Roleplaying Games


This adventure is set before the Fall of the Colonies, and was designed to muddy the spiritual and narrative waters in my campaign.

The characters can be scientists, Colonial military, Colonial Marshals or Security Service, or Sagittaron terrorists or police.

The premise: a scientific expedition on Sagittaron is working on a find that some spelunkers found outside of Petra, a bustling city not too far from the captial of Tawa. The cavers had been exploring a section of complex caves in the hills outside of town and not only found human remains, but indications of an underground city. The scientists can be part of an archeological expedition sent to examine the find, following the initial assessment that has rocked Colonial science and religious circles — what was found is the remains of a modern city — the honeycombs of the caverns are the interiors of buildings reclaimed by rock over time, but still sporting the advanced metalurgy of modern day.  More intriguing, there are indications of the photographic shadowing of a nuclear flash. There are skeletons from an era ago… and the carbon dating puts the place at 100,000 years prior to colonization! It predates the Exodus from Kobol — how is this possible?

 

The Sagittarons (and other religious groups) see this as a threat to the literal truth of the Sacred Scrolls and want the dig shut down. If playing the Sagittarons, they are part of the Sagittaron Freedom Movement or the Servants of Kobol, a radical splinter group. Their mission: take the scientists hostage and force the Sagittaron government to invoke their anti-blasphemy laws to evict the expedition from the planet and force the Colonial government to suppress the findings.

If Colonial police or military, your mision is to rescue the scientists by negotiation or a raid — tricky as the find is underground in a complex series of caves. They will be able to get help from one of the spelunkers (a Leoben, here for his own spiritual reasons…) Put a clock on the mission to push the action.

The point to this is to play off of the “all of this has happened before, and all of it will happen again” mantra of the series…but is this the same retelling of the great cycle as in the show? Could it be that the story of Earth, Kobol, and the Colonies is more complex? Did the people of Earth (either one) settle Kobol and create the Gods – maybe Cylons? — who then created their own artificial life (the Colonials), who then run to the Colonies only to be destroy time and time again?

Key point: do not answer their questions…leave it mysterious and build on it. Maybe there are other iterations of the colonies, Earth, Kobol out there, or do they cycle through the only habitable real estate inteh galaxy over and over again..?

Here’s a character I put together for a Savage Worlds campaign that I’m hoping might continue to fly…it was my first time playing SW and I found the mechanics a bit curious and the initiative bolted on (a legacy from Deadlands, I understand…) The name was ripped off from a quip on Red Eye a few years back — the name just stuck, for some reason. Without further ado:

Trapp Sommers is the son of former Colonel, now Congressman, Stone Sommers of Cape May, New Jersey. He was born on 9 September, 1900 in Moab, Utah — where the family was living at the time. As a boy, his family lived in the El Paso region of Texas and near Nogales, Arizona, where his father was a United States Army officer fighting Mexican gangsters and the occasional Apache miscreant.

His father was an American advisor to the British government in 1914, working with Herbert Hoover on his efforts to evacuate Americans from Europe after the start of hostilities. Trapp was scheduled to attend Princeton in 1917 but instead lit out to France, where he lied about his age to join the Lafayette Escadrille unit of aviators, fighting the Germans. When the American flyers were rolled into the 103rd Aero Squadron of the US Army, where he was commissioned a 1st lieutenant.

Lt. Sommers was part of the US AAC airship training mission to England from 1918-1920, before returning to the United States. He served as a flight officer out of Lakehurst, New Jersey and attended Princeton in his spare time, until his decommissioning in 1922. He studied the law and graduated in the bottom half of his class from Princeton in 1924. He never took the bar exam, instead choosing to become a contract pilot for Pan Am from 1925-28, scouting new flight routes for the airline. He bought a Sikorsky S-38 flying boat in early 1929 after being accepted into the Explorer’s Club and has been working as a contract pilot for various African and South American expeditions, as well as continuing to map new routes for Pan Am and TWA.

Trapp is a brash and manly fellow, known for acting impulsively, but underneath it all he has a heart of gold, always trying to help the “little guy” (and gain some fame and fortune in the process.) His wealth comes from a Mexican gold mine he discovered and invested in in 1928, and several major archeological finds (some call it “tomb raiding”) have provided him with a very comfortable lifestyle, despite the Depression. He often works with US Army Intelligence. (I picture him as looking quite a bit like Clark Gable.)

ATTRIBUTES & SKILLS: 

AGILITY d8, Boating d4, Driving d6, Fighting d6, Piloting d8, Shooting d6, Throwing d4

SMARTS d6, Notice d4, Repair d4, Streetwise d4, Survival d4

SPIRIT d8, Guts d6, Persuasion d6

STRENGTH d6

VIGOR d6

Pace: 6”   Parry: 4   Toughness: 4 (5)   Charisma: 0

Languages: English, French, Spanish

Hindrances: Heroic

Advantages: Ace: +2 vehicles tests; Command: +1 to overcome shaken in followers; 1 Contact/adventure session; Rich: 3x starting

Weapons: S&W M1917 .45 Revolver 2d6+1 damage; Thompson M1928A1 .45 2d6+1 dam AUTO

Vehicle: Sikorsky S-38 Seaplane (seats 10 passengers)

 

A little something for the lady players…

Female Armor Sucks (sorry, no embed for WordPress…)

Kel-Tec is a small firearms company in florida that does excellent polymer handguns that are cheap, small, and very light. (Also, others have described their products as being the Saabs of the gun world — you either get the best gun you’ll ever own, or a nightmare that goes back to the company repeatedly….my experience has been exclusively the first.) Now they’re building a bullpup, 14-shot 12-gauge shotgun that features two side by side tube magazines. Finish off one mag, you flip a small switch at the front of the feed area under the gun to the next one. Recoil is manageable and with a foregrip on the pump, it’s very controllable.

KEL-TEC KSG 12 GAUGE SHOTGUN

PM: 0   S/R: 2   AMMO: 14   DC: H   CLOS: 0-9 LONG: 25-40   CON: n/a   JAM: 98+   DR: -2   RL: 5

GM Information: When swapping one mag to the other, the character must make a EF5 DEX test to switch to the new 7-round magazine.

The United States Marine Corps is swapping out their M249 SAWs for the new M27 Infantry Automatic Rifle. It’s a gas piston driven 5.56mm NATO M4 similar to the FN SCAR and the H&K 416 (which this is based on.) Other than the piston drive  — which makes the weapon much easier to maintain and more resistant to heat, dirt, and other fouling — and full-auto rather than a 3-round burst function, it’s the same gun. The USMC is using both 30 round standard magazines and the 100 round Beta-C double drum.

PM: 0   S/R: 2/10   AMMO: 30/100   DC: I/L   CLOS: 0-15   MAX: 40-70   CON: n/a   JAM: 98+   DR: 3   RL: 2

GM Information: The M27 JAM is 99 for single fire.

Q Evaluation: The M27 represents the latest and best evolution of the M16/M4/AR15 platform, with a much more robust action (the gas piston similar to the AK-47) coupled with the accuracy of the 5.56mm round. There is some concern that this weapon represents a reduction in the firepower for a marine squad in comparison to having an M249 in the squad, but that is debatable.

 

Want to run Lovercraftian horror using the Cortex RPG system? Or any horror campaign for that matter?

COURAGE AND SANITY:
Central to the Chthulu games is SANITY…usually, if your character doesn’t get snuffed, they go mad. It’s not my cup of tea, personally; I rather like the possibility of success in a game, but CoC always felt like the point was to go mad in an inventive way.

So I propose the addition of another secondary attribute — you guessed it: Sanity! Like Life Points, Sanity measures your resistance to the horrific, tentacled menaces you might meet in a 1920s Spanish seaside town, or could be used for zombie post-apocalyptic games, or what have you. Sanity = Intelligence+Willpower.

COURAGE in the face of these horrors is tested using Willpower+Discipline/Morale vs. either a target number based on the nasty in question, the number of them, or the situation — I’m suck on a spaceship months from help and a acid-bleeding monster is killing my crew! I’d call that a Formidable difficulty, but your mileage may vary… Failure of a courage test results in Sanity damage…it is the equivalent of Stun in Life Points: past 1/2 damage to your Sanity and you’re so gripped with fear you lose the capacity for rational thought and receive a -2 die step to your attributes until you have time to heal (psychically.) Once below your Sanity rating, you have gone starkers and will require psychological treatment to hope to recover. Any damage after that has the chance of simply killing you out of fear: you roll your ENDURANCE vs. the damage: a success and you’re alive.

Recovering Sanity: Up to your Sanity in damage, you can conceivably recover on your own. You will roll a Sanity test once away from the monstrous occurrence causing you psychic pain vs. damage as with ordinary healing rules. Success and you start recovering a Sanity point per day (extraordinary success and it’s per hour.) If you surpass your Sanity, you can attempt to recover yourself, but the time frame is a month/point recovered. Psychological treatment can aid in the process.

The slippery slope: each time your Sanity dips below the full rating, you lose a point of Sanity. This can be mitigated by buying up your Intelligence or Willpower stat. Once your Sanity rating has been reduced below half it’s rating, you must take a Complication — a physical tick that afflicts you, a phobia, the Unstable complication…something to show you’re not quite right anymore. If reduced permanently to 0, you are irrevocably insane. At this point the character is unplayable.

CORRUPTION — Lovecraft was something of a Luddite, who saw scientific exploration as frightening and ultimately destructive. Knowledge of the occult is an analogy for science in Lovecraft’s Mythos: the more you know, the more corrupted by it you become.

A character that takes Knowledge/Occult is well kitted out to fight the evils from beyond this dimension…but the knowledge of that infests them with evil — they are not quite as sane, not quite as good as they once might have been. The die rating of the Knowledge can be applied to the difficulty of Courage or Resistance (to their foul lures) tests when facing the evils awaiting you.

Alternately, the GM could require that “real” occult knowledge be bought as a Trait (Uncommon Knowledge) with a Corruption complication that is equal to the knowledge and that corruption counts toward the difficulty of Courage or Resistance tests in the face of whatever they’re investigating.

Life on a battlestar is primarily one of routine. Training drills, physical exercise, work details — all are scheduled in such a way that the Colonial soldier has something to do most of his or her day. Here are a few things that one can expect:

WATCH SYSTEM

All colonial vessels run on a watch system — six four-hour blocks of time. Most vessels will run a 4 hour on/4 hour off/4 hour on/ 8 hour off watch for their divisions — usually three (first, second third; or blue, grey, and green [the colors of the service]; or some other color designator.) This means all divisions rotate through the business day and night throughout their service.

The 4 hours “off” in the middle of the day are ordinarily used for personal matters — including meals, and/or administrative duties or requirements (like urinalysis for drug use, report writing, classwork, physical fitness training, etc.) The two “on” watches the personnel are at their scheduled posts.

WATCH NOTICE

At each watch there is a “watch notice” or “action notice” posted to inform the crew of changes in duty roster, any pertinent information that they need to know like uniform of the day, new directives or regulations, and the like. They are posted throughout the ship and often read over the intercom at the beginning of watches or sometimes simply the changes are read.

Speaking of…

INTERCOM

This frakking thing never shuts up — morning, noon, night — there’s an announcement: do not radiate equipment because of EVA on the hull, vessels being recovered, vessels being launched, pass the word for the [insert name or title], action notice changes, reveille…the intercom alert tone is always going off on a battlestar.

PHYSICAL FITNESS TRAINING

Enlisted crew train together by division and by compartment (for instance, 3rd division portside maintenance crew, 1st division sickbay crew, etc.) They are ordinarily called together in the middle watch of their shift (the “off” shift) for their PT at which time their officer in charge or NCO in charge will take attendance (the “report”), then lead them in exercise. Officers like pilots, etc. often train together separate from the enlisted, or individually if their PT scores are high enough. “Remedial” PT or “fat boy” PT is usually every day, while normal PT is every other day.

Ordinarily, the compartment will find a place large enough for the massed personnel to conduct PT — the flight line, a causeway that sees little traffic, or a cargo hold. Sometimes they will break down to squads or teams so that they can find more usable space. There are weight rooms and gyms on the vessel, but usually these are snagged up on the schedule by the pilots and senior officers and enlisted.

Crew test two times a year to see if they meet the criteria set by Colonial Fleet HQ: a certain number of pushups, sit ups, pull ups, and a 2 mile run (usually conducted on the flight line or on the longest straight corridor or accessway available.) Scoring is by age groups, getting easier as the crewman gets older. CMC requirements are higher than the normal fleet, as are pilot standards. Males and females are required to achieve the same minimum, but scoring is easier for females in the upper body categories beyond that — a point of contention for most of the males in the fleet.

CHOW/MEALS

Meals are available 24 hours a day at the mess halls. There are several throughout the vessel, so that the crew do not have to travel too far from their work stations. Serving the food throughout the day allows for larger batches to be made and cuts down on spoilage and prep time. There are general mess halls for anyone in the crew, and officers’ messes for the officers. There is also a “chiefs mess” that is for the senior enlisted only. Invitation to the chiefs mess is considered a great honor for the officers.

Crew eat as they can.

FITREP (FITNESS REPORT)

This is the twice yearly review of the crewman’s performance. It’s damned lucky if they get done more than once every year. Crew are rated on their physical fitness, their work performance, any commendations/reprimands, and other aspects like doing outside training to improve their readiness.

Bad FITREPs can get a crewmember bounced from service at their reenlistment. Often they will be honorably discharged, but “other than honorable” is also possible. Dishonorable is reserved for serious attitudinal problems or criminal behavior. Even honorable discharges can be barred from reenlistment if they are deemed unable to adapt to service life.

FRATERNIZATION

It’s against the regulations, but everyone knows it happens. Crewmembers will flirt, make friends, and have sexual relations with each other. Among the enlisted, so long as there is no perception of impropriety or favoritism, command will look the other way. In the case of romantic relations, the two are usually reassigned to different divisions or work gangs.

Fraternization between the enlisted and the officer corps is a serious offense. It creates an atmosphere in which good order and respect for the officer tends to break down. (One can hardly expect obedience from the partner in last night’s debauch!) Officers are the ones that bear the brunt of this breach of protocol and can be court martialed for it. Enlisted rarely receive more than a reprimand, as the fault is expected to lie wit the officer who is in a position of power.

Relations between officers is handled much the same way as with enlisted. If it does not present a breakdown in the chain of command, it is grudgingly overlooked.

Realizing the realities of service on a battlestar, Colonial Fleet strongly suggests the use of contraceptives for servicemembers, but only requires it in time of war.

TRAINING

This is a constant in the service — from launch and recovery drills, to fire fighting drills, to combat and gunnery simulations — battlestars are usually engaged in some level of training. FTL training is a bit rarer — most battlestar groups tend to stay in a particular region of the colonies, but will do jump operations a few times a float.

“FLOATS”

Most battlestars will stage operations or maneuvers, called floats, two to three times a year. These floats require train-ups for the train-up for the training for the float. Once on maneuvers, a battlestar group is ordinarily on patrol or doing major combat exercises for two to three months, depending on the size of the exercise. There is TRAINEX (Training Exercise) AEGIS every six months, in which on of the battlestar groups will be pitted against Picon OPFOR (Opposition Force) — a group that is considered the best-of-the-best, as they train near constantly. OPFOR is often the full force, or a slice, of battlestar group Atlantia, and the exercise area or “box” changes every few years and the scenario is usually the training battlestar group vs. OPFOR as Cylons. For a few years prior to the Fall of the Colonies, OPFOR often played the role of separatist groups or pirates, rather than Cylons, showing the changing focus of the government and fleet in those days prior to the attack. No one really expects to win, and it’s the rare ship or group that does…but it can happen.

Between floats, the battlestar group will head into orbit to maintain guard of a Colony world, or put into spacedock for repairs and refit. Leave is only given when a vessel is not on maneuvers, and often not during the train-ups for maneuvers.

EXPECT THE STUPID

No matter how well-trained and run a vessel is, the crewmember can expect to run into stupidity. When reporting aboard a new vessel, the crewmember will be expected to learn the history of the vessel, learn its individual rituals, holidays, and other miscellany. There will never be a quartermaster around when you need bedding. The armorer is unlikely to be found during his “off” watch (the same goes for the mail room guy!) You have a boat full of young kids who often will get into the most obvious bits of trouble — setting up a still, smuggling contraband aboard, getting into relationships they shouldn’t, getting into fights over the same (or nothing), and doing mischief.

The same goes for your equipment — it’s the best the cheapest bidder could provide. 10 bit fuses go out and leave whole frames of the ship dark, or trip an O2 sensor and lock you in a room for no reason. Munition hosts fail with spectacular results, and that damned phone cradle won’t hold the phone for some damned reason, no mater how many times the maintenance crews fix it. Should there be security cameras everywhere? Sure, but there’s not enough money or they couldn’t get enough of the things, or somebody forgot to rig the units during the ship’s construction. Sometimes, things just aren’t the way they should be.

You can complain about it — in fact, that’s another constant: bitching and tall tales telling — but who would listen?

EVERYBODY’S GOT A STORY

Life in the service is routine and boring most days, so people gab to make their days interesting. Sometimes its BS stories that never actually happened, but have come to be accepted as “truth”. Sometimes its gossip. Often it’s complaining when the chief and the lieutenant can’t hear. Most of your day is spent doing mundane tasks and bleating off with your mates.

Just a disclaimer right off the bat: I was one of the writers on the first edition of Victoriana, and some of my stuff has survived into the second edition. Also, I’ll be writing for Cubicle 7’s version starting with a new equipment book. I’ll be reviewing the PDF version of the book:

Victoriana is marketed as a steampunk/fantasy setting, but it’s really more of a early industrial period fantasy setting. A lot of the early material had a “Shadowrun transposed into the Victorian period” feel to it — the use of the classic fantasy races, the lower orders versus the evil corporations(or in this case the imperial government…and corporations.) The science fiction/speculative fiction elements of the setting are downplayed in the core book in both the first and second editions, leaving it up to the GM and players how much technology they want in the game. The lack of “steampunk” (a term I hate, but it’s ubiquitous enough I’ll have to deal…) seems to be one of the major complaints about the universe, but I’m glad to say it’s being addressed in an upcoming sourcebook, Marvels of Science and Technology.

The second edition tossed the Fusion engine that the original had borrowed as it’s system and has moved to a dice pool mechanic. The basics: you roll the number of dice equal to the attribute and skill that is applicable. 1s and 6s count as a success. The GM rolls “black dice” with those successes counting against the successes of the player. (Example: Rory the navvie is trying to lift a chunk of stone. The GM decides the heavy rock is a difficult task. Rory rolls his 2 dice in Strength and 3 in Athletics and gets 3 successes. The GM rolls the 3 black dice for the difficulty and only gets one success — Rory has 2 successes, hiking the mass onto his shoulder.) Fate dice and points work to alter the results of your rolls.

Combat uses the same basic mechanic: Roll initiative and combat tasks as opposed tests — the player and their opponent rol their applicable attributes and skills and the one with the higher successes wins. Damage is rendered by the number of successes (weapons add dice for the test) against one’s health. Armor counts against the number of successes: hit someone for 4 points but they have armor of 2…? You did 2 to their Health.

Magic also works the same way, but cost the character “manna” — spiritual energy to use spells.

Character creation is relatively easy, although there’s a “rank” or level system that I found extraneous — but not onerously so. The character gains experience points for use to buy skills, assets, privileges, and talents; there is another set of points that are given to improve the characters’ “rank”. All players start as beginner characters, at level one and can rise to 20.

Overall, the look of the book is nice — grayscale watermarking and art of decent to good quality, along with some Dore prints from his London works. The cover is done up to look like embossed leather. For the style, I’d give it a solid 4 out of 5. For substance — the world’s history, politics, and the class system of England are well rendered, as is the magic system. There are some issues with the alternate history; some of the altered events aren’t explained, and when doing alternate history it is a good idea to have a reason for the alterations. Overall, substance is excellent — 4 out of 5. The system is solid, easy (although if skimming it comes across the opposite), and the background is crunchy, if lacking in the steam side of the equation.

If you like your Victorian settings more fantasy than science fiction, it’s a definite buy. If you’re a steam fan, you’ll be a bit disappointed (but not for long!)

There’s already a slapdash set of mass combat rules here on the Black Campbell site, but here’s another take to make the character’s respective actions more synergistic.

During a combat round, play is broken into initiative, the actions of the players/NPCs, then a final combat action by the respective commanders for morale.

Initiative is as in the core rules: the commanding officers roll their Alertness+Tactics in an opposed test (Cylons would use the basestar’s Alertness and Perception ratings if there’s no specific commander.) Winner goes first.

The commander then rolls an Alertness+Administration to see how well managed the ship or squadron is — the CO can pass off elements of this to other players. For instance, CDR Adama is overseeing the battle as a whole: his test, if successful, lends a skill dice step to his subordinates. He’s had COL Tigh take over damage control — he rolls the same ALE+Administration to give a dice step to the men under his command for making repairs (a fumble gives a -2 step to the DC teams as they are now uncoordinated.) CPT Adama is given command of the fighters and makes a ALE+Tactics test to aid the fighter pilots in their work.

The players now get to take their actions — Tyrol (or if there’s no PC, the ship Intelligence+Mech Engineering or Tech Engineering vs. damage suffered.) Starbuck takes the step Apollo gave for a successful tactics and slays a few toasters. The gunnery crews under another PC fire using his INT+Heavy Weapons skill with the step from CDR Adama.

Damage to the enemy ships is calculated. The fighter squadrons can be rolled as a unit, if you want — for simplicity sake, say the lead pilot can roll his AGL+Pilot v. the Cylon raider with a die step going to the attack or defense of the side with numerical superiority. Attacks by fighters on capital ships could be resolved with using the lead pilot’s skill v. the capital ship Agility or an EASY difficulty if in skirmish range, roll the damage of the vehicle with a step for each squadron attacking, then divide by 10 for the scale.

Next (or if the won the initiative, they went first) the Cylons do their worst, as per the rules.

Say all three PCs’ tests were successful: now the old man tests his WIL+Discipline to maintain the morale of the crew with a +3 die step (one for each success of the PCs). A failure will result in a -1 die step on the attribute of the NPCs and PCs on the next round of action. A success and the ship continues to fight well, an extraordinary success lends a +1 step to their skills for the next action round.

Do Cylons have morale? Depends on whether they have a resurrection ship in the area, doesn’t it?

It’s quick and very spitball, but it should work to allow the characters to have an effect on each other’s actions. It should also be applicable to ground forces with a bit of tweaking.

Looks like I’ll be writing for the Victoriana line again, starting with their upcoming Marvels of Science and Industry. I’ll be doing the vehicle and weapons chapters and some of the rules.

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