Wednesday, September 30, 2015

Pre-Review: TimeWatch

So time for the last of GUMSHOE reviews for a while, this time for a game that isn't even out yet. TimeWatch expands GUMSHOE to pulp time travel (with options to handle parallel dimensions as well).

I contributed to the kickstarter for this game back in January 2014. It has fallen quite a bit behind schedule but having played with the creator at Gen Con, I'm fairly confident it will arrive in one form or another by the end of the year.
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Faster and Pulpier

Working from the baseline of GUMSHOE, TimeWatch goes even farther than Night's Black Agents in delivering a simple action packed system.

First off it uses a simpler skill set with fewer abilities overall. This means PCs will be even more omni-competent. Everything from riding a horse to piloting a star ship works off Vehicle for instance. The characters are meant to be broadly trained and ready for action in any sort of setting.

Helping them is a more liberal refresh mechanic. In TimeWatch PCs earn stitches which can be traded in for a two point refresh in any ability. They earn them by bringing fun material to the game: jokes, awesome roleplaying, and cool stunts and actions. Both the game master and fellow players can award them. There isn't a limit how often they can be handed out but only three stitches can be held at a time. so remember to spend them.

In keeping with the pulpy nature, there isn't a Stability or Sanity ability here. Instead characters have a Chronal Stability which handles how well a character handles paradoxes and other time travelling hazards.

Also as befits a game about time travel, it also makes it easy to pull off Bill and Ted style shenanigans: leaving weapons or tools in locations where you'll need them later (or earlier in your timeline), setting traps for enemies fleeing you based on future actions, and the like.

How you define abilities is also kept flexible. Is Disguise just skill or are you a liquid metal robot from the future? Are your social abilities really psychic powers?

Most of the rest of the system is pretty straightforward with the exception of initiative. It uses the mechanic where each participant in a combat decides which character goes next. So the first character chooses who gets to act after them and then that character chooses who acts after them. Once everyone has acted a new round starts with whoever went last choosing who goes first. They can choose themselves in this case. So you don't always want the bad guys to go last, since they then get to go twice in a row.

Not Just Time Travel

With much of the game master and background material still unavailable I'm not in a good position to review the full product. But I do know from the kickstarter and the game I played at Gen Con that it will cover many different settings: parallel worlds (like Sliders), X-files style Conspiracy, time war, stranded in time and other classic styles.
T-Rex vs hyper intelligent raptor from the future

Conclusion

After getting to see it in action I'd say so far so good. I look forward to the finished product or at least the text complete pdf.

Monday, September 28, 2015

50 Shades of Vampire: The Tzimisce

I'll be honest. When I got the chance to play a vampire elder in Requiem 2nd Edition, part of me just wanted to create a character I've been trying to get out of my system for years now. Part disguise artist, part spymaster, all mystery. It's an archetype that has cropped up in games I've played for close to 7 years now.

One of the last iterations of that was in a Vampire: the Masquerade game where I played a secret Tzimisce who escaped the Sabbat and joined the Camarilla. He/It didn't work out as well as I'd planned (most of my attempts haven't) since changing identities was just too expensive and I really needed minions. But he/it was fun to play.

Here's how I'd translate some of that character into Requiem terms.
LogoClanTzimisce

Lacuna

Waking

Always the same.

The earth presses down on him, surrounding him, suffocating him.

You don’t breath, it lectures himself.

The dirt is in his eyes, his mouth, his ears. A damp bitter taste fills his world. He claws for the surface. Desperately he struggles. The earth forces the last of the air from his lungs. Oil stained grit grinds into his clothes as he thrashes in pain and fear. He’s dying.

You can’t die, it says tiredly.

He shoves violently, thrusting aside newly turned earth, groping for the surface. Immediacy is lost. Panic and horror grow distant and foreign. As the phantom memories of its first moments of unlife play out, it wonders for the thousandth time why it dreams of being buried. Why not dying behind the club? Why not the first taste of Vitae? Why not the horrors that came after?

The dream fades. Day-sleep recedes. It opens its eyes and sees nothing. Its hands shift the dirt around it. The poisoned earth reassures it, comforts it, eases its long dead nerves.

Its practiced hand finds the latch and cracks the door above it. A dim glow from the streetlights intrudes. The vampire opens the door the rest of the way, careful not to scatter any of the soil. It rises gingerly. Quietly it dusts itself off, making sure not to lose a single grain. Importing Detroit grave earth isn’t cheap, it reminds itself.

It changes out of its day clothes, closing the trap door that hides its hiding spot. The floorboards fit perfectly, concealing the outer latch.

Clean, it makes the rounds, checking the security of the windows and doors in the decaying apartment. On the walls, faded faces peer out of stock photos. It stalks over a second-hand rug the color of day old coffee and cream to the front of the studio. It runs its hands over the chains and bolts. The locks on the front door are secure. Nothing has been slipped under or into the door.

On the way back it passes by a purplish sofa sticking faintly of the dumpster and an unplugged television. A tiny sliver of light escapes the thick drapes and glints on the cracked screen. It peers out the smog stained window at the night clad city.

Time to get ready.

It wanders over to the vanity and looks over yesterday’s haul. Three wallets, five credit cards, a dozen business cards, a pair of driver’s licenses, some cash, five receipts, and a picture of a dog. A poor showing, it thinks to itself.

One of the IDs might be useful. It looks into the mirror. The Rat-King looks back with his bloody eyes.

“You need to do better,” it rasps at the charred reflection. The blackened cheeks of the Rat-King rise in a mock smile, his teeth gleaming against its charcoal flesh.

It sighs as it summons the power of the blood. It would need to feed heavily tonight. The Rat-King would not be putting in another appearance for several nights. It passed its charred hands over its broken skin, leaving behind smooth clean flesh. It rubbed its hands together and up its arms, turning burnt hamburger to pale slender limbs.

Then it moves to the face. Rebuild the nose. Create some hair. It checks the picture. Tweak the color. Perfection isn’t important, it reminds itself. Cops barely look at these, shop owners not at all.

Finally just be sure, it changes clothes and sets up the camera. A quick pic and some time to develop. I’ll splice the picture into the ID later on.

It looks at the driver’s license again: Paige Ellison. Welcome to the show.

Background

He/it doesn't really recall what he/it looked like. Embraced only a decade ago, he/it remains on the run from his/its sire, who he/it refers to as "She of the Picasso Eyes". A pickpocket and identity thief in life, his/its sire took away much of what made him/it human through brutal torture and brainwashing. Obviously it didn't all take and he/it escaped using his/its new talent as a master of disguise to make a new beginning.

Description

He/it could be anyone. His/its one tell is the lingering trace of a smoking habit. It manifests in some form in whatever guise he/it takes. Sometimes it is a habit of feeding on smokers, in others he/she/it carries around cigarettes or cigars, and still other identities he/she/it covers his/her/its arms in dermal patches.

The Tzimisce

The rare few who belong to this bloodline elder claim it originates from a time before both the Ventrue and Gangrel clans formed. They claim Tzimisce are the progenitors of both clans and are the truest expression of both clans wielding a mixture of Dominate and Protean to command the very flesh of their subjects.

Parent Clan: Ventrue. Despite claims of their origins, no Gangrel members are known.

Covenant: Historically the Tzmisce tended to joined the Invictus or remained unaligned altogether. A few explored the mysteries of the blood with the Circle of the Crone. But those Tzimisce created in modern nights find themselves drawn to the Ordo Dracul.

Appearance: With mastery over flesh, Tzmisce tend to visages of utter horror and unnatural beauty, crafting themselves to their personal ideal.

Bloodline Disciplines: Animalism, Dominate, Protean, Resilience

Weakness: Tzimisce suffer the standard Venture bane. In addition their protean flesh requires some form of stability requiring them to rest in the soil of their place of death. If they do not sleep with at least a handful of dirt from their region of death, all their dice pools are capped by their Humanity for the next night.

Bloodline Gift: The Tzimisce seem to be among the few capable of mastering the Devotions of Vicissitude. They require one fewer experience to master each devotion.

Vicissitude

This write-up works off the Translation rules version of Vicissitude.

Malleable Visage (Requirements: Protean 2): The vampire can craft their own flesh. This requires expending a Vitae and making an extended Dexterity + Crafts roll (each roll is a minute of work). Becoming unrecognizable requires 1 success, acquiring a specific look (like a red headed woman) might require 5 success and impersonating a specific person requires 10 successes. (Cost: 2 XP)

Fleshcraft Attack (Requirements: Protean 2 and Dominate 1) The vampire can grossly manipulate the flesh of others using a Dexterity + Crafts roll minus the target's Stamina. Using this ability costs a Vitae. Each success deals a Lethal point of damage. (Cost: 2 XP)

Fleshcraft (Requirements: Protean 2 and Dominate 2) The vampire can finely manipulate the flesh of others using an extended Dexterity + Crafts roll resisted by the target's Stamina + Power Stat. Each roll takes 1 minute. Otherwise this functions as Malleable Visage. (Cost: 3 XP)

Bonecraft Attack (Requirements: Protean 2 and Dominate 2) The vampire can manipulate the bones of others even in mid combat. After expending 1 Vitae, roll Dexterity + Medicine - the target's Defense and deals damage with the subject's skeletal structure (a 2 Lethal weapon in this case). (Cost: 3 XP)

Bloodform (Requirements: Protean 5): a variation on Primeval Miasma, the vampire turns into blood. The vampire turns into a volume of blood of her size, capable of slithering at her full speed and squeezing through anything that isn't watertight. She can perceive the world as normal and even manipulate objects as if she possessed Strength 1. She can slumber in blood form with the same benefits as unmarked grave.

She remains mostly immune to harm except from her banes, including fire and sunlight. She can feed by absorbing blood from any open wounds that come in contact with her or by forcing her way into a person and then devouring their resource. This involves a grapple and "bite" using her normal Physical Attributes. If another vampire is foolish enough to try to drink her, they forgo the grapple. (Cost: 2 XP)

Monday, September 21, 2015

50 Shades of Vampire: Blood Tenebrous

If vampires in Vampire: the Requiem have a major weakness (other than sunlight) it's that they have no way to interact with the Realms Invisible: Shadow, the Astral, the Hedge, and so on. This somewhat hinders crossover play and leaves them weak against ephemeral threats.

The Book of Spirits, the shadow specific blue book, tried to rectify this by introducing a new discipline for those vampires interested in spirit world and its inhabitants. This book was composed for the first edition of the game. It would interesting and helpful to update those rules to second edition and its new spirit and ghost rules.
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Research Notes

Partly I did this to have a good excuse for brushing up on the rules for ephemeral beings, something that wasn't important to me in my prior 2nd edition games.

After looking over them, I see that there isn't much here that is immediately relevant to Blood Tenebrous. Only the claiming power directly interfaces with those rules and it already breaks enough rules from the earlier edition.

Blood Tenebrous Devotions

Following the pattern with bloodlines, I'll avoid adding a new discipline and instead translate the powers into a series of devotions.

Pulse of the Invisible (Requirements: Auspex 2) The vampire gains an ability similar to that of Unseen Sense (spirits). By spending 1 Vitae, they gain the ability to see loci, verges, and twilight spirits for a scene. When dealing with a power that would otherwise occlude this vision, they can contest it with a Wits + Empathy roll. (Cost: 2 XP)

Blood is Life (Requirements: Protean 2) By spending 1 vitae, the vampire can infuse their vitae with spiritual power. Roll Strength + Occult and infuse Vitae equal to the number of successes with an equal amount of Essence. This effect lasts a minute at which point it resumes being normal Vitae. (Cost: 1 XP)

Under the Skin of the World (Requirements: Obfuscate 3, optionally Vigor 1) The vampire masters the spiritual ties within them and gains the ability to step through into Shadow at a Locus. Expend 1 Vitae and making an Intelligence + Occult roll (possibly at a penalty depending on the circumstances of the locus) to take the character and anything they carry into Shadow. If they buy this Devotion with the Vigor requirement they can bring other people as well at the cost of another point of Vitae per person. (Cost: 1 XP or optionally 2 XP)

Drawing in the Devil (Requirements: Protean 5) Spirits generally can't claimed supernatural beings. This devotion eliminates that restriction. After reworking their surroundings and behavior to become Resonant (as the Condition) with the type of spirit they seek to merge with, a vampire can spend 1 Vitae to then engage in an extended Presence + Persuasion roll to successfully become Claimed by a spirit without going through all of the other conditions normally associated with that process. They must accrue 5 Successes per Rank of the spirit with each roll representing 1 minute of meditation. (Cost: 3 XP)

Friday, September 18, 2015

The Climbers Recap: Changing Course

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We are now 16 sessions in and nearing the end of this game. I originally planned to call this session Election Day but the election got derailed. Instead we got bogged down fighting the gods, changing playbooks and generally switching course. It was also a bad day for our baby as he had another bout of teething. Someday I hope this will actually yield teeth.

As in my earlier actual play reports, small green text indicates out of character talk, mechanics and other game aspects outside of the fiction.

Our main characters are:
  • Gator (the Gunlugger, but not for long!) is an assassin and part-time bodyguard who wears customized scrounged armor made from Kevlar and ceramic inserts. Camouflaged for the jungle, his face was ruined in a fight with an alligator. His eyes are always sizing things up and his brutal life has left his body a hard sheet of muscle. He runs a gang of mercenaries and was hired to kill White, the warlord of Miami. The job is done.
  • Jarhead (the Savvyhead) is a thin African-American man with a short goatee, long dreads, and clothes covered in pockets and gear. Travelling around in an old news van, he repairs items for a living. He is investigating a device that can bend space and time. He has also obtained employees in the form of a young woman Allison and her brother Waters as well as a little girl named Memo. His old mentor Sir Fredricks warned him of danger from the psychic maelstrom. Now Gator wants him to build a weapon to kill 'the gods' that live there.
  • November Orleans (the Skinner turned Battlebabe) is descended from a family which left New Orleans before it sank. She is a beautiful woman of mixed heritage with dark eyes and skin, a sweet face and lush body. She dresses herself in a mix of scavenged clothing that somehow works together and wears a necklace made from rows of antique coins which jingle and shine as she moves. Her main profession is as a dancer, especially belly dancing, but she has a sideline business in cooking and animal training. She works for the "gods" but hopes to betray them.
  • Violet Jefferson (the Touchstone) is descended by survivalists and her clothing and gear reflects her origins. Plain looking but fit, she carries a pocket copy of the Federalist papers and founding documents of the United States of America, an idea she hopes to revive. Her followers are demanding her help to liberate Miami from a tyrant. November blew off half her face recently.

We start by checking experience. I found that Jarhead is due another move from last session. He chooses to advance three moves. I forget which but it doesn’t matter as you will see.

Violet tells us about an idea that came to her on her canoe trip between sessions: giant water strider mounts!

”But then they get too big and break the surface tension,” Gator says.

”If we’re ignoring that they would suffocate from being gigantic,” I say, ”we can ignore their ability to walk on water.”

Start of Session

I quickly recap. White is dead. The Big Ship is free and peaceful thanks to Gator and the Militia. But climber zombies are attacking the Autodoc.

Gator picks his new playbook. Hardholder!

Taking the Big Ship as his holding, he jokes, “and then I’ll retire as Conan.”

His gang gets assimilated into the holding’s gang. As I explain, “in this case you actually lose something.”

”At least he got rid of White,” Violet mutters.

With regards to the Autodoc situation, November advises Violet take her clothes off.

”It doesn’t work like that,” she says to the stripper.


We start with Hx highlighting:
  • Violet gets Cool (from November) plus Hard.
  • November marks Hot (from Jarhead) plus Weird.
“It’s the hearts and minds session,” I explain.
  • Jarhead gets Hot (from Gator) plus Weird.
  • Gator highlights Hard (from Jarhead) plus Weird.

Then Violet rolls Fortunes and gets a 6. Her followers are diseased, argumentative, and deserting!

”They only liked you for your looks after all,” November says.

”That’s a low blow,” Violet replies.

”Could be the zombies,” she offers.

”I was going to blame Gator actually,” I say.


Gator works out his holding: well defended with a bustling market, good armory, and a disciplined gang. However the citizens are decadent and perverse as well as filthy and unwell.

”Radiation poisoning, that a disease,” I suggest.

He rolls Wealth and gets a 9. He chooses disease as his want.

“Radiation poisoning it is, or the climbers. It could be a lingering death trap. White’s revenge.”

Changing Course

Violet pauses at the stairs. The cries of alarm ring down the hall behind her. She turns and grabs a fleeing nurse.

“The climbers! They’ve smashed into the front lobby,” the woman shouts.

“Grab anybody who can handle a gun, make a stand at the main entrance,” Violet orders. “I’ll see about hunting up more people. We’ve got to act quickly.”

Violet makes a Towering presence and gets 10. She marks experience.

The obese woman nods dumbly. As she hurries away, Violet tightens her grip on her rifle. She looks up the stairs, her mind visualizing the big glass enclosure in front of the hospital. She turns and makes for the main entrance instead.

A half-dozen nurses struggle at the double doors, pushing up makeshift barricade of gurneys and batting at glassy-eyed men and women with axes. A couple of men fire blindly into the mindless horde with rusty pistols.

Violet rolls Indomitable. She marks experience, gets a 14, and holds 3.

She then seizes by force, specifically the lobby. She again marks experience and gets a 12 on the second roll. Since she has this move advanced she takes all options and doubles down on take definite hold.


“Follow me!” she cries opening fire on the mass of infected.

Together the gang pushes back the sleepwalkers. The attackers scatter, melting into the chaos of the main lobby. Under the starlit glass, dozens of the infected swarm the area, pulling down nurses and patients alike and tearing them apart. Men, women, and children bite and claw like feral beasts. Outside Lily fires again and again as she and her dog Exit race for her motorcycle.

Violet turns and fires on a half-naked man climbing the exterior wall. Krin directs the other nurses forward to take the lobby.

As they push deeper into the atrium, the climber victims begin to falter, peeling away in ones and twos. Violet knocks a broken faced woman aside in mid lunge. Meanwhile Krin puts two rounds into a little girl with blood stained lips.

“Why?” he cries. He reloads with tears in his eyes. He fires again. “Why!?”

I let her secure the main entrance and take the center of the atrium. She uses 1 hold to eliminate any damage she would take.

Her small gang takes 2-harm (2 base +1 for size -1 for little harm) as does the medium gang of infected. A few die on each side and lots of pain is dished out.


A man in green T-shirt stops his mindless attack. He blinks his eyes. “What where am I?”

A big man, one of the defenders named Crazy Joe, sinks an axe into his head. He grabs a woman with a shattered arm and thrusts her through a plate-glass window. Stepping back, he rubs his bald surgically scarred head with a bloody hand. He turns and gives Violet a smile.

Then five twitching attackers pounce on him, dragging him to the ground in an orgy of blood and brutality.

”This universe sucks,” Violet says.

”This is a crap universe.”


Violet glances around her. Orderlies and nurses from inside reinforce her dwindling band, doubling their numbers. The climbers, beaten and broken, continue to come at them but with each encounter the defenders push them back another few feet. The front entrance is in sight.

Through the glass, Violet spots Lily. Standing atop her motorcycle, Exit at her feet, she desperately fends off a half-dozen of the infected.

Violet pulls her eyes away from her friend. “We must protect the Autodoc!”

We jump to the Big Ship.

Gator looks at the crowds below from the darkened tower. Cheers and laughter drift up from the market, an island of light in the dark night. Carefully conserved moonshine sloshes freely.

Jarhead continues, “So how about these detonator collars? There’s a lot of people down there you still can’t trust. I could rig it so a simple flick of a switch takes them out if they try anything. All I need is some spare ammo and time. Or we could do shock collars.”

”No shock collars,” Gator says. “No explosives either.”

“I thought you were going to be a fun ruler. I thought we understood each other.”

Morgana speaks up, pulling Gator’s attention to the other side of the small room. “We’ve got to do something about those people, the ones White used as his insurance policy. The climber victims. We’ve rounded them up and put in a shack on the south end. Should we shoot them?”

Gator looks north. “We should negotiate something with the Autodoc.”

The rugged woman nods. “OK I’ll try to radio them.”

Elsewhere.

November mingles with the crowds, soaking in their cheer and smiles. A helpful threesome point her to Shell’s.

Only an elderly oriental woman seems to be browsing this stall. The proprietor, a well dressed man with a cape, smiles and asks what she desires.

“I wants something strong. Something that will knock me out for a while.” She glances around. “Any Second Life?”

Time for a barter move. November gone into a holding's bustling market and rolls sharp and gets a 9.

Shell’s smile falters. “Well I had some before all this trouble came up. But not in quite a while. I got this.” He holds out a vial of red liquid. “Not quite the same. It’s made from blood ferns but the distillation isn’t very good. It will knock you out but has some side effects.”

I inform November that it can cause physical paralysis.

November considers the vial for a moment before handing over some jingle. She hangs the vial around neck. As she vanishes into the crowd, she grasps her new talisman.

Back at the Autodoc, I call for a custom move, essentially to keep to an untenable course as Violet pushes to clear the lobby of the infected. She rolls hard and get a 12. She marks experience.

Violet and the others reach the front entrance. Blood, mostly not theirs, covers their hands, arms and weapons. As the final remnants of the hospital’s defenders arrive, they clear the lobby.

As the nurses move to seal the broken windows and secure the doorway, Violet rushes outside.

Violet seizes by force (specifically Lily) and gets a 10, she chooses to inflict terrible harm, dismay her enemies, and take definite hold. She marks experience and uses another hold from indomitable to negate any damage.

The few remaining climbers swarm Lily’s bike. A large man throws her to the ground. He looms over her, asleep to the dog chewing at his leg. His head explodes.

Pulling up her still smoking rifle, Violet runs forward and leaps over the remaining attackers. She pulls Lily free of the crowd and dashes for the entrance. The climbers stumble after them. Letting the other woman run ahead, Violet turns and fires at a parked pickup. The bullet strikes the gas tank solidly. A second later a subdued explosion covers their right flank, distracting their pursuers for a moment.

A minute later both women breath heavily within the glass confines of the lobby. Outside the attackers withdraw, beaten and broken for now.

Violet straightens up. "Get that window barricaded," she shouts to nurses.

Teams of patients and orderlies wheel gurneys into the lobby and turn broken chairs and tables into makeshift walls. As the nurses begin to help the wounded, Violet steps in to deal with the more pressing cases.

As she binds a badly bleeding leg, she overhears someone say, “a call just came from the Big Ship. They say it's been liberated! They say White’s dead.”

She tightens the tourniquet and looks around. Scavenged boards and duct tape seal off the damaged windows and a half-dozen armed men watch the front doors. Satisfied for the moment, she looks for the head nurse.

She finds Millions inside.

“Thank you for saving us," the porcelain skinned nurse says. "If they had gotten past that doorway it would be over for us. And if we had lost the atrium, all of our food would be gone. If there is anything that you need let me know.”

We realize she is acting with hope. But she doesn’t need anything now.

“I can’t think anything right now,” Violet tells the androgynous figure.

Millions smiles. "Our doors will always be open to take care of any harm that you have suffered.”

Violet gives her a quick rundown on her recommendations for improving defenses. Then she excuses herself.

In the lobby she finds Lily. After checking for any climbers nearby, they grab Lily’s bike and ride south to the liberated ship.

We return to the Big Ship.

November slips away from another party. All around her the holding continues its celebration. Shadow’s muscular form materialize next to her.

“Now that these troubles are past." The savage warrior holds his breath for a moment as he shuffles his feet. "You’re the Messenger.”

"The what?" November says arching an eyebrow.

“Jarhead had said you were the Messenger. You’re the one we’ve been searching for.”

"Cool," she says calmly.

Shadow presses on. “The gods granted me a vision, they said you were the one who would lead my people to salvation.”

"Cool," she says, her eyes searching around. "I don’t know much about your religion, sorry. What salvation were you thinking of?"

“You need to lead my people away from the devastated land they live in," he explains.

“That sounds like a good idea but I don’t know any place better. You’ve got a nice set up.”

He throws his arms wide. "There’s no food there, my people are starving.”

"I see," she says.

November considers other possible locations. She suggests the abandoned hotel where they killed Dustwich.

To get a better idea she opens her brain, gets an 10, earns experience and gains an advancement: a gang!

First I ask, "who do you miss the most who has died?"

She describes Panhandle Meg, an old woman in Oklahoma. She schooled November in the art of cooking and gathering herbs. Unlike most she died of old age. November was present when she passed. Meg was completely fine with dying at that point. “It's my time,” she said. November however was not okay with it.


November stretches out her thoughts. The image of a ruin hotel floats to the surface. The site of Dustwich's death. Between the mangroves and the rising seas. The clear waters teem with life. But in the depths something stirs with a hunger of its own.

“I think I know a good place," she says after a pause. "How do you like seafood?”

Shadow shrugs. "I see food, I eat it."

”We should see if there is anybody who would like to join us." She grabs Shadow's shoulder. "And don’t call me the Messenger to them, they wouldn’t understand.”

I go deal with dinner while the group discusses experience and advancement. Along the way my son makes a break for kitchen.

Violet decides on her next advance. She becomes a Scholar.


Morgana briefs Gator in the command room high above the top deck. “Seems the Autodoc had a bit of an incident.”

"Incident?" Gator asks.

Morgana leans on the table between them. “Yeah they got attacked by a whole gang of climbers.”

"So that’s where all those people went."

She nods. “They managed to drive them off. They said something about Violet helping out.”

"That’s good, as long as they are okay over there. How have the negotiations gone?"

“I’ve talked to them about taking the climber cases but they are kind of in disarray. But I think we should be able to ferry them up.”

"Let’s get on that then."

Morgana smiles. “I’ll arrange a boat.”

November works on her gang. She goes with +rich and +1-armor and the downside of +desertion. Very similar to Gator's old gang.

We jump to Jarhead.


Gator and Jarhead patrol the deck of the Big Ship early the next morning. Only the mutant gulls and a few groaning drunks disturb the hulk’s silence. The pair of men look over the rusty 50 caliber machine guns.

“We need to patch up this place’s defenses,” Gator says.

I tell Jarhead to overhaul this he needs 3-barter worth of parts and a week.

Jarhead rubs his goatee. “We can do this, we can make them fire at full speed, like they’re almost out of the shop but we will need to buy some parts.”

“Okay how much.”

“It will cost four barter to get it all said and done. I can guarantee it will spit bullets like nothing around.” Jarhead turns to Gator. “I know you are good for these things. So I’ll do it for three now and you can pay the rest when it’s finished.”

Mechanically it would be a 5-harm far area braced weapon.

We go over Gator’s barter, he has only 3-barter, including the extra from the holding. He’d have more if his holding wasn’t full of decadent savages.

”Jerks. Taking all of our money, they’ll learn,” he mutters.


Gator considers three people lying in a drunken heap. “Four is a bit much.”

“Okay,” Jarhead’s smiles fades away.”Then you don’t get your gun.”

“Make sure you are working on that god puncher thing,’ Gator says.

“I prefer god smiter.”

Gator turns back to the rusty hulks. “The machine guns work enough for now.”

“Suit yourself.”

Jarhead hurries back down below. As he returns to work on the weapon, he smiles at Allison’s progress on the shock collars. She should have some done soon.

The shock collars will take a week to get two done and Allison will need to disassemble the taser first.

For the god smiter he needs to hook up the ship’s power source, install his augury, get a psychic to aim it, and then expose himself and others to danger. Easy.


Jarhead connects another cable with a yawn. He looks around. Allison and the others have yet to return to the workshop. He lets his eyes close for a moment. He blinks and yawns. Jarhead grabs another cable and plugs it in. He tries shrug off the accumulated lethargy of two sleepless nights. He wanders over to his augury. After polishing it up he rests his head again.

He blinks.

His feet sit in ankle-deep water. A low mist fills the gaps between the trees that surround him.

“Jarhead.”

“Jarhead.”

Voices whisper to him from all directions. Some he recognizes. Tom who died while Jarhead was out of town. Crazy Jane who popped while he worked on a carburetor. Tram, Skinhead, and Headlight. All dead. All victims of the climbers.

“This is not good, this is not good.” He mutters as figures move in the mist. “This is not good.”

Jarhead rolls acting under fire and gets a 10. He also marked experience since he rolled weird (he is spooky intense).

Jarhead creeps away from the voices. His back hits a tree. Nervously his hand sneaks around and finds a knob. Quickly he pulls the door open and steps inside.

”Is it a christmas tree shaped door?” he asks.

”No more like a pumpkin.”


A dark field spreads in front of him. He looks up and back. A towering factory looms over him. Broken windows and gray crumbling wood. Illuminated by a dying moon.

“Psst, over here.”

Jarhead looks past a withered old tree, bleached at the roots. A child lurks in its shadow.

“I can help you, they are coming for you,” the boy tells him, “I can protect you, but you need to do something for me.”

Jarhead glances behind him. Several massive step pyramids rear into the sky. Blood drips down their staircases.

“That’s not intimidating at all,” he mutters. “Okay, who are you?”

“You know who I am.” The child steps out from behind the tree. The scars still remains, years after the savaging the crocodile dealt him.

“White,” Jarhead states. “Right. Not the first person I expected to find in this place. Then again I don’t know why I should be surprised. So what do you want? Besides not being dead. I don’t think I can help with that, your head is all leaky.”

“I need a new body.”

Jarhead shakes his head. “I was afraid you would say that.”

”Make him a cyborg!” November suggests.

Jarhead scratches his chin. “If I make you a new body, you keep them off my back?”

“Yes, I’ll protect you from the gods.” Thunder rumbles around White.

”You know what I’m trying to do,” Jarhead says.

White steps in front of him. “Yes.”

“Can you wait until I finish before I bring you back among us?”

“I’d like a sign of good faith,” White says, the moonlight illuminating his teeth through his ravaged cheek. “The gods know what you are up to, you told their emissary. They will come from you.”

Jarhead opens his mouth and then closes it. “In the end I guess it doesn’t matter who said what. But I wonder if you can wait? Look, I assume you are the maelstrom.”

“I’m always in the maelstrom.”

“So if I ever want to go back in, you’ll be there.”

“They are all here,” White says looking past him.

“Screw them, I mean you.” As White nods, Jarhead continues, “so if I attempt to renege on our deal here, I can never go back to the one place I need to explore. I’m not going to cut myself off.”

Jarhead rolls to manipulate a person, gets a 9, and marks experience.

The boy remains impassive. The tinkerer sighs. “How about I set one of my assistants on it once I get back. I suppose the assurance that you are doing your part is that my soul stays in my body.”

White nods. “I will protect you on this end. Your friends will have to protect your body.”

“You know I’m only the one who can build this device. You want this as much as we do.” White stands stone-like before him. “Can I get up now?”

Jarhead wakes with a jerk. He spots Waters and Memo enjoying some breakfast. “You two! I’ve got a job for you. I need you to build a metal skeleton. Nothing fancy. No super strength. And we need to put a big kill switch on back. Red and well-labeled.”

We establish some members of November’s gang. Lafferty joins in as do various people not loyal to White but uncomfortable with the new leadership. One group are the Kites, a family of transients looking to settle down. She also gets a few ex-Music Bowl cultists, including one named Sunset. I remark that she’s soaked up the unruliness that would have been part of Gator’s gang.

Shadow joins November’s crew as well, leaving Jarhead’s gang.

November remarks, “Ha I get the crazy religious nut job.”


The sun turns the eastern waters into a golden sparkle. November looks over her ‘congregation’. The giant, Lafferty, nurses a shattered arm. The Kite family huddles around their packs and gear. Off on her own, Sunset hums a tune while she scrubs the stains out her robe. No one looks comfortable amid the Big Ship’s field of tin shacks.

Shadow comes up beside her. “We should head back to my holding. They’ve been waiting for me for almost a month.”

November nods. “We’ll need some transportation and supplies. Let me see what I can find.”

Onto Gator.

Morgana finds Gator in the tower watching the boats below move in the gulf between the Big Ship and shore. “Boss we’ve got a problem.”

“What is it?”

She points to the south end of the holding. “Wire went to check on the climber victims. We don’t have to worry about them anymore. But we do have to worry about It.”

Gator’s scars twist down. “So it ran its course.”

“Yes.”

“Burn it.”

Morgana nods with a smile. “I’ve got Wire and Crudehammer on it right now.”

A fireball erupts at the south end moments before the boom of the explosion arrives. Morgana’s voice sinks. “I told them not to use grenades.”

“Let’s cordon off that section,” Gator orders. “Seal off the vents.”

Morgana hurries off, leaving Gator to watch the plume of smoke. His eyes shift to the beach. A motorcycle pulls up on the white sands. Grabbing a scope, he spies Lily and Violet on board.

He talks into a speaking tube. “Pheonix, you there?”

“Yes, boss?”

“I’ve got a job for you.”

With Morgana and Wire busy, Gator needs a new face person. Phoenix was a weapons merchant but is now part of his gang. She wears a long coat and a short skirt.

November and Gator then makes some jokes about my descriptions.

“I think she’s a keeper,” November says referencing a Cake song.


Violet and Lily pull up to the shore just as a rough gang of tattooed freaks boards the last boat. The circuit board armored savages let loose a cry as they row toward the Big Ship.

The women and the dog Exit look for another way across. Minutes later their answer comes in the form of a second boat slowly rowed across the bay. An unfamiliar woman in a long coat stands at the bow.

“You’re Violet right?” the woman asks, jumping down to the sands. “I’m here to greet you. Name is Phoenix.”

“Alright,” Violet says, eyeing the woman. Phoenix’s long coat hangs heavy over her short skirt. “We need to get to the ship.”

She gestures behind her. “Right, get aboard, Gator sent me over to welcome you onto the Big Ship. We’ve got business up and running again.”

“Great,” she says climbing aboard with her companions.

Phoenix jumps back on the boat. “Okay boys get us back over.”

The men at the oars begin to row back across the still waters.

Phoenix turns back to Violet. “So Gator didn’t give me a lot of information, but you are friends right?”

“Associates,” she corrects her.

“He mentioned some business you had to talk about. Some deal you had.”

“There’s a little something I owe him. I’ll make sure we’re square.”

“Good, good,” the young woman says, shaking her auburn clad head. ”Don’t want to make the new boss unhappy.”

“New boss?” Violet asks.

“White’s dead. Out with the old and in with the new.” She hastily adds, “with more sanity.”

“This doesn’t seem like what we wanted,” Lily says sharply.

“We have to take into account what the people on the ship want,” Violet patiently says.

“Well if they are like her, it looks like they are happy.” Lily raises her hands. “Crap, we struggled for a whole month on this! People died!”

“I’m not happy with it either,” Violet says. “But if that’s the way it is then maybe we need to find somewhere else.“

Lily glares at her passionless leader. “After all of this, you are just going to give up?”

“That’s what the people want.” Violet lapses in a lecture. “I’ve told you before, it just as much of idea that the people have to be onboard with.”

“Damn it, Violet!”

Lily’s outcry rebounds off the Big Ship’s rusty hull just as they dock.

Phoenix bounds off the rowboat and gestures to an elevator. “Well we can go this way.”

“You go that way!” Lily shouts. “After all of this they put another dictator in charge. Wonderful. Great.”

“I’m not happy about it either,” Violet says.

“You could fool me!”

Lily storms off into the bowels of the ship.

“I guess she deserted,” Violet says.

”You can guess that.”


Phoenix leads Violet to the top deck and then up the tower. As they climb the stairs, she says to Violet, “she seemed a little upset.”

“Well, yeah. Some of people had been hoping to start a republic.”

Phoenix looks up the stairwell. “Sounds great and all, but there something to be said about going with what works.”

They continue up the metal steps. The damp rusted stairs moan briefly at the fourth floor.

“Anyway I don’t care either way,” she says turning to Violet. “You look pretty bad off. With your friend gone...let’s just say if you leave on your own, talk to me first. I can set you up with something to protect yourself.”

“Don’t worry. I can take care of myself,” Violet smiles as she points to her face. “Plus I’ve got a friend here who can patch up this shiner.”

Jumping forward.

Phoenix throws open the door to the command room. Gator and a few men look up from a metal wheel covered in bits of paper. Violet scrutinizes it for a minute before Phoenix announces, “Gator! I brought her.”

Gator stands up obscuring her view of several words: amputation, death, Gator’s choice.

”I think I’ve gone through all of the stages of grief.” Violet says about the wheel.

“Oh Violet, glad that nasty of business at the Autodoc didn’t take you out,” he says. “Sounded pretty bad.”

“Well if my face didn’t show it already, I’m kind of hard to kill.”

Gator grins, his scar twisting horribly. “I guess we have that in common. You heard that White was killed.”

Violet moves into the room, getting a closer look at Gator’s wheel of punishments. “I have to admit that I’m a little surprised that you set yourself up here.”

“Well the way I see it, these people need some stability. The only place in this god forsaken land that at one point had a purpose is here.”

Violet walks up to the imposing ex-mercenary. “So I guess my ideas of the Republic didn’t mean anything.”

“That’s not why I was with you,” he says frowning softly. “I thought I made that pretty clear.”

“Yes,” she says. “But think of what could be. This country was great once and it could be again.” She begins to lecture on what the United States was and how they could build a new nation here. Gator listens and tries to get a word in without success. Finally she concludes, “think about it, a world without tyrants, with guaranteed rights and freedoms.”

Violet rolls Visionary, gets a 10, and marks experience. Gator tries to interfere and gets a failure. Violet holds 3 experience but Gator refuses to bend. I hint she could manipulate him using the experience as leverage but she chooses not to be a jerk.

Gator sighs. “That sounds good in theory but there are way too many batshit crazy assholes out there. That’s not going to work right now. What these people need is stability. Vote someone in, then that person leaves and the next guy has to start from scratch.”

“But eventually it begins to build up and take root.”

“But how do you do that?” he asks.

“Have a good solid foundation to build on.”

“What foundation?”

“A moral one,” she argues.

“That’s what I’m doing.” He points at the wheel. “This right here. It’s the wheel. Break a deal, face the wheel.”

“More than that I think,” she mutters.

“It’s a start, more than most places have.”

Violet looks at Gator and his men. “Well I tried. Now we do have a little business to conduct. I believe I owe you something.”

And we learn that she’s sitting on 9.5 barter!

“You could buy almost anything,” I say.

November adds, “You could buy an election. Ha! That’s the irony! She can’t buy a fair and honorable election.”


She digs into her bulging pack and hands Gator some barter. As Gator takes it, she asks, “where’s Jarhead?”

Gator hesitates. “He’s working on something very important.”

“OK can you tell me where to find him? I have some important business with him too.”

“He’s got a workshop below,” he says. “Phoenix show her down.”

We discuss how hiring Gator worked out.

”He’s a damn good mercenary,” Violet says.

”The best two barter ever spent,” I say. “Just got spell it out in the contract ‘I will not take over the holding after I assassinate its leader.’”

”That will be something to remember.”

And that's it for now. See you in two weeks.

Wednesday, September 16, 2015

Review: Night's Black Agents

This week I'll provide the second of my three GUMSHOE system reviews for a game I'm running right now: Night's Black Agents.

I'll get around to posting material from that game once my recaps for the Climbers conclude, likely in November.
Night's Black Agents is a game about ex-spies uncovering and taking down a world spanning conspiracy run by vampires. Think the Bourne Series crossed with Dracula. Your characters are expert espionage agents and your foes the hordes of the undead.

I've had a bit of experience with this game with my players being four sessions into a campaign, having played a game at GenCon, and having also contributed to the Dracula Dossier kickstarter (which is a mega freeform campaign for Night's Black Agents).
NBA-Cover

Rules Permutations

I reviewed the rules of GUMSHOE in general before. Night's Black Agents adapts those rules to a higher action setting.

The game encourages exciting action is by granting refreshes (where a character regains 3 or more spent points of an ability) whenever they describe their character's actions with a high-octane level of detail. For example from one my games, PC declared that she threw a chair through the interior window of private booth in a nightclub, leapt out before the suicide bomber went off, grabbing hold of the railing on the level below (on the side facing the dance floor below) and swinging down to the floor in a single fluid motion. So I refreshed her Athletic pool for escape.

The game also provides many rules for handling standard action movie moves: using a mook (low-end opponent) as a shield, firing two guns at once, shooting someone in a specific location (like the heart), disarming, making multiple fast attacks at once, and so on.

Night's Black Agents includes a decent chase system for foot chases and high-speed car chases. It also has a long-term chase mechanic for agents on the run across countries and borders over the course of days.

Despite the number of options the game flows well. After a good read through you start to get a feel for it. Generally if you are unsure about a rule, you charge 3 skill points from an appropriate General ability to let a character try the action and then make them roll.

Night's Black Agents also introduces the idea of using spends of Investigative abilities to gain temporary points to spend on General pools. Perhaps your agents case out a meet site and spend a point of Architecture to map out the escape routes and sight lines. Then they get a pool of points (say 3 per player character) to be spent on Athletics and Shooting checks within that location.

All of this extra points to spend encourages the players to take larger risks and push their characters to enact the crazy actions you'd expect of the genre. They need to learn not to hold back. Their opponents surely won't.

Building a Better Vampire

huth_NA_turntorats
Night's Black Agents of course gives us lots of stats for minions from gangsters to special ops to werewolves to various mythological vampires. It also provides a few examples of the real deal, the full fledge masters behind the conspiracy.

But where it really shines are its numerous options for customizing and building your particular vampires whether they be the spawn of hell or some rogue corporate lab. Are your vampires stranded aliens or do they feed on psychic energy? Are they a growing plague or did the Russian government stop after the first batch of 50 were produced?

In addition to questions of origins, numbers and society, the game provides a whole list of powers and options for statting out your hungry creations.

The monsters of course are just one part of the equation. The other half are their pawns in their grand conspiracy. While mechanically simpler, managing such a sprawling scheme is complex. The game helps by codifying the Conspyramid, a diagram that illustrates the conspiracy from its lowest reaches (at level 1) to its hidden masters (at level 6). When the heroes defeat a node on the pyramid they move on to the next node, slowly working their way up the chain of command. Additionally the system also guides you in how to balance the skill level of the agents at each level.

Paralleling the Conspyramid is the Vampyramid, a simplified system of how the conspiracy reacts to the actions of the player characters.

Other Sources

Double-Tap-cover_reduced
Night's Black Agents hasn't seen Trail of Cthulhu's level of support yet: a couple of adventures, a supplement and the epic Dracula Dossier. The supplement however, Double Tap, is well worth purchasing. It's basically everything that couldn't fit into the main book including further discussion of what each skill means and how you might use them to gain clues, expansion of chase mechanics to all sorts of contests, spy gear, and more.

For the game master it provides sample backdrops, NPCs, a few new worked out vampires and minions, rules for running the game in different eras, and other mechanical help.

Conclusion

Night's Black Agents delivers on the promise of exciting action and is fairly forgiving on player characters trying to play larger than life heroes.

I also like that it is a game with well-defined ending. At some point, should you survive long enough, you will work way up the conspiracy (which only has six levels) and take down the monster or monsters at the top. It's a feature of many of my favorite games (such as Promethean: the Created). Roleplaying games to me are about creating stories and stories eventually end. I think it improves a game to keep that mind and to focus on delivering a satisfying ending.

Monday, September 14, 2015

50 Shades of Vampire: Nomak and Damaskinos

Another week of movie vampires, this time from Blade II. There are two interesting monsters in this movie: Nomak, an experimental new version of vampire, and Damaskinos, his blue blooded (literally) creator. Let's look at how to translate them into Vampire: the Requiem 2nd edition terms.

Researching the Reaper

Nomak
We meet Jared Nomak, a freak of nature, in the opening scene. We see he's not your typical blood sucker. For one he feeds on vampires, for another his jaw breaks open into something resembling the remake version of the Fly.

At the risk of getting ahead of myself, I think this new form of vampire, the Reapers, has a lot of potential. Like the Zombie from last week, it creates a horror that even the Kindred fear. In this case a monster that feeds on monsters and which lacks many of their weaknesses.

As far as abilities, other than his nasty bite Nomak appears to have the same powers as other vampires, though he seems stronger and faster than them. In a follow-up scene we learn that those he feeds on become like him. Awesome.

Several scenes pass without too much more interesting going on until we meet Overlord Eli Damaskinos. If the name didn't give it away, his blue pallor and general grim appearance announces the main villain of the piece. He's been looking to create a more perfect vampire and Nomak is the result. Clearly this is our Ordo Dracul overlord. He even has a vampire hunting squad for anomalies like Blade.
Damaskinos
As far as pegging his clan, he could be Nosferatu but I actually favor Mehket. One of his spawn clearly seems normal so perhaps Damaskinos's disfigurements are the product of his experiments or acquired banes.

From Eli, we get to hear more about Nomak and his kind. They are like crack addicts and must feed daily. This strikes me much like Revenants from Requiem 2nd Edition, vampires who can't hold blood night to night. The idea of a stronger nastier monster that can turn you into an even more tormented inhuman monster sounds like a good hook. I'm starting to think of Nomak as the first of a new bloodline, with lots of strengths at a horrible price.

Back to the movie, our 'heroes' move on to the House of Pain (an awesome name by the way) to hunt the Reapers. They find them but it doesn't go well. Clearly the infected are stronger than normal vampires with a form of resilience that makes them immune to most of the vampiric banes (with the exception of sunlight). Bullets, blades, silver, and beheading, none of these slow them down.

We switch back to Damaskinos afterwards as the team returns. He apparently enjoys blood jello and a nice blood bath after a hard day. Yeah, I like this guy.
bloodjello
The rest of the film works out like you'd expect. Nomak gets his revenge on his father after fighting through a small army. Blade gets betrayed, nearly dies, is forced to feed and then defeats Nomak. Not really sure why he feels like killing him. In many ways Nomak would help him finish off the vampire menace way faster.

Working Out Mechanics

In a lot of ways Reapers map well to World of Darkness vampires. Sunlight kills them quickly while silver and garlic do nothing. Staking is something that requires significant effort (like it would in dealing with a real rib cage).

So their main advantages would be their paralytic bite and their infectious condition. They probably have Resilience as a favored Discipline.

Here's a possible write-up.

Reapers

Vampires crafted rather than Embraced, the creator of the Reapers sought to create a bloodline containing the secrets of the coils within its very blood. The result of course was an unqualified failure.

Parent Clan: Mehket

Covenant: Pariahs among the Kindred, they seldom find acceptance within the covenants. A few hide their secret within one or another group but most remain unaligned. In theory they might find the philosophy of the Carthians soothing or hope to find a cure within the Circle or the covenant that birthed them: the Ordo Dracul.

Appearance: Reapers suffer horrible disfigurement upon joining the bloodline becoming hairless jaundiced monsters with deformed ears and black veins.

Haven: given their appearance it is unsurprising that Reapers cling to the underbelly of human society, dwelling in its abandoned buildings, sewers, and underground and associating with its castoffs, the homeless, addicts, and desperately poor.

Background: Given the nature of the bloodline, Reapers are victims of convenience. Rarely do they choose to embrace a mortal, knowing full well what damnation awaits. Instead more of their numbers belong to the infected (see below). These tend to be weaker members of Kindred society (though given the martial focus and swarm tactics of the Reapers, weak is relative).

Bloodline Disciplines: Auspex, Celerity, Obfuscate, Resilience

Weakness: Reapers lose the standard frailty of their clan and gain the clan bane of the Nosferatu. Due to their inhuman appearance, when dealing with humans, treat the Reaper's Humanity as two dots lower for the purpose of Social penalties, and treat any Presence and Manipulation failures as dramatic failures. This bane does not apply to interactions with Touchstones or Kindred.

In addition, the thirst for blood is stronger for Reapers. Treat them as having a Blood Potency 4 higher for the purposes of feeding. Thus all but the weakest Reaper is driven to feed on the blood of other vampires to survive.

The Reaper bloodline is also contagious after a fashion. Any vampire who suffers a feeding from a Reaper and suffers Final Death from that attack instead rises as a Reaper themselves after scene. This new Reaper retains all the originals skills and Disciplines but has a Blood Potency of 1 and is treated as a Revenant for the purposes of how much blood they can store and their ability to hold it.

Bloodline Gift: The main ability of the Reapers are their improved and paralytic bite. Their mandible like jaws are treated as 1 Lethal weapons with the Stun ability.

Nomak

I'll peg Nomak as a low-end 35 XP mover and shaker. He's not super powered but he is a serious threat.

For this build I assumed his mental skills weren't so great. While a canny planner and highly capable combatant, he didn't show many other aptitudes.

I dumped most of his points into physical disciplines to make him a fearsome opponent.

Clan: Mekhet (Reaper)    Faction: Unaligned
Mental Attributes: Intelligence 2, Wits 3, Resolve 3
Physical Attributes: Strength 3[6], Dexterity 3, Stamina 3[6]
Social Attributes: Presence 2, Manipulation 2, Composure 2
Mental Skills: Investigation 2, Occult 1, Science 1
Physical Skills: Athletics 3, Brawl 4, Stealth (escape) 2, Survival 2, Weapons (improvised) 2
Social Skills: Empathy 1, Intimidation 2, Persuasion (honesty) 2, Streetwise 2, Subterfuge 2
Merits: Atrocious 1, Clan Status (Mehket) 1, Dynasty Membership 1, Improvised Weaponry 2
Humanity: 5
Mask: Monster                Dirge: Monster
Blood Potency: 2
Disciplines: Auspex 1, Celerity 1, Obfuscate 1, Vigor 3, Resilience 2

Damaskinos

Here is our ancient horror. His physical and social skills have atrophied in his pursuit of research. I've raised his blood potency to the point where he is no longer able to feed on mortals, explaining his tired and aged behavior. Basically he's too low on vitae to properly fight back in the end.

Clan: Mekhet             Faction: Ordo Dracul
Mental Attributes: Intelligence 4, Wits 2, Resolve 3
Physical Attributes: Strength 2, Dexterity 2, Stamina 2
Social Attributes: Presence 2, Manipulation 3, Composure 2
Mental Skills: Academics 2, Investigation 2, Medicine (surgery) 4, Occult (vampires) 3, Politics 2, Science (biology) 4
Physical Skills: Brawl 2, Stealth 2
Social Skills: Intimidation 2, Persuasion 2, Socialize 1, Subterfuge 2
Merits: Acute Senses 1, Clan Status (Mehket) 3, Dynasty Membership 3, Haven 2, Herd 5, Resources 4, Safe Place 4, Status (City) 3, Staff (Firearms) 1, Status (Ordo Dracul) 5, Sworn (Dying Light) 1
Humanity: 3
Mask: Scholar            Dirge: Idealist
Blood Potency: 6
Disciplines: Auspex 4, Celerity 1, Coil of the Ascendant 2

Monday, September 7, 2015

50 Shades of Vampire: Deacon Frost

Back to Vampire: the Requiem concepts. Sort of. I’ve run out of steam for the moment as far as concepts for the Elder game I'm playing in. That's probably because I’ve finished writing up the character and we are now entering the world creation phase of the game.

So this week, I am going to envision a movie vampire in Vampire: the Requiem 2nd edition terms. In this case Deacon Frost from the Blade movie.

Deciphering Deacon Frost

deaconfrost
So to build this character, I'm first reviewing what we know about him from the film. From there I can construct the closest analogue in the default setting of Vampire: the Requiem. I see a couple of ways to describe him in terms of clan and covenant but let’s not get ahead of ourselves.

Our first encounter with Deacon in Blade is a quick cameo as he tours his blood sprinkler dance club (which is apparently a thing). He doesn’t stay long, says nothing, and probably wants to get out before he ruins his suit.

Next up, after Blade vaporizes some security and club goers we learn Blade is after Frost. I feel the need to point out how much I dislike vampires that disintegrate when hit with their bane. It just makes vampires little more than paper tigers. Vampires should be scary. Anyone with some silver bullets and body armor could wipe out dozens of the critters. Not scary.

Our next view of Frost is at the vampire elder meeting. He’s the outsider. The others I would characterize as Primogen of the region or perhaps a council of Invictus elite. He's the rebel however, advocating dropping the first Tradition (i.e. the Masquerade, that vampires should hide from mortals). I could see some Carthian ties based on this.

We also see a lot of talk about pure blood which, while a cool phrase, doesn’t work in Requiem. Maybe I could adapt it to indicate his bloodline was inauspicious or tainted by the sins of his sire. Or perhaps I could use it as a term for a bloodline faithful to a covenant for many generations.

Anyway, from the conversation we learn Deacon is a force to be reckoned with. The council doesn't expel him and they take his scandalous talk without squashing him. So he has status either within the covenant or the city itself. From a design point of view Status (City) seems more fun. It leaves his allegiances open while making his popularity a bit of shield. As for that covenant, it could be Carthian, as he seeks to build a new society, or Ordo Dracul, for reasons we'll see in a moment.

Next scene with Frost is at the archives, where he is translating the vampire holy works. Apparently he’s the first to use computer algorithms to unlock its secrets but I guess someone has to be. We learn he’s not allowed here but again nobody is willing to stop him. Or perhaps the elder who confronts him has a soft spot for our villain. Maybe he is even Frost's sire. That seems appropriate.

Next we discover that Frost likes to throw parties never seems to attend them. He’s obsessed with this ritual he's uncovered from his research. That cinches it for me: Ordo Dracul. He might be a socialite but deep down he wants to become more than a simple vampire.

Later at the party we watch Frost expose his inner beast. In vein of most Hollywood villains, he is a callous killer, willing to sacrifice pawns both human or vampire without much emotion. Refreshingly however he doesn't betray his main henchman or threaten their (un)lives. He manipulates them through actual charisma and positive emotions instead. Still he's lacking in much humanity.

Frost then decides he needs Blade to complete his ritual and become a god. Reinforcing his Dragon status, he works out how to stay in the sunlight longer than most vampires. Something we don't see again in later movies.

The rest of the movie is fun but not particularly important for the purposes of statting him out.

Minions

We will ignore Blade himself.

Frost has several henchmen and allies:
  • Quinn, a thuggish vampire who loses a couple of hands through the story but also survives being burnt as well as a lot of other damage. I'd probably give him some Resilience.
  • Mercury, a seemingly fast female vampire who I'm not sure actually gets named in the movie.
  • Officer Krieger, his familiar (or ghoul) who he later murders.
  • Pearl, a grotesquely fat vampire. I'd probably consider making her a member of the Macellarius bloodline.

Disciplines

For the most part vampires in this movie are wimps, with few powers beyond increased strength and speed. They have low levels of Celerity and Vigor at best. Definitely get a Daeva vibe from this crowd.

Other Neat Stuff

Other than pure blood concept, I like the idea of the Book of Erebus, a vampire bible. Requiem has a couple of these already: the Testament of Longinus and the Rites of the Dragon. Those explore the sire-less vampires of Requiem legend. But I like the idea of a text tracing back to the earliest history of the race, piercing through the fog of eternity (even if the Second Edition did away with that concept, much has been lost about the past regardless). Something like a journal passed down through the centuries, heavily annotated in dead languages.

Though mechanically it's not something I want players getting a hold of, the blood god ritual would make a nice goal for powerful member of the Ordo Dracul. It looks like it removes the strix-component of a vampire's soul (based on my reading of ) from elder vampires and combining them into one monster. I'm sure no downsides would manifest from that.
bloodrite

The Zombie

One thing I found interesting was the subject of what happened to Curtis, our heroine's ex-coworker who got infected by Quinn. Rather than become a vampire he turns into some sort of decaying zombie. He's still intelligent but his body doesn't seem to be repairing itself. I kind of like the idea of a new variation on the embrace, something worse than Revenants.

Given the level of decay, I'd guess Curtis only has a limited lifespan before his body suffers a structural failure.He might not have a pulse but he needs his limbs not to fall off. Mechanically I'd expect this creature to be prone to frenzies, both from anger (or frustration) and hunger (presuming that feeding can still 'heal' it).
zombie
The result would be a nice horror situation even for normal vampires. Not only is it an undead monster but it has a human intellect trapped in a rapidly decaying body. Add some rumors that the condition is contagious and you have a good story seed.

So for game mechanics, treat the creature like a Revenant (Blood potency 1, sweats out all blood every day, no clan disciplines) but suffering the condition of Soulless (from the God-Machine Chronicle) and they suffer the Nosferatu clan bane. Once they lose all Humanity the rot sets in and they begin to lose physical dots every time they regain Willpower. Eventually they just collapse.

Finally I'd add a rumor that diablerie can postpones the effects temporarily.

Stats

So back to Deacon, here's his stats. I peg him as a Mover and Shaker (75 XP) with a nice spread of skills.

His Investigate skill level and Interdisciplinary Specialty reflect his ability to uncover secrets that have eluded centuries of predecessors.

I kept his Blood Potency low to make him a fairly modern Kindred which reflects his technical skills.

Skill Disciplines are very focused.

Clan: Daeva                   Faction: Ordo Dracul

Mental Attributes: Intelligence 3, Wits 2, Resolve 3
Physical Attributes: Strength 3, Dexterity 3, Stamina 2
Social Attributes: Presence 3, Manipulation 4, Composure 3

Mental Skills: Academics (translation) 2, Computers 3, Investigation 4, Occult (vampire history) 3, Politics 3, Science 1
Physical Skills: Athletics 2, Brawl 3, Firearms 1, Stealth 2, Weapons 1
Social Skills: Empathy 1, Expression 3, Intimidation 2, Persuasion (gaining trust) 3, Socialize 2, Subterfuge 1

Merits: Interdisciplinary Specialty (Vampire History) 1, Resources 4, Retainer (Officer Krieger) 2, Safe Place 2, Status (City) 4, Status (Ordo Dracul) 3

Humanity: 5
Mask: Rebel                     Dirge: Scholar
Blood Potency: 1
Disciplines: Celerity 2, Vigor 1, Coil of the Ascendant 5 (Scale: Epidermal Shielding Bath)

Friday, September 4, 2015

The Climber Recap: Kill White, Part II

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Now for the end of session 15 "Kill White" with, you know, the killing part. The team is ready to sneak on board the Big Ship and Violet heads north to get patched up at the Autodoc.

As in my earlier actual play reports, indented green text indicates out of character talk, mechanics and other game aspects outside of the fiction.

Our main characters are:
  • Gator (the Gunlugger) is an assassin and part-time bodyguard who wears customized scrounged armor made from Kevlar and ceramic inserts. Camouflaged for the jungle, his face was ruined in a fight with an alligator. His eyes are always sizing things up and his brutal life has left his body a hard sheet of muscle. He runs a gang of mercenaries and was hired to kill White, the warlord of Miami. He always completes a job.
  • Jarhead (the Savvyhead) is a thin African-American man with a short goatee, long dreads, and clothes covered in pockets and gear. Travelling around in an old news van, he repairs items for a living. He is investigating a device that can bend space and time. He has also obtained employees in the form of a young woman Allison and her brother Waters as well as a little girl named Memo. His old mentor Sir Fredricks warned him of danger from the psychic maelstrom. Now Gator wants him to build a weapon to kill 'the gods' that live there.
  • November Orleans (the Skinner) is descended from a family which left New Orleans before it sank. She is a beautiful woman of mixed heritage with dark eyes and skin, a sweet face and lush body. She dresses herself in a mix of scavenged clothing that somehow works together and wears a necklace made from rows of antique coins which jingle and shine as she moves. Her main profession is as a dancer, especially belly dancing, but she has a sideline business in cooking and animal training. Oh and now she works for the "gods".
  • Violet Jefferson (the Touchstone) is descended by survivalists and her clothing and gear reflects her origins. Plain looking but fit, she carries a pocket copy of the Federalist papers and founding documents of the United States of America, an idea she hopes to revive. Her followers are demanding her help to liberate Miami from a tyrant. November blew off half her face recently.
Current highlighting is:
  • Hot for November.
  • Weird for Jarhead.
  • Sharp for Violet.
  • Hard for Gator.
Also everyone has Hx highlighted.

Kill White, Part II

We jump ahead. November has used the last of her cosmetics to give +1 hot to everyone.

The Big Ship looms just offshore, tilted slightly and wedged in the sand. Gator pushes through the last of the overgrowth between them and the beach. Allison looks across the 200 feet of water to rusty hull, broken in places and covered in barnacles. Gremlin then takes the lead down to the rowboats as November and Jarhead scan the perimeter.

Slowly a pair of large guns on the top deck swivel in their direction.

November reads a charged sitch, Jarhead helps and marks experience. Jarhead gets a 11 which pushes November to 10.

What should I be on the look out for? and What’s my best way in? are her initial questions.


“Are they going to shoot us?” Jarhead wonders.

“Not until we get out there,” she says pointing to the middle of the open water. “We’d better have a good story by then.

“Well we are a repair crew,” he says looking up the rusty hull.

She glances at the others. “A touch of weakness wouldn’t hurt. We’ll say we are refugees from the Music Bowl, surrendering and offering our services.”

The others nod. Gator and Gremlin get the boat off the sands and begin to row the others across. Gator lets his shoulders sag. He forces his gaze to the bottom of the boat. One of his paddles only lightly dips into the water as he feigns stiffness in that arm. Gremlin struggles to make up for the lack of balance.

A hundred feet out a loudspeaker blares, “What is your business?”

The paddling stops and November stands up carefully, her diaphanous scarves barely hiding her sensuous chocolate body.

“Please,” she cries. “We surrender to the mercy of White. We have skilled mechanics on board. We can not withstand White’s power. We offer our skills to help him build his empire.”

Gator makes a Hx roll to help (getting a 12 and experience) by looking broken and pathetic. Jarhead does less well, getting a 4 plus the experience. With her earlier bonus from reading a sitch plus perfect instincts, this gives November a +6 (+3 hot, +1 help, +2 from read a sitch) to manipulate a person. She gets a 13 and makes Lion (the guy behind the speaker) her Ally (representative) (since all Manipulate a Person rolls are Advanced). She marks experience.

“Continue to paddle. Dock at the hole beneath the anchor chain.”

As the tin boat comes alongside the rusty hull, a pair of burlap clad men rush forward to hold it steady. The gash in the side opens into a large chamber decorated with rusty cages filled with weapons of various sorts. Gingerly November and the others climb out. They are greeted by four men training rifles on them.

“I’m feeling safer already,” the dancer says.

An old woman with an eye patch steps out from a dumbwaiter the size of a car on the far side of the room. “One at a time! Give up your guns. No fast movements. Got to check you and make sure there’s nothing fishy here.”

Two of the men move forward to confiscate their weapons. The taller one gives November a slow pat down while the other checks out Gator. He grabs her shotgun and hands it to one of his comrades.

“You’ll get that back after White clears you,” the woman says as they put it into one of the many cages.

“I guess I understand.” She looks at the storing area. “Oh wow! How many weapons do you have in there? Is that a cattle prod? I bet Jarhead could use that to make something really cool. For White.”

The man checking Gator turns his head. “That’s White’s call. These belong to somebody.”

The men grab Gator’s pistols as well as Allison’s worn 9mm. One of them pulls out Jarhead’s taser. “This is weird,” he says holding it with just his thumb and forefinger. “I’ve never seen one of these. I’m just going to put this down carefully and hope it doesn’t explode.”

“Damn right you are going to handle it carefully,” Jarhead mutters.

The old woman waves them to the elevator. Gator picks up his box of tools and follows the others on.

Gator rolls acting under fire to sneak his sniper rifle on. November rolls Hx to help distract the guards. She asks first who is most vulnerable to her (charms) and with that bonus gets a 13. She also marks experience. Gator gets a 10 on his roll and sneaks it past. I decided they were not looking close enough to get any knives or daggers.

The orange light of sunset strikes them as they reach the deck. In front of them a massive machine gun emplacement watches the shore. Behind tin roofed stalls cover the top deck, home to a bustling crowd.

A hairy man dressed in just a pair of jeans walks up. “I’m Lion,” he says, one hand wiping the sweat from his bald head. “I’m going to talk to White about you guys. I think he’ll want to put you to work pretty soon. So if you want to get some grub I suggest you get it now. Shouldn’t be hard to find you afterwards but I’ll send Cass here to be your guide just in case.”

We also determine where Kim has her shop of scavenged goods.

A scrawny 10 year old hurries over. As he skids to a halt in front of them, he pulls off his hat made from melted plastic bottles revealing a third nostril on his face.

November steps forward and grabs the deformed child’s hand. “Why don’t Cass and I get some food for us and I’ll be back.”

In other words, she distracts him. In real life, my wife also takes the baby up to bed.

“Yeah there’s a guy who makes great fried shrimp over this way,” Cass says leading her away.

November’s disguise work melts beneath Gator’s mask in the muggy air. He checks the crowd but no one spares him a second glance.

He doesn’t want to be recognized and is disguised as even uglier underneath the gas mask.

Allison speaks first. “So should we go meet with Violet’s friend or wait for Lion?”

“Kim could be useful,” Gator says.

“I think Violet said she was this way.” The blond woman stops after a couple steps. “Though I’ve never been here before.”

“I have. It’s a good place to get anything you need.”

Gator leads them quickly to the front of an empty shop. A woman a bit older than Violet lounges on the front step, smoking something fragrant.

We establish she inherited the shop from her dad.

“He’s gone to that great cancer farm in the sky,” I say.


The emaciated woman looks up as they approach. “Strangers! I haven’t seen too many of those recently. Any word from the outside?”

“Some,” Gator says peering past her at the empty shelves. “We know Violet.”

The woman’s eyes narrow and she straightens up. “Maybe we should talk inside.”

They nod and Kim leads them into the back of the shop. Empty shelves and few crude baskets decorate the interior.

“You’re friends of Violet?” she asks.

“Yes, we are here on her behalf,” Gator says.

A fly buzzes past Kim in the hot still air. “I haven’t heard anything from her since that fellow came by with a letter.”

“That fellow was one of my gang.”

“OK. So how’s she doing?”

Gator looks away. “She’s been better.”

“Slight understatement,” Jarhead mumbles.

“Her mission is the same,” he says.

Kim looks at their boots. “So you came from the city. What happened with that missile?”

“The Music Bowl is pretty much gone.”

“Damn,” she says sliding up against a wall.

“So here’s the deal,” Gator says. “We need to know what you know about White and his movements.”

“Sure, sure,” she says as she runs a hand through her black hair. “Last week or so, he’s been really busy with things. He’s grabbed people, people who couldn’t do anything else. We haven’t seen them. I’ve heard stories though. He’s been looking for a way to get the missiles working. Obviously it works. They said he needed people to do the navigation.”

Violet finds a new reason to hate White.

“OK, does he ever leave his.” Gator searches for a word. “Stronghold.”

“He used to spend a lot of time up in the tower,” she says, one slender figure pointing up and to the left. “But the last day or so, he’s been down below. His men came back with thirty or so people, marched them all down below. Men. Women. Children. I think they came from 711.”

“I heard about that.”

“Anyway, he took them downstairs. He came up to give some orders and scare some people but hasn’t been up since. He’s a creepy kid.”

“Wait a kid?” Jarhead asks.

“Yes. White’s like five foot. He’s twelve or something. Horribly scarred too.”

As the information sinks in, she continues, “he doesn’t show himself too much but he’s had to since his henchmen left. I don’t know what happened to them but he got really mad so I assume something bad.”

“That could be a good assumption,” Gator says. “So if something happened up on deck, he would have to handle it personally?”

“Yeah if his men couldn’t deal with it immediately. He used to have Cougar to knock sense into people. Now he just has a couple people that he’s done stuff to,” she says shaking slightly. “You know what I mean. The ones that he’s dosed. That’s what I think he’s doing to those people. He’s dosing all of them. I don’t know why he needs so many of them though.”

Gator looks out a window, scanning the crowd. “We are looking to cause a ruckus. What’s our best shot?”

Kim taps her chin. “We are isolated here. Unless it comes in by boat we don’t get food or supplies. There’s a lot of sick people, a lot of hungry people. There’s a gang that call themselves the Deadlights that got stranded here. They’ve got some weird creepy cult thing going. They’re particularly unhappy. Cougar put the fear in them before he left but they are spoiling for a fight.”

“Good to know,” the big mercenary says. He looks at Jarhead. “I think we need to get November to talk to them.”

Jarhead nods. “I agree with you.”

Gator turns back to Kim. “Thanks, I suggest you hole up.”

“If you guys are going to cause trouble I’ll make myself scarce.”

To Violet and the Autodoc.

Lily and Violet shoot pass a slow stream of people on their way north. Men on foot, children in chugging carts, several women on rusty motorcycles. They find the Autodoc already clogged with arrivals. A team of nurses readies gurneys in the atrium for the coming crush.

Violet tromps past the empty beds to the front desk, taking a place behind a man with a broken arm and a woman bleeding from her eye.

I point out that Violet is worse off than most but she waits. I probably should have snowballed here.

After a half hour, she manages to talk to a familiar nurse in denim patched scrubs.

“I know you don’t I?” the older woman says.

Violet places the face. Madame from the Music Bowl. “It may be hard to tell but it’s Violet.”

“What happened?”

Violet runs over the recent events. As she reaches her trip into the tunnels beneath the arena, the nurse pales slightly. She waves over an orderly. “Okay move her to quarantine.”

Three hours later, Violet rubs her arm from the blood sampling, inoculations, and other tests. Memo’s device almost subsides into silence as she stares at the same four walls.

The door opens.

Madame walks in with an easy smile. “We did the tests and looks like your immune system managed to fight off the fungus. Other than the hole in your head you are fine.” The levity drops from her voice. “We could take care of your face but it will take time. We do have the AI up and running, under control. If you want faster treatment that is an option.”

“I think I’ll take the slower route,” Violet says.

Despite my cajoling, she decides to wait until clear Jarhead is available.

“Alright I’ll send someone to start treatment once we are able. A lot of the wounded won’t make the night without help.”

We return to Jarhead (and his missed move) as the group looks for November and grub.

Jarhead slows to a crawl as the bustling crowd fills up the space between him and the others. He shifts and jumps around looking for a way past the woman with no ears or perhaps around the old men haggling over a spent artillery shell.

A shadow falls over him.

Jarhead finds himself face down on the ground. He looks up. The monstrous figure’s wide brim hat blots out the dying sun. From the seven foot freak’s headgear, a dozen light bulbs hang.

“Hey watch where you are going?” the willowy giant says.

“I was standing here not moving,” he protests. “Specifically not moving,”

“So you saying you got in my way on purpose.” Two smaller men come up behind the giant. A necklace of LEDs adorns the younger one’s neck, while the eye of the other, a pasty pig of man, glows a creepy electric purple.

Jarhead spots Gator behind him. He whispers, “I think this guy is going to want to hurt me.”

“Lafferty, are they are causing problems for you,” the one eyed man asks the giant.
Gator moves in front of Jarhead as the crowd begins to make room for the large dangerous figures. “Move along.”

Gator rolls manipulate a person and gets a 9. Jarhead decides to help, rolls Hx, and gets a 9 plus experience. This gives Gator a final total of 10.

Lafferty eyes this new figure, trying to spot his eyes behind the glass of his gasmask.

“Alright.” He points at Jarhead. “You know your place. Give tribute to the Deadlights.”

“Deadlights!” the goons at his back cheer. Lafferty turns and they start to move off.

“Dead bulbs more like it,” Jarhead mutters in a low voice.

I ask Jarhead to roll acting under fire to not have them hear that (he explicitly said he was saying it however). He gets a 11 since he gets to roll Weird since he is spooky intense. He marks experience.

Allison helps Jarhead up. “Aren’t those the guys you wanted to cause trouble with?” she asks Gator.

Gator nods. “You the deadlights?” he calls out.

The men stop. Laffert turns. “Yes.”

Gator approaches hands out as the crowd gives them even more space. Lafferty looks down on the mercenary.

“I hear you don’t like the way things are going,” Gator says.

One of the bulbs on the giant’s hat clinks against another. “I don’t like being stuck on a hot. Tin. Boat.”

“You going to do something about it?”

Lafferty searches through Gator’s lenses. “You know something I don’t?”

“I hear you caused some trouble before,” he says calmly.

“Yes, they’ll come up here plenty quick,” the cultist says as a frown curls across his face.

“But I also know he doesn’t have anybody to back him up anymore. Think, you could be taking a kid.”

Gator rolls to manipulate a person. He rolls cool since he is easy to trust. Jarhead helps. Both of them get a 6. Time for hard moves. Jarhead marks experience.

”I think you are going to get your fight,” I tell them.

”Just not the way we wanted,” Jarhead says.


Lafferty looks out to horizon and back to Gator. “I think it might be worth more handing troublemakers over to him than starting trouble myself.” In the fading light he finally finds something within the darkness of Gator’s mask. “I know who you are.”

Lafferty shouts out, “we’ve got intruders! Gator’s here!”

Gator chooses to Fuck This Shit! and gets a 9. Jarhead helps with a 13, pushing Gator into the 10+ range. Gator marks experience as does Jarhead.

Jarhead quickly pulls a pouch from his belt. He drops it, spilling screws, nuts and bolts in all directions. “You guys like technology? Whoops!”

For his successful roll, he is not immediately punched.

In the chaos, Gator disappears into the crowd. Gremlin struggles to follow his boss but runs into the crowd. They push him back. As he topples onto his butt, Jarhead crawls out of the ring of onlookers, squeezing past their legs.

Jarhead acts under fire to escape and gets a 10. He marks experience.

November returns after putting our son to sleep.


The jeers of the crowd get November’s attention. With the crowds of the market and the promise of food, she’d easily lost Cass. But this new noise could be trouble. Craning her neck she sees a huge man shouting.

“We’ve got intruders! Gator’s here!”

November reads a charged sitch and gets a 9. What my best route to where everyone can see me?

The dancer’s eyes flick to the roofs of the shacks that line the market. With a quick jump, she grabs the warm metal roof and hoists herself up on top. She pulls some extra scarves from her pouch wrapping them around her body as she makes her way to the edge.

Elsewhere Gator pulls out his box of parts. He snaps his sniper rifle together as he hops from crate to roof to a higher roof, grabbing a poncho as he goes.

Gator rolls acting under fire to reach high ground unseen and gets a 13. I let him do a few other things as well along the way in his moment of awesomeness.

At the edge, November sees into the ring the spectators have made around the three light bulb adorned men. The one with a fake eye pulls Allison off her feet, kicking and screaming. Gremlin circles the second figure warily while Lafferty looks on. Gremlin produces a punch dagger with an odd bulge in the blade and barbed edges. His foe waves a serrated knife menacingly.

November begins to sing loudly. As eyes draw toward her, she dances, slowly pulling her scarves off one by one. Soon the crowd and combatants are focused on her and not her allies.

“I don’t have a lot of clothes on,” she warns. “It’s going to be a short performance.”

Gator meanwhile brings his rifle to bear on the elevator hatch into the depths of the ship. Luckily someone left it open. He lines up a shot and bullseyes a sign partway down the shaft. That should bring them running up here.

Back in the circle, Gremlin uses the distraction to plant his dagger into his opponent. He tumbles away as November reveals one leg.

The explosion from his weapon barely causes the crowd to flinch from November’s performance as she reveals first one arm and then another.

Gremlin grabs the serrated knife and stabs it into the other goon’s face. As he goes gurgling down, Allison runs for it.

November pulls the final scarf from her midriff, leaving her with only the circuit board bikini to work with as Gremlin struggles to wrench the knife free from the dead man’s skull. She fixes her eyes on Lafferty’s and winks.

Basically Gremlin is doomed. We discuss options.

November invokes Artful and Gracious and gets a 9. Now Lafferty must meet her (though not necessarily right now).

Gator meanwhile waits for his chance and gets an 11 on his Go Aggro to kill White. He asks for Jarhead to help. He comes up with an idea, gets a 7 on his roll, meaning White no longer has any options. He’s taking a bullet to something critical. Gator marks experience.

By the back of the crowd, Jarhead stumbles out from under some legs. The holdings electric lights hold back the growing darkness for a moment before Jarhead conveniently snags a key power cable with his foot and shorts out the whole place.

Several people pull their gaze from November silhouetted form and catch a glimpse of him. Then the elevator rises from below. A mass of guards comes with it. The armed men press into the crowd, breaking it up with iron bars and leather clad bats.

In his snipers perch, Gator peers through his night optics. He waits as the gang spreads out, revealing their child dictator.

Then he fires.

The bullet takes White in the throat. The boy crumples, arterial blood splattering his men. As they move to protect him, Gator turns to face the other conflict.

White is in the crosshairs, oh well. He takes 4-harm (3 from the rifle +1 for blood crazed). He’s bleeding out. Not dead but close enough. He’ll be gone regardless in moments.

”It’s not a matter of how hurt he is, it’s how dead he is,” Violet sums up.

Then Gator rolls indomitable and gets a 11.

This forces me to retcon some earlier description about what happened to Gremlin. Originally I was going to have Lafferty bury an axe into his neck.


November’s final scarf floats to the market floor as Lafferty grabs Gremlin by the arm, wrenching the dagger from his hand. With his other arm, the towering man raises an blood stained axe.

Gator uses his hold to cross the distance to his opponent, knock Lafferty’s attack away and disable him.

Gator’s boots slam into the corrugated roof and move on before the bowed metal collapses. As Lafferty’s axe reaches its apex, Gator knocks Gremlin aside with one arm. The other deflects the axe into the top deck.

Gator pulls a knife from a wrist holster, jamming it into the giant’s arm with a sickening crack. Lafferty falls back on his ass, cursing through his teeth.

“There’s no need for this anymore,” Gator announces. “White’s dead.”

The guards slow their progress and glance back to their leader. A man in a bloody suit looks up and shakes his head slowly.

“I don’t know if I want to fight anymore,” one of them murmurs.

“I hear Gator can kill, like 12 of us alone, unarmed,” a youth offers.

As the opposition dissolves, November joins the others.

“Let’s get to the lift,” Gator says.

As they lower the lift the Militia and Gator’s gang emerges from the ruins to establish order on the Big Ship.

However I tell them that the people sent downstairs are not there.

And finally back to Violet.


Violet stares at the ceiling for the tenth hour. Relentless fluorescent light illuminates her windowless chamber in perpetual day. She stretches, fending off the stiffness in her limbs.

Someone screams.

Violet bolts upright. Without hesitation she enters the hall. Nurses rush past.

“It’s an attack from the Big Ship!” someone calls out.

“Climbers!” a woman shouts.

Violet turns her head. The exit light above the staircase glows green. She mounts the steps two at a time.

”Don’t you wish you let the hospital fix you up quick?” I ask. I also cross off the last item on White’s countdown clock. He almost got everything done. ”But instead he died.”

”Like a bitch,” Jarhead says.

”Take that 12 year old boy,” November adds.

”He took down one gator but not the next,” Jarhead concludes.

End of Session

Now for Hx!
  • Violet gives +1 Hx to Jarhead.
“Nothing against you November.”

”Sure,” she says unconvinced.

“I talked more with him. We exchanged more words.”

”I do know you still hold a grudge against me,” November says.

”I’m still kinda less than happy about what happened.”

The Hx bump causes Jarhead’s Hx to reset. He earns an experience and learns a secret: Violet is skeptical about religion. “If there was a just god this world would not exist.” This causes some tension as her family is religious.

  • Gator gives +1 Hx to Jarhead. “He saw I do not go straight to attacking.”
  • November gives +1 Hx to Jarhead, since he finally learned about her shooting Violet.
  • Jarhead gives +1 Hx to Gator since they went into the Maelstrom together.
Jarhead earns an advance and picks +1 hard so he can handle his gang. Gator also advances and now must decide if he is going to change playbooks. He considers Hardholder...like of the Big Ship.

“I didn’t kill White to advance democracy,” he says. “I killed him because I was paid to.”

Violet admits, “Out of character you would do a better job than White did.”

The others agree pointing out he has a code. Gator says, “break a deal, spin the wheel.”

“And Jarhead can be your master blaster,” I suggest.

As talk moves to mounting Jarhead atop Lafferty, Violet says, “I’m starting the question the wisdom of hiring you.”

“You’re saying starting democracy with an assassination is a bad idea?” November asks.

“You keep what you kill,” Jarhead ends with as Violet sighs.