rom_princess_wallpaperThe group picked up with the characters traveling to Parras Das — the City of Gardens — aboard a Martian skyship they had rescued from pirates. The team, with their marine escort, had been taken aboard by the crew after their rescue of Priya, a dheva Princess of the House Arvasala. (Using the art from Revelations of Mars as an example…)

During the four day trip across the desert wasteland of Mars, the characters learned about the people and their world the best they could, as only Zelansky could speak their language, a version of Atlantean. The human-like “red men” were decedents of the Atlaneans and called zhul-ya, and the dheva the decedents of “the ancients.” The Earthmen they are calling vril-ya, and Earth is “vril” to them. Mars has been dying for millennia, and the Arvasala family is instrumental to the survival of many communities in the north of the world. They are ice and water dealers. Their grand ships move ice to the smaller towns, and they are responsible for the upkeep of the canals bring life-preserving water from the ice caps through Parras Das and south to other cities.

They learn the ships are held aloft by some kind of magnetic levitation system that is powered by “oridium” — a material that is also used as ammunition. It appears to be highly energetic and possibly radioactive. During the trip, Cointreau successfully seduced the princess, and gets to try some of his tantric “sex magic”. He finds her a very willing student and subject.

On arrival in the city, they are confronted by an Atlantean design — grand circular canals that take water from the northeastern canal, pump it through the city, and out on the northwestern and southwestern canals. The outer ring of the city is commercial, a massive bazaar, the second ring a residential and garden area, and the innermost ring is filled with beautiful and fanciful towers that could never stand in Earth’s gravity. The central one is the Lighthouse, also the city council chambers for the “Nine Families” that run the city (and much of norther Mars.) They have sussed out the dheva are a higher caste than the zhul-ya; they rule Parras Das, and possibly much more.

A tour of the city leads them to Arvsala House, where Priya’s family oversees the water trade. Their patriarch, Arvan, is interested in the aliens, but is also obviously disturbed by her interest in Cointreau; her brother, Vadra, even more so. Later that night, Cointreau slips out to investigate the many floors and rooms of the tower, only to witness an argument between the old man and his son, and Priya. Why, he does not know, but she appears much more headstrong and combative when there isn’t an audience.

The next day, they go out to see the sights and are attacked by 15 zhul-ya who turn out to be members of the pirate gang whose ship they destroyed when they rescued Priya. A firefight ensued in the Gardens of Pleasure, a beautiful botanical garden scene. The bad guys don’t stand much of a change, getting taken down by Post using Veitch’s coilgun. A stray round let to them fighting a six-legged elephant-like creature with mutliple trunks and a bad attitude. Eventually, they were able to win out, but were arrested by the guards of the House Davira, who are oridium traders and bankers who run security for the gardens. Davira is similar shocked by their arrival, and in the midst of talking to their scion, Zelansky was able to pull off a series of excellent diplomacy tests. He gains their trust, tells them of their desire to hell heal Mars by locating and fixing the “Great Machine”  on the Mountain of the Gods that keeps the Martian atmosphere alive, and to open trade between the United States and Parras Das, and to do this, that they need to find a gate home like the one they used to get here. There’s one in Motus Das —  the City of Dead —  according to their Arvasala hosts. that they want to go there impresses the Davira, who offer to fund the expedition.

Zelansky uses this to parlay a treaty between the USA and Houses Arvasala and Davira, in exchange for the Arvasala merchantman Warm Winds, and representatives and crew from both families. Over the next few weeks, Zelansky works to improve the relations between the families, while Post, Erha, and Veitch work to modify and improve the merchantman. They add trapeze hooks for the Dogfish mini-fighters to take off from  and be retrieved. They add powered flight to supplement the sails. Veitch figures out how to modify the oridium ammunition cartridges to fire through Earth weapons…their Colt automatics are now blasters! Cointreau conspired with O’Bannon to get Veitch together with the half-vril-ya inventor, Erha. They have so much in common and obviously like each other, and their plans culminate with a surprise balcony date between the two.

With everything finally ready, the characters and marines, together with a small crew of Martians led by Priya Arvasala and Sheri Davria, sets sail for Mortus Das, a city “fron which no one returns.”

For our Mars, I’m blending elements of the Barsoom-like Revelations of Mars for the Hollow Earth Expedition setting, and from Space:1889, including having more communities and live canals. I’ve replaced the high/canal/hill Martians of 1889 with the dheva, the zhul-ya, and more primitive versions of the latter. Also, we kept the telepathic Elosi, whose goals and actions remain a mystery. We’re getting more into the pulp super-science aspect of the Veitch character, and starting to build on how the worlds will collide once there is a way to get back and forth from the Red Planet.

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The group met up tonight to pick up from the cliffhanger where they had found themselves on Mars instead of the “Second Earth”, Atlantia. While they tended to the wounded who had been rolled over by the minifighters that had exited the Eye of Shambala only to fall over and roll down the mound of marines, and tried to get the litle planes back on their landing gear, Zelansky was photographing their surroundings. He noted that the city they arrived next to had a larger “eye”-stlye gate that acted both as a portal, and as a door/gate to the city. Inside, the buildings seems to shift and more, changing, but in the center was a larger ziggurat with was surmounted by a strange object…a flying saucer much like those of the Atlanteans!

Suddenly, they realized they were being watched by three figures, very tall, dressed in white robes with red sashes. Their faces were disguised by featureless white masks. Yet, thy could hear these people in their heads, the language unfamiliar, but the concepts clear — “strange, one of them is a Vril-ya. I though they were dead or in the Celestial Keep. The other [Cointreau] has been touched by an ancient…but they are all asleep! How is this possible. They others, they’ve never seen their like; similar to the Zhul-ya, but not.” These creatures were quickly joined by more: strange humanoids with long arms and fingers, giant black eyes, none speaking but communicating directly to the characters’ minds. “The leader [Zelansky] is curious. The one touched by the ancient is larcenous, selfish, and weak; he is too dangerous to allow in the city. The Atlantean [Veitch]  is well-meaning but confused.”

Despite not having the same language, the characters are able to communicate. They are on Zhul — Mars, apparently — and Earth is “Vril” according to these things. The city is Elos Das, a term Zelansky thinks means either “hidden city” or “secret city”. The “people” are elosi — the hidden people or people of the secret. He’s not sure, the syntax is strange.

The creatures aided them with their injured, inspected the “crude but clever” Dogifsh minifighters, and examined the party. They find the marines bellicose. Far too dangerous to be allowed inside. Then, as a group, they turn to face northwest. Suddenly, they are headed back into the city, some of them simply disappearing as they go. The three “leaders?” inform them that there is food and water, two days march to the south, or to the northwest. In the northwest, they can see what the creatures saw: two ships in the air, sails out, coming for their position.

As they watch, the city twists and folds itself until it is gone without a trace. The marines spread out and prepare for hostilities, while Erha, O’Bannon, and Post get their Dogfish ready for the fight. The two ships separate, the larger one climbing, while the smaller bears in on them, firing a heat ray that carves a trench of molten glass in the sand and damaged Erha’s Dogfish. The three pilots get into the air, their minifighters faster but more unstable than ever.

The frigate or warship, or whatever it is, closes on the marines’ position while zelansky uses his math skills to aid the mortar crew in attacking the ship. Meanwhile, the Dogfish swoop and attack the craft, while getting fired at by strange cannons that shoot bolts of greenish light their way. These blasters miss the Dogfish, which are far too fast, and they successfully strafe the ship over and over. They noted that the crew of the larger ship seemed to be fighting each other, and they realized that it could be a prize for the smaller ships; perhaps they’ve been discovered by pirates?

The mortar rounds hit their target, and Cointreau finds himself using his Inspire to get the marine gunners to use their .30 machineguns to good effect. Eventually, the craft crashes into the sand near their position and the marines, led by Zelansky, Cointreau, and Veitch board and take the ship. they have to evacuate quickly, however, as the ship is on fire and eventually blows itself sky-high. The small crew is under guard by the marines, and their lone captive, a strange green woman with four arms! is being kept “safe” by Cointreau.

While this is happening, Post pulls a spectacular stall into a landing on the quarterdeck of the other skyship and gets them to surrender. Sure enough, the vessel was taken by the smaller ship, and the captain is a strange green-skinned man with four arms. Post is able to get them to land near the downed craft. Zelansky can talk to them; they speak a dialect of Atlantean. These green people are dheva (gods?), and the red-skinned people that crewed their ship, and that of the pirate vessel, are Zhul-ya, possible relatives of the Vril-ya!

They are able to talk their way into passage on the ship Warm Winds to Parras Das, the city “her highness” Priya, of the House Avasarava, is from. She is the first daughter of a powerful merchant prince in Parras Das, and she was taken captive by the pirates while being transported to a nearby city-state to a commercial negotiation. Priya is easily seduced by Cointreau, who finally gets a chance to try his “sex magic”, with high success (We decided that the tantrism thing he was going for seemed less a magic aptitude/ sorcery thing, than a psychic aptitude/ mind control thing, and changed the character to work more appropriately.)

The night ended with the characters spotting the spires of Parras Das, which sits on the conflux of two arrow-straight canal that stretch to the horizons. I opted for a fusion of the Revelations of Mars Barsoomian feel and that of Space: 1889, with its canals and zones of life for a mile or two around them. We’ve also got hints that the dheva are a royal or rich/aristocratic caste of Martian, whereas the “red Martians” or Zhul-ya are more common.

Last week, the game took the characters to Mars. The evening closed with a cliffhanger — the party having come through the Eye of Shambala onto the Martian plains in the late afternoon, just outside of a strange city, Elos Das from the Revelation of Mars sourcebook.  We established the half-gravity, compared to Earth and the thin air — on par with being at high altitude, but not so high as to instantly incapacitate…but that was it.

I was left with the choice of how much to use RoM, what to make my own to work with the elements of HEX and the Greco-Hindu mix of mythology that’s been hinted at, and whether to crib from my other favorite “planetary romance” source, Space: 1889. The RoM sourcebook has a decidedly Burroughs tilt toward it. The skyships in RoM have that spindly, alien look to them that was used in John Carter (really…not that bad an adaptation.) 1889 has a more traditional look to their cloudships. RoM seems to have a more “dead” Mars than 1889, which has cities and canals, and more habitable zones. So what to do?

Steal, brothers and sisters, steal! I decided all of the cities presented in Revelations of Mars will be present, and I’m using many of the Martian races — but not all. I’m losing the Saurian and Chitik, but keeping the Dheva as a wealthy class/race, the Zhul-Ya as the more common and poor race, and the Grodh (Gorilla Grodh…sigh…) as the equivalent of the savages of Mars. This parallels the High/Hill/Canal Martian slip of Space: 1889. I’m using the cloudships of 1889, as well; they’re prettier, a bit more realistic-looking, but what about their means of flight? I didn’t want liftwood and the RoM book is very hand-wavy…which isn’t going to work with my group. I decided to go with magnetic levitation that uses a form of “oridium” that the book cites as the ammunition for their blasters.

As for Mars, I’m using the Space: 1889 version, but with mods to fit in the RoM cities as stand ins for some of the Martian cities. There will be canals, many in various states of repair, some areas where water is still present under the surface (Valles Marineris). I’m keeping the “Great Machine” that is keeping everything from dying.

Now I just need to figure out what to do with it all…

We finished up the adventure from last week this evening. The heroes had been working on various projects while in the City of Angels: Cointreau auditioned his way into the villain/romantic competition role in a movie based incredibly loosely on the exploits of the Sky Rats in the Adriatic. He had done an excellent job, but had also had a dalliance with the leading lady, who is also the girlfriend of big time director Alexander Korda! Once he’s done with the picture, he’s probably going to find himself  blacklisted. Meanwhile, Post and O’Bannon got jobs on the film doing aerial stunt work, including a recreation of the “final battle between Cointreau’s “Moroni” and the Sky Rat “Sky Captain” played by Cary Grant. The battle, however, was much more real that they thought — the assistant director of photography was the son of the man O’Bannon shot down in the very battle their denouement is based on! he armed the other stunt pilot’s planes for real and only some tricky flying by the aviators.

Veitch and Zelansky had had working with the Boston Project on several of their schemes — from trying to uncover the mysteries of the Eye of Shambala, to working on their reverse engineered version of an Atlantean flying saucer (the result was a jet-powered craft with strange telluric repulsion units) and small “mini-fighters” — a cross between an glider, a motorcycle, and a fighter plane. (The players really latched on to these!)

After Veitch raced in one of these “Dogfish” to rescue his friends, and the villains were shot down, most of the team was scooped up by the LAPD’s “Red Squad”, which moonlights at protecting the people of the Boston Project. The team eventually wound up back at Project’s headquarters, hidden under the Goodyear Airship Factory in Huntingdon Park, where they get interrupted by alarms and a frantic call over the intercom for guard to get to Lab B. The lab with the Eye of Shambala!

They arrived to find OSI guards being gunned down by a pair of monks carrying some kind of futuristic energy weapons! A dozen more were advancing toward the characters, protect two monks that had grabbed a hold of Zebulon Edward Koenig — a once-colleague of Nikola Tesla who was stranded in the Hollow Earth until he was rescue by the Los Angeles mission in 1993. Since then, he has been working to reverse engineering the saucers with his daughter Erha. There followed a spectacular kung fu/gun battle between the players and a few OSI agents and the blue gi-wearing monks of Shambala…but where did they get the weapons!?! Eventually, they were able to cut through the bad guys, but only as Koenig was tossed through the Eye to who knows where.

Veitch had a momentary vision of what was on the other side — a futuristic-looking city in ruins…then Morana compelled him to close the Eye. Koenig was essential to the Boston Project, but this also represented a sharp escalation by Queen Morana. Where did she get those guns — some form of heat ray — and why take Koenig. (He has a familiarity with the equipment…she needs him to reproduce or repair them?) Zelansky’s conclusion: she has gone back to the Second Earth, to Atlantis! He uses all of his bureaucratic pull to get permission from the OSI to mount a rescue mission, supported by a company of US Marines armed to the teeth. They can fold the wings of the minifighters, so they’ll have the Dogfish as air support.

Two days later, they go through the Eye, but Veitch’s concentration on their destination wavers for just a moment… When they come through the gate, it is into a flat, dry, reddish-brown plain. The air is incredibly thin, the sky purple with a weak sun and two moons! They also walked out onto steps and the surprsie causes them to tumble into the new environment like people bailing out of a clown car. When the Dogfish are pushed through they pitch off their landing gear and roll over some of the men, useless!

The Eye they came through is much larger, and seems to act as a gate to a large walled city. As the Eye closed, they could now see the streets of the city and the strange buildings. Zelansky could swear that whenever he looked away, the buildings shifted or changed. Despite the obvious danger they are in, he is elated…

“We’re on Mars!

And this gave me the chance to finally bring the starts of the rocket corp/ rocket rangers/ planetary romance aspect of the campaign to bear. I’m planning on using some of the material from Revelations of Mars, though I’m not certain if I’m going to use their aliens, or the ones from Space:1889 (which I have a preference for…)

The Hollow Earth Expedition game continued tonight with the characters, having escaped the underground lair of the “hungry ghost” Dai Pan and the arrival of Morana, the “Queen of Shambala.” She had made off with a finger from Anton Veitch, who has Atlantean blood and can activate their ancient technology. Following this the characters had used the gate in Dai Pan’s lair to pass through to the eye of Shambala, which was being unloaded from the airship Macon at nearby Moffett Air Field. The group was arrested by the shore patrol until the FBI and Dr. Lancaster of the Office of Scientific Investigations could come get them released. Veitch, missing his finger was admitted to the naval hospital. (Recap here…)

We opened the night with Zelansky and Lancaster talking about the situation. The local FBI office and SFPD were incensed over the fire in Chinatown that consumed three buildings and left dozens of Chinese gangsters (the On Yik Tong) dead. They were seen with another gang (the 17 Tigers) attacking the place and many of those gangsters are now missing. J. Edgar Hoover and RADM Byrd have cut a deal allowing the team to remain free and to cover up the incident under the guise of gang violence. The local FBI agent in charge had wanted to deport his team and hand O’Bannon over to the British. (Both the British and Irish have arrest warrants on him. He is protected in Shanghai only because the Sky Rats are agents of the Republic of China.) They are told to lie low and that evening they are put on a train to Los Angeles.

On arrive in that city, they are picked up by the OSI’s “Boston Project”, which Lancaster heads up, and given nice apartments in a new motel in Bunker Hill, the Ocean View (which it does not have…) It is the residence for the unmarried men of the project. The characters minus Wiley Post, who is not an OSI contractor and was staying with his wife (and the player was out for the evening), were taken to the Goodyear Airship Factor in Huntingdon Park. A separate building on the property, far from the airship sheds and company offices is the home of the Boston Project, and the facility they use is hidden under the grounds. After a security briefing and signing agreements to keep their mouths shut, they are finally showed the new home of the Eye of Shambala.

Lab B is where the scientists will be studying the Atlantean artifact. But next door in Lab C is where the fun stuff is — one of the Atlantean flying saucers, and the OSI reverse engineered version using “telluric countergravity” and gas-powered turbofan (jet) engines. The designer in Zebulon Edward Koenig, last seen in our other HEX campaign, a long lost associate of Nikola Tesla. He had stopped an invasion from the Hollow Earth in 1908 using Tesla’s telluric cannon, which destroyed miles of the Siberian forest, but had been sucked into the vortex created and deposited in the Hollow Earth. He had escaped with U.S.S. Los Angeles at the end of the last campaign, and now, which his daughter Erha, is working for OSI.

In addition to the saucer were a few prototypes of Erha’s “minifighter”, made by Curtiss: the XM-01 “Dogfish.” (The gearhead players really loved these things, as I thought they might…) We’re finally getting more super-science in the game: flying saucers, mini-fighters, and they think they’ve figured out how to use telluric energy (the earth’s electromagnetic field) to create antigravity, as well as a weapon (similar to the one Tesla and Koenig used to save the world in 1908.) Veitch was also interested in starting work on robots.

After their visit to the facility, the group returned to the Ocean View in time to join Post in his trip to the Burbank Airport, to see his new airplane provided by his sponsor Texaco. A new Lockheed Electra 10D with upgraded R-1340 Wasp engines. The plane is perfect for some of the ideas he had to push the boundaries of aviation. While there, they are approached by Mark Hooper, a stunt coordinator for MGM that knows Post. He needs pilots for a new film about to start filming. The movie is a love story set against the fight between an Italian sky pirate gang and a fictionalized version of the Sky Rats. Having O’Bannon and Veitch immediately got them an offer, and Cointreau parlayed this into getting a audition with the casting director.

With an excellent series of rolls, Cointreau found himself bumping Mischa Auer for the part of Moroni, the Italian gang leader and rival for the hear of Sophia, played by Merle Oberon. The lead, Cary Grant, is playing “Sky Captain” — obviously patterned on “Captain Joe” Porter, and there’s even a character that is obviously a take on O’Bannon himself, played by David Niven. There’s a young plucky mechanic who is comic relief played by Mickey Rooney (this drives Veitch nuts!) The story takes massive liberties with the final battle the Sky Rats fought against the Cavallieri del’Aria (Knights of the Air), an Italian sky pirate band the Foreign Volunteer Force took down for the Yugoslavian government in 1931. The asistant director of photography doing the aerial battles is a Dave Morelli, whose father supposedly told him stories of the Sky Rats and pirates…he’s thrilled to be working with them.

There followed a montage of vignettes: Cointreau doing well in his work, seducing Oberon only to be discovered in the act by her boyfriend, famed director Alexander Korda. Korda has complained to Mr. Mayer and it looks like Sky Rats! might be the Frenchman’s first and last Hollywood movie! Veitch has been getting close to Erha, while aiding in their work on the saucers and the Eye of Shambala. Zelansky has finally gotten the group paid well for their work, but the government has put their pay into an annuity (which is subject to the new 50% tax on their wealth bracket…thanks, FDR!) O’Bannon and Post are filming aerobatics, including a wing-walking scene where Pin-Li, posing as a David Niven’s character, jumps from one plane to the other to pull the “enemy pilot” out of the cockpit and take over. (There’s another pilot hidden in the plane…PIn-Li can’t fly.)

Finally, Cointreau goes to watch the aerial shoot during a break in his filming, only to find the boys are already up. Veitch is at the Boston Project, but Post and O’Bannon are flying Curtiss Jennies dolled up to look like the Aero A.12s the FVF had flown in the campaign against the Knights of the Air. The “emeny” planes, a Jenny made up to look like an Aeromarine AS, and a Curtiss R3C racing seaplane painted red to play the Macchi M.39 of the villain, Moroni, are joined by the film plane with ADP Morelli in it. The grip on site at the Burbank Airport says they were called in early for the shoot…and moments later Hooper and the other pilots arrive. What they hell is going on? That’s not the routine!

That’s because Morelli is the son of Andrea Morelli, the wingman to Marco Pasquale — the commander of the Cavallieri and a man that O’Bannon had shot down five years ago! O’Bannon remembers the battle — their battered Aero A.12s against the new, nimble Macchi M.71 seaplanes, and Pasquale’s M.39 racing plane that had been armed. It was twice as fast as they, just as maneuverable, and armed with twin .30 machineguns. In that fight, O’Bannon had shot down Morelli’s father, but Pasquale had taken his plane out. Captain Joe had managed to kill Pasquale’s plane by using the slower Aero to pull the faster Macchi in tight, then had rammed the tail of the racing plane to defeat the sky pirate.

It’s the battle that they are supposed to be reenacting.

The “bad guys” has actual bullets in their guns and Post and O’Bannon find themselves using their superior flying skills to try and outfly their opponents. O’Bannon leads the R3C into the canyons north of Los Angeles and manages to get that pilot to damage the plane badly. He then uses Captain Joe’s tactic, out-turning the R3C until the racing plane has to slow down lest it overshoot him…then rams the plane, sending it careening into the neighborhood below.

Post tangles with the “bad guy” Jenny, lopping them to get behind, then just under them before the observer shoots, taking their own tail apart. He then gets under them and nudges the plane into an uncontrolled roll toward the ground. (Post’s player was out for the night and Veitch’s player was rolling for him.) To keep the Zelansky and Cointreau players involved, they were rolling for the bad guys.

Cointreau knows the boys are in trouble and calls the Boston Project, getting contected to Veitch. He tells them about the dogfight and urges him to get out there to help.  He convinces Erha to loan him a Dogfish and together they fly out in the motorcycle-cum-airplanes to the rescue. Veitch arrives just as the plane Post flipped is returning to the fight, and strafes it with the Dogfish’s twin .30s, taking it down. Meanwhile, O’Bannon comes up on the “camera plane” with Morelli and uses his propeller to shred the tail, then follow the damaged craft down to land in the streets. He and PIn-Li were leaping out to face Morelli and his Mafia buddy as Veitch and Erha were closing in the Dogfish.

That’s where we ended for the night.

The Hollywood interlude was fun and focused on the strengths of the characters — Zelansky’s science and bureaucracy, Veitch’s invention, O’Bannon and Post’s piloting skills, and Cointreau’s attempts to break into the Hollywood scene. It also allowed us to do a playtest of the new dogfighting rules  for Ubiquity that will be in the Sky Pirates of the Mediterranean sourcebook we’re working on at Black Campbell Entertainment. I wanted something that was both simpler than the rules in the Secrets of the Surface World sourcebook, and captured the elements of a dogfight better: the jockeying for position that is key to setting up a shot, and how quickly that can be overturned.

Originally, when I started working on this adventure, I had thought to pull it back a bit after the sorcery and kung fu antics of the last few episodes. Instead, we went for more pulp goodness, just with airplanes, that allowed us to delve into the history of the O’Bannon character, which we hadn’t really done yet. The next session I decided not to pull back, again — I had wanted to do something with the Dust Bowl and Okies. Instead, I’m doubling down on our new villainess, Morana.

I’ve been browsing through the Tales From the  Loop book, and been doing observations and student teaching…there was a definite ’80s (and current) kid stereotype missing:

SPAZ

There’s just so much to do, and you’re really excited to do it all! Sometimes, tht means you enthusiasm gets ahead of your brain, or your body. Sometimes you don’t pick up on the social queues you should, but what’s next?

Key Skills: Move, Lead, Investigate

Iconic Item: Choose one or make up your own — Old bicycle, distinctive hat, toy robot (It’s more than means the eye!)

Problem: Choose one or make up your own — I have a habit of engaging my mouth before my brain. I have trouble concentrating for long. I tend to run into or hit people by accident.

Drive: Choose one or make up your own — I get excited about things really easily! I just want people to like me.

Pride: Choose one or make up your own — I climb like a monkey! Everybody likes me!

Relationship to other kids: Choose one for each kid or make one of your own — I’m in love with him/her. I think they are my best friend, even though they treat me badly. She/he takes pity on me. We are best friends.

Relationship to NPCs: choose two or make up your own — My best friend is keeping these little machines in his garage and won’t tell anybody…not even me! I heard the school bullies talking about who they wanted to beat up. My favorite teacher is suddenly in the hospital and no one knows what’s wrong with him/her.

Anchors: Choose one or make up your own — Mother/father, School nurse, the toy store owner.

Names: Come on…just pick one.

Update: Interestingly, this post seems to be causing some consternation over the word usage. (It’s big taboo in the UK.) However, it’s period appropriate for the ’80s. Moreover, it points out that all of the archetypes in the game as boxes into which a character has been dumped by their peers/society/whatever. Watch The Goonies or The Breakfast Club and even though the characters show they are more than their labels…they also occasionally embrace them as a badge of honor.

Something that will be making an appearance soon in our Hollow Earth Expedition game is a “mini-fighter” that is being developed by the Office of Scientific Investigations “Boston Project”and built by the nearby Curtiss-Wright.

I needed something dieselpunkish and spotted this on DeviantArt by Leonard M Grion:

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An innovative design that came out of the Office of Scientific Investigations’ Boston Project, the Dogfish was created by a refugee of the Hollow Earth, Erha Koenig. This ultralight is powered by an Allison V-12 motor positioned behind an open cockpit that provides more of a motorcycle-like position in the aircraft. The idea was that small, nimble aircraft could outmaneuver the enemy planes, while being inexpensive and less of a financial loss in combat. Armed with a pair of Browning .30 caliber machineguns, the Dogfish had a center of gravity and lift that were balanced in the middle of the craft. Difficult and somewhat terrifying to fly, and with a limited ceiling due to the smaller wingspan, only a few prototypes were created.

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