One of the idlehands got captured last session.

One of the idlehands got captured last session.

One of the idlehands got captured last session. Just when things were looking up for the idlehands after ousting the sashes and the lampblacks from Crow’s Foot, their misdeeds caught up with them.

https://drive.google.com/file/d/1WLVaikEI2d3u2KxYNCLiIphue5RwFzNj/view?usp=drivesdk

First session of Scum and Villainy resulted in my character almost suffocating in the cold unforgiving vacuum of…

First session of Scum and Villainy resulted in my character almost suffocating in the cold unforgiving vacuum of…

First session of Scum and Villainy resulted in my character almost suffocating in the cold unforgiving vacuum of space, and our ship almost getting blown to pieces. So It went just as it should have in other words.

Post-Campaign Porn

Post-Campaign Porn

Post-Campaign Porn

7 PCs, 48 named and illustrated NPCs, 19 sessions.

Cult crew. Because they were bent on keeping their cult secret, I house-ruled that rep did not raise heat, the trade-off being that they could only earn it for jobs that satisfied their demon-god, Azarax (motto: “Order through suffering”).

Of the 19 scores executed, the most memorable included:

The taking over a sex cult via showdown with that cult’s leader in the midst of an orgy. Afterward, the cult clubhouse did double duty as the Slide’s base of operations and vice purveyor.

The formation of a cutting-edge chamber music quintet, whose eerie/occult performance won the attention of the “edgier” students at Charterhall University.

The brutal slaughter of the Wraiths, by glue bombs and razor wire in the tunnels beneath their HQ.

The breaching of the lightning barrier using a sparkcutter hull as a favor to the Silver Nails, the twist being that the Cutter managed to murder Seresh and take her place as leader through an elaborate series of flashbacks involving a porcelain skull and goat brains.

The final showdown with the Lord Governor for the control of Doskvol itself, wherein the PCs broke open Ironhook and released all of the prisoners, destroyed the lightning barrier once and for all, silenced the bell at Bellweather Crematorium, and assumed control of the City Council. In the final act, they infiltrated the Lord Governor’s stronghold (which was besieged by an army of feral ghosts and escaped convicts), eluded carapace sentinels and ghost hounds, went to-to-toe with elite Whisper bodyguards, and struck down the Lord Governor with a lightning bolt from a distance. Only to discover that that Lord Governor was a hollow automaton decoy, and the real Lord Governor was [redacted], controlling everything from a subterranean grotto. Suffice it to say that the credits rolled across a Doskvol forever altered, the final order of their dark lord (who ended up being more of a sentient pattern than any kind of traditional demon) imposed over all things.

A NOCTURNE v0.8 — playtest session #7 “Artificial Minds”

A NOCTURNE v0.8 — playtest session #7 “Artificial Minds”

A NOCTURNE v0.8 — playtest session #7 “Artificial Minds”

I told you I was writing this basically right after the session #6 actual play. I warned you bro.

We launch into downtime with an unexpected, but in hindsight inevitable, bang: the craft’s stress track maxed out, giving it the Trauma “Obsessed”, specifically focused on the Patriarch and its own murky origins. We don’t see the immediate effects of this in this session, but I’ve got some dark plans…

Nix starts a long-term project to counteract the spread of the membrane rot inside their head, essentially setting up a race clock against the membrane sickness clock that we already have established.

The other big thing that happened this session was the introduction of fresh mea- I mean new player Edwin’s character Timothy, an AI encased in an artificial brain, wrapped in a cocoon of some gooey, flesh-like smart substance that he can extrude to create temporary, dripping limbs, interface rather disgustingly with more mundane computers, and bud off short-lived homunculi. His first act after sloughing himself out of coldsleep (incidentally, a great way to introduce new characters to the crew) is to bond his fleshy bulk with the core computer terminal while Nix looks on horrified. He starts a long-term project to fully map-out the byzantine innards of the craft. Bug enters with a gun and asks if he should shoot the gradually-expanding flesh monster that’s talking at them in alarmingly pleasant and chirpy tones. They eventually decide that Timothy means them no harm, but remain thoroughly weirded-out.

In his attempts to bond with Ghost’s core node, Timothy discovers the depths to which the old, violent AI is more than just an artificial mind – it appears to be based on a full-on fork of someone or something else’s baseline personality. What follows is a rather off-putting conversation about the nature of humanity between the pre-existing crew and Timothy, who seems bemused but chipper about basically everything.

But before we can learn more, it’s down to business: the crew decide it’s high time they return the personality matrix to Heaven, as Ghost seems to want them to do so, and they surmise that it might help the uploaded society eventually return to its more idyllic state. They’re certain the Pale Crew will attempt to interfere, so they do something risky to stymie Newton’s efforts: they cut off the power from the empathy scrubbers for a bit to make them sweat, hopefully making them a little more manageable (or at least less likely to follow Newton’s wild ambitions) for the next score.

Bug also acquires an asset for the score to return the personality matrix to Heaven – a sizable gang of Limpets. With all of this set, and time running out for the session, we end on an Engagement roll and a cliff-hangar, as the crew enter Heaven and make their way through the darkened corridors to the station’s benighted core. Risky position, folks. Let’s see how that goes next time…

Stray thoughts: introducing a new character via waking them up from coldsleep went really smoothly, far smoother than I thought it would, such that I may just write this into the rules as a easy bit of shorthand when you need to introduce a character quick. Timothy’s already adding an interesting dynamic to the crew in downtime, so it’ll be interesting to see where that goes in the score. Edwin went to town on describing all the oozing and sluicing and general weirdness of Timothy’s strange body plan, and I couldn’t be happier. This is a lot of what A Nocturne is about. Incidentally, for those keeping track at home, he chose the playbook The Broken, with the starting special ability The Carriage Held But Just Ourselves – makes sense for constantly interfacing AI with a fragile core.

No big rules revelations this go around, though it certainly gave me a lot to think about re: the danger of certain types of interfacing and data in the game, and the way’s in which we handle the power (or lack thereof) the crew have over the workings of their craft.

Next time: War in Heaven, Round 2. In the blue corner, two furries and a cheery blob of flesh, backed up by a gang of child-like machine intelligences. In the red corner, a crew of psychopaths with a grudge. And in the nth-dimensional octarine corner, the warped intelligence of a forked super-AI nomad with blue-and-orange morality and weird designs on a society of uploaded Space Mormons. Who will win? Who will lose? Why not both?

This was a fun session! No idea why my online games are consistently an hour longer than my in-person games though.

This was a fun session! No idea why my online games are consistently an hour longer than my in-person games though.

This was a fun session! No idea why my online games are consistently an hour longer than my in-person games though.

Originally shared by Eli Kurtz

Score #03: Fat Cat Fete

The crew of the Electrick EEK returns to the dark waters of Doskvol for a break from their usual villainy. Sure, they race through the canals and tussle with a bouncer or two, but the real action doesn’t start until there’s a mostly naked nobleman making conversation next to a fountain of mushroom wine.

We tried to stream this live last night but my Internet connection couldn’t bear it. Never fear though! The whole thing was recorded and is now fit for consumption.

Assuming I can figure out how to improve my connection, we return to Twitch.tv/ZapDynamic on Tuesday, July 10, at 7pm central!

https://www.youtube.com/watch?v=3X8fU9YGPas&t=112s

A NOCTURNE v0.8 — playtest session #6

A NOCTURNE v0.8 — playtest session #6

A NOCTURNE v0.8 — playtest session #6

Deep inside the empathy scrubber modules, redubbed The Keep by the self-made psychopaths of the Pale Crew, having escaped from a deadly encounter with a number of foot-soldiers, Nix and Bug find themselves working their way through snaking maintenance tunnels.

The empathy scrubber module is essentially a series of strung-together globe-chambers, with the tunnels snaking around and between them, intersecting and filtering air through their howling, oil-stained throats. The two uplifted clamber hand-over-hand in the microgravity, the sounds of the Pale Crew’s activities drumming on the metal bulkheads, occasional views into the globe-chambers offered by corroded access panels. When they find one big enough to get through, one that leads “backstage” into a space between the chambers, Nix deploys a new special ability, Mercurial, and takes on the semblance of one of the Pale Crew (specifically a man named Tolvig, the rash, blunderbuss-wielding crew-member they encountered as part of Ion Brezhnev’s little patrol). Brendon gave an awesome description here, describing how Nix appears to shimmer and distort like the artifacting on a hyper-compressed video.

Nix slips their way into the Keep proper, managing to perfectly mimic Tolvig’s way of moving. Bug stays behind to cover the tunnels, but sends his familiar Snakey (a weird artificial snake-thing) with Nix. The disguised arctic fox runs into a Pale Crew heavy called Procaine, who seems to be friendly with Tolvig but doesn’t manage to see through Nix’s disguise. Procaine’s tall and angular, their skin made of segmented metal. A circular saw hangs on a leather strap off their shoulder. Nix/Tolvig convinces Procaine that he needs to see the Pale Crew’s leader Newton right away, that the uplifted crew they thought dead are alive, and have escaped re-capture. They start making their way to Newton’s inner sanctum, passing through lashed-together Pale Crew shanties and chemically-fertilised alien fungus farms.

Meanwhile, Bug runs afoul of a maintenance drone the Pale Crew seem to have gotten working again, but manages to escape the tunnel before it crushes him. Back outside Newton’s sanctum, a massive vault door, Procaine and Nix/Tolvig run across Newton and tell him the bad news. Exasperated, he tells them to go after the uplifted crew already, and make it quick. There’s a tense moment where Newton bemusedly interrogates Nix/Tolvig, but they manage to keep up the disguise.

Of course, they’re not going to find uplifted crew. Deep in the corridors cutting between the globe-chambers, the Pale Crew’s jury-rigged pipeline for the unrefined chemical fertilizer is exposed in places. As they pass through an intersection, Snakey bites into a weak spot on one of these pipes, sending a spray of the viscous chemical sludge shooting into the corridor. As soon as the unrefined, exotic substance hits the moist air of the corridor, it starts expanding, an acidic foam slowly filling the narrow confines. Procaine shouts, surprised, a split-second before Nix opens their third eye (a bizarre and creepy interpretation of Nix’s The Subtle Knife ability – they can literally kill without touching people, but it needs eye-contact and a bit of time), their disguise briefly dropping. Procaine is knocked out cold. The chemical sludge starts to engulf them. Nix/Tolvig runs for “help”.

Newton, having to oversee the cleaning of the chemical spll himself, takes a bunch of his personal guard and heads off when Nix/Tolvig comes to inform him. Nix/Tolvig hangs around, keeping a guard on the other side of the cracked vault door talking. Meanwhile, Bug has been moving around “backstage”, and slips into the now-vacated area in front of the vault right as Nix opens their third eye again. The guard collapses in, the vault door starts swinging open, someone shouts from the other side. Brendon didn’t roll great, though, so the consequence is that the door swings open the whole way and Nix gets a face-full of lead. Brendon resists this handily, instead barging in as Tolvig with Bug as his “prisoner”. There’s an awkward standoff in which some awkward questions are asked, but Nix/Tolvig and Bug put on enough of a performance that the guards inside the vault buy it.

As they enter, they spy what’s likely their prize against the back wall of the vault-sanctum – a huge rack of what look like solid-state drives. Quickly subduing the guards (this was a fairly tense fight, but too detailed to get technical here), they get to the drive rack and start pulling drives, searching for the personality matrix. They eventually find it, a large unspooled slice of vat-grown brain matter embedded in a heavy steel platter (at this point, I’m straight-up riffing on Tacoma, ‘cos why not). It’s at this point, though, that Newton and his cronies come back to batter down the vault door, now fully aware of the situation at hand.

Almost shot again, Nix and Bug manage to escape through another maintenance shaft, one that hadn’t appeared on the schematics. We get in a few more long-term consequences here (as well as a few I forgot to mention already): the Newton’s Ambition clock (a countdown to him leading a full-on rebellion against the Ghost AI to retake the craft) gets another tick, and when the Chaos downtime phase comes along the craft is taking +1 stress as Newton tears apart the innards of various sub-modules searching fruitlessly for the escaping duo.

Also, Nix Internalises their stress hard while pushing themself, and takes the Trauma “Soft.” Considering they’re sort of the Designated Stabby Fox of the crew, that’ll sure be interesting.

Stray thoughts: Brendon absolutely loved the Mercurial special ability (thank you for that one, Vincent Baker). I wasn’t entirely happy with how I ran the session (there was a lot of toing and froing and show-leather inside the Keep, more than I would’ve liked, and I really need to give Roxanne the spotlight more), but I feel like I’m really starting to grok how to run a Forged in the Dark game (hey, it only took me something like 40+ sessions and making my own hack). I went hard with the consequences this session, and it lead to some truly tense scenes and wonderfully difficult stress-related decisions.

Next time: Payoff (such as it is), Maintenance, and downtime. What will they do with the personality matrix? Return it to Heaven, perhaps? What’s Newton’s next move? Also, we introduce a mystery third crew member – new blood, friends, new blood! Mwahahahaa- ahem, play-tester, I meant play-tester.

BTW, I’m writing-up session #7 literally right after this because I took too long, so look for that around here real soon!

Blades in the Dark: Ring Down Below returns to twitch.tv/ZapDynamic at 7pm central!

Blades in the Dark: Ring Down Below returns to twitch.tv/ZapDynamic at 7pm central!

Blades in the Dark: Ring Down Below returns to twitch.tv/ZapDynamic at 7pm central!

Come join the crew of the Electrick EEK on their third score to secure better wages, hours, and conditions for the Dockers. Could be a suave time, could be explosive… could be both!

Blades in the Dark – Session 10 – The Crimson Snow

Blades in the Dark – Session 10 – The Crimson Snow

Blades in the Dark – Session 10 – The Crimson Snow

So after missing a couple of weeks due to players being on a work trip – we dived back into the adventures of our, still largely drug-less, Hawker crew, The Crimson Snow. After another block of investigation and pondering whether now perhaps might be the time for them to try and establish a reliable source of product to sell, in the end, they settled on some cheap and quick profit by ambushing one of the carriages through the city bearing Red Sash drug shipments. Thanks to previous investigations and information discovered during a score – they were able to select an ideal location to waylay one of the Red Sashes regular shipments – a road through Coalridge that seemed only lightly trafficked. The gang managed to talk Laroze, their contact within the Bluecoats, into sneaking them a couple of disused uniforms – the plan being for Hadius and Banks to wear the uniforms and stop the carriage (under the pretense of asking for a bribe) while Vestine secreted themselves in a shadowy alley in the hopes of clambering onto the carriage once it was stopped.

A storm hit the city as the crew assumed their positions, limiting visibility – just perfect for a carriage hold up. When the carriage approached, Hadius flagged them down, backed up by Banks, as Ves began sneaking up from behind. The no-nonsense driver, seeing they were being accosted by Bluecoats, pulled a bag of coins from the carriage and inquired as to how much they wanted to let them past. The other Red Sash inside the carriage kept his attention on the Bluecoats, affording Ves a perfect opportunity to sneak onto the carriage. Unfortunately, they had a great deal of trouble with the rainslicked back of the carriage, and landed heavily on the roof after climbing up – alerting the gang member inside. Banks, spying Vestine fall on top of the carriage, marched past the driver and Hadius (who continued haggling over the bribe), opened the carriage door and beat the gang member unconscious with a blackjack. The driver immediately turned to see the source of the commotion in time for Vestine to slip down from the roof into the seat beside him – unfortunately for Ves, they actually did slip, leaving them poorly positioned to accost the driver, who drew a blade and stabbed the would be ambusher.

Seeing the driver attack his compatriot, Hadius drew a pistol and shot the driver, stealing his coinpurse and kicking him out of the carriage, before taking control of the carriage. Though not an experienced carriage driver, Hadius made up for it with an uncanny understanding of the intricacies of an Akorosian goats mind. They made it to Charterhall, having changed on route, only to be accosted by a pair of actual Bluecoats. Thinking on his feet, Hadius offered them the entire bag of coin the carriage’s former driver had carried to leave them to be on their way. As usual, his fast talking worked a treat, and left them free to enter Crow’s Foot. Rather than take the carriage back to their hidden lair – they decided to make a switch at the Lampblack’s guild house. They met with Pickett, Baz’s second, and discovered him to be quite unlike Baz – distrustful and taking an instant dislike to the crew – he took awhile to come around – the Snow in the end, offered possession of the new carriage and its battered remaining Red Sash occupant, in exchange for borrowing a carriage to shift the drugs to their lair.

The crew marveled, once back at HQ that the heist had gone rather swimmingly. And set about celebrating their new haul and the options it might give them for the future. Meanwhile, Lord Scurlock, in the basement of his manor, busied himself finishing the last step in a dark ritual, facilitated by the artifact recovered from the Lost District by the Snow. What grave consequences would their unquestioning assistance given to this sorcerer bear? Time would tell…

GM notes – Fun session this one – I’ve been keen to run a carriage heist in Doskvol from the first time I discovered Blades and it went great! Some great roleplaying, an unfortunate streak of failed rolls by Ves we painted as due to the inclement weather, and all in all, a fairly easy haul. Was a short one though, so atypically, we actually got through downtime at the end of this session, but this gave me a good opportunity to remind them of the clock they set in motion by assisting Scurlock in a prior score – their most ambitious to date, which had been quickly ticking along in the background. “Something Awakens…” was finally filled in and… I called it a night there. Looking forward to unveiling the fairly major event I had in mind for this one at the start of our next session as well as finding out how they will react (characters and players both!) 🙂

Just did session 0 of A Fist Full of Darkness with my friends!

Just did session 0 of A Fist Full of Darkness with my friends!

Just did session 0 of A Fist Full of Darkness with my friends!

We decided to make a rag tag group of Hellstone Scavengers, including The Shot, The Thunderheart, and The Gamble.

Attached below is the map we made for our version of Mudwater (yes we have some punny names for places!). We had a lot of fun making up the world and cool things in it. All in all, the world building was superb and got a lot of conversation going!

The Shot was part of a traveling nomad tribe, but his people were murdered by the giant scorpion demons plaguing the land. He escaped and made it to Mudwater, seeking his fortunes as a scavenger and putting down the scorpions whenever he can.

The Gambler was adopted and raised by the Posse contact Ling Lee. She spent her childhood travelling with him, adding various oddities to his collection. Once she was older she moved to the Ring of Fire, a casino town in the middle of a desert, to become a show girl. She recently returned to her father who settled in Mudwater.

The Thunderheart is a banished tribesman (shunned for being mixed race). He has a strong connection to Nutbush, where a Petrified Tree and the spirits within it guide him. He is lonely and lives of the shrubbery and herbs in the area. (Not established how he became a scavenger yet).

Had a super fun time and I am looking forward to session 1!

#AFistfulOfDarkness

So many Gambits we might as well have been a 90s X-Men comic

So many Gambits we might as well have been a 90s X-Men comic

So many Gambits we might as well have been a 90s X-Men comic

In our fortnightly Star Wars Scum & Villainy game the crew of the Porg Chop Express explored sith ruins on Korriban/Moraband.

The Pilot may have been MVP for simply existing. He took “Never Tell Me The Odds” from the Scoundrel playbook and if roll20 keeps giving you sixes, you end up with, well, more Gambits than an X-Men comic.

S&V/Blades in general has a really neat way to mechanize a fall to dark powers too. Dark Side, or demonic possession in vanilla Blades, or what have you. Figure out with the player what they don’t want to happen and set a clock for it. Offer devil’s bargains on everything – here’s this power (+1d) in exchange for these ticks on this clock o’ badness. Then let them resist the ticks, which can cost stress, which leads to traumas, which are all mostly things you see in people consumed by the Dark Side. It works really naturally.

Anyhoo, the Muscle’s balancing act between addiction to wookiee hallucinogens and the pull of the dark side finally tipped in favor of the dark side last night. She went off by herself and became bound up with a sith force ghost. The Mystic will perhaps have to choose whether to stop her or try to save her. We’re headed to some potential intra-party stuff and we’ll need to talk about how inward we want the game to turn going forward.