I’m trying to update my Delicious Library database of gaming books. Anyone offhand know the UW ISBN?

I’m trying to update my Delicious Library database of gaming books. Anyone offhand know the UW ISBN?

I’m trying to update my Delicious Library database of gaming books. Anyone offhand know the UW ISBN?

Perseus Expansion – Episode 2

Perseus Expansion – Episode 2

Perseus Expansion – Episode 2

Dr Klaus was extremely intrigued by the propulsion systems on the city drone that hovered knowingly over the street. (Assessment 6-) He discovered that they have facial recognition scanning as he was duly bathed in a blue arcing laser light.

Kerin’s Bar, a reasonably clean joint just off the Cityplex main throughfare.

A series of encounters include the off duty city cops, a gambling terminal, and the Arcball game. Yes, Nadia was here and surely no coincidence, talking intently to another patron, a rangy youngish man with straw coloured hair and the ragged approximation of a beard. The swaying bacta dancer diverted to the thumping sound of Mass Effect.

Nadia, having concluded whatever business or pleasure she was indulging in left the bar, giving Tyrrell a knowing wink as she left. Tyrrell followed her to the rubberised flap doors that provided a warehouse like exit tot he bar. To see a number of metallic forms arrive into the lobby. Meanwhile Klaus’ picture scan appeared on the advert brake screen that had been showing the local arcball game. As Gorm tried to distract teh offduty citycops he only managed to draw their attention to the actual Klause sat in a booth not far away.

Mayhem. The metallic forms were Union light combat droids armed with pulse rifles. They burst into the bar as the city cops rise to capture Klaus. Gorm covers the back door as the group flee, along with Nadia’s contact, who turns out to be Jones. Gorm is captured by two of the droids who escort him back out into the lobby. He then struggles and a fight ensues (Launch Assault – 7 result. Success but undesirable collateral damage) Gorm takes out the two droids, bending the arm of one and throwing the other intot he lobby and splintering it. In a close quarter spray of cross fire the first droid is shot point blank in the head and the second is downed with a tight burst of fire.

Mechanically we just rolled one for the Move and then just narrated the outcome. The spray of fire probably took out an innocent bystander, but I didn’t emphasise this. So, one roll, some too and fro conversation narrating the battle and it is all resolved.]

At a safe house not far away Ferris provides details of the Cyracuse Vault, that the data box is being held in the vault, and that the complex is run down and secured by a low grade private security company, Trojan Securities. The vault itself is down a now overcrowded semi residential district, overgrown with mushrooming tenement blocks.

Further intelligence was gained, systems were hacked and the extraction begins tomorrow… (next week).

Had a few questions come up in last night’s game that I didn’t have immediate answers for.

Had a few questions come up in last night’s game that I didn’t have immediate answers for.

Had a few questions come up in last night’s game that I didn’t have immediate answers for.

Should advancement triggers and leveling occur as they happen in game or should they be evaluated at the end of the game? This was our second game and we’ve been doing it at the end of the session.

Are explosives meant to be one-time use? A player picked some sort of explosive as one of his starting assets and he points out it seems unfair if he can only use it once whereas every other asset types stick around. My guess here is it’s more of a supply of explosives and misses could lead to running out of supplies.

Are there any rules for permanently upgrading assets? Like adding a new tag to a weapon, or training existing crew.

#RustbucketTales  #Part9

#RustbucketTales  #Part9

#RustbucketTales  #Part9

Well, this is going to make a mess.

Previously on Uncharted Worlds…

…Rustbucket touches down on a landing pad atop a vast city, beneath a looming cloud-deck

…Peregrine tells Kestrel that her niece Phoebe has taken up with the wrong sort of man. “I want her taken offworld. Somewhere nice, like Qahwah or Lyca”. Behind him, the towers sparkle in the sunlight above the cloud-deck…

…Orcha-17 tells Orcha-37 “You’re going to have to make it right. You’re going to have to find me another Greenworlder. Let me know when you’ve got someone”

…Dev walks beside Kestrel down a crowded “street” and says “there’s so many people!”…

…Bryanna Steiger asks Orcha to remind Cornell of who he should be paying tribute to, and in exchange she’ll find him a Greenworlds Priest…

…Kestrel tells Phoebe and Lynard “I’ll get you both offworld and we’ll split the money. Everyone’s a winner”…

…Cornell tells Anvil “For 50,000 and six medical suspension pods I can get what you need”…

…Cornell mutters about sending a message of his own while opening a door; behind him, the partially paralysed Orcha drags his stunner out and shoots him. Then crawls over to the twitching body and zaps him right in the back of the head at close range…

The next morning. Orcha has slept off his stun. Anvil is hard at work refurbishing the suspension pods for Cornell when Sai beeps for attention: “The man you dealt with yesterday has been admitted to hospital with a serious brain injury”. Apparently Orcha’s close-range stunner shot had fried a cortical implant, causing significant damage. And while Anvil had a visual record of their agreement (Synths being equipped for visual recording), with no-one to deal with, its going to be difficult to enforce. Anvil packs a toolkit and heads for city-bottom to try and see what he can find in Cornell’s workshop.

Meanwhile, Kestrel has been busy. She’s had a few too many run-ins with the law recently, so has been busy acquiring some fake identities. When she gets back, she finds Orcha-37 poring over a dossier of newsvids and police reports. Bryanna Steiger has found him his Greenworlder: Dr Lincoln Westcott. The problem is that he’s in maximum-security detention on piracy charges, after he and his congregation stole a luxury yacht from the spaceport. Orcha has to get him out and wants Kestrel to help with the jailbreak. Along the way, he lets slip why his employers are so interested: the Greenworlders think there was a pre-cursor race which seeded the galaxy with green-worlds, like Earth. The Epoch Trust is interested in this, but owing to the oral nature of Greenworlder scripture, they need a priest to give them the data. Dev is dubious; why not just ask them nicely? But asking nicely isn’t really how Epoch operates. Orcha decides to start at the Greenworlder church – a hole in the wall on Deck 31 – but the woman there is uncooperative; when Orcha asks for an introduction so they can visit him in jail and plan a breakout, she rejects their offer and tells them to leave. When they’ve gone, she lifts the phone and calls the police…

Down at city bottom, Anvil bypasses Cornell’s maglocks with a hull degaussing tool and enters the workshop. He plugs his comm into Cornell’s secure network and tells Sai to get to work. Sai immediately reports that Cornell did not keep a stock of synth parts, but sourced them from a contact named Veer, normally paying in bone marrow and stem cells. After checking the fridge and getting Sai to give him authority over Cornell’s accounts, he goes to a cafe to think. He can’t just steal from Cornell – that would be dishonest. But advancing payment for the work he’s doing is OK…

Back on 31, kestrel suggests to Orcha that they’re going about this the wrong way. “How does your fee compare to the income of a mid-level bureaucrat who has authority to order a prison transfer?” Orcha sees it immediately, and suggests that Bryanna might know who’s bent. When they get there, they find that Bryanna is angry. “You were supposed to send Cornell a simple message, not lobotomise him!” Now she has Cornell’s nephews demanding justice from her. Normally, that would mean demoting Orcha down the levels; but since he’s an offworlder, it means shopping him to the police. Orcha finds this convenient; he’ll need an inside man to get Westcott out during the transfer, and it might as well be him. He talks Bryanna into helping him with the break, and he and Evert sit down to hash out the details…

Down below, Anvil places a call to Veer. Veer is suspicious initially, but seems to come round; he’ll sell Anvil a pair or torsos, with payment in biologicals and cash, and tells him to come ot his warehouse on Deck 7 in three hours for the exchange. But when he gets there, Veer is cold; he’s called Cornell’s nephews to double-check, and now Kanu and Braj want a word with him. “You were with the man who injured my uncle. You have value to him”. Anvil spills his guts about Orcha and tries to persuade them that he’s just an innocent bystander. They don’t buy it, but he can see that Veer does and that he might be able to conclude his deal if he gets out of this alive. They escort him back down to the workshop, then have him call Orcha to lure him into an ambush. Orcha is immediately suspicious, and when it becomes clear that he’s not buying Anvil’s story, Braj gets on the phone: “If you want to see your friend alive, you will come to my uncle’s workshop. You have two hours”.

Orcha starts planning how to ambush the ambushers and heads to the ship to get some gear. When he fills Kestrel in, she points out that Kanu and Braj have the justice they want – Orcha is going to jail. She calls them up, and tries to convince them of this. After checking with Bryanna, they release Anvil unharmed, and he scurries back to the ship.

The next day, Orcha is given a cosmetic beating by one of Bryanna’s goons (got to make it look right), then dumped at a distant police station. While he’s being worked over in the cells by Kanu and Braj’s associates, the Rustbucket lifts off, with passengers and cargo, and plots a leisurely course for the jump point. Kestrel and Anvil stay behind with the Shadow, ready for the dangerous bit. The early part of the plan goes off like clockwork – Orcha is sent to a maximum-security facility, then immediately transferred along with Dr Westcott. Bryanna’s crooked associates have stashed a stunrod under the transfer shuttle’s bench for him. At the appointed time, he calls one of the two guards over, reaches under the seat, and tries to take them down. But he misses his initial strike, and the second guard jabs a stunstick into his back, knocking him down and sending his weapon flying. Struggling through the paralysis, he tries to trip one of the guards and knock them into the other, but they sidestep. The last thing he feels is the jolt of a stunstick in his side.

Following behind in the Shadow, Kestrel and Anvil figure that something has gone wrong. Orcha should have taken the flyer an hour ago, but its course is unchanged, and now there is city below them. So, they improvise: Kestrel carefully brings the Shadow into formation with the prison shuttle, then on Anvil’s advice, nudges its right stabiliser. The shuttle lurches and goes into a spin, its pilot screaming a mayday call over the comm. The shuttle lands hard, with the Shadow setting down next to it.

The crash wakes Orcha. He’s piled on top of a guard (neck broken, not a threat), and there’s something wrong with his leg. Next to him, the other guard groans. Grabbing a stunstick in his good hand, Orcha jobs it down until the groaning stops, then rummages for a key for his restraints.

Outside, Anvil immediately disembarks and takes to the shuttle’s rear door with a laser cutter. But its resistant. He’s just reaching for the hullbuster charge when he finds himself staring down the barrel of a stunner and the shuttle’s pilot tells him to freeze. At which point Kestrel steps out of the Shadow, fires a warning shot from his pistol (Jagatikans don’t like actual firearms), and turns the tables. The shuttle pilot keys the emergency release code into the door, but he gets a good look at Kestrel while doing so. After that, its just a matter of hauling Orcha and Dr Westcott into the Shadow, setting a hullbuster to destroy the shuttle’s flight logs, and heading for orbit and a stealth intercept ahead of the approaching police flyers.

Faction Perspective: Core

Faction Perspective: Core

Faction Perspective: Core

Brekengraf

It was interesting to try to come up with a scientific faction that is distinct from what I have planned with the Epoch Trust and the Xenarchs in the other settings. While I have no issue seeing the good they can do (they feed billions of people, have eradicated countless diseases and generally make people healthier all over the galaxy), the “genetic perfection” angle of their research risks becoming too dark for a Space Opera. Need to remember to keep them larger-than-life, just shy of comical, where “genetic advancement” involves super-soldiers and zombies and such, rather than… well, some very disturbing real-world stuff. 

Interfaction Politics – Brekengraf Perspective:

The Ministry: Their restrictions on our own work are frustrating, but their opposition to all kinds of progress is even more damning. They’ve got the whole galaxy locked down, trapped in stagnant torpor. Just like individual organisms, civilizations need to grow, change, and evolve.

GalSec: Yesterday’s trash, trying to intimidate and strong-arm people into behaving. The subjects of the New Soldier project are more disciplined, more obedient and infinitely more effective than the troglodytes that GalSec attracts. They will soon be replaced, and things will be a lot smoother.

Iron Assembly: Our counterparts in the material goods sector are simultaneously quaint and aggravating, like a neighbor’s pet that won’t stop barking. Their lack of education, coupled with their crippling inferiority complex, has led to a volatile situation. The pet may need to be put down.

Dai’Rho: To no one’s surprise, the religious fanatics are vehemently opposed to our scientific advances. They prattle and preach about “life”, as if it was some untouchable holy thing. Their rhetoric has instigated violence on many occasions, causing setbacks and casualties at our key clinics and labs.

Heirs of Taaj: Our best clients are also our most dangerous foe. They’re terrified of what we can do for humanity. They’re terrified that we will do to their genetic superiority what the Ministry did to their authority; entirely supplant it. They want all our advances for them and them alone.

Faction Perspective: Core

Faction Perspective: Core

Faction Perspective: Core

Gal’Sec

As I said with the Heirs of Taaj, I have to watch myself when writing as GalSec to not make them too one-dimensional. I want characters to consider joining them/working for them. I want them to occasionally be “in the right”. Yes, they’re violent, shock-truncheon wielding, jack-booted autocrats. But they keep the other factions in line, and stop the scum of the universe from preying on the innocent.

Interfaction Politics – GalSec Perspective:

The Ministry: These anal-retentive pencil-pushers have no business dictating law enforcement policy. They live by the letter of the law, rather than the spirit. Their insistence on protocol protects more criminals than it catches, sinking us in pointless bureaucratic red-tape for years.

Brekengraf: Most factions commit crimes against property, against people and against society. These lunatics are the only ones who gleefully commit crimes against nature. We’ve seen their so-called “New Soldiers”. They need to be shut down, hard, before they go too far.

Iron Assembly: If there’s one faction has the hardware, man-power and will to escalate conflict, it’s the Assembly. Definitely got ties to terrorist cells and space-pirate gangs, too. Seems like every week we need to bust up another “gathering” and arrest their ringleaders.

Dai’Rho: They hide a lot of shady stuff behind the wall of religion. Hard to tangle with the Rho, the citizens love them too much. Their wandering monks are a law unto themselves. Worse still, the temples provide sanctuary to tons of dirty criminals, where we can’t get them. “Sacred ground”, my ass. 

Heirs of Taaj: The other factions commit crimes. These guys are actually criminals. Bastards think they’re invincible, but they can be foiled. Taking out a hive-gang, space-pirates or slavers? Part of the job. Taking out the ones orchestrating the whole thing? Best feeling ever.

Here are few thoughts on my new PbtA GM experience:

Here are few thoughts on my new PbtA GM experience:

Here are few thoughts on my new PbtA GM experience:

I like games where I don’t have to mechanically do very much as the GM. Uncharted Worlds only has me guiding on the Moves and considering what the 6 and 7-9 range dice results might mean, what choices or consequences might follow.

Forces against the players are just a number of ‘Threats’ which, depending on them and the tools at the players’ disposal, defines what needs to be done to eradicate them.

Action is over in one, or at most a few, dice rolls. Once the threat is understood, action is described and a Move is carried out. You then simply describe what happens together based on the result.

As the game is mechanically so simple, you are just left with making things up, prompting and describing the action. There’s not much ‘game’ to fall back on, so it really is, mostly, a conversation

I went in with the sketchiest of outlines and prompted the players for details as I went. I didn’t know who had sent them to Near Dark or what they had been told they were extracting. I don’t know how they are going to find the extraction, but I will work with them to find out.

I don’t have much of a safety net and my prompts might be too ‘big’, but I’m learning. I described things as I saw them in my mind, raw and straight away.

I noted down things as I went and typed up a quick report on the session so that we had something to build on.

One of the players noted that there were really only 5 ‘skills’ – the main attributes of the characters. Yes there are ‘Skills’ in the game that function rather like stunts, allowing certain advantages, narrative power and rule tweaks, but at the end of the day it’s 2d6 and add a Stat.

If you are looking for any measure of game crunch then this sort of game is not for you. Really, apart from kits and data points, it is usually just down to adding your Stat, see where you fall on a Move range and describe the results. I don’t think that I’ve missed anything.

Most of us liked the experience, but not all. We thought that this game would be great for beginners, clear of game history and associated expectations.

How is it for you? Am I far off the mark?

Ran my first session a couple of days ago.

Ran my first session a couple of days ago.

Ran my first session a couple of days ago. Our club had to deal with some troublesome democracy so we didn’t get much time, but we did get a fair bit of Session Zero done. We’ve got a classic sci fi set up with a war between a big expansionist government and a smaller band of independents. The crew are all deserters in one way or another. We didn’t actually plan that it just worked out that way. Our heroes:

Captain Vass Montago: Crowded Military Commercial

 An ex-navy trader who deserted and stole the ship from the expansionists. Tough in a fight and a cunning merchant.

Navigator June Kato: Galctic Starfaring Explorer

Deserted with Vass and helped steal her own ship. A skilled explorer both in space and on the ground.

Pilot Silph “Kip” Kipler: Impoverished Starfaring Scoundrel

A rogueish fighter pilot who used to work for the independents. He ran off with the crew after literally bumping into them shortly after their escape.

Engineer Pierre Lyon: Advanced Industrial Academic

Escaped after being framed for some kind of “accident” at a starship manufacturing laboratory. Took an AI and a handful of students with him.

The ship is going by the tentative name of “The Unicorn” since it’s got it’s one laser cannon sticking out from right above the helm. Though personally I’m more partial to “The Narwhal”.

There’s one thing I was looking for help with. I allowed Vass to take cargo (class 1 coffe beans) as one of his starting assets but now I’m not really sure if that’s legit. What I’m thinking is I might just give them the cargo as part of the jump point I throw at them next session and let him have another asset. Thoughts?

Anyway, I’m loving the game so far and very much looking forward to next week.