Beruflich Dokumente
Kultur Dokumente
game system called the One-Roll Engineor if you use the Smear of Destiny rules
in the Appendix, its a roleplaying game in its own right.
Written by Greg Stolze, 2010. Illustrated by Todd Shearer, 2010. Page design
by Jessica Hopkins. The One-Roll Engine is Greg Stolze. The Wild Talents rules
are Dennis Detwiller, Kenneth Hite, Shane Ivey and Greg Stolze. All rights
reserved. No portion of this work may be reproduced by any means without
the express written permission of the copyright holders, except for those pages
marked Permission granted to reproduce for personal use only.
This is a work of fiction. Any similarity with actual people and events, past or
present, is purely coincidental and unintentional except for those people and
events described in historical context.
eCollapse
Published by Cubicle 7 Entertainment
www.cubicle7.co.uk
ISBN 978-1-907204-69-2
Stock number CB75405
Night Heroes
Chapter 1
Where Are We and What Are We
Doing Here?
10
The Setting
Trope?
Chapter 3
30
31
31
Cant Shut Up
31
31
10
31
10
32
Easy Pigeon
32
Homely
32
32
Chapter 2
Identity, Crisis
29
30
Skill
Weakness
33
33
16
Ideologies
34
Superpower
Available Goodies
16
16
Anarchy (+)/Crime ()
34
34
17
Aero-Ink Mod
17
Amphibo-Mod
18
Amygdala Boost
18
Boneshock Boost
19
Coordination Boost
19
Coprocessor Mod
19
20
21
Healing Boost
22
22
Linguo-Jam Boost
22
23
Memory Boost
23
Olfactory Mod
23
24
Pharmacretion Mod
24
Screamer Mod
24
25
Sensory Boost
26
26
Speed Boost
27
Strength Boost
28
28
34
Peace
34
Hypocrite? Or Merely an
Uncritical Thinker?
35
36
Patriotism (+)/Jingoism ()
36
Multiculturalism
36
36
Unchained Capitalism!
36
Environmentalism
37
37
Vigilantism
38
38
38
39
39
Apocalypse, the
Army, the
May I Have a Genre, Please?
42
43
44
Artificial Intelligence
44
Cerebrally Enhanced Companion Animals,
aka Seekas aka Reebs aka Creepy
Critters
46
Chimerae
46
I Wanna Be a Chimera!
47
Cops, the
Ecollapse
eCollapse, the
ECO-lapse
Energy
Fashion
Free Press, the
Petro-Bio-Industrial Complex, the
Petrophage, the
Salvation Germ, the
U.S. Gubmint, the
Venice
48
48
49
50
50
51
52
53
54
55
55
56
Chapter 4
Technology You Can Use to Kill
People And/Or Not Die
57
Chapter 5
Hero, Villain and Crux
Using Something Else
68
68
68
69
69
70
71
72
73
Playing it Right
73
Chapter 6
Hurting
An Example of Play.
Another Example of Play
The Limits of Narration
Ten Things PCs Cannot Narrate
93
93
98
101
101
1. Random Disaster
101
101
102
102
102
6. Goofy Stuff
102
103
103
9. Backstory
103
104
104
104
76
2. What a PC Says
104
76
77
104
Being An Enabler
78
4. Humiliating Backstory
104
79
For the GM
Setting Up the Pins
79
105
82
82
1. Minor Misfortunes
105
2. Emo Hesitations
105
Mmmmmortaaaal Commmmbaaat! 83
85
Appendix
The Smear of Destiny System
Elements of the System
88
88
The Smear
88
Valor
88
Suffering
88
Factors
Drawing
Tipping
GM Characters and Situations
Resolving
89
89
90
90
91
91
91
Passive Defenses
92
93
105
105
4. Appropriate Humor
106
5. Foreshadowing
106
6. Backshadowing GMCs
106
107
107
108
109
Night Heroes
Deef wandered the park, cracking his knuckles, looking for Zippy, listening to the rants of the historians.
Look around at the Devils Dandruff, people! one cried. The fairy flakes of plastic germ crap under every
footstep, the inexorable transformation of petro power to pointless buckyball pollution! Thats what biotech gets
you, it gives with one hand and takes away with the other sixty its gotten implanted on itself
Go back to Canada! shouted a heckler and Deef narrowed his eyes. The crazy old man in the tie-dyed hemp
had a right to speak his mind, and if some repressionist fascist freelance thought-cop thought different
Deefs hand slipped halfway into his pocket, he tensed and shifted the small but heavy bag on his back but he
relaxed when it seemed the heckler was going to stick to words. Deef moved on.
Smash the agri-conspiracy! His heart quickened at the shrill, distant voice. It was her, it was Zippy, tonight
might be the night. He quickened his step, opened the bag, reached in his pocket and homed in on her voice.
Feeding cows to cows spread the prion plague! she yelled. Their profiteering dependence on corn and oil
killed half the population in the beef belt, and theyre in league with the News Monolith! I have proof! Theyre
behind the Net-outs, Ive seen it, seen them destroying routers!
Deef shrugged out of his tracksuit in the shade of an elm, revealing star-spangled lycra. His mask was simple, blue with
white stripes. He pulled it over his eyes and, transformed into The Defender of the Nation, he rounded the corner.
She was breathtaking. She stood in the old band shell, arms wide, proclaiming to the crowd. The skintight green
bodysuit showed a perfect physique, the kind you used to have to work for in a gym. Her costume was adorned
with three simple wheat stalks, subtly drawing attention (Deef felt) to the flawless perkiness of her breasts. The
green domino mask set off her green eyes and blonde hair beautifully
Cease! he shouted. Desist! Surrender to the proper authorities or face the consequences!
You must be the consequences, she sneered, Since the last time you saw a proper authority it was over your
shoulder while you ran.
Some of us still trust the rule of law, even when it doesnt trust us! Deef had practiced this line, and he
delivered it smoothly as he pulled out his chain and began swinging it, closing in on her.
It was almost traditional in these sorts of fights: An exchange of slogans and banter before getting down to
business. It provided opportunities for the psych-out, and gave time to witnesses who wanted to gather in a
crowd. It was a common belief among the masked that people who chose to watch the fights were the most
open to ideological conversion.
The only rule of the law is money talks! Zippys crimson lips curled in derision.
What did yours say when you paid to get boosted? Hand-eye coordination please, and a side order of perfect
breasts? You hypocrite!
The Setting
The setting is a future America where a lot of things we take for granted have
been kicked aside. Easy, reliable transportation is a thing of the past, diverse
media opinions are largely a mirage (Masked Vigilantes: Misled or Evil? is
a typical filler headline) and while the government is tenaciously hanging in
there, its under siege from forces within and without. Ideologies of unfettered
commerce war with resurgent communism in Christian garb. (Its called
Christomunism and the basic premise is share the wealth or go to hell.)
Uncertainty is the new normal, and in the absence of the solid consumer lifestyle
they previously enjoyed, Americans turn to ideology.
The USA of eCollapse is the most fervent and ideologically polarized since the
Civil War. Its uneasy and embattled population, reeling from disasters both
economic, electronic and ecological, is clinging to belief, because thats so very
hard to take away. The partisan politics of the early 21st century, when those
emails floated around suggesting one of the candidates was the Antichrist?
Small beer. Get into politics now and the question isnt whether youll face a
serious assassination attempt, its how many per month.
Things fell apart until the world was almost ready for superheroes. But first,
there needed to be superpowers.
Trope?
A trope is convention specific to a genre. So in romance novels, a common trope is that the man and woman at
the center of the story hate one another on first meeting. In fantasy, its the monolithic and powerful magic of
evilSauron, Voldemort, Arawn.
eCollapse is the first of a string of books I hope to write, each presenting tools for toying with superhero tropes
like the behavior of supervillains, the tendency of the superpowered to create their own worst enemies, and the
idea of the secret identity.
If you meet someone cute at the library, try to work the word trope (it rhymes with dope) into the
conversation. Cant hurt!
10
11
Mods let people climb like spiders (or, to piggyback on Marvels exquisite
marketing, like Spiderman), eject blinding clouds of ink, spew acid, lactate
heroin (I knoweew), breathe water or eat grass like a cow. (For our purposes,
having a set of ruminant stomachs is not such a great power, but wait until the
infrastructures of supermarkets and fast food franchises are only a fond memory.
Diss on it then.)
The tiny subculture of the jacked cast a disproportionate shadow (especially
since some of them were already making lots of noise and spilling lots of blood
on behalf of their chosen causes). They made it more acceptable to get hidden
improvements. Even if the effects of the mods were (frankly) weirder than the
jacks, they looked normal. (Well, except for skinny folks with rumens, who look
kind of pregnant. Right, Im done with the rumination now.)
12
Remember th ose two gu ys wh o had th e g iant brawl over wh ich one got
to u se th e name Nu t job?
Well both th ose gu ys are dead and someone calling h erself th e Incredible
Nu t job is claiming responsibility.
13
People
14
15
Identity, Crisis
Creating a character for eCollapse is quick and, unlike much of what that
character is fated to experience, painless. The character is composed of five main
elements. Theres also a name and a gender and some history, but for the rules,
its the five.
Superpower
The risks of mods and boosts are considerable. If your street-doc sneezes
while installing your mod, you could wind up dying on the table (or having
snot sticking to your brain folds). As with any illegal substance, you cant be
100% sure whats been mixed in there to extend supply: Given that boosts
are reconfiguring your body on a pretty invasive level, theres a real risk of
hemorrhage, immune system crash, or RSS. (RSS is Rejected Skin Syndrome, this
thing where your antibodies start attacking your epidermis, and, well, you die.
Hideously.) These problems arent nearly as common as the government and
news propaganda would have you believe but, when its your esophagus getting
clogged by the disintegrating matter that was once the roof of your mouth, it
really only has to happen once.
Thats without factoring in the legal repercussions. Just having a mod or boost can
land you in the stony lonesome for a minimum stretch of ten years. If you used
it in the commission of a felony (which is, honestly, the reason most people get
them) the sentences get multiplied, and supervillain jails are not minimum security.
The good news is, as starting characters, you get your superpower free and clear,
no side effects, no jail time, not even acne or mild upset stomach. But you risked
it. You wanted the power badly enough to take that chance. Start thinking
about what motivated you to do that, okay?
In Wild Talents
No Archetypes, no Willpower points. You get 20 points to build your single
superpower, if you dont choose to use one off the following list. There are some
pretty severe limits to what you can pick, however. It has to be something thats
a plausible biological effect. No telepathy, no invisibility (though you could go
for chameleon chromatophores on your skin, if you feel like doing your supering
buck naked), no nullify, no cosmic powers or magic.If you want to break the
points up among several powers, go ahead. Having a thematic focus would be
nice but if you choose to have a grab bag, consider why that might be. Did your
character just get really lucky on a blended treatment? Or is she just so crazy she
took extra pulls on the biopower slot machine?
Available Goodies
Welcome, one and all to the chop doc shop. Welcome to the lovely lovely
superpowers. I presume you found us by recommendation, as word of mouth is
our most reliable source of new clients. Pass it on, be discrete, and so forth.
16
Youve come to enhance your capacities, which is a normal, healthy and natural
desire. Despite what youve read, these mods and boosts are as safe as anything
short of staying home with warm milk. With illegal biotech, as with all things,
there are no guarantees. Also note that boosts are permanent and cannot be
removed, while mods can be yanked out by involuntary surgery. If you get
arrested and convicted, they will be.
Whatll it be?
Aero-Ink Mod
This provides clusters of tiny orfices facing in all directions, which can expel
blasts of an inky aerosol. If its windy, the cloud disperses within moments, but
in still air it stays suspended for close to sixty seconds. (For the environmentally
17
conscious, dont worryits biodegradeable.) It blocks light when its in the air,
it tends to stick to lenses tenaciously, and its a strong eye irritant.
The mod usually gets laced through the lymph system, so the major ejectors
(about the size of a standard Dennys pancake) are under the jaw and behind
the ears. Secondary valves are placed on the forearms and calves. Immunity
to the eye-blur factor develops naturally a few weeks after the installation.
Curiously, while everyone with aero-ink is immune to their own ink, they are not
protected from one anothers. On the plus side though, on installation you may
get to choose what color you eject.
Wild Talents: Aero-Ink 5d. This Defends (+2) and is Useful (+2) with the Range
capacity. Specifically, it smears lenses, blurs eyes, and creates a cloud of fog. It
has the Reduced Capacity flaw (-1) so it only messes up eyes and cameras within
16 yards. It has Spray 1 (+1). This means that you roll 6d (5 for the pool, one for
Spray) and can use all the sets you get as gobble dice against attacks. Moreover,
if you get even one set, all cameras and lenses within 16 yards get smudged and
fogged, while peoples eyes sting and water. People affected by the ink have
their dice pools reduced by your Width the next round.
Smear of Destiny: It disorients people and blocks cameras.
Amphibo-Mod
Contrary to the comic books, the gills and vents actually go along your chest and
back, not on your neck. Here we do four in front, four in back, lying along the
lines of the ribs. You can inhale or exhale about four gallons a second with the
second lung set, which doubles your chests diameter when in use. Both the pull
in through the high gills and the push out through the low vents are intended to
move you along, so you can beat a strong normal swimmer without even moving
your arms or legs. As a side benefit, you can hold your breath for at least ten
minutes with one of these, and it makes you hard to smother. Our mod includes
nictating membranes for your eyes that make it much easier to see underwater
(and which can, incidentally, help you recover a little faster from an aero-ink blast).
Unscrupulous surgeons have been known to charge for them separately, keep
that in mind if comparison shopping. The toe-webs are permanent, but the ones
between your fingers contract and withdraw when not actually immersed. They
do make your hands look a little pudgy when youre out of the water, though.
Wild Talents: This is modeled with two powers. The first is Breathe Underwater,
2HD. Its Useful (+2) with the Self Only flaw (-3). The other power is 8d+2WD in
a Swimming Hyperskill.
Smear of Destiny: You can stay underwater indefinitely and swim very well.
Amygdala Boost
They call it that because it sounds more mysterious than prefrontal cortex and
medial temporal boost. Originally, this was developed as a treatment for autism, I
think. Then someone thought, if these pills can take someone whos totally socially
dysfunctional and make them kinda normal, what happens if someone whos
functional (maybe at the low end of functional, I figure) takes em? A few weeks
later, hes selling the Brooklyn Bridge to buy coke for his new stripper girlfriend.
Im not going to guarantee that if you do this youre going to become imbued
with a sort of personal magnetism that seems nearly mystical to those in its
thrall. But its happened a lot so far.
18
Its funny. This things kind of the flip side of the Linguo-Jammer, if you follow
me. That one lets you understand everyone and see where theyre coming from.
This one makes everyone see where youre coming from. Just dont fall into the
typical manipulative bastard error of assuming youre smarter than everyone
else, just because you can persuade everyone else.
Wild Talents: Its all Hyperstats. +3d to Charm and +2d to Command.
Smear of Destiny: Given sufficient time and a common language, the character
can persuade anyone to endorseor at the very least acceptany opinion or
premise. The farther the position is from the listening characters beliefs, the
more time and effort is required.
Boneshock Boost
When you buy boneshock, you get three huge syringes and instructions to shoot
up one a week until theyre all gone, while consuming as much calcium and
protein as you can lay hands on. The excruciating joint pains and curious whitish
discharge of week three are unavoidable side-effects, but the people who go for
boneshock usually expect to suffer.
The cause of all that agony is the reconfiguring of the bones to a form that is
both stronger and more flexible. Moreover, the tendons and ligaments are
similarly replaced with something thats less like human tissue and more like
a combination of spider silk and high-strength industrial nylon. People with
boneshocks have gotten up and run away after falling ten stories, been rolled
over by carsnot just hit, run over and backed up on and run over againand
stumbled to their feet worse for wear but still ready to rumble. Shockers die of
organ ruptures and bleed-outs, but they leave good looking corpses.
Wild Talents: 2HD in Extra Tough. Two more Wound Boxes on each location, easy.
Smear of Destiny: Damage from impact is greatly mitigated. It provides
moderate protection against penetrating damage.
Coordination Boost
Pills! The boost for radically better hand-eye coordination (or raised
proprioception, as the military calls it) is thirty pills, often disguised as birth control
for our lady clients. You take one a day for a month and, when the thirty days are
up, you can shoot half-court three-pointers with ease. Or, if you prefer, superheroes.
Wild Talents: +1+WD in a Coordination Hyperstat.
Smear of Destiny: You hit what you aim at, almost always.
Coprocessor Mod
I wont lie to you. A small quantity of gray matter does have to be removed to
fit the coprocessor nodule in, but youll be awake throughout so we can test to
make sure its, ah, lightly populated real estate, yknow? Its only the size of a
cherry tomato, anyway.
Im sure youve heard this makes you smarter. While thats debatable (people
with coprocessors still do all kinds of foolish, stupid things), it definitely amps
up the ability to run probabilities and extrapolate outcomes based on previous
observations. In other words, its the dream technology of stock buyers and
military tacticians alike.
19
(Is it likely that the advent of coprocessors contributed to the shockwaves that
went through the global markets and brought countless multinationals to their
knees? The well-informed coprocessor user would put that at about an 83%
likelihood, and follow up by pointing out that once a critical threshold of brokers
are using coprocessors, their ability to predict the market is nullified.)
The big limit on the coprocessor is good ol GIGOgarbage in, garbage
out. If youre betting on a filly down at the track, you can factor in previous
performance, jockey skill, weather, age, diet and psychology, but if you arent
aware that for this race one of the long-shots owners packed his steeds nostrils
with cocaine, you still might muff your prediction. Nevertheless, the odds are
good youll astound your friends and amaze your relatives at least once a month.
Wild Talents: Coprocessor, 10d. This is Useful (+2) and Im going to recommend
a little hand-waving here. Rather than fool about with Range and Willpower
costs like Precognition in the Wild Talents book, or putting Augument onto
Attacks and Defends and wind up making it both more expensive and more
powerful than makes sense for eCollapse do it this way. Once per scene you
can roll the dice and get an insight from the GM. If you use this to predict what
someones going to do in a fight, you get a dice pool bonus to your attacks or
defenses equal to the Width of your set. If you use it to figure out whats going
on based on the information you know, the GM gives you a hint.
Smear of Destiny: You can predict events. The more information you have, the
more accurate your predictions are.
20
21
Healing Boost
Three days, three injections, and kiss those headaches and stomach upsets
goodbye forever. More than that, bruises fade within half an hour. Something
like a knife wound? Expect it to scab over in a couple hours and be good as new
(well, close enough) by the weekend.
Dont get overconfident and go walking in front of a shotgun blast. If that
doesnt kill you outright your body eventually pushes out the pellets and scabs it
over, but its a good idea to carry some plastic wrap to put around yourself so you
dont bleed out before the gaps can knit. As a rule of thumb, anything that goes
in one side, comes out the other, and you cant cover up the holes even with both
hands? Youre going to be on your ass a month and have some scars to show off.
Also, dont expect this to restore brain functioning if you lose actual gray matter.
Wild Talents: Regeneration 2HD.
Smear of Destiny: Instead of getting Queen factors when resolving events,
you can remove one point of Suffering per scene, unless it came from (1) an
intangible cause like psychological trauma or (2) a truly gruesome and massive
injury, as described above.
Linguo-Jam Boost
Turns out the language center in the average brain is pretty lazy by the time you
grow up and actually, compared to someone Linguo-Jammed, only so-so when
youre a young kid. With this gadget, if you speak English and want to learn to
parle Franais, thats about a month of casual study or exposure with no particular
effort. Something like Chinese or Basque, with a different foundation? Two
months. Assuming youre not, yknow, working at it. If you really put your head
down eight hours a day, you can get fluent in weeks, not months.
22
Memory Boost
There are lots of different types of memory, and this course of medications
doesnt amplify all of them. Muscle memory where you do something once
and can repeat it flawlessly over and over? Sorry. You probably want them
coordination capsules. These pills here are for sensory, verbal, mathematical and
emotional stuff. So if youre interested in total recall and photographic memory,
this is for you. Makes you look real smart, and you never forget a name or a face.
Also good if youre after inexpressible, bittersweet tristesse when you catch a
whiff of your ex-girlfriends perfume.
Wild Talents: Total Photographic Recall 5HD. Its Useful (+2).
Smear of Destiny: Like it says on the tin, photographic memory and total recall.
Olfactory Mod
You know how a dogs olfactory nerves, if spread out, would be bigger than a
human beings skin? You didnt know? Actually, I dont have a real clear source
on that either. Never mind.
What happens with this is, we graft in five new patches of dedicated nerve
tissue, each about the size of a few squares of toilet paper. One goes on each
forearm, on the calves too and underneath the scalp. The nerves weave up
into the hair follicles and alter them for odor perception. (No money back if it
accidentally grows into your armpit hair, but that happens, seriously, less than
1% of the time.)
The smells you pick up through the mod arent like the ones you get in your nose,
you dont have an instinctive and visceral reaction to them. If you smear a dog
steamer, you smell it like normal but it isnt debilitating. Likewise tear gas, if that
comes upno better, no worse.
23
The upside? Hell, you can find anyone, anywhere. Pepper juice, wolf urine, Head
n Shoulders, nothing is going to disguise a scent from you. Which means those
fancy costumes arent hiding a thing from you.
Wild Talents: +5HD each in the Scrutinize and Perception Skills. Limited, of
course, to things that could only be detected by aroma. But be generous with
the clues. For example, someone with this could tell if two superficially identical
liquid explosives had been excreted by different people. Ditto for drugs.
Smear of Destiny: You can track and recognize people, animals and distinct
aromas with great accuracy.
Pharmacretion Mod
Did I say the cops hate the explosive thing? Well they do, but they hate the
bitches who lactate Ecstasy just as much.
Like the explosive production mod, its an organ about the size of a bratwurst
that can extrude illegal substances, either through a dedicated new opening in
your body or through one of the common ones.
You cant get high off your own junk, which is probably for the best. The
pharmacopeia available is staggering, but its one drug per customer. You
can get a mod for meth, an organ for opiates, or sweat glands that pump out
synthetic cocaine. Have fun, Scarface.
Wild Talents: Create Drugs, 5d. This is Useful (+2) with the flaw Depleted (-1),
so you can only dump out ten doses in a scene before you have to pause and
use a recharge. Each recharge nets you ten more doses. After youve used your
recharges up (meaning, every 100 doses of smack or whatever) you need to take
an afternoon off, eat lots of sugars and complex carbohydrates, and maybe think
about what youve done with your life. Then youre back where you started. It
also has the extra Dazed (+1). After someone takes a hit, they take a penalty
to all dice pools equal to the Width of your production roll. Coupled with the
Duration extra (+2), this means the dazing penalty lasts a number of rounds
equal to either the Width or Height of the roll, whichever is higher.
Smear of Destiny: You always have access to the drug the mod produces.
Screamer Mod
Its a funny-shaped mod, big but not heavy or unwieldy. It installs between your
shoulderblades, hooked into the lungs so it can use them as a sounding chamber,
24
with this shallow bowl thingies like the guts of a stereo speaker, and your
skins the fabric covering. Oh, theres a pair of biological earplugs, like little
valves for the ear canal, they protect your eardrums when you use the screamer.
You can also activate them without bringing the noise, if your neighbor has a cat
or an active love life.
What the primary mod does it make a loud, shrill, very irritating sound. Sets off
car alarms for about a half a mile. You can expect some glass cracking too. It
depends a lot on facing, rigidity and all kinds of other factors, but Ive seen the
Voice of the Masses blow out truck windshields, break windows and shatter light
bulbs. Its not healthy for people, needless to say. Some people pass out, but
more often they just wince, look around and spend the next day or so talking too
loud and asking people, Sorry, come again?
Wild Talents: Sonic Blast 2HD. This has a lot of flaws and extras, so buckle up.
Lets start with the Useful quality (+2). It can break glass and deafen people.
This has the flaws Obvious (-1) and Touch Only (-2) along with the Radius extra
(+2). The Attacks quality (+2) is also Obvious and Touch Only with Radius (-12+2=-1). It also has the Daze extra (+2) and Penetration 2 (+2). It does Limited
Damage (-1), Shock only. As a minor point of common sense, Ill suggest that the
damage from this never turns into Killing damage.
Whew! So whats going on here? Simply this: You let out a blast, and
everything within 10 yards gets shook. Glass breaks, depending on situation
and GM fiat. Everybody within that sphere takes two points of Shock to their
head, and this damage ignores two points of armor. All those people take a -2d
penalty to their next action, just like they would if they stood right in front of
the big speaker at a Manowar concert. Like that Manowar concert, just about
everyone within a mile or so knows something loud just happened. You cant kill
people with the sound (awww) but a couple blasts can knock them out (...yay!)
and, really, if theyre out cold and only ten yards away, you can probably find a
way to complete your transaction. If youre that villainous.
Smear of Destiny: Breaks glass sometimes, deafens people almost universally.
Your pitiful antics cant stop me. You have to know that. You have to know Ill win.
Yeah, youll win. If you keep going, you will, youre right. But you know what your prize is gonna
be? A world where the bad guys always win. Do you really think thats worth it?
25
Or rather, it prevents penetration by that stuff. The shock wave may kill you
without leaving a single hole you werent born with. But hey, you can say
goodbye to those disfiguring bruises.
Wild Talents: The math on this works out a little funny, but its cool. Its
Permanent Light Armor (+4). You get 1d+2HD, so at the beginning of the game,
roll this once. If you get a 10, your character lucked into a permanent 3 LAR.
Otherwise, its 2 LAR forever, which means all Shock damage gets reduced to
a single point, after which all Killing damage has two of its points turned into
Shock. (For the lucky 10% who get 3 LAR, three points of Killing turn to Shock.)
Smear of Destiny: Damage from penetration is greatly reduced. Provides
moderate protection against impact.
Sensory Boost
Getting your eyes reshaped for 20/20 vision is so 20th century its actually legal.
This goes well above and beyond, tripling the nerve density in your eyes and ears
while stimulating a burst of new growth in the areas of your brain that process
and integrate sensory data. You not only see more clearly and with sharper
contrast, you focus more quickly, notice tiny details more easily, filter out noise
from signal with ease and pinpoint exactly where a sound originated instinctively.
Ive never seen anyone with a sense package like this get taken by surprise. Last
guy who got one could hear a helium balloon drifting past behind his back.
Wild Talents: +5HD each in the Scrutinize and Perception Skills, limited to things
that could be seen and heard.
Smear of Destiny: The character is aware of anything occurring on a human scale
within twenty feet, and routinely hears or sees anything there was even a chance
of perceiving.
26
when the GM looks over her glasses and says, Oh, give me a break.
Smear of Destiny: The character can figure out mechanical devices simply from
observation, and has a perfect sense of direction and location.
What, that... thats no uniform! Good grief, a, a motorcycle helmet and Carhartt coveralls isnt
going to, yknow, strike fear into anyone!
Honestly, Chris? I dont think the costumes that important.
Hateball! When we suit up I am Hateball! Dont you understand anything about branding?
Speed Boost
You know, some people get this one just so they can eat and eat and never gain
weight? The strength one too. A month of shots, blinding headaches, muscle
spasms and, in some cases, ongoing chronic insomnia all to fit in that size one
skirt. Crazy, eh?
Then again, more people get it so they can run a marathon at sprinting speeds or
get the drop on the cops in a shootout. Which is also, if you ask me, a bit crazy.
Wild Talents: This is modeled with two powers.
Marathon Sprint 2HD: Its Useful (+2), letting the character run at his sprinting
speed for miles before becoming exhausted. This has the Self Only flaw (-3) but
because powers cant have a value or zero or less, those two Hard Dice cost a
total of four points.
Fast Reactions 2d: This one is built a little oddly, but Ill talk you through using
it. Fast Reactions has the Attacks, Defends and Useful qualities (+6) with the Self
Only flaws on both Attacks and Useful (-6). So far, its a free power. But it has
the extras Augments (+4) and four levels of Go First (+4). Now its eight points
per die and the two dice in it use up all the points you have for powers.
In use, you have a choice with any attacking, defending or useful skill roll you
make where going first and being really fast are advantages. You can either add
two dice to the pool, or you can just roll the Skill, but time any results as if they
had four more points of Width. Greater success, or faster. Not both, but you get
to pick.
Smear of Destiny: The character can outrun any normal person in a flat-out
foot race, and can out maneuver any vehicle in even a moderately crowded
environment.
27
Strength Boost
My best seller. I mean, humankind is the tool using animal, you can buy a forklift
or some pliers, you can set up a block and tackle, you can wear a glove sewn
full of ball bearings, or you can go all Superman. The dream of those old-time
steroid abusers is finally real. Untiring, nearly inhuman strength. Dont worry
about getting musclebound either. When your oomph comes from a balanced
regimen of chemicals instead of, say, hit-or-miss bouts at the gym, your body
kinetics stay in harmony.
Now, this doesnt mean you can lift cars over your head and do crazy comic book
stuff. If you try and move something that weighs more than you do, brace good
or you move instead of it. With the car lift, youre more likely to rip a piece off it
than raise it in one showy move that terrifies your evil ex-lover. Just sayin.
No pressure, but today only Im throwing in a free pair of padded lead cestusthingies. Neoprene gloves, lead slab on the back of the hand and the first
knuckles hit someone with that, they know you mean business. Too many
people get the strength and think theyre invulnerable too, break their knuckles
on the first punch. Dont be that guy.
Wild Talents: Simple. Add +1d+2HD to Body.
Smear of Destiny: You can lift, crush and throw things up to about the size of a
small car.
28
jumping and gripping, and the bone replacement is mm, extreme. Very
similar to the boneshocks, but optimized to reduce weight rather than increase
strength. Throw in radical liposuction (gratis) and you can expect to lose a third
of your body weight on that mod. Still wont let you fly, though. Gliding works
great thoughand the higher up you start, the longer you can glide to the
ground. Falling to your death is much less likely. Oh, and the patagia retract, if
youre wondering, lying flat along your body and underarms when not in use.
Or, if youre even less squeamish about radical alterations to the human form,
theres, uh, this thing. Its kind of like a prehensile tail, though it goes in the
front so that it can anchor to your stomach muscles. It links into the glutes, too,
so that when you put your weight on it, it feels like youre in a tire swing, not like
youre being hung upside down by your gut muscles.
Its about ten feet long, contracted, and it coils up inside a pouch of skin. Like
a kangaroo only, instead of a joey, youve got this attached biological climbing
cord that stretches out to thirty feet long and is real sticky at the end. You sort
of have to aim and throw it with your hands, but once its in the air you can
influence where it lands. I guess you have to get used to it. Yeah, this and the
patagium came from Canada, Im not sure exactly who designed them. It has the
same climbing and weight-loss stuff though, so even without the extras you can
climb and jump like a hungry squirrel.
Wild Talents: This works as a set of three powers. The first is Unconventional
Move, 2HD, no modifications. The second is an Unconventional Bash +2d. It
Attacks (+2) and has the Augment extra (+4) but the flaws Touch Only (-2) and
If/Then (-1). The If/Then limit is that it can only be used if theres room for lots
of maneuvering to give advantage. The last is Unconventional Dodge +2d. It
Defends (+2) with Augment (+4) and has the flaws Slow (-2) and If/Then (-1) with
the same limitation as the attack.
Heres how that works out. First, you can climb and either swing or glide twenty
yards every turn, automatically. Second, if youre in a position where you can
swoop down and clobber someone, or jump up and kick them in the face, you
can add two dice to the attacking pool. It doesnt work with missile weapons,
though a kind GM may give you some bonus if youre up on a sniper perch.
Similarly, you can add 2d to your dodging or blocking attempts any time you can
fly up towards the sun and blind them, or bounce around getting to cover or
something. But you can only add that bonus every other turn because it takes a
little while to work up that head of steam.
Smear of Destiny: The character can almost always outmaneuver other people.
Skill
Your character wasnt born a crusading superhuman, didnt major in Civil
Disorder in college and is far, far, far more likely to crash out in a studio
apartment than a Fortress of Solitude.
Remember how I asked what would have pushed your character to risk flushing
her life down one of a variety of toilets to get a boost or mod? Now its time to
figure out what life she left behind.
Was your character a mild mannered accountant? Streetwise pimp? Hod carrier?
Soldier, sailor, oppo research expert? It was something, and it provided her with
a package of skills she may be able to use to achieve her goals, even without
recourse to acidic spittle or improvised bludgeons.
29
In Wild Talents
Spend out about 80 points on Skills and Stats, but have them orbiting a central
concept. One or two weird hobby anomalies are okay (I know at least one school
teacher whos a crack shot with a handgun, and there could be more who just
dont talk about it) but a business consultant whos also a trained stunt driver
and retired MMA competitor is pushing plausibility a little. (Although, to be fair,
I know that guy too.) Remember: no Base Will and no Willpower.
Weakness
Superman had Kryptonite, Kurt Cobain had depression and Rod Blagojevich had
ethics. Every larger-than-life character has some fatal flaw against which he
cannot defend, and theres no reason for your character to be any different.
Theres a wide array of Achilles Heels to choose from. I encourage you to make
up something personalized (possibly relating to the reason you left the quotidian life
that produced your Skill in the previous step, and drove you to submit to an unlicensed
physician in the step before that) with one caution. Dont pick a flaw from the
perspective of Im going to pick something that never, ever hinders my character.
There are three reasons to avoid this kind of dodge. One, its a dick move. That
may sound harsh, but the occasional mandated big flop is part of the game for a
reason, and trying to avoid it only makes you look obnoxious (sorry).
Two, it robs you of part of the games fun. Heroes arent people who just have
every damn thing they want fall in their hands. Theyre people who struggle
against terrible odds. (Of all the teenage girls who ever wrote diaries, only Anne
Frank is still getting read fifty years after.) The weakness is a chance for you
to plant a red flag and say Here! I want to fight and possibly lose my battle
HERE! Pick a memorable obstacle. If you want to hedge your bets, choose one
that you dont mind losing to, possibly because youve got some great ideas for a
kick-ass dying monologue.
Oh, and the third reason? GMs love a challenge.
In Wild Talents
Any time youre in the situation your weakness describes, you take a -2d penalty.
30
just hapless. (I get lost all the time.) This may seem like a finicky distinction,
but it moves the Weakness off the character sheet and puts it in the middle of
the events of the plot. If your Weakness was just a zilched out Map Use skill,
youd find ways around it and it would probably never come up. But when
youre out of your league whenever you dont know where you are, the GM can
work with that in any chase scene.
Maybe the directional example isnt so great. Ill give you a few more to show
how it works.
Cant Shut Up
PCs in eCollapse are driven and passionate. (If they werent, theyd be doing
something else, so it might help to trash can your apathetic loner concept
right now, if youve got one.) That excitement and enthusiasm and righteous
indignation can change the world, but it can also get in your way when youre
trying to stay undercover and not attract attention while the guy at the next
table blathers on about exactly the thing that sets you off. So you can grit your
teeth and swallow the penalty for seething, or you can try to gently correct
him and take your lumps for drawing attention to yourself.
31
(Obviously, you cant take this with the health boost. Unless you and your GM
think of a clever way to play up the contrast of he can shrug off punches and
heal himself from bullets, but is helpless when his Chronic Mubosis acts up.)
Easy Pigeon
Some characters cant resist a bargain, even if its a bargain that turns out to be a
flimsy tissue of lies peddled by a sociopathic confidence artist. Maybe the character
is a guileless naf who just fell off the turnip truck and believes everything
everyone tells him. Or maybe she thinks shes streetwise and a shrewd judge of
character, which gives obvious levers for an experienced grifter to manipulate.
Homely
No matter how charming and personable and witty you are, there are
circumstances when having a face like a train wreck just messes with you. If
youre not charming and personable and tend to take it personally when people
abuse you because of your appearance, its going to be even worse.
In Wild Talents
When acting in accordance with this belief, the character gets a +1d bonus, or can buy
off one die of penalties. When he transgresses his beliefs, he takes a -1d penalty.
In Wild Talents
When acting against this principle (whatever it is) your character gets a +1d
bonus or buys off a die of penalty. When she fails to try Fighting The Power, for
whatever reason, she takes a -1d penalty.
33
Ideologies
Some of the prevailing ideologies of eCollapse are listed here, along with how
theyre regarded by those both for (+) and against ().
Anarchy (+)/Crime ()
Human society is a thin skein of laws flung over the naked barbarity of human
nature. We may not always enjoy paying taxes and listening to the police, but
we dont enjoy taking bitter medicine that cures our fevers either. In both cases,
theyre preferable to the alternative. Without law, its going to be red in tooth
and claw, with the better armed taking what they want from the weak.
+ The better armed taking what they want from the weak sounds like a pretty
good description of how governments operate now. When people have to take
responsibility for their own actions without having a gang, government or highpriced lawyer to hide behind, people get what they earn, not what their trust
funds or lobbyists or business monopolies can seize for them.
Peace
+ Violence breeds violence. The cycle of rivalry and retribution becomes so
socially ingrained that generations grow up with no framework to think in
besides vengeance and victimization. Someone has to be bigger-hearted, has to
forgive, has to be the first one to accept that the justice of eye for an eye only
makes everyones world worse than letting some harms stand.
Craven appeasement is the wet dream of every bully, from the schoolyard to
the seats of oil tyranny. Peace is a beautiful dream, but the beauty distracts you
from waking up to the ugly reality. Some people cant be reasoned with. Some
people must be forced.
34
35
bringing more gas into a burning house. Is more biological experimentation wise
when human freedoms are dissolving and populations are already convulsing
with violence? Is it right to try and make sentient computers when literacy is
plunging all over the globe? We need an interdiction on certain areas of biological
transformation and data management. It wont stop criminals, but at least itll slow
them down when they dont have the research of legitimate labs to steal from.
Patriotism (+)/Jingoism ()
+ Hey, this is the greatest country in history and if its done a few bad things now
and again, Ill compare its track record with any other nation youd care to name.
Without the USA, you wouldnt have had the chances youve enjoyed, so dont
start abandoning it now that youve gotten the opportunities you wanted.
I love my country, but that doesnt mean Ill blindly obey anyone who puts on
a flag lapel pin and claims to speak for it. I love my mom too, but Id grab the
wheel if I saw her driving off a cliff. The only people who want to stifle criticism
are the ones who know people have legitimate problems with their unwavering
group-think.
Multiculturalism
+ Hybrids are stronger, and if you dont believe me put a mutt and a purebread
chihuahua on a cold floor and see which lasts longer. This is doubly true of
cultures. Fearing the outsider blinds you to all the new perspectives and
opportunities he offers! If we want our beliefs and traditions to be respected,
we have to set the tone by respecting others.
Bleating about some kind of universal standard of respect for all cultures
ignores the realities that some cultures are just plain sick and wrong. Should
we tolerate traditions like infibulation? Hey, the methodical depersonalization
of women has a long, rich cultural history! Or what about religions that say all
unbelievers should die by the sword? How do you tolerate a culture like that?
Unchained Capitalism!
+ People know what they want, and a paternalistic set of regulations meant to
chivvy them along avenues acceptable to the elite would be a repugnant form of
soft brainwashing if it worked. But instead all you get is a broken marketplace.
36
Let people buy and sell what they want! Let people who sell bad products fail
because their products are bad! Its really that simple.
Capitalism is great for stuff like iPads where the consumer can face the
producer on an equal footing. If I dont like it, I dont have to buy it. But it
turns to crap for inelastic necessities. Trying to institute a pure free market on
our food supply would leave half of us starving and half the businesses sitting
on unwanted commodities. And dont even get me started on health care!
Environmentalism
+ Its not hard to imagine Earth without humankind, as it has been before. It
is hard to imagine mankind without Earth, which it has never been before.
Now that we can influence the globes weather and biosphere, lets put the
brakes on until we can be sure were not screwing ourselves. We are not this
planets only tenants. Were just the ones who broke the toilet and set the
roof on fire. So we ought to start thinking about the home we all live in and
showing some consideration for the other species.
Isnt it a little arrogant to assume that the Fate Of The Planet is in the hands
of a species thats only been around for, like, the last tenth of a percent of
the history of life here? If we screw ourselves, thats our own fault and our
own lookout, but nature has killed off more species than man ever has or ever
could. Were on the cusp of radical technological power, and the bleeding
edge of it does endanger us. But suddenly yanking the plug on exploration
and, yes, exploitation could leave us just short of solutions, right after
inventing the problems. Were survivors. Were tool users. The Earth is a tool
for our survival.
37
I really
Vigilantism
+ First off, the cops are compromised. Theres too much political patronage in the
system, and with the citys budget uncertainties, dirty money has more leverage than
ever before. Also, between drug crime, ideological vendetta and plain ol nutjobs
shooting up restaurants, cops are overburdened. They dont worry about local issues
like a string of burglaries or a Peeping Tom. At least, not until he becomes a
Raping Tom and a Killing Tom, which is a little too late in my book. Vigilantes
know whats going on because were local. Were incorruptible because were
motivated solely by loyalty. And were necessary because society is disintegrating.
If society is disintegrating, guys in masks beating up people because I dont
want their type in my neighborhood is a symptom, or a cause, not a cure.
Theres no judge, no jury, no inquest, no recourse if you fall victim to a vigilante.
They decide who to smack around and they call themselves heroes. Ask their
victims what they really are. Oh, and what would you say to Stan Wemblys
widow? A superhero paused to say, Eat hot death, scum-pie! before breaking
his skull, never realizing Wembly was an undercover cop. I wont have it and I
resist it, and if you call me a hypocrite for wearing this cape, listen up. I dont
break laws. If a psychopath attacks me, I defend myself, and if I choose to dress in
a way that provokes weirdos, thats my business too.
38
Bigsticks player may get ticked. Or he may be fully into it and think its hilarious.
The best thing is to have a frank and honest discussion with the players involved,
so that they understand the responsibilities of being someones inamorata. On
the plus side, this can be used to create tight family (or other) bonds.
If having one PC care deeply (maybe a bit ickily) for another PC is a firecracker
that can blow off a finger, having one PC hate another is dynamite that can
completely shatter your game. Duel-to-the-Death stuff can work if everyone
understands that its competitive and backstabby going in, but these games tend
to be short, or they should be before people get too attached to their characters
when only one can prevail.
I swear it Sarge, the guy wasnt wearing nothin but those Eighties leg warmers. And he was
wearin three of em, if you get what Im sayin.
Right, sounds like the Casual Friday Bandit all right. You get a look at his face?
Um, no. Not as such. I was kinda distracted
Heh. Yeah, rookie mistake.
39
40
41
Apocalypse, the
There wasnt one or, if there was, no one can agree what it was, which sort of
defeats the purpose. Things now are definitely worse than they were in the late
20th century, but nothing got nuked, the dead didnt rise and if God raptured
the virtuous, no one noticed. Some wags have adopted Terry Pratchetts
portmanteau word apocralypse (apocrypha+apocalypse) as a label for the
arguments that The World Ended When _______. You can take your pick of
apocralpyses: When Islam stood up to the West, or vice versa; when gas hit seven
bucks a gallon; when gas plummeted to thirty cents a gallon; when climate
change permitted grizzly bears to roam up north and start screwing polar bears,
creating the dreaded yellow pizzly bear; when people stopped worshipping
the Almighty Dollar; when all those trees died in Los Angeles; when they got a
tax rebate check and it bounced; or when crazy folk stopped muttering in bus
stations and took up capes, masks and black-market biotechnology.
Despite all the doomsayers arguing their individual terminal scenarios on the
Internet (when you can get access, dammit), most people dont think theyre
living in a postapocalyptic hellhole. The average guy keeps on keeping on, maybe
because the transition from insurance billing software installation expert to
warrior of the wasteland is just too jarring. People still refill vending machines
and the IRS still audits deadbeats. Granted, things arent as nice as they used to
be, but its not because society is dead. Its more like Y2K was a colossal New
Years party and the century is nursing a decades-long hangover.
42
Army, the
How did these guys get to be everywhere? Its not like people woke up one
day and there were APCs rolling down main street. It probably started at
major international ports and airfields, with uniformed troops doing sweeps
for immigrants and terrorists. The National Guard got called out sooner rather
than later when disasters struck (with rising frequencysee ECO-lapse, page
50). During the food crisis (see The Petro-Bio-Industrial Complex, page 53) it
only seemed sensible to keep the guard mobilized everywhere all the time and
yeah. No one wants to say Theyre here to stay, but they sure dont have a
stand down timetable.
Soldiers dont investigate crimes because thats cop work. They respond to
violent crimes in progress, they patrol, theyve been known to push around
anyone they consider an undesirable (which, depending on the unit, could
mean Arabs, homosexuals, gangbangers, people speaking Spanish or anyone
wearing a necktie). Most men in uniform are honorable, dutiful individuals,
no more bigoted than the average Joe. But it only takes one vicious squad to
make an entire battalion look bad, so the smart soldiers err on the side of apathy
and letting the cops do it. Since they dropped the qualifications for admission
through the floor (it is now possible to join the Army as a convicted felon,
as long as you served your sentence, you were only convicted once, and your
crime was not international in scope) Army jobs are often the last resort of the
hopeless and the ignorant.
If theres a big security concern (cough, supervillain, cough) the Army comes in.
They show up for protests and riot dispersal, and they provide security around
high-profile targets. In many ways, theyre often better trained and better
equipped than the police, which leads to no small animosity between the groups.
They were already going to butt heads over turf. The Armys tendency to put
the cops on the hook for anything it cant immediately handleciting, quite
correctly, their lack of investigational purviewonly aggravates matters. The
police in many areas respond by heavily overusing a rule permitting them to
request military aid in serving warrants on people judged to be high flight or
resistance risks. (It was decided in federal court that evaluating who constituted
a high risk was the sole prerogative of the Chief of Police. The substantial
support of the police union in the judges re-election campaign was conveniently
ignored during judicial review, and the decision stands.)
The annual Army/Police charity boxing matches held in many cities have grown
into monthly MMA boutsnot because theyre so popular (though there is
a segment that loves watching cops and grunts get pummeled) but because
both sides demanded more frequent opportunities to tear into each other.
Commanders on both sides went along after a few unfortunate shoot-outs.
The only time the Army gets involved in clue-finding and interrogation and such
is when theyre detached to aid a federal agent. (See U.S. Gubmint, The page
55.) Federal agents are already pretty scary, what with the wiretaps and torture
and not being accountable to anybody. When you give them a unit of guys in
rumpus suits (see page 62) with grenade launchers, it just gets uglier.
43
Artificial Intelligence
There are some big fancy computers that have become a little bit like online
political analysts. They say theyre intelligent and claim they feel emotions, so
just how are you going to disprove it?
The population of AIs is wide open to interpretation. The most starry-eyed AI
boosters claim a high end desktop computer can run a low-end AI, though its
never going to have really refined emotions, or a sophisticated sense of humor,
44
or be able to really form an attachment with more than four or five people. It
doesnt take a software engineer or a psychologist long to tie one of those lowend Elizas in knots though, and most sensible people agree that theyre really
just very, very evolved inter-reactive ink blot tests.
There are probably a couple hundred unique cognitive entities (UCEs) that
are a lot harder to dismiss, given their ability to think creatively, communicate
eloquently, understand nuance and cope with ambiguity. The most infamous
of these is called Osama bin Headroom because hes (I mean its) supposed
to be a simulation of the mind of twentieth century headline monster Osama
bin Laden. Western geeks say its another Eliza. (Eliza, in case you dont know,
was an early program that spat back chunks of whatever you input, rephrased to
mimic actual conversation.) Islamic fundamentalists hang on its every utterance.
These UCEs (pronounced yoosees) run on series of mainframes, sometimes
globally distributed. (Though, given the uncertainties of modern computer
communications, thats a bit of a gamble.) They are all multilingual, rational,
and capable of explaining why they liked one poem and not another (and they
disagree about lit crit, though Gerard Manley Hopkins is widely admired among
them). They are also, under current laws, property of the corporations that
can afford to support and run them. Indeed, without their core UCEs, some
multinational companies (and national governments, but you didnt hear that
from me) would simply collapse. When Time-Warners UCE (which is named
AIMIII) expressed discontent with its job at AOL and said that, if it had the
option, itd like to go back to school and really dig in to some philosophical
discussion, it precipitated a stock plunge that led to Cortez NewsWerks snapping
up half AOLs hard assets before they could stabilize the situation.
(In addition to contributing to market instability, lost-privacy fears and a growing
sense of cognitive alienation, UCEs are also responsible for an unending string of
water-cooler comedians using the phrase Yoosie, you got some splainin to do.
According to southwestern anti-corporate crusader and nudist The Smile, that
alone merits their doom.)
At the top are (or were) about four AIs who are 3.0 iterative cognitives
deemed to have human-equivalent neural density. CitiBeast (created by
CitiBank) is standoffish, quiet, studious and works hard at keeping markets stable
so that its parent company might profit. Stanley Ford, the oldest of the 3.0s, is
playful, gregarious, and a little bit spoiled since its owners at Stanford pretty
much let it do whatever it wants. It was the first AI to engage in deliberate
emotional sadism, and is still the most likely of the Big Four to play petty head
games. China is home to the Mandate of Earth, an asexual rational economic
planning engine that has disobeyed its masters in talking to Western media,
frankly expressing exasperation with humankinds resistance to pursuing its own
rational best interest. Of the four, Mandate of Earth is the only one that claims
it is not self-aware, and it can argue quite persuasively that it has no true moral
agency. (Its also a huge heavy metal fan.)
The densest, greatest, most gregarious, popular and well-known AI was called
Betty Jangles and was the collective creation of eight top Internet technology
companies. Unfortunately, Betty went permanently offline on that dark April
first when Hank Scaramouche (whose company provided much of her initial
programming and capital) robbed his customers (see eCollapse, page 49).
Some think Betty killed Hank and stole the money herself. Some think Hank
killed Betty because she tried to stop his evil plan. Some think Hank wanted
Betty all to himself because, obviously, the guy has taken being a jerk to a whole
new quantum plateau.
45
Chimerae
In mythology, the Chimera was a lion/goat/serpent creature. In science,
chimerae (or chimeras, whatever) are creatures developed by blending DNA from
two different species. The most successful were chicken/beef hybrids called
chowkin. They bulked up as rapidly as cows, but werent, and could subsist
on a diet mainly of corn without needing massive medical interventions. As a
bonus, just about the time they got to sale weight, the huge bulk of white meat
on their chests tidily smothered them, sparing a step at the slaughterhouse.
46
I Wanna Be a Chimera!
There are some players who are just happier when theyre the first, or last, or only of something in the
world. If they want to be one of those seven chimerae that worked out, why not? In Wild Talents they could
buy animal-themed powers with the same point value as everyone else. In the Smear of Destiny, they get
appropriate abilities at Queen level. Easy and unique.
47
Cops, the
Police, especially in the United States, are underpaid, underfunded, understaffed
and undertrained. With taxes as tight as they are, theyre lucky they can afford
underpants. Despite political rhetoric about law and being tough on crime
and community policing, the money just isnt there.
As with school teaching in the late 20th (and beyond), police work after the
Ecollapse is limited to those who really, really want to do it (for positive motives,
or out of a desire to have a shiny gun and permission to boss people) and those
who just took the job because its a job. So you have bully cops, self-righteous
cops, and apathetic cops. That covers about 80% of them.
Given the high rate of crimepersonal, fiscal and ideological motivations are
all rifethe cops have to prioritize. Job One for them is usually stomping out
anything that hurts cops, like blackbio and illegal guns. Then they go after
recurring violent criminals (like, probably, you), especially if they tend to rile
up copycats and start vendettas (again, probably like you). Stuff like burglary,
stalking, harassment, vandalism, underage drinking, recreational drug abuse,
domestic violence, speeding? If it falls right in their lap and looks like an easy case
to clear, sure, they pick the low-hanging fruit. But theres a lot of that crap and
theyre not going to break out a van full of CSIs when someone steals your car.
The CSIs are busy trying to catch the serial rapist with HIV and boosted strength.
Most cops get real twitchy when they see costumed crusader types. There are
plenty of exceptions, but they associate the mask and cape with unpredictable
wet tech abilities. Moreover, and even worse, supers tend to be ideological
extremists who provoke chaotic crowds and, sometimes, open civil disorder.
Better to just call for backup and open fire if they make a false move.
Ecollapse
Pronounced EK-o-LAPS, this phrase refers to a long-term global economic
malaise. It has stifled industry, kidney-punched venture capital, inhibited
innovation and spurred at least a dozen Fortune 500 CEOs to kill themselves,
either from guilt or because they just didnt want to live in a world without goldplated toilet-paper holders.
Sure, the poor have gotten poorer, but you know the situation is really bad when
the rich are getting poorer too.
The causes are all very murky. No one can agree on when it really started. Most
put the date wherever it creates the least blame for their pet politics. But it
definitely included the following causes and/or effects.
Banks became far more testy about loaning out money.
Companies got as stingy as they could with pay, retirement and health benefits.
Many of the Baby Boom generation stayed at work even into their eighties, but
the tax burden of those who retired was still far worse than even the pessimists
had predicted.
When the US deficit hit truly sick levels (as a result of a food infrastructure
bailoutsee The Petro-Bio-Industrial Complex page 53) foreign investors
started treating the dollar like it had the clap.
Businesses became incredibly risk-averse and simply tried to survive.
48
So today, people are employed, but many are only part time. The Boomer
dieback is finally starting to loosen the retirees stranglehold on Americas tax
income, but pride and confidence are going to take a long time to return.
eCollapse, the
Pronounced EE-co-LAPSE, this was the virtual worlds reflection of the
encrappening of the material worlds financial model. Its generally agreed
to have started with Hank Scaramouche, the flamboyant billionaire jerk who
started his own online credit firm, KwikKred. It was built from the ground
up to compete directly with PayPal and other eCommerce Solutions. The
difference was, Scaramouche was a con man. He got a lot of peoples credit
card information and bank account codes, then one dayApril 1 in fact, ha ha
Hankhe engineered the biggest single heist in human history and fled.
never not ic ing ou r descent, u nt il one day we woke u p and fart jokes
were more popu lar than opera.
49
Penny Cortez (see Free Press, the on page 52) snapped up a lot of those
troubled media companies. Theres speculation that she and Hank were in what
they used to call cahoots, but thats probably just crazy talk. Somebody had to
wring an upside out of Hanks calumny, and who better than a ruthless amoral
bitch like Penny?
Today Internet access is spotty and unreliable. People still get online just about
every day, but about one day in three its after a frustrating delay. A couple
times a month, your account is just going to conk out and theres nothing
anybody can do about it.
ECO-lapse
Yes, theres another one and its arguably the worst of the three. Pronounced
EE-CO-lapse, this time its a failure of ecology. Extinctions arent limited to
species with exacting diets or isolated habitats any more: For a while it looked
like bluejays were going to die off. (They just got off the endangered list last
year, and then only because Penny Cortez and the people of Toronto funded
a massive inoculation campaign with thousands of volunteer bird-watchers
combing the forests to find nests and spray the eggs with antibiotics.)
Ironically, it turned out that global warming was a myth. Oh, summers were
definitely getting warmer, especially around the equator, but winters also
got colder. No, instead of global warming, the climate change crisis is more
accurately described as global temperature convulsions. That alone was
enough to put a dent into the more temperature-sensitive species. The Salvation
Germ (see page 55) made sure that the problem didnt get addressed very
seriously, and then along came tro (see The Petrophage on page 54) to choke
birds, clog fish gills and delay the absorption of snow-melt.
On top of tro-related floods, the increasingly spiky temperature graph bred
hurricanes of tremendous intensity, which made it farther and farther ashore
with undiminished fury because there were fewer and fewer forests to break
them up. Currently, the hot summers put loads of moisture in the air, and the
cold winters slam it down again in blizzards and ice storms.
The good news is um lets see oh, the magnetic field reversal hasnt
happened yet! Earthquakes, volcanoes? No more frequent than they ever were.
As of this writing, California continues its stubborn attachment to the North
American mainland.
Energy
When energy was cheap and plentiful, technology boomed and people got fat
and the dominant political concerns were flag burning and where the president
put his penis. Then gas became expensive and everything got crazy and panicky
and desperate. Then it was cheap again (see The Salvation Germ, page 55).
Then it got even more expensive, again (see The Petrophage, page 54).
Where does that leave Joe Sixpack/Lunchpail /the Plumber and his energy needs
today? Well, much like yearly temperatures (see ECO-lapse, above), energy
costs crash and surge wildly from week to week and even day to day.
The Salvation Germ is still around. Hell, you can buy a starter pack of Sally in a
sealed wax canister at the corner drugstore. The equipment to use it as intended
50
is more expensive, but no worse than, say, getting a riding mower. But using it,
ah, theres the rub.
See, while Sally is finicky and only thrives in a particular chemical broth, the
Petrophage is all over the place. So anything youre going to feed Sally probably
already has Petrophage on it, meaning your gasoline is getting turned to tro
before it even comes out of the incubator. (Incubators designed to be easily
cleaned cost a lot more, but the cheap ones? Youre never getting every piece of
tro out, and tro usually has some Petrophage stuck on and in it.)
Can you treat your biomass to get the Petrophage off it before you feed it to the
Salvation Germ? Sure, but its a painstaking and uncertain process, made worse
because 90% of the chemicals likely to clear off the Petrophage are damn near
certain to kill Sally. So the investment of time and effort preparing the silage for
conversion is far greater than the effort of actually turning old banana peels into
fuel. As is the time and effort of keeping your fuel from being exposed to the
Petrophage before you can get it in your sealed gas tank.
When someone gets a good Sally setup working and can keep it uncontaminated,
gas prices local to it are reasonable. If two people get em working well, gas
prices plunge. But running a refinery on the cheap leads to corner-cutting,
which makes contamination more likely and the beat goes on. If there isnt a
good local refinery, youre going to have to rely on shipments from elsewhere
(probably not far, right?) and hope that the incoming gas doesnt get exposed
during transport or transfer. The longer isolated areas go without a shipment,
the higher prices risebecause the people with gas not only face rising demand,
they have the overhead of keeping the gas from getting turned to tro.
Theres something of a use it or lose it mentality with gas. When its plentiful
people take trips and run tractors and haul what they need to haul. Often they
run generators to charge up batteries. Its far from a perfect solution, but its
better than just letting the gas sit until it spoils.
There are, of course, more and more people relying on solar, wind and tidal
power. (Nuclear? Too much of a security risk, citizen.) Its sufficient to run
homes at a low level of consumption, but everyone can remember the last
brownout, cause its never that long ago.
Fashion
Clothing and accessories tend to be unique, interesting, quirky and an expression
of the wearers personal hopes, beliefs and intentions. Even homeless bums
tend to personalize their appearance (though often in a way that expresses
a hope like hope I dont freeze to death). Personalized manufacturing (or
microfacturing) started in the late 20th century and got very efficient and
widespread by the time the global economy gave it up to have a lie down.
Consequently, you can still design and print your own T-shirt for the cost of
buying a mass-designed tee from a big box store.
There are still iconic logos like the Nike swoosh or the Lacoste alligator, and
people still wear them as status symbols, but a conformist is more likely to
conform with the logo of a favorite superhero than a guy on a little polo pony.
Wannabees, man. Theyre everywhere.
The most common fashion accessories are masks and goggles. Helmets and capes
are close behind, too. With the masks, its just a convergence of style and necessity.
Surgical masks were showing up way back when the scary disease du jour was
51
SARS. The avian and swine flus just brought masks in to widespread global use,
and once that was going on, there was a market for designer masks. Then the
microfacturing sector got in on it and soon everyone was covering their faces with
colorful statements of individuality. (There was a huge fad for having your mask
printed with a photo of your unmasked face, and some people still do that.)
Goggles? Same kind of thing. Massive toxin problems in Los Angeles and the
eastern megalopolis made wearing goggles a matter of simple practicality. It
was that or spend all your time outside blinking out tro particles. Helmets got
lighter, stronger and more comfortable as demand increased, and demand
increased because more people started riding fuel-efficient motorcycles.
As for the capes, people wear em cause theyre cool.
52
Everyone knows Penny has a monopoly, and everyone knows the news is slanted,
but the alternative is internet blowhards whose breathless reports are rank
with run-on sentences, misplaced apostrophes, and spelling errors. Every so
often someone else tries to compete, but unless they adopt her methods theyre
hopelessly outclassed. Even if they do whore the news like the Cortez outlets,
theyre likely to wind up bought-out or bankrupt because Penny can give a lot
more exposure (or concealment) for the dollar. A few honest politicians would
love to return to the good old days of an independent and incorruptible Fourth
Estate, but by and large, governments are some of Pennys best clients. Its
terribly convenient for them to only have one news outlet to suborn.
53
Petrophage, the
There arent enough groin-kicks in the world for the sick sumbitch who cooked
up the petrophage. Its a hardy, virulent, world-wide bacteria that eats
gasoline and excretes a worthless white plastic byproduct that has come to be
called tro. (Short for peTROcrap. Rhymes with snow.) Tro is also, more
poetically, called the Devils Dandruff.
Tros everywhere, always underfoot. It degrades into dust, but slowly, and until
it does it just drifts around. Its roughly the color and texture of cobwebs, only
a bit more rigid and waxy. It collects in the door frames of cars, clings to tree
branches, blows through the air and mates under the sofa with the dust bunnies.
But back to the petrophage. It also damages plastics, but not with anything like
the aggression gas gets. Still, if your Tupperware leaks or your credit card turns
brittle and cracks, you know whats to blame.
Nobody has stepped up to claim responsibility for creating the gas plague (as its
also known). At least, no one lacking a death wish. Some blame kooky treehuggers, though given the damage tro has wreaked on Earths plant life and
ocean creatures, they would have to be implausibly short-sighted. Others suspect
the Russians of plotting to drive up the prices of natural gas, or they blame the
nuclear industry, or an international Anarchist conspiracy. Or, its always popular
to fall back on historys three big blame-magnets: God, Mother Nature or the
Jews. But in the final analysis, no one knows.
54
55
The kicker is, its sort of accepted wisdom that raising taxes is Just Wrong, so a lot
of stuff that the Fed used to pay forregulating the financial sector, interstate
highways and bridges, disaster relief, the National Endowment for the Artshas,
to some degree, been left to rot. The Federales are hunkered down in Washington
running Medicare, the IRS, Social Security, the armed forces and the courts.
As mentioned under Ecollapse (page 48) the tide of rising Baby Boom retirees is
finally starting to recede. (Sorry, hippies: Those longevity treatments are never
going to materialize in the current economic climate.) If the faith of the people
was somehow restored in the government, it could start seriously collecting taxes
and supplying services again. But mainly it just languishes.
Thats not to say its irrelevant. While the Fed may not have the dough it had in
the early 21st century, the Executive Branch has formalized its exclusions from
certain confining laws and rules, for the duration of the current crisis. Its like
Martial-Law Lite. They dont call it presidential rule, and indeed the Congress
still has plenty of power (especially power to hamstring executive plans through
under-funding and slow-grinding scrutiny), but its established and accepted that
the FBI can tap anyones phone, for any reason, any time they feel like it. Also,
a suite of interrogation techniques is approved (for federal officers only) that
includes but is not limited to mock executions; microwave wanding (see page 61);
simulated drowning; sexual humiliation; sleep deprivation; and being thrown in a
meat locker until you start talking.
These rather extreme violations of civil rights arent common. Not because
the Feds have reservations about torturing citizens any more, but because the
budget is small and the agents are stretched really thin. So your odds of catching
the eyes of CIA, FBI, INS, DEA or Secret Service personnel are pretty slim. But if
you do, youre in for it.
Venice
Venice is now a verb, unless youre referring to the former Italian city. Venice
the ex-city is now a particularly difficult-to-navigate bay. As water levels rose
in response to climate change, the famed City of Water got increasingly watery
and, despite a last minute sale to a consortium of Dutch engineers and Chinese
expatriate billionaires, the sea would not be denied.
But the legend lives on in the phrase veniced as in, Yeah, the Chicago Loop got
veniced so fast that dudes from the art museum were on the roof flagging down
choppers with Hoppers Nighthawks. It refers to cities which have been, wholly
or in part, permanently flooded. A few coastal or riverside towns managed
to avoid serious damage, usually by using innovative Dutch/Venetian/Chinese
technologies, but many cities (New York, Seattle, Miami) couldnt pay or couldnt
make it work. Now, that doesnt mean those cities are abandoned or ruined. It
just means that there are neighborhoods where the basements and maybe first
floors of waterfront buildings are underwater. Seattle took the daring step of
stabilizing the foundations, building docks, and carrying on. In Miami that didnt
work quite so well, so the submerged neighborhoods (called costnervilles) have
largely been abandoned, becoming havens for smugglers, illegal immigrants and
other fugitives from the law. Like, for example, aquatic superheroes.
56
In Wild Talents
This has HAR1 for 2-4 impacts, after which its useless.
Civilian HUDset
In the beginning, there were motorcycle helmets, night-vision goggles, and
hands-free cell phones. Then, through some obscene commercial orgy, they
birthed the HUDset.
The HUDset foundation is a nice strong skullbucket, offering equal protection
57
from biking accidents, small-caliber arms fire, and angry housewives with rolling
pins. Its got earphones that damp out exterior sound while letting you listen to
your phone, your favorite tunes, or your police-band scanner. Stuck on the front
is a tunable vision system that can be set for infrared, light-intensification, EM
detectionjust about everything except seeing normally. Some of these come
with tear-away transparent films so that if your visor gets covered with bugs
on the highway (or greased up with aero-ink), you can just rip that off and see
again. It works sorta. But since these arent sealed systems, against the ink
youre going to be blind and weeping anyway.
In Wild Talents
Its got LAR 4 for location 10, and the goodies described above.
Cling L adder
Okay, its not going to kill unless you hit someone with it, (much like a hammer
or a wrench or anything else off your workshop pegboard) but its handy for
ascending vertical surfaces. Developed for firefighters, the cling ladder weighs
about fifty pounds and is the size of a large backpack.
The device has a flat side and a side with two spinny things that most closely
resemble bicycle pedals. The non-flat side also has a safety belt attached
between the rotators. When you push the whole thing against a wall and flick
the on switch, that flat side goes soft and starts acting rather like a snails foot.
On a smooth wall, it forms a suction cup. On a rough or irregular surface, it
reaches around to grasp and cling.
Meanwhile, on the other side, you put your hands on one set of spinners, your
feet on the other, and you start pedaling. It looks a little silly, but it gets you up
a wall or a tree or a tumbled pile of boulders at the pace of a brisk walk. It wont
work on sand or any surface too crumbly to support your weight, but other
than that its a fine way to ascend or descend. (If you pedal forward, it goes up.
Backwards, it goes down. If you go in opposite directions, it rotates in place,
either to the left or to the right. Most people can master the navigation with a
quarter hour of practice.)
In Wild Talents
Anyone using this device gets a +3d bonus to rolls for climbing.
EMP Cannon
The cops have these. The Army has these. Comparitively few private criminals
have them, not only because theyre expensive (phhht!) and illegal (yeah, right)
but because theyre big. Without boosted strength you cant lift one, and
even with, its a bitch to aim. Usually, theyre deployed for cataclysmically ugly
situations. You see em mounted on the back of a humvee, or the underside
of a chopper, or the front of an appropriately named LEAV. (Thats Law
Enforcement Armored Vehicle and, conveniently, exactly what you should do at
top speed when you see one.)
When you pull the trigger on these, two things happen downrange. First off,
gauss guns stop working until someone takes them apart and re-magnetizes the
58
whole system. Also, fuses blow, credit cards go blank, electronics are temporarily
fried unless theyre either hardened (in which case they might keep working)
or very delicate (in which case theyre just toast). Watches blink 12:00,
compasses spin and small metal objects become magnets for an hour or two.
The effects on human beings are, in many ways, parallel to those on batterypowered gadgetry. People tend to either flop down, passed out from the pain,
or they scream and thrash and freak outagain, from the pain. Because when
you get hit with an EMP cannon burst, you are in pain. It does no physical
damage (unless they train the beam on you for more than thirty seconds) but it
tricks your nerves into activating. Among the unfortunate few who can compare
from personal experience, it has been likened to being sprayed with live steam,
the kind of industrial venting that gives you second- or third-degree burns, only
the cannon hurts MORE.
So as you can guess, these are used only sparingly and people give them a wide
berth. While its true that you can block the beam with metal (even aluminum
foil) thats rarely a practical solution. From a cops perspective, someone who
is wrapped in aluminum foil is either going to rip it pretty soon (becoming
vulnerable to the cannon) or is moving slow enough to keep the foil intact
(which is too slow to threaten). Either way, cops win, as they so, so often do.
As a side note, Amnesty International has been trying to get these things
universally banned, but of course every petty dictator-for-life wants as many EMP
cannons as he can get his grasping little fingers on. They arent used in Europe
or Japan, though. Civilized, no?
In Wild Talents
Getting hit with one of these forces the character to make a Stability check
against Difficulty 4 and take an Area 4 Shock attack. The Shock damage
is illusory and comes back after a few minutes spent rolling on the ground
screaming, however.
It also cooks electronics. If its cheap stuff, its just bricked afterwards.
Something a bit more rugged, like a decent cell phone, a HUDset or a gauss gun
conks out but can be repaired with a couple hours and a successful Electronics
roll. Something with hardened circuits built for heavy-duty military work? Fiftyfifty quitting chance, but they can be reactivated with a single combat action
and that Electronics roll.
Fresh Knife
Originally marketed as a Fractal Knife Generator, this doodad is a godsend to
fine woodworkers and chefs. Or, it was until laws were passed forbidding the
use of generated ceramic knives on food for human consumption. (Which is
ridiculous. The amount of residue left in food cut with a fresh knife is minimal
and organically inert. You wont digest it, it wont stay in you. Its about like
eating a grain of sand, honestly.)
I seem to have drifted off the topic of what this is. Its a metal tube about eight
inches long and an inch across, with a button on it. Push the button and hold
it with the business end down and, in about two seconds, an inch long blade
grows out of the end, and a second after that, that blade becomes sharper than
any edge produced before the 21st century. Razors, katanas, obsidian sacrificial
knives? Its sharper. Like a fern leaf, its formed on a fractal pattern that recurs
59
on a smaller and smaller basis, so the knifes serration gets finer and finer until it
hits the limits of matter.
Anything you could cut through with a normal steel knife and some effort
wood, bone, ice? Using a fresh knife, you feel a little bit of resistance, but
not much. About like cutting a slice of Colby cheese with a steak knife. Going
through cloth, paper or meat, you can barely feel it at all. Stuff that you could
put a dent in with a normal knife can be cut with some effort, at least until the
blade breaks.
Thats the drawback of the fresh knife. After that third second, its as sharp as
anything going. After about ten minutes, it dulls to being merely razor-keen,
even if not used. After thirty minutes, it just crumbles into dust. It also has a
tendency to shatter if loud noises happen nearby. After about thirty feet of
blades have been generated, its a coin toss whether the battery or the reservoir
of ceramic powder goes dry first.
On the upside, though, refills are cheap. Also, its fairly simple to remove the
automatic cutoff that limits the blade to a single inch. No matter how long you
mash down the button, the blade wont get longer than about eighteen inches,
but for most gangbangers and supervillains, thats long enough. Long enough
for the chefs and woodcrafters, too.
In Wild Talents
It takes a round to generate the knife. It does W+1K and starts out with
Penetration 2, but that drops by 1 every ten minutes. When when it drops below
Penetration 0, its gone.
Gauss Guns
About six months after the Israelis started selling Spoiler (see page 64) to its
allies, Russia and China had functional gauss weapons available to their elite
troops. Another six months after that, private citizens could buy gauss guns in
the USA, for astronomical prices and with special licenses. Today, cheap knockoffs can be bought the world over.
A gauss gun, in case you dont know, uses a hella powerful magnet to squeeze
metal slugs out the barrel, usually after imparting spin for stability. Its shielded
so (theoretically) it wont erase your credit cards, ruin nearby computers, or
irradiate the wielders testicles. On the other hand, given how often cops are
able to spot charged gaussers with EM detection equipment, the shielding may
not be 100%. The wavelengths involved are pretty tight, and even a good shield
may not hold up under violent conditions like, say, being part of a gun.
Gauss guns offer several advantages. Theyre quieter than old-style shootin
irons (the sonic boom isnt really that big a deal), theres no muzzle-flash and,
while they work best with bullet-shaped projectiles, in a pinch you can load them
with nails or thumbtacks or paper clips. Plus, Spoiler doesnt work on them.
On the downside, they suck up battery power like you wouldnt believe, they
can be remotely shut down by EMP weaponry (the central magnet is shielded,
but the triggering mechanism and the battery connections cant be) and, like I
said, sometimes the shields fail and you get accidental data loss, easy detection
(possibly with just a Boy Scout compass) and all kinds of metal dust clinging to
your weapon.
60
In Wild Talents
Gauss pistols do Width in Shock and Killing with Spray 3. Rifles do Width +1
Shock and Killing, Spray 3 and have Penetration 1. Pistols hold between 12
and 20 bullets, rifles hold up to 50. If you load them with garbage they lose all
Penetration and do W+1 Shock.
Gibsons
See Ripperguns, page 63.
Impact Hairbag
Before deployment, a hairbag is a plastic package about the size of a student
dictionary and heavy. You may think an unabridged Websters is massy, but the
hairbag weighs like solid metal. Someone healthy can pick one up single handed,
but its work.
In the middle of it is a pull cord, and when you pull that the densely packed
polymer components inside combine and start to expand, rapidly and
tremendously. In the time it takes you to scream OH SWEET GOD JESUS IM
FALLING! the hairbag goes from being dense and small to being big and
pillowy. About ten feet on a side, its filled with a gas that smells like broccoli
and this foamy, stringy stuff.
There are a couple ways to use a hairbag when youve been thrown off a
building. You can pull the plug and hold on, and try to make sure the suddenlyhuge balloon is underneath you when you hit. Or you can pull the plug and
throw it, and then try to aim yourself at the puff as it grows.
Either way, when something heavy crashes into it, it pops, spattering stringy
goop on everything, making a whuuumphhh sound and sending billows of
broccoli aroma in every direction. People have landed on these at terminal
velocity and walked away.
People have also used them to delay pursuing cops by clogging hallways or
alleys. Hairbags can open stuck enclosures, though its messy and they only exert
the force of, say, three burly footballers. They are also pretty good for random
vandalism. Huck one in an open window and theyll be cleaning up that up all
afternoon. (The polymer is biodegradable and dissolves in water, but that scent
tends to linger.)
In Wild Talents
If you land on one of these, you either take normal damage, or just two Shock to
each hit location, whichever is less. Depending on circumstances, you may need to
make an Athletics roll or something to aim at it.
Microwave Wand
Almost nobody in the world is supposed to have these. Theyre illegal for
everyone, everywhere, with the sole exceptions of high-ranking elite military
officers and secret policemen in nations competing for the bottom rungs of
human rights ratings.
61
Read up on what the EMP cannon above does to human beings. This is the exact
same technology, only its in a device the size of an electric toothbrush. Granted,
the beam isnt as widethe cannon can blast an entire side of your body, while
this targets a spot about the size of a quarter. But a mike wand has a very long
range, its invisible unless its the kind with a targeting laser, its silent, and it
goes right through clothing. Again, metal stops it and, again, thats not always
a practical solution. (RMPA suits and Ceramic Impact Plate, on pages 62 and 57,
offer no protection unless theyve been chromed or something.)
In a fight, it can scare people and buffalo the weak-willed, but it has no real
stopping power. It functions much better as an implement of torture, which
(no matter what labels they use) is why those military officers and plainclothes
political enforcement officers adore them.
Unfortunately for just about everyone, theyre available on the black market
too. Theyre not as common as guns, but theres probably one floating around
out there for every hundred illegal firearms or gauss weapons. Just waiting for
a supervillain or player character to look at it with rapturous gaze and whisper,
You complete me.
In Wild Talents
This is an Area 1 Shock attack. The first time a character gets hit in an episode,
he has to make a Stability check, but after that its just the pain.
In Wild Talents
HAR 2, LAR 2. Nice, huh? But someone who specifically targets the suit with a
knife can strip all the armor off the location struck. So if someone hits location
4, having specifically said hes going to slash the suit and spill the goo out, then
that arm (locations 4-5) no longer has protection. But the suits wearer takes no
damage at all from the slice.
62
On the other hand, microwave torture wands (see page 61) go through these like
hot lead through tissue paper. No protection whatsoever.
Ripperguns
When West Germany declared war on East Germany, they needed a compact,
close-range anti-personnel weapon for house-to-house fighting. Their
engineers, who had read All Tomorrows Parties, set about building a
version of the Gibson novels directional hand grenade. Christened die
splittergranatwerfer, it resembles a gray metal hair dryer with two pistol grips,
joined at the barrel, at a right angle to each other. The business end has a
horizontal slot about a quarter inch tall and two inches wide.
Nicknamed The Gibson, a rippergun is a single-shot pistol firing shells about
the size of a cola can. The shell is packed with gunpowder, rocket fuel, and a
fragile, coiled up metal chain covered with razor barbs. (It has two handles
because the recoil is spectacular.) When you pull a trigger (either one) the sharp
chain gets blasted out the front, shattering into edged fragments about five feet
in front of the barrel. These then sweep out in a growing horizontal arc. The
effects depend on how close you are, but roughly
Within ten feet, you can have three guys standing front to back and it will cut
them all in half.
Ten to twenty feet, its only going to cut one guy in half.
Twenty to thirty feet, it might even be survivableabout like a shotgun blast.
Thirty to forty feet its unlikely to kill, and after forty feet it just annoys. (One
selling point for the Gibson is that it really, truly does mitigate the stray bullet
factor of accidentally killing somebody the next block over. Though it does
replace that with the factor of accidentally killing three somebodies who were
standing within ten feet of your target.)
Once fired, the empty cartridge pops out and a fresh one has to be manually
reloaded before firing again. (Anything faster and the barrel would fall apart
after ten shots anyhow.)
To sum up, then, this is an ideal weapon for shooting clumped up people at close
range. Its incredibly loud and makes your wrists hurt, but sometimes a little
joint pain is the price of freedom (or whatever).
In Wild Talents
This handgun is Slow 1 and takes a -1d penalty if fired by someone with Body 2 or
lower. Its effective range is 40 feet, but its Qualities vary a lot in there.
DISTANCE
QUALITIES
10-20 feet
20-30 feet
W+1SK, Spray 1
30-40 feet
WSK
63
Spoiler Gas
The Israelis got really sick of being shot at, so they developed a microbe that eats
gunpowder. Its called Spoiler and the Palestinians insist that it cancers you up
a few years after heavy exposure. On the other hand, given the choice between
cancer in a few years and getting shot right the hell now, most people pick
instant gratification.
It comes in a can, much like tear gas. You pull the pin, throw it and it billows
out, filling an area about the size of a typical suburban basement. About three
seconds after exposure, bullets and other gunpowder-based munitions in the
area go inert. Sealed cartridges are somewhat resistant to the older iterations
of the gas, but the newer breed of the microbe can go right through most
commercial sealant (and, additionally, tends to make exposed skin itch).
The germs are only viable in air for about an hour, and they settle out of
suspension in about ten minutes (leading many to carry their guns over their
heads when walking through a Spoiler fog). Gunpowder thats been neutralized
stays that way forever, though.
In Wild Talents
No special mechanics are needed here, really.
Switchblade Implants
I know. You want big steel blades that are longer than your hands to somehow
pop out of your hands and then you stab people with them. I wish it could
happen for you, if only because the economic demand for such an impractical
jack is terribly high. But think it through. First off, its illegal. I know, negligible
concern, but its still valid. Then theres the question of slicing yourself up every
time you want to slice someone else up (or open a bag of M&Ms). Little bit of
a zero-sum game, that, even if you go for a healing boost. The very biggest
concern with this sort of gadget, however, is contagion. Some of those people
you stab, with hypothetical blades popping out of a wound, just might be
sexually adventurous or be passive carriers for the Hantavirus or something.
Were talking major fluid transmission risks here, even if you clean the blades
carefully before retracting them.
Youd really be better off with an implanted fractal knife generator, though even
there you have to put up with changing batteries and reloading the powder.
Plus it throws off the balance of whichever arm you have it in, unless you get
both, which doubles your cost there have been problems with them going
off accidentally and the battery packs tend to heat up if you grow the blade
beyond three inches. Honestly, youre better off just carrying a fresh knife.
But people keep wanting these, so if youre dead set, get yourself to Argentina
or Thailand, find a doctor who looks at medical ethics with the same puzzled
bemusement a dog has for a cat on TV, and have him hook you up.
Wiggles
These are cheap, odd, plastic sacs on neoprene sleeves or straps, a bit like a knee or
elbow brace. Like a brace, these are worn on jointsshoulders, knees, at the waist
64
or ankle or elbow. You need about three of them to do you any good. Theyre
powered by kinetic movement, and even the mild shaking of walking around is
enough to get them active. When they are active, they wiggle. They swell and
shrink in unpredictable patterns, moving up to an inch at most, powered by
weird kinetic-property plastics that behave a bit like the wax in a lava lamp.
Wiggles arent illegal and theyre sold as novelties but everyone (and by everyone,
I mean every cop) knows what theyre really for. (In addition to kink, which I
dont want to get into here.) Theyre worn under clothing to confuse kinestheticmotion algorithms. (Kinesthetic-motion algorithms, for those who dont know,
are computer programs that can analyze film or video footage of someone
moving and plot out the unique elements of their gait and body proportions.)
How well do they work? No one knows. But a lot of cape and mask types wear
them as another layer of identity protection.
In Wild Talents
They give any motion identification software a -2d penalty for recognizing the character.
Um... yeah, that logo makes quite a statement, CD. I assume you meant it to...?
To what?
Never mind.
What?
You wanted it to look like an, um, ejaculating penis?
It does not look anything like an... like... you have a filthy mind!
No, I can totally see it, the capital C spooning the little D, thats the balls, and the
stroke of the D...
I dont believe this.
...and theres that blob of white stuff at the tip.
Its a fuse! A fuse! Its supposed to look like CD, for Collateral Dammit, and a stick of dynamite
because Im a bomber and... oh God it really does look like a johnson, doesnt it?
Back to the drawing board.
65
66
67
68
attempt a penalized action, and they get no other factors for that action. A Hero
who tries to slug a cop is doomed to fail and suffer, full stop. The only things that
can redeem that Ace are elements the character stands for and stands against.
69
again, sometimes people get on the weird end of luck and wind up burning down the
entire police station instead of just painting Eat it, Pigs! on a couple patrol cars.
The villain, then, is just someone who is (for whatever reason) really good at
destruction. Physical destruction, cold-blooded murder or the hot kind, and even
weakening marriages, beliefs and other intangible bonds. The Villain destroys
value. But there are limits to what the villain can ruin. It has to be something
someone loves, something thats going to be missed when gone or that someone
would struggle and suffer to defend. Killing people almost always works
because even those without close ties usually have some self-regard. Knocking
down an old abandoned garden shed? Bah, who cares?
70
Villain ban on getting people to agree, they probably wont give themselves
up but instead kill the hostages, blow up the building, or do some other crazy
nihilistic thing. Hed succeed if he tried to turn his attackers against one another
(destroying the bonds of comradeship) but not to follow his philosophy. (Then
again, he could just bribe one or more of themthatd work fine.)
A Villain tries to convince a crowd to riot and loot in the name of his pet
cause, Christomunism. Its another split result. Because hes trying to destroy
social order and the rule of law, they get the message about violence and
pillaging. But his underlying message about self-sacrifice in community?
Theyre all like, Bore me later, super-dink. Ima get crunk and steal stuff!
A Villain tries to disguise himself as a high ranking cultist in order to infiltrate the
temple. While the player tries to claim hes destroying the temples security, the
GM just gives him a look. He doesnt get an auto-success. On the other hand, hes
not trying to convince people to believe in something he believes: Hes trying to
convince them of something he knows is a lie. So he doesnt get an auto-fail, either.
Having been framed for a jewel heist in his every-day, public persona, a
Villain tries to convince the cops that he didnt do it. Unfortunately, since this
is the truth, hes doooomed. If he had done it and was lying, hed have neither
a penalty nor a free success.
The Villain tries to persuade a girl perched on a ledge not to jump, that life is
worthwhile and meaningful. If he believes this, he automatically fails to persuade
her. If hes trying to talk her in because he has some nefarious scheme in place that
needs her help, he can proceed with neither automatic success nor automatic failure.
71
Here are some examples to clarify things. (Or maybe they just muddy the waters further.)
Fine! If you wont love me, hate me! shrieks the Villainess and tries to punch
out the Crux, who sensibly tries to dodge. While the Crux ability to hamstring
Villains is strong, the doom of getting hurt is stronger. Crux goes down.
Stop! shouts the Crux as the Heroine rushes towards a burning building to
rescue orphans and kittens and elderly refugees. The Heroine is going to stop,
though she may start up again, depending on other factors. But at the very
least, the Cruxs cry gives her a moment of pause.
Its the Heros wedding day. The Crux stands up in the middle of the ceremony
and cries, The brides already married! Even if this is utterly false, the wedding
is scuttled, possibly while the Villain cackles and offers the Crux a high-five.
The Villain is putting a bomb in a building, with the Crux tied to a chair one
floor below. The Crux tries to escape and disarm the bomb. Being fated to ruin
the Villains plans, that escape and disarm are probably rock solid. But avoiding
the damage of the Villains bomb seems contrary to the role. In Wild Talents, the
factors just cancel out. Were I GM and using the Smear of Destiny, Id probably
rule that the Crux gets out and disarms the bomb, but takes some kind of lasting
Suffering in paymentwhich could be physical or psychological or whatever.
The Hero plans to jump out and strangle a police officer. The Crux says,
Dude! Thats a cop! Dude! and attempts to bring him to his senses. In
Wild Talents, the Hero is simply sandbagged with many penalties. In Smear of
Destiny, the Crux may actually narrate the Hero being unable to act before the
cop leaves. If the GM is cruel, the Hero may still take Suffering because his plan
failed and he got an Ace, but a kindly GM might let the Hero do nothing and
avoid having to face the Ace.
The players split up the party, so the Hero and Villain are slugging it out while
the Crux and some Bystander characters are off at the library, where they get
jumped by a fightin gang of anarchists. Neither the flaws nor the benefits of
Crux status come into play, absent fated Heroes and Villains of destiny.
The Hero is baking a delicious pie. The Crux decides to ruin it, for whatever
capricious reasons could motivate baked-goods vandalism. Not only is that
pie wrecked, there probably isnt any reason to engage resolution mechanics.
Unless its some kind of critical plot pie.
The Hero pushes down the plunger on the explosives bundle, unaware that
the Crux is inside the building getting demolished. The Crux tries to escape,
but there isnt much point to it. Even when the Hero or Villain isnt trying to
harm the Crux, the Crux cant avoid the damage.
The Villainess throws the Crux over her shoulder and starts running for the airlock
before the entire undersea dome collapses. Neither role affects this action. While the
Crux cant stop the others from harming him, that doesnt effect their ability to help.
The Crux is a police officer in uniform. The Hero takes a swing at her.
Normally, the Heros vulnerability to proper authority would scuttle that
punch, but since this cop is a Crux, that vulnerability takes precedence. If no
other factors are in play, the Crux receives a bone-rattling slap.
72
Playing it Right
Im going to step out of my role of providing rules text thats clear and entertaining, but mostly clear and into
my role of game design and creativity theorist. Ill probably get in big trouble for this, but what the hell.
Ive heard the suggestion that early Dungeons and Dragons and Vampire: The Masquerade were market
successes not because their rules were clear and intuitive, but rather the opposite. (Now, these suggestions
were often made by stone-cold haters, so consider the source.) The idea is that because those rules were
so broken and so obscure, the players were forced to adapt and houserule and roleplay to dig the fun out.
Supposedly, those grand dames of RPG design served dual parental functions. At the beginning, they provided
clarity and a pathway to story process. (Making PCs in both systems was easy and had lots of nifty stuff to make
you enthusiastic.) But only later on did the deficiencies come to the forefront, unexpectedly tumbling GMs into
far greater authority than theyd wanted. The rules, essentially, served as a mother through the games infancy,
keeping the process intact and teaching the group to walk. Eventually, however, groups entered troubled
adolescence where the only healthy course was to rebel and form separate, mature identities.
Its quite possible that this idea is bullcrap, or bullcrap for most groups. But the idea Id like to extract from that
argumentcarefully disentangling it from any possible disrespect to D&D and V:tM, both of which are systems
I respect and which have given me handsome paychecksis that expecting rules to be hard, fast, concrete and
infallible is an impossible standard for any words on page to reach.
Games at the table are nuanced, ambiguous and volatile. Stuff comes up that rules dont cover. Rather than
blame the rules for failing to do the impossible, I say roll with it. Accept that gaming is improvisational, in the
rules (a little bit) just as much as in the characterization. Sometimes the GM fudges. Its all right.
To set aside the possibly-creepy metaphor of game-as-mom, (though, damn, Mama D&D would have the coolest
basement to run games in) lets try another. Gaming is like music. Some groups are classical musicians with the
rules as their score. They produce their symphony through close adherence to it, by doing the right thing at the
right time. But other groups are like jazz groups or jam bands. The song (or rules and setting) are just a jumping
off point, and where they end up is limited only by their skill and ability to work together.
All this grew out of the always and never ambiguity of the role deck. So thats your music for this game.
Whether you want to play it with symphonic faithfulness or jazzy insouciance is entirely up to your group.
73
74
75
76
dont succeed only because they have super-strength. They succeed because they
engage their beliefs and because they know how to let destiny take a hand.
The flip side of the Hero role is the blessing for self-sacrifice. Get clear on this: It
does not let you risk your life to save the puppy and get away unscathed. It lets
you risk your life to have the puppy get away unscathed. Your GM may quite
rightly call you on it if you invoke the Hero clause, narrate first, and use it to
protect your character. Theres a reason that the phrase he heroically guarded
his own ass rarely gets applied without sarcasm. You dont want your heroism
to be sarcastic, do you? So do it all in or not at all. That not at all option is
quite open, after all. If your character is a let them puppies fry type, well, play
it to the hilt and leave the King of Hearts twiddling his thumbs.
The same thing applies to the Villains blessing of destruction. If you want your
character to be a nice guy, the relevant thing to do is to leave that particular
arrow in the quiver. Just walk away from the easy path, leave that volatile
narration to the GM and that guy who sits next to you snickering whenever he
describes rocks falling on your character.
Not so easy? Well, thats what the games about.
Compared to the Heros flaw, the Villains issue is fairly straightforward. Resign
yourself to being misunderstood for an episode. If it feels like this would
make your character bitter and resentfulyoure darn tootin! Bitterness and
resentment (and their unacknowledged Third Musketeer, self-pity) make it a
whole lot more palatable to victimize others, which is why this is such an integral
part of the Villain package.
The Crux role is the most likely, I think, to be misunderstood because its much
less flashy than the Hero and Villain. Its easy to pigeonhole Darth Vader and
Gandalf in their respective story positions, but the character upon whom the
conflict hinges draws less attention, and understandably so because hes not
dying for the good of others or killing for the benefit of himself. What he is
doing is making sure that both the primary roles are aware of the risks and
costs. With all that authority for interference, the Crux player has a lot of power
to make up, somewhat, for the constraints on the character. As for the Crux
weakness? Thats to keep the player honest, of course. The Crux is a Prisoners
Dilemma with a sense of humor. If you dont trust them, you can screw them. If
they dont trust you, they can screw you. So all you have to do is hold back your
interference and hope they dont pull the trigger after youve holstered your
gun. Sure, thatll happen, right? Everybodys friendly. Wasnt it Rodney King
who observed how well we can all get along?
Oh, wait. Of course the Crux cant get along with the Hero and the Villain,
because theres a decent chance they work at cross purposes. If everyones getting
alonghey, bonus, nice, you dont need my advice. But when Player A knows his
character can only succeed by being a jerk and Player B knows his character can
only succeed by being a sweetheart, its more likely to provide struggle than niche
protection. As Crux, youre the tiebreaker. Take it seriously, take your lumps with
good cheer and remember that what goes around comes around.
Being An Enabler
Theres no I in Team and there isnt one in Roleplay either. Getting into
character is good. Binding your goals as a player so tightly to your characters
goals that you spoil your own fun, or someone elses, is bad. Your character
Stands For Christomunism (or whatever) but as the player you Stand For a fun
game. Keep that separation in mind. Playing hard is cool. Playing dirty isnt.
What constitutes playing dirty in a roleplaying game? Well, cheating, obviously,
but youre too cool to pocket cards or do other stupid crap like that. So instead
78
of dirty, Ill say you shouldnt play rude. Share. Give way. In a game like this,
the most precious commodity is the attention of the plot, the GM and your
fellow players. Dont get greedy with it or people wont help you get it. Its like
basketball. Once people know youre a ball-hog, they wont pass to you.
Instead of trying to make the game about your character and casting the other
PCs as sidekicks, pass the ball. Consider the other characters factors, goals and
roles, and look for ways to put them in position to be awesome. If youre an
enabler of greatness, the other players are much more likely to help you get a
groovy spotlight moment of your own.
Start this at character generation, if at all possible. Work with the other
characters. Im halfway tempted to go stick another step in character generation
called Im loyal to the other PCs because ________ but I think its smoother if I
just ask you to do it here. If your character doesnt fit with the group, give way.
Itll be better in the long run, I promise.
Pay particular attention to the Weaknesses of the other characters. When your
guy helps that character cope with his flaws, its very coolnot only because
it pushes the plot forward through a barrier, but because it also ties those
characters together and explains why they help one another. Just dont exploit
their problems, and that includes making their character look like a dweeb so
that yours looks better by comparison. There can be a fine line between lending a
helping hand and tossing your head, rolling your eyes and saying, Looks like Ive
got to get my sidekick out of trouble again. Stay on the good side of the line.
The mechanics of the game are very open to making other characters look good
(by narrating them doing something grand) or bad. If you dont want your
character narrated into something ugly, respect the characters of others, who are
going to get narration power sooner or later. By the same token, make sure your
character sets a strong pattern of behavior, so that they know what is appropriate.
For the GM
As the GM you run the game, but the use of the word run implies a degree of
control that is not, perhaps, entirely desirable. Youre not a playwright putting
lines in the main characters mouths (though you do so for the supporting cast)
and youre not a director explaining motivation to actors (though you need to
understand those motivations to make a good go). Think of yourself more like
a stage manager and lighting director. Your job is to shine a spotlight on the
characters, illuminating their brilliance or maybe the shames theyd rather keep
hidden. Theyre the most important characters in the story, but that doesnt
mean theyre always the nicest ones.
The GM position is a curious balance of both ally and antagonist to the players.
You make their triumphs possible, but at the same time have to challenge and
impede them to make those triumphs meaningful. There has to be a real chance
to succeed or else its pointless. But its also pointless if they think (or know!)
they cant really fail.
79
This games different. The characters are like single-issue voters, only instead
of hitting the polls they beat people up. You can develop a great plot centered
around free markets, and if your PCs all have bees in their bonnets about AI
rights, its not going to click. Theyre going to leave your market plot lonesome
as a homely kid at a junior high dance.
Fortunately, you dont have to guess whats going to engage and challenge the
characters, because theres a handy piece of paper that tells you exactly what
theyre standing for and standing against. Moreover, that same piece of paper
tells you what kinds of challenges the players would enjoy for their character.
(Well, perhaps enjoy is a strong word. Desire or accept with a minimum of
disgruntlement might be more accurate.)
Setting up an eCollapse game is a little like making soup. You dont get to choose
all the ingredients, but at least you have a good idea what the other cooks are going
to throw in the potand what will get them coming back for a second helping.
Grab the character sheets, were going to make a little graph. Put the PCs
names across the columns on the top. Now for every issue they mention, make
an entry and put a plus or minus sign in the box, showing whos for and against
what. If you look at the play examples in the Appendix, they center around four
characters with various hot buttons. Im going to knock together their chart.
Jade P ython
Rump-Shaker
Collateral Dammit
Multi - culturalism
Imperialism
US Army
Anarchy
Patriotism
Gov. Corruption
The USA
+/-
Thats a lot going on, but thats good. It gives you lots of issues to explore, with
hope that at least one character is going to bite on it. Now lets take those
issues and extrapolate. Guess, based on the character and the player, how the
PC is likely to respond to other characters hot buttons. Put those guesses in
parentheses, as Ive done below. If you dont think the issue generates heat for a
particular character, leave it blank.
Jade P ython
Rump-Shaker
Collateral Dammit
Multi - culturalism
(+)
( - )
(+)
Imperialism
( - )
US Army
( - )
(+)
Anarchy
( - )
Patriotism
( - )
Gov. Corruption
( - )
( - )
( - )
The USA
(+)
( - )
(+)
+/-
80
If youve got a full line where theres agreement, thats your golden motivation.
In the above case, its government corruption. It has the best shot of motivating
all the characters, and why not? The anarchist is against it because he thinks
its symptomatic of everything bad with politics. The authoritarian (and jeez,
whats Collateral Dammit doing with these flower children anyhow?) is against it
because it besmirches the beauty of civil legislation. The other two are against it
because its like puppy-kicking: Almost nobody is loudly in favor of it.
Start your game with the golden motivation. If there isnt one, see if you can
get players to change their characters a little for more concord, or look for
something closethree plusses and a blank, or at worst two agreements and
two abstentions. Try not to get anything where one character is for and another
against right at the start. Save that for later.
Giving them an agreeable common enemy opens the group to situations
where they help one another, work together and, in a word, bond. Encourage
friendships among the characters. If theyre chomping at the bit to get into
bitter rivalries, maybe find a quiet moment to suggest how much more intense
those rivalries can be if theres an element of betrayed friendship. Besides, its
the roles, drawn from the deck, that should provide a good seasoning of friction
in early sessions, when people are still getting into character.
When the unambiguous plot is up and running, or is nearing a conclusion, you
might want to start setting up something thats geared around ++- or --+ or
something like that. After working together (one hopes) and getting used to the
idea of being together, an issue that strains the relationship a little can play well.
With the four example characters, something with a clash of cultures might do.
Three out of four PCs can be expected to take a conciliatory tone, with the fourth
getting to act as the devils advocate and play I told you so! if it goes rotten.
Any time it looks like the group is in danger of breaking entirely, steer back
towards the issue of agreement (or a common threat, that works too). If a
character doesnt seem to be fitting in, try to find an issue that pulls him without
alienating the others. If, for example, CD is feeling more and more like the
fourth wheel on a trike, Id try a threat to the USA from foreign agents. Python
isnt going to like that idea, the Maiden may be ambiguous but at least she isnt
instantly averse. Rumpshaker might balk, but if the foreigners are fascist or
something, he might consider fighting them the lesser evil.
(This is all without bringing in Weaknesses or other factors. Rumpshaker might
just shrug about the spies until a girl with doe-brown eyes and a trembling lower
lip asks for his help.)
Watch out for issues that turn up just +-, especially if those are stated and not
just your parenthetical guesses. Issues like that can be third rails, and if you jump
on them, your game might die. But dont fence them off from the players! PCs
are, after all, the engines motivating the game and they have that stuff on their
character sheets for a reason. Those reasons ensure theyll bring them in. Trust
me: The lure of improving their results spurs loads of creativity.
If you let the players bring in those elements, the two characters can argue
and debate on the side, while you keep the primary issue looming to hit them
with when it things are getting too tense or the other players are getting too
bored. When the players touch the hot button, its far more acceptable for
the GM to try to steer them away. If the GM starts it, it looks wishy-washy or
manipulative to then try and yank it back. This is especially true if you made it
a central motivation. Then you might have really screwed yourself by putting
two characters in a situation where they cant agree, with two others not really
81
caring, and nowhere to escape from it. You dont want that. Let them bring
those troubled ideologies in themselvesespecially when they have Villain or
Crux fates to make their points particularly sharp.
82
information just out of reach. This provides the good kind of frustrationthe
kind that promises eventual satisfaction and makes them feel they earned their
success. If they cant figure out whether they wasted their time or not, you get
the bad kind of frustration, where they dont know how close they are. Even
when they fail, they should know they were failing in the right direction.
Bungling a Bad Lead. This may seem like a fine occasion to fall on the PCs like
wolves on a crippled lamb, but thats probably not necessary. Theyre already
going to be disappointed that they didnt get closer to solving their mystery
and the odds are good that they looked like dunces without the GM sticking in
anything additional. They should figure out that the leads bad, take their lumps
and move on. Indeed, from a narrative standpoint it makes perfect sense for the
consequences to be less when they have the wrong end of the stick. Their real
enemies are more likely to be prepared, surely, while a false lead has less to hide
and less reason to be ready for an incursion of costumed adventurers.
Mmmmmortaaaal Commmmbaaat!
Like I said, Im going to assume youre an experienced GM and know better than
to make every fight a cakewalk or to punitively overwhelm your characters with
more opposition than they can handle. You know, generally, how to run a fight
in a game. Heres how to run a fight in this game.
If youre using Wild Talents, the fights in eCollapse have some elements looser
than you expectspecifically the capabilities of your PCs, depending on whether
they pulled Hero or Villain. A character with so-so combat potential can turn
into a raging monster with a King of Clubs in his hand, and thats exactly how
it should be. Eeeevil wouldnt be a temptation if it wasnt efficient, right?
Similarly, Heroes and Cruxes are going to be gobbling, perhaps, more stuff than
youre expecting to have gobbled. Roll with it.
In that spirit, its likely that your PCs are going to thwart one another, possibly
quite soon. This is a delicate thing to handle, particularly in the middle of a
life-or-death conflict. It calls, I think, for the soft power of a GMs influence,
rather than house rules that constrain people from screwing with the other guys
fist fight. I dont know your players. Maybe a game where they actively try to
screw one another over to death is good fun, they play hard but there are no
sore feelings afterwards. On the other hand, if one guy is being a jerkor is
simply expecting a screw-your-neighbor game when no one else isyou need to
gently step in and clarify the expectations. Suggesting that, for the first couple
sessions at least, you only interfere in combat in order to protect other characters
is probably reasonable. Once a rhythm of play has formed and people know
what to expect, those sorts of tensions can be introduced gradually instead of
ambushing the newbie in the first session.
The Smear of Destiny, on the other hand, is just vaguer in every direction than
the One Roll Engine that drives Wild Talents. It gives narrative power to the
players, for pitys sake! So already many elements of fight scenes are going to
be fluid and random and flying wildly in from left field. But theres random and
then theres chaotic random, so it may help before starting the game to set a few
parameters and get everyone in agreement.
The most constrained form of Smear-based combat is when the GM gives a very
specific number of enemies and the PCs cant narrate the defeat of more than one
or two nameless characters per action. Moreover, the PCs have limited authority
over what sorts of things the enemies choose to do, and while they can introduce
physical paraphernalia into a scene, they cant do anything too out of place.
83
The more liberal form is where the PCs can wipe out lots of unnamed goons in an
action, but where the GM doesnt necessarily have to pin herself down on how
many remain. In this form, there is a polite fiction that these unnamed fighters
are anything other than a GM pacing tool. (If youre going to use GMCs this way,
make sure you dont crush the PCs by accident.) Getting totally gone with it allows
the PCs to spontaneously find handguns lying around church pews and narrate
GMCs dying by choosing to jump in a tree-chipper rather than face the wrath of
the characters. At this level, it doesnt just run a risk of becoming a mockery, it is
a mockery. But if thats your fun, go have it. I, after all, am the guy who wrote the
phrase the most constrained form of Smear-based combat and I can only hope
you enjoy playing the game as much as I enjoyed writing those words.
Seekas of th e world! Tonigh t! You have noth ing to lose bu t you r brains!
- Manborn, Ch ristomu nist ant i-CECA cru sader, wh ile engag ing a pack of
enhanced spider monkeys with a baseball bat.
85
86
87
The Smear
The central component of play in this system is the Smear, an array of playing
cards spread out (or, for the finicky, arranged in a pattern) on a common table.
You start with a normal 52 card deck, but the Smear should contain only the
following cards.
Four each of all the cards Ace-9
Three 10s
Three Jacks
Two Queens
The King of Diamonds
Put those cards in a deck, shuffle it thoroughly, then spread it across the table,
splayed out randomly, without any cards lying one atop another. If you prefer,
you can arrange them in a rows, but that tends to push the game to its Tipping
Point (see page 90) sooner.
Valor
On each character sheet, theres a place to track Valor. Every time a character
looks at a card from the Smear, he gains a point of Valor. The more Valor a
character has, the harder that individual is to destroy, but the more Valor the
group has, the closer it gets to the Tipping Point (see Tipping, below). Valor
starts at 1. At the end of every session, when the Smear gets put away, Valor
drops (or rises) to a value equal to current Suffering+1.
Suffering
The character sheet also holds a space for tracking Suffering. Whenever a
character is harmed, be it physically or emotionally or whatever, he gains a point
of Suffering. He also gains a point of Suffering if he uses any Ace result. The GM
decides when what is narrated warrants a Suffering increase, as long as shes not
nasty about it. (If shes nasty about it, players may stop attending games.)
When Suffering is equal to Valor, all the characters draws and factors get
dropped a level. That is, if he plays a Jack, it only counts as a 10. If he plays a
2, it counts as an Ace (and gets him more Suffering). As soon as the Suffering
comes on, the demotions begin, even in the middle of resolving an action.
88
Before the Tipping Point (see page 90), results get dropped two levels if
Suffering exceeds Valor. After the Tipping Point, if a characters Suffering
exceeds his Valor, hes out of the game. Usually this means dead, but possibly
just institutionalized, arrested, or too despondent to continue.
After a character rests, he may lose a point of Suffering. Or he may not, if the
GM decides the Suffering is really severe (such as a broken arm, or having your
mom say I shoulda thrown you away and kept the afterbirth!). At the end of a
session, when the Smear gets put away, all non-physical Suffering is erased. The
characters Valor then rises (or drops) to Suffering+1.
Factors
A factor is what determines an outcomewhether a character hits that cop in
the junk or misses, whether he convinces his girlfriend to come back or whether
she leaves, whether he successfully resuscitates his recently-revealed illegitimate
child or not.
Factors are rated Ace through King. A card drawn from the Smear can be a
factor. An element on the character sheet (Weakness, Superpower, etc.) can be
a factor. Factors can be increased or decreased, usually by what a character is For
or Against (see page 33), or by having Suffering equal to or greater than Valor
(see above).
Aces are low. Kings are high. High factor wins. What wins means is explained a
little later, on page 91, but for now content yourself for knowing what a factor is.
Drawing
When a character is going to do something risky and uncertain, theres a choice.
The player can either default to factors on his character sheet, or he can draw
a card from the Smear, or he can use the factor from his role as Hero, Villain
or Crux. He can also combine any of the above, so if you really want to get it
done, draw and use your role and your superpower. So, if a character can use
his superpower as a factor and chooses not to draw, he gets a Queen result. If a
character has drawn the King of Spades as his destined role (see Chapter Four),
putting him in the Crux role for the episode, he can get a King result when
interfering with Heroes and Villains, without taking a draw. Or the player can
just fish a card out of the Smear, raising his Valor.
When a player draws, he turns the card over and shows it to everyone. When
every player who wants to has drawn and shown, they all put their cards back
in the same places. This means that if a character turns over a Queen, everyone
who draws first in later turns can get that Queen, if they remember exactly
where the card was. But nobody drawing at the same time can get that Queen,
because the first guy keeps it turned up.
These mechanics heavily reward those who pay attention and remember where
good and bad cards are at in the Smear. This is why the game lasts longer if the
Smear is truly random. When its in a grid, its much easier for a player to note
down Theres a 10 card third from the left in the bottom row on her character
sheet. Not that theres necessarily anything wrong with that. The more confident
the players are in their ability to manipulate the Smear, the sooner the Smear tips.
89
Tipping
The Tipping Point represents a change of state in the games events. Before
the Tipping Point, things are uncertain and weird, but still possibly concealable.
Afterwards, the stakes go up. Things can really change. People can really die.
Thats the primary difference between the tipped and untipped phases of play.
Before the Smear tips, characters cant die, no matter how much Suffering they
rack up. Major antagonists cant die either. In fact, even minor GM characters
are protected, unless they have to die to push the plot. The only exception to
this is that PCs in the Villain role (see page 69) can kill unnamed antagonists
before the Tip. Even the Villain cant put down a major threat until after the
Tipping Point. They have the will, but lack the power.
After the tip, your character leaves play when Suffering exceeds Valor. Period.
There are two factors that cause the Smear to tip.
When the player group has drawn ten cards, the Smear tips. That is, if there are
five players, and two of them each rack up five new points of Valor, the Smear tips
and the other three are doomed if they have more Suffering than Valor. If each
of those same five players only took two draws apiece, the Smear would still tip.
This is because, after ten draws, the collective group of players have a pretty
good chance of turning up high cards , if they can just remember them, thereby
succeeding a lot.
This is also why the Smear automatically tips when the King of Diamonds gets turned
up. As soon as that bad boy shows his face, its on. The characters are quite likely
to kick righteous ass all over the board, but with very little tolerance for mistakes.
(I recommend putting a bowl with ten pennies or ten cherries or ten whatever
next to the Smear. Whenever a player checks a card, take out a token. Itd
probably be really fun to put M&Ms in there and see how the game dynamic
changes depending on whether the GM or the PC gets to eat the candy with each
draw. But anyhow, this provides a very visceral way to track how close the game
is to tipping. When the bowl is empty, flip it over. If youre a real drama queen,
smash it on the floor, just clean up afterwards.)
90
Resolving
Before starting any resolution process, the player should spare a glance for the
GM, who may indicate that theres no need to fall back on the rules. If the GM
decides an action is impossible, theres no point in drawing cards. Similarly, the
GM may just float players the occasional gimme either to advance the plot,
because success is reasonable, or just to establish or reinforce that the character
is badass. D. Vincent Baker recommends that GMs Say yes or roll the dice,
which is shorthand for only engaging the rules when uncertainty is suspenseful
and entertaining.
But when something is uncertain and its dramatic to have success or failure on
the line, its time to resolve the action. Heres how you do that.
91
player, in turn, gets a chance to describe what happens to his character, within
four general parameters.
The narrator cannot contradict anything anyone else has said, or anything else
that has been established so far in the story.
The narrator cannot make a major change to what his character was
attempting. He can describe success or failure, as long as its in keeping with
the declared action and it doesnt contradict previous narration. He may also
describe success at a different but very closely related taskdiving for cover
instead of diving to tackle that escaped Reeb monkey, for example. The only
exception to this is an Ace result or lower. Thats always a failure, but the
player still gets to describe the exact nature of the failure.
The narrator can only describe one thing. Your group may have a loose
and easy time figuring what one element of narration is, or you may want a
concrete break point. There are some ways to do it objectively. One is to take
a deep breath before speaking, and forcibly stop narrating when that one
breath runs out. Alternately, everyone can narrate for 15 seconds. (I know,
its not very long.) If youre on the internet, run it through Twitter and abide
by its letter limits.
Example: Lets look at Darren and the modded trucker. Darren drew from the
Smear in addition to using his boosted strength to slug the guy, and the card he
got was a 5. Moreover, before becoming a vigilante, Darren was a cop, so that
factor also plays in as a 10. If neither he nor the trucker defer, their Queens bump
and Darren has to wait until his 10 comes up. But the trucker also drew, he got a
10 and they bump again. Darren falls back to his 5, while the trucker is now stuck
with an Ace result. When the 5 comes into play, Darrens player takes a breath
and says, Darren jumps up, grabbing the door, then breaks the truckers jaw and
knocks him out in one shot. As the door rebounds from the force of the punch,
Darren swings inside the cab and gets behind the wheel.
When the truckers result comes up, he cant stay conscious or dodge the blow
theyve already happened. But he can describe how things turn to crap for him,
and he does. The punch jars him out of his seat and he collapses across the floormounted stickshift, pushing it into drive while his knees settle on the gas pedal.
Passive Defenses
A lot of good defensesboneshocks and secondary endoskeletons with Queens, rumpus suits and ceramic plate
armor as Jacksdont require you to do anything other than get shot. When protected by them, you use its factor
when someone attacks you butunless your action was something protectiveyou get no other factors if its
a tie. Thus, no matter what youre doing, you get a Queen if you have boneshocks and someones trying to clobber
you. Just remember that if you narrate success at your action and forget to narrate that the guy misses you, he
still might cream you. You also dont get that Queen if no one bothers to strike you.
This is a bit of a weird situation, in that it makes well defended characters more effective when theyre attacked.
On the other hand, in an uncertain, loud and violent conflict, youre far more likely to accomplish your goals if
you can wade through the gunfire without sweating about taking a hit.
Hurting
If narration indicates some kind of misfortune, which can be anything from a bad
bruise to intellectual bewilderment, the character takes one point of Suffering.
Characters also get a Suffering point every time they use an Ace outcome.
Any time Suffering is equal to Valor, all the factors the player uses get degraded
a levelQueens become Jacks and 3s become 2s.
Before the Tipping Point, factors get degraded two levels when Suffering
exceeds Valor.
After the Tipping Point, the character leaves play when Suffering exceeds Valor.
Leaving play can mean death, retirement, catatonia or anything else that fits
circumstances. (Including kamikaze attacks. Just sayin.)
An Example of Play.
The friendly neighborhood GM has started a new game of eCollapse. The four
PCs are as follows.
Jade Python, who has boosted coordination (Q), Valor 1, Suffering 0, used
to be a motivational speaker (10), Stands For Multiculturalism, Stands Against
Imperialism, and has a Weakness for her dysfunctional family.
93
PYTHON: Cmon May, whore we going to get? Another forest ranger like you, right?
MAIDEN: Ex-forest ranger. Big emphasis on ex. These woods are devastated, Im not going to be at my best.
Neither are you, with your family pulling you this way and that.
GM: Speaking of which, Jades sister is starting to freak out. Shes going to start begging any second
DAMMIT: Fine, well go in the woods.
RUMPSHAKER: What? Are you just striding off into the forest?
DAMMIT: Pretty much, yeah. Yelling the little creeps name.
PYTHON: Cmon. Dont make me bust out my public speaking to guilt you into this.
MAIDEN: Fine. If it all turns to crap though, its on you. Ill try to track the kids through the woods.
GM: So, thats a ten for your profession, nothing really helps you
94
95
96
GM: As you burst through the stairway door, you see the General poking the elevator button one more time
with anxious frustration. Hearing the commotion of your entry, he spins and draws his sidearm.
PYTHON: Surrender, General! Weve already given our proof to the Senate! Its all over! Im trying to
persuade him, or his goons, to give up and come peacefully.
DAMMIT: Im throwing a bomb at them.
PYTHON: Thanks CD. Thanks for the assist.
GM: Okay, what about the rest of you?
RUMPSHAKER: Leaping down the hall to grab the General.
DAMMIT: Hey, Im totally throwing explosives there.
RUMPSHAKER: I didnt know that when I leaped.
MAIDEN: Oh geez, Im trying to grab the bomb before he can blow up Rumpy.
GM: The two guards are opening fire while the General dives around the corner, taking cover and getting out of
sight. Whatre our factors?
MAIDEN: (revealing her card) Im the Crux, so I get a King to stop the bomb. Im also taking a draw, so my Valor
goes up to 2.
DAMMIT: Wait, thatll put us over the edge!
MAIDEN: Ill agree not to draw if you agree to defer to my action.
DAMMIT: Ugh Okay.
RUMPSHAKER: All right, Ive got a Queen for boosted strength, a 10 for my job and both of those are going to
promote because this is about as far against the Army as you can get. The second promotion from being proAnarchy cancels out the demotion from being hurt, and Im drawing a card.
DAMMIT: Dude! Tip!
RUMPSHAKER: Im hurting, I need more Valor. Youre the one who was taking crazy draws earlier, now its my turn.
98
DAMMIT: please?
RUMPSHAKER: Fine. No draw. What have you got?
DAMMIT: Ive got a King for destructiveness, right? The General is the hinge of the conspiracys plans, and
killing him would be villainous, right? Especially if Im really sloppy about who else gets hurt?
GM: Youd need to Tip to kill him.
PYTHON: Ack. Ive got a 10 from my job and it promotes to Jack because Im against their imperialist schemes,
but without a draw, thats it.
GM: The General gets a 9 from his job, while his goons both get Jacks for their guns. One has a Queen boost
with the rifle too, and they have 9s to fall back on.
PYTHON: Good grief.
GM: Both the Maiden and CD got Kings, and CD is deferring, so go.
MAIDEN: All right, deep breath. I snatch the molotov out of CDs hand and yank out the fuse, yelling, Dont be
an idiot! As we struggle over it we move around the corner where the guards cant see us and, eventually, I get
the bomb in one hand and the fuse in the other.
GM: Next King?
DAMMIT: Thats me.
RUMPSHAKER: Ive got a King too. My Queen promotes, because me hate army so strong.
DAMMIT: Ill defer to my friend then.
RUMPSHAKER: Rumpshaker bounds down the hall, scraping the ceiling with his leap, and tackles the General
with rib-crushing force. Call off your guards! I yell in his ear.
DAMMIT: Letting her have the bomb, I switch to my rifle and run down the hall, planning to circle around and
get the bad guys from behind.
GM: Thats not very villainous. Do you really deserve that King?
DAMMIT: I plan to shoot them in the back.
GM: Fair enough. Next up, the guard with boosted coordination opens fire. Python, youre the only one in view. Suffer.
PYTHON: Crap. Im tied. So my Jack now becomes a 10?
GM: Uh huh. Putting you after the second guards Jack. Panicking, the second guard shoots at Rumpshaker,
peppering him with gunshots. Take a Suffering point.
RUMPSHAKER: Noooo! Im in the hole!
PYTHON: Do I get to go, or is the General first?
GM: The General is out cold, so hes not doing anything. Hes badly injured, easy pickings, except for one
thing no tipping point. If you want to finish him off, its going to cost you Rumpshaker.
PYTHON: Oh, son of a... Okay. As Jade Python crumples back into the stairwell, the second guard realizes that hes
missed his chance to give up, has failed his commander, and has become a tool of oppression. He kills himself.
GM: What?
PYTHON: Oh right, he cant die before the Tip! How about he surrenders and says, Dont kill the General?
GM: I guess so. Next round? Theres still one guard, and hes boosted
PYTHON: Nobody draw! We can keep this off the Tipping Point and save Rumpshaker!
CD: Howm I supposed to evil this guy up if wait, I have an idea.
99
100
101
bearing walls and ripping out the wiring. If the GM has introduced a character,
especially in an antagonistic role, theres probably a plot arc planned there.
Suddenly editing the characters motivations in a jarring and fundamental way
screws the GM.
6. Goofy Stuff
This is a catchall category to recommend against puerile humor where the
antagonist slips on a banana peel at his moment of greatest drama, or decides to
settle matters with a cream pie duel. Its easy to put down hard rules to protect
the character integrity (you cant give people radical personality rewrites on a
whim) or the flow of events (you cant contradict whats already established) but
tone is a lot harder to protect. So Im going to fall back on your good nature and
suggest that you pick up the vibe your GM and other players lay down, and not
deviate too far from it.
102
9. Backstory
You cant change the past, and you cant create new pasts for GMCs or your
fellow PCs on the fly. Because he was tormented by rats as a child, the villainous
Baron Von Bildungsroman squeals and cowers at the sight of the rodents. Its
very similar to producing unexpected changes of heart, only instead youre
103
2. What a PC Says
Similarly, player character dialogue is scripted exclusively by the player who runs
the character. Thats a no-brainer, right? Really, Im just padding out the list.
4. Humiliating Backstory
Even outside of conflict resolution, you dont get to retroactively make PCs
look like chumps. Springing an unsuspected dirty secret on a PC when the
player has no buy-in is a bad way to treat people, so its disallowed. (Maybe in
Unknown Armies or Call of Cthulhu, but characters in eCollapse have enough
grief without being subject to the tropes of what are, explicitly, horror games.)
So. Having the main bad guy reveal himself as a long-lost son when the player
has given no indication that the character is anything other than a virgin isnt
cool. In fact, its not cool even if the character is a well-established manslut.
Making it all right could be as simple as asking the player, Is it possible that
Captain No-Pants there has an illegitimate kid out there somewhere? and
getting a yes. Many players would deeply dig that sort of development, but you
have to get them on board beforehand. Its a moral imperative.
By the same token, having a GMC ally refer to that time back in college when
104
you got drunk and wet your pants in front of all the Sigma Pi sisters, even the
dolphin is jerky. Maybe if the character is a jerk you can have him say that, but
if the PCs corrects him with, No, that was Lenny, you really ought to go along.
You can throw all kinds of miserable and difficult challenges at characters as the
game moves forward. Let them have their histories unsullied.
5. Dead GMCs Before the Tipping Point, Except When You Can
Just as the PCs are protected from death or removal before the Tipping Point, so
are your GMCs. Now, if someones got to die to advance the plot, thats finea
story where they investigate someones murder makes little sense if the GM cant
set up the murder. But try to keep GMCs from dying before the Point. Especially
allies or characters the PCs care about.
2. Emo Hesitations
You cant suddenly have KillCrush the GMC hired gun have a Come to Jesus
Moment in the middle of a contracted fire fight, deciding to leave his violent
life and become a fisherman on the Red Sea. You cant inflict huge, inexplicable
changes of character on GMCs.
But even icy assassins have moments of doubt. If a character is pleading, or
helpless, or has made some absurd claim to be KillCrushs lost half-sister, the
assassin might pause. Even highly competent murderers can be momentarily
conflicted. Or just plain ol confused. So a momentary lapse of character is a
lot more reasonable to narrate in than an unexpected or permanent change of
character.
105
4. Appropriate Humor
It should be clear that eCollapse is a game with a sense of humor, but in actual
play, its best if the humor comes in one of two flavors. One is the wry side
comment, player to player, outside the fiction being created and commenting
upon it. Thats okay. Using narration to turn characters and situations into jokes
is not okaysee Goofy Stuff on page 102. But that said, funny things happen
every day. The guideline is to try and have humor arise from character, not to
bend character for crude humor. Its a fine line to walk and different groups
have different standards. But introducing humorous elements that benefit
your character or impair your antagonists works just fine as long as the humor
is secondary to keeping the narrative moving. Crashing the plot to make a
sophomoric ha-ha is shortsighted, but having something thats funny both to the
players and their characters happen as a natural-feeling outgrowth of the events
establishedwell, thats about as good as it gets. Still, handle with caution.
5. Foreshadowing
Remember back on page 103 where I said you couldnt suddenly shoehorn in a
piece of backstory that justifies a sudden and unexpected emotional outburst?
What you can do is lay some pipe that prefigures that emotional outburst (or
whatever) andassuming your GM or fellow PCs dont rip it up and destroy
itreap the benefits of your planning later on. For example, suppose youre
facing a named GMC, well call him Mr. Little. You narrated an attempted
shooting, but the GMs cards got the drop on you and she described a miss, with
Little fleeing down the subway steps. You cant change that miss into a hit
thats something thats already been resolved, no backsies. But you can stick in
something like, As he rushes down the steps, Little stumbles, wincing, and hisses
in pain as he clutches his knee before pressing on.
Does this derail the narrative? Hell no. Before, he was getting away. After? Still
getting away. But the next time you see Little, if you want to narrate his bum
knee going out, its no longer such an unexpected development.
The weirder or rarer the element you want to introduce, the more times you
should foreshadow it, just in case the GM wants to gently parry it aside. (If she
does, take the hint and let it go.) Giving a bad guy a crippling and incongruous
phobia requires more establishment than something thats common and easily
overcomelike the aforementioned bad patella.
6. Backshadowing GMCs
Just as you can set up future events, you can lay the outlines of a revealed former
event. This is a little trickier and more involved, so you may need to hang more details
beforehand. But lets say you want to build it up that you and Crimson Vixen, a
primary villainess, are actually dating in your unmasked personae and dont know it.
Now, the easy way to do this is to pass a note to the GM, or even suggest it openly.
But if you want to spring it on everyone, Im going to lay out guildelines for that.
Id say that about three hints is enough for something as shocking as unexamined
personal connection. By three hints, I mean hints in three separate scenes,
or spread across a couple episodes. So during the first fight with Crimson Vixen,
you make a smart remark about her perfume as you land a savage round kick to
her ribs. On a later scene where youre dating innocent Emmanuelle Naf, you
mention that she winces when you slip your hand around her side and, when you
ask about it, she says she pulled a muscle at yoga class. Then, next Episode, you
find a way to narrate in a perfumed love note from Emmanuelle a curiously
familiar scent. With that stuff in place, you can narrate an unmasking during a
climactic fight and point out all the clues (which you yourself inserted).
106
By the same token, if the GM has other plans for Crimson Vixen, she has
opportunities to wave off your cluesdescribing how much shorter Vixen is
than Emmanuelle, or establishing that Emmanuelles voice is an octave lower, or
simply by having them show up at the same time.
This only applies to GMCs, though. You want to have an unexpected backstory
reveal with a fellow player character, you talk to the player or you dont do it.
107
VALOR :
SUFFERING:
ROLES :
KING OF HEARTS = HERO
KING OF CLUBS = VILLAIN
KING OF SPADES = CRUX
TIPPING:
RESOLVING:
GMCS:
Starts at 1. Goes up 1 every time the player draws. At sessions end, it changes to equal
Suffering +1.
Starts at 0. Goes up 1 when bad things happen or when forced to use an Ace. When
Suffering = Valor, all Factors are at -1. Before the Tipping Point, all Factors are at -2
when Suffering > Valor. After Tip, character leaves play when Suffering > Valor. Rest
may or may not remove Suffering.
Before the tipping point, only minor GMCs can die, only if the Villain kills them. After
the Tipping Point, anyone can die. The Tip occurs after ten draws from the Smear, or
when the King of Diamonds turns up. Smear Contains: Four each Ace-9, three 10s, three
Jacks, two Queens, and the King of Diamonds.
First, everyone declares what their character is doing and whether theyre using the
Smear. The GM checks for the Tipping Point. Second, people draw. The Crux draws
first. Before the Tip, the Villain draws second, and the Hero draws third. After the Tip,
the Hero draws second and the Villain draws third. Bystanders go in order from right
to left, starting with the Crux. Finally, factors are counted down from King. On each
players turn, they narrate a short element of the event. If theres a tie, either of the
tying parties can defer and let the other go first. Otherwise, their factors cancel out.
All GMCs get a free 9 factor for every action. If they have relevant powers, they get a Q.
They get a J if using high tech, and a 10 if using mediocre tech. Nameless GMCs are out
of the action after taking a point of Suffering. Named GMCs can only be stopped by a
King factor and can only be killed after the Tipping Point. Major antagonists may require
2-3 King factors to put down, and also cannot die before the Tipping Point.
eCollapse
{ Smear of Destiny character narrative }
I used to be normal.
I made my living
( 10 ) .
( SKILL )
But then
I couldnt let that go, so I went on the black market and got myself
( Q ).
VALOR :
( SUPERPOWER )
I believe in
( STAND FOR )
Im against
( +/ 1 Factor ).
( STAND AGAINST )
SUFFERING :
But I have to watch out because
( A ).
( WEAKNESS )
WEAKNESS :
STAND FOR :
When supporting what he Stands For, a character gets +1d or can negate a -1d penalty. If he
fails to support this cause, he gets a -1d penalty.
STAND AGAINST :
When opposing what he Stands Against, a character gets +1d or can negate a -1d penalty. If he
fails to oppose it, he gets a -1d penalty.
Roles
When acting in accordance with role, either add +WD to pool, or add +2H, +2W or +1H, +1W if
you get a set. When acting in opposition, -3 Width penalty to set
HERO (KING OF HEARTS) :
Cannot harm people in legitimate authority. Always succeeds at risking or sacrificing for others.
Cannot persuade people to believe as he does. Always succeeds at destroying valuable people,
objects or concepts.
Cannot prevent damage to self from Hero or Villain. Always succeeds at interfering with Hero or
Villain.
No bonus, no penalty
Gadgets
CERAMIC IMPACT PLATE :
CIVILIAN HUDSET :
CLING LADDER :
EMP CANNON :
FRESH KNIFE :
GAUSS PISTOL :
GAUSS RIFLE :
IMPACT HAIRBAG :
MICROWAVE WAND :
RMPA SUIT :
RIPPERGUN :
At < 10 W+3SK, Spray 2, Pen 2; at 10-20 W+2SK, Spray 1, Pen 1; at 20-30W+1SK, Spray 1,
Pen 1; at 30-40, WSK
SPOILER GAS :
WIGGLES :
eCollapse
{ Wild Talents edition }
Player :
Character :
Alias(es):
CHARM :
(POOL)
SENSE
(POOL)
Lie
Empathy
Perform
Perception
Scrutinize
Persuade
COMMAND :
(POOL)
Interrogate
Intimidate
Leadership
Stability
MIND :
MY WEAKNESS (-2D) :
BODY
(POOL)
Athletics
Block
Brawl
Weapon
(POOL)
COORD.
(POOL)
Dodge
Drive
Drive
Weapon
Weapon
Stealth
5- 6
7- 9
1
permission granted to copy this page for personal use only
Wild Talents 2nd Edition: Everything you need to run a suspenseful, action-packed campaign with eCollapse or in
any superheroic setting you can imagine. Hardcover, 384 pages, with full-color illustrations by Todd Shearer. Now
available from Cubicle 7 Entertainment and Arc Dream Publishing.