Another result of space combat is
mechanical failure. During space combat, enemies will attempt to
target vital starship systems such as a ship's engines,
communications, or life-support. Even if specific systems were not
targeted, hull breaches can quickly suck all life out of a starship.
Once the battle is over, starship damage needs to be addressed
immediately, and characters with engineering skills become vital to
survival. A damaged starship could be left drifting without
propulsion and risks collision with floating debris from the battle,
asteroids, or even an unplanned entry into a nearby planet's
gravitational field. If communications have been damaged or
destroyed, characters may be unable to hail a passing starship in the
distance for help. If life-support cannot be repaired, it won't be
long before the remaining oxygen and heat is depleted, and the
starship may soon become a floating tomb for the characters.

As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Thursday, January 9, 2014
Wednesday, January 8, 2014
The Risks of Travel in Outer Space (part 3)
Pirates, smugglers, and even worse threats are very present in the Solar Echoes universe. The expanse of space is huge, and while law-enforcement exists (for example, the characters are part of an elite special forces unit, the Union Guard), the law cannot be everywhere—there is just too much area to cover. As a result, battle will happen in space when foes descend upon travelers. Starship battles are very intense experiences, because the fate of the entire crew rests upon the team working together to defeat their enemy. However, even if a starship battle is survived, the aftermath may be what ultimately defeats the characters. Injuries sustained in space combat can be severe, and limited medical facilities exist aboard a starship, sometimes being no more than a med-kit and the medical experience of one of the characters. Even a minor injury could become a huge threat if insufficient treatment is available, because in space, time is not on your side—it may take days or weeks before a bleeding or poisoned character can be taken to a civilization with a hospital.
Tuesday, January 7, 2014
The Risks of Travel in Outer Space (part 2)
The first incident that may occur is
something some of us may have already experienced—running out of
fuel. In the days before cell-phones I remember being a little
nervous the first time I traveled across a 2-hour expanse of desert
in the West Coast or more than an hour on the Jersey Turnpike on the
East Coast. Both roads were, for the most part, without exits, and if
I hadn't put enough fuel in my car, I would have had a very, very long
walk to find a gas station or help. Even if I could call from my
phone for help, I could be in for several hours of waiting. On the
West Coast, the heat of the desert was the danger, while on the East
Coast during winter, the frigid temperatures were a serious threat.
In space, without fuel to propel a starship to the next destination,
both the oxygen supply and the cold of space could become very
serious challenges. Food and water supply could also become crucial,
if players haven't stocked up enough to cover the extra days (or
weeks) they may have to wait for help to arrive.
Monday, January 6, 2014
The Risks of Travel in Outer Space (part 1)
There are many dangers in outer space,
and in Solar Echoes, we attempt to generate some of the fear and
trepidation that accompanies space travel. We want players to have a
sense of the danger in the vast emptiness of space every time they
step aboard their starship to travel. Preparation is key to survival,
because forgetting even the smallest, seemingly unimportant item can
be a crucial mistake when the characters are floating days, or even
weeks, away from civilization. While the MC will accelerate gameplay
during lengthy spans of inter-stellar travel, gameplay will suddenly
become very focused if something goes wrong. Space is vast, and even
if some areas see frequent starship travel, most travelers will not
encounter more than a few starships in between destinations. It could
be a long time to wait, and there is no guarantee in space that
someone will come along at all—imagine being stuck in the middle of
the ocean, hoping for a boat to pass by. Even in a populated
universe, being stranded in space has serious consequences.
Friday, January 3, 2014
Organizations in Solar Echoes (part 5)
Dealing directly with the criminal
syndicate known as The Seven will not be something characters will
experience at low-levels. It will take several missions involving
minor criminals answering to The Seven before the characters will be
able to form enough intel to reveal that The Seven is at work. Once
this is determined, it may still be in the characters' best interest
to construct a strategy before attempting to approach the criminal
syndicate with any accusations. It is also important for players to
keep in mind—criminal syndicates are so large that a “smoking
gun” will never be found—only parts of the organization may be
temporarily damaged. It may seem fruitless to even try to tear down
part of the syndicate, but the alternative is leaving it alone to
flourish. Without UG vigilance, The Seven may someday attain their
goal and rule entirely over all the Krissethi clans. Should that day
come, the fragile alliances among the races will begin to collapse.
Thursday, January 2, 2014
Organizations in Solar Echoes (part 4)
Pirates are no longer the disorganized
vagabonds they were once considered to be, and UG intel has indicated
that pirating has become such a profitable practice that all major
criminal syndicates employ at least several different pirate gangs.
It has been viewed as a symbiotic relationship: pirates gain private
backing to support common pirating needs, such as starship refueling,
maintenance, and ammunition restocking. Syndicates gain a relatively
steady supply of goods and illegal contraband through the pirates
they support, reaping a large percentage of the profits. Supply is
often distributed among various smuggling operations, money
launderers, and front companies, making it a nightmare to trace for
the Union Guard and regional law enforcement.
Wednesday, January 1, 2014
Organizations in Solar Echoes (part 3)
How is it that criminal syndicates are
able to elude the Union Guard, whose sophisticated special forces
teams and direct ties with the ISU have enabled them to become the
biggest thorn in the side of lawbreakers? Though criminal
organizations don't have funding or intel support from the ISU, their
vast networks of resources provide funding and information enough to
frustrate the efforts of UG agents. Normal citizens are often kept
“on the take” through blackmail and other coercion methods so
that sufficient alert may be given in time for criminals to escape or
“clean up” their activity, while hacking and tracking efforts
also reveal UG movements. Despite efforts to predict and avoid
entanglements with the law, criminal syndicates such as The Seven
face losses on a daily basis, thanks to tireless UG diligence. It is
discouraging, though, that The Seven still seems to be gaining
power...
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