So Friday was my most recent session with my Cult crew.

So Friday was my most recent session with my Cult crew.

So Friday was my most recent session with my Cult crew. That session holds the (dubious?) honor of being the most sexually explicit session of a TTRPG I’ve ever experienced. Granted, that used to be a pretty low bar, but boy howdy if we didn’t clear it by about 20 feet. I’ll give the gist and a few highlights, probably leaving out some of the more extreme bits.

The crew was looking for an alchemist NPC to help speed up their LTPs related to creating a substitute for Leviathan Blood in the worlds economy. I decided this could be a claim, and pointed them in the direction of the Jayan’s School of Alchemy (thanks Sean Nittner!) where they found Noggs. Noggs was already owned by the Circle of Flame, but the team thought they could frame Noggs for a crime in order to get his cooperation. So the score was all about committing said crime and making it look like Noggs did it.

The crime in question was the poisoning of a Quartermaster aboard the Leviathan Hunter ship the Black Sun. The captain of this ship, Orlan Strangford, is known to be particularly vicious, so killing an officer of his crew would be worse than a death sentence if he found out about it. They got aboard the ship with the help of Nyryx, the ghost possessed prostitute, by posing as a pleasure crew. The Leech PC brought the drugs, and the rest of the PCs brought the sex. And things got messy, in more ways than one.

– The Cutter knocked his client unconscious after taking rage essence during some S&M reminiscent love making. He proceeded to the Quartermaster’s room, and realized the door was trapped, but was too angry to disarm it or wait for backup. He forced it open, triggering a needle in the handle to dose him with a poison that gave him a heart attack. Resisting with prowess he said that the rage essence and his impressive bulk let him power through it taking only a level 2 harm.

– The Lurk and the Leech drugged another client to unconsciousness, but wanted him to wake up later feeling happy and fulfilled. Somehow they decided the way to do this was a suppository full of trance powder and spark drug. A botched finesse roll later, they had to deal with a very angry and confused sailor.

– It was up to the Whisper to diffuse the aforementioned situation created by her reckless cult-mates. She opted to solve the problem the way she solves every problem, with Tempest. As she began to feel the power rise up inside she heard a whisper from inside her asking her to use its power as well as her own. This was the Forgotten God, One Within Many, that she got infected with last session. She agreed to use Its power and received a bonus die. A partial success left the sailor still confused but less angry after being battered about by a mighty wind, but allowed One Within Many to infect the Lurk PC as well. I also created a clock titled “A Debt is Collected” with 4 segments and ticked one of them.

During downtime the PCs heard a rumor about a brutal new figure named Hollow Heart. No one claims to know what he looks like or what he wants, but he is apparently responsible for destroying several small gangs in Charhollow (where they recently had a run in with a strange portal, a Forgotten God and the Path of Echoes).

The Whisper discovered a book in her quarters penned by her own hand in a language she doesn’t recognize that she has no recollection of writing. The book was accompanied by a note that said “Trust No One”

The Dead Setters only had 2 players this week, but what were we gonna do? Not play?

The Dead Setters only had 2 players this week, but what were we gonna do? Not play?

The Dead Setters only had 2 players this week, but what were we gonna do? Not play?

The Feast For Crows Caper

I was running for Teatime the Whisper and Raven the Hound. Last week the gang allied with the Crows’ formerly alive former leader, Roric, who was currently a vampire in charge of an upstart gang called the Vultures, a bunch of loyalist Crows who bailed on Lyssa when she betrayed her master and some new recruits who didn’t mind working for the undead.

The plan was Infiltration. The gangs deemed a ground approach too risky, due to the Crows’ network of scouts and paid-off Bluecoats. Roric and his Vultures would cause a distraction in the tunnels below the Crows’ HQ while Teatime and Raven (they argued for more help from the Vultures but Roric said he needed his men with him) used the rooftops to parkour their way to the watchtower roof.

Because the gang didn’t take downtime between sessions, I considered that the Crows didn’t know they were at war yet. Still, they were a Tier higher than the Dead Setters, and this and that and this and that.

Didn’t matter. 6 on the engagement roll, and we picked up as the PCs rolled the tower guard and went for speed, blitzing down through the watchtower before the Crows could muster an organized response.

Raven was on fire. She ably tracked Lyssa down in the middle of the Crow leader’s personal gearing-up montage and opened fire. Lyssa tossed a vial of ghost oil on the wall behind her for an escape route, while the 3 thugs (Marie, Fist, and Handy) with her downed rage essence and moved in.

What followed was a lesson in what happens when a Hound survives enough Desperate knife fights. Even though I felt I was harsher with incoming Harm and consequences (“The thug grabs both your arms and pulls, dislocating both shoulders” or “Marie bumrushes you back, grabs your head and bashes it against the wall until you die”), Raven had 4d6 to resist with Prowess and then armor on top of that. Lowest she rolled was a 5, too. Most of the time it was sixes – or multiple sixes, so she took the incoming harm from the rage-thugs while Teatime handled offense on Lyssa, smashing her alchemical vials with ghostkinesis, forcing the crimeboss out the ethereal hole she’d made in her wall. Raven got a shot off as Lyssa’s “boss fight clock” filled in, blowing a hole through the woman’s mouth just as she reached a squad of loyal Bluecoats.

Me: “You got a 5 on that roll, so of course I’m going to reduce the effect to keep her alive – barely. However, do you want that shot to be debilitating or disfiguring?”

Raven: “I know it’d be better next time for it to cripple her, but Raven would disfigure her.”

I’m only realizing this now, but we learned something about Raven right then (and I immediately messaged her player to let him know to mark that XP).

We left the duo victorious against the rage-thugs, but they’re still surrounded in the Crows’ headquarters with 8 stress each. If more players can play next week it should be a hell of a flashback.

#heestcomplete

Score: The Cat and Candle

Score: The Cat and Candle

Score: The Cat and Candle

As Nathan Roberts reminded me, I’ve been remiss in posting actual play posts here.

Our scoundrels, a naive group of students at Charterhall University who call themselves the Doskvol Spectral Society, decided to push the Dimmer Sisters out their turf and claim the Cat and Candle for themselves. They did so by way of blackmail with threats of expulsion form the university! Such good stuff Karen Twelves Adrienne Mueller and Eric Fattig!

http://www.seannittner.com/actual-play-score-the-cat-and-candle-5302016/

One of my players pointed out that the Level 1 Harm penalty (reduced effect) seems worse than the Level 2 Harm…

One of my players pointed out that the Level 1 Harm penalty (reduced effect) seems worse than the Level 2 Harm…

One of my players pointed out that the Level 1 Harm penalty (reduced effect) seems worse than the Level 2 Harm penalty (-1d). His thinking on it is: the one less die is just a chance of lower result, but reduced effect is always a lower result. Perhaps I misunderstand what I am messing with, but I am inclined to agree, and seriously considering swapping the penalties for Level 1 and 2 Harm. Thoughts?

EDIT: Another thing I am noticing too as I think about this more, is that the loss of a die hurts less and less as dice pools grow in size; unlike the reduced effect.

Me and the Friendly Fire TV crew will be back at it tomorrow at 6:30PM PST with session 6 of our campaign.

Me and the Friendly Fire TV crew will be back at it tomorrow at 6:30PM PST with session 6 of our campaign.

Me and the Friendly Fire TV crew will be back at it tomorrow at 6:30PM PST with session 6 of our campaign. Should be heading into score number 2. A few of our players have got their first advancement so come check out what new Special Abilities they have chosen. twitch.tv/friendlyfiretv

The Porcelain Dolls: Session 16 (May 15 2016)

The Porcelain Dolls: Session 16 (May 15 2016)

The Porcelain Dolls: Session 16 (May 15 2016)

The Sash Stash Crash & Smash:

The crew decides to hit the Moon’s Daughter and pin it on the Lampblacks. Shade suggests hitting them where their supply of Trance Powder is stored. Constance reasons that the main stash would be somewhere other than the restaurant. She considers asking Lyssa to call in the Bluecoats on the Sashes. Boots confirms that the Sashes don’t currently have any protection agreement in place with the Bluecoats.

Constance decides that someone will enter the restaurant and arrange for a large purchase, one that they will not be able to fill with what they have on hand. Boots will follow the Sashes’ man to the location of their stash. Once the product is delivered to the Moon’s Daughter, the Bluecoats, who will have already been tipped off, will raid the restaurant to provide a diversion. Boots will then inform the Lampblacks of the location of the stash, who will of course hit it, and the Dolls will receive a cut of what is taken.

Boots volunteers to assist the Lampblacks in their raid, as does Kamali. Shade is reluctant to be seen making a direct move against Mylera, but he says he knows of a way to lend aid.

Constance wants Gloves to make the buy, and allow himself to get arrested along with the Sashes. Gloves asks for hazard pay, but Constance is not amused.

Constance goes to see Lyssa, who was aware of the Sashes’ drug operation, but not that the Moon’s Daughter was one of the distribution venues. Because she’s miffed at the Sashes for apparently holding out on her, Lyssa agrees to arrange for the intervention of the Bluecoats, as well as protection and an expedited release for Gloves, should he be caught up in the raid. Lyssa also resolves to speak to Mylera personally regarding the matter, and thanks Constance for bringing it to her attention (Faction status goes up to +2 with the Crows).

I ran this as two linked jobs running more or less concurrently, and the crew split up again so most everyone will be able to take advantage of the Downtimes afterward.

Part 1:

Engagement roll for the first one is not great (3). Gloves goes to the Moon’s Daughter, speaks to the maitre d’, asks for the special, and is ushered into the back room, where Branon Avrathi is waiting to deal. Gloves names a quantity that he expects will be more than what the Sashes have on hand, to prompt them to pay a visit to their stash. However, he underestimates how much the Sashes keeping on hand when Branon produces the requested amount with no fuss. This is good news for Gloves, who will not be around for the Bluecoat raid, but bad news for Boots, who now has a harder time tracking the Sashes’ bagman, now that they don’t know when he will go to re-up. Eventually, however, he does, and while Boots is able to keep up, he is spotted just as the man is going into the building where the stash is being kept.

Constance meets with Prichard and Lady Drake. Prichard acknowledges that Baszo is being reckless, and that he has tried to dissuade him from this war, but Baszo holds Mylera responsible for the death of his wife. Constance recommends that Baszo be removed from the equation, sooner rather than later, and makes her intentions to take over the Lampblacks known. Prichard says that he and Baszo have been close friends for many years, but admits that an overabundance of sentiment is what got them in the current situation.

Constance also informs Prichard of the location of the stash, and recommends hitting it while the Sashes and the Bluecoats are distracted. She gives them a time (around noon the next day) and a place (about two blocks from the antique store where the drugs are being kept). The Lampblacks will assault the place, assisted by Boots, Shade, and Kamali.

Part 2:

The next day, Shade performs a ritual that will swap his appearance with another, grabbing a random passerby from the street. Kamali and Boots were warned of this beforehand, but are still nonetheless startled to see a complete stranger approach them for the job. The Lampblacks are late, by nearly half an hour, and look as though they’ve already been in a scuffle. There are five of them, two of which are Coil and Vale from the Bell & Birch (now demoted to footsoldiers), but they don’t recognize Kamali.

Shade performs his cloak of invisibility ritual, and envelopes himself and the Lampblacks in the Ghost Field so they can approach the front of the antique store unseen. In the process, the Lampblacks and Shade all take Level 1 Harm in the form of mild frostbite (no Resistance roll, and even if I did permit it, Shade was now at 8 Stress). Meanwhile, Kamali is in the alley by the back door, setting a tripwire before climbing up on a perch, and Boots is on the roof of the building across the street, with a good view of the alley and the back door.

Shade drops the cloak as the Lampblacks rush the front door of the shop. His Stress is dangerously high, so he decides to back off. Kamali and Boots hear the commotion in the shop, and the back door flies open. Three Sashes emerge, the first hitting the tripwire and falling flat on his face. The second tumbles over his buddy into the alley, while the third manages to parkour his way over the both of them and begins sprinting down the alley to get help. There are now two clocks: The Survivors (6 segments) of the fight inside, who are running to go get reinforcements, and They’re Getting Away! (4 segments), which is the countdown.

Kamali drops down and stabs the first Sash in the back and attempts to attack the second, but he has gotten his footing and now whirls to face her (2 segments filled). Boots takes a shot at the third, and hits him right between the eyes. The bullet exits his skull, ricochets off the brick wall of the alley, and wings the second (3 more segments filled, bringing it to 5).

The problem is that Kamali is not nearly as effective in a straight fight, and the dice seem to agree with this assessment. She narrowly avoids serious Harm on more than one instance, but the Stress is slowly piling up. There’s only so long she can keep this up. Boots has the choice of taking the time to reload his rifle, or make a Desperate shot with a pistol. He decides to go with the latter, and gets a 5. The result is that the remaining Sash trades swings with Kamali for a bit, then Boots hit him right in the back of the neck, his throat explodes, and Kamali is hit in the shoulder (Level 3 Harm reduced to 2 by a Resistance roll).

Three remaining Lampblacks emerge from the shop to see Shade arrive and use his electroplasm to dissolve the three bodies in the alley. Unfortunately he doesn’t have enough for the four bodies inside (two of which are Lampblacks). They grab the stash and make a run for it. Kamali refuses to let anyone touch her, and manages to limp home on her own with a bullet in her shoulder.

Notes:

A couple of house rules: First of all, I’ve decided as a matter of principle, I’m not going to try and squeeze in Downtimes at the end of a session any more. It encourages everyone to kind of rush through it before they scatter for the evening. Instead, they can take the time until next session to decide what they’re going to do, and it allows me to zoom in on certain actions if it’s necessary, especially indulging Vices, which too often get relegated to “Okay, you take off 3 Stress”. I want to see more of what actually happens when they’re doing this stuff (and there are opportunities for more story there). So next session we’ll see Payoff (I informally promised them 10 Coin worth for this job at the end of this session), Heat (this will be a noisy one), Entanglement, and Downtimes.

Second, I clarified (for our group) the difference between Resistance rolls being able to lessen or mitigate incoming Harm, and being able to eliminate it entirely. The two examples with Kamali above illustrate it quite well. The first time she was actively dodging a melee attack, so it was kind of an all or nothing deal. The second time, it was an incoming bullet. The best she could hope for is to weather the hit.

I had to make a choice at some point as to whether or not the Sashes’ business at the Moon’s Daughter was known to Lyssa or not. Either one would have been equally interesting to me, so I let a die decide (even/odds). If it had been, the conversation with Constance and Lyssa would have gone very differently, with Lyssa demanding some form of compensation for the loss of income from their cut of the Sashes’ drug trade.

#dontmesswiththedolls

The video for our Blades setup session is up https://youtu.be/9PWMb9FNojY.

The video for our Blades setup session is up https://youtu.be/9PWMb9FNojY.

The video for our Blades setup session is up https://youtu.be/9PWMb9FNojY. Character creation and the beginning of actual play will be streamed live next Wednesday, June 8th at 10am PDT.

https://youtu.be/9PWMb9FNojY

So the Skovlander refugees have played a crucial role in freeing the Motes from their spirit bondage.

So the Skovlander refugees have played a crucial role in freeing the Motes from their spirit bondage.

So the Skovlander refugees have played a crucial role in freeing the Motes from their spirit bondage. No Longer a Cult they have become violent bastards left with nothing – fallen back to Tier 0 and a simple lair under a Loyalist Skovlander pub in the docks area. They have morphed into a Breaker gang – thugs for hire without conscience and all traumatised.

I needed names, names of Skovlandish folk, so on a whim I just started using my Single Malt Whiskey collection as inspiration. What a genius stroke! The Motes have renamed themselves the ‘Dusters’ and take down anyone for a price.

Their cohort of Skovlander Fine Thugs (ring any bells Sean Nittner?!) has these among them:

Glenkinchie

Bruichladdich

Talisker

Cragganmore

Balvennie

Benromach

Oban

Lagavulin

Tomatin Cu Bogan

Finlaggin

Ileach

Arran

Cu Dhub

Bunnahabhain

Aberfeldy

SO awesome.