Sorry I haven’t been around very much, folks.

Sorry I haven’t been around very much, folks.

Sorry I haven’t been around very much, folks. Crunch time at work has left me drained. I’m trying to get back on the saddle, writing-wise, but this summer has taken a lot out of me and my overly ambitious schedule for two supplements in a year is just not going to happen.

I’m going to focus all my efforts to make sure that at least FBH gets out the door by year’s end. I might see about releasing Carta Galaxia in chunks; one campaign setting at a time, rather than a bunch all at once.

Anywho, thought I’d post a preview of what I’ve been tooling around with in FBH lately. We’ve got new Upgrades for Melee Weapons. Like everything in FBH, these upgrades should only be taken if it fits the fiction of the Campaign Style the table agreed on.

I’d appreciate thoughts and comments. A lot of these new upgrades are going to be kinda out there. Also if there’s an obvious upgrade that I missed, please tell me!

https://www.dropbox.com/s/lnbxgtqtmnp666r/WeaponsPreview.docx?dl=0

I had forgotten about this soundtrack for a long time.

I had forgotten about this soundtrack for a long time.

I had forgotten about this soundtrack for a long time. Despite the modern setting of the movie itself, the soundtrack has an excellent vibe for sci-fi Metropolis/Space Station suspense and intrigue.

My favorites are

– The Drop (3:02), which has a nice mounting tension.

– To the Roof (14:03) starts smooth and flows into a stylish beat that almost demands choreography around 15:48.

http://www.youtube.com/watch?v=Jk2-CNpeJrE

Preparing character sheets for a new playtest I’ve got scheduled a week from now.

Preparing character sheets for a new playtest I’ve got scheduled a week from now.

Preparing character sheets for a new playtest I’ve got scheduled a week from now. The main goal of this test is to try out some of the new Species rules (which I’ll be posting soon).

Latest +1 Forward Podcast is an interview with me about Uncharted Worlds.

Latest +1 Forward Podcast is an interview with me about Uncharted Worlds.

Latest +1 Forward Podcast is an interview with me about Uncharted Worlds. God I get really nervous when I know I’m being recorded, I sound like a doof. 😛

Still, big thank you to Richard Rogers for the interview, I’m honored.

“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

Asking for feedback yet again!

Asking for feedback yet again!

Asking for feedback yet again! (What’s the point of having an awesome community if not to bombard them with design feedback requests!)

Took all the wonderful responses in the previous topic about cyberscapes, and tried to put together something robust/solid but not overwhelming. It creates a new “zone” of play, but only adds one new Move.

I posted what I have written so far. This has probably been the hardest topic of FBH, I spend most of the week hammering away at it, trying to shape it into something that wasn’t too thin or too in-depth.

If you guys have a moment to spare, I’d love to hear your feedback. Specifically:

– The overall design/fiction of the SectorNet and the gridscapes.

– The Breaching mechanics.

Obviously, this is still very much unedited first draft, beware of terrible grammar and run-on sentences.

https://www.dropbox.com/s/tsulme0u5fos2rp/SectorNet%20Preview.docx?dl=0

So, writing up the Technology chapter and I’m kinda stumbling on the whole NeuroNet/Matrix/Cyberspace implementation.

So, writing up the Technology chapter and I’m kinda stumbling on the whole NeuroNet/Matrix/Cyberspace implementation.

So, writing up the Technology chapter and I’m kinda stumbling on the whole NeuroNet/Matrix/Cyberspace implementation. I find myself staring at a blank page and going “there is a full game system in just this little section”.

So I’m wracking my brain as to how to approach this. I want something elegant, that simulates the feeling of cyberspace. I want it to be robust enough that it can stand in for a number of different visions of cyberspaces. And I want it to be a component of the game, rather than the whole game (because holy crap this could easily be a whole new ruleset)

My current plan is to create an alternate Access Move (still using Interface), something approaching the back-and-forth multi-action implementation of Launch Assault or Face Adversity. It would only trigger when you try to Access through the cyberspace (which means you don’t have to physically be there, and can hopscotch from system to system).

Like: You enter cyberspace with a specific goal and tools, the GM describes the digital landscape/protections, then you Roll. The “Run” happens in a rapidfire back-and-forth of VR-spaces, shattered ICE, neural boobytraps, and shifting gridscapes.

The upside of this is that it adds a lot of VR action without adding more rolls. It only “exists” if the table has chosen to include cyberspaces in the game. And it plays well with the Technocrat (who gets a serious boost in cyberspace-active campaigns).

Sorry if that got rambly, it was useful to just write out my problem. That said, what do you guys think? Any issues or suggestions? I’d totally take links to specific, well-made cyberscapes as inspiration.

Also, is NeuroNet cool, name-wise? Or should I remain generic with “cyberspace”.

Need a few extra sets of eyes.

Need a few extra sets of eyes.

Need a few extra sets of eyes. Hoping some of you guys could take a look at the list of Mods on page 3, and tell me if something is missing.

Note that this system will not only drive the Cybernetics and Biomods, it will also drive Beast aliens and mutations.

https://www.dropbox.com/s/ijgw80pk7wisfal/Mods%20Preview.docx?dl=0

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+++