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FASA Games, Inc.FASA Games Forums and News 2022-02-25T02:12:01 http://www.fasagames.com/forum/app.php/feed/forum/19 2022-02-25T02:12:012022-02-25T02:12:01 http://www.fasagames.com/forum/viewtopic.php?t=2547&p=19545#p19545 <![CDATA[Roleplaying General Discussion • Re: Integrating 1879 in Shadowrun]]>
I've kept it more as high level broad-strokes as we are talking of about 200 years worth of history to go through. The document is evergreen though and as we get more info on the Gruv, I'll likely amend part 2. The main goal here is to (try to) give enough to allow the GM to make use of it rapidly.

As indicated in my first post, there are very little change Earth side and most of the Steampunk/uchonic elements arose un the Gruv after contact was lost.

The Next two part will be more about those in thr 6th World who knows about the GRuv and how they will react as well as how the various power of the 6th World will react to this portal opening in London respectively.

Statistics:Posted by Boneguard — Fri Feb 25, 2022 2:12 am


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2022-02-12T09:16:402022-02-12T09:16:40 http://www.fasagames.com/forum/viewtopic.php?t=60&p=19491#p19491 <![CDATA[Roleplaying General Discussion • Re: 1879 GM Guide Kickstarter]]> WhatsApp Plus Download

Statistics:Posted by dk0ard — Sat Feb 12, 2022 9:16 am


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2022-02-09T21:15:262022-02-09T21:15:26 http://www.fasagames.com/forum/viewtopic.php?t=2547&p=19485#p19485 <![CDATA[Roleplaying General Discussion • Re: Integrating 1879 in Shadowrun]]> Shadowrun: The Grosvenor Land has begun and while not necessary, the Calendar of the Gruv can prove to be a handy resource.

as you can see by the structure, the document is built for both a French and English public and all the paragraphs are lined up (it's a common trick for the Canadian Government).

The document will be divided in 4 part:
Part 1) What came before, a quick summary of what happen in the Victorian Era and on Earth during the 20th century. It's a broad stroke picture that mainly focused on the key points of 1879.
Part 2) Life in Exil, will give a summary of life in the Gruv, the technological and social advancement (many of the uchronic elements of 1879 are being shifted here), and the relationship with the Saurid and the Samsut before the Reopening of the Portal.
Part 3) Those who Remember the Past will focus on Mr. Fairchild & the Knights of the Grail, the dragons, any surviving Spike babies (elves born before the return of the magic in 2011) and the Immortal elves and how they will react to the reopening of this portal. I might throw in some elements of the SR5 Court of Shadows sourcebook (as it is related to the elves) as well as 2 secret societies from Shadowrun: the Ordo Maximus (Vampire secret society) and the Black Lodge (my head canon is they are remaining of the Denairastas)
Part 4) will focus on The Sixth World and how England, the (Mega)Corporations, other Nations and the Shadowrunners will cope with this new Portal and what lies beyond.

As always when I write stuff, feedback is always welcome.

Statistics:Posted by Boneguard — Wed Feb 09, 2022 9:15 pm


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2022-01-30T16:46:262022-01-30T16:46:26 http://www.fasagames.com/forum/viewtopic.php?t=2549&p=19424#p19424 <![CDATA[Roleplaying General Discussion • Re: [Game Aid] Gruv Calendar]]>
Slimcreeper wrote:
Sun Jan 30, 2022 2:23 pm
Thanks for sharing this!
You are welcome.
Slimcreeper wrote:
Sun Jan 30, 2022 2:23 pm
So I understand how to use it - Y:1 corresponds to what year? The C: row tells you which calendar to use, right?
For the purpose of ease of reference, the decison is to have the Gruv Year 1 correspond to 1876 when Prof. Grosvenor open the portal. Granted no one was there yet as the portal was uncrossable, but the event was significant enough to mark it as the Starting year.

So the first humans (and the Boojums) crossed and arrived in the Gruv Year 2 (1877) onward. And I took the liberty to assume that the 1879 modified calendar found on p.33 of the Player's Guide was the first Calendar created/used (which correspond to the Gruv Year 4) and the calendar for year 1, 2 and 3 are, effectively, proleptic calendar (retroactively establish based on the adoption of the Gruv modified Calendar).

And yes the C: row indicate which of the 7 calendars to use for that year.

Edit: Granted when it comes to match dates between the Earth calendar and the Gruv calendar, it becomes tricky as the year/day doesn't match exactly (that where the conversion of days into seconds makes it a bit easier to figuare out the date equivalency). But on the other hand, it's really handy for Gruv specific campaign/mission.

Statistics:Posted by Boneguard — Sun Jan 30, 2022 4:46 pm


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2022-01-30T14:23:092022-01-30T14:23:09 http://www.fasagames.com/forum/viewtopic.php?t=2549&p=19420#p19420 <![CDATA[Roleplaying General Discussion • Re: [Game Aid] Gruv Calendar]]>
So I understand how to use it - Y:1 corresponds to what year? The C: row tells you which calendar to use, right?

Statistics:Posted by Slimcreeper — Sun Jan 30, 2022 2:23 pm


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2022-01-31T15:41:152022-01-29T20:03:44 http://www.fasagames.com/forum/viewtopic.php?t=2549&p=19415#p19415 <![CDATA[Roleplaying General Discussion • [Game Aid] Gruv Calendar]]> porting 1879 to Shadowrun), I've worked on the calendar of the Gruv which can be found here.

Basically the document provided:
1) the 7 possible calendars (one starting on each day of the week);
2) Which calendar matching for which Gruv year (over 280 years worth),
3) The Date equivalency for the opening of the portal on June 6th 1876 @15:02 and the date of June 6th 1876 @15:02 when it could be crossed.
4) The Equivalency of New Year for the years 1876 to 2090 in the Gruv Calendar

This datation is based on the calendar from p.33 of the player's Guide which is, itself based on the calendar of 1879. 1879 would be the 4th Gruv Year (year 1 being 1876 even if it is, technically, a partial year and no one was able to cross until 1877).

Oviously, Earth year and Gruv year doesn't match up exactly (as the year and day are shorter and there is no leap year in the Gruv) and every 73 year or so, there will be 2 Gruv year starting during that Earth year.

There a hidden tab which shows:
1) my calculation based on the number of secondes per day
2) The leap years between 1875 and 2081
3) the years (from June 6th to June 5th)

Statistics:Posted by Boneguard — Sat Jan 29, 2022 8:03 pm


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2022-01-25T00:04:212022-01-25T00:04:21 http://www.fasagames.com/forum/viewtopic.php?t=2547&p=19400#p19400 <![CDATA[Roleplaying General Discussion • Re: Integrating 1879 in Shadowrun]]>
Thankfully we have have two Punk-Fantasy setting (albeit one is Steam the other Cyber) so already a lot of common element to work with, making it a whole lot easier to combine.

Statistics:Posted by Boneguard — Tue Jan 25, 2022 12:04 am


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2022-01-24T23:55:202022-01-24T23:55:20 http://www.fasagames.com/forum/viewtopic.php?t=2547&p=19399#p19399 <![CDATA[Roleplaying General Discussion • Re: Integrating 1879 in Shadowrun]]>
Admittedly, I don't know much shadowrun, other than what I've picked up from listening to some of Opti's & the Shadowcaster network podcasts, but I love to see what people create.

Statistics:Posted by Slimcreeper — Mon Jan 24, 2022 11:55 pm


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2022-01-24T23:12:382022-01-24T23:12:38 http://www.fasagames.com/forum/viewtopic.php?t=2547&p=19398#p19398 <![CDATA[Roleplaying General Discussion • Integrating 1879 in Shadowrun]]> Slip Stream.

Basically in 2080, portals has started to appear allowing non-Awoken character to cross into the metaplan (Court of Shadows did introduced that in SR5, but SR6 is leaning into it). This gives me a great opportunity to have the Rabbit Hole reopen and reestablish contact with the Gruv.

Now, some of the change I would go with would be:
1) Tone down the uchrony on earth, however keep the Stampunk elements in the Gruv where they would have been discovered/developed.
2) Reduce the scale of the Rabbit Hole impact on Earth to more localised area where the mana was on a high enough peak, to be brought just over the threshold. I'm going to have the Rabbit Hole open for only 5 years or so at the most, before it's mysterious closing.
3) History rewritten. The Immortal elves and a certain secret society, worked really hard to suppress this knowledge and destroy evidence of this premature peak. While not of the doing, the destruction wrought by WWI and WWII help them suppress them in this endeavor. The 2029 Crash also was of tremendous help.
4) The older spike baby form that time have been closely monitored to insure they keep the secret.
5) in the UK, it's a bit of a gongshow as the (mega)corps, the UK governement, the Queen and some other interest gŕoup all veer to either: control, exploitm protect, some or all of the above the new land.

In the Gruv, well the colonies did survive and progress, although unaware who followed in the footsteps of "Bertie" and his Prince Albert Victor (unaware that he died before his father and thus the throne went to his brother George) as the king of England, as they have been cut off.

The conflict with the Samsut has likely boiled down to a cold war and the attitude similar as Victorian towards the France. The relation with the Saurid has improved, mostly, and while still Victorian/steampunky, they would have a better relationship with the land (a bit like the Samsut but expressed differently). If there is any exprension beyound the Gruv, it would be minimal.

That's the global plan. There are a few more things, which I did not include to keep in as spoiler free as possible, bit now I just need to write it (and update it with details from Fort Alive and future Gruv related sourcebook).

Once completed (likely a few months down the road), would that be something you'd like me to share?

Statistics:Posted by Boneguard — Mon Jan 24, 2022 11:12 pm


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2020-02-04T22:40:422020-02-04T22:40:42 http://www.fasagames.com/forum/viewtopic.php?t=1580&p=11581#p11581 <![CDATA[Roleplaying General Discussion • Re: Villian Hissing]]> Statistics:Posted by Andrew1879 — Tue Feb 04, 2020 10:40 pm


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2020-02-04T22:05:442020-02-04T22:05:44 http://www.fasagames.com/forum/viewtopic.php?t=1580&p=11580#p11580 <![CDATA[Roleplaying General Discussion • Villian Hissing]]>
1879: You May Hiss the Villain

The Brother of Shadow – I sort of like him remaining anonymous

Dr Tropy McTroperson (working title), I'm torn on this. It's a little goofy. On the other hand, if he actually has really well-crafted, devious plans but the party is convinced he's a joke and underestimates him ... that could be pretty fun.

Tsukomogami Summoner - love this.

Mercenary Commander –

Airship Pilot – required trope

Feckless Sociopath – I'm wary of queer-coded villains and i'm afraid this could veer in that direction.

Librarian of Secrets – Awesome.

Genocidal Mana Researcher – I love to hate this one.

Karla – don't know Smiley, which is probably a crime.

Outlaw – cool.

Radical Anti-Opioid Crusader – This villain is not completely wrong on the addiction front. in adventure where the party sees the dark side of addiction, could be quite effective.

Exposer of Secrets – Wikileaks plus anonymous? Excellent.

Statistics:Posted by Slimcreeper — Tue Feb 04, 2020 10:05 pm


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2019-10-30T14:40:362019-10-30T14:40:36 http://www.fasagames.com/forum/viewtopic.php?t=1331&p=10805#p10805 <![CDATA[Roleplaying General Discussion • Re: Story: Battle of Shiroyama (Castle Mountain)]]> Statistics:Posted by Andrew1879 — Wed Oct 30, 2019 2:40 pm


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2019-10-29T02:28:312019-10-29T02:28:31 http://www.fasagames.com/forum/viewtopic.php?t=1331&p=10781#p10781 <![CDATA[Roleplaying General Discussion • Re: Story: Battle of Shiroyama (Castle Mountain)]]>
He looked to his ally, dressed in the uniform of the American Confederacy’s Engineering Corps with the rank of Colonel, equal to the rank of Sho-Sho. The man was tall and spindly and was one of the ‘changed’, resembling what was called an Elfu. Dark haired with brown eyes, sharp features, Caucasian skin, and a hard demeanor that said experienced warrior to Saigo. “Mori-san. You trust these new rifles will work properly?” The officer had a French name that was fiendishly tough to pronounce for Japanese, but had asked for a local name close to his own to make things easy on the locals.

Mori looked back at him, “I’ve fired the smaller version of the Sharpe’s .52. It kicks like a horse for me. The larger ‘T’ model for your big boys hit’s a lot harder and at much further distance. Ito-san’s a good Gunso. He took to it like a fish and has reported no problems. The inventors at Atlanta have had time to improve the metallurgy. It’ll hold up.”

Saigo nodded, quietly looking over the enemies positions as panicked conscripts were looking around for direction as the secondary detonations from the last ship were still going off, sending flaming fragments into the landed army from sheer force. He was making note of the officers who seemed to be rallying the conscripts. They would need to go first. Even with the forces he had, he was still considerably outnumbered by the IJA. But sheer numbers meant nothing without leadership.

“And the...what did you call them? ‘Nordenfeldt’s’? These have been used?”

Mori made a face, as if having a bad memory, “Well, not to this extent. But yes, to great effect against troll lines and small naval craft. And it would have been a real problem getting them deployed without your...erm….’Ogres’, you called them? I recommend a commendation to the work crews.”

“If we survive this, then yes. And what of your modifications to the light cannons?”

“The correct term is ‘Punt Gun’. And I need to get your designers some proper measuring tools to standardize what we have come up with. The multi-barreled spread gun is going to give a lot of people a one up against massed charges. It’s not a machine gun, but anything in the general direction of what you are pointing it at is not going to be there anymore after the first salvo. It will go at least 4 ranks deep. Brits will love it through The Looking Glass.”

Saigo didn’t like the idea of the spread gun array. It was something that some of his gun smiths and Mori had come up with when he spotted a historical example of a multi-barreled matchlock with 7 barrels in a fan design. He’d worked long hours with his craftsmen to make five of the arrays for Saigo and had made custom cartridges for them to be used against massed troops. It would be a slaughter with little dignity for the enemy. But it would devastate them. And that’s what he needed to win. “If they work.”

Mori looked offended, “They will work. Your gunners are be able to load the prepared canisters a lot faster. They should have enough time to reload after the initial shock of the unified salvo. Assuming the Imperials don’t just cut and run.”

Saigo nodded, then squinted as he noted a few officers yelling at subordinates and he saw them starting to rally the Imperial troops. But that was not his target. “Where are you?”

Mori pulled a small spyglass from his belt and offered it, “Who we looking for? I’m still not familiar with all of your field generals.”

Saigo took the glass and opened it, “Judging from what I am seeing and the relative discipline, I am not thinking Hiroshi. The officer and senior infantry are too disciplined. This is someone else.”

Statistics:Posted by TheWanderingJewels — Tue Oct 29, 2019 2:28 am


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2019-10-27T14:12:042019-10-27T14:12:04 http://www.fasagames.com/forum/viewtopic.php?t=60&p=10777#p10777 <![CDATA[Roleplaying General Discussion • Re: 1879 GM Guide Kickstarter]]>
Andrew1879 wrote:
Sat Jan 07, 2017 8:38 pm
Here's the version that's going out in the newsletter in the near future.
  • Akkadian Connection 01: Big Trouble in Little Soho, currently in layout, is the first of our Plot Point Campaign books, like an Adventure Path. The party starts out investigating a dangerous new drug circulating in London’s criminal underground, and uncovers a much larger conspiracy. Designed to take the characters from Initiate into their Novice Tier, this adventure can be followed up by the second and third books in the series, played as a standalone, or serve as the launching point for your own campaign.
  • London: The Haunted City is in second draft. Haunted by its past, and by its past inhabitants, London is home to the most advanced technology in the British Empire but still enforces laws from the time of Magna Carta. While the wealthy flit overhead in microsteam-powered airships, the poor eke out a living in squalid rookeries, or make their coin interfering with one firm at the behest of another. Adventure Hooks, locations described and ready to use in your game, and a complete scenario involving a kidnapping gone badly awry!
  • 1879 Players Companion is in first draft. Not only will we give you the Warden and Master Tiers for the Players Guide Professions, but the mechanics to build your own Professions, and a few examples, including the Engineer and the Police Officer! We’ll also introduce Variants, that allow you to customize your Profession, and show you how it’s done with the Newtonian and Promethean Variant of the Weird Scientist Profession. The Equipment chapter introduces android app mechanics for fully automatic weaponry and gives you the stats on a few models. The Magic section will have the rules for creating new Base Spells and new KAVs, spell stacking for multiple effects in a single KAV, and how to build Fetishes and Foci. The Secret Societies chapter has a new Order for Mages, the Theosophical Society, a new Faith, the Sufis, and a new School for Weird Scientists, the Sisterhood of the Third Unification. Plus new Devices, expansions on Social Level, and a section on Analytical Engines!
  • 1879 GM’s Companion is in first draft. The players don’t get to have all the fun. The GM gets new Secret Societies to use as background, opponents, or motivations. We’re including a massive expansion on vehicles, including the Vehicular Combat system, so you can finally have that airship battle you’ve been planning. There’s a chapter on Spirits that gives you essentially a codex of the astral entities flitting about the Empire, and a chapter on Dragons.
  • The Fort Alice Gazetteer is in first draft. This book expands massively on the Terrestrial presence in the Gruv, describing not only Fort Alice, but the Zulu ikhanda, the Maori and Indian support settlements for their regiments stationed in the Gruv, and the nearby Saurids. There’s also a Bestiary chapter, for some new creatures and plants to be encountered, and pregenerated characters for some of the more noteworthy (or notorious) inhabitants.
  • Saurids of the Gruv is in first draft. The Saurids have four cultures in the Grosvenor Peninsula. The Plains, Mountain, Forest, and Kistalmi each have very different ideas about how to live, how to govern themselves, and whether or not they want to get along with the Humans. This book will also include the Saurid Professions, with enough material to allow playing a Saurids campaign.
  • Akkadian Connection 02: Saurids on the Grosvenor Express takes the party from London, through the Rabbit Hole, to Fort Alice, investigating the connection from the first adventure to goings-on in the Gruv. This book is in revision after initial playtesting.
  • The Samsut book is in first draft. Like the Saurids book, it will detail the Samsut culture and homeland extensively. Samsut Professions will be included. The goal of this book, again like the Saurids one, is to allow playing a Samsut campaign.
  • Akkadian Connection 03 doesn’t have a final title yet. It’s still in first draft and has not yet been playtested. This adventure will pick up where the second PPC book left off, and take the players deep into the Samsut homeland.
  • Further books in the planning stages include Paris: The Fallen City, Berlin: The Electric City, and a series of standalone adventures including The Augusta Equations (chasing down Countess Lovelace’s final work) and The Freiburg Horror (can you weaponise a smell?).
very helpful :shock:

Statistics:Posted by GlendaFett — Sun Oct 27, 2019 2:12 pm


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2019-10-12T22:18:212019-10-12T22:18:21 http://www.fasagames.com/forum/viewtopic.php?t=1331&p=10692#p10692 <![CDATA[Roleplaying General Discussion • Re: Story: Battle of Shiroyama (Castle Mountain)]]> Statistics:Posted by Andrew1879 — Sat Oct 12, 2019 10:18 pm


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