#CopperheadCounty AP: The continuing adventures of my playtest for my modern-southern-criminal hack.

#CopperheadCounty AP: The continuing adventures of my playtest for my modern-southern-criminal hack.

#CopperheadCounty AP: The continuing adventures of my playtest for my modern-southern-criminal hack.

More on the hack at:

https://plus.google.com/u/0/+JasonEley/posts/5LhUpew5xRK

For previous adventures, check the tag.

Our last Copperhead County session was a doozy, so this is pretty long! The crew ended up overseeing a five-faction firefight, multiple rocket launchers were fired, buildings and vehicles were exploded, old enemies were slain, and new allies were made. All in a day’s work for the Hellraisin’ crew known only by their rural dive bar, Marlene’s.

Technical notes: This session had a lot of clocks flying around to track multiple sides fighting each other, and it worked super smoothly. I also tried the Uncertain Resistance rules for the first time, and really, really dig them and am adopting them for this game.

This was our second game back from a holiday hiatus, but I’ll dispense with the first one quickly: The major issue facing the Marlenes is that, after foolishly starting a war with the Heathens MC (tier 3, bad biker dudes) in season 1, the Heathens have taken over their bar and made the PCs pay them 2 Cash every downtime. Last week, Zeke, the Heathens captain put in charge of Marlene’s, bade the PCs to accompany him on a heist of the nearby historic Lester Hawkins Distillery, in order to make off with their valuable rare whiskeys. This was also part of the Heathens’ plans to weaken the Barnett Organization (tier 3, a no-drama weed-growing mob), who had their hooks in the distillery.

Dubious of the plan, Camila the Wheeler tried to set up a meeting with the Barnetts and critted, as her musician friend Baird hooked her up with a Barnett captain, Gabrielle. Camila impressed her with the need to kick the Heathens out of town, and received permission to hit the distillery, in exchange for terms TBD.

Later, the PCs and Zeke attempted the heist, and after looting a few expensive bottles from the gift shop, split up. Half of the crew ran afoul of security, who radioed another guard, who called the cops. Not caring enough about Zeke’s heist to risk the cops, the crew high-tailed it out of there, gaining barely any Cash and a good amount of Heat.

For their next job after that flub, the crew was eager to finally make their stand against the Heathens. They soon got their chance when Zeke came to them again, this time needing their help against the Pettimore Clan (tier 4, a brutal mountain crime family), who the crew had gotten mixed up with in season 1. The Heathens had scoped out the Pettimore’s drug pipeline, and discovered they were getting heroin shipments from a Mexican cartel via a mountain airstrip. The scheme was for Zeke and the crew to put eyes on the airstrip before an upcoming delivery, and when the time was right, signal the motorcycles to come in and take the product.

Meanwhile, Marvin the Brick completed a long-term project he’d had for a while: Directing Starla, one of the escorts in their employ who was often in the company of Zeke, to find out what his plans were. This was great timing, as Starla soon came to Marvin stricken: she had overheard Zeke on the phone with the Heathens MC President, intimating that after the airstrip deal, the Heathens would turn on the crew and take Marlene’s for themselves.

Obviously, it was time to take down Zeke, so the PCs made their own plan. Using their own gang of Soldiers, and their alliance with Jensen Allbright (tier 1, a rich Californian intruding into the local market) and his bodyguard, Houston, they would wait for the airstrip battle to begin, then assault the Heathens themselves.

As the job began, the crew and Zeke arrived at the airstrip in one of their heavy vans, finding a simple setup: in a small valley surrounded by hills was a rough airstrip and a small outbuilding. Their engagement roll was a 3, and so they soon found yet another faction busting up the deal: the Copperhead Patriots (tier 2, a militia with very bad opinions) came flooding over the hills across from them in trucks, firing on the Pettimores and threatening to take the loot for themselves. (In retrospect, I wish I had spawned these dudes behind or nearer to the PCs. My intention was to complicate the PCs’ planned approach and have the Patriots threaten the plane. That worked out, but as a result most of the crew were insulated from the firefight, and I would have preferred to threaten them more directly. That’s life!)

As a flashback action, Jesse the Stringer had reckoned that someone might come in from that direction, and so had already set up Willem the Cleaner in a deer blind with his trusty sniper rifle. Rather than charge down into the bulletstorm, the PCs decided to hang back for a round while Zeke signaled his Heathens calvary to charge down to the strip. At this point, I created a status clock for each of the enemy gangs, as well as a Plane Distance clock measuring the approach of the cartel plane, and a Sheriff Response clock measuring the response time of the county cops (who are allied with the Pettimores). Then I rolled quality for all of the gangs to see how much they shot each other, and periodically advanced the Distance and Response clocks after the PCs and gangs had acted.

As the firefight raged, Willem started to pop off individual Patriots with his sniper rifle, not wanting to give up the game with the Heathens just yet. Then Marvin recklessly (his Trauma) charged down the hill, wielding an RPG launcher he’d thoughtfully brought along, and fired a rocket down into the airstrip outbuilding. As a Devil’s Bargain, he agreed that in his reckless haste, he had left all of his other rockets in the van, and so this was his only shot. The outbuilding blew up good, hurting the Pettimores’ defenses, but Marvin’s body armor was shredded by their rifle fire.

Meanwhile, Jesse had a complex plan to take care of Zeke. As a flashback, he and Haddie the Hazard had trapped the locks of the van, so that when he directed Zeke to stay in the van while they all went outside, the van became an unescapable deathtrap. Then Jesse and Haddie doused the van in gas, and Jesse threw the fateful match before Zeke had a chance to alert anyone. With Marvin’s extra rockets still inside the van, it blew up immediately, completely incinerating ol’ Zeke. RIP to an NPC I really liked playing, who the PCs hated intensely. (I later gave them a Cash penalty to the job for destroying their own van.)

As this was going on, Marvin and Willem continued firing into the chaos, rolling well on their resistances and taking lots of stress to avoid harm and shoot good. As the cartel plane approached, Willem saw one of the Patriots go for his own RPG, but used his superior Reflexes to shoot him down before he could wreck the plane. The plane, seeing that the airstrip had become an explosive free-for-all, banked back up and flew into the night (after Marvin’s player called for a fortune roll to see if they still had fuel, and they did. The cartel comes prepared!).

With the enemies weakened, Camila directed Houston’s gang, as well as the crew’s own gang, to sweep down to the airstrip in their trucks and open fire on the Heathens. The battle continued to rage, and even young Haddie got into the destruction, using her own rocket launcher to blow up the Patriots’ trucks, leaving them at the others’ mercies. The remaining Pettimores were soon destroyed before the allied forces took down the rest of the Patriots, and then mopped up the final Heathens, suffering only minor losses to Houston’s crew (who never rolled above a 3).

Left in the bloody, fiery aftermath, the crew and their allies high-fived and worked on an escape plan. A fortune roll revealed that one of the Pettimores’ trucks had survived the outbuilding explosion, and Haddie hotwired it as Camila surveyed the wreckage, finding a big bag of money that the Pettimores had brought for the deal. By this point, the Sheriff Response clock was almost complete, and it came down to the wire as Haddie got the truck working and sped everyone away before they arrived. If not for her quick driving, the crew would have probably gotten into a firefight with the cops and would definitely have gained a Wanted Level.

With Zeke dead and the Heathens’ plan foiled, the MC’s grip over Marlene’s was gone, and the bikers frittered away back to their holes. The crew now had their own turf back, and with all the Rep gained from this job, could afford to increase their Hold, and are now halfway to Tier II. Camila met with Gabrielle Barnett again and agreed to her terms of friendship: the Marlenes would stay out of Barnett territory in the city, and stay out of the weed game. Then Camila lingered in her company… could romance bloom between these crime lords?

Find out next time on… #CopperheadCounty

The Dead Setters dealt with the aftermath of the Slaughterhouse Slaughter Caper, where they Fistful of Dollars’d…

The Dead Setters dealt with the aftermath of the Slaughterhouse Slaughter Caper, where they Fistful of Dollars’d…

The Dead Setters dealt with the aftermath of the Slaughterhouse Slaughter Caper, where they Fistful of Dollars’d both factions of the Billhooks into wiping each other out at the gang’s slaughterhouse as a favor to Ulf Ironborn.

I have to say, the Shadows ability Slippery feels wonkier now that the entanglements roll can be skewed along a curve instead of a flat distribution. Still, when you have 3 Wanted levels, perhaps rolling twice should still result in Show of Force no matter what. Instead, I gave the crew two options for the show of force – either the Bluecoats raid their gambling den (the Dead Setters have terrible luck with keeping gambling dens) or the Spirit Wardens finally move on their spirit well. They chose to give up the gambling den, although Rook the Cutter was perfectly fine with going to war with the cops.

Lots of long term projects got finished off, and I think we saw our campaign reach the point where there’s a race to some kind of finish or finale now. The crew’s Tier III now, with 11/16 Coin in their vault and Lord Scurlock as a Patron. They could go to Tier IV before we’re done.

Deemo the Leech finished her spark-craft rotor drone, the Motorized Alchemical Application Device (MAAD). It’s an unreliable little machine designed to drop alchemical charges from a distance and return to Deemo. She immediately used her free ticks from Analyst to start designing a new creation, and we got to fully engage with the v8 crafting rules, which are pretty nice. This idea’s a soft filter powered by a bit of leviathan lung and electroplasm that will help resist side effects from using alchemicals (and we ruled it could be burnt like special armor to prevent such a consequence outright). It requires rare components. She also brought back Chokedust (the precursor to Drown Powder) to be her signature move. 🙂

Raven the Hound, working with Mara Vale, a rogue architect, finished her tomb of horrors, the “Crow’s Coffin”. It is where Raven plans to spend eternity, and it is an old-school D&D dungeon lair underneath Crow’s Foot.

Teatime the Whisper finished his series of LTPs, restoring Tinriver House (his family estate) to its former glory and legitimizing his family name with Duskwall nobility once again – with the assistance of Lord Scurlock and his distinguished Hull manservant, Mr. Clicks.

The Dead Setters learned that Ahazu, a mirror demon they unleashed a while back, has been slowly possessing notable figures in the city. That fact struck home when Richter the Spider met with Laroze, their Bluecoat contact, and saw that the cop had mirror-silver irises. Teatime plans to create a trap for Ahazu at his upcoming inaugural ball to celebrate the reopening of Tinriver House.

Secondly, the crew’s One Last Job is coming together. Rook brokered an alliance between the Reconciled and the Skovlanders in the city. The Setters need the Skovlanders’ muscle and the Reconciled’s secret to retaining their faculties in death is a key part of the Dead Setters’ ultimate heist – they’re going to steal immortality.

#heestcomplete

So, despite all the odds, we finally got done with character and crew generation.

So, despite all the odds, we finally got done with character and crew generation.

So, despite all the odds, we finally got done with character and crew generation. There was a bit of an upheaval, we found out one player really didn’t want to be a cult halfway through crew generation, and that led to arguments, some players leaving, and new players joining, and a new crew sheet being selected.

The group has settled on playing as Hawkers, hoping to use the power and influence that their new product can have to eventually take vengeance against those that did them wrong. Working with a Tycherosi “scientist”, who has learned how to distill spirit essences with a potent combination of illicit hallucinogenics, and then add it into food. No name for it yet, I like the idea of ghost edibles though.

Our cast of nefarious scoundrels is as follows…

We have the Lurk still from the previous game, a Skovlander woman known as Lagertha. Originally a noblewoman, her family fled Lockport when she was a child and found residence here in Duskvol. Having lost her mother to a creeping cough, her father becoming a drunken dock worker, she is incredibly spiteful and angry. She should be dining with silver, eating off of porcelain, and not stealing small-time things just to eat for another day.

Discovered by a local locksmith who taught her some of the tricks of the trade, she has grown into quite the safe-cracker and is known for being to get in through anything. Of course, she did mess up a job and got caught (and shot) in the leg by a noblewoman after stealing some item. Yet the buyer soon disappeared and the necklace seemed worthless. Why is this woman still after her?

We have Thaddeus, the Akrosi Spider. Another nobleman who was brought low due to a spy in his midst; his own servant Jennah. The woman set all the nails correctly on the coffin and the noble families converged to wipe out this successful upstart. He only got away because of his friendship with an information broker and he longs to do the same to the other families as well as get his hands on Jennah.

We still have the Skovlander Soldier, who survived when his men were wiped out by Imperial forces. Touched by some Forgotten God, his hand and blades glowed with ephemeral force and allowed him to fight off the ghosts that attacked soon after. He very much has a “Corvo” feeling from Dishonored and is looking to strike back at the Empire for what they did to his men and his homeland.

One of the new players is playing our group’s Whisper, going by the name of Atiya and hailing far from the south, from Iruvia. She had arrived here to be a student at one of the Universities, as being a Whisper is a family tradition, but was screwed over by a student that ruined her ritual and caused a lot of damage to the school and ended up with her being expelled. Only later she realized that this student was possessed by the infamous ghost known as Nyrix. Now she hopes to capture him to find out why he interfered and looks towards more…eclectic means…for inspiration and learning.

Lastly, there is Torvald, a mighty Skovlander Hound from the mountains of his homelands. Once a hunter and fur trader, he had to flee when the destruction the Imperial Military wrought destroyed his home. With him comes a strange beast known as “Runt”. Four feet tall on all fours, lanky like a greyhound but muscular like a bear, black as hell with odd red patterns on its fur, Runt is from a breed of ghost-eating creatures called Kritters that stalk the mountains of Skovland and feast on the dead.

That makes up the crew, who haven’t decided on a name yet but are working on it. They’ve decided on being particularly ambitious and have settled in one of the ruined manors within Six Towers as their lair. Their sales territory though, is across the way in Silkshore, where they hope to get into the “night”life and hook artists who will, in turn, hook nobility and the elite. I had to come up with a gang of vice dealers that they kicked out because nothing was really catching their attention at first. So they pushed out the Red Runners, another drug dealing group, and have taken a part of Silkshore as their own.

For upgrades, the group decided on making their Lair hidden and getting the Hawker Riggings for the concealed item. In the fiction, we saw that the Skovlanders within the group approached the Grinders at one point and got buddy-buddy with them, even bringing some of their own supply as a gift to them. In return, the Grinders helped stabilize the failing castle. It still appears to be abandoned now and too unsafe to squat in. The group paid the extra coin to really ensure this gang was their friends at the moment.

For their rigging, we decided that the group “learned” it by stealing some of the ideas and techniques from the Gray Cloaks, who work in this area. The Gray Cloaks are not happy about this and are looking to take the crew down a peg. I predict a turf war to be coming.

As for their contact, the group decided to take Laroze the Bluecoat as their contact. The two of them have a friendly, if still business, relationship. This has put them in really good with the Bluecoats but have caught the eye and the ire of the Inspectors who don’t appreciate another criminal influence on the law.

All in all, the group goes as follows…

1) The Red Runners -1

2) The Grinders +2

3) The Gray Cloaks -2

4) Bluecoats +2

5) Inspectors -2

I’m still considering what my starting situation will be with them; I’m wanting it to be in Silkshore but I’m not sure which groups will go head to head and how to drag them in. Regardless, I got a little less than a week before I run again.

It was fun experience getting everything set up, a little rough trying to pick all the factions though. I want to use the ones that are in there but it is difficult seeing where they are located sometimes since some are specifically in certain areas and others are not. Overall though, I’m excited for it.

I’ve been meaning to play this game since I preordered but my gaming group didn’t seem interested.

I’ve been meaning to play this game since I preordered but my gaming group didn’t seem interested.

I’ve been meaning to play this game since I preordered but my gaming group didn’t seem interested. Our DnD GM called out sick at the last minute yesterday and I had printed out the rules (the 7.1 version), so I just started up a game. Character and crew creation went smoothly and I think everyone had an easy time of it, some players trickled in and I was able to quickly catch them up to speed. I was able to run a quick mission and downtime with no prep and being a bit shaky on the rules (it had been a few months since I read them). All of that took about 3 hours…not bad at all for the first time for all of us. I’m definitely going to try and run it again, and am looking forward to the book!

Crew: first timers working together (no crew sheet established, no benefits to go along with it).

Crew: first timers working together (no crew sheet established, no benefits to go along with it).

Crew: first timers working together (no crew sheet established, no benefits to go along with it).

-Hook, a Whisper, a sometime student at the College of Immortal Studies (Jamesbot9000)

-Needle, a Lurk, local streetkid and drunken lout (Mike Leavitt)

-Echo, a Hound, Severosi mercenary tracker (Jonathan McGraw)

We used the War in Crow’s Foot as our jumping-off point. Baszo invited all of them individually; his war with the Red Sashes had escalated such that he couldn’t spare the manpower to chase down a lead. Convinced the Sashes were being funded by the Iruvian government, he wanted the Crew to investigate the consulate, find proof of his theory, and “deal with the situation.”

[cut to outside the consulate]

The Whisper attunes to the local ghost field, and summons a vengeful spirit that lives in the nearby canal, bound there since a union strike was lethally put down by the Bluecoats in the time before the Spirit Wardens. He Compels the ghost to enter the consulate and kill guards inside, then joins the Lurk and Houndin a group Prowl over the roof, onto the rooftop, and inside. Flashbacks confirm this open window belongs to the ambassador, and a little Study locates a ledger with strikingly vague payouts. Another flashback shows that the ambassador hasn’t left the grounds yet, confirming he keeps chambers and does business by night.

Two of the Crew don the uniforms of guards scared to death by the ghost, and make their way to the ambassador’s chambers. Claiming to have captured the intruder, they bluff a guard into opening the door, and group Skirmish a giant clusterfuck gunfight that ends with the ambassador and all his security dead, the office looted, our heroes scraped up, loads of Stress, severe Heat, a fat stack of Coin, and the Rep to go along with a bunch of nobodies shooting up an embassy. All of this before we even establish a crew.

Assuming this crew survives more than a session or two, I’m almost afraid to ask what they’ll get up to next!

Just want to say, that I really like the new V8 way how the inital faction status are determined.

Just want to say, that I really like the new V8 way how the inital faction status are determined.

Just want to say, that I really like the new V8 way how the inital faction status are determined. We created a new crew last night and connecting them to hunting ground, crew upgrades and contacts brought not only cool story hooks but also a feeling of personal bounding to characters, crew and factions.

IMO that was missing using the old method.

I also like the choices to spend coin to lessen negative effects or going the full +2/-2 instead of only +1/-1.

This, plus: Want to be enemy to a tier 4 faction? Sure, why not! A good story will come frome that.

My conclusion: I well balanced mixture of choice and potential trouble/story.

So I am going to do a bit of writing and write down what had occurred in Session 0.5.

So I am going to do a bit of writing and write down what had occurred in Session 0.5.

So I am going to do a bit of writing and write down what had occurred in Session 0.5. It was supposed to be the Scoundrel & Crew generation session but some players were sick and I didn’t want to do the latter and miss out on their input. I’ve been pushing very hard to let them know that it is the crew that is the main character and they are the cast members of it. I’ve been trying as much as possible to my terminology in the way of it being a show we’re creating, rather than D&D or what have you.

The group has decided on being a Cult dedicated to a Forgotten God, that much was agreed upon even by the people I contacted by messenger. I was kind of hoping against this but having read through the book more, watching some of the Rollplay, and just generally keeping myself excited for the game, I find myself very interested in the group we’ll have for it

Firstly, we have our Slide. Going simply by the name of Cavit, he is a Tycherosi. with swirling eyes like colored mist, that used to work for a travelling carnival. A con-man by trade, he distracted the marks who would be picked clean. Upon being contacted by the God, however, he has fully dedicated himself to the power and strangeness of their benefactor. All he wishes is to see its power fully manifest and to unleash its holy might upon the world.

Next we have the Lurk; a Skovlander kleptomaniac. Once a locksmith who worked with his partner taking down marked houses, he became a renowned safe cracker and was drawn into the cult. We haven’t really delved too deeply into “how” he was pulled into the cult, I wanted to delve into that more when we fleshed out who the Forgotten God was.

In the Leech, we have another Tycherosi. Going by the name Rahutu, whose cheeks are decorated with freckles that glitter like stars in the dark sky on a cloudless day, he was an apothecary that became intrigued in the potential uses of leviathan blood. He believes it can be further refined, the toxicity could be reversed and it could be used to enhance humanity. The cult provides an ample opportunity and a God’s power should not be balked at in the pursuit of science.

Next we have the Whisper, yet another Tycherosi named Aldritch (my friends love the weird look, so this was expected) whose mark are these tentacle like dreadlocks that he keeps hidden underneath robes and tatters. Once a Librarian back in Tycheros, he studies into the occult led to him being contacted by the Forgotten God’s thought-tendrils and taught a ritual that empowers a weapon to feed souls to the Forgotten God. The leader of this cult, he’ll have plenty of chances to use it because I believe they were considering taking Sacrifice as their specialty.

Lastly, we have the group’s Cutter, a defeated Skovlan soldier who has been “marked” by a demon (which grants him the Ghost Fighter ability). Named Laudius Vale, he has sworn vengeance against the Empire and likely hopes his dedication to the cult will bring his vengeance to bear. I’m going to work on his vice, changing it from “Obligation – Revenge on Duskvol” to “Obligation – Aiding the Skovlan Resistance”. I have the idea brewing that with the group seemingly focused on “cleansing” the corrupt from the upper echelons, they may work with Skovlander rebels. Of course, I’m not going to force it, but it is an idea.

We haven’t really done anything with the Crew outside of discussing it, though they decided to place their sacred sites right within the territory of the Red Sashes. The Slide has chosen Bazso Baz as his friend, so that sets them up naturally for the gang war between the two forces and I’m going to go with the artifact score that is suggested just to give a jumping point for the group.

Next time, we’ll hopefully have ideas of what will be going on with the crew and maybe the beginning of the first score. I was disappointed to not have done more that first session, so I’m trying to get everyone together for an impromptu session tomorrow to at least finish things before next game.

I haven’t thought of a campaign name yet but soon, soon we will. And we shall see if Duskvol will burn for its sins.

This is what happens when Washington state archaeologists and anthropologists get together to crime in Duskwall.

This is what happens when Washington state archaeologists and anthropologists get together to crime in Duskwall.

This is what happens when Washington state archaeologists and anthropologists get together to crime in Duskwall.

I’m writing this stream of consciousness, mostly to archive what went down in our opening session, and maybe someone will enjoy it!

I have an extremely large group for Blades, 7 players, but I went with it because our schedules are so chaotic and demanding that it’s inevitable I won’t get everyone in the room at the same time again, which will work just fine.

I brought up the possibility at being a crew affiliated with Charterhall University, but the suggestion was immediately rejected. Something about not being enough of an escapist fantasy. After debating between choosing either Assassins, Cultists or Hawkers, the players settled on Hawkers selling, and I quote, “Ghost Heroin, Ghost X, and Ghost Whiskey.” I asked specifically if these were things they sold to ghosts, and was informed that no, they are made of ghosts. They decided their reputation would be Weird, and that their goal would be to corrupt the wealthy with their product. The lair is the protected basement in the storefront of the Iruvian Whisper, where there happens to be an altar to a demon…

Our Crew(there are many):

Zamyra. Iruvian Whisper who fronts as a fortune teller. She has an intimate relationship with Setara, and serves as the organizing force behind the crew.

Setanta McRoth “Junker.” A Skovlander Leech and refugee. Left to seek his fortune and indulge in experimentation at the industrial heart of the empire.

Brass Knuckle Bill. A Skovlander Cutter. Huge, quiet, and actually terrifying. He said almost nothing the entire game, but his violence was… Well. Also refused to reveal his vice publicly.

Octavious. A Sevorosi ex military officer (Hound). Kicked out for improper conduct. Thoroughly enjoys mixing it up with pistols regardless of the consequences. Addicted to violence and whiskey.

Holtz Helker “Holtz the Horseless” A rangy tracker from a Severosi Deathland clan. Never could ride, instead accompanied by his ghost eating hound “Goodboy.” Worked as a bounty hunter in Duskwall before getting overwhelmed with gambling debts.

Corine Vale. A Lurk from the Dagger Isles. Once a young wealthy merchant captain, lost everything in uncertain circumstances. She clawed her way to success once already through shady circumstances and supernatural prowess and is ready to do so again. Has a taste for the rich life.

Voletta Daava. A Slide from the Dagger Isles. Humble origins, but obsessed with her obligation to the memory of her family, and those who destroyed them. The only one who continually pushed for “non-violent conflict resolution.”

Whew. Half the session was spent with character and crew creation, then we jumped into the score. Basso Baz called them to a meeting, and we began play there. I was hoping they’d decide that they were there to take him out, but they were heavily against the idea, instead seeking to assure him of their loyalty, but also their relative uselessness in the coming war with the Red Sashes. The opening roll was a Sway from Voletta the Slide to convince him that they were absolutely on board, but not of use in anything dangerous. I was really hoping for consequences in this roll, alas, she critted. Fuck. So instead Bazso toasted their friendship, and gave them a tip for a vulnerable piece of turf the crew could use, owned by a crew(Eels) that had foolishly tried to assassinate Baz in his own lair. They were welcome to it, no strings attached. An easy mark.

The crew went full bore in gathering information, discovering that the Eels had 1) Taken Red Sashes money and equipment for the hit 2) Had weaponized ghost jars they had attempted to use in the Hit on Bazso Baz. Worrying due to the realization that this was something far beyond what a zero crew tier could be expected to have access to 3) There was easy access to the lair through the canals (Thank you Ghost eating Hound).

There was debate on whether the crew should talk to the Eels first, but ultimately what followed was a pretty clean eradication of the Eels in their lair. The Leech set up an ambush, the Slide and Lurk lured most of the Eels into it, and the Cutter, Whisper, and a Hound lay into the gang. No one escaped. The weaponized ghost jars were found by Holtz and his ghost eating dog, and unfortunately(for me) rolled another crit in securing the forced ghost extraction/hungry ghost creation setup.

As far as the crew was concerned, total success! There were several moments where things could have gotten very sketchy for the crew, but crits at key point circumvented those. At the same time, the use of Wreck by the Leech and Cutter caused collateral damage, and the last Eel trying to get away was gunned down by the Lurk in full view of a Bluecoat. So there was a lot of heat generated which resulted in a fun entanglement being generated at the end of the session…

Going forward. The Red Sashes don’t care about the Eels, but will want their money and equipment back. The crew wants to sell their high end product to the wealthy, whom they do have some inroads with. At the same time, this is a crew of immigrants, who have sided with a (in my interpretation) nativist gang against the Red Sashes, whom I will be building connections between them and the Iruvian Whisper. There’s a heavy Marxist “Fight the Oligarchs!” tone currently running through the PCs. So that will have fun effects going forward as well.

Good times. Next session I think will be ethic entanglements, demons and selling drugs made of ghosts.

John Harper Thank you for the game! It’s already been a great, great time.

A favor for Bazso

A favor for Bazso

A favor for Bazso

Elke is delighted to do some creepy and experimental ghost smuggling for Bazso. Harland pushes their luck and agrees to do the ghost-making as well.

Meanwhile, Hix rots away in the depths of Ironhook Prison.

Players: Karen Twelves, Eric Fattig, and Adrienne Mueller

http://www.seannittner.com/actual-play-a-favor-for-bazso-272017/

http://www.seannittner.com/actual-play-a-favor-for-bazso-272017/