Roleplaying Games


One issue that crops up from time to time with Hollow Earth Expedition is the vehicular rules. For small craft like cars, or even smaller boats up to a tramp steamer, they work well, with the size and mass of the vehicle roughly doubling for each size doubling. The issue is once the scales start to outstrip the clean doubling rules at about size eight.

In Secrets of the Surface World, Exile Games, gave us a few very large ships — all size 16. Most of these bigger vehicles had a length of 600-800′ and often in the 15-30,000 ton range, or much more that the doubling that Hollow Earth Expedition was initially settling into. This gives you a couple of issues when it comes to combat vs. massive ships and aircraft: either they are so weak that a good roll with a machine gun might incapacitate them (something as unlikely for the airship Graf Zeppelin as for the mighty Arizona…), or you have to find some fudge factor like adding defense/structure points to model armor or size.

So I see two options to fixing vehicles for Ubiquity:

The First: Keep the scales consistent. A Size 16 would be roughly 101-200′ in length and 100-200 tons or so in size. Size 32 200-400′, Size 64 400-600, and 128 600-1200.

Under this option, USS Arizona would be Size 128, with a Defense of six for metal and and extra, say, 2 for armor giving her an 8. But her structure would be 136. Even with some great bombing runs, it would take dozens of bomb runs to kill the ship.

This is more accurately modeled, when you consider that a similar sized ship, the IJN Yamato, took 11-13 torpedo and 6-8 bomb hits — somewhere around 120 points of damage for just the weapons, if you took the average.

Option 2: Create steps between Size 8 and 16 to keep the scaling from Secrets of the Surface World consistent. Here, you would add a Size 10, 12, and 14 — with a size of 100-200 for Size 10, a 200-400 for Size 12, a 400-600 for Size 14, and-600-800 for size 16. You would add the size to the material to get the Defense and Structure as usual, but ignore the negative modifier given for the lack of Dexterity. In other words, normally, the Size modifier for defense cancels itself out — Body bonuses lost to Dexterity — so that you are trying to beat the material. A wood vehicle of size 8 would have a Defense and Structure of 12. this would, in practice, make it nearly impossible for someone with a .45 Colt  to damage a 50-100′ yacht, say, but a Tommy gun on full auto might make a bit of a mess. That’s mostly accurate. A decent pilot with a medium-sized torpedo could do a few points to Arizona, but it would take a remarkably good hit to sink her with one shot.

Personally, I rather like the first option, but your mileage may vary…

FK BRNO is a firearms R&D company  with ties to CZ. Known for high-quality competition guns, FK developed the Field Pistol in their proprietary 7.5mm FK chambering. The 7.5FK round fires a 100gr hollow-point at a blistering 2000fps, giving the pistol a stunning accuracy of 1.8″ deviation at 100 yards! The pistol was deigned to be comfortable for use by shooters with smaller hands, and the recoil impulse is similar to that of the .40S&W. There are several sight options, from the standard three point to a “butterfly” sight for far target acquisition.

640x520

Made for hunting and competition, these are not small weapons and are heavy, but with a muzzle energy in the range of the .44 magnum and 14 rounds in the magazine, the Field Pistol has limited utility in covert operations.

250x250-1250x250

PM: +2   S/R: 2   AMMO: 14   DC: I   CLOS: 0-10   LONG: 20-40   CON: +1   JAM: 99+   DR: -1   RL: 1   COST: $2500

GM INFORMATION: The 7.5mm FK round reduced armor values by 2WL (Armor that provides -4WL is good only for -2WL vs. the Field Pistol.) The pistol and its ammunition are quite difficult to procure, so requisition requests should be done at a EF3.

Q Evaluation: Holy ***. 007

 

Our Hollow Earth Expedition game kicked off with a bang — the characters, trapped in their Atlantean flying saucer, sinking under the sea after having been hit by heat rays from war saucers from Atlantis. After a tense escape and rush to the surface, they were rescued from the hovering saucers by merfolk, who took them to a grotto in a cave system under the nearby mountains, and which connects to the merfolk’s home.

The destruction of the large war saucer Durga had produced a blast that stunned or killed dozens of merfolk, leaving the characters in a tight spot with King Triton. Eventually, his son Glaucus intervened on their behalf. They were able to exit the cave complex, finding some of the Sanctuary survivors in the process, before returning to find the old liner badly damaged by fire, their pirate ships sunk, and Zek’s airplane destroyed. The Atlantean saucers had decamped. After searching the ship, they were able to find a few survivors, including Zek and his daughter.

After collecting as much food and other supplies as they could from Sanctuary’s stores, they returned to the caves to try and plot their next move. (One of the players was pretty adamant about attempting to use the whirlpool under the Aerie, assuming it some kind of gate, as it is through there supposedly much of Sanctuary’s found cargo comes from.) They were desperate to rescue Olga and Shria, both captured by Thoth, Emperor Mot’s secret police chief during the attacks.

This led to a hairbrained scheme to find and collect the balloon from Ivora’s crashed airship, Sela, and use it to float their lost saucer with the aid of the mermen. With two dozen people, they trekked two days through the dinosaur-filled jungle to the crash site, build a boma and fires to keep the animals at bay, then spend another three days getting the balloon out of the trees, rolling it, and lugging it and the hot air engine back to Sanctuary.

They were able to repair the engine, patch the balloon, and eventually they attached the balloon to the saucer. Using the engine and a long length of tubing made from jungle vines, Zek, Hunter, and Amon inflated the balloon from a small launch. The plan was working, the balloon was very slowly lifting the saucer when Gus decided the process was too slow and attempted to aid the ascent by trying to restart Agni’s engines…a fumble, followed by a good roll succeeded…but sent the saucer up too quickly, out of control and blinded by the balloon. This capsized the launch, and during their rescue attempt of Gus, the characters (plus Amon) were able to get aboard. Just in time for the saucer to lose power over the whirlpool called the “Hole in the World.”

The balloon acted like a parachute, giving them time to seal the saucer before they were sucked into deep water, tumbled and spun in darkness, only to surface a long time later. They found themselves in the saucer, which was again starting to sink, and escape to the surface to find themselves under a sky at sunset, the stars coming out, in the middle of a endless ocean! (Causing Amon no small amount of terror; he’s never seen the sun “go away.”)

Now they are trapped in the Outer World, with no way to get back to rescue Shria and Olga…

This evening was fun for the endless pulp-fiction moments that kept cropping up. The campaign is proving to be a lesson in go big or go home when it comes to playing pulp. The bigger and more ridiculous, the better.

The rule book deals with drowning and suffocation, but the cliffhanger of our latest session also has a few other issues the heroes will have to deal with — atmospheric pressure (from water) and decompression…

With their flying saucer sinking under the ocean, they have only a few turns to figure out how to get out of the craft…but in that time, the saucer has sank some distance. so that leaves them with a few issues to address:

The first, air. They should have time to hold their breath, but they will be exerting themselves early on. From the core rules,

“…your character can hold his breath for one minute per point of Body rating. In combat, your character holds his breath for one turn per success on a reflexive body roll. After this time passes, your character will be forced to take a breath and suffer the effects of whatever he breathes in. If he inhales water or thick smoke, for example, he will receive one nonlethal wound per turn until he is able to breathe normally. Your character cannot hold his breath again until he has had a chance to catch his breath.”

It will take several turns before they can exit the craft under the best of conditions. By the time they are out, the saucer will have sank between 100-200′ (between 30-600m-ish), with an increase of 1 bar/33′ or 10m…they could be exiting somewhere in the range of 9 bars of pressure.

So, rules for high atmospheric pressure and decompression:

Characters exposed to high atmospheric pressures will suffer 1 non-lethal in damage for every 3 bars of pressure (every 100′ or 30m of depth.) Also, holding one’s breath becomes more difficult at these pressures, as the lungs are not strong enough to fight the crush of the pressure. Holding your breath requires a Body+Will with the difficulty increasing one success for each 100′ of depth. (You can reflexively hold your breath without a check down to 100′) This damage only lasts as long as the  person is under pressure.

That said, rising or decompressing too quickly will cause the damage to remain and possibly worsen as the body cannot reabsorb nitrogen and other gasses released by the drop in pressure. This can be cured with safety stops and a slower ascent of about 30fpm to allow the body to adapt to the lower pressures, but in an emergency assent (as these characters will have to attempt), the character can ascend at speeds up to 100fpm. That still leaves two minutes for the characters. If the character has to surface at unsafe speeds, they will take 1 non-lethal in damage for every 100′ they have to ascent at faster than 60fpm.After the character has reached the surface, they must make a Body test versus the damage they took. If they fail the test, they take lethal damage equal to the number of failures in addition to the non-lethal they have.

(Example: Steve has to ascend from his crashed and sining seaplane. He was able to catch his breath before exiting the craft, but has to ascend 200′ to the surface before his breath runs out. He has 2NL in damage from the pressure, and has to roll a Body+Will vs. 2, and succeeds. He has a Body of 2 — he has two minutes, if he doesn’t exert himself, to reach the surface. He opts to rise as fast as he can, but it will still take all of his two minutes… The speed of his ascent means the damage will not got away on reaching the surface as he experiences “the bends”. He makes it to the surface, but is suffering from decompression sickness. He rolls his Bodyx2 vs. the 2NL and rolls a 1. He now has 2NL and 1L in damage, which will heal at the normal rates.)

Had Steve has a Body 3, he could have ascended slower, and risked a non-lethal or two for breathing water, but that pressure and drowning damage would have gone away once he could get to the air.

 

The group finally had everyone back together again for the session this week. We picked up a few days after the raid on the Sanctuary and the removal of the chua te, the pirate king, Trihn from the place. The characters are mostly recovered from their injuries during the fight, they’ve been working to sound the old liner that serves as the trade port, and looking for the other cargo cultists that escaped into the jungle. They’ve been building  docks for the pirate ships, having talked those crews into allying after Trihn was packed off to the merfolk to answer for his crimes against them. And they are preparing for their meeting with the hawkmen of “the Aerie” — a mountain topped by a Greco-Roman-looking city that floats a half mile above the “Hole in the Ocean”, a giant whirlpool that swirls into darkness under the rock.

After some character interaction and catching up the one player who was out for a fortnight, they flew to the Aerie in their Atlantean flying saucer, Agni, only to be met by scores of the creatures, armed and flying in intricate formations. They landed, and Gus Hassenfeldt in a fit of exuberance and naivety rushed out to greet the creatures. Eventually, the characters — with the aid of Prince Glaucus of the mermen and Lord Amon (late of Ultima Thule) — were able to establish enough of a rapport with the incredulous Prince Sycrat of the Hawkmen, to have a sit down and talk about an alliance against the cruel Emperor Mot of Atlantis. With some judicious use of style points and a decent “take the average”, they were able to sell the hawkmen on an alliance, with the hawkmen and merfolk working to extend their lines of communication, and find other ready to rise up and fight.

On their way back to the Sanctuary, however, they spotted several gleaming objects in the sky — Durga and her escorts, returning to investigate the Sanctuary. They decided to submerge the saucer in the ocean and wait it out, but Glaucus — able to communicate with his people nearby — learned that the saucer fleet had gone to Sanctuary and one of the ships had landed on the old liner! Obviously, the chances that Captain Thoth would discover Olga and Princess Shria, both still aboard the craft, were high. With that, they decided to take the bold (and very pulp) action of attacking the fleet!

Bursting from the ocean in their flying saucer, they got an incredibly lucky hit on Durga that disabled the vehicle. The great war saucer fell out of the sky and exploded when it hit the ocean, doing damage to the nearby pirate ships and the shockwave killing some of the nearby merfolk in the water. Disoriented from fireball, Lord Amon almost crashed the saucer, and a bad initiative test led them to be hit by the escort saucers’ heat rays. While the saucer wasn’t destroyed or incapacitated, they landed hard on the ocean…at which point the water rushed through the damage in the hull and started to pull them under.

We ended the night with the cabin filling with water as they struggled to get the exit open. Then the lights went out…

One thing this campaign is teaching me is every time I think it’s time to pull back and be a bit more “realistic”, I find the better choice is to do the opposite: more over the top, more cliché, more action over plot and character. The result has been one hell of a good game, thus far.

All this thinking on the metaphysics of a Dungeons & Dragons world has been feeling nostalgic. I’m deeply missing my Battlestar Galactica campaign.

It’s the first time I’ve ever missed playing not just a game, but a specific campaign.

I was looking at the various pantheons in the Dungeon Master’s Guide, and while they don’t expand on the personalities, etc. I’m leaning toward using either the Dawn War and Forgotten Realms pantheons (as competing religious traditions in different areas), as well as the nonhuman deities from the Players’ Handbook.

Are these gods “real”? Maybe — as gods by ancient standards weren’t omniscient or omnipotent, but powerful enough to impact the world in grand ways. I’m leaning toward a Hindu-like division of devi and asura. They’re both “gods”, but one is divine and other malign. This works well with the traditional fantasy tropes of good and evil, but also fits the alignment conceit of the rules. Rather than a necessary behavioral guideline, it’s more a tie to which side of the grand fight you’re on. Demigods and demons are the foot soldiers of their mythic creatures.

I do know I want to lose the connection to Earthly pantheons and notions of divinity. There’s too much baggage with that, and I’m doing Hindu and classical riffs for our Hollow Earth Expedition game, and Battlestar Galactica was completely infused with Greek myth (which I love.)

Connected to that are the “planes” and the idea that they house these creatures. The dozens of planes aren’t needed. Astral and etherial are more as a function of their connection to spell-users. The Shadowfell and Feywild are much more useful — strange worlds just a half twist off of our own. (I’m seeing the Upside Down from Stranger Things for the Shadowfell, and a MAxfield Parish-like realm for the Feywild.) Then you need the positive and negative energies, or planes. It’s not Hell or Heaven, but rather Life and Death. But are they really dualistic? That could be part of the mystery for the wizards or magic users — what’s the real nature of the universe?

So…much to my surprise and chagrin, I’m considering running a Dungeons & Dragons campaign, using 5th edition. Before any of the veterans of the editions wars gets started: shut up. I haven’t played D&D since one session in 1993-ish, and before that 1984.

That last high school campaign ended with the characters taking on the “ultimate evil” of our campaign and winning. What the hell do you do after that? Our answer was more James Bond: 007 and Car Wars. I haven’t returned to fantasy since; in fact, I’ve actively avoided it.

The guy managing the local Meetup group for RPGs saw a sudden jump in interest after one of the members started running D&D 5e on their Meetup night. He’s a bit butthurt, since he had envisioned the group as a place where folks would get together and try loads of different (read, indie) games. Membership is high, but participation is low — Albuquerque is one of those places where you find a group and stick with it, mostly due to the commute time if you live on the Westside — but with the D&D game, suddenly people were coming out of the woodwork. Two tables of D&D are running and there is a waiting list. Apparently, people prefer D&D to Dogs in the Vineyard, and Night’s Dark Agents, and Apocalypse World, and all those artsy-fartsy games.

He asked me to run a game, and since he gave me his set for free, I feel a bit obligated. I made the mistake of mentioning his conundrum (people don’t want to try a different game every damned week; they want something to sink their teeth into…) and got four people say “You run it, I’ll play…” So without even trying, I’ve got a viable group. What the what!?! One of those is a regular in my other group (and an important part of the fledgling Black Campbell Entertainment), and his response was “I’d be interested to see what yu’d do with it…)

Well, now, so am I. I busted out the books and looked through the rules — it’s almost exactly the old AD&D I remember, but with some improvements. I’m intrigued by the tiefling, which weren’t around when I played. Thinking on it, I started laying out some rules for myself to avoid a lot of the “traps” of fantasy games…

First, start small. A county or province or whatever…I don’t need the whole world mapped out and an 80-page primer on the world to get started. (Yeah…the guy from 1993 wanted us to familiarize ourselves wth his world bible before playing…he also gave my ex-wife a female cleric character that was mute.)

Second, game balance — fuck that. If someone wants to play a starting character and another a more experienced one, I think I’m going to let them. Players don’t necessarily advance at the same rate in a game, as it is. Let them play what they want. That said — keep the levels manageable. Level 4 and down to start.

Third, no random tavern meeting BS. They should all have some sort of connection, or sets of connections that meet up. They need a reason to adventure beyond killing monsters and getting treasure.

And on that — monsters, magic, treasure…these things should be rare or at least uncommon, to my mind. Dropping in on the monster of the week isn’t exciting or shocking. After a while, it’s just another day on the job. Keep the magic use to a minimum and make it something surprising, even if it’s a PC using it. Make them get the bits for the spell, make them have to have time to enchant. Monsters should make sense — why is this thing here? Where did it come from? What’s the impact on the surroundings?

Connected to that: You don’t need to use the whole Monster Manual. pick things that make sense for the story and the campaign arc. I’m thinking of cutting out the old stand-bys like orcs and kobolds in favor of focusing on the main PC races as bad guys.

Alignments. Hate ’em. Always did. It might not be a bad place to base your character’s actions on. I was thinking of the notion of a tiefling that wants to be good…but in the end, that’s not their nature, and no matter how hard they fight it, sometimes, mature is going to trump nurture… But that brings up the necessary questions of what is good and bad in this game? What god/s and their antitheses exist (or don’t but we think they do..?)

You don’t need to have the universe jump, fully formed from your head, but anything that might be connected to the players’ motivations and back stories should be, at least half-assedly, laid down.

But, as always, I could be full of shit.

db11-012

The latest GT coupe from Aston Martin replaces the venerable and highly successful DB9. Powered by a 5.2 litre twin-turbo V12, the car produces a blistering 600 horsepower and 518 ft-lbs of torque. This is guided to the wheels by a rear-mounted ZF 8 speed automatic transmission that improves fuel mileage and performance over the traditional manual transmission. The DB11 can hit 60mph from a stop in 3.9 seconds and has a top speed of 200mph. (A more sedate 4l V8 is planned…)

15-aston-martin-db11-geneva-11

The interior of the Aston continues the 2+2 layout, with the rear seats being more of a suggestion than something to be used. The infotainment system has a 12″ screen for sat navigation and to utilize the proprietary Aston Martin sound system. And, of course, hand-stitched leather and other natural materials for the upholstery.

PM: +2   RED: 2   CRUS: 110   MAX: 200   RNG: 260   FCE: 2   STR: 6   COST: $290,000

GM Information: The DB11 receives a -1EF to Force maneuvers and safety rolls associated with the same, however, otherwise it receives a +1EF to safety tests.

The Kalashnikov Concern has been busy these past few years, and just a few days ago, the Russian Defense Ministry announced that they would begin issuing the AK-12 as their new service rifle. So what better time than to have a look at the new Russian stuff that is certain to find its way into the hands of your bad guys in your James Bond: 007 RPG campaigns…

AK-12

ak12_4

The AK-12 is the culmination of modifications made to the AK platform. This rifle is a follow-on to the AK-74, and uses the same 5.45x39mm ammunition and will accept any of the magazines made for the earlier 5.45mm platforms. Improvements include a new, not-shitty safety lever — a sharp departure from the barely-workable lever of original rifles. Instead, the safety lever is a four-point lever that allows the weapon to be safe, single fire, burst fire, or fully automatic. Another improvement is a telescoping and foldable stock; folding iron sights and a  Piccatinny rails for optics, and another for the addition of a GP-34 grenade launcher. The bayonet lug remains and the muzzle brake is improved. 60-round quad magazines and a 95-round drum are in the works.

PM: 0   S/R: 2/10   AMMO: 30   DC: H/K   CLOS: 0-18   LONG: 50-90   CON: n/a    JAM: 98+   DR: -3   RL: 2   COST: $2000 (approx.)

Q EVALUATION: It’s a damned good rifle. The new safety switch is the best improvement of the lot, but the modifications to the gas block and tube have made this a much more reliable gun than the old AK-74. 007

AK-15

1473444639

A larger version, the AK-15, is in development and is the heavy version of the rifle, a follow-up to the AK-47 in 7.62x39mm. It has many of the same features of the AK-12.

PM: +1   S/R: 2/10   AMMO: 30   DC: I/L   CLOS: 0-20   LONG 50-90   CON: n/a   JAM: 98+   DR: -3   RL: 2

Q EVALUATION: One of our foreign liaison officers got the chance to fire the prototype for the AK-15 and was inpressed, stating that the weapon fixed many of the issues the old AK series had — from takedown, to the safety catch, to reliability with different ammunition. Cpt. Michael Roberts

Lebedev PL-15 9mm

1473834661

This pistol is produced by the Kalashnikov Concern and was designed by Dmitry Lebedev, and was created as a pistol for police and military use, as well as the ability to transition into “professional shooting.” As a result, it uses the 9x19mm “Luger” round, rather than the old Makarov 9mm, has a 15 shot magazine, a polymer frame with under PIccatinny style rail, and uses a striker fire action, and the reliable short recoil Browning-style locked breech. Unlike many manufacturers, all controls are ambidextrous, and a grip angle and low bore axis similar to the CZ-75.

PM: +1   S/R: 3   AMMO: 15   DC: F   CLOS: 0-6   LONG: 12-18   CON: +1   JAM: 99   DR: 0   RL: 2   COST: $900

Q Evaluation: Kalashnikov has really outdone themselves with this sidearm. It combines lessons learned by other pistol manufacturers into a solidly reliable, easy to use platform, that rivals its competitors. 003 compared it favorably to his beloved CZ-85 Combat. High praise, indeed! Q

« Previous PageNext Page »