scifi

Transmissions From The End #17 – Alien Predators

Back with the logical continuation of my Aliens content for the Singularity System. My thoughts on the Predator films, the crossover films, the extended universe, and then all the content you need to include the Yautja and their toys in your Singularity System game.

The Predator Franchise

As a general note, I don’t have the same passion for the Predator films, mythos, or universe that I do for everything Aliens. The exceptions are the original Predator film, which is a superlative piece of cinema, and all situations where Predators are, as I might have said when I was ten years old, “versing” Aliens.

  • Predator (1987): My God this movie stands up well over time. It’s genre slight-of-hand at its finest, and midway through the film a great dumb action movie suddenly becomes a damn fine smart horror movie, in a way that must have left audiences bamboozled on the order of 1996’s “holy shit now there’s vampires!” From Dusk Till Dawn. Dutch and his entire “squad of ultimate badasses” (yes that’s an Aliens quote, shut up, it also applies here) are charismatic and memorable: former wrestler and future Minnesota governor Jesse “The Body” Ventura’s Blain certainly has a memorable moment at the center of what has to be the most continuous barrage of gunfire being discharged into foliage in cinematic history, but my favorite character was and continues to be Bill Duke’s Mac, who I refused to believe was really for sure dead until the most explicit cut of the movie made it the most explicit it could possibly be. Arnold Schwarzenegger is at his absolute prime here, contractually mandated cheesy one-liners and all. The film is full of memorable moments, killer quotes, and macho banter, and there’s a lot to watch, from the general unhinging of the special forces’ team’s sanity (“gonna have me some fun, gonna have me some fun, gonna have me some fun”) to Billy’s incredibly brave, incredibly honorable, incredibly ill-advised decision to engage the jungle hunter in single combat, to the unforgettable finale when it’s down to just Arnold and the Predator…this is unquestionably one of the best action/sci-fi/horror films of all time.
  • Predator II (1990): Okay, I know “in the near future, the year 1997” dates this movie horribly, right alongside The Terminator, but that said, this is a solid sequel and an overall underrated film, and whatever time frame you imagine it in, Los Angeles being a violence-ridden hell hole is not that much of a stretch. Danny Glover delivers a capable performance as Lt. Mike Harrigan, and while it’s not his fault he’s not a larger than life 80s/90s action icon like Arnold Schwarzenegger, he’s almost certainly better at acting in the technical sense of the word. Solid performances from an interesting supporting cast, including my man Bill Paxton (plus an actress who until today I thought was Aliens’ Vasquez, Jenette Goldstein, but turns out to actually be an actress named Maria Conchita Alonzo) round out a movie that expand the Predator lore and mythos and most importantly teases us with this shot, leading to a fan-base drooling for an Aliens vs. Predator picture that finally comes to the big screen 14 years later.
  • BaP5b
  • Predators (2010): I only saw this film once, when it came out in 2010, and it neither offended me nor made a lasting impression of delight. I am not sure if the world in general has largely forgotten it exists, or just me.

Crossover Films

  • Alien vs. Predator (2004): Whoever wins, we lose indeed. Directed by Paul W. S. Anderson whose career peeked around one of his first films, the Alien meets Hellraiser pastiche Event Horizon and has largely been a downhill slide ever since, this was a movie that I loved in theaters and have just found stupider and stupider with every subsequent viewing. Understand that when this movie came out I was 18, young, dumb, and full of, y’know, acid blood or whatever. I was so excited coming out of the theater about how “freaking awesome” this movie was that I managed to shatter a ceiling lamp with a music stand in my spastic enthusiasm (don’t ask, I couldn’t do it again if I tried). My major issues with the movie after my first theatrical viewing were that, based on my headcanon, deeply entrenched in the extended universe (see below), no way in hell should one Alien be able to take down that many Predators. On each subsequent viewing of the film, my concerns with it have turned more and more to how overall dumb and disappointing it was. It good have been worse, I guess, but it’s hard to imagine it being MUCH worse. Of course, AvP didn’t come out as a movie until it had been released/published/played/sequelized in virtually every other commercial medium known to man, so I was measuring it against the exceptional totality of the extended universe which preceded it, so again, see below.
  • Alien vs. Predator: Requiem (2008): I both own this movie on DVD (or blu-ray, or whatever) and have frequently caught it on television. In spite of that, I don’t think I’ve ever been able to force myself to watch even a full consecutive half-hour of it. It just looks so dumb and so bad, like someone took the most generic teen horror movie setup ever and dumped xenomorphs and Yautja without any thought. I’m going to try to force myself to watch it soon…if I can. Does it have any redeeming value? You let me know.

The Extended Universe

Long before the turn of the millenium, and in fact–I’m just learning now–even before theatrical audiences could have seen that xenomorph skull on that Predator space ship, Dark Horse Comics got the rights to AliensPredator, and yes to Aliens vs. Predator. I don’t have time to get into all of the AvP videogames and what nots, so I’m just going to mention the Dark Horse Comics which I never got a chance to read and actually talk about the novelizations of them which I did. And actually, considering this is stuff I read like 20 years ago when I was like 11, rather than trust 11 year old me’s judgement, I’m only really going to talk about one of them.

  • Aliens vs. Predator: Prey was the 1994 novelization by Steve Perry and Stephani Perry (published by Bantam Spectra) of the first Aliens vs. Predator comic series published by Dark Horse, and if there was an AvP movie to be made, it should have been made using this book as a basis (and there were for one brief golden moment in the 1990s plans for exactly that), not whatever fatuous bullshit Paul W. S. Anderson’s screenwriters sprang on him in the early 2000s. Clearly set in the world of Aliens, it introduces protagonist Machiko Noguchi as the supervisor of the ranching colony of Ryushi as it is beset (unsurprisingly considering the general premise) with aliens and rogue Predators at the same time. What I thought this novel did best was its handling of the interiority of the yautja, namely I thought it very deftly walked a very fine line, making them both just relatable enough that you could see that there were stand up guys and bastards among yaujta just as there were among humans, and just alien enough as to still be really frightening. The novel ends with nearly everyone dead but Machiko who is Blooded by the Predator she had been forced to team up with, Dachande or Broken Tusk, who sacrifices himself saving her. As she is Blooded, she is now effectively a Yautja, which means from this point forward, the Predator race recognizes her as one of them. She now runs as a hunter among Hunters. Pretty cool, right? Virtually all of my headcanon in terms of Predator lore comes from this novel, and if my brain has embraced it, it must be right!

Races

Maybe you thought it would only be race because well…Predator. Ha! Did you forget about Ash from Alien and Bishop from Aliens?

Please note that in term of game balance, these races are roughly balanced with each other, and each approximately twice as powerful as a human starting character.

Synthetics

bishop-main

“Actually, I prefer the term ‘artificial person’…”

Advent Adjustment: Max Advent of 2, and -5 to starting AP Pool (23 instead of 28 in an average game).

Attribute Adjustments: +4 Strength, +4 Fortitude, +4 Quickness, +2 Intelligence, +2 Cyber. Their starting caps are 10 for Strength, Fortitude, and Quickness and 8 for Intelligence and Cyber.

Artificial Person: Synthetics have Armor 3. This is cumulative with worn armor, making Weyland-Yutani “combat sythetics” a real force to be reckoned with. Synthetics cannot be poisoned and have the Durability and Toughness traits automatically, along with the First Strike and Ambidextrous traits. They cannot take the Charisma, Juicer, or Will to Live Perks. They cannot take the Addiction, Addictive Personality, Allergic Reaction, Missing Limb, Missing Sensory Organ, Obesity, Space Sickness, weak Immune System, Weap Pain Threshold, or Venerable Weaknesses. Synthetics built to obey the classical prime directives (see Aasimov, Isaac) must take the Mercy Weakness.

Built Tough: Synthetics are immune to all drugs and toxins and to all standard means of first aid. A Synthetic reduced to 0 Health is broken. A Hard Engineering (2) and Hard Electronics (2) test can restore them to 1 Health, but if only one success is achieved on either test, the machine is hardly functional. It is so badly damaged that it will “never be top of the line again”, but it can still provide a brief audience and share anything it chooses to with the characters that repaired it. The first (Fortitude) points of damage that a Synthetic takes can be repaired with an Armorer (15 Minutes) Test: each success restores 1 Health. Additional damage beyond Fortitude can be repaired in a similar way, but using the Electronics skill instead.

Eidetic Memory and More: Synthetics of course have eidetic memory. They also benefit from all of the benefits that can be installed in Artificial Eyes, from the Biotech sourcebook. They are damaged by Pulse weapons, and as usual, Pulse damage ignores all of their Armor.

Morally Inflexible: A synthetic must follow its programming. A synthetic programmed to follow the classic Asimovian prime directives, cannot “by action or omission of action allow a living being to be harmed”. Robocop must 1) Defend the public trust, 2) Protect the innocent, 3) Uphold the law (4, classified: not harm or arrest any employee of OCP). The Terminator only has to Terminate Sarah Conner. (Understand these are just examples: neither Robocop nor a T-800 would necessarily use the same “race) described here.) Ash, on the other hand, was programmed to serve the interests of Weyland-Yutani’s exosciences division. In any case, a synthetic must follow its programming. If one welcomes the canonicity of Alien: Resurrection, the exception would be Aut-Auts, synthetics built by synthetics who have free will.

Yautja (Predators)

“When I was little, we found a man. He looked like – like, butchered. The old woman in the village crossed themselves… and whispered crazy things, strange things. “El Diablo cazador de hombres.” Only in the hottest years this happens. And this year, it grows hot. We begin finding our men. We found them sometimes without their skins… and sometimes much, much worse. “El cazador trofeo de los hombres” means the demon who makes trophies of men.”

Anytime.”

Honor Instead of Advent: Instead of an Advent stat, Yautja have an Honor stat that starts at 2 and works the same as Advent except for how it increases (AP cannot be spent on it). Honor represents the pride the Yautja and its status in its community. A Yautja first gains an Honor for successfully killing one of the “hard meat”, an alien drone. Such a Yautja is considered Blooded and is permitted to hunt the “soft meat” although might not wind up actually doing so until they have Honor 4. The increase from 3 to 4 Honor comes when a Yautja survives an ordeal such as escaping alone from a xenorph hive or single ritualized combat with another Yautja. The increase from 4 to 5 Honor occurs when a Yautja hunts and kills a suitably badass warrior of the “soft meat” (human beings). This hunt cannot be begun with the blessing of the community until a Yautja has Honor of at least 4. No less than taking the skull of an Alien Queen increases a Yautja‘s Honor from 5 to 6, making a Yautja an elder or tribal chief. Only the GM can determine what feat of honor could increase a Yautja’s Honor from 6 to 7.

Note that Honor can be lost for dishonorable actions: the loss of and failure to recover Yautja technology (the Yautja guide their technology jealously), or the killing of helpless prey (not befitting of the galaxy’s greatest hunters) or pregnant female prey (depriving the hunting ground of a potentially suitable prey animal in years to come).

Attribute Adjustments: A Yautja has only 20 AP to spend on its attributes, but receives the following bonuses to them: +8 Strength, +5 Fortitude, +3 Quickness, and +1 Cyber. Their starting attribute caps are 14 for Strength, 11 for Fortitude, 10 for Quickness, and 7 for Cyber. While Yautja are more technologically advanced than humans, they are not necessarily more intelligent. They may simply be benefitting from a head start.

El Diablo Cazador Los Hombres: Instead of getting to pick two free perks, Yautja instead start with all of the following specific free perks: Catlike, First Strike, Outdoorsman, and Toughness. They can take up to two weaknesses to gain up to two additional perks.

Hunter’s Training: All Yautja begin with the Dismemberment and Trick Shooter Combat Maneuvers from Firefight. Additionally, when attacking a xenomorph with a melee weapon, a Yautja can use the Pick Target action specifically to avoid the xenomorph’s acid blood backsplash.

Thick Hide: A Yautja‘s hide is much tougher than human skin. They have a natural Armor rating of 1, cumulative with worn armor.

Deadly Reflexes: A Predator with Honor 4 or higher automatically has ReAct -30. A Predator with Honor 6 or higher automatically has that upgraded to ReAct -20.

Predator (Yautja) Technology

I’d like to give a shout-out to the helpful fan-site Xenopedia with helping me remember the details of some of these and reconciling it with my own headcanon.

Instead of being purchased with credits, these items are acquired based on a Yautja’s Honor level. Any human (or non-Yautja) attempting to use any Yautja weapon does so at a +1 Difficulty Stage penalty until they have successfully hit with that weapon ten times, at which point they are considered to have gained familiarity with it.

Bio-Mask: Requires Honor 2 or higher. The Bio-Mask allows the predator to see in the Infrared, Ultra-Violet, and EM-Field spectrums, along with numerous others. The EM-Field spectrum is specifically designed to spot Xenomorphs, while the Infrared Spectrum is specifically designed to spot humans (although being infrared, it can be tricked, such as by a human masking his thermal signature). Switching modes is a free action. The mask provides +2 to Perception tests (to spot creatures when in the correct mode; the rest of the time it amplifies sounds and allows for digital zoom, providing a bonus to Perception tests in general). The mask also provides access through a series of dreadlock-like tubes to the Predator’s supply of oxygen mix from its home-world. It is a fair assumption that this oxygen mix is not very different than that of Earth, because Predators remove their masks in the presence of worthy opponents on Earth and seem able to breathe well enough to function.

Wrist Blade: Requires Honor 2 or higher. Free action to extend or retract. Uses the low-tech weapons skill. Size 0, Damage 4, Piercing 6. Harder than a diamond and sharp enough to cut through bone, or the hardened carapace of a xenomorph drone.

Plate Armor: Requires Honor 2 or higher. This plate armor notably does not cover a Predator’s lower torso or thighs, which are instead wrapped in a black wire mesh. It does cover the predator’s upper torso, sometimes asymmetrically, and also includes gorgets, spaulders, tassets, and greaves, as well as foot armor. Armor Rating 3, with two points of special resistance to Piercing. The plate armor is very strong, but ultimately is inferior to some human combat armor in that it does not provide full body protection. As a final special quality, a Yautja‘s plate armor does not have its rating reduced by the backsplash of xenomorph blood.

Medicomp: Requires Honor 3 or higher. The Medicomp is a small case that contains various medical supplies should the Predator ever be injured. This healing kit contains enough tools to perform minor surgery and repair superficial wounds. Among the medical supplies are vials of liquid which, when mixed with heated minerals, creates a regenerative sludge that can be used to cauterize wounds. Also contained are a shrapnel extractor, wound staplers, one stimulant shot, and one antiseptic tube. If the Predator has the First Aid skill, the Medicomp provides a +4 bonus to First Aid tests. The stimulant shot automatically restores Health equal to the Predator’s Fortitude, but once it’s used, it’s gone. If the Predator does not have the First Aid skill, the Medicomp is semi-intelligent, using its own First Aid skill of 5.

Combistick: Requires Honor 3 or higher. This is a spear-like combination weapon made from an ultra-light, ultra-dense, ultra-sharp alloy completely unknown on Earth. It has a length of less than one meter when retracted, but can be telescoped outwards as a free action, and is more than two meters long at its full length. It has several modes of attack, and when used in melee or thrown as a spear,  it uses the Low Tech Weapons skill, has Size/Accuracy of +2, does 6 Damage, and has Piercing 4.  The other end of the Combistick can launch a net to restrain prey before the final kill. The net has an Accuracy of +2, an accurate range of 30 meters, and does 2 Damage, Piercing 4. More importantly, a target hit by it is entangled in it and most likely pinned to a wall behind them: the net has more than enough velocity to drag a man sized target backwards until they hit a wall. Even attempting to wrestle free of the net is potentially fatal, because the net is made of sharp metallic wire and responds to all outward pressure by tightening further. To escape the net, a victim may attempt an Opposed Strength test versus the net’s Strength, which is equal to their own Strength times one and a half, rounded up. If they fail to achieve a net success and break free, they suffer damage equal to the successes the net achieved; this damage is Piercing 4. The netgun loads only one net; collapsing and reloading the net

Cloak: Requires Honor 3 or higher. A Predator’s cloaking system is controlled by its wrist computer and activated as a Minor Action. When activated, all Perception tests to see the Predator are Hard, and all Stealth tests the Predator makes are easy. If the Predator becomes even partially submerged in water (more than a foot deep) the cloaking device shorts out until it is repaired with an Electronics (10 Minutes) Test. If the Predator is wounded (i.e. loses Fortitude points of Health) the cloaking device becomes effectively useless due to the vivid green of the Predator’s bright green blood.

Sat-Comp: Requires Honor 3 or higher. This device, also located in the wrist computer, serves as a local GPS and through millimeter wave scanning, allows a Predator to map out the area surrounding it in moderate detail, including the positions of prey. This requires a Comms/Sensors test. One success maps out a 0.5 Km radius, and each additional success increases the radius mapped by 0.5 Km.

Plasmacaster: Requires Honor 4 or greater. A shoulder mounted plasma-cannon with a fusion power pack laser guided by the signature triangle laser sight and linked to the bio-mask for greater accuracy. Some of the oldest predators, with Honor 5 and higher, disdain the use of ranged weapons such as this, preferring the challenge of going in for the kill with just melee weapons. The plasma caster uses the Energy Weapons skill. It has Accuracy +3, Damage 6, a maximum Rate of Fire of Single, and Piercing 3. One shot can easily kill either an elite human soldier or a xenomorph if a Predator uses the Aim action while Cloaked and the Pick Target action (from Firefight) before taking the shot. The plasmacaster has effectively infinite ammunition, so it can keep firing continuously unless it is damaged (it is not completely waterproof) or discarded by a Predator seeking a fairer final confrontation with worthy prey.

Self Destruct Device: Requires Honor 4 or greater. Built into the Predator’s wrist computer, this is a weapon of last resort designed not to kill the Predator’s enemies, but to destroy it, all of its equipment, and its ship so none of them can be recovered by “lesser” civilizations. The only thing more shameful than being forced to use a Self Destruct Device (which renders a Predator’s Honor irrelevant as that predator is vaporized) is failing to for some reason at a time when its use would be appropriate (causing the immediate loss of 1 point of Honor). A self destruct device takes 2d6 Full Turn actions to set. It then goes off anywhere from 60 seconds to 300 seconds after the Predator sets it (it’s the Predator’s choice). As implied by the name, a self destruct device cannot be survived: not only would this be extremely dishonorable, but it is built into the Predator’s wrist computer which is effectively impossible to remove from the Predator’s wrist short of hacking it off at the elbow. When it finally goes off, a self destruct device creates an enormous nuclear fireball that deals 500 Damage, Blast -2/1 Meter, eradicating the Predator, its equipment, its ship, and approximately half a mile in radius of whatever else happens to be around.

Smart Disc: Requires Honor 5 or greater. Combining the Yautja‘s futuristic technology with the deadliest qualities of boomerang and chakrum, the smart disc is a programmable, mono-filament sharp, throwing weapon that rotates at extraordinarily high RPMs like a circular saw. Thrown on its own, the Smart Disc uses the Low Tech Weapons skill to attack one target, has an Accuracy of +1, deals 10 Damage, has Piercing 10, and returns to the Predator at the end of the phase. Alternatively, the wrist computer can be used to program the disc with targets. A Predator can take a Minor Action to make a Computers (2) Test to program one target into the disc’s memory. The disc can have a total number of targets programmed equal to the Predator’s Cyber. When the disc is finally thrown (a Major Action like most attacks, using the low tech weapons skill), it calculates a path through the room to hit each target before returning to the Predator at the end of the turn. Its accuracy for each of these attacks is equal to the Predator’s Computers skill + 1, with the damage the same as if throwing an unprogrammed disc at a single target.

Finally, in a pinch, the Smart Disc can be used as a melee weapon (Low Tech Weapons), with Size -1, 10 Damage, and Piercing 10.

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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).

  Nanofacturing

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.

Deconstruction

  • 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 #12: Sneak Preview – Just Say Yes To Space Drugs

This is the third sneak peak from the Systems Malfunction manuscript, and it would probably be the last, except I inherited my father’s irrational hatred of the number three, so instead this is most likely the penultimate preview, with one more to come. The topic this time around is the section from the end of the Personal Equipment chapter called “Something No Pill Could Ever Kill” which includes revised and expanded rules and roleplaying cues for drugs, plus new and improved answers to questions about how drugs effect Xel, how Replicants can do drugs, and how characters can become addicted, and then (theoretically at least) get clean.

Shout out to Rachid Yahya, wherever he is, for originating one or two of these drugs and doing the original writeup on them for the now out-of-print Systems Malfunction sourcebook.

As usual, sorry for the janky formatting of the tables.

Something No Pill Could Ever Kill

Drugs

Most of these drugs are of the “performance enhancing”, not “recreational” bent and are often “prescribed” to appropriate troops by Great Houses or the Republic Military (a dose of Zip2 is standard issue for Colonial Marines going into battle: Red Mist is technically prohibited by the Red Army, but its prohibition is commonly violated). Most of these drugs are illegal for most civilian citizens of most systems most of the time. Of them, Prophecy and Skye are the most likely to be legal or unregulated in more liberal systems. Red Mist, Stardust, and Zip2 are all criminalized on the federal level.

Drug Duration Effects Per Dose Crash* Addictive? Street Cost

(One Dose)

Synthetica 1d6 + 1 Hours per dose Special: see text. 4 Fatigue plus 1 Fatigue per extra dose, and -1 to all tests for 2d6 hours. Yes. 1000 Credits
Prophecy 3d6 Hours Special: see text. 3 Fatigue, -2 Perception and Intelligence for 2d6 hours. No. 1000 Credits
Red Mist 5d6 Minutes +1 Strength, +1 Fortitude, and +1 Damage with all attacks. 5 Lethal Damage plus loss of all temporary Health: note that temporary extra Health gained from taking Red Mist is not lost ‘first’. Very 500 Credits
Skye 2d6 Hours Cost of sustaining Psi Talents is reduced by 1, to a minimum of 1. -1 Perception and Intelligence per dose, lasting 2d6 hours. No. 1500 Credits
Stardust 5d6x10 Minutes Special: see text. 6 Fatigue plus 1 Lethal damage per extra dose. Very. 750 Credits
Zip2 1d6x10 Minutes +1 Quickness; +1 Dice Pool Bonus To Hit With All Weapons. 6 Lethal Damage Yes. 750 Credits

* The minimum that a drug’s Crash effects can reduce any attribute to is 1.

Mechanical Effects of Synthetica: Whenever you take a dose of Synthetica, roll a die. If the result is even, you receive +2 Perception and -1 Cyber (Minimum 1). If the result is odd, you receive +2 Cyber and -1 Perception (Minimum 1). As you take additional doses, keep track of the size of the bonus and the size of the penalty, but keep in mind that each additional dose makes the trip “switch”: the bonuses and penalties do not “level out”. For example: if you take two doses of Synthetica, rolling an odd number for each dose, you are at +4 Cyber and -2 Perception. If you later take a third dose and roll an even number, you are now at +6 Perception, -3 Cyber, not +3 Cyber and +/- 0 Perception as you would be if you were simply summing the bonuses and penalties. Each dose adds 1d6 + 1 hours to the drug’s effect duration.

Finally, for every two points of Cyber bonus you have from Synthetica, you receive +1 die to all skill tests with skills that have Cyber as a governing attribute. For every two points of Perception bonus you have from Synthetica, you receive +1 die to all skill tests with skills that have Perception as a governing attribute.

Roleplaying Notes on Synthetica: Synthetica (other street names include Cynerium and Answer7) is usually ingested in the form of a silver and/or gold capsule that is swallowed. As indicated by its mechanics, the effects of Synthetica are more than a little unpredictable. We’ve waxed poetic about what it’s like to be on Synthetica more than a little, in the braided Systems Malfunction fiction anthology Angels In Jersey City. The shorter version is that when it’s enhancing Perception, Synthetica blurs the barriers between yourself and other people, creating a kind of euphoric, genuine empathy. It blurs the walls between dreams and reality and turns personal boundaries porous. When it’s enhancing Cyber, Synthetica causes a less euphoric, more dissociative, and more contemplative high. The user feels like they have drifted outside of their own body, and they view it from a detached and clinical perspective that allows for a more complete understanding of systems of all kinds and how they intersect and interact.

Mechanical Effects of Prophecy: One hour after using Prophecy, you are tripping balls. All Tests become Hard for the duration of the effect. At some point during the trip, the GM should call for a Hard Perception Test. If you get two successes, you receive a (highly surreal) vision of your future: if you receive the vision, your Advent pool, if any Advent was spent this session, is refreshed. Additionally, you temporarily receive +2 bonus Advent that can only be spent this session. Unlike all other drugs, there are no bonuses or penalties to taking additional doses of Prophecy beyond the first.

Roleplaying Notes on Prophecy: Prophecy is made from naturally occurring, Aetherially active space flora. Sometimes it is consumed by swallowing translucent capsules full of seeds, sometimes by brewing tea, sometimes by inhaling smoke. Because prophecy is a strong hallucinogen, users experience vivid and strange visual and auditory hallucinations, as well as hallucinations that can’t be ascribed to any one sense or combination of senses. Stationary objects may seem to move, static patterns may seem to writhe, mundane objects may suddenly appear scintillatingly beautiful or indescribably sinister, and so on. Characters on Prophecy should not handle or have access to weapons, let alone go into combat.

Mechanical Effects of Red Mist: See table.

Roleplaying Notes on Red Mist: Red Mist comes in a hypo-sprayer and is applied (sprayed) directly into the eyes: the pupils dilate sharply and the whites of the eyes go almost completely blood red. You are an unstoppable killing machine, a humanoid thresher, your enemies but rows of grain before you. Manic rage fills you and it is difficult to stop yourself from giggling and/or screaming in sheer, violent joy. You have the killing fever. Characters on Red Mist suffer from delusions of indestructibility, but are of course unaware that these are delusions.

Mechanical Effects of Skye: See table.

Roleplaying Notes on Skye: Skye is ingested as brightly colored, triangle shaped tablets which are swallowed or crushed and insufflated.  Of all the drugs described here, Skye is the most subtle and perhaps the only one that a character might use unnoticed even by those who know the signs. Characters on Skye feel more alert and intelligent, are better at abstract thinking, act somewhat detached, and feel philosophical and calm about even imminently dangerous situations. It is difficult for them to comprehend the urgency of any given scenario unless they specifically focus on it.

Mechanical Effects of Stardust: Stardust has no mechanical effects except when you are in combat. While you are in combat, you receive +1 Die to all Macrokinetics tests, and you lose 1 Health but regain 4d6 Psi Points at the end of every combat turn.

Roleplaying Notes on Stardust: Stardust is a silvery golden powder which is snorted like cocaine. Its effects are not unlike Red Mist, but for Xel. The first few minutes yield a euphoric rush, after which feelings of manic rage and a sense of invincibility are often reported. Xel on Stardust often testify that they can see and/or feel the psionic energy of the universe coalescing and collecting and flooding into their bodies and minds, causing them to feel sensations of godlike and/or limitless power.

Mechanical Effects of Zip2: See table.

Roleplaying Notes On Zip2: Zip2 is distributed in spring loaded epi-pen style syringes, and injected subcutaneously. The fluid inside is a rather caustic looking shade of green. Like Red Mist, Zip2 creates a state of manic fury in the user. Uncontrollable twitching and tics are a common side effect, as is a total lack of patience and the need for ACTION RIGHT NOW. Zip2 is issued to Armada Colonial Marines for use in combat. While on Zip2, users experience a sensation of time dilation, as though everyone else is moving in slow motion while they are moving and fighting at normal speed, or faster. While Zip2 does in fact make you faster on your feet and faster on the trigger, the adrenaline rush it releases can lead to (sometimes fatal) overconfidence.   Rumor has it that Zip2 is made from processed, fermented Xel organs, but this is widely disregarded as an urban legend.

>>>BEGIN SIDEBAR

Just Say No To (Human) Drugs

Most of the drugs listed here are specifically designed for (meta)humans. Accordingly, some of them have different effects on the alien physiology of Xel.

  • Zip2 provides no benefits to Xel, and causes them to feel extremely sick. While on Zip2, Xel receive a -2 dice penalty to all actions. They suffer the Crash effects of the drug as normal. On the bright side, Xel cannot get addicted to Zip2.
  • Crimson Fever is horribly poisonous for Xel. Any Xel who takes Crimson Fever must make a Hard Fortitude roll. If they fail, they automatically fall to 0 Health and begin bleeding out. While on Crimson Fever, Xel lose 1 Health per minute from poison. They suffer the Crash effects of the drug as normal. On the bright side, Xel cannot get addicted to Crimson Fever.
  • Conversely, Stardust has the same effect on humans that Crimson Fever has on Xel.
  • Synthetica largely has no effect on Xel. They must take four doses to receive the effects of one dose.
  • Prophecy affects Xel normally.

>>>END SIDEBAR

>>>BEGIN SIDEBAR

Do Androids Dream Of Electronic Smack? (Hooked On A Feeling)

 Obviously, none of the biological drugs described above have any effect on Replicants, since Replicants do not have the same internal anatomy as organics. However, there are digital equivalents for some of the drugs above that do effect Replicants, as well as some drugs that are for Replicants only. Replicant drugs—called chips—come in single use chips programmed to burn themselves out after running one.

  • Synth2 or Synthetica Squared (i.e. Synthetica for Synthetics) has the same cost and effects for Replicants as Synthetica does for organics.
  • Scramble (aka Radio Bye Bye) has the same cost as Prophecy for the most part the same effects for Replicants as Prophecy does for organics, except it doesn’t refresh the Advent pool or provide an Advent bonus.
  • Touchy-Feelies (a variety of street names exist for different “flavors”) cost anywhere between 200 and 1,000 Credits depending on the flavor and the fluctuations of the gray market. Their only effect is allowing a Replicant to feel, for 2d6 hours, an emotion the Replicant is normally incapable of feeling (see p. XX). Actually, ‘forcing’ would be a better word than ‘allowing’. A Replicant normally incapable of experiencing Joy that jacked in a “happy chip” will be happy for 2-12 hours, regardless of how wildly inappropriate that might be. Touchy-Feelies are in the mentally addictive (“habit forming”) category (see below). Their addictiveness varies based on “flavor”, common sense, and GM ruling. For instance the aforementioned Joy chip would be Very Addictive, while a Sorrow chip would likely not be addictive at all.

>>>END SIDEBAR

Addiction and Getting Clean

“I can think for myself, I’ve got something no pill could ever kill
Hey, I’m not Synthetica, oh
I’ll keep the life that I’ve got, oh
So hard, hard to resist Synthetica, oh
No drug is stronger than me, Synthetica”

– Metric, “Synthetica”

If you use drugs, the potential exists to become addicted during gameplay. PCs with the Addiction problem (p. XX) start the game addicted.

Red Mist and Zip2 are physically addictive. Stardust is mentally addictive (“habit-forming”). Synthetica is both physically and mentally addictive. Physical addiction is resisted with Fortitude. Mental addiction is resisted with Intelligence. Synthetica addiction is resisted with whichever attribute is worse.

Each time an addictive drug wears off, the user must make a test to resist addiction using the attribute indicated above: the number of successes needed is the number of times the user has taken the drug in the past. The test is Easy for drugs that are addictive, and Normal for drugs that are Very addictive. Advent can be spent as normal on rolls to avoid addiction.

If the user fails, he becomes addicted to the drug.

Penalties of Addiction: These penalties set in the “morning after” the character became addicted, or at the GM’s discretion. An addict must take the drug they are addicted to every day. If they are unable to do so, all tests are Hard until the character takes the drug (in which case the character is able to function normally for 24 hours before they must take the drug again) or beats the addiction (see below). A character who is addicted can still spend Advent to make a particular test Easy (see p. XX), but all characters addicted to drugs receive -1 Advent for each drug they are addicted to.

Getting Clean: To shake an addiction, first the character must go a full week without using the drug they are addicted to. That means a full week with all tests set to Hard and -1 Advent: withdrawal is no fun for the character going through it, who is virtually crippled by those penalties.

The character then can make a Fortitude or Intelligence test as appropriate (see above). The test’s difficulty is Normal and the character can spend Advent to add dice to the test before rolling it, or to reroll failures, but not to make the test Easy before rolling. Three successes gets the character clean of an addictive drug, while a very addictive drug needs five successes. If the character fails the roll to get clean, they can try again in one week (assuming that they don’t relapse by using the drug again). The character receives +1 die to the roll to get clean for every previous week in which they’ve gone without the drug but failed to get clean.

Note that if a character successfully gets clean of an Addiction that was one of their starting Problems (see p. XX), they must either choose another Problem that the GM agrees can logically replace the addiction, or lose the corresponding Edge and its benefits (see p. XX).

Thus endeth the excerpt…

Check back in a week or so for one last sneak preview, and don’t forget that Origins Game Fair is right around the corner!

 

Transmissions From The End #011: Sneak Peak – Putting It All Together

Here’s another excerpt from the Systems Malfunction manuscript, as progress continues slowly and steadily. We really ought to get art briefs written up and out before the end of the month, which means we should be able to preview some art after Origins (which is suddenly very soon!).

As any of you following the Kickstarter closely probably noted, we didn’t make one of the Stretch Goals I was most excited about, which would have allowed us to include capital-scale starship combat rules and actual deck-plans for common capital ships in the Systems Malfunction universe. This is a major bummer, but one bright side is that with how far behind we are on a couple of projects, it would have been a nightmare trying to get those deck plans done in time. I still look forward to publishing a book of SysMal vessels, complete with deck plans, in the future.

In the meantime, here’s the chapter on scaling personal and vehicle combat from the Systems Malfunction manuscript. For those backers/fans/players who don’t have the Singularity Core Rules (and the extensive Strategic Starship Combat rules therein), I tried to provide some guidance on how to incorporate big honking starships into your campaign without having their full stats. The formatting of the table is incredibly janky, but obviously, won’t be in the final product, because it’s not being published through WordPress 😛

Astute readers will note that some of the suggestions for running combats involving both infantry and vehicles have changed from those provided in Singularity Core, in attitude as much as in content.

Bringing It All Together

If personal combatants and vehicles are involved in one fight, the shit has hit the fan and (meta)human beings are going to die historic—and become red mist. Some of those metahumans might be PCs.

If you have a battle mat and miniatures, bust ‘em out. Crude sketches are fine, but if you like some production values on your table, that’s cool too. It is very hard to do a vehicles-on-drones-on-infantry-on-Jackhammers fracas using only “theater of the mind” because vehicles can move much faster than infantry and in more directions. You use a vehicle’s Tactical Speed as its move speed in meters per turn. You ignore the ‘change range maneuver’, and resolving other Tactical Maneuvers (see p. XX) as Minor Actions (see p. XX), with Tactical Actions as Major Actions (see p. XX). This enables vehicles to use a Minor Action to take evasive maneuvers.

Instead of 10 seconds like turns with only personal combat, a turn of “mixed” combat is assumed to last the same duration as a turn of Tactical Vehicular Combat: a number of seconds equal to the highest initiative rolled (again: do not think about this too much!). ReAct (see p. XX) applies the same to metahuman and vehicular combatants, allowing extra partial actions after the “all-skate” phase.

Personal weapon damage and personal armor rating are designed to scale directly into those of tactical combat. If a personal weapon looks like it would not even scratch most vehicles, that’s cause it wouldn’t. If on the other hand, a vehicular weapon looks like it would unfailingly vaporize even the toughest, most heavily armored Replicant (and everyone standing next to him) it totally fucking would.

People trying to fight Jackhammers and drone-tanks and attack helicopters isn’t fair. The only chance of it being a fight at all lies with the odd chance that the people involved remembered to bring heavy anti-vehicular weapons.

There is a silver lining to having brought your frail metahuman body to a Jackhammer fight. Humans are very small targets; sensor assisted targeting can’t be used against them and they get to roll Evasion against all vehicular attacks: although ‘blast’ weapons will probably kill them even if they miss. Missiles cannot attack individual humans at all, nor can other weapons you can’t picture being fired at a man with a gun. For a human attacking a vehicle, the base difficulty stage is Easy. That is the last and only advantage humans get, however.

Capital Ships

Unfortunately, due to budgetary and page count constraints, the full rules for capital-ship combat (“Strategic Starship Combat”) can’t be reprinted in this book, which is a real shame. The rules appear in full on pp. 75-115 of the first (2013) printing of the Singularity System Core Rulebook, if you have access to that text. The silver lining to not being able to reprint those rules here is that they were as discovered in play less than perfect, and are definitely less than perfect for Systems Malfunction.

Generally speaking, it is probably best to treat capital ships as “set pieces” in any given Systems Malfunction campaign. Describe a larger space battle if one is happening, but keep the focus on the PCs and their actions (resolved through the rules for vehicular and personal combat). In other words, a Ferrata-Class Heavy Destroyer or a Narcissus-Class Planet Cracker is a location that exciting things are happening on, such as boarding action and defense, or a tense game of cat and mouse with an unknown alien lifeform. When in the course of space combat, a Destroyer that the PCs are assault boarding (or fighting off boarders from) becomes treated by the game more as something that things are happening to, rather than someplace that things are happening on, the likely “realistic” outcome is that a lot of PCs are going to die, very abruptly and without any chance (any roll to make) to survive.

In other words, if the Ferrata destroyer the PCs are waging an epic sword/gunfight on has its hull ruptured by ASGMs and railguns and explodes, the PCs and their enemies are all, most likely, immediately and anticlimactically dead.

On the other hand, it’s likely that at some point in a good, action-packed science fiction campaign-scape like Systems Malfunction, one or more PCs are going to be in powered armor, Jackhammers, or Starfighters, attempting an assault/boarding on a much larger ship. It’s the kind of iconic scene that good military sci-fi is chock full of. When someone’s closing in for boarding action, characters will unfailingly come under fire from (or be firing themselves) point-defense weapon systems. The least I can do is offer the stats for some common point-defense weapons, and the damage they do to vehicles and unlucky individuals alike (all have Piercing 10).

Starship Turret Weapon Accuracy Damage Starship Turret

Point Defense Weapon

Accuracy Damage
37mm Gatling Autocannon 0 24 Flak Gun -1 10×4
Quad Pulse Laser +1 4×10 20mm CIWS 0 15
Grenade Machinegun -1 32 Point Defense Pulse Laser +1 4×4
Gauss Cannon +1 28 Point Defense Beam +4 10

Note that each turret a capital ship mounts can have up to two turret weapons, up to four point defense weapons, or up to one turret weapon and two point defense weapons (when firing a twinned weapon system, i.e. two or more weapons of the same kind on the same turret, the point defense operator receives +1 to his Gunnery roll). While a small torpedo or missile boat or a Prospector-Class scout or Traveler-Class Light Transport mount only one turret each, a mid-sized capital ship like a Ferrata mounts three turrets (each with two 20mm CIWS), a Great Dragon-class Red Army flagship mounts 12 turrets, and a Vitrix-Class Supercarrier boasts 18 turrets. Only attempt a boarding or bombing run on a serious capital ship if you’re part of a massive wave of smaller craft, or if you’re feeling particularly suicidal.

Note that ground and naval bases often have mounted turrets with similar weaponry, although in that context it’s properly referred to as “anti-air” rather than “point defense”.

Closing & Boarding

It takes at least a full combat turn to close to boarding or vehicle weapons range with a capital ship: how long it takes is ultimately up to the GM, based on how far your point of launch is from the target ship, but one turn is the minimum. A Hard Helmsman, Jackhammer Rig, or Pilot (2) Test is required to bring the vehicle within boarding distance of the target starship. During this time, point defense fire must be weathered.

Jackhammers and characters in Powered Armor get to make Evasion rolls against each instance of incoming point defense fire as normal (and at a cumulative penalty of -1 for every Evasion roll made that turn, as normal). Other vehicles such as fighters and drones, however, do not make Evasion rolls. If the Gunnery roll produces a number of hits equal to the vehicle’s Handling (minimum 1), the point defense attack hits.

Jackhammers and dropships (including the Fulminata) can breach and board enemy ships after closing. Breaching and boarding is a dangerous, time-consuming process, because of the risk of fatally depressurizing both vessels. The process of penetrating a hostile hull to deploy a boarding party takes one full turn. It requires a successful opposed test versus the target ship’s Repairs subsystem rating (range of 2 to 6 depending on the size and sophistication of the enemy vessel). The boarding party either rolls Demolitions (for a combat hardbreach), an Electronics test (to rewire an airlock), or a Computers test (in the case of a software override). If the test fails, the boarding party can try again, but not by the same means, and again combat boarding takes one full turn to attempt.

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!

Trumpsionics

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 #008

What’s up End Transmission fans, he said by way of greeting, unsure if he was addressing an actual group of people that actually exist or a figment of his fevered imagination.

This episode is a sneak preview of what we’ve got coming up for the year 2017. Because we’re still early in the year, be aware of all of the following: there are some things we want to keep under wraps for now, some things we haven’t figured out yet, and some things we haven’t even thought of yet. With all of those caveats at the way, let’s talk about some stuff. Here’s an update on almost everything.

Systems Malfunction

For over 10 years it was an amazing, awesome, experimental boffer LARP. Then it was a gigantic, bullet-stopping setting book for the Singularity System. Then last year in October you guys funded us so we could make Systems Malfunction–still powered by the Singularity System–a standalone RPG. Again, thanks!

But I really, really, really want the book to be full color because well…just look at all of this full color art we produced during the Kickstarter. It’s AMAZING! But we ran out of time on our KS more than $10,000 short of our Full Color stretch goal. We thought more about what an injustice it would be to have to grayscale down those images from glorious CMYK,  So we tightened our belts and crunched the numbers a bit and now we’ve got an IndieGoGo set up. If we can get $3,500 in the next 59 days or so, we can make the book full color, which would be so great. For those of you who already gave generously to the KS and are already getting SysMal, if you have any ideas for additional rewards we could offer you through the IndieGoGo, shoot ’em over to me.

As for production on the actual book, here’s a quick look behind the scenes. The manuscript is currently just a hair under 50,000 words. Probably about 10,000 of those words are boilerplate and need to be rewritten. As a point of reference, Psionics weighed in at 78,000 words and change, and that was before about 30,000 words of fictions. I anticipate needing to write approximately another 20-30k words before the manuscript is complete, not counting a 10,000 word piece of introductory fiction. The latter I won’t be writing myself, at least plant A is that I want to hire a famous writer to write it. Someone whose name you will have heard of. But you know, make plans and hear God laugh, all that stuff. Anyway, I don’t anticipate having much trouble finishing the text portion of the game that remains to be finished at the rate which I write/design games, but art and layout often take longer, and we won’t know if the remaining art we’re commissioning will be color or B&W for 60 days. Still, we should be in position to deliver on our promise of a GenCon 50 release date, barring any (further) unforeseen personal disasters. Backers will receive their books first where at all possible.

S.P.L.I.N.T.E.R.

Last year I tried to launch the SPLINTER “living campaign” and didn’t get anywhere with it so I’m really hoping to make it work this year. If you don’t know what a “living campaign” is, the idea that diverse groups of gamers are playing the same adventures in the same setting at different game tables at various conventions across the country. It’s synonymous with ordinary play. D&D, Pathfinder, and Shadowrun: Missions have all run successful living campaigns at some point in their lifecycles. I know that we won’t be able to orchestrate on that scale any time soon, but we’re also doing things a little bit differently in that it is a literal, cohesive campaign: players can play it from the beginning or jump in wherever, experiencing an epic story where their choices really matter (my plan is, like what many established living campaigns did to one degree or another, to gather data on the choices made by players and think about how those can effect the writing of future adventures).

The living campaign is called Glory & Gore.

We have three episodes already written, and I had planned on writing the fourth, fifth, and sixth episode some time this year before Origins. Whether we have three episodes or six for 2017 players, it should be hard for the living campaign to do worse than the sad story of 2016, where we only ultimately ran two four hour instances of the living campaign. I am hoping to have a GM team that can run at least 25 instances of Glory & Gore, or 100 hours of organized SPLINTER gameplay, over the course of 2017. Wish me luck.

In other SPLINTER news, we have a terrific (and terrifying) adventure coming out hopefully at this year’s I-CON called Return To The Dread Abyss Of The Digitarchs from Oubliette co-creator Richard Kelly who also lead the charge on the (free) SPLINTER QSR. Art direction on it is almost three weeks behind, so it maybe delayed to a Lunacon or Origins release. Having not written it myself, I can say it is one of the greatest published adventures I’ve ever seen, for any game system.

Finally, I have a vision of a SPLINTER box set which will include the most current printings of SPLINTER Core, Sometimes Little Wondrous Things, and Ugly Things, perhaps also the SPLINTER Quick Start Rules, and pamphlets with things like three new playable Bloodlines (!) and rules for Martial Arts in the Realm (both ones Players train in Earthside, and ones passed down by Bloodlines for Aeons).

Psionics

Only two major pieces of news on the Psionics front (although there is some more Dicepunk news in the following and final heading). The first is that we want to take steps towards mass-producing the Psionics comic in a normal comic book size/format and try to get it in the hands of brick & mortar and digital comics retailers. Quite simply, we feel it’s too good a comic to be restricted to the cozy niche of tabletop gaming. We want to get it out there in the world.

And I also want to write a sequel, which is…daunting. But I want a comic book series, and it was never meant to be a one-off. I’m going to have to nut up and do it eventually, but thinking on the fact that I procrastinated writing “Tomorrow’s Starlight” longer than I procrastinated writing anything in my adult life, it may be later rather than sooner.

Speaking of sequels, sales of The Pleasantville Project have been decent enough that we are seriously considering beginning work on its sequel, continuing the Eternal Storm Campaign that will walk Psionics players from the awakening of their gifts to the end of the world as they know it.

No Country For Great Old Ones

(First off, a DicePunk adventure I believe I mentioned on here last year, Escape From Cleveland is officially cancelled before entering production. It stopped being fun around the same time that Trump was elected, making the possibility of Trump’s presidency 100% terrifying and 0% funny. However, since Psionics is firmly set “now”,  Psionics fans deserve an update on how the Trump presidency has effected the secret factions of the Psionics universe, much as it’s shaken up everything in the real world. This update will be short, free, and most likely delivered through this blog.)

No Country For Old Men is an adventure we have in the works that will feature officially licensed game statistics for Delta Green, Savage Worlds, and HERO System, Fifth Edition, Revised (or FRED) in addition to our own Dicepunk system.

No Country For Great Old Ones will be an intense, southern fried crime drama with subtle elements of supernatural horror. It’s deeply inspired by the excellent film “Hell or High Water”: my basic thought process, having been playing a lot of Delta Green at the time was, wow, what if we threw some Mythos into this mix.

The Delta Green and HERO System rules deal directly with the Lovecraft mythos, while the Savage Worlds and DicePunk rules keep the same basic structure of the adventure, but use elements of the mythos that we developed for Phantasm(2010) in place of the Lovecraftian stuff (I finally saw Phantasm RaVager, and my feelings are mixed). No Country will be unique in a few ways besides having full stats for four different game systems. Namely, it is a “two sided” adventure (think of an old record, with an A side and a B side) where the PCs can be either the “cops” or the “robbers”. Once you’ve played through it from one side, you can play through it as the other side, and see how the other half lives, and see what formidable enemies your former characters make.

We could probably rush No Country into production in time for Origins of this year without a problem, but we’re also considering doing a Kickstarter for the adventure to raise awareness. That would delay its release until well, well after GenCon, however, since as a company rule we don’t launch a Kickstarter until we’ve delivered on the previous one.

That’s it for the fourth week of February and the first time I’ve managed to force myself to make a proper update this year. Tune in next Thursday or the following Thursday  (hopefully) for more Transmissions From The End.

<End Transmission>

 

 

That Feeling When

TFW: You realize that a rule that you both wrote and published makes no fucking sense.

I think that Firefight came out in 2013 or 2014? I forget. Anyway, anyway, there’s this Combat Maneuver on p. 15, Defensive Roll, that makes literally no fucking sense.

IF CHEWBACCA LIVES ON ENDOR YOU MUST ACQUIT.

The rule says “A character with this Combat Maneuver decreases the Difficulty Stage of all Evasion rolls made versus Splash Attacks by one, from Hard to Normal.”

This makes exactly 0 sense. In The Singularity System you do not ever ROLL an Evasion test versus a “Splash Attack” because that is NOT A THING. Instead, attacks have a BLAST Radius and you suffer damage based on how close you are to ground zero, your Armor, the attack’s Piercing, and nothing else.

In 2013 I published a rule that was goddamn nonsense. But that can’t have happened! I’m perfect!

new20sorry20so20perfect

Except for that pesky part where I’m totally NOT Perfect, or even close.

Still, though…that…fucking…feeling…when. So, Errata, effective immediately:

For Firefight, p. 15:

  • Replace the Description of Defensive Roll with the following text: “A character with this combat maneuver can make an Evasion or Athletics roll (whichever is higher) when caught in the Blast Radius of any attack with a Blast Radius. Each Hit achieved on this test reduces the damage of the Blast attack by one–after reducing Base damage by meters from target,but before applying Armor.”

In summation: