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Showing posts with label Conspiracy. Show all posts
Showing posts with label Conspiracy. Show all posts

Saturday, 27 December 2025

An Intriguing Invitation

This is a beautiful artefact. Inside the stark black and alabaster box is a cornucopia of gaming content and again, all of it is beautiful. This includes a small white silk bag—almost like a wedding favour—containing two six-sided dice that are done in the style of early nineteenth dice. Below that is a hard back book. This is the fifty-four-page ‘Archeterica Invitation Rules’. Linen finish and heavy stock paper with line art. Below that is the first of three scenarios. These are ‘Game Scenario: The Good Mayor’, ‘Game Scenario: The Bastinarys’, and ‘Game Scenario: Shady Deals in Strange Alley Ways’. Each of these is sixteen to twenty-pages long and again printed on heavy paper stock, but with sturdy card covers with a linen finish. There are two envelopes. One contains nine quite lovely handouts, whilst the second contains character sheets for six pre-generated Player Characters and six blank sheets, all of which are on sturdy paper stock. Penultimately, there are thirty-four standees and twenty-four counters, the former depicting the six pre-generated Player Characters and NPCs in the three scenarios. These are laser-cut on wood. Lastly, there is a Combat Status Chart which tracks the position of the Player Characters and the NPCs and their actions in combat. Along with a letter from the publisher, this is everything in Archeterica: The Invitation. Everything is delightfully tactile and again, it is a beautiful artefact.

Archeterica: The Invitation is published The Imago Cult following a successful Kickstarter campaign. The Ukrainian roleplaying game describes itself as the ‘game of genteel conspiracy’. It is set at the Dawn of the New Times. The opening years of the nineteenth century as the world is beset by revolution and occultism. The Industrial Revolution brings changes to the daily lives of workers, bankers, and the increasingly rich industrialists, whilst actual revolution brings about political change as bright young republics burst in existence alongside the older, staid monarchies and colonial powers. All of this takes place on the Disc, for no sailor is yet to brave the edge and beyond to see whether some scholars’ claims that the world is a sphere is true. The Old World lies in the west, its continents of Adriano and Al-Avid being similar to Europe and the Near East, respectively, whilst the New World is in the east, its continents of Salmandia and Graaldo being similar to Africa and the Americas, respectively. This is an alternate world in a Napoleonic Age of its own.

This is no mundane world though. It is full of secrets and conspiracies and the paranormal. Proper society dismisses such subject matters and discussions of them as being the realm of the fool and foolishness, often pointing to the countless charlatans, pseudo-scientists, and straight-up madmen that indulge the gullible or indulge themselves in such matters to no good end. Yet there is hidden truth in the occult and the Unearthly is real. Curses are real, paranormal abilities are real, rituals that take months of study and research that when enacted have the potential to grant enlightenment or change the movement of the heavens are real. Artefacts known as ‘Diablica’, perhaps ritualistic or occult objects or devices employing technologies not yet known, brought home from the New World or constructed by the enlightened (or the mad), continue to fascinate both researchers and collectors, yet their possession is banned by churches and governments alike. The authorities consider such artefacts dangerous sources of spiritual corruption and fear the powers they grant lest they be turned to revolution. Yet interest in the occult and diablica is rife, with amateur occultists forming local societies of their own to research and discuss such matters, their interests often benign, but all too often becoming a danger to themselves and others. Other societies have transcended mere parochialism, growing in power and influence, abutting, competing, and feuding with not just other occult brotherhoods, but also secret political and criminal organisations. Fear and suspicion of these secret cabals is fuelled by the sensationalism of the yellow press which sees and blames conspiracies everywhere.

The elevator pitch for Archeterica: The Invitation is The X-Files in the Napoleonic era. It is not though a roleplaying game about alien invasion or the fear of alien invasion, but rather a roleplaying game of Napoleonic conspiracy and the occult. Inspired by the television series Sharpe and Taboo, the film The Prestige, the Assassin’s Creed series of computer games, Archeterica: The Invitation casts the Player Characters as seekers of enlightenment, occult researchers, conspiracy theorists, and so on, who investigate both signs of the occult and conspiracy and work to prevent either from having too strong an influence on society.

A Player Character is defined by a concept, Narrative Attributes and their associated Talents, Burdens, combat skills, and inventory. The concept is who he is, whilst each Narrative Attribute represents an area of expertise or knowledge, profession, background, or previous experience. For example, a student radical might be represented by the ‘Student’ and ‘Firebrand’ Narrative Attributes, muckraking yellow journalist by the ‘Agent’ and ‘Journalist’ Narrative Attributes, and dilettante occultist by the ‘Aristocrat’ and ‘Occultist’ Narrative Attributes. Talents are the skills associated with a Narrative Attribute. Burdens are his personal flaws and weaknesses and are rated I, II, or III depending on how much of a hindrance they represent. Archeterica: The Invitation gives four options for combat skills—‘Fine Choice’, ‘Resourceful Ranger’, ‘Artful Daredevil’, and ‘Peaceable Socialite’.

Ottilie van Tulleken
Concept: Campaigning Journalist

GENTLE FOLK
Мanners II, Etiquette I, Social Connections I

JOURNALIST
Journalistic Reputation I, Subtle Bribery I, Reporting II

DETECTIVE
Information Gathering I, Sharp Eye I

BURDENS
Feminist II, Adventurism I, Vanity I

COMBAT SKILLS – PEACEABLE SOCIALITE
Classic Fencing II, Shooting I, New Beginnings 2, Instinct 3

INVENTORY
Pocket Pistol, Dagger, Umbrella, Small Set of Tools (lockpicking kit) Aristocratic Wardrobe, 1 mark in savings

Archeterica: The Invitation does detail several Narrative Attributes and their Talents as well as sample Burdens. A player is free to pick these or create his own and they do give a surprisingly wide choice. The creation process is not fully explained however, and it is only clear from the example that ranks are applied to the Talents. It does include some tables for character ideas, suggesting a character’s home country, social class, and former secret society. The entries for the table of home countries do draw parallels between the nations of the Disc and those of our Napoleonic era. Alternatively, the players can instead use the pre-generated Player Characters included in Archeterica: The Invitation. They include a ‘Gentleman Incognito’ with the Narrative Attributes of ‘Gentleman’ and ‘Malefactor’; a ‘Barricades Queen’ with the Narrative Attributes of ‘Revolutionary’ and ‘Commissar’; a military ‘Pioneer’ with the Narrative Attributes of ‘Sapper’ and ‘Expeditioner’; a ‘Foreigner’ with the Narrative Attributes of ‘Secret Broker’ and ‘Mystic’; a ‘Modern Day Hero’ with the Narrative Attributes of ‘Doctor’ and ‘Businessman’; and a ‘New Times Child’ with the Narrative Attributes of ‘Courier’ and ‘Opportunist’.

Mechanically, whenever a player wants his character to undertake an action in Archeterica: The Invitation, he rolls two six-sided dice, attempting to beat a Narrative Test Difficulty Level, which ranges from three and ‘Trivial’ to twelve and ‘Desperate’ with eight and ‘Challenging’ being the median. A player can lower the Difficulty Level by using his Talents, but the Game Master can increase it depending upon the character’s Burdens. Talents at Rank II or Rank III also enable a player to ‘Flip’ a roll, that is, to Flip it up or down, by turning the dice over to reveal and apply their reverse faces. In general, a player will want to perform an Upward Flip to have his character succeed at a task, but certain situations might mandate a Downward Flip. A player may only perform an Upward Flip once every twelve hours and it always incurs a complication of the Game Master’s choice. This might be to suffer Stress, which if ever reaches twelve means that the Player Character breaks down under the mental trauma, but it could also be a time delay, a loss of reputation, and so on.

In comparison to the core mechanic, combat in Archeterica: The Invitation is more complex. Actions require the expenditure of Action Points, whether that is step from one hex to another, run, aim, shoot, reload, cock a weapon, and so on. However, the number of Action Points a combatant has each round is rolled randomly. An attack requires a Mastery Test determined by comparing the attacker’s Mastery against the target’s Difficulty and rolling equal to or higher than the given target value. Although there are plenty of firearms listed, fencing is the preferred form of combat. It allows a combatant to attack as well as react to an attack against him. Such a reaction also costs Action Points, so it is wise to save some for that very purpose. Five styles are given, including ‘Classic’, ‘Savage’, ‘Court’, ‘Knightly’, and ‘Trickster’, and each comes with its form of attacks, reactions, and stances, all with their own Action Point costs.

Success indicates a successful strike and damage is rolled on two six-sided dice—for all weapons and attacks, though it can be modified depending on the weapon or type of attack. Some armour is available, which blocks damage, but all Player Characters have twelve Endurance Points whilst NPCs have ten. When a combatant’s Endurance is reduced to zero, it indicates that he has suffered an extra effect, the severity depending upon the amount of damage inflicted with the blow that reduced his Endurance to zero. This might be an insignificant scratch, being knocked out, receiving a scar, a severe wound, or death. Once every twelve hours, a player can Flip Down the damage his character receives in a single blow to reduce it. Each combatant’s number of Action Points and Endurance Points can be tracked on the Combat Status Chart.
Ottilie van Tulleken is conducting an investigation in a rookery when she is set upon by Albert, a thug who does not like her poking her nose into things. Albert has ten Endurance Points as an NPC, plus Savage Fencing II and is armed with a club that does three to seven points of damage (2d6/2+1). In the first round Ottilie has five Action Points and Albert has ten! Albert opts for a Battering Assault as part of his Savage Fencing Style. It costs him seven Action Points and will leave him with three. This enables him to attack twice. Ottlie opts for a Clean Block as a Reaction, using her umbrella. It costs three Action Points and will leave her with two. Not enough to repeat the action though. The Target Difficulty for Albert is seven because Ottilie has Classic Fencing II, which reduces it to five. Similarly, Ottilie’s Target Difficulty is also seven because of Albert’s Savage Fencing II and her Classic Fencing II. The Game Master’s Mastery Test for Albert’s first Battering Assault is ten, meaning his first punch lands, but Ottilie’s player’s is twelve meaning she blocks the first blow with her umbrella. For Albert’s second Battering Assault, the Game Master’s Mastery Test is nine and his second connects. This time Ottilie cannot defend against it and the Game Master rolls for damage. This is on two-sided dice and halved because it is non-lethal. The Game Master rolls ten and Ottilie’s Endurance Points are reduced to seven.

In the next round, Ottilie’s player rolls eight for Action Points, whilst the Game Master rolls four for Albert. With little he can do, Albert backs off, but not before Ottilie thwacks him one with her umbrella. This is a standard test and her player’s Mastery test result is six, meaning that she has succeeded. Unable to defend himself, Albert takes five points of damage from the Thrust. Ottilie still has four Action Points to spend. In turn, she uses two Action Points to draw her pocket pistol, another to aim it, and her last one to cock it. Albert finds himself at the point of her gun and steely gaze when she asks him, “Who sent you to lay your hands on me?”
Throughout, a Player Character can suffer Stress, which is tracked on a twelve-point scale, from ‘Clarity of Mind’ to ‘Onset of Madness’. The Game Master imposes Stress upon the Player Character, anything from a minor misfortune like the death of an acquaintance, worth one or two points, to the five or six points from the loss of a loved one, regarded as a major tragedy. That said, a Player Character resist Narrative Stress by making a Desperate Test, halving the number suffered, and when suffering an Archeshock from encountering the Unearthly, a Player Character can force himself to forget the experience and replace the memories of it with something mundane, or retain it and suffer the Stress. In the long term, taking a holiday or engaging in a hobby can reduce Stress. If however, the Player Character’s Stress exceeds twelve, he does go insane and he gains a point of Deep Stress, which cannot be removed. The nature of the insanity is a matter of discussion between player and Game Master, giving the player control over the effects. Should a Player Character’s Deep Stress also rise to twelve, the madness is permanent and he becomes an NPC. One side effect of Stress is that if the Action Point roll in combat is under a Player Character’s Stress level, he panics rather than acts.

In terms of Player Character development, players are rewarded three types of points. The first is Narrative Points which are used to buy and improve Talents. The second are Combat Points, used to improve Combat Techniques. The third are Burden Points which can be exchanged for Narrative Points, Combat Points, or used to reduce a Player Character’s Stress. The neat aspect is that the higher the Ranks of the Burden and the more of a hindrance, the better this exchange rate is. Although more complex than simple Experience Points, this encourages players to roleplay all aspects of their character as they will be rewarded for doing so.

Mysticism is the study of occult secrets and otherworldly knowledge, found in the whispers spread in the most select salons, in spirits that haunt the edge of vision, and tomes of esoteric knowledge that appear to be nothing more than the ravings of the deluded. However, the line between delusion and the actuality of the Unearthly is uncertain, giving scope for the charlatans, the believers, mystics and occultists, and the unfortunate who have been driven mad by their experiences. Archeterica is the pseudo-scientific study of Occultism and all that relates to the Imagosphere, the otherworldly plane of ideas and images, the Hexen Cauldron where the boundary with the Imagosphere is at its weakest and where most Diablica are found, and the Vladyfus, the ethereal rulers of Otherworld who have attained True Enlightenment and who most occultists want to emulate. All beings and some artefacts have an Imago, their esoteric essence and reflection of their soul. This is manifested in mystics, otherworldly entities, and artefacts as their mystical powers and represented by Imago Strings, ranging from between one and twelve. The greater the number of Imago Strings, the greater an Imago’s power.

For the Player Character, it is possible to increase the number of Imago Strings he has. To do so, he has to acquire Focus Points, whether through spiritual practices, studying occult literature, suffering shock enlightenment, or experiencing events of historical significance that further herald the Dawning of the New Times. He can also purchase Mystical Abilities such as Intuition, Manipulation, Fortune’s Favourite, and Anomaly Compass. Only six such Mystical Abilities are detailed and they are relatively low key in their application. As with the capacity to either ‘Flip Up’ or Flip Down’, they can only be used once every twelve hours. Conversely, a Player Character or NPC can gain a Metamorphosis, the mystical manifestation of a sin that they have committed, such as hearing ‘Wicked Voices’ or suffer ‘Sinner’s Shame’. There are ways of Absolving yourself of a Metamorphosis and its sin, but this would be a demanding task.

Rounding out the ‘Archeterica Invitation Rules’ are details of several of the Shadow Clubs, Shadow Leagues, and Shadow Empires lurking across The Disc. These are its secret societies, from local clubs to grand conspiracies, such as ‘The Evercourt’, the society of aristocrats and kings and queens, many of whom who have been forced into exile following revolutions; ‘The Blackwater Marauders’, Strangers from the other side of The Disc who have inveigling their way into societies across this face of The Disc; and the travelling warlock communities known as ‘The Wandering Cities’. Each description includes details of known agents, known vassals, and associated conspiracy theories.

‘Archeterica Invitation Rules’ is surprisingly comprehensive, but far from complete. The secret societies details are large rather than small and there is no advice for the Game Master or any discussion or presentation of any threats. So, no monsters or NPCs. The description of the occult is understandably brief, but one of the pre-generated Player Characters does have Mystical Abilities that will show off that aspect of the setting in play. However, what Archeterica: The Invitation does have is three scenarios. Each of the three comes with a good introduction, some character hooks that can be used to get the Player Characters involved, a breakdown of the plot, the dessert, and handouts. Some also include some lore as well, but the ‘dessert’ actually gives the supplementary information for the Game Master, including the stats for any NPCs or Imago.

The first of these, ‘Game Scenario: The Good Mayor’ is designed as an introductory scenario that can be played through in a single session. The Player Characters are employed by the Senate Special Services in the small town of Tsaplyny in the Brasian Republic to stifle any news of the death of the town’s mayor. It quickly escalates into a search for the body and a race to get a new one! The second, ‘Game Scenario: The Bastinarys’, switches the action to the end of the eighteenth century during the revolution in the Spohledian Protectorate that led to the founding of the Brasian Republic. It takes place in the capital of Bramastadt where the Revolution Commissary appoints the Player Characters to take control of the Bastinarys, the city’s royal fortress prison. They have to decide which faction they need to align with and free the prisoners previously incarcerated by the monarchy. Unfortunately, one of the inmates is much more than they expect and ultimately, they need to avoid ending up being executed by the Revolution Commissary. The third scenario is the most sophisticated of the three. ‘Game Scenario: Shady Deals in Strange Alley Ways’ begins with the Player Characters in possession of a mystical tome as they attempt to find a seller in Bramastadt without attracting the attention of the authority. Each of the scenarios in their own way deal with the occult elements of the setting, but not the conspiratorial elements. That will have to wait for a fuller longer scenario or game.

Physically, Archeterica: The Invitation is—as already mentioned—lovely. The quality is amazing and the artwork is superb. The writing is not always as clear as it should be, but the examples of play help illustrate the rules and make it easier for the Game Master to grasp them. Of course, it is so lovely that really, as the Game Master, you do not want your players getting their grubby little mitts on it.

As a starter set, what Archeterica: The Invitation is missing is perhaps ready reference material for both the Game Master and her players. Some tables and explanations of what various aspects of each Player Character are and how they work would have been useful. The setting itself probably does not receive as much attention or explanation as it should, and in places the rules really rely upon the examples to impart full understanding of them. It also leaves the reader wanting to know more about the Occult and the things that threaten the real world.

Of course, what grabs the reader first about Archeterica: The Invitation is its stark physicality. This is a gorgeous boxed set whose contents are genuinely delightful. Yet this is not just a pretty box with pretty contents. Inside the very well appointed quick-start not only makes a ‘I want to play now’ elevator pitch of a Napoleonic-era meets The X-Files world of the occult and conspiracies, but whilst not quite perfect in its execution, delivers on that promise. Archeterica: The Invitation is absolutely worth accepting and it would be impolite not to try this, the introduction to the first Ukrainian roleplaying game to reach the English-speaking hobby.

Saturday, 20 September 2025

Quick-Start Saturday: Conspiracy X

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
Conspiracy X 2.0 – Introductory Game Kit is the quick-start for Conspiracy X 2.0, the most recent edition of the roleplaying game of hidden alien invasion, conspiracies, and secrets. Conspiracy X 2.0 is very much a roleplaying game inspired by and published in the wake of The X-Files and in the nineties, was a very contemporary roleplaying game. Originally published by New Millennium Entertainment in 1996, it was published by Eden Studios, Inc. from 1997, receiving a second edition in 2006.

It is a thirty-four page, 15.96 MB full black and white PDF.

How long will it take to play?
Conspiracy X 2.0 – Introductory Game Kit
is designed to be played through in a single session, two at the very most.

What else do you need to play?
The Conspiracy X 2.0 – Introductory Game Kit needs a
a four-sided, six sided, eight-sided, and ten-sided per player.

Who do you play?
The Conspiracy X 2.0 – Introductory Game Kit includes an Aegis Cell of six operatives. They consist of a CDC scientist, the cell leader determined not to lose another agent again; an FBI agent recently recruited to Aegis for asking too many questions and who believes he was abducted as a child; an ICE investigator who really found himself investigating an illegal alien; an MKULRA psychic with limited powers; a US Army technician skilled with computers; and a DEA agent with an empathy for dogs.

The Cell has a base of operations in an abandoned building. It includes barracks, a field hospital, gym, communications suite, and medical, electronics, and computer workstations.

How is a Player Character defined?
An Agent in the Conspiracy X 2.0 – Introductory Game Kit has six attributes—Strength, Dexterity, Constitution, Intelligence, Perception, and Willpower. Life Points are the amount of physical damage a character can suffer; Endurance his fatigue; and Essence Pool, his spiritual energy. He will have a variety of Qualities and Drawbacks—advantages and disadvantages, a Profession that is his day job, and various skills. These typically range in value between one and five, but can go higher, though two and three represents general competence.

How do the mechanics work?
Mechanically, Conspiracy X 2.0 uses a ten-sided die to resolve actions, which can be a Test or a Task. For a Task, the player rolls the die and adds a value each for his agent’s appropriate Attribute and Skill. A result of nine or more (this target number can be higher) is a success and higher results can grant better outcomes. For a Test, where there is no skill that applies, the player only adds the value of the Attribute, doubled for a simple Test, but not for a standard Test. Modifiers can be applied to a Test or a Task, ranging from ‘+5’ for easy to ‘-10’ for Near-Impossible.

If a player rolls a natural ten, a bonus six-sided die is rolled and one deducted, the result added to the ten. The player can keep doing this as long as he keeps rolling a six on the bonus die. Similarly, if a natural one is rolled, six-sided die is rolled and the result subtracted from the roll, and this is also open-ended.

An ‘Outcome Table’ in the Conspiracy X 2.0 – Introductory Game Kit gives the possible results of outcomes from nine to twenty-four. There are results given for rolls one and lower.

The rules cover vehicles and chases as both feature very heavily in the included scenario.

How does combat work?
Combat in the Conspiracy X 2.0 – Introductory Game Kit is kept simple and starts with initiative being determined by the Chronicler
—as the Game Master is known—and then narratively. A Player Character can undertake multiple actions, but the latter comes with penalties. Melee attacks can be parried or dodged, and range for missile or gun attacks modifies both the Task difficulty and the damage multiplier. The rules also allow for lighting, recoil on firing heavy weapons, the use of scopes, and actually being under gunfire. This forces a Willpower Test. If an attack is successful, the result on the ‘Outcome Table’ can add a modifier to increase the damage. Body armour has its own Armour Value, which is rolled for when the wearer is attacked, and the result subtracted from the damage rolled.

A Player Character or NPC reduced to five Life Points or less is badly hurt and suffers penalties to all actions. A Consciousness Test is required if the Life Points are reduced to zero or less, and a Survival Test if they are reduced to minus ten or less.

The rules also cover Endurance loss for exertion and Essence loss for mental stress and exhaustion.

How does ESP work?
All Player Characters in the Conspiracy X 2.0 – Introductory Game Kit are capable of five basic ESP abilities—‘Hunch’, ‘Intuition’, ‘Ken’, ‘Read Aura’, and ‘Second Sight’. They require a Difficult Willpower Test and if successful, an individual ability cannot be used for a week.

This differs from the full Conspiracy X 2.0 rules where the players have the option to draw Zener Cards as in a real Rhine Test to test psychic ability.

One of the Player Characters in the Conspiracy X 2.0 – Introductory Game Kit has the Clairvoyance Psychic power, and unfortunately, it is not clearly explained how this works in the rules given.

What do you play?
The scenario in the Conspiracy X 2.0 – Introductory Game Kit is ‘Convoy’.In the wake of the Roswell Incident of 1947, the secret organisation whose brief during World War 2 has been to monitor Nazi occult activities, split over how it would handle the increasing activities of extraterrestrials on Earth. Both claim to want to protect the USA and the world from both alien and paranormal threats. They just differ in how they wanted to achieve this. Aegis works to monitor alien activities and study their physiology, technology, and psychology, whilst developing the means and methods to combat the aliens as a threat. The National Defence Directorate has made treaties with the aliens that has allowed the abduction of human subjects, genetic experimentation, sabotage, and espionage. In return, the National Defence Directorate has received advanced technology from the aliens. Unfortunately, the rivalry between Aegis and the National Defence Directorate has festered and developed to the point where encounters between the conspiracies are often lethal. ‘Convoy’ is one of these encounters.

In ‘Convoy’, the Player Characters’ Cell is activated to protect and transport a recovered alien spacecraft to the Groom Dry Lake Research Facility. Another Aegis Cell has already recovered the spacecraft from a National Defence Directorate team and the Player Characters are directed to meet the other Aegis Cell survivors. This is a challenging scenario. The National Defence Directorate agent assigned to track them down is ruthless and has access to extensive resources to bring to bear on what quickly turns into a manhunt in which the Player Characters may end being identified as wanted criminals. The scenario can start wherever the players have decided their characters’ Cell is based (or it can start anywhere on the continental USA). Expect state police chases, watchful toll booth operators and seemingly innocuous weighing stations, biker gangs paid to do the dirty, and even abductions by the Greys—depending upon how the players and their characters decide to transport the downed spaceship. The players and their characters have free as how they approach the problem, but they will definitely need guile and some luck as well as brute force to get their truck and its cargo to its destination.

Is there anything missing?
Yes. The
Conspiracy X 2.0 – Introductory Game Kit has everything the Game Master and her players will need to play, except for the full rules for use of the Clairvoyance by the Psychic Player Character. The Game Master will either need to access the full rules for Conspiracy X 2.0 or make up the rules on the spot.

Is it easy to prepare?
Yes. The
Conspiracy X 2.0 – Introductory Game Kit is easy to prepare, although an example of combat would have helped, as would clearer explanations of the Player Character Psychic’s ability.

Is it worth it?
Yes. Although there are elements missing from the Conspiracy X 2.0 – Introductory Game Kit, this is a simple, but tough, action-packed challenge for any group of players and their characters. The bad guys of the National Defence Directorate are desperate to recover their lost alien spaceship and will go to almost length to get it back. The scenario sharply showcases the rivalry between the two agencies in what could be a desperate fight for survival.

The Conspiracy X 2.0 – Introductory Game Kit is published by Eden Studios, Inc. and is available to download here.

Saturday, 15 March 2025

A Conjunction of Conspiracies

For many, their first expose to the world of Lovecraftian investigative horror and conspiracy that is Delta Green would have been the scenario, Puppet Shows and Shadow Plays, which appeared in the Delta Green sourcebook published for use with Call of Cthulhu by Pagan Publishing in 1997. However, it was not the first scenario for Delta Green. That was Convergence and if On the Trail of the Loathsome Slime is not only one of the most important scenarios ever to be published for Call of Cthulhu and certainly the one with the best ever title, then Convergence is certainly its equal, in importance, if not the humour of its title. On the Trail of the Loathsome Slime, published in 1983 by Games Workshop, based on the article, ‘Cthulhu Now! - Call of Cthulhu in the 1980s’ which appeared in White Dwarf #42 (June 1983), followed by ‘Cthulhu Now! - Part 2: Mini-Scenario outlines for Call of Cthulhu in the 1980s’ in the next issue, introduced the concept of roleplaying in the modern day for Call of Cthulhu. Up until that point, scenarios and campaigns had been set in the Jazz Age of the Roaring Twenties. With On the Trail of the Loathsome Slime, players could have their Investigators encounter the Cthulhu Mythos in the world that they were familiar with, that is, their then here and now. If On the Trail of the Loathsome Slime updated Call of Cthulhu, then Convergence not only updated it by another decade, but it also introduced both an entirely new way of playing it and an entirely new reason to play it. In introducing Delta Green, what Convergence did was give a reason as to why the Player Characters are investigating the Mythos, that they are both investigating and covering up evidence of the Mythos.

Convergence, though, was not widely available when first published. This was in the pages of The Unspeakable Oath, Issue 7, published in the Autumn of 1992 by Pagan Publishing. Originally published for Call of Cthulhu, Fifth Edition, Arc Dream Publishing [has since updated the scenario for use with Delta Green: The Role-Playing Game. The scenario begins in September 1996, after the FBI and Georgia state troopers arrest Billy Ray Spivey, a teenager who has been on a strangely reluctant rampage, robbing gas stations and killing an attendant with punch, in pain, and fleeing his family after killing his father. Medical analysis of the teenager reveals that the muscles in his arms and legs have been entirely replaced with a strange tissue that mimics human muscle, but possesses non-human characteristics, and his arms and legs are covered with microscopic scars. This occurred after he disappeared for two days some nine days ago. The contact for the Agents—as the Player Characters in Delta Green: The Role-Playing Game—assigns them to travel to Spivey’s hometown of Groversville, Tennessee, investigate what happened to him and find out who or what performed the surgery on him.

The Player Characters are Federal Agents, but for this operation go undercover conducting an investigation into Spivey’s drug connections. Their investigation should be as low key as the town is sleepy and quiet, there being an air of melancholy to the place. In the course of their investigation, the Agents will discover classic signs of UFO activity—signs of abductions, cattle mutilation, and more… Then, Convergence really puts the knife in. The Agents are given a means of detecting the cause of Spivey’s condition and it is everywhere… If that is not enough, Convergence takes a firm grip of the handle of the knife and gives it a hard twist or two. Not only are the Agents being monitored—not once, but thrice over, by agents human and inhuman, and cowboy media ready to put them under the spotlight. In both ways, Convergence quickly amplifies its horror and the horror in which the Agents find themselves in. It serves this up in a couple of really great set-pieces, one of which will put the players off from going into motel bathrooms for life! There really are some scenes in the scenario which are going to make the players go, “Oh shit!” This is an indication of the quality of the writing, combined with the quality of the ideas underlying Delta Green. Ultimately, the play of Convergence boils down to two things. One is surviving. The other is surviving and conducting a successful cover up of the investigation. Both are incredibly challenging and there is high chance of a total party kill in the scenario.

If there is an issue with Convergence it is the television series, The X-Files. Both the setting of Delta Green and The X-Files deal with similar subjects and feel similar. However, Delta Green predates The X-Files, but nevertheless, Convergence very feels like an episode of the television series. A very nasty episode. Any player who goes into the scenario thinking that it was going to be like the television series would have received a big shock.

Physically, Convergence is superbly presented in the standard style for Delta Green: The Role-Playing Game. The artwork is also great, as you would expect from Dennis Detwiller.

Convergence is short, no surprise given its original appearance as a scenario in a semi-professional magazine. But it packs a punch—quite literally. Convergence was a great introduction to the conspiratorial world of Delta Green in 1992, establishing the pattern for Delta Green operations and scenarios for decades to come. It is still a horrifyingly scary three decades on…

Saturday, 22 February 2025

When the Wind Walks

Something strange happened in Willis, Alabama at 1:43 am on December 22nd, 1998. The temperature dropped from a typical seasonal average of 3 degrees Celsius to -30 degrees Celsius for a total of four hours. Every person, every creature, is dead. Frozen to death. Is this evidence of an extraterrestrial incursion? Is it freak weather, perhaps a recurrence of a local phenomenon known as ‘Jack Frost’? Or it something else. Above all, what can be learned from it? The authorities want to know. Authorities deep with the U.S. government want to know and they will kill to keep it a secret including even their own staff. Scientists, drawn from an ultra-classified UFO research project, are assigned to investigate the freak incident. They are part of the infamous MAJESTIC programme, specifically PROJECT PLUTO from the top-secret labs at Area 51, supported by the pararescuemen and pilots trained to recover alien technology from OPERATION BLUE FLY, with security provided by NRO DELTA, the lethal ‘men in black’ who keep America’s secrets from America itself. On the ground they will come to realise that what they are examining lies beyond the scope of PROJECT PLUTO and as the weather oscillates, sending temperatures unnaturally plummeting and nerves soaring, events around them exacerbate the growing sense of fear and paranoia. Can the scientists of PROJECT PLUTO discover the cause of the frigidly deadly ‘Jack Frost’ incidents and prevent it from escalating before their own security turns on them? Christmas this year is certainly going to be one to remember—if they survive!

Jack Frost is a scenario published by Arc Dream Publishing for Delta Green: The Role-Playing Game. This is the modern roleplaying game of conspiratorial and Lovecraftian investigative horror with its conspiratorial agencies within the United States government investigating, confronting, and covering up the Unnatural. In traditional scenarios for Delta Green: The Role-Playing Game set in this period, the Player Characters are members of Delta Green, the organisation, at times official, but in 1998 unofficial and regarded as an antigovernmental conspiracy, dedicated to investigating the Unnatural, limiting its effects, and preventing the wider public from becoming aware of it. Not so in Jack Frost. In Jack Frost, the Player Characters are scientists working for MAJESTIC and PROJECT PLUTO and United States Air Force personnel from OPERATION BLUE FLY. This puts them on the other side, though their enemy is not the itinerant members of Delta Green, but a combination of themselves, their own security, and what they encounter on the cold nights in the Yellowhammer state.

Jack Frost is a one-shot scenario designed to be played in two to three sessions with six pre-generated Player Characters, four of whom are scientists and two of whom are United States Air Force personnel. It is played out over the course of three days and three nights in the lead up to Christmas Day. Potentially, if there are any survivors, their experiences as part of Operation WEATHERWATCHER may drive them to switch sides and begin working for Delta Green rather than MAJESTIC. However, Jack Frost is a challenging scenario—in fact, a very challenging scenario—and the likelihood of the Player Characters surviving beyond the events in Alabama, let alone in the long term, is low. Anyone surviving long enough to work for Delta Green following an operation a la Control Group is going to be a very remarkable individual and it is going to take a lot of skill and luck upon the part of his player.

Jack Frost begins with the Player Characters being transported to Willis, Alabama, where the scenario proper opens with a briefing. By the standards of Delta Green: The Role-Playing Game, it is an incredibly extensive and detailed briefing, the wealth of knowledge presented to the players and their characters a radical contrast to that normally given Delta Green agents. What it highlights, even as it threatens to overwhelm the players, is the means and resources that MAJESTIC has to hand with its extensive governmental funding, whereas Delta Green is operating with virtually no budget! However, with that budget comes not just responsibility, but also oversight. In the case of Operation WEATHERWATCHER, quite literally, as there will be a two-man team assigned to the Player Characters from NRO DELTA to provide security, obviously to protect them and and the operation, but also to watch over their actions every day. As the scenario progresses and events get weirder and weirder, this need to watch the actions of the Player Characters transforms into paranoia. The situation is not entirely hopeless for the Player Characters though, as a combination of their persuasiveness and their knowledge, they may be able to convince them that their actions are the right ones...

Over the course of the three nights, the situation gets worse and worse. There are some truly horrible moments in the scenario as you would expect, some of which make you glad that it is a one-shot. The threat faced by the Player Characters is Itla-shua, the ‘wind walker’ of the far north, whose presence is felt nightly until the temperatures are cold enough to facilitate an appearance. Meanwhile, his children rise and if not stopped, will go on a rampage that might not end, but occur again and again in deep winters for decades to come. Stopping his coming and then banishing him is very, very difficult. The situation has to play out in a certain way and things have to go right for the Player Characters. There is definitely no guarantee that this will happen and there is the strong possibility of failure and death for all concerned.

Structurally, Jack Frost feels tightly constrained with its time limits and difficult choices made all the harder by the fact that the Player Characters will often need to get permission to follow them through. The information dump at the start of the scenario is daunting and the two Player Characters who are not scientists, but United States Air Force personnel, may initially find themselves with relatively little to do. As the action picks up on subsequent nights, this changes when they may become vital to the survival of everyone. There is scope for the players to each roleplay a secondary character, again from amongst the United States Air Force personnel, as they are better suited to the action scenes in the scenario.

What marks Jack Frost out as a very different scenario for the Delta Green: The Role-Playing Game is not just the fact that the Player Characters are members of MAJESTIC, but that it is a science horror scenario. It is science that drives the Player Characters to investigate the Unnatural and only late into the their investigative efforts do they realise that what they face is beyond science or even beyond the remit of MAJESTIC with its obsession with obtaining the advanced technology of the Greys. Nevertheless, they have to rely on the scientific process, which lies outside the traditional means of investigating Lovecraftian horror and Lovecraftian investigative horror roleplaying games. As a consequence, both the Handler and her players need to make some adjustment in conducting the investigation and reading the majority of the handouts that take the form of instrument and sensor readouts. This is not to say that there are no traditional handouts, such as newspapers or letters, but they need to be searched for whilst under the watchful eyes of NRO Delta agents.

Physically, Jack Frost is very well done. The artwork is excellent, for the most part, and the handouts are all equally as good.

MAJESTIC has always been portrayed as the villain in the Delta Green: The Role-Playing Game and Jack Frost is no different. Except that the players get to see this from the inside, by roleplaying members of the programme who believe in its aims and know that it is doing the right thing. Their experiences in Willis, Alabama will change that outlook—if they survive. Jack Frost takes Delta Green: The Role-Playing Game through the looking glass to discover just how mercilessly cold it is with a shocking, frigidly difficult investigation.

Saturday, 9 November 2024

Mother’s Madness

A young woman suddenly moves from Birmingham, Alabama to the Vermont hills in the middle of the night, in the space of an hour—as indicated by her smartwatch. To the local authorities it looks like youthful activities—likely something drug related—gone wrong at best, an abduction at worst, the young woman seeming to have wandered out of the hills where the local kids like to party. Probably the former. To the members of Delta Green, the secret organisation with the U.S. government, it looks like something worse. It looks like signs of the Unnatural. Agents are quickly dispatched to the small-town hospital where the young woman, an African American student at university in Alabama, appeared so mysteriously. Their assignment is to investigate and potentially, negate an occurrence of the Unnatural before it even happens. From the start this is a challenging investigation. The Agents will need to develop a sufficiently strong reason for their being there and conducting an investigation. The victim, Robyn Bullock, seems profoundly shocked by the experience and there is something just a little odd about her experiences. By the time her family arrive, the initial difficulty of the investigation ramps up. They will not deal easily with strangers and whilst they will deal with Federal law enforcement, such is their distrust, they do it under strict circumstances. It is this lack of distrust in the Federal government and in law enforcement that runs through the rest of the investigation.

This is the set-up for Presence, a scenario published by Arc Dream Publishing for Delta Green: The Role-Playing Game. This is the modern roleplaying game of conspiratorial and Lovecraftian investigative horror with its conspiratorial agencies within the United States government investigating, confronting, and covering up the Unnatural. There are no specific requirements in terms of the Agents needed to play it, though strong interpersonal skills are going to be useful given the reaction that the Agents will receive during parts of the investigation. The investigation will switch from Vermont back to Alabama, which effectively means that the Green Mountain State is a diversion should the players surmise that its location suggests the involvement of the Mi-Go. What the Agents should learn is that Robyn has an interest in the New Age, astrology, and modern Wicca, and here the scenario is particularly modern in what they have to investigate—her social media presence. This will enable them to discover other several women in the same Facebook community who appear to have suffered similar situations to Robyn, and begin to close in on a suspect. The investigation is rich and superbly detailed and will take them into rural Alabama and take on a more physical nature.

If the players and their Agents have found the investigation difficult to date due to distrust of the Agents, it gets worse, as some of the inhabitants actively hate the Federal government and will not help the Agents at all. When they track down the culprit, it is effectively a ‘kill house’, but one infused with the Mythos as well as booby traps. It is a very nasty end to a difficult investigation.

This is a scenario that will directly change at least one of the Agents, such is the trauma and power of Robyn Bullock, and the scenario includes rules for that and the way in which they will be changed. These are psychic rituals, and there are six of these described. They include Apportation, Divination, Psychic Intrusion, and so on, and they all require the expenditure of Will Points and Hit Points to empower. This is in addition the Sanity loss involved too.

One of the issues with Presence is with the number of the NPCs who loath the Federal government and law enforcement. This makes for good roleplaying, but it will not be familiar to audiences and gaming groups outside of the USA. For example, one of the NPCs is described as a “Deranged dominionist and sovereign citizen”. Non-American audiences are unlikely to understand what this is and perhaps time and space could have been found in the scenario to explaining it.

Physically, Presence is well done. The artwork is excellent, though unfortunately the maps, done on aerial photographs with swathes of green forest are slightly difficult to read.

Presence is a really tight investigation bookended by some really weird nasty encounters with the Unnatural. At least one Agent will come away radically changed and some may not survive the final encounter, and that is to be expected for Delta Green: The Role-Playing Game.


Friday, 12 July 2024

Awful Artefacts

Delta Green: ARCHINT is a supplement, for Delta Green: The Role-Playing Game. Published by Arc Dream Publishing, this is the modern roleplaying game of conspiratorial and Lovecraftian investigative horror with its conspiratorial agencies within the United States government investigating, confronting, and covering up the Unnatural. Delta Green: ARCHINT details some of the the conspiratorial agency’s worst, vilest, deadliest, and most insidious of objects its investigating Agents have discovered, recovered, examined, and in some cases, hidden away lest exposure to or experience of, drive others to kill, simply disappear, and ultimately lose their minds. The world of modern law enforcement and espionage both rely upon intelligence. Some analysts develop signals intelligence or SIGINT. Some develop human intelligence, HUMINT. Delta Green deals in both, as well as a third type of intelligence—archaeological intelligence. Delta Green: ARCHINT is a supplement for the conspiratorial agency’s worst, vilest, deadliest, and most insidious of objects its investigating Agents have discovered, recovered, examined, and in most cases, hidden away lest exposure to or experience of, drive others to kill, simply disappear, and ultimately lose their minds. These are objects which seem to run counter the laws of physics—let alone mathematics, come from beyond history, and defy ordinary classification.

Delta Green: ARCHINT details eleven items, some new to print, others drawn from previous scenarios. Some are modern, some are not.
The collection opens with ‘The Amulet of the Ai-Apa’, one of the two items in the collection seen in an actual scenario for Delta Green: The Roleplaying Game, in this case, Delta Green: A Victim of the Art. Depicting the twin figures of a man and an intertwined flying beast, this is a meso-American artefact that willingly or unwillingly summons a deadly servant. The other is ‘The Stone of Yos’, from Delta Green: Sweetness, a large blob of obsidian which lets the user connected to it to ‘summon’ a shadowy figure. These are not the only commonalities that run throughout the supplement. ‘The Hunahpú Mask’ is also of South American origins, Mayan this time, and shaped like an over-size human skull, which of course, is deadly to anyone who spends time wearing it. Like ‘The Stone of Yos’, another item which seems to take the user inside itself is ‘The Gowdie Shape’, a green, metal dodecahedron with connections to seventeenth century Scottish witchcraft, that defies mathematical and spatial analysis. Once inside, the user is sorely tested. Similarly, ‘The Mironov Object’ defies analysis, a four hundred pound of unknowable metal that dangerously enhances and energises the user’s mathematical visualisation skills to the point where they begin to resemble reality. Two entries are more modern, one with a shockingly hidden purpose, the other a hidden purpose. Both are constructs of a kind. ‘The Kurville Executable’ is the former, an email-delivered virus that when seen on the screen inflicts what appears to be epileptic seizures so traumatic, that they physically injure the viewer. Their effect is so deadly, the files are physically stored under lock and key with numerous warnings on them. Several artefacts are stored like this by Delta Green, though in some cases the methods of secure storage are laughingly quaint by modern standards. The other constructed item is ‘The Reneteur Device’, an oddly anachronistic computer that tracks the activities of the Great Race of Yith throughout time and space. If only the Agents could decipher the device’s purpose, it could track the Great Race of Yith operatives down and discover what it is they are up to.

Of course, not all of the objects detailed in Delta Green: ARCHINT share such commonalities and where they do, it does not means that they are connected. In fact, as written they are not connected at all. What they do have in common though, is a high level of detail and description that will help the Handler describe them and how they work—or at least what happens when an Agent begins poking around in and about them. The detail and the description includes the known history of each device and how each came into possession of Delta Green. There is more than enough description here to help the Handler bring each and everyone of them into life, whilst also leaving some room for the Handler to add details to the history of each item as she wants. Many of the descriptions, though, will have the Handler repressing a feeling of shock or disgust, whilst also being amazed at how bizarrely inventive they are in detailing each item.

Physically, Delta Green: ARCHINT is well done, although it does need an edit in places. The artwork is as excellent as you would expect for a supplement for Delta Green: The Role-Playing Game.

Delta Green: ARCHINT is a good collection of thoroughly nasty objects and artefacts with histories both fearsome and foul. Yet that is all it is. Despite the rich detail accorded to every one of the eleven entries in the supplement, that is all that Delta Green: ARCHINT is. Of course, a Handler is going to be able to use that detail to create cases for her players and their Agents to investigate, but there are no scenario hooks given that might have helped. Equally, there is no broader background to how Delta Green as an organisation handles objects such as those detailed in the pages of Delta Green: ARCHINT or how its experts go about investigating them. For although the title of the supplement is Delta Green: ARCHINT, there is no discussion of the ‘ARCHINT’—the archaeological intelligence—of the title. That is a bigger missed opportunity than the lack of scenario hooks. Ultimately, though, the Handler is not going to be disappointed with the horrible objets d’art on show in Delta Green: ARCHINT—vile, murderous, tempting, and worse.

Saturday, 15 June 2024

Heaven & Hell

The Religious Crimes Task Force is a shitshow, a dead end for any federal agent with ambitions or hopes of a better career. Established by Attorney General Jeff Sessions to investigate and prosecute fraud and abuse in tax-exempt religious institutions, in effect it does no such thing. Instead, it alerts religious organisations that they are running foul of the law and might be in danger of having charges brought against them by the Federal authorities. Attorney General Jeff Sessions and the head of the taskforce would not have it any other way as it prevents the government’s ‘persecution’ of white Evangelical Christians. For its investigators, it means rolling into small towns across the USA, investigating some small church and its congregation, and discovering that yet one more fringe, possibly cult-like organisation is effectively harmless. The Religious Crimes Task Force is effectively a smokescreen, but it is a smokescreen that Delta Green can take advantage of. It can flag up reports that suggest a religious organisation might be breaking the tax laws, but which to its analysts’ eyes might be connected to an Unnatural threat, and then have Federal agents wholly unconnected to the Delta Green program investigate, and if they uncover anything worthy of Delta Green’s attention, then it can send in its own experienced agents to deal with the issue. If the investigating agents survive the experience and are judicious in their reporting of it, then they may be suitable for recruitment. It is thus a smokescreen not once, but twice.

This is the set-up for Meridian, a scenario published by Arc Dream Publishing for Delta Green: The Role-Playing Game. This is the modern roleplaying game of conspiratorial and Lovecraftian investigative horror with its conspiratorial agencies within the United States government investigating, confronting, and covering up the Unnatural. It is ideally used as an introductory investigation with perhaps two or three Player Characters. To that end it includes three pre-generated Player Characters—two Agents and an optional character. The Two Agents consist of an FBI agent and an IRS investigator, whilst the optional character is a local social worker, who can either be a Player Character or an NPC. All three are possible recruits to Delta Green, the social worker as a Delta Green friendly. This set-up is not dissimilar to Control Group, the anthology of scenarios designed to create a pool of diverse Delta Green agents with varied origins and introductions to the Unnatural who can then go on to conduct investigations in secret for the conspiratorial organisation. So, Meridian can be used as an addition to that supplement or as a means to explain the addition of new agents to a campaign. To that end, the Unnatural element to the scenario is surprisingly low key.

The scenario is nominally set in the summer of 2018 as the Agents roll into Joplin, Missouri where the Kansas-Missouri-Oklahoma borders meet. They have been assigned to investigate Holy Light Ministries, which files taxes as both a church and shelter for troubled youth, but does not own any property, has just the one officer, the church leader, Daniel Boone Keeler, and uses a mailing address that is actually that of Keeler’s mother. Keeler himself has a criminal record of petty offences going back years, but that halted in 2011. The question is, is Keeler just some small-time preacher and hustler on the make or is there actual legitimacy to his church. The answer to that is yes, there is actual legitimacy to his church, but this being a scenario for Delta Green: The Roleplaying Game, not in any way that you would think was anything other than Unnatural.

Just as the three states of Kansas, Missouri, and Oklahoma seem to overlap, so do the jurisdictions that the Agents have to work. So not just Federal law enforcement, but also local and possibly state, and then Missouri Department of Social Services, because not only does Keeler have a long record with both, but his Holy Light Ministries seems to be primarily concerned with ‘troubled’ youths—teenagers and young adults. A malaise lingers over Joplin, a miasma of economic deprivation, hopelessness, improvidence, and drug addiction which the Agents must navigate in the course of their investigation, but as they make progress, they discover that Holy Light Ministries does offer something. Possibly hope, possibly respite, and a sense of joy in god that transcends earthly, pharmaceutical addiction. Not necessarily though a Christian joy in god, since Keeler does not proselytise in the traditional fashion. Even the run down and dilapidated church he operates out of is more a refuge than a place of worship. As the Agents conduct interview after interview, what also comes up is the mention of the ‘Ghostlight’, a local legend which dates back to the 1940s, red-orange ball of light that appears in the skies at night over the woods on the Oklahoma-Missouri border. Is this what Delta Green wanted investigating? Is the ‘light’ of Holy Light Ministries one and the same as the ‘light’ of ‘Ghostlight’?

The underplayed nature of the investigation in Meridian also means that there is a passivity which runs throughout the scenario. In part, this includes the authorities, but it definitely includes Keeler and the Holy Light Ministries as well as the nature of the Unnatural in Meridian. Unlike in other scenarios for Delta Green: The Roleplaying Game, the Unnatural in Meridian is not an active force, but rather one that welcomes you to it and embraces you in hope. This makes it no less dangerous and frightening.

Physically, Meridian is well done. The artwork is excellent, though unfortunately the maps, done on aerial photographs with swathes of green forest are difficult to read.

Meridian is an easy scenario to run, though more so as an introduction to the conspiratorial world of Delta Green: The Roleplaying Game rather than as a campaign addition. It is run through with a meek malleability and horrific hopelessness, both in the Agents’ current assignment and the teenagers of Joplin, that will ultimately lead the Agents coming to realise that any sense of hope is hideously tied to the Unnatural.

Saturday, 20 April 2024

On A Dark Desert Highway

When thirteen people vanish along Highway 70 in the Arizona desert in a matter of weeks, a stretch of road that the press calls it the ‘Devil’s Highway’, local enforcement is at a loss to explain the disappearances. This includes both tribal police—because Highway 70 runs through the San Carlos Apache Indian Reservation—and state police, and so the FBI is called in. Despite the wariness of the local police and the distrust of the local populace, what the agents discover is trail of bloody terror that stretches along the highway and then back across America. Investigating murder site after murder site reveals a determined monstrousness, seemingly inexplicable by normal standards, and weirdness and one implausibility after another. Do the FBI agents have one of America’s worst serial killers on their hands or is there something else going on?

This is the set-up for Puppet Shows and Shadow Plays, a scenario published by Arc Dream Publishing for Delta Green: The Role-Playing Game. This is the modern roleplaying game of conspiratorial and Lovecraftian investigative horror with its conspiratorial agencies within the United States government investigating, confronting, and covering up the Unnatural—the forces and influences of Cosmic Horror—and long-time fans of Delta Green will recognise Puppet Shows and Shadow Plays. This is because it originally appeared in the Delta Green sourcebook for Call of Cthulhu, published in 1997, and was thus for many, their introduction to the world of Delta Green. Then it served as an introduction to the setting of Delta Green and the conspiracy of Delta Green, as well as a recruitment to the latter, and Puppet Shows and Shadow Plays does all three of these once again with this new version. More specifically, this version of Puppet Shows and Shadow Plays serves as an introduction to the setting of Delta Green and the conspiracy of Delta Green, as well as a recruitment to the latter, but as it was in the late nineties, when Delta Green was an off the books, unofficial, and cowboy conspiracy outside of the government, and its enemy, MAJESTIC, was very much inside. This then is an introductory scenario for Delta Green ‘Classic’, one updated to accompany Delta Green: The Conspiracy, the nineties sourcebook for Delta Green: The Role-Playing Game.

The scenario is designed for a small group, as most Delta Green scenarios are. Here, the Player Characters are specifically FBI agents, almost the default Agent background for Delta Green and certainly the most familiar to players. That is really due to familiarity with a big television series of the period, The X-Files, an influence certainly on how the player and the Handler then approached the setting of Delta Green, though notably, not an influence on the designers, since the creation and appearance of Delta Green as an organisation pre-date that of the broadcasting of the series. Another parallel perhaps is with the film The Hidden, but that is lesser known and if there are parallels, then Puppet Shows and Shadow Plays goes in a very different direction to that film, most obviously in the conspiracy of Delta Green and the Unnatural of Delta Green: The Role-Playing Game.

The investigation is relatively straightforward, but rich in details, and the Agents are soon faced by a wealth of clues, often strangely pointed out to by scavengers. What the Agents initially find is a series of both bloody and bloodless deaths along the highway and nearby, but the investigation then telescopes in and out, as first the Agents discover that the trail of death leads back across the USA, and second, outside agencies—what is actually Delta Green and its enemy—take an interest in the case, the latter a very direct interest in the case, and then the identification of the prime suspect sets up a manhunt across the Arizona desert. The investigation is hampered by the distrust locally—both at large and in law enforcement—and the need to be aware of Indigenous American cultural attitudes, and not just because of native attitudes towards to the Federal authorities. Essentially, if the Agents run roughshod over them, they will find that the local Apache tribe will no longer co-operate with them. This takes some careful roleplaying upon the part of the players.

In terms of the antagonists, the alien threat and the seemingly unstoppable killer of the original Puppet Shows and Shadow Plays from 1997 remains the same in the 2024 version. What is different in the new version is the naming of the horror at the heart of the scenario and the development of the presence of the Unnatural in the scenario. This includes tying the scavenger to a particular Unnatural deity and then to a particular figure in the Delta Green Mythos, one whom only veteran players of Delta Green will recognise. Of course, if the scenario serves as the introduction to a Delta Green campaign, then that figure can appear and serve as a callback to Puppet Shows and Shadow Plays.

Puppet Shows and Shadow Plays is designed to introduce the classic period of Delta Green for Delta Green: The Role-Playing Game to the players, and introduce new Agents to the conspiracy of Delta Green. To that end, the Agents are both hounded by NRO DELTA Agents of MAJESTIC and recruited by Delta Green. That said, Puppet Shows and Shadow Plays can be played as a one-shot. For campaigns set in the contemporary period of the core rules for Delta Green: The Role-Playing Game, then it could possibly be run as a flashback, especially if one of the Agents is a veteran of Delta Green. There are notes on running the scenario if the Agents are already members of Delta Green, although sadly, not for adapting it to the modern period of Delta Green.

Physically, Puppet Shows and Shadow Plays is well done. Now in full colour rather than black and white as in the original Delta Green sourcebook, all of the scenario’s illustrations, handouts, and maps have been redone.

Puppet Shows and Shadow Plays has aways been regarded as a classic scenario for the Delta Green setting and after twenty-five years since it was originally published, it still stands up as a great scenario. It has fantastic cinematic pacing to it, especially in the often-desperate action scenes against its antagonist, but it gets up close and personal—especially in the autopsy scenes—where it becomes really creepy and unsettlingly, before leading to desperate action scenes once again. In many ways, Puppet Shows and Shadow Plays set Delta Green up, and it is good have it doing that job once again for the nineties for Delta Green: The Role-Playing Game.

Saturday, 13 April 2024

Psychics Save the Free World!

A line of cars, black, with the Stars & Stripes fluttering from the bonnet. The scene jumps. A cheering crowd, flags in their hands, waving. A band strikes up with the anthem that always announces his arrival. Men in black, sunglasses hiding their eyes, but you know they are looking. Are they looking for you? You look up. The man in the suit. Striding. Waving. Grinning to the crowd, but not to you. The scene jumps again. Looking at the man. Looking at where you are, but from far away. It jumps again. Hands move quickly. They know what they are doing. There is something in those hands. Is it a device? A trigger? A rifle? There is bang. Close to you. The scene jumps. There are screams. People are running. You cannot see the man… Oh my god! Is it real? Will it be real? Will you be there? Fortunately, this is a vision, a premonition, it has not happened. Yet. But it might. Someone really wants to assassinate the President of the United States and that someone is the USSR. Nobody is going to believe you though, nobody except your fellow psychics in the program. Certainly not since the head of the program was killed in a car crash—why did nobody see that coming?—and funding from the US government got cut… Now it is just you, armed with your premonitions, which stands between you and the death of the leader of the free world and the consequences that would have.

This is the set-up for Project Cassandra: Psychics of the Cold War, a roleplaying game of secret government projects and conspiracies in which the psychically gifted, trained as part of a program to spy on the Soviets, are the only ones who know that the President of the United States’ life is in danger. Except, of course, for those involved in the conspiracy to assassinate him. Published by LunarShadow Designs as part of ZineQuest #3 following a successful Kickstarter campaign, it is designed to be played as a one-shot, of the Player Characters responding to the premonition and attempting to prevent it from happening, but it can be played as a longer campaign and it need not be about the assassination of the President. There are plenty of pinch points throughout the Cold War, from the Hungarian Uprising and the Bay of Pigs to the Moon landings and the stationing of Pershing missiles in Germany, which serve as inspiration for Project Cassandra: Psychics of the Cold War.

However, given its subject matter, what inspires Project Cassandra: Psychics of the Cold War is not the obvious cinema and television of the period. So instead of dark psychological thrillers or the constant dread of all too many of those who lived through the era, it takes its inspirations from lighter fare. The question is, what exactly is that inspiration? If not The Manchurian Candidate or The Parallax View, or similar films and television series, the most obvious inspirations, what then? These after all, are not only great cinema, but also great inspiration in terms of tone and atmosphere. Unfortunately, Project Cassandra: Psychics of the Cold War does not include a bibliography and that is a serious failing. So why not dark psychological thrillers or the constant dread? The simple answer is Safety Tools. This is not a criticism of Safety Tools in general. They deserve a place in the roleplaying hobby and they deserve a place in Project Cassandra: Psychics of the Cold War since it is set in the past when negative social attitudes were rife. Yet to ignore the inspirations for its inspiration means that Project Cassandra: Psychics of the Cold War is really doing a disservice to its audience. It should not only have included them, it should have included them as an option and allowed the Game Master and her players to make that choice given the genre of Project Cassandra: Psychics of the Cold War.

A Player Character in Project Cassandra has an Identity, a Background, ten Skills, several Knowledges or areas in which he is an expert, and a single, unique psychic power. The Skills are divided between three categories: Mental, Physical, and Specialist. The Skills can be anything that a player likes, but the Mental and Physical, skills are broad, whereas the Specialist skills are fairly narrow. To create a character, a player assigns a Rank value of one to one of the three categories, and a Rank value of two to the remaining pair. The player assigns four Skills to one category and three skills to each of the other two. The Player Character starts with a single Knowledge. It has no numerical value, but is used once per session to introduce a fact or truth related to the Knowledge into the game.

Identity: Maureen Herslag
Background: Housewife
Premonitions: 14
Mental – 2: Intimidation, Haggle, Chutzpah, Being Nosy
Physical – 2: Cleaning, Look Anonymous, Dodge, Athletics
Specialist – 1: Pistols, Self Defence
Knowledge: Cookery
Power: Yesterday

Project Cassandra uses what it calls the Precognition Engine. To undertake an action, a player must roll six six-sided dice and obtain as many successes as he can. Each roll equal to or under the value of the skill counts as a success. The difficulty and the number of successes that a player has to roll varies between one and seven, the latter being almost impossible. Successes can also be spent to overcome a challenge, such as picking a lock or punching out a senator’s aide/Communist sympathiser, representing both the amount of effort it takes and the amount of time it takes. It might be done in a single action, or it might take several. A failed roll will result in a Player Character suffering a consequence, typically a narrative consequence, but it can also be a condition, such Paranoid or Bloodied. A player can choose to have his character suffer a Condition in order to gain an extra success, meaning that it has come at some cost. A Condition can increase the difficulty or it can make a Player Character’s Premonitions more difficult to use.

A Player Character starts play with fourteen Premonitions. These represent his ability to see the immediate future and can be used to reroll any dice that did not roll successes. They recover slowly, at a rate of one Premonition per night of rest. A Player Character’s tenth and fifth Premonition is special. It grants the Player Character a more detailed vision of the future, specifically about the next scene. A Premonition is also used to activate a Player Character’s power. Most people will be unaware of psychic powers, but some are Nulls, who have no psychic footprint and who can negate a Player Character’s power if it is used directly on them. The conspiracy does employ Null agents as well as psychic agents.

The set-up to
Project Cassandra is intended to be fairly freeform. It begins with the players and the Game Master building a conspiracy. Together they create an Opening Vision and answer some Conspiracy Questions. This should set the era, the nature of the conspiracy, and so on. Typically, this will involve the assassination of the President. For example, ‘How will the President be killed?’, ‘Where will the attack take place?’, and ‘Why will the world believe you are responsible?’. Project Cassandra incudes some sample questions, an example of play, and good advice for the Game Master on running the game and what Safety Tools to use. There are notes too on running longer term conspiracies—longer than four sessions—but they are fairly brief.

Besides five ready-to-play Player Characters,
Project Cassandra includes two Mission Profiles, also ready to play. The Opening Vision of ‘Ich bin ein Berliner’ sees President Kennedy assassinated in Berlin in June 1963, and starts with a bang for the Player Characters, whilst ‘The Dark of the Moon’ is pulpier in tone, asking the Player Characters to confront what hidden secrets Apollo 12 brought back from the Moon. Both come complete with questions to set the stakes and details of the conspiracy.

Physically, Project Cassandra: Psychics of the Cold War is generally well presented and nicely illustrated. However, it could have been much better organised and it takes a while to work out quite what is going on. Once done, the roleplaying game is easy to grasp. The other aspect of the roleplaying game which could have been made clear on the cover is the fact that it is a storytelling game.

Project Cassandra: Psychics of the Cold War is in need of a bibliography and really some general background about the period, because not everyone is going to be familiar with it. However, for those that are, Project Cassandra: Psychics of the Cold War does have an enticing set-up. That though is far as it goes, for Project Cassandra: Psychics of the Cold War is storytelling game, and the uncovering of the conspiracy and the prevention of it coming to fruition as well as the set-up depends on both players and Game Master working together. For the most part, Project Cassandra: Psychics of the Cold War is best suited for a group which has some experience with storytelling roleplaying games and some understanding of the period.

Saturday, 16 March 2024

A Hoard of Heresies

In 1307, the Poor Fellow-Soldiers of Christ and of the Temple of Solomon, commonly known as the Knights Templar, were summarily attacked and arrested by French forces, on orders from King Philip IV of France with permission from Pope Clement V. It marked the beginning of the end of the order, which for two hundred years had dedicated itself to protecting Christians making their pilgrimage to the Holy Land. Its leaders would be tried for heresy, but before the arrest their arrest in Templar’s Parisian stronghold, the Enclos du Temple, they would issue one final set of orders: the last Templars were to take the secrets of the order to safety. They would be the last thirty to escape the fallen stronghold and theirs would be a perilous journey across Europe in search of sanctuary, harried all the way first by forces loyal to King Philip, and then the Inquisition. Their story and their efforts to find sanctuary, perhaps in the process discovering the true secrets of the Poor Fellow-Soldiers of Christ and of the Temple of Solomon, are told in
Heirs to Heresy: The Fall of the Knights Templar, a roleplaying game published by Osprey Games.

Heirs to Heresy: Faith & Fear is the first supplement for Heirs to Heresy. That roleplaying game is essentially a toolkit to run a single type of campaign, one that tells of the Player Character Templars’ flight away from Paris to a sanctuary, whichever one that is… Heirs to Heresy: Faith & Fear is a companion volume, providing a range of support and content that adds to that toolkit, thus giving the Grand Master more options to enhance her campaign or even run a new campaign. The supplement includes the advice and warning from the core rulebook about dealing with the negative aspects of both history and the portrayal of the Knights Templar, before getting on with the new content. The first of which is three new knightly orders—the Order of the Holy Sepulchre, which was concerned with protecting and ensuring the sanctity of the holy sites; the Knights Hospitaller, which operated hospitals for the benefit of pilgrims; and the Order of Saint Lazarus, Leper Knights who aid commoners who have been harmed or hurt. Each Order has two special abilities. For example, a Knight of the Order of the Holy Sepulchre has ‘First Among Equals’ and ‘Secure the Holy Spaces’. The first of these gives the knight an advantage when dealing with other orders because the Order of the Holy Sepulchre is the oldest order, has precedence, and reports directly to the Pope, whilst the second increases their Damage Reduction when defending a sacred or consecrated sites. The inclusion of these three orders open up Player Character and NPC options, and perhaps because none of the three orders have been arrested by the French King and accused of heresy, also perhaps as a more general roleplaying game involving militant orders rather than one dealing with the last actions of the free Templars.

Heirs to Heresy: Faith & Fear does include a fourth order, the Teutonic knights. They are not, though, included as a Player Character option, but as NPC villains. Several options are suggested as to why, from Teutonic Grand Master simply coveted the Templar wealth to the Teutonic Order having been corrupted by some dark influence. However, as a possible ally, a location somewhere in the Teutonic Order’s lands might become the sanctuary that the Player Characters are trying to reach and that lends itself to a campaign with a Gothic feel located in Eastern Europe.

‘Modes of Play’ gives rules for solo play or play without a Grand Master. This includes the ‘Yes/No Oracle’, a simple means of resolving player choices, and tables of Action and Theme options to inspire and prompt the player. A set of tables, based on their Health level, whether Full, Halved, or Quartered, provides random actions in combat for NPCs, whilst another provides reactions out of combat. A further set of tables enable the Grand Master to create a conspiracy and the basis of a campaign using the content in this supplement and the core rulebook.

In Heirs to Heresy, a Player Character Knight can bring his faith and commitment to bear on a situation. To reflect this, he has Faith points to spend on various effects, including adding his Faith Attribute to a single Test, damage total, or reducing incoming damage by the same, to reroll a single Test, and if they factor into a campaign, power esoterica, Gifts, and Relics. Heirs to Heresy: Faith & Fear adds an option for using Faith called ‘Acts of Faith’. These include ‘Acts of Exorcism’, ‘Acts of Foresight’, ‘Acts of Healing’, and ‘Acts of Sacrifice’, the latter enabling the Player Character to protect a fallen ally against a grave threat. All four ‘Acts of Faith’ require the expenditure of a point of Faith and a may require a Religion skill test. The converse, ‘Acts of Fear’, including ‘Acts of Deceit’, ‘Acts of Incitement’, and ‘Acts of Violence’, require Corruption points, which are gained for committing sins, to be used. It is possible for a Player Character Knight, to be corrupt and have fallen from the Grace of God, and use these ‘Acts of Fear’. However, should such a Knight become too corrupt, there will be no way back for him to the Grace of God, and he becomes an NPC under the control of the Grand Master and likely a major threat to the Player Characters.

‘Strongholds and Sieges’ adds rules for building bases, such as castles and fortifications, and then laying siege to them. These include natural caverns, towers, and new fortifications, and a stronghold has actions of its own that the players can trigger. This can be to Fortify, Repair, or Upgrade the structure, Hire an employee (such as a Blacksmith, Builder, or Priest), Rest, or spend time in Introspection. Rest grants temporary Stamina points and Introspection points to spend on advancing Faith. Strongholds have Traits of their own, such as Famous, Gnostic Monastery (which grants an esoteric benefit), Living(!), and even Religious Sanctuary. The Siege rules are an addition to the Mass Battle system and are fairly quick and dirty, the aim being to reduce the Army Strength of one side to zero. Both Attacker and Defender have a limited number of options—Assault, Resupply, Sabotage, or Starve Out for the Attacker and Fortify, Repair, Sally Forth, and Smuggle in Supplies for the Defender, but can undertake four actions per day. There is room too for Player Character actions and roleplaying too, but the rules are quick and simple.

At the core of Heirs to Heresy are the relics, one of which the Player Characters are attempting to get from Paris to sanctuary. The choice can determine certain aspects of the campaign, such as how Faith interacts with the Player Characters. The four here are the Ark of the Covenant, the Head of Saint John Baptist, the Turn Shroud, and the Spear of Longinus. For example, the Ark of the Covenant will slay the unfaithful, grant insight and Faith for a battle, and if unlocked, that is, a Player Character attunes to it, it grants further Faith. Of course, it is relatively large and so not easy to transport. Each one of these four is major Christian relic and will really affect the nature of a campaign.

As well as the relic they are charged with protecting, the Player Characters may have access to another resources, that of the Templar spy networks to be found in the cities and towns across Europe. Most obviously, they could be used to provide safehouses as the Player Characters flee from Paris, but they can also provide supplies and information, and perhaps they can actually be made greater use of if the Player Characters establish a stronghold and want monitor or weaken the forces hunting for them. There are tables too for creating NPCs and their personalities, for exploration and the weather, and a host of new enemies, mobs both supernatural and mundane, and supernatural foes such as the Basilisk, Maddening Mist, and Warlocks or Witches.

The supplement also comes with four adventures of varying length and complexity. ‘The Wolfcairn’ finds the Player Characters camping somewhere deep in the forest when they begin to be stalked by a massive wolf that is more than it seems; in ‘The Basilisk’s Den’ they visit a tavern of that name looking for a connection to the local Templar spy network and run against all manner of NPCs with their own interests; in ‘Last Stand’, the Inquisition has caught up with the Player Characters who will have to hold them off, perhaps giving one of their number to make a desperate final defence of the others; and lastly, the ‘Cursed Brothers’ interlude gives the Player Characters a chance for respite at a Templar castle, but their fellow brothers turn out to be as bad as King Philip IV of France claimed the order to be. All four scenarios are easy to run and include pointers on their set-up descriptions of locations and NPCs, and both consequences and possible complications. They are all relatively easy to drop into a campaign. Lastly, the supplement includes another three pre-generated Player Characters, one for each of the new orders given at the start of the book.

Physically, Heirs to Heresy is cleanly and simply presented. The book is easy to read and the artwork is excellent.

Heirs to Heresy: Faith & Fear is not absolutely necessary to play a campaign of Heirs to Heresy. What it does do though, is provide a range of options and rules that can be used to expand the Grand Master’s campaign. The new scenarios are the easiest to use, each one readily dropped into a campaign, whilst the rules for spy networks, sieges, and ‘Acts of Faith’ require more effort and perhaps certain situations to arise to be fully useful. Overall, Heirs to Heresy: Faith & Fear widens the number of options that the Grand Master can choose from when planning her campaign and when making it more exciting in play, so making it useful for any Heirs to Heresy: The Fall of the Knights Templar campaign.