Tuesday, August 11, 2026

RPGaDay 2026 - DAY 8 - RESOLVE

RESOLVE

Space Opera Heroes is a Space Opera game to its very core but it's also a Japanese Science Fiction game and that means it has to include Giant Robots. 

In the Prologue of the Core Rulebook, 1st Edition, it says, 'Incidentally, this space opera, rather shamelessly, even features giant robots.' In an interview with the author, Atsushi Yamakita, the creator himself said, "There are giant robots in my game because I like giant robots and this is my game so I'm allowed to include them".

Now that's Resolve! Now then...

Throughout the Galactic Federation but especially on its Coreward and Trailing Frontiers, there are Star Systems rich in Odyssecine, a gaseous substance vital to the Federation's continuing operations and prosperity. Is the key component in fueling starship Thruster Drives, the engines that move vessels through normal space (in others words, not Jump Drives). 

Odyssecine Gas Mining by Megacorporations is a lucrative though dangerous endeavor, completely necessary for maintaining the needs of an interstellar power. If the process weren't hazardous enough on its own, Gas Miners have to watch out for Space Pirates, Cosmic Lifeforms, and other astronomical obstacles. This is where the Promethean Guard comes in.

A Promethean Guard Mecha Pilot


Originally a Mercenary Organization hired to protect mining and shipping for one particular company, the Promethean Guard dove head first into their niche and before long they were viewed as the preeminent security force for defending the starship fuel industry. Today they're treated like an order of knights whose unwavering Resolve keeps the galaxy moving. 

The Promethean Guard's primary weapon is the Argonaut Class Mecha, a 14 meter tall, military-grade, humanoid robot constructed by the Mitsumoto Engineering Megacorp, each piloted by one of the Guard's highly trained personnel. 



These units come standardly equipped with decent armor, good physical strength accuators, a Laser Pistol, and Jump Jets allowing for distance 8 leaps (roughly 188 meters) in 1G. In addition to their standard rollout, specific missions and specialist pilots may be equipped with one or more of the following systems and components:

  • Arm Mounted Shield x1
  • Back Mounted Sensor Array
  • Back Mounted Wing and Thruster Array
  • Handheld Plasma Rifle x1
  • Handheld Ray Sword x1
  • Leg Mounted Missile Pods x2
  • Shoulder Mounted Laser Cannon x1
  • Shoulder Mounted Missile Pods x2
  • Shoulder Mounted Gatling Guns x2

Additional add-on gear is always in development by the Promethean Guard and the various Megacorporations that produce weaponry and equipment for Giant Robots. Promethean Guard Inc. has contracts with a wide range of these companies and Guard members are often employeed to test experimental attachments. 




Argonaut Class Giant Robot (Standard Version):

Skill: Robot Pilot
Size: 4 (14 Meters)
Strength: 7
Durability: A 3 / B 2
Weapon: Laser Pistol - Size: 2, Damage Type B, Damage Value: 12, Rate of Fire: 3. No Ammo.

Just to balance things out here is an enemy Mecha often employed by the Gas Pirates that the Promethean Guard goes up against.

Nemesis Class Giant Robot (Standard Version): 




Skill: Robot Pilot
Size: 4 (15 meters)
Strength: 6
Durability: A 3 / B 1
Weapon: Pulse Rifle Machine Gun - Size: 2, Damage Type A, Damage Value: 9, Rate of Fire: 4. Ammo 100.

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*The Promethean Guards' 'Argonaut' Mech is based on a Science Fiction painted illustration from the 1970s that was done by artist Angus McKie (I believe). 

The enemy Nemesis robots design combines a late 70s battery-powered robot with the head of Microtron from the Micronauts toy franchise.





Monday, August 10, 2026

RPGaDay 2026 - DAY 7 - MERCY

MERCY

Sorry this has been delayed but life, specifically my normal day job, has been really busy, to the point where I've been working on the weekends. 

'Astro General', more properly known as Astro Station Hospital Asclepius-1, is a massive starfaring medical facility owned and operated by the Galactic Federation Council for Physical and Mental Well-being (aka GFC Medical). It is the largest and most advanced such structure in known space specifically dedicated to healing and the medical sciences.




The station employs over 5,000 Doctors, 10,000 Nurses and Medical Support Staff, and can handle over 20,000 Patients. Part of their ability to do so much is thanks to the inclusion of 10,000 Medical Assistance Cyberoids, more commonly referred to as 'Nurse MACs'.

What's a Cyberoid you ask? My apologies; a Cyberoid is an artificially engineered organism that has had mechanical components added to it afterwards.Imagine the Replicants from Blade Runner. Now imagine giving one of them Bionic Leg.   

Here we have one such individual, Nurse MAC-Ann.




As you can see, Nurse MAC-Ann has all the usual attributes of mainline Cyberoids: an attractive appearance [relative to the species of their manufacturer], an athletic body design, and easily identified by her distinctive uniform. This particular model does eat, sleep, and excret but only 25% as much as a natural Human does. 

In addition, she has a number of key enhancements such as:

Disinfecting Mist Breathing Aerosol Unit, Medical Diagnostic Computer in Brain, Medical Scanner Eyes, and Physical Strength and Speed Augments.

Like all Nurse MACs, Ann is skilled at both General, Emergency, and Contamination Medical procedures. If she has an area of expertise it is in dealing with effects of chemical poisons, animal venoms, and other toxins. This also comes with a personal fascination with such things which juxtaposes oddly with her looks and perky, bright demeanor. 

Doctor Heroine is what I started with as an Archetype but I made a couple of modifications to it in order to accomodate her being an 'Andville' biological android with cybernetics. This is definitely a case where I had to massage the rules a bit to get the mechanics to match my vision of the character but honestly, not as much as I expected I'd need to. 




Nurse MAC-Ann's Physical Augmentations to Strength and Agility last one scene or combat sequence once 'activated'. Following this, Ann experiences Fatigue and all physical activity rolls are at -2 until she is able to recharge (spend at least 1 hour at a Cybernetics Charging Station). The Augmentation boost effects MAC-Ann's Strength and Agility Attributes and Action Points but does not change her Durability. That is already permanently modified by being a Cyberoid. She 'comes with' Armor A of 1 and B of 1 and does not where any actually Armor. 

Whew. OK. Sorry again that this took so long. Onward!


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Friday, August 7, 2026

RPGaDay 2026 - DAY 6 - REACH

REACH

Going through the Space Opera Heroes RPG, I'm just getting to the Space Opera Master's section on Villains and this makes me I think its only appropriate that this entry should be focused on our first bady guy for the campaign.



Known throughout the Galactic Underworld as 'Big Red', this interstellar Crime Boss also goes by Mister Crimson. Dressed in what has been identified as a Pre-Galactic Federation model of Armored Powersuit favored by the old Martian Marines, the true identity and appearance of the person within is a mystery. 

According to the Galaxy Police's extensive files, Mr. Crimson runs the Red Reach Galactic Crime Syndicate. He and his veritable army of henchmen and thugs are wanted in over 25 star systems [and the space in between] for a litany of illegal activities ranging from extortion to spice smuggling to murder!
 

Emblem of the Red Reach Criminal Syndicate

A reward of 50,000 Credits is being offered by the Galactic Federation for any information that might lead to Big Red's whereabouts or his identity. Do not attempt to apprehend him yourself! Mr. Crimson should be considered armed and extremely dangerous!

The truth beneath the armored exterior is that Big Red is 'Crimson-1', a young boy who was [at perhaps 12 years of age] subjected to illegal experiments by an evil Megacorporation. The intention was to induce artificial Psychic Powers but instead it they gave him incredibly high intelligence and unbridled bitterness.

 


He used his genius to escape the facility that held him and two other surviving companions, Scarlet-2, and Vermilion-3. They were separated and the current whereabouts of the others are unknown. If Crimson has any sentimentality left, it lies with his desire to reunite with them, particularly Scarlet-2.

Crimson took to crime to survive but with his amazing Intellect he took over in no time. He was able to purchase his Powersuit from a collector. While the exterior appearance is that of a vintage model, Crimson modified the interior components to match those of a xx type Powersuit, one of the latest and most advanced on the market.  

Villians in Space Opera Heroes are very special NPCs and in fact, the game focuses more on the minions, lieutenants, and other antagonists more than it does 'the Big Bad'. This is because in Golden and Silver Age Space Opera, the main antagonist rarely appears, preferring to send expendables or their trusted Second-in-Command instead of confronting the hero themselves.

This is very obvious in early Anime and Manga stories as well, not to mention Tokusatsu shows. The Leader of the Evil Organization sits in his secret lair watching the heroes defeat his latest Monster-of-the-Week right before cursing them with his first raised, "I'll get you next time!"




As far as Villain Archetypes, Mr. Crimson fits several of them but is closed to the Evil Genius. It has a bit of the Hardboiled and Musclehead when in the Big Red suit. Overall I'd write him up as follows:

Ability Scores: As Crimson-1: Strength 1, Dexterity 2, Agility 2, Intellect 4, Luck 1, Size 0.
As Big Red: Strength 4, Dexterity 1, Agility 1, Intellect -, Luck -, Size 2.

Big Red's Intellect and Luck are the same as Crimson's obviously.

Skills: Close Combat 2, Commerce 2, Engineering-Electronics 2, Engineering-Mechanical 4, Evasion 2, Law 2, Tactics 4.

Crimson's Durability is 2 vs. Type A. With the Big Red Suit it's 5 vs. A, 3 vs. B.

The Powersuit also grants Increased Strength and Stamina (noted above), Sensors, a built-in Communicator, and Rockets in the boots for a quick escape. 

Mr. Crimson is only 21 years of age now despite his outward appearance. Although generally in excellent physical condition, he does suffer bouts of extreme fatigue, some nearsightedness, and mildly impaired hearing. The Big Red suit compensates for these issues.

His Reach is long and broad, his reputation infamous, but within him is an angry little boy who feels his life was taken from him and he's determined to get everything back and then some!

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*The Powersuit is based on a reported Close Encounter in Cádiz Province, Spain in 1960. A school teacher named Don Miguel Timermans Ceballos claimed he'd seen two beings whose descriptions made them seem like the 'Michelin Man' painted red. The visual appearance of the 'aliens' in Ceballos' story always stood out to me.

I added to that aspects of what I think is one of the most terrifying robots in Science Fiction film history, Maximilian from Disney's Black Hole

As for Crimson, the man within the suit, I pictured Takashi / Esper No. 26 from the Anime and Manga Akira.




Thursday, August 6, 2026

RPGaDay 2026 - DAY 5 - BURDEN

BURDEN

Today marks the release of the Japanese Animated Star Wars series, 'Star Was Visions Presents - The Ninth Jedi', the first such endeavor of its kind for the venerable franchise. I will be making a post dedicated to it once I have watched the show in its entirety.

I've long wondered what a 'Star Wars Visions' TRPG would be like and how it would differ from simply running Star Wars. I may have my answer with The Ninth Jedi. We shall see.

Inspired by this series, I thought I would introduce a Jedi-like character to my Space Opera Heroes campaign, one saddled with a heavy Burden. 


Sir Onus, Psy-Knight of Excellion, has protected the Galactic Federation since its inception over 300 years ago. In fact, he played a vital role in the final battle against the , whose attacks against the Earth Federation and its alien allies united them all under one banner that still stands today.

Now, in similar times of great need, Sir Onus appears once again to vanquish the forces of evil with the power of Excellion! 

While all true...it isn't the whole story.

Sir Onus, that is THIS Sir Onus, has not been alive for 300 years. He is in fact the 7th or 8th Sir to carry the mantle and be bestowed the power of the Excellion Crystal which enhances the wielder's Psychic Powers and bestows a few other benefits all its own. 

The thing is, the Crystal is kind of alive. It is unclear if it is a true life form, an artificial intelligence, or something unique that changes the definition of life as we understand it. Whatever it is, it extends the bearers life span (though not indefinitely), makes them aware of where and when they're needed (based on its own opinion it seems), and compels the wielder to go to that location. 

Attempting to ignore the 'Call to Action' from the Crystal can result in difficulty sleeping, muscle pain and headaches, or even finding yourself walking towards your starship without your control or consent! This is one bossy Crystal! 



Another issue should be obvious from the fact that an item that extends your life has had 8 hosts in 300 years. Being the Psy-Knight of Excellion is a dangerous occupation and most don't get to benefit all that much from the additional years granted to them. Usually, it is a dying Sir Onus who passes on the Excellion Crystal to the next Sir Onus.

Finally, though there is much honor, prestige, and appreciation for what you do, it isn't exactly a high paying job these days. The current Sir Onus' Starfighter is not in top condition and his 300 year old armor could definitely do with some repairs. He' on his third cloak for Star's Sake! 

Excellion-One!


An interesting thing to note about Sir Onus' Starfighter, a GP SF-11 'Dirk', is not capable of Jump travel. Ships of this size do not have Jumpdrives in this setting. An odd choice for the Psy-Knight's profession one might say. Except...it has excellent speed and maneuverability, impressive armaments, and shields. To get from system to system Sir Onus must reply on JumpGates or a lift from a larger vessel.  



Such is the Burden of the chosen Psy-Knight of Excellion...

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*This character was inspired first and foremost by the Jedi Knights of Star Wars. In addition, there is a little Lensman thrown in, a major reference point for the Space Opera Heroes RPG and for the Jedi themselves. Finally, I added in a touch of Dread Pirate Roberts from The Princess Bride, 'cause I could.




RPGaDay 2026 - DAY 4 - CHARM

CHARM

For some reason I can not quite articulate, the prompts thus far have all made me think of Female characters. I read the prompt and (hopefully) a character comes to mind and that's the one I write-up. It just so happens that none of these words have made me think of characters that 'had to be' guys.

Until now that is. 



Chase Varlet is, in many ways, your typical lovable Space Scoundrel; a Gambler, Pirate, Smuggler, and general galactic ne'er do well but with a heart of gold. At the very leadt gold plated.

He does have his principles you see, mostly, preferring to focus his less-than-scrupulous activities on greedy Megacorporations, the tyrannical Dark Pulsar Imperium, and on occasion, criminals far worse than himself.

He won't blast anyone who hasn't (or wouldn't have) blasted him first, never pirates from 'working class freighters captains', and will always lend a hand to another independent adventurer in need. After all, you never know when you might need to call in a favor, so its good to have a few extra favors in your pocket. 

What makes this fella 'special' though? How has he lasted so long living this kind of life? Why isn't he lying in a ditch on some unnamed rock or locked away on the prison planet Catacomb? Charm baby. *Wink*.

Chase is a terrible flirt.
Gidget is TERRIBLE at flirting.


Chase Varlet is one incredibly Charming individual. It's more than just good looks, a cool attitude, and a lot of confidence. No, Chase is just really good at reading people. He's a good actor. He knows what to say, who to say it to, how, and when.
 
Varlet's mouth and mannerisms have gotten him out of far more scraps than his starship piloting or marksmanship ever could or likely ever will to be honest. When all is said and done, Chase is a 'people person'; he knows and understands people and how they think. 




Another custom Archetype; yes I know but I just can't help it. They're so easy to make and when I can't find one that fits perfectly, creating what you need is a snap. Anyway, this one started as the Lucky Hero but it didn't have the Interpersonal Skills I needed for the Charm focus I wanted to give him. In the end, instead of combining Lucky Hero with another provided Archetype, I decided to break down the numbers/points that build a character in the game and just construct an Archetype that fit my goal. 



Varlet owns a customized GS GSS-2 Boomerang Class vessel, the smallest type of Jumpship currently in production. Dubbed 'The Skylark Dandy', it is a decent ship perfectly suited one person in Chase's particular line of work. The vessel is outfitted with two special modifications: Powerful Engines and Maneuvering Thrusters. A post focusing on Starships for Space Opera Heroes, which as I've mentioned in the past I'm basing on the game Space Ship Story, is definitely near the top of my list of things I HAVE to do.

Sorry I've been slow with this Challenge this week. Business is finally picking up after the Summer lull its been necessary to focus on that. 

More to come very soon,

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