“We need to have a plan so that we know what we’re deviating from.”

“We need to have a plan so that we know what we’re deviating from.”

“We need to have a plan so that we know what we’re deviating from.”

Looking for 3-5 people to play a cyberpunky one-shot

Doing a quick sounding to see if anyone would be interested in a Shadowrun/Netrunner/Bladerunner/some-sort-of-running-involved one-shot. It’ll allow me to test out the cybernetics and SectorNet stuff.

City campaign, standard dystopian megacorp sci-fi, using the 6 factions from The Core (check the Carta Galaxia preview folder).

To change things up, I’ll be asking folks to make their own characters this time, rather than pre-gens.

Setting Rules:

– No supernatural careers/origins (Arcane, Chosen, Kinetic, Psychic, etc).

– All humans.

– 1 free extra Cybermod at character creation if you want it.

– Cybermods common, Biomods freaky/distrusted.

If possible, the characters and their Workspaces will likely be on the low end of the social ladder.

First come first served. Date/time to be organised once we get our people.

(Also, some appropriate music)

http://www.youtube.com/watch?v=2OqqbesJ-Ks

Warhammer 40k One-shot

Warhammer 40k One-shot

Warhammer 40k One-shot

Last night’s game went super well! Despite the fact that it was only 2 hours of game time (plus another hour of design-talk), we got a lot of stuff done and the seeds are there to continue the adventure. Sadly, I couldn’t figure out how to get it to record. Sorry guys. I’ll try to get that up and running before I run another game.

Huge thanks to Taejas Kudva , Noah Doyle  and Zach Swain , got a lot of great material both from the game itself and from the break-down after.

+++Begin Transmission+++

The story started with the Inquisitor, Psyker and Catachan Veteran taking on a gang of smugglers one of the Hive City’s loading areas, trying to get past them to the smuggler leader before the Adeptus Arbites arrived to cause all kinds of jurisdiction issues.

The Inquisitor used telepathy to weaken the resolve of the gang’s second-in-command and heavy-weapon support, so when battle was joined, the cover-fire was noticeably absent. The Veteran took out a cluster of smugglers with a well placed grenade, and the Psyker (as a registered Mercantile Warp-Navigator) used her Merchant House codes to get a mono-task servitor to drop a ten-ton shipping crate on the rest.

Rather than be exposed heading straight to the sky-dock, the smuggler leader (and the stolen warp-touched relics carried by two goons) cut a path through a busy cathedral-sized bazaar 20 levels up. Not only did the crowd density hide them, the mental cacophony also made it impossible for the Inquisitor to track them with telepathy.

The Psyker used her connections with the Noble Merchant Houses to acquire a grav-barge, allowing the team to soar over the bazaar and spot the smuggler leader; an exceptionally tall and heavy-built Death-Worlder with a massive explosive shotgun.

Thanks to their grav-barge, the team was able to set down ahead of the smugglers and set up an ambush. When the trap was sprung, the Psyker pushed a cargo container into the street, blocking the way. The Inquisitor stepped forward and announced their presence. While this didn’t have the terrifying effect they hoped, it did clear the nearby streets of Imperial citizens, who could see trouble coming.

When the Death-Worlder refused to stand down and submit to Inquisitorial authority, the fight was on. The Catachan Veteran burst out of hiding and tore the two goons to shreds in a rabid flurry of screaming death.

The Inquisitor charged the Death-Worlder, runic blade alight. The smuggler leader opened fire again and again with massive explosive shogun shells that would have torn the Inquisitor apart, had it not been for the psychic barriers the Psyker kept throwing up between the two.

An intense duel followed, with the Death-Worlder holding her own for a long series of exchanges until the Inquisitor feigned losing ground and lured her into overextending. The runic blade took off one arm at the elbow. The Inquisitor demanded surrender a second time.

This time, the Death-Worlder smuggler obeyed, pulling the evidence of her client and destination from her pouch… and promptly had her other arm lopped off. The Inquisitor didn’t want physical proof which could be fake. The Inquisitor would take the truth directly from the criminal’s mind.

Hands gripped on the dying smuggler’s head, the Inquisitor sifted through memories and traumas and victories and intimacies. And found that someone had been in there before. The smuggler’s patron had left a fail-safe, and it was decimating the smuggler’s brain.

Before the mind could be fully destroyed, the Inquisitor extracted a key image: A madman beseeching the sky, sacrificing holy relics to the storm-wracked heavens, on a distant, un-colonized, un-regarded world. The nexus of a ring of relic smuggling, a cult most foul, on a storm-scarred world.

+++End Transmission+++

+++The Emperor Protects+++

Behold! The 5 pre-gen characters for tomorrow’s one-shot set in the Warhammer40k universe!

Behold! The 5 pre-gen characters for tomorrow’s one-shot set in the Warhammer40k universe!

Behold! The 5 pre-gen characters for tomorrow’s one-shot set in the Warhammer40k universe!

Quite happy with how they came out. Need to work on a “campaign-ready” version that includes space to record Data Points and Advancement (I figure since this is an online game people can record their own Data Points)

I put a bunch of extra effort to make sure everything was lore-accurate, down to the weapon manufactures. WH40k Lore-Nerds: enjoy! I really like them all, though the Confessor stands out to me, flavor-wise. The Psyker’s Grav-Chair was an inspiration out of left field, I can’t believe I never thought of it before.

Got the opportunity to try out a few alterations to skills in here, including the Sacntioned Psyker’s new Barrier skill from Kinetic (formerly “Shield”).

As a side effect of making these characters, I really got a feel for the usability/ergonomics of some of the new material from FBH. For example, as I was creating/adding them, Cybernetics became almost like Kits, rather than Attire.

So, which is your fave? (Sadly I can’t set up a poll with a collection)

It’s my turn to GM a one-shot (I haven’t GM’d/DM’d in 20 years …) and I’m obviously going with UW.

It’s my turn to GM a one-shot (I haven’t GM’d/DM’d in 20 years …) and I’m obviously going with UW.

It’s my turn to GM a one-shot (I haven’t GM’d/DM’d in 20 years …) and I’m obviously going with UW. While I’ve played a couple of amazing games run by Chalice In Chains I have no idea what they heck I’m going to do … Gee, thanks Sean Gomes  … You had to go and make an amazing game 🙂

As a follow up to the previous “Grim darkness of writing rules supplements” post, playtest is scheduled for this…

As a follow up to the previous “Grim darkness of writing rules supplements” post, playtest is scheduled for this…

As a follow up to the previous “Grim darkness of writing rules supplements” post, playtest is scheduled for this Friday (and with luck will be recorded for you guys to listen to later on). Sorry to those who didn’t get in this time, I just picked the first 5 people to express interest.

Anywho, I’ve also been toying with a one-page character sheet variation. I mean, I like my old one, but I think there may be a better way of doing it. So this is a bit of a prototype for that too.

I uploaded the first pre-gen character sheet for this one-shot. The rest will be along soon. Trying to cram as much Far Beyond Humanity stuff in each (within reason) to hopefully get some data about the new character skills/options.

(Obviously, Uncharted World is in no way affiliated with Games Workshop or any of its properties, use of artwork and terms are purely for personal entertainment as a fan of the source material, etc)

https://www.dropbox.com/s/26aql7yu213hmby/Pregen_WH40k_Inquisitor.pdf?dl=0

In the grim darkness of writing rules suppliments, there is only playtesting

In the grim darkness of writing rules suppliments, there is only playtesting

In the grim darkness of writing rules suppliments, there is only playtesting

I’m looking for 3-5 people to do a Far Beyond Humanity one-shot over Hangouts (partly for playtesting purposes, partly because I feel like GMing something). Pregen characters will be provided.

The catch is: I’d like to set it in the inner-Imperium of the Warhammer 40k universe. Passing knowledge of the expected tropes and tone is a huge bonus.

No date yet, but will probably be towards the end of the month. Definitely after I’ve done another pass on the new careers/origins.

Planned archetypes:

Catachan Veteran (Primal Military Scoundrel)

Ecclesiarch Chaplain (Spiritual Chosen Personality)

Inquisitor Acolyte (Regimented Psychic Fanatic)

Sanctioned Psycher (Occult Arcane Kinetic)

Mechanicus Techpriest (Programmed Augmented Industrial)

If anyone’s interested, post here and we can organize.

Just had a pretty kick-ass session of UW with Todd Zircher John Reiher Dirk Cjelli and Ari Arrikanez 

Just had a pretty kick-ass session of UW with Todd Zircher John Reiher Dirk Cjelli and Ari Arrikanez 

Just had a pretty kick-ass session of UW with Todd Zircher John Reiher Dirk Cjelli and Ari Arrikanez . Tensions are high, secrets abound, backstabbery is at an all time high, the John Henry’s getting AWFULLY cramped, NPCs are really starting to come alive, and player/GM spotlight/interplay is improving steadily.

This session really reminded me why 6-s and 7-9s are where the magic happens. Consequence to cost to revolting development and nasty choices inbetween — which, of course, snowball into future issues and inevitable confrontations. We had ’em all in spades.

My unofficial closing titles track: https://youtu.be/z5rRZdiu1UE

Thanks again for running this, Todd! Much enjoyment and dramatic cringing was had.

Our first session of the Apocalypse Engine powered Sci-Fi game, Uncharted Worlds.

Our first session of the Apocalypse Engine powered Sci-Fi game, Uncharted Worlds.

Our first session of the Apocalypse Engine powered Sci-Fi game, Uncharted Worlds. A group of morally challenged space traders arrive at an isolated research station for trading and dancing.

Download link: http://sunday-skypers.podbean.com/e/uncharted-worlds-part-1/

https://www.podbean.com/media/share/pb-3xgu3-5fcd75#.V09gygbPQgA.google_plusone_share

Tales of the John Henry

Tales of the John Henry

Tales of the John Henry

With armed station security and detectives at the door, the crew is wondering what’s up. Jaxon Kane and Jason Flanders brace for the worst when the detectives mention that they’re here to seize contra-ban. Strangely enough, the boarders have (digitally) signed permission from the Captain to enter the John Henry. Even stranger, they demand to see Omega’s cabin and the med-bay.

With a little hacking from Jaxon, they open Omega’s room to discover that he’s been making a clone. But not any clone, it appears to be a youngster that’s a chimera of the crew’s DNA. Flanders notices that the facial features most favor him. A silent wave of creepiness goes through most of the crew.

The detective scan the crime scene with a zero-G drone and collect all the evidence. They never mention the subject in the tank as a person. We introduce the other members of the medical staff; Patty is a clever blonde woman with large solid black eyes. Pascal looks like a teenager, but he’s in his 30’s. Both of them come from clans that believe in gene-engineering themselves. Technically, they’re not clones, but they’re not baseline humans either.

Shortly thereafter, Captain Trask calls ALL the crew to Jenna Sitaaraputr’s office. She’s the station administrator and essentially the governor the Marsk system. She’s also pissed off. Oh, Omega and some of the rowdy engineers including Juanita and Taylor are also there… wearing big black taser-cuffs. One of the engineers has his arm in a sling. Station security is nearby with the shock controls. Both Captain Trask and Sitaaraputr look disappointed as she reads off the charges:

Suspicion of trafficking goods

Suspicion of clandestine activity

Operating under false identity

Public indecency

Under the influence of controlled substances

Drunk and disorderly conduct

Selling alcohol without a license

Brawling

Inciting a riot

Resisting arrest

Attempt to create an illegal clone

The crew is dressed down and brow-beaten. Jenna looks at Trask with something like sadness in her eyes, “Get off of my station within the hour.” They crew is escorted to the dock. Their cuffs are removed. It is unspoken, but Flander’s electronics and Omega’s clone are not returned to the crew.

It’s a small surprise that there are a hand full of passengers waiting to ship out with them. They had previously booked passage to Elliot’s Hope and had to scramble to catch their ride out system (the John Henry was not scheduled to leave for several days.) Down in the med bay, Febe confronts Omega and his staff. There are heated words and it almost comes to blows but Patty and Pascal manage to hold the normally unflappable Omega back. They part but not on friendly terms.

Jaxon and Omega both investigate the passengers using their specialties and discover some anomalies in their history. But, it’s too late to kick anyone off the ship before they have to head out. The John Henry is about an hour out when something happens and engineering / systems alarms start ringing all over the ship. The crew is shocked to see something terrible has happened to Marsk Station.

Captain Trask orders an immediate emergency deceleration and Flanders starts plotting a path to avoid the worst of the debris for their return to the station.

http://i265.photobucket.com/albums/ii221/zircher/marsk_disaster_zpsmp0j7kr1.png

http://i265.photobucket.com/albums/ii221/zircher/marsk_disaster_zpsmp0j7kr1.png