Wednesday, August 17, 2022

Post Apocalpytic Solar System Campaign Commentary - A Sister's Touch - Dragon magazine #119 & The Sisters of the Aquarian Order

 Classic Dragon magazine issue # 119 March 1987 has some really remarkable ideas within it for minor  Cryptic Alliances & these have implications for  our solar system White Star campaign.
 Besides having a killer cover by artist Daniel Horne; "Daniel Horne, our cover artist this month, was in the mood to do a historical

subject. His painting, entitled The Real Reason the Romans left Britain, depicts a

little-known episode in British history, in which two Roman foot soldiers have

bumped into Kostchtchie, the surly fellow from page 40 of the Monster Manual II.

Of the unsquashed legionnaire, Daniel writes, Boy, is he going to get it!"  Sorry got distracted by that awesome Dragon magazine cover. God I miss the real Dragon magazines. Right, so let's pick this up from this blog post here & talk about doing a solar system centric White Star game with the Starship Warden thrown in. Going over some of the huge swath of White Star titles that I own one in particular came to the fore. And perhaps it was talking with the author Timothy Brannan the other day ( hope your feeling better Timothy). The Sisters of the Aquarian Order (Aquarian Sister) dragged themselves kicking & screaming to my attention last night. Who are the Sisters of the Aquarian Order?! 

Well, according to this May 2015 blog entry by Timothy; "
The Sisters of the Aquarian Order (Aquarian Sister) have their geneses not only from my witch class (they can be considered to be the evolution of the Aquarian Tradtition) but also from such sources in Sci-Fi like the Bene Gesserit (Dune), the Sisterhood of Karn (Doctor Who) and the Night Sisters, the Witches of Dathomir (Star Wars)." What does this have to do with Dragon 119? Well, there's the Gamma World article, 'Politics Among The Rubble' by Lent and it happens to feature 'The Sisterhood of the Sword' aka 'The Sisterhood'. The Sisterhood breaks down as follows; " Tech Level II TYPES (females only): PSH (50%); H (45%); MA (15%) NUMBER: 1d10 

BASE: B (2d6+3); C (3d10+25); D (3d100 + 50)

SECRET SIGN: Ancient symbol for womanhood, with a dagger and crosspiece as the

tail, emblazoned on shields, banners,

armor, and clothing.

LOCATION: East coast of America.

DESCRIPTION: The Sisterhood of the

Sword believes that the Shadow Years and

the fall of mankind were brought about by

violent, male-dominated governments, and

only females are suited to lead the way

back to civilization by assuming all defensive and leadership positions. Despite

these views, the followers of the Sisterhood do not, with the exception of a few

splinter groups, force their views upon

others, preferring to gain converts from

example and other, gentler means of persuasion. Their bases are test sites for their

doctrine, with regular reports to the Sisterhoods main base. The Sisterhood is on

good terms with the Brotherhood of

Thought, the Healers, the Friends of Justice, and the Knights of Avalon. Their own

beliefs, however, often put them at crosspurposes with the Followers of the Voice,

Restorationists, the Created, the Iron

Society, the Ranks of Fit, and Zoopremists.

The Sisterhood is well equipped to Tech

II standards but is always eager to gain

functioning Ancient technology. The Sisters are most often armed with swords,

spears, and crossbows. They prefer chain

mail armor and usually have some sort of

riding mount. There is a 30% chance that

each will have some sort of minor artifact.

The warrior elite are usually known as

Amazons, Valkyries, Black Widows, or

similar terms." 

What if the 'Sisterhood' is the militant arm of the 
The Sisters of the Aquarian Order ?! An organization hiding in plain sight with their upper edges of the orgnization's military arm actually being run by Magic Pig Media's Outerspace Raiders Amazons?! 

So why would these three organizations actually be one in the same?! Well there's one cause for that and it's war! The tenets of  The Sisters of the Aquarian Order  are well established when mankind get's cut off by the intergalatic war with the Hyperboreans. But the order suddenly finds itself facing a foe with access to technologies, magicks, and weaponry greater then it's own. And they turn inward creating cults, hidden cells of the sisters and stoking the fires of warriors in backwater colonies and other places. The sisters earn the grudging respect of the star knight but there is great distrust between these two. The war is over 200 or so years later but the sisterhood endures in pockets on Mars, Venus, Earth's colonies, and even aboard the Warden. The sisters will endure. 

OSR Commentary On The Hostile Rpg & The Shoulder of Orion Military campaign - Send in the Marines or The Locals

 When it comes to putting together mercenary corporate forces Zozer games delivers the goods with the Marine Corps Handbook 2215. You get your money's worth with a perfect balance of background, character careers, weapons, vehicles, air- and spacecraft, rules enhancements, and mission creation. But let's pick this up from the last blog entry here.  The marines are not used lightly in a military campaign such as the Shoulder of Orion. 

Who or what military forces could a well established colony world bring to bear on other incoming corporate forces? What 2d6 supplements could be used to throw light on such an eventuality that players wouldn't be expecting?! Two supplements come to mind right out of the blue. Tim's Guide to The Ground Forces of Hub Subsector & Zozer Games Modern War both spring to mind for very different reasons. The Ground Forces of Hub Subsector  has a perfect set up for an organized & well developed military for an advanced  planetary defense force. And Zozer Games Modern War has an excellent 2d6 military set of rules for exactly the kind of actions one may see planet side. 

Out around the Shoulder of Orion there could be countless colony worlds that have been established for a very long time & yet they've gotten sucked into this corporate for the control of the Tanhauser gate hyperspace net work. Yet,colonies with fully home grown & manufactured militaries are going to put a kink in the armor of many corporate entities. 
If the marines are called in they are going to crush ninety percent of the corporate colony forces. There three reasons for this state of affairs. One the marines have access to better weapons & technologies. Two year is 2022 and the military are on the move again. So the weapons get teased at get their debut within the military events on the colony worlds. 
Within John Brunner's Science Fiction there's plenty of  people who are a part of the local colony milita's & military forces. In John Brunner's Stand on Zanzibar there's hints of the outer world colonies already forming military forces against Earth. You can get caught up with Brunner's incredible book on the Blackgate blog here. 

And can you really blame the colonists in Stand on Zanzibar?! Think about it within the blackness of space between the natural forces trying to anhiliate you & the overpopulated Earth screaming into the solar system and beyond. The independent colonists don't have a lot of choice but to think about taking up arms against Mother Earth. But what does this have to do with the Shoulder of Orion campaign?! Quite a bit if we think about. 
The Earth's megacorporations  has pushed it's colonies further and further from Earth in a race to claim as much of interstellar space as possible. And some of these colonies could we be on the very edge of what was our known points of knowledge. Places where other alien civilizations once flourished in point of fact. But it's what they left behind that concerns our players. The  Fermi Paradox included within this campaign leaves the question given time & possible alien technologies what could we find around the Shoulder of Orion?! The most dangerous thing in space might still be mankind. But would we recognize the remains of alien technology or would it look like alien life?! 
Given this would such alien life adapt to our biology exceedingly quickly enough to begin adapting itself to our needs or it's own? The thought here is the latter and not the former. The frontier of space is much more dangerous then we even know. And this is where Zozer's Alien Breeds comes in for us. 

Speaking with my fellow DM's for two days or so, the origins of the Xenomorphs from Alien & Aliens esepcially from the heady days of the Dark Horse comics series. Seem more like a left over biological or is it extra biological technological product rather then some A.I. created abomination to us. And from this perspective then technologies left on some distant world might be more akin to a bioengineered disease rather then a biological weapon whose purpose is long forgotten. A product able to adapt it's biology to have humanity service it rather then the point or purpose of a tool user such as the human race. Stumbling across such a waste product might be the last thing that humanity would expect. 
And who would be dealing with such entities?! Well, that would be the local militia forces whose colonists stumble across such 'products'. On the outer edges of the Shoulder of Orion some colonists stumble into what they think are caves or caverns billions of years old. These are actually the remains of alien architecture and something begins the process of adapting the humans to servicing it. 
The  Unmerciful Frontier: The CCA Sourcebook Third Edition's forces would be called in first and eventually the marines would. But would the megacorporations let such secrets go?! We all know the answer to that one. 

Imagine what happens when the other armed forces stumble into such an alien world?! They might not even have a ghost of a chance. Whose left to clean up such a mess?! The local military forces of course. You've got to clean up your own back yard after all. And what is the role of PC's in all of this?! Well it just might be their backyard after all. 

Tuesday, August 16, 2022

Slumming on Mars - A White Star rpg , Warriors of The Red Planet & Hyperborea rpg Actual Play Event

 So on a Monday night there was a bit of a dust up as our normal group of players here in New Hartford. People love drama but this really wasn't drama per say. Nick one of our regular players brought a copy of an old White Star PC to our game. So out came a Randi Orr a 4th level rogue from Scum and Villainy by Omer Golan-Joel.  And this game picks up right from this blog entry here. 

And so Randy Orr got drafted into the Stellar Legion & we moved on deeper into the Martian city of Ignarh. The players wanted to know why there were a lot more alien races scattered across the city and what was the deal with varying tech levels within the old Martian city? So a bit of fast thinking on my part related that two hundred years ago mankind had FTL and had made great strides across the galaxy. And then the Hyperborean wars came devestated the galaxy but something happened to the Hyperboreans. The Hyperborean empire collapsed & only today has the galaxy began to recover. And most of this comes from the Hyperborea rpg & the recent review of the campaign setting  'Have Deathray Will Travel'.  The PC's are actually agents of the Stellar Legion. And they've been following up on the recent activity of the alien 'spiders' on Mars from Colonial Troopers

Sketching out our own version of Mars then things become a bit more murky as practicers of the 'Way' begin to appear in several Martian ruined temples, shrines, etc. with the Martian psionics taking full presidence over 'The Way'. So yes there are Red & Green Martian 'Way' practicers but thier rare. And then this gets into the Hyperborean ghettos where half Hyperboreans and their human followers are. A party's patron is actually here guarded by his bevy of Space Amazon nurses and bodyguards. Char rad Ro is a Hyperborean veteran kept alive by ancient technological secrets straight outta of Cheating Death. 

The player's PC's at the moment are asking around the main starport for the crew of the Goya's expediation. And things have been interesting because of the fact that the Goya was using a highly experimental FTL hyperspace drive. This drive would burn itself out after a few jumps and the Warden has aboard it the secrets of sustainable FTL. 
This is all being woven together on during play and the players are really into it. Into one bar they go where there's a crowd of Zeta assassins disguised as drovers looking for business while a group of green Martian warriors is gambling. Their black circle necromancer goes to talk with the Zeta assassins to hire one as a hireling. The PC's see their Aihais guides in the corner & they give a bit of a shudder because of the other Aihais are members of the Dweller cult. The Green Martians don't even give them a second glance. To them the Aihais are beneath contempt but there have been genocidal conflicts been the two Martian races. Zill the party's guide makes little small talk but gambles with Vody our party's soldier & leader. A price is arranged for the guide to take our party to the Green  psionic lamastry near the dead sea city of Korr. 
The party figures the monks may have insight into the location & fate of the Warden. But they also want to go back to their Hyperborean patron for more insight. 

Monday, August 15, 2022

OSR Mail Call, Unboxing, & Review Of Victorious: Victorian Role Playing Adventure in the age of Supermankind By Mike Stewart From Troll Lord Games

"Gaslight street lamps pour fitful illumination through the fog-shrouded streets of Victorian cities. Menacing figures lurk in darkened alleyways. Desperate men with nothing to lose and the determination to take what they can from others plot.

"This is an RPG where masked vigilantes pit their fantastic powers against all the evil that settled in the darkened streets of a Victorian past that both was and was not!"

"Victorious, the newest core game powered by Troll Lord Games' celebrated SIEGE engine, allows you to create a wild assortment of heroes, from the wickedly smart to the inhumanly powerful! Victorious can be scaled to meet adventure with investigators of crime, defenders of society against evil monsters, and even mad scientists foiled by masked superheroes."

• Character classes that run the gamut of Fantastic Victoriana, from Contraptionists to Magicians, to Investigators and Mesmerists and more!

• A system to create your own unique character.

• Details of life in the Victorian era, with emphasis on London and New York City.

• Combat in all its forms, and how the Supernatural can impact both melee and missile combat. Carriage chase rules are provided as well as combat from trains to ships to the air.

• An individualized magic system as well as rules to use the Castles & Crusades magic spells if desired. Conversions of characters from C&C and Victorious to each other’s rules are a

snap and guidelines are given for such.

• An introductory adventure where the death of Dr. Henry Jekyll is investigated and is not what it seems.

 It's been a while since anything appeared from Troll Lord Games & miraclously a package appeared on the doorstep. And there was a huge sale & this includes one of our favorite steampunk supers games Victorious by Mark & Elizabeth Stewart. What makrs Victorious different is the origin of the supers who have time travelled to alterative Victorian era.  The supers are stuck there or have settled in depending upon your perspective. 

Victorious: Victorian Role Playing Adventure in the age of Supermankind doesn't get it's due in the gaming world because of several glaring errors from the editors. That being said Victorious was one of my most successful campaigns over the years. The players couldn't get enough because this game hits several key themes at once. One it's a super hero game and a solid incarnation of the Siege engine system. Two it's alternative history & an alternative Earth. Three this is a cinematic rpg that is easily convertable with Castles & Crusades. 

Victorious takes the usual super hero PC classes & spins them toward a steampunk streamlining of the Siege engine and it's very customizable we get  the Contraptionist (gadget guy), the Hypnotist, the Inquiry Agent (Sherlock Holmes), the Magician, the Paragon (Victorian Super-men), the Radiant, the Strongman, and the Vigilante (Gaslight Batman). And this use of the Siege engine rpg in Victorious means that customization for both PC's and campaign work is easy & well done. 

Everything in Victorious is geared for getting into your PC & then diving into the Victorian era of Superhumankind. The information here is solidly done and the design from the grounp up favors play of the mini campaign to long term campaign style. And Victorious is a fun game with solid options along the way for players & DM's to make it their own. 

Mike Stewart's design & writing is done by a hobbyist and rpger who knows his subject. And there's lots of options on the table for campaign play from solid design for adventures, PC generation, several chapters on the Victorian age, equipment, well done fire arms rules, and some excellent monsters. 

All in all, Victorious: Victorian Role Playing Adventure in the age of Supermankind doesn't get half the love it deserves because of two issues. There are number of glaring errors within the hardback itself from missing page numbers to more obvious issues with mislabels. These mistakes rests squarely on the shoulders of the editors at Troll Lord games. That being said the play testers spotted them right away and this is on the Trolls. For the ten dollar mark this is a bargain for an rpg of excellent quality. 
Unfortunately, Drivethrurpg decided to erase my copies of the Victorius Bundle and quite frankly I'm a bit upset with Drivethrurpg at the moment. I bought the bundle quite nicely from my own money ages ago when it was on sale. And Drivethrurpg better restore this bundle into my pdf  library sooner rather then later. 
Is grabbing a physical copy of Victorious: Victorian Role Playing Adventure in the age of Supermankind worth it?! To me it certainly is. 

Sunday, August 14, 2022

OSR Review & Commentary on 'Have Death Ray, Will Travel' By Chuck Thorin From Magic Pig Media For The White Star Rpg

 "The year is 1999 and a new millennium is on the horizon. Mankind has colonized outer space. Lunar City is a bustling metropolis. Earth has found new allies with the Martians and Venusians.  The Solar System is filled with mysteries, danger, and adventure!" 

"Have Death Ray, Will Travel is a retro-future setting inspired by  old pulpy serials, Sword & Planet adventures, the Wild West, and film noir.   Want exploration? Want political intrigue?  Like the Wild West with ray guns?  Want a little gritty film noir?  Bounty hunters? Space pirates? Gangsters? Alien emperors out to conquer the universe? It's all there."

Includes two new classes (Scientist and Gunfighter), ten new ships and over 30 monsters and foes, and an introductory adventure: Lost Mines of the Brain Masters.

'Have Death Ray, Will Travel' is by Chuck Thorin and it presents a retro futurish solar system for the White Star rpg . This is a very solid local solar system campaign and works very at what it does. And Have Death Ray, Will Travel works with the White Star rpg & the retro future campaign aspect pulls the White Star game into a solar system centric. You get enemies, monsters, pirates, and much more. 

Everything in 'Have Death Ray, Will Travel' is geared into getting your PC's into the adventure & campaign elements of the retro future solar system campaign setting. The brain masters are the nasties in 'Have Death Ray, Will Travel' and these alien nasties are perfect for over arching vile aliens with connections with the brain lashers of Mutant Future rpg from Goblinoid Games. ''Have Death Ray, Will Travel' is by Chuck Thorin takes the PC's across the solar system while presenting two new character classes. The new classes (Scientist and Gunfighter), within 'Have Death Ray, Will Travel' are perfect for both PC's & NPC's. These PC classes have been woven into the solar system & the adventure presented within  'Lost Mines of the Brain Masters.' 

 'Lost Mines of the Brain Masters' does present an excellent skeleton of a complete adventure that allows the DM to flesh out & customize said adventure to their own retro future rpg campaign. And this is one of the advantages to 'Have Death Ray, Will Travel' it's customization aspect that allows the DM to take full advantage without breaking the campaign setting.Want to throw in the Space Amazons?! No problem wish to add in psionics from Stars Without Numbers or Warriors of the Red Planet? Not an issue at all.  

The fact is that Chuck Thorin did an excellent job with 'Have Death Ray, Will Travel'. And is well worth the three dollar price point. 

Spider Infestation - A Warriors of The Red Planet & Hyperborea rpg - Actual Play Event

 " Deep in the wastelands near the dead city of Aaanthor a party of stawart adventurers plods their way through the ruins in search of artifacts belonging to a tribe of intelligent White Apes. The Stellar Legion has sent our intrepid team of adventurers & agents deep into the wastes of Mars looking for artifacts stolen from the tribe of  Green Martian Torquas in order to spark an interstellar war. "

So session account is going to pick back up from here.  And our player's PC found themselves in the city of Ignarh listening to the story of an NPC treasure hunter Jarret Minus  who got on the wrong side of a Green Martian Torquas warrior. The PC's  are a gang  of   Stellar Legion Hyperborean, Venusian,  Martian outlaws, adventurers, & veterans who have been looking for the at big score on Mars. But in actuality are a group of agents dealing with the colonial pressures of this version of Mars. And we've gone back to using a combination of Colonial Troopers, Mutant Future, the Hyperborean rpg Player's Guide, & Warriors of the Red Planet as the basis for this campaign. The player's PC's rented a flyer straight out of Ignarh & headed towards Aaanthor & they made it without incident! Taking a look around the deserted city they found piles of dead green Martians! And they ran straight into a swarm of deadly alien giant spiders! There are not supposed to be any Spru'sth on Mars. The planet has been settled for ages now. Sure there's the occasional frontier point. 
The player's PC's dropped the down & out adventurer act then went full psycho soldier on the spiders. 

The party then began blasting with laser crossbows, machine guns, and several plasma  grenades. And the party radioed for a pick up from a friendly flyer jockey who happened to be in the area. 
And then they arranged a meet up with the  Torquas Jeddak through the party's rogue princess. And the green warriors were beyond angry  through a combination of good rolls, bribry, and some concessions the party made headway. The player's then sent in three scouts including Sargent Wolf whose incharge of the other scouts to investigate the situation. 

Wolf mutant from Bronze Age Miniatures available here. 

And when the scouts infiltrated the ruined city they found there were signs of a queen. And then the green warrriors swarmed in with guns blazing. The rest of the party hung back as the Torquas took back their city. The party did a clean up sweep and played back up as the stronger green warriors made headway to take out the hive's queen. 
The party's cleric & black circle necromancer made several grisly discoveries including implanted colonists, several bio borgs, and other means of expanding the hive's terrority across the face of Mars. 
Is this going to be a one shot?! Recent reading up on several OSR game supplements convinced us to retry this style of play. But it remains to be seen if a post apocalyptic Mars game is going become a regular campaign again. 

Saturday, August 13, 2022

OSR Commentary On The Hostile Rpg & The Shoulder of Orion Military campaign - Hyperspace Gates & Artificials

 Today was another day when we players & dungeon masters got together to shoot the shite. Down some beers & work on some of our cars. And it came up as to the continuing role that China would play in the instellar warfare scene? And what would happen if one or more countries came across something truly alien on some exoplanet far from Earth?! This blog entry picks right up from here. The various interstellar corporate powers begin sending out scouts & explorers into  the Tannhauser gate. And these are as vital to our Shoulder of Orion game as the soldiers fighting on the various planetary beach heads. 

The  Tannhauser gate isn't simply one hyperspace gate but an artifact if you of a network of hyperspace gates built eons ago by some alien civilization. And in point of fact it's the only left over artifact of these unknown aliens. But what of the planets on the otherside of the gate network?! Well these exoplanets are actually the prize. But how to design the alien life forms of these?! While Zozer Games Explorers goes into some deep meaning exploritory material. We wanted to go into more details on these alien lifeforms that while familar are going to be few tech levels away. 
Enter Wondrous Menagerie: Uplifts in Clement Sector Third Edition By John Watts. Here we've got a guidelines for creating uplifted animal PC's and some common types of uplifts. These uplifts are perfectly suited to the Frontier feel of the Clement sector. But it doesn't take a genius to take one or two types add in some other cybernetic systems and here's an alien no one is expecting. 

But what if this is only the start of it?! Imagine coming across wild cybernetic lifeforms operating out of some poisonous world waiting for our space explorers to run across them?! Imagine running across a 
SW11 Malingee Warbot with zero touch stone for why it's there, who built it, and what it's purpose is. The SW11 Malingee Warbot is taken directly out of Artifical Robots in the Clement sector. Here's the full breakdown;" STR DEX INT EDU SOC 15 13 8 8 3 Hit Points 60/124 Spherical (Sphere) Chassis TL 11 Overall Weight = 394kg Armour = Cloth Reinforced Chassis = 4 points Hardened and Sealed System Spherical Chassis Head = All sensors & Vocoder Fuel Cell 50 Power Duration = 18 Days Arms = Standard (Heavy) 2x, Locomotion = Anti-Grav A (200kph) Medium Machinegun (Arm Mount External) 2x RAM Grenade Launcher (Chassis Integrated) 1x Low Autonomous Core, Full Command Core/6 Module 6x Synaptic Storage TL 10 5x (15) Advanced Storage 10x (20) Heavy Weapons (Vehicle Mounted)/2 Ground Combat (Infantry)/1 Flyer (Grav)/1 Recon/1 Zero-G/1 Advanced Optical 2x Optical Zoom 2x Advanced Audio 2x Polarising Shield 2x Vocoder Personal Comm Radio Class III (Regional 500km) 500 Round Machine Gun Magazine 2x 24 Round RAM Grenade Magazine" 
This cybernetic lifeform is really nasty. So who or what is maintaining it and why would it be way out on some random exoplanet?! 

Could corporations of Hostile accept the fact that there are other life forms out in the universe?! Or would the inherit paranoid of mankind expose some other power fielding such powerful warbots?! In John Brunner's Stand on Zanzibar we see the first automated weapon systems & the seeds of the evolution of warbots such as these. In the alternative history of the Shockwave Rider we see that these warbots are just entering production. But these warbots are very flawed and the first steps maybe mankind's last. 
Warbots such as these especially if alien would be some of the deepest & darkest secrets of the megacorporations. Cybernetic lifeforms are a game changer for mankind the least of which is unravelling the secrets of such life forms. 

OSR Review & Commentary Wretched New Flesh - Postcards from Avalidad Rpg By Miguel Ribeiro & Sílvia Clemente

 "Wretched New Flesh is an OSR adaptation of Postcards from Avalidad, a Postmortem Studios setting. This is a near-future sci-fi/ surreal horror game inspired by the works of William S. Burroughs, David Cronenberg, William Gibson, and Clive Barker. Almost 400 pages crammed-full of information about the bizarre world of Avalidad, with mechanics compatible with the previous Wretched games."

"The game setting is centred on Avalidad, a futuristic city in Morocco, where corporations have been conducting research in genetics, cybernetics, augmented and virtual reality, and biotechnology. By default, characters are expected to be ZoneSec operatives or executives for Takeda Technologies, one of the most powerful corporations in Avalidad, but other roles such as Avalidad’s celebrities, fiscal royalty and seedy underbelly are also possible."

So the Red Room folks have been busy again & this time it's a full rpg that we've been waiting for!   Wretched New Flesh - Postcards from Avalidad Rpg  By Miguel Ribeiro &  Sílvia Clemente is perfectly aligned with it's rpg setting. The rpg is readable, well laided out, & is a labor of love. The Wretched New Flesh - Postcards from Avalidad rpg takes Avalidad & brings it to life in a 379 page tour of a futuristically dangerous city alive with elements of the supernatural, high tech, and the dark criminal underbelly of this near future. Sure there have been other rpg other early versions of Postcards From Avalidad Post Mortem Studios.

Wretched New Flesh - Postcards from Avalidad Rpg By By Miguel Ribeiro &  Sílvia Clemente is the definitive version & edition of the game. Why?! Because it features band new additional content & older supplements distilled into one game wrapped around a very Wretchploitation core. Wretched New Flesh does an excellent job of taking the Wretched engine & bringing it in line with the Postcards from Avalidad Rpg setting completely and utterly. And Wretched New Flesh PC's are generated the usual way. The rpg system is pure OSR and does a solid job of casting the PC's in Avalidad   but this isn't the player's only option. Oh no they can be : Assassin, Common Citizen, Cyborg/ Transhuman, Investigator, Man of Action, Proselytizer, Psionic, Rogue and Scholar, plus the optional Conjurer. These classes fit the Earth of Wretched New Flesh. This is an Earth on the edge but the edge of what?! We're not sure, because this is a world where the weird is pronounced in spades. Cults, horrid bio technological weirdness,  transhuman elements, horror, naughty nuns,gun wielding thugs, alien entities  and much worse all await the PC's. 

PC's level out at tenth level and they Wretched Flesh rpg incorporates a psionic & magic system in addition to the high tech weirdness of Avalidad. And so we wind up with an OSR  adventure game that can handle anything from full on horror to neo Noir with little issue. 

Avalidad is not a place that you as a normal person want to get lost in. This is an Earth with a defined timeline going back to the Sixties so the PC's could start with Wretchploitation & end up in Avalidad. Around every corner there's the weird & the  supernatural lurking and it bleeds into this reality. And we're not talking about the nice kind of supernatural here. But Hellraiser and co types  ready to rip your PC's appart. And this is a theme that follows throughout the world of Avalidad. That around some corners PC's shouldn't venture. And it bleeds through into the PC's themselves. Wretched New Flesh - Postcards from Avalidad Rpg By By Miguel Ribeiro &  Sílvia Clemente is a game where the PC's have secrets. And those secrets come out during play as your PC's find themselves against the powers, patrons, and weirdness that makes up the wedding cake of Avalidad  itself. The Zontec organization  gets a huge update as the force of the city that PC's can play or  don't want to run into; "Wretched New Flesh’s setting assumes that most players will (at least) consider taking the role of ZoneSec operatives, more specifically within the black ops’ unit under the command of Clayton Reed. ZoneSec operatives enforce the role of a state police, and their mission is to protect the corporations’ assets, important personnel, and most importantly their secrets. But even within the operatives, there are different loyalties. The ‘official’ operations division is strongly aligned with the Kobayashi Corporation, whereas Clayton Reed’s secret unit answers directly to Takeda." 
Wretched Flesh is an OSR game where the player's PC's can have a direct impact upon the world around them completely and change it for better or worse. And this system gets a work out within the  Wretched New Flesh - Postcards from Avalidad Rpg. And this is a good thing allowing domain change on a quick level of reality from the ground up. A nice quick level montage as we've seen in many classic films. This same system works for the peusdo bio Cyberpunk asthetic of  Wretched New Flesh.

 Wretched New Flesh - Postcards from Avalidad Rpg's Earth isn't one that we want to live in. Adventure in? Oh yes, we've got organe accumulators, psionic drugs, pleasure cyborgs, androids, and many other staples of weird science fiction. We get the Earth of ' Postcards from Avalidad' but distilled down into a usable OSR framework and it's done quite well. Where could  Wretched New Flesh - Postcards from Avalidad be used?! Where couldn't it actually. If one is looking for a weird far future  campaign setting for an OSR game then Wretched New Flesh - Postcards from Avalidad could easily fit the bill.  Wretched New Flesh - Postcards from Avalidad Rpg is a rarity among OSR rpg's because it's actually complere unto itself. All you need are dice, players, paper, and a few sessions in and you've got a campaign going. 

Now let's talk about using  Wretched New Flesh - Postcards from Avalidad Rpg with other OSR systems. The one that comes to mind is actually Mutant Future as a soft post apocalptytic alternative that could be blended in with Wretched New Flesh. Dial this campaign in with Skirmisher Publications Wisdom From The Wastelands & this would be Science Fantasy  campagin with years of play. 

The option that comes to mind is Night Shift Veterans of The Supernatural Wars which could easily work as a supernatural basis for a complete campaign occult adventures campaign. There are in point of fact several future worlds baked into the Night Companion: A Sourcebook for Night Shift Veterans of the Supernatural Wars. 

Is Wretched New Flesh - Postcards from Avalidad Rpg By Miguel Ribeiro &  Sílvia Clemente worth getting?! In a word yes if your players are looking for a complete rpg that works on something akin to David Lynch mixed with Hellraiser mixed with David Cronenberg served with a light side of Cyberpunk style Blade Runner. That being said I want a physical copy as the pdf made my eyes want to bleed from three hundred & seventy nine pages of reading. 

Wretched New Flesh - Postcards from Avalidad Rpg By Miguel Ribeiro &  Sílvia Clemente in PDF Is Available Right Here


Thursday, August 11, 2022

Review & Commentary On Famous Characters of the Old West By John Watts From Independence Games For The Rider & Other 2d6 Old West Rpg's

 "Make new friends (or enemies)!

This book features 19 famous historical characters from the Old West. Each has a full character sheet and a short biography and each is ready to be added to your Rider campaign. Meet such figures as Billy the Kid, Butch Cassidy and the Sundance Kid, Jesse James, Wyatt Earp, Doc Holliday, and Johnny Ringo!"

"Use them as NPCs for your next Rider campaign or even as player characters in an all-star Rider campaign!
Become part of the legend! "

If there's a favorite genre that the 2d6 Cepheus Engine crowd loves it's the American Old West! And why not with the amazing Rider rpg series by John Watts and Micheal Brown's Under Western Skies: 2D6 Adventure on America's Frontier. This is truly a golden age for the 2d6 American West fan like myself. Now the differences between both Rider rpg and Under Western Skies is pretty obvious to the casual Old Western rpg gamer. The Rider rpg series is built on detail and 2d6 campaign driven play. While Under Western Skies is pure 'pick up and play 2d6' action. Now while these games can be combined it might be at cross purposes depending upon the players & dungeon master's purposes. That being the case this brings me to a product that can be used with both systems and that's 
'Famous Characters of the Old West' By John Watts From Independence Games. John Watts is a huge fan of the Old West and you can tell from the author's range of characters that he packs into this fifty six page book. 
We get a solid layout & easy on the eyes text that dives deeply into the cabilities, background, history, & skills of each of these NPC's from real world history. 

Take for example the famous lawman Pat Gerrett; 
"Pat Garrett Strength: 9 (+1) Dexterity: 8 (+0) Endurance: 10 (+1) Intelligence: 7 (+0) Education: 5 (-1) Charisma: 8 (+0) Reputation: 9 Primary Language: English Birthdate: June 5, 1850 Draw 2 Gambler 2 Gun Combat (Revolver) 2 Investigate 2 Recon 2 Streetwise 2 Tactics (Military) 2 Advocate (Politics) 1 Animals (Riding) 1 Carouse 1 Leadership 1 Melee (Unarmed Combat) 1 Navigation 1 Persuade 1 Stealth 1 Survival (Plains) 1 Art 0 Broker 0 Patrick Floyd Garrett was born on June 5, 1850, near what is now Cusseta, Alabama. After his father, John, purchased a cotton plantation in northern Louisiana, Garrett would spend his childhood there. The Civil War would destroy the Garret family’s finances, and this would force Garrett to take work as a cowboy at the LS Ranch in west Texas in 1869. In 1875, he became a buffalo hunter. In 1878, he got into a quarrel with a fellow buffalo hunter, W. Skelton Glenn. During this disagreement, Garret killed Glenn. Garrett confessed to the killing when he returned, but he suffered no reprisals. He moved to Fort Sumner, New Mexico later in the same year and became a cowboy for Pedro Maxwell. The following year, in 1879, he would quit his cowboy work and open a saloon called “Beaver Smith’s”. It is said that it was at this point that he started gambling with and befriended Henry McCarty (aka “Billy the Kid”, see p.45). He would get married to Juanita Martiniez during this same period, but she would die only 15 days later. On January 14, 1880, he would marry Apolonia Gutierrez with whom he would have eight children." 
We get all of the details on Pat Garrett, & the real world history as well as it can be known at this time. And this is one of the places that both Rider & Famous Characters of the Old West excels. We get all of the good & the bad in one entry. The writing is straight forward, matter of fact, and too the point. The DM get's Garrett's history, carreer, and life's journey. Any one of these points in Garrett's life the player's PC's could encounter him for better or worse. 
And this is where Famous Characters of the Old West By John Watts shines because in fifty six pages it gives a fasinating grand tour of the Old West. And Famous Characters does it in a solid, easy to use, and digest way that actually works at the table top level for your 2d6 Old West needs for Cepheus Engine rpg. 

Wednesday, August 10, 2022

Back To The Starship Warden?! - Using Cepheus Engine Rpg & Stars With Number rpg Together - 'Shiny, Let's Be Bad Guys!'

So we've been all over the map when it comes to thinking out some of our Fall campaign scheduling. And it's been months since we got a chance to do one of our favorite campaigns. A combination of Stars Without Number & Cepheus Engine.You can read more about that over here. 

 And then over the last course of a couple of days we each got an update saying that Troll Lords was going to drop the Starship Warden for an update or reboot to it's Amazing Adventures rpg line. And so the Warden is on sale over at Troll Lord games.  And we've still got a full on game campaign going set in our version's univere of the Warden. 
And we were not playing the 'good guys' but space pirate mercenary adventurers and we had a blast. We swapped out the starship rules of Stars Without Number revised for Cepheus Engine rpg system. We managed to escape the Warden (just barely after getting our foot in the hanger and almost getting eaten alive by mutant scum) and our party literally left. 

We had 'The Space Patrol' on our behinds and managed to lay low for a month or so running piracy jobs for the criminals at Old School Role Playing's Pay What You Want Trading Post. 
And we ran whatever crap piracy jobs we could on the Frontier's edge. 

We ran afoul of space wizards, reticullan royal cults, and had a blast. And we also used Independence Games Skull & Crossbones to help fill in some of the criminal  background of our sector. And we also had more background with the Goya as a part of the story of the Warden. 

We had three DM's taking turns running this campaign and it was going gangbusters but what we really wanted was to return to the Warden! But scheduling conflicts caused all kinds of issues & we got two new players who caused drama and the game took a nose dive. But now the players & the DM's are on board for the return to the Warden. 
Cepheus Engine players hate mixing this campaign  with Stars Without Number as the Stars Without Number players hate this out in the inner webs. Tough titties we were having a blast with this. And so are returning to the Warden soon. More action coming up! 

There are five things happening right now for our party: 
  1. We've got a bounty on our heads for the crew of the Goya which the authorities think we murdered for 50,000 credits
  2. The party managed to piss off a Reticulan cult and they want us dead.
  3. Several pirate gangs and groups want us to join after we pumped weapons into their pipe line to keep our hacker alive. 
  4. The corporations gave us three side jobs but wanted the coordinates for the Warden. The party managed to cover their tracks. 
  5. The party hates wolfoids most of all.