Roleplaying Games


Our pulp game was on hold again for illness in one of the players, leaving me with the “what do I do now?” moment all GMs have at some point. I could continue running the Battlestar Galactica stuff, but over the last week or two, I had been spitballing ideas with the player and GM apparent for our superhero campaign about ideas for the game. We’d been talking about possibly co-GM duties — something that’s led me to think about running “historical” games in the universe we’re creating — so I suddenly decided “hell with it” and slapped together a couple of characters for the players coming and a simple adventure to test drive the Marvel Heroic RPG rules by Margaret Weis Productions.

First, the plot: We started with a teaser that introduced one of the players as the head of the Special Crimes Unit of Liberty City — a combination of Gotham and Astro City (which funnily, I have not read, but just doing research for the game, the setting caught my attention — otherwise known as the “masks and capes” squad. They use power armor when going up against dangerous supers and tech threats, and the rest of the time are working plainclothes detective work. The player had the leader of one of their SCU squads, and they were confronted with a bad guy in an underwater demolitions combat suit. They planned their assault to rescue the hostages of a bank robbery gone wrong and take down the bad guys. It went quickly, and the use of the affiliations — working in teams or with a buddy, or solo to maximize their effectiveness — was something they cottoned onto quickly.

The use of the dice pool and how you put it together was a bit confounding through most of the play, but both players felt they were getting the hang of it by the end of the night. I was a bit befuddled by how the doom pool was used for non-opposed tests, but I figured it out. The cheat sheets that come with the electronic version were indispensable and kept me from having to dig around the book too much (this is where the hyperlinked pages came in very handy!)

They snag up the baddie, a gang girl that stumbled onto a power suit and called herself Demolina. The cop character took the suit down with a single punch. It was a bit anticlimactic, but it was a teaser, so I let it stand.

The real story starts when the other character finds out his sister is back in town to promote her up-coming new album. The family is old money and the character has the alter ego of Paragon — the hero that helped Liberty City grow to rival New York after he stopped a Nazi attack on Washington and destroyed the chunk of Delaware that became the city. Paragon is not one man — he’s been around since the ’30s. The character’s father and grandfather were the hero at one time or another. All have weather control powers, flight, and the usual strength and stamina. He’s a corporate tool more interested in gaining sponsorships, and in his normal identity represents Paragon.

The sister has been getting increasingly creepy and specific threats on her life, so he contacts LCPD to help watch her. There is eventually an attack on her car while she’s on her way to MTVs studios in the hip, Streamline Moderne City Center of Liberty City. This fight was more protracted and made them use different affiliations and distinctions (like Paragon’s “Gigantic Showoff.”) They managed to capture the leader of the group that turn out to be minions-for-hire. (I based them on the Empowered Witless Minions idea — they pose as stupid henchmen, then rip off the supervillain at the appropriate moment.)

The play went quickly and I was spinning off tons of asides to help flesh out the world on the fly — from creating supers and bad guys that we haven’t seen, but have reputations (and borrowing names and general ideas from everywhere I could think of.) We even got a glimpse into the alternate history of the world — that Paragon became famous for stopping a Nazi super from destroying DC during WWII, that Normandy went smoother than in real life thanks to Britannia, a water-controlling superheroine who created a tsunami that washed away the Nazi defenses. Or Strongman — the descendent of Paragon that fought “the Moustache” to stop an attack on President McKinley; their even older relative that fought Lion Rampant, a Scottish super, during the Great Lakes campaigns of the Revolutionary War.

I established as a toss off that Liberty City was the greatest population of supers because, like Hollywood (the second largest concentration), it draws the freaks. We established that many of the supers in Europe have Greek or Italian heritage, and that India has the largest collection of supers on the planet. China has the lowest, but they have the weirdest and make up for the lack of numbers in raw power. Super powers are inherited for the most part, and they always seem to have a psychological component that decides their abilities. Many of them get a crap hand in life and are too poor to get licensed to use their abilities legally (it requires very expensive insurance in many countries) and this forces them into crime…or so the liberals keep telling us. (And for some, it’s true!)

The worldbuilding was fast and furious, and meshed well with helping the players get a handle on their characters’ personalities — from Paragon’s casual, silver spoon condescension and arrogance, to the cop’s background as an army special forces guy that was on Team Achilles — specially trained to deal with supers, even though many of the team are normals. That was another conceit of the universe: superpowers will get you far, but if you tick off enough mundanes, they will gang up on you and eventually win…

The mechanics: as I said in my review of Marvel, the sheer amount of things you can do with plot points gets confusing, and one of the players just couldn’t wrap his head around the SFX and Limits — more I think because we were learning the essentials first. I screwed up the stress/injury mechanics a few times, mostly because their description is a bit toss-off in the rules book, but a quick reread after play (I was up all night with serious post nasal drip, so why not..?) Opportunities were the bit I screwed up the most. I didn’t give them the plot points I should have, and I mistook how the doom pool worked for non-opposed, simple tasks; I thought the dice were used up, as when they go to NPCs. Wrong. Despite the confusions and the stripped down play, the system did not get in the way of the fun, and the players did like the method of initiative and the ability/need to describe how they want to do things (I made them describe the panel.)

I think the system’s got some legs, although a nitpick both I and one player had was the vagueness of the levels of power — what is encompassed in “enhanced” or “superhuman”? They tell us to use common sense, bu that doesn’t help much. It’s the same isue I had with the old TSR Marvel Superheroes rules set. That said, the game’s worth a few more test runs, and the campaign world almost certainly needs to stay around, if only as interstitial play between other campaigns.

This is an idea that caught my eye while on Zite. Dice Monkey had a posting on it that linked to Character Generation. Turns out Runeslinger saw the same thing and decided to write on it as well, so why not — I’ll hop on the bandwagon; I even brought my triangle.

Ding!

1. Dungeons & Dragons — whatever box edition. This was the old green (I think it was green) box set that Hess’ Department Store had in 1978 or ’79. I bought it, liked the concept, and when I was finally able to find others who were playing it, loved gaming. I haven’t stopped in 33 years, minus a few periods where I had trouble finding gamers. It’s the ultimate influence, as it got me into the hobby.

I haven’t played D&D since about 1983, after a monumental campaign that ended with the characters becoming — for intents and purposes — the new gods of that game world. Where do you go after apotheosis? Answer…

2. James Bond: 007. We were all of us spy-fi geeks in my original group, so it was only reasonable to expect that with the other games we were trying at the time, Top SecretGamma World, Traveler, etc. that we would run across JB:007. The system led you build your character to concept, rather than relie on random rolls. It was skills based. The system accounted for quality of action. The guns and cars were statted out as more than just generic stuff. It replaced Top Secret after one session and I’ve been using it ever since for modern settings. It’s a bit tired now, more because it doesn’t emulate the new action movie look/feel, and after having had combat training, the system is a bit slow (in this I mean the characters “speed” or number of actions) to reflect reality. (This is why I’m working on an update.)

Running JB:007 was a completely different experience from the D&D games. No dungeon crawls, no minis — I were forced to block out the action scenes in my mind, and to emulate the Bond movies, I quickly learned the 3 or 4 act story framework, how to set a scene, how to create tension and drama, and how to focus on character, rather than roll-playing. It’s where my cinematic style got its start and it honed my desire to tell a good, fast story. It also created in me a love of research: to get the facts as right as I could (I’m a big one for verisimilitude) I learned as much as I could about the intelligence communities, read the news.

Ultimately, outside of gaming, it made me a good and fast researcher. After all, when you’ve only got a few hours ’til the next session, you’d better have something quick.

Side During the late ’80s, my group at the time did a lot of comic book RPG playing. We tried the math-heavy Champions and Mutants & Masterminds, but I found character creation took far too much time and I didn’t have access to a Cray supercomputer for the point buys. We tried TSR’s Marvel Superheroes, which I remember kind of liking, but found the lack of consistency to the scale didn’t fint my mind. (Today, it would be a completely different story.) We settled on Mayfair’s excellent, exponential DC Heroes and played the hell out of it. The campaign reinforced ideas from JB:007 that you didn’t need to min-max your characters for efficiency, as in D&D…you needed to build and play them to their weaknesses. That’s what make characters interesting. I also learned to co-opt GM duties with my roommate/friend of the time. As much as we played DC Heroes (a lot!), it never quite stuck with me. Once I was out of the game, I also dropped (for the most part) out of comics.

Number three is what pulled me out of the comic book games: Space: 1889. Released in 1989, GDW gave us an absolutely terrible system…but a setting so good I overlooked it ’til something better came along. The idea of going retro and using old speculative fiction to create your universe wasn’t new to me, but it coincided with the release of Sterling and Gibson’s The Difference Engine. I was off and running. Since Space: 1889 I’ve usually run a Victorian or historically-based campaign (now it’s usually ’30s pulp, but I’m starting to turn back to my Victorian/Old West preference…maybe a side campaign to my friend’s upcoming Marvel Heroic campaign; supers in the Old West!)

The level of research and knowledge needed to realistically portray the period also spurred me to return to college and get my history degree, so, like JB:007 — which created skill sets I still use today (and led me into the intelligence community for a while), S:1889 actually affected my life outside of game, as well. Eventually, I would dump the S:1889 mechanics, but use the setting for several Castle Falkenstein games (but even that system needed serious tweaking to make combat work.)

4. The Babylon Project. A lot of people would be surprised that the Chameleon Eclectic system worked for me. The dice mechanic can be confusing (one a plus, one a minus — add/subtract the total to your skill…) and the stun/wound system was clumsy as hell ’til you learned it, but it did surprisingly well mirror how people get hurt in actual fights — sometimes you’re hurting (stun) and it slows you as badly as an actual injury (wound) — sometime you can be torn all to hell, but adrenaline and the situation mean you barely feel it. The space combat was based on another space wargame and worked beautifully, the system’s great saving grace.

The system, as with S:1889, was secondary. We were really into B5 and I wanted to run it. Through this game I learned how to well craft story arcs, really dial in on character and the idea of consequence — the main theme in Greek tragedies and B5. Even since, when I’m playing in licensed properties — Star TrekBattlestar GalacticaSerenity — I use the TV serial format for crafting adventures, but also setting up story arcs (seasonal or series wide), and I use all the skills honed during the first B5 campaign to do so.

Which brings me to 5: Cortex. This is my current favorite system. It can do whatever you want with a bit of tweaking, but it is directed at storytelling — role playing over roll-playing — and character. Character creation is swift, easy, and you can pretty much get whatever you can envision. The mechanics are simple roll the die you have in an attribute, onein the relevant skill, maybe an asset die — does the pool beat the target number? Damage is based on the amount of success, plus a die for the weapon.

Simple, elegant. I use a hybrid of the Serenity and BSG rules sets. The one thing I’ve kept from Serenity is the advancement system, cost to improve is based on the die you want to go to, which I find better than a straight point cost. The better you are, the harder it is to get better.

I’m not a fan of most of the Cortex Plus stuff — just call it FATE, already — with the exception of the Marvel Heroic RPG, which has some real potential. (Hoping to play it Thursday.) The initiative and action mechanics are simple and match the idea of the comic panel. It’s a dice pool, which I like to a point, but once you’re rolling a bucket of dice, it’s too much…shades of Shadowrun or WEG’s d6 (still a good system, but 150+ dice to use your rebel cruiser!?!) Character generation, however? Build the concept, period. No points. No min-maxing. Build the character and drive on.

It was interesting to me, looking at the other posts and their comments what isn’t on my list. No GURPS, and it didn’t appear on anyone else’s list. GURPS has its adherents, but the modularity of the rules makes it a nightmare to learn, and again, the amount of mods and math slow play. Another missing entry was the powerhouse of the 1990s and the LARP community: World of Darkness. The White Wolf stuff was everywhere in the ’90s; you couldn’t swing a dead cat in a game store without hitting a wannabe Anne Rice heroine. I presuming they all went LARP and left the tabletop behind.

I saw a lot of Call of Chthulu, a game I despite most likely more because of the first, terrible, horrific (and not in the way intended) experience with it — easily the most boring, pointless excursion in gaming I’ve had. (OK — here’s a mystery, oops! you’ve gone crazy, now watch us play for two more hours.) I saw Savage Worlds, which has a lot of similarities to Hollow Earth Expedition and Cortex, but the quirky card-based initiative and the skill or attribute mechanic felt a bit off. Oh, and I hate the exploding die mechanic.

Pathfinder turns up a lot, but I have not played that, since I’m not a huge fantasy buff, prefering sci-fi or modernish historical settings. Star Wars d6, as well, had a popular following and I played the hell out of it for a couple of years in the early ’90s. I thought it was simple and fast paced; character creation the same — it was a near perfect rules-lite game engine…save for the dice pools. Oh, the d6 dice pools…we have a collection of small d6s from that period of play. I could build a small guest addition with them. I remember an exchange in a big battle that took half the evening because of the counting 200+ dice for a stardestroyer ripping up a rebel cruiser. Were it not for the dice pool, d6 might have been the engine for my first B5 campaign.

So there it is — my top five games, how they influenced my gaming and life, and the stuff that didn’t quite make the cut. I now open the floor to the readers…

I was messing about with character creation again and wrote up Matt Wagner’s original Grendel, Hunter Rose:

Affiliations: SOlo d10, Buddy d6, Team d8

Distinctions: Boy in Black, Criminal Mastermind, Famed Author

Power Sets:

Grendel Spirit: Enhanced Reflexes d8, Enhanced Stamina d8, Enhanced Durability d8; SFX, Second Wind: shift physical stress to doom pool; Limit, Fear of Mediocrity/Failure: Hunter Rose gains 1PP and takes +1 shift of emotional stress when he fails at a task.

Grendel Mask/Suit: Enhanced Senses d8, Enhanced Durability d8; SFX, Inspire Fear: spend 1PP to gain d10 to emotional attack, then step back to 2d6 for the rest of the scene; Limit, Gear: 1PP when shutdown of mask (senses) or suit (durability) benefit. Action vs. doom pool to recover; Limit, A Steep Cost: 1s and 2s are opportunities when using Grendel Spirit.

Grendel’s Fork: Weapon d8; SFX, Taser: 1PP to raise damage to d10, then 2d6 the rest of the scene; SFX, Climbing Tool: the fork adds a d6 to acrobatic tests; Limit, Gear

Specialities: Acrobatics Master, Combat Master, Crime Expert, Menace Expert, Psych Expert

 

Like most of the new AR-style assault rifles, the ARX-160 is a short-gas pistol operated 5.56mm carbine using polymers for much of the body of the weapon. It has an adjustable, collapsing stock, a foregrip designed for using lights and other tactical accouterments, and comes in carbine (16″ barrel) or rifle lengths.  It uses standard AR magazines.

The ARX-160 can also be had in 6.8SPC and 7.62mm NATO, as well as 5.45x39mm (using AK magazines.)

PM: 0   S/R: 2/10   AMMO: 30   DC: I/L   CLOS: 0-15   LONG: 30-80   CON: n/a   JAM: 98+   DRAW: -2   COST: $2000

GM Information: With the stock folded, the ARX-160 has a CON of +3. In 6.8SPC the DC is J/L with a LONG: 30-90. In 7.62mm the AMMO: is 20, and the otherwise is similar to the 6.8SPC. 5.45mm is the same as the normal ARX.

I haven’t had a chance to shoot one of these, but they look like they’re about to be the 2o-teens Desert Eagle, for film-makers (it’s already being featured in Total Recall.) Stats might need a change the first chance I get to lay paws on one of these.

CHIAPPA RHINO

The Chiappa Rhino is a clever new revolver from the designer of the Mateba revolver. Chambered in .357 magnum, the revolver fires from the six-o’clock position (the bottom chamber of the cylinder) rather than the usual 12-o’clock position. This drops the bore axis dramatically and reduces recoil to almost nothing. Firing full 125 grain hot loads feels like firing a typical .38 snubnose. The sides of the cylinder are also flattened, giving it a hexagonal profile and making the weapon more concealable. It can be had in 2″, 4″, and 6″ barrels. There is a chromed-version called the White Rhino.

Accuracy on the gun is very good and it can be fired quickly, even in double-action. With practice, the Rhino is faster on follow-up shots than any magnum revolver.

PM: +1  S/R: 3   AMMO: 6   DC: H   CLOS: 0-4   LONG: 11-22   CON: +2   JAM: 99   DR: 0   COST: $750

GM nformation: The above stats are for the 6″ barrel. In the 4″, CON is +1, LONG 11-20; for the 2″ barrel, see below:

PM: 0   S/R: 3   AMMO: 6   DC: G   CLOS: 0-3   LONG: 10-18   CON: 0   JAM: 99   DR: +1

UPDATE: There’s also a .40S&W and 9x21mm IMI (used by Israeli forces) version: The only change is DC — G for the longer barrels, F for the short.

UPDATE OF THE UPDATE: There’s been a run on these puppies and quality control on the trigger group seems to be off. As a result, GM’s might want to give the player a “mushy trigger” — Jam is 96 and the gun will malfunction and be unusable with a 97+. it will need a new trigger job to work (warranty work.)

Second night of “episode 107” for our Battlestar Galactica campaign. The crew are tracking an archeologist from the University of Leonis that was at the Sagittaron dig that’s causing all the social and political strife in our game world after they found out he was a doppleganger of a missing astronomer rom a deep-range outpost that was attacked and unmanned from our “pilot” episode. they had looked through his apartment, found out he wasn’t in town from his phone and credit card records. They also ascertained he’s traveling/living with a woman who had spoofed the credit chit numbers of a rich guy here in Luminere.

They start pulling data together that morning and find the DNA and fingerprints of the guy are a match to the missing astronomer. He was snatched 5 months ago with the rest of the observation post, and has turned up a few weeks before the Sagittaron dig as an archeologist…it can’t be coincidence. The DNA from the woman’s hair matches nothing in the police databases, but they’ve managed to link the phone to a Caprican woman, Vala Inviere.

The main issue they’re up against in the episode is relativity. I’m using the Quantum Mechanix map for the Colonies, and the distance between Leonis and Caprica is roughly 110SU, or 15 light hours, away…we’re starting to find out that records between the colonies are incomplete and getting fast data requests from the other worlds can take days just due to latency. There are special courier ships that synch the interplanetary web servers from time to time, but that means that the cops are working with incomplete data, even though this is a high-tech universe. (it’s worse between the Helios Alpha/Beta and Helios Gamma/Delta colonies, where latency is upward of over a month.)

They take a fanblade VTOL to Hedon, a Monaco-esque town on Leonis to try and do surveillance on the couple. The town is one of the last vestiges of the deposed monarchy of the planet — the “Prince of Hedon” (once the title of the eldest son to the King of Leonis) owns the Hedon Grand Casino, which was formerly the vacation palace of the monarchy.  The place is spectacular — a combination of old and grand architecture and modern technology. The security is superb, and they have records fo the comings and goings of the guests.

Their initial target, the Corbett/Yanos man is in his room, but his companion left late last night (only a few hours after the incident with the security bot in Yanos’ apartment. She hasn’t returned, but she did have a suitcase with her. The characters are waiting on a courier raptor they had sent to Caprica to try and get more information on Yanos’ legend (he’s supposed to be Caprican) and the woman. Meanwhile, Yanos goes out to play triad at the casino. Commander Pindarus, the CO character, decides to play as well and chat the guy up. He seems genuine…not some grifter or enemy agent.

They get back intel from Caprica about this point on their cell phones: Mark Yanos died at 22 of alcohol poisoning during a binge at university; this guy took his identity. they knew he was a fake, but now they have the proof to arrest him for identity theft. The woman, Inviere, turns out to have an extensive background that is — like Yanos’ — doctored. She appeared out of whole cloth two years ago. She travels extensively throughout the colonies, and particularly those centers of government: Picon, Caprica, and Libran. And she works for the largest lobbying firm in the colonies, the Pindarus Group…the commander’s wife runs it!

The arrest and question Yanos over four hours, but they guy doesn’t break character. However, they notice his memories of his past seem very limited and his phrasing is exactly the same. It’s a script, but he doesn’t seem to know. Presenting him with all the DNA evidence and his past causes him to have a seizure and pass out. They get him to the hospital for a brain scan, but he wakes to tell them that they know! that he was broken, that he remembers his real past. He and the others were captured, tortured, programmed…by the Cylons! And they always know what is going on with their agents. He doesn’t know how.

The brainscan is dramatic when the back of his skull explodes. Some kind of kill switch? The scan only had started — they have no data on what happened. While the forensics folks get to work, the characters leave Hedon for the Cavoir CMC Reservation, get their intelligence people to work on trying to track this Inviere’s whereabouts and movements, then they procure a raptor for a trip to Caprica to try and find the woman and investigate the Pindarus Group connection.

The good: there’s a lot of fleshing out of the minutiae of the world — the latency issues for the interplanetary webs, etc. as well as creating new “sets” like Luminere and Hedon. We found out that you can make cell calls from Caprica to Gemenon. There was a nice cameo of Galactica patrolling the Gemenon-Caprica spacelanes. The mystery of the Cylon spies and the possibility of programmed human agents has created a very paranoid Cold War era feel. The links to the players through their friends and family has also given them ties to the world.

Also, we’ve fleshed out other aspects of this BSG universe: the technology levels have been better established. There’s cybernetics in the world — prosthetics and the like — so the implant idea wasn’t out of their realm of experience, but the implications of controlling a subject still chilling. We saw holographic screens in the expensive Hedon casino environment and I established that these are only used for big billboards most places because of the expense. (the characters were miffed their fancy battlestars don’t have them.) We saw normal (if sci-fi-ish) aircraft. We established that the Leonine aristocracy mostly fled to neighboring Virgon after they were struck from the planet’s civil list. Communications inside a star system (say between Virgon and Leonis is relatively normal — vid and text messages take a few minutes to an hour to get back and forth, but other colonies are nearly a day away, and others are completely out of communications range and require “packet boats” to move massive data from one set of colonies to the next. We also established a few campaign specific organizations: the Colonial Security Service (sort of the Colonial FBI), that there is a Colonial Marshal Service that almost exclusively hunts interplanetary fugitives, and that there is a Colonial Fleet Security Bureau (NCIS-like group.)

The bad: I was off script most of the night and had to tap dance a lot. It was also a big crosstalk night. One of the players hasn’t been here for a few weeks, so there was a lot of out of character/game chat about movies, TV, and the like. I don’t mind this, like some gamers — gaming is first and foremost a social thing for me — but it did slow the action for the first hour or so. We also had another player be quite late.

Overall, I like how the campaign is coming together . I was a bit iffy on it until the Sagittaron stuff, and I think this last storyline has really established the feel of our first “season” and the moving the action from one colony to the next is fleshing out the game universe and making the Colonies a real place. When the Cylons show up, it should feel like a real place they don’t want destroyed.

The filling out of the universe is essential in any campaign, but it can serve to help make a licensed universe more your own. Just the adding of the communications problems and law enforcement groups could lead to completely different styles of play, as well as creating verisimilitude. It also sets up a reason for the Command Navigation Program (which automatically syncs ships and bases so that they have the information and location of other units with less need for the courier raptors.) It also set up another reason the Cylons might be so successful in their attacks: communications is simply a nightmare between Caprcia/Picon command elements and Scorpia, Sagittaron, Libran, Arelon, and Canceron…

This time I went pulp with a version of an old Hollow Earth Expedition character, Gorilla Ace!

GORRILA ACE! (aka Rowland Cabot)

Affiliations: Solo d6, Buddy d10, Team d8

Distinctions: Barnstormer, Freak of Science!, It’s a Talking Gorilla!

POWER SETS: Man Turned Gorilla! Enhanced Reflexes d8, Enhanced Strength d8, Enhanced Senses d8, Enhanced Durability d8; SFX, Berserk: Borrow a doom pool die for an action, return it with a step up afterward; SFX, Second Wind: Move physical stress to doom pool for a +1 step on a die during an action; Limit, Science Gone Wrong!: 1pp when affected by Nazi science  or tech.

Specialities: Acrobatic Expert, Combat Expert, Vehicle Master

Milestones: A Talking Gorilla! 1XP when he surprises crowds with his intelligence, 3XP when he uses a power stunt to save a person, 10XP when he sacrifices himself to save others.

Damn These Nazis! 1XP when he becomes involved in any adventure fighting other Nazi science experiments gone wrong, 3XP when he goes berserk on Nazis, 10XP when he stops a major Nazi superscience plot, or turns his back on aiding in stopping the same.

Rowland Cabot was a WWI pilot from Yorkshire who had been a barnstormer for the last decade and a half when he stumbled into a Nazi plot to create strange hybrids of man and beast. While in the middle of battling the bad guys, he was accidentally infected with Gorilla Serum, turning him into a Gorilla-Man.

And here’s my take on a similarly flavored character, Atomic Robo (read the comic…right now!)

ATOMIC ROBO

Affiliation: Solo d10, Buddy d6, Team d8

Distinctions: Born of Science!, Curious, Stubborn

POWER SETS:

Tesla’s Robot Man: Superhuman Strength d10, Superhuman Durability d10, Superhuman Stamina d10, Enhanced Senses d8; SFX, Second Wind: Can shift physical stress to the doom pool in exchange for a +1 step on an action; Limit: Cannot heal physical trauma. Must be repaired by another character/NPC.

Gadgets Galore: Weapon d8, Enhanced Durability (Armor vest) d8; SFX, Pockets: 1PP to gain a d6 asset; SFX, Totemic Weapon: Gains d6 to pool when using his Webley MK VI .455 or his new Chiappa Rhino .357 revolvers; Limit, Gear

Specialities: Combat Expert, Crime Expert, Science Master, Tech Master, Vehicle Expert

Milestones: Tesladyne & the Action Scientists: 1XP when he uses Tesladyne assets or the Action Scientists in a mission, 3XP when he uses an asset or complication involving Tesladyne, 10XP when his actions improve or harm the reputation of Tesladyne, or lead to the injury/death of a colleague.

Weird Science! 1XP whenever confronted with a mystery involving weird science, 3XP when he uses science or tech-based stunt to thwart bad guys, 10XP when he solves a mystery involving weird science, or is bested by his opponent using the same.

Last week was supposed to be the start of the next “volume” of our pulp game, taking place in 1937 New york, Philadelphia, and possibly Washington DC, but a last minute cancellation left me hanging so I ran a Battlestar Galactica episode.

Episode 107 was titled Agent Provocateur: The ship is at Scorpia Yards for repairs after the terrorist attack on her, using a freighter jumping out while in the flight pod as a weapon. The MARDET commander/intelligence officer is going over mission logs from before her taking her position and finds that one of the missing members of a deep-range observation post (from the first epsode) was one of the diggers on the Sagittaron archeological find in a later episode…does he know what happened to everyone? Were they taken by the Cylons, and if so, what danger does he pose?

The commander passes the information up the chain of command, but also informally sends it to his father, the president’s security advisor. Suddenly, he gets tasked with bringing in the man — who was posing as an archeologist from the University of Leonis, but who was actually a Canceron astronomer than worked for the Defense Department — and finding out what he knows.

They arrive on Leonis and Luminere was portrayed as a “city of lights”: elegant, “old world” feeling, and an ancient cultural center. Think a very, very high tech Paris or Rome. They are working with the Colonial Fleet Security Bureau, and their liaison is a baron in old Leonine aristocracy (he family fled to Virgon after they were struck from the civil list.) They find the guy’s apartment, were attacked by his security bot which didn’t call the police, but a cell number they’ve tracked to a woman from Caprica who also seems to have spoofed the credit card numbers of a rich Luminere citizen. They figure out from credit card and phone records that the two are in Hedon — sort of the Monaco of the Colonies.

They are on route to find the two.

The good: the episode brings back an NPC I always liked from our first campaign. One of the players was ecstatic to see her, but they were both happy to see connection in this “reboot” of the old campaign. Another PC turned NPC for this episode was the Colonial Security Services man (originally a character of the commander’s player.) Fan service at its best.

Each episode has been attempting to show more of the colonies and their unique flavor. I’m trying to build a realistic feel for the setting so that when the Cylons show up, there’s a real sense of danger and loss.

The bad: I didn’t have all the player so there was a lot of tap dancing around some of the PC’s roles in the episode. Also, it wasn’t as well planned as I like for investigation-type adventures, so while it’s allowing for more improvisation, it’s also (to me) feeling a bit kludged together.

It’s been a hellishly busy couple of weeks. The daughter’s on a massive growth spurt (an inch in a fortnight) and is teething, I finished my certification work to teach history and political science at the University of Phoenix’s Albuquerque campus, and knocked out a chapter for my dissertation. I had to take this past week’s gaming and the weekend off just to maintain my sanity.

I’ve had an offer to work on another game book for a certain game publisher, but I’m looking at getting into my next project — one that, if I can get the funding in order, will lead to a new game product under the Black Campbell label titled (tentatively) Double Aught. Right now, I’m in the process of trying to work out artists and I may already have a layout guy lined up. I will be doing the research, (re)design, and writing for the game. The goal is to have it on the shelves next year, with the pdf coming sometime earlier than that.

I don’t want to do the dickish “we’ll pay you later” or “it’ll get your name out there” thing most of the game companies like to do, so I’m not to the point of putting together contract work yet. I’m hoping I can get a sense of the interest in the product from the blog — so if you are a regular reader, a fan of the James Bond fan material here and think you might be looking for something familiar, but new and fresh…well, I’d appreciate comments. Once the initial rules are wirtten, I’ll be looking for a limited number of playtesters, who will get access to the game’s raw files once ready, and would get a free pdf once it’s put together.

I’m not promising time to market, right now; there’s a lot of other issues to hammer out and I’ve got the dissertation work, teaching, and child care to budget my time around…but I think a working copy of the rulesset by end of summer should be doable.

If you’re interested in the

THE STINK! (aka Sofia Rhymer)

Solo d6, Buddy d10, Team d8

Distinctions: She’s Just a Baby!, Intrepid Explorer, Daddy’s Girl

Power Sets:

BABY!!!: Vile @$$ of DOOM! d8 (causes mental stress), Ear-Splitting Wail d8, Superhuman Cuteness d10, Enhanced Chewing d8; SFX, Disarming: 1PP to create a “She’s Too Cute to Kill” complication, SFX, We Have Poo!: 1PP to increase Stink Weapon +1 shift on effect die, but takes a d6 Emotional Stress; Limit, Takes +1 emotional stress when Daddy is angry with her; Limit: +1 shift on mental stress in new situations; Limit: 1PP and shutdown Superhuman Cuteness when d12 emotional stress or more; Limit, Conscious Activation: Ear-splitting Wail shutdown when unconscious or asleep.

Specialities: NONE

Milestones:

Gimme that!: 1XP first time she grabs something of interest. 3XP if she can chew on said object, 10XP if she can destroy an object by chewing or drooling on it.

Learning to Walk: 1XP first time she stands without aid, 3XP when she is able to crawl into trouble, 10XP when she successfully toddles herself into trouble.

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