For those of you who have been kind enough to purchase a copy of Perseus or Cawnpore, could you post a review on the book’s page on Amazon — good, bad, indifferent, that’s your how-to-do — but it drives sales and I would appreciate it.

More BSG and GM tips coming soon, but first I have to finish my app packet for a possible professor job I got offered.

Scientists were able to recreate the experiment showing particles moving faster than the speed of light. Physicists at OPERA (Oscillation Project with Emulsion Tracking Apparatus) recreated the results of an experiment where neutrinos generated at the CERN particle accelerator arrived 60 nanoseconds sooner than expected. This still has to be confirmed or disproved at other facilities around the world, but we could be looking at relativity being erroneous.

William Shatner at his very best:

Hi there, regulars (and other visitors! We appreciate you too!) I’m going poll happy today, so here’s one:

You get three choices, max. It might not change the way I’m doing things here, but you never know. If you choose other, or you have specific things you’d like to see — a subject of particular interest — comment and I’ll see what I can do.

I’ve noted a few places online that there’s some sort of debate percolating about the interwebs about the utility/appropriateness of allowing technology at the gaming table. This seems to focus primarily on the players and their smartphones/iPods/iPads, etc. and whether these are a distraction to the gamers and the group in general. Time for me to weigh in. Well, maybe not, but I’m going to do it anyway.

I’m a bit technophile, that’s no secret (search the site for my posts on the iPad as a GM tool.) I’ve been using a laptop to GM since about 1996-97. I always wrote out my adventure notes in spiral notebooks as a kid and in the 1980s, but with my first desktop computer, I realized I could hold onto the notes for longer (notebooks have a tendency to get lost, full and thrown out, or tossed with a move.) I printed out adventures for use, could craft character sheets or backgrounds with pictures, etc. When the laptops got cheap enough, I jumped — you can have the machine at the table, with access to all your notes, have dice programs, etc.

Originally, I fought a losing battle with gamers over cell phones — no calls/texts while gaming. Most of the players were cooperative at first, but you’d let them slide for an “emergency” and next you knew, they were at it all the time. so the rule is now, no texting or answering the phone while you’re in play. If you’re on the sidelines, go ahead. With the iPod and smartphones, most of my players are now using dice programs on their phones, save for a couple of Luddites who prefer the feel of rolling the bones. Most still have their printed character sheets, but on the rare occasion I’ve gotten to play rather than GM, I’ve had my character sheet, the books, and the dice on my iPad.

Essentially, if you play with adults who respect each other, you’re not going to have then being rude about their tech use. If you play with people that can’t communicate with others in the room without texting, you will. (Although I’m sure someone will state it’s a good way to pass secret notes, and just as disruptive as handing off a slip of paper.)

What do people use at the gaming table, I wonder..?

(How do you like my swanky new poll widget? I feel so Buck Rogers…)

I’ve been toying with a Ghost in the Shell style campaign for some time, now. It’s an interesting universe, especially the TV show, and I thought it might work well for my group. (One of the players is desperate to play a Tachikoma…I told him that I might, if this comes to fruition, let him play all the Tackikomas in the squad. It’ll annoy the hell out of one of the other players because he can do the cutesy voice.)

First consideration: which mechanics to use? I quickly threw out OGL d20 — I hate the mechanics and the class-based character rules. Savage Worlds was a possibility, but there’s certain aspects of the mechanics I just don’t like. Ubiquity just didn’t have the feel I wanted, so I turned to Cortex…but which one: Cortex Classic or the FATEified Cortex Plus? I won’t touch Smallville with a ten-foot pole; it’s a hot damned mess.Leverage had some things to recommend it here — the more fast and loose skill sets, the discriptor abilities, and the fact the characters wind up being uber-competent.

In the end I decided for Cortex Classic (a shock to any regular reader, I know…) Character creation is fairly straightforward, using the house rules that allow for the swapping of creation points between Attributes, SKills, and Traits/Complications — as with first generation Serenity rules. I do use the 2nd Edition (or Battlestar Galactica) trait rules, where they are ranked as a die, rather than the more confusing die step. No fixed experience costs for stuff, as per BSG and afterward — I use a hybrid experience based on the Serenity rules: skills cost XPs equal to the die you’re buying (raising a skill from d6 to a speciality d8, for instance, costs eight), attributes 4x the die you’re seeking (raising to a d8 Strength from d6 would cost 24 points), and Traits get raised at 2x the die/Complications are bought down at the cost of the current Complication die (lowering a combat paralysis flaw from d4 to d2 would cost 4XP. this makes buying off major complications hard — as it should be, but you can get that mild phobia under control in a few adventures.)

There are existing cybernetics rules in the core Cortex book that with a bit of tweaking mirror the cyberbrains and other tech from GitS…cyberbrains automatically give an Enhanced Communication trait, as well as a benefit to finding information. I’m stuck between whether this should be an Intelligence die step or a die bonus (example: a D Class Cyberbrain is a d4 Trait and gives Enhanced Communications d4 — wifi access with a d4 reliability and a d4 Knowledge or Expertise skill so long as they are online [or a 2 step on intelligence, haven’t decided].) These skills are essentially “book knowledge” and wouldn’t aid someone in, say, doing surgery. You might know what to look for, but you’re not going to be skilled with the scalpel…you could research karate techniques, but you don’t have the training and muscle memory to use it effectively.

Full body cyborgs would most likely have to be done as packages, especially the bad ass combat models with hidden weapons, etc. I had considered building them more as vehicles with full stat packages to mirror their being tougher, faster, etc…but then tough about the show and the portrayal of the cyborgs — bullets tear them up pretty effectively; even Kusanagi wears armor (when she’s not appealing to fanboys and otaku by being skimpily dressed.) So they’re human-scaled — just stronger, faster, etc.

Weapons and vehicles are have fairly similar real-life analogues and are easy enough to put together. Here’s my first pas at a Tachikoma:

AGL d6, STR d12, VIT d 10, ALE d6, INT d6, WIL d4 (pre-sentience) d6 (post-sentience)

TRAITS: Personality Backup d4 (mind state can be retrieved up to last back up); Thermoptic Camouflage d8

FLAWS: Curiosity d4, Duty d10

SKILLS: Athletics d4, Heavy Weapons d6, Perception d6, Tech Engineering d4

WEAPONRY: 2 7.62mm machineguns in their “arms”, 1 nose-mounted 50mm grenade launcher (or 12.7mm gatling gun.)

My next issue: do I run the game in Japan, with the characters as part of Section 9, or do I set it in another locale on the planet? I can see the first option being appealing, but I suspect the characters from the show would start creeping into the plotlines too often.

Right now, I’m leaning toward setting it either in Rio de Janerio or Sao Paolo, Brazil — an up and coming world power, with loads of black market issues, crime, etc. etc. The other option was to set it in a more futuristic India. Right now, I’m leaning toward Brazil, with a lead in adventure that would take them to Japan — I’m thinking they stumble onto a think tank smuggling ring and have to trace it back to Japan with Section 9’s aid. confiscated Tachikomas would wind up in their ESWAT (or whatever I call it) division.

That was the last point: Are they cops/military like the GitS characters, or maybe criminals..? I’m leaning toward the former.

Malcolm was born in Mississippi around the turn of the century. He worked as a field hand, then moved north to Chicago to find work. When the Great War broke out, he volunteered for the Lafayette Escadrille and flew for France. When the Americans in the unit were rolled into the Army Air Corps, Washington was relegated to cook once more. He stayed in Europe, flew the mails and some air shows, then made his way to Africa as a contract bush pilot. Later he turned up in Shanghai and was taken on by Trapp Sommers as a flight lieutenant in the Sky Rats.

He is probably the best pilot of the bunch, and easily has the most experience of them all, and he flies with a reckless abandon that impresses and scares his fellow Sky Rats. The mechanics hate him, as he always brings his birds home with damage — half the time from his crazy-ass stunts! He is treated with disdain by Injun Joe Malloy, but Trapp and Jake Cutter treat him as an equal.

Archetype: Soldier   Motivation: Escape

ATTRIBUTES: Body 3, Dexterity 4, Strength 2, Charisma 2, Intelligence 2, Willpower 3

Secondary Attributes: Size 0, Move 6, Perception 5, Initiative: 6, Defense: 7, Stun 3, Health 6

RESOURCES & TRAITS: Agile, Reckless Driver/Pilot, Wheelman

FLAWS: Impulsive, Something to Prove, Thrillseeker

SKILLS: Athletics 2 (4), Brawl 3 (5), Con 2 (4), Craft, Mechanic 2 (4), Firearms 2 (6), Gunnery 3 (5), Pilot, Aircraft 3 (7), Stealth 1 (5), Streetwise 2 (4), Survival 1 (3), Warfare 2 (4)

Like is known about Injun Joe, and most of what is probably is bull$#!t. He claims to be half-Irish, half-Cherokee — a warrior race, as he like to tell folks. Joe claims to have been taught Cherokee mysticism by a tribal shaman, to have been one of the best riders in his “nation”, and all sorts of tall tales of the West. He learned to fly from a WWI ace no one’s ever heard of. He’s tall, with long black hair, and he wears Indian trinkets — necklace of power, etc. mostly of silver and turquoise (a Navaho thing, but he doesn’t seem to know that.)

No one wants to challenge him too much as he’s pretty damned deadly.

Archetype: Soldier     Motivation: Thrillseeker

ATTRIBUTES: Body 4, Dexterity 3, Strength 3, Charisma 2, Intelligence 2, Willpower 3

Secondary Attributes: Size 0, Move 6, Perception 5, Initiative 5, Defense 7, Stun 4, Health 7

RESOURCES & TRAITS: Iron Will, Rank 1: Sky Rats, Tough

FLAWS: Liar, Secret, Superstitious

LANGUAGES: English and Spanish

SKILLS: Animal Handling 1 (3), Athletics 2 (5), Brawl 3 (6), Con 2 (4), Drive 1 (4), Firearms 2 (5), Intimidation 3 (5), Larceny 2 (5), Melee 2 (5), Pilot, Aircraft 2 (5), Ride 2 (5), Stealth 1 (4), Survival 1 (3)

 

Jake is the illegitimate sone of a Broadway actress, Elizabeth Cutter, and an undisclosed father. He attended Cornell University on a baseball scholarship, and later pitched Double A ball for Duluth born injuring his shoulder. He has flown for the Army Air Corps (rank of lieutenant), flown the mail and done barnstorming in Pennsylvania, and done route exploration for Pan Am and TWA. He was injured when his Trimotor when down in Peru, and was pulled from the wreckage by his friend and mechanic, Corky, in 1933.

He travels everywhere with his one-eyed dog Jack — a Jack Russel terrier with an uncanny intellect (for a dog.) Jake doesn’t much like using guns, but when he does, he prefers the Webley Mk VI .455 revolver.

ATTRIBUTES: Body 3, Dexterity 3, Strength 3, Charisma 2, Intelligence 2, Willpower 3

Secondary Attributes: Size 0, Move 6, Perception 5, Initiative 5, Defense 6, Stun 3, Health 6, Style 3

RESOURCES & TRAITS: Allies 2: Kuomintang, Green Gang; Charismatic, Follows 1 (Corky and Jake), Quick Healer, Rank 1

FLAWS: Danger Magnet, Honorable

SKILLS: Academics, History 1 (3); Athletics 2 (3) [Baseball 6], Brawl 2 (5), Craft, Mechanics 1 (3), Diplomacy 1 (3), Firearms 2 (5), Gambling 2 (4) [Poker 5], Melee 1 (4), Pilot, Aircraft 4 (7), Stealth 1 (4), Streetwise 1 (3), Survival 2 (4), Warfare 1 (3) [Aerial 4]

LANGUAGES: English (native), Spanish