluck out a particular thought or memory. Should the power succeed you could, for example, ask the Games Master what they are currently thinking, how they feel about a particular person, what the password is and so on.
Base Range: Line of Sight
Base Effect: Read a single thought from a single sentient creature against their will. The target gets a Will Save to resist the power. You can also use this power to passively sense sophont minds within range.
Base Cost: 1
Range: 1/25m (no need for line of sight, just awareness).
Reduce Save: 1/1
Read Multiple Thoughts: 1/1
Scan Multiple Minds: 1 per person, use highest Save.
Read Animal Minds: +3 cost.
Read Repressed/Lost Memory: +3 cost.
Girtha the Unbound is a new, level one Psion.
At Level One she has 5 Psi Points and 5 Power Points after her statistical boosts.
She wants to play a powerful psychokinetic and chooses to start with the Path of Psychokinesis. As such her first power has to be Telekinesis. This has a base cost of 1, leaving 4 points remaining, and gives barebones access to the Telekinesis power. Girtha wants a different power really, and so spends the remaining points getting Pyrokinesis (X-Kinesis, 2 points) and buying a base damage of 1d4 for it.
(When using a power you use the base cost – 2 to use Pyrokinesis – and can boost the effects temporarily using your points. Githa could boost the damage to D12 by investing their power into a single attack).
At Level Two she has another two Power Points, which she sinks into her Pyrokinesis to raise the base damage to 1d8.
At Level Three she has another three Power Points, which she sinks into her Pyrokinesis power again to make it roll two dice as a base.
The Machinations of the Space Princess skill system is deceptively simple and much of it compensates for the -5 penalty rule, encouraging character builds with signature moves and capabilities beyond ‘I hit it with my axe’. Other Skills provide pools, bonuses or extra capabilities unavailable elsewhere.
The existing Skills are fairly comprehensive, but there is room for some additions and new ideas, as well as a new category of skill, a specialised skill that can represent the particular capabilities of specialist training or cultural capabilities.
Example Psi Skill
You have honed your body to sustain itself on psionic energy more than anything else. For each level in this skill you use 20% less food, air and water each day. At level 5 you no longer need to eat, drink or breathe if you do not wish to. At level 6 you not only need no sustenance, but can sustain another person without food, air or water for a day with a touch and the expenditure of a psi point. You can also pass for dead by slowing your metabolism, a Skill Roll will make you appear deceased to examination, or even a scanner.
Example Combat Skill
You have honed your body as a weapon, increasing your capacity for unarmed violence to extreme levels. This is usually the result of some very harsh training and effort by doing things like punching bags of hot sand and so on. Each level in the skill increases your unarmed damage amount.
6. 1D8 & +1 Close Attack when unarmed.
Example Scholastic Skill
Better Living Through Chemistry
You have good knowledge of chemical cocktails, drugs, psychedelics and other chemicals and their effects on your own body and that of others. By careful, constant tailoring you’re able to put together (relatively) harmless cocktails of chemicals that can enhance people’s abilities. Maintaining the precise balance takes a lot of work and devotion, so you can only apply these bonuses up to your Skill Level and this must be decided at the start of each game session – continuing until there’s a reasonable in-game amount of time passed for you to tweak (pun intended) the dosages.
Skill Points can be spent in the following ways…
Example General Skill
You’re good with people. You know what to say, how to carry yourself and how to make a good impression and look your best. You add your level in Schmoozer to your Social Reaction score.
New – Specialist Skills
Specialist Skills are skills that originate within very particular cultures, training regimens and secret orders. As such there’s usually a price to training in these skills and they’re not normally available at character creation. If you’re designing your own campaign you need to decide how powerful you want these to be, where they originate and what the cost of entry to learning these skills is.
Compensating for this is the fact that specialist skills are generally twice as powerful as regular skills, making them much sought after. The first level in such a skill is gained when it is trained – in game – and doesn’t cost a Skill Point, after that it must be increased with Skill Points as normal.
Example Specialist Skill – Ki-Tian
Ki-Tian is a form of ‘gun fu’, the application of zen-like principles to firearms combat as an integrated martial art. Ki-Tian claims to have been developed during the mythical time of the human diaspora when the human species was butting up against galactic society and the need for defence with cheap and handy weapons was particularly pressing. The kata involved somehow tap into the background psi-field. At levels 1-5 Ki-Tian provides +1 per level to Ranged Attack and Ranged Defence so long as the practitioner is using a pistol. At level 6 the Ki-Tian kata channel latent psychic energy to power the pistols, meaning they no longer require ammunition.
A little preview of some things coming in the MotSP Companion
The classes in the main book cover all your bases, but you might like some alternatives. Besides making up your own, more specialist classes another option is to model a character around one of their strongest statistics. Here’s a handful of classes, one based around each statistic.
The Face is a wheeler, dealer, ducker, diver and charmer. They can make deals with anyone and everyone to buy and sell anything, to get anything. They can scrounge up all kinds of things with little more than a wink and a smile to their name.
Skills: The Face can spend their Skill Points in any category except Psion or Scholar.
Saves: At character creation the Face raises their Charm save by +3.
Fixer: Each level of Fixer counts as a level of Web of Contacts and a level of Savings, separate to any points invested in those skills. This counts as a reserve of those skills that you can roll after a skill roll fails – or if you don’t have the skill. It grants the same bonuses and capabilities as those skills.
|Level||Experience Points||Hit Points||Attack Bonus||Skill Points|
|3||3,000||+1d4||+1||+1 – Fixer I|
|6||24,000||+1d4||+1||+1 – Fixer II|
|9||192,000||+1d4||+1||+2 – Fixer III|
|12||480,000||+1*||+1||+2 – Fixer IV|
|15||768,000||+1*||+1||+2 – Fixer V|
|18||+96,000/lvl||+1*||+1||+2 – Fixer VI|
*Con Bonus no longer applies from the level onwards.
**Plus Int & Wis bonuses (minimum 1 after all modifiers) only at first level.
NB: Attack bonus is not cumulative. Skill Points are.
My RPG – Machinations of the Space Princess – was featured on Game School. Listen to me take Satine Phoenix through the game, and talk about the design philosophy and decisions behind it.