The James Bond: 007 Role Playing Game was written back in the early 1980s, and while it remains an excellent engine for espionage roleplaying, some of the mechanics are getting a bit like Roger Moore in A View to a Kill — a bit too long in the tooth.

One thing I’ve noted is that the firearms damage ratings, much like the structure points for electronic do-dads and performance modifiers for modern vehicles, do not take into account well the serious improvements in technology. I thought I would address the first in this post.

There’s one way to correct for this: hit the interwebz and find out what the ammunition the character is using has for muzzle energy. For instance, most modern 9mm is going to be running in the 330-360 ft/lbs. range. Using the Q Manual as a guide, you’ll see that most 9mm firearms of service weapon size (4″ to 5″ barrels) should be throwing lead with a DC of G. The Walther PPK in either .32 or .380 would have an E. Both 10mm and .40S&W run in the H range, etc… +P and other hot loads push this even further, but should lower the S/R by at least one due to recoil, and depending on the weapon, might increase the JAM rating, as the weapon takes a heavier beating than was intended.

For instance, running .32 +P through a Kel-Tec P32 is pretty inadvisable. It might do alright for the occasional firefight, but a steady diet with kill the weapon pretty fast. You might kick the JAM from a 98+ to a 97+ and add a GM Information tag that the weapons suffers a malfunction on 99 and 100, instead of just 100. Another good rule of thumb is that if the pistol has longer than a 3″ barrel, bump the DC up one. This holds pretty true for rifles, as well.

Now if game balance is your thing, you might find a close analogue to a weapon being used in the Q Manual or Black Campbell’s own Q2 Manual (and yeah, you’ll find it pirated on other sites…it’s my work) and riff on that. I’m planning a new gear manual in the future that addresses some of the changes the world has wrought on this venerable game system.

My new acquisition made me check the blog to see if I had covered this before, a lo! I had not. So without further ado…

Walther PPQ 9mm

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Introduced in 2011 as a follow on to the P99, the new PolizeiPistole Quick Defence, or Police Pistol, Quick in English is a 9mm striker-fired semiautomatic pistol with a 15 round capacity. Unlike the P99, there is no “single action” mode, rather the pistol functions similarly to most striker fired pistols. The trigger safety is modeled on the Glock, with a small trigger lock that is depressed when the trigger is pulled, but which should not catch on clothing and cause an accidental discharge. This trigger is exceptional for a striker pistol — the weight is about four pounds, with an incredibly short reset that makes it is very fast to string follow up shots. The polymer frame is topped by a heavy slide which mitigates much of the felt recoil, and the grips have palm swells with slight finger grooving to improve handling. The backstrap is interchangeable with three different sizes to adjust for the shooter’s hand size. The magazine release was originally a German styled paddle on the trigger guard (now the M1 version), and a later M2 release swapped this for the American-style magazine release…because learning a very easy manual arms was too hard. Extended ambidextrous slide releases and large gripping grooves on the slide make this easy to use with gloves and along with the paddle-style magazine release make it easy to use with either hand.

The accuracy of the pistol, out of the box, is hard to beat, and the speed and ease of follow up fire makes this an excellent combat handgun. The grip shape and thin width of the weapon make it easy to conceal. Magazines with longer buttplates allow for a 17 round capacity.

PM: +1   S/R: 3   AMMO: 15   DC: F    CLOS: 0-3   LONG: 8-18   CON: +1   JAM: 99+   RL: 1   COST: $550

GM Information: With the extended magazines, the AMMO is 17 and CON: 0.

In .40S&W the PPQ stats are as follows:

PM: 0   S/R: 2   AMMO: 12   DC: G   CLOS: 0-3   LONG 8-19   CON: +1   JAM: 99+   RL: 1

Black Campbell comments: This is, hands-down, the single best handgun I’ve ever used in 30ish years of shooting. The trigger is on par with the 1911 for crispness and reset, the accuracy is top-notch out to about 30 yards. (Free standing, I did a sub 3″ group last week!) The ergonomics can’t be beat, and the size and shape of the pistol, being on par with the Glock 19, but more rounded and thinner hides well and comfortably in an IWB holster. I cannot recommend this Walther enough. If you don’t like the German-style magazine release on the trigger guard (and I’m a leftie, so it worked much better for me), there’s the M2 version that has the usual American-style “bullet button”.

Our “sequel” Hollow Earth Expedition campaign has been revolving around a new US intelligence/cryptoscience organization, the Office of Scientific Investigation. We had originally premiered this in our abortive Atomic Robo campaign, but the material was too good not to resurrect — especially after out initial HEX campaign ended with the Hollow Earth emerging from the middle of the planet (the “Ghost World” event) to become a second Earth.

So here’s a thumbnail of the group we’ve been using for our game:

Office of Scientific Intelligence

Formed in 1933 after the emergence of the Hollow Earth from the center of the world, the OSI is tasked with investigating “weird” science ideas, the remnant of races, creatures, and tech from the Hollow Earth and the ancients that had created that world. The OSI was formed by Congressional order and placed under the authority of the War Department. The director of this bureaucracy was obvious, Admiral Richard Byrd — the famed explorer and commander of the Los Angeles expedition into the interior world shortly before the emergence. The crest of OSI has the motto: Scientia est Victoria (Knowledge is Victory).

The OSI has been under congressional scrutiny from the beginning as it has been prohibitively expensive. The War Department, however, has protected certain programs as “essential to national security” and have pointed to the need for construction projects (using the PWA) and heavy industry ties as important to combatting the effects of the Great Depression. Equipment is usually borrowed from the US Navy and Marine Corps.

The headquarters of OSI are in an innocuous building in Arlington, Virginia, but the various “projects” are headquartered throughout the United States. these projects are each code named after smaller US cities.

Atlanta Project: The Atlanta Project is headquartered in Arlington and is composed mostly of field teams which investigate reports of superscience artifacts, strange creatures, and other “threats” around the world. These teams are led by an eclectic collection of scientists, adventurers, soldiers, and spies. Admiral Byrd takes a close interest in these teams and often tasks them himself.

Boston Project: Located in an underground facility on the grounds of the Goodyear Airship Factory in Huntingdon Beach, California and the nearby Muroc Army Air Field, this group is tasked with reverse engineering the flying saucer techology of the Atlanteans, as well as creating new and innovative aircraft for the military. They have close ties to the Hughes Corporation and Curtiss-Wright. The assistant director of Boston is Dr. Benjamin Leland.

Charlestown Project: Located in Baltimore, this group is tasked with pursuing the medical and biological research connected to the creatures and people of the Hollow Earth, as well as the Atlanean race and their human descendants.  The assistant director of Charlestown in Dr. Aaron Gould, a Spanish expatriate and a descendent of the Atlanteans.

Denver Project: Located in Brooklyn, this project is headed by Nikola Tesla and pursues research into high energy physics, electricity, and weapons research.

Easton Project: Tied to Boston Project is the rocketry program under the leadership of Robert Goddard. It is also based at Muroc Army Air Field in California.

 

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It’s been a very busy couple of months, but work on the sourcebook for 1930s pulp Istanbul continues. We’re about two-thirds of the way through writing, with layouts getting roughed out. Art orders for maps of the city and the Grand Bazaar are going out soon.

Right now, it’s a pretty vanilla tour guide to the city, but the pulpy bits are getting added soon including two adventure scenarios. The page count is anticipated to be about 80 — about the same size as our Queen of the Orient, and expect a similar price structure. There will be both a Fate and Ubiquity version and the planned release date should be August. Inshallah.

A little something from the ongoing Hollow Earth Exepdition game. The Ahnenerbe has had a bit of help reverse engineering a Vril flying saucer they captured in the Hollow Earth three years ago, and now it is harassing our party…

nazi_ufo_01Developed from a Vril flying saucer returned with the Deutschland mission, the Schwarze Sonne project reverse engineered the Vril technology using available technologies. The repulsor technology is a bit crude and is powered by a pair of Maybach V-12 engines. These flyer saucers are capable of carrying 12 men and have a minimal crew of two — a pilot and an engineer. The standard operating crew includes a second pilot, who also acts as a gunner, a radio and radar operator, and four gunners for the Solothurn turrets on the underside. It is armed with a turret topside carrying a pair of Spandau 7.92mm machine guns, and four turreted 20mm machine guns for ground assault.

SIZE: 8   DEF: 6   STR: 14   SPD: 200   CEIL: 20,000   RNG: 1000   HAN: 0   CREW: 8   PASS: 4 WEAPONRY:  dual Spandaus in turret — Dam: 5L   Rng: 250’   Cap: 250   Rate A   SPD: A; 4 Solothurn 20mm in turrets — Dam 6L   Rng: 500’   Cap: 100   Rate: A   SPD: A

The return of our Hollow Earth Expedition campaign included one of the players wanting to trade out his character, the French cat-burglar/actor for something new. He was leaning toward a character in the classy gentleman spy, John Steed vein but left it to me to build it.

Our adventure coming up was how there was a lost island, possibly a bit of the Hollow Earth that got “stuck” to the Surface World in the South China Sea. I figured we needed someone who was familiar with the lifeforms and might have a direct connection to the mission. Hence this character was born:

Aristotle Strange

Screen Shot 2019-03-20 at 20.45.07Ari Strange started his life as a philosopher and thinker in the ancient city of Molad, one of the apeman cities arrayed against the Emperor Mot. When the Interior World emerged in 1933, he was deposited in Hong Kong, where his ability to speak and reason earned him study by MI-13, the United Kingdom’s secret science intelligence agency. He was eventually recruited to aid the British with the leftover problems from the emergence of the “ghost world” and has become one of their most skilled, if least secret, agents in the East.

He is incredibly dapper, always well dressed in town, and he prefers a safari suit in the field. He rarely uses guns, preferring one of his custom-made gadget-laden umbrellas. His bowler hat is steel-lined so it can be used as a bludgeoning weapon or shield. He is frequently assigned to missions with two Special Branch officers who have been seconded to MI-13 — Sergeants Thicket and Tweed. Tweed acts as driver for the Bentley 6.5 litre “Green Train” car that MI-13 has issued to the large not-so-secret agent.

Archetype: Spy     Motivation: Knowledge     Nationality: British     Age: 40-45?

Place of Birth: Molad, the Interior World     Date of Birth: June or July, 1889

Ht: 5’11”     Wt: 370 lbs     Hair: Black     Eyes: Brown

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

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

Resources & Talents: Animal Presence: Use Body for intimidation base, Natural Advantage: Climb (x2 move when climbing), Prehensile Feet, Rank 2: Special Officer, MI-13 (equiv. Lieutenant); Skill Mastery, Academics; Strong: +1 strength at creation

Flaws:  Code of Honor: 1 style pt. when he does the right thing; Curiosity: 1 style pt when it gets him into trouble, Obligation: MI-13, Weird Appearance: -2 social tests with new people.

Languages: Ophiri (native); Ancient Greek, Cantonese, English, Spanish

Skills: Academics 3/6, Athletics 2/ 6, Brawl 2/6, Bureaucracy 2/5, Firearms 1/3, Intimidation 2/5, Investigation 2/5, Larceny 1/3, Linguistics 3/6, Melee 1/5, Science (Biology) 1/4, Stealth 2/4, Survival 3/6

Weaponry: Sword Umbrella   DAM: 2L,  Attack Rating: 7L (Has a small whiskey flask in handle); Shotgun Umbrella (12 gauge): DAM: 4L, Attack Rating: 5L, Rng: 25’, Cap: 1, Rate: 1, Spd: S; Steel-Lined Bowler DAM: 1N, Attack Rating: 6N   Range (thrown): 20’ (Can be used as a shield for Armor 1)

Gadgets: Umbrella with gas spray: Range 10 (Test BODY 3 or fall unconscious for successes x minutes), Umbrella with camera (Can take up to 20 pictures (35mm cartridges), Smith Brothers wristwatch with compass, Belt with secret money pouch (5 gold sovereigns)

Note: I pulled the image off the interwebz at Traditional Games, but there was no citation for the artist who created it. No infringement is intended and as soon as I find a citation I’ll post it.

We finished the mini-campaign we were playing in Tales from the Loop two weeks ago and swung back onto our Hollow Earth Expedition game. The characters were investigating reports of a strange, lost island in the South China Sea near the Philippines, and had been tracking down the crew of a freighter that had escaped in Hong Kong. They found them in the recently closed Peak Hotel — a massive art deco pile from the turn of the century that was closed only a few weeks earlier. In the interim, it was being used by the British government to hold the crew of the Den Wu and question them as to what they had found.

Our characters slipped into the hotel — abandoned and a bit creepy — during a massive thunderstorm. After a bit of sneaking about, they were discovered by the members of British Intelligence, and specifically a group stood up in 1933, after the Hollow Earth Expedition by Admiral Bird and the characters (and with the help of the Ahnenerbe in the airship Deutschland).

MILITARY INTELLIGENCE 13

Known as the “Weird Boys” or the Scientific Intelligence, MI-13 is under the authority of the Home Office. Led by the Chief, MI-13 General Aubrey Milton, and his Deputy Chief, Dr. Trevor Ansom — the man who discovered the White Apes of the Congo, the service hires its people from an eclectic mix of scientists and explorers, soldiers and spies, and mystics. Unlike their other secret services cousins, MI-5 and MI-6, the Weird Boys are not headquartered in London, but in a large country house near Oxford University. Their major stations are Hong Kong, Calcutta, Jerusalem in the Palestinian Mandate, Toronto, and Sydney.

Small teams are sent to investigate sightings of strange creatures possibly related to the “ghost world”, as the emerged Hollow Earth was called, strange events that cannot be explained by current science, and advanced research being conducted by other countries that have recovered some of the technological marvels of the Atlanteans. They have a friendly rivalry with the American Office of Scientific Investigations, but their dealings with the paranormal division of the NKVD have been more violent. Of great concern is the rapid development of repulsion technology by the Ahnenerbe division of the Gestapo, which has been reverse engineering Atlantean flying saucers.

One of the least “secret” of their agents an apeman who had been deposited by the emerging Hollow Earth in Hong Kong — a philosopher named Artistotle who has since adopted the name Aristotle Strange. He has actively immersed himself into the culture of his adoptive Britain.

My love of the Eaglemoss Battlestar Galactica  line continues with the arrival in March of the Viper MK VII. As with the other fighters in the set, it’s about 8-9 inches long (so not to scale with the MK II, but roughly the same size as the old Art Asylum/Diamond Select version) and the detailing is fantastic, and much closer to screen correct than the older AA version. This one is carrying the call sign for Apollo with the tail number 2276NC. Like the MK II, the cockpit is dark plastic, so you don’t have an interior cockpit modeled, unlike the Art Asylum models of the early 2000s.

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As with all the Eaglemoss models, it comes with a short booklet that has an interview with the designers of the spacecraft, as well as Ronald Moore.IMG_0634

It’s a handsome thing, but is it worth it? If you’re a BSG fan, abso-frakin’-lutely.

Look what followed me home…

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This early to mid-90s era Interarms Walther PPK had been sitting neglected at the local neighborhood gun store for months. I had been considering the Glock 42 next to it — a pre-owned but never fired piece, but the historian in me was drawn to this treasure, and I beat the guy down to $300. Hit the range and dropped 100 rounds through it. No jams, one failure to fire from a dry and dirty firing pin that was quickly remedied.

It’s about the same size as the Glock 42, but about twice the weight. Still, that fixed barrel: it’s a tack driver.

Massive bout of the fly for the kiddo and wife at the same time. Student teaching at a local high school while teaching a new class I’ve never taught before at community college. Once of the hardest schedules I’ve had since the military life…

But I’ve gotten frocked as a secondary teacher and the job search in on. I’m slowly transitioning into the summer writing and editing season and art queries for Gateway to the East, the sourcebook to 1930s Istanbul for Fate and Ubiquity in in the offing. We’re hoping for our usual late summer release — here’s to hoping we don’t get buried by a massive number of coold Kickstarters this year. They murdered the launch of Sky Pirates of the Mediterranean, which is our first flop for Black Campbell Entertainmentand seriously made me rethink a bunch of our release schedule, as well as question why I was doing any of this. (While, strangely, the stuff we pulled turned into Airships of the Pulp Era, which sold well enough to almost cover the disaster that was Sky Pirates.

I’ve been widening our gaming group’s selection of play, and my wee daughter requested and has started playing Dungeons & Dragons with me GMing. My Eaglemoss addiction has spread from the Battlestar Galactica line to the stunningly beautiful John Eaves designs for the Federation starships of Star Trek: Discovery. So there will be a few reviews on those coming.