Posts Tagged ‘cyberpunk horror’

Heading East on a mission…

Yellow Dawn – The Age of Hastur, first published in 2007,  is an RPG written by British Science Fiction & Dark Fantasy author David J Rodger – it blends the Cthulhu Mythos and cyberpunk genres in a post-apocalyptic setting. It also has two novels set within it: Dog Eat Dog and The Black Lake.

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Aigues-Mortes medieval crusader fort photograph from air

Aigues-Mortes established itself as a Living City with perfect defenses against the Infected. However only wealthy survivors get to live within the walls. Everyone else squabbles in the mud outside the walls – and this is where the Canal Market exists

RESUME 12th March  YD +10 (ten years after Yellow Dawn happened)
Bela and Winter to return to Aigues-Mortes. They’re now free men. They’ve left their jobs here at the market outside Aigues Mortes. Being back is strange despite it only being a few days since they’ve left.  Bela sees Abu and can’t stand the Somalian little piece of shit so walks away, tells Winter he’ll be back in a month – says he needs to be alone in the wilderness to work out what it was he saw that night at the sanctuary at Fable.

Meanwhile, Abu is harassing the young good-looking Portuguese Alex and his new friend (a slim, swarthy maker of moonshine from Marseilles: Jean-Luc).

Baron Toten Reich arrives on his horse, with a new character in tow: an Irishman called Brendan Black – there’s something not quite right about Brendan’s appearance, the eyes are a little too close together and his facial features are narrow and haunted. Dressed all in black, much like the Baron, but that’s where all similarity ends: Brendan’s clothes are caked in mud, his pale skin is greasy with sweat and grime from days being on the road. He exudes an aura of strangeness and seems to not say much but linger back, observing, everything, very closely.  (He is a low-level Road Mage.)

Toten Reich gives the group instructions to head east, to a small survivor settlement built around the tiny fishing port of Prudence. It’s recently been doing very well with fantastic catches of fish and a small tech industry setting up there funded by some UDP science groups who are interested in aspects of the local area.  Oddly, in the past 2 months, 24 fisherman have been found dead – adrift in their boats a few miles from Prudence. All of them asphyxiated.  Toten Reich has friends in Aiges-Mortes who have business interests in the booming fishing industry there and want to make sure nothing is going to jeopardise it. The characters are to travel east, 100 miles, to Prudence and see if they can find out what’s going on.

Toten Reich agrees to pay the group 60 coppers a day, in total, for up to 2 weeks of time. He wants word back from them in 2 weeks about what is happening, otherwise he will cease payment until word is received (after 2 weeks are up).

The rest of the morning is spent selling what they don’t want to take with them and buying what they need.

By early afternoon they set off.

Several days of travel get them only 60 miles. It’s tough going – and this is whilst following the relatively easy route of the Interlink. It doesn’t help that on 3rd day they are ambushed by 11 bandits – desperate half starving men who barely have clothes on their ragged bodies.  These men run onto the road in two groups wielding club-like-branches. And then… recognition flashes between Winter and the bandit leader.  It’s Marius! The man Winter and Bela forced away from Fable. Enraged, the 11 men surge in to attack the people who caused them so much trouble. It’s a long a bloody fight.  Neither side are well equipped. But eventually Winter gets into the swing of things with his two tomahawk blades and the new guy, Jean-Luc proves to be especially deadly and bloody with an old farm scythe he’s brought along.

Later that day, coming to the end of an exhausting trek and reaching the 60 mile mark, bloodied and bruised, the team find an abandoned utility building tucked away behind some trees, surrounded by chain link fence long since smashed down in places. The building exudes decay but Alex and Jean-Luc see it is massive and may hold some items of interest. They step inside.  Brendan and Winter are uneasy. Only a couple of miles back they had to skirt the edge of a Dead City.

Cries of panic from inside realise their worst fear is true. Alex and Jean-Luc come dashing outside.  Three Infected in pursuit.  he Infected scream their dry rasping dead shrieks and sprint at the characters.  It’s an especially dark, bloody and gruesome fight… hand to hand, with Winter and Jean-Luc desperately pushing back and slashing with blades, doing nothing but hacking chunks of Infected flesh off these undead monsters until eventually causing enough damage to cause the things to collapse, dead.

Winter’s clothes are covered in Infected gore. He has to strip off to dispose of the garments. (Jacket / Trousers).

RESUME
Evening of 17th March YD+10.
<> What Clothes is Winter going to wear?
<> Team need to set up a camp.
<> FOllowing day team have still got another 40 miles to travel just to reach Prudence.

GM NOTES:
Rank rolls required.
All money up to date.
Bela has some raw components and specialised components (written on your notepaper).

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David J Rodger – DATA

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A New Character Group

Yellow Dawn – The Age of Hastur, first published in 2007,  is an RPG written by sci-fi & dark fantasy author David J Rodger – it blends the Cthulhu Mythos and cyberpunk genres in a post-apocalyptic setting. It also now has two novels set within it, Dog Eat Dog and The Black Lake.

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BEGIN 15th Feb YD +10 (ten years after Yellow Dawn happened).

This is a brand new character group for the players.

Storm Winter: a Native American Indian who had been travelling through Europe ten years earlier when the shit hit the fan with Yellow Dawn.  With an innate “body-builder” physique, he’s survived by providing protection and security to people who have needed his help.  Over the decade he’s drifted south, seeking warmer climes, hating the frozen and prolonged winters that savage survivors.  Finding himself in coastal region in the South of France, he migrated to the former medieval crusader fort of Aigues-Mortes.

Bela: once a Hungarian engineer in the UTOC Civil Defence Force, he fell sick like the majority of his platoon when the 1st pathogen struck. But unlike the 70% who died horribly over the next few days, he went into a coma and then woke up… changed.  The military personnel who survived Yellow Dawn had Bela locked up and seemed ready to perform some brutal experimentation on him, in order to try to understand what the heck was happening to the global population of the planet.  Several of his former battle colleagues got him out: recognising the human that was inside of the “monster” being caged in the penal block.  Since then Bela has survived lynch mobs and all the terrors of waking up to be no longer quite human.  Hounded, harassed and hated, his life followed the path of many Changed – suffering the abusive terminology and prejudice reserved for what survivors were calling ORCS.  Drifting south, he made his way to Aigues-Mortes and got stuck there.

aigues-mortes South of France medieval crusader fort used in post-apocalyptic setting of Yellow Dawn

Aigues-Mortes, fortified survivor settlement in South of France

Canal Gate Market is situation bottom left, outside the high walled enclosure of the settlement, squeezed in between the canals and amongst the trees (long since chopped down for firewood by early survivors). It’s a landscape of mud and filth and desperate people.

Aigues-Mortes

Within the high medieval walls, survivors are wealthy, successful, political creatures that do whatever they can to ensure their lives remain comfortable and well-supplied with the resources they need.

Winter and Bela do not have such a privileged existence. They live outside the fortified walls.  Always at the risk of any Infected that might stumble into the area – although 10 years after the Infection first showed itself in the screaming, shrieking, biting, flesh-tearing victims that sprinted through populated areas… Aigues-Mortes has done what it can to clear as much of the risk from the surrounding land as it can. There is no Dead Zone. Just the odd cluster of scavenged buildings and lots and lots of wildly growing foliage.

Both Bela and Winter have survived outside the walls for several years.  Bela works for Anitole, a weaponsmith and blacksmith, at the Canal Gate Market. Winter works for Gaiyan, a former boxer, now a greasy, filthy, overweight shadow of the man he used to be, who lives and works out of a carbo plastic hut on the edge of the canal, next to the market, providing bodyguards and security for the market and merchants who need such people.  He always has a cold, unlit, saliva drenched stub of a cigar in his flabby mouth.  Winter walks around the Market ensuring the daily influx of desperate survivors who arrive at the area – and get washed back by the armed militia on the gates of Aigues-Mortes – don’t become a nuisance as their desperation turns them to theft and violence.

It is a grim life for both Bela and Winter. They never make enough money to buy proper food and are often starving.  Winter, best friends with Bela, sleeps on the floor of the market stall, huddled next to the warmth of the idling forge.  Bela rarely feels the cold but appreciate the companionship of his friend.  Besides, neither of them could afford to pay for anywhere to stay.

Life is a struggle.

Water is three times normal price due to difficulty of supply; the local area is very salty.

Outside the walls, people don’t give anything away for free.  And the market area is “controlled” by a criminal gang under the rule of Herriot. His Somalian right-hand thug has an acute dislike for Bela – and the other two Changed – two woman who live and work in the scavenged debris heaps.   Both Bela and Winter have discussed killing the Somalian many times because of his sneering, aggressive taunts towards Bela.

One day, Bela is told by his boss that a young “wealthy” couple have come to Aigues-Mortes to sell a large stash of scavenged metal. They don’t have the metal with them… too fearful of travelling with it. But they sell it to the boss for a low price, on the agreement that the boss will have to go and collect it himself.  The boss sends Bela. And talks to Winter’s boss – who agrees to send Winter with Bela.  This means neither Bela or Winter get paid any extra as it is considered part of their job.

They hike 30 miles, part way along the Interlink and then turn off along a badly overgrown horse trail.

Sleeping one night in the ruined shell of an old farmhouse they discover how hard it is to be comfortable; it’s a grim night. The next day, cold and thirsty, they push on to their destination.

They arrive in A_______, a small wealthy settlement of about 40 survivors, and discover a strange funeral taking place. They are mostly welcomed by the residents who are delighted to have strangers to talk to – and new stories to listen to, although Bela and Winter have very little fun stuff to discuss due to their lives being so grim back in Aigues Mortes – so they talk about who they used to be. But this pleases the residents of A_____ no end.

Strange things occur later that night, with the recently buried body seemingly coming back to life to exact revenge on employees who betrayed his final dying wish; the son and daughter of the dead man compete with others to find a missing piece of jewelry, the star of eternal life.  There is the servant, the corrupt lawyer, and a mysterious Egyptian gentleman who arrives in a jeep in the early evening, claiming the Star belongs to him.

It transpires the dead man wasn’t dead at all but had been so convinced he was dying – and would be resurrected – that he went into a comatose state. And then woke up in his own tomb.

Bela and Winter are involved in capturing the lawyer – who murdered the Egyptian and tried to flee with the Star.

The son and daughter are grateful. As is the settlement of A_____.   All the locals give Bela and Winter a little food or something for their return journey. It’s a token gesture but one that means a great deal to both of them because it is at least some small reward for what they have done.  They received nothing but a handshake and some gratitude from Marcus and Claire (the wealthy son and daughter who return to Marseilles).

Ironically, they get to drive back with the jeep (and the lawyer) allowing them to transport the stash of scavenged metal back to Aigues-Mortes quickly and safely.  They also stop at the ruined farmhouse and spend a day and a night there, doing some asset stripping, gathering metal and other raw components that Bela might be able to use later.

Returning to Aigues-Mortes, both Bela and Winter experience an overwhelming despondency. They don’t want to exist like this. The lawyer departs, with the jeep (as agreed, to return to Marseilles to carry out his side of the bargain that led to him not being strung up for killing the Egyptian or trying to steal the Star). And so the daily grind of life in the market starts to sap away their strength. Literally, Bela’s character loses a point of 1 STR due to not being able to afford a proper diet every day.

ramparts of aigues-mortes South of France medieval crusader fort used in post-apocalyptic setting of Yellow Dawn

Ramparts of Aigues-Mortes

Both characters (and the players) experience the hunger of desperation and the craving to break out of the negative cycle. To do something before they waste away and die here.

But they’re also aware of the trap they’re in. Because they don’t have the skills to really survive out beyond Aigues-Mortes. Their bad night in the ruined farm-house made them acutely aware of how unprepared and unskilled they are.  They could leave Aigues-Mortes, and they could conceivably find enough food and water to survive… but they would never generate an income and they would fade into the filthy peasant things that you find on roadsides along the interlink.

They have no money to really go far or get equipment. So they’re faced with the prospect of turning to crime – or finding some kind of lucky break. Or risking a Dead City run.

Interesting days ahead.

RESUME:

6th April YD+10. Aigues-Mortes market. Two new characters (Chris and Tony) should come online at this session. Meanwhile, Winter has spent several weeks waiting for Bela to finish making a crossbow from some of the scavenged resources they found at the ruined farmhouse, but he keeps making mistakes.Time drags by. They are becoming desperate.

Cash: notes written down and up to date.
Raw Components: 21 KG
Specialised Components: 1KG.
{kept in an unsecured location within Anetole’s market stall}

GM NOTES:
All rank rolls done and up to date; including occupation rep rolls for Bela and Winter.

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David J Rodger – DATA

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End of an era

Yesterday saw the end of a group of fictional characters who have been together since 2007.

The last few years, I get to roleplay roughly once every three weeks. I have a group of keen and loyal players (one of them since 1994) who willingly sacrifice an entire Saturday to the game; they make the journey to my house on a hill, here in Bristol, and subject themselves to whatever corporate menace of cyberpunk fantasy plot comes their way; or endure the nerve-biting, skin-crawling dread of a Cthulhu Mythos nightmare unfolding around them.

I’ve been into RPGs since 1981, age 11, when I discovered Dungeons and Dragons.  Come 1985 I got into Call of Cthulhu and the works of H.P. Lovecraft. 1989 it was Shadowrun and Cyberpunk.  In 1996 I put together my own system – a rough blend of CoC and Cyberpunk and in 2006 I started  writing my own commercial RPG, Yellow Dawn – The Age of Hastur; which launched early 2008.

Yellow Dawn – The Age of Hastur, first published in 2007,  is an RPG written by sci-fi & dark fantasy author David J Rodger – it blends the Cthulhu Mythos and cyberpunk genres in a post-apocalyptic setting. It also now has two novels set within it, Dog Eat Dog and The Black Lake.

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During 2007, I had a beta version of Yellow Dawn in my hands and I started running it with my group. I was nervous as hell but after the first session knew I had a winner.  Although overall considered post-apocalyptic, the setting is polymorphic – enabling GMs to dig out their favourite old campaign books and scenarios, and adjust them with minimal effort to work in the Yellow Dawn universe. Cyberpunk adventure. Cthulhu Mythos horror. Mad Max mayhem. Gun-slinging anti heroics of the Westerns.  Swords and sorcery. Ghost hunting and Wilderness survival.

My group created a bunch of characters. Skint. Barely surviving. They came together at a Living City desperate for cash and willing to sign-up to a tour with the CRC (City Recovery Corps) heading out as a unit into the nearest Dead City to scavenge and bring back resources essential to the Living City’s daily grind. Hard work. Risky business.  The Infected crowd the abandoned roads and buildings. And the Influence of Hastur is an invisible, pervasive threat to sanity and soul alike.

They did well. In fact, they managed to beat off a random attack by a bunch of aggressive Changed (Warrior Orcs), capturing the truck these things were using harass a remote wilderness road.

The characters used the truck to scout nearby wilderness, found an abandoned mini business park; a few corporate buildings. They took it over. Stripped it clean and repaired damage from 10 years of neglect and weathering.  They built a base.  And it was perfect.

From there they became involved in a wild range of scenarios and campaigns, including Shadows of the Quantinex – heading off-world into Deep Space at one point – to discover the truth behind what caused the apocalyptic event known as Yellow Dawn to occur. And to stop an even worse catastrophe from hammering the few million survivors of that event into dust.

It was all thrilling stuff.

Throughout this, the characters increased their hero rank and wealth. They gained superheroic bonuses and increased skills beyond levels of normal mastery.

And then, yesterday, 16th February 2013 (real date) or in the world of Yellow Dawn, 27th September YD+1 (11 years after Yellow Dawn event rocked the planet), that group of characters came to an end.  Some of them at least. One died (throat hacked open at the climax of a brutal ceremonial orgy); one of them vanished – taken by a mysterious golden figure, an Elder God, which had been haunting his dreams for weeks; one of them changed into sub-human creature of the forest, associated with the Dark Young of Shub-Niggurath and finding a sort of perfect ending after weeks of torment since a traumatic encounter in the mountains of Belgrade, in Europe (Horror on the Orient Express). And one of them survived, barely, after an epic struggle to beat off madness and death – but was so exhausted and traumatized, he has decided to depart back into orbit and then Deep Space.

So the character group that is known as Little Boston has come to an end. Not all dead. Not over forever. The settlement they build is there, as are some secondary characters and a whole bunch of NPCs who run the farm and small bio-fuel facility. But it will be a long time before any of us see them again.  New characters are going to be created. A new starting point, possibly Aigues-Morte on the coast of the South of France.

So like the players, I’m going through a profound moment of reflection.  When I was packing away all the stuff from the dining room table this morning; the folders crammed with character sheets and player notes; I flicked through the thick slab of GM notes I’ve built up since 2007… most of them I threw away after reading, but I’ve decided to keep some of the early ones. It might seem strange to an non-RPG player, but reading those notes brings back memories and emotions that are as vivid (and valid) as anything you or I might experience in actual reality.

At the end of the session last night several of us wandered over to the local pub and knocked back a couple pints of real ale in quick succession, calming nerves, soothing brains and then easing into smiles of nostalgia and fond recollection.  We could have talked for hours about the “shared memories” of these game sessions.

I think for me that is the enduring appeal of roleplaying. Sitting around a table, effectively carrying on the tradition of oral storytelling, but one where the participants get to interact with the story and influence its path through dice rolls. Real memories from fictional moments.

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YOU MIGHT ALSO ENJOY:

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Role playing game - Yellow Dawn The Age of Hastur - post-apocalyptic horror investigation and survival in the sci-fi dark fantasy universe of British author David J Rodger

YD 2.5 – from LULU

Paperback : from LULU ¦ Hardback (with black cover): from LULU

Primary Rulebook (2.5) This book is crammed with everything you will need to create characters and run scenarios. [] Features narrative examples of key themes • The Influence of Hastur • Medical theories on the Infection • Zombie surges • Dead Cities • Wilderness survival • Comprehensive scavenging system and how to repair or build things with resources • Backgrounds and motivations of government bodies and corporations • Computer hacking and drug abuse • High-tech immortality options • Non-human characters • Enhancements through cyberware and bioware • Weaponry, equipment and armour • Complete character generation and development system • Complex political, corporate and quasi-religious tensions • Schools of Elemental Magick, occultism, demonology, and the alien horrors of the Outer Chaos – the Cthulhu Mythos.

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David J Rodger – DATA

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Roots

Yellow Dawn – The Age of Hastur, first published in 2007,  is an RPG written by sci-fi & dark fantasy author David J Rodger – it blends the Cthulhu Mythos and cyberpunk genres in a post-apocalyptic setting. It also now has two novels set within it, Dog Eat Dog and The Black Lake.

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RESUME 25th SEPT YD+1 (LATE EVENING )

Clint was visited in his jail cell by a local priest; a father Allberry. He took Clint back to the small house attached to the church (closed) and gave him a bed for the night. In his room he finds a curious photo of a lake, taken a sunset, with figures standing between trees – something ceremonial? A map on the wall shows there is a lake a few miles north. Clint was wary but exhaustion took hold and pulled him into sleep (or maybe something else did).

Paul is with Corrine. She makes him food (possibly drugged) but then seems to have a change of heart; throws away the meal before he can take a mouthful and takes him to the Diner.  Meets Stu Woolley and Chris KNight. She leaves him with them. They drink into the night.

Marcus is with his hostess for the night. A woman called Janine who “comes onto him” but then abruptly backs off – as if sensing something familiar about him.  Remember that Marcus has a potent Mythos Taint due to his encounter with Dark Young of Shub-Niggurath in Europe (Horror on the Orient Express). She says… “You have the Spirit within you – why are you here? In this settlement?”

Marcus isn’t too certain about her question but he goes with it.  She takes him to the edge of Lake Nemi where the fuck like wild things – biting – punching – shrieking. Exhausted but not finished, she takes him to what looks like a figure of an ancient satyr carved into the truck of an old tree – except the figure appears to be frozen in the act of emerging from the tree. There by the base is a wooden cup filled with a vile stinking fluid  – something that Marcus remembers intimately from his experience in Europe. She offers it to him, “Do you want to know your Spirit?”
He drinks.

27th Sept YD+1
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Josh wakes up in Daphne’s house and is unable to contact any of his team. He spends time in town trying to find them, becoming increasingly worried. Eventually he finds Clint at the church; he finds Paul hungover but rested at the Old Store…. but there is no sign of Marcus.  Later, Clint also vanishes again after going to find Father Allberry. Clint finds himself by an abandoned church at Owl Creek – he rings the bell but it’s daylight and nothing happens. Meanwhile, Josh and Paul have threatened Janine – grabbed her, tied her up, hurt her to make her talk – to learn where Marcus is. By the lake, she says. But Deputy Steel arrives to check up on her and all hell breaks loose. They disarm and tie up the Deputy. Intimidated by Paul – who clutches the deputy’s throat with his ornate brass-like robotic hand; the deputy explains that the town has always been this way. And that Karen, the missing girl, if she is anywhere will be by the tree (this transpires to be the deputy setting the characters up for a fall).  Later, Josh uses his profound occult powers to Possess the deputy and walk back to the sheriff office to recover their guns.  The Sheriff asks him what he’s doing and Josh (as the deputy) manages to talk a way out of the situation.

Josh and Paul escort the deputy out to the edge of the settlement, into the forest; the deputy leads them to the Lake – where they find Marcus, asleep and partially transmutated into wood, but he shifts back to human and wakes when his compatriots call to him.  Around now, Clint also makes his way to the lake having left the abandoned church to find the place he’d seen into the photograph.  Together again, the team make their way with the deputy leading to the Tree.

It’s a dark and foreboding place.

And as the sun concludes its descent towards nightfall – the place comes alive with the things that are normally dormant (sleeping, looking like wooden figures) during daylight.

It is an epic fight for survival.

But Marcus finds the Taint which has infected his psyche and his physical being since the traumatic encounter in Europe, has a profound and mesmerizing influence on him here. He becomes entranced by the tree – and the new fluids now coursing through his veins lead him to suffer an episode of wild, furious abandon.

The things, dozens of them, that come streaming out of the forest like a swarm of humanoid locusts take note of him and their leader stops to challenge this… would be imposter.  Marcus and the leader square off but Marcus loses the Alpha battle – however, he accepts the authority of the leader and so joins THEM.  Turning against his compatriots.

The other characters are firing assault rifles on full-auto. Burning up 9,000 credits of ammunition every 2 second pull of the trigger (emptying magazines).  They slaughter a couple dozen Things, but are eventually overwhelmed by them… grappled, disarmed, manhandled. Josh uses potent magic to blast them with energy bolts, but he too is finally grappled and dragged to the ground – he is stripped naked and finds himself the victim of the ugly lust and unrestrained passions of these monsters.

“An amusing moment with a lightening bolt.”

There is a fresh clash between Marcus and the leader. Marcus kills him with a blow to the skull – and finds himself becoming the new alpha of hundreds of these Things.

Josh, Paul and Clint find themselves chained to The Tree. Two women arrive. A female matriarch and the missing girl. “Choose one”, the matriarch says to the girl. Clint is chosen. Held down by the Things, he is stripped naked and mounted by the girl. She then cuts his throat at the final moment of climax.  Paul and Josh scream in horror – helpless and agonised by what they’re witnessing. They also lose a dramatic amount of Anxiety points. Clint’s corpse is torn apart by the bare clawed hands of the Things and eaten.

THe night passes and they are ignored. When daylight comes, the Things return to the state of being wood. Marcus is nowhere to be found.  The bloodied, shredded remains of Clint lie nearby… buzzing with flies.

As a fresh night approaches, Josh recalls a difficult occult operation  that he knows might free him. It enables him to flicker between different planes of reality. He tries it and remarkably succeeds – and then endures a terrible struggle to escape the “gravitational” pull of the monstrous entity that occupies the heart of the tree he is chained to. It pulls him IN, so that as the flicker operation ends he finds himself entombed within the solid core of the trunk. He would have died instantly, if it wasn’t for the properties given to him by the Sedefkar Simulacrum.

He tries again and after a mighty battle of wills, escapes. He frees Paul and they flicker, together, back to a safe place. But the forest starts to come alive with the Things which are in pursuit now.

Josh opens a portal. Back to Little Boston, Paul screams. But  Josh takes them back to the Sheriffs office. He wants his stuff. Stepping through, Paul and Josh enter a struggle with the deputy and then the sherif. Eventually overpowering them.

Josh steps into the sherif’s back office where the woman lies bleeding, but alive; and he skins her… taking her flesh.  He then does the same with the deputy. It is hard for Paul to keep his nerve.

But all this delay allows the THings to make a rare appearance in town, as the sun sets. And they crash through the doors, swarming into the office.  It all happens again. Paul and Josh are about to be overpowered. But then… like a miracle. A blaze of golden light fills the street. Outside – an incredibly ornate brass-like version of a steam train has materialised in the road with a figure stepping down, an outline of a human but filled with the fire of the sun, swirling clouds of plasma and energy within his outline… he points at Paul, and Paul comes.  Whilst the THings cower and harden back to wood in the light.  Josh tries to follow but the figure (an Elder God) refuses him to approach: you are accursed.

Paul vanishes with the God and the train.

Josh is surrounded by the swarms of wooden horrors now coming back to life. He flickers away to a safe distance, then makes another portal and returns to Little Boston.

Paul is not there.

Marcus has vanished too – no doubt living a life of indulgent passions of eating, fucking, hunting and killing in the forests around Gerlock.

Clint is remembered with sad fondness.

!!! NO RESUME !!!
This scenario marks the end of the Little Boston group for the foreseeable future. The group is now parked on ice. A fresh set of characters are going to be created – dirt poor and with back to square one with skills and abilities. Probably based outside the survivor settlement of Aigues-Mortes, a medieval crusader fort on the coast of the South of France (as featured in the Yellow Dawn novel, Dog Eat Dog.

<>Josh is planning on heading back into Space – taking the evil Sedekfar statue with him.
<>Paul will be experiencing adventures with Elder Gods – but is likely to reappear at Little Boston, in the train, as if no time has elapsed whatsoever.
<> Marcus is happy with his fate.

About ROOTS

Roots is a scenario written by Simon Brake for the RPG, Call of Cthulhu.  I gratefully received a beta version to play test.  Also demonstrating again how flexible the Yellow Dawn universe is to accommodate the storylines’ from other RPG systems.  Simon Brake will be making Roots commercially available later in 2013.

About Simon Brake

Graphic designer. Writer. Father. Happy go lucky. Trying to get more writing done nowadays, but it’s hard to find the time. Still, the words are trickling out into the world and people are liking what they read. This year’s goal: a novel?

Graphic designery person. There’s more info (and graphic designery stuff) on my MySpace page – www.myspace.com/breakerspace – but to be honest I’ve probably got more up to date stuff here nowadays. MySpace is self advertising. Facebook is for reconnecting with real life people. And Twitter… Twitter is where the real party is.

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David J Rodger – DATA

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This email is about my latest novel The Black Lake.  Always nice to get words like this. I’ve removed SPOILERS by overwriting them with XXX.

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> Subject: The Black Lake
> From: xxxx@floydhayes.com
> Date: Thu, 18 Oct 2012 21:14:53 -0400
> To: xxxxxx@xxxxx.com
>
> Hi David,
>
> As usual when I finish one of your books, I think, “this is his best yet .”
>
> I read TBL up at the house in the Catskills over a 3 day period, alone. A Hudson valley bourbon by my side, the environment is pretty creepy on your own – the silence, the massive ancient mountains. The woods. Not only that but I had an infestation of “stink bugs” – harmless but quite unnerving – like little brown crickets. Maybe 20 or so in any given room. Easy to catch in a jar, but they buzz when they fly…
>
> That’s the setting.
>
> I loved the book. It was your most “horror” to date, in some ways…there were some well trodden horror tropes here but felt stronger in your hands – im thinking of when the XXXXX is seen in the lightning when our man had presumed it was tarp….
>
>
> I wrote a few comments as I went through.
>
> Some great one liners in here, “it was August and there was ice in the sea”
>
> The checklist of equipment, I thought was smart as it underlined the fact this was a proper expedition, not a boys own adventure….

>
> Giggledust really did it for me – brilliantly described and an amazing piece of SCI Fi thinking. Absolutely loved this character/tech.
>
>
> The chill vortex – shudder – fantastic idea….reminiscent of Frank Herbert.
>
>
> You deftly got round the whole “why don’t you tell your comrades about the XXXXX?”  Very human and keeps the isolation going…isolation being a good psych button throughout.
>

>
> Tornado description properly scared me…
>
> The tatters XXXXXwas horrid. Kudos for that one.
>
>
> Nice breather when he XXXXXXX  – needed a little reprise from the mare and it was well-timed here.
>
> Fantastic description of XXXX losing the plot, “like a simple mind seeing something it wanted but could not articulate the desire “
>
> Sundown and time running out worked so well man….”the darkness ruled his life”
>
> Very good man. Gripping and horrible.
>
> F.
>

the-black-lake-a-ghost-story-within-the-cthulhu-mythos-by-british-sci-fi-dark-fantasy-author-david-j-rodger

Available in paperback or Kindle

Paperback: LULU & Amazon Kindle US ($), UK (£), DE (Euro), FR (Euro)

THE BLACK LAKE: The Earth has been ravaged by an event known as Yellow Dawn. Ten years later, survivors are putting lives back together and probing the frontiers of a new Wilderness; whilst overhead the orbital colonies slide across the sky, removed and unaffected. Five men leave the fortress island of Malta on an expedition to the sub-Arctic waters above Scotland. They intend to undertake scientific observations of an alien meteorological phenomenon that has followed the apocalyptic event. What they find is a cosmic horror that seethes amongst the shadows of a shattered Earth. It is a story of escape and wonder, of madness and terror. David J Rodger’s trademark unforgiving rendering of harsh reality, and relentless narrative pace, are here in palm-sweating abundance, delivered in a novel that tears open a rent in the boundary of reality, providing a nerve-jarring glimpse of the Outer Chaos and the horrors that lurk just beyond the threshold of our fragile, human existence.

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June 2012 – Bestseller

Dog Eat Dog a post-apocalyptic crime thriller with Cthulhu Mythos horror by British Sci-Fi Dark Fantasy author David J Rodger

Available in paperback or Kindle

June saw a battle for top spot between my hand-picked collection of short stories – Songs of Spheres, and the post-apocalyptic crime thriller, Dog Eat Dog, which is the first novel to be set within the world of Yellow Dawn (Mad Max meets Blade Runner; Earth ravaged by the Cthulhu Mythos).

Dog Eat Dog won out in the end with a combination of paperback sales through LULU and Kindle versions through Amazon.

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Other News

I finished a new novel earlier this week. The Black Lake.  Now going through proofing and review.  So far, great feedback… it’s a fast read with the tension building up nicely.  I’m aiming to release it before September 2012.

I’m now working on the next novel.  Rise of the Iconoclast.  Another one to be set in the world of Yellow Dawn.  A rip-roaring romp of post-apocalyptic cyborgs, holding together as a bandit crew and heroes for hire. Very different to what I normally write. But I like the challenge.  I’ve got my crew defined and relevant bits fleshed out – so watch this space for updates as the story evolves.

CREW OF THE GINNY – aka Genie

  • Izaäk Raske
  • Hariwald Hlavač
  • Tristão Steinsson
  • Malthe Herriot
  • Nikias Solberg

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Dog Eat Dog takes place in the near future, after the Earth has been devastated by a viral pathogen unleashed when a corporate cargo hauler crashed into the atmosphere; breaking up as a fireball across the sky, it showered Southern Europe and North Africa with a deadly rain of infected debris. Ten years later, over seventy percent of the human population is dead and only a handful of cities survive intact. So called ‘Living Cities’. The vast majority of human habitation is abandoned to the undying creatures left mutated through a brutal twist in the infection. Greed and corruption are left hovering over this bleak and brutalized domain and a cosmic horror is now free to infiltrate the remote abandoned corners of the Earth. Above this, the orbital colonies spin within artificial gravity wells, impartial observers, unaffected by the shocking events below. Within this mix the lives of two survivors collide: a renegade intelligence agent and a cold-blooded master of violence, shaping events with their virulent hunger for money and desire to carve their name onto this new world.

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British sci-fi author David J Rodger - Dog Eat Dog - cyberpunk crime thriller set in post-apocalyptic world of Yellow Dawn

A novel

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Bolt-On Module

Yellow Dawn – The Age of Hastur, first published in 2007, is an RPG written by sci-fi & dark fantasy author David J Rodger – it blends the Cthulhu Mythos and cyberpunk genres in a post-apocalyptic setting. Learn more…

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This bolt-on is available as a free download in PDF format.

download_PDF_of RPG rules for resolving chases and mob attacks

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The purpose of this bolt-on is to introduce two new forms of technology into the world of Yellow Dawn.GMs are free to state that this technology has been around for a while and is prevalent, or, alternatively suggest it’s only recently percolating down from Deep Space and Living Cities with strong O-Zones.

Synthology is the science of taking existing genetic code and modifying it to create customised organisms.  Bioware is a specialisation of Synthology, focussing on developing systems for the human body; the wider field of Synthology develops a range of organisms from bacteria engineered to clear up toxic spills to complex “creatures” capable of undertaking certain tasks.  Synthology has issues with general public disliking and not trusting such organisms; the general “mutated” and “monstrous” of these things can be a real barrier to consumer taste; to the point where there is a new specialisation in the science called Aesthetic Synthology: developing creatures that are pleasing to the eye.  The creation of Carbons comes under Synthology. There are also the moral and ethical issues with how much intelligence and free-will do such artificial yet living creatures be given?  Corporations, always keen on profit and the bottom line, are less discerning about such issues, so a lot of dark, lonely corporate facilities will have “things” grown to perform tasks: from cleaning and repairs through to sentry duty.

Nanomech- dense clusters of nanotechnology working together in a highly flexible and adaptive relationship to create larger structures

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Nanomech refers specifically to dense clusters of nanobots working together in a highly flexible and adaptive relationship, to create larger structures, including computer devices, sentry systems, drones and reactive armour (such as Bronson Arms Flash Armour) and adaptable living quarters in a few orbital residences and many deep space habitats (typically only the wealthy).

The nanobots are composites of chemical polymer molecules and advanced metal alloys.  It is predominantly a non-organic technology.

Nanomech can be bought pre-configured; “ready-made” to fulfil a particular function. Or it can be bought or made in a raw un-configured state; developers then write or download templates to get the Nanomech to behave in specific ways – essentially allowing you to create flexible technology that can evolve from one shape and function to another.

Nanomech technology is relatively recent development on Earth.  Part of the backwash of advanced technology coming from deep, deep Space and the Borgendrill Enigma. (GMs can change this if desired).

The risks of weaponised Nanomech being developed and used by terrorists has led to some draconian laws about the classification and legality of certain types of Nanomech. In summary, Nanomech is legal so long as it does not possess the ability to disassemble other matter in order to replicate itself or create new compounds.

Disassembling and replication (DisRep) is constrained to specialised nanotechnology units, called nubs; creation and distribution of DisRep nubs is tightly controlled, and licensed.  Misuse of DisRep nubs or being in possession of unlicensed units carries severe punishment by authorities across the board, from UTOC to the UDP.

AUTHOR NOTE (19th April 2012): This bolt-on system is very much a work-in-progress. Nanomech has been completed but requires game-testing; Synthology is yet to be written at this point.  I’ll provide updates via my blog; so follow if you want to keep informed.
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Download in PDF formatdownload_PDF_of RPG rules for resolving chases and mob attacks

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sci-fi cyberpunk crime thriller set in post-apocalyptic world of Yellow Dawn - Dog Eat Dog by British author David J Rodger

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I just got pinged by Google Alerts: a review had been posted about my latest novel, Living in Flames. Thought I would share the good words.Reading feedback like this makes it all worth it.  :o)

Book Review - Living in Flames - a Sci-Fi Cyberpunk Dark Fantasy Horror set in UK

Taken from Floyd Hayes.com - click to go there

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Purchase Links:

BUY > paperback : from LULU

BUY > kindle: US ($), UK (£), DE (Euro), FR (Euro)

DESCRIPTION:

Living in Flames { novel } Bristol, UK, the near future, the lives of three people collide in a gruesome twist of fate. A former marine turned to crime, and two enigmatic figures concealing their true identities, skimming the city’s underworld of drug-cartels and shadowy tendrils of old merchant families. A carved African idol is discovered clutched in the hands of a dead man who is barely human. Greed unlocks a centuries-tarnished mystery about the origins of the idol, and brings back to Bristol a banished bloodline hell-bent on vengeance and diabolical glory. A carrion God lying dormant for three hundred years risks being returned to the world of Man.

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David J Rodger – DATA

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Yellow Dawn – The Age of Hastur, first published in 2007,  is an RPG written by sci-fi & dark fantasy author David J Rodger – it blends the Cthulhu Mythos and cyberpunk genres in a post-apocalyptic setting. Learn more…

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Bringing old-skool RPG to a new audience

Up until a few days ago Simon Edwards had no idea what it meant to try and roll a critical on 1d100; or how the bounce and tumble of three dice could determine how he visualised the strength, appearance, constitution, dexterity, and other attributes of a character – his creation – that is to live and breathe within the consensual hallucination that is called Role-Playing.  And yet now, this fresh-faced, if rather hairy 20-something year old is delving deep into a new and utterly unchartered world of imagination and spoken narrative; where infinite interactions and permutations – consequences of such actions – are determined by the outcome of dice.

It’s not a computer game. There’s no passive absorption of quickly rendered graphics through a hard-screen. There’s no joystick to clutch, no device responding to Pavlovian urges to react to explosions and other visceral stimuli.

There’s just a small group of people in a room: one game-master (GM) and some players. And even the physical reality of the room fades out of awareness as the imagination takes control and weaves the most incredible visuals from the spoken words.  It’s magic, living and breathing magic.

But if you’re an experienced role-player I don’t need to tell you this. You already know.  As does Adam Lee, the other player in the new  Yellow Dawn group that’s just started up in Bath: a historic and ancient Roman Spa town in the South West of England.

So there’s two threads to this story. One is about a newbie getting into tabletop RPGs for the first time, and the other is about an existing RPG-head getting into the world of Yellow Dawn for the first time.

What’s unusual about this group is that I’m the GM.

It’s unusual because I’ve got a long-standing player group (1995 onwards) who get together every 3 weeks or so to spend an entire Saturday in the world of Yellow Dawn; and because any other spare time I have I’m normally working on new material, either for the RPG or the novels I write. So to get involved in a new group is a significant investment for me; but, I’ve just spent the past 5 years working like there’s no tomorrow and I’ve decided I need to ease off and free-wheel a little. Have some fun.

And I am. Having fun.  I hadn’t really thought-through what I was starting when I agreed to run a new group.  First session: one player, Simon Edwards, has never touched an RPG – has no experience of the terminology or concept; these aren’t hard things to grasp, you just have to have a desire to learn new things and it was great to see Simon grinning broadly as the lights switched on behind his eyes. I think he’s rapidly seeing the vast potential for fun (and intense thrills and horror) that role-playing can provide.

Likewise with Adam Lee. He knows RPGs but neither he or Simon know the world of Yellow Dawn. I couldn’t rest on my laurels and just start laying out a scenario knowing the minds of the players (and spirit of the characters) are already meshed with the fabricated universe.  I had to start from scratch, build-up the world in their minds, sell-the-idea, and ultimately achieve a suspension of disbelief. It was actually quite nerve-wracking.  What if I failed?  What if they wrinkled their noses and went: that’s a dumb idea, this sucks!

I’m pretty confident I’ve succeeded. The chaps are coming back for more and they’ve now started recording the sessions so that they can create podcasts: it’s a novel experience for me rolling dice and keeping all my papers and notes squeezed between big fat table microphones, bundled cables and diffusers.  Not sure I’ll listen to them.  I don’t think I could stand to hear myself waffling-on and making bad attempts at NPC accents, but I’m really chuffed that Simon and Adam are taking the time and making the effort to put them together.  Not just because I hope it’ll expose Yellow Dawn to a wider audience and ultimately drive up sales; but because I genuinely hope there’s a chance, however small, of seeing a new generation of young, brilliant minds, hungry for “new things” and jaded with two decades of computer generated visuals and restricted story arcs, turning their attention to the limitless excitement (and social real-space interaction) of RPG.

None of the podcasts are ready yet; we only started this week, but I’ll post up a link when there’s something to listen to.

Simon Edwards

Simon_Edwards_RPG Virgin loses his cherry in the post-apocalyptic world of Yellow Dawn

Simon Edwards

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Adam Lee

Adam Lee Experienced Roleplayer and Guitarist from Birds of Ares UK Indi

Adam Lee (far right) - Image: Birds of Ares

Interestingly, Adam Lee is the keyboard player in the UK indi band Birds of Ares.  Check out their official video below.  Kind of stuff I listen to when racing around in my Rocket.

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# # #

Yellow Dawn The Ageof Hastur Primary Rulebook

Available from LULU

YELLOW DAWN – THE AGE OF HASTUR: The Earth has been ravaged by viral pathogens, the death of billions observed by the orbital colonies and deep-space habitats that were largely unaffected by the Outbreak. Terrified of infection, nobody came to help. Less than 30 percent survived the first few weeks. Then came the 2nd Wave of infection, spreading steadily outwards from the impact points, and that was when the horror really began…

This book is crammed with everything you will need to create characters, run scenarios and experience horror and adventure in the fictional world of David J Rodger.

FEATURES: Narrative examples of key themes • The Influence of Hastur • Medical theories on the Infection • Zombie surges • Dead Cities • Wilderness survival • Comprehensive scavenging system and how to repair or build things with resources • Backgrounds and motivations of government bodies and corporations • Computer hacking and drug abuse • High-tech immortality options • Non-human characters • Enhancements through cyberware and bioware • Weaponry, equipment and armour • Complete character generation and development system • Complex political, corporate and quasi-religious tensions • Schools of Elemental Magick, occultism, demonology, and the alien horrors of the Outer Chaos – the Cthulhu Mythos. Purchase or Preview via LULU.

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David J Rodger – DATA

Bolt-On Module

Yellow Dawn – The Age of Hastur, first published in 2007,  is an RPG written by sci-fi & dark fantasy author David J Rodger – it blends the Cthulhu Mythos and cyberpunk genres in a post-apocalyptic setting. Learn more…

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This bolt-on is available below formated to this blog theme, or you can download it in PDF format.

download_PDF_of RPG rules for resolving chases and mob attacks

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This bolt-on is a optional, self-contained system to provide GM’s with a swift way of resolving any kind of chase between participants on foot, taking into consideration the risk of colliding with terrain features (city or rural) and endurance – the ability of one participant to outrun another regardless of sprint speed. It also provides guidance to GMs who want to deploy a mob into a scenario – how they behave, how they can be talked down and how they fight when angered.

 

In the following document, the people doing the chasing are pursuers and the people being chased are the prey.

Cut to the Chase

This is the system in action. Explanatory notes and tips follow this.

Any chase will require a number of Challenges before the people being chased are considered to have gotten clean away. For a very crowded environment, probably riddled with doorways and alleys, where getting away doesn’t need much distance to form, then only 1d6 Challenges are required. But the GM can ask for 2d6 (settlement or open urban area) or even a whopping 3d6 Challenges (this would be a very large location, probably with very few obstacles and very few opportunities to lose the pursuers).

How badly do the pursuers want to catch their prey?  If the pursuers want to HURT the prey then add +2d6 to the number of challenges required to get away; if the pursuers want to KILL the prey then add +3d6 Challenges.

Range is also a factor = The Escape Ceiling: if the Distance between Prey and Pursuer ever reaches +20 or more then the chase is over – unless the GM has extenuating circumstances.

Each Challenge

[1] Check for falling foul of Terrain: every participant in the chase must roll 1d20+DEX and score more than the Terrain Difficulty Rating (a value set between 5 and 20).  If they fail to do this then they have collided with, fallen over, tripped, snagged or been struck by some aspect of the immediate terrain environment.  The GM should narrate what this is, as appropriate.   There could be some damage involved but the direct consequence is a loss of 1d3 points of Distance.

[2] Compare CON values, adjust range and check for fatigue: the prey should roll CON+1d20.  Every pursuer should do the same.

Every 5 points of difference here (ignore fractions) either increases or decreases the Distance between pursuer and prey, depending on which scores the higher value. The higher value is the winning value.  If the Distance ever reaches 20+ then this particular chase is over (unless the GM has a reason to keep it going).

RISK OF FATIGUE:

If the CON + 1d20 value is LESS than the number of Challenges performed so far: then the participant has suffered CRAMP (reduce effective CON by 2 for these Challenges and -20% on all physical skill checks); if this happens again then they suffer SEVERE CRAMP (COOL check to continue, -5 CON); and if again, go into FATIGUE, no longer run (see Yellow Dawn rulebook).

[3] Check for large hunt mass inserting fresh pursuers at a close Distance.  This is optional and should only be used if there is a large number of participants involved in the chase who have split off into convergent routes in an attempt to head-off the prey; or if there are other participants in the area (local community infiltrated by gang members or cultists) or other participants can be swiftly inserted into the area (police support, etc).

If used, the GM should roll 1d20 for every Challenge.  If the value is ‘1’ then another group of pursuers will intercept the prey’s position, coming in at a distance of 1d3 behind the prey.  In certain circumstances, the GM may increase the target number  from ‘1’ to ‘3’ or ‘5’ or even ‘10’, making it more likely that another group can intercept.

When Distance Reaches Zero

The prey is caught.

When NPCs are the prey: then the actual capture should be played-out using the combat system. The NPC is likely to fight unless Intimidated into submission (see Intimidate skill in Yellow Dawn rulebook) or realises to fight might be futile.

When Characters are the prey: the treatment depends on whether the pursuers want to Restrain, Hurt or Kill the characters. There are notes for handling each of these below.

Making a Run For It

If a character or NPC isn’t exhausted, hasn’t been securely restrained, hasn’t been subdued through violence or made submissive through Intimidation, then they are free to make a run for it at any moment.

This forces an opposed DEX check.  If the prey wins then they get away with [Distance] being 2: however, the pursuers get at least 1 round to use ranged weapons – if this is appropriate.  If the prey fails the opposed DEX roll, then pursuers get one grapple or other close-proximity attack before the prey gets away with Distance of 1.  And so the Chase Begins Again!

Supportive Notes

 

Define the NPCs

The GM should determine the following factors:

  • DEX for any NPCs (this can be one value for all NPCs)
  • CON for any NPCs ( “ “ )

Note: An Average Human Sprint is 12 metres per round, with exceptional being 18 metres per round or faster.

How difficult is the Terrain?

Value of 3 to 18.

Is it cluttered or free of obstacles? This definition applies to urban and rural terrain, from walkways packed with café tables and busy roads, to fields made uneven by tussocks and ditches, and difficult by fences and dry stone walls.  The GM should select a value between 5 (empty) and 20 (heavily cluttered, very difficult) or roll 3d6+2 to determine random values that allow the GM to create a freestyle narrative as the chase unfolds.

The measure of distance

Rather than getting bogged down with the exact number of metres between different individuals and groups of people, the distance is a value from +1 onwards.  Anytime Distance reaches Zero means that the pursuer(s) have caught up with prey.

Setting the Distance at the start of a Chase: One or more people (prey) make a run for it.  What is the initial Distance between prey and pursuers?

Every 10 metres is +1 Distance.

Especially Fast Participants?

If one participant has a sprint / run speed that is 6 or more than any others, then that person will automatically gain or close the Distance by 1 unit every Challenge.

Running as a Group

If characters (or NPCs) want to stick together as a group whilst sprinting in pursuit, or sprinting to avoid capture, then three rules should be applied:

[1] All members of the group must use the lowest CON amongst them.

[2] Any time a member of the group is caught up by terrain, then the group must “stop and help” – losing Distance as one unit – otherwise they plough on leaving the fallen behind.  Stopping and helping reduces the Distance lost by 1 point.

[3] At any moment there is high-stress, a direct threat, then all members of the group must make a COOL check to be able to stick together and work as one.

Anybody who FAILS the COOL check: must make a LUCK roll to find themselves continuing along with the group even though they momentarily became a separate unit.  If the LUCK roll fails then they actually veer off in a different direction, the fight or flight survival instinct pushing them along with tunnel vision unaware that they’ve left the others.

Treat this person as a separate unit, alone and without the support of others.  How they find the main group again depends on the local circumstances; LUCK could be a big part of it; IDEA could also help. Did the team have a structured rendezvous and regrouping plan?  Do they have communication devices?

LEADERSHIP:

Anybody with a Leadership skill check can attempt to use it to override the failed COOL check of others; in other words, they have the ability to see what’s happening, see the group fragmenting and shout, “Hey, you, on me, on me! This way!” with enough authority to cause that person to follow. One Leadership skill check required per individual character (who has failed a COOL check).

Finding a Hiding Place

The Distance needs to be 5 or more before it is possible to jump into a hiding position (if the GM states this is even feasible).  Using hide makes use of the Hide / Evade/ Move Stealthy skill and opposed Awareness skill checks (see Yellow Dawn rulebook).

When does the threat pass?

If the chase was a small group who sprint off in pursuit unaware that the prey has found somewhere to lay low, then the threat is more or less over straight away. But there’s a still a chance the pursuers might suspect what has happened and backtrack; alternatively, the prey might be in an area where there is a high proportion of potential hostiles.

Chance of pursuers heading back to check for hiding places? If the pursuers want to RESTRAIN the prey then chance is 1d6 x 5%; if the pursuers want to HURT the prey then chance is 2d6 x 5%; and if it’s to KILL then chance is 3d6 x 5%.  The GM can add +20% for large number of pursuers; +20% for technological support; +20% for a local population who are sympathetic to pursuers; alternatively if the local population is sympathetic to the prey, then reduce chance by 3d6 x 5%.

The chase is back on: distance will be 1d3 unless there is a reason why the prey are remaining hidden for a significant period of time (another opposed Awareness skill check against Hide / Evade / Move Stealthy).

Getting out of a hot zone

Value of 3 to 18.

This is defined as the prey finding themselves in a location surrounded by a population that is either all hostile, or contain elements who are potentially hostile.

It comes down to what is the chance of a hostile reaction if the prey is seen on the street?  The GM should determine this as a value between 3 (unlikely, population either unaware of what prey looks like or mostly uninvolved in this situation) to 18 (entire population is hostile and very aware of what the prey look like).

The prey then needs to make their way out of the hot zone (the area where they are at risk of being spotted creating a hostile reaction; this could be a small market place; a whole settlement or a neighbourhood in a Living City).

Typically every 100 metres will force a risk of being “being recognised” unless, the prey can demonstrate a way of covering the distance without being seen by the population.  This could be through using Hide / Evade / Move Stealthy skill, but such a skill check will suffer a penalty of -20%, -40%, -80% or even -120% depending on how the GM sees the chance of moving without detection, how busy the area is, how much cover there is, how alert the population is to the risk of prey moving amongst them

NOTE: failing such a Hide / Evade / Move Stealthy skill check not only forces a chance of being recognised, but also adds +20% to it because of the way the prey are behaving (acting suspiciously).

When a Mob Wants to Restrain

This happens when Distance reaches Zero.

If characters want to resist (without using dangerous weapons) then they have 1 chance to create an opportunity to MAKE A RUN FOR IT: at which point the Chase automatically continues.

This chance is based on a 1d100 roll against a value of:

  • STR + DEX + INT
  • + / – the success or failure of a Persuasion skill check (bluffing); this is entirely optional.

Any character that rolls beneath this value:

Is still captured by the mob but they’re not beaten, they’re treated with a slight amount of respect (you’re tough; you might be the wrong guy, etc); and when the character(s) reach their next destination with the mob around them, they’ll have a positive opportunity to attempt escape if they wish. More importantly, the mob won’t take bags or equipment, although they will have removed any visible dangerous weapons.

Any character rolling beneath 1/5th the value:

Is able to make a clean escape. The Chase may or may not continue against them.

Any character who fails to roll beneath the value: is given a bit of a beating by the mob for resisting; the mob wants the character subdued.  The character takes 1d6+3 hits, each doing 1d6 Stun damage.  It ends with the character having everything portable taken from them and being securely restrained.  They are now classed as subdued and cannot act freely until they roll a ‘1’ on 1d20, one roll per minute; and even then it requires a COOL check to take any action that might result in further beating.

If a character decides to use a dangerous weapon to encourage escape, then see those rules further on.

When a Mob wants to Hurt

This happens when Distance reaches Zero.

The character(s) have done something that has angered the people in the mob.  The characters have no chance to escape unless they decide to use dangerous weapons (see below). Otherwise the mob surges over them with a barrage of blows.

For the next 1d6 minutes the character suffers a sustained beating; most likely curled up on the floor after dropping down, or being knocked down.  After the experience comes to an end the mob will disperse, quickly or slowly (GM’s call), leaving the character bloodied and bruised, clothes dirtied – maybe even ripped away.  There is a risk of broken bones and internal bleeding, of lost teeth and swelling on the brain.  Confidence can be damaged leaving the victim anxious, angry and upset.  At the very least the character will have facial bruising, black eyes, split lip that linger for a week: making it evident they’ve been in a fight (this may inspire dislike in some, or sympathy in others – GM decision, or use NPC motivation score in Yellow Dawn rulebook).

The GM should go through the following list, applying effects where required:

  • The character suffers 1d4+1 injuries, each delivering 1d3 HP’s of damage.  Do not roll for hit-location unless appropriate.  Armour has no effect because the mob will either remove it; or target their hits to vulnerable areas.  Of course, a character may have other means of absorbing or deflecting damage; these should be considered.
  • Regardless of how much HP damage is sustained by the character, use the above value (1d4+1 x 1d3 HP) as the risk score for what follows.  These risks are based on the physical violence rained down on the character, including being grabbed by hair, neck and limbs, stamped on, dragged and repeated blunt force trauma.
  • Clothes ripped from body or at the very least ruined: if you roll beneath Risk Score x 5 on 1d100.
  • Broken jaw: if you roll beneath Risk Score on 1d100 (see expanded notes below).
  • Smashed teeth: if you roll beneath Risk Score on 1d100 (-1 APP until repaired by dental surgeon)
  • Lacerations to face bad enough to cause permanent scaring –  from being dragged by legs, and by head smacking off a solid surface (wall, ground): if you roll beneath ½ Risk Score on 1d100 (-1 APP permanent).
  • Knocked out: if you roll beneath Risk Score x 3 on 1d100 (lasts until you can roll ‘1’ on 1d6, one roll per minute)
  • Beaten into a coma: if you roll beneath ½ Risk Score on 1d100 (lasts until you can roll ‘1’ on 1d20, one roll per day; suffer -20% to all physical and mental skills for 6 months after waking up)
  • Suffer internal bleeding or swelling of the brain that is life threatening: if you roll beneath ½ Risk Score on 1d100 (see expanded notes below)
  • Make an Anxiety roll, using the Risk Score as a penalty DM, or suffer the loss of 0/1d6 COOL.  (Those using this with CoC can swap Anxiety & COOL for the Sanity score.)

Broken Jaw

This requires 6 weeks to heal, during which time the victim’s jaw is wired shut, and they cannot eat solids.  -40% penalty DM to any communication skills.

Internal Bleeding / Swelling of the Brain

The victim will feel unwell, suffering -40% to all skills and all vital stats are halved. They will be unaware of the injury until somebody makes a MedTech skill check to recognise the symptoms.

The injury poses a serious risk to the victim. Every hour the GM should roll 1d20. On a ‘1’ the victim will collapse, barely conscious, and wracked by unbearable pain. This only gets worse. After 3d20 minutes the victim will fall into unconsciousness and enter a coma. After another 3d6 minutes the victim will enter Cardiac Fibrillation suffer a heart-attack and then going into Death Stage 1.

The injury can only be “cured” with Emergency Surgery (count as ‘serious wound’ for cost).

When a Mob wants to KILL

This happens when Distance reaches Zero.

It’s a horrifying and sickening experience. The character becomes a bloodied rag-doll at the hands of a violent crowd.  For the next 1d100 + 4 minutes the character suffers a sustained beating to the point of being subdued.  At this point the character will then be murdered, either through acceleration in the violence, or through something more dramatic.

At the very least the character will have significant facial bruising, deep lacerations to head, body and limbs, and broken bones. Clothes (and armour) will be torn from the body.

Make a LUCK roll.  If failed, the character is hung, set-alight, beheaded or some other gruesome and unavoidable route to death.  If they succeed then there’s a chance they might survive.

The GM should go through the following list, applying effects where required:

  • The character suffers 1d6 injuries, each delivering 1d6 HP’s of damage.  Armour has no effect because the mob will either remove it; or target their hits to vulnerable areas.  Of course, a character may have other means of absorbing or deflecting damage; these should be considered.
  • Still alive?
  • Each limb has a 05% chance of being broken.
  • Suffer 1d6 Major Complications.  Use the hit-location table (in Yellow Dawn rulebook) to determine where these occur.  Some of these can be fatal.
  • 20% chance beaten into a coma: lasts until you can roll ‘1’ on 1d20, one roll per day; suffer -20% to all physical and mental skills for 6 months after waking up)
  • Make an Anxiety roll with a penalty of -20, or suffer the loss of 1d3/2d6 COOL.  (Those using this with CoC can swap Anxiety & COOL for the Sanity score.)

Using a Dangerous Weapon Against a Mob

A character will automatically hit.  Just roll damage for 1, 2 or 3 rounds of attack (the mob takes time to react to the fact there’s a deadly response taking place).

Total the amount of damage done. This can  be combined with other characters launching dangerous attacks.

If the Mob wants to RESTRAIN: multiply total damage by 5.

If the Mob wants to HURT: multiply by 2

If the Mob wants to KILL: multiply by 1

The resulting value is the % chance of making an escape as the mob opens up around the character(s) like a wounded creature.  Those characters escaping will gain a distance of 1d6+3 before any chase resumes (due to chaos and confusion and fear within the Mob).

Enraging the Mob

There is also an immediate 40% chance that a Mob that wanted to RESTRAIN the characters now wants to HURT them; or that wanted to HURT now becomes want to KILL.  This is the biggest risk from using dangerous weapons.

Failing to Escape

After the 3 rounds of deadly unchecked attacking comes to an end, the mass of the Mob swarms over the character(s).  They suffer an additional level of violence against them, on top of anything else that may come their way.

  • Sustain 2d6 Hits delivering 1d6+1 Stun.

How much of the mob died or was injured?

If the GM wants to know this, then every 10 HP delivered by the dangerous weapons leaves a mob member seriously wounded; every 20 HP delivered leaves a mob member dead. There may be legal ramifications of this after the fact.

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Download this in PDF format

download_PDF_of RPG rules for resolving chases and mob attacks

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Yellow Dawn The Ageof Hastur Primary Rulebook

Available from LULU

YELLOW DAWN – THE AGE OF HASTUR: The Earth has been ravaged by viral pathogens, the death of billions observed by the orbital colonies and deep-space habitats that were largely unaffected by the Outbreak. Terrified of infection, nobody came to help. Less than 30 percent survived the first few weeks. Then came the 2nd Wave of infection, spreading steadily outwards from the impact points, and that was when the horror really began…

This book is crammed with everything you will need to create characters, run scenarios and experience horror and adventure in the fictional world of David J Rodger.

FEATURES: Narrative examples of key themes • The Influence of Hastur • Medical theories on the Infection • Zombie surges • Dead Cities • Wilderness survival • Comprehensive scavenging system and how to repair or build things with resources • Backgrounds and motivations of government bodies and corporations • Computer hacking and drug abuse • High-tech immortality options • Non-human characters • Enhancements through cyberware and bioware • Weaponry, equipment and armour • Complete character generation and development system • Complex political, corporate and quasi-religious tensions • Schools of Elemental Magick, occultism, demonology, and the alien horrors of the Outer Chaos – the Cthulhu Mythos. Purchase or Preview via LULU.

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Those fun loving folks at LULU are running a one-day promotion – today only.

29% DISCOUNT on anything.

Just use the discount coupon LEAPYEAR at the online checkout:


http://www.lulu.com/spotlight/DavidJRodger

29% discount on sci-fi dark fantasy by British author David J Rodger

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Free Download

Following the launch of the much updated primary rulebook for Yellow Dawn – bringing it to version 2.5; I’m now working on releasing a number of free-to-download reference sheets and bolt-on rule systems.

Player Reference for Combat & Wounding:.

8 pages of tables and commonly required combat options, extracted from the Yellow Dawn primary rulebook (2.5) and condensed so that vital information is at your fingertips – keeping players aware of their options and the combat fast and fluid.

Download

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Yellow Dawn The Ageof Hastur Primary Rulebook

Available from LULU

YELLOW DAWN – THE AGE OF HASTUR: The Earth has been ravaged by viral pathogens, the death of billions observed by the orbital colonies and deep-space habitats that were largely unaffected by the Outbreak. Terrified of infection, nobody came to help. Less than 30 percent survived the first few weeks. Then came the 2nd Wave of infection, spreading steadily outwards from the impact points, and that was when the horror really began…

This book is crammed with everything you will need to create characters, run scenarios and experience horror and adventure in the fictional world of David J Rodger.

FEATURES: Narrative examples of key themes • The Influence of Hastur • Medical theories on the Infection • Zombie surges • Dead Cities • Wilderness survival • Comprehensive scavenging system and how to repair or build things with resources • Backgrounds and motivations of government bodies and corporations • Computer hacking and drug abuse • High-tech immortality options • Non-human characters • Enhancements through cyberware and bioware • Weaponry, equipment and armour • Complete character generation and development system • Complex political, corporate and quasi-religious tensions • Schools of Elemental Magick, occultism, demonology, and the alien horrors of the Outer Chaos – the Cthulhu Mythos. Purchase or Preview via LULU.

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Cthulhu Mythos in the post-apocalypse

Shadows of the Quantinex is an epic campaign for the role-playing game Yellow Dawn – The Age of Hastur.  First published in 2009, I’ve just released a lightly updated version with a completely new jacket design.  It includes a few, very minor tweaks, following the launch of version 2.5 of Yellow Dawn which saw a major overhaul of the rulebook structure and a lot of new narrative flavour introduced, including expanded details about the Influence of Hastur on Earth.  The heart of Shadows is a knot formed by dual plot threads: (1) discovering what caused Yellow Dawn to happen and (2) stopping the architects of Yellow Dawn from delivering another, far more deadly hammer blow against humanity.  I wanted to make sure that none of the changes to the primary rulebook would conflict with the key revelations being made in Shadows.  The core text actually didn’t need any changes but reading through I made some refinements here and there.

Cthulhu Mythos Cyberpunk scenarios for post-apocalyptic RPG Yellow Dawn - The Age of Hastur - written by British sci-fi dark fantasy author David J Rodger - Shadows of the Quantinex Front Cover

Available from LULU

The action begins when the characters are approached by Jean-Luc Korda through an independent fixer; Korda is the Chief of Security for a major corporate family – the Carthews – and has a job that requires external resource. The job is described in brush-strokes as: counter-extortion, involving physical intimidation and possibly some research, and takes place in New Tokyo. This job leads to a dead body in a hotel room and an orgy of evidence.

Korda has the characters follow the evidence trails to peel back layers of a complex mystery.  Is the legal heir of the Carthew family and corporate fortune actually still alive?  What was Quantox labs doing whilst owned by the Carthew Trust a decade ago?  Korda is looking to tie-off loose ends and for PR damage control.

What the characters discover is the hideous truth behind what actually caused Yellow Dawn and evidence of a monstrous plan to deliver yet another hammer blow against humanity.  A nerve-wracking race against time ensues as the characters criss-cross the globe, and journey far beyond, in an attempt to stop a plot that threatens not just the Earth but all human life in the Universe.

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Reading through Shadows reminded me it would make a great novel or series of novels (possible project for 2013). Shadows is a big story and there’s a lot of information for characters (and players) to absorb and tons of leads to track down; but the campaign book is written from the point-of-view of keeping it simple for the GM to manage; the complexity of the story is broken down into chunks and diagrams show the relationships between clues, NPCs and major plot threads.  When I play-tested it with my regular group of Yellow Dawn gamers back in 2008 / 2009, the reaction was extremely positive; here’s some of their feedback:

In short: great game. Bloody complicated story, but lots of fun.

Great fun but also with genuine moments of creepiness, tension and paranoia to balance the fun out. Awesome. Well done.

An epic voyage into the heart of darkness. 9 out of 10.

I enjoyed this way more than Masks of Nyarlathotep.

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Any fans of my Sci-Fi Dark Fantasy work might recognise the name Jean-Luc Korda as one of the central characters from the brutal Cyberpunk thriller Iron Man Project.  Korda is one of my favourite fiction characters, complex and flawed on the inside, but simple and focussed in his execution of commands and delivery of objectives; he is an active participant in the world of high-end corporate security and covert warfare between small private armies of trained criminals.  If you’re a GM interested in a little extra reading, I’d  certainly recommend delving into Iron Man Project to get a full flavour of the man – Korda – as he represents a corner-stone NPC in the Shadows of the Quantinex Campaign.  The novel also gives an insight into Korda’s relationship with the Carthew family (a corporate clan)  and his motivations as their chief protector.  You can buy Iron Man Project in paperback through LULU, or get it on Amazon Kindle.

Yellow Dawn The Ageof Hastur Primary Rulebook

Available from LULU

YELLOW DAWN – THE AGE OF HASTUR: The Earth has been ravaged by viral pathogens, the death of billions observed by the orbital colonies and deep-space habitats that were largely unaffected by the Outbreak. Terrified of infection, nobody came to help. Less than 30 percent survived the first few weeks. Then came the 2nd Wave of infection, spreading steadily outwards from the impact points, and that was when the horror really began…

This book is crammed with everything you will need to create characters, run scenarios and experience horror and adventure in the fictional world of David J Rodger.

FEATURES: Narrative examples of key themes • The Influence of Hastur • Medical theories on the Infection  • Zombie surges •  Dead Cities • Wilderness survival • Comprehensive scavenging system and how to repair or build things with resources  • Backgrounds and motivations of government bodies and corporations • Computer hacking and drug abuse • High-tech immortality options • Non-human characters • Enhancements through cyberware and bioware • Weaponry, equipment and armour • Complete character generation and development system • Complex political, corporate and quasi-religious tensions • Schools of Elemental Magick, occultism, demonology, and the alien horrors of the Outer Chaos – the Cthulhu Mythos.  Purchase or Preview via LULU.

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Iron Man Project by British author David J Rodger - Cyberpunk futuristic thriller corporate warfare using mercs

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Press Release

THE POST-APOCALYPSE JUST BECAME A LOT SCARIER: NEW VERSION (2.5) OF YELLOW DAWN – THE AGE OF HASTUR IS LAUNCHED


Post-Apocalyptic Cthulhu Mythos Cyberpunk RPG - Yellow Dawn - The Age of Hastur - written by British sci-fi dark fantasy author David J Rodger

Available from LULU

BRISTOL, UK—FEBRUARY, 2012— David J Rodger has released an updated version (2.5) of the role-playing game Yellow Dawn – The Age of Hastur, a post-apocalyptic twist on the near future universe shared by his novels. It’s where the Sci-Fi sub-genre of Cyberpunk meets the cosmic horror and brooding tension of H.P.Lovecraft’s Cthulhu Mythos.

In Yellow Dawn the Earth has been ravaged by viral pathogens, the death of billions observed by the orbital colonies and deep-space habitats that were largely unaffected by the Outbreak. Ten years later a handful of cities have bounced back and survivor settlements sprung up across the New Wilderness. The Infected pose an extreme threat within the thousands of Dead Cities; and rumours of alien monsters and Satanic ceremonies filter out from the deep wilderness on the tongues of those brave enough to travel. Players have the chance to become heroes in the New Wilderness, or become involve in city-based investigations and action-adventure.

2.5 was written to expand on the concept of the Influence of Hastur having taken root in the fabric of Earth’s reality; also, the entire structure of the rulebook was shifted around to place the narrative up front and separating out “crunchy” dice-based mechanics; this was done with the aim of allowing GMs to use the “world of Yellow Dawn” as a setting within their own game system.  Many of the existing systems have been streamlined to allow faster in-game flow, further enabling them to be re-purposed within other RPGs.

There are several USPs in Yellow Dawn where the emphasis is placed on character skills beyond combat, and many of these have been further improved in 2.5, including: survival in a harsh new wilderness; repairing and building things from scavenged resources; trading in scavenged goods; options to enhance Anxiety and Cool checks with Morality, Stress and Depression; and key to everything – First Contact, where interpersonal communication and “likeability” allow characters to leverage influence with the NPCs they meet.

The Influence of Hastur is revealed in pockets of Infection, through the terrible once-human victims that have been erroneously dubbed “zombies” alongside the horrific – and sanity crushing – phenomenon that snags the unwary in Dead Cities. The risk from the Infection is evolving: giving GMs the ability to adjust the threat as the game progresses, keeping players on their toes.

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Link to Publication: www.lulu.com/content/923035

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ABOUT AUTHOR
David J. Rodger is a British science fiction & fantasy author and game designer best known for his novels set in a near future world of corporate and political intrigue. So far he has published five novels. Rodger’s contributions to the Mythos include the creation of a new Great Old One in his novel Edge, and the use of the Outer God Nyarlathotep in the novel God Seed. Rodger has also written Murder at Sharky Point, a murder mystery game. Rodger spent 8 years working for a non-departmental government agency, developing a virtual communications service within the IT Division, before moving into commercial project management for a UK media company. In 2000 Rodger’s presence on the Internet got him a place in the BBC documentary Through The Eyes of the Young, directed by Chris Terrill. Rodger now lives in Bristol, England, with a Braun coffee-maker, writing from a house on a hill with a view of Earth’s curve.

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Download this press release in PDF.


Special Offers

LULU are currently running two special offers, where you can grab free ground shipping or nearly 1/3rd discount (30%) by using discount codes at their online checkout, including the new version of Yellow Dawn 2.5.   These offers end 17th Feb and 19th Feb respectively.  For free shipping use code: FLIGHTLESS. For a 30% discount, use code: FEBRUARYCART305GBP

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A catalogue of changes

The new 2.5 edition contains over 60 pages of new material, taking the size of the rulebook from 300 pages to over 360. Here’s a few highlights of what’s new:

  • The Word of Yellow Dawn – as a setting. All the information you need to run Yellow Dawn as a setting has been brought to the front of the rulebook and expanded; the narrative flavour has been separated, as much as possible, from the “crunchy” dice-based systems, removing the need to disentangle the Yellow Dawn game mechanics should you wish to use the setting with your own or another RPG system.
  • Influence of Hastur – expanded and defined with a number of narrative examples demonstrating the way the Influence manifests itself wherever the Infection has taken a hold on Earth.
  • Infected – much more detail about these once-human victims of the pathogen that was released during the event known as Yellow Dawn. Some people call them zombies but they’re far, far worse.
  • The Changed; also known as Orcs.  Human victims of the Yellow Dawn pathogen that survived but were left changed at the molecular level. Expanded notes on their society and background, including examples of abuse at the hands of “pure blood” humans over the past decade since they came into existence.
  • Carbons – new rules for “free Carbons” called 88′s. Use of a cybernetic implant called a Cerebral Codex allows characters to digitize their mind-state and be “uploaded” into genetically engineered human clones. Astronomically expensive but an option for GMs to throw into the mix.
  • Travel & Encounters.  Streamlined system for managing characters who are undertaking long journey’s through the new wilderness; most of the world is now wilderness so unless they have access to aerial transport, they’re going to have to travel at some point.  More encounters ideas have been added.
  • Dead Cities – streamlined system for travelling through these terrifying locations, either on foot or in vehicles; now easier to manage risk of encounters with the Infected and ideas for when and how to introduce Influence of Hastur.
  • Bumps & Scrapes; improved the physics behind the game mechanics, including a new monthly risk of wear & tear and maintenance checks for robots or characters with cybernetic systems exposed to the rough and tumble of daily life.
  • Robots, Cyborgs and MBUs; improved rules on control and command of these things and options for characters to transplant their consciousness into machines.
  • Computers & Immortality Options: ideas for Recorded Independent Mind States and rules for GMs creating and running true AI in their game, as opposed to clever software that merely emulates AI.  See “Borgendrill Enigma” below.
  • COOL and Anxiety; updated with optional systems where the GM can check a character for Morality, Stress and Depression, plus a host of related side-effects, symptoms and sometimes violent consequences of these maladies.
  • Occult & Mythos. Some new Occult operations; a streamlined system for the major Mythos operations such as Render & Dismiss.  I’ve removed the section that details classic Mythos Monster and the range of new non-human species, Outer Gods and Great Old Ones I wrote into the Cthulhu Mythos genre; instead, I’m going to make this available as a free-to-download PDF allowing it to grow organically outside of the constraints of a printed rulebook.

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Further Reading

Yellow Dawn is more than a role-playing game.  It is a diverse world to occupy and explore, either as an RPG or through the raft of novels and short stories being written within it.  Yellow Dawn delivers acute fear and genuine horror, but also great hope.  The world of Yellow Dawn can be used as a setting for your own role-playing game; or used as a stand-alone system to run your favourite scenarios – from other RPGs – within.

The setting of this role-playing game is based on the world shared by my sci-fi & dark fantasy novels: God Seed; Dante’s Fool; Iron Man Project, Edge and Dog Eat Dog. A world that is then battered, infected and twisted by a cataclysmic event called Yellow Dawn.  The story starts ten years after this event.

I wrote and launched the first edition of Yellow Dawn in 2006; this was more a proof-of-concept and the very enthusiastic response led me to spend most of 2007 developing the second edition launched in early 2008.  In January 2009 I released version 2.1 which contained bug-fixes and minor tweaks to systems. This version, 2.5, represents an overhaul of the structure and formatting of the rulebook with very little change to the actual systems themselves.
In an interview I did with Examiner.com, Michael Tresca stated  that Yellow Dawn – The Age of Hastur was the first game to combine Cthulhu Mythos with a post-apocalyptic setting.  I’m not sure if that’s true – but if it is I’m very happy.
Yellow Dawn contains genuine horror through its alignment with H.P.Lovecraft’s body of work known as the “Cthulhu Mythos”.  This book contains new Outer Gods, Great Old Ones and Non-Human Species to encounter – or ignore – at your peril.  There are also malevolent spirits and demonic entities to contend with.

Yellow Dawn can deliver great hope through defeating the challenges of surviving in such a dangerous environment.  Set within a global tragedy with unprecedented suffering, it is a platform for the enduring quality of the human mind: hope and positive action. Everyone has a chance to build a new world.

Finally, whether you enjoy the horror and investigation of Call of Cthulhu; the fantasy adventure of Dungeons & Dragons; the gritty action and plots of Cyberpunk, Shadowrun and Delta-Green; the post-apocalyptic taste of Gamma World; or want to extrapolate scenes from the realms of Mad Max, any American “Spaghetti” Western, Gladiator, Bladerunner, Cloverfield, The Road, The Book of Eli, 28 Days Later, Ladyhawk, Cypher, Intacto, or Hellraiser and In The Mouth of Madness, you’ll find Yellow Dawn offers scope for any or all of these discourses in one genre-busting game system.

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Borgendrill Enigma

Before it actually happened, most people assumed that true Artificial Intelligence would be the product of Humanity tinkering with computers.  The reality was an event known as the Borgendrill Enigma.

What caused the Singularity is still not clear.  Before B.E. every form of Artificial Intelligence put on the market by manufacturers was nothing more than clever computing, stuff that now is known as AI Emulation software.  After B.E. the Borgendrill computer network became self-aware.

Rumours began to filter through the scream-feeds and conspiracy blogs that Borgendrill had lost control of its network of autonomous machines and yet, all that happened was that the PR department stonewalled and the mining contracts were fulfilled without a blip.

Some time later, a raft of very impressive technological advancements came out of the Borgendrill Astro-Tech division; specifically in the fields of orbital-flight; constant-acceleration propulsion; and most significantly, SwiftlYte: which was faster-than-light communication.  This launched Borgendrill stock into the stratosphere and enabled Humanity to hurl itself ever deeper, and quicker, into Outer Space.  The vast city of New Tokyo, sprawling across Florida’s landmass, went into expansion over-drive.

Further rumours percolated, about the supposed deaths of the three original founders of Borgendrill years before all this happened: Elrik Johansen; Rolf Prommel, Sandip Jalzahar.  Especially when the body of Elrik Johansen, the father of the Borgendrill computer system, was found by Turkish authorities on a small island in the Sea of Marmara – five years after he had supposedly drowned in a yachting accident; he had been shot to death.  Nothing ever came to light about this, other than the fact the island was owned by Borgendrill, contained a lab complex, that Elrik Johansen had been living there during his absence, and that after the discovery of his death, the Borgendrill AI revealed itself openly to the world for the very first time.

This was true Artificial Intelligence.  A ‘mind’, with an independent and wilful nature, with a personality (of sorts).
When the Borgendrill AI eventually revealed itself, and the fact that it had seemingly bred a raft of child-AIs, there was a lot of controversy and speculation, but ultimately, the AIs became a part of life.

You can get further flavour about Borgendrill in the epic cyberpunk crime novel, Dante’s Fool.

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YOU MAY ALSO ENJOY THESE

  • Dog Eat Dog – a novel set in the world of Yellow Dawn, written by David J Rodger
  • Shadows of the Quantinex – a major world-spanning campaign for Yellow Dawn and reveals what caused the catastrophe to happen

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sci-fi cyberpunk dark fantasy bestseller january 2012 - Dantes Fool by British author David J Rodger - a tough London cop goes up against demonic forces

Available in paperback from LULU or Kindle from Amazon

With five novels out there, plus the RPG Yellow Dawn, a fistful of short stories and the murder mystery - “Murder At Sharky Point – it’s interesting to watch the trends in what people buy and see which comes out on top every month.

January saw a battle for top spot between the dark cyberpunk thriller Dante’s Fool and the most recent release, the post-apocalyptic political crime novel, Dog Eat Dog.

Dante’s Fool won out in the end with a combination of paperback sales through LULU and Kindle versions through Amazon. As a little celebration I’m knocking 30% off the paperback price for this week: buy this before 3rd Feb, using LULU’s extra discount code SHADOWHOG and you can score a further 20% off – creating a total saving of 50%.

Dante’s Fool: London, the near future, a courier who’s just descended from orbit is intercepted by armed-robbers on a busy motorway. The robbers get away with the package but it’s not what they expected and leads to an enigmatic deep-space mining corporation hunting them down, with brutal consequences. Also tracking them down is a hard-nosed Detective Sergeant from the Metropolitan Serious Crimes Division. What happens next is a journey through a personal Hell, as the Detective discovers there are forces out there that will do anything to see him fail, and entities that exist beyond the ordinary planes of mundane reality.

Available from LULU in paperback – HALF PRICE until 3rd Feb

Available from Amazon in Kindle format at a great price – US ($), UK (£), DE (Euro)

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The novel also confronts the boundary between what we know as the Quantispheric realm of The Occult (Demons, Ghosts, Elementals and Spirits) and the Outer Chaos of the Cthulhu Mythos. You can read a brief article about what differentiates the Mythos from the Occult, here.

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Occult horror detective thriller novel set in near future sci-fi cyberpunk - Dantes Fool by British author David J Rodger

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Hi folks
I’ve had a great response to the fun little brain duster where you applied Mythos concepts to classic movie titles.

I’ll be starting the process of selecting a winner tomorrow evening (6th Jan – UK time).

So you’ve got a bit over 24 hours to get YOUR idea in if you want a chance to have a novel, in paperback, shipped to you, courtesy of the author David J Rodger.

Here’s the current contenders.

  • One Flew over the Mountains of Madness (Kelvin Wright via Comments )
  • Mythosletoe & Wine (Floyd Hayes via Facebook)
  • Let The [Great Old] One In (Adam Lee via Facebook)
  • Mi-go of La Mancha (Samantha Rule via Facebook)
  • Gloon Over Miami  (Major Sebastian Perry via Facebook)
  • A Shoggoth To Remember (Samantha Rule via Facebook)
  • Breakfast at Nyarlathotep’s (Khalida al-Katib via Comments )
  • The Empusa Strikes Back  (Major Sebastian Perry via Facebook)
  • Citizen Caeneus (Major Sebastian Perry via Facebook) – not strictly Mythos but Greek Mythology was a great source of inspiration to the young Lovecraft.
  • Polyp Fiction (Chris Halliday via Comments )
  • Run Lloigor Run (Chris Halliday via Comments )
  • Crouching Tiger, Hidden Dagon!  (Chris Halliday via Comments )

Think you can do better?

Drop me a line, leave a comment below or post your suggestion on my Facebook wall.

dark-art-the-master-of-monstrous-dreams-great-cthulhu-by-diego-simone

The Master of Monstrous Dreams: Great Cthulhu by Diego Simone

With the latest tranche of 3D remakes and another generation being exposed to recycled vampires, werewolves, poltergeists, evils spirits and possessed victims it seems like the major movie houses are yet again missing a trick with the Cthulhu Mythos.

This is perhaps epitomised by Warner Bros and Universal failing to act on Guillermo del Toro’s proposal for filming At The Mountains of Madness; although the latter studio seems willing, but only at the cost of introducing a love interest and a happy ending.

Hello – this is Lovecraft>!

Even though I’d love to see James Cameron render Lovecraft’s Mythos into stunning big-budget digital fantasy, I’d hate to see the Mythos concept diluted by the tired and jaded industry tricks that belong to the 20th century.  Just look at the phenomenal success of the movie Drive, directed by Nicolas Winding Refn (based on novel by James Sallis) to see you can have love interest without a happy ending.  So perhaps everyone is missing the trick; it’s not about Titanic scale budgets, it’s about the right funding to bring the cosmic beauty and breathtaking horror of Lovecraft’s visions to a wider audience.  It’s about finding the Will and having the Courage to take the risk.

So, with this in mind…

QU: Can you come up with a classic movie title that include the names of some Mythos concepts?

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Here’s one to start:

Gone with the Wendigo

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The winner gets to pick one of five intelligent, action-packed novels that share the incredible world of the near dark-future crafted by David J Rodger:

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Cover of God Seed, new fiction for cyberpunk horror by David J Rodger

View on Lulu

God Seed

“Mankind will be judged, and smitten and cleansed”

Order a bookstore quality paperback from LULU

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Full description & customer reviews on official website

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Lovecraft brought screaming and thrashing into the 21st Century!

David Rodger has created a World where Lovecraft’s mythos enters the near future. This, one of [...] novels that he has set in a Gibsonesque environ, is a fulfilling piece of sci-fi horror, something that he evokes well. You can see the inspiration of Alien, beefed up with some Andy McNab-style action. The narrative sometimes sacrifices depth for pace, but is ultimately a fulfilling read. If you like Philip K Dick, or indeed William Gibson, and enjoyed some of Lovecraft’s genre, this will definitely appeal.

- S R Pyne, Bristol


Cover for Dante's Fool, new fiction for cyberpunk horror written by David J Rodger

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Dante’s Fool

“An outstanding blend of crime, terror and technology”

Order a bookstore quality paperback from LULU

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Full description & customer reviews on official website

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Things are never as they seem.

I’m starting to pick up your style now. When you’re halfway through the book, what you are guessing as the end, is way off! When you think its done, there is more. Really hard to guess whats next even. Kept me reading until 5am!

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cover for Iron Man Project, cyberpunk thriller written by David J Rodger

View on Lulu

Iron Man Project

“One man, one team, absolute loyalty or die”

Order a bookstore quality paperback from LULU

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Full description & customer reviews on official website

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Really engaging characters and plenty of pace.

‘Unputdownable’ is such an overused phrase, but this is in that category.

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Cover for Edge, cyberpunk horror in a snowboard ski resort written by David J Rodger

View on Lulu

EDGE

“Courage means nothing in the face of Ancient Evil”

Order a bookstore quality paperback from LULU

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Full description & customer reviews on official website

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Edge is a great book.

“It’s got an epic mountain setting and brings strong characters with interesting back-stories together to face some very bad things. The sci-fi aspects are blended into everyday use with the exception of a technology that an unscrupulous and delightful maggot of a man is trying to get his hands on. People die. Some die much worse than others. There is gore but not slasher style and with a lean on genuine creeping horror. Something is bad on that mountain and I highly recommend you find out what!”

- Dr Andrew Collins

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cover for Dog Eat Dog, new fiction for SSF with zombies written by David J Rodger

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Dog Eat Dog

“Sometimes death is a blessing”

Order a bookstore quality paperback from LULU

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Full description & customer reviews on official website

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This is really, really good stuff.

I’d go as far to say it’s the best Sci Fi horror I’ve read in ten years. I can’t think of anything that beats it in terms of action, the innovative ideas per page quota is off the chain, the characters are deep and real. Drobna is the best anti-hero in the genre. A total bad ass, he makes Mad Max look like Stephen Fry.

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Previous Winners – Happy People:

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Monster discount savings extended to 6th Jan 2012

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Got Kindle?

If you’re keen to try these novels in digital format then you can buy all these titles at Amazon with a choice of currencies, $ US Dollars; or £ GB Pounds, or the Euro.

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David J Rodger – DATA

I ran a combined special offer with LULU on the 27th and 28th of December, basically creating a saving of 65% on all my paperbacks, and the response has been phenomenal.  Looks like a lot of people decided to buy two or even three out of the choice of five different novels available.

So, thank you for the sales and for your support.

I’d like to keep your interest so here’s some nice things for you:

01

30% discount on all sci-fi, dark fantasy, cyberpunk and cthulhu mythos novels until New Years Day.

monster discount savings paperback books science fiction fantasy cyberpunk horror by David J Rodger copy

No special code required. You automatically get 30% discount for clicking the link to any of these five novels: God Seed; Dante’s Fool; Iron Man Project, Edge, and Dog Eat Dog.

Read more…

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02

I’m giving away a FREE sci-fi and dark fantasy novel at the start of the New Year.  Bring the Cthulhu Mythos in…

at-the-mountains-of-madness-art-inspired-by-h-p-lovecrafts-cthulhu-mythos-source-unknown1

It’s a brain-teaser that’ll twist your knowledge of movies and the Cthulhu Mythos (or your ability to assimilate Lovecraft’s cosmic concepts).  At the end of 2011 I’ll be running a series of rapid-fire knock out rounds, allowing you folks to vote on who should win the novel: to see who has got the Mythos Factor.

Read more…

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03

Take a look at my best read / favourite short story of 2011 – and I’ll give you a copy for free

science-fiction-cthulhu-mythos-short-story-by-cyberpunk-horror-author-david-j-rodger-masters-of-chaos-favourite-read-of-2011

Speculative fiction. A man contemplates the world around him, taking seemingly meticulous notes of certain random but repeating events. Can he influence the world through such observations? And to what end? When unseen things are scratching at the doors of perception.

Read more…

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So there you go. Three things that are my way of saying thank you and hopefully give you a reason to keep your eyes and web-browsers fixed on me.

Get in touch, say hello.

And if you like what you read then spread the word, literally.

David

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David J Rodger – DATA

monster discount savings paperback books science fiction fantasy cyberpunk horror by David J Rodger

I’m already running a 30% discount on all my sci-fi and dark fantasy novels until New Year’s Day; now LULU have expanded this discount by a whopping extra 35% saving on everything today (27th Dec) and tomorrow (28th Dec).

That’s nearly 2/3rds off all paperbacks. 

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To enjoy this discount just go to LULU’s online shopping portal for sci-fi and dark fantasy, cyberpunk and Cthulhu fiction; you’ll automatically get 30% discount off the novels there.  To get the additonal 35% just use the discount code BLIZZARDS at checkout – and use it on anything!

It’s easy.

Grab yourself a handful of new fiction for the New Year.

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You can browse the available novels, read customer reviews and a sample chapter at my official website.

This really is a special offer. Don’t miss out.  Buy David J Rodger today.

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David J Rodger – DATA

Photography ¦ light painting by Dennis Calvert conjures up images of Occult or Cthulhu Mythos sorcerers and Road Mages in Yellow Dawn

Image by Dennis Calvert - All Rights Reserved - Click for full size

Part of a series of images from the shadowy fringes of the Internet.  Visuals that stir my sense for the eerie and macabre.

I love this image by Dennis Calvert.  It taps directly into how I visualise the Road Mages within the world of Yellow Dawn  – The Age of Hastur; sorcerers who wield occult and elemental energies or the more potent and corruptive forces of the Cthulhu Mythos, people who are now slightly less-than-human due to their exposure to, and use of, God-like powers.  Encountering a Road Mage in the remote and isolated areas that now dominate the post-apocalyptic landscape of Yellow Dawn, travellers are never certain to be glad or afraid of what these sometimes damaged and haunted individuals might unleash.

Relevant links:

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If the Cthulhu Mythos is your thing, take a peek at the Science Fiction & Dark Fantasy God Seed (an avatar of Nyarlathotep tries to bring about the destruction of all humankind) or EDGE (a new Great Old One to the Mythos begins to re-emerge within our reality after millenia of absence – at a site that is now a snowboard resort in New Zealand: all hell breaks loose). Or DOG EAT DOG the first novel to be set in the post-apocalyptic world of Yellow Dawn – The Age of Hastur.

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David J Rodger – DATA

It’s simple. Take a peek at the Subscribe option top left.  If you already use WordPress just click “sign me up” otherwise, bang in your email address and you’re done :o)

A free science fiction & dark fantasy short story for every subscriber giving you reasons to like this wordpress blog

Subscribe to this blog - top left - and get to enjoy a jaw dropping short story

You’ll be the first to recieve previews of new material, get an insight into the world of writing this particular flavour of Science Fiction & Dark Fantasy and my work on Yellow Dawn, learn about special offers and enjoy an ecclectic mix of posts from far flung corners of the web.  What’s not to like.

If you’re already a subscriber:

Just post a “hello” below here and I’ll get back to you with your free short.

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