Roleplaying Games


There are a couple of different types of gamers, I’ve noticed over the years.  There’s the casual player:  usually someone who enjoys the occasional game more as a social occasion, rather than as a hobby.  This is most often the girl/boyfriend or spouse whose partner games and they join in from time to time, the busy former gamer who doesn’t really have time or interest for more that the occasional session, and the curious who haven’t really gotten into the hobby.  There’s a “hobbyist” gamer, to quote Fear of Girls — people who enjoy gaming, do it regularly or often, but still have other disparate interests that do not have to do with the gaming community.  I say this is the vast majority of the hobby.  There’s the hardcore gamers — people whose life is tightly bound to gaming, with most of their friends and other interests intersecting with the activity.  These are often the sliver of the community that attracts to more interest, ire, ridicule, etc. from non-gamers.

This piece is mostly aimed at the last two groups.

There are few things that cannot be escaped in the universe:  death, entropic collapse, gravity, taxes…the first two are mirrored in the collapse of a gaming group.  There are plenty of reasons for the death or contraction of a group — people move away, they start having families, they get time-intensive jobs, get sick, get divorced, find new hobbies, or have falling outs over various and sundry things.  Almost inevitably, one of these things will happen and your gaming group will lose players, or fall apart altogether.

The collapse of a gaming group can be traumatic — with responses ranging from mild annoyance and inconvenience (“But we were so close to discovering the mystery of the Lost Temple of Badu!”), to alienation (“Geez, I didn’t know that dumping my girlfriend would lose me all my friends in the group!”), to feelings of despondency and mourning (lets face it…we all know this guy/girl…)  As with all things mortal, it’s okay to feel disappointed by the collapse of a group, a storyline not finished, a group of characters never to be seen (in that configuration) again.  Look at the response of fans to the cancellation of Firefly …very similar.

So what to do?  First, be disappointed, feel sad the gaming group broke up for a day or two then press on.  It’s a hobby; it’s not your life.  Find new players: there’s sites like Access Denied, RPG Finder, and the like.  Hit the game stores and see if you can find people (although this is getting harder as shops are more rare and people either buy online or purchase .pdf products from DriveThru and their ilk.  Gather up the remains of the last group, if you haven’t moved away, pissed off everyone in the old group, or even still have an interest…press on.

If you can’t do that?  Get a new hobby.  I motorcycle, I shoot, I hang out in coffeeshops and talk to people, I’m in grad school…plenty of people to meet and the likelihood is a few of them are gamers in one of these other activities you take on.  Maybe you don’t go back to gaming and become one of the first group of gamers I mentioned.  Life goes on.

In my case, two gaming groups have imploded in the last week — all my fault — and while I was the GM for both, that doesn’t mean the groups will coalesce around me again.  C’est la vie…  I have a few players that are still interested, and the groups wil be truncated, requiring me to reformulate my storylines, or ditch campaigns altogether (gaming is, at this time of dissertational annoyance, my only real creative outlet).  It sucks.  C’est la vie…  I’m hoping I can cobble together new groups.  If I can, great; I’m already thinking of new campaigns, characters, stories to tell (and story-telling, as the great Ferenc Szasz once said, is the point of history).  If I can’t..?  C’est la vie…  I have a Triump I can ride, I have guns to shoot, things to see in the Albuquerque area, movies to go to, work to get done.

Ultimately, you can’t let the games become your reality or life.

PS: If you’re in the Albuquerque area, I’m looking for GM/players.

UPDATE: In a particularly interesting turn of fate, it looks like most of the gaming group I thought I was going to lose is coming back to the table…even the person with the most reason not to.  I love it when everyone acts like an adult.

My friend Berin is preparing to run a Dr. Who campaign for us, and in preparation, I bought the .pdf version of the game’s box set from Drive Thru RPG.  The price of the file set is about $20 cheaper than the print version, but still a bit pricey at $34.99.  There is also a separate Aliens and Creatures compendium on the site for $25.

First off:  the production values on the .pdf are top-notch — about what I’ve come to expect from most new licensed products.  I can’t vouch for the paper and print quality on the books in the box set, but based off of the .pdf, you’re probably looking at high-gloss paper, cardboard counters in full color, etc… The books are chock-a-block with pictures from the new series of the show (all from the Tennant tenure as the Doctor.)

There are three “books”: an Adventure book, the Players Guide, and the Gamemaster’s Guide.  There’s also a bunch of handouts for gadgets, blank and archetype character sheets, and character sheets for the Doctor and companions, as well as story point tokens.

The Adventures book has two scenarios and a bunch of ideas for the gamemaster.  It’s fairly standard fare and will be useful for new GMs, not so much for the experienced gamemaster.  The “Read This First” handout is a simple “what is a role playing game”, “how to play” booklet.

The Players Guide is simply a character creation manual with the basics of the Dr. Who RPG system.  For the .pdfs, the layout is single page, but with the first page being the outer cover of the book…the whole thing as a single unit.  this means that you have a two page layout, followed by single pages.  It’s fine to look at on a computer, where resizing is fairly quick and painless; on the iPad, it’s annoying, especially if you lock the horizontal so you can flip through the book easily.  (I use PDF Reader, myself, on the iPad.)

The chapters are simple:  the first gives you the same general information as the Read This First pamphlet and an overview of the Whoverse.  The second chapter, goes through the process of character creation.  It’s very straightforward and simple — deceptively so.  You can craft a great deal uniqueness into your characters despite the simplicity.

There are six attributes: Awareness, Coordination, Ingenuity, Presence, Resolve, and Strength — these can be paired with a simple list of skills to handle the various tasks presented.  Skills are also stripped down, with 12 total.  There’s also Traits, good and bad, that allow the player to craft various types of companions, aliens, Time Lords, and the like.

Chapter Three covers the basics of the game.  It’s a simple and elegant system: the player rolls 2d6 and adds their appropriate attribute, skill, and possibly a trait to beat a target number.  Story points can be used to alter rolls, use gadgets, or alter the story line.  Combat is not the primary focus of the game or the series, and is reflected in initiative.  There’s no random initiative, rather Talkers go first (to reflect the Doctor’s tendency to talk his way out of trouble), Movers, Doers, and Fighters.  Damage isn’t done in hit point style, rather damage is applied to the attributes (shot in the leg for 3 points?  This might subtact from your Coordination, Strength, and Resolve…)

Other conflicts are mental and social.  Social conflicts can affect your Resolve or Ingenuity; Mental can be something like be frightened.

The Gamemaster Guide parallels the Players Guide in the first three chapters. The second chapter is character creation, the third is the system rules.  There’s more there — rules for chases, healing, experience.

Chapter Four covers time travel, the nature of time, and the Time Lords and their society.  One of the cooler elements is a random table for the appearance and attributes of Time Lords that regenerate.  I had the idea that on regenerating, the Time Lord (Doctor or otherwise) should be shifted to another of the players, as well.

Chapter Five covers the basic aliens encountered in series — from the Autons (the manikin plastic creatures from the Eccelston season) to the Cybermen, to the Daleks, as others.  Chapters Six and Seven comprise the usual tips, tricks, and suggestions for gamemasters found in most RPG guides.

Overall, the look and feel of the book, and the system, goes a long way to evoking the Dr. Who series.  I have yet to play the game, but the books have that Who feel to them.  It’s a buy.

Style: 5 out of 5.  Substance: 4 out of 5 (it would have been higher if they had paired down the “how to GM” material in favor of more of aliens, more gadgets.)

A medieval reenactor in New Zealand went Conan on a photographer that was shooting their event.  They don’t really get into the reason that the 50 year old woman took umbrage with the other woman — perhaps she was worried the wee box would steal her soul.

The US Special Operations Command has been trying to come up with a way to overcome the problem of getting parts that are vital, but rarely needed in the field.  Enter the MPH — Mobile Parts Hospital.  It is essentially a small fabrications lab that can fit into a standard shipping container (manufacturer’s site.)

When coupled with new advanced in computer-assisted design and fabrication like the Rep-Rap, there’s a revolution in small, to-order manufacturing in the offing.

These technologies — the “print on demand” manufacture, coupled with small manufactories that fit into shipping containers have fairly obvious uses in modern and science-fiction gaming settings.  For a modern day espionage campaign, no longer does the villain need to be holed up in a superbase or factory — even harder to find, they could be building weapons or what have you in a shipping container on a cargo vessel — completely under the radar — using sat-phones or satellite internet to make their deals with customers.  It also could be an excellent perk for the character spy — a small fabrication point in the field that they could, with a few hours work, put together materials needed for an operation.

In the sci-fi vein — this sort of set dressing works particularly well for cyberpunk settings for the same reasons as above.  In the Serenity/Firefly universe, we saw Badger’s outfit operating out of what appeared to be a series of shipping containers mashed into a base of operations.  Having a small CAD computer and fabricator would mean a small outfit could make a killing providing the basic parts and essential tools to a community…and you could transport it on most freighters.

Just a few ideas…

In keeping with the game tonight — more adventures of Artemis Campbell, this time it’s 1948 Yugoslavia — here’s a pair of rifles for early Cold War jaunts:

Springfield Armory M1C Garand .30-06

The M1 was one of the issue rifles for the American forces during WWII and Korea, and could be had in 7.62 NATO or .30-06 (the C is a sniper weapon and was usually in the latter; ballistically, they don’t differ enough to have different stats.)  The rifle is a semi-automatic with a “clip” of eight rounds.  On the last round, the clip is also ejected.  The weapon has to be fed through the breach and the charging lever actuated to load the weapon.

PM: +1   S/R: 2   AMMO: 8   DC: J   CLOS: 0-50   LONG: 120-200   CON: n/a   JAM: 96+   DR: -3   RL: 2

GM Information:  The M1C and D had a sniper scope and has a LONG of 240-400.

And for the Yugos…

Samozaryadniy Karabin sistemi Simonova (SKS) 7.62x39mm

This is the carbine that much of the Eastern Bloc is using throughout the 1940s and 1950s.  It was introduced during the final year of WWII, and the Yugoslavians cranked out tons of them.  They are very robust and reliable, and this semiautomatic was the predecessor of the AK-47, which borrowed heavily from this design.  The 7.62mm was less powerful than it’s 7.62x51mm NATO competition, but accurate and deadly enough at the ranges for which it was designed (out to about 500 yards.)  They are fed either by a box magazine or by a stripper clip system similar to that of the Mauser M1897 broomhandle.  They are still popular in civilian markets.

PM: 0   S/R: 2   AMMO: 10   DC: I   CLOS: 0-20   LONG: 50-90   CON: n/a   JAM: 98+   DR: -3   RL: 2

GM Information:  The bayonet on an SKS gives a PM: +1   DC: +2.

A note on the ballistics and damages of the .30(ish) calibers….the Q Manual gives the .303 British cartridge a damage of I.  The .303 British round was  much more powerful than the 7.62x39mm round — on par with the .30-06 and in the same area as the .308/7.62x51mm NATO round.  Most of the .308 weapons are given a K damage, so a 7.62mm M1 should have a DC: K.  The .303 I place at DC: J, like the .30-06, more for the spotty quality of ammunition; when properly loaded, it’s just as lethal as .308.

One of the hooks for the Engineer in our upcoming Dr. Who RPG was that her TARDIS always chooses vehicles when it can, and sometimes anachronistic versions of the same.  One of her/its favorite forms — the 1958 DeSoto Firesweep.  You get into the actual ship through the bonnet or the engine compartment.  It’s “a girl” and I’m hoping for a sense of humor in her operation that gives you the impression that she tolerates being a vessel for other people.

A friend of my mother’s had one of these when I was a kid in a turquoise with sea green trim.  It was big, beautiful, and I loved it.

And just because I can’t resist…the specs for the Firesweep for James Bond:

PM: 0   RED: 5   CRUS: 70   MAX: 120   RNG: 200   FCE: 3   STR: 7

GM Information:  the ’58 Firesweep is a beastly thing in turns:  -1EF to Quick Turn or Double Back, but a +1 to Force maneuvers.

I’ve been toying with the idea of a Ghost in the Shell-style campaign using Cortex.  Scattered throughout the core book and the Serenity material is much of what you might need to develop a setting similar to Shirow’s world.

First thing that is necessary is to have some kind of idea regarding cybernetics.  For systems like Cyberpunk and others in the cyberpunk genre, there is a tendency to get very detailed with the type of equipment that you’ve bolted onto yourself.  This isn’t really necessary:  most of the cybernetic enhancement can be covered by a few Traits, well described.  In essence, you have two things cybernetics would do, systems mechanics-wise:  increase your attributes, provide an existing trait, or provide skill emulation.

CYBERNETIC ENHANCEMENT (d2-d4):  You’ve have work done to improve your body’s natural characteristics — maybe it’s a kinesthetic monitoring system that enhances your inner ear, or sensory buffer that pushes data to the brain at a faster rate giving you a better Agility or Alertness; maybe it’s artificial eyes or ears that give better vision and hearing, adding to your Alertness; maybe its an adrenal boost that aids in your natural Strength; maybe it’s a drug shunt that adds to your Vitality or Willpower tests.  Whatever the system, it hacks the meat to push it to its limit.  You can take this multiple times, to give the boost across abilities.  Gives another die for tests involving that particular attribute.

METACORTEX (d2-d6):  This is a cybernetic uplink that conencts the user’s mind to the internet, or whatever you’re calling it in the campaign.  It doesn’t boost the intelligence of the user, per se, but instead gives a die bonus when doing an Intelligence based skill like Knowledge, Scientific Expertise, etc.  It allows you to find the data on the wb/net/cyberspace, and use it.  It doesn’t make you a surgeon, or an astronomer, or make you an expert in the paintings of Matisse, but you might be able to fake it.  It could also give the Enhanced Communications Trait at d6 (Because of the nature of the cyberpunk genre, I’d say just have this cost the equivalent of a d4 trait as an add-on.

Another Cybernetic Enhancement might give a Trait, instead — bionic legs might give a Fast on your Feet, but don’t offer much else in the way of enhancement; a Vehicle Interface would give you the Born Behind the Wheel Trait that is good for any vehicle; Eyes and Ears might provide Enhanced Senses; nanobots designed to strip toxins and disease from the body might provide a combination of Hearty Constitution and Fast Healing — or possibly Immune, depending on the nature of the cybernetics.

Cut down to the most basic levels, these are really the only Traits you need for the basic cybernetics.  To tailor them, you can take Complications specific to the technology.

Maybe your iBrain only works on the AT&T network, and as a result, you can’t always get a signal or fast throughput, you could take OUT OF NETWORK (d2-d6):  Depending on where you are, the GM might have you incur a die penalty, added to the difficulty of whatever Metacortex-based test you are rolling.  (“Dammit!  I’m only getting one bar — I’ll never get the recipe I need for this casserole in time!)

Maybe your strength benefit from cybernetics is specific to a single limb (“My right arm is the best prosthetics money can buy!”), and can only really be used for crushing or punching, but you can’t benchpress a ton if only your right arm from shoulder to hand is artificial.  Take the cost of the enhancement dow a die step, but note that it’s only go for such-and-such.

The real issue would be full body prosthesis — essentially, you would have to build the character as usual, but with the CONSTRUCTED Trait and NONHEALING Flaw — you require repairs after damage.  You might go so far as to have something like ROUTINE MAINTENANCE (d2-6):  If the character doesn’t receive routine service, their body is prone to breakdown or malfunction.  At d2, thy require service every six months, d4 monthly, d6weekly.  If they aren’t maintained, they must roll an EASY RESISTANCE for the first time period (for a d4, the first month), then +4/per period (AVERAGE for two months on a d4, HARD at three, etc…)  If the roll have failed, they have their die rating added to tasks as their system break down.  On a botch, they completely fail and cannot operate until repaired.

I think the tricker elements are the full body prostheses of GITS, where there’s enough of their biological bits and bobs left that they have to eat, but have to have mainenance, where they are resistance to disease, but the meat bits can still get sick.

Still ruminating on this…

So, one of my group members is going to start trading the GM reigns with me (first time I’ll get to play in about 8 years) and he decided to run the new Dr. Who game by Cubicle 7.

We were playing with who might play the Doctor, and I spitballed an idea for a new Time Lord: the Engineer.  Originally, I was seeing a Robbie Coltraine-esque figure for this character, with a penchant for steampunk and streamline moderne, but started to play with the idea over a few days.  I’m not a huge Whovian (or whatever they call themselves) and don’t know much about the universe:  I loved Eccelston’s season, I liked Tennant most of the time, the Matt Smith guy seems quite good in the two eps I’ve seen.  I’m not a fan of the old stuff which was just too campy for my tastes when I was a kid.

THE ENGINEER

ATTRIBUTES:  Awareness 4, Coordination 3, Ingenuity 7, Presence 3, Resolve 3, Strength 2

SKILLS:  Athletics 1, Convince 1, Craft (Building) 3, Fighting 0, Knowledge (Alien Cultures) 3, Marksman 1, Medicine 0, Science (Quantum Physics) 5, Subterfuge 1, Survival 1, Technology (Gadgetry, Repair) 5[+2], Transport (TARDIS) 3

TRAITS:  Attractive, Boffin, Psychic (Mildly so), Resourceful Pockets, Technically Adept, Time Lord, Experienced

FLAWS:  Adversary, Code of Conduct (Will attempt to help others), Dark Secret (Coward?), Eccentric (Thrillseeker), Impulsive, Last of Her Kind

Technology Levels: 4, 6, 10

The Engineer is one of the last Time Lords, who survived the Time War in an undisclosed manner — but one that involved being trapped outside of space and time (or turned into another race to escape the timelock, using a fob watch — leaving this up to the GM.)  He had opposed the Council’s final plan for victory, and for that was hunted by his own people, the form of the Horde of Travesties (I picked that because it sounded cool…)  He was either imprisoned or hid in his pocket universe, and to escape the refuge or prison, he had to die.  Regenerated, he was surprised to find himself not 6’8″ and 300 lbs, but 5’9″, slim…and female with a Scottish accent.

Guilty over her cowardice or inability to stop the destruction of Gallifrey, she has begun to do “good works” to attone.  This isn’t to do good; it’s to bolster her own image of self.  She is traveling in her Type 52 TARDIS — one of two left in the universe.  She tends to disguise it as a vehicle of the period she is in, or something whimsically similar — a train engine, a plane, a car…

Berin (the GM) decided she was the inventor of the fob watches that were in the Tennant tenure — where the mind and physiology of the Time Lord can be stored — and I am positing that they were created specifically to avoid detection by other Time Lords.

She is fascinated with technology — from simple devices to mechanical lifeforms, and has very peculiar tastes in aesthetics (“All cultures have two shared art periods — a kind of art deco/streamline moderne, and postmodernism.  One celebrates speed, enthusiasm, and adventure…the other sucks.”)

UPDATE: Onto my impressions of the Dr. Who character creation:  I’ve done up a character myself (above) and one of the other players — a human thief who will be introduced trying to steal the TARDIS in its 1959 DeSoto Fireflite convertible “disguise”.

Character creation is dead stupid simple:  24 point to spread across the attributes and traits (negative traits add back), and left overs can go to skills.  Skill points, you get 18 unless you have certain traits like Experienced of Time Lord, to put in the skills above (that’s it, folks!) and if you have a 33 or higher, you get a specialization.  You can also buy a specialization for a point and it gives you +2.  You have 12 Story Points (like plot points, hero points, etc.) that you use to manipulate the story, die rolls, etc.  It’s your maximum number of points you can have, but it can be reduced at character creation with traits like…Experienced, Time Lord, etc.

It took me ten minutes to build the Time Lord above, my first go.  The human thief, two or three…

(A public apology — I have been informed my name does appear on a few of the products that I have worked on for Cubicle 7, so to all and sundry…I’m a dick and I’m sorry for any heartburn I might have caused.  If you’re in Edinburgh from Aug 3-6, or the Galsgow area from Aug 7-15 (excluding the 8th — that’s birthday with the family — I will gladly buy you a pint as a “sorry”!)

For Battlestar Galactica and Serenity (and the other Cortex campaigns I might run), I’ve been using a stripped down “defense” system to speed play.  For players defending against multiple attacks, I have them roll once — either their Agility+Athletic (Dodge) [in hand-to-hand or melee they can use Agility+combat skill to block, parry, etc.] or the Agility straight if they don’t have the skill.  This test, if higher than the base difficulty to hit (say, Average for a bunch of mooks in a karate fight scene) — it’s the skill or attribute check they have to beat; if lower, it’s the 7 for an Average.  To emulate multiple attackers, I giver them a die step on their skill for each mook.

Example:  Martin “th Black Monk” Zhuong is fighting three guys from the Brotherhood of the White Chrysanthemum.  He has a Agility of d10 and a Unarmed combat (Karate) of d10.  The mooks are Agility d6+UC/Karate d6.  The three of them are wailing away at him in a circle and he has to do the Jet Li mutli-block schtick against them  it’s d6+d10 (+2 steps for the extra two guys) vs. Zhuong’s 2d10.  The GM rolls a 6 (they would have missed him even if he didn’t actively defend — most likely, their punches and kicks are getting in each other’s way — and Zhuong rolls a 19.  He easily beats them out, well enough that were this an actual test in a game I would let him have one attack roll at his normal stats, even if he had done multiple rolls.

It works for viper combat in BSG — Skidmark is being harried by three raiders that have her bracketed and locked up.  She is trying to fly them into her wingman’s line of fire, but has to dodge their shots.  Skidmakr is a solid pilot at d8 Agility and d10 Pilot/Viper.  The raiders are combat experienced Cylons with an Agility of d12, and due to experience, a Pilot of d4.  They roll a d12+d8 (for the extra two) vs. Skidmark’s d8+d10…Cylons roll 8, Skidmark 7: one of the raiders tags her viper for 1S+d8 for the cannon damage — a 6 — 1S, 6W.  Skidmark’s Mk VII takes 2W, after the armor.  they’ve stitched her ship, but “it’s nothing she can’t handle…”

Our Hollow Earth Expedition campaign, titled Gorilla Ace! for the eponymous character has been chugging along nicely since we first started joking with the idea of a lead character who was a gorilla and a pilot. We are now nine “issues” into the campaign and it shows no signs of stopping…

Here’s a brief list of the adventures, which one might turn into seeds for your own pulp-style campaign:

1: “Gorilla Ace and the Island of Terror!”  It’s June 1936, and WWI fly ace Rowland Cabot and his wife Jackie Jin Dr. Robert Stanford, a wealthy and connected doctor track down his missing medical school mentor. What they find on Ferrnando Po is a ppantation of slaves beg used by the evil Dr. Wasserman of the SS Medical corps as human guinea pigs — blending man and animal. During their escape, Cabot is accidentally dosed with formula that turns him into a giant gorilla man!

2: “Gorilla Ace and the Sky Pirates!”   On their way to England from Fernando Po, the team encounters a strange air vessel (think the SHIELD helicarriers and you’re close) committing piracy in the Straits of Gibraltar. They aid the Royal Navy in tracking the vessel to it’s secret base in Morocco, where they attempt to board and destroy the ship. (They wound up capturing it and bringing it into port.)

3: “Gorilla Ace and Perils of Celebrity”.   Now world famous, the team travels to London, only to have attempt by Nazi agents to kidnap him for study right off their ocean liner while at a stop in Bordeaux. On arrival in London, they are the toast of the town, but have to watch for British Union of Fascist agents tracking their every move.

4: “Gorilla Ace and the Attack of the Radio Men!”   Large robots spouting socialist rhetoric attack a gathering of the London aristocrats — including King Edward VIII — requiring the team and the Special Branch to thwart the robotic monstrosities. They track the fantastical contraptions’ heat Ray eye to a Swiss optician and learn of the figure behind the Radio Men…the infamous former NKVD agent “the Phantom”, hunted by his Stalinist enemies, and MI5 alike. Ended with a cliffhanger attack using a bomb in a special television set communicator…

5: “Gorilla Ace and the Lair of the Phantom!”  Gorilla Ace and his team discover the radio frequency controlling the Radio Men and track it to a warehouse in the East India Dockyards. Mayhem ensues when they run into more robotic giants and mooks on “hoop cycles”, leading to a chase on the vehicles through the London Underground. Jackie discovers the lair and learns of the Phantom’s plans to attack the British aristocracy at the heart during a speech in Parliament by the king to commemorate the upcoming 1936 Summer Olympics. James Bond style raid by Gorilla Ace and the Special Branch and the Phantom escapes.

6: “Gorilla Ace and the Hampstead Horror!”  The team are approached by a famed physicist and occultist looking for the secret of the radium engines the Radio Men used and that Dex Vincetti — the team’s mechanic has cracked. Dex and his notes are snagged up by zombies, leading to a meeting with MI6 occultist and agent Aleister Crowley (the crazy music thing is mostly an act to cover his espionage activities.). In a raid on the physicist’s home, they have to rescue Dex and stop a group of rich, idiotic occultists using a small radium-powered engine to heighten their mystic powers and open a gate to another dimension! Strange Chthulu-like critters are stopped from entering our world when they — of course — reverse the polarity.

7: “Gorilla Ace and Murder on the R100!” The team is traveling home on the airship R100 when a member of the crew is found murdered and stuffed in a Canadian official’s car. The investigation turns up a missing bag of money from the cargo hold safe with $1 million Canadian missing. They have to stop the murderer (a ship radio operator) and the thief from escaping via parachute over Newfoundland coastline.  Ends with a chase through the interior of the ship and on the top of the hull.

8:  “Gorilla Ace at the National Air Races!”  September 1936 and the Gorilla Ace Flying Circus has entered into several of the contests.  Jackie Cabot flies the Women’s Air Derby from Los Angeles (Grand Central Airport in Glendale) to Cincinati (pot was $4000.)  There’s the 10 mile, 10 lap Thompson Cup speed races ($9000 that year.) and lastly, the Bendix Cup, a grueling 2300 mile endurance course with a $7000 pot at the end.)

9:  “Gorilla Ace and the Simian Menace!”  Gorilla Ace and company are attacked by real dogfighters while shooting the dogfighting stunts of the new Gorilla Ace! movie serials.  Their attackers chase them over the streets of Burbank and the 300 yard long, 100 yard wide fake African jungle for the aerial shots (while being filmed!), using their wits to outsmart their opponents.  (Wound up with all three bad guy planes down and GA!’s SEV3 destroyed.)   Later, after a wrap party at the Trocadero with other RKO stars like Fred Astair, Errol Flynn, and guys like Howard Hughes, they find their home ransacked, and at their hangar Dex and his notebooks are missing.  They find Dr. Stanford has been held hostage while thugs and LAPD detectives search his Laurel Canyon home for his notes on Gorilla Ace and his transformation.  They later have to get Dex and his notes back in a fight on top of a Los Angeles monument.  (Haven’t finished this one, yet, so don’t want to release spoilers…players read the blog.)

Still to come!

10:  “Gorilla Ace and the Thing from Inside the Earth!”  An earthquake unleashes an ancient horror on Los Angeles and only the Gorilla Ace Flying Circus can save the day!  The GAFC joins up with an elite group of scientists and inventors fighting weird dangers to the world.  (Will include Nikola Tesla, possibly an “Atomic Robo”-like character, Howard Hughes, Dr. Henry Jones Jr., and others…  Going for a 1930s Dr. Savage meets Buckaroo Banzai flavor.)

11:  “Gorilla Ace and the Werewolf of Manhattan!”…that’s all I have for it, so far.

12.  “Gorilla Ace over China!”  A mission to supply the American volunteers in China goes awry.  Possilby introducing a Jake Cutter-esque character.

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