Thursday, 28 August 2008

A Science-Fiction setting I've been thinking about

Drifters
Any sufficiently advanced technology is indistinguishable from magic.
- Arthur C. Clarke

Genre
Science-Fiction with a Magical overtone

Backdrop
Fall of Earth
The announcement in 2068 of the solution to Faster Than Light (FTL) travel was to herald the downward spiral of Earth. Magic being recognised as the missing force sent both the general scientific and religious communities into disarray. Religious extremists groups were sent into a frenzy of terrorist activity, resulting in the detonation of nuclear devices causing the destruction of several cities.

At this bleak time reports began to surface of worlds not too different from Earth being within easy reach with the aid of the new FTL technology. So began the exodus from Earth and the colonisation of the galaxy. Those left behind on Earth were the people who were unable or unwilling to leave, the planet quickly degenerating into groups of urban wasteland inhabited by gangs and religious communities. The air poisoned by radiation, thick black clouds blocked out the sun and assisted the start of an ice age.

The colonists kept focus on creating a new life for humanity and forged new communities and empires.

Today 2668, six hundred years after the discovery of FTL humanity has explored twenty percent of the galaxy. Empires spanning hundreds of worlds have be forged and intelligent alien life has been encountered.

This is the time of exploration. This is a time of empire building. This is a time of wheeling and dealing on a galactic scale.

Dubulla

Religion in the Savage Lands of Yore
With a name like Theosophy Conundrum religion and gods will pay a large part of the game background. My intention is not to offend any real religion and any similarity between my workings here and any real world religion are purely coincidental.

In general the peoples of Yore, be they Human, Dwarf, Orc or Elf worship the same gods the ones that can be found in the Dubulla. Temples in general are not dedicated to one god, but all of the gods of one faction; Light or Darkness.

Priests are the caretakers of the temples, they also minister to the needs of the worshippers. They are a hub of the community because they help the community to thrive, getting people to work together for their own mutual benefit. Find the Temple of Light and the priest there will be able to tell you the best place to get a bed for the night, where to find exotic goods and who may need help from a strong arm. The priest of a Temple of Darkness will be able to satisfy your deepest and darkest vices and desires, be they pleasures of the flesh or murder.

The Devoted
Priests do not dedicate their lives to one of the gods, if anything they dedicate their lives to aiding the community. It is the Devoted that dedicate their lives to just one god and for that dedication they gain mystical powers to forward that gods goals.

The Dubulla
The Dubulla is the religious text which describes how the universe came into existence and how the world, Yore, came to be. It describes the forces of Light and Darkness and their relationship with each other. It tells of how the universe can come to an end by speaking aloud the true name of the Dark Lord.

The Dubulla names the Gods of Light and Darkness as follows:

Gods of Light
Aski - God of Love & Secrets

Bal - God of Fire and Ice

Dnig - Goddess of Woods & Beasts
Progenitor of the Elves. Worshiped by the humans as the nature goddess.

Giszu - Goddess of Magic & Moon

Kam - Son of Kuretal, God of the Sun
Progenitor of the Humans.

Kraku - God of Earth and Blood
Progenitor of the Dwarves. Worshiped by the humans of Kalderia.

Kuretal - Lord of the Everlife
The creator of the universe is the opposite of the Dark Lord. Where the Dark Lord represents the darkness of the deepest void, Kuretal represents creation unbound and unfettered. Where the Dark Lord desires nothing, Kuretal desires all things filling the universe.

Sze - Goddess of Sea and Storms
Worshiped by the humans of Kalderia.

Gods of Darkness
Kisi - Goddess of Lust and Greed
Where Muszmar is a force for destruction, Kisi is a force for corruption. Kisi's aim is to turn people from 'good' deeds and twist them into performing dark deeds. Kisi is the progenitor of the Daemons, they began as her offspring twisted by the powerful negative emotions of the people she corrupted.

Muszmar - Spawn of the Dark Lord, God of Darkness and Murder
Born of the pure hatred which the Dark Lord has of Kuretal, Muszmar has just one aim, to destroy life.

Muszruakal - Dark Lord, The Devourer, He who shall not be named.
This being has no aspect, it is not male or female. The letters that form the name are not accurate "Muszruakal" is not the name of the Devourer for it is said that if any being utter the Dark Lord's true name it will bring about the end of the universe. The Dark Lord is the darkness of nothing, the whole of entropy and this being desires nothing. More accurately this being desires that all things be unmade and returned to the darkness of nothing.

This is the final list of the gods that I shall be using, I'll add more detail when I get time.

Tuesday, 26 August 2008

Downtown [289.2] Wetmore Road

Session 25 Aug 2008 - Arson Fire (2)

Blue BPN
The squad have taken a nice easy Blue BPN with 3rd Eye News coverage. They call Mr Pepper and he tells them to get down to Wetmore Road [Downtown; Sector 289.2] and meet his media team down there, reporter Kim West and her cameraman Jim Bean.

They arrive at Wetmore Road, chat with the news-team and then quickly get to work. The storm drain is pretty clear and they deal with the herd of Carnivorous Pigs without much trouble. First storm drain sealed, four more to go.

End of Session

Oldfield Tenements Factory Lane - Gate 13

Session 25 Aug 2008 - Arson Fire (1)
The team recover from the assault of the "monsters" and call in the assault, they even let Ms Carter know that German has been injured and possibly infected. Ms Carter informs them that she is sending a team to collect him and to hold position until the Shiver team comes to seal the gate.

The engineering Shiver team arrive and ask the team to give them support while they set up the sentry guns, then they are clear to head back to Ms Carter's base of operations. While the team are getting their gear together and the Shivers are setting up the guns Stacey receives a communication from Station Analysis.

Red BNP
Lizzy calls Smith, who has only screen full of static as the video image and who's voice is distorted through computer modulation and is unable to determine if Smith is male or female.

The BPN is to find the SLA op somewhere in the containment zone and bring him out alive if possible. Once he has been located call Smith for extraction. A photo and description of Jimmy Long is transmitted to the squad.

The Shivers let the squad know that the gate will be sealed in 45 to 60 minutes, they'll also radio an update at 15 minute intervals. The squad leave the safety of the Gate area and head into the containment zone.

It's only a little way into the zone when the team encounter a Dark Night team headed by a Dark Night contract killer Mr Boomtime. Hand flamethrowers and grenades fly. Tinkerbell makes short work of two of the three Dark Night troopers, while Stacey downs the third with her trusty FEN 603. Harry, who was flamed by the final Dark Night terrorist checks the body and finds that somehow three of his fingers were broken when he fell over.

Lizzy and German head into the warehouse where the missing grenade tossing agent is hiding, they find him wearing a Clown styled set of power armour. Lizzy rushes him only to stand next to him while he squirts water into her face (nice Smarts Trick) and she stands around like a lemon while he makes his escape by climbing onto a container. German climbs the container and throws a powerdisc into the clowns back, this annoys him and he comes over and strikes him with his Carsonmade Industrial Nailer. Once this slap down has been administered Mr Boomtime again attempts to make his get away.

Stacey (who has a phobia of clowns - and I'm an evil GM) enters the building and spots Mr Boomtime on the container. Fighting her fear she snap fires a shot into her most feared foe, not even looking to see the effect of her shot before she runs out of the building. Lizzy has recovered by now and climbs the container to where German is stumbling about (shaken) and notices that Mr Boomtime is wired to explode! Quick thinking and fast moves get her leaping from a considerable explosion as Mr Boomtime is reduced to dust, along with Germans powerdisc. The only remains of Mr Boomtime they find is a battered horn that remarkably still works.

They hand one live and two dead Dark Night terrorists over to the Shivers along with the equipment they had. Then the squad make a quick search of the warehouse in case they can find some clues.

The search reveals a number of biological containment pods, large enough to hold a 313 Malice. Twenty of these pods are open, which is the same amount of "monsters" that attacked the squad earlier. There are however sixty more pods that have "monsters" inside them. They are all wired to explode, the clock having just 58 seconds remaining, and the pods have the corporate logo of Caliban Enterprises. The squad scramble from the warehouse, Lizzy stealing a pick-up truck for transport as they do. They are all clear of the warehouse before the explosives detonate. The explosion is not huge it just destroys the biological pods and not the warehouse in total.

In the glove compartment of the pick-up truck Lizzy finds a Dark Night Pistol, a full packet of cigarettes and a book of matches from the Dirty Dragon Bar & Grill. The Squad head into the containment zone in the direction of the Dirty Dragon.

Orienta Town
As the squad get close to the Dirty Dragon they find a pedestrian road with a huge red gate painted with golden Orientan symbols. The road is rammed full with Orientals going about their normal daily lives, apparently unaware that they are in the middle of a containment zone which is due to be purged.

The squad make their way to the Dirty Dragon and are only hassled a little by the locals hawking their wares. At the Dirty Dragon Stacey mistakenly identifies Jimmy and approaches the man, he is not impressed by Stacey's advances and things take a distinctly chilly air. Lizzy on the other hand is making progress chatting to a bartender and discovers that their man may be working in the kitchens and going by the name of Linbin Jayn. A small bribe and a little intimidation later and Lizzy gets the address where Linbin is staying.

Harajuko Towers
Outside the tower is a display of fireworks and a troup of acrobats doing a dragon dance, Harry and Tinkerbell go in the front door, the others take the fire escape all heading up to the fifth floor.

On the fire escape Stacey passes a couple having a heated argument, apparently he had a fling and she found out. As Lizzy passed she tells the couple that "life's too short, just go inside and shag each others brains out." The woman says she is hardly going to do that when her boyfriend has just seduced her younger sister to which Lizzy tells the man "Nice one!" This send the woman over the edge and she wrestles the pistol from the man's shoulder holster (that could be seen under his jacket). German sees the couple wresting for control of the gun when it goes off and the man drops like a sack of spuds. Before he gets a chance to pull a virbrodisc the woman is shooting at Lizzy's head as she walks up the fire escape. Her shots go wild and German silences her by throwing the vibrodisc into her back. It bursts out of her chest her slicing a large gash out of her torso like a hot knife through butter. The woman falls from the fire escape while German's vibrodisc slams into the wall opposite. The others get up to the fifth floor while he recovers his vibrodisc.

Stacey and Lizzy position themselves outside Jimmy's door, Lizzy knocks. A female voice answers and attempts to get them to leave, Lizzy isn't taking no for an answer and uses her 10-10 bullyboy as a key, blowing the lock and catching the woman in the blast. The squad rush in to find Jimmy with a 3rd Eye News cameraman being held hostage, the woman looks like a reporter who has lost a couple of fingers. Harry gives the passcode, Jimmy gives the correct response, Harry then tells Jimmy that the squad is there to evacuate him. Jimmy confirms that this is true then executes the reporter and the cameraman. As the cameraman falls to the floor the team can see that Jimmy has a gaping chest wound, they can clearly see his internal organs working hard to keep him alive. German gets in and medic's him up as much as he can. Stacey calls Smith and he tells them to head south, to Gate 17.

They all hustle back to the Pick-up, only to find some Dark Night troopers sniffing around it, they have the drop on them and take them out without any pain as an APC turns up with more Dark Night troops, this time the troops are armed with assault rifles and power armour. After a short bloody battle with lots of lead flying the squad emerge victorious. They load the bodies onto the APC and take it and the Pick-up to Gate 17.

Gate 17
Smith is called when they reach the extraction point and before their eyes a Brain Waster clad in his Deathsuit walks through the wall. He tells the squad to gather close for extraction. Quickly they burn the guns and power armour they can't recover with a hand flamer. Then the world gives way as the Brain Waster folds space and time.

They find themselves in a room with a set of wooden stairs, the Brain Waster tells them they have 10 minutes to vacate the property then Fold's away with Jimmy.

BNP complete (both the Red and Blue)

The squad make their way home, get their armour repaired and resupply ammunition. In general they make ready for the next BPN.

Sunday, 24 August 2008

Blue BPN - Monday

Session 18 Aug 08
Team members in attendance are:
Lizzy Cambell (Kelvin), Harry "Grubby" Wrist (Steve), "Frother" (SiCo), Tinkerbell (Simon F), Stacey "Boom" Neal (Alan) and German Jones (Ben)

Stacey contacts Yvonne Carter, a deep voiced woman, who describes the job as a simple hold a position until a SHIVER team can seal that section.

Ms Carter offers the team a ride on some transport to the location [Oldfield tenements Factory Lane [Sector 340 Level 6]] which the team, being currently devoid of team transport take.

When they arrive at the containment zone they meet Ms Carter and she gives them a location [Gate 13] to head to. There is currently a Shiver team there who they are to relieve, as the team has been there for hours and is running low on ammunition.

Gate 13
They arrive at Gate 13 after twenty minutes of scrabbling over broken ground. This sub-sector is in a very bad state of repair and is due for renovation in the near future.

Stacey and Lizzy spot that the Shiver team are loading unusual items onto their APC, like TV's and other electrical goods, they keep this information to themselves.

After 30 minutes the team spot two civilians approaching with a hand cart piled high with electronic goods. "Frother" approaches them and tells them to "Sod off." This confuses them, they ask where the Shivers are, it sounds like this dumb duo are expecting to get out of the containment zone with the pile of bribes they have gathered. The Frother takes their names and tells them to "Sod Off and don't come back."

Ten or so minutes pass and the group notice that the hand cart hasn't completely gone, it's sitting about 100m down the road, with one of the youths just standing next to it. "Frother" and Lizzy approach with German creeping up behind them. The youth is just standing there, with milky eyes, not moving at all. "Frother" notices movement from the building they are standing next to and decides to push the youth into Lizzy to see if that will get a reaction. It did and the youth opens its now fanged mouth and lashes out with its clawed hands. All to no avail as it is quickly dispatched. Lizzy, German and "Frother" look about as a horde of these "monsters" come pouring out of the building and rush for Gate 13.

The team manage to keep the "monsters" from escaping Gate 13, although both German and Lizzy take damage from them and have to resist the infection. Lizzy is fine, German however becomes paralysed and one of the "monsters" picks him up and drags him away. "Frother" runs the monster down and saves German.

End of Session

The Monday Night Game

Savage SLA is on the menu for the Monday night game session, so far we have an unnamed team that consists of more team members than regular players. This is because there are several people who can't make every Monday evening and some that just turn up on occasions.

Also because I will be rehearsing the new play that I'm in [Don't Dress For Dinner - 12th to 15th November at the Dixon Studio, Palace Theatre] Kelvin has agreed to run the game when I can't make it, so I get to play too.

The Team
  • Lizzy Cambell - Frother [Death Squad] (Kelvin)
  • Harry "Grubby" Wrist - Human [Investigation & Interrogation] (Steve)
  • Cameron - Frother [Death Squad] (SiCo)
  • Tinkerbell - Vevaphon [Kick Murder Squad] (Simon F)
  • Stacey "Boom" Neal - Human [Scout] (Alan)
  • German Jones - Human [Medical] (Ben)
  • Meridian - Ebon [Investigation & Interrogation] (Me)
  • - Human [Business]
  • - Human [Pilot & Navigation]

I've run one session of a Red BPN clearing a warehouse of Carriens and started a Blue BPN.

Saturday, 23 August 2008

Red BPN (1) - Tick-Tick-Boom

Session One

Characters were generated the session before, one of which is the mad man who wanted to spend 1,000 credits on explosives.

The Team is: Tick-Tick-Boom
  • LZ - 714 Chagrin [Pilot & Navigation]
  • Cherry Pi - Brain Waster [Media]
  • Fex - Wraith Raider [Scout]
  • Leenisha - Ebon [Death Squad]
  • Callum Nobel - Human [Death Squad]
  • Karl You - Human [Kick Murder Squad]
The BPN starts when the new team, who have yet to get to their accommodation or the BPN hall for their first BPN, receive an offer of a Red BPN. The emergency is that all communication has been lost with an evidence store which the team are passing. Shiver teams are responding but the team is closer.

The suckers take the BPN.

First thing they see is that the double chain-link fence has been breached by a semi. Leenisha says that it should be immobilised, so Callum (the boom-bunny) sets a charge on the fuel tank and BOOM!

The semi is blasted into pieces, one of which hits LZ in the face (doing no damage but the plate gets stuck on his tusks) who then claims that he has gone blind until Cherry Pi pulls the plate off.

While this is going on the stealthy duo of the team Fex & Karl approach the building and check to see if there is any signs of activity. Sporadic gunfire can be herd coming from within the aircraft hanger like building. The team approach with caution. Callum sets a charge in the middle of the main door (just in case) while Karl and Fex approach the office door to one side. They find the office a bloodbath and notice that fully automatic fire and shotguns have been used to kill the guards. As they enter the main area of the building there is a loud banging coming from the middle of the large hanger door, something is making man shaped dents in the door!

Leenisha uses the Ebb and takes a peek inside to see a Low Wave (without it's handler) using a "terrorist" as a club while getting shot at by a group of other "terrorists" with sub-machine guns.

Karl and Fex begin to stalk along the huge racking that contains lots of evidence in containers, Fex climbs to the top of the racking and scampers (only a Wraith Raider can scamper) around looking for someone to shoot at. Karl discovers a canteen/rest area and a Low Wave bay. The first thing to shoot at they find is the body of the Low Wave handler with his blood and gore covered Low-Wave Controller. They spot movement at the far end of the building amongst a "power armour park" LZ and Leenisha start running while Fex scampers in that direction getting there first he finds a suitable position to begin sniping and waits for his distraction.

Meanwhile Karl has moved to shadow the group of "terrorists" who are playing with the Low Wave. A Shiver team turns up and ask for a SitRep and what to do, they are told to secure the perimeter. Callum and Cherry find the Low Wave Control, Callum attempts to fix it while Cherry heads off to find Karl and the "terrorists." Callum diagnoses that the controller needs a new battery as the old one has shorted out with the excess gore that he cleaned from it. He grabs a new charged battery from the Low Wave bay and fires up the controller (snake-eyes) to see if he can get the Low Wave back under control.

There is a boom from outside. The silence is broken by the Shiver captain reporting that he has two men down.

Miranda Golden (a big shot from the BPN Gold show) has turned up to get some footage and bursts into the building with her faithful camera man. Discovering an uncontrolled Low Wave is crushing "terrorists" with a "terrorist" club in a rampage of death and destruction is something that she just has to get on camera. Callum, Karl and Cherry race to make the situation safe for Miranda. As Miranda gets to the Low Wave Karl has already dispatched the hostiles (Cherry is a little late for the action so none of his work gets to be filmed) so the Low Wave decides to attack the next biggest threat Karl, no wait the big light that hurts it's eyes (attached to the camera next to Miranda) the lumbering hulk takes a wild swing and misses!

Just as the Low Wave is about to take it's next swing Callum manages to get the beast under control.

End of Session One

Friday, 22 August 2008

The Beginning

I've been aware of the Savage Worlds rules set for a while, but finally this week I picked up a copy (downloaded the pdf of the Explorers Edition) and actually had a look at it. The Savage World rules represent something of what I was trying to achieve with my delving into game design almost ten years ago.

Thursday 24th July 2008


Adventures in Messapotanie

Fantasy Role-Playing

In the Beginning

It was a bright and sunny Sunday morning, I was rudely awakened at twenty past six. I was late, we that is my buddy Kelvin and I were going to run a trade stand at a show. On the way there the idea struck me that the Deadlands rules system (with a little tinkering) would make a fantastic set of fantasy rules. So here it is, this is my blasphemy.

Sunday 15th August 1999


SLA Explosives

SLA Explosives

HH [Holland & Holland] Plastex [30cr per half-pound block]

Plastex is the standard demolitions explosive that is used in the World of Progress. It is normally totally inert and has a pleasant odour of peanut butter.

A half-pound block when detonated will cause 3d6 damage over a large burst template, an additional block will increase the damage by 1d6 and radius by 1” each further doubling will add an additional d6 damage and 1” radius.

With a Tech roll the Plastex may be shaped giving it an Armour Penetration of 3 and decreasing the burst to a Medium template, a raise will increase the AP to 6 and decrease the burst to a Small template.

HH Boom Box [80cr]

The Boom Box is a control device used for setting off the HH Det Caps. It's the size of a double dvd box (portrait), with a small display and keypad on the front, a physical key system lock on the top right edge and six sets of connectors along the bottom edge. The Boom Box is also capable of transmitting coded data bursts required for Remote Dets.

The physical key system locks the whole Boom Box making it safe as it will not send any detonation codes without the system being unlocked. The key cannot be removed from the Box while the system is activated.

The battery pack has a 1,000 hour continuous use duration.

HH Boom Box Hand Remote [10cr]

The Boom Box Remote is a hand held device around the size of a lighter that connects to the Boom Box via a “chippy” cable. The Remote has a selector and a button which allows up to twenty pre-set detonation codes to be accessed and activated with just one hand.

HH Det Caps [1cr for pack of 10]

Det Caps are used to detonate Plastex explosive, One cap is needed for each half-pound block for the explosive to detonate properly. The pack of ten caps comes with enough wire to link all of them together. Additional wire (in various colours) comes in rolls of 50m (25”; 1cr) and 500m (250”; 5cr).

HH Remote Det [1cr]

The Remote Det's work in a similar way to the Det Caps except they need to be programmed with a detonation code from the Boom Box that will be used to activate them. They have a range of 250meters (125”) in the open, this is reduced by intervening walls etc.

HH Timer Det [1cr]

This Detonator works as the standard Det Cap with the addition of a digital clock display. The timer can be set to send the detonation signal after a set amount of time or at a set time. The Timer can be activated either by hand or via remote (providing it has an active detonation code like the Remote Det).