Roleplaying Games


We had a player out for the night, so we focused on Gustav Hassenfeldt and David Gould, and had Hunter off-screen for the night. Now the Sky Marshal of the alliance, he was busy politicking with Amon’s aid, pulling together the various factions, getting their crew put together, and seeing to the preparation of Shiva for their raid on Ultima Thule.

Gus and Gould, meanwhile, went with the scientific teams from the two surface world airships aboard Los Angeles. For the Americans, it’s a flag waving tour and trying to collect more data to take back with them; for the characters, it was to invite people to join the alliance. They brought with tem a representative from the hawkmen, the merfolk, the cargo cultists from Sanctuary, and members of the German science team.

First, they made contact with the panthermen that live in the mountains to the south of where Sanctuary had been. Here their way was eased by one of the cat people that had been a prisoner of the hawkmen, now released on Gould’s request. The pride, at least the females with young cubs, and the elderly, live in a massive matrix of treehouses, connected by walkways and the classic rope bridges. This is to protect them from the predatory dinosaurs of the island. The are high on the mountain slopes because the massive herbivores live in the valleys and plains. Most of their people are solitary, except when mating or when older; a great number of their people live out in the jungle, hunting, and only return here to trade or when injured or sick. The pride leader of the panthermen was unwilling to support them, but gave some of his braves permission to join the fight. A dozen did so.

They were also introduced to Haika — a greenman or “dryad” according to Lord Trevor, their philologist. Haika’s people will not involve themselve in the conflict, but will provide medical aid to those they find, and are willing to provide communications. She, like the merfolk can through the sea, can communicate across vast distances through the flora. She points them toward the So Nai Valley, where one of her sisters took an Outlander they once discovered. They are a warlike race and may help…but be cautious.

This led them to a valley with several towns and a small city centered on an old “Saracenic” rock-carverd temple or palace…the people below stream out on horseback and riding dinosaurs, armed to the teeth and wearing armor. And not one of them is male.

They make contact with the ground through Lord Ansom in ancient Greek, only to be answered in English by one of the women — none other than Lady Maragaret “Zara” Ansom-Bose, their companion they’d thought dead for several months. For her, however, it has been over a year, being nursed back to health by the Amazons of Thermadon.

They are eventually led to the presence of Queen Penthesilea V and her advisor, Hero the Centaur, and there they pitched the alliance and the chance at glory toppling the emperor. The queen throws her support behind them, and allows those warriors that wish to seek fame and glory to join them. They immediately have more volunteers than they can take.

Byrd, however, has received word from their German counterparts on Deutschland that a storm is headed their way — short-lived by violent. Los Angeles has to pick up and circle around the storm, leaving the scientists and the characters for the next two days.

After a feast and bit of debauchery that evening, the characters catch up with Zara. She was rescued by the dryads, who — she thinks — brought her back from the dead and gave her to the Amazons for safe keeping. She has obviously settled in well, and even her uncle’s entreaties to return home with him are met with skepticism — the surface world, she’s always going to have to fight for respect and freedom; here, they take her as is. She is someone, part of something.

But she’s damned sure not missing the party at Ultima Thule and is joining the Amazons going.

Later, there was a bit of hunting a pair of spinosaurus that wandered into the city. The Amazons were having trouble with the giants, until the party brought their guns to bear. Even still, they had to chase out into the jungle to kill one of the creatures.

Finally, Los Angeles arrived with Deutschland and Shiva in tow. With a battalion’s worth of hawkmen and Amazons, dozens of panthermen and legged merfolk, and 50 cargo cultists, Waffen-SS soldiers, and an assortment of Atlantean vril who changed sides, they headed for Ultima Thule to restore Amon to his throne.

On the way there, Los Angeles turned north for Valhalla to give Woden the report on how things are going and to refuel. If the assault on Ultima Thule goes badly, they can fall back and meet up; if it goes well, they can take messages back to the surface, but unless Byrd gets instructions from FDR, he cannot commit his people.

We ended with Shiva and the German airship closing on Ultima Thule.

So, once we get the first line of adventure scenarios out the door, we’re going to be turning our attention to Victorian sci-fi modules (I’m not calling it “steampunk!”) and location sourcebooks.

Right now, I’m thinking Shanghai and Istanbul — they’re unusual settings with loads of stuff going on in the 1930s. However, one of my players was enjoying the setting of Hindenburg so much during our play test, and the use of Los Angeles in our Hollow Earth Expedition campaign, he suggested an airship supplement.

Being a massive dirigible aficionado, I really want to do one. Realizing that the reality of airships is less thrilling than fiction, I’m not so sure.

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Coming really soon…

Cover is by Matthew Bohnhoff, who did The Zugspitze Maneuver for us. We’ll be going for that same movie poster look.

One of the readers wanted a recap on the characters of the current Hollow Earth Expedition. My games tend to wind up with loads of long-running NPCs that flesh out the players’ worlds, so here’s the primer:

PLAYER CHARACTERS (aka “The Guys in the Credits”)

LADY MARGARET “ZARA” ANSOM-BOSE (player: Ysharros; deceased..?) — She was the impetus for the campaign, then the player had to back out over work and personal scheduling. The character was the classic pulp “modern woman” who smoked, drank, caroused, and flew planes. She had money, being the ex-wife of an oil tycoon, and was lost a while back in one of their fights.

GUSTAV HASSENFELDT (player: Jim S): Son of a German doctor and missionary, he was raised in German East Africa until the Great War. He’s a big game hunter with a reputation for scrupulous honesty, bravery, loyalty, and recently for leaping before he looks. He is the moral center of the group, and their ranged “brick.”

DAVID GOULD, MD (player Matt M): A Spanish Jew, he was run out of Spain for getting too friendly with a powerful(and Catholic) politician’s daughter. He’s a bit of a scoundrel who is starting to develop into a “hero.” He has Atlantean blood, causing Atlantean technology to operate for him. He is fixated on Atlantis and “saving” the Inner World.

JOHN HUNTER (player Ponz): A late comer to the game, Hunter is an Italian-American, a former US Marine during the Great War, and an “overseer” with the Terra Arcanum, a secret group trying to protect the world from the technology of the Atlanteans (or so they say…) He’s become their brick — a fierce close in fighter. Recently, he was made Sky Marshal of the races allied against Atlantis…for some reason, people trust this guy.

IMPORTANT NPCs (Supporting Cast)

OLGA MUHIDNOVA/LADY MORANA: A Russian Jew and some kind of “psychic battery” the Soviets created or trained, she is a deadly killer. She and Gould became lovers, and she seemed to be mellowing into just friggin’ dangerous. She was captured before the group was ejected from the Hollow Earth in their last big battle with the Atlanteans, and has spent over a year in the emperor’s clutches. According to new intelligence, she is being trained as some kind of psychic or magician, and has taken the name Lady Morana (Slavic goddess of death and magic). She supposedly gave the emperor his first son.

PRINCE AMON: The former ruler of Ultima Thule, he was overthrown by the emperor’s forces for trying to snap up Gould before the emperor could. He’s been their companion and a decent friend, but now that his return to power is close, they don’t quite trust him, anymore.

“UNCLE” ZEK (Zebulon Edward Koenig): A former agent of the Terra Arcanum, he was a protege of Nikola Tesla, and was lost in an operation to stop Rasputin from using an Atlantean warship to take over Russia in 1908. (See Tunguska…) He is a master tinker and inventor, and his daughter Erha is a top notch pilot of the half-assed planes and other things he’s created.

GENERAL INANNA: One of the “white Vril” — the almost albino-like, tall rulers of Atlantis and Valhalla, she is the emperor’s tursted consort and top general until a lucky counteroffensive by the group took her flagship. She is a prisoner, now, and they are hoping to use her for leverage.

OBERSTURMBANNFUHRER GEORGE WERNER: This SS officer is the head of the Nazi expedition into the Hollow Earth, he has been a thorn in the group’s side and occasional ally. He is actively playing Amon, hoping to gain advantage for the Reich. His base of operations is the airship LZ-128 Deutschland, which was built in secret.

REAR ADMIRAL RICHARD BYRD: Famed arctic explorer, expert airplane pilot, and the head of the American expedition to the Hollow Earth. He is also a member of the Terra Arcanum, a master. His base of operations is the airship ZR-3 or USS Los Angeles. Byrd is trying to match Werner’s moves, without exceeding his legal mandate.

OSHA: A mermaid princess, she is King Triton’s daughter and Gus Hassenfeldt’s lover. She holds a strange charm over him that even he thinks is unnatural. While they were out of the Hollow Earth, she had his child — a “walker” or legged merman.

LORD TREVOR ANSOM: Zara’s uncle (and the guy they rescued in the first adventure.) He was a captain in the British Army in the Great War, and suffers from shell shock, absent-mindedness, but is a brilliant philologist and historian. He came along on the Los Angeles mission to find Zara.

BIT PLAYERS (Speaking parts)

Emperor Mot of Atlantis: Our Ming the Merciless.

Princess Shria: A former ally captured with Olga, she is the daughter of Mot and General Inanna.

King Woden: King of the Vril of Valhalla.

Lady Sigrun: A Valkyrie that is Woden’s emissary to Los Angeles.

King Triton: Leader of the merfolk. Osha’s father.

Prince Glaucus: A walker and Triton’s son and ambassador. Osha’s brother.

Princess Aditra: Ruler of the hawkmen since her husband was killed by the Inanna’s last attack.

General Akator: The hawkman general.

Captain Thoth: Head of the Emperor’s secret police.

So, we ended the last session of our Hollow Earth Expedition campaign with Gus Hassenfeldt — in typical form — leading a company of Waffen-SS that were aiding with the collection of specimens to return to the surface world against the forces of General Inanna, who showed up with the Imperial Warship Shiva while USS Los Angeles and Deutschland were away, the airships being driven off by a tropical storm.

With predictable results… Supported by the heat ray batteries on Shiva, and with air cover from three light saucers, the Germans met a superior number of Atlanteans in the big clearing in which the warship had landed. Within two minutes, half his number was captured or killed, and the rest routed and falling back into the cave complexes the cargo cultists from the destroyed Sanctuary had been living in.

The rest of the survivors and German soldiers, under the leadership of Lord Amon and now-Gunnery Sergeant Hunter, retreated into the caves, to draw the Atlanteans in and take them down. Without their air cover, and without the artillery of Shiva, they stodd a better chance of survival and escape. However, while setting up in one of the larger caverns — one with a collapsed section of roof that had allowed for water to run in and a small grotto of plants to grow — they found themselves looking up at the underside of Shiva…and an opportunity! Taking every able-bodied cultist and soldier, they led them up the slick and dangerous rocks to the ground under the warship.

During this time, the Atlanteans had prepared to go into the caves — 300 soldiers armed, armored, and well-led. They had removed their injured, taken the Germans injured captive, and were pushing into the caves. With the soldiers gone, Amon knew there were only 50 or so crew; they had just as many people and the element of surprise. The characters boarded the ship through the open bomb bays, only to find the ship being prepared for battle — but not to repel them. Rather, another group was attacking, and the ship was taking hits from above! After a brief skirmish or two, they took control of the ship’s batteries, only to find the ship under attack by the hawkmen! Inanna’s saucers were cutting up the waves of hawkmen, and Hunter and Gus turned the heat rays of Shiva on her saucers, downing two of them.

Amon and Gould led a team to take the bridge, finding Inanna there. Amon stayed the troops from killing her, believing her a better bargaining chip against the emperor. She was one of his greatest military officers and one of his consorts, after all. With control of the ship, they sealed her up and with the aid of the hawkmen, quickly subdued the Atlantean soldiers.

The hawkmen, they learned, had spotted Shiva approaching, and assuming the ship would turn its guns on the Aerie after dispatching Gould’s group, launched their attack. General Akator, their leader, brings their princess’ pledge to join the fight against Atlantis.

After a day of Gould treating the injured, Hunter getting the survivors and Germans settled in to sound the ship and have her ready for a fight, and Gus seeing to getting the one downed saucer recovered, they were able to start talking about what to do next. They got the hawkmen to release their prisoners. Amon talked some of the Atlanteans into joining them, and was pushing the others to head for Ultima Thule while they had the momentum, and take back his city.

They were stopped by the arrival of Los Angeles and Deutschland, which had been late returning after they encountered Shiva. Inanna had realized they were Outsider ships and assumed they were aiding Gould and his group. They damaged both airships, but Los Angeles used their Tesla electroforce gun — which had earlier been altered to disrupt the repulsion field of the Aeire but had never been used — to almost destroy Shiva. All three ships ran for it.

Admiral Byrd and Obersturmbannfuhrer Werner joined them on Shiva, and the machinations began in earnest. Inanna is questioned, and during the interview they find out that Olga is now known as Morana (the Russian goddess of magic and death), that she is the emperor’s favored consort for her “powers”, and that the emperor has been training her. Inanna opines that she is likely to be even more dangerous than Mot, himself. She is descended from creatures even more ancient than the vril, or the Atlanteans. Things like her come along rarely, and they are always agents of destruction.

Inanna then tried to convince Byrd to give her asylum from Amon. Amon tried to convince the two commanders to join his quest to free Ultima Thule — to which Werner immediately agreed, but Byrd pointed out he was outside his purview; this is a scientific expedition, and the United States doesn’t go around attacking nations without provocation. The characters suspect that Amon might use Shiva to not just battle Atlantis, but replace the emperor. Gould is worried the Nazis will cozy up to Amon for their benefit, and Byrd isn’t trying to stop them.

In the end, the characters decide that Shiva has to be the flagship of their alliance, not Amon’s city, and they work hard to convince him to accept this. They decide with the leaders of the various rebel forces to place command in the hands of a outsider, not one of the various factions. Hunter suddenly finds himself, as the only guy with real military experience (except Lord Trevor, Zara’s uncle, who was a captain in the Royal Army, but is also suffering shell shock…) finds himself commander of Shiva and a Sky Marshal of their combined forces.

With 200 hawkmen warriors, 50 hale Waffen-SS, 46 cargo cultists (including Zek, their resident mechanical genius), a handful of “walker” merfolk (merfolk with legs), and the characters, they now have the opportunity to gather allies from some of the local tribes and advance on Ultima Thule.

This was one of those sessions where a single moment changes the course of a campaign. I had assumed we’d see another slaughter, and the characters running for their lives in the jungles of the Hollow Earth. I was planning for that eventuality.

While prepping, I realized the size of Shiva — 900×700′ — was large enough that portions of it would cover the cave complex. I added that in for flavor, and the players ran with it. The fact they’d drawn the Atlanteans into the caves meant they could stage a relatively easy assault on the warship with close to equal numbers and surprise. With the ship in their possession, they now have the means to retake Ultima Thule and possibly take the fight to Atlantis.

It also saw the balance of power in the characters shift from Gus and Gould as the “leads” toward Hunter being a powerful character. He’s been one of the better fighters, and his USMC background has come up a few times — including Byrd making him the master-t-arms on Los Angeles — and played right into the course of the game.

And we get to call someone Sky Marshal…which just sounds all manner of pulp.

 

It’s that time of year. Time when holidays and kids’ Christmas Show at school, and anniversaries get in the way of gaming. Tonight we were short a gamer, so we turned our efforts to playtesting Murder on the Hindenburg, one of the up-coming adventure scenarios Black Campbell Entertainment is producing.

Playtesting is one of those things that seems like it a bit redundant. Maybe you played the adventure once with some friends and figured you’d just turn it into a product. Sounds great. The problem is that often, a scenario is tailored fairly specifically for the players and their characters. They don’t always translate well when you want to publish them for more generic use.

White Ape of the Congo was originally created as a short Meetup group game. The goal was to introduce folks to Ubiquity and score a player or two. (It worked.) Later, it was tested again with another group, and I tweaked the pre-generated characters based on the experiences to make the adventure and the characters work as smoothly as possible.

The Zugspitze Maneuver was originally a one-shot introduction to gaming for a player. It was a solo mission, so the jump to a scenario for 2-6 players was a tough one. (I settled on 2-5 players.) This required changing the reasons for the mission, creating characters that had reasons to be there, and adapting scenes to fit multiple players. The second playtest went well, but revealed likely actions and outcomes that I hadn’t planned on. The module got better.

Murder on the Hindenburg was designed for 2-5 players; we had three tonight. They took the two characters I suspected would be the most popular, and who the adventure was tailored toward, but they were very good about talking to me about how the other two characters could be integrated better. (I’ve got a really good group. Yay, me!) The adventure played in a single session of about 2.5 hours — considering they sidestepped two scenes, it ran about as long as it should have. (I planned for three to four hours.) I spent an hour and a half after the play tweaking the adventure to make it play smoother, give the GM more options and heads-ups for what players might do. It got better.

Playtesting is like reading a story you’ve written aloud. Sometimes, the stuff that looks good on paper doesn’t sound good coming out of your mouth. That’s when you know what it will sound like to a reader in their head. Playtesting, especially with different groups of players, lets you experience different styles of play and tactics that players might use — the stuff you never plan for, or didn’t think about.

Just like a plan never survives contact with an enemy, an adventure never fully survives contact with a player. Playtesting helps you work out the kinks.

Next time, I think we’ll be playtesting The Death Jade. I’m looking forward to it.

Here’s the cover of our latest offerings for Ubiquity and Fate:

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Set in 1936 during the Winter Olympics in Garmich-Partenkirchen, the adventure revolves around rescuing a spy inside the Nazi government and a list of people the SS are targeting. There’s four pre-generated characters designed to fit the scenario. The maps and cover are done by Matthew Bohnhoff, probably best know for The Shrieker podcast. (Here’s the episode where he interviewed me, prior to Black Campbell getting off the ground…)

We were going for a 1930s movie one-sheet crossed with a travel poster from the period. It is on sale through Drive Thru RPG at a cost of $2.50.

Just up today is  Murder on the Hindenburg, on DriveThruRPG for Ubiquity and Fate role playing games.

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This 22-page adventure scenario is in the style of the ’30s closed-room murder mysteries. You’ve taken a flight on the most prestigious and modern means of transatlantic travel there is. Two days to Europe surrounded by the rich and famous of the world. But when steel magnate Stefan von Eckhardt dies under mysterious circumstances, it’s up to you to find out who the killer is before Hindenburg reaches Frankfurt!

The adventure has four pre-generated characters that would well fit the scenario, but players could easily make or substitute their own. It was designed to be played in a single session of two to three hours.

Matthew Bohnhoff, again, did duty for the cover, trying to get a mix of the ’30s movie one sheet and the actual DZR and DELAG posters by Jupp Wiertz (the following was the inspiration for the cover…)

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After running Hollow Earth Expedition for the last six months or so, I’ve started to note some issues with the game design. When the game came out in 2006, it was slick and quick compared to many game systems, but with the rise of Fate, Cortex, and other mechanics, it’s become downright clunky.

One of the biggest issues is dice modifiers, which I addressed in this post.

Where I’m finding consistent issues comes from the Secrets of the Surface World sourcebook, specifically the magic and invention rules. I suspect that Jeff Combos has a formula he uses to try and keep inventing gear and spells, etc. balanced. Other Ubiquity fans and designers have been reverse engineering the system to try and figure this formula out. I went another way with Sorcery.

First, why?

Simple. Sorcery is handled like weapons, for all intents and purposes. There are mods for range, for area or effect, for the number of people affected, for “basic rituals.” Other rituals have their own modifiers based on what they do and what they do it to. This is all in the name of balance, and it was why magic users in early editions of Dungoens & Dragons were, until they reached a certain level, utter useless. “I’m a fighter, I get these mods all the time!” “I’m a wizard, I can make a magic light appear for 10 minutes once a day!”

Magic in pulp games (I’m specifying this because Hollow Earth Expedition fits a genre, and should fit the tropes and expectations of that genre) should unbalance the game. That’s why the bad guys have magic, and rarely — if ever — do the good guys. They overcome through grit, luck, and in the case of Jack Burton, because it’s all in the reflexes.

Second reason — psychic powers are very well done in Secrets of the Surface World. Mentalists aren’t invulnerable, they’re not all-poweful, but they are powerful. Why was the Shadow so dangerous? He could cloud your mind; you didn’t see him coming. A guy who can control your mind is dangerous, but you still get a Will test. And they just do it.

Magic in HEX is hampered by table and table of modifiers to your dice pool which, in effect, render sorcerer less useful than a 1st level wizard in AD&D. Worse, they have to take five rounds — an eternity when your opponents have guns and harsh language — to launch…if you succeed. More worse, you only have a ritual per skill level. So your sorcerer with the 6 skill rating and 4 Intelligence only knows two spells. One is probably casting a light spell for 10 minutes once a day.

This isn’t Ming the Merciless, or David Lo Pan, or any number of magic using bad guys in pulp comics. So how to make magic feel more like the comics and movies?

First: Number of rituals known. The number of rituals a sorcerer can know is the skill rating, not the level. You have a rating of five, you can know five off the top of your head. If you have a book or scroll, etc. you can still use that spell, but it takes longer and you’re not as likely to succeed. (More in a moment.) Now, you have to gain access to learn those spells — you might not start with them. There’s your game balance.

Second: The Rank of the skill is the base difficulty (unless skill test is contested by another character…) So a Cast Light ritual might be Rank 1. A sorcerer with a skill rating of two could just take the average and bust this out. Oooh! Magic is cool! Now, maybe he’s using Drain Life on you. That’s a Rank 3, but it goes against your Body. Their difficulty is 3 minimum because that’s how hard it is to do, but if you have a Body 4, you get to roll eight dice (or take the average of 4.)

Three: The minimum number of round requires to cast a ritual is equal to the Rank of the ritual. However, in the name of balance, if there are modifiers to the difficulty, the GM could increase the time of the ritual. So a Bless would take one round, a quick muttering of incantation and some hand waving; opening a portal to Summon and ancient Horror would require 30 seconds (5 round) minimum, but other modifiers might lengthen that time.

Fourth: Modifiers. Geez, the number of modifiers! Here’s a good rule of thumb — ranges are simple in pulp movies, shows, and books: you can touch them (no mods) , you can see them (+1 or a +2, maybe), you can’t see them (+4). A villainess doing sympathetic magic on an unsuspecting target on the other side of town has a +4 to their Curse (Rank 2) because they are across town. To do the spell in the first place requires a piece of something from the victim (blood or hair, say) — so that counts as touch range. Ignore the modifier. They have a skill of six; taking the average, they can levee a -2 die curse on the target.

Area effect v. specific targets: Use Size here. Up to human size is Size 0 — no mods. Size 1 gives a +1 to the base difficulty. Size 2 is up to 14-15 feet: +2 to the difficulty. But say trying to effect two particular targets in a Size 2 area that has a crows of people — each person adds a +1 to the difficulty because the caster has to be discriminate.

On other skills, simplify the modifiers. Animating the dead? That’s Rank 4, but the corpse is badly decayed — +2 difficulty; he’s a skeleton +4. Is it big? Size 2, say? Add +2. Simple. Levitating something? That’s a Rank 4, so it’s damned hard to start with. So instead of worrying about the size of the object, go with “size matters not” — or if there you want a modifier, it’s the size of the thing. Size 2 — +2.

Keep it simple It still makes success hard for a sorcerer, but they are more likely to kick ass this way than it you nickel and dime them on their dice. Magic should be big, flashy, and powerful in a pulp game — something to be feared and hard to overcome.

So, working on adventure scenarios for Hollow Earth Expedition and Ubiquity in general has illustrated (for me) one of the flaws in its design…adding and subtracting to the dice pool. Over the last year, I’ve noticed that adding to a pool feels natural for most players and is easy enough to do, but subtracting — while still easy — is less intuitive. And this is something that Ubiquity relies on — modifiers to the number of dice in your pool.

What this can quickly do is render a competent character completely ineffective. You have a six dice in something, but with the range, other difficulty you are reduced to, say, two. You are, effectively, able to complete a task with a one difficulty. (Yes, you can roll a two, but essentially, your average is one.)

Here’s my suggestion for GMs. Cut the dice modifiers entirely. If something is at twice the range, don’t chop the player’s dice pool by -2; add a +1 modifier to the defense of the target. No one die, a one. It’s taking the average, but it’s quicker to pull one off  or add it to a total. And alway apply it to the difficulty, not the players roll. It puts more on the GM, but I’ve found it speeds play quickly.

The other benefit is environmental effects don’t get stupidly powerful. Oh, it’s dark and a bit misty — that’s -4 dice! So that could be an effect of 0-4; or take the average of two. Add it to the difficulty and press on. It becomes pretty intuitive for the GM to hand-wave some things quickly.

“Oh, you are trying to run across a snow covered field in the dark. That’s a +2 to a normal Difficulty of two, so roll your Athletics v. a 4.” Done. Easy. You don’t even need a chart.

For style chips, we’ve been using something similar. It always seemed a rip-off to make a player pay a style point for an extra die; we’ve always just given them a +1 to their total. (Making style points useful…)

The impetus to this idea came when I started working with the Sorcery rules. Which are, to my eye, a hot mess. But more on that next post…

Last week ended on a major cliffhanger — Gould and Amon kidnapped by the hawkmen they’d come to ally with, Gus — trying to stop one of their warriors — was clinging onto another whose wing he had trapped in his grapple as they plunged to their almost certain deaths in the ocean below, and Los Angeles and Deutschland were fending off the squadrons of hawkmen with their .50 cals and strange “gauss guns” respectively.

We sorted the Gus situation immediately this week. He continued to grapple with the hawkman warrior, but realized too late why they were falling. With his wing freed, the hawkman was able to slow, but not arrest their fall and was knocked unconscious when they hit the water. He was, however, able to slow them enough that Gus survived, conscious. He proceeded to swim, dragging the warrior, toward the shore.

Overhead, Gould and Amon were roughly deposited in the great square in front of the hawkmen’s forum. It was obvious that the place was worse for wear since the last time they’d been here — evidence of a fight, and damage from heat rays were all over the place. Worse, the leadership had changed. Princess Aditra was now in charge after the execution of her husband, Prince Sycrat, by General Inanna’s forces. This was all their fault; their dreams of opposing Atlantis led to the destruction of the hawkmen’s power! They were immediately carted off to the underside of the Aerie, led through the massive central chamber of the floating mountain where they saw the great machine that was keeping the whole place aloft. They were then tossed into a cage and hung out under the rock with other captives, suspended above the swirling “Hole in the Ocean” that they had fallen into the last time they were here.

Hunter was dispatched with Lady Sigrun (he was hooked to her, so she did not have to try and carry him) to try and parlay for their people’s return, but he was sidetracked when he spotted Gus in the water. Sigrun made a low pass and realized he needed help — massive creatures were circling in the waters underneath him! Sigrun dropped hunter on Los Angeles‘s top, cut loose the safety guide line, and went to save Gus. She was able to hook a line on him, but the weight of Gus and the hawkman was too great for her to lift them out of the water. Instead, they were dragged along, prompting a Kronosaurus to surface and take a bite, taking the hawkman in the process. Before it could make another pass at Gus, however, it was attacked by other creatures — the mermen! (This was thanks to a judicious use of style points earlier.)

Gus was quickly rescued by the merfolk, which took him back to the grotto in the cave structure under the nearby headlands. While waiting for someone that he could speak with to come, Gus decided to search the caves and found the last 46 survivors of Sanctuary, including Erha. Her father, Zek — who they now know to be Zebulon Edward Koenig, a Terra Arcanum agent and protege of Nikola Tesla who was lost here in 1908 — was away with a band of people trying to signal the airships they’d spotted.

Temporarily stymied in their rescue attempts by Sigrun’s jetpack being low on fuel, Los Angeles made a pass by the headland, dropping Hunter and a few others in the “landing basket”, so they could try to find the Sanctuary survivors or Gus. This led to a reunion with Gus and Zek. After returning to the airship, Gus volunteered to try and get Gould and Amon back. Flying to the Aerie with Sigrun, he pulled off a spectacular success on his diplomacy test, convincing Princess Aditra to release the men, that their suffering at the hands of the Atlanteans wasn’t due to their former alliance, but because the hawks were so reticent to really throw in! With Sigrun at his side, claiming Valhalla’s friendship with the United States and the Third Reich, the hawks finally caved. They would agree to speak later, once they had “seen how they handled what was coming…”

Back with Los Angeles, the decision was made to gather living and dead specimens of plant and animal life that would aid in definitively proving the Inner World’s existence. With the support of the scientific community, Byrd expects they could launch a much larger, better equipped mission to try and make more friends, and exert some influence in the Hollow Earth. Werner, over on Deutschland, agrees to aid the effort, loaning himself and his troops to aid in capturing the dinosaurs and other creatures.

Additionally, Gus makes contact with the merfolk, only to find out that he is now the father of a “walker” — a merman with legs — with Princess Osha. Reeling from the revelation, Gus is torn at first, but quickly falls under the mermaid’s spell. He and Gould convince her father, King Triton, to send a delegation back with Los Angeles to the outside world. Sentient creatures can only strengthen their case!

For days, they trap, hunt, and cultivate, but before they can start moving their specimens to the ships a tropical storm forces the airships to decamp for safety’s sake. They are left for three days in torrential downpours and thunderstorms. When it clears, they are confronted not with the return of their airships, but the arrival of the Imperial Warship Shiva — a massive flying craft filled with light war saucers and hundreds of troops! Ordered by General Inanna to surrender, they take refuge in the caves. As Shiva lands and begins to disgorge troops, Gus gives the order to the Nazi troops to attack quick, before they can react! For the Fatherland!

A hundred SS troops charge the superior number of Atlantean troops, as heat rays and bullets are exchanged in the shadow of the mighty warship when we left off for the evening.

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