Quick Annoucement - Everything within a Name

I was informed today that the name I have been recently using for my S&W modern supplement was copyrighted. This, obviously means I cannot use it and rightfully so as I would hate for someone else to come along and start to use Usarm without my knowledge or consent. The reason I share this is because a lot of posts have gone missing from Google+. This is due to my inability to change the link name back to the blog to something that doesn't hamper the copyright of another developer. I am in no legal trouble that I am aware of and for the moment the game will go back to being called Eldritch Shadows or Basic Modern ... at least until something else that is much more cool and invoctive of the system (and totally legal) can be found.

Conversely, if anyone happens to know HOW I can find out if a name is copyrighted or trademarked (preferably for free) please let me know.

On a side-note, despite this unpleasantness it was a great day at the beach!

Patreon Supported Adventures - Old Fey Bargains: A Short Scenerio for Eldritch Shadows


Fey Magic is a short adventure, a romp, to fill in the gaps between campaigns or major story points within a large, Eldritch Shadows game. This adventure is suitable for players of the third or fourth level and should take about on night of play. Fey Magic is an investigation adventure, requiring players to think and travel on their own accord. While some rolling is required this romp is more suited to discussion, roleplay, and critical thought.


Alister MacCuinn's family has always been fortunate. Since the late 1800s they have prospered in the New World, leaving Scotland as poor dirt farmers only to become the most powerful coal family on the Eastern Sea board. When coal lost its throne to oil, the MacCuinn's found in their mines veins of copper and far rarer material. Now, in the early years of the twenty-first century all seems good for the McaCuinn clan, except an old bargain and an ancient enemy are about to be broken, and all the good fortune of the MacCuinn's will fall back on them and the town they built from the wilds of the Appalachians.

Nearly a century ago, Alister's Great-Great Grandfather trapped a Fey deep in the pouching mines he dug. For all this time the creature, a woman of great beauty and dark heart, has remained chained far below. A Bargain was struck that should the family ever be blessed with the birth of triplets, who would number as two girls and a boy, born in an order of girl, boy, girl, the cold iron chains that bound the Fey would fall and she would be released. To seal this bargain, the MacCuinn bound the Fey's power to a pendant that was passed sire to heir until now it rests against Alister's chest.
Last week, Alister's Daughter Moira, birthed triplets with the help of modern medicine. The order matched that of the bargain made, and as the babes slept their first night in their mother's care, a mine collapse killed 40 of Alister's men. The next day as shock rang across the country, Investigators claimed that MacCuinn had bribed safety inspectors and that the mine had been dangerously unsafe for years. The same day, Moira's husband was killed when a sinkhole opened up in front of his car as he traveled to the hospital to see his wife and new born children.


While the players could be involved for any number of reasons here are several that could aid in convincing them to aid MacCuinn.
  1. The Power of the Fey – With the bargain broken, a wave of Fey magic explodes across the country, and assaults the team's Magic-User viciously, showing him visions of the Appalachians collapsing the deaths of millions.
  2. An Old Favor – One of the character's great-great grandfather's was close friends with MacCuinn, even traveling to the states with him. It has been long understood that the character's family owes the MacCuinn's a debt of brothers and blood.
  3. College Sweetheart – Moira MacCuinn dated one of the characters in college and while she has fallen out of touch, knows he is involved in the supernatural. Not believing that all the bad luck is just chance she contacts the character and begs for help.

The Adventure

MaCuinn's Domain

For whatever the reason the players soon find themselves involved with MacCuinn's problems. Unfortunately, the old businessman doesn't want them involved at all in his problems and is rather uncouth in his opinion (and statement of such) of the characters. When meeting with MacCuinn the players should be allowed several minutes of time alone in MacCuinn's office while the old business man attends to other matters. The following are some of the things they may discover:

- There is a memo on the table that reads “For the tenth time, Roger, we aren't expanding to the south. While we own that land it has already been savaged of all materials by poachers and wannabe teenagers.
- Pictures and paints on the walls depict the MacCuin men going down the family tree to the original immigrant. With the exception of the first MacCuinn all following MacCuinn men have the pendant.
- The pendant is laying on the desk, its chain broken and the stone in its center a deep red/black, different from the blue depicted in the storybook.
- A letter from accounting inquiring as to why a miner named Zeb Liben, who was fired thirty years ago was still receiving a weekly pay.

During the meeting Alister is hostile to the characters, believing them to be nothing but frauds and opportunists out to make a quick buck at the expense of Alister's company. No matter the angle, Alister will storm out, alerting his security forces to have the character's arrested.

Other Points of Interest.

While much can be gleaned in Alister's office other information can be obtained by hitting the streets and mingling with the townsfolk. The following are some of the things they may discover.

- Zeb Liben is an old nut job who lives in the woods near the town and has a tendency to poke at people with a silvered butter knife.
- Despite being unused wild land, Alister maintains a high security presence in the area, and has gone so far as to install hidden cameras throughout that section of forest.
- A Few nights ago (the same night as Moira gave birth) a group of teenagers at a bush party in the forest near the MacCuinn property swear to hearing a laugh that seemed to come from the earth itself.
- A couple of the miners who escaped the collapse claim to have seen great hands of rock and earth ripping out the supports and collapsing the mine.
- Investigation into the inspector will reveal no sign of him as having ever been employed by the PA State Mines Commission (In truth the inspector is the brother of the trapped Fey disguised by Glamour).

If the players decide to find Zeb, they'll locate him living in an old, broken to rust and mildew trailer in the forest near the hills of the MacCuinn property. Zeb is twitchy around those he doesn't know and keeps his hands on an old shotgun. From Zeb the players can find out the following.

- Zeb believes that MacCuinn has hired assassins to take him out.
- The former company level inspector discovered the MacCuinn family secret and was paid-off to keep his mouth shut,

The Southern Property

The southern boundaries of the town are edges of this huge section of wild lands owned and patrolled by the MacCuinns. If any character should study what they see with their eyes over Internet image searches they will discover that the ground has fallen away. A Successful Intelligence SR will reveal that is not the grounds but the hills that have moved, growing about 10 feet in height. While the cave is easy enough to find, a Successful Wisdom SR is needed to assure that the players do not get lost in the wild.

While traveling through the wild lands outside the town the player have a 3 in six chance of running into one of the following once:

Roll     Enemy
1 – 2    Bear
3 – 4    Fey-blooded ally
5 – 6    Rock Dog

The old pouching mines have long since been boarded up and concealed by years of scrub growth. However, the sense of mere presence acts to guide even the most magically dis-inclined character to its entrance once the players get close enough (within ¼ mile). Inside the caves the players will find a small, narrow tunnel leading deep into the mountain, the walls and floor are slick with water and a faint glow can be seen far ahead a long with the sweet sound of a woman singing in a deep Scottish lilt. Anyone who does not succeed a Wisdom SR will be under compulsion to obey the fey further in the tunnel.

At the tunnel's end the players find an unfinished section of the mine. Mining tools and an old cart still waiting for their owner to retrieve them. Against one wall, a tall, lean, red-headed woman with deep violet eyes is bounded to the wall by a singular chain around her left wrist. Her right arm is free, but a broken chain can be seen danging from her right wrist. This is Fia, a Fey tricked into traveling across the waters and trapped by the MacCuinn generations ago. If she has any of the players under compulsion this is the moment she uses them, commanding them to free her, if any play not under her compulsion attempts to stop the enspelled player they should be attacked.

Fia is interested in revenge for her long imprisonment and demands the blood of the entire MacCuinn Clan to sate her. While it is possible to convince her to another route, Fia is spoiling for a fight and even trapped is a force to be reckoned with.


The bargain has been broken so whether Fia is once more imprisoned, killed, or freed the MacCuinn luck is long gone. Alister is none to happy about this but sees little he can do about it given his failing company and the loss of much of his wealth. Oddly, while Alister ends up in prison due to the mining accident and revelations of corruption and political bribes over the years, the reversal of luck doesn't seem to affect Moira or her children. If the players should, in later years, follow up on the case they will find that Moira has named one of her daughter's Fia and while her siblings have gray eyes she is gifted with deep violet ones. Unfortunately, Fia Brother, a power Fey Lord who has been searching for his sister for a long time will not be so forgiving to the players should they imprision her once more or kill her, and should become a force in the backgrounds of their lives for quite some time.

Bear – HD 4; AC 7 [12]; ATK Bite; MV 12; Save 13; HDE/XP 4/120; SPC Hug
Fia - HD 6; AC 4 [15]; ATK Unarmed; MV 2; Save 11; HDE/XP 8/800; SPC Spells 1st lvl, 4 (Charm Person x2, Sleep x2); 2nd lvl, 2 (Detect Thoughts, Phantasmal Force); 3rd lvl, 2 (Hold Person x2). Fey Born abilities (Glamor at-will, Compulsion 3x/day)
Fey-Blooded Ally – HD 5; AC 6 [13]; ATK Handgun (1d6+1); MV 12; Save 12; HDE/XP 5/240

Rock Dog – HD 4; AC 4 [15]; ATK Bite; MV 12; Save 13; HDE/XP 4/120; SPC Slam

Quick Shots - ROC Facility

Today I continue work on the X-Plorers' adventure "Wag the Dog". As anyone who follow my google+ stream knows I've been posting a lot of stuff for the adventure in the last two days in terms of layout as I both prepare the adventure for my Patreons and retail release. Below is the map of the ABRI Corporation's ROC2 Facility, a factory on the artificial planet of Hella where most of Act II takes place.

Patreon Supported Adventures - Forgotten Goods,

Here it is blog folk! The latest one-page-romp from Genius Loci Games! If interested you can get all my Patreon Supported Adventures in pdf form as a Patreon Supporter.

About Shadowhack

Shadowhack is a simplified version of the classic FASA roleplaying game, Shadowrun, that uses the Old School Hack OSR ruleset as its foundation. While not complete, Shadowhack offers a good framework to fast play in a cyberpunk fantasy world. To play Shadowhack all you need is a bunch of d12s and the Shadowhack PDF file.


© copyright by Jazbee 2012
Forgotten Goods, is an introductory one-page-romp for Shadowhack meant for 4 to 6 rookie Runners and should not take more than a single session of play. The adventure begins with the players getting a gig from a Decker named Westend who wants them to retrieve an off-line datacore she claims as her own tech from a storage unit in Old Town. What should be a simple milk run soon unravels as the Storage Facility has become the home for a cult of Ghouls who are very interested in protecting their turf. Should the players succeed and recover the datacore they will find that Westend has transferred a substantial amount of credits to their credit sticks. Unfortunately, the job may not be over as the Nostromo Corporation is hunting for the Runner Crew that stole their property.

Kurt-G's Forget-Me-Not Storage

Security is rather light around the storage facility. Automated cameras, and a few rusty old drones (Goons - HP 1, Damage Ranged Ballistic 1d12) roam the lanes of storage units in packs of 3 to 4. Any forced entry into the facility will key the drones and cameras to focus on the intruders, transmitting the collected data to Troubleshooting International for later investigation or sale. Hacking the security cameras is relatively easily (GM modifier +2), but the drones are harder (GM modifier +4) and will fry when successfully hacked. Both the drones and the Cameras have been reprogrammed to ignore the Ghouls, and can give no warning to the presence of the squatters should either system be compromised.

While the front sector of the storage facility is free of Ghoul influence, the back half is under the full control of a Ghoul named Papa Sym, who has lead the Ghouls to believe that they are cursed by God and can only find redemption through him. In truth, Papa Sym is a BTL manufacturer who uses the Ghouls as a personal security force, and cheap labor. In truth, Papa Sym is a Vampire of no account.


Ghouls (Goons) 18 – HP 1; Damage Ranged Ballistic, Melee Slashing 1d12; Notes: Ghouls hunt and attack in packs of six. If more than 75% of a hunting party the remaining Ghouls will attempt to flee.
Ghouls (Heavies) 3 – HP 4; Armor (Light – I 12, B 13); Damage Ranged Ballistic (Minigun) 2d12
Papa Sym (Boss) – HP 10; Damage Ranged Ballistic (Handgun) 3d12, Ranged Magical (Fireball/2x 3 pts) 3d12 Area Sphere 3 around Target; Notes – Other Spells – Heal/1x 3 pts.


The players will find the datacore in a random storage unit, floating in a zero-g field in the center of the unit. The units only light comes from the soft glow of the zero-g unit. Any attempt to physically bypass the field will result in bio-feedback (damage 2d12, 1 pt) and trips an alarm that will alert Troubleshooting International and lock the players inside (GM modifier +6 to hacking attempts). Attempting to use hacker abilities to gain access will alert, security programs within the self contained system of the zero-g field's generator. Once the players have gained access to the datacore, they will receive a message from Westend as to where to drop the package and guarantee their payday.

Security Program (Goons) 6 – HP 1; Damage Ranged Mental 1d12


Westend will somehow access and deposit the appropriate amount of credits to each players credit sticks, and through the player datacoms (both systems typically thought to be unhackable) thank them and apologize. It is here she will reveal that the datacore isn't hers, but Nostromo's property and that they are already investigating the disappearance of their core. Any questions about Westend's propose or why she needs the datacore will result in the Decker closing the transmission.

Briggian Werewolves and the Eldritch Shadows

Recently my library 4e game "The World" ended with the characters discovering what was causing the glitches in the game world while at the same time breaching the main server farm in the real world. The ending was bitter sweet as Carlos, Remy, and Cher were trapped in the game world while Carlos' in game elf lover, Myr, and Remy's soul-partner, the pseudo-dragon Krynn, were dataported and trapped in the real world. The players hope to revisit the 4e game someday, and some talk has already been given over to travelling to Ireland and trying to access the original server farm to rescue Carlos' group.

Starting next Sunday though the library group starts a new game ... again run by me (under protest, mind you!). This time around I've gotten them to agree to play my OSR modern game "Eldritch Shadows". Given the stereotypical make-up of my group (2/3rds female and middle-aged ... remember I said stereotypical, I am poking fun at myself and my group) I was unsurprised when, after explaining what Eldritch Shadows is, the reaction was one of "Oh like Mercy Thompson!". Thankfully, I am a fan of Patrica Brigg's work, so I knew what they were talking
about and soon planning was underway with character creation over skype and discussions on where the game will take place.

Oddly enough the library game will be taking place in the same area as all my existing (and upcoming) Elritch Shadows adventures ... Pennsylvania, and take place after "Fair Game" but before the events of "River Marked". The group consists of a Lone Wolf werewolf, a Human White Witch, and two mortal cops dealing with a group of Irish Fey who claim the Appalachian Mountain Range as originally belonging to them before Continental drift.

This set-up has given me two problems: 1. how the hell to handle how Witch Born magic works in Mercy-verse, and 2. how the hell to handle werewolf characters as they're presented in the Mercy-verse. So ... werewolves first.

Adam by Frvn-art
1. No matter their profession, skill level, etc the Briggian Werewolf follows the "Street-Thug" progression track.
2. Transformation to and from wolf-form is a painful and long process requiring a successful Constitution SR and three turns. Should an SR be failed the Briggian Werewolf is "locked" into their current form for a number of hours equal to 1d20 + 4.
3. In situations of high emotions the Briggian Werewolf must succeed an Intelligence SR or lose themselves to the wolf for 1d6 turns.
4. For every day a Briggian Wolf remains in wolf shape he or she must succeed an Intelligence SR with a negative modifier equal to the number of days within wolf shape. After three failures, the Briggian Wolf has "lost him-or-her-self to the wolf" and will be hunted by the Enforcer.
5. Whenever there is a full moon, the Briggian Wolf must succeed
an Intelligence SR or become "moon called" and "loose themselves to the wolf".
6. While in wolf shape a Briggian Wolf regains hit points equal to 1 every three hours. However, if the Briggian Wolf attempts to shift while injured there is a 3 in 6 chance of further injury in the form of 1d6 additional damage.
7. Silver-based objects (weapons, poisons, etc) deal double damage, any silver that remains in the body (shrapnel, shavings, poison) deal an additional 1d6 damage every hour and inflict a negative 4 modifier to all rolls until removed.
8. While in wolf shape one of the following ability scores increases by 4 (Strength, Dexterity, Constitution) and all sense-based Wisdom SR Checks receive a +2 modifier.

[White Star] Race - Husk

  White Star Core edition – Military Campaign This race assumes a campaign structure that is primarily human-centric and takes cues from my ...