11 May 2026

Scrapjacks: Introductory game

A double treat for me this week: I actually got to play a game (rolling dice and everything!), and I got to do it with Curt (of AHPC fame) who very kindly hosted me to a remote game using Discord. I had a complete Blast! 

Into a derelict ship...what could go wrong?

The Scrapjacks rules are fun, immersive and narrative with a creeping sense of anxiety, and great homage to so many classic/favourite SciFi movies & shows. Behind that was Curt's clever setup with multiple cameras and most importantly his thoughtful approach to running a remote game. He made it very easy and I felt that by turn 2, I was looking past all the remote aspects and just playing like I was in the room with him. Very cool.

So what is Scrapjacks? Low tech themed SciFi salvage operation in which a crew of 4 is played solo or cooperatively against the system. Achieve the mission objectives set by "The Company" (a classically heartless Megacorporation who naturally prioritises profit over employees), grab what salvage you can and try to survive each mission. BTW the company is charging you for expenses so you better get enough salvage to cover your costs at least...

One of the interesting mechanisms is the "AirCharge" - a combination of O2 supplies, power, life support - which is a pooled resource for the team, and acts as a time clock for the game.  Stressful events burn it quicker and while more might be found and salvaged during the mission, its no guarantee.  Its a neat critical resource mechanic you want to husband and use judiciously.

This is how my mission went:

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Mission Brief: Conduct forcible entry into DEFSAT platform 32A in high orbit over planet <coordinates provided by encrypted datapulse>. Platform is in a terminally decaying orbit and will re-enter atmosphere in 34.3hrs.

Primary Objectives:

  1. Access platform control tower and configure the station's navigation computer to conduct a station-keeping burn.
  2. Access engineering compartment and bring main propulsion back online to enable the burn.

Secondary Objective: Collect any recoverables aboard the platform, of which the Company will take 20% for enabling services and registered scrap rights. Naturally.

Technical drawings of the platform show the design to be thus:

Bridge & Navigation on the left, Engineering on the right



Mission Log

Entry in Progress..... Access achieved.


The Yard-dog (weapons specialist) led the team in with Riot Gun up and ready to cover any threats. He headed directly to the sentry gun control panel and deactivated it before it could track and engage the entering team. A good start.

The rest of the team spread out through the entry compartment, investigating likely recoverables while the Rigger (think Hacker & Mechanic) climbed the tower to access the computer and navigation subsystems. Every compartment looked half-disassembled already, as though the station had been slowly eaten for parts long before we arrived. Cable bundles hung from open wall panels, old pry marks scarred the bulkheads, and stripped conduit runs disappeared into darkness overhead.

The Torch (salvager and forcible-access expert) dug around and broke open an emergency aid cabinet, obtaining an array of med supplies and decent scrap. He also liberated an intact emergency respirator still in factory wrap - worth good money planetside. A good start to the mission.

The team spreads out in search of salvage

As this was happening, Doc (our medic) moved over to investigate the strange organic-looking blooms on the far side of the computer tower. Were they some kind of mutant Earth fungus or something extra-terrestrial?


As he came around the corner he found two suited individuals, clearly dead and tangled in the floral growths. Morbidly, both corpses wore Company patches identical to ours, so we clearly were not the first crew dispatched here.

Quite reminiscent of this scene from The Expanse"

Needless to say, the mission brief made no mention of missing contractors, and there is no paycheck associated with heroics. Discretion was the better part of valour: we beat a hasty retreat without any further investigation and certainly no touching. Naturally there was also no mention of the Company bio-weapons division or the clause voiding hazard pay in the event of “unregistered xenobiological contamination.”

At this point the Rigger finished his climb to the top of the control tower. 

With his specialist computer skills he quickly accessed the platform's navigation system and configured a corrective burn to restore a stable orbit.

Objective 1 achieved: NavComp reset
Proceeding to Engineering Compartment. Team morale high.

That was when the mission started going south, of course.

With the NavComp reset but the main engines still offline, the station-keeping thrusters immediately went into overtime trying to execute the burn at rates they were never designed for. The idiots at the Company had not thought of that, and suddenly the whole station began to shake like a scrapyard crusher ready to tear itself apart.

Most of the team stayed on their feet — except the Rigger, still at the top of the tower, who lost his footing and fell hard against a support rail. By the time he patched himself up with a medkit, the rest of us were preparing to cycle through the airlock into Engineering.

Probably reacting to the vibrations, the station activated four autonomous maintenance rigs, which immediately attempted to use their arc welders on us. Two started climbing toward the injured Rigger while another rushed the Torch from behind, its welding tip spraying molten sparks across the deck plating.

Torch gets caught by a Maintenance!

The Yard-dog’s riot gun barked twice and the machine collapsed in a shower of glowing fragments. Torch was delighted and immediately started stripping it for servo cores, copper windings and usable parts while the rest of us shouted at him to move.

Encouraged by equal parts team spirit and violent threats, the Rigger sprinted across the swaying platform, slid down the ladderway and dashed through the engineering airlock moments before it slammed shut behind us, cutting the remaining rigs off.

We paused long enough to redistribute equipment, double-check the schematics and secure our remaining AirCharge tanks. Someone had spray-painted CLAIM JUMPERS DIE TIRED across the engineering hatch decades ago. Seemed promising.

Then we opened the hatch.

Entering Engineering Compartment. Zero Gravity in effect.

Well. This would be interesting.

The lack of gravity gave us incredible mobility, but also meant every loose object in the compartment drifted like a guided missile waiting for an excuse. Frozen coolant globules floated through the air beside loose tools, insulation fragments and chunks of old plating.

And Doc, to his irritation, absolutely hates zero-G. The man is a danger to himself under normal gravity. In freefall he becomes an industrial accident waiting to happen. He stayed in the airlock while we sorted things out.

On the other hand, what better way to reach the top of the engineering tower quickly before the robots broke through or something worse arrived?

Buzz the Rigger launched himself from the airlock in a long graceful arc that would have been impossible under gravity. It seemed to take forever, but his aim was perfect: he caught a support strut beside the engineering terminal one-handed and flashed us a cocky thumbs-up before pulling himself in.

A genuinely cinematic move that moved us to acclaim with an almost soundless golf clap in the thin atmo.

Buzz logs in at the top of the Control Tower

Within moments he was working the controls, trying to coax the dormant propulsion system back to life while avoiding drifting debris and overloaded wiring bundles.

Below him the Yard-dog propelled himself across the compartment to inspect some floating debris crates while the Torch located and activated the gravity controls, restoring the compartment to a steady almost 1G and allowing Doc to finally emerge from the airlock on stable feet.

Good teamwork all around.

Then the deep rumble of the main drive rolled through the station.

Objective 2 achieved: Platform propulsion system activated. Proceeding to Extraction point.

That was when the mission got considerably worse.

The propulsion system immediately obeyed the updated NavComp instructions and initiated the corrective burn without warning. Naturally, nobody had secured themselves.

Most of us grabbed onto something solid. Buzz, unfortunately, was still high atop the engineering tower. The sudden acceleration threw him sideways; he rolled off the upper platform and slammed into a lower gantry hard enough to stop what would otherwise have been a very long and probably fatal tumble.

If only that had been the worst part.

The station was ancient and badly cannibalised already, so it should not have surprised us when several corroded pipes ruptured under pressure. Toxic vapour blasted through the compartment in thick clouds while alarms screamed from every direction. Somewhere in the walls, old bearings shrieked awake and bulkheads groaned like dying animals.

Then the panic started.

With multiple team members burning through AirCharge and barely keeping control, extraction became the only thing that mattered. In our haste to escape we lost tools, medkits and equipment while sprinting for the shuttle docked at the rear engineering airlock.

Rookie mistake.

Still, any mission where you achieve the primary objectives and everybody walks away alive counts as a win in this business. The Company got its station back, we got paid, and nobody ended up burning up in atmosphere attached to a falling scrap-can.

Could have been worse. Usually is.

-----

So the team walked away with 16 Salvage. After 'The Company' extracts its mandatory share, that puts 12,000 Credits in the bank. Not great, but not a bad start for a rookie crew.

-----

I found the Scrapjack rules were pretty intuitive once we got going and by turn 3 I was able to run the team of 4 crew pretty confidently with Curt more of a DM/narrator and rules guide, which speaks volumes for the system. I really enjoyed the game and it's theme (which evoked elements of Alien, Firefly, and The Expanse in particular) and the many decision points it offered.

A risk/reward style of 'push your luck' game with lots of decisions to be made, and always fighting the AirCharge "time clock mechanic", which I found to be clever and always forefront of mind.

Thanks very much to Curt for the great adventure and fun, which I really appreciated.  You can see from these pic just how great the view point was on "Curt-Cam" - added to the camera looking down onto his table for an overhead view, delivered a very clear appreciation of what was going on spatially.


I'm sure Curt would make remote Monopoly exciting too, but his selection of game was well on point.

Cheers mate, I hope we can play again soon!

25 April 2026

ANZAC Day

 


Ode to the Fallen 

They went with songs to the battle, they were young, 
Straight of limb, true of eyes, steady and aglow, 
They were staunch to the end against odds uncounted, 
They fell with their faces to the foe. 

They shall grow not old, as we that are left grow old: 
At the going down of the sun, and in the morning 
We will remember them.




23 April 2026

FALLOUT: Hawaii - locations and maps


More interesting fan notes (not mine!) for Fallout: Hawaii / Aloha Islands - appeals to me having explored many of these spots while living here. 

After all, who doesn't want to play in a radioactive tropical paradise overrun by giant mutated bats, cats, chameleons, pigs, and chickens? 

The "Aloha Islands" from the unofficial Fallout:Hawaii project

And as one adventures around the islands, listen to the news and great tunes on:


"Chubby Dave is the only DJ at the helm of Pearl City Radio. A man with literally no enemies. Even raiders would never kill him because then there would be no more music. He gets by on fishing and donations from Pearl City citizens and lives in a makeshift hut, which incidentally is also the broadcasting station. A small cabin with an incredibly long antenna sticking out of it."

More deets here:

https://fallout-gravel-pit.fandom.com/wiki/Aloha_Islands


Fabulous work. I would also include:

  • mutated chickens as the equivalent of molerats
  • explorable underwater resorts (or an underwater vault?)
    • thematically like Rapture from Bioshock, but with a 1960s vibe
    • Marine versions of Power Armour for Underwater exploring?
  • make more could be made of the active volcanoes
    • Cult of Pele the Hawaiian volcano goddess
  • Sea Monsters including mutated sharks (and turtles?) are a must! 
    • Slowpoke, the giant ancient ghoulified snapping turtle as a "good" contact. His lair is a massive cave system in a hidden clearing on the island.
  • Ala Moana shopping centre as a Diamond City style trading hub?
  • A spiderweb of post-apoc tunnel systems under the mountains would be sweet
  • Hawaii loves SPAM so this needs a CRAM factory with CRAM Musubi side quests. 
    • Make this a cult with the annual CRAM festival - this is a thing IRL!
  • Off coast crashed Chinese spy ships/US subs with remnant ghouls. 
    • One repurposed into a villain/raider lair
  • Easter egg side quests like the Magnum PI bar and home
  • What if there were experiments to make REAL dinosaurs in Kualoa Ranch (where they filmed Jurassic Park...) 
  • Tiki Bars with 200 year old sushi and different cocktail recipes for the Bar-robot "Drinking Buddy"
  • Shinto shrine in the Mountains with crazed monks
  • Sentient mutated whale?
  • Surfing Super Mutants whose lair is along the classic Northshore surfing spots (Bonzai pipeline)
  • Sidequest for a Legendary ghoul surfer crew (wearing Hawiian shirts of course) who are way laid back and hold island secrets that they only tell if they deem you worthy (by completing their quest).
  • Pineapple flavoured Nuka-Cola
  • A resort on the Eastern side (like Turtle Bay) that is intact and pristine (bar the skeletons laying on sunning chairs. The robots upkeep the place very well and treat you like a guest long as you behave But if you try to leave without paying your bill they activate the Legion of security bots that have been keeping the riff raff out all these years
  • An Island of Deathclaws guarding a secret base
  • A faction sticking to the traditions of King Kamehameha and trying to unite all of the islands.
  • The Oahu Dole plantation is filled with Mutated Carnivorous pineapples plants!


Yeah, I've clearly been overthinking this one :-)

Would make a great setting for "Gamma World" too!


And another laydown of potential sites from another fan - some intresting ideas here

Map from the "Fallout: Paradise" project (also seemingly abandoned)

Vault 20 (Maui)

The Vault 20 Resort was more than some cold steel tomb. It was a marvel of ingenuity! It was a testament to the idea that the American way of life could not only survive the bombs, but flourish. 

It served as a sort of giant advertisement for the other vaults. An idyllic beachside resort on top, and a mechanical marvel in the depths below.

Inside vault 20 every whim was cared for. The dwellers could desire for nothing, for all was given freely. There was no overseer. Instead, a ZAX mainframe named Akua managed the vast army of food replicators and Mr.Handy robots. All this was supplied via a deal with RobCo Pacific. 

The residents were supplied with holographic video games, delicious food, digitally simulated beaches, and even plentiful drugs. Not to mention the debauchery between the original wealthy male and female dwellers. 

Of course, this doubled as an experiment to how Humans react to ultimate pleasure at the cost of authority and the outside world. 

The first two generations of dwellers spent their days thanking the gods of vault tec for their existence. Yet, as it turns out, Humans are not built simply to consume. The third generation formed an idealized cult of the “real world” and tried to stage an uprising to open the vault doors.

This was the one pleasure overseer Akua could not allow. They began to hate the machine and dismantle his robot helpers. Then they came to despise all technology, seeing it as something that degrades the soul and leaves one as a shell of their potential. 

When things turned violent, It was long and brutal but the dwellers prevailed. One of their leaders was a wacky woman named Irene. She had re-interpreted Hubologist texts from the vault database. Then she adapted them to their circumstances.

They stepped out into the world as a Luddite cult (inspired by a very bad misreading of “nature” even though they had never seen it.)

Meanwhile, a group of ghoul surfers had taken up camp in the resort. The two groups merged and the Tideripper collective was slowly born. 

"Abandoned Hawaii" by Sebastian Wagner
https://www.deviantart.com/sebastianwagner/art/Abandoned-Hawaii-464485965 


Waikiki in the movie  "Godzilla" (2014)




And just to get the Hawaii post-apoc vibe going take a look at this short film



22 April 2026

FALLOUT: Hawaii - Concept art

The Radiant beaches of Hawaii...

"A rare photograph of the nuclear devastation of Honolulu,
taken from Moloka'i beach on the 23rd of October 2077 at 06:21 am"

Concept art from the www for a lapsed dev project in one of my favourite franchises. Really appeals to me as I pass many of these landmarks weekly if not daily. Pity that development appears to have stalled a year or two ago.



USS MISSOURI museum ship, Clarke Island (reminds me of Rivet City from Fallout 3)

Pearl Harbour - echoes of Libertalia from Fallout 4



Iolani Palace


A Vault entrance by the ocean

China Town







Honolulu Zoo, under Diamond Head crater


Mutant sharks!!!

Mutant boars

Postcard by "Rezllen" on Twitter
https://x.com/Rezllen/status/1808304700636516786?s=20


War Never Changes....