Sunday, February 13, 2011

[1938] Order of Battle: The BUF 1st Solway Legion

File:Bundesarchiv Bild 101I-166-0508-31, Kreta, Vormarsch deutscher Fallschirmjäger.jpg
BUF 1st Solway Legion

Major Irvine Thornsby

Command Company, 80 men
  • 2IC Captain Walter Bray

A Company, 200 men
  • Company HQ, Captain Sydney Carton
  • 1st Platoon, Lt. Pierre Zamiel,
  • 2nd Platoon, Lt. Tony Weller
  • 3rd Platoon, Lt.Taylor Trabb

B Company, 227 men
  • Company HQ, Captain Frank Cheeryble
  • 1st Platoon, Lt. James Hawdon
  • 2nd Platoon, Lt. Daniel Quilp
  • 3rd Platoon, Lt.Mulberry Hawk

C Company, 195 men
  • Company HQ, Captain Edward Leeford
  • 1st Platoon, Lt. Charlie Hexam
  • 2nd Platoon, Lt. Alfred Jingle
  • 3rd Platoon, Lt. Sowerberry aka "The Butcher"

New Nameplate

I made a new nameplate this morning (with editorial comments from the woman) and uploaded it. I think it looks pretty smart.

The picture is from plate 46 of the Morgan Bible (also known as the Maciejowski Bible, the Morgan Bible of Louis IX, the Book of Kings, and the Crusader Bible).

The font is Uneasy by S. John Ross. The image manipulation was performed using Paint.NET v.3.5.2.

Saturday, February 12, 2011

[Auld Lang 'Zine] 1001+1 Nights, Issue #29

Issue #29, One Thousand and One Nights and One Night RPG Campaign Design 'zine



Issue no. 29 of One Thousand and One Nights and One Night Campaign Design 'zine was published in May 2008.

This issue, I share my very own setting that I submitted for the WotC setting search (Eberron won). My submission, though, was the best. They just didn't recognize it. It will be seen as the brilliant setting it is when I am dead and gone, unfortunately. At least that's what my Magic 8 Ball says.

Anyways, I also included a short blurb on a Morrow Project game that I only ran for a couple of sessions. I based it on a series of books set in Alan Dean Foster's Humanx universe (GURPS had a setting book for it - which I own - but I heartily recommend this series and the rest of the ADF's books). I like Morrow Project. And so should you.


All of my game links work: Info on the WotC setting search (1, 2), more Wikipedia links (Eberron and Icerigger Triology by Alan Dean Foster) and some of my Morrow Project stuff (3, 4).

Friday, February 11, 2011

[1938] British Mark V Tank

File:British Mark V (male) tank.jpg
There are two different versions of the British Mark V Tank, the Male and the Female, each with different armaments. They are both 26.5 feet long and 8.75 feet high (but have different widths). The top speed was about 5 MPH (2 yards per second), with a range of 45 miles (10 operational hours). The crew consisted of one each commander and driver, four gunners and two gearsmen.

The Male tank was 29 tons and 13.5 feet wide. The tank's armament consisted of two Hotchkiss 6 Pound guns and four Hotchkiss Mk 1 .303 machine guns. 

The Female tank weighed in at 28 tons and measured 10.5 feet wide. The female's armament consisted of four Vickers .303 machine guns and two Hotchkiss Mk 1 .303 machine guns. 

Approximately 400 of these tanks were donated at the end of World War I to towns across the UK for public memorials. And many of these memorials are still around in 1938. Militias on both sides of the Very British Civil War are taking them off of their pedestals and re-arming them for the fight.

Few of the re-purposed Male tanks field the 6 pound guns and many of them have newer engines (increasing the maximum speed). Several of the low-end re-purposed tanks have replaced the original heavy machine guns with military rifles (SMLEs), at least until machinegun replacements can be found.

Acc/TS: 0.25"/1" (max. speed 5MPH)
Toughness: 16/16/16 (5/5/5)
Crew: 8 (commander, driver, 4 gunners, 2 gearmen)
Notes: Heavy Armor, Tracked
Armament:
2x 6 pound cannon (Range: 25/50/100; Damage: 4D8 AP, 3D8 HE; RoF: 1; AP 4, HW)
2x Twin HMG (Range: 24/48/96; Damage: 2x2D8; RoF: 2; AP2, Snapfire)

British Mark V (Male) Tank (re-armed, high-end) 
Acc/TS: 0.5"/3" (max. speed 15MPH)
Toughness: 16/14/14 (5/5/5)

Crew: 8 (commander, driver, 4 gunners, 2 gearmen)
Notes: Heavy Armor, Tracked

Armament:
2x Twin HMG (Range: 24/48/96; Damage: 2x2D8; RoF: 2; AP2, Snapfire)
2x Twin HMG (Range: 24/48/96; Damage: 2x 2D8; RoF: 2; AP2, Snapfire)

British Mark V (Male) Tank (re-armed, low-end) 
Acc/TS: 0.25"/1" (max. speed 5MPH)
Toughness: 16/12/12 (5/5/5)

Crew: 8 (commander, driver, 4 gunners, 2 gearmen)
Notes: Heavy Armor, Tracked

Armament:
2x HMG (Range: 24/48/96; Damage: 2D8; RoF: 2; AP2, Snapfire)
2x SMLE (Range: 24/48/96; Damage: 2D8; RoF: 1; AP2)

British Mark V (Female) Tank (pristine)
Acc/TS: 0.25"/1"
Toughness: 16/16/16 (5/5/5)

Crew: 8 (commander, driver, 4 gunners, 2 gearmen)
Notes: Heavy Armor, Tracked

Armament:
2x Twin HMG (Range: 24/48/96; Damage: 2x2D8; RoF: 2; AP2, Snapfire)
2x HMG (Range: 24/48/96; Damage: 2D8; RoF: 2; AP2, Snapfire)

British Mark V (Female) Tank (re-armed, high-end)
Acc/TS: 0.5"/3" (max. speed 15MPH)
Toughness: 16/12/12 (5/5/5)

Crew: 8 (commander, driver, 4 gunners, 2 gearmen)
Notes: Heavy Armor, Tracked

Armament:
2x HMG (Range: 24/48/96; Damage: 2D8; RoF: 2; AP2, Snapfire)
2x HMG (Range: 24/48/96; Damage: 2D8; RoF: 2; AP2, Snapfire)

British Mark V (Female) Tank (re-armed, low-end)
Acc/TS: 0.25"/1" (max. speed 5MPH)
Toughness: 12/12/12 (5/5/5)

Crew: 8 (commander, driver, 4 gunners, 2 gearmen)
Notes: Heavy Armor, Tracked

Armament:
2x HMG (Range: 24/48/96; Damage: 2D8; RoF: 2; AP2, Snapfire)
2x SMLE (Range: 24/48/96; Damage: 2D8; RoF: 1; AP2)

Thursday, February 10, 2011

[Aftermath!] GURPS Operation Morpheus, Session 5, Part 1

File:B1 machining.jpg

Session Five: Part 1: "When You're Falling" (April 4 - 5, 2104)

Important PCs: James (S), Bill (X), Bob (E), Alexis (C)

Important NPCs: Robbie the PolRob, Nasdaq the Robot, Miles Dayton, Rich Johnson, Amanda Hayes, John Ritter, several Giant Spiders, several MilRobs, the University Defense Computer aka UDC, Matt Borselli, PhD Physics, and various other Uni Survivors.

The spiders are observing Group B from the top of the Carslaw Building when James spots one Giant Spider waving what appears to be a bit of white cloth - a truce or surrender?

Pointing it out to the others, James calls out to the spiders to come and talk. He moves to the front door and removes the axe holding the door shut. Opening the door, with his gun to his side, he calls to the spiders. The spiders do not respond.

Calling for the rest of the Group to support him, using pilot fly codes ("Group, diamond formation, forward!"), James enters Carslaw once again, with Bill in a support position. Bob and Alexis stay at the front doors while Robbie and Nasdaq remain outside. Bob blocks the doors open with the axe and some rocks.

James gets frustrated that the Group is not following his orders and again calls for a diamond formation as they move towards the foyer opening. Alexis finally complies but Bob remains in the center of the foyer, watching their backs.

Robbie enters the building but Nasdaq remains outside. James again calls to the spiders and the Group notices that the dead spiders are gone. The spiders do not respond. The Group tries the stairs up spotted earlier but they end after a few feet in a ruined mess.

The Group exits Carslaw again and James asks Nasdaq why it didn't enter the building with the rest of them. Nasdaq responds that re-entering the building is a waste of it's resources and that this situation is not important.

The Group decides to try to find a way to climb the sides of the building to see if they can communicate with the spiders. Returning to their car, they find one of the passenger doors open. Quickly going to combat mode, Bob and Alexis approach the car and notice that there is an Amazon.com box on the passenger seat.

Bill determines, to the best of his ability, that the box is not trapped. In the process, he finds a piece of paper under the box that says "This is not a bomb" in the same handwriting that the envelopes from the Security Vault in Anderson Stuart were written in. Bill cautiously removes the box from the vehicle and opens it, revealing two books titled: "The Last 25 Years of US History, 2003 edition" as well as a thick manila envelope. Opening the envelope, they discover about 300 pictures - pictures of them and the rest of the Uni Survivors.

Bob and Bill return to Anderson Stuart for climbing gear and extension ladders while James, Alexis, Robbie and Nasdaq watch Carlsaw from the front. After a couple of hours, Bob and Bill return with the ladders and the Group climbs to the top of the two story auditorium. From there, they stretch the ladders across to the roof of Carslaw and climb one by one, starting with Bill and ending with Bob.

When Bill gets to the roof, he notices the large holes in the roof as well as a large pile of bones about 70 feet away. Cautioning the others to stop, he figures that the pile of bones is made up of human and animal bones. There are no signs of the Giant Spiders. With everyone on the roof the Group attempts to open some of the fourth floor metal shuttered windows.

Bill is lowered to two windows and manages to open them. Using his flashlight, he looks through the windows and finds that the whole building, with the exception of the foyer, is just an empty shell, with girders and beams and spider webs.

The Group return to the ground and drive around Carslaw again, to determine if there are any basement entrances or windows. They do not find any so they give up on contacting the spiders and return to Anderson Stuart.

For the rest of the day, James readies his weapons and gets another pistol from Supply. Meanwhile, Bill, Bob and Alexis examine the books and photos. The books are mostly the same with some very different contents. Book 1 contains the history that Group B remembers. But Book 2 contains history that never happened on Earth, to their knowledge. It seems that in Book 2, the US returned to the moon in 1980 and built the first of three moon bases in 1984. That, coupled with great advances in technology, brought the Book 2 US into early TL8 in the mid-80s, and late TL8/early TL9 in the mid-90s.

Alexis does some research on possible alternate realities/quantum physics/dimensional travel on the computer and comes up with several theoretical papers from the Physics department. She also finds about six documents that require a Gold/1 Military Key Card to access. Alexis brings the theoretical papers to Matt in Supply and asks him to review them and make conclusions. He tells her that he'll get back to her in a few days. Alexis also shows Matt Books 1 and 2. Matt has no memory of any moon bases. He sends a quick email questionnaire to everyone in Anderson Stuart, outlining several historical facts as well as some facts from Book 2, just to see how many people remember Book 1's view of history as opposed to Book 2.

With many questions, the Group goes to bed, with Amanda from Group A on night watch.

Bob wakes up because his feet are cold and fully wakes up when he realizes that two unknown robots are carrying him outside of Anderson Stuart and onto the University Campus. When he is fully awake, in only a t-shirt and boxers with his Silver/2 Military Key Card around his neck, the two robots allow him to walk.

They escort him down Eastern Avenue to City Road and up to the Sydney University Regiment (SUR) Building. Warning him to obey all orders and not to deviate from his escorted path on pain of death, the robots have him use his Silver/2 Military Key Card to enter SUR. The robots take him into the building and into an elevator. The elevator descends several floors below the surface of the street.

He is walked out of the elevator and down a hallway. One of the doors that he passes contains a fully operational repair facility for security robots and he sees many being repaired. Finally, they bring him to another elevator, which takes him down several floors to the Reactor Control Center for SUR.

The robots tell him to get to work and then set themselves up to guard the door. Bob notes that the Reactor level is about 10% of full and that the draw is about 10% of maximum. With this draw, the Reactor has about 10 years of fuel left. Bob remembers what Andy told him and starts the Water-to-Fuel conversion process, which takes several hours. When the robots escort Bob out of the Reactor Control Room, he notices that the Reactor level is now at 100%.

The robots take Bob by a different route and he passes by several rooms that contain *occupied* cryosleep modules, about 20 modules in all. Then they bring him into a room with video equipment set up. Pushing him into a chair, a video starts playing.

The video shows Alexis on the computer, with an over her shoulder view of the computer. The date stamp on the video says April 3, 2104. A message screen pops up on Alexis's computer that says "I make a better friend than an enemy" and then shows a montage of images that show the Anderson Stuart bunker losing power, SecRobs entering the bunker and killing all the Uni Survivors. Then the message screen pops up again and instructs Alexis to install the Trojan Horse program on all computers she can access, and provides her with a program that makes the Trojan Horse program invisible.

Then another video starts. This shows at least four security night-vision camera angles of the inside of the Carslaw building and the great number of Giant Spiders that reside there. The date stamp on the video says April 4, 2104. The video shows Group B enter Carslaw and their subsequent combat with the Giant Spiders in exacting detail.

When this video ends, the machine punches out two video disks and the robots tell Bob it is time to go. Bob surreptitiously takes the two video disks from the machine and is escorted out by the robots.

He is taken to another floor of SUR, hopelessly lost, and put in another room. Several robots there take his Silver/2 Military Key Card. They take his picture and return to him a Gold/1 Military Key Card.

His robot escorts take him out of SUR and back to Anderson Stuart, where they leave him at the vehicle lift. Bob re-enters Anderson Stuart bunkers and goes to bed, without telling anyone what happened.

Wednesday, February 9, 2011

[Auld Lang 'Zine] 1001+1 Nights, Issue #28

Issue #28, One Thousand and One Nights and One Night RPG Campaign Design 'zine
Issue no. 28 of One Thousand and One Nights and One Night Campaign Design 'zine was published in April 2008.

I return to D20 in this issue, kinda building on the previous issue's time-period, and build a setting for a D20 Jerusalem: The First Crusade campaign (which takes up most of the issue, including bits on the history, movie and book sources, and creatures damned and grotesque). I also add a bit of fun set in Seattle, a magical door down the road from a mystical troll.

Thankfully, all my source links still work: Two excellent D20 products (Elizabethulhu by Cam Banks and The Last Days of Constantinople by Avalanche Press) as well as a bunch of Wikipedia links (The First Crusade, Siege of Jerusalem, Gesta Francorum (the deeds of the Franks), The Fremont Troll, The Siege Perilous and Harsh Realm TV show).

Tuesday, February 8, 2011

[Resources] The Model 1840 Army NCOs Sword

The Model 1840 Army NCOs Sword is a cast brass-hilted sword with 31 inch blade used by the U.S. Army since 1840. It was used with distinction in the Mexican-American War (1846 - 1848), the American Civil War (1861 - 1865) and the Spanish-American War (1898). Even today, the sword is used as a ceremonial weapon for the U.S. Army.

The sword was used by non-commissioned officers: sergeants and sergeant-majors, quartermasters and corporals. Today, only platoon and first sergeants are permitted to wear it, and it's only honor guards and the 3rd Infantry that do so.

A 170-year old model, based on a German sword that was, in turn, based on a British design used during the Napoleonic Wars. That's a great history for a sword model. Have any game settings had a similar history on even one of their swords?

Monday, February 7, 2011

[Auld Lang 'Zine] 1001+1 Nights, Issue #27

Issue #27, One Thousand and One Nights and One Night RPG Campaign Design 'zine


Issue no. 27 of One Thousand and One Nights and One Night Campaign Design 'zine was published in April 2008.

This issue is all Savage Worlds. I wrote up the stats for Grendel after reading the fine novel by John Gardner and also came up with the four swords used to kill a saint (that would imbue them with some sort of power, surely).

All the links work: from Wikipedia (Saint Thomas Becket; the four knights: Reginald Fitzurse, Richard le Breton, William de Tracy and Hugh de Moreville; Weyland Smith; and both Grendel and the novel Grendel by John Gardner), Classifications of Swords, Type X or XIII  and Grendel by John Gardner (Amazon.com).

Sunday, February 6, 2011

[1938] Personalities: The Butcher

File:Wladyslaw Anders.jpg
Lt. Sowerberry (aka The Butcher)
3rd platoon, C company, BUF 1st Solway Legion

Motivations
Primary: Clubs Ace (War Leader)
Secondary: Spades Queen (Ruthless)

"The Butcher" is a small, thin man with a quiet voice that belies his violent and ruthless reputation. Ever polite, his menace is simply in his voice and eyes. His own men fear him, the rest of the BUF legion fear him, the villagers fear him and even his enemies fear him. Most people realize upon meeting him that he's a wolf in a man's skin.

His history is unknown to most, including his given name, except that at one point he was a butcher. He casually mentioned it to one of his men and the moniker stuck. Now most know him as "The Butcher" but few know the origin, assuming it is the result of something nasty and brutish. Rumors abound as to how many people he's killed in bloody rages but none of the rumormongers ever have seen the atrocities they claim he has done, it's always "a friend of a friend" who supposedly witnessed the event.

Major Thornsby is totally unaware of Lt. Sowerberry's notoriety, simply seeing an officer that gets things done, whether it's gaining ground or interrogating prisoners. Since he's competent, Thornsby has made him his intellegence officer, in addition to his normal duties.

The Butcher has a very simple way to get the information he wants - he "invites" the subject to tea and simply stares at them. His smile or frown, coupled with his fearsome reputation, has a profound effect on the prisoner and soon they break, spilling their secrets. He's broken every prisoner he's questioned and (so far) all without physical violence or the threat of physical violence (though he did put his tea cup down forcefully one time).

Lt. Sowerberry (WC)

Agility d8 Smarts d10 Spirit d10 Strength d6 Vigor d8
Parry 5 Toughness 5 Pace 6 Charisma -0-

Edges: Marksman, Woodsman, Hard to Kill II, Combat Reflexes, Command, Quick, Improved Level Headed, Improved Nerves of Steel, Strong Willed.

Hindrances: Small.

Skills: Intimidation d12+2, Fighting d8, Shooting d8, Throwing d8, Guts d10, Investigation d8, Persuasion d6, Survival d8+2, Stealth d8+2, Tracking d8+2, Healing d6, Knowledge (Battle) d8.

Standard equipment:
  • SMLE Rifle, Range: 24/48/96, Damage: 2d8, RoF: 1, Wt: 9, Notes: AP 2.
  • Combat knife (per SWEX).
  • Helmet, Armor: +3, Wt: 5, Notes: 50% chance of protecting against head shot.
  • Webley Mk4, Range: 12/24/48, Damage: 2d6-1, RoF: 1, Wt: 4, Notes: AP 1; Revolver
Note: The Butcher is never alone. There are usually 6-8 BUF Legionaires around him at all times. His men are more scared of him then they are of any combat situation they may be put in and will follow his orders as best they can.

Saturday, February 5, 2011

[Auld Lang 'Zine] 1001+1 Nights, Issue #26

Issue #26, One Thousand and One Nights and One Night RPG Campaign Design 'zine
Issue 26 of One Thousand and One Nights and One Night Campaign Design 'zine was published in March 2008.

I had a lot of fun with this one. I wrote up a Call of Cthulhu scenario I ran with the CMT. Since it was set in WWI, the body count and the sanity loss was high. It had been a long, long time since I ran CoC. The group had a good time but it was pretty brutally obvious that most of them weren't going to get out of it alive. I made sure there were plenty of PCs/NPCs in the squad to make sure when a death did occur, the player could keep on keepin' on.

A bunch of the game notes links still work: The Lost Battalion (wikipedia), No Man's Land: WWI Mythos Action with the Lost Battalion (Call of Cthulhu) (Chaosium) by Sam Johnson, Chaosium CoC Quickstart Rules Page, 8 Privates for my scenario, Call of Cthulhu Online Generator, and "RIP Gary Gygax" thread (RPG.net).

Friday, February 4, 2011

[1938] Personalities: Major Irvine Thornsby, BUF Commander

File:Rodolfo Graziani.jpg
Major Irvine Thornsby, BUF 1st Solway Legion
Motivations
Primary: Hearts King (Honorable)
Secondary: Club 8 (Career Soldier)

Major Irvine Thornsby is in a pickle and one not of his making. Since joining the BUF in 1934, he's attached his horse to "Bully Boy" Boyce, rising as Boyce has risen and falling as well. And Boyce's failed invasion of the Isle of Man is where his fall started.

After the diminished BUF 1st Solway Legion came ashore on the Isle of Man at Port St. Mary after the disastrous sea battle near Douglas, good ole "Bully Boy" high-tailed it back to the mainland by plane, leaving Irvine to hold the bag. He was an Officer of the Great War (something he's held to with great pride), before all this started, and once a true believer in Mosley's (and the King, by extension) cause. Now, he's torn by his duty to his oaths and his duty to his men.

As an Officer of the Great War, he's seen his share of death and was suprised that he'd be left in a position very much like the trenches of France. But the trench warfare that he very much felt was a waste of men and material has come upon him again, this time in his very own England.

His troops mean the world to him and that is what keeps him going. No longer is he worried about his place in history or his advancement or his good name, as he's since learned that the Isle of Man invasion has become "Thornsby's Folly," at least among the BUF. And he's perfectly aware of the source - Boyce, in an effort to save face, has abandoned Irvine and spread the idea among the fascists that the invasion was Thornsby's plan all along (of which few Royalist officers believe but the BUF is eating up).

To the BUF high command, the Isle of Man is a lost cause but one that could have some advantage. Thornsby has realized that his position is used solely to keep enemy forces that could be used elsewhere against Mosley bottled up, no matter the cost in men. As a result, support from the mainland has trickled to an occasional resupply.

In the few months that Port St. Mary has been occupied, he has worked hard to train his small force to the peak of efficiency, for two reasons: keeping the troops busy prevents trouble with the villagers and hoping against hope that he'll figure some way to abandon this fruitless battlefield for a better one.

He cannot retreat nor can he advance and so is forced to dig in, in a hostile village. Well aware that the villagers are informing the enemy on his every movement (and also aware that stopping that flow of information is a near impossibility), he has instituted a rather direct approach to the civilians, warning them to not become involved in military matters and the BUF will be kept in check. If the villagers stay out of it, then there will be no trouble. He has hanged three of his own men, two for looting and one for attempted rape, to show his good will towards them. As a result of this intervention, the villagers will avoid direct trouble (i.e. a gun battle) with BUF legionaires.

He's instituted rationing on the village, making sure that the poor, elderly and widowed are properly fed even before his own men (as he fears that the Manx forces will shell the village if civilians are mistreated). With limited food stock, he's allowed the local fishermen to continue their trade (with BUF soldiers sprinkled among the boats to keep them in line) but knows that this could spell trouble in the future, if Manx forces attempt an infiltration of the Port.

A strict curfew is in effect, starting at 8PM until 5AM and each villager is required to carry identification papers at all times (printed by the now-seized local paper and changed at his whim). So far no one has been shot violating curfew (though he warns the villagers that is a possibility).

Using the local press, he has printed "Mosley script" to pay for everything he and his troops "buy," assuring the merchants that the government will reimburse them after the conflict is over. He's kept trouble to a minimum by allowing the local pubs to be open only to civilians three days a week, alternating with the three BUF-only days (Sundays, the pubs are closed). The BUF legionaires have been warned about stiff penalties for public drunkiness.

Though he is a harsh commander, made even harsher by his circumstances, his men have grown to love and respect "the Old Man," and will, increasingly, follow him out of sheer devotion. He's keeping them alive, occupied and fed, a miracle in these times. As the siege wears on, the majority of his men develop a dislike to BUF policies (the one that stranded them here in particular) and their loyalties will shift totally onto him - a situation which may lead to the legion, as a whole, to force the Major to chose which side of the war he's really on.

Thursday, February 3, 2011

[Aftermath!] GURPS Operation Morpheus, Session 5, Cut Scenes

Tuesday Night Gaming Sessions - GURPS Aftermath! Operation Morpheus Session 5 (November 4, 2003)

Session Five: "Camera One" (April 4 - 5, 2104)

The Computer System: In a darkened room, a large mainframe computer is working away. On many monitors around the room are images flashing too fast for the human eye. On one monitor is a view of the University defense perimeter. Robots are seen clearing the defense perimeter of useful weapons and equipment from the dead. Then robots clear the corpses from the defense perimeter, piling them within the University campus. Later, Giant Spiders come and take the dead bodies away.

The Loonies: Many weeks after the fight with the mysterious creatures, a group of Scouts arrives and investigates the attack. No survivors are found. The Scouts are profoundly disturbed - Who could have done this, who had the resources, men and material, to utterly wipe out the Loonies while still suffering extreme casualties? Who could have done this to such an extent, that all the Loonies are dead?

The Sign: Close up view of a small nuclear symbol on what seems to be a curved surface.

The Observatory Hill House: View of Observatory, located near the Domain Commune, under attack by bandits. While community members defend the House and grounds, the arrival of several tanks and support troops from the Domain Commune turn the tide against the bandits, ending in their defeat.

The Duchy of Sydney: A La Parouse patrol of Knights and men-at-arms, 15 all told, is slaughtered by the mysterious creatures as sun sets over Sydney. No survivors and again the creatures remove their own dead from the battlefield.

Two coffee table sized books, both titled: "The Last 25 Years of US History, 2003 edition" are side-by-side on a table. The books are identical except that each cover contains several different color photographs. A figure, only seen as gloved hands and police body armor, places the books into an Amazon.com box along with a thick manila envelope. Then the box is picked up and walked across the University campus and placed in Group B's Land Rover outside of the Carslaw Building.

Wednesday, February 2, 2011

[Auld Lang 'Zine] 1001+1 Nights, Issue #25

Issue #25, One Thousand and One Nights and One Night RPG Campaign Design 'zine
Issue no. 25 of One Thousand and One Nights and One Night Campaign Design 'zine was published in March 2008.

This was the first issue of year two of my 'zine and I learned quite a bit during the first year that I implemented in this year. I still was pretty scattered about content, jumping here and there with my gamer ADHD, but I had (by this time) a more stable layout and better content IMO. This issue, I wrote up a bit on a cyberpunk setting, coupling together a bunch of GURPS references and a fiction book or two for a Savage Worlds setting.

Additionally, this was a hard issue for me to write - my beloved cat, Tess, had passed away the month before and even re-reading this, three years later, was still hard.

Most of the game notes are still working: Savage Worlds Conversions, GURPS (Cyberpunk, Cyberworld, Cthulhupunk, Robin Hood and Technomancer), the novel The Last Hot Time, info on Polydactyl Cats (Wikipedia), a funny video 1-900-Nerd-Girl from the Monkey Box, and a Ducks in RQ thread (RPG.net).

Tuesday, February 1, 2011

[1938] Personalities: A Veritable Who's Who

File:Warsaw Uprising by Deczkowki - Kolegium A -15861.jpg
Part of what is necessary in a sandbox setting like my 1938: A Very British Civil War Isle of Man Campaign is an initial group of NPCs for the player characters to interact with or at the least know about.

So, like normal, I'm going to make up a few character sketches of allies, enemies and contacts for the players to love and hate and fight and scheme and save and destroy. In this setting, there are a lot of possibilities - British Union of Fascists (BUF) officers and men, villagers, Liverpool Free Staters, Manx officers and men, Lovat's Scouts, policemen, farmers, priests, merchants, scheming politicians, pub patrons, noblemen, spies on both sides, Scottish Republicans, and serving maids (can't forget those).

Most of the NPCs will just their background and motivations presented. And I'll be using the old 1st edition Twilight 2000 NPC motivations using a standard deck of playing cards. Basically, each suit is a different motivation: Clubs is Violence, Diamonds is Avarice, Hearts is Sociability and Spades is Ambition. The face cards are strongest aspects, from Ace to Jack, while the number cards range from "somewhat" to "very" for that motivation. You can see a shortened list on this Dragon Bean Press blogpost. For NPCs that I expect the PCs to fight, I'll present the whole Savage Worlds stat block.

As an aside, in order to have a bit of fun and consistancy with the NPCs, I plan on naming each and every one of them (with the exception of the BUF commander) from the written works of Charles Dickens. Wikipedia has a rather nice list of Dickensian character names and I rather like that very English feel the names will bring.