Monday, May 11, 2020

Assassin of the Empire

In my campaign, the Assassin in the Guild operate more as spies than killers. They are the secret police for the Emperor, persevering the peace through whispers and intimidation. Since the Human Empire is at war with dwarves and elves, assassins have a noticeable inability to infiltrate these societies. Sleep and height basically preclude it. Silly, but reasonable. They aren't sidelined by this lack, instead they keep the roads clear for the troops and citizens alike. They handle messages at all levels of government and even provide a private mail service. 

In this campaign assassins tend to work like urban and rural rangers, where the road between counts as a part of the creating town or village. Why not simply make them rangers? Because rangers operate completely without support in the wilderness, where as assassins and spies use and misuse resources already in place. Assassins require civilization to abuse, while rangers don't care about what everyone else is doing. Some of their skills collide, such as being knowledgeable about the lay of the land, habitation, trails, roads and alternate routes. But assassins can only work when they have the civil pact to violate. An assassin the woods is just as lost as a ranger in a church or temple.

Assassins will know the roads, the towns and the important places within the town. They are often attached to patrols to act as guides and reporters to civil agencies. They know the important people, and not just the people that think they are important. Assassins know the right scullery maids and court clerks. Rangers know different facts, which are clearly not in the same circle. 

Friday, April 24, 2020

Strictly (Duke) Springer - Day 125 – The Seventh and Final Hour


According to “About the Game”, this system can be used an adventure or campaign guideline. Since I have effectively “won” this game a couple of times over, let’s try this.

The story so far... Duke and the gang were jumped by the police. They shot their way out, but then the military showed up with 3 tanks and 6 troopers. All three tanks are disabled, but still firing on the ship. They have the equivalent of tech level one spaceship guns. The battle has been going on for an hour. The officer leading the tanks had a field disruptor, which forces any piece of equipment to make a breakdown roll. The ship has been hit several times, but has succeeded in it's save. This ship is Tech 6. Tech levels for ships only come into play for breakdown or risky jumping.

Dirtside, combat rounds are 5 minutes. In space, they are an hour. This the second hour of combat. We're going to do a little space combat soon.

2 hr, 00 minutes: Duke has ordered the ship to land and the hoppers to launch in the last round. This hasn't happened yet and he doesn't know why. Duke has taken over shooting from Audrey. He blasts another tank, as does Deadeye. The last tank misses.

David and Ace are in one hopper while Mike and Lefty are in the other. Each hopper can hold 14 CU of things. There are 13 crewmen. If they suit up, but abandon their heavy weapons, each one can carry 7 crewmen. Emily splits the crew up: Ace's hopper holds David, Audrey, Ratchet, and Bones. The second hopper hold's Mike, Lefty, Doc, Jon and Lucy. There is space for 2 more people on each Hopper. The crew in the hoppers are ready to pull in Fuel and Life Support units.

2 hr, 05 minutes: Emily is now at the controls of the ship, Duke and Deadeye have the guns as they break for orbit. Duke is confused by all of this, but rolls with it.


3 hrs, 00 minutes. Emily spots two patrol ships (e108) in orbit, ready to intercept the Buffalo. She switches on the ships ECM, sets the autopilot for max speed and orders Deadeye to a hopper. Deadeye hops into Ace's shuttle and they load one more Fuel Unit and Life Support Unit. Ace opens the Hopper bay doors.

The patrol ships are TL-4, have TL-4 guns and 10 hits. They have neither ECM or Screens. Duke and Emily unload on them, as does Ace's shuttle. They focus their fire on one of the two ships. Splitting fire in the game doesn't work. Duke and Emily roll six dice each, since they have TL-6 guns. The hopper rolls 5 dice, while it has TL-6 guns, against ships they do one die less. A roll of 1 or 2 is a hit, a roll of multiple hits indicates a critical has occurred, too.

Duke hits the lead ship for two points of damage. Emily piles on the criticals, doing 3 points of damage plus 2 criticals. Life support goes down in that ship. David scores another 2 hits plus a critical. The ship's cargo hold is bleeding air.

The ships return fire. They get 4 dice each. They lose one die because of the ECM, but gain one because there is no one at the controls of the Buffalo. I said we were on autopilot, but effectively, all three ships are flying in a straight line with no change in distance. The patrol ships are maneuvering for advantage while our hero's can't.

The Buffalo takes 3 hits, but no criticals. It's down to 8 more hits.

4 hrs, 00 minutes. Emily orders Duke to met her at the last hopper. You know he won't do that.

David scores three more hits on the lead patrol ship. She begins to break up. Duke rains now a barrage on the second ship. He scores 3 hits plus a critical that would have been scored on their ECM system. They don't have one, so the critical doesn't count. Emily is running back to the hopper, so she doesn't shoot.

The Buffalo takes another pair of hits. She is down to 6.

5 hrs. 00 minutes: The crew of the second hopper want to get out of here, but Emily is holding out for Duke. He blazes away at patrol ship, doing one more point of damage. David does the same.

It's not an even trade, as the Buffalo takes three hits. The Buffalo has 3 hits left while the patrol ship has 5.

6 hrs. 00 minutes. The last hour... Emily orders the hopper to leave as Duke hammers the other ship with 2 hits. It returns fire and explosions rack the Buffalo. As the ship burns, the hoppers destroy the last ship.

THE SEVENTH AND FINAL HOUR. Duke was all about the safety of his crew. He had a stasis unit installed in each turret, but as a consequence, there was no room for a U-suit.

Several civilian ships rush to search for survivors. Ace's hopper lands on the Serena Dawn out of Truane's Star while Emily's group makes for a courier ship bound for Mithril...

This adventure with the Star Smuggler Rule set is at an end. I hope you enjoyed it as much as I did. I tried to use this set of rules as a jumping off point to see what I could start with a more advanced set of RPG rules. This set has its limits set the stage for future adventures. Half the gang will be moving on to the planet Volturnus in the Zebulon system while the larger group will join the crew of the courier to conduct the survey of Mithril. Fortunately, Lucy's ability to drive a skimmer, and possibly an ATV, will be an advantage.

Perhaps someday, they will meet up with Duke again. Or perhaps, one of them will become a Star Smuggler like him.


Thursday, April 16, 2020

#TBT - Campaign Helper - A Dictionary of Classical Antiquities

This a throwback post. This entry was originally posted on November 28th, 2019. 

As a social studies teacher, I like to tell people that I know everything... just not all at once. :)

The fact is, while I can't know everything, I have complied a list of resources so I can get an overview of a vast variety of subjects rather easily. Today, I found a new resource:


From the desk of Dr. Oskar Seyffert. this 1895 illustrated dictionary runs from Abacus to Zosimus. I'm sure it's horribly dated, but you have to love a dictionary that ends with a Greek historian and an Index. The first seems perfect to me, but the second is most definitively wrong in my internet addled brain.

Archive.org has 10 different files and 19 different ways to download this book for free. Check it out, it could be a great campaign helper for you game.

These Old Games, powered by Macintosh

Well, let me introduce you to the little machine that sparked the idea for These Old Games. I always meant to review old video games, but that never came to pass. Too many people do it better.

Anyway, I have this little odd machine from 1999 that just keeps ticking. It began it's life as a Scandinavian Mac from lord knows where. The prior owner tried to throw 10.4 on it via an external DVD drive and apparently got hosed by the language or the chipset. It ended up as eBay fodder. I picked it up for 20 bucks.

I feel bad about that because they went through all 52 steps to upgrade the hard drive from 6 GB to  16 GB.

I was able to "fix it" by wiping the whole thing down to 9.0 then disc danced my way back to up to 9.2.2 using discs I had lying around. Theoretically, the whole thing shouldn't have worked, but somehow it did. It also required me to install 10.0.3 Kodiak. As beta-ware it's ok. 0.3 is nothing like OSX in use.

Looking at the machine, I can't tell if the prior owner replaced the Apple logo with a newer one or perhaps that logo is made of plastic which is not as susceptible to sun bleaching. I've had to glue the little leaf back into place twice in the past decade or so.


The little beast has an upgraded battery and RAM. I believe it has a 512 mb RAM chip inside, but it can't read it to the full potential. The modern battery gives it a life of an 8 solid hours, or days if I run a RAM disk.

The Airport card works, but doesn't connect to any wifi router with modern security. I can plug into a cable, so theoretically, I can connect to the internet. I'm running Classilla but that is super wonky with modern websites. It's far better not to try.

To supplement the 16 GB hard drive, I have a 32 GB thumb drive which occupies the single usb port. It's a pain because this machine works nicely with my Bamboo tablet.

Over the years, I have been able to pick up editions of Mac Addict at my local thirty store, so I basically have every insane bit of software "1999 Me" would have wished for, two decades late.

This machine is ridiculously overpowered for what it was meant to be, but I can't tell you great it is to open up Hitchhiker's Guide to the Galaxy or Zork.

Wednesday, April 15, 2020

Strictly (Duke) Springer - Day 125 – April 15th. Hour 1.


According to “About the Game”, this system can be used an adventure or campaign guideline. Since I have effectively “won” this game a couple of times over, let’s try this.

1 hr, 00 minutes: Duke and the gang leave the ship to make a contact at the spaceport bar. On the way, they are intercepted by the police. Apparently, they don’t like smugglers. These police are listed in e017. There are 3 police skimmers with TL-1 guns, each with a driver and gunner (E:6, M:5, H:3). There are two troopers in the back of each vehicle, (E:7, M:4, H:6) armed with TL-1 side arms and heavy weapons. They surround our party and order them to surrender. It’s 12 vs. 13. Game on!

Combat rounds on the ground are 5 minutes. In space, they are an hour.

Duke, Lefty, Deadeye, Emily, David and Audrey have TL-4 heavy weapons and open fire. But Lucy, Michael, Jon and Ratchet have TL-6 side arms and go first. Side arms will only damage skimmers on a critical. They hit 3 times, but fail to do any damage. But it keeps the troopers in the skimmers.

Next go the heavy weapons which should go better. And they do. All three skimmers are disabled and one officer is down. The police jump from their burning vehicles.

1 hr, 05 minutes: Duke and the gang run back to their ship in the distance. The drivers and gunners stay with the burning vehicles while 3 troops chase Duke’s gang and 3 other shoot. They all miss.

1 hr. 10 minutes: Duke and the gang reach the ship’s ramp. Duke, Lefty and Emily guard the ramp while the rest pile into the ship. They exchange fire with the Troopers. One trooper is killed outright, another is KO’ed and the third has a single hit point. Return fire is ineffective again.

1 hr. 15 minutes: Duke hit’s the last of the pursuing trio, killing him. In the meantime, the police have put out the fires and have called for backup. Jon fires up the ship while Deadeye takes one turret and Audrey takes the other.

1 hr. 20 minutes: The police have regrouped. The skimmer gunners have remounted the smoking vehicles and open fire on Duke, Lefty and Emily. Skimmer guns aren’t as dangerous as I thought, Duke shrugs off a single wound and the gang retreats into the ship.

1 hr. 25 minutes: Deadeye and Audrey return fire from the turrets. Two vehicles explode killing the gunners. In the meantime, the police units have recovered their dead, wound and more importantly, their weapons. The police force is down to just 7 guys, but 6 have heavy hand weapons and 1 has a side arm.

1 hr. 30 minutes: Audrey and Deadeye finish off the remaining vehicle as the police take cover. David and Ace head for one hopper while Mike and Lefty head for the other. Jon rotates the ship.

1 hr. 35 minutes: The military is on the scene now. 6 soldiers armed with heavy weapons and 4 frag grenades each. They have the same stats as the troopers, as e018 neglects to give stats. On top of this, the officer has a field scrambler. He fires on the ship and misses. The rest of the men start assembling an artillery piece.

1 hr. 40: I’m making a judgment call here. Starship guns inside an atmosphere use the ship’s computer skill which is 6 instead of the gunner’s skill. I call B.S. because I have TL-6 guns, which is an automatic hit. I’ll roll 1d6 per tech level, minus one 1d6 for being in the atmosphere. That is 5d6, and a hit occurs on a 1 or 2. If I roll more than 2 hits, the each extra hit is a critical. I hit that artillery piece and destroy it. The officer fires back with his discombobulator. He hits and the ship falters, but doesn’t breakdown.

1 hr. 45 minutes: The gunners try to hit that officer, Deadeye misses, but Audrey wipes him out.

1 hr. 50 minutes: 3 TL-2 tanks arrive on the scene and open fire on the ship. One vehicle takes a single hit while the other takes a single hit and an ineffective critical. In the meantime, someone retrieves the officer’s field scrambler. One tank lands a hit on the ship for a single point of damage.

1 hr. 55 minutes: Return fire cripples the last tank, but they keep shooting. They don’t hit. The ship is hit by the field scrambler and power flickers again. Duke orders the ship to land and the hoppers to launch.

The police force is down to 6 troopers and the military has 3 damaged tanks and 6 soldiers.

We have 71,573 in cash, have 8 hypercharges. Duke and the ship has taken one hit. And we are in big trouble...