’cause if you are going to have a car chase in a one-off Aston, to need a similarly rare cat to chase you…


The Jaguar C-X75 is a hybrid-electric concept car that was first shown in 2010. It is powered by four electric motors on the wheels producing a total 778hp and 1180 ft-lbs of torque(!!!) — the batteries for which are fed by a pair of diesel-slurping gas turbines that give the car an amazing range of 550 miles and a loud, shriek when floored. (On just the batteries, the range is 68 miles.) It can run 0-100 in 3.2 seconds, has a top speed of 205mph.

The interior is spare and race-oriented, and the cabin is accessed through forward raising doors.


If you can find one of the half dozen build, it’ll run you about £10 million. Perfect for a car chase.

PM: +2   RED: 2   CRUS: 100   MAX: 205   RNG: 500   FCE: 2   STR: 6   COST: $20 million

GM Information: the C-X75 gains a +2EF to Pursue/Flee maneuvers.

Yes, there’s only ten of them, and yes, they were built just for the movie…what Aston called  “bespoke sports car.” (Interesting idea — in the past, there were hordes of coachworks firms that would take a base vehicle and trick it out to the customer’s specifications…could this be a new area of opportunity for the pricey supercar industry?)


The DB10 sits on the Victor Hotel (VH) platform and is driven by the same engine 4.7 litre motor as the V8 Vantage and the same 6-speed manual transmission. With similar weight, horsepower (400hp or so), tires, etc., that would give the DB10 the following stats:

PM: +2   RED: 3   CRUS: 90   MAX: 175   RNG: 220   FCE: 2   STR: 6   COST: bespoke

GM Information: The DB10 receives a +1 to Safety tests.

Here she is…

Stay tuned tomorrow for Hinx’s ride — the Jaguar C-X75.

This seemed an appropriate addition to the game’s stables…

After a rough start (one review saw the vehicle famously not even make it out of the parking lot), Tesla Motors is now turning out beautifully designed, fast luxury vehicles that might even make it from London to the coast (as an early model infamously could not in an episode of Top Gear…) The P85D is powered by a  85 kWh battery (or a 90 kWh, if want another 6% of range), which drives two motors — a 503hp equivalent rear wheel motor, and a 259hp equivalent front wheel motor. The all-wheel drive gives the P85D a total torque of 713 ft-lbs deliverable…instantaneously, and the title of the “fastest sports sedan in the world” with a 0-60 of under 3 seconds, and a 0-100 of 3.2 seconds…better than a GT3 car when sent to “Insane” setting. the top speed is 155mph, and it has a range of about 250 miles if driven at highway speeds — this falls off dramatically at speeds over 100mph.

It can be had in two and four door. The interior is nicely appointed with leather seats, a large, easy to operate touchscreen in the center of the dash, and multiple amenities, including wifi, bluetooth, and other modern electronic perks, but the big one is  autopilot, which can warn the driver of other cars when merging into traffic, which has an adaptive cruise control that adjusts to the traffic speeds ahead, which can can follow the curve of the road and lane center, and changes lanes for you with the tap of the turn signal. It has a remote control driving application for your phone, even…



The main limitations of the Tesla are the recharge times. Even with a proper 220 outlet pushing the recommended power, users see about 29miles for each hour charged. That means an eight to nine hour recharge time from near empty to full charge. Run the car dry and you are stuck for a night.


PM: +2   RED: 4   CRUS: 60   MAX: 155   RNG: 250   FCE: 3   STR: 9   COST: $150,000

GM Information: The range on the Model S is halved if the car is run over 100mph. The car recieved an additional +2EF Pursue/Flee, and Safety tests.

Wanna see how damned fast this is? Watch it destroy a Holden kitted out for racing and a Walkinson.

A great little video based on the most basic narrative framework, as laid out by Joseph Campbell…

For the last four and a half years or so, I’ve been running a campaign that is — in essence — a reboot of a reboot: we’ve been running a Battlestar Galactica game that has all the trappings of the reimagined show, but with a twist to make it work better for a roleplaying game. This is kind of built into the Moore version of the show. After all, “All of this has happened before, and all of it will happen again…” Our game is on the periphery of the show canon, in that it is happening in Earth’s future, this time, about 6000 or so years from now.

It is also a reboot of a BSG campaign that had started about 2008 and had run on-and-off (we rotated games much more back then) with an old game group that imploded in late 2010. It killed that campaign, but I stole chunks of it and repurposed it to build a new campaign that was much better, went its own way but held to some of the core concepts of the new BSG better.

It’s certainly not the first campaign I’ve resurrected. I’ve run an espionage campaign since my high school days. As groups changed, the campaign got rebooted. New flavor, new characters, but usually designed not emulate something like a TV series (like, say, the BSG game) but as a movie serial like the Bond movies. New actor, new series of movies, new style (or not.) Each time, I would try to keep certain elements. No matter what the overall flavor was on a continuum from LeCarre to Moore-style Bond (usually falling somewhere around the Craig/Dalton style of Bond) I tried to keep certain elements: the bureaucracy of the intelligence community, the fluidity of alliances, and usually certain NPCs.

This brings up a good question…how about that campaign that ended because the group collapsed, or you moved to a new town, or it just didn’t quite gel? There might be a lot of bits and bobs from that game that you really want to address. Should you “reboot” that campaign?

There’s a few things to consider right up front. Did the campaign die because of extenuating circumstances, like a move, or the group collapsing? Did it die because the players didn’t really buy in? Did it end a natural death — you hit that point where the characters had reached their natural story end: they destroyed the great evil threatening the land; they survived the apocalypse and set up civilization anew; they finally found the cynosure of the big conspiracy and exposed/destroyed it; or they died spectacularly in a total party kill?

Some of these ends lend themselves to a reboot. Some do not. If the players didn’t buy in, maybe it’s not to be, cherie. Restarting an old game with a new crew isn’t a bad idea. you’ve got new players; the outcome, unless you’re one of those “read this 80-page primer to my world” railroad GMs, is going to naturally be different, as their characters will have new points of concentration and interest. (This would be the case even with, say, an old character taken over by a new player…)

You are unlikely to want to run a campaign exactly the same way, either; interests, opinions, even rule sets change over time, and these all have an effect on the direction and outcome of a game.

So how to proceed, once you’ve decided a reboot is in order:

  1. Treat it like an all-new game. Yes, you are borrowing a bunch of background material from another game…you still don’t have to use it all, nor use it the same way. I kept a bunch of the background setting for the newer run of Battlestar Galactica, but we ditched the characters, the idea of the “second fleet”, and broke away from how the Cylons worked, and even the pre-show history. I kept the core stuff that worked — a “season” before the attacks to give the characters and players something to lose, in particular. Different characters and players, however, led this game in an entirely different direction. We dropped the surviving on the Colonies angle entirely, and concentrated on life in the fleet and expanded on the science fictiony aspects of the show.
  2. Drop the expectations. The game is going to go in the direction its going to go. It might have certain scenes, missions, beats, but it is going to be a different animal. That means it might be better in some way, not so much in others. So long as it’s fun, don’t sweat it.
  3. The stuff you (the GM) liked might not be what the players like. Don’t expect that the players are going to like the same NPCs that were popular the last time around, or the ones you liked from last time around. Example: one of the popular characters in the last BSG campaign was the chief engineer — the hyper-competent engineer. For some reason, she didn’t really click as the “big NPC” (that NPC that’s really almost a GM PC; we all know what I mean…) but the almost robotic CAG did.  They would both later be an important plot elements, but the CAG character became a major plot point, while the engineer became the Gaeta-style mutineer. For that reason…
  4. You can never go home again… You build a living, breathing village/town/ship/space station/ whatever, with NPCs and history, and other things to make it as much a character in the game as the players. But it’s not clicking, the adventures keep leading them away from the base (have a look at Deep Space 9‘s later seasons, for an example), or they aren’t clicking with the support NPCs or are interested in chasing your big bad. Don’t worry. Watch what they do respond to and run with that. You can always take the villain they respond to and have them be the one with the earth-shaking plot. Run with the NPCs the characters and players like and strengthen them. Most TV series, for instance, see the popular bit players gain screen time as the production team figures out who draws viewers. (Case in point Chris Pratt and Nick Offerman in Parks & Recreation gain a lot more screen time from the first to the second season, and the show is much better for it.) Other “NPCs” drop off, new ones come it. Kinda like life — friends and adversaries come and go.
  5. Steal from other campaigns that have nothing to do with the new one. You really liked that character from the old pulp game, but this is a modern espionage game. Reskin the character. New name, same guy. Or have them be a relative of that old character in that universe. “Hey, look, Rock Shrapnel exists in this game universe, too! This guy is his kid!” Take elements of your fantasy town, reskin it for your Space: 1889 Martian town. Take that espionage character and rewrite him for your 1920s horror investigator.


After a six month hiatus from the main storyline of our Battlestar Galactica game for an Atomic Robo adventure and a side mini-campaign dealing with Pegasus in our game universe, we returned to Big G and her smaller fleet on Thursday.

This was essentially the equivalent of a teaser/first act for his adventure, titled Remnants of Apotheosis. We rejoined the crew with a teaser that recapped the goodbye party on Cloud 9 where the fleet was splitting — 47,000ish survivors of the Fall of the Colonies were remaining on Argos, an old Kobolian outpost world, where they had found enough arable land and a strong enough ecosphere to survive. They had also discovered the old Citadel of Zeus, and with the aid of a few Kobolian leaders — the “Olympians” Athena, Ares, Artemis, Hermes, Hephaestus, Nike, and Poseidon — had managed to overhaul enough of the place to support settlement and repair the old planetary defense systems. Out tag on the final episode of the last “season” was that Poseidon was resurrecting some of the other Olympians and Kobolians from the DNA patterns they had located in the data archives. (The Kobolians used DNA for data storage as it is much more robust and long-lived than other forms of data storage.) Athena, realizing that Poseidon was setting the world up to be his own personal kingdom, made certain that Zeus’ pattern would be one of the first batch resurrected.

The other portion of the fleet was 18,021 “pilgrims” headed to Earth under a quasi-military dictatorship led by a PC, Admiral Pindarus. The civilian government is small, as appropriate for a population the size of a small town, with a lot of the powers resting with the ship captains. The whole enterprise, however, is being overseen by the Triumvirate — Athena, Hermes, and Nike — who are advising the fleet. Athena also knows the Olympians will be needed when they get to Earth.

Part of this pilgrimage are 1300 “Seraph”, the “humanoid Cylons” that had been the servants of the Blaze, whom they later found out was Hades. The god of the underworld had gone to Earth to fine the TITANs, those ancient machine intelligences that had created the Olympians and humans on Kobol after having destroyed all life on Earth sometime in the past. He came back having “touched the face of God” and was driven mad, seeking to set himself up as God. The Seraph traveling with the Colonials have been released from behavior restraints (including infertility) that the Blaze had placed on them out of gratitude and a realization that their race will die off in a few generations without Mankind.

This first evening saw Admiral Pindarus and the Seraph commander, Tana (a Three [think Gabrielle Reece for the look]) starting to develop a friendship. Other characters are still trying to recover from the shock of the Fall, the discovery of their Gods, the destruction of the Blaze by an incarnation of Athena that had, in essence, inhabited the body of one of their senior officers (and then girlfriend to Pindarus.) Now the fleet is split, they are having to come to grips with their new allies (and it is just as hard for the Seraph.)

The B story is the impending marriage of a Three, ow a viper pilot aboard Galactica, and that ship’s operations officer, a LT Rhadmus. The Triumvirate, the human and Seraph leaders see this as a symbolic thing that might pull the races together; the two lovers just want to get hitched. One of the other PCs is a Nine (think the Leoben model from the sho) who resurrected after the final battle with the Blaze despite the resurrection system being offline. He was downloaded with programming, and is possibly a messenger from (the real) God. He is finding himself in the middle of the Seraph’s politics, which has been exacerbated by the models seeing greater individuality since their sudden acquisition of free will. He is convinced that Athena is some kind of messenger or angel of God, and is finding himself at the tip of the spear on the politics of this marriage.

Meanwhile, the fleet has jumped away and started its six month trek to Earth, with planned stops at worlds the Seraph had known had been settled by the 13th Tribe, which had traveled with the Blaze to Earth 3000 years ago. Their first stop is New Ophiuchi (named for the 13th Tribe) where the final battle with the Blaze happened.

We broke about that point. My estimate is four to six more “episodes”, which means between eight and twelve more evenings of play in the campaign. If I’m right, we should see the end of this long-running campaign sometime around the end of the year.

The end of our big battle on Aquaria happened last night. The characters had pushed into the industrial section of Kyros, much of which had been flattened by orbital bombardment, and found a “puppet factory”, as they were calling it — an installation where the Cylons were creating a new hybrid machine…the IL Series (after the “diplomat/leader” robots in the Old Series.) They found a charnel house of body parts — human and Seraph (what our humanoid Cylons are called) that had been used as parts to cover the robotic innards of this new series. It was a particularly gruesome scene that culminated with being attacked by a half-finished IL build out of a Six and a hand-to-hand fight with a “lamprey” — a 20 foot long machine lamprey with multiple sets of buzzsaw teeth.

The pilot PC, callsign Fists, got pretty banged up in the altercation, and Oscari, commander of Aegis, and another PC, had to jump in to save her. In the end, the Aquarian resistance, backed by the small battle group under Pegasus, managed to win the day and destroy the Cylon forces.

But there wasn’t much of a reprieve before the toasters jumped in in force. Three basestars, two captured battlestars, 60 large armed transports, and thousands of raiders jumped in, and the battle group was left on its back foot. Before the fight could commence, however, they got a call from a “Basestar Prime” that asked for a cease fire and parlay. For a moment, it looed like Cain’s hatred of the Cylons might lead them into a fight they could not win, but she got talked into hearing them out by the other commanders.

The meeting on Pegasus was tense and creepy, with the arrival of the Cylon delegate — IL-K, built out of a Two. She offered a truce to the Colonials: an immediate end to hostilities, except where they Cylons would have to defend themselves from the unruly resistance while the Cylons packed up over the space of a week, and then left the Colonies. They would retire to 3000 light years to antisinward. From that line starting at galactic center to the rim to 90 degrees, would be Cylon space; human space would be from that line to 270 degrees. They would agree not to interfere in each other’s space or the treaty would be rendered null.

The characters are suspicious — why? Why cut and run now? IL-K’s response: the costs now outweight the benefits of remaining in the Colonies. They have been fighting a proxy war for a God that is now dead. Their former masters (the Seraph) are no longer a threat. They do not need the biospheres the humans do, and… they have more important concerns than war; it is petty. Beneath them.

After a bunch of agonizing over the idea of signing, the Colonials agree, and to their surprise, over the course of a week, the Cylons either pack up, or destroy the facilities they are leaving behind, then they jump away!

The War is over and the Colonials…won? Tens of billions dead for nothing. An entire culture destroyed for nothing. Victory Day is declared, the characters get to take part in over-the-top revelry on Aquaria, but the hard part is ahead…waiting for the politics of the Twelve Worlds (really only eight now, not counting the worlds that have irreparable ecospheres…) to settle enough to start rebuilding.

The tag saw the admiral dispatch Aegis to find Galactica and tell them the good news. They can come home.

Next week will either be the return to the main campaign plot line, or a few weeks of Atomic Robo. I haven’t decided.


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