Invaderz is a "beer and pretzels" RPG by Postmortem Studios about a bunch of little green men invading Earth (or, in theory, other planets). The Pocket Edition is the second edition of the game, shrunk down to inflate the page count and make you think you're getting more for your buck (that's what the Pathetic Human that wrote the introduction says!).
Fair warning: Most of the book is written "in character", from a Jerkian (those would be the Invaderz in question) perspective, though we do get little sidebars by Biblios of planet Tee'Em'Eye, which helps you "pull back the veil" a little bit.
We also get a Piracy Notice which is pretty standard in Postmortem Games books, as I understand, appealing to you to seek out and purchase other works if you enjoy the game.
ORIENTATION
This is, not surprisingly, the beginning chapter. Jerkians are all cloned from the tissue of the Jerkian Emperor, on the planet Clonius (it's the cloning planet, you see). We get the basics of the Jerkians here: They are made up of brain meat and body meat, have one eye, they are all male (although there is a whole moon rumored to be made up entirely of lesbians), and every Jerkian has a "spine worm" that keeps them standing upright.
We even get a helpful diagram of Jerkians and their "parts".
Naming is completely random: You roll 4d6 twice to get your three letter name, then roll 3d6 and that's your three digit code, such as Sop-443.
The Jerkian Empire is described, alternately in Jerkian propaganda and lampshaded by Biblios, as a bunch of insensitive jerkwads who are impossible to like, and basically do whatever the Emperor (who has gorged himself up to the size of a planet) tells them to.
As part of their invasion of Earth, they are focusing heavily on America (specifically the Bible Belt), because the people there (of which I am one, actually) are prone to "believe lies"...with Biblios pointing out huge flaws in their logic, I'm not sure if I should be offended or amused here, the implication being that my redneck kin and I are liable to give the Jerkians more violence and hostility than they are prepared for.
The Jerkian training regiment is laid out, culminating in determining what job your Jerkian performs, which is randomly determined via die roll.
CAREERS
Jerkians only really begin to show any individuality once they get their career, of which there are 13 (including the possibility of being one of the slave races instead - some of whom are actually independent contractors who just put up with Jerkian crap for the work).
There are also the Automated Robotic Servile Entities, which can be used as last minute back-up, especially if someone's Jerkian bites it with half the session left to play. All of the careers have accompanying pictures, and some have some downright hilarious mechanics, like the Assault Trooper's giant metal hands, which means they are liable to break anything - ANYTHING they try to manipulate with their hands. Hamstoid Minesweepers are the last ones who will ever be targeted in combat...great, right? Except their sole purposes are to provide sadistic amusement for Jerkians and, well, they don't get any special equipment when looking for thoose mines.
RANK
Yes, there is advancement in the game. Someone is determined to be the Commander and they get Merits that they can dole out. Whoever has the highest number of Merits at the end of the mission is promoted...whoever has the lowest number is demoted. There are 13 Jerkian ranks from 1 (Slave) to 13 (Emperor - which you can't be promoted to because, well, there's already an Emperor).
RULES OF ENGAGEMENT
This actually even begins with the "What is an RPG" stuff, with the disclaimer that it is INCREDIBLY unlikely that this is going to be anyone's first RPG.
For those who haven't caught on by now, you are not meant to take the game too seriously, with the GM encouraged to accept bribes and players encouraged to not overthink things.
Character creation involves taking the info from your Job, adding something else that you are Good at, and then (if you choose) raising an Statistic (Meat, Brain Meat, Expertise or Luck), but this requires lowering another in response.
At the beginning of every mission, the highest Ranked Jerkians determine who is the Commander, and then everyone randomly rolls for assigned equipment.
The mechanic is simple: Roll a die, add a stat, add +1 or +2 if you are Good or Very Good at it. In an opposed situation, whoever rolls higher wins, otherwise the GM has set the difficulty for you (usually 1 to 8).
Health is measured on three levels: Fine, Disabled and Splattered. In most cases, a successful hit means the target is Disabled, a second one means they are Splattered.
35 pieces of Standard Equipment are available, like Armored Vests (extra level of Fine), Decoys (remember those little capsules that you can throw in water and they turn into spongy dinosaurs and stuff? Yeah, them), laser knives (the smaller version of laser swords), monoculars (it makes sense when you remember Jerkians only have one eye), plank with a nail through it (call-out to Kang and Kodos!) and Stealth Suits (which can be Space pirates, ninja, monkey, cardboard robot, tuxedo or a spare uniform). And that's just a sampling of the STANDARD stuff.
There are 34 pieces of Experimental Equipment, which are very cool and very likely to kill you or have some other side effect. Black Hole Grenades will sometimes open up TOO wide, with nasty consequences for the thrower. You can have a Dehydrated Reserve Clone, though it may wind up being a freakish mutant (I know, right?) instead. A Heat Ray is pretty useful, with a surprisingly tame backlash, and the Orbital Death Ray Controller doesn't SEEM to put its user in any immediate danger. The Time Watch can pause time...or accidentally pitch its user through time...and the Universal Remote basically lets you control ANYTHING...if it doesn't cause it to go completely haywire instead.
EARTH FIELD GUIDE
This is a pretty amusing take on the primary specimens on Earth (according to the Jerkians): Cows, sheep, dogs and humans. Jerkians have figured out that humans a) like sex and b) don't like metal objects shoved in their butts...so they're on the right track, at least!
ENEMIES
Once you get through the Jerkian take on human society, you get stock stats for most earthling adversaries like Soldiers, Cops, Rednecks, Scientists, Earth Females and Men in Black.
BATTLE PLANS
These amount to 20 mission seeds for the Jerkian Emperor to toss at the unit, from destroying a city to get back at Men in Black, to hijacking Santa Claus to rounding up babies for the Emperor to feast on.
PLANET GUIDE
These are the planet of the Jerkian Empire, all humorous parodies of the Star Wars trope of a single purpose planet: Clonius is the clone planet, Fac-Tor is a gigantic storage shed (essentially), Lesbia would be where all the (alleged) female Jerkians (allegedly) live, Jerkia is what the Emperor has become, Threed...is a giant planet of yarn (it's a tourist attraction).
CONCLUSION
While some other humor RPGs are more joke than game, Invaderz is perfectly playable (just don't take it too seriously). The author tossed some biting commentary in there without ever being heavy handed, and did it in such a way (through the Jerkians, who were already called out as being full of it by Biblios) that I wasn't sure if I should have been offended or not...and then I decided that I was thinking about it too much, laughed, and went on.
There were even some references that I didn't get until I said the Jerkian words out loud phonetically, face-palmed for not getting them, and laughed...and I'm sure I still missed some references on top of that.
If you like humor RPGs AT ALL, pick up the PDF of Invaderz, which is "app-priced" at $1.99. It's the best humor RPG I've read because of the wittiness of the writing combined with an actual (albeit simple) game being there. (I thought Gnomemurdered was great, but it essentially broke down into a coin toss...I think my players would feel cheated there. Here, they would be in on the joke.)
If there had been a "random mission generator", this thing would have been gold.
Thursday, March 24, 2011
[My WWE Universe Year 2] Extreme Rules
ROAD TO EXTREME RULES
RAW
WEEK 1
Santino Marella looked impressive, pinning Ezekiel Jackson in a Falls Count Anywhere Match after the Cobra!
Goldust and Cody Rhodes looked great together, beating Tyson Kidd and Primo after Goldust pinned Primo following Shattered Dreams!
Romero Contreras murdered Chavo Guerrero.
Wade Barrett beat Sheamus to a bloody pulp in a #1 Contender's Match...but Edge ran in and took out his old rival Barrett with a Spear! This allowed Sheamus to hit the High Cross for the pin! However, Barrett had friends in high places and the match was restarted as a Falls Count Anywhere Match! Edge ran out again, but a wayward shot by Sheamus caused Edge to leave Sheamus to his fate...the Wasteland!
SUPERSTARS
In a Triple Threat Match, Kaval jumped Shelton Benjamin before the match during a bout with Mike Knox. They all went back and forth until Kaval caught Knox out of nowhere with a small package for the pin.
Heath Slater picked up a nice win over Matt Hardy.
As Triple H battled Joe Cothern, Cothern's Million Dollar Teammate Dolph Ziggler hit the ring...and laid out Cothern! Triple H looked confused...but hit the Pedigree for the pin!
SMACKDOWN
The Miz jumped Kofi Kingston from the crowd before their Hardcore Title Match, and used that advantage to pin him and win the Hardcore title.
Rey Mysterio looked like he had Christian on the ropes in a Tables Match, when Kaval ran in and split Rey wide open! This allowed Christian to put Rey through the table for the win.
As Raven and RVD fought MVP and Mark Henry in a cage, Raven made his escape first, which unfortunately left RVD alone against the other two. The reunion of MVP and Henry wasn't successful as RVD managed to thwart them and escape himself.
Sting and Batista squared off in a big brawl. Booker T tried to help Sting out, but Batista managed to use the chaos to bring a sledgehammer in and nail Sting. Ultimately, the Batista Bomb finished Sting.
WEEK 2
RAW
Kane took advantage of the mutual hatred between Zack Ryder and Ted DiBiase to win the Million Dollar Title in a Triple Threat Match! After the match, he went after Ryder with a chair when Dolph Ziggler hit the ring and ran him off!
William Regal and Drew McIntyre fended off Cody Rhodes and Goldust in a non title Falls Count Anywhere match thanks to intervention by Luke Gallows.
Alberto Del Rio jumped Big Show from the crowd before their match, using the unfair advantage to take Show out!
In a brutal Triple Threat Falls Count Anywhere main event, Sheamus pinned Edge to defeat him and Wade Barrett. Skip Sheffield got involved at one point but was sent scurrying...Sheamus stands tall to redeem himself after losing last week!
SUPERSTARS
Shinsuke Nakamura being at ringside did nothing to help Terry Funk against Husky Harris, who scored the pin after a crushing top rope senton.
Shelton Benjamin found himself in a precarious position, facing Alex Riley and Kaval in a Triple Threat Match. Benjamin managed to stun Kaval and Riley, pinning Kaval after Paydirt, just as fellow Christian Coalition stablemate John Morrison hit the ring with a chair!
R-Truth hit the ring on fire and polished off Vance Archer quickly!
SMACKDOWN
Jack Swagger and The Rock beat the living Hell out of one another, but Swagger came out on top with the Gutwrench Powerbomb! After the match, Undertaker appeared in the ring and gave Swagger a chokeslam!
In a match every bit as thrilling as you would expect, John Morrison pinned Rob Van Dam after a crushing running knee to the face!
Mark Henry and MVP jumped Cryme Tyme before their Tables Match! Though it was a good brawl, MVP and Henry never looked to be in real trouble, winning after MVP suplexed JTG through the table.
CM Punk and John Cena battled in a Tables Match that was interrupted mid-bout by Alex Riley! Riley laid both men out but Cena ultimately recovered and put a bloodied Punk through two stacked tables!
WEEK 3
RAW
As much damage as Ezekiel Jackson did to Evan Bourne in their Tables match to open Raw, Bourne still prevailed when he crushed Jackson through a table with the Air Bourne!
In a shocking show of ability, Dolph Ziggler outlasted Kane in an impromptu Submission Match to become the #1 Contender to the US title.
Joe Cothern hit the ring on fire and destroyed David Otunga, even putting his feet on the ropes to punctuate it.
Randy Orton stalled out some of Sheamus' momementum with an RKO!
SUPERSTARS
Because they haven't wrestled on Superstars enough, RVD faced off with Mike Knox. Knox stormed the ring before the match, but Van Dam still prevailed with the Five Star Frog Splash.
Ted DiBiase stormed the ring against Santino, but it failed for him like it just did Knox against RVD...I mean, c'mon, Santino's a former World Champion.
In a Raw battle Royal, Vladimir Kozlov eliminated Chavo Guerrero, Romero Contreras sent Terry Funk out, and Husky Harris accidentally eliminated his own team mate Skip Sheffield. Romero eliminated Harris moments later, and then suplexed Kozlov over the ropes and to the floor!
SMACKDOWN
Shelton Benjamin stormed the ring and wiped out Jack Swagger in a super fast "Falls Count Anywhere" match! After the match, Kaval and John Morrison came out onto the ramp and taunted Shelton!
The Miz gained some hardcore credibility with a successful title defense over Finlay in an Extreme Rules match.
John Cena and Kofi Kingston agreed to take on Alex Riley and a mystery partner in a Tables Match...Riley's partner? MIKE KNOX. William Regal walked to the ring...and blasted Kofi with a chair! In a shocker, a chair weilding CM Punk ran out of the crowd and seemingly ran Regal off! Kofi ultimately got the win for his team with a flying legdrop through the table on Riley!
Shawn Michaels taught Batista a nasty lesson in being TOO laser focused, pinningg him to become the #1 Contender to the World Title! The match was restarted as a Submission Match...in which the two reviled men tore each other apart! HBK ultimately left Batista a bloody mess...and made him submit to the Figure Four Leglock!
Week 4
RAW
Kane, being cheered on by Alberto Del Rio, defended the Million Dollar Title against Santino. Dolph Ziggler was in the crowd, but Kane would not be distracted.
Vance Archer jumped Shinsuke Nakamura from behind before their match started, but he never capitalized and Nakamura planted him after the Boma Ye.
Tyson Kidd and Primo jumped John Cena and Kofi Kingston on their way to the ring, but Cena and Kingston destroyed the two smaller men and prevailed, becoming the #1 Contenders to the Tag Team Titles! After the match, Regal and McIntyre hit the ring and wiped them out!!
Edge was suckered by Wade Barrett into a handicap match against Skip Sheffield, Justin Gabriel and Heath Slater! The Nexus was too much for him, and Gabriel's 450 Splash put Edge out.
SUPERSTARS
The Great Muta prevailed over Terry Funk in an impromptu Falls Count Anywhere Match.
Mike Knox and Luke Gallows jumped Cody Rhodes and Goldust on their way to the ring! The Golden Boys tried to fight back, but Knox hit the Knoxed Out on Goldust to pick up the win!
Alberto Del Rio ambushed Triple H before their match began, and kept him from ever getting out of the starting gate.
SMACKDOWN
The Miz and John Morrison argued about who should start off their match against Shelton Benjamin and Daniel Bryan, and it proved to be a nasty bit of foreshadowing. Even when Kaval came out to interfere (and got suplexed into the ring steps by Shelton), The Christian Coalition could not keep focused enough to beat Shelton and Bryan.
Rey Mysterio fended off Mark Henry's interference en route to beating MVP!
CM Punk came out to take on Alex Riley for getting involved in his business a couple of weeks ago. As they went at it, John Morrison hit the ring and Punk looked nervous...until Morrison laid out Riley!! Punk looked stunned...then finished Riley off!
Sting and Shawn Michael faced off in an Iron Man Match with HBK getting the first pin, thanks to a pre-match sneak attack! Sting rallied back, but Batista ran in and hit the Batista Bomb! Booker T ran Batista off and Sting wound up pulling ahead, getting a 3-1 victory! HBK had to be carted away on a stretcher post-match!!
EXTREME RULES
John Morrison beat The Miz down for most of their TLC match...but Miz kicked Morrison off the top of the ladder and managed to yank the Hardcore title down!
In a clean, athletic contest, Evan Bourne pinned Dolph Ziggler with the Air Bourne to retain the US title!
Randy Orton reduced Alberto Del Rio to a bloody mess in a Last Man Standing match. Del Rio was quick enough to avoid the Punt Kick, but ate the RKO and got KOed.
In an INTENSE and HIGH IMPACT tag team ladder match, John Cena, Kofi Kingston, William Regal and Drew McIntyre got all of each other...Regal at one point knocked down two ladders with Kofi's limp body, but Cena got the belts after knocking Regal off the ladder! New champions!
Shawn Michaels' replacement for the World Title Match was none other than...BATISTA. Batista took everything Sting had and kept shrugging it off, rolling out of the ring after a Death Drop, powering out of the Deathlock and even getting back up after Sting drove him through the announce table...but Sting did get the pin after a second Death Drop!
Two months after Santino spoiled his Raw dominance, Wade Barrett defeated Edge in an Extreme Rules match to become a two time WWE Champion! After the match, Barrett brutally attacked Edge with a chair!
RAW
1. John Cena (default)
2. Sheamus (Backlash)
3. Triple H (The Bash)
4. Wade Barrett (Royal Rumble)
5. Santino Marella (WrestleMania)
6. Edge (Backlash)
WWE Champion: Wade Barrett (Extreme Rules)
1. The Miz (default)
2. R-Truth (Backlash)
3. The Miz (Extreme Rules)
4. Zack Ryder (The Bash)
5. Ted DiBiase (Night of Champions)
6. Sheamus (Summerslam)
US Champion: Evan Bourne (TLC)
1. Ted DiBiase (default)
2. The Greatest American Bolo (Feb. Week 3 Year 1 Raw)
3. Batista (Elimination Chamber)
4. Zack Ryder (Apr. Week 4 Year 2 Raw)
Million Dollar Champion: Kane (May Week 2 Year 2 Raw)
Smackdown
1. Rey Mysterio (default)
2. Jack Swagger (Backlash)
World Champion: Sting (TLC)
1. Dolph Ziggler (default)
2. Luke Gallows (Extreme Rules)
3. Christian (The Bash)
4. Kofi Kingston (Night of Champions)
5. Drew McIntyre (Summerslam)
6. Todo Americano (Hell in a Cell)
7. Dolph Ziggler (Nov. Week 4 Year 1 SD)
8. Kane (Elimination Chamber)
Intercontinental Champion: Kofi Kingston (Backlash)
1. Raven (Dec. Week 2 Year 1 SD)
2. MVP (TLC)
3. Kane (Jan. Week 2 Year 1 SD)
4: Kofi Kingston (Mar. Week 1 Year 1 SD)
Hardcore Champion: The Miz (May Week 1 Year 2 SD)
1. The Hart Dynasty (Default)
2. John Morrison & R-Truth (The Bash)
3. The Hart Dynasty (Summerslam)
4. John Morrison & R-Truth (Hell in a Cell)
5. Straight Edge Society (Bragging Rights)
6: William Regal & Drew McIntyre (Elimination Chamber)
Unified Tag Team Champions: John Cena & Kofi Kingston
RAW
WEEK 1
Santino Marella looked impressive, pinning Ezekiel Jackson in a Falls Count Anywhere Match after the Cobra!
Goldust and Cody Rhodes looked great together, beating Tyson Kidd and Primo after Goldust pinned Primo following Shattered Dreams!
Romero Contreras murdered Chavo Guerrero.
Wade Barrett beat Sheamus to a bloody pulp in a #1 Contender's Match...but Edge ran in and took out his old rival Barrett with a Spear! This allowed Sheamus to hit the High Cross for the pin! However, Barrett had friends in high places and the match was restarted as a Falls Count Anywhere Match! Edge ran out again, but a wayward shot by Sheamus caused Edge to leave Sheamus to his fate...the Wasteland!
SUPERSTARS
In a Triple Threat Match, Kaval jumped Shelton Benjamin before the match during a bout with Mike Knox. They all went back and forth until Kaval caught Knox out of nowhere with a small package for the pin.
Heath Slater picked up a nice win over Matt Hardy.
As Triple H battled Joe Cothern, Cothern's Million Dollar Teammate Dolph Ziggler hit the ring...and laid out Cothern! Triple H looked confused...but hit the Pedigree for the pin!
SMACKDOWN
The Miz jumped Kofi Kingston from the crowd before their Hardcore Title Match, and used that advantage to pin him and win the Hardcore title.
Rey Mysterio looked like he had Christian on the ropes in a Tables Match, when Kaval ran in and split Rey wide open! This allowed Christian to put Rey through the table for the win.
As Raven and RVD fought MVP and Mark Henry in a cage, Raven made his escape first, which unfortunately left RVD alone against the other two. The reunion of MVP and Henry wasn't successful as RVD managed to thwart them and escape himself.
Sting and Batista squared off in a big brawl. Booker T tried to help Sting out, but Batista managed to use the chaos to bring a sledgehammer in and nail Sting. Ultimately, the Batista Bomb finished Sting.
WEEK 2
RAW
Kane took advantage of the mutual hatred between Zack Ryder and Ted DiBiase to win the Million Dollar Title in a Triple Threat Match! After the match, he went after Ryder with a chair when Dolph Ziggler hit the ring and ran him off!
William Regal and Drew McIntyre fended off Cody Rhodes and Goldust in a non title Falls Count Anywhere match thanks to intervention by Luke Gallows.
Alberto Del Rio jumped Big Show from the crowd before their match, using the unfair advantage to take Show out!
In a brutal Triple Threat Falls Count Anywhere main event, Sheamus pinned Edge to defeat him and Wade Barrett. Skip Sheffield got involved at one point but was sent scurrying...Sheamus stands tall to redeem himself after losing last week!
SUPERSTARS
Shinsuke Nakamura being at ringside did nothing to help Terry Funk against Husky Harris, who scored the pin after a crushing top rope senton.
Shelton Benjamin found himself in a precarious position, facing Alex Riley and Kaval in a Triple Threat Match. Benjamin managed to stun Kaval and Riley, pinning Kaval after Paydirt, just as fellow Christian Coalition stablemate John Morrison hit the ring with a chair!
R-Truth hit the ring on fire and polished off Vance Archer quickly!
SMACKDOWN
Jack Swagger and The Rock beat the living Hell out of one another, but Swagger came out on top with the Gutwrench Powerbomb! After the match, Undertaker appeared in the ring and gave Swagger a chokeslam!
In a match every bit as thrilling as you would expect, John Morrison pinned Rob Van Dam after a crushing running knee to the face!
Mark Henry and MVP jumped Cryme Tyme before their Tables Match! Though it was a good brawl, MVP and Henry never looked to be in real trouble, winning after MVP suplexed JTG through the table.
CM Punk and John Cena battled in a Tables Match that was interrupted mid-bout by Alex Riley! Riley laid both men out but Cena ultimately recovered and put a bloodied Punk through two stacked tables!
WEEK 3
RAW
As much damage as Ezekiel Jackson did to Evan Bourne in their Tables match to open Raw, Bourne still prevailed when he crushed Jackson through a table with the Air Bourne!
In a shocking show of ability, Dolph Ziggler outlasted Kane in an impromptu Submission Match to become the #1 Contender to the US title.
Joe Cothern hit the ring on fire and destroyed David Otunga, even putting his feet on the ropes to punctuate it.
Randy Orton stalled out some of Sheamus' momementum with an RKO!
SUPERSTARS
Because they haven't wrestled on Superstars enough, RVD faced off with Mike Knox. Knox stormed the ring before the match, but Van Dam still prevailed with the Five Star Frog Splash.
Ted DiBiase stormed the ring against Santino, but it failed for him like it just did Knox against RVD...I mean, c'mon, Santino's a former World Champion.
In a Raw battle Royal, Vladimir Kozlov eliminated Chavo Guerrero, Romero Contreras sent Terry Funk out, and Husky Harris accidentally eliminated his own team mate Skip Sheffield. Romero eliminated Harris moments later, and then suplexed Kozlov over the ropes and to the floor!
SMACKDOWN
Shelton Benjamin stormed the ring and wiped out Jack Swagger in a super fast "Falls Count Anywhere" match! After the match, Kaval and John Morrison came out onto the ramp and taunted Shelton!
The Miz gained some hardcore credibility with a successful title defense over Finlay in an Extreme Rules match.
John Cena and Kofi Kingston agreed to take on Alex Riley and a mystery partner in a Tables Match...Riley's partner? MIKE KNOX. William Regal walked to the ring...and blasted Kofi with a chair! In a shocker, a chair weilding CM Punk ran out of the crowd and seemingly ran Regal off! Kofi ultimately got the win for his team with a flying legdrop through the table on Riley!
Shawn Michaels taught Batista a nasty lesson in being TOO laser focused, pinningg him to become the #1 Contender to the World Title! The match was restarted as a Submission Match...in which the two reviled men tore each other apart! HBK ultimately left Batista a bloody mess...and made him submit to the Figure Four Leglock!
Week 4
RAW
Kane, being cheered on by Alberto Del Rio, defended the Million Dollar Title against Santino. Dolph Ziggler was in the crowd, but Kane would not be distracted.
Vance Archer jumped Shinsuke Nakamura from behind before their match started, but he never capitalized and Nakamura planted him after the Boma Ye.
Tyson Kidd and Primo jumped John Cena and Kofi Kingston on their way to the ring, but Cena and Kingston destroyed the two smaller men and prevailed, becoming the #1 Contenders to the Tag Team Titles! After the match, Regal and McIntyre hit the ring and wiped them out!!
Edge was suckered by Wade Barrett into a handicap match against Skip Sheffield, Justin Gabriel and Heath Slater! The Nexus was too much for him, and Gabriel's 450 Splash put Edge out.
SUPERSTARS
The Great Muta prevailed over Terry Funk in an impromptu Falls Count Anywhere Match.
Mike Knox and Luke Gallows jumped Cody Rhodes and Goldust on their way to the ring! The Golden Boys tried to fight back, but Knox hit the Knoxed Out on Goldust to pick up the win!
Alberto Del Rio ambushed Triple H before their match began, and kept him from ever getting out of the starting gate.
SMACKDOWN
The Miz and John Morrison argued about who should start off their match against Shelton Benjamin and Daniel Bryan, and it proved to be a nasty bit of foreshadowing. Even when Kaval came out to interfere (and got suplexed into the ring steps by Shelton), The Christian Coalition could not keep focused enough to beat Shelton and Bryan.
Rey Mysterio fended off Mark Henry's interference en route to beating MVP!
CM Punk came out to take on Alex Riley for getting involved in his business a couple of weeks ago. As they went at it, John Morrison hit the ring and Punk looked nervous...until Morrison laid out Riley!! Punk looked stunned...then finished Riley off!
Sting and Shawn Michael faced off in an Iron Man Match with HBK getting the first pin, thanks to a pre-match sneak attack! Sting rallied back, but Batista ran in and hit the Batista Bomb! Booker T ran Batista off and Sting wound up pulling ahead, getting a 3-1 victory! HBK had to be carted away on a stretcher post-match!!
EXTREME RULES
John Morrison beat The Miz down for most of their TLC match...but Miz kicked Morrison off the top of the ladder and managed to yank the Hardcore title down!
In a clean, athletic contest, Evan Bourne pinned Dolph Ziggler with the Air Bourne to retain the US title!
Randy Orton reduced Alberto Del Rio to a bloody mess in a Last Man Standing match. Del Rio was quick enough to avoid the Punt Kick, but ate the RKO and got KOed.
In an INTENSE and HIGH IMPACT tag team ladder match, John Cena, Kofi Kingston, William Regal and Drew McIntyre got all of each other...Regal at one point knocked down two ladders with Kofi's limp body, but Cena got the belts after knocking Regal off the ladder! New champions!
Shawn Michaels' replacement for the World Title Match was none other than...BATISTA. Batista took everything Sting had and kept shrugging it off, rolling out of the ring after a Death Drop, powering out of the Deathlock and even getting back up after Sting drove him through the announce table...but Sting did get the pin after a second Death Drop!
Two months after Santino spoiled his Raw dominance, Wade Barrett defeated Edge in an Extreme Rules match to become a two time WWE Champion! After the match, Barrett brutally attacked Edge with a chair!
RAW
1. John Cena (default)
2. Sheamus (Backlash)
3. Triple H (The Bash)
4. Wade Barrett (Royal Rumble)
5. Santino Marella (WrestleMania)
6. Edge (Backlash)
WWE Champion: Wade Barrett (Extreme Rules)
1. The Miz (default)
2. R-Truth (Backlash)
3. The Miz (Extreme Rules)
4. Zack Ryder (The Bash)
5. Ted DiBiase (Night of Champions)
6. Sheamus (Summerslam)
US Champion: Evan Bourne (TLC)
1. Ted DiBiase (default)
2. The Greatest American Bolo (Feb. Week 3 Year 1 Raw)
3. Batista (Elimination Chamber)
4. Zack Ryder (Apr. Week 4 Year 2 Raw)
Million Dollar Champion: Kane (May Week 2 Year 2 Raw)
Smackdown
1. Rey Mysterio (default)
2. Jack Swagger (Backlash)
World Champion: Sting (TLC)
1. Dolph Ziggler (default)
2. Luke Gallows (Extreme Rules)
3. Christian (The Bash)
4. Kofi Kingston (Night of Champions)
5. Drew McIntyre (Summerslam)
6. Todo Americano (Hell in a Cell)
7. Dolph Ziggler (Nov. Week 4 Year 1 SD)
8. Kane (Elimination Chamber)
Intercontinental Champion: Kofi Kingston (Backlash)
1. Raven (Dec. Week 2 Year 1 SD)
2. MVP (TLC)
3. Kane (Jan. Week 2 Year 1 SD)
4: Kofi Kingston (Mar. Week 1 Year 1 SD)
Hardcore Champion: The Miz (May Week 1 Year 2 SD)
1. The Hart Dynasty (Default)
2. John Morrison & R-Truth (The Bash)
3. The Hart Dynasty (Summerslam)
4. John Morrison & R-Truth (Hell in a Cell)
5. Straight Edge Society (Bragging Rights)
6: William Regal & Drew McIntyre (Elimination Chamber)
Unified Tag Team Champions: John Cena & Kofi Kingston
Thursday, March 3, 2011
[My WWE Universe Year 2] Backlash
YEAR ONE
YEAR 2
ROAD TO BACKLASH
WEEK 1
RAW
Raw opened with the debut of new Raw arrival...THE BIG SHOW! Poor Ted DiBiase. DiBiase hit the ring hard and did a lot of damage, but either seemed like he was out to hurt somebody, or wasn't confident enough to go for the pin...and got KOed. Show, to his credit, offered DiBiase a handshake, but was refused.
Triple H was seated at ringside as Sheamus and Big Zeke squared off for a #1 Contender's spot!
It was a hard hitting brawl...and Ezekiel Jackson scored the clean pin!
The Miz found himself in unfriendly territory...in a submission match against Chris Jericho! Miz tried to hang in...but tapped out.
In a Falls Count Anywhere main event, Randy Orton welcomed the newest Raw arrival...Alberto Del Rio! Del Rio charged out of his car and attacked Orton...but Orton countered! Del Rio ran away
to the floor...where he caught Orton with an enzuigiri and a crippling release German Suplex on
the floor for the surprising pin!
SUPERSTARS
As Husky Harris waited for his opponents in the ring, Romero Contreras attacked Steve Austin on the floor! This Triple Threat was almost all Romero, and he pinned Austin after a brutal Skull Crushing Finale on a sledgehammer!
Wade Barrett brought up the price of real estate with a visit to Superstars, where he beat Zack Ryder in a competitive match.
The Greatest American Bolo picked up a big win over Heath Slater with the American Revolution!
SMACKDOWN
Jake Roberts dropped Shad with the DDT!
Ziggler stormed the ring and attacked Kofi Kingston! As Kofi rallied back, Dolph caught him with a small package out of nowhere!
New refugees from Raw, The Miz and Daniel Bryan, squared off! Daniel Bryan charged the ring and made the fans forget all about his Nexus past as he beat the crap out of the Miz! Miz was on the defensive until CM Punk of all people hit the ring and took Bryan out, allowing Miz to pick up the win!
In a #1 Contender's Match, CM Punk defeated Undertaker and Drew McIntyre after Jack Swagger stormed the ring and caught Undertaker with the Gutwrench Powerbomb! Punk, who was fighting McIntyre on the floor, slid back in the ring and covered Undertaker for the win!
WEEK 2
RAW
New Raw arrival Chavo Guerrero pinned Tyson Kidd in a competitive match!
In a shocker, David Otunga teamed with Raw newcomer Chris Masters to face Justin Gabriel and Heath Slater in a tables match! It got UGLY...with Husky Harris hitting the ring to clean house on Otunga and Masters, but after he left, Otunga and Gabriel got split wide open and Masters managed to drive Slater through a table with an exploder suplex!
The Big Show and The Greatest American Bolo teamed up for the first time ever, taking on Ted DiBiase and his mystery partner...Joe Cothern! However, Cothern never even got in the ring and Big Show knocked DiBiase out.
The Ultimate Opportunist screwed Wade Barrett out of his rematch by beating him in a ladder match! Edge is the #1 Contender for Santino's WWE Title!
SUPERSTARS
The RVD-Mike Knox feud continued with a hard fought match and an RVD win.
Lex Luger gave it his all, but Shinsuke Nakamura shut him down in a brutal bout.
Romero Contreras ruined what should have been an epic Last Man Standing Match by brutally assaulting rival Steve Austin before the bell. After the match, he brutalized Austin with a steel chair.
SMACKDOWN
John Morrison made his triumphant return to Friday Night Smackdown, pinning Cody Rhodes after a brutal running knee!
In a shocking upset, Smackdown newcomer Yoshi Tatsu and Rey Mysterio upset the Tag Team Champions Drew McIntyre and William Regal!
The Christian Coalition (Christian and Kaval) battled the Powerhouse team of David Otunga and Chris Masters in a ladder match. It was a chaotic war that saw Sting get involved as well, but Christian's ladder match experience proved to be too effective.
CM Punk did, perhaps, the unthinkable when he made Sting submit in a Submission Match! Of course, Luke Gallows did jump Sting before the match...and Sting did make Punk tap once when the referee was knocked out...but Punk still got the final win! Punk brutalized Sting after the match, further softening him up for Backlash!
WEEK 3
RAW
Raw opened with Zack Ryder facing new Raw draftee...Intercontinental Champion Kane! Kofi Kingston, not on the Raw roster, bought a ticket to watch Kane from ringside! Kane seemed unusually vicious, even taking a chair to Ryder at one point before putting him away!
Santino and Kozlov fought off the Straight Edge Society, despite the interference of Alex Riley, who got mugged by Kozlov for interfering!
Alberto Del Rio ambushed David Hart Smith from behind to completely squash him.
New Raw recruit Vance Archer jumped Randy Orton from the crowd and even hit his finisher, but he wanted to hurt Orton to send a message...that cost him and he ate an RKO to debut with a loss.
SUPERSTARS
Husky Harrris looked impressive in a victory over Chris Masters.
Ezekiel Jackson watched on with interest as Sheamus and Mark Henry faced off. The referee was staggered and Sheamus went after Henry with a chair, but the referee saw it anyway and gave the win to Henry.
Mike Knox, RVD, Jimmy Snuka, Shelton Benjamin, Terry Funk and Ricky Steamboat met in a battle royal! Funk and Benjamin ganged up on Snuka, while RVD dumped Steamboat. RVD next eliminated his friend Terry Funk! RVD punted his rival Knox off the apron, and then went at it with Benjamin! Shelton ultimately dumped RVD for the win!
SMACKDOWN
Kaval welcomed new Smackdown arrival Chris Jericho...who gave him a Codebreaker for his troubles!
RVD picked up an impressive win over MVP!
HBK ambushed The Undertaker from the crowd and laid him out with multiple Superkicks and put him through a table to win their tables match in his Smackdown debut!
The Miz jumped Raven before their match and the brawl was on! Miz swooped in for the win, but Daniel Bryan got involved, causing a distraction that allowed Raven to hit the Evenflow for the pin! Mike Knox ambushed Raven from behind with a lead pipe!
WEEK 4
RAW
Batista came to the ring not even prepared to wrestle...and lost the Million Dollar Title in shocking fashion to Zack Ryder!
New Raw draft pick Dolph Ziggler teamed with Ted DiBiase and Joe Cothern against The Big Show, The Greatest American Bolo and Shinsuke Nakamura! Ziggler looked particularly impressive, pinning The Big Show after the Zig Zag.
Next up was new Raw pick-up...Terry Funk! He was ambushed on his way to the ring by Wade Barrett, who spiked him with the Wasteland in a squash!
Sheamus demolished Edge as he came to the ring, and hit the High Cross on the floor. Edge fought back, but the damage was too severe, and Sheamus prevailed over the #1 Contender!
SUPERSTARS
Superstars opened with an explosive debut: Booker T! Shad stormed the ring to spoil his return...but Booker tore him down and hit the Ax Kick for the win!
Skip Sheffield made his shocking return...and dominated Mark Henry! Sheffield's return has made Nexus stronger than ever!
In the main event, Vladimir Kozlov, Romero Contreras, Alex Riley, Husky Harris, Chris Masters and Chavo Guerrero faced off in a battle royal! Romero and Chavo worked Kozlov out, while Masters dumped Harris! Romero sent Chavo over the top moments later. Romero threw Riley out, and then he and Masters struggled with each other. Finally, a wicked Exploder over the top rope sent Masters to the floor!
SMACKDOWN
Kofi Kingston opened the show by pinning William Regal with the SOS to become the #1 Contender to the Intercontinental Title!
The Great Muta got some long awaited revenge on Matt Hardy!
Newest Smackdown draftee John Cena came to the ring! Drew McIntyre's music hit...but he jumped Cena from the crowd! Cena rallied back and went for the Attitude Adjustment...but William Regal hit the ring! Cena met him on the floor and they went at it, when Kofi Kingston ran out and ran Regal off! Kofi stood guard as Cena locked on the STF and made Regal tap!
In the main event, World Champion Sting faced off with new Smackdown arrival...Batista! Batista bullied Sting right off, but Sting would not back down! Batista got the upperhand and hit the Batista Bomb...but Sting fired up on him! Batista tried to leave the arena, but Sting caught him on the ramp and they brawled. Batista took out the referee and wiped out Sting with a sledgehammer before hitting him with another Batista Bomb for the pin! After the match, he grabbed a chair and tried to hurt Sting further...when EDGE of all people hit the ring and backed Batista off!
BACKLASH
Kofi Kingston came to the ring to challenge Kane...who jumped him from the crowd! Kane hit a Choke Slam and Kofi BARELY kicked out! Kofi struggled to stay in it...and even got caught with another Choke Slam! However, it was a desperation pin out of nowhere that put Kane down and put the Intercontinental title back on Smackdown!
Ezekiel Jackson ambushed Evan Bourne from behind, hitting the Book of Ezekiel on the US Champion! Bourne somehow managed to stay in it and fought back, but Jackson dominated him!
Bourne changed the complexion of things with a springboard huracanrana and took control, hitting a standing moonsault and the Air Bourne to retain the US Title!
The Greatest Bolo and The Big Show challenged Drew McIntyre and William Regal for the Tag Team Titles, and kept Regal on the defensive most of the match...so it was little surprise when Regal blasted Bolo with a chair, drawing a DQ.
Nexus sent Heath Slater to take the Million Dollar Title from Zack Ryder...and though it was a
good match, Slater was sent back to Nexus a bloody mess!
Santino came to the ring to defend the WWE Title for the first time...against Wade Barrett, Edge and Sheamus in a Fatal Four Way Elimination Match! There were no favorites played and all four men dished out tons of damage to anyone and everyone...but it was Barrett who struck first, pinning Santino with The Wasteland! Sheamus hit the Irish Curse on Edge...but Barrett completely blindsided him for the pin! Edge split Barrett wide open with the WWE Title belt, and Barrett returned the favor with his bare knuckles! With each man a bloody, bloody mess, Edge hit the Spear, but Barrett somehow kicked out! Barrett smacked Edge with the title belt and grabbed some steel chairs, looking to take Edge out with his old classic...when Edge hit another Spear and pinned Barrett to win the WWE Title!
CM Punk jumped Sting from behind before their match, a tactic that failed with Kane and Ezekiel Jackson before him. He fared no better as Sting got revenge for their submission match, making Punk submit to the Scorpion Deathlock!
Draft Summary:
WEEK 1 DRAFT
SD to RAW
Alberto Del Rio
The Big Show
RAW to SD
The Miz
Daniel Bryan
WEEK 2 DRAFT
SD to RAW
Chris Masters
Chavo Guerrero
RAW to SD
John Morrison
Yoshi Tatsu
WEEK 3 DRAFT
SD to RAW
Vance Archer
Kane
RAW to SD
Chris Jericho
Shawn Michaels
WEEK 4 DRAFT
SD to RAW
Terry Funk
Dolph Ziggler
RAW to SD
John Cena
Batista
Trades
Raw to SD
Goldust
Alex Riley
Mark Henry
David Hart Smith
SD to Raw
Great Muta
JTG
Shad
Matt Hardy
RAW
1. John Cena (default)
2. Sheamus (Backlash)
3. Triple H (The Bash)
4. Wade Barrett (Royal Rumble)
5. Santino Marella (WrestleMania)
WWE Champion: Edge (Backlash)
1. The Miz (default)
2. R-Truth (Backlash)
3. The Miz (Extreme Rules)
4. Zack Ryder (The Bash)
5. Ted DiBiase (Night of Champions)
6. Sheamus (Summerslam)
US Champion: Evan Bourne (TLC)
1. Ted DiBiase (default)
2. The Greatest American Bolo (Feb. Week 3 Year 1 Raw)
3. Batista (Elimination Chamber)
Million Dollar Champion: Zack Ryder (Apr. Week 4 Year 2 Raw)
Smackdown
1. Rey Mysterio (default)
2. Jack Swagger (Backlash)
World Champion: Sting (TLC)
1. Dolph Ziggler (default)
2. Luke Gallows (Extreme Rules)
3. Christian (The Bash)
4. Kofi Kingston (Night of Champions)
5. Drew McIntyre (Summerslam)
6. Todo Americano (Hell in a Cell)
7. Dolph Ziggler (Nov. Week 4 Year 1 SD)
8. Kane (Elimination Chamber)
Intercontinental Champion: Kofi Kingston (Backlash)
1. Raven (Dec. Week 2 Year 1 SD)
2. MVP (TLC)
3. Kane (Jan. Week 2 Year 1 SD)
Hardcore Champion: Kofi Kingston (Mar. Week 1 Year 1 SD)
1. The Hart Dynasty (Default)
2. John Morrison & R-Truth (The Bash)
3. The Hart Dynasty (Summerslam)
4. John Morrison & R-Truth (Hell in a Cell)
5. Straight Edge Society (Bragging Rights)
Unified Tag Team Champions: William Regal & Drew McIntyre (Elimination Chamber)
Good Golly, I Hit 200 Posts
With this post, in fact.
I was gonna try to come up with something cool here, but when my 200th post wouldn't have hit until July...if I'm lucky.
So, what's been going on?
- For some reason, my birthday (March 6th), tends to fall on or around GM's Day (or vice versa, really). In this case, apparently, GM's Day is March 4th. RPGNow is running a big sale in which a lot of companies are participating...a bunch of products at 25% off until March 8th or so. You can check that out here.
- In theory, I am still a comic book writer. In practice, it has all become very depressing. I have three completed scripts, art finished and everything, that are stuck in limbo and awaiting the colorists and letterers. I am unofficially boycotting Con Season until we have product ready to sell again, because I can't muster the energy necessary to pimp something that was due out six months ago and has no new release date in sight.
- We had a meeting about a new communication device for my daughter Faith, who is autistic. Durable communications devices are some high end stuff, apparently, and can get pretty pricey. For those interested in following the saga and milestones of our life with our autistic daughter and her incredibly supportive big brother can read my wife's blog here.
- I still plan to do "Scaling Savage Supers", hopefully very soon. I also have something for War of the Dead that I want to post before Chapter Three starts, which is likely to be delayed due to Lee over at Daring Entertainment breaking his wrist, unfortunately.
- The next book on the review queue is Invaderz by Post Mortem Studios, followed by the Chronicles of Ramlar Player's Guide and World Guide, WizKid: The Cheapening, The New Gods of Mankind Handbook and Caladon Falls.
- This economy sure sucks...still working two jobs (and making less than I did a couple of years ago). I'd sure like to go back to working one job again and make even what I am right now. I would probably write much more, to be honest.
- For readers who like irreverent humor, I highly recommend looking up C.L. Bevill, specifically Bubba and the Dead Woman...I have been laughing out loud for days over this, and you can get it at Smashwords (or Barnes & Noble and maybe even Amazon) for free (in e-book format, of course).
- I am really interested to see Eloy Lasanta's new game, Part-Time Gods. In that respect, at least, the end of the year cannot come soon enough.
- I've reviewed some great, but low profile, games this year...and it kinda saddens me to see how few the hits are for some of those games...mostly because I think gamers are doing themselves a serious disservice by not checking some of these games out.
- Fun facts: According to Blogger, the most read post on this site, ever, is my Walking Dead post...and most people find it because of the Emma Bell picture. The most read game review I have ever posted is Smallville. For some inexplicable reason, the Ninja Turtles/ICONS stuff is incredibly popular as well.
- I'm pretty disappointed at my lack of productive output over the last year. Hopefully I can change that this year.
- OH! I won $50 just for FAILING TO QUALIFY for a survey. That's easily the coolest rejection I have ever received.
Keep readin', and I'll keep writing! Hopefully 200 posts is just the beginning.
T.
I was gonna try to come up with something cool here, but when my 200th post wouldn't have hit until July...if I'm lucky.
So, what's been going on?
- For some reason, my birthday (March 6th), tends to fall on or around GM's Day (or vice versa, really). In this case, apparently, GM's Day is March 4th. RPGNow is running a big sale in which a lot of companies are participating...a bunch of products at 25% off until March 8th or so. You can check that out here.
- In theory, I am still a comic book writer. In practice, it has all become very depressing. I have three completed scripts, art finished and everything, that are stuck in limbo and awaiting the colorists and letterers. I am unofficially boycotting Con Season until we have product ready to sell again, because I can't muster the energy necessary to pimp something that was due out six months ago and has no new release date in sight.
- We had a meeting about a new communication device for my daughter Faith, who is autistic. Durable communications devices are some high end stuff, apparently, and can get pretty pricey. For those interested in following the saga and milestones of our life with our autistic daughter and her incredibly supportive big brother can read my wife's blog here.
- I still plan to do "Scaling Savage Supers", hopefully very soon. I also have something for War of the Dead that I want to post before Chapter Three starts, which is likely to be delayed due to Lee over at Daring Entertainment breaking his wrist, unfortunately.
- The next book on the review queue is Invaderz by Post Mortem Studios, followed by the Chronicles of Ramlar Player's Guide and World Guide, WizKid: The Cheapening, The New Gods of Mankind Handbook and Caladon Falls.
- This economy sure sucks...still working two jobs (and making less than I did a couple of years ago). I'd sure like to go back to working one job again and make even what I am right now. I would probably write much more, to be honest.
- For readers who like irreverent humor, I highly recommend looking up C.L. Bevill, specifically Bubba and the Dead Woman...I have been laughing out loud for days over this, and you can get it at Smashwords (or Barnes & Noble and maybe even Amazon) for free (in e-book format, of course).
- I am really interested to see Eloy Lasanta's new game, Part-Time Gods. In that respect, at least, the end of the year cannot come soon enough.
- I've reviewed some great, but low profile, games this year...and it kinda saddens me to see how few the hits are for some of those games...mostly because I think gamers are doing themselves a serious disservice by not checking some of these games out.
- Fun facts: According to Blogger, the most read post on this site, ever, is my Walking Dead post...and most people find it because of the Emma Bell picture. The most read game review I have ever posted is Smallville. For some inexplicable reason, the Ninja Turtles/ICONS stuff is incredibly popular as well.
- I'm pretty disappointed at my lack of productive output over the last year. Hopefully I can change that this year.
- OH! I won $50 just for FAILING TO QUALIFY for a survey. That's easily the coolest rejection I have ever received.
Keep readin', and I'll keep writing! Hopefully 200 posts is just the beginning.
T.
Tuesday, March 1, 2011
Tommy's Take on Agency Resource Guide (Terror Network)
The Agency Resource Guide is an all-purpose supplement for Terror Network, designed to provide more options and advice for players and GMs. The book is $5.99 in PDF format, and is also part of the Terror Network Bundle. Bedrock Games also has their games available in print through Studio 2.
The PDF, like Terror Network, has all of the bells and whistles present, from bookmarks to clickable Table of Contents and searchability.
AGENCIES AND CAMPAIGNS
First off, each of the common agencies are covered, with a focus on the types of operations they are likely to perform, as well as the hierarchy of the organization. For instance, the agents in the FBI are generally going to report to the Supervisory Special Agent, who answers to the Assistant Special Agent in Charge who reports to the Special Agent in Charge of the field office. That guy has to answer to the Division Chief, who reports to the Section Chief, who reports to the Director. The FBI, CIA, Homeland Security, Local Law Enforcement and US Special Operations Command are all discussed in this manner.
A good overview is given of the latitude afforded to agents, as well as the resources that they can call on.
We also get five sample campaigns designed to show the flexibility of a Terror Network game while staying within the Counter Terrorism "genre". For instance, an FBI campaign starting off as what appears to be a hunt for an elaborate serial killer turns out to have completely different motivations. A Secret Service campaign in which the PCs are having to deal with someone within their organization out to assassinate the President. One campaign is off duty cops versus a states rights militia that takes over a small town. Another involves a tricky prisoner transfer from overseas...in part because the country that has him is reluctant to admit that they do. Finally, a CIA campaign that kicks off with some very targeted plane bombings that, for some reason, no one has taken credit for.
INVESTIGATIONS AND INTELLIGENCE
As it says...a look into counter terrorism investigations and intelligence gathering. While there is a lot of information here, most of it is in pretty broad strokes. For instance, this isn't an in depth guide on "How to take fingerprints from a crime scene". I don't think that's a bad thing...honestly, it's the kinda thing I'm perfectly fine with my players going "I wanna take fingerprints from the crime scene." "Okey dokey" and then adding a roll of it is relevant.
The section on interrogation techniques is pretty great, identifying skills that might come into play, but also encouraging the GM to provide bonuses for good techniques...and offering a discussion of many of those techniques.
Resolving hostage situations is broken down into four basic methods (Rescue/Dynamic Entry, Sharp Shooters, Chemical Agents and Negotiation).
In the Intelligence Gathering section, the various sources for information gathering is laid out, alongside the types of Covert Operations that the CIA and Special Ops are likely to perform. In fact, the entire Intelligence Gathering section is pretty extensive, laying out the CIA's approach to information gathering, from an agent forming his alias to picking his targets and so on.
NEW RESOURCES AND RULES
First off, we get more coverage of mandates, expanding and clarifying them. We get mandates for local law enforcement agencies (APBs and Police Back-up).
We get rules for Specialists, who are essentially "one skill" NPCs that can be assigned to teams from the major organizations (CIA, FBI, Homeland Security and Special Ops) with the skill level that a specialist from that organization would provide...(for instance, an FBI Negotiator is more skilled than a CIA Negotiator...but when it comes to lawyers, Homeland Security has it down cold).
There are also Combat Specialist teams, such as FBI Swat Raids and Special Ops Strike Teams that basically get abstracted down to a Combat Rating.
The Resources section covers getting warrants as well as the various levels of security clearance, including transferring security clearance in multi-agency operations. There is a reference to a sidebar with a more realistic approach to clearance, but I couldn't find it in the immediate vicinity of this section, so I'm not sure what happened.
Finally, rules are provided for aiming shots, Targeted Shots (Called shots, including more lethal called shots) and attacking multiple opponents.
EQUIPMENT
Here we expand the weapons and equipment from the core rules, starting with melee weapons. In addition to nightsticks, telescoping batons, tear gas grenades and some new firearms, we also get rules for improvised weapons as well.
Vehicles get expanded, not only with new vehicles but add-ons such as armor and even snow tires.
This chapter really earns its keep with pages of new, general equipment (like "under the door" cameras", makeup kits, swiss army knives, grapppling equipment and much, much more). Computers are covered in notable detail, with bonuses for access to certain databases, as well as rules for firewalls and various types of software that a counter terrorism agent might like to have.
The chapter ends with dogs...bomb dogs, rescue dogs, drug dogs and attack dogs.
GLOBAL AGENCIES AND HOTSPOTS
Agencies for France, Israel, Pakistan and the United Kingdom are covered, with mandates appropriate for each. This section isn't INCREDIBLY useful if you want to run a game based outside of a US organization, as their is no hierarchy (or even a suggested "Use the CIA Hierarchy for Mossad", etc), but there is plenty enough information for international operations in which your PCs' agency has to work with another country.
The Hotspots section includes a brief overview of each country, followed by a breakdown of the major terrorist groups in each, with name, leadership, their size and ideology, followed by a paragraph or two of detail. This covers Afghanistan, Chechnya, Colombia, Greece, Iran, Iraq, Ireland, Israel, Kashmire, Pakistan, The Phillipines, Somalia, Spain, Sri Lanka, Thailand and Yemen. If you wanna clash with FARC instead of the Taliban, here you go.
DEPARTMENTS AND AGENCIES
No, this is not a rehash of the CIA, FBI and so on...this chapter is about important departments and agencies inside the US and how they interact with, or otherwise affect, the agencies likely to be used by the PCs.
There is even a paragraph given for every single department in the President's Cabinet, talking about the Departments of Agriculture and Education alongside the more "obvious" choices for a Terror Network game like the Department of Justice.
The Departments of Defense, Homeland Security and Justice get dramatically expanded as well, as they have far more relevance to the counter terrorism issue, given that Special Ops, Homeland Security and the FBI fall under their purview respectively.
The final section in this chapter delves into independent agencies, which has a particular bearing on the CIA.
RUNNING TERROR NETWORK
I like the touch up front, where the authors helpfully point out that they are not telling you how to run the game the "right way"...pointing out that once you buy it, feel free to do as you like (even if it means turning it into GI Joe vs Cobra)...but they do offer up some advice to help you out here.
They stress that the intent is to make Terror Network flexible within the framework of "Counter Terrorism RPG"...providing tools for door-busting action missions or intense investigations. In fact, building investigations from the ground up is covered here, starting with bad guys and their plots then evidence and locations and even laying out a timeline (which can go a long ways towards making the game feel "alive" in any situation).
They also recommend mixing it up...that is, not having every game be Jihadist of the Week. As I noted in the Terror Network review, they certainly provide ample material to allow you to do just that.
This chapter also talks about politics and how the authors have (impressively) managed to keep their personal politics non existent in their writing, as well as how to have a successful Terror Network game with a group of people who may have wildly differing views about the War on Terror.
The chapter ends with an expanded selection of optional rules for High Octane play, in case your PCs just aren't feeling bad ass enough.
The book ends with an extensive glosssary of important names and terms related to counter terrorism, a list of web resources you can use for your own research, and a character sheet (which seems to be identical to the one in the main rulebook).
THOUGHTS
Just buy the bundle and you don't have to worry about it. Seriously, while the Terror Network book hardly felt incomplete, the Agency Resource Guide just has enough information to make it feel indispensable for someone looking to run Terror Network. The dramatically expanded equipment section stands out, as does the Global Hotspots section.
I also really like the NPC Specialist rules, and the Investigations and Intelligence chapter ranges from "pretty good" to "great" on the information.
Just a lot of great information packed into a well written, well researched book. A must for Terror Network players and GMs.
The PDF, like Terror Network, has all of the bells and whistles present, from bookmarks to clickable Table of Contents and searchability.
AGENCIES AND CAMPAIGNS
First off, each of the common agencies are covered, with a focus on the types of operations they are likely to perform, as well as the hierarchy of the organization. For instance, the agents in the FBI are generally going to report to the Supervisory Special Agent, who answers to the Assistant Special Agent in Charge who reports to the Special Agent in Charge of the field office. That guy has to answer to the Division Chief, who reports to the Section Chief, who reports to the Director. The FBI, CIA, Homeland Security, Local Law Enforcement and US Special Operations Command are all discussed in this manner.
A good overview is given of the latitude afforded to agents, as well as the resources that they can call on.
We also get five sample campaigns designed to show the flexibility of a Terror Network game while staying within the Counter Terrorism "genre". For instance, an FBI campaign starting off as what appears to be a hunt for an elaborate serial killer turns out to have completely different motivations. A Secret Service campaign in which the PCs are having to deal with someone within their organization out to assassinate the President. One campaign is off duty cops versus a states rights militia that takes over a small town. Another involves a tricky prisoner transfer from overseas...in part because the country that has him is reluctant to admit that they do. Finally, a CIA campaign that kicks off with some very targeted plane bombings that, for some reason, no one has taken credit for.
INVESTIGATIONS AND INTELLIGENCE
As it says...a look into counter terrorism investigations and intelligence gathering. While there is a lot of information here, most of it is in pretty broad strokes. For instance, this isn't an in depth guide on "How to take fingerprints from a crime scene". I don't think that's a bad thing...honestly, it's the kinda thing I'm perfectly fine with my players going "I wanna take fingerprints from the crime scene." "Okey dokey" and then adding a roll of it is relevant.
The section on interrogation techniques is pretty great, identifying skills that might come into play, but also encouraging the GM to provide bonuses for good techniques...and offering a discussion of many of those techniques.
Resolving hostage situations is broken down into four basic methods (Rescue/Dynamic Entry, Sharp Shooters, Chemical Agents and Negotiation).
In the Intelligence Gathering section, the various sources for information gathering is laid out, alongside the types of Covert Operations that the CIA and Special Ops are likely to perform. In fact, the entire Intelligence Gathering section is pretty extensive, laying out the CIA's approach to information gathering, from an agent forming his alias to picking his targets and so on.
NEW RESOURCES AND RULES
First off, we get more coverage of mandates, expanding and clarifying them. We get mandates for local law enforcement agencies (APBs and Police Back-up).
We get rules for Specialists, who are essentially "one skill" NPCs that can be assigned to teams from the major organizations (CIA, FBI, Homeland Security and Special Ops) with the skill level that a specialist from that organization would provide...(for instance, an FBI Negotiator is more skilled than a CIA Negotiator...but when it comes to lawyers, Homeland Security has it down cold).
There are also Combat Specialist teams, such as FBI Swat Raids and Special Ops Strike Teams that basically get abstracted down to a Combat Rating.
The Resources section covers getting warrants as well as the various levels of security clearance, including transferring security clearance in multi-agency operations. There is a reference to a sidebar with a more realistic approach to clearance, but I couldn't find it in the immediate vicinity of this section, so I'm not sure what happened.
Finally, rules are provided for aiming shots, Targeted Shots (Called shots, including more lethal called shots) and attacking multiple opponents.
EQUIPMENT
Here we expand the weapons and equipment from the core rules, starting with melee weapons. In addition to nightsticks, telescoping batons, tear gas grenades and some new firearms, we also get rules for improvised weapons as well.
Vehicles get expanded, not only with new vehicles but add-ons such as armor and even snow tires.
This chapter really earns its keep with pages of new, general equipment (like "under the door" cameras", makeup kits, swiss army knives, grapppling equipment and much, much more). Computers are covered in notable detail, with bonuses for access to certain databases, as well as rules for firewalls and various types of software that a counter terrorism agent might like to have.
The chapter ends with dogs...bomb dogs, rescue dogs, drug dogs and attack dogs.
GLOBAL AGENCIES AND HOTSPOTS
Agencies for France, Israel, Pakistan and the United Kingdom are covered, with mandates appropriate for each. This section isn't INCREDIBLY useful if you want to run a game based outside of a US organization, as their is no hierarchy (or even a suggested "Use the CIA Hierarchy for Mossad", etc), but there is plenty enough information for international operations in which your PCs' agency has to work with another country.
The Hotspots section includes a brief overview of each country, followed by a breakdown of the major terrorist groups in each, with name, leadership, their size and ideology, followed by a paragraph or two of detail. This covers Afghanistan, Chechnya, Colombia, Greece, Iran, Iraq, Ireland, Israel, Kashmire, Pakistan, The Phillipines, Somalia, Spain, Sri Lanka, Thailand and Yemen. If you wanna clash with FARC instead of the Taliban, here you go.
DEPARTMENTS AND AGENCIES
No, this is not a rehash of the CIA, FBI and so on...this chapter is about important departments and agencies inside the US and how they interact with, or otherwise affect, the agencies likely to be used by the PCs.
There is even a paragraph given for every single department in the President's Cabinet, talking about the Departments of Agriculture and Education alongside the more "obvious" choices for a Terror Network game like the Department of Justice.
The Departments of Defense, Homeland Security and Justice get dramatically expanded as well, as they have far more relevance to the counter terrorism issue, given that Special Ops, Homeland Security and the FBI fall under their purview respectively.
The final section in this chapter delves into independent agencies, which has a particular bearing on the CIA.
RUNNING TERROR NETWORK
I like the touch up front, where the authors helpfully point out that they are not telling you how to run the game the "right way"...pointing out that once you buy it, feel free to do as you like (even if it means turning it into GI Joe vs Cobra)...but they do offer up some advice to help you out here.
They stress that the intent is to make Terror Network flexible within the framework of "Counter Terrorism RPG"...providing tools for door-busting action missions or intense investigations. In fact, building investigations from the ground up is covered here, starting with bad guys and their plots then evidence and locations and even laying out a timeline (which can go a long ways towards making the game feel "alive" in any situation).
They also recommend mixing it up...that is, not having every game be Jihadist of the Week. As I noted in the Terror Network review, they certainly provide ample material to allow you to do just that.
This chapter also talks about politics and how the authors have (impressively) managed to keep their personal politics non existent in their writing, as well as how to have a successful Terror Network game with a group of people who may have wildly differing views about the War on Terror.
The chapter ends with an expanded selection of optional rules for High Octane play, in case your PCs just aren't feeling bad ass enough.
The book ends with an extensive glosssary of important names and terms related to counter terrorism, a list of web resources you can use for your own research, and a character sheet (which seems to be identical to the one in the main rulebook).
THOUGHTS
Just buy the bundle and you don't have to worry about it. Seriously, while the Terror Network book hardly felt incomplete, the Agency Resource Guide just has enough information to make it feel indispensable for someone looking to run Terror Network. The dramatically expanded equipment section stands out, as does the Global Hotspots section.
I also really like the NPC Specialist rules, and the Investigations and Intelligence chapter ranges from "pretty good" to "great" on the information.
Just a lot of great information packed into a well written, well researched book. A must for Terror Network players and GMs.
Monday, February 28, 2011
Tommy's Take on Terror Network
Terror Network is a counter terrorism roleplaying game, and the first RPG released by Bedrock Games (distributed by Avalon Games). I have previously reviewed their Crime Network RPG, which you can read about here.
Terror Network is available in PDF format for $9.99, and you can get it, the Agency Resource Guide and two adventures in a bundle for $21.96. Terror Network is 114 pages, bookmarked annd searchable, with copy and paste enabled.
The table of contents is fully clickable, which should make navigation quite simple.
INTRODUCTION and ACKNOWLEDGEMENTS
This is a counterterrorism roleplaying game, and that doesn't just mean fighting Muslims. We get a broad overview here, noting that it is very likely that characters will die, as well as pointing out that you can run a traditional campaign or follow a plot/story arc through multiple characters and even law enforcement organizations.
Acknowledgements are also given to the experts that helped the authors research this game.
CHAPTER ONE
The introduction lets us know what we're in for: namely, it is a dice pool system, in which you roll a number of d10s equal to your skill compare the highest result to a target number. If you meet or beat it, you succeed. If you roll a natural 10, that's a total success.
We learn from a sidebar that there is a "High Octane" variant in which the PCs are more durable, if you wanna go the action movie route instead of a grittier route.
CHARACTER CREATION
First up, you pick one of three backgrounds: Military, Academic or Civilian. This sets the number of points you have to spend in given skill groups. You get three Primary Skill Groups, two of which are user defined, and one of which is specified by your background (Combat, Knowledge and Specialist).
Next, you pick Agency and Rank. It is assumed that everyone belongs to the same agency, and ranks are listed for the FBI, CIA, Homeland Security, Local Law Enforcement and Military.
Purchase skills next, with 12 points for each of your Primary Skill Groups and 9 points for the remainder. Defense skills provide opposition against other skills, and most skills are
"grouped", but there are still a ton of them. For instance, firearms are grouped into Small, Medium and Heavy Arms, with Sniper Rifles getting their own skill. As I noted in Crime Network, it's more skills than I normally like, but since your characters are defined entirely by skills, I have less of a problem with it in this system.
Every skill is given at least a paragraph of explanation, more if needed. You can take Expertise in skills, which grant you an additional die if you are using that skill for the noted purpose. For instance, using the Small Arms example, you can take Small Arms at 3d10 and an expertise for Single Shot. When using a Single Shot pistol, you now roll 4d10.
Contacts are also an important part of the game, and come two varieties: Support and Information. Information Contacts are good pipelines of info, while Support Contacts will actually try to physically assist you. You can have Military, Criminal, Police, Political, Civilian, Academic, Media and Agency Contacts. Each type of Contact is given a write-up on the types of Information and Support they will grant you if you make your Clout roll. Unlike Crime Network, you don't run the risk of having a hit put out on you if you fail, or go back to the well one too many times.
Unfortunately, we don't have Shortcomings in this game like we do in Crime Network...a shame, I rather liked them.
GEAR AND WEAPONS
The stat tables are very easy to read, and are divided up in Firearms, Melee Weapons (of which there are really only three, including your bare fists), Explosives (including IEDs), Contaminants (from Anthrax to Ebola to Alpha, Beta and Gamma radiation), armor and vehicles.
Every entry gets an explanation...they don't expect you to just KNOW what ricin is, for instance.
The chapter ends with grid maps for blast radius effects.
A very good chapter that provides a lot of equipment options and knows that a game about counter terrorism probably needs rules for poisons and radiation as much as it does for guns and cars.
COMBAT AND NON COMBAT RULES
We've covered the basic mechanics already, but this chapter provides further clarification and rules, such as damage. After a successful attack, you roll Damage against their Hardiness. Success equals a Wound. Every 10 you roll on the Damage roll equals an additional Wound. Three Wounds equals incapacitation, and dying sets in. If you get a Total Success (natural 10) on your Attack roll, you get an extra Damage die, to increase your chances of rolling that extra 10 and inflicting more Wounds.
Combat, by default, is grid based (and explosives have a chart for applying to the map grid), with the Speed skill being used for initiative. You can make a Move Action and a Skill Action each round, two Move actions, or you can take one Move and drop the skil Action, adding 1 to your Defenses, drop both for +2 to your Defenses, or just drop movement and add 1d10 to your attack roll. So, a decent level of options right there, without getting too complicated.
A handful of further tactical options are provided, including shooting someone from behind, targeting multiple opponents with automatic weapons and making called shots.
The chapter ends with basic vehicle rules, as well as "When Grenades Miss" (you've probably seen charts like this several times). Facing rules are also relevant here, and given a chart to cover that. This can impact their defensive skills from certain attacks.
I can see, in some situations, how lifting the Assassination Rules from Crime Network might also come in handy.
COUNTER TERRORISM AGENCIES
Now we get into the agencies and what they DO. Department of Homeland Security, among other things, are meant to raise and lower the threat level...unfortunately, this is one area where the book is slowly becoming outdated, as DHS recently announced they were doing away with the color coded threat system.
The FBI would probably be my pick for a game, simply because their mandates and purview are just so damned flexible.
The History of Counter Terrorism section goes into the backgrounds of the FBI, CIA, Department of Homeland Security as well as the US Special Ops, with a sidebar on just what kind of legal authority the military have on US soil. It's a nice touch for those who don't feel inclined to bone up on their own. However, the chapter continues on a great roll with the Approaches to Terrorism section for each of the above...breaking down their tactics and their organization.
I admit, I don't follow the operations of any of the above organizations that closely, but it sure READS like these guys did their homework, so I would imagine that this is all more than good enough for your campaign. I certainly found it to be terribly interesting and useful, especially when they delved into things I really didn't know much about, such as the Special Operations tactics and organization.
TERRORISM OVERVIEW
This could easily have gotten hairy, so - straight from the book: "In Terror Network, terrorism is defined as: the use of violence against symbolic targets and innocent victims to 1) intimidate groups or governments to pursue a desired course of action or 2) disrupt the status quo. This is a simple definition, and it also has limitations, but for the purposes of a counter-terrorism role playing game, it should provide GMs and Players with a helpful framework."
That explanation works well enough for me for RPG purposes, especially with the immediate caveat that terrorists are all different, but tend towards some common traits. A history of terrorism begins in Revolutionary France and carries through to the modern day, where a number of terrorist groups from a range of ideological extremes are provided, with jihadists sharing space with ecoterrorists and white supremacists. This section ends with a handful of fictional terrorists groups as well, for inspiration or just tossing your players for a loop.
A dozen common types of terrorist attacks are covered, including four varieties of WMDs, hijackings and cyber attacks, with a paragraph or so of explanation for each.
The chapter ends with some recent famous attacks, such as 9/11 and 7/7 (the World Trade center attack and London bombing, respectively).
In the dirty bombs section, I did notice a reference to Chapter Six here...which is fairly erroneous since this is Chapter Six.
OPERATIONS AND STORYLINES
This is, essentially, "How To Run A Counterterrorism RPG". Five sample operations are provided, with a paragraph or so on how they might would turn out, as well as a section on how to weave subplots into the Agency life (should you and your players decide to go that route)...like your kid getting busted for smoking pot while you're in the middle of stopping white supremacists from firebombing African American churches.
This chapter also encourages you to use real world organizations while also advising you to take care when using real people...for instance, using Al Qaeda isn't a bad idea, but having the PCs throw down directly with Osama bin Laden may get a bit campy for some groups.
Guidelines are included for making your own terrorist organizations, including helpful tips on (literally) mapping out their command structure.
Really, if I had one complaint about this chapter, I would have liked more sample operations (and made them just a bit less specific), but that's a minor quibble. As I noted in Crime Network, the game warns that it is terribly gritty and lethal, but I just don't see it with the rules as written. That said, the Rules as Written with the High Octane Health Variant and you probably do get pretty close to Jack Baur territory.
OPERATION DIRTY WATER
I'm going to ditch all pretense of objectivity for a moment, I hope you don't mind: Good God I love Bedrock Games and their approaches to adventures. Essentially, you are given a plot and timeline, and the PCs (assumed to be FBI or Joint Task Force agents) do whatever they can with the information given at the beginning to stop the plot.
Essentially, the agents have six days to save Boston from a terrorist plot that involves a bomb, a kidnapping and an assassination.
Important locations that are likely to turn up over the course of the investigation are detailed, as are the likely results of the PCs showing up there. Like with their Crime Networks adventures, the railroading begins and ends with "Here is what we know and these are your orders." I love that approach and they do it very well.
TERRORIST THREATS
We get nine terrorist threats across a broad spectrums: Muslim jihadists, white supremacicists and even disgruntled auto workers.
I was thrown a bit here by the inclusion of an FBI Agent and a CIA Agent, looking for the terrorist links, but now I'm pretty sure they were just meant to be sample characters...apparently not.
We get a fully clickable index, which is also a very nice touch.
APPENDIX
About a full page of books and articles are provided, followed by a probability success chart and an NPC sheet. Personally, I would like to see the Description bar removed and NPC sheets set up two to a page, but that's me.
A Stock Characters chart immediately follows, with a blank character sheet, a filled out sample character sheet and a High Octane sheet.
We get a few ads in the back of the book, promising the Agency Sourcebook (review coming very soon), Operation Hydra (an adventure that'll probably wind up in the queue sooner, rather than later), Crime Network (which is pretty great itself) and Horror Network (which really intrigues me).
THOUGHTS
Personally, I thought they did a fine job of taking the source material very seriously. I can't imagine how hard it is taking such an objective approach to things, ensuring that there is no real "Slant" in there. I didn't see any real discussion of torture, other than noting that it is presently illegal. That's fine, and well worth noting...but the thing is, it is probably going to come up at some point. I don't know of they felt like it would glamorize torture or what, but when the whole game is covering one very touchy subject, it feels like a strange omission.
I just did a quick scan of the Agency Sourcebook and came up empty there as well. Just saying, I'm not sure how you play a rules bending Jack Baur without torture...(and if standard interrogation methods are just as successful as torture, then why would you ever NEED torture?).
Personally, I think I might would house rule it so that torture has a "Say Anything" possibility...that is, you break a guy to the point that he will feed false information just to make you stop...maybe a roll made by the GM, so the PCs don't know if the information is legitimate.
Anyway, my quibbles are certainly minor. There is an unfortunate reality that the pieces of the RPG pie are often taken up by the loudest and flashiest publishers...and a lot of great work gets overlooked, unfortunately. From a style standpoint, Terror Network is completely functional, but nothing to get all excited about. It's when you actually pay attention to what's inside that you realize that level of work being done here. I cannot imagine how hard it is putting out a roleplaying game over Counter Terrorism and resisting the urge to G.I. Joe it and adding in a COBRA knock-off or something...the only real flight of fancy being the "High Octane" rules modification...and produce a great, interesting read (that also doesn't try to preach at you, from any direction).
Great, great stuff.
Terror Network is available in PDF format for $9.99, and you can get it, the Agency Resource Guide and two adventures in a bundle for $21.96. Terror Network is 114 pages, bookmarked annd searchable, with copy and paste enabled.
The table of contents is fully clickable, which should make navigation quite simple.
INTRODUCTION and ACKNOWLEDGEMENTS
This is a counterterrorism roleplaying game, and that doesn't just mean fighting Muslims. We get a broad overview here, noting that it is very likely that characters will die, as well as pointing out that you can run a traditional campaign or follow a plot/story arc through multiple characters and even law enforcement organizations.
Acknowledgements are also given to the experts that helped the authors research this game.
CHAPTER ONE
The introduction lets us know what we're in for: namely, it is a dice pool system, in which you roll a number of d10s equal to your skill compare the highest result to a target number. If you meet or beat it, you succeed. If you roll a natural 10, that's a total success.
We learn from a sidebar that there is a "High Octane" variant in which the PCs are more durable, if you wanna go the action movie route instead of a grittier route.
CHARACTER CREATION
First up, you pick one of three backgrounds: Military, Academic or Civilian. This sets the number of points you have to spend in given skill groups. You get three Primary Skill Groups, two of which are user defined, and one of which is specified by your background (Combat, Knowledge and Specialist).
Next, you pick Agency and Rank. It is assumed that everyone belongs to the same agency, and ranks are listed for the FBI, CIA, Homeland Security, Local Law Enforcement and Military.
Purchase skills next, with 12 points for each of your Primary Skill Groups and 9 points for the remainder. Defense skills provide opposition against other skills, and most skills are
"grouped", but there are still a ton of them. For instance, firearms are grouped into Small, Medium and Heavy Arms, with Sniper Rifles getting their own skill. As I noted in Crime Network, it's more skills than I normally like, but since your characters are defined entirely by skills, I have less of a problem with it in this system.
Every skill is given at least a paragraph of explanation, more if needed. You can take Expertise in skills, which grant you an additional die if you are using that skill for the noted purpose. For instance, using the Small Arms example, you can take Small Arms at 3d10 and an expertise for Single Shot. When using a Single Shot pistol, you now roll 4d10.
Contacts are also an important part of the game, and come two varieties: Support and Information. Information Contacts are good pipelines of info, while Support Contacts will actually try to physically assist you. You can have Military, Criminal, Police, Political, Civilian, Academic, Media and Agency Contacts. Each type of Contact is given a write-up on the types of Information and Support they will grant you if you make your Clout roll. Unlike Crime Network, you don't run the risk of having a hit put out on you if you fail, or go back to the well one too many times.
Unfortunately, we don't have Shortcomings in this game like we do in Crime Network...a shame, I rather liked them.
GEAR AND WEAPONS
The stat tables are very easy to read, and are divided up in Firearms, Melee Weapons (of which there are really only three, including your bare fists), Explosives (including IEDs), Contaminants (from Anthrax to Ebola to Alpha, Beta and Gamma radiation), armor and vehicles.
Every entry gets an explanation...they don't expect you to just KNOW what ricin is, for instance.
The chapter ends with grid maps for blast radius effects.
A very good chapter that provides a lot of equipment options and knows that a game about counter terrorism probably needs rules for poisons and radiation as much as it does for guns and cars.
COMBAT AND NON COMBAT RULES
We've covered the basic mechanics already, but this chapter provides further clarification and rules, such as damage. After a successful attack, you roll Damage against their Hardiness. Success equals a Wound. Every 10 you roll on the Damage roll equals an additional Wound. Three Wounds equals incapacitation, and dying sets in. If you get a Total Success (natural 10) on your Attack roll, you get an extra Damage die, to increase your chances of rolling that extra 10 and inflicting more Wounds.
Combat, by default, is grid based (and explosives have a chart for applying to the map grid), with the Speed skill being used for initiative. You can make a Move Action and a Skill Action each round, two Move actions, or you can take one Move and drop the skil Action, adding 1 to your Defenses, drop both for +2 to your Defenses, or just drop movement and add 1d10 to your attack roll. So, a decent level of options right there, without getting too complicated.
A handful of further tactical options are provided, including shooting someone from behind, targeting multiple opponents with automatic weapons and making called shots.
The chapter ends with basic vehicle rules, as well as "When Grenades Miss" (you've probably seen charts like this several times). Facing rules are also relevant here, and given a chart to cover that. This can impact their defensive skills from certain attacks.
I can see, in some situations, how lifting the Assassination Rules from Crime Network might also come in handy.
COUNTER TERRORISM AGENCIES
Now we get into the agencies and what they DO. Department of Homeland Security, among other things, are meant to raise and lower the threat level...unfortunately, this is one area where the book is slowly becoming outdated, as DHS recently announced they were doing away with the color coded threat system.
The FBI would probably be my pick for a game, simply because their mandates and purview are just so damned flexible.
The History of Counter Terrorism section goes into the backgrounds of the FBI, CIA, Department of Homeland Security as well as the US Special Ops, with a sidebar on just what kind of legal authority the military have on US soil. It's a nice touch for those who don't feel inclined to bone up on their own. However, the chapter continues on a great roll with the Approaches to Terrorism section for each of the above...breaking down their tactics and their organization.
I admit, I don't follow the operations of any of the above organizations that closely, but it sure READS like these guys did their homework, so I would imagine that this is all more than good enough for your campaign. I certainly found it to be terribly interesting and useful, especially when they delved into things I really didn't know much about, such as the Special Operations tactics and organization.
TERRORISM OVERVIEW
This could easily have gotten hairy, so - straight from the book: "In Terror Network, terrorism is defined as: the use of violence against symbolic targets and innocent victims to 1) intimidate groups or governments to pursue a desired course of action or 2) disrupt the status quo. This is a simple definition, and it also has limitations, but for the purposes of a counter-terrorism role playing game, it should provide GMs and Players with a helpful framework."
That explanation works well enough for me for RPG purposes, especially with the immediate caveat that terrorists are all different, but tend towards some common traits. A history of terrorism begins in Revolutionary France and carries through to the modern day, where a number of terrorist groups from a range of ideological extremes are provided, with jihadists sharing space with ecoterrorists and white supremacists. This section ends with a handful of fictional terrorists groups as well, for inspiration or just tossing your players for a loop.
A dozen common types of terrorist attacks are covered, including four varieties of WMDs, hijackings and cyber attacks, with a paragraph or so of explanation for each.
The chapter ends with some recent famous attacks, such as 9/11 and 7/7 (the World Trade center attack and London bombing, respectively).
In the dirty bombs section, I did notice a reference to Chapter Six here...which is fairly erroneous since this is Chapter Six.
OPERATIONS AND STORYLINES
This is, essentially, "How To Run A Counterterrorism RPG". Five sample operations are provided, with a paragraph or so on how they might would turn out, as well as a section on how to weave subplots into the Agency life (should you and your players decide to go that route)...like your kid getting busted for smoking pot while you're in the middle of stopping white supremacists from firebombing African American churches.
This chapter also encourages you to use real world organizations while also advising you to take care when using real people...for instance, using Al Qaeda isn't a bad idea, but having the PCs throw down directly with Osama bin Laden may get a bit campy for some groups.
Guidelines are included for making your own terrorist organizations, including helpful tips on (literally) mapping out their command structure.
Really, if I had one complaint about this chapter, I would have liked more sample operations (and made them just a bit less specific), but that's a minor quibble. As I noted in Crime Network, the game warns that it is terribly gritty and lethal, but I just don't see it with the rules as written. That said, the Rules as Written with the High Octane Health Variant and you probably do get pretty close to Jack Baur territory.
OPERATION DIRTY WATER
I'm going to ditch all pretense of objectivity for a moment, I hope you don't mind: Good God I love Bedrock Games and their approaches to adventures. Essentially, you are given a plot and timeline, and the PCs (assumed to be FBI or Joint Task Force agents) do whatever they can with the information given at the beginning to stop the plot.
Essentially, the agents have six days to save Boston from a terrorist plot that involves a bomb, a kidnapping and an assassination.
Important locations that are likely to turn up over the course of the investigation are detailed, as are the likely results of the PCs showing up there. Like with their Crime Networks adventures, the railroading begins and ends with "Here is what we know and these are your orders." I love that approach and they do it very well.
TERRORIST THREATS
We get nine terrorist threats across a broad spectrums: Muslim jihadists, white supremacicists and even disgruntled auto workers.
I was thrown a bit here by the inclusion of an FBI Agent and a CIA Agent, looking for the terrorist links, but now I'm pretty sure they were just meant to be sample characters...apparently not.
We get a fully clickable index, which is also a very nice touch.
APPENDIX
About a full page of books and articles are provided, followed by a probability success chart and an NPC sheet. Personally, I would like to see the Description bar removed and NPC sheets set up two to a page, but that's me.
A Stock Characters chart immediately follows, with a blank character sheet, a filled out sample character sheet and a High Octane sheet.
We get a few ads in the back of the book, promising the Agency Sourcebook (review coming very soon), Operation Hydra (an adventure that'll probably wind up in the queue sooner, rather than later), Crime Network (which is pretty great itself) and Horror Network (which really intrigues me).
THOUGHTS
Personally, I thought they did a fine job of taking the source material very seriously. I can't imagine how hard it is taking such an objective approach to things, ensuring that there is no real "Slant" in there. I didn't see any real discussion of torture, other than noting that it is presently illegal. That's fine, and well worth noting...but the thing is, it is probably going to come up at some point. I don't know of they felt like it would glamorize torture or what, but when the whole game is covering one very touchy subject, it feels like a strange omission.
I just did a quick scan of the Agency Sourcebook and came up empty there as well. Just saying, I'm not sure how you play a rules bending Jack Baur without torture...(and if standard interrogation methods are just as successful as torture, then why would you ever NEED torture?).
Personally, I think I might would house rule it so that torture has a "Say Anything" possibility...that is, you break a guy to the point that he will feed false information just to make you stop...maybe a roll made by the GM, so the PCs don't know if the information is legitimate.
Anyway, my quibbles are certainly minor. There is an unfortunate reality that the pieces of the RPG pie are often taken up by the loudest and flashiest publishers...and a lot of great work gets overlooked, unfortunately. From a style standpoint, Terror Network is completely functional, but nothing to get all excited about. It's when you actually pay attention to what's inside that you realize that level of work being done here. I cannot imagine how hard it is putting out a roleplaying game over Counter Terrorism and resisting the urge to G.I. Joe it and adding in a COBRA knock-off or something...the only real flight of fancy being the "High Octane" rules modification...and produce a great, interesting read (that also doesn't try to preach at you, from any direction).
Great, great stuff.
Saturday, February 26, 2011
Tommy's Take on Stormrift
Stormrift is the new post-apocalyptic alien invasion RPG by Peter Spahn and Precis Intermedia Games, powered by the GenreDiversion 3 rules. If you don't have the genreDiversion 3 rulebook, no problem...they are helpfully included right here.
Clocking in at 172 pages, it is completely standalone. The PDF is $9.95 while the softcover is $27.95.
The PDF is fully functional: Bookmarks, searchable, the works. Only thing it lacks is a clickable Table of Contents/index, though both are there (just not clickable).
The cover features what I presume to be a resistance fighter and some of the aliens...I'm not a fan of the cover art. The aliens don't look particularly threatening and the human just looks a bit...off...somehow.
Still, I'm not a guy who's picks are made or broken on cover art, though it helps. I do have one more, somewhat serious gripe: I don't know the font(s) they used, but they are fairly distracting, especially on a computer screen. Sometimes differen't isn't better.
INTRODUCTION
The introduction begins with an in-character, inspirational "stand up and fight" speech before we get into What Happened...which is in 2012, around the time of that Mayan prophecy everyone's all excited about, this alien race called The Korr attacked Earth and wipe out much of our technology. They pretty much want to wipe out everyone and harvest earth's natural resources.
The rest of the chapter is a pretty standard intro, defining The Director, what dice you use (2d6), etc.
CHARACTERS
Everyone is assumed to be a member of the resistance (OLs - Operation Liberty Strike), fighting against The Korr. Characters are defined by Abilities (Fitness, Awareness, Creativity, Reasoning and Influence), Pursuits (kinda like skills), Gimmicks (advantages and disadvantages), Role (their primary function within OLS) and Drive (what actually motivates them).
Abilities are typically ranked from 0 to 5, and you get 12 points too divide among them. Pursuits can go up to +3 and you get 10 points for them. You get at least one gimmick based off of your Role, and you can add more by either adding detrimental gimmicks or reducing points for Pursuits or Abilities (or use detrimental gimmicks to add points).
Health is defined in two primary forms: Fatigue and Injury. Each have a threshold based off of Fitness, though some gimmicks may modify this. Each character can also have Cybernetic or Psionic Overload, if they have cybernetics or mental powers.
There are 14 OLS Roles from Sniper to Brute to Psion to Field Medic to Holy Man. Each one lists Required and Recommended Pursuits as well as Inherent Gimmicks.
The Pursuits cover a pretty broad range of combat and non-combat skills, and Gimmicks range from the mundane (Acute Hearing, Contacts, Poor, Intolerant) to the more interesting (Fearsome, Nanoborgs and Psionically Gifted).
Drivers run the range from Anarchy to Vengeance to Excitement to less common motivations in an alien invasion such as Humor and Style. You get bonus points for acting in accordance with your Drive, and you get penalized for not.
The Roles do a nice job of helping you get into the mindset of the OLS, and are a welcome addition. It is also worth noting that throughout the chapter are a number of in character sidebars about the war. Most of them are interesting and not very long, making for a some nice pieces of the puzzle that is life in the new reality.
SCENES AND TASKS
The basic mechanic is Ability + Pursuit + 2d6, compared to the difficulty. If you roll over the difficulty, you get OVerkill, which comes into play in certain circumstances. Double sixes are Triumphs, where you add an additional die to the 12 you just rolled. Double ones is a potential Calamity...if you have an applicable Pursuit, you might be fine. Otherwise...thus, in most cases, a character should not spectacularly botch in their niche.
The chapter goes into detail about how to determine difficulty for various types of Tasks, both active and passive.
Most damage is applied after an Abatement Roll...in which a number of dice equal to the damage dealt are rolled and compared to the applicable armor a character has. Every die that rolls above it is applied to the appropriate type of Health (fatigue or injury). If damage is noted as being "absolute", such as some psionic, it completely bypasses defenses.
As damage piles up, characters do sustain penalties to their actions. Experience can be spent to add an additional die to an action, break ties or boost a character's damage resistance.
Finally, there are Exploits. If a task garners five or more Overkill, a character can utilize an Exploit...such as increasing the speed in which a task is completed, garnering trust from witnesses, or hitting a breakthrough that provides bonuses to other related tasks.
PHYSICAL CONFLICT
While the basic mechanic were covered in the previous chapter, this IS a game about aliens versus humans warfare. Distances are supplied in Spaces, and are done so to provide a happy medium among those using the Metric system and those using the Imperial system.
Damage and ranges for weapons are supplied here, as well as tactics such as Charging. Some weapons have Gimmicks of their own, like Burst or Rate (x), the latter of which determines the number of times a weapon can be fired in a turn.
Combat Exploits are also given here, and they include the obvious (Vital Hits provide bonus damage, Grapple lets you lock an opponent up and Blinding temporarily blinds the opponent) as well as some cool options (Taunt prevents the opponent from using any Experience for the next turn, Loot lets you snatch an item off of an opponent and Rampage lets you strike your target as well as additional mooks that may be in reach).
Optional hit locations are also provided, with different types of damage modifers applied if a target is struck in the head.
Finally, mass combat rules are provided, which abstract units down into stat blocks like characters...with Health instead determining the number of casualties a unit has taken. Units can also have Gimmicks, such as Hero (in which they are lead by a big damn hero), or Psions (the presence of Psions in the unit lowering the difficult for their rolls a bit).
A sidebar also lists random calamaties for combat, based on the type. For instance, a ranged calamity can result in an innocent bystander being shot, a close combat calamity can force you to drop your weapon and so on.
DIRECTING THE STORIES
This pretty much covers basic GMing, a lot of stuff you have probably read before. Nothing wrong with that...however, it DOES get into Stormrift specific material, such as specific plots and subplots like Search and Destroy Missions, Rescue missions and so on.
Though OLS Members is the default campaign, options are provided here as well: Unaffiliated survivors, resistance members outside of North America and even alien slaves rebelling against The Korr.
The author tosses a reassurance in here that, essentially, there is no metaplot and any future books for Stormrift will not officially change the setting.
Advancement is interesting: New gimmicks are assigned by the Director as deemed appropriate. Up to two Pursuits can be used to attempt advancement, but they must have been used in the just finished session. Roll a die for each, consult the table...you may boost a pursuit, gain Experience instead, or gain nothing, depending on the roll. Psions and Cyborgs get a similar roll to develop new abilities.
Permanent injuries, healing and scaling damage are provided here, though it seems a tad out of place, as they all probably should have been a chapter back or so. Still, the scaling rules are a nice way to handle, say, a cyborg staring down a tank.
Guidelines on hashing out extras is also provided, complete with a reference table that includes the scaling rules AND a list of sample extras.
VEHICLES
Vehicles are defined by Speed, Handling, Frame and Tech, as well as their Purpose and Scale. They can also gain gimmicks, and Health is replaced with Integrity, which are measured in Mechanical Stress, Structural Damage and Voss corrosion (the nasty stuff that is killing tech on earth).
A random Calamities chart is also provided, as well as pretty much anything you need for vehicle combat, including the effects of damage on a vehicle (such as reducing its top speed) and a handful of Exploits, such as a Precision Hit being used to take out an engine.
A massive list of vehicles is provided, for land, sea and air. Literally, everything from tanks to a segway(!). If a vehicle you want to use isn't in the book somehow, you probably have something darn close to run with.
ADAPTATIONS
Here are rules for cyborgs and psionics. Basically, cyborgs came about because people figured out how to take Korr Cybernetics and slap them onto humans. Now, I personally see how that might be a Bad Idea...but it makes for good game options.
Cyborgs have cool toys...but they also have to deal with Cybernetic Overload...in which their psyches can be pushed to the breaking point that can cause outbursts of rage and even force them to go so far off the deep end that they are no longer PCs.
Not only is a big list of cybernetic gimmicks present, but a random table for determining gimmicks is as well, if you want to go that route. Some cybernetics include Arm Blades, Cyber-Ear, EMP Shielding and even a "built in" Tool Set. About 40 gimmicks in all, by my count.
The Stormrift that the Korr used to invade Earth triggered psychic powers in some humans, but this obviously isn't completely natural and it shows, as psions can fall prey to a similar rage effect as cyborgs. Psions have about 26 gimmicks to choose from, with old standbys like Telekinesis and Telepathy present, as well as new tricks like Mental Revelation (which reduces your difficulty on a Reasoning based task by tapping into the minds of those around you!).
Finally, Voss is explained...the rust effect unleashed by The Korr that is slowly limiting mankind's options for warfare.
BESTIARY
We get what amounts to the Scale discussion again, as well as a word on Abilities. In addition to the number given for each ability, most abilities are given a letter code that you can roll on a table and cross reference with if you would like to randomize the abilities instead of every creature of that type having the same Fitness, for instance.
A slew of Gimmicks are provided, like Dead Stare or Kamikaze (which is instant death for the creature that has it). Others include Regeneration and Venomous.
First up is a big list of common animals, such as birds, dogs, snakes, boars, aligators and so on.
Then we get to the goodies: The Korr. The Korr are all fairly creepy looking...each entry has the proper Korr name, as well as the slang term used by the OLS.
Motherships are giant jellyfish that serve as mobile Korr bases.
Juggernauts are these huge crab-looking beasts that serve as living war machines.
Fliers look like flying crustaceans, whereas Little Fliers are overgrown bugs.
Crushers look like giant worms with ram horns.
Crab Walkers resemble big, mutated crabs.
These are the "human" names for them, of course. Dozens more entries are provided, not only filling out the ranks of the Korr, but also creatures that may find their way through the Stormrifts and into earth on their own!
INVASION OF EARTH
We get a timeline of the important events, starting in December 2012 and advancing up 189 days, with war in progress. Attacks happened all over the world, but the US was hit particularly hard, especially in the major cities.
The Korr's attacks affected the climate on the planet, and nuclear retaliation has had fallout that is affecting everyone as well.
We get into the Korr themselves...described as a capitalist society broken into four castes: Nobles, Medical Sciences, Warriors and Workers. The Korr have conquered whenever and wherever they wanted and assumed that the same would happen on Earth...but have been stunned to discover not only humanity's fighting spirit, but their knack for incredibly lethal weaponry.
The Korr's tactics (and they use the same tactics basically all the time...one of their glowing weaknesses) as well as the breakdown of their invading force is provided, alongside a full history of the Korr.
The Resistance are fighting a guerilla war against the Korr, trying to minimize their losses and make the war too expensive and troublesome for the invaders. At the head, the OLS is lead by a number of US Generals, who have organized the resistance after the President disappeared following the ordering of nuclear strikes three months earlier.
The realities of the world today are also covered: Money is worthless. There are no grocery stores. Lists of locations for scavenging and the likely loot are listed. Since everyone is having to make due with whatever they've got, we also get Jury-Rigging rules.
New equipment is provided, though it is all pretty much Korr materials...some of it being so unique to their physiologies that humans couldn't really use it.
To make matters worse, The Korr brought a doomsday device called the Akorras through the rift and it shattered in Earth's atmosphere...meaning there are shards of a doomsday weapon scattered about. A number of shard-based encounters are provided, like a shard surfacing at a meth lab.
A generalized list of factions are provided, like Humanitarian Workers, News Agencies and even Dogs (who absolutely HATE The Korr), but they don't leave it at that: Specific groups such as news agency FXNN and The Factory (formerly a beer factory, now a refugee camp) are given a paragraph or so of detail.
Other, less savory groups include jihadists, skinheads, pirates and even a mob family...this kinda clues you in on the idea that there is way more to do if you get tired of tangling with bizarre creatures from another dimension.
A full 34 plot ideas, a paragraph long each, are provided...many of them are pretty basic (rescue missing persons, etc), while another leads to the PCs having to deal with a cyborg warlord.
A lengthy sidebar details a huge list of films one can watch for inspiration (as well as what to actually watch for, in most cases), and the chapter ends with a list of random encounter tables broken up by urban and rural settings, as well as scavenging tables.
FIRST MISSION
First Mission is a basic "defend the small town" plot, with a shard of the Akorras doomsday device located in a small town and the PCs' cell present to hopefully fend off the Korr. The town is given a good amount of detail (most everything except a map), and this should serve as a perfectly fine starting point.
The book ends with a Character Sheet, a Vehicle Sheet and a Skirmish Sheet, for recording characters, vehicles and skirmish forces respectively. A one page index tops it all off.
THOUGHTS
Other than the art not doing it for me, a couple of small organizational issues and the fonts annoying me, I really enjoyed Stormrift. The author did a tremendous job of getting a lot of information into one book, and it never struck me as dull. In fact, I LOVED the in character sidebars throughout the book, because they not only provided valuable insight into the world through the eyes of the people, but they were kept short and sweet.
One idea that hit me pretty early on is using Bold & Brave and doing supers vs aliens...maybe even using the shards from the Akorras as the "why" for the super powers...the only downside is that it would overshadow Psions and Cyborgs quite a bit.
I like how the setting is painted in broad strokes as to what is going on...there isn't a detailed breakdown as to what cities have been destroyed and what haven't...but you can make a reasonable judgement call on just about everything, while having enough material to justify exceptions to the rules.
All in all, a very nice standalone product that is only hampered slightly by a few unfortunate production choices.
Clocking in at 172 pages, it is completely standalone. The PDF is $9.95 while the softcover is $27.95.
The PDF is fully functional: Bookmarks, searchable, the works. Only thing it lacks is a clickable Table of Contents/index, though both are there (just not clickable).
The cover features what I presume to be a resistance fighter and some of the aliens...I'm not a fan of the cover art. The aliens don't look particularly threatening and the human just looks a bit...off...somehow.
Still, I'm not a guy who's picks are made or broken on cover art, though it helps. I do have one more, somewhat serious gripe: I don't know the font(s) they used, but they are fairly distracting, especially on a computer screen. Sometimes differen't isn't better.
INTRODUCTION
The introduction begins with an in-character, inspirational "stand up and fight" speech before we get into What Happened...which is in 2012, around the time of that Mayan prophecy everyone's all excited about, this alien race called The Korr attacked Earth and wipe out much of our technology. They pretty much want to wipe out everyone and harvest earth's natural resources.
The rest of the chapter is a pretty standard intro, defining The Director, what dice you use (2d6), etc.
CHARACTERS
Everyone is assumed to be a member of the resistance (OLs - Operation Liberty Strike), fighting against The Korr. Characters are defined by Abilities (Fitness, Awareness, Creativity, Reasoning and Influence), Pursuits (kinda like skills), Gimmicks (advantages and disadvantages), Role (their primary function within OLS) and Drive (what actually motivates them).
Abilities are typically ranked from 0 to 5, and you get 12 points too divide among them. Pursuits can go up to +3 and you get 10 points for them. You get at least one gimmick based off of your Role, and you can add more by either adding detrimental gimmicks or reducing points for Pursuits or Abilities (or use detrimental gimmicks to add points).
Health is defined in two primary forms: Fatigue and Injury. Each have a threshold based off of Fitness, though some gimmicks may modify this. Each character can also have Cybernetic or Psionic Overload, if they have cybernetics or mental powers.
There are 14 OLS Roles from Sniper to Brute to Psion to Field Medic to Holy Man. Each one lists Required and Recommended Pursuits as well as Inherent Gimmicks.
The Pursuits cover a pretty broad range of combat and non-combat skills, and Gimmicks range from the mundane (Acute Hearing, Contacts, Poor, Intolerant) to the more interesting (Fearsome, Nanoborgs and Psionically Gifted).
Drivers run the range from Anarchy to Vengeance to Excitement to less common motivations in an alien invasion such as Humor and Style. You get bonus points for acting in accordance with your Drive, and you get penalized for not.
The Roles do a nice job of helping you get into the mindset of the OLS, and are a welcome addition. It is also worth noting that throughout the chapter are a number of in character sidebars about the war. Most of them are interesting and not very long, making for a some nice pieces of the puzzle that is life in the new reality.
SCENES AND TASKS
The basic mechanic is Ability + Pursuit + 2d6, compared to the difficulty. If you roll over the difficulty, you get OVerkill, which comes into play in certain circumstances. Double sixes are Triumphs, where you add an additional die to the 12 you just rolled. Double ones is a potential Calamity...if you have an applicable Pursuit, you might be fine. Otherwise...thus, in most cases, a character should not spectacularly botch in their niche.
The chapter goes into detail about how to determine difficulty for various types of Tasks, both active and passive.
Most damage is applied after an Abatement Roll...in which a number of dice equal to the damage dealt are rolled and compared to the applicable armor a character has. Every die that rolls above it is applied to the appropriate type of Health (fatigue or injury). If damage is noted as being "absolute", such as some psionic, it completely bypasses defenses.
As damage piles up, characters do sustain penalties to their actions. Experience can be spent to add an additional die to an action, break ties or boost a character's damage resistance.
Finally, there are Exploits. If a task garners five or more Overkill, a character can utilize an Exploit...such as increasing the speed in which a task is completed, garnering trust from witnesses, or hitting a breakthrough that provides bonuses to other related tasks.
PHYSICAL CONFLICT
While the basic mechanic were covered in the previous chapter, this IS a game about aliens versus humans warfare. Distances are supplied in Spaces, and are done so to provide a happy medium among those using the Metric system and those using the Imperial system.
Damage and ranges for weapons are supplied here, as well as tactics such as Charging. Some weapons have Gimmicks of their own, like Burst or Rate (x), the latter of which determines the number of times a weapon can be fired in a turn.
Combat Exploits are also given here, and they include the obvious (Vital Hits provide bonus damage, Grapple lets you lock an opponent up and Blinding temporarily blinds the opponent) as well as some cool options (Taunt prevents the opponent from using any Experience for the next turn, Loot lets you snatch an item off of an opponent and Rampage lets you strike your target as well as additional mooks that may be in reach).
Optional hit locations are also provided, with different types of damage modifers applied if a target is struck in the head.
Finally, mass combat rules are provided, which abstract units down into stat blocks like characters...with Health instead determining the number of casualties a unit has taken. Units can also have Gimmicks, such as Hero (in which they are lead by a big damn hero), or Psions (the presence of Psions in the unit lowering the difficult for their rolls a bit).
A sidebar also lists random calamaties for combat, based on the type. For instance, a ranged calamity can result in an innocent bystander being shot, a close combat calamity can force you to drop your weapon and so on.
DIRECTING THE STORIES
This pretty much covers basic GMing, a lot of stuff you have probably read before. Nothing wrong with that...however, it DOES get into Stormrift specific material, such as specific plots and subplots like Search and Destroy Missions, Rescue missions and so on.
Though OLS Members is the default campaign, options are provided here as well: Unaffiliated survivors, resistance members outside of North America and even alien slaves rebelling against The Korr.
The author tosses a reassurance in here that, essentially, there is no metaplot and any future books for Stormrift will not officially change the setting.
Advancement is interesting: New gimmicks are assigned by the Director as deemed appropriate. Up to two Pursuits can be used to attempt advancement, but they must have been used in the just finished session. Roll a die for each, consult the table...you may boost a pursuit, gain Experience instead, or gain nothing, depending on the roll. Psions and Cyborgs get a similar roll to develop new abilities.
Permanent injuries, healing and scaling damage are provided here, though it seems a tad out of place, as they all probably should have been a chapter back or so. Still, the scaling rules are a nice way to handle, say, a cyborg staring down a tank.
Guidelines on hashing out extras is also provided, complete with a reference table that includes the scaling rules AND a list of sample extras.
VEHICLES
Vehicles are defined by Speed, Handling, Frame and Tech, as well as their Purpose and Scale. They can also gain gimmicks, and Health is replaced with Integrity, which are measured in Mechanical Stress, Structural Damage and Voss corrosion (the nasty stuff that is killing tech on earth).
A random Calamities chart is also provided, as well as pretty much anything you need for vehicle combat, including the effects of damage on a vehicle (such as reducing its top speed) and a handful of Exploits, such as a Precision Hit being used to take out an engine.
A massive list of vehicles is provided, for land, sea and air. Literally, everything from tanks to a segway(!). If a vehicle you want to use isn't in the book somehow, you probably have something darn close to run with.
ADAPTATIONS
Here are rules for cyborgs and psionics. Basically, cyborgs came about because people figured out how to take Korr Cybernetics and slap them onto humans. Now, I personally see how that might be a Bad Idea...but it makes for good game options.
Cyborgs have cool toys...but they also have to deal with Cybernetic Overload...in which their psyches can be pushed to the breaking point that can cause outbursts of rage and even force them to go so far off the deep end that they are no longer PCs.
Not only is a big list of cybernetic gimmicks present, but a random table for determining gimmicks is as well, if you want to go that route. Some cybernetics include Arm Blades, Cyber-Ear, EMP Shielding and even a "built in" Tool Set. About 40 gimmicks in all, by my count.
The Stormrift that the Korr used to invade Earth triggered psychic powers in some humans, but this obviously isn't completely natural and it shows, as psions can fall prey to a similar rage effect as cyborgs. Psions have about 26 gimmicks to choose from, with old standbys like Telekinesis and Telepathy present, as well as new tricks like Mental Revelation (which reduces your difficulty on a Reasoning based task by tapping into the minds of those around you!).
Finally, Voss is explained...the rust effect unleashed by The Korr that is slowly limiting mankind's options for warfare.
BESTIARY
We get what amounts to the Scale discussion again, as well as a word on Abilities. In addition to the number given for each ability, most abilities are given a letter code that you can roll on a table and cross reference with if you would like to randomize the abilities instead of every creature of that type having the same Fitness, for instance.
A slew of Gimmicks are provided, like Dead Stare or Kamikaze (which is instant death for the creature that has it). Others include Regeneration and Venomous.
First up is a big list of common animals, such as birds, dogs, snakes, boars, aligators and so on.
Then we get to the goodies: The Korr. The Korr are all fairly creepy looking...each entry has the proper Korr name, as well as the slang term used by the OLS.
Motherships are giant jellyfish that serve as mobile Korr bases.
Juggernauts are these huge crab-looking beasts that serve as living war machines.
Fliers look like flying crustaceans, whereas Little Fliers are overgrown bugs.
Crushers look like giant worms with ram horns.
Crab Walkers resemble big, mutated crabs.
These are the "human" names for them, of course. Dozens more entries are provided, not only filling out the ranks of the Korr, but also creatures that may find their way through the Stormrifts and into earth on their own!
INVASION OF EARTH
We get a timeline of the important events, starting in December 2012 and advancing up 189 days, with war in progress. Attacks happened all over the world, but the US was hit particularly hard, especially in the major cities.
The Korr's attacks affected the climate on the planet, and nuclear retaliation has had fallout that is affecting everyone as well.
We get into the Korr themselves...described as a capitalist society broken into four castes: Nobles, Medical Sciences, Warriors and Workers. The Korr have conquered whenever and wherever they wanted and assumed that the same would happen on Earth...but have been stunned to discover not only humanity's fighting spirit, but their knack for incredibly lethal weaponry.
The Korr's tactics (and they use the same tactics basically all the time...one of their glowing weaknesses) as well as the breakdown of their invading force is provided, alongside a full history of the Korr.
The Resistance are fighting a guerilla war against the Korr, trying to minimize their losses and make the war too expensive and troublesome for the invaders. At the head, the OLS is lead by a number of US Generals, who have organized the resistance after the President disappeared following the ordering of nuclear strikes three months earlier.
The realities of the world today are also covered: Money is worthless. There are no grocery stores. Lists of locations for scavenging and the likely loot are listed. Since everyone is having to make due with whatever they've got, we also get Jury-Rigging rules.
New equipment is provided, though it is all pretty much Korr materials...some of it being so unique to their physiologies that humans couldn't really use it.
To make matters worse, The Korr brought a doomsday device called the Akorras through the rift and it shattered in Earth's atmosphere...meaning there are shards of a doomsday weapon scattered about. A number of shard-based encounters are provided, like a shard surfacing at a meth lab.
A generalized list of factions are provided, like Humanitarian Workers, News Agencies and even Dogs (who absolutely HATE The Korr), but they don't leave it at that: Specific groups such as news agency FXNN and The Factory (formerly a beer factory, now a refugee camp) are given a paragraph or so of detail.
Other, less savory groups include jihadists, skinheads, pirates and even a mob family...this kinda clues you in on the idea that there is way more to do if you get tired of tangling with bizarre creatures from another dimension.
A full 34 plot ideas, a paragraph long each, are provided...many of them are pretty basic (rescue missing persons, etc), while another leads to the PCs having to deal with a cyborg warlord.
A lengthy sidebar details a huge list of films one can watch for inspiration (as well as what to actually watch for, in most cases), and the chapter ends with a list of random encounter tables broken up by urban and rural settings, as well as scavenging tables.
FIRST MISSION
First Mission is a basic "defend the small town" plot, with a shard of the Akorras doomsday device located in a small town and the PCs' cell present to hopefully fend off the Korr. The town is given a good amount of detail (most everything except a map), and this should serve as a perfectly fine starting point.
The book ends with a Character Sheet, a Vehicle Sheet and a Skirmish Sheet, for recording characters, vehicles and skirmish forces respectively. A one page index tops it all off.
THOUGHTS
Other than the art not doing it for me, a couple of small organizational issues and the fonts annoying me, I really enjoyed Stormrift. The author did a tremendous job of getting a lot of information into one book, and it never struck me as dull. In fact, I LOVED the in character sidebars throughout the book, because they not only provided valuable insight into the world through the eyes of the people, but they were kept short and sweet.
One idea that hit me pretty early on is using Bold & Brave and doing supers vs aliens...maybe even using the shards from the Akorras as the "why" for the super powers...the only downside is that it would overshadow Psions and Cyborgs quite a bit.
I like how the setting is painted in broad strokes as to what is going on...there isn't a detailed breakdown as to what cities have been destroyed and what haven't...but you can make a reasonable judgement call on just about everything, while having enough material to justify exceptions to the rules.
All in all, a very nice standalone product that is only hampered slightly by a few unfortunate production choices.
Thursday, February 24, 2011
Tommy's Take on Zeeks: Psionics in 2088
Last year, I reviewed Interface Zero and I liked it well enough that I named it one of the Top Six books I read last year, and I stand by that. It was an incredibly comprehensive setting book, it just lacked one thing: Psionics.
Now, we get Zeeks, a 48 page supplement covering psionics in 2088. This bad boy is full color and the PDF is layered, fully searchable and generally has all the bells and whistles. The cover is a nice piece of work, with a Zeek tossing some armed thugs around...though if I had to change one thing, I would have made the Zeek a bit more prominent.
INTRODUCTION
The book begins with a piece of short fiction and an intro to psionics and zeeks: How common people hate and fear them, and how governments and corporations tend to love them, since they make nice weapons.
CHAPTER ONE: 2088 THROUGH THE EYES OF A ZEEK
This is written in first person perspective through the eyes of a zeek about their experiences in the world. For instance, the North American Coalition kinda doesn't trust zeeks exactly. The Middle East is fairly hands off, since they have enough problems without starting a war with Zeeks.
Zeeks also believe in a place called Shangri La, which is kinda like Avalon for mutants (X-Men reference)...a safe haven for zeeks. They just can't agree on where or what it is (like most groups of people). This section also mentions stuff that zeeks REALLY don't like, such as psiders: Giant, thought-eating spiders.
Zeeks generally come in three varieties: Peeks, tweeks and freeks. Peeks focus on ESP and stuff. Tweeks get into the telekinesis. Freeks can't be categorized as easily. These aren't hard character classes, merely descriptive guidelines...and they don't take wild talents and latent talents into account. Wild talents tend to have a power or so that they can use...latent talents tend to have a ton of potential bubbling under the surface.
The chapter ends with an in-character discussion of groups, from the psi-divisions that hunt (and recruit) zeeks, the cults that often worship Zeeks whether they like it or not, and the hate groups that kill, oppress or otherwise do bad things to zeeks.
It's not a bad set-up, but hopefully it is just a teaser and we get a little more concrete info a bit later on in the book.
CHAPTER TWO: BUILDING A BETTER PSYCHIC
Ah, game mechanics.
First off, Interface Zero ditches Power Points in favor of a fatigue system, a move I wholly approve of. Failed rolls can now inflict Fatigue, so they provide an optional rule for adding another level of Fatigue, to make Zeeks a little more durable in that regard. Zeeks have to have the Arcane Background (Psionics) Edge, as well as an additional Minor Hindrance.
Five new Hindrances are presented: Debt, Shakes, Stress Trigger (which can cause psychic powers to go off at the wrong time), Weak Zeek (weaker starting power) and Latent Talent (which requires two advances to buy off and lets the GM select your powers).
The New Edges section not only provides eight new Edges, but points out the ones that do not fit Interface Zero, and overhauls the other Powers Edges to fit the system. Freek, Peek and Tweek give you bonuses when using related powers, while Wild Talent gives you a single minor power. Psychic Leech is particularly nasty, causing other people within range to suffer the fatigue when the Zeek uses their powers.
As you may recall, Interface Zero also introduced Occupations...and Zeeks expands that a bit. It also introduces the concept of Occupations requiring a certain skill set, and those that do also having a bonus perk. I'm not opposed to the idea...I think it's kinda cool, personally...but I would like to see the Occupations from the main book revisited, then, with suggested requisites and perks. After all, if Waiter is important enough for suggested Requisites and Perks, then Bounty Hunter surely is.
While you are not limited in the types of powers you can take, the powers are all divided into three categories (Peeks, Tweeks and Freeks), with the caveat that any power from any other SW book can be used at the GM's discretion. Using powers under the new system is simple: Roll vs Target Number 4 as normal, if you fail, you take fatigue. If you succeed but roll equal to or less than a certain number, then the power works and you STILL take fatigue. This is calculated by cross referencing your Power vs the Power Point cost of the ability you are using. If you have a Power of 4, for instance, you can safely sling powers of a cost up to 5 without worrying about gaining fatigue on successful rolls.
Powers can be maintained for free for a number of rounds equal to the Power's duration multiplied by the character's power. If they try to hold on past that, the possibility of adding fatigue kicks in. I really dig this system, especially with the handy chart there for cross referencing.
An optional rule for failures and critical failures is also presented, to use in place of Brainburn from the core rules if you like, which can leave a psychic Shaken or even Wounded in bad situations.
Eight new powers are also provided, from old psychic standbys such as Astral Projection to Illusions and even Night Terrors to torment sleeping adversaries with. They do a nice job filling in the missing blanks from common psychic powers.
CHAPTER THREE: MALLMART 2088 FALL UPDATE
I loved the equipment section in the IZ book because of the catalog format, which continues here. We get cool stuff like Memory Clothes (programmed to remember your favorite outfits!), to external Deep interfaces for those without the implants. We also get psychic dampeners, as well as drugs that provided an extra boost for psychic powers.
A nice little update.
CHAPTER FOUR: SAVAGE TALES...ZEEK STYLE
A Friend In Need is a Savage Tale that is pretty flexible for most groups, in which an old friend (a bounty hunter) shows up on the doorstep of the PCs in dire need of assistance, and being hunted by a corporation that happens to have a deep interest in Zeeks.
Deal With The Devil is written as a follow up to A Friend In Need, in which the PCs get approached by the very people they crossed swords with in the previous Savage Tale, in which a potential common enemy emerges.
Both are good tales, certainly flexible enough to fit most groups...in fact, the second tale offers an alternate "hook", in case you don't choose to run the first one.
Half a dozen plot hooks are also provided, each given a small intro, followed by The Offer (how the job can be presented to the crew) and the Complication. You can use these as a springboard to flest out into adventures, or just fly by the seat of your pants. Zeek terrorists, psiders and psychic vampires...oh my.
CHAPTER FIVE: FRIENDS AND FOES
And here we get some stat blocks. Two sample NPCs are provided, one being a Psi-Hunter and the other a corporate director. From there, we get into generic stat blocks, most of which are variations on zeeks, but also including the creepy psiders.
Lastly, included is a fully clickable index.
THOUGHTS
Honestly, I would have liked to have seen at least a sample cult or hate group fleshed out, from a neutral perspective rather than an in-character perspective. Truthfully, that's probably my biggest gripe. From a purely material standpoint, I wasn't just creatively inspired like I am with some books (including the original IZ book, lots of the Suzerain stuff, or pretty much anything by Third Eye Games)...but from a mechanical standpoint, this book delivers the goods. The powers system looks pretty great, in that it ditches power points (which I don't care for), but maintains compatibility with how every power thus far has been written up. The new Hindrances and Edges are great stuff, as are the new powers.
I prefer words to art in my RPG books, especially full page art pieces in 48 page books, no matter how nice they look, so I would call that a minor strike (speaking from personal preference, obviously)...but there is a of great stuff here, don't get me wrong. It just doesn't completely blow me away like the main Interface Zero book did.
Highly recommended if you enjoyed Interface Zero, or if you just want another take on the Savage Worlds powers system.
Now, we get Zeeks, a 48 page supplement covering psionics in 2088. This bad boy is full color and the PDF is layered, fully searchable and generally has all the bells and whistles. The cover is a nice piece of work, with a Zeek tossing some armed thugs around...though if I had to change one thing, I would have made the Zeek a bit more prominent.
INTRODUCTION
The book begins with a piece of short fiction and an intro to psionics and zeeks: How common people hate and fear them, and how governments and corporations tend to love them, since they make nice weapons.
CHAPTER ONE: 2088 THROUGH THE EYES OF A ZEEK
This is written in first person perspective through the eyes of a zeek about their experiences in the world. For instance, the North American Coalition kinda doesn't trust zeeks exactly. The Middle East is fairly hands off, since they have enough problems without starting a war with Zeeks.
Zeeks also believe in a place called Shangri La, which is kinda like Avalon for mutants (X-Men reference)...a safe haven for zeeks. They just can't agree on where or what it is (like most groups of people). This section also mentions stuff that zeeks REALLY don't like, such as psiders: Giant, thought-eating spiders.
Zeeks generally come in three varieties: Peeks, tweeks and freeks. Peeks focus on ESP and stuff. Tweeks get into the telekinesis. Freeks can't be categorized as easily. These aren't hard character classes, merely descriptive guidelines...and they don't take wild talents and latent talents into account. Wild talents tend to have a power or so that they can use...latent talents tend to have a ton of potential bubbling under the surface.
The chapter ends with an in-character discussion of groups, from the psi-divisions that hunt (and recruit) zeeks, the cults that often worship Zeeks whether they like it or not, and the hate groups that kill, oppress or otherwise do bad things to zeeks.
It's not a bad set-up, but hopefully it is just a teaser and we get a little more concrete info a bit later on in the book.
CHAPTER TWO: BUILDING A BETTER PSYCHIC
Ah, game mechanics.
First off, Interface Zero ditches Power Points in favor of a fatigue system, a move I wholly approve of. Failed rolls can now inflict Fatigue, so they provide an optional rule for adding another level of Fatigue, to make Zeeks a little more durable in that regard. Zeeks have to have the Arcane Background (Psionics) Edge, as well as an additional Minor Hindrance.
Five new Hindrances are presented: Debt, Shakes, Stress Trigger (which can cause psychic powers to go off at the wrong time), Weak Zeek (weaker starting power) and Latent Talent (which requires two advances to buy off and lets the GM select your powers).
The New Edges section not only provides eight new Edges, but points out the ones that do not fit Interface Zero, and overhauls the other Powers Edges to fit the system. Freek, Peek and Tweek give you bonuses when using related powers, while Wild Talent gives you a single minor power. Psychic Leech is particularly nasty, causing other people within range to suffer the fatigue when the Zeek uses their powers.
As you may recall, Interface Zero also introduced Occupations...and Zeeks expands that a bit. It also introduces the concept of Occupations requiring a certain skill set, and those that do also having a bonus perk. I'm not opposed to the idea...I think it's kinda cool, personally...but I would like to see the Occupations from the main book revisited, then, with suggested requisites and perks. After all, if Waiter is important enough for suggested Requisites and Perks, then Bounty Hunter surely is.
While you are not limited in the types of powers you can take, the powers are all divided into three categories (Peeks, Tweeks and Freeks), with the caveat that any power from any other SW book can be used at the GM's discretion. Using powers under the new system is simple: Roll vs Target Number 4 as normal, if you fail, you take fatigue. If you succeed but roll equal to or less than a certain number, then the power works and you STILL take fatigue. This is calculated by cross referencing your Power vs the Power Point cost of the ability you are using. If you have a Power of 4, for instance, you can safely sling powers of a cost up to 5 without worrying about gaining fatigue on successful rolls.
Powers can be maintained for free for a number of rounds equal to the Power's duration multiplied by the character's power. If they try to hold on past that, the possibility of adding fatigue kicks in. I really dig this system, especially with the handy chart there for cross referencing.
An optional rule for failures and critical failures is also presented, to use in place of Brainburn from the core rules if you like, which can leave a psychic Shaken or even Wounded in bad situations.
Eight new powers are also provided, from old psychic standbys such as Astral Projection to Illusions and even Night Terrors to torment sleeping adversaries with. They do a nice job filling in the missing blanks from common psychic powers.
CHAPTER THREE: MALLMART 2088 FALL UPDATE
I loved the equipment section in the IZ book because of the catalog format, which continues here. We get cool stuff like Memory Clothes (programmed to remember your favorite outfits!), to external Deep interfaces for those without the implants. We also get psychic dampeners, as well as drugs that provided an extra boost for psychic powers.
A nice little update.
CHAPTER FOUR: SAVAGE TALES...ZEEK STYLE
A Friend In Need is a Savage Tale that is pretty flexible for most groups, in which an old friend (a bounty hunter) shows up on the doorstep of the PCs in dire need of assistance, and being hunted by a corporation that happens to have a deep interest in Zeeks.
Deal With The Devil is written as a follow up to A Friend In Need, in which the PCs get approached by the very people they crossed swords with in the previous Savage Tale, in which a potential common enemy emerges.
Both are good tales, certainly flexible enough to fit most groups...in fact, the second tale offers an alternate "hook", in case you don't choose to run the first one.
Half a dozen plot hooks are also provided, each given a small intro, followed by The Offer (how the job can be presented to the crew) and the Complication. You can use these as a springboard to flest out into adventures, or just fly by the seat of your pants. Zeek terrorists, psiders and psychic vampires...oh my.
CHAPTER FIVE: FRIENDS AND FOES
And here we get some stat blocks. Two sample NPCs are provided, one being a Psi-Hunter and the other a corporate director. From there, we get into generic stat blocks, most of which are variations on zeeks, but also including the creepy psiders.
Lastly, included is a fully clickable index.
THOUGHTS
Honestly, I would have liked to have seen at least a sample cult or hate group fleshed out, from a neutral perspective rather than an in-character perspective. Truthfully, that's probably my biggest gripe. From a purely material standpoint, I wasn't just creatively inspired like I am with some books (including the original IZ book, lots of the Suzerain stuff, or pretty much anything by Third Eye Games)...but from a mechanical standpoint, this book delivers the goods. The powers system looks pretty great, in that it ditches power points (which I don't care for), but maintains compatibility with how every power thus far has been written up. The new Hindrances and Edges are great stuff, as are the new powers.
I prefer words to art in my RPG books, especially full page art pieces in 48 page books, no matter how nice they look, so I would call that a minor strike (speaking from personal preference, obviously)...but there is a of great stuff here, don't get me wrong. It just doesn't completely blow me away like the main Interface Zero book did.
Highly recommended if you enjoyed Interface Zero, or if you just want another take on the Savage Worlds powers system.
RPGNow/DriveThru Relief Bundle for Christchurch, New Zealand
As they have done in the past, most famously with the Haiti bundle, RPGnow/DriveThruRPG are offering a new disaster relief bundle, this time for New Zealand, with proceeds going to The Red Cross.
A $20 donation scores you over $300 worth of RPG products, including Armageddon (by Eden Studios), Gnomemurdered (by Precis Intermedia Games), Supernatural (by Margaret Weis Productions) and much more...I note those three specifically because I currently own them, and there is some interesting stuff in there I've been meaning to get, like Tales from the Floating Vagabond, Ingenium and ICONS: The Mastermind Affair.
A $20 donation scores you over $300 worth of RPG products, including Armageddon (by Eden Studios), Gnomemurdered (by Precis Intermedia Games), Supernatural (by Margaret Weis Productions) and much more...I note those three specifically because I currently own them, and there is some interesting stuff in there I've been meaning to get, like Tales from the Floating Vagabond, Ingenium and ICONS: The Mastermind Affair.
Tuesday, February 22, 2011
Wanna Help A Guy Out?
DriveThruRPG/RPGNow is running a little contest for their affiliates, of which I am one.
Whoever sells the most POD products through their affiliate link from now through the end of the month scores a new Toshiba netbook.
Now, I honestly don't figure I stand a snowball's chance in Hell of winning, but there you go.
If you wanna help me out, all you have to do is go through here and place an order. I have personally ordered Pendragon 5.1 and Wu Xing from them and was very impressed, both with pricing and print quality...(and I have sung the praises of Wu Xing on this blog for months). I've downloaded, but not read, Stars Without Number, but it has generated a LOT of positive buzz...
It's less than a week, so not a lot of time...and I'm NOT gonna beat you guys over the head with this...but it would be pretty awesome to win...;)
Whoever sells the most POD products through their affiliate link from now through the end of the month scores a new Toshiba netbook.
Now, I honestly don't figure I stand a snowball's chance in Hell of winning, but there you go.
If you wanna help me out, all you have to do is go through here and place an order. I have personally ordered Pendragon 5.1 and Wu Xing from them and was very impressed, both with pricing and print quality...(and I have sung the praises of Wu Xing on this blog for months). I've downloaded, but not read, Stars Without Number, but it has generated a LOT of positive buzz...
It's less than a week, so not a lot of time...and I'm NOT gonna beat you guys over the head with this...but it would be pretty awesome to win...;)
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