Tabletop Roleplaying

Transmissions from The End #18: No Country For Great Old Ones

So, while all my many haters will definitely scoff loudly at this, I’ve never really felt comfortable tooting my own horn. But, now that I’ve reached the point where I pay other people to toot my horn, I figure that stepping it in to toot it myself from time to time is really the only decent thing to do. It’s like…really it’s my horn. I bear some responsibility.

No Country For Great Old Ones is an RPG adventure scenario that is coming to the Kickstarter machine in the next two weeks (yikes) based on an idea I had for a Delta Green adventure well more than a year ago. It is not in fact a Delta Green adventure (as of the time of this posting: I will probably figure out some way to release it ported for the DG rules, possibly for free, as long as the KS funds). It has statistics for DicePunk, and is officially licensed and compatible with HERO System and Savage Worlds, which is kind of a big deal, and so it goes without saying it’s gonna have FRED and SW stats too. And it may not stop there. Depending on where we wind up with the Stretch Goals, we might have officially licensed crunch for upwards of six other game systems. If you build it, we will crunch.

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Two Sides To Every Story

No Country For Great Old Ones is in the so-played-out western neo-noir crime/Lovecraftian-conspiracy-horror subgenre. The truly cool thing about this adventure in my opinion is that it does this mini-Rashomon type thing where it can be played either from the “A” side of the adventure where you’re law enforcement types, or the “B” side of the adventure where you’re the criminals, and we actually suggest you do play it both ways to get the whole story or at least to see two very different interpretations of what happens.

Each side has what are I think really strong pregenerated characters but obviously I wanted either side of this adventure to be able to be slotted into anyone’s ongoing campaign here which means they can be thrown out the window in favor of established PCs. And in fact, we will provide guidelines for just such figurative defenestration (hooking in established PCs instead of the pregens) in the adventure itself, specific to our level of expertise in each system the game is translated for. All that being said, I’ve been thinking a fair bit about the pregens since they’ve been around over these past couple of years, so I’m going to use their names when I lay out the two sides to the story.

Oh, and this was all vividly inspired by the exceptional 2016 film Hell Or High Water, written by Taylor Sheridan and directed by David McKenzie. I can’t recommend the film enough.

Cops

An elderly Texas Ranger within weeks of his mandatory retirement date, Marcus Bridges represents a classic Western stereotype–the man who has lost touch with time, and knows it, the man for whom, like Stephen King’s Roland or any number of classic western heroes and anti-heroes, “the world has moved on”.

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The character of Sheriff Ed Tom Bell from Cormack McCarthy’s No Country For Old Men is the iconic example: an old timer whose memories of a more idyllic west don’t allow him to truly conceive of the chaos and carnage of modern times.

Like many other western antiheroes, Marcus is also rough, gruff, surly, ornery, and generally unpleasant.  As Marcus Bridges represents the longing for the tranquility of the past, his long suffering partner Jorge Quesada represents the uncertainty of the present. He quietly tolerates his incessant politically incorrect barbs about his Latino heritage out of a sense of profound respect for the man’s experience…while worrying that Marcus is looking for an opportunity to die in a blaze of glory rather than face the slow decay of retirement.

US Marshals Roger Barrister and Gina Torres are not “really” US Marshals. They belong to a fractured, fractal conspiracy within the various agencies of the US government and the interstices and interfaces between them. Call it “the Shop”.  Agent Barrister and Agent Torres attach themselves to the Rangers’ case, and of course, they too want to catch the bad guys (and make sure that the situation never becomes publicly visible). They know things that you aren’t cleared to know.

And the bad guys that are taking more than money from the crime scene. Things like fingers. Things like eyes.

…And Robbers

The Quinns were a crime family in the deep, dark, muddy backwaters of the Lousiana Bayou since the turn of the 20th century or even sooner. Throughout the years they’ve operated as smugglers and trafficked in moonshine, “white slaves”, gun-running, and meth. Unsavoury rumors persist about the Quinn clan intermarrying with things from the Black Bay region…inhuman things.

The ghastly rumors about the Quinn family are true. Alectra’s mother Annabelle met her Deep One daddy some time in the late 80s and she followed family tradition. By the time of Hurricane Katrina, Alectra was already beginning to show signs of the change (see appearance).

Jimmy was always shy growing up and he still seems nebbish and retiring much of the time when he’s not in the midst of committing an armed robbery. He was a shrimpy little kid growing up, and a magnet for bullying, and he tends to be quiet and keep to himself. The love of his life is Alectra Quinn, who washed up on his doorstep when Hurricane Katrina made landfall in New Orleans in 2005. The two are now happily married and love, but Alectra isn’t entirely human and Jimmy isn’t entirely sane. However, deep down, he knows that the Deep-One Hybrid he’s in bed with is more than just his true love, that she’s evidence of a world of hidden wonders and horrors that the average “normal” person will never, ever witness or comprehend until it’s too late, and they’re dead. Jimmy takes great satisfaction in that.

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Here in the dry Texas heat, Jimmy “The Squid” Quinn is a ways from his home in the Lousiana Bayou. He met Chris Foster as his cell mate at the Federal Penitentiary in Pollock, Lousiana while he was doing a five-stretch for armed robbery. Jimmy got out first and gave Chris his contact info, and Chris contacted Jimmy for help on the job. Jimmy brought along his partner in crime, and in love.

Poor white trash from birth, Chris Foster has a criminal record a country mile long, gradually escalating from vandalism and aggravated assault to armed robbery (mostly gas station and convenience stores). Just out of prison on parole, and he was already thinking about the kind of hell-raising that would get him thrown right back in again. But then his straight-arrow brother, Taylor, with whom he’s had a very rough relationship, suggests a more ambitious plan. One which involves robbing a large number of banks in a short period of time.

A wildman outlaw, Chris was born into the wrong era. He takes genuine joy in the chaos and violence of the rough life of a career criminal. It’s not institutionalization–he hates being in prison–it’s just that he feels like the best use of his freedom is raising hell. Various lawyers working to reduce Chris’s prison sentences and increase his chance of parole have had psychiatrists (mostly correctly) diagnose him with anti-social personality disorder, ADHD, sociopathy, and oppositional defiant disorder, which Chris dismisses as “a bunch of bullshit”. His hatred of police and other authority figures is downright pathological. Deep down, he is badly scarred by his alcoholic father’s abuse, and resents his ailing mother for dying while he was in prison. The only person he cares about is his brother Taylor, who he’ll treat like shit, but ultimately, will do anything for. While Chris likes to appear dim so people underestimate him, he’s a lot smarter than he appears.In fact, he’s smart enough to know that he’s not meant for this world–a relic of another age–and is willing to die in a blaze of glory, laying his life down at the right moment.

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Chris Foster’s brother, Taylor has dealt with their poor white trash background and their abusive alcoholic father in the exact opposite way as his brother, by keeping to the straight and narrow in life. He did his best in school, got through some college, met a woman, had kids that are now teenaged, and got divorced, all without once spending a night in a jail sell. Now his ailing mother has died and Texas Heartland Bank stands ready to foreclose on the Foster ranch. Two other things have happened that have given Taylor the glimmer of an idea. His brother is just out from prison, and oil has just been discovered on the ranch property.

Taylor grew up in poverty and has a plan to finally drag his family out of generations of poverty. His plan is meticulous and if everything goes according to the playbook, he’ll be able to pay off the reverse mortgage on his mother’s ranch with their own goddamn money, laundered through an Indian casino, and they’ll get off scot free. The only challenge is going to be keeping his wildcard brother–who doesn’t believe anybody ever got away with anything and acts accordingly–and the even less trustworthy help that Chris brought on board.

***

And that’s all I can say about that. I really can’t go into any more detail about how the Mi-Go, Yig the Father of Snakes, or the Screamers from Phantasm(2010) may or may not be involved. Look out for our Kickstarter coming scarifyingly soon. But some time time before Halloween. Um…boo.

<End Transmission>

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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.
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  • 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

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“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.

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!

 

UPDATE (Crosspost from ETG Tumblr)

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

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

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

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

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

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

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

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

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

Check it out here!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

After a brief interruption due to technical difficulties… (Part IV)

“We are happy to bring you the latest from Prestige Studios’ Journey To The Forbidden Jungle (MA15+, V/S/L), already in progress…

We’ve got some internal tensions developing within our party of stalwart adventurers as they proceed further and further into the lost and forsaken Syncopean Jungle!

Yntrew Tilt (Alistair Chu)’s group–as he reaches AL6 and continues to take the lead of the party–fight their way south into the bandit base, encountering Harvester Drones and Harvester Assassins, a Hook Hunter, Burning Men, and a Necrosprite Construct inside a pair of Gauntlets of Potency. Along the way they join forces with Philarion Octavian (Reid Omara), an Aventine Technologist that was another member of Bauxxhome’s team.

The group also found a port to the Annuleez and defeated a Painwracked Juggernaut before being locked in a pitched battle with a Star Pharaoh (one of the Lizard King’s acolyte) and four Void Elementals. Philarion was instrumental in chasing down and defeating the Star Pharaoh while the others wore down the Void Elementals. As the battle reached its climax, a Death Smog spell cast by the Star Pharaoh began to fill the chamber with deadly poisonous gas.

After a brief interlude Earthside due to technical difficulties, the group (sans Philarion) resumed their hunt for the Lizard King. After reuniting with Philarion (who had driven off a Demon Voormis with a summoned Maelsterom Elemental), they defeated a Scourge Lord and his Byrozoan Mongrel hound, and Yntrew Tilt brutally executed a Ophidian Lorescale acolyte of the Lizard King (in spite of Philarion’s promise of safe conduct to same).

The group was then nearly devoured by a Slaughterhouse Ramp trap (leading eventually to the next level down), then narrowly won a pitched battle with a Carcerian and its Sacrophigaunt spawn, clearing the rest of the level where the brigands had made their lair and finding no trace of the Lizard King…”