Posts Tagged ‘post-apocalyptic’

A Yellow Dawn kind of Morning

Interesting morning.  Checked my blog traffic stats and saw a 700+ spike from last night and another 700+ so far this morning.  Everything feeding off this article I posted back in March 2012.

davidjrodger.wordpress.com/2012/03/01/post-apocalyptic-wallpaper-utoc-public-safety-notice-from-early-days-of-yellow-dawn-infection-warning/

Then I had a text from Ben Chapman, the artist I commissioned to create the poster for my RPG, Yellow Dawn – The Age of Hastur, way back in 2008. I wanted a poster to help catch eyeballs at a gaming / writer convention I was attending.  Ben did an excellent job. You can see it behind the Stormtrooper. Made a good T-shirt, too.

Follow Ben Chapman on Twitter (The Sprezz)

david_j_rodger_yellow_dawn_sci-fi_literature_games_convention_stormtrooper_unit_2

David J Rodger and a new Imperial Fan

Yellow Dawn is basically the shared universe of my fiction novels twisted through an apocalyptic event; the result of machinations of the Cthulhu Mythos. You’ve got a new wilderness, like the badlands of Mad Max; infestations of non-human species and Great Old Ones taking a hold now that the majority of Earth has been left dead… or to the undead. Things that have been mistakenly described as zombies by survivors. And you’ve got survivors, living out in high-tech luxury within the Living Cities or slithering around in poverty and squalor (think D&D adventurers ripe for setting off on their first desperate adventure), forced to rely on crude weapons and old technology, scavenging in the ruins of a former glory or braving the mind-warping horror of the Dead Cities

Ben was super excited because he’d found the image trending on Imgur, with a lot of comments bubbling up on Reddit.  He sent me the links.


http://www.reddit.com/r/WTF/comments/1cxxgc/if_you_discover_a_dead_body/

and


http://www.reddit.com/r/WTF/comments/x385g/welcome_to_the_end/

It’s pleasing, flattering even, but more so it’s really interesting and rather exciting to see an idea take off on its own; other people, other minds taking it and doing their stuff with it. (Although a credit to Ben and myself is always appreciated).  A couple of very cool examples of this are below:

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

Image source: Oli Mortimer, visit his website here.

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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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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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Make your own sign

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

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How to Destroy Angels

Trent Reznor, Mariqueen Maandig, Rob Sheridan, Atticus Ross - How to Destroy Angels - create post-apocalyptic music video for How Long

Mariqueen Maandig, Trent Reznor, Rob Sheridan, Atticus Ross

Former NIN frontman Trent Reznor has crafted a new album with the razor-edged talents of How To Destroy Angels; a collective that includes his wife and singer Mariqueen Maandig, art director Rob Sheridan and composer Atticus Ross. The album is called Welcome Oblivion, released this month, and includes the mournfully melodic track How Long.  Complete with Joy Division bass twangs and a slow-time beat and shuffle.  On its own the track is almost gentle, but combined with the video it packs a subtle punch with a simple message. How long do we have left?  Or How Long will the human race actually survive in the wake of the apocalyptic events that will eventually consume the current paradigm of the planet?

The video could initially be an observation of primitive man exploring the uncertain boundaries of a world that is dark and brimming with mystery.

But then it switches up a gear and you can see the aeon-old struggle about to be played out.  The strong survive and the weak are meat.

For me the video plunges deep into the heart of my vision of Yellow Dawn (The Age of Hastur). A post-apocalyptic universe for some of my novels and a setting for the role-playing game with the same title.  Out in the new Wilderness, survivors have reverted to primitive states of existence, their descent occasionally interrupted by the arrival of travellers who bring fragments of a former, high-tech world with them.

How Long, indeed?

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

Available in paperback or Amazon Kindle

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

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

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Storm Curtains & Wilderness

aurora borealis or meteorological phenomenon known as a storm curtain in Yellow Dawn

Meteorological phenomenon known as a Storm Curtain in Yellow Dawn

Following the destruction of the SOYAR corporation’s vessel “Kalisto” as it broke apart into hundreds of fireballs, tearing across the sky to rain burning debris across a 300 mile swath of southern Europe and North Africa, the population of Earth suffered several waves of cosmic, unexplainable horror and weird environmental changes that meant that life on the planet was never going to be the same again.

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Part of this includes distorted weather patterns and the alien meteorological phenomenon of Storm Curtains.  Storm Curtains resemble the ghostly and enchanting aurora borealis except are a dirty amber in colour; still beautiful, they carry the threat of deadly chill vortices and are responsible for planet-wide disruption to digital satellite communication systems.

(!) How much disruption is down to the GM and creates the pivot point for scale of isolation the GM wants for characters in their game.

The rulebook (2.5) standard is:

If you have a handheld PA or a larger computer / cyberdeck device with a PA module; you would equip it with either a City Comms phone chip or a SatCom phone chip.

  • City Comms Account: Gives you 99% coverage in any Living City in the world. Going more than 1 km into a Dead Zone and coverage drops to zero %. There is no coverage beyond the Living City. You can talk, surf internet and watch movies. You cannot use a CityComms account for cyberdecks.
  • SatCom Account: Gives you 99% coverage in any Living City in the world, and 80% coverage anywhere else in the world (one roll per hour). They provide the massive bandwidth suitable for cyberdecks and robot controller links.

But the rulebook also weaves in the idea that the electromagnetic interference created by the Storm Curtains can severely disrupt satellite communications, and suggests the idea that a signal booster may be employed to punch through this.

Under “Internet” the rulebook states

The global Internet still exists but you’ll need a device that can punch through the storm curtain interference and connect.

Under “Wilderness” the rulebook states

Many survivors are existing without electricity so the luxury of digital communications is scarce.  Also, high levels of electromagnetic interference in the atmosphere (Storm Curtains) prevent all satellite communication unless the settlement has access to powerful signal boosting technology: this would be a suitcase-sized bit of kit, or an old relay tower from pre-Yellow Dawn days.

GM dictates severity of this:

GMs should feel free (and confident) to interpret and define this as they wish, in order to create a flavour of Wilderness and accompanying isolation that suits the mood / atmosphere of tension they want in their game.  The GM should answer following questions:

  • What does the signal booster look like, how much does it cost and weigh? What is it’s power consumption like? Is it a part of a handheld PA (modification / clip-on component)?  Or does it need to be a separate piece of kit?

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In my flavour of Yellow Dawn:

I enjoy the idea that once out in the wilderness, away from the powerful antennae arrays of the Living Cities, they need an expensive and unwieldy, suitcase-sized device to punch through the atmospheric interference.  This enables the 80% chance (per hour) to establish a satellite connection.  Without it they are prevented from using PAs to talk to compatriots via satellite – and unable to access the vast wealth of information on the Net.  Without it they are forced to rely on line-of-sight laser links or radio sets that have a limited range.  The deeper they go into the wilderness, the further they get from a Living City, the more isolated and “on their own” they become.

I’ve defined such a signal booster for my group as:

  • Looks like a small suitcase.
  • Cost: 10,000 credits.
  • Weight: 10 KG
  • Operation: requires a universal power pod, that provides 144 hours of constant use (24 hours per power cell; 6 days in total).  Whilst active, it enables the 80% chance (per hour) to establish a satellite connection

One thing that should always remain sacrosanct, is when a Storm Curtain does strike – when the characters are caught within or near to the subsequent Chill Vortex – then regardless of boosters all communications including radio signals are totally severed due to powerful electromagnetic fields radiating from the nearby curtains of light. This effect lasts until the GM rolls ’1′ on 1d20; one roll per hour.

The antennae arrays in Living Cities almost always guarantee satellite access except when a Storm Curtain strikes.

Other GM options:

Occasional impact from atmospheric interference: You could state that such a booster is only required at certain times, when interference grows particularly strong.  The GM would have to define a roll that determines when and how often this occurs.  It means that characters are not always at the risk of total isolation; but there’s a chance – forcing them to decide whether or not to buy-into signal boosting technology. In this option I would make the signal booster more unwieldy, expensive and vulnerable to damage.

Negligible impact from atmospheric interference: Alternatively, you could simply state that any handheld PA device with a SatCom account comes with a modified antennae stub allowing it to beat the interference (the GM is therefore defining the interference as generally weak except when a Storm Curtain strikes the local area).

Photo deserted survivor settlement in California mountains  image David J Rodger - All Rights Reserved

Deserted survivor settlement [] image David J Rodger

Wilderness and settlement dispersion

Another key metric that can be modified to customise the scale of isolation, is simply the distance between settlements in the wilderness.  There are a handful of surviving, fully operational and – more importantly – protected cities across the world. So-called “Living Cities”.  New York, for example, is a Living City, but the nearest neighbour is over 1,000 miles away.  Every Living City is typically surrounded by a wide swath of Dead Zone, where the Infection is rife; and then like a surreal inversion of the horror of the Dead Zone is an even wider region known as the Rural Support Zone. But beyond all this, away from the Living Cities, the landscape has reverted to a wilderness, where survivors exist within an often lawless, sometimes predatory world.  Such survivors endure bleak or occasionally idyllic existences within settlements.  The dispersion of these settlements within the wilderness defines the scale of isolation for any characters travelling through it.

The rulebook (2.5) standard is:

The rule of thumb for the Wilderness is that there’s typically one settlement, of varying size, every 11 to 30 miles (1d20+10), or between 1 and 6 settlements (1d6) every 100 miles.  That’s a significant distance on foot, even on horseback.

GM Options:

A GM should always feel free to increase the average distance whenever they feel it is required or better suits the region. Such as one settlement every 1d100+20 miles or 1d4-1 settlements every 100 miles.

Photo California Highway 395 deserted road through post-apocalyptic landscape - image David J Rodger - All Rights Reserved

Highway 395: deserted road through post-apocalyptic landscape [] image David J Rodger

 

Notes from Rulebook (2.5)

{ Internet }

The Internet is not what it was.  As the bulk of locations hosting the infrastructure of the Internet became Dead Places, the power grid failed, the servers and routers switched to emergency back-up batteries, and then blinked out.  The global Internet still exists but you’ll need a device that can punch through the storm curtain interference and connect you.
Lots of the data that used to exist in mirror-sites and replication servers is simply dark now.  It’s ‘out there’ but inaccessible. There’s an abundance of contracts available for freelance data-salvage teams, willing to send people out into dangerous places (Dead Cities and bandit country) to hard-line a connection into a cold server to get access to information they want.  GMs could use this as a plot hook.

{ Wilderness }

Photo New England eerie light glows on forest covered mountain peak - image David J Rodger - All Rights Reserved

New England Wilderness – Lovecraft Country – Eerie light glows on forest covered mountain peak – image David J Rodger

Access to information is power – never more so in these isolated communities.  Many survivors are existing without electricity so the luxury of digital communications is scarce.  Also, high levels of electromagnetic interference in the atmosphere (storm-curtains) prevent all satellite communication unless the settlement has access to powerful signal boosting technology: this would be a suitcase-sized bit of kit, or an old relay tower from pre-Yellow Dawn days.
Occasionally, locals keep in touch with other settlements via radio sets; but the range is limited, restricting knowledge about what is happening out in the world.

This ‘exaggerated isolation’ of the Wilderness creates a viable market for people willing to courier messages to settlements beyond the range of available communications; these messages can be hand-written notes or a video on a data-chip, for example.  It also increases the risk and the horror for people caught up in bad events because there is often no way to call for help.

{ Maps}

Before Yellow Dawn happened the whole world had been scanned by satellites and mapped in infinite detail; terrain types; population distribution; environmental impact zoning.  Much of that data still exists; for Living Cities and Rural Support Zones the data is up-to-date and clearly shows the state of things as they are now; for the Wilderness, the satellites are not re-scanning or re-mapping the landscape so the only way to find out how any particular sector has evolved is to either point a satellite at the area (requires some serious contacts) or to just go there.  Some exceptions exist, in that corporate interests, military intelligence or scientific needs may have led to a particular area being recently re-mapped; ultimately this is down to the GM to justify.

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

YD 2.5 available from LULU

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

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

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Life or death in the flash of a blade

Photography cyberpunk gang member and a Mythos apocalypse – Tattooed survivor with a samurai sword, by Danielle Tunstall

Tattooed survivor with a samurai sword. Image copyright danielle tunstall – all rights reserved. Click 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.

In the post-apocalyptic world of Yellow Dawn, survivors don’t just have to find food and resources to stay alive – they have to defend themselves from those who would take it from them.  The apocalypse strips away the pretensions of our current age.  Your platinum credit card won’t protect you from the swarms of feral gangs feasting on the remains of your city  – where more than seventy percent of the population died from an aggressive fever and coma within a handful of days.

Holing up in your apartment will only seem like a good idea until the food runs out and the water stops flowing.  Eventually you’ll have to go outside.  And face the random vicissitudes of a life now slotted into a survival track.  Getting out of the city is your only true option but then do you know how to grow or even harvest the things you need to live?

The man with the sword could be your nemesis or merely your own reflection in a grime spattered storefront – long since raided and emptied of anything useful.  There are worse things to fear out there. Depending on how close you live to southern Europe and North Africa, the 2nd pathogen – the Infection is spreading outwards from the original impact crates of the doom-laden deep space merchant cruiser the Callisto.  Shrieking in mindless rage, sprinting on limbs that will never grow weak or tired, or crawling around in shattered bodies that seem unable to die, the Infected come stalking into the urban places to create Dead Cities.  It is eventually here that the brave and the desperate come, to scavenge and explore, to find artefacts from a close yet distant era of human civilisation on a planet still quivering from the aftershock of what has happened.

High above, untouched but grieving, the orbital colonies spin silently and observe the expanding push for a new life into deep space.  Backs turned on mother Earth. Whilst down below, in the abandoned spaces, fresh horrors are being born as non-human things drift down from alien dimensions of space and time to reclaim  a landscape they once ruled as their own.   When it comes to it – it’s you and the sharp-edged blade of the sword. You’re a survivor or you’re a victim.

Yellow Dawn – The Age of Hastur is an RPG and the setting for a collection of novels.  British sci-fi dark fantasy author David J Rodger is currently working on The Social Club, the third novel placed in this post-apocalyptic survival horror world.  It follows  Dog Eat Dog and The Black Lake (which recently received critical review in the Guardian newspaper website UK).  All three novels are separate stories but share the one universe.  Another five novels exist, taking place in this shared universe before Yellow Dawn wrecked such global havoc and devastation. You can view all of these novels here.

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Danielle Tunstall has a vast repository of images she’s created and showcasing on her website, definitely worth a look if you’re into the darker side of Cyberpunk, verging on horror, smeared in blood and infection.

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Review: The Black Lake

I got pinged an email alert by Google the other day. I’d been mentioned on The Guardian website. My scalp contracted and I clicked on the link, feeling a mixture of delight, excitement and utter terror.  The Guardian is a big deal.  Then I read the journo’s strapline:  “Better editing could have upped the shock voltage of this tale of horror on an isolated Scottish island.”  And I thought, eek, I’m in for a bruising here.

But actually, I found the article enlightening and rewarding.

But those quibbles aside, The Black Lake was good fun: short, atmospheric and creepy. Having read tons of zombie novels, and horror novels, I’m surprised a publisher hasn’t snapped this one up, as it could definitely hold its own alongside more traditionally published genre material. If I had the time, I wouldn’t mind returning to check out some of Rodger’s other novels, set in the Yellow Dawn world.

- Alison Flood, The Guardian

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Alison Flood’s critique highlights the fundamental issue at the heart of my LULU / Amazon publishing model; and the same issues for the majority of other authors who have a direct route to market.

Lack of editorial resource.

I don’t have a big publishing house carousing on my behalf; I don’t have  professional editorial expertise behind me, knocking off the rough edges of my work into a glossy  market-focussed product. Some people would argue that’s a good thing, and I can understand that point of view, but in my case I’m now swinging around to the idea of buying-in a layer of industry experience: hiring a professional editor on a freelance basis.

What’s the point of me spending 7 weeks of my life writing a novel to then not maximise its potential?

Regardless of a mainstream publisher being interested in snapping me up – if I can improve the product for the slice of the market already prepared to buy my work as it stands, then I’m improving my chances of referrals and punters coming back for more helpings.

Mind you.  Freelance editors are not cheap and I now have 7 novels in the stable.

So I’m going to have to think very hard about next steps – choices and timescales, and budget.

I do strive for quality in my work.  At the end of the day I’m crafting a product that has a lot of people paying money to enjoy.  This article has flashed up a like mirror, reflecting back a view that shows where I can improve.

So yeah, rewarding and positive.

The Guardian news website reveiws The Black Lake by David J Rodger - fun atmospheric and creepy but better editing could have helped

Click to read full article on The Guardian website

You can read the full article by Alison Flood here (or click on the image above)

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PREVIEW / BUY “THE BLACK LAKE”

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

Available in paperback or Amazon Kindle

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

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

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David J Rodger – DATA

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Grimes

Cyberpunk culture today GRIMES - plastic chics and male babes with medieval weapons and hair-extensions - freaking awesome

Still from Genesis video by GRIMES – click for full size

Before I say anything else. Go to Amazon or  iTunes and buy this album – Visions, by Grimes. It’s phenomenal.  If you know me or are familiar with my blog you’ll know I don’t make recommendations lightly.  These guys like The Hacker’s album – Rêves Mécaniques – ingested through a sparkling haze of aerosol narcotics.

The video is from the single GENSIS (free download on soundcloud), taken from the Visions album.   Great visuals that are suitably edgy and memorable to do justice to the jaw-dropping native talent of the album and artists its representing.  This is great music but the video helps place it in the gritty gloss of tomorrow, embossing the sounds with the hallmark of Cyberpunk culture: 20 minutes into the future.

It’s David Lynch – Lost Highway – meets Olympic Airways by the Foals – just with more fake nails and lip gloss.  Sniff deep and suck hard on the gong-pipe.  This will make your face crease with a languid smile beneath half-lidded eyes.  

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On a personal level, the sight of people so absorbed by alternative fashion that they appear almost alien – who are also riding around in combustion engine vehicles whilst carrying modern medieval weaponry – just captures the quintessential dichotomy of the world of Yellow Dawn.  Yellow Dawn is the Earth of the near future after a cataclysmic event delivers apocalyptic changes to life on the planet.  Survivors either cluster around a few Living Cities or cope with the new wilderness – bushcraft and patched-up technology.  But a video like this shows the almost freakish collision of city survivors heading out into the new wilderness.  Naive and thinking they can head out for some quick thrills facing off against a hostile environment or capable fear-junkies who have the ability to back up the action?  How well they cope depends on what kind of guides they’ve invested in, and what kind of jacked up biological systems they’ve got inside of them – thanks to bioweave implants or the more grungy, hardcore tech of cybernetics.

It’s also another stellar signing by those devilishly clever folks at 4AD (think Dead Can Dance and Clan of Xymox) and more recently the ludicrously talented Purity Ring.  Cyberpunk today. Yup. It’s happening super quick now.  We’re sliding towards a singularity of burned chrome.

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

Available in paperback or Amazon Kindle

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

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

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David J Rodger – DATA

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Publicity

Pick up the December 2012 issue of SFX now  and apart from the plethora of highly entertaining and informative editorial content, you’ll find a juicy little plug for The Black Lake tucked in there.

SFX-12-2012 plugs novel by British Sci-Fi Dark Fantasy author David J Rodger - The Black Lake -  a haunting set within post-apocalyptic Cthulhu Mythos

SFX plugs The Black Lake – click for more info on the novel

Thank you SFX!

Djr

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CB Structures Inc: hands-on survival advice

Image of zombies approaching Pole Barn or Post Frame Buildings from CB Structures IncWhether it be zombies – or their less virulent but just as dangerous lower cousins,  the wild vagrant horde, CB Structures Inc have put together a rather wonderful little article about creating a barn suitable for survival. And they should know, they’ve been in the business of building barns for over 20 years. Sounds like a commercial doesn’t it.  But it’s true and a classic example of Sci-fi Fantasy bleeding into real-world fact.

Their article covers barn design tips, including:

  •     A 15-point food and equipment stocking checklist
  •     A 10-point weapon stocking checklist
  •     Tips for assembling a survival team Post-apocalypse strategies

A classic example of Sci-fi Fantasy bleeding into real-world fact

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This wags my tail bone because it fits seamlessly into one of the key concepts of the zombie / Hastur-apocalypse RPG called Yellow Dawn – building settlements, repairing and improving structures using scavenged resources, and utilising skills rarely used in most other RPGs to actually create a survival environment.

LINKS USED IN THIS POST:

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

Available in paperback or Kindle

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

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

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See more posts like this – click

David J Rodger – DATA

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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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photograph of Calcified Caped Dove Lake Natron Africa  Copyright Nick Brandt 2010

Icon of a dead planet. Image: Nick Brandt - All Rights Reserved

Nick Brandt  is probably best known for his wonderfully developed photographs of the wild animals of Africa caught in a state of existence (rather than action shots of them splashing through water or diving dramatically through the sky).

However this image struck me as iconic of something beyond wildlife photography.  It could be an icon of a dead planet.  The final curtain call of environmental change or the consequences of something catastrophic like Yellow Dawn: the image would not be out-of-place in a Mad Max movie. Those who have survived would walk past things like this every day, but sometimes, they are going to encounter sights that will punch through their brain-shocked desensitivity. And make them stop. And stare. And remember.

I think Brandt has captured this raw, gut-wrenching emotion of the absolute end of things.

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If you like his work, check out Nick Brandt’s website.

He also has a stunning hardback book available:

On This Earth, A Shadow Falls
Photographs by Nick Brandt
Big Life Editions, 2010. 192 pp., 90 illustrations, 13¼x15½”.

Selected as one of the Best Books of 2010 by:

  • Anne Kelly
  • Elizabeth Avedon

View here:
http://www.photoeye.com/bookstore/citation.cfm?Catalog=ze223

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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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David J Rodger – DATA

Bolt-On Module

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

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This bolt-on is available 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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David J Rodger – DATA

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

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Dead City Runs, Scavenging and the Infected

I’ve got a small, secondary group I’m acting GM for, several folks who are getting into Yellow Dawn – The Age of Hastur.  It’s been a very interesting experience for  me because one of the chaps has never even played an RPG before; so I’ve had the opportunity to watch him totally get into the concept, something that is almost impossible to really explain to anybody who has never done tabletop RPG before. Pens, paper, dice… and the raw energy of the human imagination.

It’s also been a little nerve-wracking for me because I’ve had to “sell the world” to them, build up the layers that creates the fabric of Yellow Dawn and bring about suspension of disbelief in a very short period of time.

Thankfully, I feel like I’ve achieved this: they’re certainly enjoying the short (1 hour) sessions I’m running every couple of days.

As players new to the world of Yellow Dawn, I feel the best way to introduce folks to the darker horror aspect of the world is to start them off utterly broke and desperate, and have them join the CRC (City Recovery Corps) to do some scavenging. Ostensibly to earn some ready cash, but in truth it allows a GM to describe the concept of a Living City – where life seems to continue almost as if billions of people didn’t die ten years earlier; and then the journey outwards, out through the Infection Free Zone, past the toast-towers (flame-throwers) into the Dead Zone, through the Rural Support Zone and then into the true Wilderness. Finally to reach the claustrophobic and sweaty terror of a Dead City.

The folks have been experiencing the Infected first hand. And it’s been bloody and horrible.  I’ve also been able to weave in some of the more subtle Lovecraftian aspects of the world, through the Influence of Hastur.

However, I think if I had stuck to the rules as they were written (killing Zeds; risk of Zeds appearing on a street; chance of zed-surges from loud noises) then I reckon the game would have been over pretty quick.  Their characters are fairly ordinary people. Not hardened fighters. Just survivors thrown into this horrible situation.  Not to say that I’ve been making it easy for them, not at all (you can listen to their exploits via a podcast that’s coming out soon), but being a GM is all about the importance of balance. Delivering a great story, a tough challenge that isn’t always utterly impossible to beat.

The characters have just crawled through an abandoned apartment into a bedroom and shut the door – with two members of their original team (NPCs) now outside, screaming horribly, mindless and freshly Infected, and I can see the genuine fear on the players faces. They want to stay there.  They don’t want to get up and face those “things” again. But the characters have signed contracts. They are CRC now and they have to scavenge and recover a minimum of 500 KG.

I know they can probably do it, but the players are locked in a world painted by their imaginations and what they’re experiencing is palpable and unpleasant.

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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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# # #

Yellow Dawn The Ageof Hastur Primary Rulebook

Available from LULU

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

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

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

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David J Rodger – DATA

Work in progress

I’ve been taking a more social stance past couple of weeks. Orient Express. A long weekend in London. Slower progress on creative projects but that is no bad thing. Means I’ve been seeing a lot of my friends. Meanwhile, the Nanomech system simmers on in a positive way; nearly finished, I just have to flesh out ideas for what happens when disassembler / replication units go wrong – especially those “home-brew” types created by characters. Although starting to see an idea take shape for another novel (that would be #4 on my list of current novel plots I’m fleshing out) about the world of Yellow Dawn (Earth) but in the far flung future – the ultimate consequences of the Influence of Hastur after the secular defences of humankind have failed. We’ll see, might not work out but it’s an exciting prospect and would give me a choice of three zones for future novels: 1) pre-Yellow Dawn, cyberpunk thrillers with a dose of horror 2) Yellow Dawn post-apocalyptic survival and 3) a strange far flung twisted future Earth.

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The weapon by his side looked like a sword, the kind of twin-edged blade with a tapered point that would not have looked out of place in Roman times. But this was late 21st century and the world had long since stopped looking like anything a historical figure would recognise: Yellow Dawn had made sure of that.  The whole sword, from the ridged hilt to engraved blade was formed of a slightly glossy black material, glistening in the early dawn light and glittering with flecks of gold and green.  It was pure nanomech.  With a mental command from his synaptic bridge, he could have squirted a radio signal that would have made the whole thing devolve back into an inert and unthreatening state: an object that looked like a stubby bone handle. He wasn’t about to do that right now.  Out here, in the Wilderness, having a visible weapon was one more small reason for somebody not to try and mess with you.
    The design of both states was his own, something that hinted at his impressive coding skills.      
    It wasn’t just a sword, it was a computer, raw processing power dispersed through the device; he’d loaded it with AI-Emulation software and the thing – he called it Slash – actually had a bit of a personality. More importantly it carried a whole bunch of skill-soft within its memory, things like how to hot-wire a scavenged vehicle from the side of a road in the middle of nowhere and convert the hybrid powerplant to old-school biofuel. Or what plants to avoid eating when the hunger got so bad even the idea of sucking the leather armour wrapped around his forearms seemed like a good idea.  Skills like that made a difference out in the Wilderness. 

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So, making good progress with the new bolt-on rule system, Nanomech and Synthology, have fleshed out pre-configured nanomech technology that characters can purchase “ready made”, plus rules that allow characters with correct skills to buy raw clumps of nanomech (cubits) or grow their own, and then configure it to “do stuff” by writing deployment code for different things. Currently have things like Swarm Sentry and Surveillance (wasps) to Senz-Wire (intelligent razor wire) through to Smoke-Blades (the blade of a weapon “shatters” into millions of nano-particles inside of victim, causing havoc with organic systems).

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

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David J Rodger – DATA

A quick video of British Sci-Fi and Dark Fantasy author David J Rodger, giving an introduction to the brand new hardback version of “Yellow Dawn – The Age of Hastur”. Originally published in 2007, a new updated version was released in February 2012 (version 2.5).

This is a hardback edition of version 2.5.

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The video provides a view of the hardback and brief overview of a couple of key changes made to the Yellow Dawn during the recent overhaul.

You can find the hardback edition of Yellow Dawn – The Age of Hastur (2.5) on LULU, here:


http://www.lulu.com/shop/david-j-rodger/yellow-dawn-25-special-edition-hardcover/hardcover/product-20012076.html

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Hardback version of Yellow Dawn The Age of Hastur

Available exclusively from LULU

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It is also available in its original softback cover (version 2.5) here:

http://www.lulu.com/shop/david-j-rodger/yellow-dawn-the-age-of-hastur/paperback/product-18893919.html

More information available through official Yellow Dawn webpage:

http://www.davidjrodger.com/yellowdawn.htm

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… YELLOW DAWN: 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: The Influence of Hastur; Medical theories on the Infection; Zombie surges; Comprehensive scavenging system; Computer hacking and drug abuse; Non-human characters; Enhancements through cyberware and bioware; Weaponry, equipment and armour; Complex political, corporate and quasi-religious tensions; Schools of Elemental Magick, occultism, demonology, and the alien horrors of the Outer Chaos — the Cthulhu Mythos.

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If you’re not a game player or just want to get a richer flavour of the world of Yellow Dawn then check out the novel, Dog Eat Dog:

http://www.lulu.com/shop/david-j-rodger/dog-eat-dog/paperback/product-18954442.html

Dog Eat Dog - a crime thriller set in post-apocalyptic world of Yellow Dawn written by British Sci-Fi Dark Fantasy author David J Rodger

Available in paperback or kindle

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David J Rodger – DATA

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

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Bringing old-skool RPG to a new audience

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

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

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

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

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

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

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

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

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

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

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

Simon Edwards

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

Simon Edwards

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Adam Lee

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

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

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

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# # #

Yellow Dawn The Ageof Hastur Primary Rulebook

Available from LULU

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

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

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

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See more posts like this – click

David J Rodger – DATA

Bolt-On Module

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

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

download_PDF_of RPG rules for resolving chases and mob attacks

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

 

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

Cut to the Chase

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

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

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

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

Each Challenge

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

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

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

RISK OF FATIGUE:

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

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

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

When Distance Reaches Zero

The prey is caught.

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

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

Making a Run For It

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

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

Supportive Notes

 

Define the NPCs

The GM should determine the following factors:

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

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

How difficult is the Terrain?

Value of 3 to 18.

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

The measure of distance

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

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

Every 10 metres is +1 Distance.

Especially Fast Participants?

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

Running as a Group

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

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

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

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

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

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

LEADERSHIP:

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

Finding a Hiding Place

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

When does the threat pass?

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

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

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

Getting out of a hot zone

Value of 3 to 18.

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

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

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

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

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

When a Mob Wants to Restrain

This happens when Distance reaches Zero.

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

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

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

Any character that rolls beneath this value:

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

Any character rolling beneath 1/5th the value:

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

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

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

When a Mob wants to Hurt

This happens when Distance reaches Zero.

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

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

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

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

Broken Jaw

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

Internal Bleeding / Swelling of the Brain

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

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

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

When a Mob wants to KILL

This happens when Distance reaches Zero.

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

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

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

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

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

Using a Dangerous Weapon Against a Mob

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

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

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

If the Mob wants to HURT: multiply by 2

If the Mob wants to KILL: multiply by 1

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

Enraging the Mob

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

Failing to Escape

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

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

How much of the mob died or was injured?

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

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Download this in PDF format

download_PDF_of RPG rules for resolving chases and mob attacks

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# # #

Yellow Dawn The Ageof Hastur Primary Rulebook

Available from LULU

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

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

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

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Hayling Island

This is a shot taken by the Norwegian photographer Hågen Landsem.  It was snapped at Hayling Island during a recent trip there, where we all got together at a house on the edge of the sea to indulge in a weekend of playing the Call of Cthulhu campaign Horror on the Orient Express, but in the post-apocalyptic setting of Yellow Dawn – The Age of Hastur.  Epic session. Played 14 hours straight through.

You can read a blog post about the weekend here, or pick through the RPG session notes here.

The Gang

Yellow Dawn The Age of Hastur - play testers and British Sci-Fi Dark Fantasy author David J Rodger - taken Hayling Island March 2012 by Hagen Landsem

R2L: Hågen Landsem; Tony Jordan; David J Rodger (centre); Chris Halliday; Kelvin Wright

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Hagen is also one of the playtesters who saw Yellow Dawn  emerge from an original idea in 2005 through to first publication in 2007, and the recent launch of the updated edition 2.5.

In fact, I’d go so far as to say that if Hågen hadn’t broken the previous version of the RPG back in 2005, something I’d been writing since 1996 and simply called Game, then Yellow Dawn may never have come into existence. So thanks to Hågen for being the stubborn SOB he is *smiles*.

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A little under 10 minutes this is a wonderfully atmospheric cyberpunk post-apocalyptic short that plugs straight into your adrenal gland.  Definitely make sure you’ve got big sound, full screen and a do-not-disturb holo hovering above your skull.

There’s a fantastic absence of dialogue, adding to the enigma of the story’s background: what is the character searching for and why did this happen?  Is the character even human, or something else?  Great sense of peril from the autonomous machine response.

It would fit seamlessly into the post-apocalyptic universe of  Yellow Dawn – The Age of Hastur, except for the fact it shows nature having reclaimed the abandoned cityscape. In Yellow Dawn, one aspect of the Infection that dominates the daily life of survivors who have chosen not to seek sanctuary in the Living Cities, and is part of the pervasive Influence of Hastur, is the fact that the flora and fauna of Nature does not grow anywhere there are significant populations of Infected victims (erroneously called zombies by survivors and media).  Even 10 years after the event known as Yellow Dawn happened, the Dead Cities remain free from the choking overgrowth of weeds, trees, wild grasses or anything else; adding to the intensely disturbing atmosphere to these places.

Here’s the video:

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Story by Wes Ball. Produced by Oddball Animation

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British Sci-Fi & Dark Fantasy Author David J Rodger is evolving H.P.Lovecraft’s Cthulhu Mythos through his novels and roleplaying game.

I received a google alert about my RPG Yellow Dawn- The Age of Hastur and associated novel Dog Eat Dog getting a mention.  I checked out the link and was super-pleased by what I found. A blogger from Arizona, in the US  with some positive things to say.  So I’m sharing it here: spreading good words.

Here’s the first few lines from the blog / review by Walking Widdershins and a link to read full article.

YELLOW DAWN

There’s nothing that can compare to the excitement of getting packages in the mail, for me at least! Even if you know what’s in them it doesn’t lessen the excitement of unpacking them.

The long awaited supplies for brewing a batch of stout to be ready for next month finally came in today and *drumroll* a new Role-Playing Game book! Fresh off the presses, the newly updated Yellow Dawn – The Age of Hastur 2.5 by David J Rodger.

Yellow Dawn is set in a post-apocalyptic near future with a landscape fueled by the machinations of its denizens, Cyberpunk technology, and a threat looming beyond the stars to wreak its havoc upon mankind. Fans of cosmic horror and Cthulhu Mythos will appreciate what this universe has to offer to its readers and players.

Dog Eat Dog, the first novel set in this universe, is a wonderfully immersive introduction that sweeps you into the action and gritty intrigue at a rapid-pace and doesn’t let you go.

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Read full article

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David J Rodger – DATA

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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David J Rodger – DATA