It’s hot today: over 100. The swamp cooler’s been running since 9am and it’s still 85 in the front room. The daughter is a bit miffed about the discomfort this is causing, as evidenced here…

I’ve been busting out a bunch of work this last two weeks: I have a piece that’s going into an anthology called Why We Left the Left, the first chapter for the new Victoriana sourcebook on technology has been submitted and more work is forthcoming, and I’ve finished proofreading and formatting Cawnpore — my historical novel about the 1857 India Mutiny — is completed. Once I’ve got my ISBN assigned for this version, it should go live on iBooks, Kindle, and Nook in a few days. My retelling of Perseus is next up for the editing/proofing and I hope to have that out by the end of the summer.

For all you readers out there, they’ll be priced competitively for the ebook version — probably $0.99 to start — so if you’ve been enjoying the material on the website, help me stay solvent enough to put more attention toward the blog and game-oriented projects. Cawnpore‘s been in print and epublication before (way back in 2000! Who says I’m not a trendsetter!?!) and has gotten decent reviews and traffic before, but any help will be appreciated. There will be a few chapters put up on the blog in a few days, so people can decide if it’s for them. I’ll do the same with Perseus once it’s ready…

Still on the schedule is a new espionage game system which will have its roots in the old JB:007 system of the 1980s. We’ve begun playtesting some of the new rules in our gaming group, and once there’s more verbiage worked through, I may be looking for playtesters. I’m thinking I might Kickstart that project soon.

UPDATE: Cawnpore is in the Kindle and Nook store pipeline. Estimate availability by Monday. iBooks is going to have to wait, as I don’t have the $100 for an ISBN number and the aggregator providers are a bit sketchy, in my book.

The local supermarket actually have swordfish steaks on sale for $6/lb. and since it’s one of my favorite foods, I thought I’d take my first crack at cooking it.

Take big-@$$ swordfish steaks, slather them in garlic butter and parsley with some cracked black pepper. Throw on the grill (I used the ol’ Foreman grill for this last night.) Keep adding garlic butter every 2 minutes or so until done — about 7 minutes for an inch thick steak. Should come out moist and fork-cutting tender.

I paired it with couscous that had white raisins, cashews, sweet peas, and a bit of parmesan cheese.

A nice  not-too-sweet white would go well with it.

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.

What you need for ubercool: night, cool car, the right music:

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!)

OSX Daily has the scoop on the 16 best new features, but here’s a quick overview:

The big one: NO BLEEDIN’ iTUNES SYNCHING REQUIRED! Wireless synching and PC free setup are going to be standard. There was nothing more annoying about the iPad than buying this shiny new device and having to get it home to synch it up before usage. Nothing was more annoying than having to synch and backup the iPad everytime you wanted to pull a few songs for a quick outing.

The next big one: the addition of all the cool multitouch gestures that I’ve been using by making my iPad a development machine. The pinch to close and other gestures make the home button almost obsolete and really increase ease of use. It was stupid not to have included it in iOS 4.3

Notifications have been updated so that they can be accessed from the home screen and the lock screen. They are all aggregated together and when using the device, they do not interfere with app use.

The iPad will get a split keyboard to allow thumb typing folks an easier experience.

There’s a new to-do list system (Reminders) and a new chat engine (iMessage) and Twitter is being rolled into the OS.

Software improvements to cameras. Hopefully this can cut the suck down on the iPad cameras some.

The big disappointment: where the heel is printing for the iPad, Cupertino? All the new features are guaranteed to make the iPad even more of a laptop killer…save for the lack of wireless (or hell, wired!) printing. This is the only aspect of the iPad keeping it from smashing the rest of the personal computing market.

Here’s a pic from outside my living room showing the smoke from Arizona. It’s bad enough we’ve had to shut all the windows and turn off the swamp cooler…meaning it’s about to get HOT in the house.

The camera kept trying to auto-correct the sky colors and the flash was the only way to trick it into showing the actual color.

I went out a few minutes ago and you could see the particular matter in the air in the headlights; all the other lights were haloing and starring from the refraction. Horrible breathing conditions.

On the up side, the atmospherics gave me an idea for a mystery/modern western novel…