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Category Archives: Cyberpunk

Year Three

“The ghost was her father’s parting gift, presented by a black-clad secretary in a departure lounge at Narita.”

 
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Posted by on August 15, 2015 in Blog News, Cyberpunk

 

Reskinning Saltmarsh

Riffing on my review of The Sinister Secret of Saltmarsh I got into a discussion on how this adventure would be easy to reskin for other genres. Without further ado, here are some of my ideas.

1. Call of Cthulhu – This one is simple, as the setup for Saltmarsh is practically a 20’s pulp adventure already. The smugglers are gangsters running alcohol who have hired a down-and-out stage magician to rig up the hauntings that keep people away. The alchemist’s hidden lab remains practically unchanged, with the addition of a mythos tome. Otherwise the mansion remains mostly the same.

But since this is Call of Cthulhu we need to add some hooks. Something is wrong with the hooch being brought in by the smugglers. Some people who drink in the speakeasies supplied by the gang seem to go mad and even experience physical mutations. The gangsters captured a few of the worst cases, fitted them with cement overshoes, and sent them to sleep with the fishes. Unfortunately those individuals came back to shore. The gangsters now have them locked in the zombie room.

The rum is being stored in a cave underneath the alchemist’s lab. Magics from his experiments have seeped down into the cavern and infected the alcohol, which has begun mutating certain sensitive individuals into Deep Ones.

The sea elf prisoner on the ship is replaced with a deep one hybrid who has a psychic connection with sea life. The ringleader of the smugglers forces the hybrid to use his powers to allow them to avoid coast guard patrols.

2. Sci-Fi – This one is for Stars Without Number or Traveler fans. The mansion is a derelict research station in deep orbit that was once the property of a private research firm. Rumors say that the crew was killed when something they were working on got loose; a biological weapon, a killer robot, or out of control nano-technology. A former employee for the company claims to have discovered a shutdown code in the now defunct company’s files and is looking for a crew to salvage the stations data core. There are megacorporations who will pay good money for any files remaining in the station’s data core.

Unknown to the players, the threat was neutralized long ago and the station is now being used as a base for space pirates. The alchemist’s lab can be the station’s dormant AI, or a locked down cryo-statsis unit storing inert genetically engineered monsters. This could lead to an unstable alliance between the party and the pirates should the insane AI or the inert creatures be unleashed.

If you are playing Star Frontiers the sea elf prisoner should become a Sathar, alive but in stasis. A live Sathar would be worth more than the entire station and all its contents, if the players can get it to the right person.

3. Cyberpunk – The mansion is turned into a data vault that once belonged to a criminal syndicate. The mob was broken up decades ago but their intranet is still running, protected by an AI armed with high powered black ICE. Rumors on the dark web say that more than one decker has had their mind fried trying to run the node. However the party’s fixer has information of interest to the party. The old gang had blackmail material about one of the team’s powerful enemies. If that information still exists it would be in their old data vault and if the team could recover it, they’d have a powerful weapon against their enemies.

The vault was protected by a dangerous AI, but what they don’t know is that the AI was taken offline a few years ago by enterprising hackers. The vault now serves as a virtual information bazaar where world class deckers come to store and sell their illegally obtained files. Anyone who gets deep enough into the VR environment to discover this will find a very upset collection of capable deckers who will be quick to protect their secret.

Should the AI be brought back online it will determine that anyone it finds inside the data vault is an intruder and will unleash its countermeasures to eliminate them.

4. Pulp Adventure – Another relatively straight forward conversion, this time set during WWII. The mansion is a front for a Nazi spy ring. Or move it to the 60’s and use the KGB.

The hook for the players would be a series of sabotage incidents at factories in the region. Throw in the disappearance of an allied agent and the kidnapping of a senator’s son or daughter (to replace the sea elf) and you’ll have ample reason for agents to investigate the mansion.

It’s likely this will end up being a straight forward raid by the agents on the spy’s lair. For an added twist, as the battle plays out, have something get loose from the alchemist’s lab. Perfect for swerving the adventure from conventional secret agents into Delta Green territory.

5. Role Reversal – The characters are the ones charged with keeping the Sinister Secret, be it a speakeasy or an OSS base in occupied Europe. Let the players come up with ways to perpetuate the scary rumors that keep curious people away. Make them try to spot enemy agents or federal officers and find ways to throw them off the track.

Or the group of meddling kids and their dog.

They may also have to deal with anything they find still hidden in the basement chambers. Or which comes crawling up out of the sea, answering the call of something inside the mansion.

—–

Do you have any classic modules you’ve reskinned for other games? Any more ideas for Saltmarsh? I’d love to hear about them.

SinisterSaltmarsh

 
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Posted by on February 10, 2015 in Cyberpunk, Fantasy, Gaming, Horror, Science Fiction

 

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Year Two

“They set a slamhound on Turner’s trail in New Delhi, slotted it to his pheromones and the color of his hair.”

 
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Posted by on August 17, 2014 in Blog News, Cyberpunk

 

Bedroom Wall Press Goes Free

John Berry, who writes the Bedroom Wall Press blog and such games as Hulks & Horrors has made a big announcement:

“Starting today, Bedroom Wall Press products are free and open source products.”

-Bedroom Wall Press, July 12th

Bedroom Wall Press is the archetypical small press OSR publisher, it’s a writer who loves gaming, particularly old school, and wants to get his product out into the world. To further that goal he is making the .pdf versions of his books free. Fans can still buy physical copies as well. Berry has also released his products under the Open Game License, which means that other publishers can now release material for his games.

Go read the post. His words are better than mine and he talks about the thought processes that went into this decision. It’s a neat thing to read and you can find it right over here.

Bedroom Wall Press has four books available. Hulks & Horrors is a science fiction game based on original Dungeons & Dragons. Heaven’s Shadow is a game of angelic assassins. Arcana Rising is an urban fantasy game and Welcome to Neuro City is the cyberpunk expansion for it.

I have a pdf copy of Hulks & Horrors and while I haven’t run it, I have mined it for ideas to use in my Stars Without Number game. I haven’t looked at the other books yet, as Urban Fantasy isn’t my thing right now. However, now that they’re free, I’ll be checking them out.

 

 
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Posted by on July 15, 2014 in Cyberpunk, Gaming, Science Fiction

 

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Talsorian’s Memorial Day Sale

R. Talsorian Games is having a sale!

“All R. Talsorian Games corebooks and adventures 65% off. The sale begins May 22nd and runs through May 26th. Includes books from Cybergeneration, Teenagers from Outer Space, Mekton, Castle Falkenstein, and Cyberpunk 2020.”

R. Talsorian’s Blog

I’m a big fan of Talsorian, both of their games and as a company. In particular I am enamored with Mekton Zeta, which I really need to get to the table more often.

The sale has begun already. At the moment, it looks like it only applies to the .PDF copies of the books and not the physical versions. I’ve shot them a message asking if the print copies will go on sale too.

The PDF’s can be ordered through their Drive Thru RPG page.

Print copies can be ordered through the R. Talsorian online store.

I’ll post an update if I hear back about the physical books.

 

 
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Posted by on May 22, 2014 in Cyberpunk, Gaming, Science Fiction

 

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The Tower of David

This is possibly the coolest, most cyberpunk community I’ve read about since the walled city of Kowloon.

Standing 45 storeys tall, complete with helicopter landing pad and glorious views of the Avila mountain range, it was built with the intention of becoming a shining new financial centre in Venezuela’s capital.

Since it was abandoned roughly 20 years ago, amid a massive run on the country’s banking sector and the death of its developer, this incomplete skyscraper has been transformed into what has been described as the tallest slum in the world.

The building was seized by squatters in 2007, when then-President Hugo Chavez’s socialist government turned a blind eye, and now about 3,000 people call it their home.

-The Daily Mail

An unfinished skyscraper in the middle of a city, turned into a towering slum community. If that doesn’t make you think of Night City or Megacity One I don’t know what will. I’ve heard of the ghost towers in many Asian nations, unfinished skyscrapers that have been left empty due to lack of tenants or funding, but this is the first time I’ve heard of one that was taken over by squatters and turned into their own vertical city.

According to the article the Tower of David boasts its own form of civic governments, it’s own security, and shops. They’re a village unto themselves, rising out of the city of Caracas. And despite their reputation as a slum and the stigma that follows squatter communities, by all accounts crime is lower for the people of the Tower than it is for the citizens living on the ground.

That in itself could make for an interesting twist for a game setting. We’ve seen settings where technologically advanced people in an isolated sanctuary are safe from the chaotic world around them, but it’s less common to see a sanctuary for the poor rising above a technologically decadent civilization. It’s similar to the old Beauty & the Beast TV series, but rising up instead of burrowing below.

The full story is in The Daily Mail, complete with a brief history of the Tower, a bit about their society, and some wonderful photos.

 
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Posted by on April 11, 2014 in Cool Stuff, Cyberpunk

 

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Justifiers RPG – OSR Carnival, Pt. 3 – Alternate Rules and Adventure Seeds

OSR BLOGHOP BANNER

Welcome to part three of my contribution to the Obsolete Simulations Roundup blog carnival!  Parts one and two can be found here and here.  In part three I’ll be finishing up my discussion of the 1988 science fiction game Justifiers, by StarChilde Publications.

I have a great fondness for the universe of the Justifiers RPG, but not for the game mechanics.  In this entry I have several suggestions for alternate rules systems for running the Justifiers RPG.  After that I have some adventure seeds for getting a Justifiers game rolling.

Alternate Rule Sets

GURPS Justifiers – GURPS is my go-to rules set for importing other game worlds.  By design the system is meant for just this kind of transformation and creating a set of templates for Betas would not be difficult.  You would loose the element of random generation, but since the character creation rules are one of my complaints with Justifiers this isn’t a big loss.  GURPS has several sourcebooks that would be helpful, including Biotech, Psionics, and Cyberpunk or Ultra-Tech for all your cybernetic needs.

In my perfect world, Justifiers would get the full GURPS treatment by Steve Jackson Games.  They have an excellent track record for bringing other game universes into the GURPS system, including several other games whose universes I love but whose mechanics I don’t.  GURPS Deadlands, Vampire, and Castle Falkenstein come to mind.

Basic Role Playing Justifiers – Chaosium’s Basic Role Playing would be another good candidate for running Justifiers.  It would preserve the random character generation aspect and more of the Justifiers material would be directly transportable to BRP since both are percentile based systems.  The skill sets for Justifiers would also be a nearly direct translation, as they echo the career sets in BRP based games like Call of Cthulhu.

Given such a merger it would be tempting to add the Call of Cthulhu sanity rules.  Perhaps the corporations are secretly the tools of the Illuminati and the true purpose of the Justifiers is not colonization, but reconnaissance of the tomb worlds of the Great Old Ones and recovery of their artifacts.

Fusion or Interlock Justifiers – R. Talsorian’s Cyberpunk 2020 and Mekton Zeta games would fit well with both the Justifiers concept and mindset.  Characters are tools of megacorporations in a dystopian future with exotic weapons and cyberware?  Cyberpunk 2020 is ready to go, just add animal templates to the existing rules.  A bonus would be the fully realized rules for cybernetics that Cyberpunk 2020 offers.

Mekton Zeta uses the same system as Cyberpunk 2020 and would have the added appeal of mecha and psionics.  Imagine your telepathic anthropomorphic lemur piloting a giant robot capable of transforming into a mechanical tiger.  Mekton Justifiers, taking gonzo to the next level!

Adventure Seeds

Secret of the Star Gate – A new planet has been discovered that appears to be extremely Earth-like and the PCs are deployed to claim it in what appears to be a standard, though extra-lucrative, Justification mission.

However, once the team reaches orbit they make several strange discoveries.  Standard Justifier satellites are already in orbit, but these satellites are dormant and appear to have been here for years.  Further, planetary survey indicates structures on the surface consistent with a colonial beach head.

Investigations of the site shows that the surrounding jungle is filled with a bipedal aboriginal life form.  They seem inquisitive but docile, keeping a respectful distance from the Betas.  The base is distinctly Terran built, but has been abandoned for years.  Attempts to draw closer will trigger a hostile response, as security robots attack anything entering the structures.  Inside they find the remains of numerous Betas, all dead, all from the same corporation, and apparently having killed each other.  They also find a fully assembled TransMatt chamber, but its destination coordinates are not for any known world.

No records indicate what is at the TransMatt’s destination, but as the Betas power up the system the previously docile aborigines become hostile.

Mystery of the Ancient Ones – The team is rushed to an emergency briefing.  A new planet has been discovered that is ripe for colonization, but intelligence indicates that a rival corporation also knows about it.  The race is on to claim the planet!

Within hours the team is in their shuttle and going through the TransMatt portal.  Upon reaching the new world several things happen.  First, sensors indicate a large space station located at one of the planet’s Lagrange points.  This station is massive and of unknown origin.  Second, they discover what appears to be a single enormous city on the planet’s surface, similarly devoid of life signs.  Third, the shuttle of the rival Justifier team has just arrived.

The shuttles have no ship-to-ship combat capabilities, so the team needs to make some fast choices.  If they decide to go for the planet, their rivals will head to the space station.  If the players pick the space station, their rivals will make for the planet.  If they hang back there is a 50% chance either way for where their rivals will go.

Logan’s Run – Back on their homeworld, the team meets a friend who is down on her luck.  Drinking heavily and playing with an ankh-like pendant, she tells them her story.

She and her lover were closing in on buy back, but the last mission went catastrophically wrong.  The rest of the team was killed and their equipment was destroyed when their position was overrun by native monsters.  She was the only one who made it through the TransMatt to safety.  Her team and her lover died and the corporation slapped the bill for the entire expedition onto her buy back price.  She finishes her story, leaves the bar, and is never seen again.

A few days later the team is brought in by Security for a special mission briefing.  They present the team with an ankh pendant just like the one their friend had been carrying and tell them that it contains secret instructions and clearance codes to locate an underground railroad that has been trying to help Betas escape to a hidden colony known as Sanctuary.  They want the team to go undercover and infiltrate the group, locate Sanctuary, and let the corporation know where it is located and who is running the operation.

They’re prepared to pay four times the normal mission price, with a bonus if they can capture the ringleaders.  However, they’ll also be using cybernetic implants to guarantee the team won’t go rogue; cortex bombs or the like.  Also, the team will need to be extra careful as corporate security forces will not be briefed on their undercover status.  The risk of leaks is too high.

Reality TV – The team’s corporate PR department has assigned a media group to the Justifiers’ team who will be producing a reality show based on them.  This places a severe load on the already crowded shuttle for the TransMatt trip to their next world and destroying any peace and privacy they would normally have been able to find.

What’s worse, problems begin occurring with equipment even before they can make planetfall, culminating in the failure of the team’s satellites.  Gradually evidence begins to mount that there is a saboteur aboard, but is it one of the media team?  Or has a member of the Justifiers’ team been compromised?

Heart of Darkness – A routine mission goes awry at the outset when the team realizes that their shuttle has come out of TransMatt over the wrong planet!  They are hailed by a ground station and welcomed to the headquarters of the Free Beta Alliance.

Once they land they find a large settlement consisting almost entirely of Betas lead by a grizzled old bison-type Beta named Kurtz.  He reveals that his organization has been gathering strength for years; first among Betas who had successfully reached buy back and then among Betas who were rescued from their servitude.  Kurtz says that the FBA is dedicated to building a society where Betas can live free from both corporate enslavement and societal bigotry.

Now Kurtz feels they are strong enough to move on to the next phase of his plan and the players are the result of their first test.  Deep cover agents have been activated who introduced a computer virus into the TransMatt device.  The virus waited until the last moment to redirect the TransMatt beam, sending the shuttle to the FBA’s colony world, and then erasing itself and all system logs.  In this way Kurtz plans to liberate Justifier teams en masse.

However it soon becomes apparent that his main goal is acquisition of the nuclear weapons locked aboard the Justifier shuttles, available only to the mission commander.  Kurtz plans to hijack the TransMatt stations of several corporations and send the nuclear weapons through, disrupting travel and communications throughout colonized space.  Even worse, most of his targets are located on orbital colonies and the internal detonation of a nuclear warhead will lead to the destruction of entire colonies.  Millions will die, human and Beta alike.

Wrap Up

I hope you’ve enjoyed this look at the Justifiers RPG as much as I have enjoyed putting it together.  If you’re interested in checking it out, copies in .pdf format are available from Drive Thru RPG.  Physical copies can be found from time to time at Noble Knight Games.  If anyone has a copy of the 2010 German release, I would love to hear about it!  Please drop me a line and tell me all about it.

Thanks to Tim over at The Savage Afterworld for putting the Obsolete Simulations Roundup carnival together and I look forward to it becoming an annual thing.  Head on over to his blog and check out all the other reviews!

Happy gaming!

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Justifiers RPG – OSR Carnival, Pt. 2 – Betas and Mechanics

OSR BLOGHOP BANNER

Welcome to part two of my entry in the Obsolete Simulations Roundup blog carnival!  Part one can be found here and covers the setting of the 1998 science fiction RPG, Justifiers.

The heart of Justifiers are the Betas; anthropomorphic human/animal hybrids owned by the corporations that created them.  Players roll up their characters to generate base attributes, then select a Beta animal type.  This hybrid template augments their character’s attributes and gives them other special abilities.  For example, a grizzly bear Beta has enhanced speed, strength, teeth and claws, and can track by scent.  A bat Beta can fly, has sonar, and can track by hearing.  The core book offers a nice selection of animal types to choose from and each source book adds more options.

Playing anthropomorphic animals is the main point of Justifiers, but for players looking for a less fuzzy choice the rules also include options for humans from high gravity worlds and genetically augmented humans, evoking the Replicants from Blade Runner.  Additional sourcebooks include further options, such as playing aboriginal races from colony worlds, and for the truly gonzo experience you can create a Gamma.  Gammas are the offspring of two Betas, combining the animal abilities of both parents into a truly bizarre combination.  Adding to the mix are rules for psionics and cybernetic enhancements.

The concepts in Justifiers are a lot of fun, unfortunately they’re burdened with a clunky rules set.  In particular the character creation rules feel complicated for the sake of complexity and fiddly without elegance.

Justifiers is a percentile base system and players start by rolling up their character’s seven attributes with straight d100 rolls.  Attributes are Strength, Dexterity, Constitution, Presence, Intelligence, Wisdom, and Agility.  Players can order the stats as they like and replace their lowest roll with a 65%.  However this is the first place where the rules and concept are at odds.  Betas are genetically engineered to be physically superior, but this method will generate a wide diversity of ability levels and it is quite possible to end up with all low scores.  Certain attributes will be enhanced when the player selects his or her Beta type, but for an engineered species it would seem more appropriate to use a matrix that will generate a more narrow range of results, perhaps with 65% as the average, and making exceptionally low scores the statistical outliers.

Once the player has their seven attributes, they run a series of formulas to generate the character’s seven statistics.  These are Mental Strength, Body, Resilience, Base Speed, Base Skill Level, Base to Strike, and Damage Bonus.  Each statistic has its own formula, usually the combination of two attributes divided by ten.

The character then rolls to see if they have psionic abilities, having a 5% chance on a d100, with the character getting between one and five powers based on their roll.  This makes psionic Betas very rare and mental powers substantially increase the Beta’s buy back value with the corporation.  The game also has basic rules for cybernetic parts and a player may option to have such replacements, again adding to the buy back value of the Beta.

Justifiers has a large section of skills to choose from, determined by their primary career focus and cross training.  I like the concept of a betas having a wide scope of skills, but several skills are of questionable necessity, such as math and reading and writing one’s own home language.  Given the highly trained nature of the Betas, it seems superfluous to apply percentages to skills specifically listed as addition and subtraction and for literacy.  These are not the only skills that feel redundant, while other staple skills like stealth and concealment are either missing or rolled into the surveillance skill.

Another strange choice is how damage works.  The character has points from both Constitution and Body statistics and specifically states that the Body points are expended first.  This lead me to believe that Body would work as some form of stun, possibly recovering faster or having some other different game effect.  However healing rates for both statistics are the same.  There are only two cases where these values are treated differently; during character advancement where level adds to the Body score, and radiation exposure that effects each score differently.  This leads to the question, would a more streamlined single attribute be better or are there other reasons for the two statistics that the designer had in mind?

Where the character generation rules feel overly fiddly, the combat rules are surprisingly sparse in details.  Combat is based on skill rolls modified by circumstance modifiers, but only a handful of example modifiers are given.  Rules for armor are fine, but rules for basic ideas like cover and full automatic fire are noticeably absent.  Presumably the GM would assign a circumstance modifier for cover, but none is given in the examples.  Instead of automatic fire, machine guns simply have a larger number of attacks per round.  Critical wounds cause internal damage that causes damage each round until treated, but the persistent damage is based on 25% of the damage caused by the wound.  This means it must be calculated and tracked on top of everything else going on during combat.

Individually these and other rules quirks are not major flaws, but collectively they lead to an inconsistent and confusing whole.  I constantly had the feeling that I was either missing design notes or that rules had been created on a case-by-case basis without regard for the overall flow of the system. It’s unfortunate, because the rules bog down what is otherwise an exceptionally interesting game.

In 2010 a German gaming company released a new edition of Justifiers, reportedly with a new set of rules.  However there isn’t an English translation, so I don’t know if the mechanisms have received the overhaul they so desperately need.

The core book includes a good section of equipment and a sample adventure.  The sample adventure is particularly good, as it both highlights the standard planetary mission style and gives the GM an example of standard operating procedures for a Justifier team.

The sourcebooks for Justifiers are quite nice.  Each is printed in digest format, which was uncommon for the time.  The artwork is very good, on par with the better black and white indie comics of the late 80’s and limited only by the quality of printing available for its reproduction.  For a small run independent game, Justifiers also has a large number of sourcebooks.  My box set includes the core book, two planetary survey adventure books, a book on the Beta hybrids called Gammas, and an aboriginal species book that includes rules for adding magic to the game.  I’m aware of four other sourcebooks that were released; two more adventure books, a book on the corporations, and a cybernetics book.

I have no desire to run a game using the Justifiers rules, but I would definitely recommend using the universe and mining the sourcebooks for ideas.  As mentioned in part one of my review, the books are available in .pdf format from Drive Thru RPG.

JustifiersBook

That’s it for part two.  Stay tuned for part three, where I discuss rules alternatives and adventure seeds.

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Justifiers RPG – OSR Carnival, Pt. 1 – Setting


OSR BLOGHOP BANNER

Welcome to my entry for the first Obsolete Simulations Roundup blog carnival!  The carnival is the brainchild of Tim over at The Savage AfterWorld blog to celebrate forgotten gems of the RPG world.

For my entry into the carnival I’m taking a look at Justifiers, the 1988 science fiction role playing game released by StarChilde Publications.

“You’re a ‘Beta’, a Beta Class Humanoid Lifeform.  Part human and part animal.  The property of the Corporation that spawned you.

Your job:  Justification and Pacification of new worlds.  Find exploitable resources and eliminate dangerous indigenous lifeforms.

Your goal: SURVIVE!  Stay alive until you can buy your way to freedo.  Till then your(sic) one of the… Justifiers”

– Justifiers RPG, back cover

Justifiers is a creation of its time.  In 1988 corporate culture and the “me” generation were still going strong.  Cyberpunk was riding high and anthropomorphic animals had exploded onto the pop culture scene thanks to comics and cartoons like Teenage Mutant Ninja Turtles and Thundercats.  Star Trek: The Next Generation was going into its second season and the independent publishing market for games and comics was still going strong.   Justifiers draws upon all of these and rolls them into a wonderfully gonzo melange of 80’s influences.

My first encounter with Justifiers happened in a run-down gaming store in Cincinnati back around 1990 or 91.  Back then it was still possible to pick up a new RPG for a reasonable price, just to see what it had to offer.  This was before the era when you needed to buy multiple $60 rule books to get into a game.  Thankfully things have swung back in the other direction, in no small part thanks to the Old School Renaissance, pdf, and print on demand.

So when I walked into the store and found a box set of Justifiers for under $20 that included several sourcebooks and adventures, there was no question that it was coming home with me.

The game mechanics are clunky, but the world building is delightfully tight with a gonzo feel and enormous adventure potential, which is what I am focusing on in part one of my review.

Characters in Justifiers are genetically engineered animal/human hybrids, called Betas, combining the special strengths of various species with the intelligence and body structure of humans.  These creatures are “born” into indentured servitude, being in debt to the company that created them.  Freedom can be won if the Betas can earn enough money to reach their “buy back” price, repaying the company for their existence.  But the company is reluctant to let go of assets they’ve spent so much time, money, and training to develop, and society is little help for what it considers second-class beings.  Thus Betas are compelled to work as company agents in the hopes that they survive long enough and earn enough money to some day reach “buy back” and gain their freedom.  They do this by working as Justifiers, highly trained explorers sent to newly discovered planets in order to survey them and stake a claim for their employers.

This is where the world building in Justifiers really takes off.  In the 24th Century, traditional governments are a thing of the past.  A collection of megacorporations reign supreme and the most powerful of them all is Terran TransMatt Specialties, Inc. which is the sole supplier of the TransMatt device.  The TransMatt is like a Stargate, a large fusion powered portal that can project matter at faster than light speeds.  TransMatt devices are how humanity is able to colonize other worlds.

However, the system does have limitations.  First, the portals are only one-way.  To get back, you’ll need to assemble a return portal once you’ve reached your destination.  Second, it does not allow faster than light communications.  “The fastest way to get a message anywhere in the galaxy is to put it in your pocket and step through a TransMatt portal.”  Third, there is a limit to the size and mass you can send through the portal at any one time.  This limits the size of the shuttles used to 20′ x 20′ in diameter and 70′ in length, and limits the available resources to whatever can be fit within its confines.  Lastly, TransMatt is dangerous.  If you materialize in space already occupied by matter the resulting explosion will wipe the entire team out of existence.

When a company wants to claim a planet a Justifier team is deployed in a shuttle and TransMatted into orbit around the target planet.  From there the shuttle has a limited ability to stay in space, usually long enough to launch weather, communications, and survey satellites before the team has to select a landing site.  Once the shuttle is down, it will never fly again.  The team is left on its own on an unknown world with only the supplies they have on board and what they can find on the planet.  The justifiers need to begin surveying the world, identifying threats and exploitable resources, and assemble a TransMatt device that will allow them to return home.

The internal logic of the setting is beautiful.  Conflict is built in at the very core of the game, between the Betas and their employers/owners and between the betas and society.  The technology isolates the players on unique alien worlds, offering adventures that evoke Star Trek and Stargate (released in 1994), forcing them to survive based on their wits.  A Beta team never knows what they’ll encounter once they go through the TransMatt gate and the GM is free to come up with wild encounters to surprise and threaten the team.  In addition, the planet and its unknown dangers are not the only threats awaiting the players.  Rival corporations may send their own Justifier teams to claim jump the planet, or possibly the players will be the claim jumpers. Control of the planet rests in whichever corporation opens a return gate first, and it doesn’t matter if one Justifier team wipes out the other to do it.

The adventures in Justifiers isn’t limited to planetary expeditions either.  Back on the home worlds, corporate espionage is a constant threat.  Players may have to contend with saboteurs, or be courted to defect by other corporations.  Betas who don’t toe the line may face discipline and unfair reprisals from their corporate masters, who can throw roadblocks up to stop the agents from reaching their buy backs with fines.  An underground free Beta movement may seek to recruit the characters, offering them escape to one of the free Beta colonies.  While the planets the Justifiers are sent to offer Star Trek adventure, the worlds they call home are cyberpunk dystopias filled with intrigue, rebellion, and chaos.

The Justifiers’ universe is filled with a rich diversity and the opportunities for adventure are legion. It offers the right mix of gonzo science fiction elements to satisfy gamers that are looking for something different, and for that alone I recommend digging up a copy and giving it a look.

You can find copies through various online sources, such as Noble Knight Games and the books are also available in .pdf format from Drive Thru RPG.  A new edition was released in 2010 by a German company, but as of now there isn’t an English language version.

JustifiersBoxSet

That’s all for part one.  In part two I’ll dive into the betas themselves and the game mechanics.

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Posted by on December 29, 2013 in Cyberpunk, Gaming, Science Fiction

 

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Houska Castle – Adventure Seeds Pt. 3

Finishing out the 13 Adventure Seeds for Houska Castle!

Here are the links to the History & Legends post and Adventure Seeds Part One and Two.

10. Game of Death – In the mid-13th century Ottokar II sent his knights into the mountains to deal with a satanic threat.  A necromancer of frightful power had built a fortress using animated skeletons as slaves and warriors.  From there he terrorized the surrounding lands, his forces slaughtering the people and dragging their corpses back to join his undead ranks.

The knights fought a brutal battle, eventually laying siege to the fortress.  High in the tower of the necromancer they confronted the villain and cast him down, the Earth opening beneath them and swallowing the tower whole.  The knights were victorious, but they knew the necromancer was not dead.  They built Houska Castle over top of the chasm to seal him forever beneath the mountain.

Many years have passed and Europe is destroying itself in the horrors of the 30 Years War.  In the midst of this chaos the great leaders have each received a strange messenger.  Undead ravens have come bearing a challenge from the necromancer.  He has transformed the hell pit beneath the castle into a series of levels filled with traps and unholy monsters.  The necromancer will provide all the power of his dark arts to the side whose adventurers reach the bottom of the cavern first.

It is a truly Faustian bargain, but the war has already transformed central Europe into a landscape from Hell.  Besides, can anyone risk such power falling into the hands of their enemies?

11. Souls of Vengeance – When Houska Castle was built the old timber fortress before it was demolished as well as the homes of the peasants who were then forced to construct the new castle.  Conditions for the workers were brutal and scores died in accidents or from the harsh treatment of their overseers.

When the castle was completed the king brought a great treasure of gold and jewels taken from the pagans during the Northern Crusades.  He hid the wealth in the caverns beneath the castle, then ordered the remaining workers slaughtered to keep the secret.

The castle now lies empty and no priest has said prayers in its chapel for many years.  The new king has granted the castle and its lands to a group of adventures in thanks for their service, but the return of residents to the castle has caused the unquiet dead to stir in their forgotten vaults.

12. The Forgotten King – King Arthur, Emperor Barbarossa, Prince Vlad Dracula; occasionally a hero will rise up to embody the dreams of an entire people.  A warrior who achieves such power can transcend mortal life and when they are cut down they are taken into the Earth.  There they sleep until the day comes when they will once more take up their swords and lead their people in battle.  These are the Kings in the Mountains

In the 6th century such a king arose, a Celtic warlord who lead his people against the advancing Slavs.  He was a just lord, fierce in battle, and ultimately fell while holding a mountain pass single handed.  So great was his heroism that as death came for him the Morrigan herself turned the final blow aside, swept him up, and secreted him away in a hidden cavern.  There he would sleep as a King in the Mountain, waiting for the day he would once more lead his people.  But something went wrong.

His people did not stand against the invaders.  Instead they fled and the tales of the king and his deeds were lost.  Now his tomb lies forgotten beneath the mountain and Houska Castle rises overhead, it’s chapel covering its hidden entrance.  Christian prayers drift down to where the old king sleeps and have disturbed his dreams, telling him of the fall of his people and the loss of his legacy.

In the heart of the mountain the old king’s anger grows.

13. Vault of Chrome and Silicone – Ziny Flatline is the best hacker ever to dance through Cyberspace.  At 13 she’d run two megacorp mainframes.  By 16 she’d made her first smash-and-grab on the international bank-net, melting their black I.C.E. with software she’d written herself.  She dodged her first assassin less than 48 hours later.  For her 17th birthday an unknown corporate player sent her a gift courtesy of an attack drone.  She had just enough warning to escape before a missile turned her apartment building into a crater.  The rest of the residents were not so lucky.

It was all fun and games when it was only Ziny’s neck on the line, but seeing the collateral damage changed her outlook on life.  She used the funds she’d stolen to buy an abandoned pile of stone called Houska Castle and in the caves below it she set up a data vault of her own design. Then she assembled a team of like-minded hackers and they set out on a mission to fill the vault with a most unusual collection.

They collected malware of every kind.  Viruses, worms, trojans, rootkits, spyware, every piece of malicious code they could get their digital hands on.  They created the largest library of computer viruses ever assembled.  Now they take the viruses apart, examine their code, and compile new and more dangerous programs.  Their latest acquisition is a rogue A.I.

Ziny Flatline hasn’t said what her endgame is but you can bet it will be spectacular.

Neuromancer_TGN

 
 

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