Saturday, 26 April 2025
Terminator Terror III
The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG is a slim supplement that explores the years leading up to Judgement Day and the opening years of the Dark Future. This is not wholly confined to the USA and Russia, for it also explores the fates of numerous countries and the histories of the numerous Resistance forces that rose from the ashes, and in doing so, it visits some unexpected locations. Plus, in addition to exploring the rise of MIR and the Resistance in Russia, the supplement provides rules for creating Spetsnaz Player Characters and describes the equipment used by the Spetsnaz and the Russian Technocratic Union, the machinery fielded by MIR, and Skynet’s early assets that crept out onto the battlefield. Lastly, there are rules for survival and scavenging for survivors picking over the bones of the civilisation that once was. Depictions of this Dark Future in The Terminator franchise, right from the opening moment in The Terminator when the foot of a T-800 steps on and crushes the skull of one poor victim amongst a pile of skulls, have always been grim. Make no mistake, the depiction of this Dark Future in The Terminator RPG: Resist! is equally grim.
The supplement opens with a dismantling of the nuclear doctrine that arose with the involvement of Skynet as third, if secret, antagonist. So Mutually Assured Destruction is no longer a deterrent, military and industrial targets are no longer a priority, and of course, it is no longer an exchange of fire between East and West because Skynet and MIR have thoroughly penetrated the command-and-control networks. The latter means that missiles are being fired at targets within their own country of origin; that Skynet targets sites where biological and chemical weapons are stored—including gaining control of the Centre for Disease Control in the USA; and then using the means and protocols for handling disasters, such as those established by FEMA in the USA, to effectively herd survivors and disaster management teams together and then specifically target them! Beyond these Dark Years, this desire to control continues as Skynet begins fielding Hunter Killer units and the first Terminators that herd the survivors into camps. Parallel to this, John Connor remains in hiding, often with many other survivors covering for him, but making broadcasts that begin to spread the truth about the threat that many survivors as yet remain truly unaware of…
Also discussed are the groups that do survive, some surprising, some not. Of course, the Doomsday Preppers and the Militias, though their individualistic streaks mean they are ill suited to co-operation when the Resistance begins building networks. The Mormons are better prepared to survive, but not to face the raiders, whilst the isolated nature of the Amish, Indigenous, and similar communities mean they are all but ignored by Skynet and often build nations that would survive beyond the Dark Years. US survivors would also flee north and south. In Mexico, this would trigger the Second Mexican-American War, which ultimately leave the country in the hands of the drug cartels who had transformed themselves into feudal war and slave lords, whilst in Canada, the survivors have been firmly driven out of the cities and the oil fields of northern Alberta turned into a hellhole supplying Skynet with petroleum resources.
As damaged by Judgement Day and what followed next as much as North America, the situation in Russia is different because there is not one single controlling A.I., but several, each one a separate node of MIR with a different attitude towards humanity, and also towards Skynet. This includes nodes which actively favour humanity, others that manipulate it, and some which want to destroy it, and like some Soviet-era collective, the nodes do not always agree on what action to take. So, there is likely to be a more erratic overarching feel to any campaign set in Russia, whilst still being organised on the ground with the rise of the Russian Technical Union, which claims, but does not hold all of the territory that was once the Warsaw Pact. The background, politics, and capabilities of the Russian Technical Union are backed up with the means to create Spetsnaz Player Characters. They are much more of an organised military than the Resistance in North America, and to reflect that, Spetsnaz Player Characters receive extra training represented with Supplemental Training Plans, including ‘Contact and Outreach’, ‘Long Range Reconnaissance’, ‘Refugee Support Training’, ‘Repair and Salvage Operations’, and ‘Opposition Sabotage’.
Details of what happened in the wake of Judgement Day for several other countries are also given. France managed to hold out initially due to the fact that its military infrastructure was not tied to Skynet via NATO, but eventually biological warfare followed by direct assault with Hunter Killer units from England via the Channel Tunnel saw first Calais captured and then the rest of France. What remains of any resistance in Germany hides out in the dungeons below the ruins of Castle Drachenfels(!), its leader rejecting contact with the American Resistance and blaming John Connor for Judgement Day.
The future of the United Kingdom—or the ‘Dis-United Kingdom’—is also detailed. In some ways, this feels the most traditional of post-apocalyptic futures in The Terminator RPG: Resist! in that the government is re-established in Birmingham following the destruction of London and Manchester. A chemical gas attack by Skynet followed by attacks by Hunter Killer tanks forced the survivors to flee west, first through Wolverhampton, and then where Brummies traditionally went on holiday—Wales. The survivors of the United Kingdom have fled where they always have when invaded—into the fringes of the country. The survivors in Scotland are cut off from the rest of the country the irradiated Lowlands, whilst in Wales, the survivors reopened, hid in, and expanded the country’s old coal mines. The resistance is a combination of remnants of the British Army, Welsh nationalists, and surviving elements of the IRA, with the frontlines being the fringes of Birmingham. Called Glyndwr, the slightly fractious resistance has one secret weapon—the Welsh language!
Perhaps the most interesting countries detailed are Ghana and the Philippines. Although West Africa was scarred by the effects of Judgement Day, it was not specifically targeted by Skynet. It took a decade for the region to begin to recover and be targeted by the machines. Skynet has occupied Ghana’s Volta region for its hydroelectric plant and begun strip-mining the region for its resources. In response, the West African Coalition of former states in the region, originally established to provide humanitarian aid, has transformed into a resistance movement. Communication between the resistance groups is maintained by Runners who carry messages and distribute information. This is the basis for a different type of campaign, focusing on the Runners and their movement and journeys. The Athletics, Endurance, and Stealth skills are strongly recommended for Player Character Runners, as are language skills given that some ninety are spoken in the region, but they can be anything beyond that. To this are the new skill, ‘Lore: Region’ and new Traits, ‘Forced March’ and ‘Regional Polyglot’. The latter enables a Player Character to better learn and understand the numerous languages in a region. That said, a list of some of the languages spoken in the region would have been useful, but the Director will definitely want to do more research for any campaign run in the region, and that would include languages.
In the Philippines, the hope for survival is tied to the Pag-asa, literally ‘hope’ in Tagalog. The Pag-asa is actually a former Ohio-Class submarine about to be decommissioned when Judgement Day occurred and since it was not armed with nuclear missiles, overlooked by Skynet. Instead of returning to fight and likely die for the USA, the crew elected to support the Philippines and now it spearheads the Resistance all across southeast Asia. Similar treatments are given for Oceania, including Australia, New Zealand, and the Pacific, as well as Central and South America. These are broader treatments, and not quite as interesting as the write-ups of the other countries.
Besides expanding the setting of The Terminator RPG into an immediately dark and nasty era, The Terminator RPG: Resist! provides rules and mechanics for prosthetic limbs and wheelchairs and for surviving in the wastelands of the Dark Years and beyond. These cover scavenging, the use of toolkits, finding ammunition from bullets to bombs, armour and clothing, and more. It includes the finding and fixing up of a dwelling, especially in the face of apocalyptic weather, and notes on foraging and hunting in the deadly new era. In terms of support, descriptions and stats are provided for Skynet’s early war forces, such as the RTAV Robotic Tracked Attack Vehicle and the RV-12 Dart Microdrone. Also given are Skynet’s post-millennial forces, such as the Cyberdyne Systems Series 100 Robotic Infantry Unit, and the forces of MIR and some of the equipment field by the Spetsnaz.
Physically, The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG is a good-looking book. The artwork is excellent and the layout clean and tidy. However, the book does need an edit in places and feels slightly rushed.
The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG is a slim book and perhaps a few more pages could have been included to round out its content with some scenario hooks or campaign outlines or something similar. More so for the descriptions of less familiar places such as Ghana or the Philippines, which would make their details easier for the Director to use and develop. Nevertheless, there is a lot of good content in The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG, expanding the scope of The Terminator RPG in both interesting new regions and theatres of action and a truly horrifying and grim period of the setting’s future. It would be interesting to see actual campaign content for all of these new settings, but The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG provides a very scary starting point for the Director to develop her own scenarios.
Sunday, 9 March 2025
Terminator Terror II
Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG provides an overview of its themes and ideas—the darkness of metal, especially liquid metal; the negative consequences of advances in technology and the resulting technophobia; that humanity is its worst own enemy, even to the point of creating that which will kill it in its own image; and despite all this, humanity’s fate is in own hands. In the case of the latter, there can be no doubt that this is severely hampered as the supplement shows, whether that is because of the advanced technology that Skynet has access to and the Resistance only has limited access to, or because the dangers of time travel from the Dark Future to the 1990s (and back again). It also introduces the nineties, in all their flannel shirt wearing, music video watching, coffee swilling, fast food guzzling, longer working hours glory. In doing so, the supplement takes player and Game Master alike right up to Judgement Day itself, August 29th, 1997, the day which really has been lurking over the horizon of The Terminator RPG. It also adds two interesting options in terms of play. One, just like Terminator 2: Judgment Day, introduces the possibility of Terminators as heroes and thus Player Character Terminators. The other is for the players to play the elite of the Resistance, members of the Time Displacement Commandos, conducting operations from a secret base on the Moon that Skynet has no idea about.
The given history of the nineties is really very much seen in response to secret war that was being fought between forces manipulated or influenced by the Resistance and those manipulated or influenced by Skynet. Thus, on one side there are discussions of guerillas, survivalists—of various stripes, and the militias, whilst on the other, there are computer experts, federal agencies, and so on. There are interesting details of what might be found in a typical fallout shelter and stats for various NPCs on both sides, that with some effort could be adjusted so that they could be used as Player Characters. A history of both Cyberdyne Systems and its rival and eventual successor, Raven Technologies are given neatly providing a backdrop for the Player Characters’ investigations in the decade.
The Dark Future is treated in similar fashion, examining mankind’s initial responses to Judgement Day and its nuclear exchange and as they made the first steps out of their shelters and holes in the ground, to the rise of the machines and the coming of Skynet. This includes the establishment of the first Resistance settlements and how they evolved over time, as well as detailing various common character types found there—Demolitions Expert, Basic Infantry, Medtech, Sniper, and so on. Again, these are given as NPCs, but can be upgraded to serve as the basis for Player Characters. They are accompanied by descriptions of survivors other than members of the Resistance that might be found in the Dark Future, such as Junkers, Scroungers, Cannibals, Hoarders, and Raiders, plus traitors and despots. The inclusion of these push The Terminator RPG into a more traditional style of post-apocalypse setting, but also expands storytelling options available in the Dark Future, that they need not always be about the Resistance versus Skynet.
The advances made in technology means that whilst time travel is available to Skynet by 2030, it really comes into its own in the following decades and the 1990s become a battle ground for terminators and Resistance members sent back into the past. This includes the ability to return from the 1990s to the future, but this requires the means to recreate the time displacement equipment in the past. The most common method involves swallowing a large ‘Time Pill’ containing a Neural Net CPU chip and a quantum-synced isotope that is radioactive and needs to be evacuated from the body as soon as possible! Once their mission has been fulfilled, the time travellers will use the contents of the ‘Time Pill’ to construct the time displacement equipment. Other means, like the later developed Time Door, require a great deal of power that Skynet can easily spot. The primary users of the technology are the Time Displacement Commandos, effectively the elite of the Resistance and regarded with disdain by some members of the Resistance. Its history and operations and described, accompanied throughout, by advice and details of Time Displacement Commandos training which beg to be used in game. Also discussed are the possible dangers and paradoxes of time travel, such as temporal distortions, the Bootstrap Paradox (which is how Cyberdyne Systems got hold of the technology that would become Skynet), the Grandfather Paradox, and more. Some possible outcomes of the war are also discussed, but perhaps more interesting are the detailed alternative timelines in which Judgement Day take place, including one in which John Connor is killed by the T-1000 and his mother’s vengeance forces Skynet into one terrible, final retaliation, and one in which an asteroid strikes California and in response the US nuclear arsenal and Skynet were repurposed to provide defence against further strikes from space, but Skynet still destroys the world. What is made clear throughout is that time travel is fraught with danger and killing the wrong person or a random person by mistake can have consequences for the future.
Playing a member of the Time Displacement Commandos is offered as an advanced option, including new roles like Robot Fighter, Cyber Jockey, and Deep Insertion Operative, the later being supported by playing a Deep Insertion Operative, sent back into the past to monitor the activities of Skynet and those who contribute to its growth. Also included here are Agents of John Connor, the elite of his forces who report directly to him and follow only his orders. The other option is playing as a Terminator. This presents quite a change in game and out of game. In game, a Terminator Player Character must obey its programming, must seek technical rather than medical aid, and will expect to face hostility from NPCs. Out of game, a Terminator Player Character has no control over its fate and therefore no Hope Points and limited options in terms of Terminator units that the Game Master will allow in her campaign. The presence of a Terminator Player Character also limits the missions that can be played. For example, if it has to protect a scientist, that scientist has to be included in the game. What Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG suggest is that a Terminator Player Character fulfil a particular role and mission, like ‘The Nanny ’Nator’ which acts as a surrogate to a child or youth or ‘The Traitor ’Nator’ reprogrammed to attack Skynet. It is possible for a Terminator Player Character to overcome its programming, but this can cause it to corrupt, as can being reduced to zero Hit Points, suffering a hard reset, or failing a mission or objective. This begins to limit the skills it can use. However, there are plenty of ideas on how Terminators can be used with or as Player Characters, including a ‘Terminator Player Character Mission Plot Generator’.
Full stats are provided for numerous characters from Terminator 2: Judgment Day, including ‘Uncle Bob’ as John Conner nicknamed the Terminator sent back to save him, Sarah Connor post-incarceration, John Connor at ten years old, Miles Dyson, and Doctor Peter Silberman.* These are accompanied by assessments by Skynet and Doctor Silberman and some also by assessments by the Time Displacement Commandos. Several sections cover a wide array of weaponry, equipment, vehicles, and also wildlife—the latter with rules for bear hugs and vicious attacks!—from both the 1990s and the Dark Future. The book also adds a wide range of new Skynet threats from the bug-like HK-Crawler, MHK-Drone, and HK-Jet to HK-Tank MK 2, HK-Walker, and HK-Mini Walker. The first Terminator designed and built to replace human troops, the T-70, is also fully described, as is a wide range of Infiltrator models, before it details the use of Liquid Metal by Skynet. First seen in action in the T-1000 prototype sent back to the 1990s to kill John Connor, the development of the technology is explained as are its capabilities beyond those listed for Infiltrator units in The Terminator RPG. These include metamorphism, regeneration, and magnetic reader, but also vulnerabilities such as extreme heat and cold, and immersion in acid. Alongside these are precursor steps to the full T-1000, for example, ‘Dagger Tongue’ and ‘Medusa Hair’, that the Game Master can add to earlier Series 800 and Series 900 Terminators to hint at the development of the T-1000. Understandably, the stats for the T-1000 are fearsome and the special rules scary. This is definitely not a threat that the Game Master wants to throw into the path of her Player Characters unless they are very capable.
* You also get to learn in Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG that Doctor Silberman is a bigger arsehole than you thought he was from simply watching Terminator 2: Judgment Day.
However, the T-1000 is not the ultimate Terminator model in Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG. This is T-Mobius, an advanced version of the T-1000 with its own built-in Time Displacement Equipment. It is tasked with locating and shutting down time displacements before they can disrupt the timeline and threaten Skynet. Again, the Player Characters need to be very capable if they are to face this, let alone defeat it.
The supplement also expands on the rules in The Terminator RPG for Hacking. When Hacking, a player rolls Computer skill tests to generate points of Progress which can be expended to move deeper into the network, create a backdoor, capture a node, exploit a subroutine, and so on to infiltrate systems mapped out as a series of connected nodes represented by a ‘Network Architecture Diagrams’. The expanded rules cover hacking via a Terminator’s severed head, the need to learn the terminology and protocols used Skynet, and a host of tasks—logging in/out, network permissions, subroutine tasks, and more all the way up to sentience engine tasks. The problem with this is that there is more to learn and account for using these options. Since the hacking rules are designed to be played in conjunction with actions that the other Player Characters might be taking in combat rounds, this extra detail has the potential to slow play down. Simplified Hacking rules are provided, but the one set of rules that the Player Characters are likely to use are those for programming a captured Terminator. A ‘Network Architecture Diagram’ is provided for this, but much like a Player Character Terminator attempting to overcome its own programming, reprogramming the code of the A.I. of a Terminator can corrupt its systems and in game terms, potentially impede its skills.
Lastly, Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG includes three new missions. The first is ‘Into the Valley of Metal’ which lets all of the players take the roles of T-800 Terminators. Newly activated, programmed, and equipped for a seek and destroy mission on a resistance hideout, the players get to play the enemy—or so they think. Captured by the Resistance, they are hastily reprogrammed and sent back by the Resistance to strike at the heart of Skynet. This also allows the players experience a deep strike on Skynet facilities potentially long before their Resistance Player Characters might have a chance to. The scenario might also serve as a good convention scenario.
However, when the Player Characters are ready and capable enough to strike directly at Skynet, there is the second scenario, ‘Assault on Thunder Mountain’. Based on the graphic novel, The Burning earth, it is set in 2041 and can be run after the events of ‘Into the Valley of Metal’. Instead of the Player Characters being Terminators, here they are experienced members of the Resistance attacking the last redoubt of Skynet before drops nuclear bombs on every surviving settlement in North America. This is a challenging scenario combing a mix of stealth and combat.
The third and final scenario in the book is ‘Terminator Two: Judgment Day’. This is designed to emulate the events of the film as closely as the Game Master wants, whilst also allowing room for her make changes and add surprises for her players and their characters. There is advice and suggestions for running it according to the original timeline or an alternate timeline. In the original timeline, the players take the roles of Sarah Connor, John Connor, and Uncle Bob, whilst in the alternate timeline, there are more Player Characters involved. Either way, the scenario is broken down into the film’s big set pieces—the first encounter at the arcade, the chase on the roads of Los Angeles with the motorcycle and the big truck, Sarah Connor’s breakout from the hospital, and so on. As with the previous two scenarios, each scene is given a set-up, descriptions of the obstacles the Player Characters will face and the assets they have, and ways out of the scene, and on to the next. However, the film does not just consist of these big, set piece scenes. There are scenes in between and it is in these that the players are expected to roleplay the emotional aspects of the film and bring in their interpretation of roleplaying these characters. What this means is that the players get to re-enact the film and enjoy all of its big excitement and action, without having to exactly roleplay the roles as the actors did. Thus, it has just about enough freedom to be more than a simple replication.
Physically, Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG is a good-looking book with plenty of art that captures the feel of the film and depicts the ghastly nature of the Dark Future. The book is also an engaging read, but it does include some horrifying, often cruel scenes in its fiction. However, it does need an edit in places, whilst in others the layout contains a crash or two.
There is more of an emphasis in Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG on the Dark Future than the 1990s, but that emphasis is all about taking the fight to Skynet and setting up the means to jump back in time to the 1990s. In the process, it greatly expands the world of The Terminator RPG, ultimately highlighting how Judgement Day cannot be stopped, but that the secret war fought in the years leading up to it can influence the future and hopefully, save mankind. Overall, Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG is a good sourcebook for both The Terminator RPG and Terminator 2: Judgment Day full of great content that the Game Master can bring the 1990s and the Dark Future—and hopefully help save mankind.
Sunday, 12 November 2023
Terminator Terror
The Terminator RPG: Campaign Book presents a series of fifteen interlinked missions across both the devastated future post Judgement Day and the unware period of the horrors to come, 1980s. Many of the missions can be played on their own, but by linking them, the Resistance Fighters can explore stories that weave in and out of, and parallel to, those of Sarah Connor, the future leader of the Resistance, her son, John Connor. What this means is that the players and their Resistance Fighters are not playing out the key events of The Terminator, but like the comic stories published by Dark Horse which specifically inspire many of the missions in The Terminator RPG: Campaign Book, instead exploring the world and stories away from the core story. There are one or two wholly original missions in the collection as well, but in general, the players and their Resistance Fighters will be telling their own stories, stories that support and contribute towards the core story. The interlinking nature of the missions is also quite loose, with in some cases, years passing between one mission and the next, enabling the Game Master to develop and add her own plots and missions between those given in this supplement. In addition, The Terminator RPG: Campaign Book has been written as part of the publisher’s ‘Signature Series’, which brings together a number of scenarios or missions from a variety of authors to provide different styles and approaches to a setting—or in this case, The Terminator franchise.
The campaign will see the Resistance Fighters fighting and surviving their way back and forth across the post-apocalyptic future of North America in the 2020s and even to a Moscow dominated by MIR, Skynet’s Russian subsidiary A.I., before throwing them back into the past of the 1980s, with rug-pulling deviation along the way. Here, in the past of both the Resistance Fighters and their players, the Resistance Fighters will hide out until needed, searching for three things. One is signs of Skynet’s operations from the future trying to ensure it creation and domination of that future. Two is looking for the events and persons involved in the creation, whether intentionally or inadvertently. Three, ultimately, chasing after Sarah Connor and her son, if not to actually locate the fugitives themselves, then at least prevent Skynet and its various terminator units, let alone the authorities, from locating them. This again, will take them back and forth across America, before a push long way south of the border. Throughout, the Resistance Fighters will encounter terminator model after terminator model, in some cases, hordes of them. In each and every incidence, the fights will be tough, the nearly unstoppable nature of the terminators horrifying, the encounter always desperate, whether defeat or victory. This does not vary whether it is the past or the future. In the future, the Resistance Fighters will have the advantage of advanced weaponry, but that will be against multiple terminators, whereas in the past, the Resistance Fighters will encounter terminators in ones and twos, but will only be armed with the weapons of the 1980s that they can scavenge or steal.
The campaign begins in the future, post-Judgement Day. The Resistance Fighters will find themselves investigating damaged Terminator Complexes for information about Skynet’s operations, visiting Russia and Moscow by submarine to curb Skynet’s operations there, and being hunted by Terminators before being rescued by unfamiliar faces. They will ultimately be given a mission by unexpectedly familiar face, before being thrown back into the past of the 1980s. This is where the bulk of the campaign takes place, missions include tracking down a notorious serial killer, survive being hunted again—though this time in rundown New York city of the period, stop a Terminator effort to take advantage of period communications (this nicely adds a Terminator twist to the suspicious man atop the telegraph pole. Very eighties and seventies), and hunt down a Terminator nurse—suitably named Nurse Hatchet—in a hospital before it reaches its target. The missions are suitable varied, but will involve a lot of action and combat as well as the desperate planning and investigation. The Resistance Fighters will also need to adapt to living in the 1980s whilst fulfilling missions and avoiding the attention of the authorities.
Structurally, the interlinked nature of the scenarios in The Terminator RPG: Campaign Book means that it is loose in places and there are long gaps between scenarios. There are two ways to address this. One is for the Game Master to add her own content to fill those perceived gaps or to run the campaign episodically, perhaps running other roleplaying games during the gaps to suggest that time has passed. Of course, there is nothing to stop the Game Master running the campaign for her group straight, from beginning to end.
To support the campaign, The Terminator RPG: Campaign Book includes two appendices. One contains seven pre-generated Resistance Fighters, some of whom are more critical to certain scenarios than others. The second provides statistics and descriptions for the campaign’s NPCs, which are surprisingly few in number. This is because the campaign draws from the core rulebook for The Terminator RPG for the majority of its NPC and Terminator stats.
However, as a whole, the campaign is lacking in a number of things. One is maps. There is only one location for which a map is given in the whole of the campaign. Now in many cases, it is easy to visual and describe certain locations, such as a hospital or a pawn shop, but there are number of bunkers and similar locations which would have been easier to visualise and impart their descriptions to the players had they been given maps. In most cases, though not all, the locations are decently described and so the Game Master can create her own. Another is hacking diagrams. There are some in the campaign, but not enough to be a strong feature of the campaign or threaten to overwhelm it with a large number of hacking attempts being needed. So, this is not an omission so much as a feature, and whilst a hacker will be required as part of the campaign, his technical skills will probably be required more often.
Physically, The Terminator RPG: Campaign Book is decently presented, well-written, and illustrated with some good artwork. The book is easy to read and includes staging notes and suggestions for the Game Master from one scenario to the next.
The Terminator RPG: Campaign Book is not a campaign in the traditional sense of there being a beginning, a middle, and an end. It definitely has a middle, and it could be argued that it has two middles rather than one with the switch in time periods, but in a more traditional campaign, the ending would involve the Player Characters defeating the big villain and bringing the story to a close. Not so in The Terminator RPG: Campaign Book, which does not come to end with the Resistance Fighters defeating the big villain. Rather, they will defeat a big villain and so contribute towards the defeat of the big villain, that is, Skynet. Which makes sense since the Resistance Fighters are not the stars of The Terminator franchise, but the stars of a story within The Terminator franchise. Overall, The Terminator RPG: Campaign Book is solid support for The Terminator RPG, providing the Game Master with some great Science Fiction horror with which to torment the Resistance Fighters and their players as they battle to make a difference and help save the future of humanity.
Sunday, 28 May 2023
Terror of the Terminators
The Terminator RPG is based upon The Terminator, the original film by James Cameron from 1984 and then on the seventeen or so comic book storylines published by Dark Horse Comics between 1990 and 2019. The Science Fiction horror roleplaying game enables play in two time periods. The first is the future of the here and now, or at least an alternative here and now. This is the future of Judgement Day, in which the A.I. Skynet attempted to destroy its creators and the rest of humanity in nuclear, biological, and chemical conflagration before sending out increasingly sophisticated machines to wipe out humanity, whether through brute force or infiltration followed by brute force. The Resistance arose, led by those who had been preparing for Judgement Day and the rise of the robots, most notably, John Connor, to defeat Skynet and its forces. By the end of the 2020s, the Resistance would prevail, but not before Skynet developed temporal technology with Time Displacement Equipment, enabling it to send Terminator units back into the past and attack those who would become a danger to it in the future. Thus, the war against the machines became not a war of resistance and rebellion against Skynet, but a war through time, a hunt for Skynet’s agents across the later twentieth and early twenty-first centuries. This opens up the second time period, the 1980s, and whilst it would be possible to run campaigns in both periods without any crossover, travelling back from the 2020s opens up the possibility of some entertaining ‘fish out of water’ style roleplaying. In general, the emphasis in The Terminator RPG is on the period of the 2020s, but there is still plenty of information about the 1980s to run a campaign set there.
A Resistance Fighter in The Terminator RPG has a Role, such as Engineer, Hacker, or Scout. This provides a Resistance Fighter’s initial stats and a Resistance Ability. For example, the Grunt has ‘Physical Training’ which enables the Resistance Fighter to trade in a Skill die on a Strength or Dexterity related Skill Test and ensure that the result on the Success die is always a ‘Messy Success’ whatever is rolled. The Grunt also has extra Hit points. The Pilot, for example, has ‘Mechanised Warrior’, which enables the Pilot to control a vehicle passively and specialise in a particular type of vehicle. The Resistance Fighter has six stats—Strength, Dexterity, Knowledge, Concentration, Charisma, and Cool. Stats are rated between zero and six, whilst the skills are rated between one and four. A Resistance Fighter also has FATE, a replenishable representation of his luck, and he can have Traits, such as Addiction, Arrogant, Exceedingly Cool, or Vision (Good). He also has Hope Points, which are divided between three categories—Body, Brains, and Bravado—and indicate the ways in which a Resistance Fighter can emulate the cinematic style of The Terminator. For example, with Body 2, Brains 3, and Bravado 1, Minguez the strategist could ‘Go Crashing In’ to dive into a room and gain a single charge or ranged action before combat begins, to make a ‘Luck Guess’ and gain a free bonus to a Knowledge or Concentration skill roll, or ‘Lead From The Front’ to lead soldiers into battle and bolster their morale. To create a character, a player selects a Role, assigns seven points to the stats, receives the base skill ranks for the Role and spends thirty-six points to purchase more skill ranks, and selects traits—both negative and positive so that they balance. A Resistance Fighter does not have to have any traits and there are relatively few of them, with fifteen negative traits versus only seven positive traits.
Name: David Renko
Role: Historian
STATS
Strength 1 Dexterity 1 Knowledge 5
Concentration 1 Charisma 2 Cool 1
FATE 1/1
HOPE
Brain 2 Bravado 1
Hit Points: 16 Willpower: 16
MOVEMENT
Closing: 2 Rushing 5 Encumbrance: 4 Initiative: 3
Resistance Ability: Natural Academic
SKILLS
Diplomacy 3, Education: Academic (Mathematics) 4, Education: Natural (Physics) 3, Endurance 1, Interrogate 1, Language: Russian 3, Lore: Skynet 3, Melee Weapons 1, Oratory 2, Pistol 1, Rifle 1, Stealth 1, Survival 1, Tactics 1, Time Science 1, Unarmed Combat 1
TRAITS
Anxiety (Rank 1), Natural Aptitude: Time Science (Rank 1)
The Terminator RPG allows for two further Resistance Fighter types. One is the Cyborg as per Terminator 2: Judgement Day. There are no specific rules for creating this Resistance Fighter type, but guidelines suggest building it as a Grunt with the additional traits of ‘Learning to Run’, ‘All Hope is Gone’, and ‘Unstoppable’. The other is the Fated. They are NPCs or Resistance Fighters already known to Skynet (and so cannot have the associated negative trait) and worse, are in its crosshairs. The obvious character from The Terminator for this is Sarah Connor.
Mechanically, The Terminator RPG uses the ‘S5S’ System first seen in SLA Industries, Second Edition. This is a dice pool system which uses ten-sided dice. The dice pool consists of one ten-sided die, called the Success Die, and Skill Dice equal to the skill being used, plus one. The Success Die should be of a different colour from the Skill Dice. The results of the dice roll are not added, but counted separately. Thus, to each roll is added the value of the Skill being rolled, plus its associated stat. If the result on the Success Die is equal to or greater than the Target Number, ranging from eight and Challenging to sixteen and Insane, then the Operative has succeeded. If the results of the Skill Dice also equal or exceed the Target Number, this improves the quality of the successful skill attempt. However, if the roll on the Success Die does not equal or exceed the Target Number, the attempt fails, even if multiple rolls on the Success Dice do. FATE can be spent to reroll the Success Die or any of the Skill Dice. It can also be spent to add a modifier to a Skill Test or a Resistance Test.
For example, David Renko is part of a resistance squad which has broken into a Skynet facility and discovered that it has Time Displacement Equipment or TDE. Unfortunately, the TDE was partially damaged in the assault on the facility and the date to when the Terminators have been sent back is not readily accessible. The resistance squad’s hacker has already managed to get the TDE computer working and Renko needs to determine the date from the accessible data. The Director—as the Game Master is known in The Terminator RPG—sets the Difficulty of the Skill Test at Challenging or 11. Renko’s player assembles his dice pool. This consists of the Success Die plus a Skill Die for his Skill rank of one in Time Science plus an extra Skill Die. To the result of each die, Renko’s player will add the Skill rank of one in Time Science. Renko’s player rolls five on the Success Die, and three and five on the Skill dice. This a serious failure as none of the dice rolled a success. Renko’s player decides to use Renko’s of Natural Aptitude: Time Science, which at Rank 1, allows him a reroll in the skill. This time he rolls an eleven on the Success Die and a nine and a five on the Skill Dice. This is a Messy Success, which means that Renko can identify which year the Terminator units travelled back to, but no more. So, his player uses a point of FATE to reroll the Skill Dice. He rolls both of them and gets an eight and a ten. Adjusting the results with Renko’s Skill Rank of 1 in Time Science, the results are eleven on the Success Die and on one of the Skill Dice. This counts as a Solid Success and narrows the temporal destination for the Terminator down to a month.In terms of the rules, The Terminator RPG runs implacably through the key elements of the setting, starting with combat. This is a major aspect of the setting so receives no little attention here, and is designed to be deadly, fraught, and highly tactical. It takes into account offensive and defensive manoeuvres, rate of fire, recoil, damage inflicted on armour, cover, aiming, and so on. Against ordinary opponents, combat is designed to be desperate and dangerous, but this only escalates when Terminator units become involved. As well as being physically dangerous, the unstoppably callous nature of Terminator units is extremely stressful and frightening, which can trigger Fear Tests, which typically occur when the Fear Rating of the situation is above a Resistance Fighter’s Cool stat. Failed Fear Tests lead to a loss of Willpower. As well as seeing a Terminator, being trapped or attacked, witnessing the brutality of Skynet, the loss of a close one, can all lead to Fear Tests if their Fear Rating is high enough. The rules also cover vehicle combat, traps, biological warfare and toxicants, and more, whilst the rules for traps cover disarming them as much as building them, so that the Resistance Fighters can lay traps as much as disarm them. Similarly, particular attention is paid to infiltration and exfiltration, as stealth is a key part to survival and moving around in the wasted world of the future as well as learning to get by in the bright and brazen world of the eighties.
Another major feature of The Terminator RPG is Hacking. The rules cover hacking and computers in both the past and the future and the radical differences in terms of technology. One of the given Roles in the roleplaying game is the Hacker and he will primarily be hacking electronic devices and computer systems. In general, hacking small systems requires only a simple skill test, but for bigger systems and where it is narratively appropriate, the hacker can attempt to infiltrate a system consisting of a series of connected nodes represented by a ‘Network Architecture Diagrams’. The player rolls Computer skill tests to generate points of Progress which can be expended to move deeper into the network, create a backdoor, capture a node, exploit a subroutine. If alerted, Network Security, or ‘NetSec’, will spread through the system attempting to locate the hacker and halt his progress, the Director rolling for and handling this process. In effect, hacking is in effect a two-player mini-game between the Hacker’s player and the Director. Fortunately, it is intended to take place at the same pace as combat rounds do, so it can be run in parallel with them if need be. It needs careful study by both the Hacker’s player and the Game Master, and although there is an example hacking attempt given of the system included, it would be a good idea for the Director to run through this at least once to understand it before bringing it into play.
In terms of technology, The Terminator RPG has lengthy sections devoted to both equipment and the machines of Skynet, the latter longer than the former. One nice touch is the equipment is organised not by name or type, but by the skill required to use each item, thus combining their description, the rules for their use, and their effects effectively under they are used. So, for example, dogs are listed under Animal Management, Time Displacement Equipment under Time Science, and everything from a flatbed truck to a main battle tank under Vehicles. Also covered are beam weapons, particle beam weapons, and other weapons deployed by Skynet. Then when it comes to the machines of The Terminator setting, The Terminator RPG covers much more than seen in the original film. So obviously the HK-Tank, HK-Drone, and T-800 Terminator, but The Terminator RPG also draws deeply from the comic book series published by Dark Horse Comics. So there are basic T-000 models, humanoid Hunter-Killers, as well as T-700 or ‘Data Junkies’, which pose as the homeless and are sent back into the past to collect data and then hide until after Judgement Day; the T-K90 or ‘Labrador Deceivers’, which hide amongst the Resistance’s dogs and acclimatise them to the presence of metal; and even T-R80 or ‘Cyberbats’, used as reconnaissance units. This offers a wide variety of threats and suggests possible story ideas for the Director to use and develop. This is all backed up by the discussion of the various components, features, and design of Skynet’s machines, so that the Director can understand how they work. Unsurprisingly, there is a focus on the T-800 as seen in The Terminator, including what happens when one loses various components. All of the machines given have game statistics as per a Resistance Fighter, but with high armour values and special rules which vary from model to model. Notable amongst the models are those developed by MIR, the Soviet Union’s answer to Skynet, which has an interesting relationship with its American counterpart.
In terms of background, The Terminator RPG also explores the rapid technological progress of the late twentieth century which ultimately led to the development of Skynet. This includes other corporations which contributed technologies later incorporated by Skynet, giving the Resistance another set of targets in the past. Numerous NPCs, drawn from both film and comic, are also given, complete with full stats, starting with Sarah Connor and Kyle Reese in 1984, John Connor in 2029, Lieutenant Ed Traxler, LAPD, in 1984, and more. If there is a potential issue here is that a lot of these NPCs will be unfamiliar to the players and the Director—especially the Director, forcing her to scurry off in search of the Dark Horse Comics. A nice touch is that every NPC entry includes notes made by Doctor Peter Silberman, providing an often-deluded psychological profile for each person, as well as an assessment by Skynet itself. The Director gets to choose which of the two assessments is worse…
The Terminator RPG terminates with not one, but two missions for the Director to run. Neither is original. The first, ‘The Phone Book Killer’, is based on the story seen in The Terminator, whilst the second, ‘The Killer in Me’, is based on the graphic novel, The Enemy Within. In both cases, the missions are designed to emulate rather than simulate the stories on which they are based. Thus in ‘The Phone Book Killer’, set in 1984, the Player Characters can be members of the LAPD investigating the case of the Sarah Connor murder spree or as Resistance Fighters sent back to stop the T-800. In the case of the latter, this will mean the players taking the roles of Sarah Connor and Kyle Reese, and essentially roleplaying the events out to see how they might differ, though there is scope for other Player Characters to get involved too. As a police investigation, the key Player Characters are Ed Traxler and Hal Vukovich, but again more Player Characters can be added, including Sarah Connor and Kyle Reese. Essentially, this is more of a toolkit to set up and explore the events of the story.
‘The Killer in Me’, the second mission is much more straightforward in its set-up and plot and is not the toolkit to set up and explore the events of its story that ‘The Phone Book Killer’ is. However, it does have the benefit of unfamiliarity, so the players and their Resistance Fighters can come to it unaware of its plot. Set in the 2020s, the Resistance Fighters are assigned to Lompoc Base, north of Los Angeles. The base is in danger of being overrun by Skynet, so when the base receives a message from a missing comrade that he has a cache of weapons and some survivors, both of which can help the base, its commander orders the Resistance Fighters to investigate. This requires a 150-mile trip, not through enemy territory, but under it via the sewerage tunnels. As the title of the mission suggests, this is a far more dangerous assignment than the Resistance Fighters will expect.
Physically, The Terminator RPG is very well presented. It is well written, the artwork is really good—the depictions of the various NPCs look right and the Terminators look scary, and throughout, there are plenty of examples of the rules and suggestions for the Director.
If there are issues with The Terminator RPG, they are relatively minor. For example, the list of Traits for Resistance Fighter creation seems paltry at best, and having ‘The Phone Book Killer’ as one of the two missions could also be seen as a cheap cop-out. Arguably, the former is more of an issue than the latter, limiting options in terms of Resistance Fighter creation, whereas the inclusion of The Terminator storyline as a playable scenario lets you roleplay and explore a situation which many a gaming group has already done inspired by the events of the film already, but do it with proper guidance and advice on how to do it differently. The inclusion of ‘The Phone Book Killer’ essentially lets you roleplay a story or situation you have been waiting forty years to do and do it with the licenced roleplaying rules.
Perhaps more problematically, is the roleplaying game’s complexity. The Terminator RPG looks complex and in some places it is. Then again, it has to be. This is roleplaying game and setting which involves near-unstoppable killing machines, which take tactics and ingenuity to destroy rather than brute force; computer systems which require infiltration against a faster, better, more capable enemy; and both desperation and courage. Yet, The Terminator RPG is not overly complex by the standards of most roleplaying games, simply requiring patience to learn and get used to the mechanics. (As an aside, the most obvious licensee back in the day would have been Leading Edge Games, since it had the licence for the TERMINATOR 2 Year of Darkness – Miniatures Combat System. However, it would have produced a roleplaying game based on The Terminator akin to its Aliens Adventure Game and that would have been complex. So, complexity is relative.)
If there is a complex aspect of the roleplaying game, it is in the hacking rules, and that is to be expected. Hacking computers is not simple, especially if they are designed by an advanced A.I. Even then, the hacking rules are not that complex in comparison to other roleplaying games, but they do require attention and they do need to be learned how they work lest their inclusion slow play down.
Lastly, there is the issue of the source material for The Terminator RPG. The original film is readily available. The comic books from Dark Horse Comics not so readily. The Director will probably need to track them down. The inclusion of a bibliography would have been useful to that end, let alone for reference. That is the single real omission The Terminator RPG. However, the lack of relatively ready availability of the collected comics means that the Director’s players are unlikely to be as familiar with them and so she can easily plunder them for story ideas.
The Terminator RPG includes everything that a Director and her players need to run a game inspired by the original film—campaign ideas and advice, full stats and details on numerous killing machines, guidance on handling time travel, and fear in the face of the Terminators! The Terminator RPG is the roleplaying game we have been waiting for, for almost four decades, enabling us to enter the future and past of James Cameron’s Science Fiction dystopia, overcome our fear in facing the Terminators and take the fight to Skynet.
Saturday, 22 April 2023
Quick-Start Saturday: The Terminator
Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.
Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.
The Terminator RPG Quick Start is the quick-start for The Terminator RPG, based on 1984 film, The Terminator, in which Resistance Fighters travel back from the future to prevent Skynet, a computer system, from achieving awareness and declaring war on mankind and so bringing about a devastated world where the survivors are hunted by robots.
It includes a basic explanation of the setting, rules for actions and combat, details of the arms, armour, and equipment fielded by the Player Characters, the one-shot mission, ‘Two Steps Back’, and seven ready-to-play, Player Characters, or Resistance Fighters.
It is designed to be played by three to five players, plus the Game Master.
It is a fifty-two page, full colour book.
The quick-start is very lightly illustrated, but the artwork is excellent. The rules are a slightly stripped down version from the core rulebook, but do include examples of the rules which speed the learning of the game.
The themes and nature of The Terminator RPG and thus the The Terminator RPG Quick Start, specifically the horror and despair associated with the future it depicts, and the fact that the Resistance Fighters will be hunted, means that it is best suited to a mature audience.
How long will it take to play?
The Terminator RPG Quick Start and its adventure, ‘Two Steps Back’, is designed to be played through in one or two sessions.
What else do you need to play?
The Terminator RPG Quick Start requires six ten-sided dice per player. One of these dice should be a different colour to the rest, ideally, black.
Who do you play?
The seven Resistance Fighters in The Terminator RPG Quick Start consist of a mechanic-turned explosives expert and strategist, an engineer and hacker, a heavy weapons expert with the best hair in the future, a medic with a sense of humour, close-in knife-wielding Sikh, a veteran sniper, and a rookie grunt. Two are core characters, needed for the plot, and three standard characters. The other two are ‘advanced’ characters intended as replacements or alternatives.
How is a Player Character defined?
A Resistance Fighter has six stats—Strength, Dexterity, Knowledge, Concentration, Charisma, and Cool. Stats are rated between zero and six, whilst the skills are rated between one and four. A Resistance Fighter can have Traits, such as Addiction, Arrogant, Exceedingly Cool, or Vision (Good). He also has Hope Points, which divided between three categories—Body, Brains, and Bravado—and indicate the ways in which a Resistance Fighter can emulate the cinematic style of The Terminator. For example, with Body 2, Brains 3, and Bravado 1, Minguez the strategist could ‘Go Crashing In’ to dive into a room and gain a single charge or ranged action before combat begins, to make a ‘Luck Guess’ and gain a free bonus to a Knowledge or Concentration skill roll, or ‘Lead From The Front’ to lead soldiers into battle and bolster their morale. Some of the pre-generated Resistance Fighters specialise in one category, whilst others are more balanced.
All of the Resistance Fighters have a special ability related to their role. For example, Davis is the Engineer and has ‘Technical Minded’. This allows the Resistance Fighter’s player to spend a point of FATE to reroll any or all dice for any Techanical Skill Test.
How do the mechanics work?
Mechanically, The Terminator RPG Quick Start uses the ‘S5S’ System first seen in SLA Industries, Second Edition. This is a dice pool system which uses ten-sided dice. The dice pool consists of one ten-sided die, called the Success Die, and Skill Dice equal to the skill being used, plus one. The Success Die should be of a different colour from the Skill Dice. The results of the dice roll are not added, but counted separately. Thus, to each roll is added the value of the Skill being rolled, plus its associated stat. If the result on the Success Die is equal to or greater than the Target Number, ranging from eight and Challenging to sixteen and Insane, then the Operative has succeeded. If the results of the Skill Dice also equal or exceed the Target Number, this improves the quality of the successful skill attempt. However, if the roll on the Success Die does not equal or exceed the Target Number, the attempt fails, even if multiple rolls on the Success Dice do. Except that is where there are four or more results which equal or exceed the Target Number on the Success Dice. This is counted as a minimum success though.
FATE can be spent to reroll the Success Die or any of the Skill Dice. The rules also cover fear and willpower. Failing Fear Tests, which typically occur when the Fear Rating of situation is above a Resistance Fighter’s Cool stat, lead to a loss of Willpower, as can losing too many Hit Points or encountering a Terminator. As long a Resistance Fighter’s Willpower remains above ten, they should be fine.
How does combat work?
Combat in The Terminator RPG Quick Start is designed to be desperate and dangerous. It is detailed and tactical. It takes into account offensive and defensive manoeuvres, rate of fire, recoil, damage inflicted on armour, cover, aiming, and so on. The scenario features a lot of combat and the Game Master should pay particular attention to those rules in the quick-start.
All Resistance Fighters are combat trained, though some do specialise more than others. In general, the more combat capable Resistance Fighters should be working to protect the less capable, but less important specialists on their mission.
How does Hacking work?
One of the pre-generated Resistance Fighters possesses the Computer skill and is the designated Hacker for the mission. This enables him to hack electronic devices and computer systems. In general, hacking small systems requires only a simple skill test, but for bigger systems and where it is narratively appropriate, the hacker can attempt to infiltrate a system consisting of a series of connected nodes represented by a ‘Network Architecture Diagrams’. The player rolls Computer skill tests to generate points of Progress which can be expended to move deeper into the network, create a backdoor, capture a node, exploit a subroutine. If alerted, Network Security, or ‘NetSec’, will spread through the system attempting to locate the hacker and halt his progress.
Hacking is in effect a two-player mini-game between the Hacker’s player and the Game Master. Fortunately, it is intended to take place at the same pace as combat rounds do, so it can be run in parallel with them if need be. It needs careful study by both the Hacker’s player and the Game Master, and although there is an example hacking attempt given of the system included in the scenario, it would be a good idea for the Game Master to run through this at least once to understand it.
What do you play?
The Terminator RPG Quick Start includes ‘Two Steps Back’, a short, one-shot mission. Set in the future, the Resistance Fighters must break into a Skynet compound to find their captured leader and prevent Skynet from sending several Terminators into the past to destroy several armouries set up by John Connor. It begins en media res with the attack on the compound, and after some bloody encounters with Terminators and a chance for hacker to show off his skills, before they can get into the Time Displacement Chamber and take command of it. Once alerted, Skynet will do its very best to prevent the Resistance Fighters from taking command of and using the Time Displacement Device. It ends in an even bigger battle and a cliffhanger...
As a mission, ‘Two Steps Back’ feels very appropriate for The Terminator setting.
Is there anything missing?
The Terminator RPG Quick Start is complete and it even comes with advice for the Game Master on running the game. Where it is lacking is in art. None of the Resistance Fighters or NPC are illustrated, and neither are the weapons. The Game Master may want to provide them. In addition, the Resistance Fighter biographies are separate to their character sheets, so the Game Master will make sure that each player receives both.
The core rules presented in The Terminator RPG Quick Start are relatively easy to prepare. The Game Master will need to pay closer attention to how combat works in the game as it is the most complex part of the rules and highly tactical in play, as it figures heavily in the scenario. She should also study and work through the hacking rules so that they can be easily taught to the player who roleplays the hacker.
Yes. The Terminator RPG Quick Start is a short, bloody, and brutal mission that demonstrates the desperate and dangerous nature of the future under the dominance of Skynet. The emphasis on combat and the hacking rules make it slightly too complex for a convention scenario unless the Game Master knows the rules for both well. Otherwise, The Terminator RPG Quick Start is solid introduction to the setting and potentially more if the Game Master decides to run the sequel, The Terminator Quickstart Part II ‘One Step Forward’.




