Professional Documents
Culture Documents
Fiasco: Flying Saucer Blues
Fiasco: Flying Saucer Blues
Fiasco: Flying Saucer Blues
This work would not be possible without the permission and support of
Bully Pulpit Games. If, in turn, you would like to reference or incorpo-
rate Flying Saucer Blues into your own creative works contact us
through
www.smokeandmirrorsgaming.com
This is a playset for use with Fiasco and a copy of that game will be
necessary to get the full use of this product.
Dedication
We offer our apologies and this work to anyone associated with: Dr.
Who, Rudyard Kipling, Damon Knight, Star Wars, Douglas Adams, The
Adventures of Buckaroo Banzai Across the 8th Dimension, Sheb Wooley,
Plan 9 From Outer Space, Alien, The Thrilling Adventure Hour, H.P.
Lovecraft, The Day the Earth Stood Still, Man or AstroMan?, Star Trek,
Jules Vern, Mystery Science Theater 3000, Chuck Jones, Orson Wells,
H.G. Wells, Futurama, and all the others that we may have intentionally
or unintentionally referenced. Even more than our gaming predecessors
FSB would not be possible without these greats of science fiction.
smokeandmirrorsgaming.com
Greetings, my friend.
We are all interested in the future, for that is where you and I are going to spend the rest of our lives. And remember
my friend, future events such as these will affect you in the future. You are interested in the unknown... the
mysterious. The unexplainable. That is why you are here.
And now, for the first time, we are bringing to you, the full story of what happened on that fateful day. We are
bringing you all the evidence, based only on the secret testimony, of the miserable souls, who survived this
terrifying ordeal. The incidents, the places. My friend, we cannot keep this a secret any longer. Let us punish the
guilty. Let us reward the innocent.
My friend, can your heart stand the shocking facts of grave robbers from outer space?
There are three things that set this apart from the vast majority of Fiasco
playsets; and if you have a problem with any of them you may want to
swap to a more conventional playset filled with lust, understatement,
and humans.
1.
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1) We keep things family friendly and generally G rated (an honest G
rating, not an Andromeda Strain what-was-the-board-thinking sort
of G). In case you didn't notice, most Fiasco playsets are solidly in
the R to hard PG range, making them unsuitable for parent/kid
groups and some new groups still trying to get comfortable with each
other. Having said that, the playset is G but your group's imagina-
tions may not be. Your game, your call.
Power up your viewscope and try to remember where you left the
Annihilator Beam;
2.
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How to use this book
On one level, this is a playset like other playsets and you can just plug it
into the Fiasco rules and play. Needs are called Missions and we make
some other substitutions but these are always marked with the original
term in parentheses. There are some rules hacks that you can use to get
the most flavor out of your game, however; those are all listed in
Appendix A (3 Ways to Play) in the back.
The Setup is played similarly to normal unless there are rules hacks in
play. World building is far more important here than in a regular game
of Fiasco. When your group collectively closes their eyes to imagine the
Old West for a session of Boomtown everyone agrees on what a horse is
and that it will not rain fire down on the Missouri Territories if it grows
wrathful. For FSB you are imagining the unreal and everyone may
disagree.
Or human looking except for silver one-piece outfits and colander hats?
3.
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Act One is primarily foreshadowing which takes place in the
flying saucer and in flashbacks to the set up of the mission. Faultlines
will doubtless begin to appear as well as misconceptions
about Earth and flaws in the plan.
First Contact (the Tilt Table) comes into play as soon as you
land. In addition to the previously identified issues, something major
rears up to throw a hydrospanner into the works. Ideally this
should be picked to be an extension of your old problems or to be so
radically different from what was expected as to shellshock the hapless
space invaders.
Act Two is where all the characters’ poor planning (and masterful
planning from the players) comes to fruition and the mission falls to
pieces. There will be sulfuric blood spilled and tears streaming from
compound eyes. If it is a Fiasco in Act Two you did everything right.
4.
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Relationships
1. Physical
Tentacles in all the wrong places
Imperfect clones
2. Emotional
Dramatically incompatible pheromones
3. Mental
Grad student and Professor from Omniscient University
5.
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4. The Past
"Gods I miss the war!"
5. The future
Together, as foreseen in the time orb
6. Crew
Saboteur and engineer
6.
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Missions
1. Conquest in the name of
...
...the Emperor
...love
...peace
...profit
...the gods
2. Research without...
...compromising our guiding principle
... a budget
3. Childish equations
Crop circles + selfies
7.
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4. Grownup stuff
Set up a new home for our species on this uninhabited planet
The primitives are willing to trade precious roaches for worthless gold
Dinosaurs are selling at a premium and the planet was full of them last time we visited...
6. Bureaucratic buffoons
A mission so secret that only the captain can know it
Marketing
8.
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Objects
1. A box that...
...we don't have the key for
2. Tools
Automatic examination table
Portable hole
...sense of humor
...sense of honor
...crush
...addiction
...inferiority complex
9.
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4. A foolproof cover
Rubber suit
5. Weapons
The most advanced knife in ten galaxies
Time in a bottle
An extradimensional armory
6. Transportation
Technology that turns any ordinary door into a portal to any other door
Untested rocketpacks
10.
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The Saucer Locations
1. Engineering
The Saucer's broken heart
Sentient fuel
2. The bridge
The Saucer's broken mind
3. Below decks
A matter duplicator with unlimited power
Unionized robots
Disposable crewmen
11.
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4. Battle stations
Only one escape pod
5. Crew quarters
A room mysteriously bigger than it should be
A holographic rec room that can make all that you desire
6. The laboratory
Diabolical mazes prepped for experimental subjects
12.
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The First Contact Table Tilt TablE
1. A cool reception
NORAD thought they were tracking Santa Claus at the North Pole
2. A matter of perspective
"They are 100 times our size!"
You have traveled, not in space, but in time, to your own past
The small, furry quadrupeds are clearly the masters of this world
3. Historical errors
Dinosaurs with teeth and ray guns
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4. Where is everybody?
Grown beyond your comprehension
5. A warm reception
Hailed as gods
6. Second contact
The whole planet is a Star Law sting operation
The worst Giant Purple People Eater infestation you can remember
"More space invaders? We dealt with the last ones we will deal with you!"
14.
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Appendix A
Any of these three hacks will fix the problem and add to the fun as well.
1) Saucers for Life: Instead of making the earth more interesting this
hack keeps the saucer relevant in Act Two. Science fiction authors
and show runners often mention that the ships are some of their
franchise's strongest characters.
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2) Brave New World: This hack fleshes out the Earth during the Tilt
between Act One and Two. At the beginning of play, create
relationships and details from FSB normally but also designate
another playset (all the playsets in the Fiasco main book work). After
the Tilt, the high black and high white player get to pick a couple
more things using the pool of unused dice in just the same way as
you would for the Tilt Table. Select a location from the new play set
to add as a bonus not tied to a relationship. Thus a game with "Ten-
tacles in all the wrong places" layered with “Intelligent Fuel" in
engineering may get "The Chicken Hut" "Down by the interstate"
added in. Obviously your characters will not have a previous connec-
tion with this place (or do they?) but it gives your away team an
interesting spot to hit. If you are roleplaying pros you can add more
details in this way by also stacking on Objects, Relationships, and/or
Needs (the later would necessarily create earthlings who would have
to be played by someone) but this will make a game very cluttered
very fast.
16.
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Appendix B
Instant Set up : 3 Player
Zorgar
Relationship : Physical
"Tentacles in all the wrong places"
Object: : Weapon
"100 laser beams"
Monster
Relationship : The future
“Precognition is an evolutionary dead end"
The Professor
Relationship: Mental
"Grad student and Professor from Omniscient
University"
Mission : Need
Research without: "...contradicting the dogma"
17.
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Appendix B
Instant Set up : 4 Player
Zorgar
Relationship : Physical
"Tentacles in all the wrong places"
Object: : Weapon
"100 laser beams"
Monster
Saucer Location: Laboratory
"The last specimen of a defeated alien race"
Mission : Need
Fortune and Glory: "The Monsters Who Would Be King"
The Professor
Relationship: Mental
"Grad student and Professor from Omniscient
University"
Object: Tool
"A partial manuscript: How to Serve Mankind "
18.
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Appendix c
Technobabble Generator
What really separates aliens from monsters is their stuff. Glorious
doohickies that do improbable things cloaked in impossible language is
the bread and butter of the invading alien (possibly literally). FSB
characters will already have access to Objects from the setup portion and
for many groups and many sessions this will be plenty of gadgetry. If
you feel like you need more we humbly present the following chart.
The awesomest way to use the Technobabble Chart takes planning and
buy in from all the players before play begins. Replace one black and
one white die from the normal pool with another color (if you have a
pair that are chromed or dripping with alien ichor that would be
awesome but any distinct color will do.) During gameplay, these are
used like regular resolution dice but do not necessarily indicate positive
or negative outcomes: the fate of the scene is wide open but resolution
must stem directly from a device created on the spot.
19.
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This has a few overt and a few subtle effects on the mechanics of
gameplay not least of which is that these dice will not count for the
Aftermath Table, for a full discussion, look at the rules hacks in the
Fiasco Companion.
Roll A B C
3 Hyper- Roll D6 Cube
1. Red
2. Violet
3. Green
4. Azure
5. Black
6. White
20.
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