io9 thinks they’ve found it:  uniforms.

Or more to the point, some kind of look that is instantly recognizable and fun.  It could be the primary color uniforms of Star Trek or the uniforms from Battlestar Galactica or Babylon 5 (although I’ve yet to see a bunch of those in convention pics…strange.)  Klingons, Orion slave girls, Leia slave girl outfits…whatever is instantly recognizable and fun seems to aid in producing a successful fan base appeal.

From one of my favorite bands, The Housemartins:  Build.

Square Trade, a group working from warranty data from 30,000 machines, has put together an interesting paper on the reliability of nine models of computers and netbooks.  At the three-year mark, about 31% of laptops will fail.  The worst offender:  HP.  The best?  Asus, with Toshiba right behind.

How this fits with my experience:  our Dell desktops have never failed, and my five year old Dell Inspiron 710m suffered a hard drive crash, but was recoverable.  Even with .5GB memory…it’s running Win7 with only trouble in the graphics accelerator.  My Sonys:  no failures over four years.  My Toshiba died a month into operation.  The current Dell is running like a top.  The HP tablet before it burned out its motherboard at 2 years (of intensely heavy use.)

Netbooks fail 20% more often.  Apple is only slightly more reliable than Dell.

The Chandra X-Ray telescope is being used to study galaxy clusters and their possibly effects on the behavior of gravity.  Instead of making the universe 80% dark matter (aka “fudge figure”)  several of the theories are trying to modify general relativity

BASIC INVENTION RULES, Part 2 (Creating New Stuff):

Sometimes, your character just wants to build new stuff.  Maybe their battlestar needs new fighters you have to build from scratch.  Maybe you have to build a giant robot for nefarious purposes.  Maybe your character wants to invent the aether flyer…

Here’s some ideas on how to do that.

1) There are two stages to invention: design and construction.  Design is a simple test – a one-off roll against Mechanical Engineering/Create New Device, with the difficulty giving the base time.  An Easy test (building a a spring-loaded arm holster) would be a matter of minutes.  An Average (redesigning a motor or an existing piece of technology) might take a few hours.  A Hard task (redesigning an existing piece of tech to be better [50% more range, accuracy, a +1 step to a single attribute] ) would take a day or more.  Formidable tests (designing a new device with similarities to existing ones – like a simple wind-up mechanical man based on clockwork) would take days to a week.  Heroic tests (like designing a new vehicle type) would take a month.  Incredible tests (designing a new piece of technology requiring a new understanding of chemistry, physics, etc.) would take a base time of 6 months or more…

In the case of building something requiring a new kind of understanding of science itself – say the creation of an aether flyer in Victorian times or warp drive in a near future game, I would suggest a Complex test for the design phase – requiring a Science Expertise (Specialty) of Formidable or more, followed by the Create New Device test.

2) Construction: with the design phase is done and now it’s time to build your machine.  An extraordinary success in the design phase will give you a +2 die step to your skill tests at this stage of the game.  A failure of design does not mean a failure of the machine, but rather gives a -2 die step to the skill when building the device.  A botch in design means the thing won’t work; you have to go back to the drawing board…

First you need to know, is it a simple device or a complex one with multiple systems/elements?  The spring-loaded holster requires a leather greave with a sliding metal arm(s) and a spring assembly with some trigger mechanism – a trigger around the thumb or a catch sensitive to the movement of the arm.  Each piece, however, is relatively simple…a single Mechanical Engineering/Create Device test should be sufficient.

For more complex gadgets like weapons, an extended test might be required.  The difficulty should be based on whether the device is a knock-off of something already around (say a new revolver in the Victorian era), a new design (a semi-automatic in the Victorian era or a gauss weapon in modern times), something truly radical (a ray gun in the 1930s.)

A knock-off should be an Easy extended task, a new design that is not terribly radical an Average, a innovative design Hard, a completely new gadget Formidable with similar time schemes to the design phase, but with each test taking that amount of time.

Sample tests:

Fabricating a new firearm: Craft (Metalworking) Average x2, Mechanical Engineering/Create New Device x2, possibly Guns/Gunsmithing.

Creating a new weapons (ray gun): Craft (Metalworking), Technical Engineering (Electronics), Mechanical Engineering/Create New Device.

Creating a smoke bomb marble: Science Expert/Chemistry, Craft/Glass Blowing, Mechanical Engineering/Create New Device

Creating a starlight vision system: Craft/Optics x2, Mechanical Engineering/Create New Device, possibly Technical Engineering/Electronics.

Building a pre-fab house: Craft/Carpentry x2, Mechanical Engineering/Construction x1, Mechanical Engineering/Plumbing x1.

For vehicles, there are some rules in Serenity that can be modified for use.  Figure out what the Attributes of the vehicle are (you can look at examples of vehicles in the core Cortex book), their skills, traits and flaws, etc.  Add the dice for the attributes, skills, speed (where applicable) and traits together to get the basic complexity of the device.  Failures in the design phase here get added (add the number of points the target for design was missed by.  I like the idea of turning this into flaws.)

2-12: Very Low Complexity.  Costs are x0.4 a similar device/vehicle.  Test difficulty – Easy.
13-20: Low Complexity.  Cost is x0.6 a similar device/vehicle.  Test Difficulty – Average
21-26: Average Complexity.  Test Difficulty – Hard
27-42: High Complexity.  Cost: 1.6 a similar device/vehicle.  Test Difficult – Formidable
43-48: Very High Complexity.  Cost: x2.4 a similar device/vehicle.  Test Difficulty – Heroic.
49+: Extreme Complexity.  Cost: x4 a similar device/vehicle.  Test Difficulty – Incredible or more.

Example: Dex – a mechanic in 1936 –  wants to build a jet pack for his Jackie, an axiatrix he works for.  The design phase sees him learning rocketry (a new science) – Hard Science/Physical.  He rolls his d12 Intellect and d6 Science and gets a 12 (success!) He designs the pack’s attributes: AGL d2 STR d4   VIT d2   ALE d0   INT d0 WIL d4.  Speed 3.  There are no skills, but he has given it a Flaw of Complex Needs d2 for the special fuel it uses.  Total: 17 – low complexity.  Normally, this would be a Hard d12 INT and d10 Mechanical Engineering/Create New Devices test, but it’s a brand new technology, so the GM raises the design difficulty to Formidable.  Dex rolls and scores a 22!  Extraordinary success!

Now he has to get to the construction phase.  This is an extended test.  With the extra success, he gets a +2 skill step to the tests.  The design phase is past and the complexity gives a difficulty of HARD.  Dex needs to get a total of 55 in his tests.  Each test takes a day.  He rolls his Craft of d10 (that’s with the +2 skill step) and Agility of d6 and fails with a 4, but the next test is a success of 11.  The formation of the metal casings took two days and he has a total of 11 (the failure didn’t count toward the total points.)  Mechanical Engineering/Plumbing to run the pipes for fuel, the storage tanks, etc. and Dex rolls his INT d12 and Mech Engineering d6 (now a d10 with the success step) and gets a 13.  Success and the total is now 24.  Mechanical Engineering/Create New Devices (he has a temporary d12+d2 from his design success) tests sees an 11, 7, and 18.  It’s been 7 days since he laid pencil to paper and he’s at 52 points.  The GM decirdes to have him test an INT+Craft/ Leatherworking (d12+d10) to create special trousers to ablate heat and flame from the pack.  Dex rolls an 22.  He’s done at 8 days and the GM decides the work on the flight outfit is flame proof, and that a quickly cobbled together helmet and jacket gives Jackie a 2W armor for combat or in the event of a crash.

A conversation on the Cortex boards got me thinking about a rules set missing from the Cortex books: Invention.  This can be especially handy in a Pulp or Victorian sci-fi setting where superscience is the norm, but also can be reflected in settings like Battlestar Galactica – where the crew built a new fighter from scratch.

So here’s my first pass at a set of Invention rules.  They are necessarily fast and loose, but should work to provide some kind of framework for the Cortex GM…

BASIC INVENTION RULES, Part 1 (Modifying Stuff):

First, figure out what the character is trying to do.  Is it a simple modification?  One that would be a simple test, like adding night sights to a firearm that allows for it (like Glock and most other new firearms) – that should be a straightforward Mechanical Engineer (Customize) test as Easy with a base time of 30 minutes.  Or does it require real work?  If the gunsmith had to work with an old Colt 1911 with fixed sights, they have to shave the old sights, drill and tap the slide for the new sights…that’s work.  And an extended test of Average and 6 hours base time per test.

Second, what skill(s) are needed?  Mechanical Engineering (Customize) works well for most gear situations, but for complex tests, there might be others needed.  The example above with the 1911 would require a Craft (Metalworking) test to modify the slide, followed by a final Mechanical Engineering (Customize) to set the sights properly.

Here are some examples of modifications and the skills that might be needed:

Increase Speed of a Vehicle: Mechanical Engineering (Customize) to change exhaust on a motorcycle or drop in a supercharger or turbocharger on a car, another test or maybe a Tech Engineering (Programming) to remap the fuel injection and other sensors issues.

Increase the accuracy or range of a gun: 50% increase in range or a +1 die step to skill check requires a Mechanical Engineering (Customize) or Guns (Gunsmithing) EASY to add a scope or lasersight.  To swap out a barrel or do action modifications for reliability or accuracy would be a AVERAGE test.

Alter rifle from semi to full-auto: Average Mechanical Engineering (Customize) or an Average Craft (Metalworking) to modify the sear, and an Easy Mech. Engineering (Customize to install.)

Increase magazine capacity on a gun: Craft (Metalworking) Average to build a new magazine design.

Increase range of vehicle: 50% increase is an Average Mechanical Engineering (Customize) that might involve a Tech Engineering (Programming) for the fuel map.

Adding weaponry to a vehicle: Just bolting a mount for a gun to the roof of your Toyota truck (a la the Somali “technicals”) is an Easy Mechanical Engineering (Customize).  Hiding 1.5″ free flight missiles in under the fog lamps of your 1986 Aston Martin V8 is another matter – there’s the mount for the missiles, the aiming systems (if any), and the electrics for the launchers, as well as blast protection for the motor.  That’s an extended test with a Hard Mech. Eng./Customize to design it, another to make the mechanical modifications, a third or Tech Engineering/Customize to set up the computer for target control and the windscreen HUD and radio knobs for aiming…

Third, how difficult is the modification?  If it’s something that just swaps out, bolts on, or otherwise is plug and play – EASY.  If minimal modifications need to be made, AVERAGE.  If it requires a redesign or fashioning of parts, HARD+.  If it requires design and manufacture of parts, as well as modifications to the original parts, FORMIDABLE+

Fourth, how long will it take?  Base times for simple tasks should never be more than 6 hours.  For extended tasks, the base time for an Easy task should be minutes; Average an hour to 4 hours; Hard 6 hours to a day; Formidable should be a day to a week; Heroic should be a week; Impossible and higher a month base time.  (For example: Designing and building the 1969 Ferrari Daytona – from paper to release was a matter of less than three months…)

It the inventor has a staff – the stereotypical single strange assistant (Igor), for instance –  they should receive a +1 die step to their skill.  For multiple assistants, add +2 skill step to the skill.

The Church, Under the Milky Way Tonight


I started pulling some of my stuff for an up-coming yards sale this morning.  The criterion for doing so was simple:  if I hadn’t seen/used/read the item since I moved to this house — gone!

It’s tough to do, for me, and for a lot of people.  Some will disagree with the, but I suspect most will side with me.  Materialism isn’t the problem, nor necessarily sentimental value to some of the stuff that I’m getting rid of.  Simply put:  your stuff is part of who you are.  It comes to define you, in many ways.

Looking through the crap I’m getting rid of, I can see reflections of things that were important to me, aesthetics that have shifted over time, vestigial remains of hobbies that I enjoyed, but that were pushed aside by time constraints, electronics replaced by newer devices but not sold/throw/given away.

Human nature is to acquire.  I think this is hardwired into our survival instincts from our Pleistocene origins:  collecting stuff was most likely a survival strategy.  Need something to bash an animal senseless?  Might want to hang onto that thigh bone you have.  What if is gets cold?  Should probably keep a few more furs and skins…just in case.  Having stuff — at least useful stuff — can aid your survival and comfort.  And represents status, as well.

And it becomes part of you, in many ways.  The model kits I built reflected an interest I had at a particular time.  I enjoyed building them; I like looking at them — they have no particular use.  I have some bits of art that mean a lot to me:  someone bought, painted, or drew it for me, or I feel a connection to the aesthetic…but it jut breaks up the blank walls.  There are wee toys that I don’t play with, but they are decoration to showcase my interests to outsiders.  Like tee-shirts with sayings, the logos of companies I buy from, or advertise a TV show or band I like, it’s a way to broadcast my interests to others.

This can make getting rid of things traumatizing.  I’ve had to do it a few times.  Several of those were circumstances where I had no choice but to shed my stuff — traveling out of a few steamer trunks, instead of a  moving van or truck.  Other times, it was a means of expediency — get rid of furniture or personal items to be able to move on the cheap, or fast.  Each time, dropping these things stripped a bit of my personality from me (it seemed.)  But after it was done, I often found I didn’t miss them…

There are exceptions, of course.  I occasionally miss my ’98 Mustang.  It was a present to myself for finishing my training (two years of it!) in the military; that car represented accomplishment.  When I sold it, she was six years old and on the verge of needed a lot of work to maintain her.  Gas was going up and I needed cheaper transport, so I sold her to buy my first Triumph motorcycle.  Still…I miss what that care meant.

I miss some of the comic book series I’ve had to divest myself of.  I hadn’t been reading them, and getting rid of them was a smart (and at the time profitable) idea, but not having them to flip through or reread removes those stories and artwork to my long-term memory.  I have trouble rereading books (save for non-fiction that I reference for my work), and most of the fiction I have I don’t return to.  It’s not practical to have them.  But seeing the spines on the bookshelves brings the stories and characters back to mind as if I did read them.

Selling, throwing out, giving away your things can be cathartic, however.  You can cut away portions of yourself that are ossified, memories that are painful, vestigal elements of yourself that are no longer vital to who you are.  Like ripping a band-aid off, the experience can be painful, but it can also be liberating — packing off those bits of your life that act as an anchor to moving ahead, or making changes that you need to to become who you will be.

I’m not going to miss most of this stuff I’m getting rid of — even some of the things I still enjoy having — and already I can feel some of those hooks in my psyche holding me back from going forward being torn away.

And I’ll have more room in the house…

Ever since I started running the Serenity RPG, I’ve been using the following rule for actions in action turn/combat round/whatever you want to call it.

Each extra action above the first comes with a -1 die step to the attribute. Say you have a d8 Agility. If you changed a magazine on a gun, then want pop off a shot in that turn, you can.  But the shot is a d6+skill.  Say you double tapped, the second shot?  d4+skill.  While doing that you were snagging your rucksack and wanted to get up.  Roll either an Agility or Strength and Athletics (if you had a Strength of d8, you would roll a d4+Athletics, as opposed to a d2+Athletics for an Agility.)

The limitation:  once one of your attributes is at d0 — you can do nothing, including take any kind of passive defense or passive perception tests (you tunnel vision on your tasks.)  We find it works out to roughly 3-5 actions a person could take in 6 seconds, each increasingly harder.  I’ve found that most players will leave themselves a d2 or d4 for wiggle room, should they need to defend against attack or notice something important.

I was reading through an article on Jerry Miculek today — he’s a shooter for Smith & Wesson in the USPDA competition.  The guy is a freak of nature, capable of accurately putting 5 rounds downrange in .45 of a second!  That got me thinking about my own effective rate of fire with a handgun, rifle, etc…even with my 10mm, I can drop with some accuracy rounds at a rate of 1.5/second.  Twice that with a 9mm or the 5.7mm.

The rate of fire in the James Bond: 007 RPG has always seemed a bit slow to me.  Granted, that’s because the firefights in the old movies usually consisted of the actor taking aim and firing a round, maybe two, in a cautious and considered manner.  But since the likes of Martin Riggs and John McClane came on the scene, the protagonists are a bit more quick n the trigger — in line with what real firefights are like.  (Most police in shootings are surprised by how fast things happen.)

The Action Round for the game is described as 3-5 seconds.  That two second wiggle room was designed to give the GM some leeway in what to allow the characters to do, but it is a bit long for a fist- or firefight.  So I propose a harder target for the time period: 5 second, or 12 action rounds a minute.  What can you do in five seconds?

Figure most people can achieve 2-3 short actions, like shoot something, change a magazine, and maybe do some kind of shuffling movement.  The characters in the game are supposed to be trained, if not exceptional, in moments of action.  So I propose they can do up to an action an action a second.  (Just timing myself now, I was able to dry fire three times on three different targets around the room with a handgun…in three seconds.)

Suggestion 1:  the actions a person can take in the action round are equal to their SPEED, as in the rules.  What an action entails:  movement (from shuffling (to give the opponent attempting to hit a -1EF) to running, popping up from cover and getting back down [each an action!]), changing a magazine for a weapon (with the reload time now being the number of actions the move takes; so a  tube-fed shotgun’s RL: 5 would take a character with a Speed of 2 just over 10 seconds…about right under ideal conditions), dropping an object or picking one up, taking a bead (to get the +3EF), engaging a target (so with a Speed of 2, you could engage two targets …but could not move or change mags), or do that many HTH actions (either attack or defense.)

Suggestion 2:  The number of targets a character can engage with a firearm is equal to their Speed, and they may fire a number of rounds at each target equal to their Speed or the S/R of the weapon (whichever is lower.)  If they shoot at a single target, the rounds that can use are equal to the Speedx2.  If the character can fire 5 or more rounds at a target, resolve it like burst/autofire with one roll and add +2DC to the weapon (So a Beretta 92 in the hands of a character with a speed of 3 could go Martin Riggs for 6 rounds, with the gun DC rising from F to H.)

For burst or autofire weapons, the number of rounds is the maximum number of targets that could be hit by the burst or strafing attack, minus the QR of the test (so an MP5 with a S/R of 6 could hit up to six people, but with a QR of 4, at best the character hit two targets.)  Instead of gaining negative modifiers to their Ease Factor for the number of people they are engaging  (Spray Fire rules, p.50, main book), the character gains a -1EF for each 10′ wide area.  Each extra 10′ arc also halves the maximum number of people you can hit.   So if you have to spray an area 20′ across with an M4 carbine (S/R: 2 or 10), you would gain a -2EF and could only hit up to 5 people.  Now you could mitigate this a bit by taking a number of your actions — say you have a Speed of 2 — two bursts of fire (really one long extended one) across the 20′ would be two 10′ arc attacks.

Suggestion 3: Using spray fire to do suppressive fire (keep an enemy’s head down):  You’re not really trying to hit anything, and your Ease Factor to do this is EF5.  You automatically use the maximum number of rounds you could use on a single target (for a handgun with S/R:2 and a Speed of 3, that would be 4 rounds, or the an autofire weapon’s second rating [S/R: 2/6 for example].)  For each action used, you gain a +1EF for the test.  Aditionally, the bad guys will keep their heads down for an extra round/extra success.

Example:  If you have a Speed of 3 and a handgun with an S/R: 2, you fire 6 rounds for suppressive fire.  The gun has a magazine with 15 rounds, so you decided to use all of your actions on suppressive fire, hoping to allow your teammate to move unseen to an advantageous position.  The total rounds fired would be 15, with a +2EF to the test.  The character gets a QR3 — the bad guys stay down not just this round, but the next.

Suggestion 4:  Hand-to-hand combat is a bit more time consuming than pumping a trigger.  You are, by necessity, moving — shuffling feet, swinging arms or kicking, grappling or otherwise engaged in multiple complex actions.  The number of actions is equal to the character Speed.  The character can use the actions for attack or defense (not in the original rules.)  Attacks are handled as they are in the original rules, but if a character chooses to, they may instead defend from an attack, using their HTH Combat skill.

Example:  Bill is in a fight with a couple of goons.  He has initiative and chooses to punch Goon 1 in the face, trying for a knockout blow, but wants to use his second action as a defense, blocking an attack from Goon 2.  He tests against Goon 1 (with a -2EF for the knockout blow) and succeeds.  Goon1 is down and Goon 2 swings a lamp at Bill.  Goon one hits him with a QR3 (Good) — Bill tests his HTH against the QR3 (that’s his Ease Factor) and succeeds.  The attack fails.

Suggestion 5:  New Speed Ratings.  No one is so slow they’ll act once every 10 seconds (Speed 0 in the original game rules.)  So here’s a more realistic Speed rating.

Speed is figured by adding DEXterity and PERception:  2-6=Speed 1, 7-14=Speed 2, 15-22=Speed 3, 23-28=Speed 4, 29-30=Speed 5.

With this last suggestion, there’s the possibility of a character, really going super-badass.  If a GM wanted to avoid this, they might be worth it to use Draw on a firearm or melee weapon to slow the number of attacks (so a submachinegun with a DR: -2 would mean no more than 3 targets with a Speed of 5.)

Comments and suggestions are welcome.