Saturday, 8 November 2008
Newton Towers Job Center, Downtown
Down in the Pant Room.
The session starts with Stacy at one end of the plant room and German at the other between them they believe is two fugitive's and a lot of hiding places. Stacy and German stalk though the pipes and machinery looking into the wired caged storage areas. They both hear sounds of movement from one of the storage cages, they move closer and Stacy spots a figure holding something hunched behind a piles of boxes. German moves in while Stacy shouts a warning and not waiting to see what happens German decides to make a run into the storage cage with the man he spots that the suspect is working on an object that appears to be pipe with a digital timer attached. Not leaving anything to chance German shiv's the guy with his power disc, and proceeds to take a look at the device coming to the conclusion that it is a bomb. Stacy starts to look for the other suspect but before she gets to far the others (Tinkerbell, Harry and Meridian) finally arrive from the scene of the previous encounter. Startled out of hiding the final suspect makes a break past Stacy who hunts him down using her vibro saber.
Danger Unexploded SLA Op
The team get down to the serious business of both contacting the authority's (Harry) and searching for all the devices (the rest of the Squad). German attempts to figure out how to disarm these devices, but comes op blank mean while the others decide to move the relatively stable ones they have found out of the plant room and into the maintenance tunnels. In the tunnels Tinkerbell works out how to stop the devices exploding and in a short while all is safe and sound. Before they make there way out Stacy decides to make a quick raide on the dead Dark Night opratives for ammo.
Paper Cuts.
Before they leave to visit Russ Alan and the local DataTech office the squad decide to pop into the records office area to take a look at the filing cabinets as Stacy has a hunch about where the robots are that the Squad found the controller for. They go and take a look at all the new filing cabinets that have been installed, after a little problem opening them they get a worker there to use a key that fits the other older cabinets to open them. Much to there surprise the bottom 2 draws contain 2 Tektrex spider assassin droids after a brief but not to deadly fight all four are dealt with, it's then that the Squad remember that these droids are designed to explode when they are disabled. After some heroics from Tinkerbell and manic dice rolling from the rest of the team, they make there way out without being to hurt. The same cannot be said about several thousand files.
Will the real Russ Allen please stand up
After the shock of the exploding filing cabinets the squad decide to move fast if they are going to catch the Dark Night cell they believe at work here. The decision is made to go for Mr Allen first and so they hope on the bus and make there way across down town to his apartment.
The discover that Mr Allen's apartment is on the second floor, they ask the neighbours if he lives alone and are told that recently seems to have acquired a girlfriend judging from the sounds coming from the flat.
Howe's End?
The Squad break into the flat (after getting a search and seizure warrant) and find the place a dump, but on closer inspection it appears that this was once a tidy well kept apartment (for downtown). In the bedroom they find Eleanor Hampton naked dishevelled and bruised. After some careful questioning it turns out that Eleanor has been kept here by a work colleague Alec Howe, she informs them that he has murdered or done worse to the others.
Armed with this info they decide to wait for Howe's return, and proceed to completely take him by surprise. They contact Ms Pilgrim who informs them that indeed they have completed there BPN. The team get rewarded 350Cr Each, plus a bounty for equipment of 200Cr and a SCL level increase of .3
Saturday, 1 November 2008
Newton Towers Job Center, Downtown
As a final act before going to investigate certain DataTech NPC's the Squad decide to have a short look though the maintenance tunnels found in the plant room. The find the tunnels not very wide and with a fair covering of rubbish on the floor. Stacy & Harry find signs of light travle the tunnels and try to pick the most well traveled route. After about 5 minutes Stacy thinks she hears voices from behind them, so the squad head back. The marching order being Stacy out in front with Tinnkerbell leading Harry and Meridian though behind (Neither Harry or Meridian have night vision gear).
Rumble in the Tunnels
Soon Stacy spots a group (5) of men ahead all wearing boiler suits and using touches to light there way. The group although not stealthy seem somewhat clandestine and so it is decided to ambush them, this is made more so when they reach a junction (that leads on to the plant room the Squad have just left) and mention waiting for the others. It is decided that Stacy will fire at range on the first group and that at a cross junction some distance back Tinkerbell, Harry and Meridian will wait for the second group (German is called down to the plant room to make sure the door is secured).
The ambush is set off when the second group of 5 (this lot apparently using NV and Dark Night weapons and armor) walking into the trap that Tinkerbell, Harry and Meridian have set (Meridian jumps out and lets them have a full auto burst). At this sign Stacy starts shooting at her group. During the ensuing gun battle all 5 of the second armoured team are dispatched and 3 of the boiler suited team meet a grisly end (from the rifle of Stacy), But not before Tinkerbell has a close call with a flame thrower and Stacy catches a rather nasty 10mm rifle round to the back of the head.
The Session finishes with 2 suspects racing to the plant room, while German rushes to intercept them.
Monday, 27 October 2008
Bayerneese VI
Dark Night Going Down
Karl gets medication from the shooting that he received in the previous session and is back up to working as intended.
After a little messing around the team finally open the door to the Dark Night base and the team enter going two by two by two.
They encounter a couple of squads of Dark Night troops, this time they are not as impressive as the last time. There is the usual give and take with some people wanting to kill other people's almost dead bad guys.
The session ends with one of the Elite Troopers under the command of Callum shooting Fex in the back of the head with a three round burst from an assault rifle, he goes down; taking three wounds and becoming incapacitated (permanently losing one step of Smarts - ouch).
Next Session
Fex is medicated up so that he is able to function again. He is almost working as intended, exploring the area the team find a chasam which breaks the corridor of the base, a short temporary bridge has been placed over breech. Looking around Fex notices that there are some holes in the walls and that the holes were made by Depleted Urainum rounds, the kind of ammunition used by either Thresher or on a War World.
Some of the team cross the bridge, on doing so they are almost ambushed by several spider drones. The drones open up with fully automatic fire (the 5mm CAF doesn't worry anyone however).
The team leap into action and find that shooting the little blighters is alot harder than smashing them to pieces with a power-claymore. LZ decideds to smash one to pieces and picks one up, it uses in intrigal chain weapon to chomp away some of his armour. On attempting to smash it into a wall the drone whips up onto the back of his head, this starts the new sport of attempting to shoot or smash a drone from LZ's head.
This is ended after LZ throws himself to the ground (head first) in an attempt to crush the drone but it just crawled onto his face. This is where Cherry attempted to stomp upon it, seeing an oppertunity the drone leaped onto Cherry's leg and crawled up her body to attack her face.
The game changed to 'shoot Cherry in the face' which Leenisha wins, this prompts the aweful command from Cherry of "stop it, just smash it!" LZ complies with this command and smashes the drone into Cherry's face, destroying the drone and giving Cherry another wound.
A fun time was had by all.
Wednesday, 22 October 2008
Newton Towers Job Centre, Down town
The Squad decide to search the whole of the building that is rented by the employment offices, which turns out to be 4 floors (but only the first 2 really in use). Tinkerbell decides to hide the receiver / recording unit they have for there CCTV in the false ceiling space of one of the unused office floors. German Jones returning from his decontamination duty helps out by asking for CCTV footage of the victims (and gets a set of still pictures kept for that purpose by security). Harry takes a closer look at the lockers and discovers that the almost brand new lockers have a mixture of old and new name tags on them. Stacy meanwhile decides check the basement finding both a carpark and a rather large plant room, intrigued she investigates the plant room and discovers that several of the entrances are in fact not locked.
After planting the CCTV hub in the floor/ceiling space Tinkerbell heads down towards the basement on the way checking out the 2 sets of fire escapes and working out that one of the fire escapes is on the odd CCTV sequence away from the filling and rest room areas where as the other one is on the way in to the very same areas. Tinkerbell than decides to get a palm top computer so that she my program the interment CCTV route times and sequences into it. Down in the basement Stacy hits paydirt first with the discovery of a route down into the maintenance tunnels to the sector and levels below (the door of which has a broken look made to look fine) and then with a scrap of pink material caught on a wire cage. At this point both Tinkerbell and Meridian arrive in the basement to help with the search.
Upstairs German and Harry are asked to find out who was wearing pink when they disappeared, it is quickly shown to be Eleanor Hampton the last person to disappear. She is last pictured going into the locker rooms holding the front of her pink blouse out from her although they can not clearly see why. The duo question her immediate co-workers and discover just before she disappeared a client had broken a pen that had subsequently leaked on her. The man who had argued with her and broken the pen a Mr Graham White (something to do with his file going missing) is due in today, they decide to question him.
Stacy continues her digging around in the plant room and discovers a hidden room behind a large tool cabinet inside there is approximately 10 sets of chains (2 of which show recent use) a couple of mattress and a few lockers and filing cabinets. Also discovered are 4 electronic apparatus and the obligatory TV. The lockers contain items of clothing and personal effects from the missing personnel, of note being the heavily bloodstain shirt worn they believe by Marvin Allford, and 3 DataTech overalls (one bloodstained over shoulder) each with eligible name tags. Tinkerbell examines the Electronics and discovers the following.
- A remote switching device used to activate other electronic devices remotely, that can be programed (this can also be used to trigger a bomb)
- A CCTV hub that is tuned into a few sets of hidden cameras around the building
- A Electronic lock picker
- A TechTrex remote controll unit.
Tuesday, 14 October 2008
'Broken Taboos' Upper Down Town
The clear up of the successful operation goes well, the squad give a fine account of themselves to the reporter from 13th Victim (Michel Hughes) Meridian in particular doing very well in front of camera.
Shortly before the end of the night Gemma turns up to tell all the team that the BPN is done and transfer them there credits and assign them the SCL level increase she also happens to inform them that she can get them a financier if they wish, in the end leaving them a card for "Edward Conrad Financier to the stars".

A New BPN
The squad decide to take a couple of days off, before sending "grubby" to the BPN hall to look for something interesting. After nearly 6 hours Harry returns with a nice shiny white one.
After a short phone call to Ms Pilgrim they decide to start in the morning.
Newton Towers Job Centre, Down town
After a uncomfortable trip on public transport the team arrive at the depressing edifice that is the dole offices at Newton towers and after a little run around get the information about the BPN direct from Megan (who is a frumpy forty something office manager). She tells them that some files (the so called dead files, where the claimant has missed there signing date by more than a week) and 4 employees (Jerome Petty 6 months in the Job , Marvin Allford in job 3 years , Wanda Booker 10 years & Eleanor Hampton 5 years) have gone missing, during the past month.
Hunting for Clues
The team quickly go to search the areas that the missing employees where last seen (they where all away from there desks or normal work positions when last seen). The 2 paper file rooms, rest room, toilets & lockers are examined. The squad quickly come to these conclusion there appears to have been a lot of maintenance in a place that has not been touched in years. The mainly non working CCTV system appears to have random intermittent faults that follow a pattern allowing someone move about unseen. The filing cabinets show signs of lock picking and several have been recently replaced.
Too much of a good thing?
The company with the maintenance contract DataTech has a regular maintenance engineer Russ Allen who has been coming here once per quarter for a few years, but two months ago just after his regular visit 2 new guys from DataTech showed up to over a couple of weeks and fixed up a load of stuff. The squad discover that the visitors book only shows Russ signing in over that time period even thoe the securty guards claim that he was only there once.
Monday, 13 October 2008
Bayerneese VI
The Following Evening
Miranda Golden sends an invite (more like a summons) to Callum, he is to go to her personal room that evening...
He is ejected from the room at some time past 3am, naked. This would have gone undetected if only a roving media team hadn't bumped into him and asked him for an interview about how well he and his team did in repelling the Dark Night agents.
Time for Payback
The next day's activities are filled with everyone making ready for the planned assault upon the newly discovered Dark Night base upon this planet. Tick-Tick-Boom have been tasked with destroying the power plant which the base has.
They have been issued with some heavy equipment for this purpose as well as a team of 'Assault Troops.'
The Drop
The team and their squad are dropped in the jungle close to the target's entry point, all they need to do is discover the entrance, find the power plant, plant the explosives, escape then make it all go boom.
Karl thought that he would make things harder by finding a sniping platform and attempting to make friends with it. After taking a shot to the chest and then one to his left arm he thought that he would lay down a while. Leenisha didn't like Karl's new friends, so she blew them away with her new big gun (borrowed from Caliban Enterprises).
Sunday, 12 October 2008
House Rules
You don't have to spend an entire advance to get a new skill, you just treat it like you're advancing it from its d4-2 default to a d4.
Tuesday, 7 October 2008
'Broken Taboos' Upper Down Town
Friday 13th?
The Squad start the session by discussing there plans for trapping the serial killer "the Decoupler" and come to a few conclusions.
- That the killer only seems to strike in bedrooms.
- There are reports of peeping toms and stalkers around the time of the crimes (many of the doors show signs of a device being pushed under the door, like a optic wand).
- That there are 4 skylights on the top floor 2 of which open on too separate small box rooms / bedrooms.
- The killer has used a sharp bladed instrument in the last 4 killings.
After a few hours of waiting the they finally notice a suspicious figure in a duster and with what looks like a hooded top underneath, on the roof. After a short while the figure makes they're way down to the top floor and make a circuit stopping outside several of the rooms near there doors. The strange figure then makes there way back to the roof. The team in the observation post find out that the suspicious figure seems to be wearing dark night Body armour and is removing his duster and attaching a rope opposite the skylight that the bait team are under.
The Observation team rush to outside the door of the Bait room and Stacy is just stopped from opening the door and possibly warning the Killer as he has left a device there. The suspect removes a pane from the skylight and pulls out a long blade, he then much to the surprise of the squad hurls it down and into the back of Sarah, Harry just manages to not get impaled by the same strike. Stacy acts and fires a shot though the roof into the suspect and Meridian start the run up to the roof. Both Harry and Sarah dart out of the line of sight from the skylight and the suspect drops though the skylight.
From here it all gets a bit frantic the Suspect try to stab Harry and first Tinkerbel then Stacy rush in and give him a smack, then just shortly after Meridian drops from the skylight and hits him as well. After this brief but vicious kicking the suspect is soon subdued.
Meridian boosts his skills to allow him to remove the rather lethal blade implanted in Sarah (a Dark Night DN-A Slipknife Dagger that without careful removal fragments causing greater injury) and the team are rewarded with there Completion money (250cr each and .5 SCL) plus cash (150cr between the team)for the apprehension of the Decoupler and the fact that a team of 13th victim reporters just so happened to be there to catch all the action.
Bayerneese VI
That Same Evening
Miranda Golden has invited all current contestants to an evening meal and disco so that the operatives can get to know each other.
Things go quite well, apart from Cherry's insult of Miranda being recorded and broadcast to the watching millions.
Before things could get worse for Cherry Dark Night pull her fat out of the fire by assaulting the Caliban Enterprises base.
All contestants are asked to suit up and help in the battle.
Events from the battle are as follows:
- Dark Night have assaulted the compound, blown a hole in the wall and entered. It looks like they are placing explosives on everything they come across.
- Callum works on finding the detonation codes for the Dark Night explosives, which works after a fashion and he detonates several charges in his local vicinity, killing 3 Dark Night agents in the resulting explosions.
- Karl played hide and seek with two experienced Dark Night operatives that got the better of him. One riddled him with bullets then closed for the kill, while the other looked for Callum with assassination in mind. Karl managed to overcome his injuries and still give a good account of himself, only running away like a pansy girl once.
- Leenisha should be awarded the fire power award for ammo expendature as she went through at least 120 rounds of ammo. All to little effect (see my comments below).
- Fex played the part of a sniper. Shame he was only playing otherwise he would have been effective. Poor Dave just couldn't roll over 5 on his d10 + d6 Shooting skill.
- Cherry gave good support where she could, tossing in blasts of fire and fearing when she was able.
- LZ defended Callum until someone shot at him, then he just ran off after the "bad man" leaving Callum to his own devises.
- Just as the battle was about to turn in favour of Tick-Tick-Boom a group of Dark Night troops using Jump Jets turned up, their aim to kidnap Miranda Golden. The new troops using their mobility advantage quickly took out Fex (only after he threw himself from a container, landing on his head)
- Callum was having his own difficulties and in an attempt to removing himself from his own container managed to get himself caught on the damn thing. So he spent a long time being suspended upside down while attempting to make a difference. The difference included throwing an explosive charge "somewhere" then detonating it to see where it landed (possibilities at the time included in the midst of Karl, LZ and two Dark Night "assassins"), shooting Karl in the "vitals" with some 10mm HEAP ammo, right out of his FEN 603 followed up by shooting Miranda in the back with the same ammo. Admitidly he was aiming to shoot the Dark Night jump troopers kidnaping Miranda at the time.
- LZ continued to run around on a rampage, as only a Chagrin can.
- Leenisha helped out as much as she could, but even more ammo wasn't enough.
- Cherry made the best move and picked up Fex's rifle and proved to be a better sniper than him.
Awards:
The team will be awarded 300cr each and 0.3 SCL increase.
Additionally the team will be reimbursed for all costs incurred by the combat. Armour will be repaired, ammunition & drugs will be replaced and medical costs paid.
My thoughts:
I'm sorry that this combat in essence lasted for two sessions. In hindsight I should have not given the opponents the protection which I did. The damage that was required to put them out was far too high.
Tuesday, 30 September 2008
'Broken Taboos' Upper Down Town
A Very short session!
After the previous shot out the team find that the club is not open the next night while it is being patched up and the Shivers police the scene. During there day off they get a call from Gemma asking for a meet, which the characters obviously agree to (they find that although in the same location the offices that Gemma is in have been extensively remodel into a more corporate look). There they are told that a would be serial killer (the Couples Killer or Decoupler) is aiming to get the all important 13th Kill in the club. Gemma would like them to stop him and reduce and negative publicity about the club. Gemma lets them know that the reason she knows the Killers target is that she has had a leak from the TV program 13th Victim. The team decide to contact Sarah Brown of Squad Walnut whip to liaise with them.
At the beginning of the Session the Squad got to Seasoned status!!
Friday, 26 September 2008
Effective and Real World Ranges
I've discovered that to get real world ranges for weapons all you need to do is multiply the range given by 2.5, so for example a FEN 603 is given as 12/24/48 this would translate to 30/60/120 game inches or 60/120/240 meters (or yards).
If the same applies to the movement rates given for vehicles then something that has a speed of 40" has a Effective table-top speed of 27mph would have a real world speed of 100" or 68mph, which is much better in my opinion.
Thursday, 25 September 2008
Bayerneese VI
Stage 2- Continued
Now their first beacon is in the back of the Jeep the team discuss what action to take next. After a while planning they decide to return to base.
On the way back an announcement from BPNGold lets all players know that a place in the next game is automatically reserved for the team that kills the giant predatory lizard (something like a tyrannosaurus Rex).
On the way back they change plan and decide to set up an ambush for the first of the other team to arrive, so they don't have to do the hard work. All would be well if it wasn't for the fact that Devil's Own have already had the same idea and have set up a nice trap.
In a fit of intelligence they remember that it was Devil's Own that picked the Mine Layer! A plan is hatched that involves ambushing the ambushers when they are ambushing another team.
A little after the trap is set, Lipstick arrive on the scene. The trap is sprung and a three way fight ensues, with Tick-Tick-Boom turning out to be the victors.
Meanwhile Badness Inc locate the large lizard and defeat it in hand to hand combat.
Finishing Positions after Stage 2 are:
- Badness Inc
- Tick-Tick-Boom
- Lipstick
Wednesday, 24 September 2008
'Broken Taboos' Upper Down Town
All Quite On the Clubbing Front?
The squad have a slight set back before embarking on the 2nd night of observation when German Jones is taken away for "Cleaning", it seems that his brush with infection has been leaked out! With that small set back the team set out. The highlight of the evening for the observation team is spotting what appears to be Gemma Watson upstairs in the club (Meridian finds out for sure by calling her mobile, it would seem she is talking to Kalista's and may know she was on camera). The undercover operatives have a much quieter time than the previous night only spotting the Human operative from Squad Walnut Whip, she seems to be repeating her behaviour from the other night. They also note that the security has been much lowered and spot what appears to be dealing from some bartenders. With all this the night ends peacefully
The Squad start the 3rd night of observation with far more questions than answers. All appears the same as the night before (they still have no German) except Gemma seems to not be on premises. Near midnight the Observation team spot some suspicious behaviour and a discover several groups of youths who seem to be wearing colours of a local gang (the Gonzalez). After a bit of looking up gang databases they discover that the club is in Gonzalez territory but very close to the much larger Kalista territory. Meridian pops out of the observation vehicle and try's to question one of the gang he discovers that the Gangs leader is Pedro Surname unknown and that the club is under SLA protection as far as they can see.
A short while after this a large group of Gonzalez members head for the entrances to the club from the numerous walk ways leading into the top floor of the club and maze of small private rooms. The Observation team inform the rest of the squad that trouble is coming, before starting there engine and heading for the rear entrance to the club.
Murder on the Dance Floor
Harry makes track's to head down to the main floor where Stacey is. The unsuspecting revellers on the clubs main dance floor are soon startled to hear screams and shouts from above, followed shortly by 10 Gonzalez Gangers spraying caf 5mm death from the balcony's. The Gonzalez boys seem to be aiming for thoses in Kalista colours but don't seem to mind hitting anyone else. After the first round of carnage Tinkerbell & Meridian burst in though the back fire escape and head for the stairs up to the balcony level. Harry hides under a table and Stacey leaps behind one of the bars. As Tinkerbell & Meridian head up to engage in hand to hand Stacey is taking shots from her cover and Harry shots the Kalista next to him who had pulled a darknight pistol to return fire. After a few seconds it's all over Tinkerbell & Meridian slice though the remaining Gonzalez Gangers, leaving a dance floor with several dead Kalistas and civilians.
Tuesday, 16 September 2008
'Broken Taboos' Upper Downtown
A Good Night Clubbing.
With the observation team in place (Tinkerbell & Meridian) the rest of the squad make separate entrances. All notice that every one is being given a good checking by the door staff, and Stacey talks to some guy in the queue who mentions it was not like this yesterday or the day before.
The other 2 member enter a little later (Stacey refuses to get to close to German) and spot in the queue a likely pair of SLA operatives. female Human, who simply looks out of place amongst the great unwashed of Downtown and a male Frother who is wearing Hard armor, and has his Clan Tartan as well as Claymore proudly displayed. Further up the queue is a Wraith raider in normal cavilian clothing.
Now the Squad start to really work noticing between them that the Club seems to have it's fair share of people wearing Kalista (a Strangely Latino Street Gang) colours, tying in with information that Stacey had acquired in the queue. The other thing of note the squad see is that there seems to be a policy of free drinks for girls up at the balcony, and some signs of dealing. Stacey ingrates herself with the gregarious Wraith raider along with too other women that his wad of cash has drawn.
Saturday Nights All Right for Fighting
The Observation team spot a problem shortly after 10.30 when they spot that the room next to there's is being used for what appears to be an attempted murder Tinkerbell decides to sort out the problem and after a very brief scuffle the perp is handed to shivers by security and the victim is handed to paramedic's. Mean while German has been following the frother around and discovered that where ever the slavering psycho goes every body else leaves, ending with a brooding Frother sat in the middle of a ring of empty tables. At this point German decides that playing grenades is just not dangerous enough and has a go at making eye contact with the slavering loon. The frother acts in a all too predictable way and charges over too this perceived challenge, with equal urgency German runs into the crowd the ensuing fracas causes many broken tables as young German sneaks away.
The Human female (suspected SLA Operative) has been watched closely by Harry. He over hears her cursing the Frother, and as she turns hurriedly away she falls over him. As the woman leaves Harry notices that she has droped a few items that he secrets about his person (a bag of blue powder, a calling card & Lighter) He decides to leave the club (ending up spending some time in a shiver holding cell).
German having caused trouble downstairs try's up at the balcony by approaching the Human operative, (who has approached and had words with the wraith raider) as she seems to be getting blotto at the balcony bar. After buying her a few more drinks he luckily saves her from the skin trade.
Revolations
Stacey decides to slip the wriath a dose of honesty and take him to a private room and "pump" him for information. She sucedes and discovers many things, like what exactly the other squad is meant to be doing. The night ends and the Obsovation team decide to move there hide to outside but infor the Manerger that all is fine and they are leaving, they will pick up the gear at the end of the week.
Bayerneese VI
Stage 2
Arriving at the Caliban Enterprises base on Bayerneese VI the team are allowed to rest and recuperate. The base has all the facilities that they need, they have access to guns, ammo and drugs.
An Ebon called Ariel came to the team and offered healing for Cherry and Fex in exchange for a penalty in the next game. The team agrees with the offer as it's better to work hard with a team than work harder to carry two team members who are not operating at optimal levels.
The Opposition
The following day all the teams playing in this game of BPN Gold meet for the first time.
The other teams are:
- Lipstick – 5 female Ebons & Brain Wasters [Burn; Kandi; Sweetness]
- Devil's Own – 4 Humans and a Wraith Raider (f) [Dirk Bremen; Xev (WR)]
- Badness Inc – Shacktar leading 4 Stormers (3 malice and 1 chagrin) [Jk'grn (S); Daz; Luk; Nub; Po (C)]
The teams are given the choise of vehicles and weapon options, Devil's Own pick up a Mine Layer and Lipstick pick up a Smoke Screen Generator in addition to the FEN Power Reaper (with a 250 round drum magazine).
The game it to go out into the primordial jungle and collect one of the six beacons which have been dropped within 50 km of the base. Tick-Tick-Boom have to collect two of the beacons as they are running at a penalty. The teams are also releaced from the compound at timed intervals, representing the time they arrived at Stage 2.
Tick-Tick-Boom are the last team out of the compound, they head along the beach towards the beacon marked 1, as it is fairly close to the beach and it will be quicker going along the sand than through the jungle.
As they get close to the first point they catch a glimpse of some of the local wildlife a monstrously large lizard of some kind (like a Stegosaurus). They approach the beacon with a new found caution.
As they get close to the beacon they discover a clearing with two of these giant lizards with some kind of collection of eggs, a nest. With the aid of smoke grenades the team manage to scare off the two defenders of the nest and collect the beacon.
No, I've not forgotten about the tremendously loud and fierce roar that the team heard during the pick up attempt.
Sunday, 14 September 2008
Bayerneese VI
Hog Roast
The giant pigs are butchered and cooked. Cherry is badly wounded and in need of medication, but no members in the team can help her. Fex cooks up some hog and the team take a break from fighting.
In a cruel twist of fate they elect Cherry as the team leader, well at least the mouthpiece and agree that the team will not have a leader. LZ doesn't understand the concept and Cherry is the leader in his eyes.
They head down one of the jungle paths to find a working pod, that's locked tight just sitting in the middle of a clearing.
Key in the Tree
Looking about they see a key or token of some kind strung up between two trees.
Approaching they managed to notice the trip wires set up around the area with the key. LZ decides to just pick it from it's cord and discovers that the area below the key is quicksand! The quick thinking of Callum (with his usual flare for explosions) fells a tree that misses LZ but is close enough for LZ to pull himself out of the mire.
The key is recovered and they find inside the pod lots of tools, cutting equipment, logging tools etc. When they have access the team are offered some medication in exchange for Callum's FEN again, Cherry declines the offer.
Jellyfish Bay
The team head out and explore a little further, they discover a secluded bay full of jellyfish and a single large boat, a hydrofoil. LZ tests the water and (lucky) only manages to get badly burnt by the toxin of the jellyfish, the team rule out swimming to the hydrofoil. A rumble from the centre of the island, that now the team look at it looks like a volcano, prompts the team into action. Huge black clouds begin to pour from the volcano and rumbles can be heard and felt with the team work on building a raft to get to the hydrofoil.
Once the raft is constructed the volcano begins its eruption in earnest and a bright river of red hot molten death begins it's flow towards the bay. The team have a little argument on how three team members (or 1 and LZ) can use the raft at a time. LZ sits out of the argument and takes the time to catch up on some lost sleep (heavy sleeper).
On the hydrofoil the team find all their lost gear in cabins, the bridge is locked down and there is an essential piece missing from the engine so the hydrofoil is going nowhere quick. In the time it takes for Karl to suit up (his armour is fully enclosed with it's own air supply) after spotting a crate next to the anchor and make a recovery attempt LZ has been awoken by Leenisha and coaxed onto the raft. Karl recovers the crate as LZ boards the hydrofoil. The missing piece for the engine and the control codes to unlock the computers are inside the crate. LZ earns his pay and gets the hell out of dodge.
Worse Things Happen at Sea
Plotting a corse to a location marked Stage 2 on the maps the team take some time to rest and relax. After a couple of hours and around half way accross the ocean to Stage 2 three blips appear on the radar, they are on an intercept course. In a act of agression or bravery or stupidity LZ turns the hyrofoil and heads directly for the three blips.
The blips are simular hydrofoils, armed with missile launchers, the teams hydrofoil has quad mounted FEN 808 Power Reapers one mounted port, one starboard at midships. In an epic battle the team manage to defeat two of the three hostiles, the other escaping as the teams hydrofoil suffed a critical hit to the prop shaft and they couldn't give chase.
The teams hydrofoil limps slowly to Stage 2, arriving late into the night.
Saturday, 13 September 2008
AB: Illusionist
| [Theosophy Conundrum: Arcane Background - Illusionist] |
Illusionist Arcane Skill: Sorcery (Smarts) Power Points: 10 + Spirit Starting Powers: 3 Requirements: Novice, Knowledge (Arcana) d6+ Illusionists create phantasms to fool people this is both their edge and their main weakness. Should someone know that their opponent is an Illusionist then the Illusionist needs to take more care and exert more effort to defeat them. Seeing through Illusions is a Smarts test if you know the opponent is an Illusionist, if you are completely unaware then you need a raise. If someone is warning you that “it isn't real” then you still need a raise, but you get a +2 bonus. Illusions can never cause actual damage. If the Illusionist uses a damage power then that power can only cause a Shaken result, and will not cause a wound if the target is already Shaken. When an Illusionist selects a power they set the standard trappings for that power, trappings for Illusion Powers should always effect at least one sense. The Illusionist may use an unused raise to alter the trappings of a power as they cast it. An Illusionist may also use an unused raise to make the Illusion real. A trick in the arsenal of every Illusionist and used to keep people guessing. Backlash: A roll of 1 on the casting dice sends the Illusionist into their own private wonderland, treat this as Shaken. A botch causes all people under a Large Burst Template to enter into a shared wonderland, the effect is centred on the Illusionist. The shaken result cannot cause wounds. |
Notes:
Power Points - I would like casters to have lots of magic to throw around, so I'm thinking of letting most AB's have additional PP's to play with.
Disbelief of Illusions - Do you think that a smarts check with a raise is too high to see through an Illusion? I was thinking of making it a contest of Sorcery and Smarts, but that may involve more bookkeeping than I want to keep track of.
Trappings on the Fly - I think that this is an excellent way of modelling illusions and phantasms.
Ouch that Illusion hurt! - I've never liked Illusionists from other games being unable to do things in some circumstances (like vs. Undead) making all illusions be unable of causing actual damage isn't a problem in SW as the shaken mechanic is awesome, and makes a non-combat character still fun to play in combat. Giving the Illusionist the extra unused raise option to make that illusion real is something I think is totally cool.
Tuesday, 9 September 2008
Downtown [289.2]
Luther Lane
While waiting for Cloak to arrive the squad argue about the rights and wrongs of moving the crates. They are interrupted by the arrival of a shiver team sent along to to collect any of the squad who may have been contaminated (it is not specified by what) in the end only Lizzy and Cameron go however the shivers also drop of a new squad member Meridian (really just long lost). shortly after the shivers leave a black Kill-coppter descends and out step the Cloak operatives after a short conversation about the movement of the crates the squad beat a hasty retreat.
Uptown amongst hundreds of duplicate operative apartment blocks
The Squad decide to re-equip and rest up, deciding to spend the whole of the next day just doing some R&R. That night the Squad (still missing Lizzy & Cameron) go out to the local bar Annebells a local operative hang out. While there a stranger buys the whole squad a round, the woman is described as looking mid 30's dressed in business chic with brunette hair. This mysterious stranger on passing the squad mentions how she appreciated the there work on camera. The night ends with most of the squad taking a taxi other than German who is avoided by Stacey and is rather drunk (he arrives home and remembers being helped to his flat by a nice woman in shiver uniform and is not quite sure if he has her number or has a number to call for payment of fines)
The Squad decide to try out something new at the BPN hall and try for a white finally getting this one.

Ashwood Junction (Western Suburbia)
They manage to travel to meet Gemma Watson at a factory unit, that seems to have been converted inside to be a call centre / office cubicles. The squad are shown to a small side office and meet Gemma she informs them that they are to observe the patrons and staff at the Broken Taboo night club for signs of subversion, i.e. Darknight, Gangs or other criminal activity. They ask if they may engage any of these and are told only if citizens lives are directly threatened. It is also made clear that it is there decision as to whether they go undercover or set up observation posts with the management being obviously informed. On the way out Stacey spots a calender from Internal Affairs on the wall.
Broken Taboos Upper Downtown sector 18 New Harvey Road.
The squad decide to split into 2 with Tinkerbell & Meridian setting up a observation post and grilling the staff, while Harry, German and Stacey go in undercover. The team has acquired a few micro type spy cameras from a second hand electronics store that they plan to use in the surveillance. The initial stage of setting up the observation post goes fine rattling the manager and managing to plant a camera in the security room without the security managers knowledge. The Observation team also find signs of drug use in many locations and think that down stairs in the store room some of the packages may contain more than they say.
Monday, 8 September 2008
Welcome Slugg
Welcome Slugg, don't forget to post the game notes as you see them!
Downtown [289.2]
On the way to Korvis Street Lizzy is almost run off the road and the news team are filming her tirade of abuse about people and their general inability to drive.
Korvis Street
The team investigate this storm drain entrance and discover lots of crates and barrels stacked all around. As they are searching the dry "sewer" a girl on a motorbike makes a break for it, passing the team inside and right into the news team, Lizzy takes to the air and manages to tackle the girl from the bike. Shivers are called to clear up the mess and take the girl into custody.
Green Angel Crescent
When the team get here they find a large amount of water being gathered. As they are heading down they notice that more water is coming from the storm drain and out of it! Looks like they have a flash flood on their hands.
An epic struggle against the tide ensues with ultimately the team being victorious as they manage to close and lock the gate. All this despite the news team being absent, as they "ran away."
Aldine Road
This is a nice simple operation, hampered by a few carnivorous pigs. Nothing to worry the team however.
Luther Lane
The team find a curiosity, a number of SLA crates scattered about the area. They call in the "lost" property to Station Analysis who tell them to stay where they are a Cloak Division team will be along to interview them about the find.
They move the crates to the right side of the storm gate and lock it down. The news team thank them for some wonderful shots and let them know they have completed the BPN.
Tuesday, 2 September 2008
Bayerneese VI

Session - 31 Aug 08
The aftermath of the previous BPN's final explosion have left the team unconscious.
The squad awaken to find themselves in capsules which are draining of a liquid. Exploring the local area they find themselves in a chamber with enough capsules for each of them, cameras are on them at all times. The markings on the capsules are from Caliban Enterprises. There is a chamber above the one with the capsules which contains lockers and shower units. Most shower and freshen up and a BPN file is found...
BPN Gold - Let the Games Begin
Most of the squad head out of the area, via an iris in the floor of the pod chamber. Outside they find themselves on a beach, looking into the sky they can see a huge gas-giant occupying a full third of the sky, giving them the feeling that they are falling into the huge planet.
Inside the capsule an automated voice instructs people to return to the pods and prepare for lift-off. LZ takes this literally and informs all present that they should get back into the pods, with a little persuasion LZ is tricked into leaving the drop pod so that he can "Tell the others about getting into the pods."
The drop pod leaves.
On the beach the team discover a challange, a huge climbing frame bursts from the water. After a huge amount of teamwork the first challange is completed. The team pick clothes from the options thinking that food and a weapon isn't as good as covering over their bodies.
A small amount of time is spent forraging for food and the squad make a meal from fruit, nuts and berries.
Climbing out of the natural cove some skellington's are discovered, before there is a chance to react carniverous pigs attack! The battle is short and bloody Cherry being badly wounded. During the battle Callum discovers another ticket he is given the option of a Map of the Island, Food or a Personal Weapon, he picks the weapon his FEN 603.
Thursday, 28 August 2008
A Science-Fiction setting I've been thinking about
“Any sufficiently advanced technology is indistinguishable from magic.”
Genre
Science-Fiction with a Magical overtone
Backdrop
Fall of Earth
The announcement in 2068 of the solution to Faster Than Light (FTL) travel was to herald the downward spiral of Earth. Magic being recognised as the missing force sent both the general scientific and religious communities into disarray. Religious extremists groups were sent into a frenzy of terrorist activity, resulting in the detonation of nuclear devices causing the destruction of several cities.
At this bleak time reports began to surface of worlds not too different from Earth being within easy reach with the aid of the new FTL technology. So began the exodus from Earth and the colonisation of the galaxy. Those left behind on Earth were the people who were unable or unwilling to leave, the planet quickly degenerating into groups of urban wasteland inhabited by gangs and religious communities. The air poisoned by radiation, thick black clouds blocked out the sun and assisted the start of an ice age.
The colonists kept focus on creating a new life for humanity and forged new communities and empires.
Today 2668, six hundred years after the discovery of FTL humanity has explored twenty percent of the galaxy. Empires spanning hundreds of worlds have be forged and intelligent alien life has been encountered.
This is the time of exploration. This is a time of empire building. This is a time of wheeling and dealing on a galactic scale.
Dubulla
With a name like Theosophy Conundrum religion and gods will pay a large part of the game background. My intention is not to offend any real religion and any similarity between my workings here and any real world religion are purely coincidental.
In general the peoples of Yore, be they Human, Dwarf, Orc or Elf worship the same gods the ones that can be found in the Dubulla. Temples in general are not dedicated to one god, but all of the gods of one faction; Light or Darkness.
Priests are the caretakers of the temples, they also minister to the needs of the worshippers. They are a hub of the community because they help the community to thrive, getting people to work together for their own mutual benefit. Find the Temple of Light and the priest there will be able to tell you the best place to get a bed for the night, where to find exotic goods and who may need help from a strong arm. The priest of a Temple of Darkness will be able to satisfy your deepest and darkest vices and desires, be they pleasures of the flesh or murder.
The Devoted
Priests do not dedicate their lives to one of the gods, if anything they dedicate their lives to aiding the community. It is the Devoted that dedicate their lives to just one god and for that dedication they gain mystical powers to forward that gods goals.
The Dubulla
The Dubulla is the religious text which describes how the universe came into existence and how the world, Yore, came to be. It describes the forces of Light and Darkness and their relationship with each other. It tells of how the universe can come to an end by speaking aloud the true name of the Dark Lord.
The Dubulla names the Gods of Light and Darkness as follows:
Gods of Light
Aski - God of Love & Secrets
Bal - God of Fire and Ice
Dnig - Goddess of Woods & Beasts
Progenitor of the Elves. Worshiped by the humans as the nature goddess.
Giszu - Goddess of Magic & Moon
Kam - Son of Kuretal, God of the Sun
Progenitor of the Humans.
Kraku - God of Earth and Blood
Progenitor of the Dwarves. Worshiped by the humans of Kalderia.
Kuretal - Lord of the Everlife
The creator of the universe is the opposite of the Dark Lord. Where the Dark Lord represents the darkness of the deepest void, Kuretal represents creation unbound and unfettered. Where the Dark Lord desires nothing, Kuretal desires all things filling the universe.
Sze - Goddess of Sea and Storms
Worshiped by the humans of Kalderia.
Gods of Darkness
Kisi - Goddess of Lust and Greed
Where Muszmar is a force for destruction, Kisi is a force for corruption. Kisi's aim is to turn people from 'good' deeds and twist them into performing dark deeds. Kisi is the progenitor of the Daemons, they began as her offspring twisted by the powerful negative emotions of the people she corrupted.
Muszmar - Spawn of the Dark Lord, God of Darkness and Murder
Born of the pure hatred which the Dark Lord has of Kuretal, Muszmar has just one aim, to destroy life.
Muszruakal - Dark Lord, The Devourer, He who shall not be named.
This being has no aspect, it is not male or female. The letters that form the name are not accurate "Muszruakal" is not the name of the Devourer for it is said that if any being utter the Dark Lord's true name it will bring about the end of the universe. The Dark Lord is the darkness of nothing, the whole of entropy and this being desires nothing. More accurately this being desires that all things be unmade and returned to the darkness of nothing.
This is the final list of the gods that I shall be using, I'll add more detail when I get time.
Tuesday, 26 August 2008
Downtown [289.2] Wetmore Road
Blue BPN

The squad have taken a nice easy Blue BPN with 3rd Eye News coverage. They call Mr Pepper and he tells them to get down to Wetmore Road [Downtown; Sector 289.2] and meet his media team down there, reporter Kim West and her cameraman Jim Bean.
They arrive at Wetmore Road, chat with the news-team and then quickly get to work. The storm drain is pretty clear and they deal with the herd of Carnivorous Pigs without much trouble. First storm drain sealed, four more to go.
End of Session
Oldfield Tenements Factory Lane - Gate 13
The team recover from the assault of the "monsters" and call in the assault, they even let Ms Carter know that German has been injured and possibly infected. Ms Carter informs them that she is sending a team to collect him and to hold position until the Shiver team comes to seal the gate.
The engineering Shiver team arrive and ask the team to give them support while they set up the sentry guns, then they are clear to head back to Ms Carter's base of operations. While the team are getting their gear together and the Shivers are setting up the guns Stacey receives a communication from Station Analysis.
Red BNP

Lizzy calls Smith, who has only screen full of static as the video image and who's voice is distorted through computer modulation and is unable to determine if Smith is male or female.
The BPN is to find the SLA op somewhere in the containment zone and bring him out alive if possible. Once he has been located call Smith for extraction. A photo and description of Jimmy Long is transmitted to the squad.
The Shivers let the squad know that the gate will be sealed in 45 to 60 minutes, they'll also radio an update at 15 minute intervals. The squad leave the safety of the Gate area and head into the containment zone.
It's only a little way into the zone when the team encounter a Dark Night team headed by a Dark Night contract killer Mr Boomtime. Hand flamethrowers and grenades fly. Tinkerbell makes short work of two of the three Dark Night troopers, while Stacey downs the third with her trusty FEN 603. Harry, who was flamed by the final Dark Night terrorist checks the body and finds that somehow three of his fingers were broken when he fell over.
Lizzy and German head into the warehouse where the missing grenade tossing agent is hiding, they find him wearing a Clown styled set of power armour. Lizzy rushes him only to stand next to him while he squirts water into her face (nice Smarts Trick) and she stands around like a lemon while he makes his escape by climbing onto a container. German climbs the container and throws a powerdisc into the clowns back, this annoys him and he comes over and strikes him with his Carsonmade Industrial Nailer. Once this slap down has been administered Mr Boomtime again attempts to make his get away.
Stacey (who has a phobia of clowns - and I'm an evil GM) enters the building and spots Mr Boomtime on the container. Fighting her fear she snap fires a shot into her most feared foe, not even looking to see the effect of her shot before she runs out of the building. Lizzy has recovered by now and climbs the container to where German is stumbling about (shaken) and notices that Mr Boomtime is wired to explode! Quick thinking and fast moves get her leaping from a considerable explosion as Mr Boomtime is reduced to dust, along with Germans powerdisc. The only remains of Mr Boomtime they find is a battered horn that remarkably still works.
They hand one live and two dead Dark Night terrorists over to the Shivers along with the equipment they had. Then the squad make a quick search of the warehouse in case they can find some clues.
The search reveals a number of biological containment pods, large enough to hold a 313 Malice. Twenty of these pods are open, which is the same amount of "monsters" that attacked the squad earlier. There are however sixty more pods that have "monsters" inside them. They are all wired to explode, the clock having just 58 seconds remaining, and the pods have the corporate logo of Caliban Enterprises. The squad scramble from the warehouse, Lizzy stealing a pick-up truck for transport as they do. They are all clear of the warehouse before the explosives detonate. The explosion is not huge it just destroys the biological pods and not the warehouse in total.
In the glove compartment of the pick-up truck Lizzy finds a Dark Night Pistol, a full packet of cigarettes and a book of matches from the Dirty Dragon Bar & Grill. The Squad head into the containment zone in the direction of the Dirty Dragon.
Orienta Town
As the squad get close to the Dirty Dragon they find a pedestrian road with a huge red gate painted with golden Orientan symbols. The road is rammed full with Orientals going about their normal daily lives, apparently unaware that they are in the middle of a containment zone which is due to be purged.
The squad make their way to the Dirty Dragon and are only hassled a little by the locals hawking their wares. At the Dirty Dragon Stacey mistakenly identifies Jimmy and approaches the man, he is not impressed by Stacey's advances and things take a distinctly chilly air. Lizzy on the other hand is making progress chatting to a bartender and discovers that their man may be working in the kitchens and going by the name of Linbin Jayn. A small bribe and a little intimidation later and Lizzy gets the address where Linbin is staying.
Harajuko Towers
Outside the tower is a display of fireworks and a troup of acrobats doing a dragon dance, Harry and Tinkerbell go in the front door, the others take the fire escape all heading up to the fifth floor.
On the fire escape Stacey passes a couple having a heated argument, apparently he had a fling and she found out. As Lizzy passed she tells the couple that "life's too short, just go inside and shag each others brains out." The woman says she is hardly going to do that when her boyfriend has just seduced her younger sister to which Lizzy tells the man "Nice one!" This send the woman over the edge and she wrestles the pistol from the man's shoulder holster (that could be seen under his jacket). German sees the couple wresting for control of the gun when it goes off and the man drops like a sack of spuds. Before he gets a chance to pull a virbrodisc the woman is shooting at Lizzy's head as she walks up the fire escape. Her shots go wild and German silences her by throwing the vibrodisc into her back. It bursts out of her chest her slicing a large gash out of her torso like a hot knife through butter. The woman falls from the fire escape while German's vibrodisc slams into the wall opposite. The others get up to the fifth floor while he recovers his vibrodisc.
Stacey and Lizzy position themselves outside Jimmy's door, Lizzy knocks. A female voice answers and attempts to get them to leave, Lizzy isn't taking no for an answer and uses her 10-10 bullyboy as a key, blowing the lock and catching the woman in the blast. The squad rush in to find Jimmy with a 3rd Eye News cameraman being held hostage, the woman looks like a reporter who has lost a couple of fingers. Harry gives the passcode, Jimmy gives the correct response, Harry then tells Jimmy that the squad is there to evacuate him. Jimmy confirms that this is true then executes the reporter and the cameraman. As the cameraman falls to the floor the team can see that Jimmy has a gaping chest wound, they can clearly see his internal organs working hard to keep him alive. German gets in and medic's him up as much as he can. Stacey calls Smith and he tells them to head south, to Gate 17.
They all hustle back to the Pick-up, only to find some Dark Night troopers sniffing around it, they have the drop on them and take them out without any pain as an APC turns up with more Dark Night troops, this time the troops are armed with assault rifles and power armour. After a short bloody battle with lots of lead flying the squad emerge victorious. They load the bodies onto the APC and take it and the Pick-up to Gate 17.
Gate 17
Smith is called when they reach the extraction point and before their eyes a Brain Waster clad in his Deathsuit walks through the wall. He tells the squad to gather close for extraction. Quickly they burn the guns and power armour they can't recover with a hand flamer. Then the world gives way as the Brain Waster folds space and time.
They find themselves in a room with a set of wooden stairs, the Brain Waster tells them they have 10 minutes to vacate the property then Fold's away with Jimmy.
BNP complete (both the Red and Blue)
The squad make their way home, get their armour repaired and resupply ammunition. In general they make ready for the next BPN.
Sunday, 24 August 2008
Blue BPN - Monday
Session 18 Aug 08Team members in attendance are:
Lizzy Cambell (Kelvin), Harry "Grubby" Wrist (Steve), "Frother" (SiCo), Tinkerbell (Simon F), Stacey "Boom" Neal (Alan) and German Jones (Ben)
Stacey contacts Yvonne Carter, a deep voiced woman, who describes the job as a simple hold a position until a SHIVER team can seal that section.
Ms Carter offers the team a ride on some transport to the location [Oldfield tenements Factory Lane [Sector 340 Level 6]] which the team, being currently devoid of team transport take.
When they arrive at the containment zone they meet Ms Carter and she gives them a location [Gate 13] to head to. There is currently a Shiver team there who they are to relieve, as the team has been there for hours and is running low on ammunition.
Gate 13
They arrive at Gate 13 after twenty minutes of scrabbling over broken ground. This sub-sector is in a very bad state of repair and is due for renovation in the near future.
Stacey and Lizzy spot that the Shiver team are loading unusual items onto their APC, like TV's and other electrical goods, they keep this information to themselves.
After 30 minutes the team spot two civilians approaching with a hand cart piled high with electronic goods. "Frother" approaches them and tells them to "Sod off." This confuses them, they ask where the Shivers are, it sounds like this dumb duo are expecting to get out of the containment zone with the pile of bribes they have gathered. The Frother takes their names and tells them to "Sod Off and don't come back."
Ten or so minutes pass and the group notice that the hand cart hasn't completely gone, it's sitting about 100m down the road, with one of the youths just standing next to it. "Frother" and Lizzy approach with German creeping up behind them. The youth is just standing there, with milky eyes, not moving at all. "Frother" notices movement from the building they are standing next to and decides to push the youth into Lizzy to see if that will get a reaction. It did and the youth opens its now fanged mouth and lashes out with its clawed hands. All to no avail as it is quickly dispatched. Lizzy, German and "Frother" look about as a horde of these "monsters" come pouring out of the building and rush for Gate 13.
The team manage to keep the "monsters" from escaping Gate 13, although both German and Lizzy take damage from them and have to resist the infection. Lizzy is fine, German however becomes paralysed and one of the "monsters" picks him up and drags him away. "Frother" runs the monster down and saves German.
End of Session
The Monday Night Game
Also because I will be rehearsing the new play that I'm in [Don't Dress For Dinner - 12th to 15th November at the Dixon Studio, Palace Theatre] Kelvin has agreed to run the game when I can't make it, so I get to play too.
The Team
- Lizzy Cambell - Frother [Death Squad] (Kelvin)
- Harry "Grubby" Wrist - Human [Investigation & Interrogation] (Steve)
- Cameron - Frother [Death Squad] (SiCo)
- Tinkerbell - Vevaphon [Kick Murder Squad] (Simon F)
- Stacey "Boom" Neal - Human [Scout] (Alan)
- German Jones - Human [Medical] (Ben)
- Meridian - Ebon [Investigation & Interrogation] (Me)
- - Human [Business]
- - Human [Pilot & Navigation]
I've run one session of a Red BPN clearing a warehouse of Carriens and started a Blue BPN.
Saturday, 23 August 2008
Red BPN (1) - Tick-Tick-Boom
Characters were generated the session before, one of which is the mad man who wanted to spend 1,000 credits on explosives.
The Team is: Tick-Tick-Boom
- LZ - 714 Chagrin [Pilot & Navigation]
- Cherry Pi - Brain Waster [Media]
- Fex - Wraith Raider [Scout]
- Leenisha - Ebon [Death Squad]
- Callum Nobel - Human [Death Squad]
- Karl You - Human [Kick Murder Squad]
The suckers take the BPN.
First thing they see is that the double chain-link fence has been breached by a semi. Leenisha says that it should be immobilised, so Callum (the boom-bunny) sets a charge on the fuel tank and BOOM!
The semi is blasted into pieces, one of which hits LZ in the face (doing no damage but the plate gets stuck on his tusks) who then claims that he has gone blind until Cherry Pi pulls the plate off.
While this is going on the stealthy duo of the team Fex & Karl approach the building and check to see if there is any signs of activity. Sporadic gunfire can be herd coming from within the aircraft hanger like building. The team approach with caution. Callum sets a charge in the middle of the main door (just in case) while Karl and Fex approach the office door to one side. They find the office a bloodbath and notice that fully automatic fire and shotguns have been used to kill the guards. As they enter the main area of the building there is a loud banging coming from the middle of the large hanger door, something is making man shaped dents in the door!
Leenisha uses the Ebb and takes a peek inside to see a Low Wave (without it's handler) using a "terrorist" as a club while getting shot at by a group of other "terrorists" with sub-machine guns.
Karl and Fex begin to stalk along the huge racking that contains lots of evidence in containers, Fex climbs to the top of the racking and scampers (only a Wraith Raider can scamper) around looking for someone to shoot at. Karl discovers a canteen/rest area and a Low Wave bay. The first thing to shoot at they find is the body of the Low Wave handler with his blood and gore covered Low-Wave Controller. They spot movement at the far end of the building amongst a "power armour park" LZ and Leenisha start running while Fex scampers in that direction getting there first he finds a suitable position to begin sniping and waits for his distraction.
Meanwhile Karl has moved to shadow the group of "terrorists" who are playing with the Low Wave. A Shiver team turns up and ask for a SitRep and what to do, they are told to secure the perimeter. Callum and Cherry find the Low Wave Control, Callum attempts to fix it while Cherry heads off to find Karl and the "terrorists." Callum diagnoses that the controller needs a new battery as the old one has shorted out with the excess gore that he cleaned from it. He grabs a new charged battery from the Low Wave bay and fires up the controller (snake-eyes) to see if he can get the Low Wave back under control.
There is a boom from outside. The silence is broken by the Shiver captain reporting that he has two men down.
Miranda Golden (a big shot from the BPN Gold show) has turned up to get some footage and bursts into the building with her faithful camera man. Discovering an uncontrolled Low Wave is crushing "terrorists" with a "terrorist" club in a rampage of death and destruction is something that she just has to get on camera. Callum, Karl and Cherry race to make the situation safe for Miranda. As Miranda gets to the Low Wave Karl has already dispatched the hostiles (Cherry is a little late for the action so none of his work gets to be filmed) so the Low Wave decides to attack the next biggest threat Karl, no wait the big light that hurts it's eyes (attached to the camera next to Miranda) the lumbering hulk takes a wild swing and misses!
Just as the Low Wave is about to take it's next swing Callum manages to get the beast under control.
End of Session One
Friday, 22 August 2008
The Beginning
I've been aware of the Savage Worlds rules set for a while, but finally this week I picked up a copy (downloaded the pdf of the Explorers Edition) and actually had a look at it. The Savage World rules represent something of what I was trying to achieve with my delving into game design almost ten years ago.
Thursday 24th July 2008
Adventures in Messapotanie
Fantasy Role-Playing
In the Beginning
It was a bright and sunny Sunday morning, I was rudely awakened at twenty past six. I was late, we that is my buddy Kelvin and I were going to run a trade stand at a show. On the way there the idea struck me that the Deadlands rules system (with a little tinkering) would make a fantastic set of fantasy rules. So here it is, this is my blasphemy.
Sunday 15th August 1999
SLA Explosives
SLA Explosives
HH [Holland & Holland] Plastex [30cr per half-pound block]
Plastex is the standard demolitions explosive that is used in the World of Progress. It is normally totally inert and has a pleasant odour of peanut butter.
A half-pound block when detonated will cause 3d6 damage over a large burst template, an additional block will increase the damage by 1d6 and radius by 1” each further doubling will add an additional d6 damage and 1” radius.
With a Tech roll the Plastex may be shaped giving it an Armour Penetration of 3 and decreasing the burst to a Medium template, a raise will increase the AP to 6 and decrease the burst to a Small template.
HH Boom Box [80cr]
The Boom Box is a control device used for setting off the HH Det Caps. It's the size of a double dvd box (portrait), with a small display and keypad on the front, a physical key system lock on the top right edge and six sets of connectors along the bottom edge. The Boom Box is also capable of transmitting coded data bursts required for Remote Dets.
The physical key system locks the whole Boom Box making it safe as it will not send any detonation codes without the system being unlocked. The key cannot be removed from the Box while the system is activated.
The battery pack has a 1,000 hour continuous use duration.
HH Boom Box Hand Remote [10cr]
The Boom Box Remote is a hand held device around the size of a lighter that connects to the Boom Box via a “chippy” cable. The Remote has a selector and a button which allows up to twenty pre-set detonation codes to be accessed and activated with just one hand.
HH Det Caps [1cr for pack of 10]
Det Caps are used to detonate Plastex explosive, One cap is needed for each half-pound block for the explosive to detonate properly. The pack of ten caps comes with enough wire to link all of them together. Additional wire (in various colours) comes in rolls of 50m (25”; 1cr) and 500m (250”; 5cr).
HH Remote Det [1cr]
The Remote Det's work in a similar way to the Det Caps except they need to be programmed with a detonation code from the Boom Box that will be used to activate them. They have a range of 250meters (125”) in the open, this is reduced by intervening walls etc.
HH Timer Det [1cr]
This Detonator works as the standard Det Cap with the addition of a digital clock display. The timer can be set to send the detonation signal after a set amount of time or at a set time. The Timer can be activated either by hand or via remote (providing it has an active detonation code like the Remote Det).