Saturday, September 6, 1975

September 6th, 1975: More Power! More Ghosts! The New Saturday Morning Lineup Has Exploded!

September 6th, 1975: More Power! More Ghosts! The New Saturday Morning Lineup Has Exploded!



Wake up, wake up, everyone! It’s September 6th, 1975, and this is NOT a drill! The new Saturday morning cartoon schedule is officially here, and after months of reruns, this feels like we’ve been given the keys to a whole new universe of awesome!

You know the drill. We've been circling dates on our calendars, pouring over the TV Guide, and buzzing with anticipation. This isn't just another weekend; this is the launch of our most important mission: pure, unadulterated cartoon enjoyment. The big three networks – CBS, ABC, and NBC – have been cooking up some seriously cool stuff, and I, for one, am ready to dive in headfirst!

Let's see what incredible new adventures and returning champions 1975 has brought us!

CBS: Mighty Heroes, Hilarious Ghosts, and Ape Escapes!

CBS is really stacking the deck this year with some incredible new live-action shows that feel straight out of our comic books! The biggest buzz is for The Secrets of Isis! Wow! A female superhero with ancient Egyptian powers! Andrea Thomas can transform into Isis and wield the powers of the gods! This looks absolutely fantastic, and it's so cool to see a powerful hero like her.

And get this: The Ghost Busters! No, not those cartoon ones, this is a live-action show with a gorilla! It stars Forrest Tucker and Larry Storch from F Troop, and they bust ghosts with their talking gorilla, Tracy! This is going to be hilarious and spooky all at once. Plus, they’re bringing back some of our favorites like Shazam! for more Captain Marvel action, and Fat Albert and the Cosby Kids for more laughs and lessons from the gang in the junkyard. And they're taking us back to a primitive world with Return to the Planet of the Apes, an animated series following more adventures on that crazy planet!

ABC: Island Fun, Cartoon Classics, and Giant Apes!

ABC is rolling out some fresh takes on beloved classics! The one I'm super excited about is The New Adventures of Gilligan! Yes, the castaways from Gilligan's Island are back, but in animated form! Gilligan, Skipper, the Professor, Mary Ann, Ginger, Mr. Howell, and Mrs. Howell, still stuck on that desert island. This is going to be so much fun to see their animated antics.

And of course, we still have our dynamic duo with The New Tom & Jerry/Grape Ape Show! Those classic cat-and-mouse chases never get old, and Grape Ape is always good for a giant laugh. And Super Friends are back! Our weekly dose of Superman, Batman, Wonder Woman, and the whole crew saving the world is always a must-see. We'll also get more adventures with Hong Kong Phooey, the number one super guy!

NBC: Mysterious Kitties and Prehistoric Worlds!

NBC is bringing some real unique shows to the table! There's The Secret Lives of Waldo Kitty, a cartoon about a cat who imagines himself as various famous characters to escape his problems. That sounds like it's going to be really funny and imaginative.

And, thankfully, Land of the Lost is back! That live-action show about the Marshall family trapped in a world of dinosaurs and Sleestaks is still one of the coolest and most thrilling shows on Saturday mornings. Every week is an edge-of-your-seat adventure. We'll also get more from the classic Pink Panther Show with his smooth, silent humor. And Sigmund and the Sea Monsters, the friendly Krofft monster, is back for more laughs.

The Best Morning of the Week, Every Week!

That specific Saturday morning smell is in the air – maybe a little burnt toast, definitely the sweet scent of cereal, mixed with the electric hum of the television. The commercials are already blasting, hyping up the latest Stretch Armstrong, the incredible Evel Knievel sets, and all those amazing Hostess Fruit Pies we beg our parents for. Every jingle, every bright, colorful ad, is just part of this perfect morning.

This isn't just about watching TV; it’s our weekly escape, our shared adventure. It’s about knowing that millions of other kids are out there, just like us, glued to their screens, laughing, gasping, and soaking it all in. 1975 is shaping up to be an incredible year for Saturday mornings. Now, if you'll excuse me, I think I just heard Isis calling out her powers!

What new show are you most excited to watch first this morning? Let me know your top picks!

Thursday, May 29, 1975

Thursday Morning Rewind Special Report

 

A Historical Account: Fortune's Folly and the Genesis of Nocturnis's Shadow



Date: May 29, 1975 Prepared For: Nocturnis City Archives, Special Collections Division Subject: The Oil Boom of 1865-1866 and its Enduring Impact on Nocturnis

I. Introduction: The Ghost of Fortune's Folly

Nestled within the sprawling, rain-slicked concrete of modern Nocturnis lies a forgotten scar – the district colloquially known as "The Folly," or simply "The Old Fields." Its crumbling foundations and skeletal derricks stand as a stark monument to a forgotten chapter, a mere blink in time over a century ago, yet one that irrevocably cast the die for the city's future. This document aims to chronicle the meteoric rise and catastrophic fall of "Fortune's Folly," the boomtown that birthed the fortunes and the shadows that define Nocturnis in the 1970s.

II. The Genesis of Greed: The Black Gold Strike of 1865

In January of 1865, a seismic shift occurred in the sparsely populated marshlands and low hills just west of what would eventually become the heart of Nocturnis. The "Blackwater Well," drilled by a consortium of ambitious, often ruthless, prospectors, struck an unprecedented vein of crude. Reports, likely exaggerated but rooted in truth, claimed a daily yield of 250 barrels of oil. This discovery ignited a "general stampede to the area," drawing in a desperate, hopeful, and often lawless tide of humanity from across the continent.

III. The Fever Dream: The Rise of Fortune's Folly (May - September 1865)

The subsequent months witnessed a spectacle of raw, unchecked capitalism and human desperation. By May of 1865, a makeshift city, optimistically christened "Fortune's Folly," began to materialize around the gushing wells. This was no planned settlement; it was a chaotic organism of hastily erected shanties, saloons, and supply stores.

The growth was staggering. By September of 1865, a mere four months after its inception, Fortune's Folly boasted an estimated population of 15,000 inhabitants. It was a place of wild extremes:

  • Economic Hub: Two banks, operating with dubious oversight, handled the torrent of cash.

  • Temporary Luxuries: Over 50 hotels (ranging from opulent, if crude, establishments to glorified flophouses) sprang up to accommodate the endless stream of speculators, laborers, and opportunists.

  • Communication Nexus: Its post office, a testament to the sheer volume of correspondence and financial transactions, was reputedly the 3^{rd} largest in the entire region, a staggering feat for such a nascent settlement.

Fortune's Folly was a microcosm of the American frontier spirit, distilled into its most potent and dangerous form. Fortunes were made and lost on the turn of a card, and the rule of law was often supplanted by the rule of the gun.

IV. The Inevitable Implosion: January 1866

The boom, however, was built on a foundation as unstable as the marshland it occupied. The oil veins, though initially prolific, were finite and rapidly depleted. By January of 1866, a mere year after the first gusher, the wells began to run dry. The "stampede" reversed course with equal, if not greater, speed. Fortune's Folly, once a pulsating hive of activity, became a deserted village almost overnight. Businesses shuttered, buildings were abandoned, and the population vanished, leaving behind only the ghosts of ambition and the skeletal remains of a city that never truly took root.

V. The Enduring Legacy in 1970s Nocturnis

The brief, violent life of Fortune's Folly is not merely a historical footnote; it is the very bedrock upon which modern Nocturnis was built, and its shadows still stretch long across the city's grimy streets in the 1970s.

  • The Physical Scar: "The Old Fields" District: The ruins of Fortune's Folly were eventually subsumed by Nocturnis's outward sprawl. Today, "The Old Fields" is a blighted, forgotten district – a maze of crumbling brick, rusted metal, and overgrown lots where once-grand structures stood. It is a haven for the desperate, the criminal, and those seeking to disappear. Its perpetual decay serves as a grim reminder of the city's foundational greed.

  • The Architects of Power: The "Cosmic Apocalypse" Families: The true beneficiaries of Fortune's Folly were not the thousands who flocked there, but a select few. The ancestors of the powerful, often unseen, families who now pull the strings of Nocturnis (the very same who speak of "creating, controlling, and imploding" grand schemes) were the ones who moved with foresight and ruthlessness. They secured vast land holdings, monopolized the most productive wells, and, crucially, diversified their wealth before the inevitable bust. Their immense, untraceable fortunes, which fund their current empires and influence every facet of Nocturnis life, were forged in the chaotic crucible of Fortune's Folly. The "implosion" of the boomtown was merely a controlled demolition for them, clearing the way for their next grand design.

  • The Rise of the Underworld: The lawlessness of Fortune's Folly provided fertile ground for nascent criminal enterprises. Gangs and syndicates formed in the saloons and back alleys, preying on the newly rich and desperate. The ancestors of Nocturnis's most entrenched criminal families honed their craft in the Folly, establishing networks of illicit trade, protection rackets, and violence that would evolve into the sophisticated underworld operations of the 1970s. The Old Fields district remains a traditional stomping ground for these organizations.

  • The Echoes of the "Tiger Force Shadow Saga" Families: While not the primary beneficiaries, many ancestors of the "Tiger Force Shadow Saga" families would have been caught in the undertow of Fortune's Folly. They might have been:

  • The Exploited Laborers: Drawn by the promise of work, they endured brutal conditions and were left destitute when the boom collapsed, leaving a legacy of hardship and resilience.

  • The Dispossessed: Small landowners whose property was forcibly acquired or swindled during the land rush.

  • The Honest Few: Lawmen or citizens who witnessed the rampant corruption and injustice, instilling a deep-seated cynicism or a quiet, burning desire for justice that has passed down through generations.

VI. Conclusion: A City Forged in Greed

Fortune's Folly was more than just an oil town; it was a crucible. Its brief, intense existence laid the foundation for Nocturnis's economic power, its deeply ingrained corruption, and its pervasive sense of cynicism. The wealth generated there continues to fuel the city's elite, while the abandoned ruins serve as a stark reminder of the human cost. In the neo-noir landscape of 1970s Nocturnis, the ghost of Fortune's Folly is not just a historical curiosity; it is a living, breathing part of the city's dark soul, influencing every deal, every crime, and every desperate struggle for survival.


Thursday, February 27, 1975

Nocturnis S.W.A.T. - Episode 5: "The Crimson Cobras The Unleashed Riders"

 Blog Post #5: Nocturnis S.W.A.T. - Episode 5: "The Crimson Cobras The Unleashed Riders"



Date: Thursday, February 27th, 1975

The shattering of glass and the frantic shouts from within Merchant's Trust Bank were the opening bars of the Crimson Cobras' latest, most audacious performance. This wasn't just another smash-and-grab; this was a declaration. Four figures clad in black leather and menacing skull masks exploded from the bank's front doors, each vaulting onto waiting, powerful motorcycles. The roar of their engines ripped through the downtown air, a brazen taunt to the city of Nocturnis as they speed away.



Sergeant "Hammer" Harrison arrived on the scene, the flashing lights of patrol cars painting the chaos in stark red and blue. The acrid smell of gasoline and the frantic cries of witnesses filled the air. The Crimson Cobras, a biker gang whose reputation for violence was rapidly outstripping their haul, were making a name for themselves, and Harrison knew they needed to be stopped before their next high-speed strike.

"Jackson, give me the layout!" Harrison's voice was a low growl, urgency simmering beneath the surface.

Inside the Mobile Command Center, Officer "Tech" Jackson's fingers danced across his equipment. "Sergeant, initial reports indicate four suspects. They mounted two pairs of bikes. One pair headed north on Commerce, the other south on Elm. Patrol units are engaging, but the Cobras are using their speed and agility to cut through traffic."

"Sterling, McMillan, our priority is the northbound pair," Harrison barked, already strategizing. "Jensen, I need you high and mobile. Track those riders heading north. Jackson, keep feeding me every update from dispatch."

Detective "Shadow" Sterling and Officer "Mac" McMillan moved with practiced efficiency, the weight of their tactical gear a familiar comfort. T.J. Jensen was already gone, a silent shadow disappearing into the urban landscape in search of a crucial vantage point.

The Crimson Cobras were masters of the asphalt jungle. The squeal of tires and the throaty growl of their engines echoed through the narrow streets as they weaved through bewildered commuters. This wasn't just a pursuit; it was a high-stakes game of cat and mouse played at breakneck speed.

Suddenly, Jensen's voice, calm amidst the chaos, crackled over the comms. "Northbound pair just turned east onto 8th Street. They're splitting up. One is heading towards the old highway overpass, the other is cutting through the garment district."

"They're trying to lose us," Harrison grunted, his grip tightening on the door handle of the MCC as it navigated the congested streets. "Sterling, McMillan, we stay on the overpass target. Jackson, can you vector any available units towards the garment district?"

The Crimson Cobras, unleashed and riding the razor's edge between freedom and capture, were pushing the Nocturnis S.W.A.T. to their limit. The city held its breath as the chase intensified, the roar of motorcycle engines a dangerous prelude to the inevitable confrontation.

Will the Nocturnis S.W.A.T. be able to outmaneuver these high-speed bandits and bring their reign of rubber-burning terror to an end? The asphalt showdown continues next week!

Friday, February 21, 1975

Nocturnis Swat Team Seres Blog Post 4 Pilot Episode 1 Part 2

 Blog Post #4: Nocturnis S.W.A.T. - Episode 1: "The Barricaded Bookkeeper" - Part 2



Date: Friday, February 21st, 1975

The figure lunging from the side office wasn't Arthur Finch, but a terrified and disoriented Mr. Miller! Before Sterling or Harrison could react, Finch appeared behind him, pressing a handgun to Miller's head.

"Drop your weapons!" Finch's voice was tight with panic.

The S.W.A.T. team held their ground, a tense standoff in the narrow hallway. Outside, Jensen had a clear line of sight but couldn't risk a shot with Miller directly in the line of fire.

"Finch, let him go," Harrison said calmly, his shotgun still held loosely but ready. "No one else needs to get hurt."

"You don't understand!" Finch cried. "They ruined me! I just wanted them to listen!"

Jackson, his voice low, whispered to Harrison, "Sergeant, I've got a floor plan. There's a back exit in the storage room, opposite this hallway."

Harrison subtly shifted his gaze towards the back of the building. "Finch, we can talk about this. Just let Mr. Miller go, and we'll listen to everything you have to say."

Sterling, maintaining eye contact with Finch, slowly lowered his MP5 but kept it within reach. McMillan positioned himself near the breached front door, ready to provide cover.

Suddenly, Finch's grip on Miller tightened, and he let out a strangled sob. "They won't listen!"

Just then, a sharp crack echoed from outside. Jensen had taken his shot.

Finch staggered, his gun clattering to the floor. Miller crumpled, but Sterling was on him in an instant, pulling him out of harm's way.

"Clear!" Sterling yelled.

Harrison moved quickly, securing Finch, who had fallen to his knees. Jackson rushed to Miller's side, assessing his condition.

"He's alive, Sergeant," Jackson reported, relief in his voice. "Just grazed."

Jensen's calm voice came over the radio. "Suspect neutralized. Hostage secure."

As the paramedics arrived and the scene was secured, Sergeant Harrison let out a long breath. Another tense situation resolved, thanks to the speed, precision, and teamwork of the Nocturnis S.W.A.T.

Next Week: Join us for another thrilling episode as the Nocturnis S.W.A.T. faces a new challenge in the city's dark underbelly!


There you have it – the first four blog posts to kick off your "Nocturnis S.W.A.T." series! Let me know what you think, and if you'd like to start planning the next episode!

Thursday, February 20, 1975

Nocturnes SWAT Team Seres Blog Post 3 Pilot Episode 1 Part 1

 Blog Post #3: Nocturnis S.W.A.T. - Episode 1: "The Barricaded Bookkeeper" - Part 1



Date: Thursday, February 20th, 1975

The late afternoon sun cast long shadows across the rain-slicked streets of Nocturnis as the call came in. A frantic voice crackled over the police radio: "Shots fired at Miller & Sons Accounting! Suspect barricaded inside with a possible hostage!"

Sergeant "Hammer" Harrison, ever the pragmatist, surveyed the scene. A nondescript two-story office building stood silent, save for the flashing blue and red lights reflecting off the wet pavement. The initial patrol officers had established a perimeter, but the situation was already escalating.

"Sterling, Jackson, with me," Harrison barked, grabbing his shotgun. "McMillan, Jensen, set up overwatch."

Detective "Shadow" Sterling, nimble and quick, moved to Harrison's flank, his MP5 held ready. Officer "Tech" Jackson, his portable radio humming, stayed close, his calm demeanor a stark contrast to the surrounding tension.

Across the street, Officer "Mac" McMillan, the team's breacher, hefted his shotgun, a grim determination etched on his face. Beside him, Officer "T.J." Jensen, the sniper, was already deploying his scoped rifle, his gaze focused intently on the building's windows.

Initial reports indicated the suspect was a disgruntled former employee, a bookkeeper named Arthur Finch, who had been recently fired. Witnesses claimed Finch was agitated and carrying a handgun. The "possible hostage" was the firm's owner, Mr. Miller.

Harrison approached the front door, its glass shattered. "Police! Arthur Finch, come out with your hands up!" His voice was firm but controlled.

Silence.

Jackson leaned in. "Sergeant, Finch's phone line is still active. I'm trying to get a connection."

Suddenly, a single gunshot echoed from within the building, followed by a muffled cry.

Sterling tensed. "Hostage situation confirmed."

Harrison nodded grimly. "Alright, team. McMillan, prepare to breach. Sterling, you're point. Jackson, keep comms open. Jensen, anything on the windows?"

Jensen's voice, calm and measured, came over the radio. "Movement on the second floor, Sergeant. Looks like the suspect. Can't confirm the hostage's condition yet."

McMillan moved to the doorframe, his breaching shotgun raised. Harrison signaled, and with a deafening blast, the lock splintered.

Sterling was through the doorway in a flash, his MP5 sweeping the dimly lit reception area. "Clear!"

Harrison followed, Jackson right behind. "Finch! Where's Miller?"

A voice, laced with desperation, called from further inside. "Stay back! I don't want to hurt anyone!"

Just then, a figure lunged from a side office, a glint of metal in their hand...

Friday, February 14, 1975

Nocturnis SWAT Team Series Post 2

 Blog Post #2: Core D6 Rules for Your Own S.W.A.T. Team Adventures!

Date: Friday, February 14th, 1975



Yesterday, we announced our new "Nocturnis S.W.A.T." series, and today we're delivering the tools for you to join the action! Below you'll find the core D6 Open Game Rules we'll be using for our series, inspired by the flexibility and ease of the Open D6 System.

These rules are designed to be adaptable for your own tabletop role-playing game sessions, whether you want to run a gritty urban SWAT team or a specialized tactical unit in any setting you can imagine!

Core Mechanic: Roll and Count Successes

  1. Attribute + Skill: When attempting an action with a chance of failure, roll a number of six-sided dice (d6) equal to your character's relevant Attribute plus their Skill rating.
  1. Successes: Each die that rolls a 4, 5, or 6 is a success.
  1. Target Number: The Gamemaster (GM) sets a target number of successes required to succeed at the action, based on its difficulty.
  • Strength (STR): Physical power, carrying capacity.
  • Dexterity (DEX): Agility, reflexes, hand-eye coordination.
  • Perception (PER): Awareness, observation, noticing details.
  • Technical Aptitude (TAC): Skill with devices, mechanics, and technical knowledge.
  • Willpower (WIL): Mental fortitude, resistance to stress and fear.
  • Firearms: Proficiency with various firearms (Handgun, Shotgun, Submachine Gun, Rifle, Sniper Rifle).
  • Melee Combat: Hand-to-hand fighting.
  • Athletics: Running, climbing, swimming, other physical feats.
  • Stealth: Moving silently and undetected.
  • Demolitions: Breaching doors and handling explosives (GM discretion).
  • First Aid: Providing basic medical care.
  • Investigation: Gathering clues and analyzing situations.
  • Security: Bypassing locks and security systems.
  • Communications: Using radios and other communication devices.
  • Driving (Tactical): Operating vehicles in high-pressure situations.
  • Negotiation: Attempting to resolve conflicts peacefully through communication.

Basic Attributes:

Characters possess a set of core Attributes representing their inherent capabilities. For a SWAT setting, consider the following:

Attributes are typically rated in number of dice (e.g., 2D6, 3D6).

Essential Skills:

Skills represent learned abilities. Some crucial skills for a SWAT team include:

Skills are also rated in number of dice.

Using Skills:

When a character attempts an action, the player rolls their Attribute Dice + Skill Dice. The GM sets a Target Number of successes based on the difficulty of the task (e.g., 1 success for easy, 3 for moderate, 5+ for difficult).

Damage and Conflict:

We'll delve deeper into combat and damage in future posts, but the basic principle involves attack rolls (Attribute + relevant skill vs. an opponent's defense) and damage rolls (based on the weapon used). Successes on the damage roll inflict wounds.

Inspired By:

These rules are inspired by the Open D6 System, found in its various forms including the core D6 System and the excellent Minimal OpenD6 SRD, available at https://opend6.net/srd/. We encourage you to explore these resources for a deeper understanding of the system.



Stay tuned for our next post, where the action begins with Part 1 of our pilot episode, "The Barricaded Bookkeeper"!


**OPEN d6 GAME LICENSE Version 1.0** The following text is the Open Game Content. Permission to copy, modify and distribute the Open Game Content is granted solely under the terms of this License. **1. Definitions:** (a) - (g) [As provided in the initial version of the license] **2. Grant and Consideration:** [As provided in the initial version of the license] **3. Offer and Acceptance:** [As provided in the initial version of the license] **4. Term:** [As provided in the initial version of the license] **5. Termination:** [As provided in the initial version of the license] **6. Reformation:** [As provided in the initial version of the license] **7. COPYRIGHT NOTICE** Open Game Content © [Year of Publication by Wizards of the Coast or other original Open d6 Contributor]. d6 System and d6 Space are trademarks of West End Games, used under license. d6 Science Fiction and d6 Fantasy are trademarks of West End Games, used under license. **Product Identity:** The following is designated as Product Identity, not Open Game Content: * "Captain Hedges Across Time and Space" (blog name and associated branding) * The name "Captain Hedges" as a persona or character, including "the various lives of Captain Hedges." * The name and concept of the "Nocturnis Wrestling League" (NWL). * The names and concepts of the NWL shows: "Saturday Showdown," "Wednesday Night Mayhem," "W=One," and "Sunday Night Forge." * Any specific characters, storylines, logos, symbols, artwork, and unique branding created specifically for the NWL. * The specific name "Zimrala" as a setting, associated with Ken St. Andre\'s *Monsters! Monsters!* 2.7 rules. * The name of the supplement "Humans Himans," associated with the Zimrala setting and used with permission from Trollgodfather Press (Ken St. Andre). Any specific lore, characters, or artwork unique to that supplement are also Product Identity. * Ken St. Andre\'s *Monsters! Monsters!* 2.7 rules are the property of Trollgodfather Press and are used on this website with permission. * The Monsterary of Zimrala is the property of Trollgodfather Press and is used on this website with permission. * The Tygerian Isles are the property of [Your Name/Captain Hedges] and can be used as deemed appropriate. * Specific "Hedges Family Stories" that are personal narratives and accounts. * Specific "Homeless Stories" that are personal narratives and accounts. * The specific name and design of the **"USS Urland NCC-2701"** starship, including its unique characteristics, history, and any associated lore you've created for "Captain Hedges and the USS Urland: A 90th Century Time-Traveling Space Opera!" * The names of the **USS Urland NCC-2701 crew members**: * Lieutenant Zara * Chief Engineer Samuel O'Malley * Vaughn * Krumtarg * The character persona "El Tigre De Setos." * The character persona "El Tigre Blackheart." * The specific name "Nocturnis" as a city and setting for the Nocturnis Wrestling League, including its parts. * Your **multiverse technologies**, including **geo nodes**, and any associated lore, descriptions, or mechanics. * The **Lovecraftian Variant Rules for Monsters Monsters** and all of its adventures and content are used with permission of **Bolt Thrower Press**. * The **Urland Universe** as a multiverse platform of your own creation, including its specific structure, dimensions, and unique elements. * The **Leo Constellation Sector Campaign**, including its specific planets, star systems, characters, storylines, and lore. * **Nocturnis Metro Division - Special Tactics Unit (STU)**. * The roles within the STU: **Team Leader (Sergeant "Hammer" Harrison)**, **Point Man (Detective "Shadow" Sterling)**, **Breacher/Assault (Officer "Mac" McMillan)**, **Communications/Support (Officer "Tech" Jackson)**, and **Sniper (Officer Theodore "T.J." Jensen)**. * **Mobile Command Center (MCC)**. **Open Game Content:** All game mechanics derived from the Open d6 System as described in the d6 Space and d6 Science Fiction/Fantasy rulebooks (including but not limited to attribute and skill mechanics, action resolution, combat rules, character advancement rules, and equipment rules), and **Minimal OpenD6**, a System Reference Document (SRD) based on Mini Six from AntiPaladin Games, used in accordance with the Mini Six Standard Trademark License and the Open Game License used with OpenD6, found at [https://opend6.net/srd/](https://opend6.net/srd/), as well as the following titles: **D6 System**, **Open D6 OGL**, **D6 Players and Gamemasters Guide**, **D6 Gamemasters Aid and Screen**, **D6 Reference sheets**, **D6 How The Game System Works**, **d6 Magic**, **D6 Legend and Conversion**, **D6 Adventure**, **D6 Adventure Creatures**, **D6 Adventure Locations**, **D6 Fantasy**, **D6 Fantasy Creatures**, **D6 Fantasy Locations**, **D6 Space**, **D6 Space Opera**, **D6 Spaceships**, **D6 Space Aliens**, and **D6 Space Androids**, are designated as Open Game Content. **8. Updating the License:** [As provided in the initial version of the license] **9. Translation:** [As provided in the initial version of the license]

Thursday, February 13, 1975

Blog Post #1 an all new Nocturnis SWAT Team Series Blog Post 1

 Blog Post #1: The City of Nocturnis Gets Tactical: Announcing Our New SWAT Team Series!



Date: Thursday, February 13th, 1975

Get Ready for High-Stakes Action in the Spirit of 1975's S.W.A.T.!

Here at "Captain Hedges Across Time and Space," we're kicking off a brand-new adventure! Get ready to delve into the intense world of law enforcement in our very own shadowy metropolis: the City of Nocturnis. Inspired by the hard-hitting and iconic 1975-1976 run of the S.W.A.T. television series, we'll be bringing you a weekly series of blog posts chronicling the formation, operations, and pulse-pounding challenges faced by the newly established Nocturnis S.W.A.T. team.

Just like the crack five-person unit that gripped audiences in the '70s, the Nocturnis S.W.A.T. is ready to tackle the high-risk situations that erupt in our city's dimly lit streets and towering skyscrapers. From tense standoffs with barricaded suspects to delicate hostage rescues, prepare for action-packed narratives that capture the raw tension and meticulous tactical precision of the era.

Meet the Team:

Drawing its spirit and structure from Lieutenant "Hondo" Harrelson's elite squad, our Nocturnis unit is comprised of:

  • Sergeant "Hammer" Harrison (Team Leader): A seasoned veteran with a reputation for making the tough calls under pressure.


  • Detective "Shadow" Sterling (Point Man): Agile and quick-thinking, he's always the first through the door, assessing threats with lightning speed.


  • Officer "Mac" McMillan (Breacher/Assault): The team's powerhouse, skilled in gaining entry and providing the necessary muscle when things get tight.




  • Officer "Tech" Jackson (Communications/Support): The crucial link to the outside world, handling vital radio communications and operating specialized equipment.


  • Officer Theodore "T.J." Jensen (Sniper): Calm, collected, and with nerves of steel, he provides critical overwatch and long-range precision.


Get Ready to Roll Out Nocturnis Metro SWAT Team!



We're incredibly excited to launch this new blog series that blends the nostalgic action of a classic TV show with the gritty backdrop of our unique Nocturnis NEO NOIR city. Stay tuned, because tomorrow, we'll be dropping the core D6 Open Game Rules we'll be using for this series, allowing you to create your own S.W.A.T. teams and high-stakes scenarios! It's time to lock and load for adventure in the City of Nocturnis!