Frontier – thinking while watching The Expanse

I’ve just started a binge of The Expanse TV series and if I enjoy it, I’ll hit the book series.

There are things I really like about The Expanse.

  • They maintain momentum and include it in part of the story
  • There’s no artificial gravity
  • Missiles are long range weapons. Slugthrowers are close combat weapons (and in some cases defensive)

2300AD

A recent surge in interest in 2300AD at The Pub has me peering at the BladeRunner RPG as a possible shim to run it. Ditching the promotion and humanity rules of course.

As I tend to run my games a little ‘narratively’, I don’t feel the need to rewrite rules for no reason. I mean, I’m not going to worry about the spaceship rules. I think that owning a space ship is not the desired campaign I’d go for. A colonist campaign would be interesting so I’m telling myself to read Building Better Worlds (the ALIEN RPG supplement) before getting started.

Other than that…it’s really about converting the Kafers. The Kafers would be an interesting addition to the ALIEN universe as well.

So, here’s to another game I’ll plan and not get a chance to run.

KAFERS (YZE-Step)

Kafers have an imposing humanoid presence, standing over two meters tall (and therefore taller than most humans other than Spacers) and are heavily muscled (emphasizing their difference again). Their torso is large, encased in a hard, spiny carapace and their skin elsewhere is tough with short coarse bristles. Their heads are relatively smooth but when their mouths open, revealing multiple structures for biting, manipulation, tearing and shredding, most humans would recoil in horror. Even worse when witnessing them feeding. Kafers are descended from a carnivorous scavenger species and their heads and mouths are designed to feed ‘head first’ into prey carcasses. Their mouthparts are also useful for ‘cleaning’ their entire head of food remnants. Their eyes are deep set with articulated ridges which again have a function in protecting the eyes when a head is plunged into a carcass.

Their hands consist of three opposable thumbs which makes using Kafer tech challenging for humans. Humans think of them as insects (hence the name in German, Kafer = bug) but they’re not remotely related to Earth insects. Probably important that in the Kafer language, they refer to themselves as “Vah”, meaning “the race”.

Kafers by and large are dull creatures, opportunistic and cruel (resembling a hyaena in play). This challenging behaviour is used in their society to make them more alert. When challenged, they release a hormone simlar to adrenaline which causes a change in their intelligence – transforming them into tactical geniuses. They’ll make use of any tactic while stimmed – and their intelligence will remain high for about thirty minutes after the conflict. Some Kafers are smarter than others and quickly are promoted to officer roles. Kafer commanders will often employ a club to beat their squads on the head and back in order to keep them alert and engaged.

Kafer expansion is about territory and access to resources. They can be highly motivated to expand onto garden worlds with indigenous life (things they can eat). They’ll pursue food and play with it, looking for a challenge that will, inadvertently, stim their intelligence. They will be dogged in their pursuit of prey (high Stamina).

Human expansion is coming to the rear of the Kafer territory and Kafers are expanding aggressively in other directions. Kafers have interpreted this as a tactical move by humans (nipping at their hindquarters) and have been enthusiastic to respond in kind. The threat posed by humans has caused a significant uptick in general intelligence among Kafers and a savage response. Retaliations in kind by humans in the French arm have been met and raised tensions accordingly. Observers would suggest that the Kafers have significant appetite for war.

STR d12
Force d8
Hand to Hand d8
Stamina d12
AGI d8
Firearms d8
Mobility d6
Stealth –
INT (d10 for officers or when stimmed)
Recon d6
Survival d6
Tech –
EMP d6
Command d12 (officers)
Medical Aid d6
Persuade –

CUF – or d12 when stimmed.
(natural reaction of unstimmed Kafers is to retreat. But 1d6 turns later, they become much smarter)

Armour: Kafers have Natural Armour of 2 for torso hits.

Kafer Talents:
KILLER
TOUGH

Kafer weapons:

Vved Ush ‘pistol’ – a heavy revolver with automatic fire
– ROF 3, Damage 2, Crit 3, Range 2
Vved Ach ‘rifle’ – with integral grenade launcher
– ROF 3, Damage 3, Crit 3, Range 5
– ROF 1, Damage C, Range 3
Vved kala’ach – a rugged laser rifle with grenade laucher
– ROF 1, Damage 2, Crit 2, Range 10
– ROF 1, Damage C, Range 3

EXCESSION: Session 1

Excession is a new low-to-mid powered superhero game using the Year Zero Engine.

Session 1

Excession is a privately owned non profit organisation that seems to have unlimited money and a private army.

Louis and Jana are two hard chargers for the Excession organisation. Louis is a German-American with a real love of animals and an equal love of his well groomed porn-star moustache. Jana is a matronly experienced soldier with no need to prove herself. They like to get in quick, hit hard and leave the nerds to come in and tidy up. They’re both relaxing in the Ready Room when they feel the whole building, all 19 storeys, shudder. A shadow falls over the building and over the comms there’s the sound of gunfire and panic. Both grab their webbing and weapons and bolt up the stairs as the Evac siren sounds and the office workers begin to spill out of the offices and to the stairwell.

Taking the steps 4 at a time, they arrive at the roof and take cover behind an aircon unit to see a tall (3 metres tall!) silvery armoured figure directing energy weapon fire upon a fire team on the roof. They’re pinned down behind a pipe. The energy weapons fire is coming from a suspended black disc, perhaps 3 metres wide. But above it, in a seeming haze, is the ‘impression’ of a much larger vessel, perhaps cloaked.

Louis bolts for the stairs and leaps over the bannister, plummeting two floors to the upper armoury and grabs a LAW (Light Anti-Tank Weaton) and an AMR (Anti-Material Rifle) and then starts climbing up the stairs again, meanwhile Jana unclips a frag grenade from her webbing and lobs it at the silvery figure. The grenade detonates with seemingly no effect. Arriving back up, Louis hands her the LAW and he cocks the AMR. Both take aim and Louis makes an abdomen hit while the LAW round hits the being in the chest. This seems to stagger the being so they signal for the fire team to depart. One of them isn’t so lucky, Hank gets grabbed by the being and thrown off the roof….

Jana reports this over the comms and luckily there are two Enhanced on their way up. One is codenamed Jade Dragon, a superlative martial artist withthe ability to transmute objects and people to jade. The other is Strobe who has limited control over his personal space time – in effect he can stop time for a few seconds. Strobe hears about the falling Hank and detours to a window, grabbing a firehose as he runs. He shoots out the window and dives out, stopping time as he begins to fall, allowing him to catch up to the plummeting soldier. He grabs him roughly and the hose goes taut, slamming them into the side of the building three floors lower.

Meanwhile Jana and Louis pump more AMR rounds into this thing and lob grenades – which seems to stagger it. It raises a hand and there’s a pause ….and then the black disc rains heat death rays upon the rooftop. Hair singed, they barrel into the stairwell and begin to descent the stairs as quick as they can as the plaster cracks and the glass melts. They’re met by Jade Dragon on his way up who can see that the whole top three floors of the building are going up in smoke. He leaps over the balcony and falls five floors before deftly grabbing a railing and throwing himself to safety.

The vessel, slowly moves off….

Fire marshals and first aiders are checking everyone at their assembly points outside the building and the four, Strobe, Jade Dragon, Jana and Louis are approached by an elderly man, one of the trustees. They know him as Arthur Joyce. He mutters that “They’re back….” and instructs the team to go find Zachery Ackermann. When they ask him how, he says the address is with his secretary…

Switch To:

November 1945. The back of an Army truck. Sergeant Roy James and Corporal Curtis Cox have been seconded to Excession. The third man in the truck is wearing a white suit and they know he’s a Brit by the name of Arthur Joyce who made his name in the SOE during the war. They’re driven to an airfield and put onto a transport plane which flies them to the heart of Kansas. Then two more hours of driving and they find themselves in the middle of a cornfield looking at a furrow caused by a fallen meteor. But this meteor seems to be made out of silvery metal. Joyce orders Corporal Cox to jemmy open the thing and he does while Sergeant James covers with his rifle.

The capsule opens and there’s a rush of strange smelling gases. As the mist clears they see a hairless small baby, white in colour with no nose, looking at them. They tell Joyce it’s just a kid and he suggests they’ll have to deal with it. “After all, it’s an invader”. Corporal Curtis picks it up and as his flesh touches it, the baby shifts colour to his skin colour and develops a human nose and a patch of dark hair on its head. Within seconds it’s indistinguishable from a human child. Joyce again uses his horrible euphemisms about killing and the two soldiers take a stand. They ain’t killing a kid and, heck, even Nazi babies aren’t born evil – they reckon they can raise this kid. Joyce concedes and tells them to get married – if they can find a woman who’d stoop so low. Curtis asks what they’ll call the kid. Joyce interrupts, “Call him Zachery”.

End of session 1.