Monday, August 25, 2014

Final Girl Characters

Theme of the game: World War 2 Soviet gulag where terrible experiments are being conducted. Characters in rough order of death.

Anastasia
Entitled Russian aristocrat
Thinks she is the last Romanov, probably isn't
Murdered

Stan
US pilot shot down
Tends to get special treatment from Michael
Drowned in the camp toilets

Piotr
Prisoner, convicted forger
Informer and bureaucrat
Rivalry with Dmitri
Friends with Vasily
Killed

Micha
Janitor
Keeps his head down and does his job.
Twitchy from the experiments on him.
Subservient but secretly stealing supplies from the lab
Mown down by a machine gun

Yuri Bourda
Scientist with a secret
Friend of Sergei
Shot through the head

Dmtri
Young, ultra-communist guard
Willing to defy his superior, Michael, when Pavel is around
Clapped in irons
Rivalry with Vasily
Rivalry with Piotr
Rivalry with Boris
Lover of Natasha
Died

Pavel
Political commissar, hates Americans
Trying to undermine the camp commander
Rivalry with Natalia
Machine-gunned to death

Sergei
Scientist willing to do anything for a discovery
Lover of Natasha
Rivalry with Michael
Friendly with Yuri
Injected himself with fake serum

Leon
Camp weatherman
Nervous and prone to crying wolf
Crushed under the armoury wall

Boris Karazak
Good-hearted scientist
Rivalry with Dmitri (over Natasha)
Shot through the head

Natalia
NKVD agent sent to keep tabs on the gulag and its lab
Secret alcoholic
Beaten to death while trying to escape in a plane

Natasha
Beautiful medical officer
Lover of Dmitri
Rivalry with Sergei
Gassed

Vasily
Huge brute of a man with massive upper body strength
Rivalry with Dmitri
Friendship with Piotr
Knifed to death

Michael Dovok
Commander of the camp
Rivalry with Sergei
Defeated the killer in a fake out then killed while radioing for help

Sunday, June 09, 2013

Vast and Starlit: Eve: Setup

The Crew

T415

An asteroid sized battle droid
  • Cannot kill
  • Feeds on human flesh
  • If the crew don't listen to him then the lose the chance to be victorious over their foes

Vas trelelck

The original.
  • Famous for his actions at the battle of Mondicor 4
  • Genetically engineered to be superior, particularly compared to the rest of the crew
  • Born in the slums of earth
  • Wants to get revenge
  • Seeks to retire as a farmer

Evangio Var Stock

  • Is prepared to do anything to be captain
  • His sensual touch opened the ship to the crew
  • Takes pride in his crimes
  • Is in love with Vas trelelck 3
  • Wakes up each morning screaming as part of his rigorous regime of primal scream therapy

Zarquon

An alien in human form
  • Pursued by the spirits of the dead
  • If the crew don't listen to him they will lose a chance of redemption
  • The most dangerous creature it has killed is a star worm
  • In its true form people see the worst of themselves reflected in it

Gemma

The alien inside Gemma causes a massive reaction in her body causing her to look on the verge of death.
  • Escaped prison by having her powerful friends bribe the guards
  • A tiny alien is bound to her heart and controls her actions
  • An extensive network of contacts in many starport worlds make her the best choice to be captain
  • Can see the private thoughts of others

The Rogue Vessel

Eve is a giant living spaceship or perhaps just a native lifeform of the void.

Planets

Targzton 3

Based on the grey fog of the English Channel coast
  • A planet shrouded in fog
  • All the buildings and towns are ruined
  • Hot, humid, tropical in climate
  • Huge whales travel the sea
  • Regular rainstorms lash the surface
  • The fog contains poisonous micro-organisms
  • A black poisonous fungus grows on the planet
  • The land is littered with silty, huge rockpools

Monday, June 03, 2013

Vast and Starlit: Freebird

Crewmembers

Jedburg

  • Provoked a riot to escape and took a guard's uniform and equipment
  • Willing to kill any rival to become captain
  • Was imprisoned for vacc'ing the crew and passengers of a cruise ship
  • Took Thorn with him in the prison break
  • Thorn is Jedburg's only non-criminal acquaintance

Steel

  • Left his comrades behind
  • If we don't listen to him we lose the advantage of his years of military leadership
  • Is huntind down the President of the Federation
  • Steel and Darius are secessionists imprisoned by the President
  • Allies are coming to rescue him

Thorn

  • Imprisoned for his research into sentient robots
  • Has an AI embedded into his cybernetic torso
  • Is willing to meld his mind with the ship to become its captain
  • Wants to got to Xerox 5 to meet a beautiful smuggler who knows the secret of Haven
  • His research was shut down after the discovery of the robotic aliens known as the Omni threatened human civilisation

Darius

  • Is willing to save up for a ship of his own to become the captain
  • The other prisoners didn't trust him because he refused to take bribes
  • He distrusts Steel because Steel betrayed his oath of service
  • He is going to watch Steel like a hawk
  • Darius knows the smuggler, Diem, on Xerox 5

Carver

  • Mass-murderer
  • If the crew don't listen to him then they lose the ability to kill their opponents
  • Is killing his way to the squad of scientists who transformed him
  • Constantly requires a feed of painkillers
  • Marks his victims with the Federation symbol

Rogue vessel: The Freebird

Freebird schematic

The Freebird is unique because it can create its own jump gates. It is an experimental ship built by the separatists and while it has an excellent cocktail bar it lacks any form of weaponry.

The adventure

The ship has run out of supplies and is parked on the opposite side of the system to a notorious free station. Darius and Jedburg are in the shuttle docking with the station in search of resupply. They intimidate the docking handler and avoid being shaken down. They make their way to the biodomes and contact a trader called Naomi. She is being harassed by smugglers and is willing to trade food for security.

Using Naomi's coordinates the Freebird warps into position next to the smuggler's ship the Jet Black. Taken by surprise the Jet Black opens comms, it's captain is none other than Diem! Darius and Diem have history, the crew decides to join forces with Diem and steal what they need from Naomi.

Diem crosses to the Freebird and the ship warps back to the station. Thorn meanwhile has been trying to fix the personality switching of the ship AI and discovers a section of the ship that is not described in any of the schematics.

Pretending to have taken Diem captive Steel, Jedburg and Darius return to Naomi while unknown to the rest of the crew Carver has also docked intent on confronting one of the scientists who created him: the infamous pirate, Blue-eye.

In Naomi's office the double-cross is revealed, Steel points a gun at Naomi and demands the supplies the crew need.

Carver takes his time entering the casino. He wants to make sure Blue-eye notices his arrive, make the fight fairer. The guards close in overly confident in their numbers. Carver takes them down unarmed and then taking one of their assault rifles starts to hunt through the empty tables and slot machines for the pirate captain.

On-board the Freebird, Thorn cuts through the floor of the gravity ring and enters a tiny crawlspace that leads into a secret room, losing touch with the computer as he does so. As he shines his torch around the darkness he sees stasis pods!

Naomi concedes the supplies bitterly, Steel accepts the cargo pods and then shoots her in the hand, destroying it. As Naomi collapses in pain Steel shoots her other hand.

In the casino bullets tear apart the machines, sending credits flying. Blue-eye's laser targeting system allows him to pin down Carver with burst of fire. The guards flee in fear of decompression. Relentlessly though the warrior is getting closer to his goal.

In the cargo bay Darius and Steel are furiously arguing about Naomi's mutilation. Away from them Jedburg is looking at the manifests: in one container are valuable medical supplies worth a fortune on the black market, in the other is the food and water the crew needs to survive. He catches Diem's eye and punches in the code for the medical supplies...


Thorn sees the life-support systems on the pods are active and before his eyes the automatic systems begin to activate. The first pod cracks open and inside is an Omni!

Back on board the Freebird, Steel and Darius discover the medical supplies. They look for Jedburg but Diem appears and tells them that he has joined her crew and offers to sell the medical supplies to the benefit of both crews. The deal is done but as Diem turns away Steel draws his gun.

The first Omni starts to emerge from the stasis pod. Thorn looks grim, he opens a panel in his cybernetic chest and pulls out the glowing green AI. He slams it onto the carapace of the Omni.

"Seize the ship. Leave no-one alive." he commands.

"Yes master" replies the alien.

Sunday, May 19, 2013

Clones of peace

This is a pretty much blow by blow account of a Nanoworld game by  taking about two hours at London Indiemeet.

About Clones

Clones have white hair.
Clones have starlit eyes.
Clones wear coveralls.
Clones have both genders.
Clones have Perception +2.
Clones have Charm +1.
Clones have Cool +0.

The clones in our story are #10, #385, #2491, #47.

About Nano

Clones first memory is of waking up in a cold steel container.
Clones are engineered to serve.
Clones work in an arms factory.
Clones last dreamed of roiling chrysanthemums of flame.
Uniques only have one gender, male or female.
Clones in the factory
There has been an explosion in the factory and some of the clones have died.
Clones can help other clones but it is risky.
#54 was having his own ideas about the experiments
The unique fire crew is summoned.
The fire crew might discover the weapons had been tampered with.
Clones will be deleted if the tampering is discovered.
The medical lab is fifty floors down.
The medical lab is where they "improve" clones, the thought of going back is terrifying.
Clones cannot tamper with the security system.
Tampering with the security system causes the clones to vomit.
The fire crew will notice that one of the clones is malfunctioning.
Clones cannot lie and will confess their lie immediately afterwards.
Clones are analysed when they malfunction.
Clones can analyse other clones but it is risky.
#2491 will go to the medical lab and analyse #54.
Clones are implanted with internal radios that allow them to communicate with one another.
Clones cannot kill uniques.
Clones can stun uniques.
#54 is not a clone. It is the original seed-stock Zero and killed.
#54 to take its place.
This clone series was designed by clones.
Clones can hack computers.
Clones subdue the medical lab staff.
Clones subdue the fire crew.
Clones were designed to neutralise the world armouries.
Clones take control of the facility.

Epilogue

The clones are greeted as saviours by uniques and clones alike as they shut down the global weapon programmes and leave the weapons factory. With no weapons the terrible war that has ravaged the planet has ended.


Wednesday, April 10, 2013

A random Dog Eat Dog Record

  1. The Free Men are inferior to the Confederation
  2. Peace will be met with peace
  3. Natives have a curfew
  4. Agree with deals
  5. Everything has a price
  6. Follow the scriptures
  7. Keep far away from trouble

Wednesday, July 11, 2012

Shooting the Moon

Shooting the Moon is an indie game that has a two player variant where the players take on the roles of suitors aiming to woo a shared love, but only one can win the heart of their beloved.
We were playing the two player game and our chosen setting was:

Tolstoy meets Steampunk


A snow swept pre-revolutionary Russia where steam airships cut through the icy Siberian air.
Meet our Beloved Anna. A young woman who is the envy of Russian society. Anna is wealthy, aloof, clever, beautiful, well-dressed and possessed of a grand palace.
It is well-known that by the terms of the will that makes her such a grand lady she is required to take a husband. However Anna is also under investigation by agents of the Czar for treason. Such serious charges might form a serious obstacle to any suitor.

There are two leading men who vie for Anna's hand in marriage.

Dmitri

Dmitri is rather slow but good at sums, he is bestial but athletic. He is known to possess a nice country house but it is not as well-known that it has a large mortgage. He is humble but also angry.
He is assisted by his loyal servant Alexi, loves the view from the roof of the palace and always carries a picture of his dead sister in his pocket.
Dmitri is solid country nobility but would Anna think differently about him if she knew he was hounded by creditors?

Levy

Levy the roguish air pirate is exceptionally bright but unlettered, he is  gracious but intimidating. He lives in a rotting tenement which is at least full of friends. He is proud but kind.
He has a fiery ward called Petra, frequents basement nightclubs and has his own airship.
He is the rightful heir to Anna's property, will deeds stand in the way of love?

Round one

Dmitri

With the arrival of winter the gentlefolk make to skate on the frozen river. Anna stands on the bank watching the procession of skaters with her haughty froideur. Dmitri is amongst the skaters trying to impress Anna with his powerful and assured skill on the ice.
However as he tries to see whether he has caught Anna's eye he fails to notice doddering Vanya, everyone's favourite uncle, tottering into his path.
Fortunately a timely shout from faithful Alexi and Dmitri's athletic ability allows him to sharply turn around Vanya in an impressive turn of skill.

One point and the trait impressive sportsman earned.

Levy

Levy's airship is bearing down on Anna's palace where she is holding a ball, ropes descend from the ship allowing the steam pirates to smash through the glass ceiling and onto the dancefloor where the gentlemen of the cavalry and this season's debutantes are mixing. Taken with Anna's beauty Levy taunts the revellers and tries to complement Anna.
However the gentlemen cavalry are not children to be robbed so easily and taking up their sabres they fight back. The sky pirates are hard-pressed so Levy draws forth a large clockwork automatic and threatens the officers. Even this does not deter the military men and he is forced to fire, peppering one of the gentlemen with bullets.

No points and the trait murderer gained.

Round two

Dmitri

Dmitri has been invited to a reception by the Czar, seeing that Anna is on the guestlist he decides to chance an invitation to meet him on the palace roof, from where the gaslights of the city stretches into the distance.
As luck would have it there are two ladies by the name of Anna in attendance and the page blunders by asking both to come to the roof. Anna's namesake is a much more plain country lady but both are surprised to find themselves and Dmitri together on the roof of the palace.
Dmitri sees the confusion instantly but blunders in his explanation and both women join arms and march back inside the palace.

No points and trait deviant gentleman gained.

Levy

Anna is looking for an informant who claims to have information about who has acussed her of treason. The man wants to meet in a disreputable nightclub, the same nightclub where Levy is currently disengaging his ward Petra from the arms of a disagreeable sailor.
Levy instantly recognises Anna and ventures his help to her in whatever errand has brought her here.
Anna recognises the bandit who ruined her recent party however and with a sharp rebuke turns on heel and leaves.

No points and trait golddigger gained.

Round three

Dmitri

Dmitri invites Anna to his country house for a meal. While the surroundings are indeed pleasant and the food well cooked and served will Anna be bored witless by Dmitri's limited table talk?
Fortunately as Dmitri starts to repeat himself the picture of his dead sister flutters from his jacket to the floor. Anna picks it up and after discovering the nature of the memento is moved by such a display of filial love.

Three points and trait unpretentious gained.

Levy

Levy is stung by Anna's rebuke and is determined to prove himself as selfless in his desire to aid her. Understanding her legal difficulties he takes up the case and is able to find a loophole that would result in the collapse of the case against her.
Excited he leaps onto a dog sled and makes his way to the country dachu where the nobility have gathered for a winter hunting expedition. He sneaks into the grounds but fails to notice that security has been increased and guards lurk all over the grounds. While trying to reach Anna in an isolated part of the lodge he is caught by surprise, wrestled to the ground and dragged before the guests.

No points and the trait stalker.

Conclusion

Dmitri and Levy finally confront one another in the dachu.
Could there be any real choice between a filthy and dangerous bandit and a respectable nobleman? Anna is grateful for the support of Dmitri and Levy is dragged away by the guards. With his rival out the way Dmitri proposes and his proposal is accepted.
Dmitri and Anna have a grand wedding with a huge guest list of well-wishers and creditors who are crying with joy at the fortune they have managed to buy a stake in.
Levy is carted off to prison; will Petra and the sky pirates be able to get him out again?

Sunday, September 24, 2006

Conspiracy of Shadows (Season Two, Epilogue)

Having dug Little Alexander from the rubble of the Grey Claw Tower and returned to the hunting lodge the group decide to split up. Little Alexander and Kasper are to travel to Stosz and exchange information with the Order of the Closed Book contact there while Big Alexander remains with Sedziwoj.

The pair travel down river before heading north, over land to the city. The land around Stosz is rich in minerals and ore as well as being good farmland. The city is surrounded by ridges of rolling hills that trap a deep mist within their valleys.

On the trip the pair see many encampments of Rankians, despised travellers in most other countries. Close to Stosz, Little Alexander decides to join one of the encampments for the night and trade news and gossip. As near penniless travellers themselves the pair have little to fear from light-fingered Rankian. In fact when they sit beside the large bonfire at the heart of the camp they see that the Rankian actually seem more afraid of them, making the sign to avert the evil eye.

Little Alexander is determined to find out why the Rankian are scared while Kasper is happy to sit by the fire and watch the Rankian dance, sing and dare one another to leap and somersault over the fire.

The Rankian initially refuse to talk to Little Alexander but finally allow the two travellers an audience with the Old Mother. A wizened old crone that reads their palms and tells their future. The woman tells them that the Sleeping King is pursuing them and they are in constant danger. She also gives them some clues about the location of the Witch Chamber to the south.

Finally the pair are asked to look into a cauldron that the Rankian fill with strange herbs and powders. Little Alexander sees a vision of a procession in the High Church of Tor but the congregation all have the heads of roosters, dogs, cats and other animals. The Patriarch himself has the drooling face of a Jenkan mastiff. Kasper sees a vision of Asig Danaret and Ravanna falling and burning deep into the earth until they enter a vast chamber. There a gigantic demon lies with green and black scales and a pair of huge wings folded against his back. The creature suddenly awakes and reaches out a huge clawed hand to catch the falling fireball. It opens its mouth to reveal an inferno of green flame frame with burnt black flesh and then it eats the wretched lost souls that have fallen into its clutches.

After seeing their respective visions the pair come to and find that they each have a single witchmark under the skin upon their primary hand. The pair are initially horrified and the Rankian explain that they have only made visible the curse the two are under, nothing more. The Rankian then give them each a charm made from a crow's foot and urge them to leave the camp.

Despite it being past midnight the moon is high and full and the pair decide to continue to Stosz and before long the city's famous clock tower is visible in the distance, a guide to draw in the weary travellers.

As the pair reach the edge of town they find several watchmen gathered round a man dressed only in his night shirt. After challenging the travellers the watchmen explain that the man in a sleep walker, one of many in the recent weeks. The watchmen seem amused by the man's antics but the marks in the pair's hand burn when they get close to the sleep walker, who seems to be intent on trying to enter some kind of outhouse. Concerned the pair decide to carry on into the city and gain the safety and shelter of the church there.

Conspiracy of Shadows (Season Two, Session Eight)

The tower begins to shake and down on the lake side Kasper sees the water starting to recede. Little Alexander immediately looks around for Anatoli but Big Alexander confronts Asig, asking him why he looks so pleased at this turn of events. Asig snarls and opens a secret compartment in the desk revealing a black steel staff holding two bright green crystals. He gestures towards Big Alexander and the floor below the priest's feet gives way dropping him to the floor below surprising Anatoli who jumps into the window space. All around them the building is shaking, stone is falling and the temporary wooden scaffolding has collapsed.

Wielding his staff Asig turns to confront Little Alexander and they fight. The falling stones seem to fall around Asig without hitting him but even with this advantage he quickly finds himself at the mercy of Little Alexander's imposing strength and size. As the tower begins to fall apart he chooses to leap from the crumbling masonry into the lake below. With few other choices Little and Big Alexander do the same. Looking down Anatoli sees that the lake is actually shimmering and occasionally blasts of gas rise from the bottom. He decides instead to transform into a bird and fly away from the tower. Little does he realise that Kasper (who had been running up from the lake to the tower) can see him and is horrified to witness this unnatural transformation.

Little Alexander looks around for Asig in the water but he has disappeared and instead he settles for rescuing the floundering Big Alexander. Behind them the tower gives one final shudder and then collapses into a pile of rubble. Kasper, who is closed also sees that the shepherd's huts have collapsed, trapping or killing those inside.

The three (and Anatoli returned to human form and protected from harm by Ravanna) reconvene at the destroyed tower and are determined to enter the ruined structure and descend to the cellars that were previously inaccessible. With Little Alexander to clear the way they soon find a passage in the old cellars that leads via a winding tunnel into a natural chamber within the rock below.

The chamber is illuminated by a steady green glow emanating from veins of green crystal that run through the chamber and in their light the group can see row upon row of witch marks. There is a brief conference and Big Alexander makes the decision that the witch marks must be destroyed. The group set to removing the marks through simply scratching them out with stones taken from the chamber floor. As the first mark is obliterated there is a cry of anger and despair and Asig once again appears charging towards the group. Little Alexander turns to face him and two once again square off. This time however Little Alexander notices that his blows seem to glance off Asig as if he was wearing armour under his robes.

As the fighting continues Kasper and Big Alexander continue to try and destroy the witchmarks while Anatoli considers once again cutting himself and letting blood flow onto the marks to see what might happen. Big Alexander notices Anatoli cutting himself and shouts at Kasper to kill Anatoli before he can do any more harm.

Kasper quickly notches an arrow and shoots, missing in his haste. He aims another which nicks Anatoli, he aims another at Anatoli's heart and fires. The arrow strikes Ravanna instead, as she leaps in front of Anatoli. The arrow pierces her slight frame completely and she falls against the wall of the chamber. As she does so a trickle of blood flows along the arrow protruding from her back and meets the marks on the wall. As it does so the marks flare with a brilliant green light and each one in turn illuminates (including the few that had already been erased or damaged). Ravanna begins to twist and scream as the light surrounds her and she starts to burn with green fire.

Asig, shouts again and pushes Little Alexander aside, ignoring any blows he suffers. He runs to Ravanna and pulls her away from the wall. The heatless fire surrounds them both and as Asig starts to burn there is a terrible screeching sound and the chamber begins to shake and split.

Everyone leaves the chamber in a panic, Anatoli is the last and as he turns to look back he sees the floor of the chamber open up and the burning Asig and Ravanna fall into the cleft, disappearing from view. Green fire burns up from the floor of the chamber in their wake and everyone has to run for the surface as quickly as they can.

At the top the ground is once more shaking and swaying, Big Alexander and Kasper run for safety but Little Alexander turns and faces up to Anatoli as he scrambles for the ground. Anatoli sees that Little Alexander is determined to have a final reckoning but aware of the rushing green fire behind him he decides to run at the priest and transforms himself into a bird at this last minute, nimbly dodging the vengeful priest's stave.

Little Alexander turns to watch the disappearing witch, snarling as he does so. Behind him tendrils of green fire erupt from the ground and there is a moment of silence before the rubble of the tower is blown into the air and the priest is knocked into the air by the blast and covered with rubble.