Heavy work loads have kept me from updating of late, but our Hollow Earth Expedition campaign continues apace. The characters, aided by scions of the Houses Arvasala (who control the canals and water trade in the area near Parras Das, and the Davira, who mine oridium — the element that powers many of the ancient Atlantean contraptions, as well as being the material “blasters” use. Their vessel is Warm Winds, a large, armed merchantman they have modified with a carry deck for the three Dogfish. They can be launched and recovered using a trapeze rig similar to those on the airship Akron. Crewed by the US marines under Zelansky’s command, and Martian sky sailors under the captain hired by the Arvasala and Davira, the ship moves along the canal out of Parras Das to Avevel, a city on the edge of the Aerian desert. The nearby hills are inhabited by Red Martians that mine the oridium for the Davira family.

Of course, they get attacked by a pair of vessels from a nearby city-state that has attacked the oridium mines and the villages the miners live in, attempting to snatch the oridium trade from the Davira. A battle between the two slave-driven galleys (ala Space:1889) was short-lived, with some excellent rolls by the characters. The Dogfish, in particular, had been ripping up the enemy. This led to the destruction of one raider galley, and the capture of the crew of the second. The characters put down a boarding party to force the surrender of that crew, but the commander was not disposed to give in, and Cointreau wound up killing him. This led to him picking up a pair of Grodh, the four-armed ape-like “people” of Mars. They were slaves of the captain, now they are his by right of combat, as is everything else he had.

They learned a force had been landed by these pirates to take the mines, and the Dogfish raced off to investigate, finding a pitched battle between a hundred of the raiders vs. twice as many miners who were not as well armed, and whose villages had been bombed from the air, pushing them into the hills. A few strafing runs and the arrival of Warm Winds led to these soldiers retreating into the desert…and a certain death. As a punishment for the attack on the villages, the crew of the second ship were turned over to the locals. Almost certainly, they are now slaves.

The ship continued south toward Morteus Das and was caught in a massive, days-long sandstorm that damaged the ship and caused the maglev drive to malfunction. They were only just able to put the ship down in the blinding swirl of dust, then had to wait out the storm. The next day, they woke to find the ship had nearly gone over a half mile deep chasm into the Meridani Sinus, an area that has some of the last free-standing water on Mars due to the valley having been cut off and its aquifer blasted to the surface by meteor hits on either end of the valley. They also found dead animals and Martians from several caravan vehicles that had been blown across the desert to end up in the sand dune under Warm Wind‘s aft. Several had attempted to scale the dune to get to the broken out windows of the captain’s cabin, but were killed by sandblasting.

A two day stop at Sigeus Portus, the “Gateway to the Valley” provided a diverting stop where they were feted by the priests of the city for their “pilgrimage” to Morteus Das. The ship was fixed and they continued over the lakes and scrublands of the Sinus, then through the mountains to the City of the Dead. In the passes of the mountains, they anticipated an attack, and the Dogfish spotted a pirate vessel with smaller propeller-driven skiffs getting loaded up to attack. A few strafing runs damaged the lead vessel, but the skiffs got away in the twisting valleys of the mountain range and almost made it to Warm Winds. One was shot down by Veitch and his new, orichalcum-powered coilgun; the other crashed into the side of the ship and led to a boarding action that was quickly repelled by Cointreau, Pin-Li, and the Grodhs. A few exchanges of cannon fire saw Warm Winds damaged, and the pirate vessel dropped from the sky.

Finally, they made it to Morteus Das, the City of the Dead, and the first Atlantean city of Mars. The city was found to be crumbling, the buildings twisted and ruined, and there were several wrecks of skyships that had crashed at various times. Zelansky decided they would land outside the city, upon seeing that. They could see the Black Gate in the center plaza of the city, a gate large enough for battalions to walk through, for tanks and other materiel to drive through. Around the walls of the city, small, desperate settlements with movement. The great X of canals that carved through the city have been dammed, preventing flow into the city and a wide circular canal hems the city in. Even though the land outside the ring canal is green and as fertile as Mars gets, the settlements on that side of the canal are abandoned and in disrepair…why? The feeling of despair, loneliness, and danger permeate the air, and Veitch hears in his head, “I knew you would come! I am so looking forward to meeting you, my boy.”

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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.

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…)

This week was an interesting exercise in “winging that mo’…” I had a lot of interesting tidbits on Chinatown, names, gang affiliations, and other information all set to go for the game this week…and promptly forgot my laptop that I had plugged in to recharge when I went to the session. It happens. I couldn’t get my phone to talk to iCloud properly, and I didn’t back the adventure up anyway, so what do you do in a situation like this?

Roll with it. I knew the broad strokes. I knew villain names. I had posted the baddies for the adventure on this blog, so I had access to stats, etc. I set to “improvisation” and ran the adventure. I knew that the first scene would be catching up with the character that was taken captive last week, since the player had been absent. We covered Cointreau’s — the French actor and sometimes cat burglar — attempt to find a willing prostitute to try his new mystic Tantric knowledge on…only to find nothing was happening. Disappointed, he got the madam of the house to sent him to “someone that might be able to help….” This was the brothel at which the characters had had their big fight set piece last week when they wen to save him, only to find him gone without a trace.

What we see is that the huli jing, Ming Yao, had coaxed his desire to learn what he’s calling “sex magic” from Cointreau. She recognized the techniques as being old…and offered to take him to someone that could help him. He agreed to this, the player realizing that this would speed the plot. He was taken through a secret trap door down a series of steps that led under the building, under the city’s infrastructure, to a cave system that had wooden foot paths constructed (in an earthquake zone, no less…) She led him to an ornate dragon gate: a red lacquered door surrounded by dragon motifs, and through that into a great hall, like a temple.

Here they met Dai Pan, the leader of the On Yik Tong — slavers, smugglers, and murderers all. Pan has three of these fox spirits at his beck and call, and at some point Cointreau realized that the man didn’t walk. He glided. He didn’t sense him when he was close and at one point, while Dai Pan was convincing him to remain so that they could return him to his mistress, the woman that showed him this was all possible (Morana!), he casually reached out and poked Pan. To find his hand went right through him. He has been here for a long time, guarding the 7th Gate, and now there may be the opportunity to finally have his curse lifted so he might live again, or finally pass beyond.

The rest of the team, meanwhile, goes to Chinatown to try and find out where their friend is. They don’t have to look long before they are directed to the Chinese Consolidated Benevolence Society or “Six Companies” — the cabal of gang leaders who keep the peace in Chinatown since the Tong Wars of the last decade. There, the president of the Six Companies, “Uncle Dave” Pei will tell them their friend is most likely in the hands of the On Yik Tong, a restive bunch of slavers, if their fight last night in one of their brothels is anything to go by. He tells them where they can find the On Yik, but before they can go far, they are attacked outside of the Six Companies, and we had a good chop socky fight sequence, with plenty of fisticuffs and a bit of gun play by O’Bannon and Post. The fight was meant to be difficult, with a dozen opponents, but the boys were blowing through them quickly. We were also starting to run late, so I let the fight close out with the appearance of a rival gang, the 17 Tigers, led by a very American Chinese guy named Eddie Wang.

With Cointreau separated from the group, but the focus on them for much of the night, I gave the player the task of rolling for the bad guys, so that he was engaged and having fun. This technique has been successful for me when it’s neccessary to split the party. Give the player control of the actions of the bad guys is also a nice way of keeping them in the mix, but I recommend this only if your group is adult enough not to get honked off at their companion, should he kick the crap out of their characters.

Their friend isn’t the only one in danger…perhaps the whole world. They know a man who can give them the skinny and help them if they are planning on going up again Dai Pan and the On Yik. He takes them to the Egg Fu Yung Import Store, run by his mother and “Uncle” Runyi Shen, an old man (we went for the inevitable Egg Shen comparison) who has been here for a long time, since before the city was born, protecting the 7th gate from Dai Pan, a “hungry ghost” that exists between worlds, a creature made of dreams.

In this portion, Veitch and Zelansky realized that the ghost might be susceptible to an electrical attack, much like the electroforce cannon Tesla made for the OSI. Can Veitch make something like that? Vetich rolled his Science with the aid of Zelansky and got six successes — with his Weird Science trait, he certainly can. He started putting together a electroforce pistol that would use the crystal that Zelansky took from the tulku in Tibet. (They were using it to identify the new Dalai Lama, but it also responds to Veitch — he’s got Atlantean blood!) He biffed the roll to build it due to the short time, but I decided that he had a working prototype with a highly limited capacity and range…and if he botches a roll, “something will happen.”

We jumped back to Cointreau, who slipped out of bed from his night with three of the fox spirits. He cases the joint, looking for valuables and intelligence on this Dai Pan, only to see some of the gang removing the desiccated body of a young woman that Pan had fed off of. He stumbled into the main chamber that he had arrived in and realized, he’d never looked back at the dragon gate. On this side, he can see the orichalcum, eye-shaped frame of a gate like the Eye of Shambala. And Dai Pan is talking to someone through it, even though it is closed. In front of the gate, they’ve place a four-armed statute of a goddess (Durga, but he didn’t know that) and Pan is talking to a disembodied female voice that they are hearing in their heads, not with their ears…Cointreau is hearing it in French; it’s Morana, the Queen of Shambala. She is telling Pan, once they come to rescue Cointreau, as they will — these mercenaries are a tight group; they will not let one of their number be taken — he should take special pains to keep the “boy” (Veitch, Cointreau realizes) alive…he is hers. If she gets him, Pan will get what he wants.

At this point, Cointreau was discovered by a guard, and Pan — who had known he was there the whole time — tells him “You’re not supposed to be up yet…” and advanced on him. Scene close.

We ended for the night there, with a rescue attempt being put together hastily, Cointreau torn between returning to Morana and her “skills” to learn her “sex magic”, and the form Empress-Consort of Atlantis laying a trap for the crew.

For improvising on the fly, it ran smoothly and quickly. Everyone had a good time and the players are starting to really get into the characters and how to start developing their own shticks for the game. Veitch is doing more inventing, O’Bannon is moving toward kung fu stuff like Pin-Li, Post is moving toward being the gun bunny, Cointreau wants sex magic, and Zelansky is getting into his leader role more. (The player suggested an excellent use of the character’s Guardian trait by kicking over a fruit stand to slow their attackers during the street fight, and hence give a +2 defense to the others.)

Overall, it’s nice to rescue a night from potential failure due to not having your prep. Key is to know what you wanted to do, if you have a more story-driven game. If you are a sandbox-style GM, this probably wouldn’t have phased you in the least. Letting the players take the lead is always a good idea, no matter how much you prepared for the night.

The gaming gang will have a new baddie this week. In keeping with the Chinese mystical themes, and the Big Trouble in Little China vibe we’ve been running, I created the head of the On Yik Tong — Dai Pan. Slaver, smuggler of Chinese to the United States, gang lord, and guardian of the 7th Gate to the “Underworld” (an Atlantean gate like the eye of Shambala or the First Gate in Shambala, itself), he is an ancient thing, a ghost left to guard the gate. He wiles his time away sucking the life out of pretty girls and causing mayhem as he sees fit.

Dai Pan

Archetype: “Hungry Ghost”     Motivation: Power     Health: 8**     Style: 5

ATTRIBUTES: Body: 0 (he has no physical form)   Dexterity: 2   Strength: 2   Charisma: 4   Intelligence: 4   Will: 4

SECONARDY ATTRIBUTES: Size: 1   Move: 4   Perception: 8   Initiative: 6   Defense: 6*    Stun: 4

SKILLS: Academics (History 8, Religion 8 ); Acrobatics 4, Athletics: 4, Con 6, Diplomacy 6, Focus 7, Intimidation 8, Investigation 5, Linguistics 8, Science (Chemistry) 6,  Sorcery (Alchemy 6, Enchantment 7, Necromancy 6)

RESOURCES: Followers 3: On Yik Tong, Refuge 3: Underground maze and Pun Yee Curio Shop; Wealth 3

TALENTS: Charismatic, Chinese Black Magic (Magical Aptitude), Incorporeal (Cannot be injured with physical attacks, but is susceptible to energy weapons), Iron Will, Vampiric (If he occupies the same space as a character, he can attack with a contested WILL check to drain Health from his target and add it to his [if injured.] )

FLAWS: Dream Form, Hedonist, Inscrutable, Obligation, Power Mad

LANGUAGES: Mandarin (native); Cantonese, English, Tibetan

WEAPON: Does need one and couldn’t hold it if he did.

* His defense is based on his Defense and Will, but only energy weapons, sorcery, and psychic abilities can do him harm.

** His Health is a produce of his Intelligence and Charisma.

One thing I see a lot of in game design is a lack of comprehension of firearms and how they do damage. Usually, the thought is “bigger number must mean bigger damage.” You’ll hear this echoed even in the gunnerati out there. (“If it doesn’t start with four and end in five, it’s not enough.”) Bullet punch a hole in things, and bigger holes can mean more bleeding, but they also drop a lot of their energy in a target on the way through creating a “temporary wound cavity. This is the idea behind the “hollow point” or from as they would be called in the 1930s, “dum-dums”; the hole in the front of the bullet acts as a brake, making the bullet fold outward and dropping more hydrostatic energy into the surrounding flesh.

And this means the energy of the bullet is more important than the cross-section (or the “caliber”, for the uninitiated.) That means small and fast bullets can deliver a lot of energy, on par or more than a slower, heavier bullet. (There are years and years of arguing about this going on, right now, on pretty much every gun-related board online.) Fast tends to mean flatter trajectories and more accuracy and well as higher energy; slower, heavier bullets punch a bigger wound channel and it is thought have more “felt energy”, what is sometimes and erroneously called “knockdown power.”

Hollow Earth Expedition gets a lot right in their desire to make weapons stats simple. Statistically, you need about two and a half hits with a pistol to incapacitate a person, and their 3L damage for just about every pistol is about right. Light pistols, which used weaker cartridges like .25 and .32, usually have 2L. If we are kind, and say the break point between 2L and 3L is about 200 ft-lbs. of energy, most of the damage ratings are correct. However, the problem comes when pistols get over 3L in damage. Most of the rifles in Ubiquity get 4L damage for cartridges delivering 1600-3000 ft-lbs. of energy. This is in keeping with the statistical 2 rounds to incapacitation for most rifle rounds. However, even taking the “accuracy as part of the damage” into account, there’s no way a .357 magnum’s 500ish ft-lbs. of energy is doing 5L. This is a case of non-shooters thinking “magnum” means you can shoot through the core of the planet.

So here’s a few suggested corrections you can completely ignore, if you so desire, for the guns of Hollow Earth Expedition.

The Webleys! I own two, and have had another. They’re superb pistols: robust, accurate, but they shoot a 262gr bullet at roughly the speed of smell. (Seriously, if you pay attention, you can see the damned bullet heading downrange.) They’re punching about 250-300 ft-lbs. of energy, depending on the load. That’s still gonna hurt, but it’s not 4L for the .455 round. The Webley’s do 3L. No other changes needed.

S&W .357 Magnum. NO! The muzzle energy is about 500 ft-lbs. for the original loads. That’s still double the usual .38 special, and yes it’s accurate. 4L for damage is much more realistic. And on that note — another round that was designed to increase penetration trough the heavy car hulls of the period was the .38 Super. It used bullets about the same weight as the 9mm Luger, but moving at 1400fps (about the same as the .357 magnum) and had a very flat trajectory. It’s such of straight shooter it is more popular than 9mm in competition shooting. The stats on the weapon on pg. 98 of the Secrets of the Surface World are wrong: Damage: 4L  STR: 2   Rng: 50′   Cap: 8(m)   Rate: M   Speed: A is correct. Alternately, to account for the flat trajectory and full-metal round-nose bullets, you could give it a Dam 3L but a Rng 75′, which would also work well.

So, by this thinking, shouldn’t the Mauser Broonhandles on pg. 98 have a damage of 4L, Scott? Well, figuring the accuracy into damage (which is why the .38 Super get a boost; their use of full metal round-nose bullets often meant they zipped right through the target without the addition of dropping energy into the surrounding tissue) the answer is a resounding NO. Seriously, shoot one. It’s an ergonomic disaster. The range of 75′ listed is the other reason to give the Mauser a 3L; it’s taken into account the accuracy of the weapon in the range stat. This should also be applied to the Mauser 712.

On the same note, the Tokarev TT-30 used a smoking .30 round moving at similar speeds to the .38 Super, but again with FMJ rounds meaning they zipped right through their target. The TT-30 in pg. 110 of SotSW should read: Damage: 3L   Str: 2   Rng: 75′   Cap: 8(m)   Rate: M   Speed: A

Things get worse in the military section of the book. The Lee-Enfield rifle is given an anemic 3L damage…for a rifle pushing 3000 ft-lbs of energy and which was extremely accurate. I know. I own one. Damage for this and the Lewis gun (which also used the .303 British round) should be 4L, as should the Hotchkiss M1914 and other French rifles. The Japanese Nambu rifles were terrible on accuracy and deserve their 3L for that reason, but their rage should be 100′. The Arasaka deserves a 4L. All of the Russian and US rifles deserve a 4L and 100′ range. PPD-34 damage is correct, but range should be 100′.