The Marvelous City, our pulp guide to 1930s Rio de Janeiro for the Ubiquity system that powers Hollow Earth Expedition and Space:1889 (among others) is now live on DriveThruRPG.com.

The PDF version and now the print version is available at Amazon.

The Marvelous City is a 90-page book covering the neighborhoods and major sights of Rio, the culture of the city including music and dance, capoeira, and the more mystical aspects of macumba (or mandinga, if you’re not throwing aspersions), with an adventure written by Anthony “Runeslinger” Boyd. Cost is $9.99.

I’ve received the last material from Black Campbell’s friendly neighborhood Runeslinger and final editing for our 1930s pulp Rio sourcebook is underway. The Ubiquity version will hit a few days before the Fate version, as we have to still do the system specific changes.

Stay tuned! Possible news on another book in a few days.

pdf coverThe Sublime Porte is now live on DriveThrRPG for both Ubiquity and Fate. This sourcebook includes two adventures and maps to the Old City and “European” City, as well as the Grand Bazaar and Topkapi Palace.

The print versions are about two weeks away (hopefully) as we wait for the proofs to come in.

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.

A little something that showed up in a recent game session of Hollow Earth Expedition.

Putilov “Stalin” Stal-2 

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This strange aircraft is based on plans stolen from the American project to reverse engineer a Vril flying saucer recovered by the Los Angeles mission to the Hollow Earth. Putilov group created the Stal-2 (Steel-2) — a small flying saucer that uses contra-rotating blades around the circumference to provide lift. The craft is extremely nimble but has problems with arresting fast descents. It takes lots of practice to learn how to fly well, and only a few of these have gotten out into the field. None, so far, have survived testing or use in the wild.

It is armed with a pair of 20mm cannons facing forward that are controlled by the co-pilot/gunner. The craft features a pressurized cabin and can achieve high altitudes.

SIZE: 4     DEF: 6     STR: 10     SPD: 150   CEIL: 21,000     RNG: 300     HAN: +2     CREW: 2     PASS: n/a; Twin 20mm cannons:  Sze: 0   Dam: 8L   Rng: 500’   Cap: 150   Rate; A

The third installment of our Hollow Earth Expedition campaign picked up right where we left off. Veitch and Erha rescued, the vril psychic in custody, and an expedition to Shambala planned. A small battalion of US Marines get ready to go through the Eye of Shambala. They know Morana, the former self-crowned Queen of Shambala has support there, so they go through in force, with motorcycles, a pair of M2 light tanks, 400 men with mortars, machineguns, and other weapons. Lastly, they’ve rigged an incredibly dangerous catapult system to throw the Dogfish minifighters through the Eye. To stay aloft, the pilots have to release the folding wings into position as soon as they are through or they’ll go into the ground like lawn darts.

Zelansky rides in one of the lead tanks, the marine colonel in the other. They find, on the other side, not just an entrenched force, but that the environment in the city is changed. Instead of a temperate climate with almost sea-level pressures, they are in a cold, snowy valley in the Himalayas — Shambala is here, but it has been damaged by bombings, and the once verdant valley is dying from cold. What happened!?!

But before they could investigate, they found themselves in a brutal fight with the people guarding the Great Gate — white-suited men with red stars on their caps: RUSSIANS! These are their elite reconnaissance paratroopers, some of the first in history. There are six Tupolev TB3s parked near the ancient spire that houses the Great Library of the city. The Russians have machinegun nests and mortar emplacements and soon the marines are in a pitched batter with the communists at 15’000′ in the most remote place on Earth. Moments later, the Dogfish come through and both O’Bannon and Veitch nailed their pilot tests, dropping their wings and taking to the skies. Fortunately, the minifighters are still tuned for Maritan air, and handle the shift to high altitude well.

The battle is pitched and Cointreau finds himself flashing back to WWI France. He and PIn-Li do their part, but try to stay out of the main fight…until Pin-Li gets blown up by a mortar. (Not killed, thanks to a massive plot point dump.) Cointreau loses it and takes up a gun — he first time since he was a lieutenant in the war — and starts mowing down any Russians he can find.

Zelansky leads his light tank in combat, punching through the Russian lines to hit the Tupolevs before the pilots can get them started. He succeeds in destroying several, including one that had a pair of I-16 fighters slung under the wings, but they don’t hit the two strange vehicles that come zipping out from behind the TB3s…weird saucer like craft that take to the skies to engage the Dogfish! Something like this…

xp5a693e0dThe Russians have flying saucers!?!  The craft seem to use contra-rotating fans along the outside of the aircraft, and it’s got a smoky exhaust, so not powered by Atlantean crystals or any exotic power source. It’s also got two pilots, one facing forward, one aft, and they each have a pair of 20mm cannons! The dogfight between the minifighters and saucers showed the Russian craft to be very nimble, but that they had trouble with slowing their descent rate. O’Bannon used this to crash one of the saucers, but he was shot down before he could splash the second. Veitch, however, got a great shot and damaged the second. It crashed while trying to line him up for a kill. For the scene, we ditched the dogfight rules from Secrets of the Surface World, and instead used the rules that we developed for Sky Pirates of the Mediterranean.

Eventually, they are able to win through. Between Cointreau going on a killing spree and an excellent use of diplomacy by Zelansky, they got the Soviets to surrender. Having secured the gate, they investigated the old tower and the city and found a few survivors from Shambala that had been kept for interrogation, and a single vril in the uniform of the Imperial Guard of Atlantis. This vril had come here with Morana to bring her followers to Atlantis, and to take what they needed from the Great Library. To Zelansky’s horror, the library is gone! Morana made off with about a third of the material, and burned the rest!

On their return to Los Angeles through the Great Gate, the decision was made to wire the gate in Shambala with enough explosives that, should it look like another force (including Morana) was going to take it, they could destroy it. They also hauled the wreckage of the Soviet saucers home for study only to find out, they are based on one of the Boston Project designs that Zek (Erha’s father) and she had been working on.

They’ve got a Soviet spy in their midst!

For the session after the invasion of Shambala, we switched it up. Instead of continuing with the current group of characters, we moved the action to the Second Earth, Atlania, where we opened on a Japanese torpedo boat, IJN Hayabusa, which had been lost here since 1933 when the inversion and emergence of the Second Earth happened. Only two of the original crew are left — one a PC named Hideki Reizo. An engineering lieutenant who had studied in the United States, he is from a good family of warriors and politicians. He, on the other hand, is a lair, cheat, and coward who was using the navy to get some cache to move into a more lucrative field, like landing a rich wife…and they he got stuck here.

Their ship was attacked by pirates months back and he agreed to help them with the boat in exchange for his safety. He and Ito, one of his machinist mates, are locked in a coal bunker turned into a brig along with the ship’s cook and “comfort woman”, a lizardwoman named Goldie. The ship has just taken a Thulian merchant ship and one of the captives is dumped in the hole with them. He is “the Doctor”, a man that supposedly wanders around helping all the creatures of the world. He knows all the weird chimera races, can fix anyone, it is said.

The Doctor is one of our players’ characters from the first Hollow Earth Expedition campaign in this universe, David Gould –a Spanish doctor who has Atlantean blood which made him our plot device to go to Tibet and find the Eye of Shambala the Americans currently have. He was also lover to Olga Markova — now Morana, the Empress of Atlantis and Queen of Shambala — who was responsible to releasing the Hollow Earth from its “dimensional bubble” inside the Earth. He helped create the Second Earth, and the disasters befalling the people, from the extreme climate changes, to the volcanoes and earthquakes, to the die off of the dinosaurs, to night, which still terrifies many on the world. This is all his fault, and he has been wnadering more to avoid people figuring this out and killing him.

Hideki is released for his shift in the engine room, and convinces the pirates Gould must aid Ito, who has been badly beaten for interfering with the crew when they sought to have Goldie cook her latest clutch of eggs for a crew’s meal. (Ito lost it because not only was this cruel…these men would be eating eggs they fathered on her!) Gould is released to try and heal him and at that moment, things go pear-shaped. Gould spots something in the water — dozens of merfolk, and riding one of them is Gustav Hassenfeldt, a big game hunter and the PC of another player and Gould’s companion in the old campaign.

With the aid of a lizardman (Blue Eye) and a hawkman (Icris) — both PCs — two dozen merfok, and Icris’ sons, Greay Feather and Swiftwing, they assault the ship and take it, while Gus’ beautiful 120′ trimaran comes into view. Gould and Gus meet for the first time since Gus saw Gould leave to track down Morana in the cavern of the Great Machine that had held the Hollow Earth inside of Earth. Gus is ecstatic to see his friend alive, but Gould is convinced they are simply waiting to kill him or worse. At some point he realizes that Gus has always been incapable of deceit; his friend is actually happy to see him.

They return to Gus’ base in the port town of Sagras just in time to catch a message runner coming from the west with a message for the Queen of Ultima Thule, whom Gus operates his trimaran as a privateer, hunting pirates and evil-doers. She has returned! it tells them. Morana, it seems, has returned to Atlantis. They fix and provision Hayabusa, which Hideki renames Soyokaze (“slow wind”) and they make to set off to Ultima Thule to warn the queen. Gus sneds word through the merfolk. Their songs can carry for hundreds of miles in the water, and they can move messages around the world faster than any ship or hawkman.

There was an interlude to do some character bits, including seeing Gus’ living conditions. He lives in a massive warehouse with his “wife”, the mermaid princess Osha, with whom he now has four children (and one on the way). We made out merfolk really alien, I used a mermaid design by Iain McCaig that is pretty, but really weird. For the longest time, it was their siren call that kept gus with her, but now…well, now it’s just his life.

When they get to Ultima Thule, they find the place has been slowly putting itself back together. There’s the beginnings of electrification, gun and powder manufacture, andthe rebuilding of section of the town destroyed by the inversion. Queen Inanna, a former general for the Emperor of Atlantis, is concerned about the news. Morana was dangerous before, but who knows what she’s been up to in the last three years. Gould is convinced they need to stop her, that there is something “inside her”, an entity or thing, he doesn’t know. Inanna’s new chief of the secret police, a Russian psychic that had been hunting Morana for years in the other campaign, agrees. She had no real talents outside of being able to act as a sort of “psychic battery” that other psychics could pull power from.

Gould gets the idea — Soyokaze has a radio. Could they call for help from Earth? The radio set is shortwave and they don’t have the power or antenna to pull it off, but Inanna has someone who might be able to help…

And that’s where we left off last week.

(Image credit: I snagged this Soviet flying saucer off of Pinterest a few weeks ago but don’t have original source info. My suspicion is Popular Mechanics or some such. If anyone happens to know where it’s from, let me know.)