So, after having a sit down and fleshing things out a bit more, I've ended up with a large selection of classes. Ultimately, not every team will end up with access to every class (And honestly, i'm considering making a chunk of them 'Choose one or the Other') and I suspect many teams will end up with multiples of the same classes on Missions...
"The Soldier"
A trained military agent, skilled with most weapons and trained in modern warfare tactics. They specialise in improving their own equipment to get the most out of it every mission. They like to keep things by the books - Minimising loss of life and ensuring the safety of civilians.
"The Insurgent"
A human freedom fighter, someone who has lost because of the Invasion and refuses to go quietly into the night. Due to their lack of military training and often their lack of effective small arms, Insurgents have learned how to best ambush the aliens. They're dangerous mavericks who often cause a lot of collateral, especially when alien troop composition calls for something with a little more 'Bang' to take down...
"The Field Researcher"
As much as the Organisation would like to keep their eggheads safely behind walls away from where valuable intelligence can be shot, chewed or mangled, sometimes a researcher needs to head into the field to test new equipment or to gather valuable data that would never survive the journey back to the lab. Field Researchers are less hardy than actual soldiers, but should they manage to make a discovery and get it back to the lab in one piece, the Organisation will benefit greatly.
"The Scientist"
The Scientist isn't exactly fit for combat. However, the Scientist is a genius civilian agent, one who doesn't take leaps of logic so much as boards the express logic flight to its final destination. Whilst wholly unsuited in a firefight, the Scientist excels at gathering information on the Invaders that can be put to good use by inventing dangerous new toys...
"The Technician"
The Technician is a technically minded military agent, one who has been trained to do his often mission critical non combat role under enemy fire. Capable of on-site equipment repairs as well as advanced entrenchment techniques, the Technician is a skilled engineer.
"The Mechanic"
The Mechanic probably misses the days spent in his garage, fixing his (human designed and constructed) personal vehicle. A specialist in vehicles of many kinds, the mechanic knows how to get the most out of a car or a truck, wether that be driving down Invaders on the city streets or rigging that bizzare alien motorbike to drive into the side of a building and detonate.
"The Field Medic"
The Field Medic's skills fall somewhere between soldier and doctor, an agent that has been trained to avoid enemy fire in order to patch up his fallen squadmates. More so than just being a walking first aid kit however, the Field Medic is also a capable combatant and is more than able to provide an area of safety for his injured team-mates.
"The Paramedic"
A civilian Paramedic might not seem like the ideal candidate to have on your squad, but sometimes you don't really get much choice. The Paramedic is fast, able to quickly identify injuries and problems on the field as well as bolt across open ground in order to get behind that cover that his friend just went down behind as bolts of sun-hot plasma fly past him.
"The Armed Civilians"
Armed Civilians are less of a single, solitary civilian fighter and more of a mob of angry people who have been given guns by the Organisation in order to help protect themselves against the Invaders. Whilst they might not have skill on their side, they have numbers by the shoveful, often having more members than the squad they are fighting beside. Theres allways one Civilian who leads the group, but its his friends that make it.
"The Infiltrator"
The Infiltrator is an expert at tactical espionage action, able to take down Invaders with CQC in almost absolute silence as well as sneaking into areas others would be spotted heading into in order to gain valuable intel, steal resources and data or just to kill a specific individual. All in all, theyre "Pretty Good"
And of course, where would X-com be without its Psionic Troopers, hulking Cybernauts and Gene-Spliced Agents of destruction?
I'll talk a little about those guys next update...
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Showing posts with label Storytelling. Show all posts
Showing posts with label Storytelling. Show all posts
Wednesday, 8 March 2017
Wednesday, 22 February 2017
[Scene Snapshots] Smoke on the Water
If you run some sort of Fantasy Game and you'd like a nasty little random encounter/story thread, why not give this a try? (Stats provided for Dungeon World)
When does this Scene take place?: The Party is travelling by ship either at the start or near the end of an adventure.
Who are the Antagonists?: A Great White Selachii (Shark Man) and a shoal of his Remoran servants.
Why should the Party Care?: Because they are about to be Boarded.
The Party are travelling on a ship to (or from) adventure when off in the distance they spot another ship... and fire in the sky. The player ships crew (There should be enough to sail a ship, but not enough that they can suffer losses and safely continue their journey) attempt to signal the other ship.
Players attempting to Discern Reality at this point might notice a few silvery glimmers fall off of the ship into the water with small splashes and no crew on the other. Players who ask 'What is about to happen' might suspect some sort of ambush ahead.
Wether the players attempt to avoid the ship or get close to it, the only warning of what is about to happen is a crewmember (or party member) spotting silvery shapes moving below the waves...
Followed by the ship hitting something.
That something is a Great White Selachii. Unlucky for the players, it's still hungry.
There will be enough Remorans to keep the entire crew busy in the background, the only number that's important are the ones fighting the players. You wont need many because the Selachii is going to be a significant danger for the players - use the Remorans to make hard moves against players who fail rolls.
The Deep Lungs quality is to represent that the Beast-Men are having to essentially hold their breath to fight the players, and whilst they can stay above water for a good 5 minutes before needing a quick dunk to refresh, they can't stay out indefinitely without beginning to suffocate.
Play up on some of the tropes of sharks when describing the Selachii's actions - have him charge towards a player with his eyes rolled back into his skull and if the players dodge, have him go straight through the guard rail in an explosion of splinters and into the water. If a player gets seriously injured and someone fails a roll, have the Selachii go into a horrific blood frenzy where it loses its caution and is only interested in killing.
Don't be afraid to have him bulldoze someone into the water and attempt to drown them.
All whilst this is happening, describe how in the background the Remorans are Injuring/Killing the crew and, in turn are being injured and killed. When all the Remorans fighting the players die, have the ones in the background driven off victoriously by the crew.
When the Selachii dies, have the Remorans attempt to abandon ship quickly, dragging corpses with them.
And then, when everything has gone quiet and the characters have had a chance to catch their breath, point out that the ship is about to run aground on a tropical island or in known but dangerous territory.
Who knows. They might even find out why the Selachii have suddenly started attacking ships.
When does this Scene take place?: The Party is travelling by ship either at the start or near the end of an adventure.
Who are the Antagonists?: A Great White Selachii (Shark Man) and a shoal of his Remoran servants.
Why should the Party Care?: Because they are about to be Boarded.
The Party are travelling on a ship to (or from) adventure when off in the distance they spot another ship... and fire in the sky. The player ships crew (There should be enough to sail a ship, but not enough that they can suffer losses and safely continue their journey) attempt to signal the other ship.
Players attempting to Discern Reality at this point might notice a few silvery glimmers fall off of the ship into the water with small splashes and no crew on the other. Players who ask 'What is about to happen' might suspect some sort of ambush ahead.
Wether the players attempt to avoid the ship or get close to it, the only warning of what is about to happen is a crewmember (or party member) spotting silvery shapes moving below the waves...
Followed by the ship hitting something.
That something is a Great White Selachii. Unlucky for the players, it's still hungry.
There will be enough Remorans to keep the entire crew busy in the background, the only number that's important are the ones fighting the players. You wont need many because the Selachii is going to be a significant danger for the players - use the Remorans to make hard moves against players who fail rolls.
The Deep Lungs quality is to represent that the Beast-Men are having to essentially hold their breath to fight the players, and whilst they can stay above water for a good 5 minutes before needing a quick dunk to refresh, they can't stay out indefinitely without beginning to suffocate.
Play up on some of the tropes of sharks when describing the Selachii's actions - have him charge towards a player with his eyes rolled back into his skull and if the players dodge, have him go straight through the guard rail in an explosion of splinters and into the water. If a player gets seriously injured and someone fails a roll, have the Selachii go into a horrific blood frenzy where it loses its caution and is only interested in killing.
Don't be afraid to have him bulldoze someone into the water and attempt to drown them.
All whilst this is happening, describe how in the background the Remorans are Injuring/Killing the crew and, in turn are being injured and killed. When all the Remorans fighting the players die, have the ones in the background driven off victoriously by the crew.
When the Selachii dies, have the Remorans attempt to abandon ship quickly, dragging corpses with them.
And then, when everything has gone quiet and the characters have had a chance to catch their breath, point out that the ship is about to run aground on a tropical island or in known but dangerous territory.
Who knows. They might even find out why the Selachii have suddenly started attacking ships.
Friday, 17 January 2014
LOG&S Episode 0: Preludes
Ginger & Rui Shi
Ginger, allways a fan of a good time with very little effort, had travelled to the Gossamer World of Ganan in search of men with biceps as wide as tree trunks and exotic jewelry and furs. She had found herself one such hunk of meat by the name of Daphirus? Davey? Something like that, she's terrible with names. He had 'heroically' cut a swathe through a cult trying to resurrect a dead god and she had 'Heroically' tidied up any cultists who thought they might try the old 'grab the hero's girlfriend' trick while Derrick was distracted.
Rui Shi had been searching for months - looking for the Demon who had banished him from his homeworld into the Stairway. His trail had lead him first to The Agora and then to the Gossamer World of Ganan. He had followed a trail of destruction from the capital city of Delfi to a temple perched on the cliff face of a mountain. Spotting a broken window, he climbed up to discover the Demon and a hapless mortal victim locked in its 'Embrace'.
Needless to say, when Ginger said "Hello" to the intruder, the demon underneath her disguised as a barbarian adventurer decided he'd had enough of the charade. Sadly, when you've accidentally picked one of the Lords of Gossamer and Shadow as the vessel for your rebirth, you're going to get disappointed when you try to physically overpower them. Especially one who'se dealt with grabby hands at strip clubs across more dimensions then she could count to.
Rui Shi, able to feel the evil radiating from the name of the demon, took his chance to bind it and destroy it while the dimension-jumping stripper got re-dressed out of her birthday suit. Holiday spoilt and demon hunting expedition failed, the pair co-incidentally walked the way back to Delfi together to use the trade-door back to the Agora.
When they arrived there, they discovered a Door Embargo being set up by Delfi's military, set up due to apparently having gone to war with the nearby world of Zakei. Presumably, they were the last travellers to leave before the door swung shut and the Embargo began.
The Revenant
The Revenant had been perched in the skeleton of a building with its sniper rifle on advanced recon duties when it had spotted a group of unaugmented organics heading towards its military controlled zone. Following protocol and not simply shooting at the group (It did not know why control valued organic life, but it was for the most part forbidden from attacking) it followed them to investigate their purpose on the battlefield.
It discovered them changing from their odd, hairy uniforms into simple hand made armour and moving through a doorway - A doorway the Revenant had scouted the day before which should have lead to an empty room but instead lead to a corridor. It followed them when it had noticed a stone was trapped holding the door open and noticed the group's leader had disappeared, with the group heading off down a corridor longer then the building on the other side of the door was.
It tried the door it suspected the leader having gone through to follow him, but found the door barred solidly. It went to follow the group and the next thing it new, it was face down on the floor and many of its core electronic systems had failed. It decided to go back through the door to contact Control, but realised the stone it had used to keep the door open had skipped away and the door had slammed shut.
It then proceeded to break its shoulder in several places trying to re-open the door. It didn't notice, because it had been dead for some time and control had decided that corpse soldiers didn't need nerve endings. Which was helpful.
It decided to follow the group, instead.
Ursula Axilla, PI
Ursula left her office to see if her mysterious chess buddy had left her a letter with the next turn of their game in it - finding that 'M' had. She played the game so far over in her head and recalled that 'M' had spent most of the game attempting to split up a group of pawns so that it could check her king with its queen. She suspected the way around it would be to continue shielding the king with the pawns and stop them getting split up.
Ursula then went to have a chat with a local food stall and picked up food for The Old Man - the Yeti like being who was the sole resident of the Gossamer World her office had been located in. Before she headed back, she made her way to a carpenter who she knew did good work to collect a commissioned 'Shadowy king' chess piece she intended to give to 'M', only to find 'M' had apparently pre-empted this with a commission of his own for her - Four strange looking chess pieces... two black, two white, that she couldn't identify.
She headed back to deposit food with The Old Man and leave her next move on the noticeboard, half-falling asleep on her deck-chair whilst waiting to see if she could finally spot the elusive 'M'...
Weaver Cellestis
Weaver had been sitting in her little dorm room in Lady Voice's apartments when Paree, the slightly French robotic butler of the house pointed out that Lady Voice had requested her presence. When Weaver made her way to the room, she found a melancholy Voice standing by the window, looking out over the city.
A brief philosophical discussion happened which Weaver didn't quite seem to understand, at the end of which she was tasked to find 'Freedom' and collate a report on it for Lady Voice's use. Confused, Weaver made her way back down to her dorm to get her things ready.
Weaver had a brief discussion with Paree about the Lady's perculiar mood today. Paree gently lead the conversation to help Weaver understand that Voice was jealous of her and her ability to walk away from Banixia if Weaver so desired... That Weaver was more 'free' then her.
Weaver headed back upstairs to deliver an akward thank you, then headed out onto the stairs...
Tezoac
After a brief battle with an immense beast in his homeworld of Summus, Tezoac was brought to the home of Dayle, his mother and well respected Lady of Gossamer and Shadow. His mother teased him gently about his advanced knowledge of the ways of The Umbra and yet his unwillingness to break the promise he made her not to go out into the stair to learn about it until she was ready for him to and gave him permission.
His mother finally gave him permission to explore and bid him farewell, suggesting that perhaps he might enjoy a trip to The Agora...
Kitt, the Patchwork Man
Having failed to find Morgan in the world of Hezra, Kitt started to make his way back to the Agora. It was in the treacherous steppes known as The Thousand Needles (yeah, yeah... screw you guys I couldn't think of a good name on the fly...) that he was ambushed by a group of mercenaries with spears attempting to push him off to fall to his doom.
He discovered from the verbose leader of the small group in the midst of battle that someone had paid for them to attack him whilst he was on his way though, but the merc refused to say who.
Eventually, the fight soured when the Mercenary slipped off the edge of the cliff and was caught by Kitt to stop him from falling.
The mercenary uttered the line "No matter where you go, no matter who you hide behind, I will find you and I will kill you..." Before attempting to stab Kitt in the arm, forcing him to let go. As the merc fell out of sight to his death, Kitt leant over and shouted "Drama Queen!"
Going back to start again, he made his way to The Agora...
Ginger, allways a fan of a good time with very little effort, had travelled to the Gossamer World of Ganan in search of men with biceps as wide as tree trunks and exotic jewelry and furs. She had found herself one such hunk of meat by the name of Daphirus? Davey? Something like that, she's terrible with names. He had 'heroically' cut a swathe through a cult trying to resurrect a dead god and she had 'Heroically' tidied up any cultists who thought they might try the old 'grab the hero's girlfriend' trick while Derrick was distracted.
Rui Shi had been searching for months - looking for the Demon who had banished him from his homeworld into the Stairway. His trail had lead him first to The Agora and then to the Gossamer World of Ganan. He had followed a trail of destruction from the capital city of Delfi to a temple perched on the cliff face of a mountain. Spotting a broken window, he climbed up to discover the Demon and a hapless mortal victim locked in its 'Embrace'.
Needless to say, when Ginger said "Hello" to the intruder, the demon underneath her disguised as a barbarian adventurer decided he'd had enough of the charade. Sadly, when you've accidentally picked one of the Lords of Gossamer and Shadow as the vessel for your rebirth, you're going to get disappointed when you try to physically overpower them. Especially one who'se dealt with grabby hands at strip clubs across more dimensions then she could count to.
Rui Shi, able to feel the evil radiating from the name of the demon, took his chance to bind it and destroy it while the dimension-jumping stripper got re-dressed out of her birthday suit. Holiday spoilt and demon hunting expedition failed, the pair co-incidentally walked the way back to Delfi together to use the trade-door back to the Agora.
When they arrived there, they discovered a Door Embargo being set up by Delfi's military, set up due to apparently having gone to war with the nearby world of Zakei. Presumably, they were the last travellers to leave before the door swung shut and the Embargo began.
The Revenant
The Revenant had been perched in the skeleton of a building with its sniper rifle on advanced recon duties when it had spotted a group of unaugmented organics heading towards its military controlled zone. Following protocol and not simply shooting at the group (It did not know why control valued organic life, but it was for the most part forbidden from attacking) it followed them to investigate their purpose on the battlefield.
It discovered them changing from their odd, hairy uniforms into simple hand made armour and moving through a doorway - A doorway the Revenant had scouted the day before which should have lead to an empty room but instead lead to a corridor. It followed them when it had noticed a stone was trapped holding the door open and noticed the group's leader had disappeared, with the group heading off down a corridor longer then the building on the other side of the door was.
It tried the door it suspected the leader having gone through to follow him, but found the door barred solidly. It went to follow the group and the next thing it new, it was face down on the floor and many of its core electronic systems had failed. It decided to go back through the door to contact Control, but realised the stone it had used to keep the door open had skipped away and the door had slammed shut.
It then proceeded to break its shoulder in several places trying to re-open the door. It didn't notice, because it had been dead for some time and control had decided that corpse soldiers didn't need nerve endings. Which was helpful.
It decided to follow the group, instead.
Ursula Axilla, PI
Ursula left her office to see if her mysterious chess buddy had left her a letter with the next turn of their game in it - finding that 'M' had. She played the game so far over in her head and recalled that 'M' had spent most of the game attempting to split up a group of pawns so that it could check her king with its queen. She suspected the way around it would be to continue shielding the king with the pawns and stop them getting split up.
Ursula then went to have a chat with a local food stall and picked up food for The Old Man - the Yeti like being who was the sole resident of the Gossamer World her office had been located in. Before she headed back, she made her way to a carpenter who she knew did good work to collect a commissioned 'Shadowy king' chess piece she intended to give to 'M', only to find 'M' had apparently pre-empted this with a commission of his own for her - Four strange looking chess pieces... two black, two white, that she couldn't identify.
She headed back to deposit food with The Old Man and leave her next move on the noticeboard, half-falling asleep on her deck-chair whilst waiting to see if she could finally spot the elusive 'M'...
Weaver Cellestis
Weaver had been sitting in her little dorm room in Lady Voice's apartments when Paree, the slightly French robotic butler of the house pointed out that Lady Voice had requested her presence. When Weaver made her way to the room, she found a melancholy Voice standing by the window, looking out over the city.
A brief philosophical discussion happened which Weaver didn't quite seem to understand, at the end of which she was tasked to find 'Freedom' and collate a report on it for Lady Voice's use. Confused, Weaver made her way back down to her dorm to get her things ready.
Weaver had a brief discussion with Paree about the Lady's perculiar mood today. Paree gently lead the conversation to help Weaver understand that Voice was jealous of her and her ability to walk away from Banixia if Weaver so desired... That Weaver was more 'free' then her.
Weaver headed back upstairs to deliver an akward thank you, then headed out onto the stairs...
Tezoac
After a brief battle with an immense beast in his homeworld of Summus, Tezoac was brought to the home of Dayle, his mother and well respected Lady of Gossamer and Shadow. His mother teased him gently about his advanced knowledge of the ways of The Umbra and yet his unwillingness to break the promise he made her not to go out into the stair to learn about it until she was ready for him to and gave him permission.
His mother finally gave him permission to explore and bid him farewell, suggesting that perhaps he might enjoy a trip to The Agora...
Kitt, the Patchwork Man
Having failed to find Morgan in the world of Hezra, Kitt started to make his way back to the Agora. It was in the treacherous steppes known as The Thousand Needles (yeah, yeah... screw you guys I couldn't think of a good name on the fly...) that he was ambushed by a group of mercenaries with spears attempting to push him off to fall to his doom.
He discovered from the verbose leader of the small group in the midst of battle that someone had paid for them to attack him whilst he was on his way though, but the merc refused to say who.
Eventually, the fight soured when the Mercenary slipped off the edge of the cliff and was caught by Kitt to stop him from falling.
The mercenary uttered the line "No matter where you go, no matter who you hide behind, I will find you and I will kill you..." Before attempting to stab Kitt in the arm, forcing him to let go. As the merc fell out of sight to his death, Kitt leant over and shouted "Drama Queen!"
Going back to start again, he made his way to The Agora...
Tuesday, 24 December 2013
LOG&S Fluff: The Agora
While many strips of The Grand Stairway are little more than a yard or so between walls with the occasional alcove or recessed Door there are a few rare places that stand apart from the rest. Walk for long enough and you are sure to find a part of the stair which crosses over itself and the claustrophobic corridors give way to an interconnected hallway or a spiralling tower.
It is in one such place that a market can be found - wide stairways and layered halls with overhanging balconies, smaller staircases trailing from archway to pass across each other like a stone and wood cat's cradle. Packed thickly amongst the Doors and walls lay a hundred or so pavilion tents of many designs, twice as many gazebos and uncountable temporary tables and stands surrounded by a thousand or so denizens of the Gossamer Worlds, each buying or selling the displayed wares of their endless homelands.
It has been known by many different names in its time but the Gossamer Lords know it by one. The Agora.
When approaching, one can first hear the barkers and throngs of The Agora and shortly after the scent of cooked goods, heady musks and travellers. When one turns a corner into the market proper it is a sudden assault of colour and movement that lurches out towards the viewer and demands attention.
The tents and other constructions that make up The Agora are as varied as their owners. A hide and leather yurt where a man with the head and hooves of a horse fletches elaborately carved arrows of bone and wood sits beside a brightly coloured linen and silk covered stall where a pair of women from the Italian renaissance sell delicate perfumes created from the products of a handful of nearby Gossamer Worlds.
The consumers of a thousand realms jostle and brush past each other to see the goods available for trade and barter, arguing the value of the coins of their homeland even as the shopkeepers weight them for their precious metals or resale value in their own worlds.
All across The Agora you can find a trader who specialises in some form of food - from simple tables with barbeque grills cooking sweet vegetables basted in honey and star anise to huge pavilions with enchanted hotplates frying immense cattle meats and rich eggs. Other tents boast barrels of strange beers and alien spirits in fluted bottles ready for drinking. The Agora has a taste for all who are brave or inquisitive enough to try their luck at the griddle.
On the subject of luck, a single tent exists where a man can trade some goods in exchange for a handful of silvery chips and entry through a Doorway to a casino known as 'The Laughing Mare' where you can make or lose a fortune on the roll of a single die. Many (though not all) merchants in the Agora accept the distinctive chips as a rough currency, meaning the traders who work for the casino have a wide selection of ecletic and rare things for sale.
A noticeboard hangs from a free standing post by one rickety Door at the edge of the Agora with a simple 'Ursula Axilla, PI' sign above it. A few pieces of folded up paper and vellum are tacked to it - messages for its owner from various clients and informants.
Naturally, where there are travellers there are always those who make their daily bread offering respite from a hard day. Whilst true privacy is all but an impossible dream in The Agora, there are a few private tents to the outskirts who'se only trade is in flesh. Some of the establishments of ill repute attempt an air of secrecy - calling themselves bath tents and even occasionally actually providing washing services.
Thursday, 19 December 2013
LOG&S Fiction: Gossamer Worlds - The Automated States of America
== Basic Information ==
Gossamer World Name: The Automated States of America
Gossamer World Themes: 1920's Anachronistic Sci-Fi. Noir. Pulp Fiction. Crime Drama
== A History In Brief ==
In the 1900's, The world's technological advancement had reached a pinnacle. Not only had the fields of robotics created a new servile class but advances in cybernetics had opened the doorway to families opting to improve newborn infants with enhancements such as replacement organs, skeletal structure or musculature. It was the 'fashionable' thing to do as well as away to ensure your children would excel in life.
In 1910, America suffered a second civil war.
Where once, North fought against South this second war was to decide the fate of robotic life in America. Originally very simple, robots had been growing slowly more sophisticated over the years until they were able to think, reason and even feel emotion. Naturally as a race designed for servitude, robots desired freedom more then anything else.
Fashions of the past quickly turned sour, where those who had opted to undergo cybernetic surgery for medical or other reasons resulted in 'Borg' hate crimes - that the people who had them were more machine then man and therefore no longer counted as people.
The political and physical war lasted for almost a decade until a change in president supporting the freedom of robotic life made the bold decision to grant 'Ferro Americans' their independence. And so, life has settled to what most people expect of a 1920's movie - The mob whacks guys, the police are corrupt, Racism stretches across species boundries and Jazz and Liquor are in their heyday.
The current President of the Automated States is Seymour Wayland, a Democratic Party candidate brought into power by the country's wish to end the war. Wayland's presidency was almost cut short by an attempt on his life that was thwarted by an un-named agent of the government. This was the tipping point that swayed public vote to his favour and won him the election. No public information has been released to the media about this agent to protect national security.
The biggest crime syndicate in the Automated States has its roots firmly settled in Chicago, secretly led by John Go21 The 'Titanium Don' of the Zambini crime family. Once a human run organization with heavy robotic ties it seems a murder in the ranks has resulted in the old boss Salvador 'Sal' Zambini being replaced by a robotic up-and-comer. A robot in such a high rank of a crime family is unheard of and other crime families have given the group the cold shoulder... A fact that doesn't seem to have slowed Zambini growth at all.
Sal Zambini's trusted Consiglierre 'Buggy' Ma10ne is missing presumed scrapped and his wife was also a victim of the viscious shooting that took the mob boss' life
(Images from Penny Arcade's 'Automata' Storyline or The Whitehouse)
Gossamer World Name: The Automated States of America
Gossamer World Themes: 1920's Anachronistic Sci-Fi. Noir. Pulp Fiction. Crime Drama
== A History In Brief ==
In the 1900's, The world's technological advancement had reached a pinnacle. Not only had the fields of robotics created a new servile class but advances in cybernetics had opened the doorway to families opting to improve newborn infants with enhancements such as replacement organs, skeletal structure or musculature. It was the 'fashionable' thing to do as well as away to ensure your children would excel in life.
In 1910, America suffered a second civil war.
Where once, North fought against South this second war was to decide the fate of robotic life in America. Originally very simple, robots had been growing slowly more sophisticated over the years until they were able to think, reason and even feel emotion. Naturally as a race designed for servitude, robots desired freedom more then anything else.
Fashions of the past quickly turned sour, where those who had opted to undergo cybernetic surgery for medical or other reasons resulted in 'Borg' hate crimes - that the people who had them were more machine then man and therefore no longer counted as people.
The political and physical war lasted for almost a decade until a change in president supporting the freedom of robotic life made the bold decision to grant 'Ferro Americans' their independence. And so, life has settled to what most people expect of a 1920's movie - The mob whacks guys, the police are corrupt, Racism stretches across species boundries and Jazz and Liquor are in their heyday.
The current President of the Automated States is Seymour Wayland, a Democratic Party candidate brought into power by the country's wish to end the war. Wayland's presidency was almost cut short by an attempt on his life that was thwarted by an un-named agent of the government. This was the tipping point that swayed public vote to his favour and won him the election. No public information has been released to the media about this agent to protect national security.
The biggest crime syndicate in the Automated States has its roots firmly settled in Chicago, secretly led by John Go21 The 'Titanium Don' of the Zambini crime family. Once a human run organization with heavy robotic ties it seems a murder in the ranks has resulted in the old boss Salvador 'Sal' Zambini being replaced by a robotic up-and-comer. A robot in such a high rank of a crime family is unheard of and other crime families have given the group the cold shoulder... A fact that doesn't seem to have slowed Zambini growth at all.
Sal Zambini's trusted Consiglierre 'Buggy' Ma10ne is missing presumed scrapped and his wife was also a victim of the viscious shooting that took the mob boss' life
(Images from Penny Arcade's 'Automata' Storyline or The Whitehouse)
Wednesday, 11 December 2013
Let me tell you about... Lords of Gossamer & Shadow
So I've gotten my grubby little mitts on a copy of Lords of Gossamer & Shadow. It is the spiritual successor to Eric Wujcik's Amber Diceless Roleplaying Game and is powered by the same system. Here's the blurb from the Rite Publishing website:
This world is but one of untold many, a flux of chance caught between shadow and light. It is a world poised between great powers that shape and define all matter, one of many battlegrounds in an epic struggle between form and cacophony. The lords and knights in this battle move between realms with impunity: they are the creators, shapers, and destroyers of worlds.
In Lords of Gossamer & Shadow, the player-characters are agents caught up in this immense, multi-dimensional struggle. Born into it, their birthright is one of unimaginable power... and with it great danger! They will bear unique and idiosyncratic magical artifacts, command legions drawn from the myriad of otherworlds, and wield incredible powers that alter the very substance of reality. They are players in a Machiavellian conspiracy with the greatest of stakes, and arrayed against them are the deadliest of foes... each other! Lords of Gossamer & Shadow (Diceless) is an original sourcebook and roleplaying game using Erick Wujcik's diceless rules system, the same system that powered Amber Diceless Role-Playing. Lords of Gossamer and Shadow will be a standalone product, but is fully compatible with the existing rules system and can be readily used in new and existing campaigns.
I've actually read through the whole book - which is a novel prospect for me. It MIGHT be because I played Amber for almost the entirety of my teenage years and have been waiting excitedly for Lords of Gossamer for some time now...
Its a good book. I really like it. The artwork in it is very evocative (even if the front cover is very misleading...) and the powers have a very solid and interesting theme to them. It's a very loving new take on an old cult classic - But its definitely not a replacement for the Amber DRPG... Don't think of it like its a 'new edition' of the game because the powers represented in it aren't quite Amber.
I am beginning to run a game of it, so I'm sure you guys will get some LOG&S themed posts for the foreseeable future!
This world is but one of untold many, a flux of chance caught between shadow and light. It is a world poised between great powers that shape and define all matter, one of many battlegrounds in an epic struggle between form and cacophony. The lords and knights in this battle move between realms with impunity: they are the creators, shapers, and destroyers of worlds.
In Lords of Gossamer & Shadow, the player-characters are agents caught up in this immense, multi-dimensional struggle. Born into it, their birthright is one of unimaginable power... and with it great danger! They will bear unique and idiosyncratic magical artifacts, command legions drawn from the myriad of otherworlds, and wield incredible powers that alter the very substance of reality. They are players in a Machiavellian conspiracy with the greatest of stakes, and arrayed against them are the deadliest of foes... each other! Lords of Gossamer & Shadow (Diceless) is an original sourcebook and roleplaying game using Erick Wujcik's diceless rules system, the same system that powered Amber Diceless Role-Playing. Lords of Gossamer and Shadow will be a standalone product, but is fully compatible with the existing rules system and can be readily used in new and existing campaigns.
I've actually read through the whole book - which is a novel prospect for me. It MIGHT be because I played Amber for almost the entirety of my teenage years and have been waiting excitedly for Lords of Gossamer for some time now...
Its a good book. I really like it. The artwork in it is very evocative (even if the front cover is very misleading...) and the powers have a very solid and interesting theme to them. It's a very loving new take on an old cult classic - But its definitely not a replacement for the Amber DRPG... Don't think of it like its a 'new edition' of the game because the powers represented in it aren't quite Amber.
I am beginning to run a game of it, so I'm sure you guys will get some LOG&S themed posts for the foreseeable future!
Thursday, 21 November 2013
Forsaken Larp Project
This won't mean a lot to a good chunk of people looking at this blog, I imagine.
I'm working on a thing which wont come to fruition for at least a year, but I want to be ready to roll out a proposal document for people to make a desicion about when the time comes. For the most part, its going to end up being a whole bunch of notes and reasons why I think its a good idea until we get closer to me putting my hat in to try and run it.
I'm a member of a Live Roleplay Society in the UK and one of the games we play is Werewolf: The Forsaken. We have... well, as of right now I think i'm confident enough to say at least 10 games with over 50 characters that play in them. Probably more. So for the Forsaken fans reading this going 'Jesus how many players is he planning for?'... well, a god-damn lot is the answer.
The Role of the ANST
As a start, i'd like to overhaul the job description of the ANST. As it stands, the ANST is a Direct storyteller as well as a team leader and an administrative organiser and rules-decider. While i understand that Teams do help with this serious spreading thin issue I think having the ANST write national level plots does take away from the personal, visceral nature of werewolf. Its not a story about how the Forsaken Nation won, its a story about a bunch of werewolves carving a place for themselves under the eye of an insane godess whilst trying to live up to the job they inhereted from their father.
As such, i'd like to put more power into the hands of the local ST's when it comes to plot and the freedom to write plot for their game and turn the ANST into a supervisory/advisory role. As such, my plan is to make the ANST responsible for the following:
- Creating and Modifying rules addenda
- Adjudicating Fetish Creation and Approval
- Adjudicating Renown at the Heroic and Legendary levels (4 and 5 respectively)
- Mediating the use of Venue Antagonists (Balehounds, Pure Society, Shifting Breeds, Hunter Organisation) at a national level to ensure the game does not suffer an oversaturation of various antagonist groups.
- Administrating for each of the local games in their purview to ensure that information is shared between games (such as when a non-local character acheives a renown-worthy deed or steals a fetish) and for ST handovers to be completed and passed along.
- Mediating ST/ST disputes and ST/Player disputes when they cannot be solved personally or locally.
- Helping local ST's organise games for Nationals and acting as a co-st during them.
- Translating local ST plot drops into Luna-Given Cahalith dreams and passing them down to players as the local ST requests them. (This is to give cahalith dreams more of a 'handed down by god' feel)
Noticably, at this point there is no plans for the ANST to write plot at a national level.
Forsaken Character Creation Guidelines
- No Membership Class XP (This may change depending on society-wide desicions about how we use MC in the future, and I am using 'No MC' to represent my personal opinions and preferences until i'm told otherwise)
- Limited Fetish Ownership at character creation for the first 3 months of the new Chronicle. No fetishes at Character Creation after this point. (This is to give fetishes more of a feel of items of significance rather then useful tools and to ensure no oversaturation of fetishes occurs with the 'Fetishes don't cost XP' point in 'venue guidelines' section)
- No Renowns at 3 at Character Creation.
- Fighting Styles function according to the books except where stated. (... My plan is for a low powered game which actually makes fighting styles more applicable then a simple bonus or penalty applied to characters. This point is seriously subject to change and the fighting styles might be heavily addenda'd depending on the XP system we settle with)
- No Skills or Merits higher then 3 dots before XP is applied.
- No Attributes above 4 before XP is applied.
- No Pure, No Balehounds, No Shifting Breeds (The first two I am negotiable about, the last one no way in hell)
Forsaken Venue Guidelines
These will be a series of notes rather then a well organised thing for the moment as my brain meanders.
- Everything is owned. There should be no territory where a werewolf or a pack of werewolves can just walk in and claim it unchallenged. Packs new to the area should have to work towards gaining territory. Wether its held by Azlu, Pure, Forsaken, Claimed, Powerful Spirits, Vampires or Mages doesn't matter.
- There should be no gaps between player territories unless it is a serious plot point. Werewolf packs should be in close proximity to each other and causing problems on each others territories should be common. Werewolves should feel like everyone else is constantly on the border of invading their territory.
- There should be at least one neutral territory on a VSS to allow live games to occur.
- When a pack is created, they should have less then 5 points of Loci between all members. How this is distributed across the territory should be discussed with the pack and the ST.
- The entirety of a pack's membership should be on a single Vss, not split between multiple.
- The entirety of a pack's territory should be on a single Vss, not split between multiple.
- If the VSS has 5 or fewer local players, they should be a single pack.
- Totem Benefits only apply to your local VSS - Totem spirits won't venture far from a pack's territory and are NPC'd by your ST only. Yes, this means that travelling to other domains robs you of your totem benefits. Yes, this means that travelling to National Games robs you of your totem benefits. I am considering some sort of 'Temporary Lodge' for these national games which grant benefits that apply to the nature of the national game so that everyone has a way to get involved.
- Each Pack should make a short list of territories they would like. The ST should make sure that at least one of these territories is owned by another PC pack (if a Clutch or Tur game) or an NPC Pack (if a Pack game). One of these territories should be within the bounds of the pack's territory but as so far unclaimed/neutral by the pack or contested.
- Each VSS should decide wether it is a 'Pack' game, a 'Clutch' game or a 'Tur' game.
- Pack: All local players are members of the same pack and plot revolves around that pack's territory and local area.
- Clutch: Two or more packs who are often at odds if not downright agressive to each other. Pack on Pack conflict is common, co-operation should be begrudging. Plot should focus on causing conflict between the packs either requiring them to battle it out or come to a temporary truce to resolve the problem.
- Tur: Two or more packs who have created a Tur. Packs may be at odds with each other but a truce stopping them from downright attacking each other exists. Packs can also be genial to each other. Co-operation is common and Pack on Pack conflict is rare. Plots should focus on the Tur coming together to resolve issues.
- National Games should be Warbands, Moots or Revels. Each National Game should be based on a VSS's location with the local ST acting as the Lead Storyteller or as the decision making part of a National ST Team if they don't feel comfortable running a national game as the lead ST.
- Warband: The Game focuses on Forsaken Society in the UK having been called to a location by the local pack/s in order to battle or otherwise defeat a foe that cannot be beaten alone.
- Moot: The game focuses on a large gathering of the UK forsaken having been called together to discuss 'Political Matters'. Im not sure how this one would work but ideally there would be locally run plots that several games in close proximity to each other share that require deep thought from multiple werewolf packs.
- Revel: The game focuses on a social get together hosted by packs local to the area for the Forsaken of the UK. Cahalith Storytelling and Branding, Individuals and Packs bragging about their acheivements, Hunts (Competative or for Ritualistic Purposes) and perhaps music and a buffet.
- Combat should be quick, viscious and savage
- Fetishes should not cost Experience to purchase but require either a Ritualist to create them or for them to be stolen/looted from foes.
- Talens should be common
- Low level fetishes should be uncommon but present.
- High level fetishes should be plots unto themselves or inhereted from dead family/packmates.
- Renown should not cost Experience to purchase but after the first two levels they should require serious effort. A characters level 2 renowns should be able to be detailed by their Packmates, level 3 renowns should be able to be detailed by non-packmates on the VSS, Level 4 renowns should be able to be detailed by Cahalith from other domains and Level 5 renowns should be able to be detailed by every character living within the UK for any length of time.
And thats what I have had bouncing around my brain for a few months now. Finally written somewhere I can't easily lose it like my notebook...
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