Wednesday, April 26, 2017

Campaign Pitch: For Liberty and the Homeland

As I work out the details of raising two kids, I also find myself needing to pitch a new game to my local group. The first of my ideas revolves around a popular movie I saw recently and an old idea to run a successful revolution in some detail.

For Liberty and the Homeland

Elevator Pitch: Swashbuckling heroes in a fantasy version of 17th century Europe seek to free a small kingdom from an oppressive major power.

The time for revolution is now. The harsh overlords who stole your land’s independence so many years ago now find themselves distracted and weak.You and other rebels see an opportunity. If the governor can be thwarted, influential and talented political prisoners freed, and the army’s plans sabotaged, your homeland might once again be free.

Setting & System: 7th Sea. This game of swashbuckling adventure is set in a fantasy version of Europe (Thea), taking the most exciting bits from the 16th through 18th century: musketeer France (Montaigne), inquisitorial Spain (Castille), fairy queen ruled England (Avalon), and so on.
As a group we will collaboratively create a former kingdom or city-state nestled between two or more of the great nations of the age. What was it called? Who are its people? What is the terrain like? How was it conquered so many years (decades? centuries?) ago?

Character creation will use the standard 7th sea rules, though characters whose backgrounds fit within one of the bordering countries are encouraged (since the nation you are attempting to liberate share those traits). Those PCs from elsewhere could be mercenaries and ideological allies seeking to liberate the nation for their own reasons.

Adventures: Following orders (at least initially) from the leaders of the revolution, the PCs steal battle plans, destroy or raid weapons depots, rescue captive revolutionaries, guard or conduct diplomatic missions, and so on.

I am intrigued by the 2nd edition’s experience system and I want to see how well it plays. It might make a good alternative to the Chronicle of Darkness Aspiration system which I feel can get a bit muddy and ineffective.

Additionally I want a high action but simple style of combat which 7th Sea seems to promise.


Inspirations: Rogue One and parts of Final Fantasy 6.

My original idea for this game was to use a variant of the setting for D&D’s Spelljammer. I have been fiddling with that setting on and off for a couple of years now. My setting currently lacks a story and system to go with it and I thought this would be a good match.

Unfortunately it would mean a lot more work for me adapt the system (mostly for the magic and dueling schools) and feels too close to my original inspirations.

Plus I want to do less prep.

Wednesday, April 19, 2017

Urban Shadows: Portals

In session two of my Urban Shadows game, I introduced the threats and moves I showed last week. The Wolf remains lost in the underworld while the Tainted and Veteran are left to pick up the pieces.

Our protagonists:
  • Anders, the Wolf is a supernatural vigilante. By day a day trader, at night he turns into a barely controlled killing machine. His territory is plagued by bizarre disappearances.
  • O’Malley became a Tainted through a deal that temporarily made him mayor of the city. Now forgotten by everyone, including his own family, he seeks work his way free of his “patron” Mephisto.
  • Sam the Veteran used be a mystical hero until he got to old, way too old. Now he runs a bar. Deep beneath it however, his old workshop holds powerful secrets.

Session 2: Portals

We skipped the start of session move since the PCs have enough trouble to deal with at the moment.

As the gray mists dissipate from the cemetery only three figures remain.

O’Malley helps a pudgy woman to her feet. Neema looks up at him nervously as he takes out a clipboard.

“This is the usual arrangement,” the demon explains, trying not to stare at the old scar next to her right eye. “Sign here.”

She looks to the old man nearby but Sam concerns himself with the symbols chiselled into the grave stones. Reluctantly she signs away her soul. The paper burns away in an instant, drawn off to the archives of Hell’s Bureaucracy.

O’Malley earns a debt from his patron for completing a job.

As she turns to leave, Sam approaches her and questions her about her role in all of this. She reveals that she and the other members of the Cthonian Eye are apprentices and journeymen whose advancement has stalled within the eight cabals of Sacramento. To move up, a wizard needs to wait until a position opens up above, a task usually taking decades. Impatient, they decided to form their own cabal and force the issue. As for herself, she is an expert in charms and magical ingredients.

As the men head back to the car, Neema calls a friend on her cell and vanishes.
We quickly establish that when Anders is transformed, he looks like your typical man-wolf and speak roughly like a human.

The hulking man-beast sniffs at the foggy air. The death scents of the ghosts have begun to fade everywhere in this gray realm stinks of the cold, rot, and sorrow.

“Are you okay?” Anders growls to the man on the ground.

“I’ll live,” Percy coughs out. “Help me up.”

Anders pulls the blue jacketed man to his feet with one furry paw. Percy grunts in pain and clutches his side. The werewolf helps the injured wizard along. They pass by the ruined crypts and stumble to a listing church. Flickering light leaks from its stained glass windows.

Anders lurks near the entrance. Inside he hears three voices. The smell of brimstone mixes with melting wax. Intrigued, the beast slips his head quietly past the rotting door.

Two of the figures face away from the door, addressing a golden-haired man named Akiva. Akiva winks at Anders but doesn’t reveal his presence to the others. The one of the left, Carter, possesses thick ram horns on top of his head. The other, Samuel, appears human. All three are well dressed.

The trio appear to be discussing a plot to shake up Hell’s Bureaucracy. Akiva mentions there has been an opening in a dukedom. Soon the demons will be fighting at every level to advance.

Anders investigated this place of power and marked Wild.

Anders pushes further into the room, alerting Carter and Samuel. Akiva motions his companions to go and greets the werewolf and the wounded wizard.

The other conspirators leave via the confessional. Akiva asks if he might help them return to the world of the living.

Though wary of owing a demon, Percy agrees. Anders nods his assent.

Akiva opens the confessional with a special key. On the other side they can see Ander’s neighborhood. They pass through.

And now both owe Akiva a debt.
Alfred follows Sam back to the bar. Concerned for the werewolf, the old man lights a candle to guide him back to this world. Meanwhile Alfred notices a large gathering in the main room.

I sort of forgot to give the candle some fictional weight.

Several mortals are avidly discussing the recent strange disappearances with a local parapsychologist. People have vanished in broad daylight, when turning a corner or just out of sight and in one case on top of a telephone pole. The locals are getting anxious. Only one person, Leon, has turned up after disappearing and he hasn’t been the same since.

Sam joins Alfred a moment later. He notes that his regular is getting attention not just from concerned citizens but also a familiar mage from the Cthonian Eye. The willowy woman doesn’t seem to notice them, absorbed in listening to the stories from her corner.

I should have put a face to a name.

O’Malley calls Leon. He has the old man run over what he recalls from his disappearance. When Leon only sputters out the same broken memories, the tainted presses him.

And cashes in a debt.

Leon’s voice sounds odd and disjointed as he related what he saw on the “other side”. There was music and statues. Fire spiralled through the air. Time didn’t pass the same there.

Leon snaps out of his trance, forgetting what he just said. He explains he’s had a lot of blackouts lately and he’s worried he has a brain tumor or something. After a little more questioning, Leon reveals he’s been drawing strangely disturbing pictures during his periods of missing time. O’Malley convinces him to send them to his office.

O’Malley thanks him and hangs up. Then he wanders into the crowd offering to help. Jacob, their spokesperson, accepts his assistance.

He then leaves to find someone who might know more.

Specifically he hits the streets and fails. That happens a lot this session.

Meanwhile Sam tells his staff to serve some more beers to the group before they disperse. The wizard lurks in the corner, turning her attention to her laptop.

A short while later, Kimiko enters the bar. She hurries over to Sam when she spots the woman.

Sam asks her who the wizard is. Kimiko explains her name is Christine and that she is a member of the Cthonian Eye. The young wizard also fills Sam in on the group’s background. They are disgruntled apprentices seeking to force their way into the upper echelons of mage society. He asks her to learn how they intend to do that.

She says she’ll need do some research to answer that question.

And work off a debt.
Elsewhere Anders watches the wounded wizard call Felix. From Percy’s side of the conversation, he hears that “she” went off to do her own research, leaving Percy to stumble back to the others. The werewolf gets the sense that the Cthonian Eye seeks some sort of recognition. The mage tells Felix that “they will never let her advanced, no matter what she finds.”

While Percy calls Uber, the werewolf goes hunting for criminals.

Along the way he notices a teen walking home late at night. The kid is totally absorbed in texting on his phone. But Anders can smell a strange scent in the air, something he’s never sniffed before.

Then suddenly the boy is gone. His cell phone clatters to the ground.

Anders goes looking for some trouble. Unfortunately the trouble he encounters is the Collector. I have him roll +Blood to react in time but he fails.

The werewolf jumps down to the spot where the teenager vanished. The conversation on the phone stops midsentence. Someone named Sandra asks if he is still there.

Anders picks up the phone in his jaws and bounds off in search for his cop friend.

A short search around the neighborhood turns up no trace of Harper so the werewolf looks for the local blood suckers to see what they know.

He fails in his Hit the Streets move. Twice.
O’Malley spots a few of Conrad’s dealers working a street corner north of Ander’s territory. As the tainted considers how best to approach the mortals, a group of Asian men in a rusty Honda Civic pull up and unload into them.

Conrad’s people flee from the gunfire and their assailants drive off.

As they tear down the street, he calls on his demonic form. Wings burst from his back and he flies after them.

They turn the corner quick, swinging into the path of a large hairy beast. Anders.

The werewolf struggles to get out of the way but the speeding vehicle clips him.

He fails a Keep Your Cool roll to avoid harm. I think I gave him 2-harm.

The demon uses the distraction to land on the hood of the vehicle, sinking his claws into the aluminum. The car bounces along with O’Malley just barely clinging on. On the side of the road, Anders picks himself up and bounds after them.

He got a soft hit on his Keep Your Cool roll.

While the werewolf trails far behind, the demon and the gang members pull into a warehouse by the docks.

Suddenly Alfred hears the sound of many guns being cocked and aimed at him. He whispers Mephisto’s name and disappears, leaving only a wisp of brimstone.

He invokes his debt with Mephisto to use the Invocation move. Thus teleporting away from danger.

Anders stops short of the warehouse. He can smell many people inside and the scent of gunpowder. The beast notes the street signs and runs off in search of his informant Vince.
At Sam’s, Kimiko returns to fill the elderly owner in on the Cthonian Eye and their plans. It seems the wizards harvested the old cemetery of its death resonance. With this mystical energy removed the ghosts who existed there had to move on.

As for the mages, this band of former apprentices intends to use the power to gain formal recognition from the eight cabals of the city, creating a ninth cabal and upending things in the process.

The rumors Kimiko discovered suggest they seek an artifact known as the Verge. Supposedly it could be used to see the future. After the Magus Manus was deposed (and rather violently punished), it was destroyed. But a reflection of it may linger in the Underworld and it could be summoned with the proper application of death energy.

To complete their ritual however, they would need more energy. The only unguarded location with the right resonance that either Sam or Kimiko can think of would be the grave of Tim the necromancer. He was major mover and shaker 50 years ago, thanks in part to a demonic pact he made with Hell’s Bureaucracy. They eventually called it in and he died.

Unfortunately, no one knows where he is buried, except perhaps the demons.

Sam though has another idea.

Kimiko works off one debt.
Anders clambers down to the third floor fire escape of an apartment building around the block from his place. Blood mixed with his saliva coats the cell phone in his jaws.

He knocks on the window to get Vince’s attention.

The scrawny man lets him in and the werewolf tells him about the disappearance he witnessed. In a deep growl he asks the criminal to crack the phone for him.

He cashes in his debt.

Then he limps off to home to sleep off his injuries.
Mephisto glowers down at O’Malley from behind his towering desk. The demon lord informs Alfred that his underling Akiva from two desks down managed to secure the required signatures from the ghosts. In exchange for their souls, Hell’s Bureaucracy agreed to enact revenge for them.

“That,” Mephisto says, “is your job.”

O’Malley nods and finds his desk. In his inbox is a stack of charcoal drawings. The tainted looks through them noting the scenes of people standing in stylized poses amid white columns and trails of flame. The images gain a strange depth as he studies them. A snatch of his wife’s favorite music wafts in the air, Flying Home by Ella Fitzgerald. A strange timelessness swirls about him and the image of a world where people are abducted via weak spots in reality.

This is using the custom move for the Passenger’s art. It is sort of like Opening Your Brain.
The next day, O’Malley decides to consult with the wizard Chetana about the disappearances.

He gets a soft hit on Hitting the Streets.

Chetana advertises herself as a fortune-teller but today the tainted finds her shop closed. With some persistent knocking he eventually forces her to answer the door. The elderly seer doesn’t know about the disappearances herself but knows that a rogue apprenticed named Christine Dey has been studying them. Christine is a member of the Cthonian Eye having left the Correspondence cabal. She apparently seeks faster advancement.

Then Chetana confides that she also has a problem. She was struck by a dart a few nights ago. Since then she hasn’t been able to use her ability to see the future. O’Malley agrees to look into that matter for her.

O’Malley’s next stop is Sam’s, thinking that old man might know something about this poison and the strange dimension connected to the disappearances.

Sam recalls something about such poisons but admits he would need a sample before he could brew a counter agent.

O’Malley then shares Leon’s pictures and his information on the disappearances, When the old mystic looks over the pictures, he also notices the odd effect. Something in the artwork calls to mind his granddaughter Sandra and the scar across her right eyebrow. A reminder of an ice hockey injury, the young woman is very self-conscious about it.

He tells O’Malley he could open a portal to this plane using the gateway in the basement. He would need something resonant with that world, something that had once been there.

The Passenger’s artwork move again in action.

Both the poison and gateway material come from Sam’s workshop.


O’Malley calls Leon and convinces him to come over.

O’Malley cashes in another debt with Leon.

A half hour later Sam leads O’Malley and an increasingly worried Leon down a long set of stairs deep beneath the bar. Behind them, Piper closes the place down for the next hour.

They pass many doors, some dusty and unused, others worn and scuffed up. Finally after an eternity, they reach a final door.

Beyond steel and wood gateway lies a large chamber containing an empty well. Electrical cables wind around the ancient stones and join at a strange mixing station.

Sam draws a circle on the ground and instructs Leon to stand within it.

The aged black man gulps and asks for a drink. “How long do I need to stand here?” he asks.

Sam ignores him and tunes the device to his frequency. Finally he approaches the well and cuts his hand. A drop of Sam’s blood falls to the well’s lip. Before it hits it strikes a strange vibration in the air, spilling out into a thin circle and revealing the gateway.

O’Malley takes on his demonic form, spreads his wings and dives into the well.
Several blocks away, Anders wakes up sore and still hurt. After a quick call to Vince he learns the minimal information he could extract from the phone. He stops by and picks it up.

Then he looks for Officer Harper.

He finds him doing his beat and hands the device off to him. He lets the officer know what happened so at least the cops can file a missing person report.

The werewolf heads to Sam’s but finds it closed. One of the bartenders, Wait, steps out and lets him know they’ll be opening again in an hour.

The other bartender is Kevin.

Anders shrugs and head to a coffee shop. As he works on some trades he finds his injuries slowly subsiding. Then the wifi for half the town stops.

Side effect of the portal. Also I let Anders erase 1-harm.
O’Malley beats his leathery wings through a strange realm of endless ivory columns. Occasionally a twisting flame snakes up or down in the gray void. Platforms of the same pale material extend unsupported from the pillars at odd intervals or float motionless in space. On each one or more people stand frozen in place.

The tainted swings up around one of the columns passing a tattered campaign poster for his reelection. Music fills portions of the air, sourceless and without theme. The sounds of Ella Fitzgerald, ancient Roman chants, and stranger tunes reach his ear as he flies higher and higher.

Then O’Malley spots motion above. Like a spider, an ivory colored creatures crawls down the infinite pillar. Its many segmented arms end in inhuman hands while its featureless head swivels to take in its surroundings.

Its gaze focuses on the O’Malley and it scurries towards him.

O’Malley addresses it and learns that the creature considers itself a collector. He finds the conversation hindered by the Collector’s ignorance of time. The past and future are the same as the present to it.

However some things do change here. Some of its collection has escaped and it wants them back. Alfred quickly makes a deal to return the missing items, like Leon, in exchange for its “soul”.

Then he flies back to the portal.
O’Malley returns to Sam’s workshop the instant after he left. The winged tainted lands gracefully and heads over to Leon.

As Alfred tells the retiree that he knows how to fix the situation with what is causing the disappearances, Sam rigs up a set of multicolored goggles.

The tainted steps away to call his boss and inform him of the plan, leaving the old men behind. Leon asks if he can leave the circle yet. Sam gestures him out as he scrutinizes his aura.

Sam succeeds on his Let It Out move.

In addition to the weak nervous aura of a mortal, Sam spies a swirling mass of multicolored light over Leon’s shoulder.

He address the unseen passenger, asking it if it could find another host.

Leon is momentarily confused then his gaze turns blank and he begins to mutter about not wanting to return and needing to something to tether it to this world.

Sam suggests a cat would make a nice pet. Small, stealthy, independent, and able to fend for itself.

Leon snaps out of his daze and thanks him for the suggestion. Then Sam leads him out.

Sam used Figure Someone Out to learn how to get the Passenger to move on.
Outside Anders decides to check Sam’s again. Along the way he spots Akiva...and a girl attempting to sneak after him. The smiling demon heads through an alleyway door and into someplace bright and shiny, leaving the entrance wide open behind him. The werewolf stops the tween before she can enter and asks her who she is.

“I’m Julia.”

Or Alfred’s 12 year old daughter.

With that we end the session. Anders and O’Malley gain an advance while Sam failed to mark anything new. Anders gets regeneration, The tainted needs more time to decide.

Looking over my notes, I found the name Pavel Bayer written down but unfortunately I’m not sure who they are supposed to be, perhaps Vince’s phone hacking contact.

Wednesday, April 12, 2017

Heartland Orphans: the Index

Filler week while my Demon: the Descent game recovers from the addition of a baby. This time I'm collecting all of the relevant links for my Vampire: the Requiem chronicle Heartland Orphans.

Heartland Orphans

Thoughts and Preparation

  • Session 0: the pitch and the players who answered the call.
  • Retrospective: final thoughts and lessons learned.

The Log

  1. Shadows Gather: trouble begins as the Strix target the powerful vampires of the region.
  2. Red Words: a sire vanishes and the blood hunt begins for a sibling.
  3. Dark Dreams: the vampires are drawn into a strange realm of dreams and shadows.
  4. Blood Magic: the lair of the Witch is uncovered and her goal begins to reveal itself.
  5. Bargaining Chips: the Strix hold a sire and offer to return him for a potent artifact.
  6. The Nightmare Continues: a return to the nightmare realm where a deal is offered and a mentor rescued.
  7. Encounters: car chases, immolation, and diablerie!
  8. Pacts and Promises: desperate deals are made to stop the Inverted Lord's plans.
  9. The Finale: a showdown with the Inverted Lord and the bloody aftermath.

The Opposition

  • History: the history of a flock of Strix created from the shards of an ancient vampire and primordial magic.
  • The Nightmare Realm: a tour of the shared dreamspace of this strange family of Strix.
  • Jane: she only seeks a friend. Unfortunately her family sucks.
  • The Beast: a Strix that sees itself as the friend of the monster within every Kindred.
  • The Bird of Ill-Omen: aloof and uncaring, it seeks to observe acts of God like earthquakes and tornadoes.
  • The Inverted Lord: this twisted shadow of the Ventrue desires supremacy.
  • The Twins: two Strix bound together as living reflections of each other.
  • The Witch: a mystic seeking to find its lost mother/goddess.

Wednesday, April 5, 2017

Urban Shadows: Session 2 Preparation

This week I figured I do something a little different and show my preparations between sessions.

So after the first session of Urban Shadows, I had a lot of potential antagonists (the Cthonian Eye, the ghosts, mortal criminals), a few plots holes to fill (why were the campaign posters messed with?), and a lot of moves to create.

City Moves

First I decided on some moves for Sacramento (based on two years living here)
  • Add Crowds from a Poorly Advertised Event
  • Introduce a Mysterious Artwork
  • Separate Potential Allies by Geography (I’ve found people don’t tend to move much between West Sac and Downtown and North Sac and so forth)
  • Turn a Grid into a Maze (so many suddenly one way streets)
  • Mix Affluence and Poverty (inspired by the many homeless amid an otherwise upscale community)

The Storm

I wanted to have a storm, a collection of threats, for this game. After much brainstorming this is what I came up with.

Obligation: Community (belonging, being a part of something bigger)

The Ghosts (formerly) of the Old Cemetery

Type: Passion (Revenge - against the mortals who neglected them and the mages who stole their resting place)

Faction: Night

Description: Forced from the Old Cemetery, these ghosts seek revenge. No longer able to feel comfortable in their old home (which has been drained of its occult power), they want restitution.

Cast: Ghosts [small gang, 2-harm (ghostly), 1-harm (telekinesis), possession]

Custom Moves:
  • When you try to escape the shadowlands in a low place, roll +Spirit. On a hit you pass over. On a 7-9 you bring something extra with you or leave something behind. On a miss you are stuck in between here and there with trouble on its way.
  • When the ghosts attempt to possess you, roll +Spirit. On a hit, you maintain control. On a 7-9, the experience disorients you take -1 forward. On a miss, you take an action on their behalf. Either way choose 1:
    • Learn a secret about the past.
    • Understand their pain. +1forward to Persuade them.
    • Ask a question from Figure Someone Out.

The Cthonian Eye [The Eye]

Type: Ritual (Link - use the occult power of the Old Cemetery and other supernatural locations to open a gateway to a long-lost place of power: the Verge)

Faction: Power

Description: A group of former apprentices and outcast mages have come together under the leadership of Felix the Plutomancer. They seek a unique power to gain recognition by the eight cabals of the city. Their plan is to realign the occult resonance of several sites (all graves or low places). Between the Old Cemetery (fixed once the ghosts were driven out) and their headquarters in the new developments of West Sacramento, they are halfway there.

Cast: Percy, former apprentice and prismatic mage [impulse: display power, wounded, prismatic spray 2-harm messy], Felix, plutomancer, ex-journeyman, and leader of the Cthonian Eye [impulse: make others bend to him, armor-1 (magic), wounded], Christine, former apprentice skilled in interconnections [impulse: reveal the hidden]

Countdown:
  • 0:00: The Cthonian Eye mark up the Old Cemetery, riling the ghosts.
  • 3:00: The Cthonian Eye shunt the occult power of the Old Cemetery to their base of operations in West Sac.
  • 6:00: Felix steals a contact from Hell's Bureaucracy.
  • 9:00: Using the contract he conducts a secret ritual in Old Sac at the location of an ancient wizard's unmarked grave, giving the cabal the final power boost they need.
  • 10:00: A gateway to the Verge is formed, granting the Cthonian Eye glimpses of the future.
  • 11:00: The Cthonian Eye uses their new foreknowledge to convince several other cabals to unite behind it.
  • 12:00: The Cthonian Eye turn the Verge on Hell's Bureaucracy, predicting its every move.
Custom Moves:
  • When you act in secret against the Eye, they know.
  • When the Verge is opened, declare your intent for the scene. The members of the Eye know.
  • While the Verge is open, ghosts can manifest at will.

Disappearances

Type: Territory [Expansion - route for beings from another dimension to enter ours]

Faction: Wild

Description: Something is snatching people. A man working on a power line. A child walking across the street. An old woman in a locked room. Where did they go? What is doing this? At least one has returned but he came back with a "companion."

The realm of the Collector, the being stealing people, is strange even to the local supernaturals. At times hot and firey, it is also home to many works of art and music. and a strange alien timelessness. The Collector is creating its own "community" out of mortals plucked out of time and space.

Cast: Leon, single (divorced) retired, now possessed (Mortality) [impulse: seek comfort]; Sandra Anderson, Sam's granddaughter a high school student (Mortality) [impulse; seek answers]; the Collector (Wild) [impulse collect beautiful things]; the Passenger, a voice in Leon's head (Wild) [impulse: reveal maddening truths].

Questions: why does O'Malley need to protect Leon?

Custom Moves:
  • When the Collector grabs a mortal, roll +Blood. On a hit, you react fast enough. On a 10+ gain a +1forward to interfere with the Collector. On a miss they are gone...for now.
  • When the Passenger makes art, it reveals a window into the Collector's realm. You may ask a question. If you ask a question, answer one in return.

A Wrench in the Infernal Machine

Type: Revolution [Idealist- craves sacrifice of others]

Faction: Wild

Description: Unhappy with the upstart wizards of Sacramento and the demons' influence in the city, a cog in Hell's Bureaucracy puts it on a collision course with the Cthonian Eye. They threaten O'Malley's daughter, inform both sides enough to escalate the conflict, and seeks to topple the existing order.

Cast: Julia, 13-year old daughter of O'Malley (impulse: pursue the strange) (Mortal); Mephisto, head demon in Sacramento (impulse: gain leverage) (Wild); Akiva, the popular new guy/gal just below O'Malley (impulse; undermine others)

Countdown:
  • 0:00: Akiva plants posters marked with mystic runes at Julia's school
  • 3:00: They feed the Cthonian Eye the details they need to break into Hell's Bureaucracy.
  • 6:00: Julia misses a day at school, chasing after Akiva.
  • 9:00: Akiva and their allies cut O'Malley off from his demonic resources.
  • 10:00: Akiva makes a deal with Julia for her soul.
  • 11:00: Akiva demands O'Malley's position for Julia's contract.
  • 12:00: Akiva begins to gather resources against Mephisto.
Custom Moves:
  • Everybody owes him: Mephisto can call in a debt on any NPC (or someone close enough to them)
  • Doing you a favor: When you persuade Akiva to do something meaningful, you always owe them a debt beyond what would normally be due.
  • Child's Eyes: when figuring Julia out, she holds 1 more than normal.

Connections:

  • The cabal has forced the Ghosts of the Old Cemetery out.
  • Christine is investigating the Disappearances and hopes to catch the Collector. she might enlist a PC to help.
  • The cabal is being fed intelligence by a demon (Akiva) on the location of a deceased (and damned) archmage.
  • Akiva intends to get signatures from the ghosts: to one up O'Malley and gain more "man" power.
  • Several of the ghosts lived in Anders neighborhood and recall a similar set of disappearances in 1963 and 1910.
  • Leon calls O'Malley about the young woman (Akiva) who keeps asking him questions.

Other Threats

Then I decided to do something interesting with the gang and turn them into monster hunters.

Asian Gang (The Jincan)

Type: Power Play [Fient - draw some foe into the open for them to draw their knives on them]

Faction: Mortality

Description: The Jincan are a group of monster hunters, drug dealers, and criminals who seek to destroy supernatural creatures by encroaching on their territory.

Cast: Vince [impulse: ?] (Mortality); the secretive leader of the gang (Mortality); their head monster hunter (Mortality); Conrad, an elder vampire in northern Sacramento (Night); Officer Harper, mostly good cop (Mortality)

Countdown Clock:
  • 0:00: Strange drugs spread through the area.
  • 3:00: Conrad's enforcers get roughed up in a fight with some "Asian punks".
  • 6:00: The police are paid off with drug money to look the other way as the Jincan continue to encroach on Conrad's business.
  • 9:00: Conrad directly attacks the Jincan and is dosed with spirit poison.
  • 10:00: The Jincan kill Conrad.
  • 11:00: The Jincan claim the neighborhoods of northern Sacramento.
  • 12:00: The Jincan hunt the local werewolves.
Custom Moves:
  • When exposed to spirit poison, pick a supernatural power and roll +Spirit. On a hit, you don't lose that power. On a 10+ take -1forward to supernatural abilities. On a 7-9 take -1ongoing to supernatural abilities.