My Scum and Villainy Star Wars game is still going quite well!

My Scum and Villainy Star Wars game is still going quite well!

My Scum and Villainy Star Wars game is still going quite well! This time the crew of the Invincible 2 started off with a busted hyperdrive and a rescued detective in need of delivery back to her beat. They sought out the Mechanic’s junkyard owner friend, an ewok named Lub with a modified cargo ship full of junk from an old battle between the First Order and the Corporate Sector Authority. There, the immediately ran into representatives of the Czerka Corporation and Kuat Drive Yards, two factions they had pissed off during ship creation. Add in some pirates attempting to shake down Lub for protection money and you get a firefight!

The Muscle tried to save the Mechanic and ended up taking their first trauma and the Mechanic took a level 3 harm while the party Scoundrel took down the pirates with an assist from the Pilot on the ship’s main gun. After fixing up the damage they did to the station and dealing with Lub for the replacement parts, they jumped to the Kandala Nexus, a sprawling mess of a station built from a thousand different cultures that all have an interest in the nearby trade route intersection.

Once there the Scoundrel slipped off with the Muscle to hit up a contact when the party found that the detective that hired them was nowhere to be found. Back at the ship, an off-duty cop showed up looking for the crew’s passenger, and the crew got suspicious. The Scoundrel discovered that the detective who hired them was apparently arrested for murdering his partner, who was safe and alive back on their ship, and the crew found themselves in the midst of a dirty cop conspiracy. The Scoundrel and Muscle found the arrested detective being worked over in the back of a cop bar while the Mechanic and Stitch snuck their passenger off the ship in an old stormtrooper suit and the Speaker and Pilot deceived the cops who came to search the ship.

After the detective was rescued and the passenger and her escort got attacked by a plainclothes cop the crew is now on the run from crooked cops and an all-seeing surveillance system as they have to find a way to get to the Commissioner and hope they’re not in on the conspiracy.

Other highlights included:

-the Stitch trying to perform last rites for a dead ex-stormtrooper from last session and being told by the ex-Imperial Pilot that they don’t have those and that they were just gonna loot the body and space him.

-the Speaker attempting to contact an old pirate buddy to smooth things over during the firefight on Lub’s and making a new enemy.

-the Pilot blowing a hole in Lub’s ship and then getting confronted by a big gammorean with a rocket launcher

-the Mechanic using their pet porg to poop in some pirate eyes and then to bite that plainclothes cop that got the drop on them

-the Muscle taking the Soft trauma and refusing to stand up for themselves against anti-droid cops

-the Speaker politely lying through her teeth to the cops while they tore through the ship looking for their passenger

-rolling a random name for the dirty cop searching the ship and coming up with Zizzy Noscondra

Academy Playtest Report 2

Academy Playtest Report 2

Academy Playtest Report 2

THE GHOST HIVE

Hey everyone! I got to run another session of Academy, my magical schoolkids hack. I’m going to do a few more of these regularly and then just do it every once in a while so as not to overwhelm you guys.

The Circle spent their first week recovering from their first brush with the Unknown. They studied, exercised, made friends, and did research in order to prepare themselves for their next mission. Importantly, Flag accidentally let his friend Phoenix into the Circle, which no one was very excited about–at first.

That Friday, October 13th, the group decided to lure Mark Esperanza, their ghost-possessed lead actor off-campus with the promise of weed and tickets to a J.J. Abrams movie adaptation of Hamlet that thankfully only exists in this fictional universe. After a successful engagement roll for this Parley mission, Mark agreed to come along. As the film progressed Mark got more and more worked up, mouthing Hamlet’s lines, whispering “THE GHOST HIVE”, and eventually standing up and proclaiming he would be Hamlet, for real, and then walking out.

The Circle followed Mark into the parking lot, where he began to talk about being Mark and feeling things like fear and excitement for the first time in a long time. Eventually, this confrontation escalated until Phoenix punched Mark, driving a shimmery white figure out of his body, which whispered “Here comes…THE GHOST HIVE.”

Arthur had a flashback of stealing holy water from his church, which he then tried (unsuccessfully) to splash the ghost with. Ghostly reinforcements showed up, but Ben calmed them down until Arthur used his new magical power to tear the ghost out of Mark’s soul. A slow-speed car chase followed, where THE GHOST HIVE pursued a pickup truck full of underage drivers through the city. Holly took the wheel, and the team finger-gunned magic back at the ghosts while the Ghostbusters theme blared on the radio. The Circle finally escaped after taking a handful of Devil’s Bargains, Danny maxing out on Stress and taking a Strike, and Mark suffering level 3 Harm to his soul.

Several minutes later, he woke up in the back of their pickup truck, bleeding from his mouth and nose with no memory of the past hour.

Needless to say, this mission generated the Circle a lot of Trouble.

Over the next week, as Danny recovered from his Strike, Holly watched The Princess Bride with her friends, Phoenix went to a party with their volleyball team, Arthur and Ben were ambushed by a lone member of THE GHOST HIVE, Flag’s car broke down, and Ben smartly used his Haunt Talent on THE GHOST HIVE to learn they had been recently driven away from their home cemetery.

Will they drive off THE GHOST HIVE before Hamlet‘s first showing on October 31st? They’ve only got about a week left!

I was very, very pleased with this session. It was smooth and snappy, downtime worked better than I expected, and everyone was always engaged. I really underestimated the importance of Devil’s Bargains in Forged in the Dark games–they really helped everyone participate in the fiction. If anyone has any suggestions for new names for Devil’s Bargains in Academy, I’d love to hear them (someone suggested Extra Credit once). I’m really excited and hopeful for next week!

Hi, we are an Spanish-speaking RPG youtube channel.

Hi, we are an Spanish-speaking RPG youtube channel.

Hi, we are an Spanish-speaking RPG youtube channel. Here’s our of three sessions playtesting of Girl by Moonlight, the Magical Girls hack of Blades in The Dark by Andrew Gillis. We had an amazing time and I can’t wait to see the finalized version of this game. I hope you all like it. Thanks!

https://www.youtube.com/playlist?list=PLyqdG0lLh5fvVWRhq-z2JHjT50vpJ6VMh

Star Wars Scum and Villainy continues apace with the PCs making friends and meeting people across the Corporate…

Star Wars Scum and Villainy continues apace with the PCs making friends and meeting people across the Corporate…

Star Wars Scum and Villainy continues apace with the PCs making friends and meeting people across the Corporate Sector!

This time around they attempted to repair their reputation on the Reef, the floating city built on the back of a mega-whale after getting into a shootout at the docks last session. The Stitch did most of the heavy lifting, spending their downtime actions setting up a free clinic and tending to the wounds of lowlifes and pirates alike. His companions busied themselves healing wounds taken in the last session and indulging in their vices.

Their favored contact, and corrupt cop named Craig, called them with a job offer. Another cop, a detective with the Authority, asked them for help with finding his partner, a hot-shot junior detective who had gone looking for a band of criminals and gotten in over her head. As payment he offered a fake transponder module from impounding. The crew accepted and hit the streets of the Reef to dig up information on the missing detective. After a few missteps, they got on the trail of the Eels, a local outfit who has been seen tussling with the detective in a back alley. The Mechanic rolled a critical on their Skulk roll and got all the information they wanted on the Eels hideout. Built off to the side, it was a round building with access straight to the water. The Pilot had spent their downtime action rounding up some fellow Imperial deserters for a mission, and the plan was simple: the Muscle, Mechanic, Stitch and Speaker would breach the front door while the Scoundrel slipped in the back window and the Pilot brought their ship in from above to drop in their ex-stormtroopers as backup.

Engagement roll: 3

So we took our five minute break and I thought about how to represent a Desperate starting position. My decision was that the ground team would breach right into an outgoing search party led by a Force user, and the Pilot would be flying in to support them against a loaded blaster cannon. From there, things got even more interesting. The enemy Force user attempted to send the team flying, but the Mechanic revealed their latent Force sensitivity and struck back, sending the enemy Force user flying into the water and earning a concussion for themselves in the process. The Pilot rolled very badly on their strafing run and wound up taking a blaster bolt in the engines, but managed to bring the Invincible 2 down on the enemy base, crashing in through the glass ceiling and sending the support beams caving in. Which just so happened to help the Scoundrel, who was in a blaster fight with a tough gammorean jailer defending the kidnapped detective. The Scoundrel was sealed in the room as the team outside had to contend with a hail of blaster fire, which the Muscle droid dealt with via judicious application of a flamethrower.

From there the team and their stormtrooper backup fought their way to the ship so that the rattled Mechanic could get the engines working again. The Scoundrel found herself cornered in the jail as armed droids began to crawl in through the window, and she was only saved by the Muscle using Unstoppable to pull the beam out of the way and open the door. The Speaker was a little too intent on studying the droids and wound up taking a nasty cut from the enemy Force user, who had pulled himself out of the water. However, he caught a blast in the back from the Pilot manning the ship’s blaster cannon and got erased. The Stitch attempted to help a pair of wounded stormtroopers, and was confronted by an opportunistic looter in the process. This problem was again solved by ship-mounted blaster cannon and the Stitch escaped. With their crew loaded up and the detective safe, the ship managed to lift off and limp away from the Eels base, having effectively destroyed the whole gang.

Now they need to fix their hyperdrive and get the detective back to home safely, something that won’t happen easily with a shiny new Wanted level in the system and the First Order breathing down their necks.

One interesting thing about this game is that the players are fast on their way to earning a positive reputation with the Authority, who are essentially the Bluecoats of this setting. Since the cops are owned by corrupt corporations it doesn’t bother me as a story element, but it will be interesting if they can call in favors to keep the legit authorities off their backs while they deal with other criminal elements.

Academy Playtest Report 1

Academy Playtest Report 1

Academy Playtest Report 1

Hey everyone! Academy, my magical-schoolkids Forged in the Dark game finally has a playtest group! As a refresher, this is a game where teenagers with special powers try to manage their academic and social responsibilities while trying to prevent chaos from erupting from the mysterious Unknown.

This game takes place at Alabaster Preparatory Academy, a mundane prep school built on a green campus hidden away in a grey city. Our heroes are:

Danny, the Rebel, a cynical slacker.

Arthur, the Ace, an uptight control freak.

Flag, the Muscle, a well-meaning misfit.

Holly, the Tinker, a worried costume designer.

Ben, the Loner. That guy’s name is Ben, right?

They’re all part of the drama club’s stage crew, but never really met otherwise. That is, until they witnessed a ghost possess their star actor, their Hamlet, Mark Esperanza. Bound together by this strange experience, they meet in secret to discuss their new secrets, new powers, and new plan. What are these mysterious forces, and how will they stop them before Hamlet opens on Halloween night? Spooky!

I’m really excited for this. We spotted some easy-to-fix mistakes, but the fiction is really working. This idea/concept/experiment has spread its wings, and I think it’s about to fly. Expect weekly updates!

(This is just a little doodle I made because of how excited I was. I might polish it up, redraw it digitally? Not sure.)

Scum & Villainy: Life Day or Yippee Ki Yay, Millenium Falcon

Scum & Villainy: Life Day or Yippee Ki Yay, Millenium Falcon

Scum & Villainy: Life Day or Yippee Ki Yay, Millenium Falcon

inspired by Shane Black

We’re three sessions into a short Scum & Villainy campaign set in plain old Star Wars, because on a long enough timeline everything gets used to run Star Wars. Akkol Cha the Rodian Mystic, Kass Nanto the Chiss Muscle, and Tokeyo Dorifto the Sullustan Pilot are the crew of the Porg Chop Express, a Stardancer-class freighter.

In our first session, the Porg Chop crew were ambushed during a routine cargo pickup on Kessel. Their Black Sun contact, Huntsacker, was killed and they escaped under heavy fire. Once safely in hyperspace, Akkol and Kass were surprised to find that their cargo wasn’t just the sacred Wookiee wroshyr tree bound for an enclave of emancipated Wookiees on an Ithorian worldship under the care of Akkol’s mentor, the Twi’lek Horux. There was also a significant amount of illicit orga root drugs packaged with it. Kass immediately got high and tried to strangle Tokeyo while she was hallucinating.

The hard choice: make an easy run to drop off the wroshyr tree in time for Life Day, but let the orga root sit in their hold, drawing undue attention? Or try to offload the root as fast as possible and then race against time to deliver a Life Day miracle to those Wookiee orphans? Option B, please! The Porg Chop Express set course for the planet Nakatomi and Tokeyo’s swoop-racing pal Choss.

The meet went poorly. They shot their way out of a standoff with a Devaronian Black Sun assassin as well as troopers. Choss kept his end of the deal and took the orga root off their hands, but the ordeal damaged Tokeyo’s friendship with his gambling buddy. Luckily the Devaronian had codes for a small stash of spice at the docks, which they grabbed on their way back to the Express for the long trip to the Ithorian worldship.

This was all fine. Shootouts and brief chases and tense scenes arguing about whether one’s contact is an Imperial informant. I hit a snag when it came time to race the tree back to the Wookiees, though. Basically I just didn’t have enough for everyone to do. Tokeyo was fine – as the Pilot, he was making Helm checks and managing resources to fill a progress clock before I filled my “It’s Life Day and you’re late!” clock. Kass definitely wanted to play up her addiction, and unfortunately I gave it short shrift here. Partially out of real life time crunch, partially out of drawing a blank when it came to making it interesting aboard ship when the only issue is “go fast”. I came up with all sorts of things after the session, of course, but that’s hindsight for you.

Things picked up once Tokeyo slid the Porg Chop Express into the worldship’s docking bay with minutes to spare. They all did some setup + group actions to mollify the enraged dockworkers, then delivered the wroshyr tree to a happy Horux and his band of Wookiees. I think I recovered from my earlier failure with Kass here, as Akkol and Horux worked together to help Kass realize her inner strength. This was a group Attune that we ruled would let Kass take downtime actions to reduce her addiction clock down if she wanted.

We did Tokeyo’s downtime after that, since he won’t be able to join us next time. He managed to overindulge and get the crew in debt to Mospeda, a vaccsuited Rodian modeled after the Russians from Matt Fraction’s Hawkeye run. Seriously, bro.

Next time we’ll add Dr. Cyclos, an Abyssian Stitch to the crew, and handle downtime aboard the Ithorian worldship. Akkol Cha should get some mad background XP, since it’s his childhood home.

Star Wars Scum and Villainy Session 2 report: It all went sideways

Star Wars Scum and Villainy Session 2 report: It all went sideways

Star Wars Scum and Villainy Session 2 report: It all went sideways

In our latest session, the players did their downtime actions, mostly recovering from the last mission and training. We actually didn’t know how to handle healing for a droid character, so I ruled that the Mechanic could use Rig, but the Stitch’s Physicker special ability would still apply. After that, they took a job from their contact with a bunch of anarchist criminals called the Laserbrains: simple delivery job of booze and drugs to a pirate outpost on an ocean planet controlled by the First Order. The Speaker also managed to acquire a small side job delivering a package to an unknown contact on the same planet.

They rolled a 6 on the Engagement roll and so their first obstacle was getting stopped by a First Order patrol and boarded for inspection. These FO guys are pretty sloppy and disheveled since they haven’t had a proper resupply or rotation in over a year, and the characters manage to slip the cargo past them no sweat. Afterwards, the characters met up with their unknown contact, who turns out to be a Resistance pilot and their cargo for her was a lot of explosives. The party Stitch gave her a check-up, but managed to roll low enough that she was offended and they parted on bad terms.

It turned out that the pirate base (the Reef) was mobile, built on the back of a mega-whale skimming the surface of this ocean planet. Once there, their ship got boarded by some dockworkers for inspection, and they tried to skim some of the booze and drugs off the top of the shipment. The Speaker was having none of it and immediately shot the lead pirate in the head, sparking a huge firefight and getting the first Trauma of the game. The Scoundrel held off the pirates and killed most of the boarding party. As more pirates rushed in, the crew’s droid Muscle ran in with their flamethrower and used Command to scare them off. Afterwards the party hit the engines and blasted their way out.

They considered giving up on the mission, but the Speaker hit up a contact back at the Reef who managed to negotiate a deal to still sell off the cargo. So they returned, this time watched much more closely, and sold the shipment to the intended client: a sullustan named Dua Ath. When they told him about the skimming, he figured out that the dockmaster was stealing from him and had his battle droid shoot the dockmaster. In the end, the players got paid less than agreed upon and hurt their reputation with the Laserbrains. And they started a clock with a starship manufacturing company, Kuat Drive Yards, from whom they stole their ship parts during ship creation. If it hits 4 ticks, KDY is gonna find them. The Speaker took Vicious for their Trauma, and the crew forged a new reputation on top of Daring: now they are known to have a Short Fuse.

Still loving the game so far! I do have one question, though. During the game, the Speaker used Acquire Asset and rolled well enough to get a standard item, but we didn’t decide on what it was. They later used it as part of a flashback to decide that it was false crates that they could hide their real crates inside of. Is this a proper use of Acquire Asset? From my reading, we need to decide on the item ahead of time, but the player made a good argument for combining it with a flashback later on in the game. It felt sorta like a Hannibal-esque “plan comes together” moment and it was cool. I just want to check and see if it is something allowed within the rules.

A group of players live streamed their session of Beam Saber which you can find here:…

A group of players live streamed their session of Beam Saber which you can find here:…

A group of players live streamed their session of Beam Saber which you can find here: https://www.twitch.tv/videos/222862611

The video is 8 hours long and starts with character and squad generation, which ends at about 3h16m, and the game play starts at about 3h34m.

If you just want to read what happens I live tweeted the game while it was happening! https://twitter.com/Notaninn/status/957264827931615233

If you want to see Beam Saber for yourself you can find it here: https://docs.google.com/document/d/14uhsdQIyMEoKEx0jGcE9eXIEm0R3MYv6uRCafKINa2k/edit?usp=sharing

https://twitter.com/Notaninn/status/957264827931615233