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Now that the game and adventure modules are out, we'd like more reviews in order to get taken more seriously when we reach out to professionals for blurbs and reviews.

The game is free, so all you have to do is make an account on DriveThruRPG if you don't have one, download the books, and after 24 hours if you go back to the product page, you can leave feedback.

All honest reviews are appreciated! You also don't have to read the whole thing to have an opinion. skim and report what you think.

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This looks really good, and really interesting.

It's also really long, though. Time to start working through it.

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Just a poem someone mentioned that I found touching.

Unfortunately, I can't figure out how to format the line breaks on Lemmy. Oh well.

I like to think (and the sooner the better!) of a cybernetic meadow where mammals and computers live together in mutually programming harmony like pure water touching clear sky.

I like to think (right now, please!) of a cybernetic forest filled with pines and electronics where deer stroll peacefully past computers as if they were flowers with spinning blossoms.

I like to think (it has to be!) of a cybernetic ecology where we are free of our labors and joined back to nature, returned to our mammal brothers and sisters, and all watched over by machines of loving grace.

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With the release of campaign 1, we've now released all the starting content planned within phase 1!

Check it out, tell your friends. and consider leaving a review!

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submitted 2 weeks ago* (last edited 2 weeks ago) by andrewrgross@slrpnk.net to c/fullyautomatedrpg@slrpnk.net

This came up on Discord, and I thought it was with sharing more broadly:

Anyone have advice on handling a U-wolf PC? Anthropic bias is heavy. ... ok, got a coherant backstory from them, Third Generation from initial uplift, not all Aunts/Uncles are in the S5 range, and lifespan improvement is generationally incrementing upwarsd. All of the pack that raised them are at least S4+, Moms are Foresters/Wilderness managers, Dad is a radio astronomer and hobbiest fisherman. Walter Brown (the PC parawolf), is an informal coordinator using a BCI to keep connected to networks, and taking advantage of a very high Dunbar Number to maintain lots of distinct relationships.

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submitted 3 weeks ago* (last edited 3 weeks ago) by andrewrgross@slrpnk.net to c/fullyautomatedrpg@slrpnk.net

cross-posted from: https://startrek.website/post/11678529

Happy Free RPG Day!

I saw this post last night just before the sale ended, and grabbed a free copy of the Star Trek Adventures RPG core rule book.

If anyone would like a copy, message me and I'll share my copy with you (which I think is acceptable: as a rule, I don't encourage piracy of RPGs because I want to respect the creative work of others, but I got this free on sale yesterday, so it seems reasonable to share copies person-to-person).

Having spent the morning reading it, I'm very impressed. I've made it a priority to try and learn from other RPGs, especially any that take place in some kind of positive future. And I'm especially interested in ones like Traveler, this, and The Expanse, because eventually I'd like to release a space-based companion to the core manual.

This is a very cool game book. It's really rich in lore, and does a great job making the world seem intelligible to play in. Contextualizing the technology and making sense of the conflicts and player experiences in such a world is no mean feat, but this RPG does a really good job, imo, demonstrating ways of doing that.

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submitted 3 weeks ago* (last edited 3 weeks ago) by andrewrgross@slrpnk.net to c/fullyautomatedrpg@slrpnk.net

Our indie dev group just released our third playable adventure! This is the climax of a four-part set! It is now available for free on DriveThruRPG!

It’s for a free, open-source game system/setting we made that’s like cyberpunk in a post-scarcity society. Check it out! Honest feedback is appreciated.

A gang of whitehat biohackers suspect they're being targeted. That threat is about to get very real.

On a sunny summer day, your help is needed escorting a eccentric researcher to a meeting with their collegues. It's been six weeks since unknown actors staged a daring armed robbery on their laboratory, and tensions are running high. But when this mysterious adversary puts their plans into action, it'll take all your skills and judgement to avert a nightmare.

This story continues to build on the previous two in its scope, complexity, and challenges to give diverse player and character types opportunitites to see more places, meet more characters, and find ways to use their specialities to help their communities in a story with around 8 - 10 hours of content.

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Our second playable adventure is now available for free on DriveThruRPG!

An adventurer is facing a mind-bending medical crisis. Are you prepard to join the rescue party?

Psychonaut Psilosybe Vulgaris has fallen into a catonic state while testing a new psychadelic. Now her doctor and friends need the aid of some daring and capable first responders ready to do whatever it takes to find a cure, before her mind dissolves away to nothing!

As the second published adventure within the Fully Automated! solarpunk game catalog, Psychonautica is written for new players who are ready for a more free-form adventure. Unlike the short and simple demo mission, this one has twists, turns, and opportunities for GMs and players to tell stories with a bit more freedom.

Respond to a medical emergency! Explore the wild mental dimension of neurospace! Meet a wilder, wider world of characters in a story that stands on its own while planting the seeds for an even more climactic sequel!

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Firebreak! A game of directable fire. With it's origins in the burning years and needing to train children to handle PPE for smoke, it's gradually evolved into a more playful mode. Over several days the competitors build quickwood structures and an artificial forest. The teams have "home trees" to protect and defend, and a limited supply of water to extinguish it. The central artificial forest is ignited and let spread before the teams can leave (leaf) their home trees. The sport supports a variable amount of teams. In some rural areas It's also considered a coming of age ritual in forested areas, which imparts valuable lessons about life and rescue work.

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I found this story on Mastodon, about a maritime shipping disaster and the first-on-the-scene, questionably-legitimate emergency responders who rescue crew, contain the ecological impacts, and restore infrastructure damaged by a megafreighter crash before the official response can get into gear. And who take a bunch of loot when they leave.

Fully Automated's setting is generally more responsible than the capitalist one suggested in this story, so there might be less of a vacuum for a group like this to fill. But the world is big and varied, and it has a messy history, with plenty of war and strife, in which groups like this could thrive. Some of them may still be around. And some regions might just genuinely need someone to step up and respond to disasters, regardless of legitimacy.

Either way, I think it's a neat concept with decent execution.

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I love everything about this, especially the gear and tactics. So badass.

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The vote to elect a new chair of the Pacifica Grid closes in four days, and an auditor thinks there's something suspicious going on. Records of an incident for the lead candidate's past have been destroyed in a cyberattack, and the manager responsible for the files is being mysteriously tight lipped. Keeping power in the right hands requires answers, and it's going to take a few determined problem solvers to get them!

After releasing the core game manual a week ago, we've now released our first playable adventure. It's a concise little one-shot that can be played in 2-4 hours, written specifically as an easy entry point into the game's world and rules.

Like the game itself, it's FREE! So check it out, tell your friends, and if you like this weird little story of hard-science sci-fi intrigue, please leave us a rating and review!

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Guess what?

WE'RE LIVE!!!

Fully Automated RPG is now available for "purchase" on DriveThruRPG!

https://www.drivethrurpg.com/en/product/481979/Fully-Automated-Solarpunk-RPG

If you haven't yet had a look, check us out now! The book is free as in speech, and free as in beer! And if you like what you see, please rate us, review us, and tell your friends! (or foes!)

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submitted 1 month ago* (last edited 1 month ago) by andrewrgross@slrpnk.net to c/fullyautomatedrpg@slrpnk.net

A GM play tester posted this on the Discord, and I'm very excited by this feedback. I think it's a great testimonial to share, and also a confirmation of our overall approach. Making the game system-flexible was a priority, so I'm really glad to hear that it works in actual use that way.

@andrewrgross when I joined this discord like half a year ago or more, you asked me to share my thoughts on the game. I have finally had a chance to play. Or well, a completely overhauled version of the game, so I'm not sure if my thoughts are still worth much, but here it goes.

I read the entire setting and came up with some more details for my own region, the Netherlands. I found some friends in my neighbourhood and we played in our own neighbourhood in the year 2124. Most were new to rpgs in general. I used my own monstrous homebrew mechanics that are a mix of Pathfinder2e and Powered by the Apocalypse, but extremely rules-lite. I made some pregens heavily inspired by the pregens in this game but turned to a more Dutch setting. I also came up with my own one-shot adventure about finding a missing sabretooth tiger (scientists were restoring extinct animals, not sure if I made that up or if it was in the setting already), including a neurodive/skidoo in a sabretooth tiger.

All players absolutely had a blast. The new players had some trouble thinking of what was possible, but they asked a lot of questions and were very enthousiastic of being able to do anything. Two players were DnD veterans, but they really enjoyed the light tone of the setting. The light atmosphere was not a downside, as there was still tension (would they be able to find the tiger in time? would the neurodive go wrong?). We even had some combat in neurospace, which was just resolved like any other encounter and more freeform. I explained that a cyberdeck to the players was just like what a smartphone would be like for someone from 1924, and they got really creative with it, contacting their social media followers and looking up information, etc.

We will probably turn it into a campaign, and next time they will make their own characters. For me as a GM, the whole setting really came alive from the rulebook. I think I will make the campaign about extinct animals being brought back.

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Rethinking Maps (slrpnk.net)

I've been thinking about Five's excellent comments about states and the borders of a post-state world on one of our previous discussions. And since this Lemmy community is intended partially as a repository of resources for players and GMs, I thought I'd gather up some of the cool maps I've been looking at, and organize them into categories of options/inspiration for anyone who is thinking about what a region outside the more-lore-established Nation of Pacifica might look like.

Five suggested a few really cool options, the first of which was the overlapping zones of the historical lands of indigenous peoples. The setting already features a massive, successful Land Back movement, so it would be quite reasonable from a lore standpoint to restore these wherever possible, or to establish a sort of hybrid mix with modern landmarks. This interactive map is also very useful: https://www.npr.org/2022/10/10/1127837659/native-land-map-ancestral-tribal-lands-worldwide

The next was Watersheds and I really love these maps. To paraphrase Five: in a world where states no longer exist, borders that still have importance are those drawn by nature. People still need to coordinate over land and water management. They give some wonderful world building suggestions though I'd also suggest that as Fully Automated! Is in the transition to a post-state world, but is not there yet, that there's excellent potential for factions, feuds, drama, and plot hooks in the existing states losing relevance to watershed organizations that overlap their territory and authorities, but don't necessarily encompass all of them.

The cool thing with watersheds is you can aim for huge nation-sized chunks of land, or tiny town-sized boundaries, all depending on your needs.

The last one I'll include is biomes. These are another natural boundary, though often a softer one than the watersheds.

And there's no need to restrict yourself to just one new way of redrawing the map. Societies are messy, and often slow to change. It wouldn't be unrealistic to end up with a mix of all of the above, along with existing cities and state or national borders too. Here's one example, though it's alt-history rather than scifi.

I hope this is useful, and if someday you're playing the game and redrawing the map, I'd love to see what you come up with!

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One of the other devs asked about the description of the "Independent States of America" in the following passage. They asked if allowing for a southern succession was offensive or inappropriate. How does this read to others?

...

2077 - The American realignment

Following the third contested election in a row, the new governor of Florida declared that the state would no longer send taxes to DC, and began restricting the flow of goods from its coastal and space ports until its preferred candidate was seated as president. DC mobilized the military and national guard, and the governor of Florida demanded the backing of neighboring states. Internal conflicts within the military ranks began to rise as states began taking sides. Alabama’s governor immediately took the side of Florida and other states began forming alliances. Texas and Oklahoma declared joint neutrality. Georgia, South Carolina, North Carolina, and Virginia allied in rejection of Flordabama, despite recognizing many of the same grievances and demanded a peaceful solution. Arkansas, Tennessee, Kentucky, WV, Missouri, Kansas, and Nebraska formed a block in support of the US, as did New England. Mississippi and Louisiana were the most conflicted until an attack on US-loyal soldiers at Camp Powell began a civil war, and Louisiana and Mississippi joined the Texan alliance. The result was a transfer of power from the federal government to four regional state collectives:

Pacifica, made up of the west-coast: California, Oregon, Washington, Nevada, New Mexico and Arizona.

Oyate Ni’na Tan’ka Makobdaye ka Heitanka (ONTMH), made up of Colorado, The Dakotas, Idaho, Kansas, Montana, Nebraska, Utah, Wyoming, and parts of Alberta, Iowa, Manitoba, Minnesota, Missouri, and Saskatchewan.

The Independent States of America, made up of most of the coastal south: Florida, Texas, Alabama, Louisiana, Mississippi, etc.

The United States of America: the remaining states of the north east and central continent remained within the United States, although many formed regional state compacts and much of the authority of the federal government was shifted to these states and their state collectives.

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submitted 3 months ago* (last edited 3 months ago) by andrewrgross@slrpnk.net to c/fullyautomatedrpg@slrpnk.net

We're editing down the manual, and I'm sharing some backstory to the world that didn't make the cut in the manual. This is the kind of silly microfiction that players are encouraged to write and share. This particular piece I wrote because I was trying to imagine where gorillas would live in the US, and why, and how.

In writing the backstory for Ewan Reinhart, I decided that the Gulf Coast was probably the most ecologically sensible place to try to establish a population of gorillas, and then started imaging the circumstances under which the US would do so. Surprise: it's the military industrial complex working hand-in-hand with border control!

The Establishment of the Gulf Coast Gorilla Population

Starting in the 2030s, Northwestern State University in Louisiana began trying to create a stable population of gorillas within one of Louisiana’s wildlife preserves. Among the project goals were tests of whether uplifting would improve the ability of the gorillas to thrive and assist humans in optimizing their survival. Several years after transplanting heirloom gorillas from US zoos and administering enhancement programs, the US Department of Defense began piloting Project Primal Warrior: a project to test the feasibility and performance of gorilla shock troops. In 2042 the DOD invested heavily in the Louisiana Gorilla Sanctuary project with the goal of creating 1,000 gorilla infantry soldiers by 2050 and the goal to produce 10,000 u-gorilla soldiers by 2060.

Herman Ducharme was among the early cohorts to undergo Army training. In 2042, at the age of ten he began keeping a journal at the request of his handlers. Concurrently, he began keeping a private diary in addition to one his handlers reviewed. It documents Herman’s exploration into unscreened literature at the fort library and conversations among the other gorillas about their situation. Ducharme’s secret diary would go on to establish a historical record of an emerging political consciousness among the early gulf coast gorilla troops. In 2048, the military began deploying army-trained gorillas along with Customs and Border Patrol agents. In 2049, the Bureau of Land Management began establishing gorilla habitats for mixed populations of maximally and minimally enhanced gorillas along most of the eastern third of the US-Mexico border. Though the pretext was for gorilla conservation, contemporary news coverage recognized the motivation to try and surveil and control the border.

By 2052 the Department of Homeland Security began the top secret project Simian Sentry. Under the program, DHS began incentivizing, manipulating, and pressuring the population of 8,000 gorillas living directly along the border to discourage crossing attempts through violence against humans who passed through their territory. Around the same time, residents of the southern Gorilla sanctuary became acquainted with members of the nascent parahuman rights movement through their contact with Veronica Sandoval’s production team, who were working on “Voices of the Unheard”.

In 2056, the brutal murder of a family camping in Louisiana brought national attention to the danger the gorillas living along the gulf coast posed. In the midst of the furor, a young gorilla investigator named Whisper Dubois and a human partner broke the story on the clandestine militarization of the southern Gorilla sanctuary by the DOD and CBP under Simian Sentry. The program was canceled following heated congressional hearings that took place amid a fierce public debate over the public perception of Gorillas. The DOD began phasing out Project Primal Warrior soon after. Attempts to evict 6,000 u-gorilla infantrymen from the barracks in which they’d lived since they were children led to riots among both gorillas and humans. The military eventually completed the move-out by offering a generous severance package and investments in gorilla infrastructure. Because of the gulf of trust between the Gulf Coast Gorillas and the US government, these monies were directed – on the gorillas’ insistence – to the Circle of Nations for management and disbursement. By 2060, the weakened US government had lost interest in managing the complicated situation they’d created along the gulf coast. To the gorillas’ delight, the federal government eagerly left matters to the states and the Circle of Nations as much as possible going forward.

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submitted 3 months ago* (last edited 3 months ago) by andrewrgross@slrpnk.net to c/fullyautomatedrpg@slrpnk.net

Hey! Our game tries to integrate into its vision of the future an assumption of the restoration of Indigenous culture and agency on Turtle Island. As we're getting ready to release, we'd really appreciate getting more eyes on it and letting us know how it reads and if there are any changes we can make to improve its quality.

The main section which I'd like thoughts on is below. This is taken from the section of the World Guide describing major historical events and turning points. Constructive feedback would be appreciated. Feel free to copy, share, repost, ect. to any other forum where it may get attention, and direct folks to contact us through any social media or email channels on our website (https://fullyautomatedrpg.com). And thanks!

2042 - The Yurok People v. The Bureau of Land Management

In 2028, congress passed the Federal Ordnance for Restoration of Environments for Sustainable Territories (or FOREST) Act. The FOREST Act was a massive compromise legislation which created new programs to encourage forestry management. It included terms to make preserving and expanding forests as carbon sinks financially competitive with logging and mineral extraction by allowing companies to sell carbon offsets; funded construction of new parks; relaxed limits on hunting; and provided dozens of other favors for the various stakeholders needed to secure passage. One of its 35 sections even contained a largely symbolic gesture to American Indian tribes which would return neglected land to them under conditions which were believed unlikely to ever be exercised.

The effects were mixed. By 2038, millions of additional acres of land had been set aside as protected reserves. Many policy experts believed that the reduction in drilling and fracking that occurred was driven more by local bans and a rapid decline in financing as the banking sector began to recognize that new carbon infrastructure had become such frequent targets of sabotage that their risk wasn’t worth the declining returns. Eventually, the carbon offsets market crashed in 2041 following the Second Paradise Fire. A lawsuit followed.

During Our Children’s Trust v. Green Growth Climate Solutions, the climate advocacy group Our Children’s Trust showed that Green Growth Climate Solutions had purchased hundreds of square miles and contracted with the Federal Bureau of Land Management to be responsible for forestry management of thousands more of federally held land in order to sell worthless carbon offsets. At the same time, they’d neglected to perform any meaningful sustainable forestry services as contracted. During the trial, experts testified to the well-known fact that carbon offsets were a junk science that did not meaningfully address the climate crisis, and that the fire danger created by hundreds of thousands of acres of neglected land was well known.

The judgment put Green Growth Climate Solutions out of business and crashed the market for carbon offsets. It also created a scandal for the Bureau of Land Management, which was wholly under-resourced and unequipped to fulfill their legal responsibilities to manage the vast tracts of land that now returned to their oversight. A solution came in the form of The Yurok People v. the Bureau of Land Management in 2042.

As soon as the Green Growth case wrapped, the Yurok People brought a suit to enforce section 33 of the FOREST Act of 2028. In the trial against Green Growth it had been shown that the land belonging to the Bureau of Land Management that they’d contracted to Green Growth and the land privately held by Green Growth (which reverted to BLM following Green Growth's desolation) had been left fallow for nearly a decade. In a crowning achievement for the First Peoples’ legal movement, a judge concurred that these circumstances fulfilled the conditions outlined in section 33, and granted them 8,000 square miles of territory.

Green Growth’s practices had been common throughout the industry, and as the market crashed and more suits were brought in other states, native groups reclaimed millions of acres more. Though the judgements were stinging, the federal government saw a silver lining. Responsibility for the ever-growing problem of wildfires now rested with the native groups who’d won their cases.

Over the 2040s, the various nations of the first peoples managed to surprise the doubters. They formed the Circle of Nations to assist in inter-tribal management of their expansive returned territories.

They turned land assumed to be of low value into productive food forests, nature reserves, scientific centers, parks, and traditional hunting preserves. While reducing uncontrolled fires, they turned the land into a source of wealth and influence. They granted permissions to communes which met their strict qualifying requirements to live upon the land and learn their techniques. They fed and housed themselves and then thousands upon thousands more.

By the 2060s, the Circle of Nations and the first peoples had become a highly influential force within American science and policy. As society at large underwent a radical rethinking during the years following the Treaty of Antarctica, many of the values and practices of the first people finally saw overdue adoption within the wider culture of the second people.

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submitted 3 months ago* (last edited 3 months ago) by andrewrgross@slrpnk.net to c/fullyautomatedrpg@slrpnk.net

Windrush is an aguamodo: a human with aquatic augmentations. She's a ship and port inspector, a proud member of the ILWU 122 (the International Longshore & Warehouse Union), and a mom. She has skills in inspection and healing. She also coaches underwater hockey at her kid's school.

Full character sheet: link

Bio:

Gillian Phong was born to Linda Phong and Melody Beridze in 2191. Linda was an aguamodo conservationist and documentarian, and Melody was a ferry pilot.

From an early age, Gillian wanted to be an aguamodo. She took swim lessons, got her scuba certification, and began breath and heart-rate training as an adolescent. In her teens, a friend of her mother Melody began taking her along on offshore windmill inspections. Soon, she added to her love of the ocean a fascination with the industries that took place within it. She went on to get her bachelor's degrees in Oceanography and in Supply Chain Infrastructure. It was during this time she met Sogobe, who she’d marry three years later in 2112.

Before she’d even graduated she’d started apprenticing with the longshoreman, and by 2114 she was a proud journeyman. She then applied for the union’s Martian cultural and tech exchange program and was accepted. She and Sogobe spent 27 months sailing out, working in Utopia Basin, and sailing back. This was where they met and fell in love with Amir. It was also during this trip that she trained as an emergency medic with the Mami Wata Medical Network.

In 2118 she gave birth to Aquemini, and in 2020 Sogobe gave birth to their second child, Hueiwoo.

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submitted 3 months ago* (last edited 3 months ago) by JacobCoffinWrites@slrpnk.net to c/fullyautomatedrpg@slrpnk.net

I’m not sure why but I’ve always found the Civil Defense to be really cool, and I often try to work it into my stories in one form or another (though none of those have been published yet). When I was helping with reorganizing FA!’s box text on the military, I thought it’d be a good addition.

It fulfills the role of being an organized, primarily civilian, primarily voluntary disaster relief organization. It has a long history in dozens of countries, in one form or another, all around the world. Its provided training, search and rescue, preventative measures, emergency response, and recovery, in everything from wars, to natural disasters, and even the Chernobyl disaster. And the different formats used in all those countries give us a historical precident for almost any organizational structure we choose. Want to make it an auxiliary of a military branch? The US did that at some points. Directly part of the military? Some Soviet countries ran it that way. A purely civilian volunteer charity? Britain has recently revived theirs and is running it like that. They can even function as a volunteer militia, like the British home guard, or the American Civil Air Patrol who Wikipedia claims once dropped bombs on axis submarines.

And they have history. People like that kind of lineage, the sense of being part of something that dug people out of rubble in the blitz, that cleared radioactive debris in Chernobyl. There's a long history of sacrifice and service to draw on. And one with comparatively few atrocities on the record.

They're even pretty cool visually. They have the iconic blue triangle motif common in most countries, and a blue and white color scheme not really associated with combat.

Whether you need someone to respond to wildfires, to assist paramedics, to build levees in a flood, or to distribute and build tornado shelters, it's not a far leap from what they've already done. Like Noir said on the discord, given the scale of the Global Climate Wars in the game’s backstory, it seems pretty likely that every government on the planet would start handing out shovels and white helmets again.

And I think it fits the anarchist influences in solarpunk. Putting some of the responsibilities and capabilities for disaster relief back in the hands of the community. It's also a decent role for a varied cast of characters in a RPG. People with regular lives and skills who can be tasked with a quest and be granted some degree of official legitimacy.

When I wrote up the Civil Defense section for the game manual, I tried to provide enough flexibility to allow players and GMs the option to adjust the local Civil Defense chapter to fit their campaign. I like the idea of modern chapters tracing their lineage to different local groups, a postwar militia here, a wildland fire fighter unit there. Like the Defense served as a way to bring various factions (especially armed ones) into the fold, providing them with improved legitimacy in trade for increasing oversight and standardization. So while they’re supplied and trained by the same organization, at the unit level they have some leeway in how they operate and what they specialize in, which can conveniently fit any campaign that wants to use them.

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submitted 3 months ago* (last edited 3 months ago) by andrewrgross@slrpnk.net to c/fullyautomatedrpg@slrpnk.net

Mayhem is a super-tough MMA fighter anarchist. He's very into Anarchy. If you have a friend who is really into anarchy (and/or MMA), we've got the premade character for them!

Link to full character sheet

Joaquin Krikorian was born to Melissa Krikorian and Alexandar Keith in Slab City in 2093. Melissa was a programmer and musician, and Alexandar was a busker, traditional story-teller, mime, and philosophy professor at Reed College.

Joaquin’s family split their time between Portland and Tijuana for most of his childhood. In 2108, when he was 15, Melissa’s band was eager to see and perform on Mars, and at the same time the Reed Philosophy Department was looking for professor to visit and attend a philosophy conference. They invited Joaquin, but he preferred to stay with family friends in Los Angeles. He spent this time dating, and getting to know himself and the land of Southern California. He delighted in sports from a young age (a passion that would be hard to satisfy during a trip to Mars) and began to get increasingly active in martial arts, along with meditation and psionic mental discipline training.

In 2111 Joaquin got his endurance upgrade mod, and a year later got a brain trauma resistance mod. Joaquin reunified with his mother when she returned that year, though she returned without Alexandar, who stayed on Mars for another Martian year. By 2113 Joaquin was 20 and starting to compete seriously in mixed martial arts when he wasn’t doing Ayahuasca with his girlfriend Nahr. Mayhem (as he’d come to be known in the ring and out) and Nahr then accompanied Melissa on a musical tour of Patagonia, continuing to fight and love and expand his mind, both with books and also with drugs.

Alexandar returned to Earth in 2114. The family made Portland their home base for the next few years. Over this time, Mayhem got his short-duration athletics boost mod and his armored skin mod. Mayhem got more active in social organizing with the Oregon Anarchist Party. In 2117 Mayhem and Nahr adopted a young Canaan dog named Poodle.

In 2119 Mayhem followed Nahr back to Los Angeles for her to join a prestigious documentary film production collective. Mayhem decided to try serving their community as a protector, but after a few months with the LA Protector League there was a mutual agreement that it wasn't a great fit. Now he serves as a protector with the more ideologically aligned Free Protector Network.

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@sarenaulibarri@wandering.shop is teaching a seminar that looks very cool. I'm excited to hear what she's saying. Ticket start at $25, but are on a generous sliding scale.

I'm teaching a seminar for Clarion West on April 4th! Drawing on my experience as an anthology editor for World Weaver Press and a story reviewer for Imagine 2200, I'll go over some of the most common issues that I see in climate fiction slush piles.

#solarpunk #lunarpunk #ClimateFiction #ClimateWriters #ScienceFiction #SciFiWriters #ClarionWest #WritingClass #Imagine2200

https://clarionwest.app.neoncrm.com/np/clients/clarionwest/eventList.jsp

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This company is proposing a design in which magnets are used to repel the train car away from standard iron railroad tracks, and small side-wheels keep the skids aligned. It doesn't use electromagnetic alternation to drive the car, it's just essentially an ultra-low friction alternative to wheels.

Interesting idea. I'm naturally skeptical, but I find the idea neat. I have no idea how you use passive magnets to create a repulsion force, but as the poets say, "Magnets: how the fuck do they work?"

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Fully Automated RPG

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This community is for discussing solarpunk tabletop gaming, organizing games, and sharing questions, new content, and memes.

For more info visit fullyautomatedrpg.com.

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