Blog & Recaps

  • Starport Scum: Take-out

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    After searching Piper’s brothers apartment I had nothing to give her but the bill and a bad feeling that was curdling in my gut. The local syndicate was on our trail and I decided it was best to get back to my apartment to regroup.

    We took the elevator up to my floor and stepped out into a corridor, the flickering lumo-panels casting a dimly blue pallor over the metal walls. My door was at the end of the hall. My place. My sanctuary of cheap synth-whiskey… but something was off. The air was wrong. It’s a smell you learn, a mix of recycled ozone with cheap cologne that doesn’t belong. The hair on the back of my neck stood to attention.

    I held up a hand, and Piper froze behind me. My fingers closed around the cold, familiar grip of the door handle. It was unlocked. I never forget to lock it. Never.

    “Stay behind me,” I grunted, the words tasting like ash.

    I pushed the door open slow, a sliver at a time. The apartment was dark, the only light the gaudy neon sign from the noodle joint across the street, painting the room in pulsating streaks of red and blue. Everything looked as I left it: the worn plas-leather chair, the dusty data-terminal, the half-empty bottle of synth-whiskey on the counter.

    Then the shadows moved.

    They came out of the corners like roaches, three of them. Big boys, dressed in the cheap, sharp suits that were the uniform of the Orlov syndicate. Muscle for hire, brains optional.

    Time stretched, got thin. The one in the lead, a gorilla with a jawline you could break rocks on, made a beeline for Piper. She let out a short, sharp gasp that was cut off as he wrapped a meaty arm around her, clamping a hand over her mouth. Her eyes were wide, white-rimmed saucers of terror.

    The other two came for me. No words. No demands. Just business.

    The first one threw a punch that would have rearranged my dental work if I hadn’t slipped inside it. I drove my fist into his solar plexus. It was like hitting a brick wall, but the brick wall grunted. The second one came in low, trying to tackle me. I brought my knee up, catching him in the shoulder, spinning him away.

    It was a brutal, ugly dance in the strobing neon. I got a few good licks in. Split one’s lip, saw the blood look black in the red light. But they were young, strong, and there were two of them. A hard right caught me on the cheekbone, and the world swam for a second. I backed into my own kitchenette, my vision blurring.

    That’s when I saw the third one, the one holding Piper, nod to the goon in front of me.

    This one, a real genius, looked around for something. His eyes landed on my food replicator—a cheap, clunky model that could barely manage edible protein paste. He ripped it from the counter, wires sparking like dying fireflies.

    I was still shaking the stars from my eyes when he swung it.

    The world didn’t go black. It exploded into a supernova of pain, a silent, shattering impact that started at my temple and rattled the fillings in my teeth. The last thing I saw was the floor rushing up to meet my face, and the last thing I heard was the dame’s muffled scream, smothered by a cheap suit jacket.

    Then, nothing. Just the long, dark, quiet.

    Session Notes

    • Whelp, the rolls did not go in Dalin’s favor for this round but I still had an enjoyable session. I forgot to play with any sort of “bennies” or tools to flip odds in my favor and so that probably cost me the session. I have decided yet whether this is the end for Dalin’s adventures or not. There are some tools in the Micro Mythic playtest files I still want to try out, so I will certainly keep using them for whatever comes next.
  • Starport Scum: Brother's Keeper

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    Piper stood in the hallway of her brother’s apartment building, all legs and anguish, while I jimmied a lock with a vibro-pick. The thing hummed in my hand, a low, angry buzz that finally clicked with a sigh. The door slid open, spilling the stale smell of recycled air into the corridor.

    “After you,” I grunted, letting her step into the dimness first. A gentleman I’m not, but it pays to let the client take the first potential bullet.

    The apartment was a sty. A single servant bot was dormant in the corner, its chrome dull with dust. Takeout containers crowded the floor. But we weren’t the first visitors.

    A man was on his knees, his hands deep inside a vent cover he’d pried loose. He wasn’t a pro. Pros don’t startle. This one jerked like a spooked cat, scrambling to his feet and turning to face us. He was built like a fireplug, with a face that had lost an argument with a pavement grinder and a cheap synth-leather jacket that squeaked when he moved.

    I leaned against the doorframe. “Relax, friend,” I said. “We’re just here for the tour. You uh, looking for something?”

    His hand twitched toward his jacket. I didn’t move mine. Sometimes, not moving says more than a drawn pistol. He saw something in my eyes, or maybe just calculated the odds, and thought better of it.

    “I was just leavin’,” he mumbled.

    “Not yet,” I said. “You work for Silas.”

    It wasn’t a question. The name of the local syndicate boss hung in the air like a threat. The lackey’s shoulders slumped. He knew the game was up.

    “Look, pal,” he said, holding up his empty, greasy hands. “I’m just the clean-up crew. We heard the kid skipped town. My boss just wants to make sure he didn’t leave any messy souvenirs behind. Nothing that would get the badges sniffing around.”

    Piper stepped forward, her voice tight. “Where is my brother?”

    The lackey looked at her, and for a second, I saw a flicker of something that wasn’t entirely thuggish. Pity, maybe. “Lady, I don’t know. Honest. The kid was a mule. A good one, for a while. Smuggled packages through the checkpoints in his custom rig. We ain’t heard from him in several cycles.”

    He looked from Piper’s pale, determined face back to me. “We square? I got no beef with you. Just doing my job.”

    I nodded toward the door. “Beat it.” He didn’t need telling twice. He sidled past us, the squeak of his jacket fading down the hall. The silence he left behind was heavier than before.

    “Everyone leaves a trace, sister,” I said, the old lie sounding hollow even to me. “They sweat, they bleed, they get scared. It leaves a stain.” I looked around the sterile, ransacked apartment. “It’s just that sometimes, the stains get cleaned up before you can see them.”

    I took her arm, gentle this time. “Come on. Let’s go. There’s nothing for you here.” We hit the sidewalk, Piper a step behind me, her hope as washed out as the pavement. The rain had started again, a fine, misty drizzle that made the neon signs on the street bleed like watercolor wounds. The air smelled of wet asphalt and ozone from the passing hover-cars. I was thinking about the missing mule, the cleaned-out apartment, and the distinct feeling I was playing a game where I didn’t know the rules.

    That’s when the shadows detached themselves from the alley mouth next to the apartment block. Three of them, moving with the synchronized purpose of men who’ve done this before. No words, no demands. Just fists and bad intentions.

    The first one came in low, a human battering ram. I sidestepped and put everything I had into a short, sharp right that connected with his jaw. There was a wet crack, like stepping on a bundle of twigs. He dropped to the ground and didn’t so much as twitch. One down.

    The other two didn’t give me time to admire my work. They swarmed me. A fist glanced off my ribs, sending a jolt of fire through my side. I caught a glimpse of Piper, her face a pale oval of terror in the gloom. We were dancing a ugly waltz, the kind that ends with someone in the morgue.

    Then the dame decided to enter the fray. She snatched a sickly-looking potted plant from a stand by the building’s entrance. With little effort, she heaved the whole ceramic pot at the nearest goon. It sailed past his head and exploded against the brick wall in a shower of dirt and clay.

    It missed, but it was the distraction I needed. While the thug flinched from the unexpected horticultural assault, I closed the distance on the other one. We grappled, a messy tangle of limbs, stumbling back until we hit the wet ground. He was strong, smelling of sweat and stale alcohol. He got a hand around my throat, but I drove a knee into his gut and reversed our positions. My forearm found his neck, and I leaned in, a relentless pressure. His struggles grew frantic, then weak, and finally ceased altogether. I rolled off him, my breath coming in ragged gasps.

    That’s when I saw the steel. The last goon, the one who’d dodged the plant, had a knife. A mean, six-inch shiv that caught the flickering light of a nearby club sign. He held it low, the way they teach you in the gutters.

    We started to circle, a slow, deliberate orbit on the slick concrete. The rain plastered my hair to my forehead. I kept my distance, my hands up, watching his feet, his shoulders, the way his knuckles were white on the knife’s grip.

    He got anxious, just like I figured he would. He lunged, a sloppy, over-committed thrust aimed at my belly. I was faster, my left hand snapping out to grab his wrist. I twisted, hard, using his own momentum against him. There was a grunt of pain and the knife clattered to the ground. Before he could recover, my right hand, balled into a fist of concrete and pure spite, connected with the point of his jaw. His eyes rolled back in his head and he joined his friends on the pavement.

    The whole thing had taken less than a minute. The street was quiet again, save for the hum of the city and the soft hiss of the rain. I straightened my coat, wincing at the throb in my side.

    “Time to go, sister,” I grunted, steering her away from the unconscious gallery. “This neighborhood’s getting unfriendly.”

    We melted into the foot traffic on the next major street, two more shadows in the rain-swept night, heading for the bright, anonymous lights of the nearest mass transit station. The wolves weren’t just on the kid’s scent anymore. They were on ours.

    Session Notes

    • In-between sessions, Tana Pigeon sent me a draft of some rules to playtest for the upcoming “Micro Mythic” collection of one-pagers. I used the new one-page task & combat rules to run this scenario instead of Starport Scum. After some initial feedback, I got a second draft later in the day and those rules ran really smoothly.
    • Deciding to stick with the flow, I switched from using the “Find Encounter” procedures from 5150 to using the One Page Mystery Crafter from the Mythic Magazine. Again, that worked really well. I’ll probably just stick to using the one-page Mythic rules collection I have (and the new playtest materials) and see if our Detective can solve this mystery.
    • The NPC at the apartment was generated from a “is anyone here?” fate question, then a “stat check” to gauge how many people were there, then the one page character crafter to generate a profile. I got a Lackey with good reflexes and a helpful personality. Their character behavior was “Gives something, item or information”, so hat’s how steered the scene towards an exchange of info rather a fight.
    • 5150 says we always check when leaving a building for an encounter and so I asked a fate question about that. I could’ve asked about the nature of encounter using a meaning table roll or something but it just made sense to me this would be more goons trying to get us to back off the case. I generated the goons stats using the one page character crafter and ran the fight using the one page combat rules.
  • Starport Scum: Two for the Road

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    The Starlight Lounge’s front door was for tourists and suckers. The back door was for people with problems.

    “The night’s young, and so are my mistakes,” I grunted, standing up. “Let’s take the scenic route.”

    The alley behind the joint was a canyon of brick and overflowing dumpsters, smelling of stale beer and broken promises. The moon was a sliver of dirty fingernail in the sky, not doing much except making the dark look darker. We’d taken about three steps when two shapes detached themselves from the gloom. Goons. The kind bred in bulk down at the Starport’s loading docks; thick necks, thicker skulls, and fists like sacks of gravel.

    No introductions. They never bother. The first one came in low, a bull charging a gate. I sidestepped, letting their momentum do the work for me. My right hand connected with his jaw with a sound like a walnut cracking in a vice. He folded up neat and tidy and didn’t move again. One down.

    The other one was different. He taunted me with a husky voice. He didn’t rush. He circled, a predator who knew his business. He was bigger, and the way he held his hands said he’d been paid to hurt people before. We traded blows, the alley echoing with the sound of knuckles on flesh. A hook caught me on the ribs, sending a jolt of fire through my side. I gave him one back, but it was like punching a side of beef. He shoved me, and my heels slid on something wet and greasy. I stumbled, catching myself against a dumpster. The world did a lazy spin.

    He came at me again, a grin splitting his ugly mug. I was off-balance, playing defense. Another shove sent me reeling. My back hit the brick wall, and the air left my lungs in a grunt. He thought he had me. He telegraphed a haymaker from downtown, a wild, looping punch meant to put my lights out for a week. It was the mistake I’d been waiting for.

    I dropped into a crouch. The wind of his miss rustled my hair. For a second, he was wide open, his whole body leaning into the nothing he’d just hit. I put everything I had left into one shot, rising up from the floor, my fist connecting square under his chin. His head snapped back, his eyes rolled up white, and he went down like a felled tree, landing next his pal in a heap of bad intentions.

    I stood there, sucking in the foul air, my knuckles bleeding and my ribs screaming. The dame was watching from the doorway, her eyes wide.

    “These the stooges who followed you?” I asked. She nodded and I knelt down to search their pockets. The night was young, and the bill for this little fracas was about to come due.

    Session Notes

    • I used the alpha combat rules from the upcoming Starport Scum second edition, ran very smoothly though I had to do a bit of thumbing through the original rules and the new ones to reference terminology.
    • Rather than “test for an encounter” or whatever, it just made sense to me that the goons who followed our client would try to jump us and would guess we wouldn’t leave by the front door. Goons aren’t the sharpest but they’ve seen this movie before. I could’ve asked Mythic, etc etc but sometimes in solo you just have to make those GM calls without the randomizers.
    • Starport Scum says the “larger party” goes first in combat but the two parties were the same size. I generated the party size based on the procedures in Starport Scum’s “The Enemy” section. I decided to follow the “Initiative” rules (which kick in after the first round) and the Goons got to move first.
    • Again, I tried to capture the genre styling in the write-up but after the goons activated as a grouped pair, they closed distance with movement and I asked Mythic whether they would stay hidden or reveal themselves. Mythic had them reveal themselves so we entered into Melee combat. They did pin me with their first brawling attacks but no damage. Then I took out the first goon quickly and I thought it might end the same for the second goon but they rolled extremely well. They kept pinning my character and even though they were just tokens on a VTT map, I could feel the back and forth of the punching battle. Finally the remaining goon totally Fumbled a roll - when you roll no hits and all 1s in Starport Scum something bad happens usually - in this case I got to counter attack with my full dice (instead of the usual 1d6 counter-attack Starport offers.) My character then nearly aced their roll and scored three hits. That was lights out for the goon.
  • Starport Scum: Christian's Sister

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    The dame was trouble and you didn’t need a retina-scanner to see it. She moved through the haze of the Starlight Lounge like a ghost through smog, all sharp angles and nervous energy, a silhouette cut from expensive shadows against the garish neon glow of the Lounge’s exterior signage.

    I was nursing a glass of synth-whiskey, the kind that tastes like regret and burnt circuits, trying to ignore the thrum of tramp freighters shaking the cheap permaglass. The bar was its usual symphony of lowlifes and high hopes: smugglers with quick eyes, dockworkers blowing a week’s pay on overpriced liquor, a couple of corporate suits so polished you could see your mistakes reflected in their shined shoes.

    “Mr. Lundoun?” said the dame who had made a beeline for my corner booth. She slid into the seat opposite me without an invite. Up close, the trouble had details. Eyes the color of a terraformed ocean, wide with a fear she was trying hard to ice over. She wore a sleek, black number that probably cost more than my aircar, and it fit her like a second skin. Her hands, clasped on the table, were elegant but trembling. No ring.

    “The last time I checked,” I grunted, taking a slow pull from my glass. The whiskey did nothing. It never does. “And you’re a woman who doesn’t like to waste time. Or you’re being followed. Which is it?”

    A flicker of surprise. “Both,” she admitted. Her eyes darted towards the entrance, a quick, bird-like motion. “I was checking up on my brother at his apartment but I found the door ajar and his place torn apart. When I left the building, I felt like someone was following me. I called a friend, Kayla Thorne, and she told me you could help.”

    That would explain the calls I ignored from my assistant.

    “Sure, Miss…”

    “Piper. Piper Wade.”

    “You call the Badges too?”

    “Unified Security? No.” She hesitated like a poorly maintained engine. “My brother was mixed up in some things and I haven’t heard from him in over a week.”

    The word “things” landed on the table between us with a thud you could feel in your teeth. Suddenly the synth-whiskey tasted even worse. I looked at her and saw a scared, angry, beautiful dame in a spaceport bar, smelling of jasmine and desperation. Desperation could mean credits.

    I told her my daily rate (plus expenses) and she didn’t run off as fast as she came in. I finished my drink, the glass clicking on the table like a final verdict.

    “The trick with missing people is figuring out if they ran, fell, or were pushed.”

    It was going to be one of those cases. I could feel it in my bones, right next to the old aches from the last time I’d tangled with the local crime syndicates. She was trouble, all right. The worst kind. The paying kind.

    Session Notes

    I was just lamenting on Andy Slack’s blog about my ideal game engine when it occurred to me that Starport Scum almost checks all the boxes: an adventure skirmish game system that primarily uses a six-sided dice pool and does a lot in very few words. It has a few holes but we can plug them by using Perilous Void, 5150 Working Grave, and the Mythic Gamemaster Emulator to plug any others.

    “When the Cops won’t do, they hire you.” – 5150 Working Grave, “PI – YOUR ROLE”, Page 64

    I created a “Hero” character in Starport Scum and then used the Private Investigator scenario setup procedure from 5150 Working Grave to get the ball rolling.

    I have no idea how long I can maintain interest in writing up sessions in a style faithful to hardboiled noir but it felt fun today.

    My PI is Dalin Lundoun. He’s a natural brawler, charming, and has good awareness of his immediate surroundings. Per Starport Scum’s rules I gave him a gear roll on the loot table and he picked up a special pistol which can either fire 2 shots or get +1d6 to a single shot. Sounds kinda like the “Big Ass Pistol” or BAP-2 from 5150.

    For the Scenario type, Working Grave gave me “Case Building” and the target was a brother and the client a sister. In one example Case Building pitches a jealous spouse digging up dirt on their partner. I asked Mythic a Detail Question and that spun me towards the idea that the Sister is concerned about her Brother, who Working Grave told me was a “Criminal” - more specifically a “Thief.” But because it is “Case Building” I don’t know yet why the Brother is missing - kidnapped, dead, or something else?

    For the opening location… well I chose that rather than generate it because it is “Starport Scum” after all and I felt we should start there at the tried and true roleplaying game tavern setup. It also fits the genre I’m going which is kinda of a grounded sci-fi noir setup.

  • Starforged: One of the best games to get your solo RPG unstuck

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    Lately, I’ve had a few false starts on getting a campaign-oriented solo game going. Now, if I had set my expectations to “run a few one-shots with different rules systems” I would have been pretty happy with my gaming over the last few months.

    Sometimes your solo gaming gets stuck from a form of “creative burnout.” Anytime you are creating stuff constantly there’s a chance you tap out those resources but that’s not what’s been hampering my games. I’ve been bouncing around different solo frameworks and rules systems of late, some of which has been brought on by handling so many playtesting requests.

    I find when my games get stuck the best thing to do is to turn the procedural game play up to eleven and for that you need a framework that supports it. The best Sci-Fi titles for this are anything from the Two Hour Wargames 5150 line, Dwarfstar’s Star Smuggler, and Ironsworn: Starforged in my opinion. 5150 and Star Smuggler both come with pre-made settings and a set of procedures to follow like a boardgame that will keep your experience moving forward. Ironsworn: Starforged comes with a procedure-heavy upfront game world building framework that establishes what is “true” about your setting and leaves you with a number of “quests” to undertake to poke at the edges of the setting to find out more things that are “true.”

    The last time I played Ironsworn: Starforged “rules as written” was back in the playtesting period and since I’ve played a bunch but heavily homebrewed. Feeling a bit stuck but wanting a long-running game I’ve back to Ironsworn: Starforged and I’m trying to stick to running the game as designed.

    After about 30 minutes of doing the “Truths Exercise” & character creation I was left with a very solid start:

    • After a catastrophic war caused a mass exodus from our previous home, five founding clans have emerged who are trying to establish dominion of “The Forge.”
    • Based on a “Quest Starter” from one of the selected Truth options and a randomly rolled backstory for my character, an additional detail became “true”: Folks are thrown out of clans from time-to-time and these outcasts are known as “Travellers.” A fringe group called the Travellers Assistance Community (TAC) has formed to provide mutual aid to Travellers. After thinking through the Truths and the backstory I thought it would be interesting to twist the concept of what a “classic traveller” was and the “Traveller’s Aid Society” into something more desperate. People who become Travellers are still highly competent and resilient but their social status is in question in The Forge.
    • There is near constant war going on in The Forge and many Travellers are those who refused to fight for their respective clans. Most Travellers believe their clans are chewing up and spitting out clans members in service of supporting a limited few who control power.
    • For the quest starter I choose:
      • “A forsaken people, sworn to no clan, live on an orbital station. A recent illness left many sick or dead. Supplies are urgently needed. Why were these people exiled, and why do you swear to give them aid? Which clan stands against you?”
      • I’ve discussed the “Why were these people exiled” question above.
      • As to “why do you swear to give them aid?”, I envisioned my character as the best pilot amongst a small group of Travellers who are living out of an asteroid. Because I am the best pilot and navigator, it is hoped I can find the necessary medical supplies quickly.
      • “Which clan stands against you?” I assume this is one of the five founder clans and mostly used the factions tool in Starforged but also brought in some of the faction tables from The Perilous Void to envision this one. I come up with “The Portos”, a founder clan interested in commerce who is fighting for control of trade routes in The Forge. They are ruled by an Oligarchical elite who have an interested in establishing a monopoly on trade goods throughout The Forge, including medical supplies. Our group cannot afford their exorbitant prices and must attempt to sneak through their patrols and trade blockades to obtain the necessary supplies.

    As you can see this is a pretty rich background environment to play in without doing a hour of world building. There are tons of hooks to use as a player/gm to keep the story moving forward - both for the starter quest and future quests. If you aren’t interested in this type of world building, then I suggest the Two Hour Wargames or Star Smuggler options as better for just jumping-in and playing right now.

  • Cirrus 101: Totally Recalled

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    Curro, 001-3072

    “So are you recalling us?” Cirrus asks of the blonde haired representative of the Scout Service who stands before him.

    With a raised eyebrow she looks back to her datapad and then to Cirrus. “Us? Our records say this detached scout vessel has a crew of one… a Mr. Cirrus Kargar, 6-term Senior Scout. That’s you right?”

    Cirrus nods and chuckles “Me and the old Tranquility here…” he says as he pats the angled hull of the Type-S Scout ship “…have formed a bond.” Cirrus closes places his matrix scanner back into its case and seals it. “What’s the assignment?” asks Cirrus as his eyes focus on the woman’s eyes a captivating swirl of light-blue and turquoise.

    “We need you to escort a Currolese diplomatic representative to Faronis and return her safely.”

    “They, uh, don’t have of their own transports here on Curro?”

    “It is a matter of some urgency, Mr. Kargar. The assignment requires the discretion and fortitude the Scout Service is respected for. Baroness Kunnor will be here at 0800 hours tomorrow.”

    Cirrus nods and wipes his dirty mechanics hands off with a cloth slung over his shoulder. “And when will I be seeing you again, miss?” It is small but Cirrus detects a smile from the woman before she leaves the docking bay.


    Cirrus leaves the Scout Base and heads into the local Startown to replenish supplies best not purchased from the Scouts Service commissary: coffee. Curro happens to grow an excellent variety of coffee with hints of citrus and berries which is delicately light roasted.

    While Cirrus is loading the coffee into his air-raft he’s approached by a person with short-cropped hair, colorful clothes, and a slightly weathered androgynous face. He offers Cirrus a deal on locally made goods and though Cirrus detects an ulterior motive his curiosity kicks in.

    Cirrus visits the merchant’s warehouse on the edge of Startown. The merchant comes clean, says he knows Cirrus is Faronis bound and asks for help in smuggling a crate there. The pair agree on a courier’s fee of 9500Cr, half up-front and half paid by the buyer on delivery. Cirrus is happy for the extra credits but concerned about operational security if the Baroness’ movements are being leaked.

    Curro, 002-3072

    Morning comes and Cirrus brews up a batch of his new coffee. The external cameras reveal the arrival of a diplomatic air-sedan. Cirrus, now cleaned up from yesterday’s maintenance and resupply activities, has tried to dress suitably for the occasion. There’s no official uniform for the Scouts but Cirrus has polished his boots and is wearing gray dress slacks with a long-sleeve gray button-over, high collar shirt. The top-quarter of the shirt is white and on the upper left breast is a Scout Service polished titanium triangle logo pin.

    The passenger door of the air-sedan opens upwards and a dark haired woman steps out wearing a long silky, flowy forest-green dress. She proceeds to the Tranquility’s access ramp, followed by an aide who brings up her luggage.

    Cirrus walks down the ramp to greet her. “Baroness, welcome aboard.” A pair of large jewel-encrusted serpent earrings catches Cirrus’ eye.

    “Thank you, Captain Kargar.”

    “Cirrus will do fine, m’am.”

    “As you wish.”

    “Your Stateroom is this way.” Cirrus says as he leads the Baroness through the entry port, through a cramped hallway that leads to the set of Tranquility’s Staterooms. “Perhaps a bit more cramped than you are used to but there’s a galley down the hall with a bit more room and a fresh batch of coffee.”

    The Baroness has no visible reaction to all of this as her feelings, whatever they are, are kept to herself. She remains calm, cool, and collected on the outside.

    The Baroness joins Cirrus on the Bridge after storing her luggage.

    “First time in space?” Cirrus asks of the Baroness. She nods but not quite as cooly as her previous interactions. Instead Cirrus picks up on a hint of youthful excitement.

    Faronis, 009-3072

    Coming out of jump into Faronis, Cirrus looks at the ship’s empty sensor readout. For a small but growing trade hub Cirrus would have expected some shipping traffic. Cirrus considers that perhaps that’s why the Baroness is here.

    The week of jump went thankfully without incident. In fact Cirrus would like to think that he and the Baroness got along fairly well to the point where the Baroness asked Cirrus to just call her “Ala.” As best as Cirrus can tell, the Baroness was resistant to traveling with a security detail but was talked into having someone at least “shepherd” her on a space-bound journey.

    Normally Cirrus would stay onboard the Tranquility while in port but the Baroness has accommodations at the Emirhan Hotel. This serves Cirrus just fine as he is looking forward to sampling as many coffee options as possible on Faronis.

    Session Notes

    Prep

    • Did I say Star Wars was next? Whoops. Instead we are playtesting the upcoming Zozer Games SOLO 2nd Edition which is taking advantage of the new Mongoose Traveller content license. I’ve got a bit of Mongoose Traveller 2nd Edition material but being well versed in Classic Traveller I’ve never played the newer edition out of a lack of necessity.
    • SOLO’s first edition was a great product that taught me the value of zooming in and zooming out on task resolution. When playing solitaire there’s value (in my time and enjoyment) in not rolling for every detail, interaction, etc. Sometimes it is enough to know the broad-strokes of a mission or scene and make a combined roll to resolve the situation.
    • I’ll use SOLO’s Traveller Campaign to guide the weekly game loop.
    • SOLO’s campaigns and scene-based resolution are great but I’m still partial to using Mythic for dynamic management of characters & threads and I see nothing in SOLO 2nd Edition that suggests new tools for handling those details.
    • For outside resources I’ll use Mythic to manage details about the game world, scenes, random events. For random tables there are a quite lot within SOLO, Mongoose Traveller 2nd Edition’s Core rulebook, and I’ll also use The Perilous Void or Mythic’s meaning tables as I see fit.

    In-Game

    The initial scene was the result of a Mythic Random Event “NPC Action.” We don’t have any NPCs on our Mythic Adventure Lists yet so I use the Mythic One Page Character Crafter to create one. The Identity descriptor comes up as a “Skilled Representative.” For an Event Context I use the Story Clue oracle from Starforged and get “Connects to your own expertise or interests.” This is how we get to leveraging Traveller’s built-in story complication for the Scout Ship benefit - you can be recalled into service at anytime. I used the Pronoun table in Perilous Void to work out that detail and also the Job table to determine what it is the Scouts service is asking us to do. It is an escort mission.

    SOLO provides a number of “mini games” that are purpose suited towards different campaign styles. Most involve a “weekly encounter” of some sort and the Travellers Campaign is no different.

    For the first week I roll and get:

    “Approached to smuggle illegal goods off-planet. If you accept, roll Streetwise 8+ to succeed. There may be other complications. If you refuse you may make an enemy of the smuggler.”

    This implies that a single Streetwise throw will resolve this side-quest and I’m okay with that. Cirrus has Streetwise-0 and throws a 6 & 2 for a total of 8, passing the check. I’m not sure what the contraband is and I don’t see a table of illegal goods in SOLO. I could either use THe Perilous Void or the Mongoose core book and I opt for the core book. There’s a d66 table of cargo goods and the 61-66 entries are all illegal. I throw a d6, get a 5, and that gives me “Illegal Weapons.” Word probably travels around on a planet that a diplomant is heading off-world with a Scout, seems somewhat irregular, so I imagine that’s why someone would approach Cirrus. I used the bargaining rules and freight fee tables from Mongoose Traveller to work out what the payment should be.

    Whether or not the Baroness had been in space before was left to a 50/50 Mythic Fate Question. Her temperament towards being in Space for the first I left to a Reaction throw. How Cirrus and the Baroness got along for the week in jump used the mechanics in SOLO for in-personal relations on long voyages.

    Rolling for a week of travel event with SOLO I got “Typical trip, with highs and lows” and Cirrus & the Baroness passed what SOLO calls a “Bad Reaction” throw. I also rolled for what the “relationship” (another SOLO table) between Cirrus & the Baroness is - more as a guide for what it will develop into. There was no starship encounter on arrival in the Faronis system and “Nothing out of the ordinary occurs” in the Starport -or- “A whole lotta nothing” but that means we can jump straight to the mission stuff next time.

  • The Grawlaxy Archives: The Ballard of Grawl & Tera

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    As I don’t feel like cleaning these up into a narrative recap, here are the raw notes of Grawl’s most recent adventure I did using Freeform Universal and the Mythic GME.

    My friend and illustrator, Hodag, made this portrait of Grawl which I think is fantastic:

    A half-lion, half-humanoid wearing a trenchcoat looks confidently into the camera. They have a short cropped mane and a tightly manicured beard

    Scene 1

    Expected Scene: Grawl & Tera are trying to get back to Grawl's starship
    Scene Check, [5] vs. 5 = Altered
    Scene Adjustment: Add A Character
    
    Character:
    - Identity: Strong Scout
    - Mind: Fast, Cheat
    - Body: Finesse, Find
    - Talent: Health, Inspect
    - Personality: Brave, Quirky
    
    I create the following NPC:
    
    Keshikit Seth-Kill, Septercian (Lizard/Snake/Humanoid) Bounty Hunter 
    Descriptors: Fast, Martial Arts, Trained Killer, Poison Spines, Stealthy
    
    • Does Grawl have the initiative?: 1d6: [6] = Yes, and...
    • Grawl and Tera are walking into the docking bay with Grawl’s ship when Grawl’s nose picks up the scent of something alarming.
    • Are there cargo crates? Ask the GM, Likely [60]: Yes
    • Grawl directs Tera to stand behind a set of crates along the edges of the docking bay.
    • Grawl reaches into his trench coat and readies his pistol.
    • “I smell your fear snake. Reveal yourself and fight with honor.”
    • Does Grawl intimidate the hunter into a fair fight? (+Ryjyllian) 2d6k1: [4, 1d] = Yes, but (Unknown to Grawl, the Septercian is not alone.)
    • A Septercian steps out from the shadows. “Grawwl. Have you lost your acquisition?”
    • Grawl asks “What’s your claim to the target?”
    • Septercian replies “Contract from Medbase Ultra.”
    • Grawl says “Multiple contracts for the same target is a violation of Guild rules.”
    • The Septercian keeps inching closing to Grawl and says “Not a Guild job, Kitty.”
    • One of the Septercian’s long arms attempt knock the pistol out of Grawl’s hands.
    • Does Grawl dodge the attack? (+Initiative advantage, +Athletic, -Martial arts) 2d6k1: [5, 4d] yes
    • [Freeform Universaldoesn't have a hitpoint based combat system but the author once pitched a mod for it, so we shall use that.](https://www.perilplanet.com/blog/weapons-armour-hit-points-oh-my/)
    • Grawl moves out of the way and points his pistol up at the Septercian’s jaw line.
    • Does Grawl's Pistol shot hit? (+Pistol, +Athletic, -Martial arts) 2d6k1: [5d, 5] = 5 Yes, 2 Harm. Septercian Stamina goes from 8 -> 6
    • The Septercian’s jaw hangs loose and they use their powerful leaping ability to get onto a crate and then back down on to Grawl’s head.
    • Does Grawl avoid the Septercian's physical air attack? (+Athletic, -Martial arts) 1d6: [1] = No, and. Deals 2*2 = 4Harm. Grawl's Stamina goes from 12 -> 8
    • The Septercian comes down hard on Grawl and knocks him prone.
    • Does this anger Tera? Ask the GM, 50/50 or Unknown [7]: Exceptional Yes
    • Tera, who is trembling, emerges from the crate where she had been staying out of the way. “Can I play too?” She begins her transformation into a werewolf.
    • The Septercian sizes up the situation.
    • Grawl shakes his head, woozy from the drop kick, and begins to stand up.
    • Does the Septercian bring out his goons? Ask the GM, 50/50 or Unknown [21]: Yes
    • The Septercian raises a hand and motions with his claws for assistance. Two Ken Riggs appear, one sporting a bruise from the last time he encountered Grawl. One has something like a large animal “net gun” and then the other is sporting a pistol.
    • The Ken Riggs are basic mooks, 4 Stamina each, no special descriptors besides their gear.
    • Grawl tries to drop and roll, firing off a shot quickly at the Ken Rigg with a net-gun
    • Does Grawl's shot hit? (+Athletic, +Pistol) 2d6k1: [6, 5d] = Yes, add... 2*2 = 4 Harm. The Ken Rigg Drops to the ground.
    • The Septercian growls, sprints towards Grawl and tries to throw a kick aimed at Grawl’s chest, attempting to knock him down again.
    • Does Grawl avoid the kick? (+Athletic, -Martial Arts) 1d6k1: [5] = Yes.
    • Grawl rolls the opposite away of the kick.
    • Has Tera completed her transformation? Ask the GM, 50/50 or Unknown [42]: Yes.
    • Tera, now in full wolf form, is drooling and her eyes look wild. She charges the other Ken Rigg, attempting to wrap her arms around the Ken Rigg and wrestle them to the ground.
    • Does Tera grapple with the Ken Rigg? (+wolf) 2d6k1: [5d, 6] = Yes, and...
    • Not entirely sure what the Septercian would do so I ask Mythic an Element Focus question: What is the Septercian character combat action? SKILL OR ABILITY: They use a skill or ability. For instance, a mage casts a spell or a doctor uses their medical expertise. The Septercian's is skilled in martial arts and is trained as an assassin. Their main ability is that have poisoned spurs on their forearms and shins. Seeing as the Septercian is on their heels here, I think they would go for the poison.
    • The Septercian bends their arm to expose one of the venomous spines on their forearm and tries to bash Grawl’s shoulder with it.
    • Does Grawl avoid the attack? (+Athletic, -Martial Arts, -Poison) 1d6: [2] = No. Grawl Stamina 8 -> 6. +Condition: Poisoned.
    • The spine stabs into Grawl’s body and he roars with pain. It will take 1d6: [4] turns before Grawl passes out from the venom.
    • Tera is on top of the Ken Rigg and throws a punch at his face
    • Does Tera's punch land? (+wolf) 2d6k1: [2d, 4] = Yes, but... 2 Harm. Ken Rigg Stamina 4 -> 2.
    • Tera wildly punches at the Ken Rigg and connects but her movements lack control and the Ken Rigg is able to get free.
    • Grawl with the Septercian’s forearm still lodged in him, extends his claws and attack the Septercian’s face
    • Does Grawl's claw attack strike? (+Claws, +Athletic, -Poisoned, -Martial Arts) 1d6: [5] = Yes. Septercian's Stamina 6 -> 4.
    • The Septercian pulls their forearm out and steps back, raising a hand to feel the claw marks Grawl has left on their face. “I will enjoy eating your carcass, Ryjyllian.”
    • The Ken Rigg, freed from Tera’s grip dives for the net gun.
    • Does the Ken Rigg grab the gun? 1d6: [3] = No, but...
    • Not sure what the but is so I roll on Mythic' Action meaning tables: Overthrow, Hindrance. I have an idea now.
    • The net gun is out of reach but on the ground the Ken Rigg sees the sedation viral of serum Grawl took from them at the casino. The vial must have fallen out of Grawl’s trenchcoat during the scuffles.
    • The Septercian is walking around Grawl in a defensive manner, trying to drag out the fight, knowing that the poison’s effect are on his side.
    • Tera focuses her rage on the prone Ken Rigg, trying to grab at his legs.
    • Does Tera grab the Ken Rigg's legs? (+wolf) 2d6k1: [6, 5d] = Yes, and...
    • Is the docking bay platform high in the air? Ask the GM, 50/50 or Unknown [5]: Exceptional Yes
    • Grabbing the Ken Rigg’s legs, Tera drags him away, lifts him up by his legs and tosses him over the side of the docking bay.
    • Grawl is holding his shoulder and feeling weaker. He too sees the net gun on the ground and tries to kick it over towards Tera.
    • Does Grawl managed to get the net gun to Tera? (+Athletic, -poisoned) 1d6: [4] = Yes, but...
    • Grawl kicks the net gun to Tera but stumbles and falls to the ground.
    • The Septercian watches the net gun go sliding by but Grawl’s fall catch his attention. He starts walking towards Grawl, hoping to deliver a killing blow.
    • Tera sees this, picks up the net gun and fires it at the Septercian
    • Does Tera's shot snare the Septercian? (+netgun) 2d6k1: [5, 3d] = Yes.
    • The net shoots out of the gun, ensnaring the Septercian.
    • Grawl gets back on his feet only to stumble over again and pass out.
    • The Septercian is fighting with the net, trying to break fee.
    • Does the Septercian find a way out of the net? (+Trained Killer) 2d6k1: [1d, 2] = No.
    • Tera grabs a hold of the net around the Septercian and tries to toss him over the docking bay’s edge as well.
    • Does Tera manage to toss the Septercian over the side? (+wolf) 2d6k1: [4d, 5] = Yes
    • The Septercian goes over the edge as well. Tera pickups the lifeless Ken Rigg body from the ground and tosses it over along with a few crates for good measure before passing out.
    • Does law enforcement come to check out why so many things are falling from the docking bay? Ask the GM, Likely [77]: No (Event). Event Focus: Move Away From a Thread. I think I know what's happening here.

    Scene 2

    Expected Scene: Tera is flying Grawl's starship
    Scene Check, [5] vs. 4 = Expected
    
    • Does Grawl's ship have a medical bay? Ask the GM, 50/50 or Unknown [19]: Yes
    • Tera is flying Grawl’s starship and receives a notice from the ship’s AI “Grawl has stabilized.” Tera interacts with the ship and sets a course for autopilot, then unstraps from the pilot seat to check on Grawl. “Hey big guy.”
    • Grawl is confused about where he is. Tera explains that they both passed out on the docking bay. When Tera came to she tried to get into Grawl’s ship but need Grawl’s biometrics to access it so she dragged him over and then on board.
    • “What about the lizard? The Red Runner goons?”
    • “Gone. I don’t know… I fought with the Ken Riggs… my memory is hazy.”
    • Grawl sits up and takes notice of his surroundings, then looks at his shoulder.
    • “Your ship helped me with an antidote.”
    • “I am in your debt.”
    • “I am in your starship… alive. I think we can call it even.”
    • Grawl and Tera share a meal. Tera tells him where she has set course for.
    • Both characters should have their Stamina reset to full
    • Do they encounter another starship? Ask the GM, 50/50 or Unknown [43]: Yes.
    • Ship Reaction Throw: ([5,1]+0=6) Neutral
    • Perilous Void spaceship - Form: Tractor, Size: Medium, Feature: Pockmarks/scratches, Function: Search & Rescue.
    • Borrowing a page from 5150 I consider this a neutral PEF I can ignore if I choose to and I do.

    Scene 3

    Expected Scene: Arrival at Gunbarrel Station
    Scene Check, [4] vs. 3 = Expected
    
    • The starship arrives at Gunbarrel Station which “looks like a long, hollow tube rotating on its long axis to provide gravity along the inside of the tube.”
    • Are they able to get a docking bay without issue? Ask the GM, 50/50 or Unknown [48]: Yes
    • Tera and Grawl are looking at a computer screen, it shows a warrant out for their arrest in connection to the murder of the two Ken Riggs.
    • “Remind me why you chose Gunbarrel?”
    • “Your ship said you had a contact here. I asked it to take us somewhere safe.”
    • I picked Gunbarrel by pulling a Bulldogs! book, "Ports of Call - The Frontier Zone", from my collection and rolling a d12 against several pre-built locations. From that side book I borrowed an NPC, "Brrowr", who is a fellow Ryjyllian with a cybernetic left arm that operates. She serves as an engineer aboard a ship that operates out of Gunbarrel.
    • “Brrowr. Not sure how she can help us though. We should refuel, resupply, and get out of the Frontier Zone. Gunbarrel will have its fair share of bounty hunters and we have a warrant.”
    • The pair discuss where else to go, each talking the other out of returning to their respective homeworlds.
    • “I will go to the Bounty Hunter’s Guild office and explain to them why this warrant is unjust.”
    • Tera thinks that is a bad idea. Grawl believes with his starship’s security cam footage of the docking bay encounter he can justify the outcome.
    • Is there an encounter leaving the docking bay? Ask the GM, Unlikely [11]: Yes (Event)
    • Event Focus: Current Context
    • An inspector flanked by a twelve-person security detail approaches the starship. “Grawl awp Mawr awp Hsyrrl of Clan Myip and Tera Valene you are under arrest for the murder of two citizens from the Alliance of Federated Frontier States. Please turn around and place your hands behind your back.”

    Session Notes

    It has been a few years since I’ve used Freeform Universal but it worked really well. I once described Freeform Universal as “Oracle, the game” because of how the resolution system works.

    1. Frame your in-game action as a question, much like you would a Mythic GME Fate Question.
    2. Build a dice pool, starting with one dice. Then make a list of the beneficial and hindering descriptors that influence the question. A beneficial descriptor cancels out one hindering descriptor. The remaining total of uncanceled descriptors is added to your dice pool. If you are only left with beneficial descriptors then you roll the dice and keep the highest and if the remaining descriptors are hindering you roll the dice and keep the lowest.
    3. Compare the dice result to the following table:
    #Result
    6Yes, and…
    5Yes…
    4Yes, but…
    3No, but…
    2No…
    1No, and…

    One could say “looks like a yes/no oracle, why bother with Mythic?” The really interesting thing Mythic does is unpredictably weave together Scenes, Threads, & Characters - the Fate Question is a skeleton that many of Mythic’s systems are built around but if all you are using Mythic for is yes/no questions then you are missing out on the good parts.

    I also find the resolution outcomes to be the sweet spot between say Starforged (Strong Hit, Weak Hit, and Miss) and FFG Star Wars/Genesys (which has something like 100+ possible outcomes.)

    Speaking of Star Wars, I think we will take a break from Bulldogs! as I’m hankering to run something in the Andor and Rebels period of the setting.

  • The Grawlaxy Archives: Karma Chameleon

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    Frontier Zone, Stakes, Local Police Station

    “Your credentials are cleared.” says the Police officer as they slide Grawl’s Bounty Hunter license chip and handheld across the table. Grawl takes the chip and inserts it into the back of his handheld computer and sets to his side.

    The Police officer places a data pad screen in the middle of the table with a security camera photo of the women Grawl spotted. Every minute the photo changes to one of the woman as half-wolf and then back to original. “I have a few questions about this acquisition target. We’ve checked our local records along with those on InfoCity and there’s not much to go on, no criminal record. Medbase Ultra is the Originator of this contract?”

    Grawl nods.

    “And the Application Conditions?”

    “Alive.”

    “Was the target a patient?”

    “The client did offer this detail and I did not ask. I was told that the target was not considered to be armed or dangerous. Clients often leave important details out.”

    The Police officer sighs in a shared understanding.

    “Ok. The property damaged will be billed to Medbase Ultra as there’s nothing in this permit that would suggest you could’ve know the target would turn violent but I will be fining you for assaulting employees of The Red Runner. You can settle your bill and collect your remaining belongings at the desk outside. You are free to go.”

    Grawl’s facial expression does not change but he considers how quickly he could rip the officer’s limbs off.

    “Would you be willing to share the InfoCity data on the target? It would help me neutralize the threat.”

    The Police Officer looks behind Grawl at the mirrored glass behind them and then back to Grawl. “We can assist with that.”

    Grawl rises up, standing a good foot taller than the officer. “Where was the target last seen?”

    “The fashion district.” the officer replies and Grawl raises an eyebrow.

    “Logo: The Grawlaxy Archives”

    “I’m looking for a female, Arsubaran. Olive skin. Dark hair.”

    The bat-like Keero species Grawl is talking to scoffs. “Oh, an Arsubaran you say. Geez, that narrows it down. Only like a frickin’ trillion of them out there.”

    Grawl looks at the pane of glass the Keero is trying to manuever into place. “Yes, but she most likely broke this window.”

    “Yeah? Well, pass along my thanks. I gots a weeks worth of work now.”

    Grawl senses he’s getting no where with the busy Keero and decides to head into the store to question the shop manager where he’s surprised to find a many tentacled Tetsuashan behind the counter. The Tetsuashan is blunt but directs Grawl to another a street vendor who says they saw the girl.

    The street vendor turns out to be a Stakes Tourism Board robot selling maps, translation guides, and vacation packages.

    “I saw the beast destroy the neighborhood. Then it became tired and transformed into a girl. Her clothing was in disarray and she grabbed a blue ballgown that was on the street as a result of her carnage. She then fled towards the alley behind that strip of shops.” the robot says as the point to a row stores that seemed to have been spared from any external damage.

    Grawl heads behind the stores into an service alleyway. Steam rises up from vents and Grawl looks for a way to whatever is underground and finds an access point.

    “Hello?” Grawl raises his voice in the darkness of the service tunnels.

    A figure steps out from the shadows and Grawl recognizes the face of Tera Valene, the shape-shifting Thald from the casino. “You are the Ryjyllian from the casino?”

    Grawl nods and relaxes his stances.

    Tera takes another step forward, exterior light from the vent cast across her face. “You said you wouldn’t hurt me and your word is your honor.”

    “I’m not here to hurt you, I’m here to bring you back to Medbase Ultra.”

    “That would be hurting me.” she says as she holds out her arms and turns around to show her back.

    Grawl sees marks on her wrist from some form of restraints and scarring on her back. “Are they not helping you… get better?”

    “The beast is part of me, not something to be cured.” she pauses and adds “Your family, your clan, it is who you are not something to be fixed, yes?”

    Grawl nods in understanding. “Come, we cannot stay here.”

    Session Notes

    In between the last time I played and this session Lampblack & Brimstone released The Perilous Void billed as “A comprehensive set of content generation tools for the science fiction role-playing game of your choice, created by the same people that brought you The Perilous Wilds.” It is very, very good. While I’ve got a good “broad brushstrokes” setting in Bulldogs! there are not like detailed maps of the various planets, stations, etc. Quite a lot of the galaxy is left open for the gamemaster to make their own, so I will be turning to Perilous Void to fill in the gaps.

    For this session I wanted a system a bit more gamified, so I’ve returned to Two Hour Wargames’ 5150 New Beginnings (2022 Edition). While there’s no “feline-humanoid” race in 5150 it is not particularly hard to build out Grawl in the system. Rep 5 with the Quick Reflexes attribute. Quick Reflexes lets Grawl “Count Rep at 1 point higher than actual when rolling on the Action Table” which should give them better odds at acting first when establishing turn order in combat. They get a class of “Exotic” (“People with unique jobs”) and a profession of “Bounty Hunter.” There was no attributes that stood out to me as capturing Ryjyllian qualities such as their fierce loyalty to their family clan or their natural claws. If we take a look at the Melee combat table character can get a +1d6 for either a “Melee Weapon” or a “Physical Enhancement” (cyberware.) So I think we’ll just make up an attribute called “Natural Weapon” (the name, borrowed from Savage World) that captures their retractable claws and gives them +1d6 in Melee.

    Details such as Medbase Ultra and Infocity all came from the Bulldogs! setting material. When Grawl successfully scored a “Clue” using the 5150 mechanics, I used the One-Page Mystery Crafter from Mythic Magazine Volume 47 to generate prompts as to what the clue was.

    Procedurally the game was run using the “Find Encounter” from 5150 - which is a set of rules for locating someone or something, tracking a number of clues until you find the right clue, and has some branching Encounters depending on the nature of the Clues & NPCs you meet. Long-time readers may remember Two Hour Wargames uses a concept of “Increasing D6” and “Decreasing D6” as a means of gamifying advancement, reputation, and upkeep. Grawl earned some Increasing D6 but also spent some as a bonus dice to secure success on some Interactions.

    At the end Grawl passed a succesful check to find tunnel entrance. Then I saked Mythic whether the girl was down there and it gave me “Yes” with an Event of “NPC Action.” I rolled up to “Element Meaning” words from the “Character Action” table and got “Trust, Powerful.” According to Bulldogs! lore, Ryjyllians are famously honorable and so I figured the girl would rely on Grawl to keep his word.

  • The Grawlaxy Archives: Hungry Like the Wolf

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    Frontier Zone, Stakes, The Red Runner

    OVER BLACK

    Sounds of many voices in a crowded hall

    Fade up music, Stray Cat Strut

    Fade in: INTERIOR. Crowded, Upscale, Glitzy Casino. A large cat-like humanoid wearing a heavy long coat sits on a stool at a busy bar counter. Fade out music.

    Grawl knocks back the rest of his beer, drops a few Galactic Standard Credits on the counter, and stands up from the bar. He walks toward the gaming tables but turns his attention to a nervous female looking Arsubaran who is speed walking through the casino floor. They are constantly looking over their shoulder and Grawl follows their gaze. Two other pale-skinned Arsubarans and a green-skinned Ken Reeg appear to be casually following the female.

    The fur on Grawl’s body prickles with a sense of urgency and his natural distrust of the Ken Reeg species. He looks around, trying to identify an exit point but doesn’t see an obvious one from The Red Runner’s sprawling casino floor. He turns back to the female and sees that has bumped into another green-skinned Ken Reeg who is holding on to her shoulders. She stuggles to get away until the Ken Reeg slaps her and then Grawl sees something he’s never seen before – the female starts to shudder, fur grows over her body and she turns into a 7 foot tall white-furred half-wolf, half-humanoid. The half-wolf roars and tosses the Ken Reeg aside.

    Grawl rushes over to the prone Ken Reeg and places his foot on their throat.

    “You fight without honor. Why did you assault that person?”

    The Ken Reeg who is choking blurts out “Geez man, back off.” (cough) “You saw what she is.”

    Grawl reaches down and searches the Ken Reeg’s suit jacket. He finds a few Credits and a syringe with some type of serum in it. He lifts his foot and heads off in the direction of the half-wolf who is turning over game tables to make a barrier from their pursuers.

    The pale-skinned Arsubarans have drawn stun guns and have them aimed at the half-wolf. The first Ken Reeg Grawl saw is standing away from the commotion talking on a comm unit. Grawl breaks into a run, drops into slide and rams his feet into one of the Asubarans, knocking the stun gun free. He propels himself back onto his feet and grabs the arm of the other Arsubaran, ripping the stun gun out with his other hand. He puts both hands onto the Arsubaran’s arm and tries to fling him at the other but the target dodges out of the way. One of the Arsubarans pulls out a switchblade and charges at Grawl but Grawl tosses them aside. Grawl’s claws protract, swiping at the Arsubaran’s face, ripping several gashes into their skin and damage an eye. The Arsubaran drops the knife, falls to the floor holding their face. The other Arsubaran flees.

    The half-wolf is staggering backwards, hesitantly walking away from the violent scene Grawl has unleashed.

    SUPERIMPOSE: The Grawlaxy Archives. After a moment the title fades away.

    “Logo: The Grawlaxy Archives”

    “I am not going to hurt you.” Grawl says to the wolf as their claws retract back and Grawl holds out their hands in calming motion.

    The half-wolf growls at Grawl and bears their teeth.

    “I am not working for the dishonorable Reegs. I will help you get to safety.”

    The half-wolf picks up a piece of furniture and throws it at Grawl. It hits Grawl square and knocks him off his feet. The half-wolf roars, tosses a gaming table aside, and starts at a full run through the casino.

    Grawl get back on his feet, follows, and moves into the next room, which he finds empty of people. He looks around and sniffs at the air to track the half-wolf’s trail. Following along he finds a necklace on the ground that he remembers seeing hanging from the half-wolf’s neck. He pockets the necklace and proceeds into a hallway. There are signs of the rampaging wolf leftover but Grawl also spots a pair of local police at the end of the corridor. The police yell at him to halt.

    Grawl looks up into the paneled ceiling and observes a large air recycling return vent. He leaps up and grabs onto the vent with his hands, pulling it down. He leaps again, trying to grab onto a ledge to pull himself up but fails. The police are closing now, continue to yell at him and drawing their own firearms. He looks around the hallway for any exit, a door, anything but there’s none.

    Grawl holds up his hands and tells the approaching police “I’m unarmed and I have a Bounty Hunters license to operate in the GCP.”

    Session Notes

    First of all, please don’t write in with critiques of the screenwriting notes at the beginning, I know they are not “industry standard.” They were written in the spirit of screenwriting and intended for a wider audience, not a Hollywood scripting reading one. K? Thanks.

    This session was the result of wanting to try out some new playtesting material for the Mythic RPG, Second Edition and when thinking of an existing setting I could use the first thing that came to mind was the very well support universe of Bulldogs!. The opening scene was generated with a Mythic GME random event. I have envisioned a bit about the player character, Grawl, beforehand but the female character was created with the Mythic One Page Character Crafter. The scene location came from Bulldogs!: Ports of Call - Galactic Central Point but I picked it based on details from Mythic’s random event process. Every other important detail or action was handled with a mixture of Mythic RPG or Mythic GME rules & tools.

    I’ve been playtesting material for Tana Pigeon’s upcoming Mythic RPG, Second Edition for some time. There’s been some new updates specifically to PC and NPC design and I wanted to try them out. As the Mythic RPG is “descriptor” based, pulling material from the Fate versions of Bulldogs! is straightforward. In addition to character creation some revised combat rules are available to tinker with so I wanted this session to feature a bit of that.

    I have the entire Bulldogs! collection (D20, two versions of Fate, plus Fiasco and Technoir variants) and it is always seemed a shame that I have not better utilized the material. With the state of the real world becoming increasingly grim, Bulldogs! provides a nice balance of action and corporations run amok but with a Douglas Adams-like brush of humor.

    There’s quite a bit of established Bulldogs! setting material but it always does job of filling enough detail up to a point. Clearly designed with the intent of letting the gamemaster plop bits in and flavor or restyle as needed. There’s a galaxy map but it is very abstract:

    “Galaxy map broken into three major areas, the Union of the Saldralla, Frontier Zone, and the Devalkamanchan Republic. A few major worlds are marked. Stakes is in the Frontier Zone.”

    There’s enough room in setting to dial the atmosphere from 80s-style Cassette Futurism to the high-gloss of Farscape. Some species details to help you ground yourself:

    • Ryjyllians: Feline-humanoid warrior race
    • Arsubarans: An analog for humans in Bulldogs!
    • Ken Reeg: “70s Disco-styled” green humans, charming, morally and ethically flexible.
    • Stakes: An pleasure world, dominated by casinos
    • GCP: Galatic Central Point, the central hub of the Frontier Zone.