A Fistful of Roses, Part II: Fire and Blood (WIP)

Hey guys, welcome back to my campaign journal for A Fistful of Roses, the Savage Worlds cyberpunk campaign I’m playing in using the Interface Zero 2.0 setting. For anyone who hasn’t seen part one, you can check it out here: A Fistful of Roses, Part I: My Name Is Roxy

Alright. Posting part two of this, but as you might have noticed from the title, this is very much still a work in progress. Honestly it’s been a struggle to write this part, I haven’t been able to get it to a point I’m happy with. But it’s been a few weeks longer than I’d planned between posts, and I need to move on to other stuff. I’ll be coming back when I’ve had a chance to get some feedback so I can try to fix it up, but if I let myself dwell on it now I’ll never let it go.

A quick note. As is almost always the case, we’ve changed a few things about the setting, and made our own assumptions when something may not be perfectly clear in the book (or we’ve just missed it somehow). So we’ve assumed that the Tendril Access Processors (TAPs) that people have implanted in their heads act as general comms devices as well as providing augmented reality feeds and data access. We also changed the JUMP bikes a bit, neither the GM or I were a huge fan of the Formula One looking cars shown in the sourcebook for them, both of us had been picturing motorcycles that hover instead of having wheels, kind of halfway between a high end sports bike and an ATV. Actually I’m not even sure if they’re meant to hover or not, or are just able to leap into the air when needed. Either way, that’s how they look in our game.

All of that said, hope you enjoy it, and as always, feedback is very much appreciated.

NOTE: Profanity is a little more prevalent in this one than the first entry. I’m still working out Roxy’s character, and I’m leaning towards making her relatively foul mouthed and prone to bursts of anger.

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A Fistful of Roses, Part II: Fire and Blood

0015 Hours – The Strange Island, Korea Town

Shit. It’s after midnight, and I’m still sitting here, nursing another beer, waiting for Felix’s damn bartender to show up so we can get down to business. At least the night hasn’t been a total write-off. Turns out that hybrid couple those Bloody Hand gangers were hassling run the local hardware store. Said they’d have something for me in a few days, a thank you for running off the goons. I’ll have to try to keep ’em sweet, it’s always handy to be on friendly terms with gunrunners. Still, it doesn’t look like things are going to calm down here any time soon, and I’ve got other places to be. Felix and I’ll just have to have our chat another time.

I savour the last of my beer. It’s heavy and rich, bitter-sweet with undertones of chocolate and coffee. I push the glass away, the taste of  toasted hops and malted barley lingering on my tongue. Hell, forget about finding a fixer, I’d come back just for another glass. I stand, stretching, the leather of my impact suit hugging my body, a familiar, comfortable feeling. No point trying to say goodbye to Felix, he’s busy serving the crowd. A hand darts out from behind the bar, grabs my wrist as I turn to leave. Clawed and lightly furred … I follow the arm back to see Felix looking over my shoulder. He’s worried, I can see it. Slitted pupils wide, tufted ears laid flat against his skull. Something’s got him spooked good and proper.

“Trouble coming,” he hisses, leaning in close. “Your friends are back, and they’ve brought company. I figure this ain’t good for either of us, so what’s say we back each other up here. I turn to follow his gaze out to the street. The gangers from before are on approach to the bar, along with a group of their friends. Four of the others look like carbon copies of Tweedledum and Tweedledee, same shitty tatts and grubby gang colours. The last one though … looks like they went crying to their boss-man. Same sort of thug, just trussed up in a badly fitted suit instead of the leathers and muscle tops the street crew favour.

“Deal. But the drinks are on you after this,” I shoot back at him, a grin on my face. “And I’ll be expecting some extra consideration when we’re negotiating my cut for any jobs we might work together in the future.” I’m whistling in the dark, trying to hide the rising panic. Three, even four of these guys between us, easy. Seven … Well, I hope Felix has some heavy ordinance back there with him, ’cause all I’ve got is my revolver and a pair of stun-gloves. They’re just street trash, but a near four to one advantage is going to count for a lot. I pull the gloves out of my pocket and slip them on. There’s a faint buzzing in my palms as they hum to life, and I slide a hand behind my back, drawing my revolver and flicking off the safety, concealing it between my leg and the bar

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Book Review – The First Tail by T.J. Burgin

Hey guys,

Took me a bit longer to finish this book than I hoped. Still, I got there in the end, so it’s time for the my review.

Full Disclosure: I was provided with an e-book of this novel by the author for review purposes. This has in no way influenced my opinion of the work, and this review is a full, fair and honest accounting of my thoughts on it. 

The First Tail

T.J. Burgin

Rating: 3 out of 5 stars

The First Tail

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A Fistful of Roses, Part I: My Name is Roxy

Well, this is a few days later than I’d wanted, thanks to a weekend spent with my parents and some longer than anticipated days at work.

As I mentioned in my last post, I’ve joined a new cyberpunk game run by my friend Chris. We’re using Interface Zero 2.0,  for Savage Worlds. Great cyberpunk setting, has a few elements that veer more into transhumanism than cyberpunk (the human/animal hybrids and so on), but in the main it’s a very genre faithful setting. Lots of hacking, virtual reality, mechanical augmentations, people wired for augmented reality, and a lot of shiny chrome and bright neon contrasted with the filthy streets and gritty nature of day-to-day survival in the urban sprawl. Being Savage Worlds, it mostly conforms to the core rules, but adds some more complex rules for things like hacking (the Science Fiction companion for Savage Worlds actually recommends using these rules for any other games that need hacking rules), cybernetic augmentation and so on, as well as adding, removing or modifying Edges and Hindrances as appropriate for the genre. One of the bigger changes is the addition of occupations, where each character has to pick an occupation based on their concept. There’s a pretty extensive list, with everything from bartenders and pizza delivery guys right up the chain to the corporate executives and mob bosses. Your occupation provides certain benefits fitting the concept, as well as a regular source of extra income every time you received an Advance (every 5 experience points). The default setting for the game is North America, but there are supplements coming out for other locations, like the Japan: Empire of the Setting Sun sourcebook.

Given how much I enjoyed the character concept I came up with, especially after seeing how she ran in the first session of the game, I figured I may as well keep an in character campaign journal for her and chronicle the events of the game. Then I decided to make things difficult for myself and write it in first person perspective and present tense, because apparently I’m a masochist. So I asked Chris what the campaign was called, and was duly confused and curious when I was informed it has been named “A Fistful of Roses”. No, I don’t know why. But I can’t wait to find out.

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Sorry guys…

Sorry guys, I know I said that the first part of my campaign journal would be up Monday night at the latest, but I ended up busier with my parents than expected over the weekend. Thought I’d have it done tonight for sure, but ended up having to work a twelve hour shift today (I got home around 10:00 PM. Working on it right now though. I figure I’m about two thirds to three quarters of the way through. Soon as it’s ready I’ll post it. Hopefully tomorrow night.

A brief update

Hey hey,

So I know I said this week’s update would be a review of The First Tail by T.J. Burgin, but like the complete and utter forgetful chump that I am, I spaced out on the fact that I had a rather jam-packed week due to work and having to prepare for a visit from my parents this weekend. End result is that I spent most of my week running around like I was on fire, trying to get everything done, and I only managed to get to the halfway point of the novel. If I can get it finished before next weekend I’ll try to get a review up mid-week, but I have multiple extended shifts in the coming week (I’ve even had to postpone the fortnightly East Texas University game that I run, which makes for an unhappy Tinkergoth indeed), so I can’t guarantee anything there. Either way, next weekend I’ll have the review up for sure.

That said, I don’t want to miss a post the very first week after I started again, so something will be going up this weekend sometime. Most likely it’ll be a bit of an in character campaign journal for a new Interface Zero 2.0 (a Cyberpunk setting for Savage Worlds) game that I joined. At some point I’ll do an Unusual Suspects update for my character from the game as well, but I want to get some artwork done for her first.

While I’m writing this now though, I may as well make a few quick movie recommendations. If it’s showing near you, and you like thoughtful, intelligent science fiction that doesn’t just bombard you with pretty action sequences and call it a day, I highly recommend Ex Machina. Likewise, if you’re a fan of offbeat films with some dark humour thrown in, and don’t mind westerns, check out Slow West (Great performance from Michael Fassbender, and Ben Mendelsohn plays his role as a less than pleasant bounty hunter perfectly… I dunnot what it is about Mendelsohn, but he seems to be born to play nutcases and villains).

One other bit of news about potential upcoming stuff for the site. I’m talking with one of my friends about getting him to post a bit about tabletop wargaming (as he’s far more into it than I am, I only play Relic Knights, despite owning a Circle Orboros army for Hordes). There’d probably be a bit of news about upcoming events and releases, game reports, and some painting guides… he’s a damn fine painter, which is why I’ve handed him my primary Relic Knights faction, the Cerci Speed Circuit, so that they actually look good. Meanwhile I’ll practice on my backup faction, the Star Nebula Corsairs, and hope that they don’t end up looking like an army of blob people. I’ll post an update when I’ve got a better idea of what’s happening.

Right, that’s it from me for now, I need a decent night’s sleep so I can get up early and do everything I need to before the parental units arrive. Campaign journal will hopefully be up by Sunday night, but if worst comes to worst, Monday is a public holiday, so I can work on it then.

Til then, take it easy and keep the dice rolling.

Book Review – Pathfinder Tales: Forge of Ashes

Well, it’s been a while. No excuses for it, I’ve just been very, very slack on posting. I’m going to try to get myself back to weekly updates, hopefully on Saturdays or Sundays. To make it easy for now, I’m going to start off with book reviews just to get going again.

So on that note, let’s start with a review of the latest Pathfinder Tales novel.

Full Disclosure: I was provided with an e-book of this novel by the author for review purposes. This has in no way influenced my opinion of the work, and this review is a full, fair and honest accounting of my thoughts on it. 

Forge of Ashes

Josh Vogt

Rating: 5 out of 5 Stars

Akina Fairingot, the angriest dwarf in the world, prepars to lay a beatdown onto a Forgefiend.

Akina Fairingot, the angriest dwarf on Golarion, prepares to lay a beatdown onto a Forgefiend.

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Interview with Eloy Lasanta, Third Eye Games

So, in my last post I talked about AMP: Year One, and the current Kickstarter campaign for AMP: Year Two, the first expansion book for the game. Well shortly after that, I got in contact with Eloy Lasanta, the creator of AMP: Year One, and he graciously agreed to let me bludgeon him with questions in order to assuage my curiosity about his work as a game designer. So a big thanks to him for that!

If you haven’t read the previous post, you should go and do so right now… but just in case, a quick bit of background. Eloy created Third Eye Games back in 2008, and since then has written and published a number of well received games covering a very diverse range of genres and themes. He’s a prolific and successful user of Kickstarter as platform to get his new projects up off the ground. As well as working on his own games, Eloy has written for a number of other publishers including Margaret Weis Productions, Varja Enterprises and House Dok.

So, let’s get down to it. Without further ado, I present the Grassy Gnoll’s interview with Eloy Lasanta.

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Tink: How exactly did you get involved with role-playing games? Did you start young, or come to it later in life? 

Eloy: It depends on your definition of young and old. I wasn’t raised on it like many kids that I meet when I venture out to conventions everywhere. I started in high school around the age of 13 with RIFTS and didn’t play any other games for a long time. Eventually, I check out other things and it’s all downhill from there. A lot of World of Darkness and the like. Lots of fun was had.

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AMP: Year Two Kickstarter is up and running

Hey guys,

Just wanted to talk a little about a Kickstarter project I’m backing at the moment. AMP: Year Two, is the first expansion book for AMP: Year One, a game by Eloy Lasanta of Third Eye Games.

Eloy is a very talented designer who I first encountered through his previous game Part-Time Gods, a brilliant RPG about playing as people who have gained a spark of divinity, and their struggles to balance their humanity against their divine power. So once I heard he was making a supers themed game, well, I was 100% in. Sure enough, when it arrived, it was everything I’d wanted it to be.

So, let’s take a look at it shall we?

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Book Review – Pathfinder Tales: Pirates Promise

Alright ladies and gentlemen, it’s book review time! Still working on some other updates, but I thought I’d smash this one out-of-the-way while the book is relatively fresh in my mind. It’ll be a quick one, and free of major spoilers, since I’m kind of pressed for time at the moment. Got a lot of stuff on the go at the moment. If I can, I’ll try to come back and write some more in-depth analysis of the book, but this ought to do to get my opinion of it across.

Anyway, let’s get down to it.

Pirate’s Promise

Chris A. Jackson

Rating: 4 out of 5 Stars

Captain Torius Vin gets ready to throw down against a trollhound

Captain Torius Vin gets ready to throw down against a trollhound

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Interview with Phil Day, creator of Sol tabletop RPG

Hey there guys,

Well, it’s a new year, and I’m back to writing. Not gonna make any promises about regularity of content, but we’ll see how we go. Hopefully I can coax Jimbles into coming back and doing some more posts as well.

Anyway, for those of you who aren’t Canberra based, we have a yearly convention here called CanCon that covers card games, board games and war games. I’m actually not sure if it has much of an RPG component, I’ve never really seen groups there for it, but it could just be that I’m not looking in the right areas. Happens on the Australia Day long weekend every January, so it was on not the weekend before last. I don’t normally play in any games at the convention (I gave up competitive play for card games a few years ago, and carting around my army for Hordes is too much effort on the bike), but I make a point of going and checking out the vendors. There’s usually some good deals on games, and I often find a lot of more obscure RPG books (or even just some older stuff that isn’t as easily found these days). Anyway, while making my rounds of the various stores, I found a table advertising a Kickstarter campaign for an RPG called Sol. Of course, being me, I had to stop and see what it was all about. So I got to chatting with Phil Day, the creator, and Kirk Hone, the chief play tester about what the game had to offer. While I didn’t have a huge amount of time to talk with them, I got a bit of a feel for the game, and started to understand just how passionate about it they are.

Based on the quick chat I had with them, I was intrigued. It sounded like a fairly simple system, with a focus on letting the GM (or in this case, Adjudicator) tell stories without having to worry about a vast library of rules and the ways everything interacts with each other. . Don’t get me wrong, I love my Pathfinder and Shadowrun games, but they do tend to get pretty complicated at times. I’d say it’s not uncommon to have to pause Pathfinder sessions I run at least two or three times a session for around ten minutes at a time, just to look up and find out how certain rules actually work. It’s no one’s fault, it’s just what happens when games have so much content. So sometimes it’s nice to see a single book system that’s designed to have simple core rules, and runs on the old school ethos of “if the rules don’t cover it, the GM makes the call”. Yes Rule 0 still exists, but these days it’s often used as a way of saying “for the sake of time, the GM will make a call now and research how it should have worked later”, rather than “the GM thinks rule of cool says it should work this way, and he’s not being unfair about it, so why the hell not!”. I guess what I’m saying is that as more rules are available for games like Pathfinder, players inevitably want to use them, and often aren’t happy to be told that certain things don’t work in the game they’re playing in. I get that, after all, if I spend money on something, I want to use it, but it can definitely bog things down. So the more I thought about this game, the more interested I was. When I got home (with a pile of books and games strapped to the pillion seat of my bike), I jumped online and checked out the Kickstarter (take a look for yourself HERE). I was interested enough to pledge straight away, and also sent Phil a quick message mentioning that I’d be interested in doing an interview about the game. When I popped back out to the con the next day to spend yet more money and give my cousin his first exposure to a gaming convention, I stopped by the table again to hash out some details with Phil.

So, a couple of weeks later, here we are. I present to you, the Grassy Gnoll’s interview with Phil Day, creator of the Sol tabletop RPG.

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