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Neko_Bijin commented on the adventure log post The Central Chicago Sprawl Part II
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Scifi_Toughguy commented on the adventure log post The Central Chicago Sprawl Part II
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MadDogMaddux commented on the adventure log post The Central Chicago Sprawl Part II
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Last Updated: 4 days ago
Play Status: In Planning
What the room sounds like:
I was thinking Mugzog myself.
Oooh, oooh, can they form a squad if they call themselves the Flipmode Squad?!?
Standard twin bedsheet topsheet torn into roughly 2" strips lengthwise and tied together.
How much ‘rope’ is there?
Some little Jewish Orkling is going to have his hide tanned when his mother comes home to find his sister’s bedsheets missing…
Yeah, sorry. Today has been a BEATING.
Just waiting on rope at this point.
Groovy. At least I got to hurt you a little!
Reroll the 1 to a 4 would make it 4+3+4=11, still not enough to avoid wounding but at least he is down to 1 wound instead of 4 or 3.
I believe he’s asking to use his technique to reroll the die that came up 1, rather than add 1 to his final result.
So you want to spend a style die and have a woman be present for you to be impressing while kids throw rocks at you and use that to reroll?
Rules lawyer on Page 6 in the PDQ# PDF says you can trigger your technique before or after the roll. I also didn’t realize that I could use the technique to roll 3 dice and take the two best rolls. Can I do the reroll thing?
No, at this point you just need to take 3 Wound ranks. :P
Generally speaking, you need pad your roll BEFORE you find out the result.
Besides, if you wanted there to be a female present for you to look good for, you’d need to spend a style die. ;)
If I put something in the description of Mugsy trying to impress/look good for some female can I use his idiom technique?
Hrm. Sure, I guess you were doing exactly that. So make it 3 Wound Ranks rather than 4!
But wait, can I add my technique of +1 while gathering supplies for the job?
Hey, Ethan and Neko, don’t forget that you’ve now taken Wounds for the first time in a Scene, which means you need to give me a plot hook for whichever forte you put the first Wound Rank into.
Don’t make me go Temple of Doom, Doctor Jones.
I fell like a cross between a pin cushion and a crash test dummy.
LOL, good point!
Is he at least getting training points for this? ;)
My vision of the evil pudding is not clear. Does it stop the torch light all together or if Mugsy turns around, can he see the torch light?
OK, so you’re still in the soup, all three of you. Before going down, Azog indicated her direction, but nothing more. Jamison effectively found the end of the hallway and is navigating it by hand, trying to find wherever it is that the witch is, but it’ll take a bit for him to make that kind of progress – definitely long enough for Mugsy to take another action or two.
So, can I see the cherry at the bottom of the glass yet?
Can I make the witch out?
This just keeps getting better and better.
So, each of you had to win a challenge to be able to move. Additionally whenever someone opens their mouth or inhales deeply there is a secondary challenge required. Jamison tied his and so didn’t suffer any ill effects except garbled speech. Azog blew his out of the water, so can sniff just fine. Now that Azog is TALKING, he needs to give me another roll. If he doesn’t succeed, nobody will understand him. And I get to kill his character or something similar. :)
Does the pudding of evil stop anyone from talking, breathing or smelling? I’m trying to get a feel for what’s going on.
Sorry for my failure to post today, guys. I missed Ethan’s posting for Mugsy, so thought I was still waiting. My utmost apologies!
But Azog will hand it over if you’d rather carry it. Not sure which is better.
I’ll hold up the torch then.
Mugsy should probably draw his gun, consider his 1911 drawn.
You first, mac.
I got a bad feeling about this, guys.
OK, you’re about 2 blocks away from Esther’s abode. You’ll have to hoof it from here. ;)
The order of the scenes doesn’t matter to me. Esther then Motor pool is fine.
Those two are going to reprise roles done by Frank Sinatra and Marlon Brando? Good luck.
Shouldn’t we visit Esther before we go get a vehicle? Don’t want to link her to the caper.
Also Neko, in case you didn’t know I just read about a possible remake of your reference material for this game. Good or bad, you tell me.
We need an official vehicle. Scifi pointed out that it might not be Federal but local. Shall we just call it the PA Motor Pool?
So it sounds like you guys are keen to hit the road directly from this point. If that’s the case, I’ll set us up a new Scene. We’re headed to go get a Federal Vehicle, right?
Magic isn’t my sphere of influence, so I’ll let you guys drive.
I started a list of magical items. I’ll add to it as I think of things. Please do the same.
Yes let’s go back. If an explanation is required we can offer it.
Perhaps now that the book is destroyed, it might be time to head back to Esther to explain what became of the book and to make amends?
Hard to communicate the fullness of a concept in-character without belaboring the point. So let me make a few references. I’m thinking much more “Machine Gun Preacher”, and much less religious militarism, or the justification of wanton violence by the misrepresentation of Scripture.
What we’re looking at here is an interesting quandary. How do the teachings of Christianity apply within the bounds of a corrupt government? While admittedly the actions of Nazi Germany were extreme in comparison to the corruption within Chicago during the 20s, I think of the life and writings of Dietrich Bonhoeffer who, among other things, was involved in a plot to assassinate Hitler.
Not trying to take you guys down a conversational trail you don’t want to follow – just sharing some of my thoughts as I’ve pondered how this all plays out.
There’s a fake Ezekiel quote that keeps getting repeated.
This game’s got everything, am I right?
I must confess that I’ve not seen Pulp Fiction, so I don’t get the reference.
If Azog goes Pulp Fiction, I’ll hurt someone.
Any chance you could repost LF with the bottom lines trimmed? Copy/paste?
Just to clarify, I’ve got another response to Jamison from Sister Mary in mind, so please disregard her reply and his rejoinder in LiaoFan’s last post.
Go ahead, but I suspect that your character would be too cool to attend.
God, I love my character. Can I just say that?
I think I should organize a ticker-tape parade for him.
The GM very generously let me take back a move, and to interpret a roll of snake-eyes on fast-talk as Azog being struck dumb by his religious experience. He will be unable to talk Mary (or anyone) into doing anything.
Snake eyes on my roll to influence Mary. Maybe it simply isn’t meant to be.
This should go a looooong way towards making the party chemistry more entertaining, that’s for sure.
So I wanted to reflect the unpredictability of the moment and chose to roll the 3rd d6 to determine the preacher’s bonus, rather than just assign a value to it. Happened I rolled a 6 for that. :P
Azog would only have left the campaign if he had critically failed the roll and suddenly been willing to drop all his vices, all his current plans, and remain committed to the work there at the Salvation Army.
Had he failed but barely, Neko would have got the opportunity to roleplay Azog having said experience, but then perhaps experiencing some sort of call to be Maeve’s protector – possibly becoming somewhat of a paladin in approach.
Since he tied, he’s going to get to be more conflicted. He’ll strongly feel the pull of the Gospel and want to be committed to it, but he’ll also strongly feel the pull of the world, and the task he’s agreed to. It’ll be interesting to see how Neko roleplays it and what changes about his character. He’ll definitely still have the Easily Tempted foible, but I should think his response to giving in to said temptations will be stronger, different.
At one point Neko mentioned the idea of burning his motivation (PDQ# page 8), which would have been an interesting way to win the challenge, but I pointed out that doing so would mean that he alienates Sister Mary, and thus you would have to find a new safehouse for Maeve – something Neko was loathe to do.
Upshot: Azog stays in the game.
First off, thanks to the GM for taking a moment out of his day to roll real dice with me over Skype. That was fun!
Azog rolled 2d6+2 for his flashy challenge:3+4+2=9. The preacher rolled 3d6 for his (rather than 2d+some fixed forte). His total was 12. Azog burned his only style die to reroll the 3, result 6. New total 6+4+2=12, tying the preacher. GM ruled that Azog has a conversion experience, but does not quit the party.
I’m reminded of one of my favorite campaigns that I GMed. One of the PCs wrote himself as having a skull tattoo on his face, but didn’t know why. When they got to the free city of greyhawk, I had the agents of one of the evil gods kill him while he slept in a really hoity toity hotel – because the tattoo was a mark of the god and indicated that he was dedicated to his service. There was this cool box-text encounter where the PC got to make the decision of whether to serve or die, and chose to die.
Then I had the hotel pay for the resurrection, and it was a big roleplaying thing. The PC lost a level, but he gained it back later. One of my favorite roleplaying experiences I’ve GMed. :P
Son of a bitch.
GM has indicated the upcoming roll will be important to the PC’s future, and that a severe failure might retire him from the campaign.
OK, kids, Azog has a dice roll coming, so don’t move us past the end of the sermon until he makes said roll. But feel free to contribute otherwise.
2+4=6 wound ranks healed for Mugsy.
Port Authority might be Federal, State, or independent like the PA of NY&NJ. Let’s just find a motorpool and bribe a guy.
Yup, I said that. So roll ’em and heal ’em!
Just be aware that you guys won’t heal-for-free again until after you’ve rested for the next night.
I was just thinking that somewhere in the near past it was mentioned that at the end of the third ambassador hotel part that’d be a scene shift.
So it’s a dicey thing (pun intended) re: healing wound ranks at the end of the next Scene, because some of our Scenes are really quick. That said, the Ambassador Hotel III Scene represents a full night of sleep, and I feel like you guys DO deserve some additional healing.
I just want to make sure that we don’t have like 5 Scenes in one 24 hour period, and the PCs go from really beat up to fully healed with no magical assistance.
So, due to the shortness of our Scenes right now, we’ll do 2d6 healing now, but not again until the next morning.
Are we in a different scene? Do we get style dice and heal wound ranks?
I am wondering why we’re after a federal vehicle. Aren’t we covering as the Port Authority of Chicago? Should be a city vehicle, right?
OK, so it looks like you guys are going to pile into a cab over to Salvation Army, drop off Maeve, then head off to get a Federal Vehicle.
The cab ride will be uneventful, Neko, if you’ll start a new Adventure log, give us a good description of the Salvation Army and of you guys pulling up, and we’ll go from there. I’m letting you give the initial descrip since it’s a location that’s rather central to your character.
OK, so we have a plan for when we get to the building. Now the prep work.
Can we do that?
That’s up to the GM, of course.
If you guys want to cut scene the Union hall or something like that, just tell me and we’ll do it.
If you guys want to split up to do prep work, lemme know and I’ve got a mechanism for that too.
Might be better to simply pay a visit to some of the workers of said union/agency we are impersonating and then hijack, bribe or outright swipe an official vehicle.
Guys, proper G-men might not arrive on foot or in a cab. My (fast) research suggests a Ford can be had for less than $500. Interested?
I’m hoping the GM will let us buy dull coats and clipboards off-camera, pretty please?
LiaoFan: here’s a lil’ trick to help you with the date thing:
Any time you’re about to make a historical reference in a post, do the following:
Rereading the Adventure log and checking some dates. LiaoFan please be aware that the St. Valentine’s Day Massacre has not happened, because the year is currently 1926, and that happened in 1929.
Just a lil’ clarification there.
Well, they have a weight-room downstairs. I imagine that Jamison could teach you a few things about throwing blows.
As for Maeve’s kids, yeah, we need to put in some work. But that’s tricky. Does Boots know she got raided on? If so, how will she explain how she got out? Will he take action against her, or her kids? Where are they? What failsafes does he have in place?
I can’t imagine he’s waiting for people to raid him for her kids. They’re just leverage, so I don’t think they’ll be more guarded than we can get around. But, remember,we’re out of here before 2pm, so…
What’s home base?
Maybe Ruby’s? We’ve armed the Dinge crews, and they owe us. Ruby is poor, so a few spiffs to her joint should speed things our way. Further, the top floors are mostly empty space.
Neko, you’ll regain those wound ranks AFTER this scene.
Maybe. Did you see Donnie Darko?
Rolled 2d6=3+3, regain 6 wound ranks.
Mugsy heals 3 wound ranks from Davis’s attentions, and will heal 2d6 more at the end of this Scene, per standard rules. Given the nature of our ongoing campaign, I may stretch “end of this Scene” out to “the next morning”. Especially since this Scene may be very short, and I want to keep anyone from healing “magically” without the use of magic.
Ok, guys, let’s try to keep OOC stuff to the comments thread. :)
For one style die, anyone can have Smitty show up.
For Black Bag to know a guy in the area who can help Mugsy, LF will need to burn 3 style dice: 1 to know a guy in the area, 1 to give him the appropriate forte, and 1 to have him be available at his place of business at this hour.
Alternatively, there’s bound to be a hospital.
To clarify distance, you guys are 45 minutes by car from your hotel.
Well the telecommunications part is feasible. A cut wristband could send an ethertext to the DocWagon. We haven’t established that etherphones have GPS, but etherbeacons seem possible.
What we haven’t explored is the state of the medical profession. In our 1926 it was barely off the ground. Anesthesia and antiseptics were new, and hospitals in the US were pretty deplorable. Could be different here, of course, especially if clockwork enhancements are possible.
Well, nobody has written a wiki article on Doc Wagons, so I’m assuming they don’t exist. :)
Besides, Doc Wagons are primarily a function of technology, so it’d be a bit of a job to re-work them to fit this universe. However, if you want to try your hand at it, feel free. Then you’ve got to figure out how to hail one, seeing as nobody has a Doc Wagon subscription at this point.
No reason he still can’t.
Have we decided whether this world has DocWagons?
Well, foot. I was hoping for Mugsy to shoot Jamison before he closed the gap!!!
It seriously was. He rolled boxcars, and I had to give him SOMETHING for the crit success.
Hey, it was all the dice, you know?
1) Woah. This Carlyle cat is Rough Business.
2) Dude, if we let the G-mages run a brain-train on her, Boots is done. That’s what Mugs is after, right? It’s not like we put the kids in hoc, that’s all on Boots.
3) Whaddya do? Anything we do to bust Mugsy is almost certainly gonna be assault on an officer of the Law, unless…
OK, so you know how Trask has a rep for being bad mojo for any crook? Agent Carlyle makes him look like cupcakes. People only usually know about him via rumor, but he’s reputed to be the guy responsible for collaring Bugs Moran a while back. He got the job Jamison would have had if he’d gone into the Treasury department.
“Well, that escalated quickly!”
Just a note of explanation about just what happened:
Also, I should add a directive comment. Ethan will already be familiar with this, having played in a game I GMed way back in the day. There will be no on-camera “extra-curricular activities”.
With regards to men and women, think of this game in the same light as a 1940s movie. You can have all the romance you want, and if your character would act the cad, then he may do so – but the audience need not know any of the details, and it should be left to the audience to draw that conclusion. So do not head down that path. Frosty?
Neko, I’ll see your article on armored cars and raise you a similar one even more relevant to our campaign.
Check out these vintage armored cars, including a few from the Twenties and Teens!
That’ll be a recent development, and it’ll be contested, too. The First Nations, for instance, probably take umbrage with the idea that the USA owns the Ether.
Now, Germany is in no place to contest said rights, so they’re not going to beef over it. And the USA is occupying most of France. But there are still other world powers to be spoken with. Probably better to just understand that the USA controls the ether in the same way that the World Series Championship is only played between teams from the USA.
I should also clarify, in response to a comment LiaoFan made via Skype – The United States, prior to beginning to breed Orks, had lost half of its physical territory to the First Nations, had lost its largest warm-water port (New Orleans) to the undead, and had nearly lost its Atlantic Shipping as well.
Couple the realization that we’re going to have a small military with a few key Church of Starry Wisdom guys high up in politics, and suddenly the argument for breeding yourself an Ork army doesn’t look so bad.
I’ve updated the historical timeline up through the end of WWI. It’s some pretty bad stuff. Not a lot of the Ork Factory stuff will be known to the population, but news reports in 1923 would have definitely painted a clear picture of half a million Ork-Stemwinders appearing, seemingly, out of nowhere.
Additionally, the United States military still garrisons Fortress France at this time.
The game was successfully cross referenced to the A-Team. Thats tops in my book.
Neko please pardon my gentile heritage, I don’t get the Polk reference.
Re: Role playing at the front desk. I just was expecting Jamison to handle everything and Mugsy was just supplying a name.
Sorry for my sloth on the opening scene. I didn’t think Mugsy would actually be involved. He would tip the front desk lady and ask that all inquiries about them be filtered through the room first. He would also proceed to find out who she was, when she got off and secure a date for the evening. All pending GM approval.
Definitely roleplay your character. If you feel that Mugsy wouldn’t have been very involved, don’t get involved, I’m cool with that.
Now, if you want to have Mugsy go back down and flirt with the attendant, I’m cool with that too.
My goals are accomplished. We could stop this campaign now and it would be the greatest one ever. We’re not going to do that. We’re gonna make it a full episode. I just wanted you guys to know that.
Why’s that? Just because you’re living the high life? Friend, rolling around in piles of ill-gotten gain is what Shadowrun is all about. :P
Besides, we have a long way yet to go before you’ve avenged Mugsy’s mom. ;)
My goals are accomplished. We could stop this campaign now and it would be the greatest one ever. We’re not going to do that. We’re gonna make it a full episode. I just wanted you guys to know that.
Azog: I ain’t goin’ on no plane, man!
Mugsy: Why is it like this every time?
Jamison: Okay, Azog. Here, have some milk. Calm down.
Well, we already killed off George Peppard, but I definitely see a Face, B.A. and possibly a Hannibal.
You guys might want to get familiar with this.
I’m going to say all your luggage cost $5, not $20.
Neko asked, so today’s date in-game is November 14, 1926.
Suitcases are up! Each of you gave me the bulk of the content for another character’s suitcase. Please do not reveal whose suitcase you filled. ;)
I did make some edits as I saw fit.
OK, between the two of you, you’re able to find some suitcases that are high enough quality so as not to draw undue attention, but cheap enough that you don’t put a major dent in your warchest. Let’s say you spend $20. For it you get 3 appropriately sized suitcases, and a new hat for Jamison. Oh, and the suitcases are already full!
OK, I’m just about ready to roll, but we’ve got a problem and I need everyone to weigh in:
LiaoFan wants you guys to stop and get some suitcases before going to The Ambassador East – primarily to smuggle the heaters. You’re currently 4 blocks, or so, from the Salvation Army, so you could go there, or you could go to a random pawn shop, or you could go to a proper suitcase shoppe.
Which one shall it be? I’m guessing everyone wants to get to the Scene at The Ambassador East, but if you go to the Salvation Army, we’re going to need to have a Scene there. If you go to a Pawn Shop or Luggage Shoppe, we can probably get by without having a Scene for it and we can ffwd to The Ambassador East.
However: If you go to a Pawn Shop, you’re not as likely to get good luggage which will help you to blend in as effete rich people. If you go to a proper Luggage Shoppe, you run the risk of Jamison getting recognized.
You guys decide which route you want to take. If you go Pawn Shop or Luggage Shoppe, I’m going to require a roll of some kind (revealed after you decide) to avoid having to have a Scene in either location. Provided you succeed, we’ll cut to the Ambassador.
Bear in mind, Ethan has created the character and established what sort of character she is, so you guys don’t need to spend style dice to give her fortes, I’ll do that behind the curtain. You only need to spend style dice on that stuff if there’s something in specific you want to make sure she has, etc.
More likely than not, whenever you create an NPC with style dice, but without paying for specific fortes, I’ll just use a very generic Forte with a very broad penumbra at Average ability. (though, you never know, I might go higher, and add other fortes if it suits my purpose) For example, in the case of Esther, I could just give her the forte: Witch (+2)
OK, had a phone conversation with the GM, who is celebrating a late Nativity. He shares with me that in our setting Orks are the “cockroaches” of metahumanity, and now I’m sharing it with you.
He is cool with this neighborhood block being Orthodox Jewish, but the Warrens are packed with Orks of other sorts as well. I doubt our characters will stay long enough to find out, if they can help it!
I was also thinking since I had spent the style die, Mugsy would already be known to Esther perhaps having dealt with her before, or even had her hire him at one point.
PDQ# Page 13 has all the answers:
Spending one Style Die allows the Player to create a named NPC who will be significant in some fashion.
Spend one additional Style Die per forte or technique you wish to grant the NPC.
Man, wouldn’t it be grand if someone had time to type up the entire PDQ# ruleset in a cross-referenced wiki format! That’d make life so easy for all of us, and would probably be worth 10 style dice at a minimum. ;)
Issue 1: let the GM rule!
Issue 2: she is orc, the family is orcish and the family members are orcs. Right?
I was commenting on slightly different subjects, master kitty-cat. My question on fortes was if they started with one and thus your beefing would make it +2 instead of +0.
As far as orcs go, the question was more about she and family are orcs or she and family is orc.
I checked the rules and you (or other players) can add fortes after creation, or bone up existing fortes by spending dice.
I’ve been spelling it “ork.” I think there might be a disagreement between Tolkien and TSR on spelling. I notice that Tolkien’s idiosyncratic “dwarves” has replaced dwarfs even in such august publications as The Economist.
I like the staff. She can keep it in her broom closet when she’s doing other things.
I’m bolding key words so I can skim and find them in the thread later. And sometimes I go over-long, so other players can skim what I write.
I know it takes a style die to create an NPC but I didn’t look to see if they came with a forte already.
That image was crazy hard to find. Just ignore the staff and I think it’ll still fit. She and her family are orcs. (Should that be is orcs?)
Neko, please pardon my ignorance. Why are there seemingly random bold text in some of your posts.
I’m going to go ahead and chip in a style die to give Brunhilda a forte. Maybe we could contribute a die each to beefing her up?
Don’t worry. With our rules you can duck and weave until you’re close, then it’s a duel. Just watch out for fancy tricks like teleportation!
More magic, huh? Hmmm. Hard to box a lightning bolt.
Whoah! I didn’t see her til I went looking after your comment! Awesome graphic. Thanks SFTG!!
Additionally, if you have a technique that can be used with the Forte, you can use it to either add a +1 or reroll a die.
If you look on your character under the Characters tab, there will be a link to the PDQ Master Chart, which will show you (on the right hand side) the kinds of difficulties which correlate to your results.
You forgot to mention that if he’s unhappy with the result, he can “spend” a style die to reroll one die. (You don’t have to reroll both, so 6+1 is better than 3+4, since the first gives you a better chance of improvement). Also, higher is better, unlike GURPS.
OK, so in this game system, almost everything is simply 2d6 plus the relevant bonus. Generally speaking it’s up to you to justify the use of a specific Forte (in this case Law Enforcment) through roleplay. Then you just roll 2d6 and add your bonus to it. Let me know what the roll was.
In this case, there won’t be an immediate result, only that I’ll know how thoroughly you set up the scene, so as to know how to gauge the response of anyone who investigates it (by now you would probably assume it’d be Trask).
So just post 2d6+bonus, using Law Enforcement to determine your bonus.
Jimmy’s a liability.
If we interrogate him, I might not be able to eliminate him afterwards, and if he lives, he’ll almost certainly be interrogated by Boots. I can’t believe Boots would let him live if he tied Boots’ hands. Also, if we let him live, the only reason would be because he could tie Boots to the scene, which he could just as easily do as a corpse.
On the other hind, it might do well to have the PD pick him up. Boots’ll still want to eliminate him, but he won’t be able to do it without maneuvering. Perhaps we should call the cops, and set off the dynamite? At least that way, it’ll be less likely that Boots can ask a bunch of questions before trying to kill him. Who knows? Maybe Jimmy’ll get to flee!
Ethan has the right of it. Using one of the clockwork guns will cout as untrained (-2) until you take a forte that relates. That’s about as technical as we’ll get.
Re: trolls and guns, again we’ll just finesse that.
You’ll find a crate of 6 Tommys and another crate of 1911s, as well as plenty of .45ACP to go around. One small crate of Dynamite, a crate of 5 Pump-action shotguns, as well as a crate of buckshot shells. Plenty of liquor as well, beer, etc. I’ts a pretty sweet load for you guys, definitely a smuggler’s trove.
Oh, and there’s one crate that has three clockwork weapons. Mugsy will recognize them from the War, they take a power source and he remembers them being referred to as a “Tesla”. Mugsy will remember that they’re really powerful, but finnicky in wet weather.
Addendum to the previous: Allistaire is not being pushy with his knowledge, but your characters would both notice that he constantly behaves in a manner that reinforces the idea that he is in control here, not you. It’s obvious to you that he is used to that position, and believes it to be at least somewhat true at this point.
Just by way of clarification, whatever names you would or would not have given Allistaire are somewhat irrelevant, as you definitely used each other’s names during and just after the fight scene. Allistaire is cogent and competent enough to have hung on to those names.
If your characters had any conversation with him between the Scenes, he would have been deliberate in their use when it seemed appropriate. Azog is probably used to being recognized, my guess is that Mugsy is a little perturbed by it…
The rest of the Metas are various people who “crossed the line” with Big Boots. Some of them are people who owed and couldn’t pay up, others are people who made life difficult for him in one way or another. Allistaire hasn’t bothered to ask most of them their stories, and of the ones alive, he recognizes none of them. For their parts, they’re not talkative – still enthralled by the Mind Control spell.
There were 2 ghouls left, not counting the almost dead one rolling around on the deck. Azog pounced on one, Mugsy clubbed the other. We rolled dice for that, and I posted dice results, but am leaving it to you guys to narrate how those results look. Neko posted said narration for Azog, I’m just waiting for SFTG to post the cinematic of him clubbing a ghoul to death for 12 wound ranks, then Neko jas stated that he wants to throw the ghoul he’s fighting overboard.
Ethan raises a good question – what are the rules for foes disengaging from a melee in the midst of a melee? I was operating under the assumption that I could pull the extra ghouls out on account of the fact that there’s still one ghoul tying up Azog.
Meanwhile, Mugsy wants to bypass the ghoul attacking him to go protect the meta-sheep. But he doesn’t have anyone else in melee with him on his side to keep said ghoul occupied.
Here’s a suggested solution:
I’m not sure how else to ajudicate it, so if you guys have other ideas, throw them out there!
Doing some formatting on the Map. Every Red marker should be a place that indicate’s a PC’s “place”, whereas the light blue should represent neutral locations where things have taken or might take place. The darker blue represent speakeasies that you guys are collectively aware of.
Is there any problem with Elf Magicians being more potent than other kinds? I guess not. Yeah, if we’re voting I approve. Let’s get some new players in and see if they manage to abuse things. This whole game is nothing but a giant beta test, right?
That’s pretty much the bread and butter of PDQ#, if you’ve got a way to justify your fortes overlapping, you can bring them to bear to your advantage. So in that way, having more fortes is an advantage, along with the hit points.
I’m thinking of cases like the following:
I have a Magic forte and cast a spell. But I’m coming up short, so I use my Nautical forte and cast a water spell. Just threw that together, but do you catch me? I mean, having more fortes is useful because they cover more situations. If they also overlap a lot, you get some of the benefits of having higher ranks in a forte.
Good point. Thanks for the back-and-forth.
I definitely don’t want to limit any Meta in how many ranks they can take…
On the one hand, anyone with a Machine Gun is pretty deadly – which is fairly accurate, so a 2 isn’t that much more. If they’ve got a +2 to Weapons and Elf +2, then they get 2d64 for a flashy challenge.
If they spend the extra to have Elf +4 or Weapons +4, as you’ve already pointed out, they lose out on a lot of “hit points”….
I suppose that someone could build a character that is nothing but a really excellent Elf and Machine Gunner and be really powerful at that one thing…..but then, anyone else could do that with any other forte.
I THINK that it plays out pretty similarly to an Ork with the Specialty: Swordfighting and the Gear: Battleaxe….wherein the Battleaxe would augment the Swordfighting forte and then his Ork bonus would add damage.
Not sure. Thoughts?
It was a pretty haphazard piece of work, that’s true. I’ll read tonight after sundown.
In-game: Azog knows he was very lucky to hit that first ghoul and hopes Mugsy will bring his gun to bear. He’s a natural gambler, and knows that 2d6+2 is much, much better than 2d6-2, even if he’s never heard the term “standard error of the mean.”
If Mugsy runs out of bullets and there are still ghouls coming, he’ll hand over his Thompson and defend Mugsy hand-to-hand.
Heya Neko, don’t forget that wherever Azog took his first Wound Rank from the Tommy Gun, that’s a PLOT HOOK point!
I’ll at least finish the scene, but I’d like you to recruit a replacement. I feel that three is a better number than two PCs.
Hey guys, Edward has been holding this game back by inaction, and his most recent action was to just complain about structure rather than posting. So I’ve removed him from the game. We can continue if you guys are still interested, or if you’ve lost interest, we can call it good to. Up to y’all.
OK, what is happening here? Clearly something.
Gentlemen, on an entirely unrelated note, I need to learn the GURPS 4th ed combat system. I aim to make a sandbox on Obsidian Portal and run a simple dungeon crawl. If you’re up for it I could use some players.
Re: Neko’s Muppet Comment – A lot of delicious irony there, because last night SFTG PMed me on Facebook to let me know that he was really frustrated with the “dungeon crawl” and would really like for us to get back to the plot. I think I probably irritated him a bit with my nonchallance in reply. :P
He did bring up a good point that merits a clarification by me:
Play by Post RPing is already slow enough just because it’s PBP.
In tabletop RPGs there are often “random encounters” designed to give extra texture to the world and to break up the plot with opportunities for the Players to kill stuff.
In PBP, unnecessary random encounters only serve to bog the game down. And in PDQ#, you don’t get XP for killing stuff, you get XP whenever you fail at something. So there’s no need whatsoever for random encounters.
Also, keep in mind that there is not just one plot going on here. Yes, Mugsy’s mission to get even with O’Hanlon is the most overt plotline going on – primarily because it was his character’s impetus that brought this trio together – but there is also Azog’s quest for redemption and love, and Lovecraft’s search for deeper/darker/more powerful knowledge….those three at the very least.
To put a finer point on it, when you stood in the room and decided to take the tunnel instead of crossing the landing and going up the ladder, it was not needless wandering – it was essentially a question of which plot point you would next advance. Again with the decision of whether or not to stay in the depths, or to find a tunnel up and out. I had substantive plot points prepared for either eventuality.
So I just want you to be aware, there may be some journey between points from time to time (and I will expedite that as much as I can), but I also won’t lead you into needless random encounters.
I’m with Edward on this one. If you’re going to introduce a new character you need to send me a PM to let me know what you’re up to, then pay the style dice, then introduce him in a clear way that lets everyone know a new NPC is in play, and that it’s not just Azog getting overly excited about Lovecraft’s spellcasting…
A few things I’d point out here:
There’s a lot to consider here.
Summoning void beasts is the equivalent of a nuclear attack. If Boots has a mage on hand to banish Fergus quickly, he may order a reprisal against a rival boss, believing this to be a “hit.” If he doesn’t, Fergus will probably bring down the whole structure before departing of his own accord or being banished on the Mayor’s authority, or the President’s.
And if Boots survives and discovers who’s responsible, no place in Chicago will be safe for our trio. It’s on!
just a word of clarification after a brief chat with Edward:
Right now I’m letting you guys drive the plot. Our cast includes one character who began the game on a mission (Mugsy), and who has encountered our other two players specifically within the context of that mission. Azog has joined up out of a sense of do-goodery, encouraged a bit by Schmitty, and Lovecraft has joined after some encouragement from Azog.
The result is that the plot is currently being driven by the players. I’m not just going to hand you a piece of paper in-game that says “Go here, do this.” It’s a roleplaying game. Roleplay your characters.
Ethan, your character wants to find out what’s up with The Labrador and to get revenge on O’Hanlon, use your character to get the other two to help you do this.
Neko, your character wants to do good and impress a certain Salvation Army Lass. Mugsy has given you an opportunity, as well as an opportunity to do some digging into why O’Hanlon wants your butt in a sling. Use your character to make this happen.
Edward, your character got sucked into this more out happenstance than by any personal mission. However, Lovecraft’s ability and talent has been called into question, and he needs a new source of income, it appears. Use your character to demonstrate that he does in fact kick arcane ass, and find a way to manipulate Mugsy’s situation to Lovecraft’s benefit – both financial and arcane. If there’s a mage about, there’s probably arcane artifacts to be purloined.
In other words, guys, look to your character’s motivation. It will steer you.
Consequently, Azog is familiar with the place, as he did lookout for the burn job. Lovecraft knows of The Labrador only for it’s social functions, and that by hearsay.
My apologies. Thus far I have been, for the most part, reacting to your characters. Neko wanted Philies’ Diner, so it happened, I had no plans for that scene other than to let you guys meet/moot.
As far as the Labrador, it is the sore soot in Mugsy’s life, built on the location of his mom’s grocery after the fire. I had thought I’d made that clear to you, Ethan. Again, I apologize.
I’ve been training an employee this week, so have not been as able to respond as quickly. Again, my apologies.
I’m beginning to appreciate that skills also serve as hit points. So if you begin with an expert skill, you’re not only giving up an additional forte, but two hit points as well.
OK kids, I’ve updated all of your Character Sheets to add a chart for tracking damage. You’ll notice it’s basically just a chart that illustrates your Fortes. As you take Wound Ranks or Failure Ranks, go in and edit your Character Sheet to replace the “X” with either “W” or “F”, that way you can track what you get back automatically, and what you have to heal back.
Ethan reminded me that we needed a posted tally for Style Dice, and a means by which each player can reward other players for good RPing. Here is a log for everyone to use.
I’ve added some pertinent Game Rules to Smitty’s Character page. Please have a looksee!
I’m planning on us handling pistols as Flashy Challenges in most situations, due to the fact that there’s not nearly as much parry/riposte in shootouts. If you’re opposed to this, I’m more than happy to run it as a proper Duel.
Is the first description essentially what we’ve been doing anyway? That seemed fine to me. A few days ago I added some fluff to make duels of mages vs. non-mages seem more plausible.
The second system might make sense for a magic-using “boss” character. I’m fine with it so long as you handle it. I think we three players are all PDQ novices and calculating 3d6’s with modifiers is plenty for my taste.
You didn’t ask, but I like the lethality of Thompsons and BARs. But two of our characters are pistol-users. Could those be handled as ordinary duels? Defense could just mean ducking behind cover and suppression fire.
I’m working on some plot and game mechanics details today. The biggest thing you’ll want to know is that to each NPC I’m adding a section detailing what firsthand/other knowledge each PC has of each NPC. Please use this to guide further conversations.
For the sake of not having to re-do everything in the current Phillies’ diner thread, just assume that Mugsy made some other comment than “he sent her?” as he would have no knowledge of her. (this is important to my plot, sorry Ethan, for not telling you in advance who you do and don’t know).
Chicago’s a big place, in order for you guys to solve your mysteries, you’re often going to put your heads together and benefit from your diverse experience.
The real thing is how to handle the lethality of firearms. Consensus in oyher PDQ resources is that you treat a weapon as a temporary and expendable forte. My plan has been to use that method, but only add the forte’s bonus if you’ve already achieved success.
So if I’ve got a guy fighting with MOBSTER (Good 2) and a Thompson rated at +6, he just rolls 2d62 to shoot you. But if he succeeds in hitting you, he adds the +6 to damage.
Sorry MDM, didn’t notice your edit at first.
Also, Phantom Diner is a real thing! Or rather, people really have the experience I described. Usually the story ends with, “And when we went back there was nothing but a vacant lot long overgrown with weeds.” Nowadays with GPS on phones, I suspect we’ll stop having this experience. The closest I’ve ever come to it is to find a place closed for business and boarded up a scant 8 hours later, but that was just bad luck, not magic.
As far as spending Style Dice to heal, check P.13 of PDQ. You can spend a style die to heal, roll it, and recover that many ranks.
Incidentally, I told you incorrectly regarding healing after a scene: you get to roll 2d6. So go ahead and roll another d6 and heal that many more wound ranks.
If we were playing PDQ# face-to-face, style dice would persist only for each gaming session. They do persist across scenes within the session.
So I think the way I’ll translate that is that we’ll have Chapters which detail different segments of the story. Style Dice will go away at the end of each Chapter.
Where did you take your 3 wound ranks, to begin with, Neko?
Well, since it’s a Flashy Challenge, it’s 2d6. Normally you won’t have the benefit of knowing what I roll when you decide your actions. However, if you’d like to just hurl yourself out of the window and onto the ground below, simply consider it a challenge and look at the PDQ Master Chart I’d say it probably counts as a Complex/Challenging Task to throw yourself out of the train. Take it up to Hard for Untrained Person if you want to stay in contact with the train and climb up top.
OK, this is a good point of clarification: Duels last multiple turns, unless you do something to change that. If Rose weren’t present and Azog wanted to leap out the window, that’d just be a challenge, and we’d let Neko ajudicate that himself. However, he’s in the middle of a fight. So rather than posting the conclusion of his actions, he needs to post his intent.
Throwing his coat over the girl’s head as a distraction will constitute a flashy challenge rather than a duel. You can see in PDQ p25 in the sidebar there’s an explanation for an Impasse. That’s basically what Azog is playing for here. Again, for the sake of seeing how this all works out, I’ll post the crunchy stuff here in comments instead of via message. Azog is attempting to throw a coat over Rose, but Rose is tempting to block the coat. She’ll use her Forte of Gangster’s Moll (+4) to fend off the coat. Rolling 10 on the dice for a total of 14. So Azog needs to beat a 14 to successfully use his ploy of swathing her head in coatness. If he succeeds in that roll, then he can flee the duel as he has described. If he does not succeed in that roll, he’ll take a failure rank and not be able to leave the car.
OK, since we’re just getting started with this, and since we’re about to have our first duel, I thought I’d pull back the curtain a bit and show how we’re going to walk through it.
First, let me say that it completely caught me by surprise – well done Neko. And totally in character. Kudos.
Now then, when we handle a duel or a challenge, you’re going to be rolling your own dice. There’s as much fun to storytelling in failure as success, so I’m trusting you to be honorable. If it’s just a challenge (your character trying to use his abilities in his environment) I will trust you to determine the difficulty and roleplay through your success or failure – just to keep the game from bogging down.
In a Duel, you’re going to need to send me a private message so we can work out the deets before you post the outcomes.
In a duel – each party gets 3d6 to apportion to attack and defense, and will add his appropriate Forte bonus to the mix. In this case, Azog is using Hand Fighting (Good +2). He’s also definitely using his Technique of Surprise Attack. This grants him either a +1 or a reroll of one die, his choice.
Thus far, Neko has PMed me to tell me that he’s going full attack (3d6), but not how he plans to spend his Technique. He also PMed me that he rolled a 5,6,1 – so normally he’d use his Technique for a reroll of the 1, since the benefit could be pretty big. For the sake of illustration, I’ll do that now: re-roll is a 6.
Meanwhile, Rose will be countering with her Ethermancy (Expert 4). Given that she’s taken by surprise, she’ll spend it all on defense. She rolls a 1,6,2 which grants her a total of 13 (16+2+4). She’ll use her Technique: Restraint to reroll the 1 and gets a 3. New total of 15.
Azog , however, rolled a 19 (5+6+5+2) on attack, so he’ll succeed and give her 4 Wound Ranks.
Neko should now post in the thread, describing what his success looks like. After that will be the Volte-face which pits Rose’s base +4 against Azog’s base +2 (seeing as Azog kept no dice for defense, and Rose kept no dice for attack.) However, Rose will employ her Technique of Mental Anguish to add one point to her roll: The total sum will be that Rose inflicts 3 Wound Ranks on Azog.
Since there’s nothing left to determine the outcome of that round of Combat, we’ll pause here and let Neko post, roleplaying the outcome of his attack. But he needs to leave the door open for me to roleplay Rose’s attack. Or, since we’ve already determined the outcome, I’m fine with him roleplaying that part too – as the tingling down his arm suddenly appears to burst into flame in his mind – charring his flesh and withering the arm (not for real, yo – it’s a phantasm, but it hurts all the same).
Neko will then need to decide where to apply the wound ranks. He can downgrade three separate fortes, or just dump the damage all into one. It’s his choice which, but it’s generally advisable not to dump wound ranks into your combat fortes during combat.
Additionally, since Neko is now taking Azog’s first wound ranks in this combat, he’ll need to come up with a Plot hook that relates to that forte, then post it in the Plot Hooks wiki.
Failure Ranks reset at each Scene. You heal 2d6 Wound Ranks at the end of each Scene.
OK, so when you take wounds, the way you track it is by reducing the levels of your fortes until you get to -1. So if you take 1 wound rank, and you’re an Average (+0) Schmuck, you first downgrade to being a Poor (-2) Schmuck. THEN, if this is the first time you’ve taken a wound rank in this Scene, you need to create a plot hook. The plot hook needs to have SOMETHING to do with you being a Schmuck – but it’s sort of an opportunity for you to stir the pot off-camera. Maybe because you’re a Schmuck you forgot your anniversary and your wife went on a rampage at the shopping mall. Voila – Plot Hook.
Then it’s my job as the GM to activate Plot Hooks (at which point you get a Style Die) when I feel that it helps the game.
Does that help?
I was thinking it would be interesting to have the group be employed by an agency who is not the law and not the mob. Almost like Ghost Busters or a detective agency. Something like corporate muscle but for the department of the occult or the rail road (or airship company). We’ve been watching a lot of the A-Team on hulu recently, so we could do something along that route as well.
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