Posts Tagged ‘free download’

That was the year that was 2012

The Christmas tree is winking away at you, glittering with lights and baubles; the bins are stuffed full of empty bottles and discarded wrapping paper. Now’s the time to actually relax a little and contemplate the fact we survived the Mayan apocalypse of 2012 and are rapidly approaching what is likely to be one of the most challenging years in human history. Will Europe survive as the interlinked economies teeter ever closer towards a brink of oblivion – and anarchy in the UK?  Will a global pandemic of weaponised bubonic plague unfold?  Will reality TV and plastic home-brew “celebrities” increase their hold on the declining values of western civilisation: Ancient Rome, anyone?  Don’t take your eyes off the ball.

Meanwhile, take a moment to ponder the year that was 2012.

I’ve been running this blog for  a couple of years now.  It’s a great counterpoint to the daily grind of crafting novels and RPG systems – where often there is very little to show for weeks at a time.  This is a place where I can pin-up the things I find online, or post promotional offers on my products or scribble down thoughts and ideas.  I’ve gone from a few hundred folks a month taking a peek to now over 17,000 uniques a month. Not bad. Quite pleasing, actually.

Here’s a countdown of the top ten ranking articles as viewed by you, from sci-fi and dark fantasy, cyberpunk, and the cosmic horror of H.P. Lovecraft’s Cthulhu Mythos.

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John Waters Says: We Need to Make Books Cool Again

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John Waters

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Cyberpunk art ¦ future fashion or post-apocalyptic decadence – photography by Danil Golovkin

cyberpunk-art-c2a6-future-fashion-or-post-apocalyptic-decadence-photography-by-danil-golovkin

Future fashion or post-apocalyptic decadence? Photography by Danil Golovkin – All Rights Reserved

Danil Golovkin is a Russian fashion photographer who has a spectacular eye for detail.  These images come from a series that he calls Garbage Reign.  For me, these characters could fit very easily into a decadent post-apocalyptic scenario, where the “top of the pile” survivors perpetuate the same-old human instincts of social isolation and exclusion through fashion – are you a part of the club?  Equally as much this is pure cyberpunk, figures who float through the parties held by one of the corporate dynasties, members of the social elite or grifters waiting for the moment to move in on their mark.  Certainly these are images good enough to inspire a myriad of ideas.

View full image…

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Cyberpunk ¦ digital photography – gothic blue in rubber suspenders #wallpaper by Terrorcat

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Terrorcat – All Rights Reserved

Terrorcat. Heavily manipulated but I like this image.  More club-wear than sex; a character who can comfortably settle into the fringes of the dance floor where shadows are sliced apart by the laser rigs, a bemused grimace held in reserve for anybody who actually reacts to the partial nakedness.  Prowling the club with an easy and confident stride, fluorescent irises gleaming like predatory cat-eyes in the purple neon gloom.

View full image…

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Reasons to like Lovecraft: Hastur, as The King in Yellow

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Hastur as The King in Yellow – image by Jezebel

Hastur (The Unspeakable One, Him Who Is Not to be Named, Assatur, Xastur, or Kaiwan) is a fictional entity (Great Old One) of the Cthulhu Mythos.  The King in Yellow is merely one of many aspects of this potent and truly amorphous denizen.

It is possibly one of the most written about and discussed Great Old Ones within this Mythos, and conversely, one of the least understood. This fuzzy, blurred and vague state of comprehension is exacerbated by a divide between literary fans of Hastur, and the RPG community. The fact Hastur is so hard to accurately quantify is no coincidence.

Read full article…

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06

Sci-fi Art: Robot #wallpaper – Big Bot, by Benedict Campbell

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Big Bot, by Benedict Campbell – click to view full size

Part of a series of images from the liquid metal, carbo-plastic, hydrogel and permacrete core of visual creators on the Internet. Images that stir my senses and evoke plots and concepts for what I’d like to see (or fear) in the future.

Read full article…

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Photography ¦ submission and sex games – the naked skill of Igor Vasiliadis

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Image by Igor Vasiliadis – All Rights Reserved

This is a great image from the highly accomplished and experimental Moscow based photographer Igor Vasiliadis.  It immediately weaves some stark and intriguing story possibilities into your mind; sex games and the roles of sub, dom and voyeur.  Of course, it could equally plunge a little further into the realm of dark art if you consider that the centre-posed figure is not taking part in this with any sort of free-will.  What is the distant male figure expecting to observe?  His relaxed posture speaks of a boredom with the mundane pleasures of life – a killer or thug who’s sensitivity has been dulled and blunted by repeated exposure to the visceral highs of violence and danger. Or is he just a bored businessman looking to satisfy shadowy sexual desires that some men can’t exorcise with their pretty wives?  There’s certainly a sense of mystery within the glossy and brightly lit image; shadows that are more off-camera than in-shot.  I’d strongly recommend you check out Igor Vasiliadis’ website, there’s some fantastic images brought into enigmatic life with silver and cyanide.

View full image…

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The Ninth Gate: occult and tarot-like symbolism in the engravings by Aristide Torchia and Lucifer, plus wider meanings of the movie

baroness-kesslers-copy-of-the-nine-doors-to-the-kingdom-of-shadows-de-umbrarum-regis-novum-portis-burns

A copy of The Nine Doors To the Kingdom of Shadows – De Umbrarum Regis Novum Portis

The Ninth Gate is probably one of my favourite movies of all time, as is the official soundtrack. A film by Roman Polanski, its stars Johnny Depp as the ambivalent protagonist, Lucas Corso; and features an incredible performance by Frank Langella as the brazen, smug and sinister collector of all things diabolical – Boris Balkan – a wealthy man where money and morals are no obstacle to acquiring books that deal with the Devil.
The film is an adaptation of The Dumas Club, a book written by Arturo Pérez-Reverte.
I’m a huge fan of H.P.Lovecraft’s Cthulhu Mythos cycle of stories which provide unnerving glimpses of a pantheon of Outer Gods and their minions, writhing obscenely within alien vortices of inarticulate sounds and invisible light, sometimes only just beyond the perceptions of ordinary folk. The cosmic horror of the Mythos has nothing to do with this movie which limits itself to the spiritual, psychological and metaphysical menace of Evil, and all its many incarnations within the Quantisphere (the realm of Man, Spirits, Elementals and Angels & Demons).

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03

Sci-fi Art: Cyborg #wallpaper – Under Construction, by Benedict Campbell

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Under Construction, by Benedict Campbell – All Rights Reserved

Yet another brilliant piece of digital art by Benedict Campbell. Sums up the nature of synthetic humanoids perfectly – and perhaps the darker aspect of male interest in the female form: an attractive woman with blank, almost submissive features lacking the “complication” of limbs?  Or just a bit a cool cyber tech eye candy for your computer desktop.

View full image…

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02

Reasons to like Lovecraft: Mi-go (Fungi from Yuggoth)

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Mi-go investigating human – click for full size – WARNING: Graphic content

The Mi-go are highly intelligent and independent race, renowned for their worship of the Outer Gods: Yog-Sothoth, Nyarlathotep, and Shub-Niggurath.

Also known as The Fungi from Yuggoth, their first appearance in Lovecraft’s work was within the excellent and spine tingling tale The Whisperer in the Darkness, since then they’ve been brought in as “bugs” in CthulhuTech and given some decent exposition in Pagan Publishing’s sourcebook for CoC: Delta Green Eyes Only Volume One: Machinations of the Mi-Go.

Read full article…

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Post-apocalyptic #wallpaper – UTOC Public Safety Notice from early days of Yellow Dawn – Infection Warning

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Artwork: Ben Chapman

This is a public safety notice from the early days of the catastrophic, apocalyptic event known as Yellow Dawn, when the Infection was even less understood than it is today.  It’s an example of UTOC attempting to exert control of survivors in the wake of the disaster.

View and download poster…

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That’s all folks. I hope you found something that ignited a spark of inspiration or stirred something deep inside your chest.  This is all about sharing creativity and ideas.  It’s also about me throwing out hooks to try to catch the interest of people who like reading sci-fi dark fantasy novels, who like fiction with cyberpunk and Cthulhu Mythos flavours – and of course, people who enjoy RPGs.  If you’re one of those people then please take a moment to investigate my fiction writing (7 novels) and the Role-playing game: Yellow Dawn – The Age of Hastur.

Wishing you the best of dark dreams for 2013.

David J Rodger – Bristol, England

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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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Music to write to

christer-fredriksson-cloudy-winters-morning-on-the-south-rim-grand-canyon-national-park-arizona_i-G-21-2190-9TFAD00Z

Photograph by Christer Fredriksson – Available in print from Art.Co.Uk

I find it so difficult these days to find music that really inspires me. Not from lack of choice but perhaps too much of the same. There are grades of talent, like any creative output, and once I find an artist that fulfills my taste within that grade – all other artists have to match otherwise I just don’t gel with their sounds.  Hybrid, for example, top of their game in the sci-fi dramatic soundscape.  Solar Fields, top of the pack for moody ambient electronica.  Gary Numan, the grand grampy of left field electro fused with punk, rock and a more recently emerging NIN industrial vibe.

Thanks to the mailing list of A Strangely Isolated Place (.com) I’ve now discovered the seriously brain tweaking talents of Sarah Badr.  Working under the project name of FRKTL (frāk’təl), Badr is an audiovisual artist and experimental composer with output created through signal processing, field recording, and live instrumental sampling.

Her track, DESCENT, is free to listen to via Soundcloud (click)

It’s in a similar vein to her debut album, the highly engaging, atmospheric, scene-setting and idea provoking Atom.

Atom by FRKTL (frāk'təl) solo electronic project Sarah Badr

Atom by FRKTL (frāk’təl) – click to preview / buy via Bandcamp

Available on Bandcamp for $5:  http://frktl.bandcamp.com/album/atom
I HIGHLY RECOMMEND THIS.

Free Download

You can grab a free download of B-Sides for the Atom concept here:

http://frktl.bandcamp.com/download_tralbum

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Other links for Sarah Badr (FRKTL)

Bandcamp | SoundCloud | Facebook | Twitter | Discogs | Last.fm | Spotify

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A Strangely Isolated Place (.com)

If you’re into ambient and electronic then I highly recommend you subscribe to ASIP’s website. Every few days he (Ryan) drop’s an audio treat into your inbox.

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White Light

AN AMBIENT MIX BY RYAN ELLIOT

Free MP3 download - Ambient electronica of the 2 kiloton nuclear kind – Ryan Elliott gets into a narrative mix – via ASIP

White Light – Ryan Griffin- gets into a narrative mix – via ASIP

Another audio gem from the harlequin king within his – a strangely isolated place– handing out his gifts of music for moods and soundscapes to write or dance to.

I’ve subscribed to the ASIP site and every few days get a new delight materializing within my inbox.

You can download White Light, safely and for free, here (click the link and scroll down to the download option).

I’m heading off to Sicily soon. A road trip through coastal towns and hired guides taking me to sites of ancient history.  This mix arrived in my inbox and I dipped in for a sample and it just utterly grabbed me. Perfect for this moment in my life.  The trip is going to be pretty spectacular because I’ll finally get to visit Taormina in the flesh. This is a place I first found through research only, and used in the novel Dante’s Fool (1999), and more substantially in the novel Iron Man Project (2004).  So this free mix download is going to be the soundtrack to some awe-inspiring memories I reckon. 

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This mix marks a new phase for Ryan Griffin. In his own words:

This is one of the first mixes ive put together with a complete story in mind. It began after I watched a video which showed five men as they stood on the ground as an Atomic bomb was detonated 10,000 ft above their heads.  It’s pretty powerful and thought provoking for so many reasons. For example, this ‘test’ would never happen today with real people, so I found it ridiculously intriguing to watch and listen to, but it also made me think about what would’ve happened for real, when a nuclear bomb was dropped during wartime. From the very first moment; what you see, what you would think, how the country recovers, the thoughts the victims go through, the hope it inspires and the new life it creates. Pretty deep I know, but I really enjoyed trying to pick tracks which invoked these emotions and told a story from start to finish.

- Ryan Griffin- A Strangely Isolated Place

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TRACKLIST

01. [The Drop] “Five Men At Atomic Ground Zero”
02. [The Moment] Norge – 165 Minutes With You (Forthcoming on ASIP)
03. [The White Light] Segue – House Of Cards (Dewtone)
04. [The Realisation] Wolfmaps – Landforms (Futuresequence)
05. [The Angst] The American Dollar – Par Avion (Self-released)
06. [The Clearing] Four Tet – Peace For Earth (Text)
07. [The Realisation] Max Cooper – Gravity Well (Forthcoming on Traum)
08. [The Determination] Lusine – Make It Easy (John Tejada Remix) (Ghostly)
09. [The Hope] Loess – Sofar (Toytronic)
10. [The Return to Life] Crisopa – Gaviot (n5MD)
11. [The Complicated Memories] Onego – Ne Serdis’ (Forthcoming on Fuselab)
12. [The New Life] Martin Nonstatic – Vertraumt (Subspiele)
13. [The View From Above] Aurastore – Outside The Sol System (Energostatic)

DOWNLOAD via ASIP

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Five Men Stand Under A Atomic Bomb As It Detonates At Ground Zero

The video Ryan references is this one.

Words by []  On July 19, 1957, five Air Force officers and one photographer stood together on a patch of ground about 65 miles northwest of Las Vegas. They’d marked the spot “Ground Zero. Population 5″ on a hand-lettered sign hammered into the soft ground right next to them.

As we watch, directly overhead, two F-89 jets roar into view and one of them shoots off a nuclear missile carrying an atomic warhead.

They wait. There is a countdown. 18,500 feet above them, the missile is intercepted and blows up. Which means, these men intentionally stood directly underneath an exploding 2 kiloton nuclear bomb. One of them, at the key moment (he’s wearing sunglasses), looks up. You have to see this to believe it.

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You should support ASIP by following on:

 

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Iron Man Project - a cyberpunk thriller by British sci-fi cyberpunk author David J Rodger

Available in paperback or kindle

Paperback : from LULU & kindle: US ($), UK (£), DE (Euro)

IRON MAN PROJECT { novel } Ex-special forces man, Vincent Brent, is tough, ruthless and highly trained; he’s now using his skills for whoever will pay him without cashing in the bounty on his head. In this world of the near future, the UN has failed. Wars are fought in boardrooms through attorneys and politics, and on our streets with private armies of military or criminal assets. In Sicily, the Chief of Security for one such corporate alliance struggles to survive as hidden forces attempt to manipulate him for their own ends. Both these men find their fates intertwined. In the cross-hairs of powerful adversaries, they must both make decisions of life and death in a choice between command and conscience. David J Rodger’s trademark unforgiving rendering of brutal reality, and relentless narrative pace, are here in palm-sweating abundance, delivered in a complex novel that will keep you turning pages until the end.

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UTOC Warning Notices begin to appear in urban areas

Is there one near you?

UTOC Warning Notice - If you discover a dead body - Zombie Apocalypse within Cthulhu Mythos Yellow Dawn Age of Hastur

UTOC Safety Notice – Copyright David J Rodger – Image taken by Oli Mortimer

I had an @davidjrodger on Twitter from some bloke in England. He’d found this sign in his area and then gone about trying to find out what it was about.  He found Yellow Dawn.

Image source: Oli Mortimer, visit his website here.

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A couple weeks earlier I had a 15,000 unique user spike in web traffic to my wordpress blog when somebody posted a similar image to an end of world thread on reddit and managed to get onto the reddit home page.

Warning Notice if you discover a dead body photo by Thomas Hiscox

Photo by Boothy – click for full size

Image Source: Boothy, view his photographic work here

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It would be super cool to see these percolating into public areas. Some great surreptious publicity for Yellow Dawn but also a chance to form a question mark and maybe a bit of a chill down the spine of your everyday zombie-fodder.

Make your own sign

You can download a good res copy of the sign here.

 

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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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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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Yellow Dawn - The Age of Hastur - an original RPG set in the post-apocalyptic world of British Sci-Fi Dark Fantasy author David J Rodger

Available from LULU

A couple of weeks ago I was sitting in one my favourite haunts, the Grain Barge, floating on the edge of Bristol’s stunning inland harbour; supping a pint of malty Milk Stout, I was making a final review of the freshly launched new edition of the primary rulebook for Yellow Dawn. Version 2.5.  The sun had set with a blazing show of colour and it was now night, the waters of the harbour black and reflecting the full moon above like an undulating mass of curved glass.

I was working with Nice Guy Tony, a bloke whose been involved in my RPG-creation-exploits since I first started developing something called Game back in 1996.  11 years later “Game” became “Yellow Dawn” after a recent addition to the crew, Hagen (now called GBH), came in and broke Game – leaving me staring at a bunch of disparate systems that had grown up organically without any consistenst structure.

Having Nice Guy’s opinion on the new edition was vital for me: I needed a thumbs-up to push away the niggling fear that comes with delivering a product to market.   He spent three hours flicking to every section he didn’t recognise: there’s been a significant amount of new material added to this version.

The response was very positive.

He then went on to talk about what he feels really makes Yellow Dawn unique from other role-playing games he’s dealt with.

It set off a spark in my skull that made me realise that this was what I’ve been told by many others.

It might sound strange to you that I hadn’t considered these myself, but it’s often the case that when you’re so close to the woods – you just can’t see the trees.

I’ve always run games with the character rather than the player in mind.

That might sound obvious, but when you’re sitting in a physical location with a bunch of people, some of whom are stronger in personality, communication skills and alpha-aggression than other, more timid, thoughtful and socially challenged players,  you can easily lose sight of the characters, who are invisible constructs existing within a fictional world setting – all operating on the stage of the imagination.

In other words, big blokes and mouthy woman can dominate a game (or big women and mouthy blokes), leaving smaller and quieter people in the background – even though their characters – the fictional people they’ve created to represent them in this imagined universe might be world-ranking negotiators or capable of intimidating Charles Bronson with the flex of a brow and steely gaze.

Physical reality can override the consensual hallucination of the storytelling.

I prefer to bring the imagined, phantasmal-reality to the forefront of every player’s mind.  And I believe I’ve created an RPG that gives any GM the tools to do this too, if, and only if, the GM has the desire to do so.

There’s also the situation where a player will invest a lot of points in interesting skills during character creation – but they almost become wasted because most scenarios rarely require employ these skills.

So I strive to bring interesting skills into the heart of the game system – not just fluttering in the whimsical breeze of scenario writers.

And I think I’ve achieved this.

Here are the USPs of Yellow Dawn – according to the voice of others:

  • First Contact
  • MADS
  • Integrated scavenging and utilisation of resources to sell, build or repair.
  • NPCs given autonomy from GMs personal whims.
  • Virtual Contacts
  • Media interest

First Contact

First Contact is based on natural INTELLIGENCE, APPEARANCE and POWER (Charisma), where interpersonal communication and “likeability” allow characters to leverage influence with the NPCs they meet.  Characters can be pro-active, knowing they’re about to meet somebody important and use every gram of flair and charm (if they have any); or, characters can rely on a retrospective roll, if they think “damn that was a really cool person to get to know”.

MADS

Every character has a COOL score that can be eroded through encountering the horrors that lurk within the world of Yellow Dawn – not just the Cthulhu Mythos but also the dark elementals and demonic forms of the Quantisphere.  This erosion of COOL is caused by Anxiety.  However the latest edition of YD allows you to enhance Anxiety checks with “filters” based on Morality, Stress and Depression, giving characters far more granularity.

Integrated scavenging and utilisation of resources to sell, build or repair.

There is a comprehensive system for extracting resources, raw and specialised components from buildings and other items. These can then be sold for profit or used to build and repair other things – allowing characters to utilise skills they would normally rarely use within game. Survival is an every day experience.  Using your abilities to achieve this is key.

NPCs given autonomy from GMs personal whims

Quick systems like NPC motivation and NPC Potential give the GM a structure to run NPCs outside of their normal thinking patterns. It disengages an NPC from the core personality of a GM, keeping players on their toes – because they can no longer predict how all NPCs will behave.

Virtual Contacts

If a character can create interesting articles (Composition), take photos or videos of experiences, perform research and document their findings – and if they can find a way of uploading this material to the Internet, then they might find they become the focus of high-tech people who take an interest in stories “from the wilderness” or orbital and deep space folk with a passion for all things Earth since Yellow Dawn took place.  Conversely, if the characters ever blog about an issue or put out a call for help; there’s a chance that this invisible, anonymous group of watchers may be able to step in and do something.

Media Interest

Whether the characters want it or not – their activities can draw the attention of the media, from small rag-tag wannabe journalist in a survivor settlement bashing out printed copies of a newsletter with a home-made Guttenberg press, through to global media corporations with satellite surveillance and powerful on-screen personalities expressing their views on what the characters may (or may not have) done… and so shaping the opinion of people the characters get to meet.  Savvy characters will exploit this to generate an income stream or gain access to influential contacts; other characters do everything they can to remain below the radar.

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There’s some of the key USPs of Yellow Dawn.

Take a peek at the official webpage or preview the first few pages of the rulebook via LULU.

If you want to know (and play the campaign to uncover the truth) what caused the event known as Yellow Dawn to happen, you should purchase the massive globe-spanning campaign Shadows of the Quantinex.

Shadows of the Quantinex a major globe-spanning RPG for Yellow Dawn The Age of Hastur

And if you really want to get the teeth of your brain to mesh with the vast imagined universe of Yellow Dawn – take a look at the novel Dog Eat Dog, available in paperback or Amazon Kindle  US ($), UK (£), DE (Euro) .

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

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Yellow Dawn Supplement

This supplement has been written as part of the RPG Yellow Dawn – The Age of Hastur.  It expands upon the concept of the Cthulhu Mythos, introducing a raft of new Great Old Ones, Outer Gods and non-human species for characters to encounter.  This is a living document, in the sense it will grow as I expand the notes and backgrounds over time.

cthulhu-mythos-h-p-lovecraft-rpg-role-playing-game-free-download-monsters-of-the-mythos-new-great-old-ones-and-outer-gods-written-by-british-sci-fi-dark-fantasy-author-david-j-rodg

Click to download the free PDF

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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 via LULU.

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

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Wallpaper – Download – Poster

This is a public safety notice from the early days of the catastrophic, apocalyptic event known as Yellow Dawn, when the Infection was even less understood than it is today.  It’s an example of UTOC attempting to exert control of survivors in the wake of the disaster.

Art Wallpaper Sci-Fi Cyberpunk Zombie Infection Public Safety Warning Sign from Yellow Dawn - an RPG by British Cyberpunk Horror author David J RodgerArtwork: Ben Chapman ¦ Click for full size

Follow Ben Chapman on Twitter (The Sprezz)

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Dog Eat Dog - sci-fi dark fantasy novel set in the post-apocalyptic cthulhu mythos horror universe of Yellow Dawn

Available in paperback or Kindle

Paperback : from LULU & kindle: US ($), UK (£), DE (Euro)

DOG EAT DOG { novel } 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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UTOC

United Table of Commerce

Former ‘global government’ run by the top people of large corporations.
Pre-dates Yellow Dawn. A global organisation that grabbed the reigns from a failing United Nations and absorbed institutions such as the International Monetary Fund.   It is a patchwork quilt of corporate alliances with its own central Administration, with the top people of successful companies acting as executive or non-executive steer.

The UTOC logo is of four-interlocking chain segments, forming a cross: their motto is “strength through diversity”.
Built on the bedrock policy of the Fluid Investment Medium, where big business bullied nation states and governments to ensure minimum taxation of corporate profits, minimum employee rights and the ability to shift resources and assets when and where they like. Before Yellow Dawn, UTOC became the most influential (and many would say dangerous) organisation in the world.

After Yellow Dawn, they attempted to reshape the emerging world of survivors, through work-camps and enforced pooling of resources.  This led to a massive backlash and the formation of a new ‘global’ government called the Universal Democratic Party, or UDP.  As such, UTOC continues to exist but has been reduced to the status of an administrative function within the bureaucracy of the UDP, tasked with stimulating productivity and industry within New Tokyo and the rebuilding of infrastructure for survivors around the world: not a position it enjoys.

Cyberpunk and Post-Apocalyptic Concepts ¦ The World of Yellow Dawn - UTOC - Corporate abuse of unemployed

UTOC – Before Yellow Dawn

Governments who signed-up to UTOC mandates, became ‘territories’ and handed over astronomical sums of public money for private contracts to run all types of public services. These funds were controlled by the UTOC administration.  When Jo Public was wondering why his road was full of potholes and his electricity supply kept failing, his answer lay in where UTOC was investing the funds entrusted to them.

The majority of these government investments were going nowhere near the public services that needed them.  Those public services were allowed to struggle along on a caretaker budget.

Where Governments did see rewards was when UTOC decided to plunge vast sums into a particular project; and the benefits that percolated through a territory from this.

The final administration that was in placed when Yellow Dawn occurred is possibly remembered as the most notorious; it was headed by President Mikkel Hoffman – through the UTOC assembly – and was the source of countless scandals that provoked a surge in anti-UTOC sentiment from the tax-paying Jo Public.

Possibly the biggest scandal to surround UTOC was the blatant corruption of Hoffman and his administration – and the extraordinary amount of money that was channelled into the post-Great Gulf War reconstruction projects.  Projects that were primarily run by corporations that had senior UTOC officials as non-executive board members.  Money that many world citizens felt should have been spent on their schools, roads, power generation and water treatment facilities.

Fluid Investment Medium

UTOC was founded on the bedrock of the Fluid Investment Medium (FIM)

CEOs of the world’s biggest corporations were – and still are- protected by what is effectively their own global charter of rights and freedoms.

They were supported in this vision by the World Trade Organization (WTO), the World Bank, the International Monetary Fund (IMF), the International Chamber of Commerce (ICC), the European Round Table of Industrialists (ERT), the Pacific Rim Industrial Alliance (PRIA), the Orbital Development Fund (ODF) and other organizations representing thirty-nine of the world’s richest economies

The FIM effectively created a single global economy allowing corporations the unrestricted right to buy, sell and move their businesses, resources and other assets wherever and whenever they want. It is a corporate bill of rights designed to override all “nonconforming” local and national laws and regulations, and allow UTOC to sue cities, states and national governments for alleged non-compliance.

UTOC created a frightening mechanism to police and enforce this: the Ministry of Cultural Integration and Development – MOCID.

Sold to the world’s citizens as inevitable and necessary in an age of free trade, these FIM negotiations met with considerable grassroots opposition, but time and money were on the corporations’ side.

“The Fluid Investment Medium has been likened to the land Enclosures act in England, when common people were robbed of their common land. With the enactment of FIM, common people in participating UTOC “territories” were robbed of the common human rights: rights to a minimum wage, to a clean and safe environment, protection from abusive employers, compensation for injury at a workplace, all of these were lost as legislators removed ‘obstacles to investment and open market’. Certain members tried to join and then use their political, military and financial muscle to create a two tier system where they could reap rewards at the expense of weaker partners, but in the end, total conformity was required to survive.”

UTOC as a concept

UTOC is a dysfunctional family formed from the bastard children of  corporations who turned their back on the land-  and people – that spawned them and ran to embrace the Globalised Village of planet Earth and beyond.

UTOC is an assembly of the CEOs of numerous corporations, with strong influence from a handful of ‘royal’ corporate families, or clans; people with business excellence in their blood and success that spans generations.

The CEOs have formed themselves into alliances that cross boundaries of nations, religion and culture, and form war lines around industry sectors and markets. CEOs jostle for power within their own alliances.

Corporate resources, influence, charisma, all have an impact on the total power of individuals within an alliance. Alliance members agree to divide common markets for shared benefit of all, price fixes and combined ‘wars’ against rival corporations and alliances.

Corporate espionage has become increasingly rife, and violent, in a vicious circle of escalation. Companies employ small security teams to protect critical assets from terrorism, sabotage and theft. These forces are grown to cope with more powerful teams sent against them. Eventually, some alliances have small corporate armies ready to fly out to trouble spots and handle ‘incidents’ or perform intrusions. A few alliances have a ‘common’ army or security force. The majority of alliances nurture their own security forces and usually place them under the command of pan-alliance directorship until events require independent use.

Author’s note: the sci-fi & cyberpunk novel, Iron Man Project covers this subject in detail.

Natural Revival Programme [NRP]

Essentially redeveloping major city centres to encompass a contiguous architectural theme, demonstrating that all UTOC members are together as one. The much hated figurehead of this programme was Porfirio Strotz, the leading architect behind the compulsory designs: local governments and citizens were given no buy-in to the project, and had no right to oppose the redevelopments. MOCID was heavily involved in clearing “opposition” to the programme.

The key components of Strotz designs are: red marble facings; truncated cones of five or more sides; unsymmetrical lines and structures that create a sense of invasion within a normal cityscape.  One commentator famously called them, “Eyesores of the nearly non-Euclidean kind.”  These ugly, brutish buildings can be found in many major cities; now Dead Cities.

Operation Metal Hammer

This was a prolonged military conflict in the Middle-East initiated by UTOC; in other words, launched by private corporate interests against multiple sovereign states.

The actual origins of the conflict are (suitably) vague.  Nobody really knows how or when it started, but there are deep suspicions that this nebulous phase was planned in.  The outcome, after thousands of deaths and hundreds of thousands of causalities, after trillions spent in funding security and redevelopment projects, was the inauguration of an interim and ‘elected’ government for the newly created Independent Gulf States.

Operation Metal Hammer had been sold to the media as a massive ‘one-strike’ to neutralise terrorist cell-clusters and the regimes that supported them; there was also rhetoric about removing oppression of basic human rights, but this was lost in the white-fury of recent terrorist atrocities across Western cities by Islamic fundamentalists.

The reality had been a political and military quagmire on a vast and astronomically costly scale. Hundreds of billions of UTOC funds, gathered from taxpayers and governments around the globe, was being funnelled into the Independent Gulf States.

In hindsight, Operation Metal Hammer has been viewed as nothing more than a symptom of the corruption at the heart of the Hoffman administration; a way for the former President of UTOC to award lucrative contracts to his corporate cronies.

Rather than an island of democracy, civil liberty and secular sanctuary, the Independent Gulf States became a fortress nation.  Arabic commentators called the IGS, a speck of grit in the eye of the ‘true Middle-East’.

Such sentiments colour the mind-set of survivors and settlements in that region.

UTOC – After Yellow Dawn

Some people point a suspicious finger at the UTOC Defence Council for the speed at which they responded to the Extinction Level Event: were UTOC the cause of Yellow Dawn? Did they orchestrate it?

Whatever the speculation, the facts are that the UTOC Colonial Marine Core quickly took marshal control of all Orbital & Deep Space habitats.

This in itself was not alarming. UTOC represented a bespoke world government.

In the early days the priority was in helping terrestrial survivors to retake New Tokyo and keep the city alive. New Tokyo represented a survival foothold for the non-terrestrial colonies.

UTOC wanted to see order restored to the Earth; harness the maximum efficiency of assets and resources. UTOC used the language of survival but the dirty reality was they were talking about business.

The following text gives a flavour of events around New Tokyo following Yellow Dawn; but similar scenes occurred around many Living Cities as UTOC reached out across the Wilderness to gain a grasp on the lives of people who were holding onto the branches of true freedom.

UTOC tasked their much-feared enforcers, MOCID, the Ministry of Cultural Integration & Development, with the remit to tame the wilderness.

MOCID agents – Cultural Attachés – rapidly travelled out to survivor settlements surrounding New Tokyo bringing food, water and medical supplies. They assisted where they could and whilst doing so identified the leaders of survivor groups – and approached them.

These leaders were made to feel special and important. Where MOCID met resistance, UTOC Marines came down from orbit and took control.  Such stories of martial law are now woven into survivor myth & folklore – and are particularly prevalent in New Tokyo sub-culture.  Co-operative leaders naturally towed the line and arranged for all settlements to be ‘audited’. Survivors were electronically tagged… “for their safety”; the occupation of any property was challenged by officials – ownership had to be proven; skills and resources of survivors were assessed and a work-plan put into place.

UTOC took a page from the Holy Roman Empire to help rebuild. They took an existing fringe religion and made it the centre of the universe: it was not Christianity.

The Power of Eight Group (PO8) is described as a business and lifestyle cult.  Their motto “business is life” and the strict daily regime embraced by followers suited UTOC’s rationale.

PO8 became the official ‘religion’ of UTOC. In the early months following Yellow Dawn, membership of PO8 became mandatory in many survivor communities. Any other religion was not tolerated: Christians, Jews, Muslims and others found themselves persecuted and in some places, hunted by over-zealous leaderships eager to please their new UTOC masters.

Members of PO8 paid a percentage of their income direct to PO8. In return they gained access to and help from PO8 Intelligence Officers. These officers had PA handsets and unlimited satellite access; an immense benefit to terrestrial survivors.

PO8 Intelligence Officers often had a lot of time on their hands. With access to good technology and services they became useful within the survivor settlements, providing medical, technical and educational assistance. This resulted in more people turning to PO8 out of choice, some becoming Intelligence Officers themselves. PO8 expanded rapidly.  This was especially so in the more remote settlements.

PO8 became extraordinarily powerful.

UTOC grew wary. Then a shift within the UTOC power-structure led to PO8 being branded a threat, and outlawed overnight.

This resulted in a explosive hedonistic release of tension within New Tokyo and other affected areas; people felt they had been suppressed by the overbearing “work yourself into a grave” dogma of PO8.

But further out, in the Rural Support Zone and fringes of the Wilderness where survivors actually relied on PO8 Officers to cope with the hardships of their dramatically altered post-apocalyptic lives, there was resistance.

There was also resistance from PO8 itself. Key members of its governing body had been arrested on the Orbital Colonies.  On the ground, large PO8 forces began to muster and plot – and took action to create a stranglehold on New Tokyo; back then, the umbilical chord for the space-based colonies. The aim of PO8 was to force UTOC to back down and force a U-turn on their decision to outlaw the PO8 Group.

It evolved into a dramatic and highly-charged stand-off.

It did not go well for PO8.  The newly emerging shoots of what would become the hugely dominant political party, the space-based UDP, provided total support to UTOC.

MOCID sent in assassins and began a witch hunt for any PO8 officers within UTOC-controlled territories.

The PO8 fled – eventually regrouping and taking control of a large part of London, now a mega-settlement.

The departure of PO8 left a faith gap.  UTOC was exhausted.

And so the UDP (Universal Democratic Party) took root. Based on traditional religious and moral values, it gained huge support, particularly from those suffering on Earth: primarily because of its core principles of letting people live their lives with liberty, democracy and freedom.

UTOC: 10 years on

The current situation, 10 years after Yellow Dawn, is an uneasy alliance between UTOC and the UDP.

UTOC has become subsumed within a larger administrative entity, running projects related to industry & technology, particularly in supporting and promoting progress within developing survivor settlements.

It is not happy about this status.

MOCID, the Ministry of Cultural Integration & Development continues to exist and remains utterly loyal to UTOC.  Quietly, the Cultural Attachés of MOCID  work to further the cause of UTOC; assassinating members of PO8 and quietly trying to destabilise the political operations of the UDP – particularly in regions where the UDP is attempting to convert survivor settlements to accept UDP governance.

UTOC Structure and politics:
  • Current UTOC President Vassily Heng.
  • Heng and his counterparts are referred to as the administration. .
  • Previous UTOC President before Yellow Dawn struck, was Mikkel Hoffman (highly criticised for corruption).
  • Companies that are part of UTOC are called UTOC members.
  • It used to be that countries that had signed-up with UTOC were called UTOC territories; however this is no longer the case.  UTOC does not have any official territories; but may continue to do so unofficially, in regards to member corporations carving up survivor settlements for exploitation and profit.
  • UTOC Defence Council: responsible for the private corporate army that UTOC wields.
  • UTOC Secretary for Global Asset Security: currently Andrew Keef.  Responsible for protecting facilities and personnel of corporate members.  He has been criticised for not restraining the operations of MOCID.  Suspicions are growing that Keef is utilising resources from the UTOC Defence Council to support MOCID insertions.  Prior to Yellow Dawn this was John Martinez who changed his name from Juan to John for unknown reasons.
  • UTOC Ministry of Cultural Integration and Development (MOCID). Have been likened to the 20th century Gestapo. The Head of MOCID is Hiedi Blalack, (female), Vassily Heng’s spymaster, she reports directly to Andrew Keef (above).
  • UTOC Assembly: based in the Saša Tower, a large complex in New Tokyo.  Formed from the heads of corporate entities and alliances.
  • UTOC Civil Defence Force (CDF): operate much like peace-keeping troops or passive enforcers of UTOC policy; they are the primary security force for Living Cities under UDP control – the men and woman who operate the “toast-towers” and Infection Free Zones.  The CDF are also deployed to locations deemed of strategic or economic value by the UTOC Defence Council, or Secretary for Global Asset Security.  Many Living Cities not governed by the UDP have employed UTOC, and the CDF to handle the critical services of protecting Infection Free Zones; this makes logical sense because the CDF has a large security presence wherever UTOC members have production or administrative facilities – and the CDF typically recruits from local militia.
  • UTOC Tactical Neutralising Team (TNT): the equivalent of Special Forces.  They’re under the direct control of Andrew Keef.

Cyberpunk and Post-Apocalyptic Concepts ¦ The World of Yellow Dawn - UTOC - Cesar Mecuri a Cultural Attaché for MOCID

MOCID

Ministry of Cultural Integration and Development

A part of UTOC, enforcers of UTOC policy  

Pre-dates Yellow Dawn.  Part of UTOC and have been referred to as the ‘apparatus of global fear and coercion’.

The most-feared members of MOCID are their Cultural Attachés; men and woman loyal to the ideology of UTOC and tasked with enforcing its policies.

Most Cultural Attachés are selected from the ranks of cadets who join the KSK (Kultur Sicherheitskraft).

MOCID have a purpose-built Headquarters in New Tokyo’s financial district.  Cultural Attachés are seen as zealots, fanatical about the idea of a global hegemony, with UTOC as the beating heart.  MOCID come under the auspices of the Secretary for Global Asset Security (currently Andrew Keef), the second-most senior figure within the UTOC administration.  Cultural Attachés have significant political connections and many commentators consider their powers to be draconian; they can detain, investigate and pass judgement.

Before Yellow Dawn, the wrong word from a Cultural Attaché could see the CEO of any corporation, or even the elected leader of a government subpoenaed to appear before a closed MOCID tribunal.  If such an individual was deemed by MOCID to be interfering with the smooth progress of UTOC policy, in other words, getting in the way of business and profit they could be interrogated and even imprisoned.

This is no longer the case but Cultural Attachés are still very powerful individuals.

After Yellow Dawn, MOCID refused to yield to the dictates of the emerging new power – the Universal Democratic Party (UDP).  MOCID remains devoutly loyal to the surviving organisation of UTOC and covertly does whatever it can to bring about the return of UTOC to total global dominance: in this regard they’re suspected of sabotaging UDP reconstructions projects, stirring up hatred within survivor settlements to cause unrest, and generally acting against the interest of the common survivor.

Cyberpunk and Post-Apocalyptic Concepts ¦ The World of Yellow Dawn - UTOC - Kultur Sicherheitskraft the KSK

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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 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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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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Chunky Techno Electronica

Free MP3 download Chunky Techno Electronica - Ryan Elliott’s Minimise [Color Series] Mix – via ASIP

Ryan Elliott’s Minimise (Color Series)

Another audio gem from the harlequin king within his – a strangely isolated place– handing out his gifts of music for moods and soundscapes to write or dance to.

I’ve subscribed to the ASIP site and every few days get a new delight materializing within my inbox.

You can download Ghostlycast #45: Vault Classics: Ryan Elliott’s Minimise [Color Series] Mix via ASIP’s website, safely and for free, here (scroll down to the small green box).

This is music for shamanic robots. Blissful melodic electro with a chunky, hypnotic beat.  Some soul-soaring digital keyboard peaks.  I’ve had this running on repeat for two days now; headphones at work and big speakers in my study.  It’s contemporary techno, less clubby and more expanding-mind-in-the-realm-of-endless-imagination. Nearly an hour of brain juice for creative-types everywhere. 

Or the perfect soundscape for getting wrecked too if you can find somewhere to exist with a big enough bass system.

Yet another fab mix from ASIP and one to add to my list of all time favourites from this chap.

- Djr

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Science fiction cyberpunk and cthulhu mythos novel - God Seed by David J Rodger

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The Clay Woman

Part of a collection of objects made by non-human hands or forged in the minds of maniacs; items of power for good, bad or disaster. Written to be used within the world of Yellow Dawn (RPG) but could easily be adapted to Call of Cthulhu, D&D and Shadowrun.   They span both the Occult (Quantispheric) and Mythos (the Outer Chaos, from Beyond the Void).

Call of Cthulhu - Yellow Dawn - Shadowrun - Delta Green - free scenario idea for RPG - The Clay Woman - a mad artist paints more than murder - by British cyberpunk horror author David J Rodger

Blaine Sheppard is not the man you think he is

Blaine Sheppard is a mediocre painter who has captured the imagination of wealthy art collectors with a taste for the macabre. His paintings depict the high-paying clients in scenes of bloody violence. Although crude and brutally graphic, his work has created a sensation within a privileged niche of people who are hungry to spend money on things that satisfy their narcissism and their own self-importance: what better than to have a larger than life painting of themselves, alive in the grip of a gruesome end – a permanent embodiment of the concept of eternal existence against the darkness of death.  The primary reason for this wildfire of spreading reputation is the persuasive words of the enigmatic art-agent Elan Path Troy: somebody who appears who have the ear of many who talk about him, and his suggestive opinions on what makes a good investment, and yet, somebody who nobody seems to have actually ever met.

With every painting is a launch party; no press, just a small circle of invited special guests – bringing further notoriety and a sense of exclusivity to Blaine’s work.

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Blaine is a thin, scrawny character who lives on adrenaline and the pleasures of life. Once of a high-society background his family cut him off after his pursuit of an artistic career seemed to be nothing more than an excuse to travel to far-flung corners of the world.  Many of the places he visited have unsavoury reputations and his visits seemed to leave ripples, rumours of  unpleasant behaviour and bribes paid to corrupt officials to hush certain scandals; drugs and violence were common themes of these mutterings.  It cost the Sheppard family to support Blaine during this phase; eventually they cut off his funds and turned their backs on him.

One story that should be picked up by any investigating characters is that Blaine became obsessed with an ugly and repellent object of sexual design and odious purpose.

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Blaine then re-appeared amongst a respectable area – purchasing a large suburban house with small grounds, several outbuildings and an old vaulted cellar.  The purchase was actually made through his agent, Elan Path Troy.  Setting himself up as an artist in-situ it didn’t take long for his work to start getting the notice he craved.

A suitably decadent lifestyle has since followed.

And then Blaine is found murdered.  A large metal spike has been slammed through his torso from the back, pinning his front to the wall of his house (external).  His head has been twisted around 180 degrees – his neck snapped and rubbery, and in some weird way, it’s almost as if the lolling head – with its open staring eyes – has been able to gaze down at the rear of the large spike.

The murder makes the news.

What doesn’t make the news – at first, is the fact that the murder is a duplicate of the self-portrait Blaine made of himself 13 months earlier. This fact is picked up by the group of people who’ve bought into the “Blaine cult” – now a closed group, and is discussed fervently over cocktails.

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The property falls into the hands of the actual owner, Elan Path Troy; some contractors arrive to tidy up the damage to the external wall and fit new locks, but the house is left seemingly deserted. Although neighbours – if asked – will state that somebody must be living there due to fleeting glimpses of a solitary light in various rooms at various times of night.

Three weeks later. Maximo Vinson is found hanging from a reinforced steel i-beam in the roof of his loft apartment; his belly sliced open with loops of entrails callously slung around his neck and shoulders – it appears it took him a long time to die; the facial features are the most shocking aspect because it seems as if there full cognisance and horror of what was happening to the victim.  This time the police and media take note because the painting hanging on the opposite wall is by Blaine Sheppard (deceased) and is almost an exact duplicate of the crime scene.

An evening of cocktails is hastily arranged by Markus Renteria – who is keen to discuss this event, and the fact he knows his friend was approached by – somebody – only the day before he died. Renteria knows this because Maximo Vinson rang him later that day to relate the strange incident: “The man approached me in the street, right outside my door – it was as if he’d been waiting there all night. He was wearing a black suit, but it was strange… like the suit was incredibly old, sort of Victorian but without the dust and mold.  The guy had a really weird face but the mad thing is I can’t actually recall what he looked like, just that he had these intense staring eyes and long tanned hands that were holding this piece of paper – like parchment. In his other hand had been a long silver pin.

Renteria tells his friends that according to Maximo Vinson the strange man had made an eerie warning; not a threat so-to-speak, but a gently murmured claim that death was waiting to take him down to the deepest and most terrible circles of [GM note: some word that is virtually unpronounceable].  If willing to prick his finger and smear blood on the parchment, the stranger promised he could ensure Maximo would not only avoid this fate – but that his future would be blessed by seven sinful pleasures.  The cocktails are consumed with much mirth and concealed apprehension.

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Of note, Renteria did not tell the police this story – mainly because he didn’t want any scandal or ill-thoughts of his friend.  The story was rather strange.

Two days later, Rhett Montanez rings Markus Renteria in a fit of raving panic. It’s not long past noon and he’s just left his office workplace for an early lunch; and been approached by a man in an old-fashioned black suit – sort of like velvet, or something. And offering the same deal as Maximo Vinson recounted.

Rhett Montanez is confused and terrified. He physically recoiled from the stranger and ran – believing he was in mortal danger of being murdered on the street.  Do they call the police?  Markus Renteria says categorically no – what if the police learn he withheld information about the man… Markus doesn’t want any whiff of trouble.  Markus asks Rhett to describe the murderer… and Rhett realises he’s unable to do so.

Markus Renteria tells Rhett to take a photo of the man if he sees him again.

Rhett babbles about the painting by Blaine Sheppard – “I’m chopped to pieces. Every bit of me in chunks of meat and gristle. And the slabs of my head are arranged, with the eyeballs neatly placed side-by-side as if I’m still conscious and able to observe what’s happened to me.”

Markus Renteria tells Rhett to calm down; take a sedative, wash it down with some 40 year old whiskey. I’ll call the others.  Go home and don’t go anywhere.

Markus Renteria rings several of the other people from the cocktail group – fellow owners of artwork by Blaine Sheppard.  It’s agreed that nobody should tell the police – and that maybe somebody should go round to keep an eye on Rhett that night; only, everyone who is on the call is too busy  that night… tomorrow, Hosea Mulligan, he can make tomorrow.

The next morning Rhett Montanez is found butchered in his home; the pieces of his corpse arranged exactly as the painting that hangs in his private and still locked study.  Whoever did this had either seen the painting before (most but not all of the cocktail people have) or… ?

Several days later Markus Renteria is leaving a bar (he’s been drinking heavily on consecutive nights since Rhett’s death) when he is approached by the stranger.  Markus takes the man’s phone – who doesn’t seem to mind or resist.  Drunkenly, Markus Renteria tells the stranger to fuck off and start looking for somewhere to hide because the police will be on his case now. APB. Facial recognition software. Blah blah blahhhhhh.

The stranger leaves.  Markus Renteria rings the police and demands to talk to the investigating officer in charge of the Blaine case; he’s forgotten that he’s so far withheld vital information. Matters are made worse by the fact he is obviously intoxicated and the photograph he tries to reveal and fantastic evidence is curiously blurred and impossible to use.

Markus Renteria sobers up in a holding cell. Coming round he recalls what happened and thinks about his painting: it’s a scene that has him tied to the bars of a prison cell, bloodied, bruised and dying from the violent beating his sustained from other inmates.  Freaking out he causes a scene that results in a fight.  Ironically, the investigating officer releases him: more out of a sense of irritation than sympathy.

Markus Renteria leaves the police station.

He’s found that evening by a cleaning crew at a power utility building. Inside a cell that should have been locked because it contains dangerous power transformation hardware, is the rag-doll corpse of Markus Renteria – he’s been beaten to death… eyes wide open.

The police find a painting at his house that is an identical match to the scene.

The characters are now brought into the story.  Several routes in:

  1. The investigating officer in charge contacts them, perplexed by certain details of the case. For example, all CCTV in the power utility building failed shortly before the murder took place.
  2. One of the cocktail people, and an owner of a Blaine painting, Jasper Haight, contacts the characters because he’s terrified about being approached by the stranger and wants protection.
  3. Or, a different one of the cocktail people and owner of a Blaine painting,  Wes Milton, gets in touch because the police have correctly identified him as the only person who attended every launch party and therefore the only person to have seen ALL of the paintings. He is now a suspect in the murders – and the police are going full-guns to nail him to the wall. (GM Note: his innocence will come to light when he’s murdered).

In the 13 months since Blaine made a self-portrait, 10 people have had similar “death-scene” paintings completed by him.  These are, in chronological order:

  • Maximo Vinson (deceased)
  • Rhett Montanez  (deceased)
  • Markus Renteria  (deceased)
  • Hosea Mulligan
  • Jasper Haight
  • Derick Campos
  • Isaiah Weatherly
  • Modesto Homan
  • Wes Milton
  • Rolland Bragg

As the scenario begins – Hosea Mulligan will be visited by the stranger. He is killed the following evening.

As the scenario progresses, every 1d3+1 days, the next victim will be approached by the stranger; and 4d6 hours after this approach, that victim is found dead.

If anybody tries to photograph the stranger the image is always blurred or distorted in some way. apprehending the stranger – he can be grabbed and held, but some event or calamity will always occur shortly after this that causes the people holding him to let go – at which point, in the blink of an eye, he is gone.

If anybody tries to watch over a victim – they will either fall asleep, or find surveillance equipment failing – and there will always be some unknown reason why the victim then leaves the safe-location or “allows in a killer”.

What is going on?

This can be either Occult or Cthulhu Mythos in nature.  Blaine Sheppard made a pact with “something” through an object he purchased during his nefarious travels.  The object is the Clay Woman -  a squat, muscular, hairless, and monstrous albino with large eyes and no other facial features to speak of. When purchased the thing is curled up upon itself – a statue that feels like cold wax to touch. However, it is in fact (occult – a demonic form; mythos – a construct made by a worshiper of Nyarlathotep).  The thing paints.  It is artist behind Blaine Sheppard’s work.  And it paints what it sees (in the future lifestream of the victim) as a suitable place to commit acts of brutal murder.

Choi Xooang - Seoul artist - sculpture of grotesque woman in concrete - all rights reserved

Image and work by Choi Xooang - all rights reserved

In fact, Blaine bought the thing as it was sold to him as a device of sexual deviation. Animate it would perform all manner of perverse acts for its “master”.  However, over time, it displayed its desire and talents for art… and thus led to the eventual first painting: Blaine’s so-called self-portrait, in fact completed by the Clay Woman. The painting was promoted by Elan Path Troy and requests for more paintings transpired; the rest became history.

The night Blaine Sheppard died, was the night The Stranger arrived to take payment.  The Stranger is a counterpart of the Thing.  If Occult, then it is a similar character to The Devil, seeking souls in return for fame and riches; if Mythos, then the Stranger is an aspect of Nyarlathotep who revels in human misery and mocks the foolish cravings of Mankind [Elan Path Troy].

What happens if a victim agrees to the contract? Seven sinful pleasures.  These could be in quick succession or take place over a prolonged lifetime.  But needless to the pleasures will cause Anxiety / Sanity checks and lead to the ultimate corruption of the fool who takes this option.

The only way for the murders to be stopped is to get into the secured and locked house once occupied by Blaine Sheppard – owned by Elan Path Troy. And to destroy the Thing the lives within the cellar… and which ventures out, a fleeting, ghostly figure that sticks to shadows, and bushes and the branches of trees as it slithers, leaps and bounds, crawls and scurries through every hiding place a city offers to reach the next victim.

Whether it can be killed by physical weapons or only magickal means is down to the GM; it may even require an exorcism (detailed in the coming release of the primary rulebook for Yellow Dawn – The Age of Hastur – version 2.5).

If all murders take place then the Clay Woman either vanishes or “shuts down” into limbo awaiting the next victim to take ownership of it; perhaps one of the characters, assisted by helpful suggestions from the enigmatic Elay Path Troy?

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The visual aspects of the Clay Woman are inspired by the incredible yet grotesque art of Choi Xooang – an artist based in Seol, who sculpts these fantastically disturbing bodies in concrete.

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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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This isn’t dishwater electro – this is solid ambient bliss

Free MP3 download Ambient Electronica by Andy Green Tranquilized via ASIP

Download via A Strangely Isolated Place

Another audio gem from the harlequin king within his – a strangey isolated place – handing out his gifts of music for moods and soundscapes to write (and do other things) to.

I subscribed to this WordPress site and every few days get a new delight materializing within my inbox.

You can download this ambient electronica by Andy Green – Tranquilized via ASIP, here.

Not all ambient is made the same and quite often I find myself relegating some of these collections to the last folder in my collection, reserved for periods where I’m not looking for inspiration – just soft noise.  However, this collection by Andy Green is possibly one of the best ever made available through ASIP.  It’s got all the hallmarks of early 1990′s club culture with audio-gravity wells dragging you down, momentarily, to the roots of 80′s acid and 70′s progressive electro sounds of Alan Parson’s project.  This is a definite must to add to the front of your collection. Download it now.

- Djr

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What I listen to when I’m burning chrome…

Album Review Gary Numan - Dead Son Rising - Music for Cyberpunks

I bought this a few weeks back and it’s possibly one of the most perfect albums Numan has ever made; part of his on-going and relatively recent collaboration with Ade Fenton.  Skip back to the Halcyon days of Tubeway Army through to Berserker; this is where most people can be forgiven for only thinking of Numan as being all about “Are Friends Electric” and “Cars” whilst totally missing the staggering wealth and breadth of experimental talent going into the chameleon-like shifts of style and sound.  “The Fury” and “Strange Charm” brought in Numan’s fetish for science fiction, particularly cyberpunk concepts and lots of movie-samples – something hinted at with the Mad Max / post-apocalyptic vibe of “Warriors” three years earlier.  Then something seemed to go a little wrong – Numan began to experiment with a rocky sound but for whatever reason, it had lost the classic agent provocateur sound of science fiction punk.  The album Metal Rhythm jars  like a 16-track sequencer caught taking a comfort break.

Ironic when you consider the time-frame of Trent Reznor and his Nine Inch Nails.

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Then  a new sound and a string of albums with a similar and well-crafted vibe, “Sacrifice”, “Exile” and “Pure”.  The science fiction theme was back in full flow, mixed with a healthy dose of anger against God laced with vocals about angels, demons and the pain of tragic loss.

Gary Numan promo pic for Dead Son Rising 2011

And now, abruptly, after more than a decade out in the media wilderness… people beyond the fan-bunkers are talking about Numan again.  In a good way.  Basement Jaxx had a huge hit in 2002 with “Where’s Your Head At” courtesy of chunky samples from Numan’s track M.E.

“Jagged” and the mash-up that was “Hybrid” came through the Numan engine… feeding everyone’s hunger for the fix. All good Numan.

But “Dead Son Rising” takes everything to a whole new level. This is a quintessential masterpiece – a conclusion, if you like, of over thirty years in the dystopian science fiction realm of electro music – and the stories told by his lyrics.

It’s not an easy album to like.  It doesn’t sing to you with beauty or lift you up in ecstasy, but rather it snarls with grungy overlapping guitar riffs, charges at you with metal shrieks, impales you with meaty bass throbs, lashes you with discordant vocals and the kind of melancholic chords that come from the heart of Numan’s seminal works.

Numan has found his industrial rock groove and its spectacularly awe-inspiring.

The NIN / Trent Reznor and Numanoid “reciprocal influence” has had a massive payoff.

And the album shifts. It evolves within the 11 track** lifespan.  What you start with is a wholly different sound to where you end.

This is music for writing Cyberpunk or any gritty science-fiction and dark fantasy. This is music for scenes of violence, haunting dilemma, fast-paced narrative spill and the fury of a writer’s imagination when it’s on fire and in the moment of creation.

**12 tracks on download version

For me, Numan has been an ever-present Argonaut – a creative hero who existed well before his time – whose music has helped to shape just about every piece of science fiction and dark fantasy, cyberpunk and post-apocalyptic Cthulhu Mythos I’ve ever put to paper.

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Trailer for Dead Son Rising

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Track list for Dead Son Rising:

“Resurrection” – 3:24
“Big Noise Transmission” – 4:20
“Dead Sun Rising” – 4:57
“When the Sky Bleeds, He Will Come” – 4:47
“For the Rest of My Life” – 5:03
“Not the Love We Dream Of” – 5:10
“The Fall” – 4:19
“We Are the Lost” – 5:09
“For the Rest of My Life (Reprise)” – 5:44
“Into Battle” – 5:05
“Not the Love We Dream Of (Piano Version)” – 4:52
“Dead Sun Rising (Early Version)” (Bonus Track – Digital Only) – 5:53

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Murder At Sharky Point a murder mystery and dinner party game you can download written by David J Rodger

Available in print or as download

I’ve been approached by the corporate training department of a large European business, as they’re considering buying Murder At Sharky Point to use as a tool to develop the skill set of senior management.  The company is a well-known mobile phone operator and ISP.

It makes good sense, if you think about it, using a murder-mystery in this way, especially the free-style nature of ‘Sharky Point, as players need to be able to quickly analyse details under pressure, think “outside the box” and bring in the best of their communication ability: including spotting inconsistencies in presented facts, challenging those inconsistencies without the encounter devolving into a fight.

Murder At Sharky Point is not a boxed-set where players “investigate by numbers”.  There is a time-frame, a detailed account of where people were at certain periods, and a web of secrets and intrigue that give everyone the motive to lie at some point.  It’s a thrilling game that’s received some excellent reviews.

Download free sample – click

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Alternatively, check out the official webpage, purchase a printed spiral-bound hardcopy or buy a download right now so you can print it off and use as often as you like.

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David J Rodger – DATA

Stunning ambient electronica by Stellardrone – Milliways, music to write new worlds to

Jaw dropping soundscapes to tingle your eardrums and send shivers up your spine. Click repeat and drop out of reality into your sci-fi and dark fantasy realm of choice.  This is writing music of the utmost highest quality.  The echoey tick-tock of dreamy perpetual motion, uplifting the imagination in a giddy swirl to realms of deep space and what lies “beyond the stars”.

You can learn from about this music from  the awesome blog  “A Strangely Isolated Place“, homage to Ulrich Schnauss and all things ambient.  You can listen to the mix there via soundcloud or download (free).

Well worth a visit.

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David J Rodger – DATA

Music for writing: sci-fi & dark fantasy soundscapes of Portal 2 with free download.

Portal 2 OST album cover free music download MP3

I’m always on the lookout for music to write to.  I need new tunes to feed my imagination.  A couple of friends

Portal 2 bipedal machine robot with burning blue sensory eye

Portal 2

recommended Portal 2 to me and I’m glad I grabbed a copy via the free download.  This is not happy music.  This is not pleasant atmosphere.  It’s either downright spooky, sombre or a jarring ride of discordant electro-sounds that fuses into a noise you can use to push your fingers across the keyboard.  Your characters are somewhere.  What tension are they experiencing? What horrors are they facing?  What scenes of mayhem, destruction or ultra-cool and un-human technology are you describing.

My favourite track so far is #5, “Technical Difficulties” as it conjures up memories of my childhood, watching Hammer House of Horror flicks from the 1970s and later, in my teens, watching all the Boris Karloff and Lon Chaney Jr films from the 1930s and 1940s.  The flute playing creates a delicious sense of despondency and creeping terror (for me) that I find easy to translate through my fingers into the world’s I’m shaping.

Technical Difficulties – Portal 2 OST

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Download the Music – Volume 1 & Volume 2 - click

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Portal 2 is a first-person puzzle platform game.  I’ve not played it.  Probably won’t as most of my time is consumed by work or writing.  However it’s developing an interesting cult-following and generating “augmentary” content such as this little short created by Dan Trachtenberg.

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David J Rodger – DATA

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It’s been a tough couple of weeks. Collating and reacting to feedback from review list.  The core rulebook now has a complete background to the Yellow Dawn setting – how Earth, in the near future is decimated by the apocalyptic event; details of Hastur and the influence of Hastur within this world; Carbons; the Changed; and comprehensive notes about the various organisations and corporations that survived and continue to operate in the world.  Still a long way to go before its finished but already I think it’s a massive improvement on the currently available YD2.1.

Meanwhile, I’ve uploaded a chopped down draft version (3.3) available here. This now has sections removed that won’t be included in the “free lite” version.  This is comes from the ethos that the free-lite rules, when finished, will provide you with a thin layer of background, rules to run Dead City runs and scavenging operations (not completed yet).  Please don’t forget this is still very much a work-in-progress and none of the current documentation has any branding applied.

Download here

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You might also like this:

  • YD 2.1 – update to rules for Astral Plane – click

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David J Rodger – DATA

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Port-8

Image via Wikipedia

Although this has been written for “Yellow Dawn – The Age of Hastur“, it could easily be adapted for other RPG systems, including Call of Cthulhu.

This bolt-on is a optional, self-contained system to provide GMs with a way of giving GMs some structure on how to run the complicated nature of a mob during a scenario. If used, it should usurp any ‘local rules’ provided in a particular scenario or campaign.

Excerpt

Mobs are dangerous entities; a mass of people, chanting, shouting, angrily expressing some general frustration or direct anger at some specific situation of person.

For this system a mob is considered a group of 5 or more people – although it scales up to hundreds and thousands.  The system assumes the mob has taken an interest in the character(s), tension is high and something is about to kick off; the mob will be operating on one of three levels:

  1. Restrain: they want to restrain or detain the character(s) for some reason
  2. Hurt: they decide to give the character(s) a thrashing with fists, kicks and maybe a few improvised blunt-force weapons; it could be because of something the character(s) have done or is a result of random anger, a group of people acting in fear – looking for a scapegoat.
  3. Kill: this is reserved for focussed anger. The character(s) have definitely done something that warrants the unflinching mob desire to murder them.

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This system covers the following items:

  • Talking down a mob (confrontation)
  • Evading and eluding a mob
  • Attacked by a mob – fighting back – consequences
    • Includes creating window of opportunity (to escape or talk down)
  • The stress of being chased. How character groups are rapidly dispersed leading to isolation and risk.

Download the PDF - here

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David J Rodger – DATA

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