A Hopeful Ending and a New Beginning

We played our final session of The 23rd Letter play test this week, and wrapped up the story of Poppy and her baby.

After recuperating overnight (under Joy’s watchful care, and a handy saline drip), Poppy recovered enough from her ordeal to tell the group about what had happened, which really just confirmed all their suspicions from the previous sessions.

She was a telepath, recruited to be part of The Third Project, a government organisation that worked to keep the public safe from Espers. At first she had thought she was doing the right thing and using her talent for the good of her fellow countryment, but she came to realise that the folks running the Project (or at least her field office in Topeka) were actually working against the best interests of Espers in general, and about a year prior she had started working with a couple of Cells in the Network to supply them with Psilence so that they could avoid capture or detection by the Project.

While pregnant, Poppy realised that the double agent thing really was too much for her to handle along with a baby, so she decided to get out of the Project altogether and slip away into the Network. Her last act was to grab the entire stockpile of Psilence that her office had and bring it with her, but before she could get away, she went into labour. She had the baby, whose name is Anna, but the missing Psilence was noticed and questions started being asked. As soon as she was able, she slipped away. Leaving the Psilence where she’d stashed it, she traveled to St Louis where she was supposed to drop the drugs. Instead, she tried to meet up with the Cell, but the Third Project tracked her down and snatched her. She was able to hide the baby, knowing that help was on the way (and wanting to keep her obviously psychic child out of government hands).

The media was filled with accounts of the ‘Terror Attack’ on the highway from the day before, and Jenny had a meeting arranged for her with Internal Affairs the next week. However, at this point I asked the group if we could go into Downtime to test out those rules, which we did. I’ll handle the open plot points narratively at the start of next session (i.e. what happened in the Internal Affairs meeting, any developments on the location of Clark, etc.)

During Downtime, everyone has the opportunity to spend the Experiences they earned during play, adding new Qualities or Talents, or improving existing Skills, Talents or Attributes. Each member of the group got 12 XP (2 for each session, which is the middle of the road for our guidelines of 1-3). This led to some interesting discussions and changes in how we structure both XP and character creation, so I’m really glad we got a chance to do this part. For example, we discovered that the two very powerful Espers in the group had no real way to improve their Talents, which felt a little disappointing. Both players said they’d rather start a bit less powerful and become better through play. We also discovered that the costs of things was off, so glad we got to address that too.

The Cell used their downtime to shore up their Hideout, choosing to make it large enough for four people to rest in (it starts only large enough for 1, but luckily Bryce has the Builder Quality, allowing him to make an extra upgrade during Downtime). Stress and Heat were reduced for the group (another mechanics discussion and improvement resulted from that!).

A big thank you to my five players and their characters:

  • Stefan – the precog hippie and Cell namesake Richard Moonglow
  • Ellie – the nurse (and Cell mom) Joy Mary Smith
  • Fintan – the pyrokinetic cook/builder Bryce Collins
  • Eve – the mind-reading ‘medium’ and con-artist Vonbella Alexander
  • Sarah – the overworked and overlooked Detective Jenny Blake

The Moonglow Cell will continue to function after a couple weeks break (giving me time to write some more story hooks!) and now has a channel on our Discord to help track actual play.

Venting Pyrokinetics

Our fourth and fifth in-game sessions of the 23rd Letter saw quite a lot of action! I’ll give a brief summary, and then talk about some of the rules that I think were interesting. I’ll put a * and a number on some rules I’m going to talk about at the end.

Everybody woke up in the morning after not having slept very well, and discovered that they had had similar dreams … after some discussion, they determined that maybe the baby’s mother was being held captive somewhere near the Gateway Arch and a McDonalds. Richard (the precog) had an inkling that something big was going to go down, and made a few preparations[*1]. Meanwhile, Vonbella (the telepath) was able to remotely connect to Poppy, the woman in their dreams and the presumed mother of the baby, and find out that she was going to be moved out of the city later today!

Richard (backed up by Jenny the detective) met up with Royal, the Cell’s command and control contact, and got some info that helped fill in some gaps: Poppy had been a double agent within a government Project, secretly working for the Network to help supply them with Psilence (a necessary drug to help reduce Stress). The group pieced together that she’d been compromised and had tried to escape but had been caught, succeeding only in smuggling out her baby (and hiding a stash of Psilence somewhere also). Just as Richard finished up chatting with Royal, Vonbella got an urgent telepathic message from Poppy – she was being moved now!

Luckily, it turned out that she was halfway between Richard/Jenny in one car and Vonbella/Bryce (the pyrokinetic) in another[*1]. Joy (the nurse) had decided to take the baby back to her apartment … thankfully! Both pairs got into their car and tried to use Poppy’s weak telepathic messages to help triangulate her position. They eventually caught up to the SUV that the agents were transporting her in, but by this stage they were all on the freeway and heading out of the city.

Bryce used his powers[*2] to burn out one of the tyres on the government vehicle, causing it pull over onto the shoulder. He and Vonbella pulled in front, and Jenny/Richard pulled in behind. Everyone put on on their clown masks and got ready to for action (well, Vonbella kinda cowered in her seat, but she was there!) (end of session 4)

Two armed and armoured soldiers got out of the vehicle and drew a bead on each car, while a third agent tried to radio for help. Bryce and Vonbella, despite their antagonism, worked together for the greater good by creating a Gestalt[*3] and using Vonbella’s telepathic powers to see through Poppy’s eyes and allow Bryce to target his pyrokinesis to superheat the soldiers’ weapons and the radio, causing everything to be dropped (although bullets were sprayed wildly). The attempt was successful, but given all the Stress that Bryce and Vonbella had, it caused Bryce to Vent[*4] creating a massive pyrokinetic explosion which destroyed the car they were sitting in and sent fiery debris flying across the freeway. Several cars crashed into each other on the other shoulder, and one went spinning wildly out of control and did several flips, killing everyone inside thankfully nobody was killed.[*1] The explosion was enough to kill one of the soldiers, and set a second one on fire. Jenny quickly finished off that one and the third with some skilled shooting, while Richard hustled up to the SUV and helped the heavily sedated Poppy back to Jenny’s car.

Bryce and Vonbella left their “car” (by this stage it was just the two seats they were sitting in, and a large, blackened crater) and hustled into Jenny’s car. They took off before backup could arrive, and found a safe spot to wait for Joy to come pick them up in her minivan–Richard took Jenny’s car and ditched it in the Missisippi, while Jenny reported it stolen, in an attempt to cover their trail.[*5] They got back to Joy’s apartment, fixed Poppy up with a saline drip to help her recover in bed, and that’s where we wrapped session 5.

OK, let’s look at the rules that helped this story move along.

1. Richard is a precog, which means when he wants to see the future, he makes a roll with his ability and each success gives him one ‘preparation’–a secret thing his character has done ahead of time, but that he as a player doesn’t have to think of until the action is actually happening. Richard’s player rolled 3 successes. Where did everyone get clown masks? That was one of his preparations. How come the bad guys were halfway between Richard/Jenny and Bryce/Vonbella? A second preparation (which in Richard’s case is part of his ‘things just happen the way they are meant to’ view on life). The third preparation went on saving the lives of the folks in the car that flipped: Richard had seen it coming and had called the cops to report *that* car stolen earlier that morning. Those poor folks had been hassled by the cops and never made it onto the freeway, but hey–at least they were still alive!

2. Bryce is a Major Pyrokinetic, with 2d12 in his Psychic Talent. However, he and Vonbella were both Stressed (mostly caused by each other!) – Bryce had 2 Stress and Vonbella had 3, so when he rolled to blow out the tyre, he had to roll 2d12 + 5d6 – 1d6 for each Stress in their shared pool: all psychics share their Stress pool when in close proximity. Luckly, he rolled 1 success and 1 bane, which was enough to blow out the tyre, but it also gave him another Stress (rolling a bane on a Psychic talent roll adds a Stress dice), bringing his total Stress up to 3 (and the shared pool to 6!)

3. Now Bryce and Vonbella are working together, they create a Gestalt – a unified effort to use both their powers in a single, combined psychic action. In this case, using Vonbella’s telepathy to view through Poppy’s eyes so that Bryce could easily see the guns and radio and superheat them. Vonbella is a Minor telepath with only 1d6 in her ability, but because the Stress pool is so high, she gets to roll an additional 6d6 and add those on. Each one has the chance of giving her a success, but of course, each one also has the chance of a bane … Bryce also has to roll 6d6 + his 2d12. After both players had rolled, they had 3 successes. They needed 1 success to heat 1 gun, and an extra 2 successes for the extra two targets, so they just made it! However, Bryce had rolled 3 banes, and rolling 2 banes (snake eyes!) on a Psychic Talent roll means that the Esper Vents!

4. What’s a Vent, you ask? Well, it’s those times when psychic stress builds up too much and explodes out of the Esper in a wild and uncontrolled fashion, wreaking havoc on the people and environment close by (but leaving the Esper intact, and now drained of Stress). Sometimes this is pure mental energy, and people around them might get nosebleeds, aneurysms, heart attacks … in Bryce’s case, it was a massive pyrokinetic explosion. To work out the size of the Vent, he adds on the additional Stress he just rolled (3) to the current Stress pool (6) and adding in his psychic power dice (2d12). So, he uses 2d12 + 9d6 to determine much damage is done – every success on that roll will do 1 damage to everything in close proximity! Bear in mind, 3 damage is usually enough to cause a critical injury, so this was a HUGE explosion! Luckily, because she was part of the Gestalt that resulted in the Vent, Vonbella is also unaffected by the explosion. However, the car was more or less vaporized, and the explosion rolled out in a huge fireball … one dice drops for every zone (10m), so there effects felt up to 100m away!

5. The Network Cell tracks a score called Heat, which is a measure of how much external observation and pressure there is on the group and their activities. The group’s Heat score went up by three over the course of this session, 1 for each crime they committed (the freeway shootings/explosion and then ditching a car in the river), and an extra 1 for the extravagance of the explosion–it was certainly newsworthy! The higher the Heat score, the more likely there will be some kind of external interference, in the form of police, feds or worse …

Anyway, we have one last session to do for our playtest, where we will wrap up the story line of Poppy and Baby Blue, and then have some Downtime–more on that in my next write up.

The 23rd Letter, 3rd Edition playtest doc

It’s out there in the wild. We are inviting you to the Playtest.

Either join our little Discord or, if you already own The 23rd Letter 2nd Edition, check your inbox as you’ll have been sent a link.

The highlights are

  • New character options in a new archetype-based system
  • More focus on The Network
  • Explosive escalation of Psychic Talents with Stress
  • New system compatible with Year Zero Engine (allowing you to take advantage of supplements for Twilight 2000 or even Blade Runner)
  • Foundation of a new story arc for the mid-21st Century

Where you can help?

  • Tell us what you like and what you don’t like.
  • Help us decide the final art style for the game
  • Find us on the Discord and chat about what you want or need in a game.

A precog walks into a bar …

Now a few weeks into the first play-test of the 3rd edition of The 23rd Letter, I wanted to post some updates on what’s been going in the game, and a few reflections as both Referee and game designer. First off, let’s talk about the party, which in this edition is by default a Cell in the Network. If you’ve never player T23L before, the Network is the psychic underground, a loosely connected group of people (some psychic, some not) who help each other to survive, and to keep off the government radar. This game is set in St. Louis, Missouri, chosen because it’s a big city, in the middle of the USA, which none of my players have been to.

  • Richard Moonglow – in his mid-50s, Richard lives out of his old VW camper van and would’ve been a hippie if he hadn’t been born two decades late. He is a powerful Precog, but in his worldview “everything just happens the way it was meant to, man.”
  • Clark (NPC) – Clark is a Cryokinetic, an unusual psychic power which allows him to reduce the temperature of things around him. However, just before the start of our game, Clark went missing.
  • Joy Mary Smith – Joy is a nurse in her late 30s working at a local hospital. She first encountered psychics while treating Clark after he was in a car accident–when he regained consciousness, he froze his saline drip! She’s been helping the Cell ever since.
  • Detective Jenny Blake – Jenny works for St. Louis Metro PD, in their Domestic department. She has a chip on her shoulder about being overlooked for promotion or better roles, and helps the Cell partially out of spite for her job. She and Joy are close friends, having met because they are neighbors in their apartment block.
  • Vonbella Alexander – Young, blonde and classically beautiful, Vonbella is a medium, talking to the spirits of the dead to help her clients. In reality, she’s a minor Telepath, who reads her clients’ minds and makes up stories to fleece them of their hard-earned cash. Hey, everyone’s gotta make a living, right?
  • Bryce – Bryce is Clark’s brother and is traveling to St. Louis to find him. He works as a chef, mostly to help cover up the fact that he is Pyrokinetic.

Each player decided for themselves whether to be a psychic (or Esper, as they’re also known) without really talking to anyone else, so we ended up with an interesting mix of three Espers, and two regular folks (or Nulls, as they are sometimes called). We’ve had three sessions after character creation. Our first two sessions were played without Bryce, because his player was unavailable, and Bryce just arrived in the third session.

Session 1

Richard receives a message from Royal, one of his Network contacts. The group meets up at their favourite Waffle House to discuss the message. Clark’s brother is coming to town, which is when the group realizes that they haven’t seen Clark in over a week. The message also instructs the group to collect a package from a drop location. “Blue Monday, 3C, location Bravo.”

Jenny stops by the motel where Clark has been staying, only to discover he checked out a week ago. Some questioning of the staff led her to the lost and found box, where she discovered his copy of Call of Duty for the Xbox, which had been left behind under the bed. Why wouldn’t he pack that?

The group scopes out location Bravo: it’s a warehouse out in the suburbs, and it’s closed (it’s a Sunday). They decide they’ll come back when it’s open, because the message is a little on the cryptic side. Maybe they can just go in and ask for Blue Monday?

Notes: there wasn’t much in the way of psychic activity in this session, although Richard did attempt (and failed) to see if his precognition was telling him anything about Clark or location Bravo. This is when we realized (as game designers) that even though Richard was a Major precog, he was not any likelier to succeed than a Minor precog on the dice roll, and we decided that Major powers should get to roll two dice for their powers rather than just one. This is now so fundamental to how the game works that it was definitely a good call!

Session 2

Richard received a precognitive vision in his dreams, and decided that the right time to visit location Bravo was actually later that night. (As the Referee, having both a Telepath and Precog in the group gives me a lot of opportunity to help shape the story without being railroading too much. I realised I hadn’t given enough info in my cryptic message to be truly useful, so I added this bit in).

The group arrived at the location only to discover that someone had been there before them. Tire tracks in the ground were the first hint, and then the door to the warehouse being broken open was the dead giveaway! They went inside all the same, and in location 3C in the warehouse, in one of shipping company’s cardboard boxes, was a baby, wrapped in a blanket. A hastily scribbled note in the box read “Blue Monday.” The group decided they should smash up the warehouse a bit, figuring that vandalism would be less likely to draw attention than a break-in where nothing was taken. (The Cell received 1 Heat for this, bringing them to 6, enough for the Referee to roll at the end of the session to see if anyone takes an interest in their activities).

Joy and Jenny took the baby to the hospital to check it over for its health, while Richard and Vonbella went to a 24-hour Walmart to buy some baby supplies. They all met back at Joy’s apartment and deliberated about what to do. Eventually they decided to send a message back to Royal to ask for further instructions. While waiting for an answer, they tried to figure out what had happened to Clark, and eventually worked their way into his email account (passwords aren’t as secure as you think, when you have a Telepath for a friend). They discovered he’d posted a personals ad and had been arranged to meet a woman about a week prior. He’d sent no further emails since that date. Jenny took note of the location they were meant to meet for later reference.

The answer came back from Royal by the end of the session. “Split in half. Keep half and drop the other half at location Echo.”

Notes: Joy’s player spent most of the session holding a make-believe baby and trying to keep it soothed. I think there was maybe one or two dice rolls the whole session, and virtually no NPC interaction (apart from the Walmart staff) – the group just roleplayed everything out among themselves and had a blast. As both Referee and game designer, this was very positive feedback! The players know their characters and how their relationships and are happy just acting them out.

Session 3

Vonbella wakes up from some awful dreams, where she’s being interrogated, somewhere near to the Gateway Arch (the big landmark in downtown St. Louis). She tells the group some of it, but it’s pretty vague and the group decides not to take any action.

Bryce arrived in from Florida, after a long bus ride on a Greyhound. Richard picked him up and brought him back to Joy’s apartment, where a very suspicious Vonbella and Jenny interrogated him. At one point, Jenny pulled her gun on him, trying to provoke a reaction (when she did this with Clark, he accidentally froze his coffee!) Bryce, however, was not as easily triggered as his little brother, so Vonbella tried to read his mind, which led to some Pyschic Friction (this is a new mechanic, and basically the Espers push against each other psychically until one of them backs down … or explodes). Both Bryce and Vonbella came off badly from this incident, nursing some aches and pains and generally disliking each other intensely, but Jenny was happy that they’d proven Bryce was an Esper at least.

To help calm things down, Richard takes Bryce to go help in the local soup kitchen, and on the way they send a message to Royal asking for a face-to-face meeting – surely there must be some mistake, nobody could really be suggesting to split the baby in half?! Jenny spends some time during her working day to look at footage of the park where Clark was meant to meet his date, and discovers that Clark was grabbed by two men who injected him with something and tossed him into the back of a van! She immediately panics, and worried that everyone is at equal risk of being grabbed, sends the bug out signal to everyone (which the group agreed would be a picture of a Quokka). Everybody gets their emergency bags and heads out of town to a log cabin near the commune where Richard used to live. On the way, Richard picks up the reply from Royal, with a location for a meeting the next day.

Out in the cabin, Jenny brings the group up to speed. She may have overreacted, but everybody thinks its better safe than sorry. Bryce talks a bit about he and his brother’s past, how his parents were killed because they wouldn’t let Clark be taken by “some guys in suits”, and how Bryce’s talent literally exploded out of him that night. Vonbella makes some off-colour comments about his history, and pisses Bryce off even more, but Richard plays the peacekeeper. Everyone settles in to try to get a night’s sleep before they go back to the city tomorrow.

Notes: Bryce and Vonbella generated a lot of Stress dice on themselves and each other with their Pyschic Friction, so they are tense and angry. This also spills onto Richard because when Espers are close together, they feel each other’s stress. It’s going to be difficult for the group to get any sleep at all tonight …

Asshat Paladins blog

Matt Borselli has a quick writeup of his experience with Crucible Design, and more specifically The 23rd Letter, on his blog, AssHat Paladins.

I enjoyed chatting about it – getting involved in my own narcissism obviously – and it brought back a lot of memories.

Part two will be out in a week or so so subscribe to his blog if you want to catch it.

The WhiteChapel Project

The Project in Whitechapel was formed in September 1941 as a subsection of the Special Operations Executive (SOE). The SOE was directed to encourage espionage behind enemy lines and build the core of a resistance cell in the event of a land invasion. As a result, they were entirely dependent upon the security of radio transmissions and a lot of resource was allocated to eliminating the circumstances which would lead to a break in communications. Better radio sets, more secure operating procedures and the development of proper ciphers all aided their mission.

The ISRB (Inter Service Research Bureau) operated as a cover for the SOE and was responsible for developing modern clandestine technology as well as recruiting agents for the SOE. The Frythe Estate near Welwyn Garden City was the initial test ground for the use of psychics in espionage under the guise of a wireless research unit code-named “Special Signals”. Later, it became Station IX, a weapons development centre and the Special Signals group was moved to a small building on Fieldgate Street in Whitechapel. The SOE was dissolved in 1946 and most of their operational functions absorbed by MI6. The Special Signals group, however, survived. Their staff roster was filled out with German scientists, recruited from the post-war skirmish between the Allies for their knowledge.

Dr Saul Benedict had been head of Special Signals since it’s inception and guided the group through the post-war political turmoil by forming a significant attachment to the then-prime minister, Clement Attlee. While Attlee could not be convinced of the need for the SOE, the Special Signals group were able to secure their own future and Attlee consulted with precogs and telepaths regularly. He became known as an extremely effective politician and possible the most effective Prime Minister to date. Their consultations helped him decide the correct course of action and also how to build a cabinet of people he could trust. In return he pledged support for Benedict’s special interests and permitted the Project in Whitechapel far-reaching authority.

The establishment of the National Health Service in 1948 paved the way for regular screening of the population for psychic potential and the Whitechapel Project enjoyed a regular stream of enthusiastic recruits, young, cheerful and ready to do their bit for king and country. A centre for psychic research was opened in Huntingdon, funded by the NHS rather than the Special Signals group. When Churchill succeeded Attlee he was astounded his own words were so prophetic when he had accused Labour of introducing “some form of Gestapo, no doubt humanely administered in the first instance”. One of his first actions was to restrict NHS funding to Huntingdon and from that moment on Benedict and his advisors realised their remit had a wider reach than the ephemeral governments

Current games in development

As mentioned a few posts ago, here is a list of the games that have gone through our idea filter and dropped down into the Book Development stage. If you’re a regular reader, the chances are none of these are of surprise to you, although I’m not sure we’ve blogged about all of them. So, in no particular order, here is the list.

  • Illusion (working title) – Set in the 19th Century, players are in some way involved with a magical stage act. A game of secrets and showmanship, where nothing is ever quite what you expected. Uses a thematic system based on playing cards (although dice-based rules are included).
  • Additional 23rd Letter Material (working title) – The game of psychics and conspiracies. Over the years, we’ve written (and rewritten) a bunch of source material that was never published. The Projects Sourcebook almost saw the light of day, but not quite. This body of work includes detailed information on playing Network and Project campaigns, revised psychic abilities, GM information on the Powers, Terata, and more.
  • War of the Worlds: Earth (working title) – Set after an invasion by Martians which has left physical and ecological devastation. Based on H. G. Well’s “The War of the Worlds”, characters pick up the pieces after that novel. See the War of the Worlds: Earth category for more info.
  • ERIS – The system used by The 23rd Letter, War of the Worlds: Earth and others. This book will be available for free PDF download.
  • 6 – A spy game, set in the height of the Cold War. For advanced role-players only, this game uses a very narrative system and Tiered Play to create intricate plots in an atmosphere of fear and mistrust.

There is no set publish date for any of these, but if there is any game that you’d especially like to see first, please let us know in the comments. War of the Worlds: Earth is likely to be the last of those games to be published, just looking at the amount of work still needing done.

The 23rd Letter: in film?

Back in late 2006, I got a bit of a shock. Maybe you do as I do but I like to beachcomb through Google and see what people are saying about the things I have written. I pick up a few comments about The 23rd Letter and Zombi most often, usually through RPG.net which seems to be the big granddaddy of RPG-related internet portals. It’s pretty nice for the most part and I get to talk to some interesting people (and make excuses for the things I missed). As The 23rd Letter is still on sale via Key20, every now and then I get an email asking about it which is why I’ve started posting updated materials on the blog here. There have been some relative champions of The 23rd Letter, like Chris Lupton and Max Cairnduff, who have both gone above and beyond in the past to make the games known and for that I’ve always been grateful.

Anyway, this was the shock.

 

This page linked to Starway Pictures, a Hollywood-based production company, who were producing an adaptation of The 23rd Letter, a film about ESP and psychokinesis. I was utterly gobsmacked.

The script for “The 23rd Letter” was written by Jim Beck, an aspiring screenwriter who had also written gaming material for Paradigm Concepts , a small RPG company, but Jim Beck was mostly identified via his blog at blackroosterfilms.tripod.com. My stuff is also listed at pen-paper.net and a few years ago, t23l would have been a lot more on the lips of people.

Information on the 23rd Letter movie was posted all around on Filmmaker magazine, XLCinema.com and the Digital Video Information Network. The stars mentioned it on their myspace pages and there seemed to be loads of mentions of the name as I started digging deeper. Heaps more material is available on the Starway Pictures blog in February 2006, March 2006, April 2006, May 2006 and November 2006 including demo footage and pitch reels.

I found out about it in November 2006 and have been sitting on it for months. Why? Because I was really unsure at what to do about it. Am I supposed to assume the worst?

What do you do in this case?

[UPDATE: I’ve been talking to Robert Sanders @ Starway via email (and inadvertently to his lawyer (who didn’t get the hang of “Reply All”) and I think we’re resolving any issues. I do not believe that there was any infringement of IP so it’s now down to whether they change the name or we agree to jointly use the name).]