Tuesday, December 3, 2013

XXVc Miniatures!

I was browsing the goods on Shapeways.com and ran across some minis that look suspiciously exactly like some of the ships in the Buck Rogers XXVc rpg.

For example, here's the F-66 Starfire

...here's Admiral Duck Sauce's F-44 Buck
I'm pretty sure this is the actual product...
...and here's his F-69 Starfang
...but this is just a CG model
There are a number of other familiar designs available, in addition to ones that appear to be based, I believe, on Space Cruiser Yamato and they're for sale at Admiral Duck Sauce's shop, so go check 'em out. He also has some sci-fi rpg minis available in different scales, but none that are based on XXVc designs (none that I can tell, anyway.)

There are a bunch of other shops that are of interest to the Ol' Eyeball, but I'll get to them another time.

Sunday, November 17, 2013

Buck Rogers High Adventure Cliffhangers

Recently I grabbed a cherry copy of the Buck Rogers Adventure Game (or High Adventure, not sure which) on Amazon for what seemed like a reasonable $25.

TSR seems to have produced a number of really innovative games that for the most part went underappreciated, unnoticed or simply disliked back in the 90's and this is, I think, one of them. Although it's understandable why there is no love for this game (the Williams Taint again) and it came off to most gamers of the day, myself included, as pretty bizarre considering the failure of the previous Buck Rogers game.

Wednesday, October 23, 2013

XXVc Notebook- Saving the Earth

As anyone who has read the XXVc World Book and/or Earth in the 25th Century knows, Mother Earth is in dire straits is 2456 AD. Pollution, disease, warfare (including conventional, nuclear, biological, chemical, etc), a depleted ozone layer... the list is a long one and each has taken a heavy toll. Add to that a drastically depleted human, animal and plant population and you have to start to wonder how it could ever be possible for Earth to recover.

From where I'm sitting, Earth couldn't, especially not with RAM's continued efforts to annihilate the planet's inhabitants. As far as I know (and I'd love it if someone showed me different) no solution is given in the published material beyond the efforts of certain groups such as NEO to throw off RAM's oppression. After that? Who knows. The obvious answer, to me, is the same process that made Mars a more or less livable planet and that is terraforming. Conditions are so bad on Earth that it would take the same colossal effort that made the other planets inhabitable to revive the near-fatally damaged ecosystem.

Failing that, who knows? Say your campaign goes as planned and eventually Mars is defeated or at the very least made to look elsewhere for plunder. Then what? How does NEO even begin the effort? Personally, I never got past the idea of  terraforming, so I have no other answer to give, but I'd like to know what plan the two of you that read this blog would have NEO and friends set into motion. Maybe there is something obvious I'm overlooking. Maybe something not so obvious and I'm just a dumbshit.

Thus I put it to you, dear and loyal readers. How would you handle the situation in your game?

Thursday, October 3, 2013

Big Jim, Two-Fisted Tales Style


Back in the 70′s, Mattel turned Big Jim, a lackluster Olympic athlete-themed action figure, into a badass man of adventure by making him the leader of...

Monday, September 16, 2013

XXVc- A New Rocketship

This isn't complete, but really, who gives a shit, right?


Battle Sphere - Deep Space Destroyer (from the Buck Rogers comic strip)
Names: numbered 01-20
Tons: 60, Lng: 60 ft, Wd: 60 ft, Crg: 10 tons
 HP = ( H: 240, S/C: 60, C: 60, LS: 120, F: 180, E: 180 )
 AC: 4(x), Crew: x, Speed: 3, RB: 0, DB: 0
 Weapons(8): 20 tons of cargo converted to weapon space (+2 slots.)

Destroyers are a new class of rocketship that takes a spherical configuration. It differs from other classes primarily by being constructed for use only in space, ideally outside the gravity well of planetary bodies. Martian Battle Spheres are reliant on fleet tenders (q.v.) for refueling and resupply which takes four hours to complete plus any repair time.

There are currently 20 Battle Spheres in service, operating between the orbits of Mars and Venus. One Martian Battler is currently being retrofitted to accommodate destroyers, pending their initial shakedown period.

Typically, Battle Spheres are fitted with Light Cyclorators, but plans are on the table to fit at least one ship with a Light Graser.


Tuesday, September 3, 2013

XXVc Tech Forecast

I've been thinking a lot lately about how Xbox One's "big brother box," Google Glass, and the current advancements in thought-controlled technology and how they might all combine in the future. To keep it simple, I've decided to apply all this to just personal transportation (i.e. a car) and see where that takes me.

Well, let's see... if we combine those things with the advancements that have already been made with cars today, you might end up with a car that you'd never have to operate manually. Everything would be handled by thought command or computer prediction (sensing what you intend to do. simply approaching the car may cause it to open the door for you, assuming you match the operator's profile), or, if for some reason those options are unavailable, by voice command.

The fanciest version would be available on Luna, Highland Venus, and Mars, with the majority of manual and voice operated vehicles available on Earth and the rest of the inhabited planets and the Belt.

Conceivably, you wouldn't even need to steer the vehicle. I could see something like the cars in the movie Demolition Man, where you simply tell the car where you want to go (or, in this case, think it) and if you want to take the wheel (which would probably be considered "roughing it") simply give the command and it will relinquish control.

I would limit the thought control aspect, though, to only one-word or very short commands. In other words, asking the car's computer via thought interface to recommend the best restaurant in the area might be overdoing it. That kind of thing is something I'll cover later when I return to the Inner Worlds supplement.

Hacking these systems is another matter entirely and is something I'll probably get around to examining at a later date.

I'll probably come back to this topic later and apply it to other items like weapons and smart suits, but I just wanted to establish the idea of it as a pervasive technology with this post. I also just realized I never got around to the "Google Glass" part of this, but it'll have to wait till then.

Wednesday, August 14, 2013

XXVc Community on G+

I created one, on that off chance someone besides me out there is interested in discussing this game. Check it out here, if you dare- XXVc: The 25th Century

Sunday, August 11, 2013

Captcha!

It's an instant character name generator for sci-fi or fantasy npcs! Who knew? Just keep hitting the reload button until you get something useable. In virtually all cases, I used the word as-is without altering it, save for capitalization. Here's a list that took me all of a minute or so to poop out-

Rinabili
Elbatho
Cheras
Iczens
Pourdem (for a bartender, of course)
Onsceleg
Ayersug

I could go on, but why spoil the fun?





I can't go on.

Sunday, August 4, 2013

XXVc Game Update!

With no rules, no dice, and no character sheet, I actually managed to take my sole player, Rad Randy right to the front door of the heart of this adventure.

Then he turned an ran away. No real explanation or reason, just up and fled the scene.

I'm assured that the trip down the elevator shaft was very exciting, however. Huzzah!

Saturday, July 27, 2013

Fuck You, Gary Gygax!

I'm going to celebrate my birthday today (which just happens to be Gygax's birthday, as if I need any more reasons to be depressed) by honoring Mr. Dave Arneson, inventor of role-playing games and co-creator of Dungeons & Dragons.

While Arneson's contributions to the industry may be few, there is no doubt that his greatest contribution was giving that thieving scumbag Gary Gygax his career. You see, the one-time insurance salesman realized Arneson had captured lighting in a bottle with his Blackmoor campaign and quickly did everything in his power to wrest that bottle from Arneson's grasp, which, for a time, he successfully pulled off with the creation of AD&D.

Until the lawsuit, that is. Arneson won, but the public continues to think that Gygax created the game, thanks to him never mentioning Dave's name in regards to D&D. It's like he took a page or two out of Stan Lee's 'Fuck You, Jack Kirby' Playbook. When you run the company and edit the magazine you get to revise history as you see fit.

So, what we're left with now is the few remaining Gygax ass-kissers and coattail riders occasionally shitting on Arneson's name over at Dragonsfoot.org. Classy lot, they are.


Here's to you, Dave Arneson, sole inventor of role-playing games. Some of us know the truth and appreciate your fine work.


XXVc Notebook - More Random Stuff

Tried to run a bookless, diceless and, ultimately playerless game of XXVc last night and you can probably guess how that went.

In the absence of anything to say about that, I do want to share some flavor ideas and a quote from a fellow XXVcers web log.

I got to thinking about how people refer to their tech gadgets and decided that common usage would continue into the future. Case in point the fact that people will refer to their mobile communication device as a phone, no matter how advanced the thing is or what all its functions are. Applying that to other gadgets I've decided that anything one might wear on their wrist (that isn't a weapon) is called a Watch; any small hand-held comm device is, as I said, called a Phone. This replaces my earlier, clumsier term "celcomp"; Any portable computing device (no matter what it can do) is called a Book. This assumes that, in the future, most or all personal computers will resemble in some way today's tablets. This term would apply to devices that are more rugged than something you might find in an office or library.

I've used the term Scroll for a fancier version of the Book; one that kind of rolls up into a kind of short rod, but I think I'll go with Flat, which is a very far-sighted gadget seen on the sci-fi series Andromeda. This is where I actually see computers going in the future- a thin, flexible touch-screen computer, roughly the size of a sheet of typing paper and maybe 3mm thick. I can see these as being more common than the Book, but perhaps unsuitable for use in the field. I guess I should include Glasses now, as well, which could potentially replace the Watch. Maybe Glasses are a strictly Martian thing.

UPDATE! - Televisions--anything from a simple home entertainment box to a giant Diamondvision type screen--is now called a TV in the common vernacular, although the term Palantir is finding some footing among the hoi polloi, particularly on Mars and Venus, where the entertainment  conglomerate of the same name dominates.

Here's a portion of a post by +DerKastellan (I think. I don't read German) that provides a little more variety to weapons-
In fact so limited that the designers of the computer games tried to introduce magical items through the back door by establishing +1 up to +4 bonusses on THAC0 and damage for weapons according to their quality of manufacture - Terran or regular would receive no bonus, Martian +1, Venusian +2, Mercurian +3 and finally Lunarian +4
 True, it's not a exactly glowing endorsement for the game, but this uncovered nugget is at least an attempt on someone's part at TSR to make the game better. For more on XXVc (not all of it happy) and Space: 1889, have a peek here.

Friday, July 12, 2013

Lazyass Summer Post

I hate summer. I want to do things even less than I normally do in summertime. However, that doesn't keep my swelling, itching brain from annoying me with ideas and new interests. 

Case in point, Hulks & Horrors.

When I first read about it, I thought it sounded kinda pointless and a little stupid, but after grabbing the free version and giving it a scanover, I change my view on it. Now, all I can picture when I think about that game are those shitty 80's sci-fi horror movies like Galaxy of Terror and Inseminoid. Now that has my attention. Not that slick, oh-so-serious transhuman nonsense of Eclipse Phase or the wanna-be Travellerness of Stars Without Number.

No, Hulks & Horrors makes me wanna crawl through dark, greasy access tunnels that are dripping with alien mucous to track down some mythical high-tech McGuffin. The idea that the galaxy has become an endless graveyard waiting to be robbed by opportunistic scumbags has a great appeal to me. I could go on, but I think I'll let this amazing movie trailer wrap up why H&H took such a hold on me.



"Struggling for survival in the infected remains of a diseased universe." I'd say that sums up Hulks & Horrors rather nicely. Also, FUCK YEAH GREEN SLIME! If you haven't seen it, I highly recommend it. 


Everything else is just the usual shit I've been shoveling here for a while- XXVc; Traveller has reared it's ugly head once again (and, no, I don't mean that trainwreck Traveller5) and, new to the roster, but less new than H&H, Star Frontiers.

So, I got all cylinders firing for some hot, wet summer sci-fi action. Whether or not I can complete even one of these goals remains to be seen.

Monday, June 10, 2013

The Return of the Venture Bros!

This is a show that I love dearly and have been with since I accidentally saw the first episode in a bar, lo those many moons past (fuck me- ten years ago!) and so was thrizzled when my dvr* unwittingly snatched it out of the aether this past weekend.

I've been fine with the changes they put the show through in season 4, even the death of Number 24 didn't really hit me (maybe the idea of an "evil" analogue to Rusty and Sons (Monarch, 21 & 24) seemed redundant) like it did a lot of people, but the premier of season 5 really unloaded a ton of new stuff in our laps. Some of it seemed simply irritating, and really, the first 30 minutes were less than spectacular viewing, but once all the groundwork was laid, the rest of the show was mostly entertaining.

Even without the new changes, everything seemed a little off. Some of the voices seemed, I don't know, strained and the designs, the artwork, was definitely on the crude side compared to the early days of the show. I suspect that the new production company, Titmouse, Inc. (tee hee,) was the culprit there. The animation was pretty tight, for the most part, but too many characters were kinda... crusty. Dr. Girlfriend, in particular, seemed to suffer from the new production and just looked sloppily drawn. Hopefully things'll straighten out as the season progresses. I really don't like those CG cars, though.

In the end, it wasn't a heartbreaker. I can live with the changes as long as good stories come out of them, as they did last season. The little, grey, atrophied optimist inside me has his fingers crossed.

[One last thing- I've noticed some SDCC hipster douchebagness creeping into the show in recent years, which can be a real funkiller. McCulloch & Hammer have, in the past, jokingly embraced this with the humor they're known for, but lately... I dunno. It seems like they wear sunglasses all the time now and, if it's all a joke, it's one that is getting old. I guess you can only fuck so many Molotov Cocktease cosplayers before it goes to your head. I sure hope I'm wrong.]

*I had set the thing to record new episodes sometime last winter, not knowing when or if there would be new episodes any time in the future.

Wednesday, June 5, 2013

The Fall of the House of Orbus

Well, not quite but close. My venerable old Macintosh desktop may have finally given up the ghost and until I can get it into the shop to have it looked at it may as well be dead. So, I just wanted to let that one guy that sometimes reads this web log that I'll be posting even more sporadically than usual.

In the meantime I have a few ideas that I was about to pounce on, but kinda can't right now as a lot of the initial ideas are trapped in that infernal machine. The last thing I was working on was a Traveller interpretation of Howard Chaykin's early sci-fi effort "Ironwolf", originally published by DC Comics in Weird Worlds, then about 25 years later as a new hardcover graphic novel (with art by Mignola and Russell). It's essentially a cynical 70's take on the Planetary Romance genre complete with swordplay and feudalism and .45 Automatics and some odd ideas about space travel. I'll probably include Chaykin's lively three-issue "Twilight" comic as well, since it relates to the later Ironwolf one-shot.

The other thing I wanna work on is maybe overhauling XXVc's rocketship combat rules. I never used them, but I understand they are lacking. Hopefully it won't involve more than a few new rules inserted at strategic points, rather than having to start from scratch.

Ettin of Hexen (see my web log roll) has vanished and so his Care Bears rpg is on hold, I guess. A shame, too, cuz I happen to think that was a really cool idea, despite having no real interest in Care Bears or anything closely resembling them.

Hopefully, he didn't get eaten by hogs. Cuz hogs will totally eat you, given the opportunity.


Always a pleasure,
OO

Sunday, May 5, 2013

...And to Every Overlord, a Mutant.

A couple of years ago I was working on a Gamma World 1e game that involved a marauding army of mutants. The mutants were the Friends of Entropy, lead by Jim Ward's own munchkin Mary Sue, Blern the Stranger. Anyone who has played GW should know what the F.O.E. is. The very obscure Blern, on the other hand, comes from a story written by Ward and of whom I'll write more about in a later post.

From left to right: Strong mutant, Agile mutant, Tough mutant. The guy behind them is obviously a demon, so he doesn't count.

Long story short, I needed some generic mutants to fill out large groups of opponents as you would find in the army of Blackwolf, the villain of Ralph Bakshi's post-nuke epic Wizards. Orcs, basically. Cannon fodder.

These humanoids make up troops for evil mutant overlords. They are all essentially the same save for their respective mutant powers. They should all supplied with the same weapons, usually Tech Level II or III, for ease of implementation. Since these guys are fodder they shouldn't have high hit dice, except for the Toughs. I would recommend adjusting the number appearing rather than AC, HD, etc for more powerful parties. The mutations need not be applied to every single mutant of that type. Maybe just give them to the squad leaders or whatever.

TOUGH MUTANT
No. Appearing: 1-10
Armor Class: 5
Movement: 8
Hit Dice: 18
Mutations: Heightened Constitution
STRONG MUTANT
No. Appearing: 1-10
Armor Class: 6
Movement: 10
Hit Dice: 12
Mutations: Heightened Strength 
Strong mutants add three dice to melee weapon damage

AGILE MUTANT
No. Appearing: 1-10
Armor Class: 7
Movement: 12
Hit Dice: 8
Mutations: Heightened Dexterity

After that, just add visual touches (horns, weird skin colors, etc) and you should be good to go.

Exaltation of the Gargoyle King

I just got done playing the first enjoyable night with my DC Universe Online supervillain, the nefarious Gargoyle King, in a very long time. I'd been focussing on my two main characters, modern-day Pulp avenger Downright and jingoistic Bush-era superpatriot scumbag Rockets Redglare, but have gotten pretty burned out on them of late. It happens.

Luckily, I have 14 other characters on my account to help alleviate my ennui (that's such a douchebaggy word. makes me laff) and so, enter The Gargoyle King. In DCUO fortune favors the bold- sometimes you have to fight through grueling, shitty adventures (which usually involves Batman to a large degree) in order to get the Big Bucks. Problem is, you usually get burdened with at least a couple of crappy players, who will defenestrate at the first sign of real heat, leaving everyone else with their dicks in the dirt, unable to move forward.

This happens entirely too often in the game and can turn a 45 minute raid into two hour-plus marathon of repetitive, agonizingly dull gameplay.

Anyway, that all ended tonight, when Fortune finally started to show some interest in the old boy and things finally started going my way. Nothing too spectacular, but I'll take what I can get. So, I decide on one last mission before logging off and end up in yet another of what seem like an endless series of battles against Brainiac. Thankfully, I drop into an "instance" already in progress (the final boss fight as it turns out,) and wail on that motherfucker like nobody's business, putting the kibosh on him in record time (for me, anyway.)

Long story short, one of the other players tossed a nice bit of praise my way which actually made me happy for a few minutes. Sadly (ha ha), the late hour and fog of war prevent me from quoting said praise accurately. Suffice it to say I got a big thumb's up. This puts me very close to completing a short-term goal I set up (two goddamn weeks!) which should come to a close tomorrow. 

I hope so, anyway. I hate this fuckin' game.

Monday, April 29, 2013

FUTURE LIFE

I found this interesting article at io9.com about emerging scientific fields and wondered how they might be utilized in sf rpgs. I'm going to relate them, of course, to those rpgs I'm most familiar with, which in this case happen to be classic Traveller and (if you've been paying attention) Buck Rogers XXVc.

Already I'm thinking that a number of these will be relegated to "background science" since they're not the kinds of things that necessarily make for good adventure stories. On the other hand, never say never. Any of these could potentially make for a good adventure seed, I suppose, but that's the point of this article, innit? Gonna have a look at each one and see if we can find a gem or to inside.


Neuroparasitology- Reminds me of an episode, maybe the pilot, of an old UPN series called The Burning Zone about a team of scientists combatting unusual (i.e. made up) viruses. The story I recall had to do with some kind of parasitical virus that "possessed" people to further some sort of world-domination plot. There's definitely an rpg plot or two to squeeze out of neuroparastiology for just about any sci fi game, I would think. Off the top of my head, I can't think of any Traveller adventures that involved behavior modifying parasites, but I do know that XXVc did cover manufactured viruses in one supplement (Earth in the 25th Century,) so manufactured parasites are a no-brainer.

Quantum Biology- I got nuthin'. Quantum shmantum, might as well be magic.

Exo-Meteorology- This is the kind of science that science fiction sort of renders moot. At least the kind that involves colonized worlds. It's strongly implied that this work was already done many years prior, as it facilitated or helped facilitate colonization on other planetary bodies, including asteroids.

Nutrigenomics- Strictly background science, but interesting stuff, nonetheless.

Cliodynamics- Described in the io9 article as "Asimov's psychohistory come to life," this science has already been exploited in a number of arenas, including comics, tv, and rpgs where it is a tool of Traveller's race of master manipulators, the Hivers. In XXVc, psychohistory (I feel I can dispose with the unnecessary "cliodynamics" in favor of Asimov's already established term) could be utilized by the Venusians, but it seems a little involved for RAM's brute force approach to problem solving.

Synthetic Biology- Probably common in modern sci fi games, this doesn't seem like a good fit with any version of Traveller (except maybe for some Ancients-style monkey business.) This is already integral to the genetic engineering-heavy background of XXVc.

Recombinant Memetics- When I was boy, we called it "propaganda" and we liked it! Maybe my Old Fart-ness is showing, but this just seems like a fancy word for Psy-Ops. In any case, using the word "meme" in any serious context is cause for alarm.

Computational Social Science- Described as "the rigorous investigation of social phenomenon and trends over time." *yawn* See Cliodynamics, above.

Cognitive Economics- NEXT!

Organic Electronics- Okay, if I understand this correctly, it's a more refined form of biomechanics. I suppose in science fiction terms it would be a background science that allows for whatever level of bionics you want, right up to pseudo-biological cybernetics. This makes for nice technobabble and not much else, but it's nice to have some new technobabble to throw around, right?

Quantitative Biology- Another nice bit of t-babble that don't mean sweet fuck all in actual game terms.


(Tune in next time when I analyze how io9 isn't as quite cool as they want us to think they are)

The Dustbowl of My Mind

I haven't done much gaming in the past... oh, maybe 20 years or so. I've tried to either run a game or play in one without much luck in either. In particular, my meager, rusty GMing skills have been put to the test with less than stellar results. Case in point, my most recent venture into the world of Buck Rogers.

Long story short, one of my two players was of the type that likes to question the actions of his GM, going so far as to make a rather rude implication that I was out to fuck them over because I chose to keep my die rolls hidden. This happened to be an online game, but whether or not the game is in person, I choose to hide the die rolls. Standard operating procedure in my book.

Anyway, it just took the wind out of my sails and I just didn't want to GM after that. And this just after two sessions. And so, the river went dry, the crops withered away and the homesteaders left for... who knows what? My creative side just basically shut down after that and I haven't even wanted to run a game since then, much less continue writing adventures. Thanks, Kalvin, you asshole.

The other of my two players, the jocular Ettin of Hexen (aka Brandocles, he of Duster Bones fame) has begun an AD&D game starring me (and only me) which has helped get me back into the swing. That and the new Syfy series Defiance (it's a floor wax and a desert topping!) have started a trickle of creative sludge moving. In the case of Defiance, it has given me a much better visual conception of the Earth of XXVc, in addition to giving me some idea of how the different gennie types might co-exist.

So, if I can get through the minor physical issues I've been having of late and actually take a look at my game notes again, I might be able to get back to assailing the 4 or 5 suckers that wind up on my web log with more Buckness. If nothing else, I've been able to actually write something again (the above,) even though it doesn't amount to a hill o' shit.

I'm off, perchance to dream of bio-men and terrines and rocket everythings.


KAREEEEEEEEEEEEMMMMMM!

Wednesday, February 20, 2013

Show & Tell

Anyone out there in the OSR Grogosphere™ probably has at least some passing familiarity with the entity known as Thorkhammer, otherwise known as Robert "R.C." Pinnell. Who and what he is and what I think of him are demonstrated in the mock advertisement (based on a real ad for the drug thorazine) presented here. 



Here's to you, Thork. I hope you get everything you deserve. 

Monday, February 11, 2013

XXVc Notebook- Firefly, part 2

Here's the second half or the crew. I basically gave up on River when it occurred to me that she was not much more than a plot device. I'm sure that would have changed had there ever been a second season, but as she is in the show and movie... plot device. 
As with the part one, some skill are followed by a question mark. Those are ones that I debated were necessary to play the character. I don't think there's a need for a huge list of skill for characters. This is XXVc not GURPS.
 

Inara Serra
6th-level Rogue

STR: 8
INT: 14
DEX: 10
WIS: 15
CON: 12
CHA: 18
TECH: 9

AC           hp

Career Skills
Fast Talk/Convince
Notice
Hide in Shadows
Move Silently

General Skills
General Knowledge
Law?
Literature
Memorize
Act
Distract?
Etiquette
Speak/Read Chinese


Kaywinnet Lee "Kaylee" Frye
12th-level Engineer

STR: 9
INT: 15
DEX: 13
WIS: 12
CON: 14
CHA: 15
TECH: 18

AC           hp

Career Skills
Jury Rig
Notice
Repair Electrical
Repair Life Support
Repair Mechanical
Repair Nuclear Engine

General Skills
Bypass Security
Physics?
Programming?
Ship Lore


Dr. Simon Tam
8th-level Medic

STR: 11
INT: 18?
DEX: 12
WIS: 14
CON: 11
CHA: 12
TECH: 17

AC           hp

Career Skills
Diagnose
Treat Critical Wounds
Treat Light Wounds
Treat Serious Wounds

General Skills
Biology?
Chemisty?
LST
Treat Disease
Treat Poisoning
Treat Stun/Paralysis
Etiquette


River Tam
12th-level Warrior+Rogue+Rocketjock+Engineer+Medic+Scout/Assassin+Technician+Commando+Astronavigator

STR: 10
INT: 22
DEX: 18
WIS: 8
CON: 9
CHA: 8
TECH: 9

AC           hp

Career Skills
All of them

General Skills
All of them

Derrial Book
15th-level Rogue

STR: 15
INT: 16
DEX: 14
WIS: 18
CON: 15
CHA: 12
TECH: 10

AC           hp

Career Skills
Bypass Security
Fast Talk/Convince
Move Silently
Notice

General Skills
Unarmed Combat
Cryptography?
General Knowledge
Literature?
Library Search?
Act
Etiquette?
Intimidate


XXVc Notebook- Firefly, part 1

Okay, here are the crew of Serenity. It was taking me too long to finish these, so I'm just putting them up as is. Everyone's Armor Class would probably all be in the 9-7 range, I figure, since they always just wore regular clothes. Hit points... who cares?

The next thing I'd add would probably be weapons, but there aren't any gunpowder weapons in XXVc. Anyway, here's the first half, the second to follow shortly. Feel free to critique them, I'm sure there are problem areas.

Malcolm "Mal" Reynolds
9th-level Warrior/Rogue

STR: 14
INT: 12
DEX: 16
WIS: 12
CON: 15
CHA: 17
TECH: 10

AC           hp

Career Skills
Battle Tactics
Leadership
Zero G
Notice

General Skills
Brawling
Animal Riding
Drive Jetcar
Intimidate
Astrogation
Animal Training?

Zoe Washburne
9th-level Warrior 

STR: 14
INT: 14
DEX: 15
WIS: 12
CON: 16
CHA: 12
TECH: 10

AC           hp

Career Skills
Battle Tactics
Demolitions
Zero G
Notice
Repair Weapon

General Skills
Brawling
Drive Jetcar
Treat Light Wounds
Intimidate


Hodan "Wash" Washburne
10th-level Rocketjock 

STR: 10
INT: 15
DEX: 16
WIS: 16
CON: 11
CHA: 14
TECH: 16

AC 10         hp

Career Skills
Drive Jetcar
Zero G
Notice
Pilot Rocket

General Skills
Commo Ops
Jury Rig
Repair Computer
Repair Electrical
Sensor Ops
Astrogation


Jayne Cobb
10th-level Warrior 

STR: 18
INT: 9
DEX: 14
WIS: 8
CON: 18
CHA: 10
TECH: 10

AC           hp

Career Skills
Demolitions
Zero G
Move Silently
Repair Weapon

General Skills
Brawling
Drive Heavy Groundcar
Treat Light Wounds
Intimidate
Economics
Tracking

Friday, February 8, 2013

XXVc Notebook- game update

Internet issues and rusty GMing skill have postponed the game for a bit. Gonna run a few practice combats and try to get my mojo in gear again.

The last session found the intrepid heroes in the sprawl outside Ottawa on their way to the access point when they encountered a two-man RAM patrol in a bar. Combat had just begun when it occurred to us that I was in over my head. And so it goes....

In the meantime, here's Buck Rogers encountering some nice Canadians. Enjoy.



Monday, January 28, 2013

XXVc Notebook- Animal Apercu: Osquip


I'm favoring the old Fiend Folio write-up for the Osquip with this entry and so am only dealing with the six-legged relative of the rat, not the 2e decapod beaver.


OSQUIP

CONCEIVED PURPOSE: Experiment (failed)
CLIMATE/TERRAIN: Warrens, Ruins, Sewers
FREQUENCY: Uncommon
ORGANIZATION: Pack
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Animal

Genotype: Mole rat, shrew and bulldog
Habitat/Terrain: Originally, the osquip was an early experiment in genetic hybridization, with an eye towards creating arable land- the osquips were hoped to build warrens in relatively lifeless soil, breed in large numbers and quickly die, leaving their remains to fertilize the area. However, the best laid plans of osquips and men often go awry, as they say and elements of the bulldog strain became dominant. They eventually escaped into the wild and the rest is history.
Ecology: Osquips were originally conceived as strict carnivores, in the hopes that they wouldn't harm surrounding plantlife, but nature had other plans and they quickly adapted to whatever food was available. They are a common sight in the larger sprawls as well as the occasional orgzone sewer system. In most regards they are like the giant rats they appear to be, avoiding lit, open areas, nesting dark, enclosed spaces and living off whatever source of nourishment they can find. Luckily, osquips were never able to breed any more frequently than the common canine from which they derive many of their characteristics.

Osquip meat tastes like shit, but their hide makes for good leather.

XXVc Notebook- The Curators: The Adventure Continues

So, the short, simple adventure I'm running is called, unofficially, The Curators as it deals with a group of academics that are attempting to counteract RAMs attempts at rewriting Earth history.

The lineup changed and now features Rad Randy and his fellow mutant and newfound friend Kim, a mutant traveller from the radioactive hell of eastern Europe. The tinker, who at press time still did not have either a name or a proper character sheet, accidentally stepped in front of an oncoming bus and that was that for him.

Rad and Kim made their way down the St. Lawrence river from Montreal, where they received their mission, to the rough and tumble org called Ottawa. Their celcomp in hand, they made their way into the surrounding sprawl to locate a possible untainted source of historical information.

On the way they avoid an encounter with a RAM patrol and their pet saluqi (q.v.) As the session comes to a close, the mongols (Terrans that work for the Han) are closing in quickly on our intrepid heroes.

And that's all for Friday's game.

Wednesday, January 23, 2013

XXVc quickie

The formula for making rocketships in XXVc produces necessarily cigar-shaped ships. They are rockets, after all. But what if you want a different shape? I needed a spherical design and, frankly, couldn't figure out how to do it as the left side of my brain had long-since been replaced by potted meat food product.

Enter Mr. Reaper of "I Crapped in Gygax's Bathroom" and D&D Rules Cyclopedia Errata & Companion fame. He graciously came up with an equation that will produce both cubical and spherical spacecraft, and here it is-

http://web.newsguy.com/a_doom/formula2.html

Now, finally, you can create E.T.'s Xmas Ornament Ship or the Death Star (good luck with that) for your Buck Rogers game.

An Soph!

Tuesday, January 22, 2013

XXVc Notebook- more etcetera

Global Warming

I felt like the map in the Earth in the 25th Century supplement didn't quite reflect the effects that global warming could have on the Earth and so I did a little research in that area. So, we can say goodbye to Southern California, The Gulf Coast, at least half of the South, and a lot of the East Coast.

I got to thinking that losing those big cities would kinda suck from a game aspect, but a couple of things occurred to me. First off, Earth and the US aren't the only settings in XXVc (far from it) so it isn't like I'm losing out on much. Plus, it's 500 years in the future- just what of today's cities are going to remain by then, anyway? They're going to be completely different, even without the devastation that occurs in XXVc's future history.

The other thing is that SoCal, Texas, and the South can go eat a radioactive dick. Fuck 'em. Good riddance. There's a nice irony to a post-nuke Southern California- the sea level may rise, but their source of fresh water will have long been cut off to them. No point in moving inland, because there's even less water there, and since they've been stealing water from their neighbors to the north for decades (and probably for another few decades to come, if not longer,) their gravy train will most likely come to an abrupt halt once the Big One hits.

The Return of the Han

I'll bet Flint Dille and Mike Pondsmith were kicking themselves for dropping China as the Earth's main aggressor in favor of the Soviet Union. Just one year after the game was published, the Soviet Union collapsed. Of course, like most folks, I'm sure those guys had better things to do than keep tabs on the state of Mother Russia's governmental health. And so, like Twilight: 2000 we're left with something of a relic of old Cold War thinking.

Obviously the same thing could have happened (and still can happen, I suppose) to the United States and the People's Republic of China, but it hasn't and so we get to do with them as we like.

So, what I'm thinking is China, having bowed to the might of RAM (but still one of the biggest dogs on the block,) was granted the western half of North America and control was given to the Han Chemical Group, a vast and ancient conglomerate, to oversee the bleeding dry of the old US of A.

The Han, as they are commonly known, has their own agenda, of course. This is most visible in the Americas in the form of Han Intercontinental Airlines (aka Han Air and, of course, "The Han") who provide luxury aerostat (dirigible) services almost exclusively to the arcologies (and one or two orgs) and also provide "hunting parties", wherein wealthy patrons can pay to fire high-energy weapons at "wild Americans" in the sprawls and wasteland. Sometimes they will act on orders from RAM to go on bombing raids over orgzones that RAM has deemed "uppity."

As a result, most of the inhabitants of these areas have a genuine fear of airships and will flee like rabbits whenever they think one might be overhead.


Why Dirigibles?

Because resources on Earth are rare, in particular oil, of which there is simply none. Oil reserves would have been long gone by the time 2456 rolls around, something I think even the most in-denial, dumbshit "Conservative" Republican would have to admit. The successor to XXVc, the High-Adventure Cliffhanger game, based directly on the Buck Rogers strip, reasoned that the appreance of crappy old biplanes in the 25th century was attributed to their general ease of use and simplicity of manufacture, but I just can't see crop dusters running on solar or atomic power in this particular future.

So, balloons it is. Before the Hindenburg disaster, hydrogen balloons were all the rage. Clean, efficient and... okay, slow, I can easily see their return in a post-nuke Earth. Thanks to a program I saw on just why the Hindenburg blew up, we now know it wasn't because of the hydrogen gas cells igniting, it was because of the peculiar formula of the paint used to coat the envelope (the gas bag.) According to the guy that was investigating the disaster, those brilliant Nazi bastards covered the thing in what amounted to rocket fuel. I kid you not.

In any case, whatever problems may have plagued hydrogen dirigibles in the past would have been long overcome in 2456 AD. So, we have a cheap, eco-friendly, cheap and easy to produce (also safe) mode of transportation. 'Nuff said.

Eight Trillion Chinamen Can't Be Wrong

I wanted to bring the Chinese back into the setting because 1) I'm a traditionalist and 2) it just didn't make sense to me that the "sleeping giant" would still be asleep after all this time. Also, Firefly had more than a little to do with it, in particular giving me some nice visuals to go with and the notion that Chinese would be the lingua franca of the future. Just makes sense to me.

Concerning the term "mongol" as it was used in the comic strip- it's kinda hard to tell if it was ever meant as a racial slur or if that was what they called themselves (in addition to "Han," of course) or what. the protagonists also threw around the term "halfbreed" a lot, which may go back to the original novel, where the Han are possibly the product of alien/human breeding. The thing is, it never really goes beyond "Look! A halfbreed!" and it's not too long before the reference is dropped entirely. I guess the brisk pace of the strip didn't allow for much explanation of little details like that or maybe Phil Nowlan just assumed that people had read his two short novels and it didn't need to be explained.

In my XXVc game, a "mongol" is a Terran who works for the Han. A traitor. The word has no other meaning to Americans in 2456 and the original meaning is long gone. In my first adventure, the players are hassled by a few mongols and will most likely encounter a lot more as the game progresses.


Wednesday, January 16, 2013

XXVc Notebook- First Adventure & etcetera

So, I ran the "meet & greet" portion of my adventure "The Curators" for Dragonsfoot Lounge pals Ettin of Hexen and Vondan. Ettin is playing a Warrior named Rad Randy, a mutant (more about mutants later) with "neutron hair" and Dan is playing a Tinker Engineer whose name we don't know yet who has a "strong sexual attraction to cutesy-wootsie cartoon characters" (to paraphrase Robert Williams) and carries a "giant" wrench.

In brief, the two have been bid by a group known very informally as The Curators to venture forth from the Montreal arcology into deepest, darkest Ottawa, Ontario in search of artifacts of the past. Since Randy is the tour guide on this trek, he got to pick the mode of transportation there and so chose to take the St. Lawrence river via canoe.

...and that's as far as we got before my shitty internet connection dropped and left my dick in the dirt for a couple of hours.


Next we move on to Howard Chaykin's great 1980's comic American Flagg! and how it relates to XXVc. I'm just going to quote from the synopsis of the comic from Wikipedia. A surprising similarity reveals itself therein-
However, the exiled American government, its corporate backers, and a group of technicians in the defected Soviet lunar colony of Gagaringrad form the Plex: a giant, interplanetary union of corporate and government concerns that conduct commerce and govern the United States from its capital on Mars. Many population centers are grouped around massive, fortified arcologies called Plexmalls and the law is enforced by the Plexus Rangers, the absentee Plex's Earthside militia.
Not exactly the same, of course, but replace the Plex with RAM (the Russo-American Mercantile Corp.) and it parallels XXVc's set-up rather closely in parts. The Wiki article goes on to talk about how the Plex manipulates the poor schmucks of Earth through various means, almost all of which would work well in the game. At least a game set primarily in the arcologies.

As it's been a really long time since I read AF!, there may be other bits I'm overlooking. If I manage to find them in my collection, I'll give 'em a once-over and swipe to my heart's content.

Friday, January 11, 2013

XXVc Notebook - thinkin'

Just some thoughts I've been kicking around the past few days-

I believe it was in Phil Nowlan's short story Armageddon 2419 AD that it's mentioned that Americans are able to converse on a radio frequency that the Han can't pick up. I think I'm going to translate that into my XXVc game as Americans rediscovering Ham radio or maybe shortwave radio (I'll have to look those up first) and the Martian/Chinese/"Mongol" technology is too advanced to pick it up.

I recall hearing that, back in the 80's, Russian electrical systems were archaic enough that an EMP from an air-burst nuke would have no effect. I don't know if that's true, but it's an interesting notion- crusty, old technology as a defense against the shiny, new stuff. It works well for Buck Rogers, at any rate. Witness the use of biplanes in the early days of the strip.


Thursday, January 10, 2013

XXVc Notebook: Animal Apercu


I'm going through the AD&D 2e Monstrous Manual/Compendium to find appropriate monsters and animals for populate the planets with. I'll add them as I use them, so this list will expand over time. To avoid information overkill, I'm just listing the bits that pertain to XXVc, since all that other info is available elsewhere.

SALUQI

CONCEIVED PURPOSE: Hunting dog

CLIMATE/TERRAIN: Mars, desert and plains

Genotype: Greyhound
Habitat/Terrain: Bred by RAM scientists as hunting dogs, the saluqi quickly fell into favor with Martian prisons where they are used by guards to track escapees. They are also used by high ranking RAM employees in hunting human prey (typically Terran) for sport. Saluquis are best suited to the desert-like environment of Mars and are thus suited to any arid, sandy environment.
Ecology: Saluqis' superior eyesight is ideally suited to the thin Martian atmosphere, where sound carries less well than it does on Earth. Their eyes were crafted using DNA from Boa Constrictors, allowing them a high degree of night vision as well as the ability to see heat signatures.

More to come!