Stars Without Numbers 004: Grenade Mishaps For Fun and Profit
The party decided to follow-up the mention of more pirates (and hopefully loot) located in another one of the sky tombs.
Healed up, regeared, and after getting a brief earful of archaeological palaver from the local expert, they left Logodav station and made for the asteroid. Inside they found the sky tomb in much better condition than the previous one they explored. For one thing, no pirates had drawn dicks all over everything.
The party set about exploring, Zhukov in the lead, Felipe and Jonah in the middle, Rana Bai bringing up the rear. They quickly encountered a strange garden of flowering (and edible) plants, large organic insectile pods at odds with the interior construction, and bas-reliefs sculptures depicting the tree-aliens, the Ushan, worshiping the sun.
They encountered a group of large scarab-wasp-like aliens. Felipe attempted to communicate with them by using an Ushan greeting, but only succeeded in provoking an attack. The firefight ended. The party was victorious. Explorations continued. Rana Bai cautioned the party against tampering with anything in the tomb since it might be an environmental control. They found some more wasp-beetles, and Zhukov thought he had the drop on them. But all he ended up having the drop on was his fumbled grenade. The wasp-scarabs retaliated while the party was confused and did some damage before getting wiped out.
The party rested and discovered several dead wasp-scarabs lying on platforms. They also found the scarab hatchery when they opened a door and had a rain of live baby scarab-wasps fall on them. The room inside contained four casket-like structures. The first two contained recently dead Ushan, their bodies hollowed out. The other two contained live Ushans.
Both of them were in debilitated conditions and terrified of the party. However, Rana Bai was able to forge a psychic connection with them and communicate. She learned that the wasp-scarabs used the Ushan as a food source and hosts for their offspring. Even now other Ushan were alive in the tomb and locked in conflict with the Chittick, the wasp-scarab aliens. The Ushan wished to go back to their fellows and the party escorted them there without incident. The party communicated with these new Ushan, learned where the Chittick were holed up, and said they’d help the Ushan get revenge. But first they wanted to check out this room the Ushan seemed to be in awe of.
This turned out to be a meditation chamber constructed by an ancient Ushan high priest where he went to atone for his failure to save his people. The room was guarded by a large chittick that knocked out Jonah and Felipe before getting splattered by a shotgun. Deeper in the chambers amid strange holographic projections the party discovered the Sun Tower, a powerful Ushan artifact.
After a bit more exploring (and resting to at least get Felipe back up on his feet – no one could repair Jonah and the Ushan carried him for the rest of the adventure) they reached the main chittick nest for the boss battle. Felipe was knocked out, Zhukov managed to remember the correct way to throw a grenade, and even one of the Ushan managed to get some payback for a millennia of enslavement. At which time we were all tired and decided it was time to go home.
So the party returned to the space station, not much richer, but having to settle for single-handedly rediscovering a lost race of aliens and freeing them from enslavement. Before finishing, one of the Ushan (the psychic one) approached Rana Bai with a message.
“Your sister waits for you,” he said. “Beware the Still Lady.”
None of which made any sense to anyone.
Stars Without Number 003: Overwatch Appears
Here’s the write-up from last Monday night’s SWN game.
First off was a reminder that when players own a spacecraft someone needs to play the clerk and keep the spreadsheet. It had been two weeks since our last game, so it was a bit hard figuring who owed who money from the scribbled notes on the back of the captain’s character sheet.
Done with that, the game began with the party receiving a message from the secretive Overwatch organization. Overwatch is a bit like Anonymous with spaceships. They’re paranoid security specialists and encryption nuts. They built the box the treasure map’s in, and one option was to have them open it instead of tracking down Ace’s friend Lootman, the owner who’s on some hell-world and may or may not be alive.
The party had been trying to contact Overwatch for a few sessions, but had no luck until now. Overwatch contacted them and set up a meeting.
On an abandoned spaceship.
In an irradiated system.
The party flew out, and Overwatch wanted Captain Bai to cross to the derelict ship. She said she wouldn’t go without Zhukov. Overwatch agreed. The two crossed over and boarded the ship. Felipe ran a scan and saw that the ship was rigged to explode. He told this to Captain Bai, and she and Zhukov fled back to the Far Drifter with only minor incident. Overwatch contacted them again and asked what the problem was. Bai said, like hell was she going to board a ship rigged to explode. Overwatch replied it was just a security measure. Bai consulted with the crew and ultimately decided to cross over alone. She boarded the ship, went to the cockpit, and began negotiations with Overwatch.
Turned out that Overwatch was interested in finding the Wild Card and wanted to partner with the party. They agreed to open the box for a fee and to enter a partnership with the party. There was some negotiation as to what this partnership might entail, and in the end it was decided that an Overwatch representative would accompany the party and make an appraisal of any relics found. This rep would meet the party the following standard day on Logodav Station.
The party returned to Logodav and met with their former passenger, Kameron Litvak. She’d been talking with station security and had a hunch her sister was being held captive at a pirate base in the system. The crew agreed to help her and said they’d go to the pirate base after the Overwatch rep arrived. The next day a small packet boat arrived at Logodav carrying Jonah Gnosis, an AI.
Introductions were made. Questions were asked. The party seemed to take a shine to Jonah, especially after he displayed his surveillance abilities.
Happy to be working together, the crew boarded the Far Drifter and went to talk to the pirates, posing as smugglers. The pirates agreed to negotiation. The crew landed at their base and were told they could board, but couldn’t wear armor or weapons. Everyone hid a small weapon on their person, but the armor they left behind. They entered the base and quickly met up with a group of pirates who wanted to know what they had to trade. Captain Bai let them sample the space heroin. (The pirates brought out a captive “entertainer” and used her as a test subject.) Pleased with the results the pirates agreed to the deal. But when asked what they wanted in payment, the crew asked for the prisoner – but the pirates refused, which prompted mayhem from Zhukov.
Weapons were drawn. People were shot. Some of them even pirates.
Captain Bai and Felipe were wounded pretty early and went back to the ship once the pirates were done. Zhukhov and everyone else pressed forward, kicking down doors.
More people were shot.
By now Felipe and the Captain had armored up and returned to the hideout. Zhukov was just subduing the pirate chief when they got to him. They then dragged the captain to the prisoners. Where the captain managed to escape and lock himself in with the prisoners. He then began negotiating through the locked door, but when things went south he opted for trying to kill Kameron’s sister. The party managed to bust in and kill him and get a Lazarus patch on the sister. They then killed the last pirates (who had surrendered) and looted the place before boarding the Far Drifter, voiding the hideout’s atmosphere, and flying back to Logodav with the rescued captives.
So now, they have the box open and the jump map to the Wild Card. They have some loot (but never enough). They could set out next adventure for the Card or they could do some tomb raiding in system or take on another cargo and make some money doing some more of that space trucking. The choice is theirs.
All I ask is that they give me some clue beforehand.
One Book Four Covers: The Monk by Matthew Lewis
I figured Matthew Lewis’s The Monk warranted some one book, four covers treatment on account of my recent read through.
First cover is your standard fine art crop job where you take some old painting that fits the work and hone in on a detail, which in this case suits the book perfectly. The scene shown could be that moment when Ambrosio realizes Satan is’t actually going to save jim.
I like the second over even if it is a bit silly and calls to mind those old Italian movies where Mickey Rooney would dress up as a devil and cavort about. So if I were reading that I’d expect some comedy along with the weirdness. That tongue would be firmly in cheek, which isn’t the case really at all. Lewis may have willfully indulged in melodrama, but he seemed pretty sincere.
The third cover reminds me of Andres Serrano’s Piss-Christ. Is that good? Is that bad? I don’t know. But the eyes above the cross… meh. They gotta go.
The fourth cover is the one I rad, and it’s pretty hohum and dull, but I do love the skull and blood drops on that whole Tales of Mystery & the Supernatural. The cover doesn’t stand out on its own, but stands out as being part of a particular series. But looking at the robed figure beside the rest of these, I like it. The whole of it fits well together.
Stars Without Number 002: Space Trucking!
AKA “This time let’s make sure we check the hold for killbots!”
900 words of actual play report incoming! If reading that sounds awful, run away now!
As promised/threatened here’s a play report from our most recent Stars Without Number game. The main party consists of Captain Rana Bai, psychic explorer searching for her family’s lost fortune, ex-commando Estevan Zhukov, sleazy pilot Felipe Mazin, and Ace Stanton, a conman who’s promised to bring the party to a lost ship full of treasure.
The adventure before this one saw the crew taking on a payroll delivery job, getting into a dog-fight with a pirate ship, getting high-jacked by pirates, and defeating said pirates at the expense of two of their crew’s lives. After that the party cruised into Highline Station and was promptly paid money, which they promptly turned around and paid back to the company that hired them in the form of having the heavily damaged Far Drifter repaired.
Phillip Maeda took this moment to announce his retirement. Yup, space was proving too dangerous for him and he figured he’d rather find a steady job piloting orbital tugs. So down a pilot, the party sat around the station’s shitty spacer bar where Ace bumped into an old buddy, Felipe, who happened to be a pilot. He quickly joined the crew, especially once he heard talk about the lost treasure ship, the Wild Card.
A day later with the Far Drifter repaired, they flew back to New Omsk where they picked up cargo, and Estevan found a message from his former employers at Silverlight Enterprises waiting for him. It told him to be at a dingy bar at a certain time. He set out with Felipe while Captain Bai stayed behind to go over possible routes and cargoes.
Of course, it was an ambush. Of course, people got knifed in the face. Surprisingly none of them were Felipe or Estevan.
After they were done taking care of the Silverlight goon squad, a stranger approached them wanting passage off planet. She was willing to pay and said she had some skill as an astronautic tech. Estevan said it was up to the Captain, and they brought the woman, Kameron Litvak, back with them.
By now Captain Bai had got a line on enough cargo to fill the hold. Computer parts and data cells for Davenbando Station, nutribars and 20 tons of boxed up pigs destined for Logadav Station. She’d also turned down a xenoarcheologist passenger (which surprised me but was likely for the best as he probably would have gotten the party killed in a treasure-hunting mission) in favor of an old doctor and Kameron.
Loaded up and ready to go they left New Omsk and had no problem making their first jump. Unfortunately the pigs didn’t react well to intergalactic travel and several of them quickly became ill. There was some quick debate over what might be causing it, and since they had a doctor (or two if they counted Captain Bai) onboard they decided to operate and see what was wrong with the pigs.
Doctor Soledad cut open a pig and discovered that it had space heroin hidden inside. Most of the other pigs had similar cargoes. The crew did what they could to keep the pigs alive, but they also kept a pack of space heroin.
The only other incident came when they exited jump and intercepted a distress signal from a hijacked shuttle. The decision to ignore the call proved non-difficult. They jumped again and found themselves in the Davenbando system. They encountered a police cruiser, made no resistance despite the drugs onboard, and were sent on their merry way to the station, where they refueled, sold off their cargo, and said goodbye to the Doctor. They then took in a museum/amusement park set up to emulate the quarantined world below that once housed a now extinct race of intelligent one-eyed miniature tyrannosaurus rexes. Captain Bai proclaimed the park the highlight of the trip.
Unfortunately, after doing a bit more book-keeping it was pretty clear that the party had made very little money on the run once they discounted for expenses. Fortunately there was a cargo waiting to go to Logadav Station, and the crew quickly loaded it up. Not wanting to take any chances Captain Bai had Felipe attempt to shear their travel time by doing some course trimming. While not without some risks, Felipe proved more than capable to the task and succeeded. The party reached Logadav without incident. Except for the fact that nearly half the pigs were dead and all of them (except one) had space heroin inside. They decided to rendezvous with the buyer as quickly as possible, which they managed to pull off without incident.
Now they’re on Logadav Station, a mining colony less than a century old, and suddenly famous on account of the fact that the ruined tombs secreted within asteroids throughout the system. Captain Bai has her hopes on doing some treasure-hunting, while Kameron Litvak, the passenger they brought out here, asked for the crew’s help in finding her sister who disappeared several months ago while visiting the system.
Also Logadav is only two (uncharted) jumps away from Valcuba the world where Ace says his ex-partner Lootman is, and he’s needed to open the box that has the map to the lost treasure ship inside.
Unfortunately, those are two uncharted jump routes, and Valcuba is a notorious death world.
The party’s other option for opening the box is tracking down the box’s manufacturer, a mysterious group of paranoid security operatives known simply as the Overwatch Pact. So far they’ve had no luck finding leads.
* And yes, I’m doing the whole art for XP thing again. The vomit from the pig on that one is quite good.
** And yes, I went full space trucker with box pigs and everything.
YesterWeird: Whaling Ship Log Books: O, Solitude Where Are Thy Charms!
Here’s a link to the Nicholson Whaling Collection at the Providence Public Library. It has a huge archive of whaling vessel logbooks full of squirrelly handwriting and cryptic doodles.
I’ve only poked at the thing haphazardly, but one of my favorites is the log of the Levanter out of Boston, MA from 1861. It’s reel #397 if you scroll down. The ship’s master is listed as simply “Clifford”. The picture above comes from that log as do the following doodles, including a ship board obituary:
The files are big and take a while to load. I suggest if you want to peruse them that you view the PDFs at 25% their size. It makes scrolling easier.
This is one of those things I have no idea what use I have for it, but take great joy in knowing exists.
Stars Without Number 001 – Welcome to Hades Gamma Sector
Started running a Stars Without Number game here in town. We’ll see how long it lasts. The last space game I ran used FATE as its core system and for all the good stuff in that system, I never could get the players scared for their characters’ lives. I’ve run SWN a few times before*, and this time around I’m trying to keep my penchant for killing everyone in deep freeze. So far it’s been fun. One thing I’ve done is not create much beforehand. The first session was rolling up characters and worlds and running with the randomness to build the setting. (This hands-off approach was aided by the fact that I had food poisoning at the time, so what might have been the first adventure just turned into 45 minutes of dice rolling before cabbing home in a cold sweat.)
While SWN would be a great system to run a Fading Suns Baroque SF style game, right now I’m defaulting to Futurama and Firefly, which everyone seems happy with. The player characters started in prison. They escaped on board a smuggler ship operated by a murderous nutcase. They picked up a passenger searching for her family fortune. In transit to the next starport they managed to kill the nutcase and takeover the ship. They landed and got a crash course in interplanetary economics and bill paying. Now they’ve lined up a new job with a high risk to high profit ratio, and that will be next week.
Things I like about running more modern-era games: it’s so much easier to find better pictures to show players. There’s just a wealth of stuff to pull from. What does the mutinous nutcase smuggler captain look like? Here you go. Sid Haig from Galaxy of Terror.
The gangster who owns the party’s ship is Jim Jarmusch, the grizzled NPC with the map to a lost ship supposedly containing a fortune is Harry Dean Stanton from Alien, the security chief at the starport is Pacific Rim’s Rinko Kikuchi, etc.
Or maybe I just dig Syd mead over Frank Frazetta, and I’m able to admit that now.
Another thing I want from games is for combat to be a deadly, panicked experience, and it’s easier to achieve that in games with shotguns. Having a six-shot revolver makes every missed attack stressful. I also stole a bit from 5e and made a successful tactics roll allow for the possibility of advantage on an attack roll because I had no idea what else to do with the tactics skill.
We still haven’t gone too deeply into space combat and psionics, despite one character being a psychic, but it’s been fun to witness this mass of random stuff emerge into a nascent story. What started as, “I’m a pilot *rolls* named Phil from *rolls* Upton which is a *rolls* space station where *rolls* men are second-class citizens” is now fueling the story, and it’s neat how the characters are starting to inhabit the random names they rolled up in odd ways. Esteban Zhukov, former commando, is now just Zhukov. Phillip Maeda, cocky starship pilot, got reduced to Phil. And Rana Bai, psychic historian, remains Rana Bai and don’t call her anything else. I’ve played games where people show up to the table with four typed single-spaced pages of backstory, and this is just so much more enjoyable.
All of which is to say, you can expect some game posts in the future. Play updates, background stuff, more pictures from forgotten movies, etc.
* The longest running table game we’ve had was a year long Beyond the Wall game. Unfortunately, the nature of migrant worker (AKA expat) life is high turnover rate. People come and go. Good game groups dry up, new groups have to form, and finding decent folks to game with takes time. It’s all topsy-turvy and sometimes you end up with situations where there are gamers to game with but they don’t meet your requirements**. This actually was what did in the 5e game and the FATE game.
** My requirements: would I want to hang out with the person for a nongame activity? If yes, then they meet my requirements.
Alleycon 2015
This past weekend I went to Gwangju for Alleycon, a fan con that wants to be a meeting place for local geeks, nerds, and dorks. A trifecta I identify with in variable proportions. It was a four hour bus ride, and overall a pretty good time, but a different vibe from last year. The biggest difference being due to the venue change from a university to a design building, which is the difference between 30 people filling a classroom and 30 people milling around a cavernous loft space. Not sure what the attendance numbers were but it felt emptier. I was also a little sad that there was no book swap. But I played a ton of games, met new people, and had a fun time. Not to mention you have to give credit to folks running a con. They’re up against a lot of expectations, and the whole effort smacks of the Sisyphean. Mishaps will occur. Folks will be discomfited. You’ll get blamed for it. And all for what? You’re not being paid and are just doing this out of love and an urge to do something for the community. So, hats off to the volunteers and folks running the con.
I hope they have it again next year. It’s a good thing those folks do. They do seem to be making the effort to build a community and inviting people to join them.
YesterWeird: The Monk by Matthew Lewis, Chapters 10, 11 & 12
I finished the book two months ago. I finish the posts now.
This has been a crazy book. Dracula’s got nothing on the Monk.
Chapter 10 and we’re back with the dudebros, Lorenzo and the Marquis. They’ve assembled a group of archers and are all set to apprehend the mother superior from the convent of Saint Claire at the big parade. And what a parade it is. Since this is an English man writing about the Spanish, the parade’s a long litany of sumptuousness atop a cake of voluptuousness with a garnish of religiosity because this book’s all about pagan Catholicism. Matthew Lewis (and Frank Miller) are why shit like this exists.
We’re also introduced to Virginia De Villa-Franca, the most beautiful girl in all of Madrid, who’s dressed like Saint Claire herself. If Lorenzo’s heart did not already belong to Antonia, it would belong to Virginia, etc.
The Marquis finally steps in mid-parade and apprehends the prioress and mother St. Ursula. The prioress is like, “Shit, I’m dead” and Ursula is like, “You’re so dead” and proceeds to spill the whole horrible truth about what happened to Agnes as the woman witnessed it. Agnes was poisoned and buried in a crypt below the convent.
Unfortunately, this story gets told in the street in front of spectators, all of whom promptly take hold of the prioress, trample her to death in the street, and then proceed to riot. Our valiant Dudebro duo find themselves helping the nuns against the mob and try to protect the convent, but things don’t go so well, and the building gets set on fire. While searching for people to rescue, Lorenzo discovers Virginia de Villa-Franca down in the basement cowering in her shift alongside a bunch of other girls. They’re hiding out there, and Lorenzo realizes he’s near where his sister is entombed. He finds a secret door and sets off exploring. Down below in the dark, he hears moaning. Who could it be? But some poor starved wretch, half-mad and clutching a worm-infested infant’s corpse to her breast. Why it’s Agnes, his sister, she still lives!
I had to put the book down at this point, because I wasn’t quite prepared for it to get all Lucio Fulci on me like that.
The other folks (Virginia, the Marquis, some archers, etc) show up, and Agnes is reunited with the Marquis. She’s saved. Tears of joy and dead babies all around. But what’s that in the darkness.
Running footsteps and a scream!
Who else could be down here in such a gloomy place?
Chapter 11: The monk wins.
So, throughout this whole book, the monk Ambrosio has been self-righteously on a downsclator towards complete moral degradation. And he has no one to blame but himself. Yeah, Matilda, yadda, yadda. No. This is all Ambrosio’s doing. He’s murdered and conspired to have his way. And so here it is at least. Antonia in a shroud. He goes to where she’s interred and waits for her to wake up. When she does, he ignores her pleas and cries and rapes her there amid the corpses.
Afterward, Antonia tries to escape, but only provokes Ambrosio’s anger. Matilda shows up to warn the monk that soldiers are in the catacombs, and Ambrosio blames Matilda for leading him to this. She’s like, “No way. You did all this yourself. In fact, I want nothing more to do with you.” And while they’re arguing Antonia runs away only to have Ambrosio chase her down and stab her to death. He flees back to the crypt as Lorenzo and the Marquis approach where they find the dying Antonia. They’re able to track Ambrosio to the crypt where they find him and Matilda. The two are arrested and dragged to the Inquisition.
But before that, the stories of Lorenzo, Agnes, and the marquis all get wrapped up. Virginia de Villa-Franca cares for Agnes until she’s well again (and of course she falls in love with Lorenzo), and Agnes tells the story of how she wasn’t poisoned but drugged and then interred alive by the prioress. She and the Marquis marry, and after many months and much urging Lorenzo overcomes his sadness at losing Antonia and marries Virginia.
And so the story ends for our lovers, happily for some people ever after.
Chapter 12: But there’s still the Monk and Matilda to be dealt with. The Inquisition treats them as the Inquisition does and they’re tortured and put to the question. The devil shows up and says “I’ll save you if you sell me your soul.” But the Monk’s like no way. Then he gets tortured some more, and Matilda’s like, Hey, Satan, where do I sign? And so she goes off to become the 18th century Protestant’s idea of what a porn star is like. Ambrosio gets tortured some more, until finally, he tells Satan, “Okay, I’ll sign.”
Satan helps him escape and together they fly off to a bleak and remote desert. And the devil’s like, “Oh yeah, by the way, Elvira was your mom and Antonia your sister.” He then drops Ambrosio from a great height and takes off. And Ambrosio is six days dying while insects drank his blood and eagles tore his flesh and pecked out his eyes.
And so the book ends with the villain screaming blasphemies at the sky before his corpse is washed away by a rain storm.
What a trip.
Community Aches
You can probably spare yourself a lot of trouble when you join a community by determining as soon as possible what kind of community you’ve joined. I can think of three types of communities and each has their value, but each also breaks in a way peculiar to itself.*
Community of Interests: “You like dinosaurs. I like dinosaurs. Let’s form a dinosaur club!”
This is probably the most common type of community, and you’d probably think it wouldn’t suffer from any problems, but there’s always going to be that asshole judging your love of dinosaurs and whether it’s “correct” or not, so when the gatekeepers exceed the members and every week brings a new test of devotion, you can be certain this community is sliding into dysfunction.
Community of Purposes: “You like dinosaurs! I like dinosaurs… and have access to cloning technology and an intact velociraptor genome! Let’s make dinosaurs!”
Beyond the shared interest, this community has an agenda it hopes to implement. It wants to do a thing, and everyone’s on-board to do it. Solidarity and intention become more important than interest. Often this type of community and the one above will exist within one community with members pushing it one way or the other. Of course when this one breaks, the assholes come out to test your devotion to the cause and see if you’re really about cloning woolly mammoths or are just so much talk.
Community of Circumstances: This is the community for people circumstance has thrown together. English teachers in South Korea, Pakistani Law Students at the University of Wisconsin, etc. Normally these people would have nothing to do with each other, but circumstance has thrown them together and so they’re now part of community. On the plus side, they meet people outside their comfort zone and become friends with them. On the downside once the circumstances change, people move on without looking back.
* Barring active trolls who delight in destroying/undermining communities.






















