In keeping with the game tonight — more adventures of Artemis Campbell, this time it’s 1948 Yugoslavia — here’s a pair of rifles for early Cold War jaunts:

Springfield Armory M1C Garand .30-06

The M1 was one of the issue rifles for the American forces during WWII and Korea, and could be had in 7.62 NATO or .30-06 (the C is a sniper weapon and was usually in the latter; ballistically, they don’t differ enough to have different stats.)  The rifle is a semi-automatic with a “clip” of eight rounds.  On the last round, the clip is also ejected.  The weapon has to be fed through the breach and the charging lever actuated to load the weapon.

PM: +1   S/R: 2   AMMO: 8   DC: J   CLOS: 0-50   LONG: 120-200   CON: n/a   JAM: 96+   DR: -3   RL: 2

GM Information:  The M1C and D had a sniper scope and has a LONG of 240-400.

And for the Yugos…

Samozaryadniy Karabin sistemi Simonova (SKS) 7.62x39mm

This is the carbine that much of the Eastern Bloc is using throughout the 1940s and 1950s.  It was introduced during the final year of WWII, and the Yugoslavians cranked out tons of them.  They are very robust and reliable, and this semiautomatic was the predecessor of the AK-47, which borrowed heavily from this design.  The 7.62mm was less powerful than it’s 7.62x51mm NATO competition, but accurate and deadly enough at the ranges for which it was designed (out to about 500 yards.)  They are fed either by a box magazine or by a stripper clip system similar to that of the Mauser M1897 broomhandle.  They are still popular in civilian markets.

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

GM Information:  The bayonet on an SKS gives a PM: +1   DC: +2.

A note on the ballistics and damages of the .30(ish) calibers….the Q Manual gives the .303 British cartridge a damage of I.  The .303 British round was  much more powerful than the 7.62x39mm round — on par with the .30-06 and in the same area as the .308/7.62x51mm NATO round.  Most of the .308 weapons are given a K damage, so a 7.62mm M1 should have a DC: K.  The .303 I place at DC: J, like the .30-06, more for the spotty quality of ammunition; when properly loaded, it’s just as lethal as .308.

One of the hooks for the Engineer in our upcoming Dr. Who RPG was that her TARDIS always chooses vehicles when it can, and sometimes anachronistic versions of the same.  One of her/its favorite forms — the 1958 DeSoto Firesweep.  You get into the actual ship through the bonnet or the engine compartment.  It’s “a girl” and I’m hoping for a sense of humor in her operation that gives you the impression that she tolerates being a vessel for other people.

A friend of my mother’s had one of these when I was a kid in a turquoise with sea green trim.  It was big, beautiful, and I loved it.

And just because I can’t resist…the specs for the Firesweep for James Bond:

PM: 0   RED: 5   CRUS: 70   MAX: 120   RNG: 200   FCE: 3   STR: 7

GM Information:  the ’58 Firesweep is a beastly thing in turns:  -1EF to Quick Turn or Double Back, but a +1 to Force maneuvers.

I’ve been toying with the idea of a Ghost in the Shell-style campaign using Cortex.  Scattered throughout the core book and the Serenity material is much of what you might need to develop a setting similar to Shirow’s world.

First thing that is necessary is to have some kind of idea regarding cybernetics.  For systems like Cyberpunk and others in the cyberpunk genre, there is a tendency to get very detailed with the type of equipment that you’ve bolted onto yourself.  This isn’t really necessary:  most of the cybernetic enhancement can be covered by a few Traits, well described.  In essence, you have two things cybernetics would do, systems mechanics-wise:  increase your attributes, provide an existing trait, or provide skill emulation.

CYBERNETIC ENHANCEMENT (d2-d4):  You’ve have work done to improve your body’s natural characteristics — maybe it’s a kinesthetic monitoring system that enhances your inner ear, or sensory buffer that pushes data to the brain at a faster rate giving you a better Agility or Alertness; maybe it’s artificial eyes or ears that give better vision and hearing, adding to your Alertness; maybe its an adrenal boost that aids in your natural Strength; maybe it’s a drug shunt that adds to your Vitality or Willpower tests.  Whatever the system, it hacks the meat to push it to its limit.  You can take this multiple times, to give the boost across abilities.  Gives another die for tests involving that particular attribute.

METACORTEX (d2-d6):  This is a cybernetic uplink that conencts the user’s mind to the internet, or whatever you’re calling it in the campaign.  It doesn’t boost the intelligence of the user, per se, but instead gives a die bonus when doing an Intelligence based skill like Knowledge, Scientific Expertise, etc.  It allows you to find the data on the wb/net/cyberspace, and use it.  It doesn’t make you a surgeon, or an astronomer, or make you an expert in the paintings of Matisse, but you might be able to fake it.  It could also give the Enhanced Communications Trait at d6 (Because of the nature of the cyberpunk genre, I’d say just have this cost the equivalent of a d4 trait as an add-on.

Another Cybernetic Enhancement might give a Trait, instead — bionic legs might give a Fast on your Feet, but don’t offer much else in the way of enhancement; a Vehicle Interface would give you the Born Behind the Wheel Trait that is good for any vehicle; Eyes and Ears might provide Enhanced Senses; nanobots designed to strip toxins and disease from the body might provide a combination of Hearty Constitution and Fast Healing — or possibly Immune, depending on the nature of the cybernetics.

Cut down to the most basic levels, these are really the only Traits you need for the basic cybernetics.  To tailor them, you can take Complications specific to the technology.

Maybe your iBrain only works on the AT&T network, and as a result, you can’t always get a signal or fast throughput, you could take OUT OF NETWORK (d2-d6):  Depending on where you are, the GM might have you incur a die penalty, added to the difficulty of whatever Metacortex-based test you are rolling.  (“Dammit!  I’m only getting one bar — I’ll never get the recipe I need for this casserole in time!)

Maybe your strength benefit from cybernetics is specific to a single limb (“My right arm is the best prosthetics money can buy!”), and can only really be used for crushing or punching, but you can’t benchpress a ton if only your right arm from shoulder to hand is artificial.  Take the cost of the enhancement dow a die step, but note that it’s only go for such-and-such.

The real issue would be full body prosthesis — essentially, you would have to build the character as usual, but with the CONSTRUCTED Trait and NONHEALING Flaw — you require repairs after damage.  You might go so far as to have something like ROUTINE MAINTENANCE (d2-6):  If the character doesn’t receive routine service, their body is prone to breakdown or malfunction.  At d2, thy require service every six months, d4 monthly, d6weekly.  If they aren’t maintained, they must roll an EASY RESISTANCE for the first time period (for a d4, the first month), then +4/per period (AVERAGE for two months on a d4, HARD at three, etc…)  If the roll have failed, they have their die rating added to tasks as their system break down.  On a botch, they completely fail and cannot operate until repaired.

I think the tricker elements are the full body prostheses of GITS, where there’s enough of their biological bits and bobs left that they have to eat, but have to have mainenance, where they are resistance to disease, but the meat bits can still get sick.

Still ruminating on this…

Okay — went to see Inception today since it looked like the kind of flick that works best on the big screen.  So the review:  it’s good.  Really bloody good.

The world it paints is ambiguous enough to disguise that it’s cyberpunk-style science-fiction, a heist movie wrapped in near future sci-fi where the protagonists are able to jacking into other people’s subconsciousnesses while they are sleeping.  The movie’s internal logic holds and they don’t play with the technology outside the basic premise — you can ride along in someone’s dreams, you can manipulate what they are doing to get to information they are trying to hide or to explore/alter their dream state.

The lead character, Cobb, is a troubled fellow (we find out why later — essentially he got trapped in a dream state where the perceived timespan was decades; it — and another important plot element — have left him a bit loopy, and on the run from the United States, where his children are) but he is a top “extractor” — a man who pulls information from people’s minds.  He gets hired by a Japanese corporate type with a faint smell of yakuza (although this is never mentioned…maybe I’m just projecting a bit of the ol’ WG onto the flick) to break into the mind of an heir to a major energy corporation to get him to do the unthinkable:  break up his father’s near monopolistic hold on energy.

To plant an idea in a person’s mind is extremely difficult, as they can always track the source of the meme; they call it “inception”.  Cobb is promised by the Saito — Ken Watanabe being awesome — that he will fix it so the charges keeping Cobb out of the US are dropped.  Cobb jumps at the chance and puts together a crack team to intercept Fischer (Cilian Murphy…good as always!) and break into his mind to plant this idea of breaking up his inheritance.

After this point, the action ramps up and the movie starts throwing fantastic effects sequences, interspersed with actual stunts (real stunt work always punches up CGI, I think; without a grounding in the real world — in sets, stunts, etc. — CGI starts working against the verisimilitude the more it is abused), and damned good action sequences that really take advantage of the “mental landscapes” the characters are in.  There a slight Philip K Dick suggestion at the end that is no surprise in coming, but it’s almost necessary to put the button on the movie.

The acting is quite good — from Leo DeCaprio’s Cobb and Cillian Murphy’s Fischer, to Marion Coutillard as Cobb’s ex.  The show, for me, was stolen — and this seems to be the case whenever I see him in things — by Tom Hardy (loved him in Rock n Rolla).  Ellen Page I tend to find one-note in her performances, but she’s workable in this.  Joseph Gordon-Levitt is well cast and does a good job as Cobb’s number two.

The visuals are stunning, and the wire work and combination of set design for actual stunt work really makes the movie pop.  The CGI looks great, but that’s because they use it to enhance, not to do the heavy lifting in the scenes.  It’s well written, and at about two and a half hours only about 5-10 minutes too long.  Not enough to not enjoy, just enough to notice it’s time to wrap it up.

The sound mixing is the usual overly loud music and sound effects, but I could understand what the actors were saying…so plus there.

Style: 5 out of 5 with a bullet.  Substance: 5 out of 5.  It’s a damn good movie.  Worth the full price, not just matinée.

Just a heads-up for those that care: I will be on vacation for the first half of August, so posting will be rare or nonexistent until after the 16th. I most likely will still be answering comments or emails, depending on my Internet coverage. (Probably going to splurge on Vodaphone’s 3G card for the iPad.)

Hopefully, I’ll have time to post some pictures.

So, one of my group members is going to start trading the GM reigns with me (first time I’ll get to play in about 8 years) and he decided to run the new Dr. Who game by Cubicle 7.

We were playing with who might play the Doctor, and I spitballed an idea for a new Time Lord: the Engineer.  Originally, I was seeing a Robbie Coltraine-esque figure for this character, with a penchant for steampunk and streamline moderne, but started to play with the idea over a few days.  I’m not a huge Whovian (or whatever they call themselves) and don’t know much about the universe:  I loved Eccelston’s season, I liked Tennant most of the time, the Matt Smith guy seems quite good in the two eps I’ve seen.  I’m not a fan of the old stuff which was just too campy for my tastes when I was a kid.

THE ENGINEER

ATTRIBUTES:  Awareness 4, Coordination 3, Ingenuity 7, Presence 3, Resolve 3, Strength 2

SKILLS:  Athletics 1, Convince 1, Craft (Building) 3, Fighting 0, Knowledge (Alien Cultures) 3, Marksman 1, Medicine 0, Science (Quantum Physics) 5, Subterfuge 1, Survival 1, Technology (Gadgetry, Repair) 5[+2], Transport (TARDIS) 3

TRAITS:  Attractive, Boffin, Psychic (Mildly so), Resourceful Pockets, Technically Adept, Time Lord, Experienced

FLAWS:  Adversary, Code of Conduct (Will attempt to help others), Dark Secret (Coward?), Eccentric (Thrillseeker), Impulsive, Last of Her Kind

Technology Levels: 4, 6, 10

The Engineer is one of the last Time Lords, who survived the Time War in an undisclosed manner — but one that involved being trapped outside of space and time (or turned into another race to escape the timelock, using a fob watch — leaving this up to the GM.)  He had opposed the Council’s final plan for victory, and for that was hunted by his own people, the form of the Horde of Travesties (I picked that because it sounded cool…)  He was either imprisoned or hid in his pocket universe, and to escape the refuge or prison, he had to die.  Regenerated, he was surprised to find himself not 6’8″ and 300 lbs, but 5’9″, slim…and female with a Scottish accent.

Guilty over her cowardice or inability to stop the destruction of Gallifrey, she has begun to do “good works” to attone.  This isn’t to do good; it’s to bolster her own image of self.  She is traveling in her Type 52 TARDIS — one of two left in the universe.  She tends to disguise it as a vehicle of the period she is in, or something whimsically similar — a train engine, a plane, a car…

Berin (the GM) decided she was the inventor of the fob watches that were in the Tennant tenure — where the mind and physiology of the Time Lord can be stored — and I am positing that they were created specifically to avoid detection by other Time Lords.

She is fascinated with technology — from simple devices to mechanical lifeforms, and has very peculiar tastes in aesthetics (“All cultures have two shared art periods — a kind of art deco/streamline moderne, and postmodernism.  One celebrates speed, enthusiasm, and adventure…the other sucks.”)

UPDATE: Onto my impressions of the Dr. Who character creation:  I’ve done up a character myself (above) and one of the other players — a human thief who will be introduced trying to steal the TARDIS in its 1959 DeSoto Fireflite convertible “disguise”.

Character creation is dead stupid simple:  24 point to spread across the attributes and traits (negative traits add back), and left overs can go to skills.  Skill points, you get 18 unless you have certain traits like Experienced of Time Lord, to put in the skills above (that’s it, folks!) and if you have a 33 or higher, you get a specialization.  You can also buy a specialization for a point and it gives you +2.  You have 12 Story Points (like plot points, hero points, etc.) that you use to manipulate the story, die rolls, etc.  It’s your maximum number of points you can have, but it can be reduced at character creation with traits like…Experienced, Time Lord, etc.

It took me ten minutes to build the Time Lord above, my first go.  The human thief, two or three…

(A public apology — I have been informed my name does appear on a few of the products that I have worked on for Cubicle 7, so to all and sundry…I’m a dick and I’m sorry for any heartburn I might have caused.  If you’re in Edinburgh from Aug 3-6, or the Galsgow area from Aug 7-15 (excluding the 8th — that’s birthday with the family — I will gladly buy you a pint as a “sorry”!)

For Battlestar Galactica and Serenity (and the other Cortex campaigns I might run), I’ve been using a stripped down “defense” system to speed play.  For players defending against multiple attacks, I have them roll once — either their Agility+Athletic (Dodge) [in hand-to-hand or melee they can use Agility+combat skill to block, parry, etc.] or the Agility straight if they don’t have the skill.  This test, if higher than the base difficulty to hit (say, Average for a bunch of mooks in a karate fight scene) — it’s the skill or attribute check they have to beat; if lower, it’s the 7 for an Average.  To emulate multiple attackers, I giver them a die step on their skill for each mook.

Example:  Martin “th Black Monk” Zhuong is fighting three guys from the Brotherhood of the White Chrysanthemum.  He has a Agility of d10 and a Unarmed combat (Karate) of d10.  The mooks are Agility d6+UC/Karate d6.  The three of them are wailing away at him in a circle and he has to do the Jet Li mutli-block schtick against them  it’s d6+d10 (+2 steps for the extra two guys) vs. Zhuong’s 2d10.  The GM rolls a 6 (they would have missed him even if he didn’t actively defend — most likely, their punches and kicks are getting in each other’s way — and Zhuong rolls a 19.  He easily beats them out, well enough that were this an actual test in a game I would let him have one attack roll at his normal stats, even if he had done multiple rolls.

It works for viper combat in BSG — Skidmark is being harried by three raiders that have her bracketed and locked up.  She is trying to fly them into her wingman’s line of fire, but has to dodge their shots.  Skidmakr is a solid pilot at d8 Agility and d10 Pilot/Viper.  The raiders are combat experienced Cylons with an Agility of d12, and due to experience, a Pilot of d4.  They roll a d12+d8 (for the extra two) vs. Skidmark’s d8+d10…Cylons roll 8, Skidmark 7: one of the raiders tags her viper for 1S+d8 for the cannon damage — a 6 — 1S, 6W.  Skidmark’s Mk VII takes 2W, after the armor.  they’ve stitched her ship, but “it’s nothing she can’t handle…”

The New York Times had an editorial a few months ago on an idea floating through the hall of Comgress, and splattered out there by the “Paper of Record”: “search neutrality“… If this doesn’t sound scary to you, you need to think some more on it, or remember this — eventually, you’re people will be out of power and someone else will have access to those organs of government you set up.

Here’s the gist: Google,which is a massive Democratic Party supporter, managed to get a bunch of halfwitted Progressives into office. They were one of the major forces behind “net neutrality”, a staggeringly bad idea couched in terms of “freedom” and “fairness” (mostly the latter, since it would limit the former), and designed to benefit smaller bandwidth sites Vis-a-vis larger ones. In other words, it’s a subsidy for smaller sites (political ones, if you hadn’t gotten the inference) that can’t compete. This support wouldn’t go to me, for instance…I’ll still have to pay my ISP and put up with service transfer limits, high as they are. If I want to take my blog here big time, I have to pay for a swankier site, a domain name.

No, this is for the political websites — the DNC supported sites, the small opinion maker sites, and other groups that want a free ride competing in the marketplace of ideas. And guess who gets to decide what’s fair in this marketplace? It’s the electronic Fairness Doctrine, and the pushers of Net Neutrality hope to strengthen their hold on the political and historical narrative with it.

Now comes along “search neutrality”, which is touted as aiding smaller sites to be seen on Google’s search engine. Right now, you can pay to have your site be a banner result, or the engine occasionally throws up a few likely websites you’re looking for based on your previous search history. But that doesn’t get government funded or subsidized companies in the top slots of the search returns, and it doesn’t let less innovative or motivated companies do the same (think the small oil companies that couldn’t compete with Standard Oil…answer: have your Comgressman attack Standard Oil.) It also doesn’t get you to politically approved sites for the information you are looking for. There’s to much chance you might wind up on a blog or site that do not have the correct political persuasion and might cause you to question the wisdom of certain policies or politicians.

Search Neutrality is a cudgel to quash free speech and competition, as is net neutrality, wrapped in the promise of “fairness”. It also ignores the fact that Google has competition in the search engine market. Bing has become a popular engine for those looking to escape the data mining and sales activities of Google. There’s Start Page, Dogpile (which used to be fantastic and was my go-to for years.). Why does Google have such a good market share on searching? They do it better than their competition!

Google was none too fond of China curtailing their activities; it should be a lesson for the company: government regulation always comes at a cost. Think about that, the next time you’re pushing some “neutrality plot”, boys.

Our Hollow Earth Expedition campaign, titled Gorilla Ace! for the eponymous character has been chugging along nicely since we first started joking with the idea of a lead character who was a gorilla and a pilot. We are now nine “issues” into the campaign and it shows no signs of stopping…

Here’s a brief list of the adventures, which one might turn into seeds for your own pulp-style campaign:

1: “Gorilla Ace and the Island of Terror!”  It’s June 1936, and WWI fly ace Rowland Cabot and his wife Jackie Jin Dr. Robert Stanford, a wealthy and connected doctor track down his missing medical school mentor. What they find on Ferrnando Po is a ppantation of slaves beg used by the evil Dr. Wasserman of the SS Medical corps as human guinea pigs — blending man and animal. During their escape, Cabot is accidentally dosed with formula that turns him into a giant gorilla man!

2: “Gorilla Ace and the Sky Pirates!”   On their way to England from Fernando Po, the team encounters a strange air vessel (think the SHIELD helicarriers and you’re close) committing piracy in the Straits of Gibraltar. They aid the Royal Navy in tracking the vessel to it’s secret base in Morocco, where they attempt to board and destroy the ship. (They wound up capturing it and bringing it into port.)

3: “Gorilla Ace and Perils of Celebrity”.   Now world famous, the team travels to London, only to have attempt by Nazi agents to kidnap him for study right off their ocean liner while at a stop in Bordeaux. On arrival in London, they are the toast of the town, but have to watch for British Union of Fascist agents tracking their every move.

4: “Gorilla Ace and the Attack of the Radio Men!”   Large robots spouting socialist rhetoric attack a gathering of the London aristocrats — including King Edward VIII — requiring the team and the Special Branch to thwart the robotic monstrosities. They track the fantastical contraptions’ heat Ray eye to a Swiss optician and learn of the figure behind the Radio Men…the infamous former NKVD agent “the Phantom”, hunted by his Stalinist enemies, and MI5 alike. Ended with a cliffhanger attack using a bomb in a special television set communicator…

5: “Gorilla Ace and the Lair of the Phantom!”  Gorilla Ace and his team discover the radio frequency controlling the Radio Men and track it to a warehouse in the East India Dockyards. Mayhem ensues when they run into more robotic giants and mooks on “hoop cycles”, leading to a chase on the vehicles through the London Underground. Jackie discovers the lair and learns of the Phantom’s plans to attack the British aristocracy at the heart during a speech in Parliament by the king to commemorate the upcoming 1936 Summer Olympics. James Bond style raid by Gorilla Ace and the Special Branch and the Phantom escapes.

6: “Gorilla Ace and the Hampstead Horror!”  The team are approached by a famed physicist and occultist looking for the secret of the radium engines the Radio Men used and that Dex Vincetti — the team’s mechanic has cracked. Dex and his notes are snagged up by zombies, leading to a meeting with MI6 occultist and agent Aleister Crowley (the crazy music thing is mostly an act to cover his espionage activities.). In a raid on the physicist’s home, they have to rescue Dex and stop a group of rich, idiotic occultists using a small radium-powered engine to heighten their mystic powers and open a gate to another dimension! Strange Chthulu-like critters are stopped from entering our world when they — of course — reverse the polarity.

7: “Gorilla Ace and Murder on the R100!” The team is traveling home on the airship R100 when a member of the crew is found murdered and stuffed in a Canadian official’s car. The investigation turns up a missing bag of money from the cargo hold safe with $1 million Canadian missing. They have to stop the murderer (a ship radio operator) and the thief from escaping via parachute over Newfoundland coastline.  Ends with a chase through the interior of the ship and on the top of the hull.

8:  “Gorilla Ace at the National Air Races!”  September 1936 and the Gorilla Ace Flying Circus has entered into several of the contests.  Jackie Cabot flies the Women’s Air Derby from Los Angeles (Grand Central Airport in Glendale) to Cincinati (pot was $4000.)  There’s the 10 mile, 10 lap Thompson Cup speed races ($9000 that year.) and lastly, the Bendix Cup, a grueling 2300 mile endurance course with a $7000 pot at the end.)

9:  “Gorilla Ace and the Simian Menace!”  Gorilla Ace and company are attacked by real dogfighters while shooting the dogfighting stunts of the new Gorilla Ace! movie serials.  Their attackers chase them over the streets of Burbank and the 300 yard long, 100 yard wide fake African jungle for the aerial shots (while being filmed!), using their wits to outsmart their opponents.  (Wound up with all three bad guy planes down and GA!’s SEV3 destroyed.)   Later, after a wrap party at the Trocadero with other RKO stars like Fred Astair, Errol Flynn, and guys like Howard Hughes, they find their home ransacked, and at their hangar Dex and his notebooks are missing.  They find Dr. Stanford has been held hostage while thugs and LAPD detectives search his Laurel Canyon home for his notes on Gorilla Ace and his transformation.  They later have to get Dex and his notes back in a fight on top of a Los Angeles monument.  (Haven’t finished this one, yet, so don’t want to release spoilers…players read the blog.)

Still to come!

10:  “Gorilla Ace and the Thing from Inside the Earth!”  An earthquake unleashes an ancient horror on Los Angeles and only the Gorilla Ace Flying Circus can save the day!  The GAFC joins up with an elite group of scientists and inventors fighting weird dangers to the world.  (Will include Nikola Tesla, possibly an “Atomic Robo”-like character, Howard Hughes, Dr. Henry Jones Jr., and others…  Going for a 1930s Dr. Savage meets Buckaroo Banzai flavor.)

11:  “Gorilla Ace and the Werewolf of Manhattan!”…that’s all I have for it, so far.

12.  “Gorilla Ace over China!”  A mission to supply the American volunteers in China goes awry.  Possilby introducing a Jake Cutter-esque character.