TEXT: Holiday Special
  
  The “Holiday Special” is a time-honored tradition for 
  television series, especially those that aired during the 
  groovy seventies!
  So, what exactly did these Specials entail?
  It usually varied from show to show, but they usually 
  had one common trait: they were heavy-handed in their 
  messages of kindness, togetherness and any other feel-
  good emotions ending in “ness”. They were also almost 
  universally cheesier than a deep pan pizza!
  That’s what this particular PDF is all about. It offers a 
  ready-to-run Holiday Special for the series found in the 
  Retrostar “Lightspeed Adventure Manual PDF. You will 
  need the L.A.M. in order to use this Episode. It can be 
  downloaded at the same place that you downloaded 
  this PDF from... and it’s free as well.
  Here’s to a happy holiday season from all of us at 
  Spectrum Games!
  Written, Directed and Produced by Barak Blackburn
  Executive Producer: Cynthia Celeste Miller
  Producer: Norbert Franz
  Visual Effects: Patrick Sullivan
  Copyright 2014 by Spectrum Games. All Rights Reserved. This material (art, logos, illustrations, character concepts and text) is protected 
  by the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is 
  prohibited without the express written consent of Spectrum Games, except for the purposes of reviews and for the blank sheets, which may 
  be reproduced for personal use only. The reference to any companies or products in this book is not meant to challenge the trademarks or 
  copyrights concerned. 
  
  3
  About 2-Hour Holiday Specials
  The 11th episode of Rōgun was titled “Pervading” after the 11th I Ching hexagram, other translations 
  include “peace” and “greatness.” Airing on Saturday, December 23rd, 1978, it was a 2-hour spe-
  cial from 8pm-10pm (EST). What follows are the show notes for Rōgun Showrunners to have their 
  own 2-hour holiday extravaganza!
  Time Management
  But wait! Two hours? How will the time management rules handle such a thing?
  The holiday spirit flows through the Spectrum staff and we are giving you another little tidbit that 
  you might not have seen until the release of the Retrostar rulebook.
  The 5-Act structure will essentially remain the same, but the tracking of the time will be different.
  Additionally, the Showrunner is encouraged to use awesome cliffhangers at appropriate mo-
  ments; the more cliffhangers the better.
  How? Any time a PC fails or cedes control is your chance to end a Scene in a dramatic fashion 
  and when the next Scene starts, throw as many space-wrenches in the works as possible.
  Ratings, Ratings, Ratings!
  • Act 1: Introduce the world and characters, introduce the problem. Act 1 should be comprised of 
  20 Intentions.
  • Act 2: More is learned about the problem. Act 2 should be comprised of 20 Intentions.
  • Act 3: Characters work towards the resolution of the problem; often, a wrinkle is introduced, 
  be it complications or new information about the problem or a second problem entirely. Act 3 
  should be comprised of 20 Intentions.
  • Act 4: The stakes rise! All seems lost and, finally, the solution likely presents itself. Act 4 should 
  be comprised of 30 Intentions.
  • Act 5: Dramatic climax with resolution of the problem. Act 5 should be comprised of 30 Intentions.
  Isn’t it cool how there are both 20- and 30-sided dice available at fine hobby shops? You can 
  use them to track Intentions.
  You can switch up any of Acts 1-3 with Act 4, see how the story develops.
  
  4
  The Celebrity Guest Star
  Also, in true ratings-stunt fashion, “Pervading” featured a very prominent guest star. This guest 
  star is also a playable character and will be detailed here, so your regular gaming group can 
  add cousin Marty to the mix when Marty comes home for the holidays!
  In classic TV tradition, the new character is not introduced as “new”… they are just there, as if 
  they have always been there, and through some really hammy exposition, the viewers are given 
  all the pertinent information about them.
  Increased Budget
  Additionally, because this is a big budget holiday extravaganza, the SFX rating for the Series 
  increases by one, so players have additional SFX to call upon over the course of the Episode, 
  AND, after the first hour (60 Intentions or so), the Showrunner should allow players to refresh 
  their SFX pool!
  Overview of the Episode
  The scouts have returned and have bad news: The fortress Rōgun is in a bind, approaching an 
  impassable ravine. The Warriors of the Night are closing in and all could be lost for the people 
  of Rōgun. 
  Fortunately, the ravine is a river bed, long dry. Several miles away, there is a great dam. If 
  enough power can be generated, the dam could be opened. If the fortress could be fitted for 
  a water crossing, perhaps they could be saved. It just so happens that there are eight power 
  generators and if they are all ignited, the dam’s power reserves can be activated. Eight lights, 
  Hanukkah? See where this is going? But, wait, it gets better. Instead of parting the sea, they will 
  be crossing a great expanse of water; so that is different, but no less subtle.
  In order to really up the ante, the honorable Samouri will at the last minute find it in their hearts 
  to also rescue the Warriors of the Night and for one night, there will be peace.
  And, if you are scratching your head, asking how and why, know that the producers had the 
  same problem when the network brass deemed it couldn’t be a holiday special unless a miracle 
  happened.
  Oy vey! So, the producers put their heads together and began shooting, hoping that by the end 
  of 4-week shoot, they would have some sort of resolution. 
  And, indeed they came up with something.
  They had to introduce a never before mentioned or discussed greater evil. They loved this idea, 
  and imagine how they could incorporate it into future episodes. Sadly, there was never again a 
  mention of the Yumokai.
  
  5
  The Yumokai were responsible for the devastation of much of the landscape. Large spider-like 
  vehicles with large proboscises used for mining. Originally designed for mining and a last ditch 
  effort by mankind to mine terra firma, hoping that there might yet be more resources found to 
  save humanity. Something went wrong with their artificial intelligence and their programming 
  converted to that of destruction.
  SFX
  Ionic Cannons (Yumokai) 3d
  SCs
  Yumokai 4d
  Showrunner Notes
  The Yumokai are designed to be an unbeatable threat, they cannot be defeated, only slowed 
  down. They are the size of a jumbo jet, moving via their spider-like legs. However, due to their 
  size, they can be boarded. Any full body shots of them are done using stop-motion.
  Now, on to the Episode!
  Holiday Special: “Pervading”
  Act 1
  The landscape is still desolate, think Grand Canyon, Death Valley, harsh parched land, but is 
  covered in snow. The snow allowed producers to set up even more rollerskating battles, as they 
  could build what they needed, paint it white, and cover it with fake snow, a.k.a. soap flakes.
  First Scene
  The PCs (including Mose) are fighting off the Warriors of the Night as they attempt to return home, 
  having done the day’s scouting. Any failure might very well be a dramatic injury to a PC. After 
  all, a holiday episode needs to have high drama!
  Second Scene
  The PCs return to Rōgun, detail other scouting parties, though one is missing and they all report 
  to Lord Zell and Dr. Takamoto: The way ahead is impassable for miles in every direction. Lord 
  Zell will take a very long, dramatic pause and declare that perhaps now is the time that Rōgun 
  must take a stand and fight. Perhaps this is the end.
  Have an SC ask where the fifth scouting party is.
  Lord Zell says that he believed that they were near roaming Yumokai, and he asked them to 
  investigate, and that he must consider them lost. The Showrunner must provide exposition from 
  Zell and Takamoto about the Yumokai.
  
  6
  Another SC will approach Mose and plead with him to investigate. Her husband (Jo-Real) was in 
  that scouting party and she does not want her unborn baby to grow up without a father.
  This set-up is designed so that Mose may stand up to Lord Zell, since “all life is sacred.” If the 
  player portraying Mose does not grab this opportunity, the burden falls on the Showrunner, 
  through exposition and directing dialogue, to bring this up.
  The PCs will journey outside the walls of Rōgun as the sun is setting to attempt to bring the other 
  scouting party home.
  Third Scene: Using a night lens, the party makes their way across the desert landscape as snow 
  is falling. They come across the scouting party, under siege by the Warriors of the Night, and 
  with several members already missing. Allow the players a chance to engage in battle before an 
  appearance by a Yumokai, which moves into the shot from behind a rock outcropping. It creaks 
  and moans, billowing smoke into the sky, and once it appears, the Warriors of the Night make 
  haste to escape, leaving the PCs and the injured Jo-Real.
  Defeat might mean injury and if the entire group of PCs is defeated, there is no shame in having 
  another scouting party arrive to save their hides.
  How to deal with injuries: Any character who is injured might suffer a -1d penalty to all Adven-
  ture actions, or might even be unable to participate until they are healed.
  Act 2
  The players are summoned to meet with Zell and Takamoto again. As they enter, the two are in 
  heated debate. Jo-Real has reported to them that there are more Yumokai; their programming 
  has them mining for energy sources to remain powered. Takamoto suggests they try and find 
  a city and hold on to the hope that there must be some way around the ravine. Zell says he 
  cannot afford the loss of manpower, that if indeed the Yumokai are en route, Rōgun’s defense 
  must be fortified.
  The players should be allowed to be the one scouting party to leave Rōgun and perhaps if there 
  is a city, they might have information.
  They will move to the city. The signs outside declare that they are entering the “Nation of Dam” 
  (…damnation, get it? Just wait, it gets worse!).
  Introduce a skirmish with the Scroungers, before allowing the PCs a chance to meet the locals 
  who do not mean them harm. This is a city in need. They have no fuel, the winter is cold, every-
  one is dressed in piecemeal winter clothing, but as the daylight hours diminish, they are worried 
  they will not survive the harsh winter. There is no wood to burn. Describe scenes of huddled 
  citizens around small fires, warming themselves.
  
  7
  Allow players the chance to try and scrounge supplies for the citizens and as the Act is nearing 
  the conclusion, allow some further interactions that reveal that long ago, this was a prosperous 
  nation, that they had as much power as they needed, but when the Pyrotaic generators stopped 
  working, the waters in the lake stopped churning.
  Hunh?
  There is a dam and the dam generated power.
  Ask for a Thoughtful intention. Success will allow the Showrunner to convey the information, that 
  dams also have water-release schedules and if the dam could be opened, perhaps the ravine/
  riverbed would be high enough to allow passage… if Rōgun was fitted for traversing the water.
  Allow the characters to investigate the dam and show it to them in the distance and add in an 
  attack by more Scroungers to eat up screen time.
  Act 3
  Open with a long panning shot of the PCs rollerskating atop the dam.
  Thought will reveal that there are 8 Pyrotaic stations and if they were lit, the dam could generate 
  enough energy to power the Nation of Dam and perhaps they could open the gates enough to 
  release the waters. First, they have to find and investigate the Pyrotaic stations. The first three will 
  be easy to find and with Thought can be made operational. The fourth is inaccessible; the bridge 
  to it was destroyed long ago. Allow the players to devise a way across the insanely deep span, 
  with naught but ice-cold water beneath. Seems like a great place for an awesome rollerskating 
  or BMX jump (-2d). Stations 5 to 7 are also accessible, but not without some work and the eighth 
  is the most precarious of all. Allow only one character to traverse the bridge leading to it and 
  be very clear that it could break at any moment. Not to spoil anything, but it will break as the 
  Episode builds to a climax.
  Of course, how to make Rōgun “sea-worthy” is another problem altogether, but it sounds like 
  the type of problem that can be solved with a little something called Thought and then a whole 
  bunch of Dramatic and Adventurous intentions to acquire the right supplies.
  As a Showrunner, start planting the seeds that the top of the dam would make an awesome 
  location for a battle!
  Round out the Scene with an attack by Scroungers if needed or more interactions in the city.
  
  8
  Act 4
  The Showrunner should remind players that their SFX pools refresh at this point!
  Again, aboard Rōgun, the PCs must convince Zell and Takamoto that their plan is a solid 
  one: reactivate the Pyrotaic generators, as this will power the town and then the dam can be 
  opened… hopefully.
  At some point, Maxis will return to his chambers and waiting for him is none other than Altaria. 
  This is primarily a roleplaying opportunity, but a Showrunner might try and have the Empress 
  seduce Maxis.
  Why is she there, aside from the cheesy seduction and lovemaking?
  She is concerned about the Yumokai, concerned about the people of Rōgun as well as the citi-
  zens and the Warriors of the Night. She feels that perhaps they can put aside their differences to 
  combat the Yumokai.
  She knows nothing about the plans to reactivate the dam or for Rōgun to traverse the hopefully 
  soon-to-be raging river. A failed Dramatic intention might have Maxis spill the beans.
  Now, Altaria is a villain, so she needs to be villainous. If she is armed with this information, she 
  might even offer assistance, but likely, she would try and rally her subjects to take over Rōgun.
  How sympathetic the portrayal of her is, is entirely up to the Showrunner.
  What happens in any Act 4?
  The stakes rise, all seems lost, and finally, the solution likely presents itself.
  Players will need to find a way to charge the Pyrotaic generators. They each need to be 
  lit. Perhaps, as Showrunner, you really want to drive the whole Hanukkah theme home and 
  only one can be lit each night. Perhaps explain that they must be lit in order and after one 
  is lit, the cells need to recharge enough for 24 hours before the next one is activated.
  The Thought-oriented folks need to figure out how to make Rōgun capable of crossing the 
  water. 
  How? Scavenging, re-entering the Nation of Dam or perhaps parts could be salvaged off 
  a Yumokai, if only one could be defeated! The Yumokai, after all, are all-terrain and given 
  their advanced technologies, scavenging materials from one might be the only way to go. 
  The 4th Act is going to have a lot happen and here are some ideas about how to accomplish 
  that: Split the party, have there be Scrounger attacks against 1 or 2 PCs who are isolated, 
  along with short battles. Have there be work scenes. Thought failure sets the project back. 
  Drama-based Scenes; perhaps Altaria makes another appearance or Lord Zell must be 
  
  9
  convinced that they must try this and Zell is wary to allocate manpower to such a folly. 
  Introduce an attractive widowed citizen of the Nation of Dam with a young son as a love 
  interest for Dr. Crystal.
  Seven of the Pyrotaic generators have been activated. Include yet another stunt if needed for the 
  seventh generator, complete with a crowd watching as the sun is setting (with more night filters 
  on the cameras).
   
  But, by the end of Act 4, Rōgun should be outfitted well enough to make the journey across the 
  river. And seven of the Pyrotaic generators should have been lit.
  Act 5
  The climax!
  After another seduction scene with Maxis, Altaria realizes she does not have enough manpower 
  to overtake Rōgun (Describe the incredible number of Samouri and their superior firepower). She 
  decides that if she cannot overtake Rōgun, they shall not leave.
  She might even tell Maxis that she did indeed love him once, but that love is no more and she 
  will stop them at all costs (though, if she does, be sure that the player has ceded control or failed, 
  so that the player cannot declare that Maxis stops her as she leaves).
  Having a villain announce their plans seems very villainous and is a perfect excuse to capitalize on 
  the ceding and failure rules. Maxis is powerless to stop her and ominous things have been foretold.
  Of course, this means that all the PCs must then journey to the dam to light the eighth Py-
  rotaic generator.
  This gives us a chance to have an epic battle atop the dam. Failure during this battle, the Show-
  runner should indicate, may very well mean characters going over the dam. The stakes have 
  been seriously raised.
  Don’t tell the players that failure will instead mean a very dramatic Scene at the real conclusion.
  Altaria pulls out all the stops! Warriors of the Night are everywhere and as they approach, they 
  realize the bridge to the eighth generator has indeed broken!
  As a Showrunner, keep a careful track of the Intentions for this Act.
  Because once the eighth generator is lit (C’mon, we know it had to be done; maybe if all the 
  players fail, a SC previously introduced does it or maybe even a Scrounger… throw an awesome 
  twist their way, it is the way TV works.), the mechanisms within the dam slowly churn to life and 
  the Nation of Dam begins to glow.
  
  10
  The surviving PCs (those who didn’t fall) return to Rōgun. The Warriors of the Night are still in pur-
  suit and their numbers are increasing as they seek to make one last-ditch effort to stop Rōgun.
  And then they all see the Yumokai! More than one of them! And, in true episodic television fash-
  ion, there needs to be an incredible solution.
  Sadly, that solution must involve the death of Mose, allowing the Warriors of the Night to board 
  Rōgun… and the Yumokai must be defeated and the fallen PCs have to return.
  Let’s work backwards: The fallen PCs return by surfing the waves; we see a flashback to them 
  riding the dam down to the water (an amazing SFX shot, at least by 1970s-era television stan-
  dards) and once the dam was opened… being able to surf the waves? How? Don’t let minor 
  details get in the way. They find a piece of something that looks just like a surfboard. They ride 
  a wave to the shore, prepared for this final showdown.
  Have Altaria show up and appeal to Mose, perhaps after appealing to Zell and Takamoto. Mose 
  has to convince the people of Rōgun that all life is sacred. Together, the Yumokai can be defeated!
  Hopefully, Mose will use his Noble Sacrifice SFX to save the day. Allow and encourage the play-
  ers to come up with a harebrained scheme, and allow them to work together, always building 
  towards one final roll!
  Hey, is this the plot train and the players have no choice? Maybe. It’s a holiday special.
  The Yumokai should all self-destruct just as Rōgun is heading into the water, the Samouri assisting 
  the Warriors of the Night in boarding the now-waterborne fortress.
  Allow Maxis to have a final moment with Altaria, hinting both at her villainous nature as well the 
  woman he once loved!
  In the great courtyard (What great courtyard? Whoever said anything about a great courtyard…?), 
  Lord Zell declares that tonight, all aboard Rōgun shall dine in peace, that there is food enough 
  for them all as they cross the raging river and once they hit land again in the morning, it will be 
  a new day.
  Then the Warriors of the Night, the Samouri, Altaria, Zell, Takamoto and the PCs all dine together. 
  As the camera pans out, we see the great mobile fortress crossing the raging river and in the 
  distance, the eight lights of the Pyrotaic generators dot the sky. In the Nation of Dam below, we 
  see families warm, dining on hot food and gathering together for the evening.
  And if you really want to drive the point home, perhaps for one last Scene, include a PC or two 
  as they stand on a balcony overlooking their voyage, guided by the North Star.
  
  11
  Character Name:
  Player:
  A d v e n t u r e
  T h o u g h t
  D r a m a
  Background:
  Casting:
  A prophet and man of the people. His pres-
  ence calms those around him and he always 
  has helpful advice for any and all; wishes the 
  remaining people on Earth could unite, and 
  through their combined efforts rebuild human-
  ity. Mysterious and enigmatic, seems to cheat 
  death, and miraculously reappear.
  A man’s man, sun-bleached brown hair, beard, 
  piercing blue eyes, gravelly voice.
  How Many Dice Do I Roll and What Do I keep?
  -2
  -1
  0
  1
  2
  4 dice
  (add together 
  the 2 lowest 
  results)
  3 dice
  (add together 
  the 2 lowest 
  results)
  2 dice
  (add together 
  the two 
  results)
  3 dice
  (add together 
  the 2 highest 
  results)
  4 dice
  (add together 
  the 2 highest 
  results)
  This table is open-ended in both directions. Simply keep adding an extra die to the 
  roll and keep the two lowest results or highest results, whichever is appropriate.
  Series Name:
  Thematic
  Plot
  Recurring
  Cheese
  SFX
  Series Dials:
  Thematic
  N/A
  Plot
  N/A
  Recurring
  N/A
  Cheese
  • Martyr (see notes to the left)
  SFX
  • Bo-Stick 1/+2d
  • Powerful Rollerskating Stunt 1/+2d
  • Feat of Strength 2/+3d
  • Feat of Will 2/+3d
  • Noble Sacrifice 3/+4d
  SFX Pool:
  Notes:
  Mose is meant to be a one-shot character, one who 
  will sacrifice himself for the greater good. It’s the way 
  it is. Therefore his Thematic, Plot, and Recurring are not 
  terribly important and just for the sake of color, he has 
  Cheese, but he will not roll at the beginning of the Epi-
  sode. Instead, allow the player a chance to incorporate 
  the Cheese into the Episode, but he will also get a Spot-
  light Token as if a Dial was rolled: Martyr. The characters 
  should wait to use this until Act 5 as the finale looms.
  Mose
  3
  2
  5
  3
  4
   
   
                 Rōgun
  1
  -1
  1
  Manly
  Lets Others Do the Thinking
  Empathetic
  4
  
  Excitement. Adventure. Disco.
  (Skin-Tight Jumpsuit Not Included)
  If you enjoyed the taste of Retrostar we’ve given you in the Lightspeed Ad-
  venture Manual, you’ll really dig the full rulebook, which is set for release in 
  the first half of 2015! In addition to character creation rules, series creation 
  rules, loads of advice and an abundance of other bells and whistles, you’ll 
  also receive numerous series write-ups, including:   
  ... and More!
  
  Notes For the Showrunner
  IMPORTANT: If you are a player, please do not read any further.
  Contained within are some more specific details on the Rōgun Plot Dial, as well as guidelines for 
  a Rōgun episode.
  Plot
  Season 1 of Rōgun was primarily an excuse to have rollerskating samurai in a sci-fi setting, but 
  the producers did have an extended narrative in mind. If the Plot Dial indicates the presence of 
  plot in an episode, it could mean one of three things, and a Showrunner does not need to reveal 
  their hand at once, and can provide menacing glimpses into the plot.
  1: Someone within Rōgun commits an act of shocking betrayal or has a conflicted allegiance. 
  This could be as simple as the Showrunner describing a Rōgun entry being unlocked allowing 
  the Warriors of the Night entry. Of course, we do not see who did it, or it could mean Empress 
  Altaria having a conversation aboard Rōgun, unbeknownst to anyone.
  2: Season 2 of Rōgun focused less on the fortress as being mobile and more on the main char-
  acters. The producers wanted this to happen because of landscape features, so several times 
  during Season 1, there was an obstacle that almost hinders Rōgun. The first season closed 
  with Lord Zell declaring that Rōgun shall remain where it is while the Samouri venture forth. 
  3: An appearance by Empress Altaria! Any appearance by the mysterious, malevolent master-
  mind of the Warriors of the Night should be ominous and hint at greater plans in motion.
  The Structure of a Retrostar Episode
  Due to the Time Management mechanic, Retrostar uses a 5-Act structure. The 5-Act Structure 
  used for a standard Retrostar Series is:
  Act 1: Introduce the world and characters, introduce the problem.
  Act 2: More is learned about the problem.
  Act 3: Characters work towards resolution of the problem; often, a wrinkle is introduced, be it 
        complications or new information about the problem, or a second problem entirely.
  Act 4: The stakes rise, all seems lost, and finally, the solution likely presents itself.
  Act 5: Dramatic climax with resolution of the problem.
  A Retrostar episode, as prepared by the Showrunner, will likely be little more than a very rough 
  outline of the significant elements of each Act. In the Retrostar rulebook, we will go into significant 
  detail about episode and series creation and all aspects of Showrunning.
  Retrostar episodes should be communal efforts, with the players and Showrunner using their 
  Dials to flesh out the rough idea brought to the table by the Showrunner.
  We are presenting some guidelines for a Retrostar episode, but will also give some broad guide-
  lines on how to make it even more your own.
  
SOURCE: textdata/thevault/Retrostar (PbtA)/Rogun Holiday Special.pdf