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 #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 #010: Sneak Peak – Extra Lives

An excerpt from the Systems Malfunction roleplaying game manuscript:

Extra Lives

Human cloning is an established technology in the Systems Malfunction universe. However, as cloning works a little differently in every sci-fi setting, we need to be a lot more specific about how clones work here. An amusing anecdote illustrates why. During a playtest/promo game, a group of actual play podcasters were faced with a scenario where they had to evacuate as the colonists from a planet under invasion by aggressive, biomechanical aliens (if you’re your group’s GM, see In Keeping Secrets, p. XX, and Robots, Monsters, and Worse, p. XX). There were too many colonists to fit in the dropship along with the Colonial Marine PCs, so the players assumed they could avoid leaving anyone behind by decapitating all of the colonists—after all, their heads would weigh less than their bodies and take up less space!—and then have them cloned later.

That is most emphatically not how cloning in Systems Malfunction works, and acting on those assumptions would have been a disastrous mission failure. They would have brutally murdered all of the people they were there to rescue. I found this misunderstanding hilarious, but also enlightening. It was an eye opening reminder that just because I’ve been immersed in the Systems universe for over a decade, newcomers to the setting don’t automatically know its nuances and details.

Here is an overview of how cloning in Systems Malfunction does work:

  • Clones are essentially “extra lives”. All Player Characters start with three clones (see p. XX) but may “sell back” any number of them during character creation, receive +1 Edge per clone sold back (see Building Your (Tragic) (Anti)Hero).
    1. After a character dies, there is a 24 hour waiting period before their clone becomes available as the clone is thawed and awakened. It may take substantially longer than that for the character to rejoin the action, depending on where they have decided to store their clones and what arrangements they’ve made beforehand. If a PC dies, this should be worked out between the PC and the GM. If the character was an NPC, it is at the GM’s discretion how long it takes for the NPC to reappear, but the minimum time is still 24 hours. Only important NPCs have clones, and the average Joe Galaxy doesn’t have any clones.
  • With currently existing technology, a clone can only be “copied” from a living being. Preserved genetic material (or a bunch of heads in a garbage bag) is not sufficient to create a new clone from.
    1. Clones are very expensive. Creating a clone of your character costs 100,000 Credits multiplied by the number of times you have had your character cloned. In other words, creating a third clone of a given character costs 300,000 Credits. Any clones you started with don’t count towards this cost multiplier.
    2. Every clone has 10 less Purity than the “generation” which proceeded it. See Purity & Consequences on p. XX and “Spiritual Machines” on p. XX for the consequences of Purity loss. (An average, heavily augmented human can die and transfer into a clone about nine times before their 10th clone has a Maximum Health of 0 and is effectively stillborn.)
    3. Most capital ships, space stations, and cities have facilities where clones can be created and stored. Backwater colonies may not, and uninhabited/uncharted planetary bodies certainly don’t.
    4. The scanning process to create a clone takes only 10 Minutes. The creation of the clone body takes between one day and one week, at the GM’s discretion.
    5. A Player Character can attempt the cloning process himself, but doing so is incredibly challenging. The PC must have access to an advanced scientific facility (and obviously the person being cloned), must spend 50,000 Credits (multiplied by the number of times the subject has been cloned, as described above), and must succeed a Hard Science (5) Test. Attempting to clone someone in this way takes one hour for the scanning process, and the usual time for the creation of the clone body. Failure on the Science Test means that you have created an invalid abomination it would be merciful to terminate: the credits are still spent. No character can manually create a clone of herself.
  • In addition to the scientific and technical limitations on how clones can be created, there are also numerous scientific, technical, and legal limitations in place on why clones can be created.
    1. Carter’s Laws of Biogenics prohibit duplicative cloning, i.e. it is entirely illegal for two instances of the same person to be active at one time. The entire government-military-medical-intelligence-communications infrastructure of the Republic is engineered to make duplicative cloning impossible. The primary limitation is in the InfoLink Implant which allows for recording of memories and continuity of consciousness (see p. XX). The implant’s hardware has been designed in such a way that none of the galaxy’s major known powers—the Republic, House Yamamoto, House Dresden, or House Dallas—can produce duplicative clones. Attempting duplicative cloning is the single most serious crime in the Republic’s legal clone, and carries more substantially more serious legal consequences than 1st degree murder.
    2. Carter’s Laws of Biogenics also prohibit reproductive cloning, i.e. it is illegal to use cloning technology to produce an offspring that is genetically identical to yourself. The legal consequences for attempting reproductive cloning are less serious than those associated with duplicative cloning, as long as the clone created is a fetus or an infant. Otherwise, this crime is treated the same as duplicative cloning.
    3. Finally, Carter’s Laws of Biogenics prohibit “longevity” cloning. For a human example, it is illegal to create a clone of yourself at the age of 30, with the intent of transferring your consciousness into that clone when you die of natural causes at the age of 76. Other treatments exist to extend the human life-span, but they cost even more than cloning, making them prohibitively expensive for all but the extremely wealthy.
      1. While modern nanomedicine can easily cure most cancers known to man, it is still worth noting that a clone made of a body with a systemic disease will still have that disease upon becoming active. In other words, a woman with Crohn’s Disease who purchases a clone now has a clone in storage that also has Crohn’s Disease.
    4. The only cloning actually permitted by Carter’s laws of biogenics is cloning as “life insurance”. In other words, it is only legal to create and store a clone as a form of insurance against death by violence or accident.
  • Cloning works exactly the same for Replicants as for characters of biological Origin with two minor exceptions.
    1. Replicant “Clones” are instead called “Backups”.
    2. Replicants needn’t worry about Purity loss from iterative cloning, as Replicants begin with 0 Purity and can never lose Purity.
  • To review, Carter’s Laws of Biogenics limit the function of clones in Systems Malfunction to that of “Extra Lives” for people who die by violence, accident, or suicide. (If a nasty fall breaks both of your legs or leaves you paralyzed from the waist down and you aren’t near an Autodoc or anyone who can help you to one, if you have a clone, it is legal to blow your brains out and wake up in your clone body 24 hours later.)


For a mixture of reasons that are around 70% in-universe and 30% game-balance. The early Presidents in the Carter “dynasty” had specific ideological reasons for creating the Laws of Biogenics and making their enforcement so air-tight and the penalties for violating them so severe. The rationale behind the policy making was as follows.

Duplicative cloning was criminalized to prevent anyone—including future Republic administrations—from creating clone armies. To do so, it was reasoned, would create an underclass of people so replaceable they would have effectively no rights, and to protect the stability of the Republic from an “attack of the clones” type scenario. (From a game balance perspective, a character with multiple duplicates of themselves would be both overpowered and slow down gameplay.)

Reproductive cloning was criminalized under the rationale that the human race had benefitted from the genetic diversity granted by “traditional” reproduction for its entire history. A non-stagnant gene pool was desired to populate the galaxy. Also, natural biological reproduction was simply cheaper and therefore more effective than reproductive cloning.

Finally, “longevity” cloning was criminalized to prevent the further growth of the gulf between the Galaxy’s haves and the have-nots by adding a major line item like immortality to the gifts the wealthy enjoy that the poor do not.

In general, Armand Carter’s children and their children and grand-children were very reticent to allow human scientists to “play God”. After all, it was their famous ancestor that had saved the human race from enslavement to the will of a machine god during the War Against the Gaia (see A Brief History Of The Future, p. XX).


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!).

Incoming Niftiness

Crossposty from the End Transmission blog which is to say, also me:

Three things coming up as we’re now about a week out from GenCon 2015. As usual, we will be there, running a bunch of demos and just generally getting our geek on. Please come find us and say hi! Our products including Psionics should be available at the Studio 2 booth in the dealer’s hall. For the third year running we haven’t managed to secure a booth of our own at GenCon, but not for lack of trying. Hopefully that will change going into next year. As for news from the homefront, here’s what’s up:

1) In the next few days we’ll be uploading the DicePunk SRD to the interwebs. If you did not know, DicePunk is the free, Creative Commons licensed core rules system that powers Phantasm(2010) and Psionics. (If you’re reading this, you probably already know this, but you don’t need DicePunk to use Phantasm(2010) or Psionics, or vice versa.)If you like things you can hold in your hands, the DicePunk SRD will also be on sale in a lovely book form from some of the usual suspects, and will be launching as a new product for GenCon 2015. Hardcopies will be available from the Studio 2 booth: those books are being printed now.

2) We’re about to be playtesting new large-scale starship combat rules for The Singularity System, a product we’re calling Epic Space Battles, that lets you run larger space combats with more ships faster. It’s basically a massively streamlined and more scalable version of the basic Singularity starship combat rules. This product will also be released for free (so many free things!) as a PDF here and on DriveThru. Not because we don’t think it’s awesome, but because this is something that the Singularity System promised from day 1 and if you already own the Singularity System you really should get this for free.

3) We want to meet and talk to people who want to run our games at cons and FLGS around the country. We want to give them (even more) free stuff and cool t-shirts and prestige. We want to make it official. We want, in short, an organized play program. So we’ll be reaching out in a big way. Look for news about this over the next month or so. This is something we’ve been talking about internally forever and it’s time to finally turn that talk into action.

Over and out, internets,

Out of the Polar Vortex: 2014 Re-Launch

Wow: we’re a week into 2014 and predictably I’ve never felt more like I’m actually living in the future. Time flies, and it does so at a terrifying rate.

So End Transmission Games has been basically underground/off the grid for almost half a year now. I know from a business/marketing perspective, going dark for that long is virtually inexcusable. The reasons are pretty simple, beyond the state of reclusive, hermit-like silence that is naturally my most comfortable mode of being. After GenCon ’13, we were completely exhausted. Then we had to move into a new apartment pretty much immediately, which left us in whatever state comes after exhausted, when you become exhausted while already exhausted. Double-exhausted? Actually dead? I don’t know. (Upshot of the move was that we now have a real warehouse/office, kind of, making storing and inventorying our stock less of a nightmare.)

After getting settled in, we resolved to take a while (i.e. the month of October) to recover from the move and the busy con season, catch our breath, regain our sanity, and so on. But by the time we were feeling even slightly recovered, the holidays were upon us like a pack of wolves. All of this was the real life equivalent of, when in a fighting game, you get knocked up into the air by a move and then repeatedly kicked/punched in an air-juggle combo before you can even fall to the ground, let alone stand up.

But it’s 2014 and we’re back on the grid, up and running, out of the polar vortex. Future posts will come in weeks, not months. They will reveal things like our upcoming con schedule and the details of our upcoming product release schedule. In the mean time, here’s a real brief look at the stuff that’s coming up in 2014 from End Transmission Games.

  • Setting Module 00: Systems Malfunction for The Singularity System. If there’s ever been a project a long ass time in the making, this is it. We’ve been working on the translation of the Systems Malfunction setting to the Singularity System non-stop since this time last year, but the SysMal setting itself has been around since two thousand aught five. Yeowza! That’s nine years! (And much, much longer if you count the indie videogams it’s based on, but let’s not go too crazy.) Anyway, Setting Module 00 brings the obscure-yet-beloved setting of the Systems Malfunction LARP to your tabletop (finally!). Even more importantly, it’s an intricate, detailed setting book that gives you absolutely everything you need to embark on your own thrilling, awesome, epic spacepunk in the Singularity System. What do I mean by everything? I mean the full download on ancient history and recent events, races, major and minor factions, the galaxy’s power players and their dirty secrets, the social impact of modern tech, bio-augmentation, psionic talents, transference cloning, and aetherial magic, entertainment, culture, and society, a planetary gazetteer, plus expanded rules for: character creation, playable xel, celestial, verkulaks, and replicants, expanded personal combat, new bioaugmentations, new psionic talents, complete rules for aetherial magic, extra lives through transference cloning, consumer nanofacturing and you, new traits, racial abilities, new guns, swords, grenades, ammo, energy weapons, giant fightan robots, starfighters, starships, machines, NPC stats…I could go on, but I won’t. But I could. Ten pounds of awesome, one pound can. Open with care. Now this release has been delayed time and time again as the content has grown and grown and grown. We’re now cautiously optimistic for a March, 2014 release date to coincide with the opening of the Systems Malfunction LARP’s newest season.
  • New releases (finally) for our transgressively-meta, crazy weird indie RPG S.P.L.I.N.T.E.R.! SPLINTER’s been out since March of 2012 without a new release, but we haven’t forgotten it. What new releases 2014 may portend I can’t decisively say yet, but we’ve been thinking about Superstar Profiles for a few of EBC’s most famous (and infamous) players, featuring full backstories, story hooks, and/or game stats (for the players and their Avatars). And a treasure trove of new monsters and a menagerie of new treasure for the Splinter have been in the works for years now, and may make it to publication this year.
  • We will be Kickstarting our brand new RPG, Psionics! I am more than stoked about this. Psionics is a storytelling game set in the present day about teenagers and adults with dangerous and volatile psychic powers, and the shadowy organizations out to manipulate and control them. It uses the DicePunk System first seen in our Ennie Award nominated Phantasm(2010), but it features entirely new character types, enemies, and abilities, as well as a completely different genre: a dark, postmodern present day thriller, inspired by works like Akira and Firestarter. Look for it on Kickstarter a little later this year!

All that and more from ETG going forward into 2014. Some of these deserve (and should get) blog posts of their own in the near future, especially that last one!

First Of The Year (Not Even Close)

Since it’s the 6th, I didn’t quite make it. Damn procrastination.

So 2011 was a very busy year, so much so that I did a lousy job of chronicling my activities here.  2012 is a new year and a fresh start. Here are some projects that I’m working on or planning on working on going into the first quarter of 2012, while recapping the last quarter of 2011.

~Indie Computer Games~
I had two Q4 2011 releases:

* Mage Duel Extreme — A gladiatorial combat game with the structure of a 2D arcade fighter and the mechanics of a turn-based RPG.

* Journeyman — Simulation-RPG all about harvesting, processing, combining, and crafting just about anything you can think of, any many things that you probably can’t.

And I’m on-board as a battle-designer and general sounding board on this amazing-looking project:

* LINUS — Helmed by Blueperiod

Besides that I’ve got a very super-secret video game project under wraps that should be dialed up to just about mind-blowingly awesome, by my calculations. It’s too soon to reveal anything about it yet, though.

Two Shadowrun products that I worked on came out last year.

* Street Legends — A book about well, Street Legends (of the Sixth World.)
* Corporate Intrigue — A campaign book full of my favorite kind of SR adventures–industrial espionage.

Going into this year, I got to write two of my favorite characters ever–Damien Knight and fragging Harlequin (!!!)–in the Street Legends Supplemental PDF that just hit the web four days ago. Seriously, and without irony, I am not worthy. Harlequin is one of my favorite fictional characters of all time, and so to join the likes of Tom freaking Dowd in writing about him was beyond daunting. All I can say is that I did my best.

I’ve got some other projects I’m still working for Catalyst and I’d like to name them and talk about them here, but honestly I’m not sure if I’m allowed! I should really read my NDA more carefully.

~Other Tabletop Stuff~
There are not one but two of my *own* Tabletop RPGs I’m going to be making a serious push towards completing, getting art assets locked down for, publishing, promoting, and marketing this year. I may have talked about them briefly on here in the past; I certainly hope to discuss them here in more depth in the future. They are…

* The Singularity System — A set of generic, customizable science fiction roleplaying rules based (kind of!) on my science fiction universe of Systems Malfunction.
* S P L I N T E R —  Which I know I’ve talked about here before.

So that’s the status of Devon Oratz/Ghostlight Games/Tarot American Productions (I should really settle under one name to work as, instead of 24 billion) as of the very beginning of 2012. More updates–hopefully LOTS more updates–as the year develops.