29th Sept 2008. Arson Fire (7)
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!!
Tuesday, 30 September 2008
Friday, 26 September 2008
Effective and Real World Ranges
Solomon Kane is an awesome book and has already enhanced my knowledge of the Savage World game mechanics.
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.
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
Session 21st Sept 08
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:
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
Labels:
Bayerneese VI,
BPN Gold,
Caliban Enterprises,
Savage SLA,
Tick-Tick-Boom
Wednesday, 24 September 2008
'Broken Taboos' Upper Down Town
22nd Sept 2008, Arson Fire (6)
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.
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
15th Sept 2008, Arson Fire (5)
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.
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
Session 14th Sept 08
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:
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.
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.
Labels:
Bayerneese VI,
BPN Gold,
Caliban Enterprises,
Savage SLA,
Tick-Tick-Boom
Sunday, 14 September 2008
Bayerneese VI
Session - 7 Sept 08
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.
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
The Illusionist Arcane Background that I've created for my home-brew fantasy setting.
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.
| [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]
8th Sept 2008 - Arson Fire (4)
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.
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
As "Slugg" is going to take over running the Arson Fire game for a while, I've added him to the contributors list.
Welcome Slugg, don't forget to post the game notes as you see them!
Welcome Slugg, don't forget to post the game notes as you see them!
Downtown [289.2]
Session 1st Sept 2008 - Arson Fire (3)
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.
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.
Labels:
BPN Gold,
Caliban Enterprises,
Savage SLA,
Tick-Tick-Boom
Subscribe to:
Posts (Atom)