Transmissions From The End #13: Westward Ho! And Sneak Peak: Cooking With Nanites

Greetings real followers and unpersons alike! Just tomorrow, I embark on the “Columbus Trail” with Mikaela, where we’ll set out with our oxen and our wagons to bring a shit-ton of role-playing game greatness to Origins Game Fair, June 14th-18th at the Greater Columbus Convention Center in Columbus, Ohio. I hope to see many of you there where I’ll be hawking my wares! Just now I’m obsessive-compulsively organizing the miniatures I’m bringing for the games I’ll be running–a demo of Psionics, the Glory & Gore living campaign which will hopefully gain some traction this year, and two never before scene playtest scenarios for the all new Systems Malfunction standalone RPG–of the to be as close to WYSIWYG as possible.

In the meantime, as I fervently hope to see you there, please enjoy the final sneak preview from the Systems Malfunction manuscript draft. This one is about nanofacturing which has been DRASTICALLY re-worked from the cludgy mess of the old sourcebook. Enjoy!

Cooking with Nanites

Nanotechnology is really complicated, in theory and in practice, in the Systems Malfunction universe and in real life. It is a technology with the possibility to change anything and everything about our lives, and about which we can for now only speculate, and people have been speculating about nanotechnology for decades now across many media. In the minimum number of words and pages, we’ll sketch out the massive role that nanotechnology plays in the Republic while keeping the rules for crafting with nanotechnology as simple and straightforward as possible.

  • By design, nanites cannot self-replicate. This is an inherent design feature hard-coded into the nanites to prevent a “grey goo” apocalypse scenario. It is effectively impossible to hack or bypass.
  • Nanites that are in organic bodies are sometimes called Medichines, and greatly increase the body’s natural healing rate and battlefield survivability while enhancing the immune system and battling diseases. All Organics have these from birth, while certain individual might have specialized nanite hives installed in their bodies that allow them to do more with their nanites.
  • Nanites can be created at planetary facilities and space stations, and can be destroyed by a high-energy electromagnetic pulse, as long as they have not completed been configured into an object.
  • Nanites can be used to build anything and everything, from guns, to medpatches, to buildings. Any handheld object that is “nanofactured” can also be disassembled into its component nanites.
  • Nanites are used as a form of currency, particularly on frontier worlds where there is less of an established economy. 1 Credit buys 1k Nanites. Because they are individually microscopic and invisible to the naked eye, nanites are collected onto “chips” or “casettes” not unlike credit chips. Common denominations are 50k Chips (50 Credits), 100k Chips (100 Credits), 250k chips (250 Credits), 500k chips (500 Credits), 1000k chips (1,000 Credits), 2500k (2500 Credits), 5000k Chips (5,000 Credits) and 1 Million Chips (10,000 Credits). These nanite containers are color coded (green for low denominations, blue for medium denominations, and purple for high denominations) and vary in size from the size of a bingo chip at the very smallest denominations to the size of a small thermos at the very largest.
  • Players should keep track of both the Credits their characters have in their bank accounts and the nanites they have on them.
  • Replicants, who can’t be healed by normal means and who don’t heal naturally, can ingest or topically apply nanites to repair damaged systems almost instantaneously (see p. XX).


While buildings and structures can be nanofactured, and even demolished with disintegrator nanites, that is beyond the scope of gameplay in Systems Malfunction.

The following rules explain how nanites can be used to craft objects in the Systems Malfunction universe.

  1. Access crafting hardware. For most people, this requires gaining access to a Nanoforge, (a million credit piece of technology generally held by major corporations at most large facilities and capital ships). For PCs serious about cooking with nanites, this is probably the nanotech assembler you have already built into your hand.
  2. Download a schematic for what you intend to build. This requires a commlink, a GalaxyNet connection, and a successful Computer Test. The Difficulty Stage is determined by the GM based on the legal restriction level and rarity of the item. The time interval is one minute and the number of successes needed is equal to the cost of the item on the market divided by one thousand. The GM can decide that certain items just do not have their schematics available on the GalaxyNet, like HEAP grenades, BOROS H-TLAW, Hardsuits and other highly restricted military hardware. Note: PCs should be assumed to automatically access schematics of all items which are legally available to the public and/or cost 1,000 Credits or less. Once you have an item’s nano-schematics, you don’t have to re-download them for future builds of that item, unless you lose your commlink.
  3. Deposit a sufficient quantity of nanites in your work space. The nanite cost of an item is equal to 10% of its purchase cost. To wit: a medpatch or commlink requires 25k Nanites (25 Credits worth). A Laser Rapier or Capsilus Arms Hawkeye rifle each cost 400k Nanites (400 Credits worth). A basic Hardsuit requires 1000k Nanites (1,000 Credits worth), and so on.
  4. Start cooking. The skill used depends on what you are building. Electronics for a commlink or Vauggles, Demolitions for a grenade, a Medic test for medical equipment, Armorer for weapons and armor, and so on. If working from an external Nanoforge, each roll requires one hour. If working with an implanted nanotech assembler, each roll takes one minute, and the crafter receives +1 Die. The total number of successes that must be achieved to create a complete item is equal to the item’s Credit price divided by 500 and rounded up (minimum 1).
  5. When you reach the total successes needed, you now have a complete nanofactured item. Rinse and repeat as desired and as time allows.


  • If you want to scrap an item that you know or have ascertained to be nanofactured (determining if an item is nanofactured requires a nanotech assembler and a Comms/Sensors (2) Test: the GM should make the test in secret, because if you use a nanotech assemble to deconstruct a traditionally manufactured item, all you’ve done is destroy that item).
  • Only a nanotech assembler can be used to deconstruct nanofactured items. Nanoforges are not designed to disassemble things made from nanotech.
  • Unless the GM decides otherwise (like if the piece of tech you’re trying to disassemble is very advanced, exotic or unfamiliar), no schematics are needed to disassemble something with a nanotech assembler.
  • Start deconstructing. Only handheld items and personal equipment can be deconstructed with a nanotech assembler. The skill used depends on what you are disassembling. Electronics for a commlink or Vauggles, Demolitions for a grenade, a Medic test for medical equipment, Armorer for weapons and armor, and so on. Each roll takes one minute, and the crafter receives +1 Die. The total number of successes that must be achieved to deconstruct a complete item is equal to the item’s Credit price divided by 500 and rounded up (minimum 1).
  • When you reach the total successes needed, you now have a tidy pile of nanites equal to the amount needed to craft the item. If you disassembled a commlink, you have 25k nanites (25 Credits worth), if you disassembled a katana, you have 100k nanites (100 Credits worth), if you disassembled a Shangdi Type 51 assault rifle, you have 200k Nanites (200 Credits worth), and if you disassembled a perfectly good basic Hardsuit (you monster, how could you!) you have 1000k nanites (1,000 Credits worth).

Limitations on Nanofacturing

  1. Clearly, nanofacturing is tremendously powerful. It lets characters with nanotech assemblers get most equipment at 10% of its normal cost in a matter of mere minutes (admittedly, there are times when you don’t have minutes). It does have some limitations, however.
  2. Vehicles, robots, and vehicle weapons/systems can’t be nanofactured, but nanites can be assumed to repair vehicle Hull during downtime. Assume that the vehicle regains Hull equal to the Engineering skill of a character with nanotech assembler (or a Vehicle Tool Kit) for each hour the character works (+1 Hull for each character helping).
  3. Replicants are much too sophisticated to create through nanofacturing.
  4. Nanofacturing cannot be used to create starships, but again nanites can be assumed to repair starship Hull during downtime. Assume that the ship regains Hull equal to the Engineering skill of a character with nanotech assembler (or an Engineering Tool Kit) for each day the character works on the docked ship (+1 Hull for each character helping), or the ship’s Repairs subsystem if it is performing self repairs.
  5. Nanofacturing cannot be used to create drugs or toxins (see p. XX), except for Replicant “drugs”.
  6. Nanofacturing cannot be used to create support machines (see following chapter).
  7. No technology exists that can safely purge the nanites from an organic’s body. An EMP grenade or two can kill all of a Celestial’s nanites, but doing so also murders the Celestial.

Replicants and Nanites

  1. Replicants can be healed by the direct application of nanites, a Major Action done by the Replicant or an adjacent character.
  2. No test is necessary. Every 1000k nanites restores 1 Health. Up to 10,000k nanites can be applied or ingested at one time (restoring 10 Health), but no more.
  3. A Replicant reduced to 0 Health is beyond the help of Nanites. A Hard (3) Engineering Test taking ten minutes can be attempted—once—to reboot a downed Replicant at 1 Health if its body is mostly intact (this requires an Engineering or Electronics tool kit). If that test fails or the Replicant goes down again, the Replicant is scrap metal until its next backup.


Transmissions From The End #009

Company News

It looks like we’re finally getting a full-time director of sales, marketing, and logistics. While I don’t mind disclosing it’s a huge fiscal investment for us to bring on a full time employee (as I think many of the people reading this know, Mikaela and I don’t actually get paid as such, and have been working on End Transmission “pro bono” for half a decade now), I’m really hoping that having someone who is devoted full time to raising our market profile will really help us to gain the traction we so badly need. In short, I have been sick for years of the fact we’ve been around since 2012 and no one has heard of us. We will now be employing someone full time to change that. Fingers crossed.

GM’s Day Sale

Almost all of our core game books and a few GM-centric supplements have been marked down by 30% on DriveThruRPG as part of their GM’s Day Sale. Go over and pick up any End Transmission titles you don’t own yet. The deals only last until March 13th!


As promised last transmission, here is a short essay about how the election of the pussy grabber in chief, “orange is the new black”, changed the universe of PsionicsEvery time the real world gets turned upside down like this (and gosh let’s hope it’s not many), we’ll try to provide the Psionics fan-base with some guidance on how the changes to the real world, now, effect the game–which is ostensibly set in the real world, and now.

Disclaimer: Two things. One, if, like many of my players, you’d prefer to at least be able to escape to an imaginary reality where Trump is not president, by all means, you do you. Trump does not need to be president in your Psionics universe. Secondly, the following may seem like a lot of editorializing on real world topics on my part, but that’s not how it’s primarily meant. While doubtless my perspective shines through somewhat, this is primarily meant to be read as written from the Institute’s point of view. 

The deep state parasite known as the Institute did not engineer the rise to power of President Donald J. Trump. In fact, they were powerless to stop it. Trump is the first President since the inception of the Institute in the 1950s that the Institute did not have a hand in electing. This has greatly weakened the Institute’s hold on the continental United States. “The Madness of King Donald” was not something the Institute was prepared to deal with. The Institute’s  highest-placed conspirators and policy-makers are within the US clandestine services and intelligence community. And Trump’s flagrant disregard and disrespect for the US intelligence community are frankly unprecedented, and have posed the Institute with unprecedented challenges. The status quo for decades has been that the President is a powerless figurehead and the Shop runs the US Federal Government from the shadows. That status quo has faced its first major challenge in the election of a president so unpredictable that the Shop cannot figure out how to manipulate him. To put it bluntly, they don’t see how they can get Trump to play ball when he is, essentially, a crazy person that became president by a terrible, terrible accident.

The Institute has concluded that their preferred presidential patsy and figurehead, Hilary Clinton, was compromised by the Red Orchestra’s hack of the US election. Abraxis Biotech has benefited more from the US presidential upset than Matryoshka, however. Several cabinet posts in the Trump administration have gone to corporate fat cats that Abraxis has its corporate tendrils of control in, including the Secretary of State, the Secretary of the Treasury, and the Secretary of Commerce. Influence over the Treasury Department in particular will allow Abraxis to interfere with the Shop’s operations through obstruction to the federal funding that they are illegally siphoning. To the Shop, it’s unclear if the Secretary of State, Rex Tillerson, is more loyal to Abraxis or Matryoshka, but he appears to be compromised by both. The Shop retains serious influence over the Department of Defense and the Department of Homeland security, but has no optimism for its ability to influence President Trump through those departments.

To date, the Institute has not authorized any plans to deal with the Trump situation in either of the two obvious ways: assassination (under a false flag, most likely through a radical antifa movement, since the resultant crackdown would make things difficult for the Zodiac Order, which is finding the Antifa movement to be an incredibly useful recruitment tool) or mind control via the deployment of a powerful psychokinetic Esper. While the assessment of various operational plans for these options has generally produced a chance of success of greater than 90%, the risk of exposure has been deemed too great for The Shop to risk exposure. One of the Shop’s highest operational priorities is ensuring that the general public remains ignorance of the existence of Espers and of course, of its own existence. No matter how slim the chance, the Shop’s decision makers aren’t willing to risk a botched operation to remove Trump that could even potentially result in the light of the public eye falling on the Institute, or on the existence of Espers. Any operation to “revise” the results of the Presidential election would draw away badly needed resources from the Institute’s ongoing operations to capture and control Espers on US soil and around the globe.

So for now, like ordinary Americans, the conspirators of the Institute are forced to wait and see how the country fares under the leadership of a president that is widely perceived as a maniac and a fool. Depending on how Trump’s unpredictability plays out, the Institute may later have to risk action, direct or indirect, to remove him from power. Plans to approach and recruit Vice President Mike Pence are already in the offing in the event of Trump’s assassination or impeachment by forces outside of the Institute’s direct control.

As if Trump’s presidency wasn’t bad for them on enough fronts as discussed above, the public resistance to Trump has given birth to an American counterculture that is larger and stronger than any seen since the culture wars of the 1960s. The Zodiac Order has already latched on to and subverted this anti-fascist, pro-Social Justice movement, giving them more ability to hide in plain sight than ever.

I-CON 32

After an absence of some years, I-CON is back for its 32nd outing! End Transmission first ever game dropped at I-CON in 2012, so naturally we’re excited for the convention’s return. We’ll be at the exhibitor’s hall in force with the full suite of End Transmission Games products, so be sure to come by the show and say hi to us if you’re in the area!

<end transmission>

Transmissions From The End – #001

So, this is going to be more upbeat than the last thing I blogged, which is a very low bar.

I’ve decided that every Thursday or every other Thursday (not sure which I’ll be able to manage) I’m going to check in on-the-regs with an update on the affairs of the folks here at End Transmission Games and the status of the various products that we’re working on. Why Thursday? Well it’s the only day of the week named for the Norse God of muthafuggin Thunder, Thor (trivia: he was totally a thing before Chris Hemsworth played him on TV). And that’s good enough for me.

So here it is:


Right now, I’m the line developer of no less than three game lines: SPLINTER, DicePunk (which includes both Phantasm(2010) and Psionics), and The Singularity System. The workload this entails probably deserves a blog post of its own, but this isn’t that blog post. It’s the short version. That’s a crazy amount of work, and being the line dev of one game is probably enough to drive a normal man crazy, but I’m crazy to begin with, and this is what I love, so down for it.


This year, we’re an Event Partner of GenCon 2016! Yes, seriously. Like at the same tier as ACD Distribution or Fantasy Flight Games (holy shnikees!). We’ve finally made it into the Dealer’s Hall (Booth #2853) and we’re running a staggering 64 hours of the aforementioned games at the con. I know that’s a pittance compared to what Catalyst Game Labs or D&D is running, but for us, it’s a TON.

Big shout out to the BAMFs at Kelly’s Heroes who’ll be running twenty hours of those games for us. But that leaves us with 44 hours of games to run between myself and Mikaela and the inner circle we’re bringing along, and we need to spend a lot of our time at the booth. If you’re coming to GenCon and you’d like to help out, please sign up to become a StormWatch Warden here! We’re offering exclusive free swag, badge comps, and more depending on how many hours you can run.


Mikaela did the legwork of mailing out the books from the SPLINTER Kickstarter a couple weeks ago, so those should be arriving in the hands of our awesome backers soon. The dice gnomes at Chessex are currently manufacturing our custom SPLINTER dice too, and we’re still waiting on those (not a lot of backers are getting custom dice, just the highest tiers, but they’ll be on sale at GenCon).

In other SPLINTER News, the SPLINTER Living Campaign, Glory & Gore (website still to come), is launching at GenCon. We’ve got six instances of it running at GenCon this year and most of them still have some tickets left. The first three adventures in Glory & Gore were written by Richard Kelly and will eventually be available as a stand-alone published adventure (working title: Return To The Dread Abyss of the Digitarchs). You can bring your own Player/Avatars or pick PreGens, either way you level up as you progress through the adventures. This is part of what we’re looking for GMs for, so see the Stormwatch Warden application form above.


The Pleasantville Project is the first Psionics adventure, and the first installment in the Eternal Storm Campaign. It’s written by Richard Kelly, so I don’t feel like I’m bragging when I say it’s awesome. If enough people buy it, we WILL publish more adventures continuing the campaign, so check it out!

This convention season, our demo for DicePunk is Psionic Phantasms, a crossover between Psionics and Phantasm(2010) that I’m very excited about.

I’m also working on a new DicePunk adventure (it’s a canon event in the Psionics universe, but the PCs don’t need to be Espers) that will be published at some point, maybe alter this year. The plan is for it to include conversions for running it in other popular systems like FATE and Savage Worlds. It’s called Escape From Cleveland, and I’ll tease more about it in future installments of Transmissions From The End.

Singularity System

Good and bad news on this front. Bad news first. In the past, I think I had teased Module 04: Infowar, the hacking sourcebook, for a GenCon release. Unfortunately, at this point, I think the release of a physical book by GenCon is pretty much ruled out at this point. A rash of personal (mental) health programs has really slowed me down on writing this one. A PDF release by GenCon is more of a possibility, because we won’t have to wait for it to come back from the printers, but I’m not promising that either.

The good news is that our September, 2015 Singularity System release Epic Space Battles was nominated for a Best Free Product ENnie award this year! You can vote for it here! And you should, apparently today is the last day to vote (already!?) so VOTE FOR IT!!!!!! Ahem. I mean…cool, practiced indifference. This marks our tiny little concern’s second Ennie nomination, which is awesome. And an actual win would be awesome beyond words.

To celebrate this free product’s surprising popularity (which is news to me!), I am considering using some of the four instances we have of The Singularity System running at this year at GenCon as “Epic Space Battle” tournaments instead of the same old sampling of Singularity System demos that we’ve been running since 2014. I’ll reveal more about that in the future.

Wrapping Up

That’s all I’ve got for right now. See you next Thorsday or the Thorsday after that for the next installment of Transmissions From The End.

UPDATE (Crosspost from ETG Tumblr)

Why did we pick Tumblr? I literally can’t remember.

Systems Malfunction: The LARP: The Resurrection: If we get six more preregistrations today, and have an attendance of 20+ on July 8th, there will be a game. If not, this dream goes back in its coffin indefinitely, but maybe not forever. Here’s hoping.

SPLINTER: Surprising Things: ATTN Backers, assuming our printer doesn’t poo the bed, we should be mailing out books starting next week.

Also, Glory and Gore, the SPLINTER Living Campaign, got off to a rocky start because of a SNAFU in Origins’ preregistration system. I’m hoping for a more robust launch at GenCon.

DicePunk: The Pleasantville Project by Richard Kelly, the first Psionics adventure, is out! First of how many? Depends entirely on how it sells. So, you know. Buy it! (Apparently, as I type this it’s on sale? Kick ass, who knew!) It’s awesome. It’s the first thing we’ve published that I didn’t write even close to a majority of, and so I feel less iffy about saying that it’s awesome.

Singularity: MOD04 – Infowar, the book of the hackings for The Singularity System, is tentatively slated for a GenCon Release.

GenCon: We’ll FINALLY be at GENEVA CONVENTION (that’s what GenCon actually stands for, if ya didn’t know) in a booth of our very own: #2853 (mother of God that dealer’s hall is BIG)! Stop by and say hi. Get some books! Get your books signed! Etcetera. I should repeat this announcement several times before the show is upon us.

Origins 2016: SNAFUBAR

SNAFU: Military acronym for Situation Normal: All Fucked Up.
FUBAR: Military acronym for Fucked Up Beyond All Recognition, a more severe version of the former.
SNAFUBAR: A portmanteau of the two above military acronyms, forming a longer acronym: Situation Normal: All Fucked Up Beyond All Recognition. As far as I know, I’m the person who came up with this but if I’m not, I wouldn’t be surprised. The concatenation seems pretty obvious.

Anyway, did you know, Origins Game Fair has a preregistration system? It’s where you can preregister for games. In 2015, IIRC, we ran six demo events. Nearly all of them were packed tables, so because of that and because we had more GMs on our demo team, we expanded to nine events for 2016.

The first five of our nine events, and the ninth, were no-shows and Did Not Run. At first, we thought we had been hexed by voodoo, or perhaps cursed by God. Midway through the show, we found out that it was not dark magic or divine wrath. Rather, a “SNAFU” in Origins’ preregistration system was showing everyone that tried to preregister for our events that they were sold out, even though there were zero tickets sold. (This even effected Catalyst: two people went up to a Catalyst Demo Team agent and said: “The system said this was sold out.” The Demo guy responded: “If by sold out, you mean that you two are the only ones who showed up, then yeah.”) That meant that only our Friday Night, Saturday Morning, and Saturday Afternoon demos actually ran. The Origins registration system’s little SNAFU cost us literally 2/3rds of our events.

“Thanks, Obama!”

As for sales, they were solid, but not quite as good as 2015. Our lil’ booth grossed just a hair more than the IGDN megabooth, which I’m proud of, because they had Call of Cathulhu (and in case you haven’t heard, Cthulhu and/or Cats are a little hot right now).

We’re going to be Kickstarting something soon. Internal deliberation exists as to what and when, so it’s probably months off. I can more or less guarantee that it won’t be a brand new game line: supporting the DicePunk, Singularity, and SPLINTER lines is all my brain can handle. But the Psionics KS in 2014 taught us that a non-zero number of people notice our company exists when we’re actively Kickstarting something. And since our meta-goal is to increase public awareness (if you’re one of the five people that read this, lol, you can help boost our signal!) that means another Kickstarter. We’re not lacking for product ideas. The most likely candidate is a new setting for the practically venerable Singularity System (on the market since 2013 now!).

SPLINTER Core Reprint plus Journey To The Forbidden City nears its conclusion…

The much improved second printing of the SPLINTER Core Rulebook is now available! It’s free (in PDF) to anyone who already owns the original printing, just re-download it from DriveThru. Thanks to hard work from Mikaela Barree, it sports a massively improved layout and a sexier cover. But there are substantive changes as well. Along with some tweaks to the Realm rules, the game has been overhauled to use the DicePunk System rules for Earthside, as discussed here previously, which is very exciting to me because it makes our pantheon of games that much more coherent and organized.

Check it out here!

In other SPLINTER news, Journey To The Forbidden Jungle (MA15+, V/S/L) approaches its conclusion…

Below the Brigand’s Lair, the party found themselves on Level 1,011,999,603 – the shores of the River of Nothingness. Attempting to cross the gray river left Hegik and Viperis floundering amnesiacs (Yntrew and Philarion flew over, while Caduceus walked along the river floor in powered armor), after a Hoary Trenchmaw reared out of the river and was dispatched by the party. Hegik and Viperis fished themselves out of the drink as Caduceus, Yntrew, and Philarion were engaged by a trio of Harvester Assassins. The party was victorious, but Yntrew lost his head to an assassin’s monofilament garrote: before Analina could resurrect Yntrew, Caduceus took his badge and later crushed it before his eyes. After a battle with Demon Voormis leading their more mundane kin, the party rested, the tensions between them mounting. Philarion used an auto-mapper drone to map the rest of the level.

After resting, the party entered a large triangular structure in the center of the cavern level.  In the Hall of Traps, they sprung just about every trap, with predictably harmful results. Beyond the hall of traps, Herk Vadis rejoined the party: a Headless Hydra and a Painwracked Juggernaut fell before the party in quick succession. Entering the central chamber of the structure, the party initiated a battle with a series of Salamandrean Survivors emerging from a painted mosaic. As pitched battle was waged, they soon discovered that five Salamandreans emerged from the mosaic every turn, from a seemingly infinite supply!

The party was routed as Salima and then Philarion fell before the glaives of the endless lizard men. During the rout, while trying to rescue Salima, Viperis used Salima’s body as a human-shield to absorb the glaives of eight mosaic-born Salamandreans. This cowardly act allowed her to survive, as the party fell back from the rout to rest and regroup.

After a lengthy consideration of their options for proceeding, the party finally returned to confront the lizard men, finding them receptive to diplomacy. In fact, when the party acted in a friendly manner, the Salamandreans served them a large feast and even helped them discover the trap door leading down to the next level: Level 1,011,999,604: the Tomb of the Lizard King.

Moving down to the next level, the group was attacked by Bullet Men and managed to defeat them (a Scorpion_Tail symbiote detached itself from one of the felled Bullet Men and attached itself to Viperis). Next the party confronted Mordrin, the Asilos Punisher who had tried to assassinate the Duke of Reo on the Lizard King’s orders. A Hold cast by Yntrew paralyzed the Asilos, and the party destroyed the two Dark Walkers guarding him.

The Held Punisher was interrogated by the party, revealing that he’d acted as the agent of the Haon-Dor Fallen in awakening and guiding the Lizard King. When finally released from the hold, Mordrin narrowly avoided execution and fled using Smog Soul. The party followed him south through a secret door, and after trampling an Origin Wick and its family of Tallowkin, found themselves face to face at last with the Lizard King in his throne room.

The Lizard King–who was not alone, but rather attended by a Hypnogorgon, a Haon-Dor Fallen, and a powered armored figure with a rather large enchanted greatsword, as well as four GIU-44 Assault Droids–acted quickly, creating a Forcewall between himself and the party. The Lizard King spoke with the party for a short time: in the end, he offered Caduceus a bounty of 1,000 Eagles per head for his comrades, and Caduceus accepted. One of the droids brought an Entoptic Generator and activated it, initiating the ensuing battle.

In the ensuing battle, Caduceus and the droids now on his side killed Analina, felled Philarion repeatedly, and nearly felled Viperis. Yntrew, meanwhile, was held and then spared by the Lizard King and his entourage on their way off the level via a high-tech elevator. Caduceus too fell in the battle against his former friends, destroyed by Philarion with a dramatic use of a Rust Grenade. The GIU-44 Assault Droids marched past Caduceu’s corpse, trying to finish Viperis and Philarion, but were ultimately destroyed. Maurice Beauxxhome escaped from a coffin-like closet in the Lizard King’s throne room. At first, he attempted to resuscitate Caduceus, only learning that Caduceus was a traitor upon seeing Viperis personally perform Caduceus’ coup de grace.

The party–now reduced to Viperis, Philarion, Yntrew, and the not-currently present Hegik, Varatha, and Herk, with the deaths of Analina, Salima, and the betrayal and then death of Caduceus–now tries to decide their next move, alongside Maurice Beauxxhome in the Lizard King’s abandoned throne room.

Renzozuke, a Mnemonic adventurer sent by the Marquess Rella Biron to determine the fate of Maurice’s expedition, joined the party.

Searching first for Maurice’s equipment the group encountered a pair of Halflifes, destroying the radioactive undead. The team then defeated a Dire Dragoon and rescued three dozen captives that the Lizard King had used as human cattle and feeding stock. Here, the group split in two, with Maurice, Philarion, Herk, and Renzozuke leading the mistreated and malnourished captives upstairs to safety, while Yntrew, Hegik, and Viperis went downstairs to pursue the Lizard King.

Taking a high tech elevator 340 floors down to Level 1,011,999,945 — in the vicinity of the ancient but high-tech city of Archaeobatrachian — Yntrew’s group was set upon by a pack of Rust Cotillion Raches. The appearance of a mysterious sniper–the Vryx known as Ziq–was instrumental in the group’s triumph over the Cotillion forces. Meanwhile, Maurice’s group encountered the duke of Reo outside of the lizard king’s Fortress, turning over the Lizard King’s prisoners to their care.

The two teams reunited and regrouped down the elevator shaft, at a Penitent colony situated on the upper levels of the Temple of the Frog – Level 1,011,999,946. From there, the group pursued the Lizard King downwards. They found no sign of the Lizard King’s forces, but did confront an Automated Sentry Platform, a deadly pair of Raving Reprobates, and a series of devious traps. Ziq and Renzozuke were transported to the top of the elevator shaft by a Teleport Trap, but managed to rejoin the party eventually, in the Penitent colony.

After refreshing themselves in a nicely appointed bathroom, the group triggered another trap, teleporting Renzozuke temporarily into the vacuum of space. A battle with a Viscerid Hysteric followed. With the Hysteric vanquished the party slaughtered a Voormis Broodmother and brood, and then were attacked with swarm gas pods by a Rookery Paymaster. After slaying the Paymaster, the group entered the compute room he’d hold up in, and Hegik and Philarion gained access to one of the computer terminals. The group systematically searched the camera feeds of each functioning camera to reconnoiter their surroundings. The most interest seemed to be in the room across the hall, which contained a leaking Nuclear Reactor and a brown Ugly Thing guarding a large horde of treasure, most saliently, custom Powered Armor.  After much planning and preparation, the group finally lured the Ugly Thing out onto a series of mines buried by Hegik–destroying it–and seized the treasure.

The party next moved down into an incomplete utility space below (Level 1,011,999,948). There they destroyed a Softshell Moltless before being ambushed by a pair of Viscerid Liberators.

SPLINTER’d (Kickstarter Campaign Ongoing)

Not gonna lie, I wanted to make an ETG post quick to get the taste of the last post out of my mouth. I certainly don’t regret anything I said, as such, but let me say this: having at-all controversial opinions and a crippling anxiety disorder is a really tough combination to live with. Hell, having an anxiety disorder doesn’t pair especially well with having principles, period. I’m eager to get back to discussing games I actually like, and of course that includes the ones that I invented myself.

So, SPLINTER. Our Surprising Things Kickstarter has been live for about a week now. It will be a full week tomorrow. So far we’re about 30% funded with about three weeks to go. That’s not terrible by any means but of course I’m already worried we won’t make it: see again, anxiety disorder making life more difficult than it should be.

This also has to do with the fact that this KS is very much necessarily our litmus test for the future of the SPLINTER game line going forward. If this KS funds, obviously SPLINTER has enough public interest to support in full. If it doesn’t, that would be a clear indicator that SPLINTER is just too niche and weird a project for the adventure games market. So the stakes are scary high. If you’re reading this and you haven’t backed and/or put in your 20 hours on social media pestering all your friends to back, please help me out and do so. (To those of you who’ve already given, the vast majority of you have given AMAZINGLY generously, so thank you all so, so much!)

Some exciting news, though, in the field of…actual news. I’m happy to report that our KS has been featured on the frontpages of Tabletop Gaming News (TGN) and Roleplayers Chronicle. That’s super groovy and hopefully it will bring us to a larger audience.

When we hit the 50% funding mark, I’m going to reveal some of our stretch goals which I’m pretty stoked about. This isn’t quite a preview, but it verges on one.

So the SPLINTER Core Rulebook is the very first product End Transmission Games ever published (not the first game I designed by a long shot, though, as both Phantasm and Psionics are older than it by five years or more, but that’s neither here nor there). Anyway, as our oldest product SPLINTER is obviously the one I most wish I could go back and change, since I’ve learned so much about this game design business since its release.

Mostly, this is a production values thing. Mikaela has grown by such leaps and bounds as a layout artist that the difference in visible production quality between SPLINTER (her very first layout project) and Psionics is obviously a difference of several orders of magnitude. Likewise, some of the art that we included in SPLINTER is not up to our current standards (although don’t get me wrong, some of it is just as great as anything in Psionics: I really dig black and white art in general.).

But there are also some things in SPLINTER’s rules that I’d like to change. Traditionally, this is why roleplaying games have second (and third and fourth and sixth) editions. It’s too early for a new edition of SPLINTER, though, by every conceivable metric. For one, it simply hasn’t been enough years. For another, we haven’t sold anywhere near enough copies to justify launching a new edition as any kind of sound financial decision. Finally and most importantly, we haven’t received nearly enough actual play feedback to have a truly informed perspective on the issues with the rules that would be needed to make the targeted changes for a new edition.

When it comes to the SPLINTER rules, I’m fairly happy with the rules governing gameplay in the Splinter itself (both the core dice pool mechanic and its particular interactions). But the “real world” rules for “playing your Player” Earthside use a primitive primordial ancestor of the DicePunk System that I’m not entirely proud of. I’d love to upgrade the Earthside rules to use the DicePunk System proper (at the Realistic/Literary Campaign Power Level), since it’s better than its prototypical ancestor in pretty much every way. This would have the added benefit of making our roster of supported coherent games that much more coherent. We’d be supporting DicePunk, Singularity, and Splinter which as one game with two systems would be DicePunk/other, as opposed to not-quite-DicePunk/other, which is even sloppier and more confusing. Fans of DicePunk games like Psionics could logically have their attention drawn to Splinter, and vice versa. Finally, since EarthSide stats influence Avatar stats, using the modern incarnation of the DicePunk system for Splinter’s Earthside play would improve upon that two-systems-in-one-game interaction.

A chance to overhaul the SPLINTER core rules would give me an opportunity for lots of other little tweaks too–while writing this, for instance, I noticed that many of the SP awards in the Subscriber Point Reward table on page 59 are a bit low for my tastes–but I’m not looking to make any major changes to the core “in-the-Splinter” gameplay. Except for the massive influx of new content that’s the entire point of the Surprising Things project.

So, at this point I’ve basically come around to revealing that our first stretch goal will be some kind of overhaul of the SPLINTER core rulebook. Which is an idea that really excites me, so here’s hoping.