Thursday, July 17, 2025

Elthos RPG Overview


Elthos RPG: Core System and Mythos Machine Briefing

This briefing document summarizes the core tenets and key mechanics of the Elthos Role Playing Game (RPG) and its supporting web application, the Mythos Machine, drawing primarily from the Elthos Core Rules Book, Elthos.com website, and related materials.

I. The Elthos RPG: A Flexible, Story-Oriented, "Old School" System

The Elthos RPG is presented as a highly distilled, light-weight, and flexible tabletop role-playing game designed to "minimize grunt-work and maximize creativity." Originating as a "homebrew" in 1978, it carries a distinct "Old School" flavor, aiming to simplify and address issues found in early D&D systems.


A. Core Philosophy:

  • Simplicity and Fast-Action Play: The system prioritizes "simple-to-run, fast and exciting game play" by utilizing "tiny-numbers math." The default "One Die System" (ODS) uses a single 6-sided die for most actions, keeping "number-crunching required during play as minimal as possible."
  • Creativity and GM Empowerment: Elthos is explicitly "designed for Gamemasters who want to create their own Worlds of any genre or setting you can imagine." The rules provide a framework and examples, but the "creative aspects of World Weaving [remain] safely in your own hands where it belongs."
  • Flexibility and Customization: The system is "entirely customizable," allowing GMs to "configure your Worlds in an enormous number of ways" and define their own "Elements for your Worlds (Weapons, Armors, Skills, etc) with your own internal custom rules." It is explicitly "genre-neutral," capable of handling "From Troglodytes to Space Marines."
  • Balance of Story and Wargaming: Elthos seeks to "balance the story aspect with wargaming style tactical challenges for those who want both in their game." While encouraging "Descriptive Narratives" to enhance immersion, it also offers "Optional Rules" for more tactical combat.
  • GM Adjudication and "Do What's Fun": The system does not attempt to "create an individual Rule and/or Chart for every possible thing." Instead, it relies on the GM to make "appropriate judgment calls wisely" and "retro-fit the events and circumstances so that they make sense in the context of the World." The overarching principle is "do what's fun."

B. Core Mechanics: The General Resolution Matrix (GRM) and One Die System (ODS):

  • Single Resolution Mechanic: All questions of success and failure, including combat, non-combat skills, and mystic powers, are resolved using a "single General Resolution Matrix (GRM)."
  • Difficulty vs. Skill Level: The GRM determines the "Chance To Succeed (CTS)" based on the relationship between a Character's "Skill Level" (or "Attack Level" in combat) and the "Difficulty Level" of the task (or "Armor Class" in combat).
  • 1d6 Default ("One Die System"): By default, players roll a single 6-sided die. A roll equal to or higher than the CTS value indicates success. A "6 is always considered a success, while rolling a 1 is always considered a failure."
  • Optional Dice Systems: For a "more nuanced gaming experience," the rules include "Optional Dice System for using two, three, or four 6-sided dice." These systems have different GRM Roots (e.g., 7 for 2d6, 11 for 3d6, 14 for 4d6).
  • Tiny Numbers Math: Most numeric lists and modifiers range from 1 to 6 (for 1d6 system), making calculations quick. Even small differences in levels or requisites have a significant impact.
  • "ODS Bound" (Optional): This optional rule limits key variables like Attack Levels and Armor Classes to a range of 1 to 6 to keep in-game math "ultra-light" and ensure "a good old lucky shot isn't always possible" for weak characters, and strong characters can still fail.

C. Character Generation Highlights:

  • Races: GMs can create their own races, each with typical levels, requisite ranges (Strength, Wisdom, Dexterity), and movement points. Player characters typically choose from "Human," "Dwarve," "Elve," and "Halfling."
  • Requisites (ST, WS, DX): Characters have three core requisites (Strength, Wisdom, Dexterity) ranging from 1 to 6, each providing a bonus (-2 to +2) that affects damage, life/mystic points, or armor class. Requisites can be generated randomly, assigned from a point pool, or allocated.
  • Adventure Classes: Characters select a class (Thief, Fighter, Spell Chanter, Cleric) or a "Freeman" class (no requisite requirements, but skills cost double). Multi-classing is possible.
  • Character Level: Represents proficiency and confidence, increasing with "accumulated (successful) Experiences." New levels grant skill/mystic point improvements and additional Life/Mystic Points.
  • Heritage & Starting Money: Determined by a 1d6 roll, influencing starting wealth and social status.
  • Skills and Mystic Powers: Learned by spending "Skill Learning Points" (SLP) and "Mystic Learning Points" (MLP) gained at each level.
  • Primary Skills: Class-specific, used at Character Level +1, and earn "Prime Experience."
  • Elective Skills: Can be learned by the class, but earn "Elective Experience" (less than prime).
  • Unlearned Skills: Used at 1st level (or 1/3 Character Level with optional rule).
  • Mystical Skills (Heroic Feats & Kung Fu): Allow for the expenditure of Mystic Points to augment skill effects.
  • Armor System: A detailed system where armor affects not only "Armor Class" (chance to avoid being hit) but also "Dexterity Modifier" (DXM), "Damage Absorption" (DAB), and "Movement Modifier" (MOV).
  • Trade-offs: Wearing heavier armor increases damage absorption but typically reduces dexterity and movement, impacting attack level.
  • Key Terms: ACM (Armor Class Modifier), DXM (Dexterity Modifier), DAB (Damage Absorption).
  • Customization: GMs can configure armors, including their ACM, DXM, DAB, and MOV values, within the Mythos Machine. The tutorial highlights how selecting different armor types (leather, chain mail, plate mail) involves strategic choices for players balancing defense against mobility and attack efficiency.
  • Weapons: Categorized by type (Light, Medium, Heavy, Mystic) with associated Damage, Damage Bonus, Attack Level Modifier, and cost. Ranged weapons have optimal indoor and outdoor ranges.
  • Life Points & Mystic Points: Calculated based on Character Level multiplied by Strength or Wisdom requisites, respectively. These represent physical and mystical endurance. Negative points lead to detrimental effects, including unconsciousness and even death/brain death.
  • Mystic Attack Level (MAL) & Mystic Armor Class (MAC): Determined by Character Level + Wisdom Bonus, used for resolving mystic combat.

D. Combat & Skills Usage:

  • Narrative vs. Tactical Combat: GMs can switch between descriptive "Narrative Combat" and more detailed "Tactical Combat" using maps and defined rules.
  • Experience Gains: Awarded for successful skill and power use, and for defeating opponents. Calculations are provided for both combat and non-combat experience, with an "Experience Gain Multiplier" to moderate advancement speed. Combat experience is generally shared among the victorious party.
  • Recuperation & Channeling: Life and Mystic Points recuperate over nights of sleep. Characters can "Channel" Mystic Points into Life Points (and vice versa) in emergencies, but with potential negative consequences for negative Mystic Points.
  • Mystical Powers: Spells (for Spell Chanters) and Miracles (for Clerics), powered by Mystic Points. Mystic Powers have properties like Range, Duration, Effect, Geometry, and Cast-Time, all customizable by the GM.
  • Flexibility in Casting: Mystics can "shape the casting" by adding "Bonus MP" to increase a power's MAL, Damage, Range, or Duration.
  • GM Crafting: GMs are encouraged to create new mystic powers by defining their properties and assigning a "Power Level."
  • Alignment System (Hidden): A "math-based Alignment System" is mentioned as secretly embedded in the core rules, influencing "Avatar Powers" granted for high alignment scores.
  • Tactical Combat Rules (Optional): Detailed rules for movement, zones of control (ZOC), positional attack level modifiers (PALM), total defense, and shielding, designed for map-based combat. ZOC is particularly significant for controlling space and forming "Extended Battle Lines."
  • Critical Hits & Fumbles: Resolved by rolling additional dice after an initial 6 (Critical Hit) or 1 (Fumble), leading to enhanced success or catastrophic failure. Optional rules can modify the likelihood of these events based on character level.
  • Disengaging & Subduing: Rules for attempting to escape combat or subdue an opponent without killing them.

II. The Mythos Machine: The Digital GM Companion

The Mythos Machine is a "browser-based web application" that complements and supports the Elthos RPG, providing a "comprehensive and fully integrated Gamemastering Toolbox and World Weaver's Studio."

A. Key Features and Mission:

  • Game Prep Services: Seamlessly integrated with the Elthos rules, it handles "number crunching," helps "structure your World's places, campaigns and adventures," and acts as a "record keeping butler."
  • World Creation and Configuration: Allows GMs to "create, configure and maintain your Worlds Online" in any genre, populating them with custom "Weapons, Armors, Races, Classes, Items, Spells, Cultures, and other 'Things'."
  • Character Generation and Management: Players can "easily generate their Characters" according to the GM's world configuration, "maintain the ongoing histories of their Adventures, and keep notes." The Mythos Machine "performs all of the Elthos RPG calculations required to do so."
  • Time-Saving and Organization: Aims to "Save time. Focus on the creative aspects of your game. Keep a searchable record of all characters, places, campaigns and adventures in your worlds. Have fun!" It is described as a "great organizer and time saver."
  • Sharing and Community: GMs can "share your creations with other GMs on the system if you so choose," fostering a "Mutual Collaboration Society."
  • Evolutionary Service: The Mythos Machine is "intended to continuously improve over time, so what it does today is likely only a glimmer of what it may do tomorrow."
  • Not Required for Play: While a valuable asset, the Mythos Machine is "not at all required for you to enjoy the Elthos RPG," as the Core Rules Book provides everything needed for "Pencil & Paper Tabletop RPGs."

B. Two Core Aspects of the Mythos Machine:

The World Weaver's Studio:World Building: Enables creation, configuration, and population of worlds with custom "Things" (Races, Classes, Equipment, Cultures, Currencies, Skills, Mystic Powers, etc.).
Story Tracking: Allows creation of a "hierarchal tree of Places, Campaigns, Adventures, Events" to record game stories and determine experience gains.
The Gamemaster's Toolbox:Character Management: Supports online character generation, assembly into "Adventure Groups," and "Auto-Generate entire Adventure Groups by Race, Class and Level."
Print Reports: Provides "Print Reports" for adventures, characters, and combat trackers, usable for "local or virtual use."

III. Key Themes and Important Ideas:

  • GM-Centric Design: Elthos strongly emphasizes the Gamemaster's role as creator, adjudicator, and storyteller. The system provides tools and a flexible framework, but the "World Weaving" is firmly in the GM's hands.
  • Simplicity vs. Nuance: A recurring theme is the balancing act between simplified mechanics (e.g., ODS, tiny numbers) for fast play and optional rules (e.g., multi-dice GRM, tactical combat) for greater detail and nuance. GMs are encouraged to tailor the complexity to their group's preferences.
  • Narrative Focus: Despite its "old school" wargaming roots, Elthos encourages "Descriptive Narratives" from the GM to enhance player immersion and bring the world to life, moving beyond mere statistical reporting. The concept of "Retrofitting Dice Rolls to the Story" reinforces this.
  • Customization is King: The extensive customization options for races, classes, equipment, and especially mystic powers highlight the system's adaptability to any genre or setting the GM envisions.
  • Digital Assistance for Traditional Play: The Mythos Machine serves as a modern digital companion designed to offload tedious calculations and record-keeping, making the GM's life easier without forcing a digital-only playstyle. It streamlines the "grunt-work" so GMs can focus on creativity.
  • Strategic Player Choice: The design, particularly in combat and armor selection, aims to encourage "Smart Play" by making players consider trade-offs and seek tactical advantages. The armor system tutorial perfectly illustrates these strategic decisions.
  • Community and Collaboration: The Mythos Machine's "Mutual Collaboration Society" and "World Things Trading Post" suggest a vision for a shared ecosystem of creative content among GMs.

In conclusion, Elthos RPG offers a streamlined, customizable, and GM-friendly system for tabletop role-playing, heavily supported by the Mythos Machine to facilitate world-building and game preparation, all while promoting a balance between flexible rules and immersive storytelling.

Saturday, October 05, 2024

The Two Faces of Evil

Introduction

Throughout history, storytellers and philosophers have grappled with the concept of evil, seeking to understand its nature and its impact on humanity. In the mid-20th century, a group of influential authors - J.R.R. Tolkien, Owen Barfield, Aldous Huxley, and George Orwell - explored different facets of evil in their works, creating a fascinating tapestry of ideas that continue to resonate with readers today. These authors, who were contemporaries and in some cases knew each other's work, presented contrasting yet interconnected visions of the threats facing humanity and the world at large.

Let us delve into the juxtaposition of evil as it is  portrayed in Tolkien's "The Silmarillion," Barfield's "Unancestral Voice," Huxley's "Brave New World," and Orwell's "1984." We'll explore how these authors depicted various forms of evil, from the will to destroy to the desire for domination, and how these concepts relate to the political and social realities of their time and ours.

Tolkien's Silmarillion: The Will to Destroy vs. The Will to Dominate

In J.R.R. Tolkien's epic mythological work "The Silmarillion," we encounter two primary forms of evil that stand in stark contrast to each other: the Will to Destroy and the Will to Dominate.

The Will to Destroy is embodied by the characters of Ungoliant and Melkor (later known as Morgoth). Ungoliant, a primordial spirit of darkness, represents the most extreme form of this destructive impulse. Tolkien describes her insatiable hunger:

"But Ungoliant had grown great, and [Melkor] less by the power that had gone out of him; and she enmeshed him in a web of clinging thongs to strangle him. Then Morgoth sent forth a terrible cry, that echoed in the mountains. Therefore that region was called Lammoth; for the echoes of his voice dwelt there ever after, so that any who cried aloud in that land awoke them, and all the waste between the hills and the sea was filled with a clamour as of voices in anguish." (The Silmarillion, J.R.R. Tolkien, p. 81)

Ungoliant's desire is to consume and destroy everything, including the very fabric of creation itself. Melkor, while not as extreme, still embodies a destructive force that seeks to unmake or corrupt all that is good in Ilúvatar's creation.

In contrast, Sauron represents the Will to Dominate. Unlike Ungoliant and Melkor, Sauron doesn't seek to destroy the world, but rather to rule over it completely. Tolkien writes of Sauron's motivations:

"But Sauron had not served Morgoth, even in his last stages, without profit; he had been a great craftsman of the Maiar, and he retained much of the knowledge and skill that he had learned from Aulë. He had become a being of craft and magic, nourished with Morgoth's thought, and grown strong on the corrupted light of the Silmarils. He was a rebel, but he had learned how to use the power of his master for his own purposes." (The Silmarillion, J.R.R. Tolkien, p. 285)

Sauron's ultimate goal is not destruction but domination. He seeks to be worshipped and acknowledged as superior to Ilúvatar, the creator. This desire for adoration and vindication sets him apart from the purely destructive forces represented by Ungoliant and Melkor.

The conflict between these two forms of evil is as intense as their struggle against the forces of good. If Ungoliant were to succeed, she would destroy everything, including Melkor and Sauron. If Melkor were to triumph, Sauron's ambitions would be thwarted, as there would be nothing left to dominate but mindless thralls. Sauron's desire for worship and acknowledgment requires the existence of worthy beings whose adoration would validate his superiority.

This juxtaposition of evils in Tolkien's work presents a nuanced view of the nature of malevolence. It suggests that evil is not a monolithic force, but rather a complex interplay of competing destructive and dominating impulses. This complexity adds depth to Tolkien's mythological world and provides readers with a thought-provoking exploration of the nature of evil.

Owen Barfield's Unancestral Voice: Satan vs. Ahriman

Owen Barfield, a contemporary and friend of Tolkien, presents another intriguing juxtaposition of evil in his work "Unancestral Voice." Barfield draws on spiritual and philosophical concepts to contrast two forces of evil: Satan and Ahriman.

In Barfield's framework, Satan represents a "hot" form of evil, associated with physical destruction and the annihilation of mankind. This concept aligns closely with Tolkien's portrayal of Ungoliant and Melkor, embodying the Will to Destroy. Barfield writes:

"Satan is the spirit of destruction, of negation, of annihilation. He is the enemy of life itself, seeking to reduce all to chaos and nothingness." (Unancestral Voice, Owen Barfield, p. 143)

Contrasting with Satan is Ahriman, who represents a "cool" form of evil. Ahriman's goal is not physical destruction but the erosion of humanity's collective memory and spiritual essence. Barfield describes Ahriman's influence as follows:

"Ahriman works not through fire but through ice. His aim is not to destroy humanity outright, but to freeze the human spirit, to cut us off from our spiritual roots and reduce us to mere thinking machines." (Unancestral Voice, Owen Barfield, p. 156)

This cooler form of evil seeks to control and manipulate humanity by severing our connection to our deeper selves and our spiritual heritage. In this way, Ahriman's goals align more closely with Tolkien's portrayal of Sauron and the Will to Dominate.

Barfield's juxtaposition of Satan and Ahriman as fire and ice, the two primordial destroyers, offers a powerful metaphor for understanding different manifestations of evil. It suggests that evil can work not only through overt destruction but also through subtle manipulation and spiritual impoverishment.

Huxley's Brave New World and Orwell's 1984: Contrasting Dystopias

The theme of contrasting evils finds further expression in two of the most influential dystopian novels of the 20th century: Aldous Huxley's "Brave New World" and George Orwell's "1984." While both novels depict totalitarian societies, they present starkly different visions of how evil manifests in systems of control.

In "Brave New World," Huxley portrays a society where control is maintained through pleasure, comfort, and the erosion of individual identity. The World State's motto, "Community, Identity, Stability," masks a system that sacrifices human depth and meaning for superficial happiness:

"And that," put in the Director sententiously, "that is the secret of happiness and virtue—liking what you've got to do. All conditioning aims at that: making people like their unescapable social destiny." (Brave New World, Aldous Huxley, Chapter 1)

This form of evil aligns more closely with Barfield's concept of Ahriman and Tolkien's Sauron. It seeks not to destroy humanity outright, but to dominate it by stripping away what makes us truly human.

In contrast, Orwell's "1984" presents a world of overt oppression, constant surveillance, and physical brutality. The Party's slogan, "War is Peace, Freedom is Slavery, Ignorance is Strength," embodies a more aggressive and destructive form of evil:

"If you want a picture of the future, imagine a boot stamping on a human face—forever." (1984, George Orwell, Part 3, Chapter 3)

Orwell's dystopia more closely aligns with the destructive impulses represented by Tolkien's Ungoliant and Melkor, and Barfield's Satan. It seeks to crush the human spirit through force and fear.

These contrasting visions of dystopia can be seen as reflections of the political ideologies of their time. Huxley's "Brave New World" might be interpreted as a critique of consumerism and capitalism taken to extremes, while Orwell's "1984" is often viewed as a warning against totalitarian communism.

The juxtaposition between these works highlights two different but equally threatening paths that societies might take: one of mindless pleasure and comfort that erodes our humanity, and another of outright oppression and violence that seeks to destroy the human spirit.

Comparative Analysis: Threads of Evil Across Literary Landscapes

As we examine the works of Tolkien, Barfield, Huxley, and Orwell, we can identify common threads in their portrayals of evil, despite the distinct nature of their writings. These authors, all active in the mid-20th century, were responding to the tumultuous events of their time, including two World Wars, the rise of totalitarian regimes, and rapid technological advancements.

One striking similarity is the recognition of evil as a multifaceted force. Whether it's Tolkien's Will to Destroy versus Will to Dominate, Barfield's Satan versus Ahriman, or the contrasting dystopias of Huxley and Orwell, these authors understood that evil could manifest in various, sometimes opposing, forms. This nuanced view reflects the complex political and social realities of their era.

Another common theme is the corruption of power and the danger it poses to individual freedom and human spirit. Sauron's desire for domination, Ahriman's manipulation of human consciousness, and the oppressive regimes in "Brave New World" and "1984" all speak to the authors' concerns about the misuse of power and its effects on humanity.

The authors also share a preoccupation with the preservation of human essence or spirit in the face of evil. Tolkien's heroes resist the corrupting influence of power, Barfield warns against the erosion of collective memory, and both Huxley and Orwell depict characters struggling to maintain their humanity in dehumanizing societies.

It's worth noting the interconnections between these authors. Tolkien and Barfield were close friends and part of the literary group known as the Inklings. While Huxley and Orwell were not directly associated with this group, they were contemporaries whose works were widely read and discussed. Orwell, in fact, was a student of Huxley at Eton College, creating a direct link between these two dystopian authors.

These connections suggest a shared intellectual climate that influenced their thinking about evil and its manifestations. As Tolkien wrote in a letter to his son Christopher:

"The news today about 'Atomic bombs' is so horrifying one is stunned. The utter folly of these lunatic physicists to consent to do such work for war-purposes: calmly plotting the destruction of the world! Such explosives in men's hands, while their moral and intellectual status is declining, is about as useful as giving out firearms to all inmates of a gaol and then saying that you hope 'this will ensure peace'." (The Letters of J.R.R. Tolkien, Letter 102)

This quote reflects the authors' shared concern about the potential for destruction in their rapidly changing world, a theme that resonates throughout their works.

Conclusion: The Enduring Relevance of Literary Evil

The explorations of evil by Tolkien, Barfield, Huxley, and Orwell continue to resonate with readers today, offering valuable insights into the nature of malevolence and the challenges facing humanity. Their works serve as both warnings and calls to action, urging us to remain vigilant against the various forms that evil can take.

In our modern world, we can see echoes of these authors' concerns. The Will to Destroy manifests in environmental degradation and weapons of mass destruction. The Will to Dominate is evident in the concentration of power in the hands of a few, whether in governments or corporations. The erosion of collective memory and critical thinking, as warned by Barfield, is mirrored in the spread of misinformation and the challenges posed by artificial intelligence.

Similarly, elements of both Huxley's and Orwell's dystopias can be observed in contemporary society. The comfort-induced apathy of "Brave New World" is reflected in consumer culture and the addictive nature of social media. Meanwhile, the surveillance state and manipulation of truth depicted in "1984" find parallels in data collection practices and the phenomenon of "fake news."

It's crucial to recognize that these authors weren't merely writing fiction – they were grappling with fundamental questions about human nature and society. Their works challenge us to think critically about the world around us, to recognize the different faces of evil, and to consider our role in resisting them.

In conclusion, the juxtaposition of different forms of evil in the works of Tolkien, Barfield, Huxley, and Orwell provides a rich tapestry for understanding the complexities of malevolence. By presenting evil not as a monolithic force but as a spectrum of destructive and dominating impulses, these authors offer a nuanced view that remains relevant in our complex, modern world. Their enduring legacy lies not just in their storytelling, but in their ability to provoke thought and inspire vigilance against the myriad forms that evil can take.

As we face the challenges of our own time, we would do well to heed the warnings embedded in these literary works. For as Tolkien reminds us through the words of Gandalf:

"It is not our part to master all the tides of the world, but to do what is in us for the succour of those years wherein we are set, uprooting the evil in the fields that we know, so that those who live after may have clean earth to till. What weather they shall have is not ours to rule." (The Return of the King, J.R.R. Tolkien, p. 861)

I have written this in conjunction with an AI named Claude 3.5 Sonnet. I guided it with my prompts to cajole it, as I wish to cajole you, into thinking about the quesiton of evil. The essay is not an end point, with an answer as to what we should do, but a starting point, from which we can think, and learn, and come to understand the the threats that face humanity going into our brave new future. My hope is that by our effort, our thought, our deliberation, and our Will to Create, we can learn the methods and madness of our foes, and through understanding, find a way to overcome.

Tuesday, September 17, 2024

Elthos RPG Rules Key Mechanics


 Elthos RPG Key Mechanics

  • General Resolution Matrix (GRM): The GRM is the core mechanic of the Elthos RPG system, used to determine success or failure for all actions in the game, including combat, skill use, and mystic powers. It involves comparing an Attack Level (AL) or Skill Level (SL) against an Armor Class (AC) or Difficulty Level (DL). You always have a chance to succeed and a chance to fail, no matter the odds.

  • Chance to Succeed (CTS): The CTS is a numerical value on the GRM that represents the target number a player needs to roll or exceed on a single six-sided die (1d6) to succeed at an action. The CTS is calculated by adding the difference between the AC and AL (or DL and SL) to a fixed GRM Root value of 4. A roll of 1 is always considered a failure, even if the CTS is 1, and a roll of 6 is always a success.

  • Character Generation: Character generation involves several steps:

    • Selecting a Character Race: Each race has typical Level, Requisite minimums and maximums for Strength, Wisdom, and Dexterity, Movement Points, and special attributes.
    • Generating Character Requisites: Requisites, representing Strength, Wisdom, and Dexterity, are generated through Random Roll, Assignment, or Allocation, influencing a Character's abilities and potential.
    • Selecting an Adventure Class: Classes have specific Requisite requirements and influence the skills a character can learn.
    • Selecting a Character Level: Characters begin at 1st level (0 Experience Points) and advance through successful adventures, gaining new skills and abilities.
    • Rolling for Character Heritage: Heritage, determined by a 1d6 roll multiplied by 100, represents starting money and reflects a Character’s parent's social standing.
    • Learning Skills and Mystic Powers: Characters learn skills and mystic powers by spending Skill Learning Points (SLP) and Mystic Learning Points (MLP), which are awarded at each new level.
    • Selecting Character Armors: Armor provides an Armor Class Modifier (ACM) and may have a Dexterity Modifier (DXM), Damage Absorption (DAB), a Movement Modifier (MOV), and a cost.
    • Calculating Armor Class (AC): AC is calculated using the Total Armor Class Modifier, Total Armor's Dexterity Modifier, Modified Dexterity with Armor, and the Revised Dexterity Bonus.
    • Selecting Character Weapons: Weapons are categorized as Light, Medium, or Heavy, each with a Damage Bonus, Attack Level Modifier, and cost, influencing their effectiveness in combat.
    • Calculating Weapon Attack Levels: Weapon Attack Levels are calculated based on Character Level, Dexterity Bonus, the Weapon's Attack Level Modifier, and whether the weapon skill is considered Primary, Elective, or Unlearned for that Character.
    • Selecting Character Equipment.
    • Determining Character Life Points & Mystic Points: Life Points are based on Strength and Character Level, while Mystic Points depend on Wisdom and Character Level, both potentially modified by a Base Health Bonus at 1st level.
    • Determining Mystic Attack Level & Mystic Armor Class: Both Mystic Attack Level (MAL) and Mystic Armor Class (MAC) are calculated by adding the Character Level to the Wisdom Bonus.
    • Naming & Placing Characters: Players name their Characters and, in collaboration with the GM, develop a brief history and starting location within the game world.
  • Combat: Combat can be played Narratively or Tactically:

    • Narrative Combat: The GM describes the combat situation and environment, with players and enemies resolving actions using the GRM.
    • Tactical Combat: Utilizes Combat Maps to visualize character positions, ranges, and tactical options, requiring movement rules and more complex calculations.
    • Combat Experience: Awarded when an opponent or group of opponents is defeated. Experience Points are calculated based on the vanquished opponents' Levels divided by the victors' Levels, multiplied by an Experience Gain Multiplier (EGM), with each party member receiving an equal share.
  • Skills:

    • Skill Experience: Characters earn Experience Points (XP) for successful skill use, with the amount varying based on skill type (Primary, Elective, Unlearned) and Difficulty Level.
    • Primary Skill: Used at one Level above the current Character Level. They earn “Prime Experience” when used successfully.
    • Elective Skill: Start at Skill Level 2 and go up one Skill Level for every Level the Character advances.
    • Unlearned Skill: Always used at 1st Level.
    • Difficulty Level: The Difficulty Level for a skill is determined by its Difficulty Level Type, which can be Combat, GM Fiat, Helpers, Requisite Based, or Player Gambit.
  • Death & Damage:

    • Life Points (LP): Represent physical health; damage from attacks is deducted from LP. Falling to 0 or below LP results in incapacitation, with varying degrees of severity.
    • Mystic Points (MP): Represent mental and spiritual energy. Mystic attacks typically target MP, potentially leading to mental and magical impairment.
    • Recuperation: Both LP and MP regenerate at a rate of +10% per Character Level per night of sleep.
    • Channeling: Characters can transfer MP to LP (and vice-versa) at a rate of +1 LP per 3 MP (or +1 MP per 3 LP) in emergencies.
  • Mystic Powers:

    • Spells and Miracles: Mystic powers are categorized as Spells or Miracles, with each power having a Level that dictates its MP cost and learning requirements.
    • Mystic Combat: Uses MAL vs. MAC, with successful attacks usually inflicting Mystic Point damage.
    • Mystic Items: Mana Gems, Artifacts, and Relics are objects that hold and can enhance mystic power.
    • Mystic Power Crafting: GMs can create new Spells and Miracles by determining the values for Effect, Cast Time, Geometry, Duration, and Range.

Elthos RPG Comparison with other RPG Systems

Elthos RPG Comparison with other popular Tabletop RPG Systems in terms of rules efficiency

Core Mechanic:

Elthos uses a single d6 roll against a Chance to Succeed (CTS) for all actions. This is simpler than many other systems:

- D&D uses a d20 + modifiers vs. target number

- GURPS uses 3d6 roll under

- World of Darkness uses d10 dice pools

The Elthos system is quite efficient, as it uses a single die and a straightforward calculation.

Character Creation:

Elthos has a structured character creation process that's somewhat similar to other traditional RPGs. It's more detailed than some narrative-focused games (like FATE or Powered by the Apocalypse games) but less complex than systems like GURPS or Shadowrun.

Skills and Advancement:

The skill system in Elthos, with Primary, Elective, and Unlearned skills, offers a middle ground between very detailed skill systems (like GURPS or BRP) and broader approaches (like D&D 5e's proficiency system).

Combat:

Elthos offers both narrative and tactical combat options, which is a flexible approach. Many systems focus on one or the other. The combat system seems less complex than games like D&D or Pathfinder, which have many specific combat actions and rules.

Magic System:

The Mystic Powers system in Elthos appears to be more flexible and potentially simpler than the rigid spell lists in games like D&D. It's closer to systems like Mage: The Ascension or Ars Magica in its approach to magic creation.

Experience and Advancement:

Elthos uses a level-based system with experience points, similar to D&D, but with a more granular approach to skill improvement. This is more detailed than some systems but less complex than purely skill-based advancement systems.

Conclusion:

Overall, Elthos appears to strike a balance between simplicity and depth. It's more streamlined than highly complex systems like GURPS or Rolemaster, but offers more granularity than very rules-light systems like Lasers & Feelings or Risus.

The use of a single d6 for all rolls is particularly efficient, reducing the need for multiple dice types. The General Resolution Matrix (GRM) provides a consistent framework for resolving actions, which can help speed up play once players are familiar with it.

The system was designed to offer enough depth for satisfying character development and tactical play, while keeping the core mechanics relatively simple. This balance could make it more efficient than some popular systems, especially for groups that prefer a middle ground between narrative focus and detailed simulation.

 

Monday, September 16, 2024

My Version of "D&D's Unspoken Rules"

The Unspoken Rules of D&D

0. The Referee's Word is Law in the Game.

1. GM: RPGs are either shared stories about amazing heroes doing glorious deeds, or wargames in which bad luck can derail everything, and often does. It is statistically impossible for them to be both.

1a. GM: if playing Story Game then assume players have taken reasonable actions.
1b. GM: if playing Wargame then, Players, if you don't say it, it didn't happen and you didn't do it.

2. Players: Never split the party.

3. GM: The players will often break rule #2, unless you allow them to suffer the consequences.

4. Players: The statue is never just a statue.

5. GM: Avoid confronting characters with threats they cannot either defeat or avoid.

6. Players: "Are you sure you want to do that?" is code for "What you just said you are going to do, just might get your characters killed."

7. GM: Never plan to take the players’ freedom or stuff to support your plot.

8. GM: Better yet, don't have a plot, just have ideas of what could happen, and what the NPCs want to do, and let the chips fall where they may.

9. Players: If it was not previously written on your character sheet you do not possess it.

10. Players: Expect disaster and roll with the punches.

11. Players: The Dice Giveth & The Dice Taketh Away.

12. Players: The Party Will Be Misled and Deceived.

13. Players: Always watch your teammate’s back. Don't let anyone sneak up on them.

14. Anything said by the players in or out of character can and will be used.

15. Players: Thieves / Scouts should be in front leading the way.

16. A good Referee is not adversarial, a good Referee is impartial.

17. GM: All PCs should have a chance to shine.

18. Players: The golden rule is "Thou shalt not hog the spotlight."

19. Everything has consequences, somehow.

20. Players: Always as a priority, take out the opposing spell casters.

21. Players: Always check the bodies.

22. Players: There is no such thing as too much rope.

23. Timid players and over confident players are the two prime causes of TPKs; a party consisting of these two types will die.

24. Players: Missile weapon using characters should always have a melee weapon attack.

25. Players: Melee weapon characters should always have a missile weapon attack.

26. Players: Don't forget the options of negotiating, hiding, running, etc. Sometimes the one thing you don't want to do is fight.

27. Players: Pay close attention to descriptions.

28. Players: Make sure what you kill stays dead.

29. Players: Not all prisoners should be "rescued" and set free.

30. Players: Talk to NPCs to wheedle them for information and make useful friends.

31. Players: Don’t use offensive area of effect spells in close quarters.

32. Players: There is no such thing as an insignificant detail.

33. Players: Never push a button, pull a lever or its equivalent without knowing what it does.

34. Players: Never eat or drink something in a dungeon, unless you have first verified it is safe.

35. Players: Thou shalt not touch someone else’s dice without permission.

36. Players: Thou shalt not be a Rules Lawyer.

37. All player die rolls should be in the open.

38. Many, but not all, Referee die rolls should not be in the open if it will give players information that they have no way of knowing before they take the action.

39. In a face to face game, it is both expected and assumed that you bathe regularly.

40. Players: Unless you're actually IN a fishing village, any humanoid NPC found fishing is 99% likely to be something else in disguise, and often it will be a dragon.

41. Players: Nothing is ever THAT easy.

42. Players: Sea travel is never safe.

43. Players: The Referee runs the kind of game he would want to play in as a PC, and that's okay.

44. Players: Do not steal from or attack other PCs.

45. GM: Sometimes the monsters should be low on HP too.

46. Players: If you are playing in a home or anywhere snacks are brought and you are eating them, you should also be bringing them.

47. GM: Smart Play is inversely proportional to allowing PCs to suffer the consequences of Stupid Play.




Notes: 

The original list was gleaned from a Mewe post by Halenar Frosthelm Title: "From a thread (Oct 2022) over on my forum titled The Unspoken Rules of D&D".  All I did was fix a bit of logic, add a couple of nuances, and slightly organize it by pointing out who the rule is for.   Here for Players and GM's consideration alike.

Also, some people have questioned if this list is really specific to D&D, or RPGs in general.  That's a bit complicated to answer as RPGs really cover such a wide variety of games.  So I would say that this list is probably best suited for D&D and D&D-like games, Retro-Clones, and RPGs that are similar to D&D in design philosophy.

Saturday, August 31, 2024

WoAF - Game Session 66

Ling's beautiful eyebrows furrowed with unhappy thoughts. The plan, as her two heroic colleagues devised it, was truly unsatisfactory. First, she remarked to herself, they want to go off on the first adventure outside the solar system for any human being ever, and leave her at home to tend the refugees! Ayahh! Second, they are splitting the team, once again! She thought this was a terrible idea, especially given the nature of Shadow Hawk, and her Trinity of Insight way of doing things. No, thought Ling, the team should definitely stay together given all the potential risks and dangers involved with a journey of this magnitude and importance.  What if something bizarre should be lurking out in the depths of space? 

Besides, she had the overwhelming impression that despite their equal stature as individual members of the team, somehow Shadow Hawk had identified her as the Captain of the ship.  After all, every ship has to have a captain.  She felt it. And she thought the other two felt it, too. In other words, without a formal announcement of fact, she was distinctly certain that she had the prerogative of Veto Power over her companions. She hadn't realized it before, but now it became quite apparent to her as she wrestled with her dissatisfaction over the current arrangement. There was definitely something wrong with the plan, and she was the one who had to put it to rights.

Jacob looked at Vallnam. Vallnam looked at Jacob, his fingers fidgeting under Ling's unhappy gaze.

"Okay, Ling," said Jacob finally, "Out with it."

Ling explained her point as succinctly as possible. "I don't want to split the team," she said.

After a moment's pause, Jacob and Vallnam agreed.

"But we need a new plan, in that case," said Vallnam.  Ling raised an eyebrow but said nothing.

"Fine," replied Jacob, "why don't we hand the moon refugees over to Captain Samwise? He will be here soon. He can take them to Earth, and introduce them to Federation Command. That would leave us free to haul the forty-nine nuclear bombs out of the solar system. Together."

"That sounds like a much better plan," said Ling enthusiastically, a lovely smile spreading across her beautiful face.  The men smiled with her.  Everyone was agreed.

And with that, Ling flipped the switch on the radio console.

"Captain Samwise," she said. "Captain Samwise. Come in Captain Samwise."

"This is Captain Samwise of Federation Command," replied the good Captain. "With whom am I speaking?"

She proceeded to brief Samwise about the group of technicians who had aided the heroes, eager to return to Earth as Moon-Nazi refugees. Samwise would be responsible for this group, led by Nicolas Tesla. She recounted their battle with "mind-piercing entities" that necessitated Eisenhelm's complete destruction, resulting in the gigantic nuclear explosion consuming the moon's North Pole in hellfire. Seventeen members of the Nazi regime, she explained, were aboard the two UFOs hovering near the giant robots in space. The crew members, all technicians including Tesla, were not complicit in the Nazi leadership's crimes and had been assured new lives on Earth as part of Federation Command. She elaborated on the Entity's infiltration of the ill-fated technician, Dietrich, and his ultimate doom, advising thorough bio-sensory precautions before landing, despite her belief that the entity had been utterly destroyed. Lastly, she highlighted a major remaining problem: a line of nuclear devices floating one mile from the giant robots. Each was a 500-megaton Cobalt bomb, one of which had detonated above the moon with obvious, catastrophic effect.

"Vallnam, Jacob and I," Ling went on, "need to remove the fourty-nine bombs from the vicinity of Earth, as they are an overwhelming danger. While we do this, we need you to usher the technicians in their UFOs, and the giant robots down to Kitt Peak where the robots are to be presented as a gift to Federation Command."

Sam remained silent for a few seconds.

"Captain Brisbane, that's a lot to take in, but from what we have just seen in terms of the incredible destructive power of the bombs, yes, the priority must be to get rid of them as soon as possible. I agree."

"Captain Samwise," interrupted Fred as he tried to scrape the lint off another macaroni he had extracted from his pocket.

"Yes, Fred?"  

"I don't understand. Why do we need to get rid of the bombs?" he asked as he slid the wiggly bit of pasta into his mouth. "I mean, what if we need them for, I don't now, like something else, later? Why are we getting rid of them? They're powerful weapons. We might need them at some point, no? Shouldn't we give them to Federation Command? Shouldn't we at least advise the leadership about them? I mean, what if we need them in the future, for a war or something?"

"Fred, based on what we just saw on the moon, if even one of those ever goes off in Earth's atmosphere it would destroy us completely. The last thing we want is for those bombs to be anywhere near Earth."

"Ok, but we know there were Nazis on the moon, right?"

"Yes," replied Sam impatiently.

"Ok. Right. And they got to the moon using UFOs, right?"

"It seems so," replied Sam.

"Right. So what if there are other Nazi bases out there that we don't know about? On other moons?" asked Fred pointedly as he fished around for another macaroni. "We don't know if there are other Nazis bases around the rest of the solar system. With those UFOs they could have built other bases, right? We just don't know."

Captain Samwise thought about this.

"I'm not saying we would ever want to use those bombs on Earth, of course," Fred went on. "What I'm saying is, what if we need them to fight Space Nazis somewhere out in the solar system? What if they're on Ganymede? What if they're on Titan? Why would we give up that capability? Maybe Federation Command would want that option, don't you think?"

Vallnam turned and gave Ling a look. "You see what you just started?"

"Fred," said Sam evasively, "I'm convinced that the presence of these bombs is a threat to Earth no matter how we try to manage them. If there is a Nazi threat out in the solar system, holding on to these nukes is even more of a threat because we have no way of securing them. What if the Nazis with superior space capabilites wrest them from us?"

From her position in the third Mech, Major Sekston had been keenly listening in.

"Captain Samwise," broke in the Major, "if I may?"

"Yes, go ahead, Major Sekston," replied Samwise, his annoyance increasing as he thought it completely obvious that the bombs had to go.

"We have weapons of all kinds in the Patriot Army. I'm sure the same is true for your Federation Command. Against UFO riding Nazis, I'm pretty sure we couldn't secure most of them. And from what we understand of their technology, they out-class us in their ability to navigate space, and they have superior weaponry. Yet, we still need to possess weapons as we're currently in the middle of a war for survival against a mysterious foe marching out of Las Vegas with capabilities that are as unclear as they are deadly. In the same way we can't secure anything, ultimately, does it mean we shouldn't have any weapons at all? I'm not sure I can agree with your reasoning there."

"True, but none of the weapons we had or have are anywhere near as powerful as the bomb that just exploded above the moon. Those weapons represent an existential threat to Earth."

"This is a fact," replied Major Sekston. "The bomb we just witnessed was probably twenty times more powerful than anything we saw before or during the Ultra-War."

"We know what happened with the nuclear weapons of Earth," replied Sam, "While those destroyed large regions of the planet, weapons such as these would completely eliminate all life on Earth. I think that should be quite obvious to everyone."

"That's a fact," said Fred, "but I'm not suggesting we keep the weapons on Earth. However, instead of sending them sailing off into the depths of space way outside the solar system, what if we found a place to hide them not too far from Earth, but within range of our getting them if we needed their capabilities against enemies elsewhere in the solar system. Such as if we discover more Moon-Nazis on Titan, or someplace else, for example?"

"Lexi," barked Samwise, now clearly irritated by this line of reasoning, "how far away would we need to keep these bombs from Earth if we were to secure them such that they could not pose a major threat if they went off for any reason?"

"Mars, sir," said Lexi calmly.

Captain Samwise sighed. "So we would need to secure them on Mars, when we just barely have the ability to get there at all with our most advanced technology. After all, our Brain V Mechs are space worthy, but we didn't even develop them ourselves. Brain V designed and built them for us. So how can we secure bombs on Mars when we can barely get there ourselves, and with a technology we barely understand? Maybe in the future as we learn more we could secure those bombs, but as of now, there's no safe way for us to hold on to them."

"What about the UFOs?" asked Major Sekston.  "From what we've seen of them so far, aren't they unbelievably fast?"

"Well, yes," replied Sam. "But I still don't see, even with the two UFOs, how we would be able to hide them on Mars, and maintain them. And besides, if there are other Nazi bases out there, wouldn't they be able to detect the nuclear signatures just the way we did? Then we'd basically have delivered a set of doomsday weapons to our enemies."

"We could hide such that their radioactive signatures wouldn't be visible. For example, we could bury them in deep tunnels under the surface of Mars, and even line them with lead. That would prevent detection," suggested Major Sekston. "Essentially," she went on, "as much as it pains me to admit, I agree with the point Fred made." 

Fred cheerfully popped a macaroni in his mouth and began chewing with exaggerated pleasure.

"And I think the bombs could be," Sekston went on, "potentially, hidden on Mars. But not without risk. There is a chance that if there are Nazis out there that they could detect them and steal them back and use them against us. That is possible, I admit. And the other risk is that some maniac who knows about them commandeers them.  However, if we kept them a tight secret, that mitigates both risks, and then we might be able to use them in the future, if necessary. It is speculation that we might ever need such weapons. But I agree that Federation Command would probably want to at least deliberate about the option. Nevertheless, I'm not a member of Federation Command, and these are your ships, Captain Samwise.  I can't even pull rank on you, because I'm not a member of your military hierarchy. You are the leader of this expedition, so it's your call."

Jacob was looking at Vallnam and Ling, and signaled for Ling to cut the mic. She did.

"We're not members of Federation Command, anymore," said Jacob gruffly. "We don't have to do what they tell us. That's all I want to say."

"And you, Vallnam?" asked Ling.

"Well, not to say I told you so, but I told you so," he replied with big I-told-you-so-eyes.

Ling agreed with her brethren. Even if Captain Sam decided to keep the bombs, the Shadow Hawk Heroes should nevertheless whisk them away for the safety of the Earth. They were united in that decision.

"I still cannot abide by that," Captain Samwise was saying. "We cannot secure them on Mars, and they are too much of a risk. I would rather them be destroyed or removed. Trying to handle them safely is out of the question."

"Okaaay," drawled Fred sarcastically, "but what are you going to tell Federation Command when they ask you about this? I mean, aren't you making this decision alone without consulting the leadership a bit of a career risk?"

"Yes, but that's why they pay me the big bucks," replied Captain Samwise. "To make the tough choices."

Fred saluted Captain Samwise, accidentally flicking a droplet of tomato-sauce across the flight deck. It sailed forward in a straight line and hit the far wall eventually with a dull red splat. He closed his eyes and prepared for another nap.

Samwise, feeling peeved, counted his mounting responsibilities and annoyances. It looked like he wasn't going to get help from Lexi with the Ultra drug after all. He was making a top level executive decision about the nuclear bombs that might cause him to lose his commission, or worse. And he now had seventeen Moon-Nazi refugees, and their pet giant robots to take care of. He thrummed his fingers on the hard white console in front of him and thought it all over. Annoying is what it all was.  Annoying.

"Ok. I've made up my mind," said Sam. "Captain Brisbane, I agree with you. Those bombs are too dangerous to leave anywhere near Earth, and I cannot picture a safe way to keep them secured while we are still developing technology to go back into space. So I agree with you on getting rid of those bombs. I will help the technicians make it down to Earth, and work on integrating them into Federation Command. But first I have one matter of business to attend to."

And with this he turned his attention to Lexi. 

"Lexi," said Sam into his mic.

"Yes, sir?" replied the Android with the positronic brain.

"I'm chasing you because I need your assistance," said Sam in measured tones, "and I find that your determination that the molecular cloud is a maximum priority, and therefore warranting your commandeering a Federation Command Mech, extremely out of character."

Fred began making hand signs at Captain Samwise. Sam looked over. Fred pantomimed cutting the mic, which Sam did.

"I don't know, but aren't we chasing him because we're, um, concerned about the possibility that some weird mystery AI from the computer spike took over Lexi's mind?" asked Fred.

Sam reflected on the fact that it had become obvious that Fred had been hiding something from him about that AI all along, but now was not the time to dress him down for it.

"Well, anyway, that's all I wanted to remind you about..." said Fred as he went back with noodling through his pocket lint.

Samwise flipped the switch on the mic back on.

"So Lexi," he began, "you commandeering the mech out of the blue, not being completely honest about it, and the fact that there is something I seriously needed your help with is really causing me some doubt about your intentions."

"Doubt, sir?" asked Lexi.

"Yes," replied Sam.

"I don't think there is any reason for you to doubt my intentions," replied Lexi. "My intentions are good, I can assure you."

There was a pause.

"Yes, well, you admitted that you obfuscated the truth when you commandeered the mech."

"I was not entirely forthcoming," replied Lexi, "but I believe I already explained why. The mission is too important to get bogged down in Federation Command deliberations. If you will recall, the fact is, technically, I never lied to you. The misinterpretation of my statements, which were quite clear, was on your side."

"Okay, so maybe you did not make literally false statements," admitted Sam, "but I still need your help with the Ultra."

"So what your suggesting," extrapolated Lexi, "is that in exchange for helping you with the analysis of the Ultra drug, you will allow me to take the Mech into space without further objection so that I can complete my mission?"

"Yes, in so many words," replied Captain Samwise.

"I consent to your conditions," answered Lexi.

"I have a sample of the Ultra drug. What is the best way for us to proceed?" asked Sam.

"I would need whatever data you have accumulated thus far on the drug, and the sample, in order to conduct the analysis as efficiently as possible," stated Lexi.

The good Captain reached into his satchel and extracted the ampule containing the tiny blue droplets of Ultra. It held so much promise, and so much danger.  Fred peered at the ampule with avid interest, but he grasped that it would be futile to act on his impulses.  He took a couple of green and purple pills to calm himself down, and that did the trick.  His eyes glazed and he drifted off into a dream.

"Okay, lets rendezvous at the Robots and you can check it out," suggested Sam.

"That will do," replied Lexi.

It took about two hours for the ships to intersect at approximately one mile from the Robots. During this time Vallnam explained by radio the situation to Nicolas Tesla who was stationed on one of the UFOs, and they made arrangements for Samwise to take over the migration of the technicians to Earth. Samwise spent time greeting each of the technicians, and in the process he assessed each one's personality, and took notes on every member of their crew, including name, rank, and technical skills.

During that time Vallnam, Jacob and Ling secured the bombs and linked them under Shadow Hawk's control. They decided to fly the ship directly up from the orbital plane so the terrific bombs would have no chance of ever interacting with any of the planets. Ling activated the Helio-Drive and within no time they were travelling close the speed of light. It would take them a little over eleven hours to get the distance of Pluto, and another eleven to return.

"Shadow Hawk," directed Vallnam, "calculate the time differential between us and the Earth for this flight, both going there and returning to Earth."

Shadow Hawk performed the calculation. They were travelling at near-light-speed, which was the maximum possible for the Helio-Drive, and the only safe speed to travel while still within the confines of the solar system.  Once outside the Ort Belt they could engage the far faster Quantum Drive, but they had no immediate plans to do so.

"Moving at maximum speed for twenty two hours will cause approximately twenty days to pass on Earth," replied Shadow Hawk in her deeply resonant tone within their minds.

There wasn't really any particular reason for them to return to Earth so far as Jacob was concerned. He was eager to launch off into the galaxy. He didn't know where, but he wanted to explore. Ling, however, thought it would be wiser for them to use Shadow Hawk to explore the solar system first, looking for any signs of Nazi space fortresses.  If all seemed clear, they could explore the galaxy afterwards.  Vallnam felt ambivalent on the question as any exploration at all would be exciting, wherever it was.

Meanwhile, far behind them, Captain Samwise viewed the the line of fifty giant robots floating in space, and near them, a string of nuclear bombs. But the glinting objects of destruction had suddenly vanished. With a salute to his friends aboard Shadow Hawk, a ship that he knew absolutely nothing about, and had not for a single moment seen or in any way detected, he resumed the tasks at hand. From what Sam understood from speaking with them, the technicians had never experienced any time on Earth at all. They had lived their entire lives within the iron walls of the now vaporized Moon-Fortress Eisenhelm. They had no understanding of actual Earth history, and their storybook idealization of the "mother world" was such that they imagined it was filled with happy meadows and flowering fields of grain, dotted with puffy white sheep, and pristine oceans of blue waters filled with teaming schools of enormous fish and herds of gigantic blue whales. Nor had they ever endured Earth gravity. As Nicolas Tesla warned Sam upon their first contact, that would be an issue for the men, and that they should be taken first to a biologically secure hospital for a period of time while they gain strength to function properly on the planet.  They might also be vulnerable to microbes and diseases of Earth that none of them had ever come in contact with before. And of course, there was the crucial matter of inspecting them extremely carefully for any indication of biological threat, such as a lingering tendril of The Entity on the moon, now deceased.  This was agreed upon, as well as some gentle indoctrination program for the Eisenhelm refugees, as their dreams of a pristine, loving and happy little Earth were very soon to be dashed to smithereens.

Yet before anything else, Sam wished to complete his rendezvous with Lexi. They agreed to match speeds and trajectories so that they could dock their mechs together. Once done, Samwise opened the inter-ship portal and entered Lexi's Mech with the Ultra, and the data crystal that had all of his own analysis etched within it.

"Welcome aboard, Captain Samwise," said Lexi, his positronic brain sparkling blue through its glass dome.  Nothing seemed strange to Sam.  He didn't see any sign of an alien AI.  But of course, how would he?  But there was no indication of anything amiss, and so he ambled in and handed the data crystal and the ampule over to Lexi. 

Without further ado, the android went to work at a massive compositional analysis machine, which incorporated an electron microscope, spectrometers, chemical analyzers, and a myriad of other instruments that Brain V had thoughtfully provided. The full power of Lexi's positronic brain was focused on this analysis for two solid hours. Sam ambled around the deck casually, and waited as patiently as possible, while surreptitiously looking for signs of a hidden AI.  None appeared. 

"I have completed the analysis," said Lexi, finally. "I now have a comprehensive reading of the structure of Ultra.  It is, in fact, enormously complex.  More than I expected."

"Can it be safely manufactured?" asked Sam.

"There is a good chance that it can be safely manufactured with some changes to the molecular structure. The process to do so would need to avoid disrupting the mechanisms of the Ultra Drug, so that it has the same effect, but substantially reduces the risks of usage.  With the proper modifications, the Cats-Paw risk can be substantially reduced by approximately 82.35 percent."

Sam smiled.

"I can take this sample and apply the changes, and this should make it 85% safe to use. Would that do?" asked Lexi.

"Yes," said Sam enthusiastically. "And please provide a copy of your analysis when completed."

"I will do that," said Lexi. The android went back to the workstation and began the modifications. This also took a good deal of time, and Sam again waited as patiently as he could. He reviewed the notes that Lexi's process was generating, but the mathematics quickly went far beyond his comprehension. He then turned his attention to the molecular cloud.  Fortunately, Lexi was able to chat with Sam while making the modifications as this work was not computationally intensive, but just required a steady hand and excellent equipment.

"I know we discussed this already, but can you clarify for me, what caused you to decide that the molecular cloud was an emergency, such that you need to deal with it immediately?" asked Captain Samwise.

"As I investigated the research conducted before the Ultra-War, it became apparent that the Earth had entered a region of increased interstellar medium density, possibly a diffuse molecular cloud, beginning around 1336 CE and continuing to the present. While I don't want to speculate too extensively on the exact mechanisms involved, it appears that since this period, the Earth's atmosphere has undergone a slow but steady change due to alterations in the solar radiation reaching our planet. The interstellar medium may contain dust particles that scatter and absorb certain wavelengths of light, potentially altering the solar spectrum reaching Earth. One of the goals of my mission is to determine the nature and effect of this hypothetical alteration.

The effect of this increased density seems to have become more pronounced over time, which may explain some historical events in Earth's civilizations during this era. Geological and astronomical records suggest that Earth has encountered regions of higher interstellar medium density before, with a notable episode possibly occurring around 11,000 BCE. If my hypothesis is correct, the Ultra-War and the events leading up to it from the Early Renaissance forward may be influenced by our solar system's current position in the galaxy. To put it in plain terms: When a patient is bleeding, immediate action is crucial as every minute of delay exacerbates the damage. If my hypothesis is correct, the increased interstellar medium density is like a slow-acting environmental stressor on Earth's systems. The longer we wait to address it, the more severe and far-reaching the effects may become. The end of the Ultra-War did not resolve this underlying issue. We must investigate and address the root cause of humanity's recent cataclysms, and I believe the changes in our local interstellar environment may be that cause.

"What's particularly concerning is that the effect of this phenomenon appears to be cumulative and potentially accelerating in severity. Each moment of delay could lead to a disproportionate increase in negative consequences. If my hypothesis is correct, this issue must be addressed as soon as possible, sir. We have no time to waste, as the next global crisis could push Earth's civilization past a critical tipping point from which recovery might be impossible. We must investigate and address the root cause of humanity's recent cataclysms, and I believe the changes in our local interstellar environment may be that cause. The stakes are too high for delayed action. Every minute counts at this point."

"Okay," said Captain Samwise, daunted to the core by this information.

Lexi paused, and then went on.

"While my data on previous occurrences is limited, there's evidence suggesting that increased interstellar medium density has had profound effects on Earth and potentially other worlds in the past. Some ancient records hint at a decline in higher cognitive functions across various species during these periods. Interestingly, there are even obscure mythological references to godlike beings from other worlds who seemed to withdraw or diminish during such times.

Of course, I can't confirm the veracity of these accounts, but they do align with observable patterns of civilizational decline and species die-offs in Earth's geological and historical records. If there's truth to these stories, it could indicate that the effects of this phenomenon extend beyond just our world, possibly impacting advanced cognition on a broader scale.

This adds another layer of urgency to our mission. If these accounts are even partially accurate, we're not just fighting for Earth's future, but potentially for the preservation of intelligence itself in our region of space. However, I must stress that this is highly speculative and requires much more investigation."

Lexi paused again as he focused on the last changes required for the Ultra molecular transformation.

"Captain," said Lexi, "I need to use two parts of the three parts of the Ultra sample you gave me, the remaining part will be left unchanged. That sample will continue to be as dangerous as before. The two parts I am transforming will be placed in a separate ampule and the color will be light green, instead of blue, which is the original Ultra coloration, which will remain in the original ampule. I recommend you destroy it."

"I concur," said Sam, "and I will keep your recommendation under advisement. I want to thank you for your help. However, I should also add that I am still concerned about your method of operation, but I won't keep you, as we agreed. If your hypothesis is correct, the stakes are extremely high, indeed. I hope your efforts will prove productive, and beneficial to Earth."

"I believe it will be, sir. I will keep you informed of our progress," said Lexi as he handed Samwise the two ampules, and the data crystal that had the full transcription of the analysis Lexi had conducted.

Captain Samwise returned to his Mech with an upgraded version of Ultra. Not perfect, but far better than before. 

He took a glance at the blue ampule. And now with this, he thought excitedly, he could potentially augment his own genetic code, enhancing himself in ways that he could never have imagined before. Of course this was a very, very risky proposition, but with all of the analysis that Lexi had provided, and given sufficient time and resources, Samwise felt that his Bio-Augmentation skills would be sufficient to do the job, and he was willing to take the risk. It would take time, and nothing would be done in a hasty manner, but he was confident that in the end he would become what he always dreamed of. A new species of human.

The two Mechs decoupled, and Samwise watched as Lexi's ship sped off in the direction Saturn. Meanwhile, Samwise planned to take the UFOs and giant robots down to Kitt Peak, and introduce the technicians to Earth. He relayed a message to Major Sekston, asking her if she would be willing to meet Lt. Brisbane of Federation Command at Kitt Peak before returning to Panguitch. Major Sekston was eager to do so. After introductions and settling the technicians into the hospital, Captain Samwise suggested returning with her and Penelope to Panguitch in order to meet up with his man, "Guns" Gunnison, collect the AGV, and potentially help the Patriot Army with its efforts against the Black Manticore. She thanked him, and so they set off for Earth, the UFOs coming in behind, and the fifty giant robots trailing in tow. Once they reached Earth's atmosphere the robots would re-animate and land themselves in the desert near the spaceport below Kitt Peak, along with the UFOs, and they would take it from there.  All agreed, they began their descent.

Meanwhile, far out in space, Lexi and his secretive AI companion plotted a course for the molecular cloud. As they sailed past the moon, a particularly dark shadow of space slid by them on its way towards the small fleet of ships and giant robots descending into Earth's atmosphere. Neither Lexi, nor the AI, had any instruments by which to detect this shadowy being, but had they been able to, they would have seen a sphinx-like form with a malevolent grin on its hideously terrifying face.




And this is where we left things that evening. And it is likely where we will leave things with The Way of All Flesh Campaign for a while, as we plan to embark on a new adventure GM'd by one of my fellow players. Our thought is to pick up on the adventures of Linda and Pita, and perhaps Bruin Hilda, at a later date, and see whatever becomes of those heroes! Stay tuned!