Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Osprey Publishing. Show all posts
Showing posts with label Osprey Publishing. Show all posts

Saturday, 9 May 2026

Age of Athena II

It is an age of chaos. The once mighty city-states of Greece have become isolated refuges, sanctuaries against the monsters and creatures and bandits and undead that roam beyond their walls, preying upon the weak and ravaging the land. In response, the people cry out for help and beseech the gods of Olympus. Yet only one of their number hears their cries and only a handful of men and women answers her appeal for heroes. She is Athena, the Greek goddess of wisdom, strategic war, handicraft, and the city, the daughter of Zeus who sprang from his head fully formed. They are the Demigods, born of divine and mortal parentage and so granted some of the gifts of the gods and they stand fast, ready to answer the hollering for help, the need to fight the legendary monsters of the age, to protect the innocent and the helpless, and to seek out adventure. This is the set-up for Warriors of Athena, a skirmish scale miniatures wargame from Osprey Games. Written by the designer of the highly regarded Frostgrave: Fantasy Wargames in the Frozen City, it is a game in which a player creates a Warband, consisting of a Hero and several Companions, the number ranging between one and seven (depending upon the number of players, the more players, the fewer the number of Companions in a Warband), and takes them on quests set by Athena. What is notable about Warriors of Athena is that it is not designed to be adversarial, that is, one player or more players playing against each other as is traditional in miniature wargames. Instead, it can be played in one of four modes. First, it can be played in Solo mode against the game itself, with the player controlling his miniatures and the actions of the monsters and other threats as well as when random events taking place being determined by the rules. Second, it can be played co-operatively, with two or more players and their Heroes and Warbands working together to complete a quest. Third, it can be played with an Oracle. This is another player who will control the actions and movement of any threats as a referee. Fourth, the Oracle not only controls the actions and movement of any threats as normal, but also runs scenes in between which do not take place on the table of terrain where all the action happens. Instead, they are run in the theatre of the mind in the same way that a roleplaying game would be run. In the latter mode, Warriors of Athena develops one of the particular aspects of skirmish level miniatures wargaming, which is the strong identification that a player will develop with the members of his Warband. The Hero and his Companions will grow and change as result of their successfully fulfilling Quests and so will a player’s investment in them.

At the core of the game are two books, both needed to play. Warriors of Athena: Heroes gives the core rules for the game, including how to create a Warband consisting of the Hero and his Companions, running combats, and handling campaigns and rewards. Warriors of Athena: Quests explains how to create and run Quests, and provides a bestiary of threats and four ready-to-play multi-scenario campaigns.  In addition to the rules, a player requires miniatures, both to represent his Warband and monsters and creatures, some terrain and buildings such as temples, a pack of ordinary playing cards, a twenty-sided die, and a play area, roughly thirty inches square. Warriors of Athena can be played using any scale miniatures and miniatures from any manufacturer (though North Star Military Figures does manufacture a range of miniatures to support the rules). The introduction explains all of this and a bit more, gently pushing players to play the game with an Oracle to the full effect, whilst still acknowledging that playing Age of Athena as a straightforward wargame without the roleplaying element is perfectly fine too.

Each Quest follows the same format. This includes a summary that gives an overview and lays out what the Heroes are attempting to do, how many scenes there are, a list of the miniatures required and set-up needed, a short narrative passage to be read out by the Oracle, actions that the Heroes can take before the scenario starts, special rules involved, the Challenge Level that be adjusted to make the scenario more difficult, the rewards to be gained if the Heroes are successful, and a narrative in the epilogue if the Heroes are successful. There are also scenes that the Oracle can insert into the scenario to enhance the narrative elements of play. These are of course optional, much more like those in a roleplaying game, and do not actually require the miniatures. The special rules typically involve seeding the playing area with clue markers and then the possible results that can be drawn when a hero moves adjacent and can examine them.

The quests open with ‘The Golden Hives’, designed for beginning Heroes. It introduces them and their players to Athena when she asks the former to exact her revenge against a trio of murderous cyclops, who have killed their father and eaten the honey that would have been paid as tribute to the gods of Olympus. The Heroes will fight through a field of aggressive mythic bees and then face the trio of cyclops. If they find a bloodied stone axe in the first scenario, this can be carried over into the second and will give the hero wielding it an advantage against the cyclops as it was the one they used to kill their father. This adds a nice narrative element to the paythrough of ‘The Golden Hives’, but there is only a small chance of this happening. So, the Oracle might want to increase the chance of the Heroes finding the weapon to enhance the narrative—and if they want to carry on to the next scenarios, perhaps provide it with a permanent ability. If the Heroes fail the first time, the quest allows for a second attempt—as do the other queststhough the Heroes will only earn a limited amount of Experience Points.

In the second quest, ‘The Imprisoned Oceanid’, the Heroes are directed to rescue an Oceanid who has been kidnapped by an evil cult called the Sons of Poseidon. Over the course of three scenarios, the Heroes will fight their way up a steep cliff under a hail of arrows from the cult’s archers and into the flooding caves where is being kept prisoner. The Heroes discover a defiled and pillaged temple dedicated to their patron, Athena, in the third quest, ‘The Rampage’, and chase down the group of marauding centaurs and satyrs. The number of scenarios is increased from three to four and which of the centaur ringleaders appear in which scenario is randomly determined. Those that do not appear in the first three, will all appear in the fourth and final part. The Heroes will chase the marauders over rocky hills, encountering signs of their activity as they cut a swathe of bloody horror across the countryside, ultimately to face the sorceress they serve, deep in the forest, at night, at the witching hour. There a chance that Ares, the God of War, will be attracted to the series of running battles in this quest and the Heroes will have to fight him! The last quest, ‘Tartarus Unbound’, is designed for experienced Heroes. The number of scenarios increases to five and takes the Heroes to the city of Aketra, recently split asunder in anger by the god, Hades, because its king refused honour after the death of his wife. As the city burns, a dragon has slithered up out of the ground and hatched a clutch of eggs and if neither of these are destroyed, it does not bode well for the nearby cities. The Heroes have to fight their way into the city, across a narrow bridge, and through its burning ruins, facing undead along the way (including the king who rejected Hades), to finally face-off against a fire-breathing dragon across building divided by streets flowing with lava! It is a great climatic scene for the end battle and if they do manage to defeat the dragon, the Heroes will be truly worthy of that title.

The last third of Warriors of Athena: Quests consists of advice and content supporting the player (or Oracle) who wants to create his own Quests. This breaks down the elements of a quest and a scenario, examining them in turn in terms of design rather than play. In turn, it discusses the goal of the quest and its structure, scenarios and their structure, but it also talks about the role of recurring characters, how to create an event table, design skill and stat rolls, and more. For the group that wants them, it discusses how to design and create scenes too. The advice is good and worth reading through even if the players have experience of writing content for games like this. Certainly, it will help if they have experience with roleplaying games, but is not wholly necessary.

Mechanically, the support includes a bestiary that covers animals, uncivilised races, undead, gods and goddesses, and monsters. So, boars and bulls, Amazons and Satyrs, skeletal archers and champions, Apollo and Artemis, and Gorgons and Minotaurs. The bestiary includes a list of creature traits too. The book comes to a close with a reference sheet for use during play.

Physically, Warriors of Athena: Quests is much like Warriors of Athena: Heroes. It is an easy read, but there are relatively few shots of the game being played, that is, photographs of miniatures on the table, in the book, in comparison to normal artwork. That artwork is excellent though, often depicting scenes of action and combat that you would want to see enacted on the table. The four quests are well written and easy to understand.

Of course, Warriors of Athena: Quests is only half of Warriors of Athena, that half being the rules in Warriors of Athena: Heroes. If the latter tells you how to play, then Warriors of Athena: Quests shows you not only how to play, but also how to design what you play. Each of the four quests is a mini-campaign in itself, but they are intended to be played in order, the Heroes gaining in experience to face ever tougher foe and more challenging situations. This is more like a roleplaying game than a traditional wargame—even a skirmish one. Whilst the optional addition of scenes and narrative also make the wargame much more like a roleplaying game, even if they are ignored, Warriors of Athena still feels like a roleplaying game in its focus upon individual characters, their growth from scenario to scenario, and in the multi-part structure of the quests. In fact, it would actually be possible to run the quests in Warriors of Athena: Quests without the miniatures as the theatre of the mind of a roleplaying game. That though, is not the point of Warriors of Athena. The point of Warriors of Athena is to present a skirmish wargame with roleplaying elements set in an age of Greek myth and legend when the heroes can become great warriors and figures of the age, and this it does well with rules and content that support both styles of play—wargaming with roleplaying or roleplaying with wargaming.

—oOo—

Osprey Games will be at UK Games Expo which takes place from Friday, 29th to Sunday 31st of May.

Saturday, 7 March 2026

Age of Athena

It is an age of chaos. The once mighty city-states of Greece have become isolated refuges, sanctuaries against the monsters and creatures and bandits and undead that roam beyond their walls, preying upon the weak and ravaging the land. In response, the people cry out for help and beseech the gods of Olympus. Yet only one of their number hears their cries and only a handful of men and women answers her appeal for heroes. She is Athena, the Greek goddess of wisdom, strategic war, handicraft, and the city, the daughter of Zeus who sprang from his head fully formed. They are the Demigods, born of divine and mortal parentage and so granted some of the gifts of the gods and they stand fast, ready to answer the hollering for help, the need to fight the legendary monsters of the age, to protect the innocent and the helpless, and to seek out adventure. This is the set-up for Warriors of Athena, a skirmish scale miniatures wargame from Osprey Games. Written by the designer of the highly regarded Frostgrave: Fantasy Wargames in the Frozen City, it is a game in which a player creates a Warband, consisting of a Hero and several Companions, the number ranging between one and seven (depending upon the number of players, the more players, the fewer the number of Companions in a Warband), and takes them on quests set by Athena. What is notable about Warriors of Athena is that it is not designed to be adversarial, that is, one player or more players playing against each other as is traditional in miniature wargames. Instead, it can be played in one of four modes. First, it can be played in Solo mode against the game itself, with the player controlling his miniatures and the actions of the monsters and other threats as well as when random events taking place being determined by the rules. Second, it can be played co-operatively, with two or more players and their Heroes and Warbands working together to complete a quest. Third, it can be played with an Oracle. This is another player who will control the actions and movement of any threats as a referee. Fourth, the Oracle not only controls the actions and movement of any threats as normal, but also runs scenes in between which do not take place on the table of terrain where all the action happens. Instead, they are run in the theatre of the mind in the same way that a roleplaying game would be run. In the latter mode, Warriors of Athena develops one of the particular aspects of skirmish level miniatures wargaming, which is the strong identification that a player will develop with the members of his Warband. The Hero and his Companions will grow and change as result of their successfully fulfilling Quests and so will a player’s investment in them.

At the core of the game are two books, both needed to play. Warriors of Athena: Heroes gives the core rules for the game, including how to create a Warband consisting of the Hero and his Companions, running combats, and handling campaigns and rewards. Warriors of Athena: Quests explains how to create and run Quests, and provides a bestiary of threats and four ready-to-play multi-scenario campaigns. In addition to the rules, a player requires miniatures, both to represent his Warband and monsters and creatures, some terrain and buildings such as temples, a pack of ordinary playing cards, a twenty-sided die, and a play area, roughly thirty inches square. Warriors of Athena can be played using any scale miniatures and miniatures from any manufacturer (though North Star Military Figures does manufacture a range of miniatures to support the rules). If a player is new to wargaming as a hobby, the advice on the set-up and play area might be a bit light, but an experienced player will have no problems.

A Hero has six stats—‘Move’, Fight’, ‘Shoot’, ‘Armour’, ‘Will’, and ‘Health’. He will also have a Parentage, which will determine who his divine parent is and what his Gifts are, as well as potential Weaknesses. Gifts can a Heroic Ability, such as ‘Call Curse’, ‘Limited Flight’, or ‘Lunge’, bonuses to Stats or skills, or a mixture of all three. A Weakness can be an Enemy, Madness, Inhuman Appearance, and so on. Many of the Gods provide multiple different Gifts and Weakness. In Co-operative mode, this means that different Heroes can be half-brothers and sisters as they share the same divine parent, but a different mortal parent means different Gifts. Given the philandering ways of many of the gods, this is perfectly in keeping with Greek myth. All Heroes start off with same values for their stats, a player increasing his Hero’s Fight or Shoot and Will or Health by one each. He then rolls on the ‘Hero Parentage Tables’ to determine his Parentage, Gifts, and possible Weaknesses. He selects another five Gifts (the option is given to roll for them and in-keeping with the setting, let fate decide) and then divides fifteen points between eight skills—Artistry, Athletics, Diplomacy, Hunt, Navigation, Perception, Strength, and Trickery. A player also has some Wealth with which to equip his Hero. Lastly, a Hero has a Fate Pool of Threads which lets his player to reroll any die roll. He starts with two Threads.

A player has a pool of Recruitment Points to spend on purchasing Companions to complete his Hero’s Warband. A Companion has the same Stats as a Hero, though their values will vary wildly. They include warriors such as Archers, Barbarians, and Slingers, other Companions like Hunters, Thieves, and Songmasters, members of uncivilized species such as Centaurs and Satyrs, and even animals like Boars, Raptors, and Weasels!* Not all of a Hero’s Companions are going to accompany him on a Quest, but a player is free to choose which ones he wants to accompany his Hero. This allows a player to build up a stable of Companions he can choose from each time his Hero undertakes a Quest.

* Sorry, but I just want to shout, “Go! Go! Battle-Weasel!”

Name: Dionysodoros
Parentage: Dionysus
Gifts: Burning Eyes, Deadeye, Command Undead, Backswing, Ironskin, Waterlung
Weaknesses: Beauty

STATS
Move 6 Fight +4 Shoot +1 Armour 9 Will +3 Health 19

SKILLS
Artistry +4 Athletics +4 Diplomacy +1 Hunt +1 Navigation +0 Perception +1 Strength +4 Trickery +0

Once a scenario has been set up—and Warriors of Athena: Quests covers that in more detail—a game is played as series of turns. A turn consists of four phases. These are the ‘Hero Phase’, the ‘Creature Phase’, the ‘Companion Phase’, and the ‘Event Phase’. When activated, a miniature can take two actions, a standard action and a simple action. A simple action typically involves movement, whilst standard actions include attacking and any other thing that a Hero might want to do when activated. There are no hard or fast rules on this. Stat or skill checks are made by rolling a twenty-sided die and adding the appropriate Stat or skill, the aim being to roll equal or exceed a given Target Number. A roll of a one is always a failure, whilst a roll of twenty is always a success.

Combat is handled as a series of opposed rolls. Both combatants roll the die and add their Fight Stats, plus any other bonuses, whether from magic, reach, and so on. The combatant who rolls the highest Combat Score is the winner. Damage modifiers, typically from weapons, are added to the winner’s Combat Score and the defender’s Armour value is deducted from it. The resulting value indicates how much damage is inflicted and deducted from the defender’s Health. Some weapons and monsters will multiply this value two or three times. The combat rules also allow for critical hits which do more damage, weapon reach, breaking weapons, and more. Ranged attacks work the same way, but use the Shoot Stat.

One important action that a Hero can do is to activate a Heroic Ability. Every Heroic Ability has a Utilisation score, which a player rolls against to activate the Heroic Ability. Successfully activating a Heroic Ability costs Strain, typically a single point, which is deducted from a Hero’s Health.

If Warriors of Athena is being played with an Oracle, then that player controls the actions of the evil creatures in the scenario. Otherwise, there is a simple chart for determining their actions, typically either to try to attack or move to a target point representing some kind of objective. The advantage of the solo and co-operative modes is that they are easy to set up and play, but the disadvantage is that the player or players will know what the scenario involves and who the enemy are. However, the advantage of playing with an Oracle is that the player or players have no idea what their Warbands are going to be facing. The other advantage is that if the players want to—and Warriors of Athena: Heroes makes it clear that it completely optional—the Oracle can run Scenes in which the players can roleplay their Heroes.

Warriors of Athena: Heroes also covers injury and death—Heroes can suffer permanent injuries, and Experience rewards gains for completing objectives within a scenario. These can apply to both Heroes and Companions, but in terms of Experience, progression and benefits accrue at a slower rate for Companions. During play, a Hero may be searching for and find various types of tokens. These are Food Tokens, Clue Tokens, and Treasure Tokens. Clue Tokens will help progress the scenario, but treasure Tokens allow for a roll for treasure at the end of the scenario. This will typically result in wealth, but magical items, including potions, talismans, arms, armour, and more can be found. Another way gaining a magical item, invariably a talisman of a god, is by making a sacrifice to the gods. Fans of Jason and the Argonauts will be pleased to find included is the Dragon’s Tooth, which can be thrown to the ground and sown to have a warrior grow on the spot!

Physically, Warriors of Athena: Heroes is cleanly and tidily presented. It is an easy read, and everything is well explained. There are surprisingly few shots of the game in play, that is, photographs of miniatures on the table, in the book, in comparison to normal artwork. That artwork is excellent though, often depicting scenes of action and combat that you would want to see enacted on the table.

Warriors of Athena: Heroes is only one half of Warriors of Athena, but the rules its presents are simple, fast-playing, and easy to understand. Its skirmish scale makes it all the more accessible, as does the fact that it draws upon the familiar Greek mythology. Its scale allows for greater investment in the adventures and successes and failures of a player’s Hero and his Warband, but also allows for the possibility of some roleplaying too with the addition of an Oracle. Warriors of Athena can be played a simple skirmish scale miniatures wargame, but with the presence of the Oracle, it becomes a wargame with light roleplaying elements or a very light roleplaying game with strong wargaming elements. Effectively, a roleplaying/war game hybrid.

Sunday, 15 February 2026

Suffrage & Survival

It is two-hundred-and-fifty years since the nations and corporations of Earth and the solar system unified under the United Inner Systems Alliance. It is two-hundred-and-thirty-six years since I-Werks Solutions developed and demonstrated the Jump Drive which made interstellar travel possible. It is two-hundred-and-twenty-eight years since the first A.I. went rogue and the first uplifted animal was created. It is one-hundred-and-ninety-five years since the first interstellar jump was made between Jupiter and Proxima Centauri. It is seventy-seven years since the relaxation of the Cornelius Accords leading to the rapid development of Uplifted species as labourers and companions. It is fifty-six years since the Bugs, a previously unknown insectoid alien species attacked and overran human settlements. It is forty-six years since the United Inner Systems Alliance established the United Expeditionary Force, a paramilitary organisation to target threats to and protect the interests of humanity in the Untamed Worlds that lie at edge of—and beyond—the United Inner Systems Alliance. Bar a few Human officers, it is entirely staffed by Uplifts. Despite the dangers they encounter as members of the United Expeditionary Force, Uplifts are rarely recognised for their service or their bravery, especially in comparison to their Human officers and counterparts, and throughout the United Inner Systems Alliance, Uplifts are classified as ‘domestic dependent life forms’ and thus second class citizens with limited rather than full rights.

This is the set-up for Untamed Worlds, an anthropomorphic military Science Fiction roleplaying game published by Osprey Games. It is inspired by such things Band of Brothers and Babylon 5 on television, The Dirty Dozen and Starship Troopers on film, and Albedo and Justifiers in roleplaying. The Player Characters are Uplifts (or the rare Human) who are members of United Expeditionary Force. Theirs is not an entirely happy lot. They have a family in their brothers in arms, but they have limited rights, including the fact they have to seek permission to procreate, are seen as inferior, and ultimately, expendable. The roleplaying game can be played in one of two ways. First, as a straightforward, bullets and bravado military Science Fiction roleplaying game in a series of mission-based scenarios. Second, as a straightforward, bullets and bravado military Science Fiction roleplaying game in a series of mission-based scenarios, until such times as the Player Characters begin to chafe at the inequality of their situation and begin to seek a way out of it or a way to change it. In this it changes to objective-based scenarios with the aims of the Player Characters driving much of the play. However, Untamed Worlds does not support this objective-based play as much as it does the mission-based play, including as it does more detailed advice on creating and running missions and their consequences, as providing several example mission outlines. As a consequence, Untamed Worlds has a lopsided feel, emphasising one style of play over another, whilst leaving the other in the hands of the Game Master to develop in response to her players and their characters. In this way, the mission-based style of play is better suited to the less experienced Game Master than the more experienced Game Master. To be fair, the objective-based style of play is much less structured and open, so is harder to explore, but still, at just about a page in length, it is not up to the task. In the meantime, they will face marauders, pirates, dissidents, terrorists, the insectoid Bugs, and arachnoid Nids, as well as the poor regard of the United Inner Systems Alliance.

A Player Character or Uplift in Untamed Worlds has a Heritage, a Background, and two Specialities. The Heritage is the species from which he is uplifted and Untamed Worlds offers some twenty-four broad species types, from amphibians, bats, and birds to ungulates, ursines, and xenarthra. Within these broad categories, there is room for a player to be more specific. Thus, for the xenarthra, the Uplift could be a sloth, an armadillo, or an anteater. A Heritage provides skills , Tricks, and Permissions, whilst a Background grants more skills and a Trick, and the Specialities, just skills. The Backgrounds consist of ‘Fostered’, ‘Farm’ (an educational facility rather than an agricultural one), or ‘Feral’ for Uplifts, and ‘Troublemaker’, ‘Dissident’, and ‘Volunteer’ for Humans. The Specialities all consist of military training packages, such as ‘Communications’, ‘Infantry’, ‘Ranger’, ‘Sniper’, ‘Space Operations’, and Vehicle Operations’. There are thirteen skills, each rated between zero and eight, of which twelve are obvious. The less obvious one is ‘CQB’ or ‘Close Quarters Battle’, which covers close range combat using guns, and armed and unarmed combat, whilst ‘Marksmanship’ is for long range combat.

Tricks are one of two things. First, they are innate things that an Uplift might have because of his Heritage. For the xenarthra, these are ‘Armoured Hide’, ‘Hardy’, ‘Keen (Smell)’, ‘Resistant’, ‘Second Skin’, ‘Strong’, and ‘Smol’ (small). Second, they are special abilities that the Uplift is good at such as ‘Ace’, ‘Charmer’, and ‘Trauma Doc’. In some cases, Tricks are mandatory, but most are not. Then there are Permissions. These are simply things that the Uplift can do because of his Heritage. For example, the Hyena has the Permissions of “Sense of smell and hearing well outside human ranges. Excellent night vision. Natural Scavengers.” Permissions are not detailed in the roleplaying game any more than this and there is no mechanical benefit to them. The Uplift simply has them. Yet there is some crossover between Permissions and Tricks. For example, the Hyena Uplift could have ‘Keen (Smell and Hearing)’ Trick, which does provide a mechanical benefit, but definitely does have the “Sense of smell and hearing well outside human ranges.” Permission. The Trick provides an Advantage when used, but what does the Permission provide? Does it mean that the ‘Keen (Smell and Hearing)’ Trick is better than the Permission? Ultimately, it leaves it up to the Game Master to adjudicate when instead Tricks could have been categorised between those available to just the Uplifts from their Heritages and those available to both Humans and Uplifts rather being left in a muddle between what is a Trick and what is a Permission.

Uplift (or Human) Player Character creation is not difficult. It is simply a matter of making choices in terms of Heritage, a Background, and two Specialities, and then choose from the options they give. Lastly, a player picks some gear for his Uplift.

Name: ‘Baby’
Rank: Trooper 2nd Class
Heritage: Shark
Background: Feral
Specialities: Infantry, Special Operations
Tricks: (Aquatic) Adept, Hunter, Keen (Smell), Natural Weapons (Bite)
Permissions: Adapted to aquatic life (including cold and high pressure). Extremely acute sense of smell. Possesses electroreceptors capable of sensing electric impulses and magnetic field (enhanced by Tricks/modifiers that affect smell).
Skills: Athletics 5, CQB 7, Demolitions 1, Espionage 1, Marksmanship 4, Mechanics 1, Recon 4, Survival 4
Hits: 7
Defence: 6
Carrying Capacity: 9

Mechanically, Untamed Worlds uses what it calls the Lucky 7 System. Any time a player wants his Uplift to undertake an action, he rolls two six-sided dice. Any result of seven or more is a success, whilst a result of six or less is a failure. To this roll, the player adds the appropriate skill, whilst subtracting the difficulty modifier set by the Game Master. The levels of difficulty range from ‘1’ and ‘Easy’ to ‘9’ plus and ‘Hellish’, which means that even the easiest of tasks levies a penalty. Having an Advantage means that the player rolls three dice and keeps the best two, whilst having a Disadvantage means he rolls three dice and keeps the worst two. Having multiple incidences of Advantage adds a ‘+2’ bonus each extra incidence of Advantage, whilst having multiple incidences of Disadvantage adds a ‘-2’ penalty each time. Getting a result of above or below seven generate Effects for each point above or below. Good Effects include increasing damage inflicted on a target or another target, moving to a different zone, adding new information to a scene, shaking off a Hit, and so on. Bad Effects include suffering an extra Hit, running out of ammunition, being a bad spot and suffering a Disadvantage, having some bad information come to light, and so on.

Both players and the Game Master have access to their own pool of Momentum. A player can spend the players’ Momentum to add bonuses to his Uplift’s rolls, but levy them on the Game Master to inflict penalties on an NPC’s dice roll. Conversely, the Game Master can spend her own points of Momentum on improving her NPCs’ dice rolls and levying penalties on the players for their Uplifts’ rolls.

Combat in Untamed Worlds uses the same core mechanic. Initiative is handled narratively with the Game Master deciding who goes first—the NPCs or the Uplifts, and then after each combatant has acted, their player or the Game Master deciding who acts next. The rules also scale up to enable combat between vehicles and spaceships. Each combatant has a pool of Action Points to spend during his turn, typically two for a player Uplift. Actions costing one Action Point include ‘Aim’, ‘Assist’, ‘Attack’, ‘Evade’, ‘Reload’, and more, whilst ‘Full Evade’ is the only action which costs two Action Points. Optional rules enable a player to spend Momentum to seize initiative; costly success for more heroic style of play; critical rolls and fumbles; wounds; non-lethal attacks; and more.

Armour reduces damage, but most armour is ablative. Most NPCs die when their Hits are reduced to zero, but Uplifts and major NPCs suffer a Down status and subsequent Death task checks. It only takes one successful Death task check for an Uplift or major NPC to recover, but two failed ones or a Death task check failed by five or more and they are dead. An Uplift or major NPC who has suffered the Down status can take a Last Stand and take one more action, and as long they keep making the rolls to do so, they can continue making a Last Stand. However, it does get progressively more difficult to do this.

As expected for a military roleplaying game there is an extensive list of arms and armour as well as gear and vehicles, with most modern weapons being electromagnetic slugthrowers, though there are laser weapons available as support weapons. Vehicles include land, air, and watercraft, plus spaceships of various kinds. For the Game Master, there is a wealth of background details that detail the United Inner Systems Alliance, its culture, corporations, enemies (such as Moreau’s Children, the New Reich Conglomerate, and the Blue Skull Brotherhood pirate gang), and more. Worlds both in United Inner Systems Alliance and in the ‘Untamed Worlds’ beyond are described and several secrets of the setting are given ready for discovery by the Uplifts, likely furthering their disillusionment with the United Inner Systems Alliance when they do find out. The duties and structure of the United Expeditionary Force are also covered, and there is not only advice on running the roleplaying game, but also several missions ready for the Game Master to develop.

There is much to like in Untamed Worlds. Both the setting and the military Science Fiction genre are accessible, there are a lot of options in terms what species types that the players can roleplay, and the Game Master is provided everything she needs in terms of a set-up. The rules for the Lucky 7 System are surprisingly uncomplex for what is a military Science Fiction roleplaying game and they are also fast playing. Yet Untamed Worlds hampers this with mundane presentation and annoyingly poor organisation. The rules are simple enough, but they are not organised in a wholly coherent fashion, with the general rules being mixed with the combat rules. The rules also come immediately after the setting explanation and before the character creation rules, so they are talking about elements before they are explained.

Physically, Untamed Worlds is uninspired. It is text heavy and there is not a lot of art to either break up the text or help bring the setting to life. The majority of the art, all done in a cartoony style that really is quite good, consists of depictions of Uplifts in the United Expeditionary Force service, and that makes sense. Yet that also means that very little of the arms, armour, and other gear is illustrated and certainly none of the vehicles or spaceships are illustrated. Lacking such illustrations means it is difficult to get a feel for what the future of Untamed Worlds looks like.

Untamed Worlds takes a cartoonish concept, that of anthropomorphic military Science Fiction, and pushes it towards an intriguing consequence, essentially that of indentured soldiery coming to the realisation as to the inequalities of their situation and aspiring to do something about it. Unfortunately, the roleplaying game does not explore this consequence in as much depth as it should, especially in comparison to its focus on the anthropomorphic military Science Fiction. Couple this with a dreary layout and confusing rules, and Untamed Worlds is simply not as well realised as it could have been.

Sunday, 19 May 2024

Big Boss Beat ’Em Up

The city is not what it once was. As darkness falls, those that lurk in the shadows by day step out to make the city theirs. The gangs rule. Intimidation and violence are their game. They sell drugs and make millions for their bosses. Anyone who stands in their way is left battered and bruised—or worse, their blood running in the gutters. The police do what they can or just what they paid to do. They are underfunded and undermanned. They are paid to look the other way. They are paid to make it easy for the gangs. The authorities are underfunded and barely listening to the city’s inhabitants. The authorities’ search for improvement and perhaps for regeneration means they listen to the voices of the wealthy, the latest in a succession of ‘great’ developers, men and women who make great promises that only seem to add one more gleaming edifice to the city, and even if their plans come to fruition, their benefits rarely reach the average citizen, let alone anyone on the streets. For the city’s citizens, life no longer feels safe, there is no sense of a future, and if they cannot flee the confines of city, their lives are ones of despair. Behind it all lurks a powerful presence, working the levers of power and pulling the strings, perhaps sat atop one of those gleaming towers… Yet for some, this is too much. They can tolerate the situation no longer and have banded together with like-minded men and women to stand up to the gangs, to protect their neighbourhoods, and to face down the head of the criminal conspiracy that has knotted itself around the city. Can they prevent the Urban Decay?

Urban Decay is a roleplaying game of beat ’em up action inspired by classic arcade video games, movies, and comic-books. Streetfighter and Mortal Kombat, The Warriors and Big Trouble in Little China, The Old Guard and Daredevil. Published by Osprey Games and designed by the author of Jackals – Bronze Age Fantasy Roleplaying, this is an investigation and action roleplaying game that focuses on the brawls and the martial arts, designed for short campaigns in which the Player Characters clean up the streets, take down the thugs and the mooks, punch out the gang leaders, and duke it out with lieutenants, all before confronting the big boss and putting an end to the real threat to their neighbourhood and of course, the city. This is a roleplaying game in which a story of vengeance and vigilantism is going to be told, the action played out in its bloody, bruising glory, and then its pages closed. This is not a roleplaying to play in the long term, but more as a one-off, the occasional in-between popcorn and soda mini-movie marathon as a respite from the longer, more involved campaigns.

A Player Character in Urban Decay has six attributes. These are Damage Bonus, Initiative, Move, Guts, Clash Points, and Wounds Per Row. To this are added twenty-one skills. The creation process is a nine-step process. This begins with deciding upon a concept and recording the basic stats, which includes points in all skills except guns. Urban Decay is a roleplaying game about punches, kicks, sweeps, grapples, two-by-fours, katanas, and so on, but not guns. They have a role in the game and a Player Character can start play with one, but they are not the focus of the game. This is further enforced by the fact that the Guns skill does not have an associated trait, so although the John Wick series of films are an inspiration for the roleplaying game, there is no scope for gun-fu. Once the concept and the basic stats are done, the player then chooses an Archetype, Background, Training, and a Code before customising the character with extra points, selecting some equipment, and penultimately selecting a Crew Type. Lastly, a player answers a few questions about his character to ask why he is getting involved in the story to come. So, an Archetype could be Charismatic or Skilful, a Background Law Enforcement or The Street, Training the Face or the Fighter, and a Code the Agent or the Killer. In each case, these options add bonuses to attributes, skills, and traits, the latter granting various bonuses and effects in play.

The Crew Type represents how the Player Characters work together and how they know each other. Each Crew Type, such as Fighting Stable or Thieves, offers a bonus to a particular skill for one Player Character and a general skill bonus based on the relationship between one Player Character and another. Ideally, the Crew Types are set up for four players, although adjustments can be made if there are more or fewer players.

Maja Wincenty
Archetype: Strong Background: The Street Training: The Finder
Code: The Local Crew Type: Street Squad

Damage Bonus: +1
Initiative: 10
Move: 14
Guts: 11
Clash Points: 4
Wounds Per Row: 6

Traits
Rippling Muscles: Influence for Intimidation
Word on the Street: Streetwise for finding the rumours
A Port in Every Storm: Streetwise for finding people
Home Field Advantage

Skills:
Athletics: 30%, Craft: 30%, Deception: 30%, Dodge: 45%, Drive: 35%, Endurance: 45%, First Aid: 50%, Grappling: 35%, Guns: 00%, Influence: 50%, Kicking: 40%, Mechanics: 30%, Melee Weapons: 25%, Perception: 65%, Scavenge: 60%, Stealth: 35%, Streetwise: 85%, Striking: 75%, Thievery: 30%, Thrown Weapons: 35%, Willpower: 55%

Equipment: Leather jacket (Protection 2), flashlight, mobile phone, $50

Mechanically, Urban Decay employs the Clash system, the same as in the author’s Jackals – Bronze Age Fantasy Roleplaying. This is a percentile system in which rolls of ninety-one and above is always a failure, even though skills can be modified or even raised through advancements above one hundred percent. Rolls of doubles rolls under a skill are a critical success and rolls of double over are a fumble. Opposed rolls are handled by both parties rolling, with the participant who rolls higher and succeeds at the skill check winning. If a Player Character has a trait associated with a particular skill, then his player can roll an extra for the ‘one’s or units die. This enables a player to reroll the dice and turn fumbles into failures and successes into critical on their character’s signature skills.

Between them, the players also have access to a pool of Momentum points. These can be spent to re-roll failed checks, damage rolls, to add narrative twist to a scene, to invoke an Advanced Talent that a Player Character does not have, to prevent death occurring if a Player Character is reduced to zero wounds, and so on. The Momentum pool size is equal to the number of players plus two and resets at the start of every adventure or ‘Level’. It can be earned for rolling criticals.
For example, Maja is looking for a runaway girl. She approaches ‘End Row’ Ernie, a street corner dealer to ask if he has seen the girl. Maja’s player rolls her Streetwise skill. The result is eighty-eight. This is not only above her skill, but a fumble too. Maja’s player invokes her ‘A Port in Every Storm’ trait for her Streetwise skill and rerolls the eight on the ‘one’s die. The result is a six, so the total roll is eighty-six, a failure, but not a fumble. Maja’s presence attracts the attention ‘Endrow’ Ernie’s boss, who draws up at that moment in his car and as he climbs out of the tells her to buzz off…
If in terms of skills and skill checks, the Clash system in Urban Decay is simple and straightforward, combat by comparison, is not. Every combatant typically one main action in a combat round, often a standard type of attack, but with the addition of Clash Points, combat becomes more dynamic, more heroic. Attacks are made using the appropriate combat skill—Grappling, Kicking, Melee Weapons, Striking, or Thrown Weapons—and a successful roll means that the target has been attacked and damage will be inflicted. However, the target can spend Clash Points to turn into an exchange of blows or taunts or a Clash of wills. It then becomes an opposed roll. Clash Points can also be spent on minor actions in addition to an attacker’s main action, such as opening or closing a door, switching weapons, diving into cover, and so on. Clash Points can be spent to improve an attack, to make a Feint or Power Attack, to do a Grapple or a Sweep the Leg move with a Kick.
Maja is on the street corner, having got nowhere with ‘End Row’ Ernie, and Ernie’s boss—Dwayne—has arrived by car and wants to get her away from the corner because she is disrupting business. Dwayne also wants to teach ‘End Row’ Ernie about talking to strangers. ‘End Row’ Ernie is a Melee Mook and Dwayne a Melee Soldier. Each has an Initiative of twelve, whereas Maja has an Initiative of ten. ‘End Row’ Ernie has one Clash Point to share with his fellow Mooks—if they turn up—and as a Melee Soldier, Dwayne can have up to five. The Game Master does not rate Dwayne all that highly and gives him two, whereas Maja has four. This is the number that both will have each round to spend.

The Game Master rolls five for ‘End Row’ Ernie and Dwayne and their joint Initiative is seventeen. Maja’s player rolls six, which sets hers at sixteen. Still, Dwayne and ‘End Row’ Ernie. Dwayne acts first. He snarls at Maja and says, “We don’t like people shoving their noses where they don’t belong. We’re gonna learn you a lesson.” The Game Master spends the one Clash Point the two share to have Dwayne draw a club and then she rolls Dwayne’s Attack Line to determine the options that Dwayne will have. She rolls twenty-three and the options are ‘Savage Blow’, which will inflict damage and the target will also possibly lose Clash Points, or ‘Hack & Slash’, which lets Dwayne attack, break from cover, and then retreat. She chooses ‘Savage Blow’ and rolls forty-eight to hit, which is enough. Maja’s player decides to spend a Clash Point and turns it into a Clash. He rolls sixty-three. This is below his Striking skill and higher than the Game Master rolled, so Maja succeeds, and blocks the attack. Now it is her turn to react. Maja’s player selects ‘Strike: Perfect Strike’ as an option. It costs Maja her three remaining Clash Points, but ignores any Protection. Dwayne has no Clash Points to spend until the next round. Maja’s player rolls thirty-three—a critical. This will double damage. An unarmed strike is eight-sided die plus a six-sided die for Maja’s damage bonus. A Critical attack versus a Failure means that Maja inflicts maximum damage—fourteen points—and earns a point of Momentum, and it ignores the three points of Kevlar that Dwayne is wearing. It is a cracking blow and it almost, but not quite reduces Dwayne’s Health by half. With a look of a surprise on his face, he really felt it though…
In the long term, a Player Character can advance any skill beyond one hundred. This opens up the possibility of selecting Advanced Skill Talents. These include ‘Kip-up’ for Dodge which enables a Player Character to stand from prone as a free action for a Clash Point or ‘Skilled Fighter’ for ‘Striking’, which permanently reduces the Clash Point cost for a specific combat action, enabling it to become a signature move. There are Advanced Skill Talents for all skills except Guns and there some for Momentum use as well.

For the Game Master there is short, but solid advice on the genre, keeping the action high, having the boss gloat, and so on. In terms of tools, she has the Domination Pool, which is like the Momentum Pool, but for the bad buys. In terms of campaign design, Urban Decay is built around a series of linked districts across the city, which the Game Master seeds with plans and secrets, lieutenants in charge, and clues to the next district. This will all lead to a final showdown with the gang boss. Each district requires further design and choices, and the Game Master is given a ready list of places and people to chose from with which to populate a district, plus effects which the Player Characters can take advantage of or be hindered by. Each district has links to other districts that make them easier to travel to, but travel between district is difficult because the further a district is from home, the more unfamiliar it is. Within each Level/District, the Game Master also designs the path through it, with encounters and all of the opposition. In terms of opposition, the Game Master is given the options to design the Boss for her campaign, much in the mode of Player Characters, including an Archetype, such Rich or Mastermind; Resources including political Power or Esoteric Secrets; Fighting Style like Brazilian Jujitsu or Duellist; and Local Plan, what the Boss plans for the Crew’s neighbourhood. Then the Game Master is given to do something similar with Lieutenants, applying templates such as Alluring or Cruel to a base template, whilst Elites such as Brute, Martial Artist, and so on, all the way down to Soldiers and Elites are all standardised.

Lastly, for the Game Master, there is ‘Blood in the Streets’, a starting scenario. It is really a prelude to a full campaign, taking the heroes through the one path of a Level. It is a showcase for the roleplaying game’s mechanics and gives a chance for the players to show off their moves.

Physically, Urban Decay is very nicely presented. The artwork is excellent of anime punk and really moody painted scenes. It is also well written and easy to read.

Urban Decay is a roleplaying game about getting down and dirty in the streets and taking the fight to the gangs and the scum and working their up the chain. Battling their way through mooks and soldiers and lieutenants, all the way up to finally confronting the boss—and this can be in the players’ home city or the city of their choice. The rules allow for plenty of dynamic action as the Player Characters throw punches, sweep the feet out from under the enemy, and smack down the big boss. Urban Decay is your direct to video, gritty urban thriller that is going make enough to get not one, but multiple sequels, each time going up against a different boss—until an old one decides to come out of retirement. So, pick up Urban Decay, play a campaign, play something else, then come back for the sequel
.

—oOo—

Osprey Games will be at UK Games Expo which takes place on Friday, May 31st to Sunday June 2nd, 2024.

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.

Sunday, 14 January 2024

Diesel Dystopia

The Great War is over. Tomorrow City stands as a great beacon of hope and progress over the cracked remains of California that shattered in the earthquake of 1906. Atop its spinning top-like structure, great skyscrapers soar into the air, adorned by chrome and panes of blue and green glass, gleaming in California’s seemingly endless sunshine. Diesel trams speed across the city and men and women scurry everywhere, at all times of the day as one shift ends and another begins. Above them telescreens advertise the latest fashions and products or announce news and public announcements from the Ministry of Truth. Above the city airships circle and aircraft roar as they come into land at the multi-stacked airports. Yet the skyscrapers cast long shadows and some parts of the city only snatch a sliver of natural light or never seem to catch any light at all. Ministry of Truth airships stab down between the towering buildings with great searchlights in search of criminals and troublemakers. Space is at a premium and places and spaces are used for more than the one role—sky bridges and rooftops are gardens, farms, or sports fields; balconies are meeting places or shopfronts; and the tram tunnels the last refuge of the destitute. Out on the edges of the city, men and women toil alongside robots in factories, plants, and slaughterhouses. Below the city hangs a latticework of scaffolding, ladders, and walkways that form a fringe-like shanty town that clusters around and spreads out from the lifts that run from the ground below up to the city above, delivering goods in bulks and allowing vehicle access. Underneath the city and beyond labour farms to produce the feedstuffs it demands amidst the swamps of cracked California, and beyond that lies a broken America, its landscape marked by the Grave Lands of former battlefields and craters from the radium missiles and the kaleidoscopic colours of torn reality from the Pattern bombs dropped during the Great War, home only to air pirates, isolated Herd Farms, and the unknown.

Above it all, standing tallest at the centre of Tomorrow City, is The Spindle. The one hundred storey high tower shines gold and chrome, home to the city council and the Ministries of Peace, Truth, and Science, and of course, Mother, the great thinking machine who directs the future of Tomorrow City and monitors it citizens and their well-being with the automata that carry a spark of her intellect and her will. Men and women come to Tomorrow City looking for a better future, but do not always find it, for whilst its utopia may shine under the blazing sky, the long shadows of its skyscrapers hide a dystopian hell. The Ministry of Peace, with its slogan of ‘Peace Through Force’ can be brutal in pursuit of the city’s justice, whilst ordinary men and women, unable to obtain redress from the law due to the ineffectiveness and corruption of the Badges—as the cops are known, turn to private eyes or turn vigilante, like the Green Gargoyle. The Belafonte crime family runs crime across the city, its gang untouched, whilst the ‘Pillbox Mafia’, a gang of female bank robbers, extortionists, and murders known for their distinctive hats, seems to run rampant, the Badges unable to stop them, even they exist. Revolutionaries ferment change, the Prussian Band undermines the city on behalf of foreign powers, and the Temperance League advocates for the return of Prohibition and the banning of both alcohol and serum use—the latter the alchemical drugs developed during the Great War to enhance soldiers and since adopted everywhere in the city. The Temperance League is highly militant in its aims! Worse though is the Pattern. This strange energy seeps into Tomorrow City through rips in the fabric of reality, warping and distorting people, places, and buildings. During the Great war, the metaphysicists, Oppenheimer and Einstein, developed the Pattern bombs that helped bring the war to an end, but tore the reality of the bomb sites where they were dropped apart. The Pattern corrupts some of its victims into monstrous aberrations, but others learn how to manipulate its energy and become Pattern Weavers. The year is 1984. The Great War is over. Welcome to the bright future of Tomorrow City.

Tomorrow City is a dystopian Dieselpunk roleplaying game set in an alternate past. It is published by Osprey Games, best known for roleplaying games such as Gran Meccanismo: Clockpunk Roleplaying in da Vinci’s Florence and Jackals – Bronze Age Fantasy Roleplaying, and board games such as Undaunted: Normandy. It is designed by the author of Hard City: Noir Roleplaying and shares its rules and some of its tone. Inspired by films such as Brazil and Dark City, games like Bioshock and Crimson Skies, and books including 1984 and Brave New World, its genre lies somewhere between the optimism of Steampunk and the cynicism of Cyberpunk. In Tomorrow City, the Player Characters are ‘Revs’ or revolutionaries who want change in the city. They might be Trouble-shooters for a Ministry or the City Council, vigilantes and guardians, secret agents of Mother, agitators for a faction like the Ant-Robot League or the Followers of Moloch, simple mercenaries, or scavengers, traders, or explorers searching for lost artefacts and technology in the ruins left behind by the Great War.

A Player Character in Tomorrow City is defined by his Trademarks, Edges, Flaws, Advantages, Drives, Ties, and Belongings. Trademarks are broad, thematic Tags which are the most obvious interesting thing about a Player Character; Edges are specialisations or advantages; Flaws are difficulties, passions, or disadvantages; Advantages a bonus drawn from a specialisation or a piece of equipment; and Drives are a Player Character’s motivations. A Player Character has three Trademarks, one from his Background, his Descriptor, and his Occupation, three Edges, two Flaws, a single Drive, and two Ties. The Edges are listed under the Trademarks, which also provide options for Flaws. Past Trademarks include Riffraff, Skyriser, Wastelander, and Windborn; Descriptor Trademarks include Bold, Broken, Huge, and Tainted; and Occupation Trademarks include Apothecary, Crook, Gadgeteer, Muckraker, and Sky Ranger. Drives are aims such as ‘Nora Shanklin robbed my father and I got the blame. I need to prove myself innocent’ or ‘The Badges beat my brother to death. I will have my revenge on the one responsible’, and Ties can be with people and places, positive, and problematic, and ideally, they should be with other Player Characters. Lastly, a Player Character has Moxie and Grit, the former a Player Character’s luck and willpower, the latter his toughness and capacity to survive.

The creation process is a matter of making several choices, picking three Trademarks, three Edges, three Advantages, two Flaws, a Drive, and two Ties. The choices lend themselves to creating a wide range of Player Character, a lot of them drawing on the classic archetypes of Film Noir and Pulp Noir combined with elements of the Cyberpunk and Steampunk genres. Combine Skyriser, Perceptive, and Gargoyle and you have a vigilante a la Batman; Windborn, Sneaky, and Aviator and you have an Air Pirate; Riffraff, Broken, and Veteran, and you have a survivor of the Great War put back together as best the technicians and surgeons can; Drone, Charming, and Muckraker and you have a journalist wanting to break stories about life in the shadows; and Wastelander, Tainted, and Scrapper and the character is a monstrous prize fighter wanting a better life. What is missing here in terms of the Cyberpunk and Steampunk genres is anything akin to the hacker archetype, breaking into the system to extract or plant information. The Broken Trademark allows for cyborg-type characters, but this is more due to injury than choice. All of the various Trademarks provide a player with Edges, Advantages, Flaws, and some equipment to choose from.

Noah Lincoln
Trademarks
Background: Windborn (Edges: Pilot Advantage: Head for Heights)
Descriptor: Bold (Edges: Brave Advantage: Inspiring)
Occupation: Sky Ranger (Edges: Shock & Awe Advantage: Dynamic Entry)
Flaw: Risk-Taker, Show-off
Drive: Prove the air pirate, Nancy Air-Tide, is a real criminal and not a media darling
Gear: Warm Rugged Jacket, Goggles, Rope, Satchel, Flight Suit, Sky Ranger Helmet, Trench Dagger
Ties: I would stand by Cordell Yoshiro anytime, but I am sure his gambling is going to get us into trouble; Fredonia Manjulit is the love of my life and anyone who says she is a smuggler will answer to me
Cred: 3
Moxie: 3
Grit: 3

Mechanically, Tomorrow City uses a dice pool of six-sided dice, consisting of two sets of dice, Action Dice and Danger Dice, each in a different colour. To undertake an action, a player assembles the pool using Action Dice, starting with a single die, whilst the Game Master adds Danger Dice. Action Dice are drawn from a Player Character’s Trademark and an appropriate Edge, plus from any Tags from the Threat or Scene, Position, Belongings, and Help the Player Character might be receiving. Danger Dice come from Injuries and Conditions the Player Character is suffering, plus from any Tags from the Threat or Scene, Position, Belongings, and the Scale of the obstacle. Once the dice pool is assembled, the dice are rolled. Matches between the Action Dice and the Danger Dice are cancelled and the highest remaining Action Dice is counted. A six is a success, four or five a partial success, and three or less a failure. Extra results of six count as Boons and can have an Increased Effect of the success, Set Up an Ally with an extra success, can speed Extended Checks, and Add a Tag to a Scene or Threat. Botches occur when only results of one remain and can lead to Increased Danger, Inflict Serious Harm, and Extra Strikes in an Extended Check.

A Player Character may have an Advantage which allows his player to roll with Mastery. For example, ‘Head for Heights’ lets Noah Lincoln’s player roll with Mastery when Noah is working at great heights. This enables the player to reroll a single die and keep the result. A Player Character also has Moxie. This can be spent to Demonstrate Expertise and add a second Trademark to a roll, gain A Little Luck to change a single die up or down by one result on both Action Dice or Danger Dice, Take a Breath to remove a Condition, or even details to a scene with a Voice-over. Moxie is refreshed when one of a Player Character’s Flaws comes into play and makes life complicated for everyone.

The outcome of a roll is to inflict Consequences which mean that a Player Character or NPC can suffer a cost or complication, a Tag can be added or removed, whether from the Player Character, Scene, or Threat, a Threat can be added or increased to a Scene, or Harm can be inflicted. Harm can be a Condition such as Angry, Dazed, or Dishevelled, or it can be an Injury of varying severity. All of these can be used to add Action Dice and Danger Dice to the dice pool, depending on the situation. When it comes to what a Player Character might be doing, Tomorrow City does not so much provide extra rules for how investigations, chases, interrogations, dogfights, arguments, and fights work, as suggest how the rules apply and what the possible Consequences might be, whether to the Player Characters or the NPCs.

Another possible outcome is Pressure. This increases by one at any time there remains an uncancelled result of six on a Danger Die at the end of a check. Once Pressure equals a total of six, something bad happens. For example, a bunch of bad guys stumble upon the Player Characters, an alarm sounds, the villain accelerates the next stage of his plan, and so on. This can easily be tracked using a large six-sided die on the table and measures the ebb and flow of tension throughout an adventure. It can even be used to indicate that something bad has happened offscreen.
Noah Lincoln’s attempt to track the sky pirate, Nancy Air-Tide, has come to nought when he caught up in a dog fight with a flight of Stormwind Fighters. Now he is returning to Tomorrow City, his Sunbright 8, the Flirty Freda, ablaze, and trying to land at Sky Ranger Field. Already, he has had the rest of his squad bail out, and as his player says that he is about to set the controls to head away from the city, the Game Master tags Noah’s ‘Risk-Taker’ and says, “Noah knows he can bring Flirty Freda into land safely.” Noah will receive a point of Moxie since the Flaw is going to put him in danger—and he is probably going to need it! Noah’s player assembles his Action Dice. Starting with a single die, Noah’s player adds extra for the Trademark of Bold and its Edge of Brave, plus another for being at the controls of the Flirty Freda, an aircraft he knows well. This gives Noah’s player four Action Dice. Now the Game Master adds two Danger Dice because the aeroplane is on fire and another because the controls are not responding as well as they should be. Noah’s player rolls four Action Dice and three Danger Dice. The result is two, two, five, and five on the Action Dice and two, five, and five on the Danger Dice. The pairs of two and one of the fives cancel each other out on the Action Dice and the Danger Dice. This leaves a five on the Action Dice, which is a Partial Success. Since Noah has the Flaw of ‘Show-off’, his player decides to spend that Moxie awarded by the Game Master and changes the five up to a six and gives him a Success. Noah’s player narrates how he brings the Flirty Freedonia with a light touch and avoiding setting anything else on fire.
Amongst an extensive list of gear and other items, Tomorrow City also lists Serums and robots. Serums are administered via Spikers, revolver-like injectors which the user can rotate the cylinder and inject the desired Serum. Serums all give an advantage, but also cause side effects. For example, Celerity grants the Quick Reflexes tag for several minutes, but once it wears off, the user suffers the Clumsy tag for the same length of time. Others harm the user, like Nerve Block, which makes the user immune to damage for several minutes, but inflicts several points of damage. Robots are rated by their size, Grit (or toughness), and Intellect. A useful list of useful types is included alongside the quick and simple rules for their creation and there is a list of more detailed robots and automata given in the section on threats in Tomorrow City.

The Pattern in Tomorrow City is both a danger and something that Pattern Weavers can work with for various effects. The Pattern Weaver Occupations include Aberration Tracer, a bounty hunter who tracks down aberrations and dangerous Pattern users; Metaphysical Geometrist, who understands the flow of the Pattern through the city and can interact with its flow to move around in impossible ways; Symbolist, who manipulates the Pattern through symbols and signs to benefit or harm others; and Weird, who can read the Pattern as it flows around people and gives insight into their actions and status. In addition, the Pattern Weaver Trademark enables a Player Character to attempt actions such as detecting or manifesting the Pattern, summoning an Aberration, or even warping reality. In addition to the table that lists what Action and Danger Dice to add to a check, there is a list of possible consequences if the check goes wrong and a table of bystander reactions. The Great War has not long since ended and many still fear the effects of Pattern bombs, they heard the rumours about…

For both the players and the Game Master, there is an introduction to the genre with a decent bibliography as well as playing safe, whilst for the Game Master there is advice on running the various aspects of the roleplaying game. This covers the creation of missions, mysteries, and jobs, plus the handling and mastering the various aspects of the game. Fundamentally, this is to be a fan of the players and their characters, do what the fiction demands, and think cinematically. It is backed up with a solid selection of threats, from Ministry Agents and Citizens to Troublemakers and dangerous Environments, but also Automata & Robots, Experiments Gone Wrong, and Pattern Aberrations. Both Experiments Gone Wrong and Pattern Aberrations add an element of horror to the game as they are quite creepy. For example, the ‘Pain Pane’ is a flat image of a knight or biblical figure in stained glass which can hide with ease and if light is cast through it, anyone caught in the pattern of the glass is stained in colour and wracked with pain. There is also the scenario, ‘Job: Escape Plan’. This is a prison rescue mission, one Douglas Baker having been arrested for falsifying records at the Ministry of Agriculture. The thing is, he definitely is guilty, but the Game Master can tailor the faction he was working for and who hires them to get him out, to the Player Characters and their backgrounds. Several options are suggested. The scenario suggests that Player Characters can attempt to break him out of the detention centre where he is being held or from the dirigible when he is being transported to court. Either way, the scenario ends with a chase to get to the handoff point before the Badges catch up with the Player Characters. ‘Job: Escape Plan’ is short and should provide a single session’s worth of play, perhaps two, but no more. It does however, give a chance for the players to learn the rules and show off their character’s abilities.

Physically, Tomorrow City is very nicely presented and the book is tidily laid out and quite easy to read. Biagio D’Alessandro’s illustrations are excellent, really capturing the feel and tone of the genre with a wide cast of characters and varying situations. If there is anything missing from the book it is a handy rules reference at the end of the book.

Tomorrow City draws upon familiar genres—Cyberpunk, Steampunk, and Film Noir—to pull us into and want us to roleplay in a less familiar genre, Dieselpunk. It enables the players to create interesting characters and provides the Game Master with enough information to present and evoke a fascinatingly familiar yet different dystopia, but still leave her and the reader wanting more information about Tomorrow City and the wider world. (In other words, an anthology of scenarios and more source material would be very welcome.) In the meantime, Tomorrow City provides easy access to a little explored genre in roleplaying and brings its world of another future past to life.

Sunday, 12 November 2023

Blue Collar Sci-Fi Horror IV

In the ecologically ravaged future, twelve billion people live on Earth in environmentally sealed kilometre high city blocks clustered around ‘lungs’, the colossal city-sized atmosphere processors located on the coasts. Many attempt to get off Earth and sign up to crew the service vessels maintaining stations, outposts, and mines in other star systems; the tugboats hauling the refineries back to Earth; the Arbiter ships as Colonial Marshals investigating crimes on behalf of the Interstellar Department of Trading; as military units preventing (or even conducting) civil unrest or hostile takeovers; as scientific survey teams; or as Deep Space Support Teams—DSSTs, or ‘Dusters’, effectively serving as troubleshooters for their employers. Last twenty-five years and you get to retire to a life of luxury. However, it is not that easy… Space travel takes time, even with the Gravity Assisted Drive, a minimum of a week per light year, meaning trips can take months with most of that time spent in LongSleep. Starships are places to work, utilitarian, but capable of protecting you from the vacuum of space, radiation, and random asteroids. Therese though are not the only dangers involved in space travel and mankind spreading beyond the Solar System...

Spending time in space has a psychological effect and has been known to send men mad. Murderously mad. A.I.s and other systems can malfunction. Outbreaks of diseases and viruses—known and unknown—can ravage colonies, starships, and space stations. Terrorist groups have their own agendas, like The Children of the Cradle, which wants to stop mankind spreading beyond Earth. There are cults too with their own aims and even corporations have their often, highly secret aims. Colonists, scientists, star crew and others report ghosts out in the black, but who believes that? Does not mean that it cannot send them mad... There is even the whisper that the Gravity Assisted Drive itself has a psychological effect on people, though no one has been able to prove and to be honest, no one wants to, especially the corporations. Of course, nobody has yet found any sign of any alien species, and certainly not any face-chomping xenomorphs. Faced with all that, it is wonder that anyone engages in any space travel, and if any starship crew run into any of this, the best they can do is survive. There are those that will do more then just survive. They will investigate. They identify the nature of the threat and they will nullify its effects—if they can. Special Operations Squads (SOS), equipped, armed, and trained to deal with dangerous situations, have been trained by the government of Earth to face these problems, even though it often means working for one of the corporations.

This is the set-up for
Pressure: Industrial Science Fiction Roleplaying, a roleplaying game inspired by the Blue Collar Science Fiction of the nineteen seventies and early nineteen eighties, such as Alien, Outland, Silent Running, and Blade Runner, plus computer games like Dead Space. Published by Osprey Games—the imprint of Osprey Publishing best known for its highly illustrated military history books—Pressure: Industrial Science Fiction Roleplaying is in fact a sequel to Those Dark Places: Industrial Science Fiction Roleplaying, in which the Player Characters are members of corporate Deep Space Support Teams—DSSTs, or ‘Dusters’. In Pressure, the Player Characters are members of the Special Operations Squads Division, knoen as SOS Operatives. If Those Dark Places is the equivalent of Alien, then Pressure is the sequel, Aliens. Notably, Pressure uses the same conceit as Those Dark Places, that the play of the roleplaying game is actually an internal training programme, a test of the potential abilities of the ‘Duster’, or in this case SOS Division operatives. This does not always have to be case, but it is what the roleplaying game defaults to, and notably, Pressure is more upfront about it. Further, in addition to being a sequel to Those Dark Places, this roleplaying game is also an expansion, both in terms of the mechanics and the setting. That said, the Game Master can run Pressure without needing to reference Those Dark Places.

An SOS Division operative is defined by his name and description, CASE File, his skills, and Pressure. His CASE File represents his actual attributes—Charisma-Agility-Strength-Education, which are rated between one and four. It should be noted that Strength works as the equivalent of a Crew Member’s Hit Points, as well as his physical presence. Where in Those Dark Places a Duster has one or two Crew Positions he is qualified for, such as Navigation Officer or Medical Officer, SOS Division operative has skills and this includes combat skills, which notably, Those Dark Places did not have. Some skills require specialist training and if a player does not invest any points in them, his SOS Division operative cannot use them. To create an SOS Division operative, a player assigns ten points to his operative’s CASE File and then three points to skills of his choice. The process is more complex than that of Those Dark Places, but only slightly so, and it is still very simple. In addition, the player is encouraged to answer a number of questions to help develop his operative.

One alternative offered instead of a standard SOS Division operative, a player can roleplay a SAM or Synthetic Automation. A SAM is not affected by Pressure, but all Charisma or Education rolls require an extra round of processing to complete. A SAM is also not fully human in appearance, with smooth features, lack of hair, and unblinking eyes. SAMs are banned from the massive HyperCities of Earth.

SOS Division Operative Rosen was recruited into the SOS Division pending a conviction for computer hacking. Despite her technical role, she has put through the routine physical training, but this has not curbed her cynical edge. She is fascinated with discovering secrets still (which is what got her into trouble in the first place) and knows that being part of SOS Division will actually give her greater access than before.

Rachel Rosen
Charisma 3 Agility 1 Strength 2 Education 4
Pressure Bonus: 6
Pressure Level: 0

Skills: Charisma/Con 1; Education/Computers 2

Mechanically, Pressure is very simple and requires no more than a six-sided die or two per player. To have his SOS Division operative undertake a task, a player rolls a six-sided die and adds the values for the appropriate Attribute and skill, or just the Attribute if the SOS Division operative does not have the skill. The target Difficulty Number is typically seven, but may be adjusted down to six if easier, or up to eight if more difficult. If the task warrants it, rolling the target number exactly counts as a partial success rather than a complete success. In that case, the player needs to roll over the target difficulty.

In the long term, the combined value of an Attribute plus Skill cannot exceed six. If all the skills of an SOS Operative reach their maximum, he is considered to have achieved Elite Team status. One element of game play preventing this that Experience Points can be be spent immediately, during play, to modify rolls. This can be rolls made by the player and rolls made by the Game Monitor—as the Game Master is known in Pressure—so that a player can improve his SOS Division operative’s chance of success at succeeding in an action or chance of failure when an NPC acts against him. This can be before or after the roll. Experience Points spent in this way are permanently lost.

As well as adding skills to the setting of Those Dark Places, what Pressure also adds is a set of combat mechanics. Combatants can undertake two actions per round, initiative is handled via an Agility roll, mêlée is handled as opposed rolls, and ranged combat as standard tests, with the number to hit being seven, increased to eight if the target is in partial cover. Attacks can be dodged using the Dodge skill, but the defending combatant can only focus on this action and loses his next action. A partial success means that he will suffer only one point of damage, a complete success means he avoids all of it. Damage is rolled on a six-sided die, but each weapon or attack type has a Damage Cap. For example, a punch or kick inflicts one point of damage, but a Gauss Pistol inflicts three. Damage is still rolled for, with a roll higher than the Damage Cap indicating that the maximum amount of damage has been inflicted. In addition, each point of damage suffered serves as a penalty, raising the Difficulty Number for all tasks. Combat is brutal, but SOS Division operatives are given BallCom Mk II body armour as protection. On a roll of five or six, this will protect the wearer against direct kinetic attacks, but not explosive or energy damage.

However, Pressure does get more complex when dealing with stress and difficult situations, or Pressure. An SOS Division operative has a Pressure Bonus, equal to his Strength and Education, and a Pressure Level, which runs from one to six. A Pressure Roll is made when an SOS Division operative is under duress or stress, and all a player has to do is roll a six-sided die and add his operative’s Pressure Bonus to beat a difficulty number of ten. Succeed and the SOS Division operative withstands the stress of the situation, but fail and his Pressure Level rises by one level. However, when an SOS Division operative’s Pressure Level rises to two, and each time it rises another level due to a failed Pressure Roll, the SOS Division operative’s player rolls a six-sided die and the result is under the current value of his Pressure Level, the SOS Division operative suffers an Episode. This requires a roll on the Episode table, the results ranging from ‘Jitters’ and losing points from a SOS Division operative’s Attributes, up through Exhausted, Rigid, Catatonia, and ‘Insane Fear’. Whenever an SOS Division operative’s player needs to make a roll on the Episode Table, the maximum result possible is limited by the SOS Division operative’s Pressure Level. So at Pressure Level 3, an SOS Division operative can only be In Shock and suffer points lost from either his Agility or Strength, but not anything worse.

One issue with Pressure Level and Episodes is that a Crew Member cannot immediately recover from either. It takes time in LongSleep or back on Earth to even begin to recover… Worse, once an SOS Division operative suffers an Episode, its effects linger, and he can suffer from it again and again until he manages to control his personal demons.

And that is almost the extent of the rules to Pressure. There is a list of equipment and of typical salaries for a range of roles, a range of NPCs, and there are rules for vehicles and vehicle combat, spaceships and space combat. Spaceships are working spaces, with only a fifth of their displacement dedicated to crew and cargo space, the rest being ship’s system. In keeping with brutality of personal combat in Pressure, the rules for spaceship combat are equally as brutal, but on a bigger scale and a greater chance of death or damage from explosions, fire, electricity, and decompression.

If Pressure expands the rules from those in Those Dark Places, it also does something of greater significance—it greatly expands the setting shared by both roleplaying games. This is delivered as part of the Officer’s Briefing that Pressure is written as, but what both this Officer’s Briefing and Pressure do is present information that the average person on Earth does not have access to. Already, SOS Division operatives are being treated as different and as being part of elite, privy to information that they cannot share. This includes what the SOS Division operatives might encounter ‘Out in the Darkness’ of the furthers reaches of space, such as dangerous terrorists and cults, rogue A.I.s, malfunctioning SAMs and bio-pets, ‘ghosts spirits’, and so on, but again, notably not aliens, bug-eyed or otherwise. In terms of the setting, Pressure provides a complete future history with a timeline from the early twenty-second century to the mid twenty-fourth century, descriptions of the four dominant corporations and other organisations (including criminal and terrorist), and information about the state of Earth, installations and stations in orbit and throughout the Solar System. It touches upon what might be found beyond in ‘Explored Space’, but leaves much of this to be developed by the Game Monitor herself.

Rounding out Pressure is a short mission, ‘The Foster Report’, intended to be played as part of the SOS Division operatives’ training in the ‘Edu-Net’. The squad responds to a distress call from research facility run by Foster Private Endeavours, reporting that it has suffered a containment failure. It is a quick and dirty affair, with advice for the Game Monitor for handling various aspects of the rules, and should offer a single session’s worth of play.

Physically, Pressure is cleanly and tidily laid out. Although it is an attractive looking book, Pressure does have an issue in being delivered as an officer’s briefing because it does not make all of the content easy to use. So for example, the rules for SOS Division operative creation is spread out over several sections where the relevant rules are explained and there is no one cheat sheet guide to operative creation. Similarly, the rules for using Experience Points to adjust rolls are listed under the general rules for Experience Points, but not mentioned in the explanation of the core rules, and the rules for using cybernetics are squirrelled away in the description of Earth and its environs. That said, Pressure, being delivered as an officer’s briefing, is written in an engaging, conversational style.

What Pressure does is take the background and setting of Those Dark Places and expand from a tightly-focused genre emulation into a full Science Fiction roleplaying game. Within the setting itself, it moves Those Dark Places from the survival horror genre to more actioned-orientated horror, where the Player Characters, or SOS Division operatives, have to investigate and confront the horror, rather than merely do their best and run away. It opens up the possibility of Pressure being run as a more general Science Fiction roleplaying game as well, and thus a wider range of plots and possible source material to adapt. Fundamentally no less brutal—even with the guns and the armour—Pressure: Industrial Science Fiction Roleplaying is not just Aliens to the Alien of Those Dark Places: Industrial Science Fiction Roleplaying, taking the action straight to the horror, but a fuller, more detailed roleplaying game whose expanded rules and setting open up a wider range of stories and adventures.