Sunday, February 26, 2006

UFOs from the second Uknown Armies campaign

UFOs
A sugar cane factory somewhere on the edge of town, that was home to a mechanomancer for a good 3 months about 2 years ago. He brought food, a RV with his supplies, and memories. And then he built aliens. Since Frank Rosenberg is dead, no one is sure why he did this, and no one knows he did it. (He believed aliens had taught him mechanomancy, and wanted to create hybrid emissaries with the mothership.) His aliens are automatons who will go around thinking they are aliens, and trying to convince people about the mothership, and mechanomancy, which they've turned into a religion.
They'll make a lot of crop circles, kill a few cows, and see what happens. They are also building the classic flying saucer.

Aliens Take Two
The little pink men. Only they're really the psychic remnants of abused children, given form. Enjoy.
Sometimes, children die in horrible ways, their trust and devotion torn apart along with their lives. Sometimes they come back. It used to be as urban legends. The Eye Biting Man, the Guy With Pecils Stuck In His Eyes, The Hitchhiker. Now, then return as the Aliens, and take humans to an Otherspace where they abuse them horribly.
They're not human anymore, just demons with a very specific magick. Few notice that the alien effects are consistent with unnatural phenomenon, and fewer still have any idea what the aliens are. Sometimes, they do good things, for reasons of their own. Most of the time, they don't.

Aliens Take Three
CE-V encounters with aliens are those where you want an encounter to happen so it does. These are all the result of magekins creating greys. The effort is exhausting, and unless the magekin goes on board the craft (i.e. commits ritual acts with his creations) they don't exist for long. The magekin is often convinced they are marked by the aliens and abducted regularly, when they're the ones doing the abduction and creating their abductors.

Lastly, it's quite possible to make a school of magick around alien abduction. It's likely been done a few times. Only the ways of getting charges (and getting someone to probe your rectum for you - as an act of violation) have never let it catch on.

The Black Eyed Kids


'What do you call it when one takes another's bread?"
"Hunger."
- David Gerold and Larry Niven, "The Flying Sorcerers"
It's said they come to your door at night, two young children who don't act like children and want you to let them inside. It's the eyes that make you realize they're not children: matte black from rim to rim, like pools of liquid darkness and filled with some dark need. Those who let them in may die, but some of them tend to die later, by their own hand. No one knows. It would be another urban legend, if not for Neville Waldman.

You see, Neville was a stay-at-home dad. A rare enough thing, even now, but he'd once been so much more, in his mind. When he was young, back in glory days of B.C. (Before Children), he'd been a model. He'd loved himself, and only married once his days on the runway were over and the years of booze and drugs had begun to catch up to his body. His wife, Emily, was a computer programmer and made a small forture. He got a job at a clerk at a gas station. And he got older, and older, and began to hate his once-beautiful body.

One day he cut himself. And something changed, for as the blood flowed his appearance became young again. It lasted until he slept, and woke up normal, and old, and ugly. But he'd touched something bigger than himself.

He might have gone down the path of the fleshworker, if he'd been alone. But a week later Emily got pregnant. She spent most of the year working from home, and gave birth to their first son, Brandon. Emily and Neville talked it over, and it was decided that he would stay home and raise the children since she made more money. It wasn't that common in 1990 but Neville hated his job and was a bit scared of what could happen if he cut himself again.

In 1992 their next child, Owen, was born.Neville raised them both and realized that the stay-at-home option was, in the long run, a lot more work as his wife went into management (i.e. not working, but getting others to work) and had a lot of long business trips and in bed did things he'd never showed her. He got bitter, and angry, and wanted to regain her love, or shove it in down her throat and dance over the corpse (sometimes those urges are hard to tell apart). And so he spend his evenings when the kids were sleeping on the net, remembering his flesh once, and looking into it. He never found much until a chance visit to a website that wasn't there the next day made him wonder if others could do it, if it was really magick.

He got into the local scene, as a minor player with no real magick of his own because he still loved his wife in some fashion. He learned about avatars, and sought about becoming one, then discovered he was one. He, Neville Waldman, was an avatar of the Mother. Something inside him snapped at that, because it shattered all his ideas of masculinity (and memories of his older cousin Ronnie "playing" with him didn't help) and he knew he could only go so far in it, or leave it, but he did love his children.

Then Emily filed for divorce, wanting to live with a young up and coming executive, and Neville snapped when she said that SHE wanted their children. So he decided to become their mother. It took him over five months of insane dedication, and scared both his kids, but they loved dad even when he was cutting himself with a razor blade and glaring into a mirror.

Finally, one day Neville did something, something big. He was going for his eyebrows and poked an eye out. And got real power, terrible power that flooded through him and opened his mind to a larger world. He entered the bedroom of his sons, who were both sound asleep, and did the trick the old homeless vet had said could be done, if one was desperate enough. He whistled up a pack of tenebrae and, when they came to feed, he used his major charge and what remained of his Archetype to try and give birth to his living sons.

Neville was consumed by the pack. Brandon and Owen were as well, but in a different way. No one found their bodies, just Neville's missing eye. It was assumed he killed them. As with many other assumptions, it was only partly right.

Brandon and Owen were fused with the pack, for a time, as the pack went into them, through them, became them. It left them with eyes of darkness, and terrible needs and strangeness and no memory of who or what they had been.

Boy #1 and Boy #2, The Black Eyed Kids

Summary: Freaky kids who eat memories.

Description (boy #1): 14. Boy #1 is slightly taller than his companion, wearing a pull-over, hooded shirt with a sort of gray checked pattern and jeans. His skin's olive-colored and he has curly, medium-length brown hair. He exudes an air of quiet confidence.
Description (boy #2):Boy # 2 has pale skin with a trace of freckles. He is looking around nervously and dressed in a similar manner to his companion, but his pull-over is a light green color. His hair is a sort of pale orange. They don't seem to be related.
Description (both): Then you see their eyes. They are coal black. No pupil. No iris. Just two staring orbs reflecting the street lights, liquid pools of darkness.

Boy # 2 has pale skin with a trace of freckles, somewhere in that indeterminate age between 10 and 14. He's wearing g a pull-over, hooded light green shirt and jeans. His hair is a sort of pale orange and looks in need of combing.

Personality (Boy #1): Boy #1 is older, and clearly in charge. He wants memories to eat, to feel, to feast on, and needs them very badly, to the point where he likes to hurt people, to strip them of memories and let them live in the hope that they can supply him with more. He lives to find someone who can feed him all the time. To him, people are just things he takes from and not real in any true sense. He believes that if he eats enough memories his eyes will become normal and he'll gain a soul. He's also drawn to pain and likes inflicting it. His favourite pastime is ordering Boy #2 to watch while he hurts animals or putting him out in sunlight in the hope that someday he can feed off of his brother.
Personality (Boy #2): Boy #2 is younger, and shy. He never speaks (perhaps he can't) and follows his brother everywhere, even against his own will. Of the two of them, he's the most human and will sometimes help others, as best he can. At some level he wants what all kids want: accceptance, and tries to get that, but no one can understand it and he's alien.
Note: Neither of them breathe, unless they want to. Boy #2 also makes no sound in buildings unless he wants to.

Obsession: Feeding the hunger and becoming real.

Wound Points: Varies, generally 100+ spread between both.

Passions:
Rage (boy #1): People who refuse to open their doors and let him in.
Rage (boy #2): Anyone who harms their pets.
Fear (boy #1): Sunlight. He hates being "killed" in it. He also won't approach anyone who speaks his real name.
Fear (boy #2): Being discovered as unnatural humiliates him.
Noble (boy #1): He likes children, and leaves them alone (They'll grow into adults and have more memories to feed him with.)
Noble (boy #2): Dogs. He had one back in his human life, and though he doesn't remember his black lab Sassy he'll protect dogs from harm if he can.

Stats (boy #1)
Body: 25/35/45 (Child)
Speed: 25/40/70 (freakishly quick)
Mind: 55 (Cruel)
Soul: 40/50 (Twisted inside)

Stats (Boy #2)
Body: 20/30/40 (Child)
Speed: 20/40/60 (Sure-footed)
Mind: 30/40 (Simple)
Soul: 80 (Innocent)

The stats before the slash indicate the stat in dim light/darkness (or sunlight/dim/darkness if there are three listings).

Skills (Boy #1)
Body Skills:Atheltics: 25%, Struggle: 25%, Beautiful: (25%-40%)
Speed Skills: Dodge 30%, Initiative: (25/40/60%), Cut you up: 35%
Mind Skills: Education: 20%; Study Personality 20%; Conceal: 20%. Notice: 15%
Soul Skills: Charm: 20%; Lie: 40%; *Suck Up Memories*: 40%, Command: 50%

Skills (Boy #2)
Body Skills:Atheltics: 20%, Struggle: 20%, Beautiful: 30%
Speed Skills: Dodge: 40%; Initiative: 30%; Pick pockets, locks etc. 30%
Mind Skills: Education: 15%; Conceal: 15%; Notice: 30%; Break & Enter: 20%
Soul Skills: Charm: 30%; Lie: 10%; *Suck Up Memories*: 70%; Ward: 30%; Soothe Pain 30%; Paint 20%

Suck Up Memories: This is how boy #1 and boy #2 feed. They need to be let or invited in to do this properly. Boy #1 gets one memory for each point of soul the target has; Boy #2 does the same for memories accrued by homes, and gets a lot more as a result (the walls *do* talk, to him at least). The points gained from this are shared among both of them as Wound Points. Due to being older, and in control of his sibling, boy #1 generally has at least 60% of those points.
The downside to each is that boy #1 kills his targets. He takes all the emotion out of memories and feeds on it and leaves them with memories that seem as real as those of a stranger. They tend to die quickly, and sometims go insane and try to kill him (To deal with this, he can whistle up a pack of tenebrae.)
Boy #2 tends to destroy buildings. He takes from them, and they just fade away and cease to exist. (It's why the two of them are always on the move.) He has learned to read the memories of the walls without taking from them, but it takes a lot of effort.

Command: Boy #1 can order people to let him inside. Soimetimes they do so. By far his largest and continued use of it is making boy #2 do whatever he wants. Currently, boy #2 can't speak to anone else since no one else can hear his thoughts (others with telepathy or black-eyes are a possibility, tho), and follows his brothers lead all the time, even against his own wishes. If he doesn't, his brother leaves him out in the sunlight.

Ward: Boy #2 can create a magickal protection around places that gets people ot leave it alone. (It's good for where they are sleeping, or when boy #1 wants to feed on an entire family and not be disturbed).
Soothe Pain: Boy #2 can feed on misery as a tenebrae would, but instead of eating it he weakens it (removes a failed notch), and can make people feel better just by touching them.
Paint: Boy #2 can paint images he sees around people, events that have shaped their lives. It's a very specific kind of aura sight that only works while drawing.

Notes:
Sunlight harms them deeply and causes them to burn and feel like knives are being driven into them. If left in sunlight more than an hour, they vanish as tenebrae do and re-appear that evening with barely any wound points. Neither of them like going wherever they go during that, and even boy #1 will not leave #2 out in sunlight that long - most of the time. Their eyes are also very sensetive to bright light.
Dim light weakens their stats, but doesn't harm them otherwise.

Boy #1 cannot feed off of avatars with a skill of 50% or higher. Trying to causes him to go into painful convulsions that leave him weak and needing more wound points from his brother. (He can't sense if they are avatars ahead of time.)
Boy #2 can't feed off of places that have ritual warding of some kind up on them without suffering a lot of pain. His skin begins to blister and peel and he bleeds a pale blue liquid that isn't blood. In extreme cases, he's unable to leave at all and melts into the building until he "dies" or wins. The extreme ones only happen if boy #1 tells him to remain.

Special Note:
Boy #2 can give power. He absorbs a LOT from buildings (most of it going to keeping his hunger for more "food" at bay). Boy #1 is terrifyingly power when given power, but it's also very addictive. Eventually, you want more, and more, and need more and more... and boy #2 can't give *that* much .... baiscally, boy #1 is addicted to boy #2 for power, and some of his "evil" is a result of this. (Not THAT much, but enough to not mae him the 100% villain of the piece.

Saturday, February 18, 2006

The Surge Games

Games made using !uasurge.

They work as follows:

Every character has 2 stats.

Who You Are
Everything Else

You have five points to put among those stats. Who You Are is a sumary, like Police Officer. Nice Guy. Dude. Cool Dude. Etc. It should not exceed three words.

You have two derived stats:
Sanity, and Health.
Sanity is Who You Are X2.
Health is Everythig Else X2.

Because of the Law of Fives, there is no fifth stat.

All the PCs will be related. This can be brothers, parent and child, grandparent etc, but it will be closely related. Step-children is possible. Cousin etc. is too far removed. Invisible playmate is possible, if players are willing.

Genre is up to the players. Ditto with settting.

You then use !uasurge 10 times – in channel (!uasurge 10), and pick from 2 – 5 of those to apply to your character. They can, of course, be wiggled around to make some kind of sense. Then we run a session. Simple, yes?

Why, so simple anyone could run it!

This is a Hint.

EDIT:The determinator for Sanity and Health can be reversed if it fits a character better. (Sanity = Else, health = Who.)

Monday, February 13, 2006

This is not a drill

The entire game1 site is up here! thanks to Fennec. A blog of sorts that will run mostly in tandem with this one is there as well.

Well? What are you waiting for? GO READ OLD SETTINGS!

Saturday, January 07, 2006

Operation: Classified

A truth is out there . . . somewhere . . . somewhere really close by . . . really . . . no, really . . . like around the next corner . . . okay, maybe the next, next corner.


Premise: The characters in this game are agents of various government organizations under the nominal leadership of the FBI who have been sent by their superior officer, a neurotic FBI agent known as Agent Binkley, to investigate a small town for rumours of alien sightings, find aliens, and learn their plans for humanity, vis a vis alien invasion, eating our men, oggling our women, trying to convert us to their religion, etc.

The characters have been assigned rooms in a rooming house in Springfield, Maine, run by Mrs. Rudolph, an old German lady with 20 cats, on ??? street.

Game Time: Undetermined, as of yet. I can run from ~6:30 - 11 PM (PST) Tuesday or Thursday nights. Wednesday or Friday nights would run from 7:30 - 11:30 if we had to use one of those nights. The game will run 1-2 nights a week, ideally.

Character Creation: Risus! Each character has 10 dice to put into traits, plus one free die in Government Operative. No more than 3 dice can be put into any one trait unless you plead with the GM. Creative trait naming is mandatory, Agent!

Name: Player name.
Character: PC Name. Include nicknames.
Traits: List 'em.
Background Traits: This is an additional 3 dice in "useless" traits. Say, being a Chess Champion (2) back in high school. They're for hobbies, and things you did before becoming an agent and the like. Flavour, basically.
Agency: Who you work for.
Real Agency: For players who want to be double, trouble, quintuple agents and the like. (Possibly without even knowing.)
Secret(s): Everyone's got at least one.
Description: What does your agent look like?
Background: What made you become an agent? Why did you take this assignment? What did you used to do? Could your family be important to the game? If so, list them. Backgrounds can read like dossiers, if you want.
Equipment: What you have with you. This includes contacts, vehicles, weapons and the like.

Allowed Optional Risus Rules: Hooks, Tails (for valour above and beyond the basic Call of Duty in making a background). Pumping Cliché's is allowed as well, but Double Pumps are not, save for supernatural critters and the like.

Refer to The Risus Page for information about any of this.

Tuesday, October 25, 2005

Spam ....

Due to comment spam, I've implemented word verification, mostly becaue blogger only allows us to delete one comment at a time, and then go back to post, to comments again, and delete a second ad infinitum. Since that's annoying, the stupid word verification thingy is in place, as much as I hates 'em.

Monday, August 29, 2005

Mortal City Stuff + After?

So, the big MC plot with the Fae is gearing up for a nicely evil showdown with the queen of air and darkness. Once THAT is over, there will be spillover from the Circle and the Fairy Tale Creatures to deal with to wind the game down and then it shall be over. With luck it, too, will reach 75 sessions, but that's not too big a deal. We passed 40, after all. Will definitely reach 50.

BTW, Caltak: When you read this, I have a question about your PC becoming a villain in the third La Fin game. Remind me to ask you about it.

There may be a third La Fin game done as Space Opera. There may not be. I have a few ideas in mind for it, but I want to give the game a decent hiatus beforehand. (*With move in November, shall be easily arranged :P). I'm thinking of doing the third La Fin in January sometime, if it runs. After it, I am not sure if I'll do any more campaigns. La Fin IS fun, but more players is always better. Unfortunately, more players is difficult when everyone's schedule is screwy.

Depending on the job I get when I move, I may end up having nights free (*gasp*) and running something once a week or so. No idea yet. I do know I don't want to do a modern game, but aside from that no idea. Likely using Risus as a system, just because it's so darn cute. A serious Risus campaign would be interesting. Probably Fantasy of some sort. I still have Urdu lying around unfinished, after all.

So, to sum up: if I do get nights free, I'll be running something other than just La Fin 3 (eventually, if it runs) but probably just once a week. And after that ... possibly take a haitus from gaming entirely for awhile.

On an unrelated noted, if comment spam returns, I'll turn on word verification rather than forbid anonymous posting. (I, personally, hate word verification type things because I never get them right, but it's bettter than nothing.)

Wednesday, August 24, 2005

The alternity1 geocities site

Since geocities felt the need to tell me the site was closed 3 times in the past 3 months for overkil bandwidth usage (How? No idea - only one I know of was SilverHorse downloading the quotes pages :)), the site will be revamped, sometime tomorrow. It'll just have a few bits of things, quotes, game listing, and the sparkie info. No pages on it from previous campaigns, nor for current ones since all current ones I've done have been forum-only.

Given that the game1 site in total is *goes off to check* 38.3MB, including all previous campaigns and stuff, if anyone knows of some one/where that can host that, let me know :) I'm not sure there are any free sites that do 40MB or so ... so let me know. Would be nice to throw it all up on the net, if only for the sake of nostalgia.

EDIT: I actually did it. Mostly consisted of seriously downsizing stuff that didn't need to be on it. Though I really DO need to update the quotes ... when I have a few spare hours.

Monday, August 15, 2005

They Fight Crime!

I went through the one session of that I did, and want to do it again. Likely be occasional Monday and Tuesday nights, two+ players. Using Risus and They fight crime. The latter is used to make the pc, the former using the 10 dice in traits for stats.

Examples: He's an uncontrollable voodoo dwarf with no name. She's a sarcastic green-skinned college professor who dreams of becoming Elvis. They fight crime!

etc. Use the first one you come up with, or hit retry a few times.

The intro from the first session:

It's another fine evening in Omegapolis! The infamous Amphbious Sand Woman was captured by the Fantastic Private Detective, the Great Old Ones were revealed to be the not so great men in costumes running an extortion racket and the city was saved from evil! (especially since they were democrat old ones)
The two of you met last week via a mutual acquaintance who tried to set you up on a blind date. He's currently a frog with a severe phobia of bats thanks to his little joke, but you realized that against all odds the cobination of magic and vampirism, skateboarding and awesome hair make you a great team!
(At least a lot better than that guy who isn't even a vampire and dresses like a bat and has lots of young male proteges (like we don't know what *that* is all about))

... it'll likely be the setting used. Unsuperheroes, to an extent, but done entire for amusement value. Repeating with the same PC prolly won't happen (would be boring :). Game's could begin anytime in the evening of either night, barring RL.

Thursday, August 11, 2005

RISING, an RPG Campaign.

RISING, an RPG Campaign.

This is just an idea. I may make use of it in a novel, I may not. I'll never run it as a game, but I decided to flesh it out anyway. To whit:

In the Old Days, there were three worlds. The underworld of the dead, the middle world of the living and the high world of the Gods. But there was a fourth world as well, the prison of the gods of the dead. One day, they broke free. Or perhaps they have yet to, or never existed at all. The truth is that no one knows, but one day heaven fell to earth. The gods and stars plummeted from the night sky, and the very shape of the world was forever altered.

The gods were dead, but no one knew how, nor why. Five hundred years have passed, and the world is no longer what it was. Entire continents and empires ceased to exist as the citadels of the gods crashed upon them and new and strange lands have risen in their stead. Cities that no mortal has ever walked lay buried beneath oceans and the world of the living and the dead can be walked by almost anyone who finds placed where the falling stars of heaven shattered through the earth. The dead, of course, can find their way to the lands of the living by the same routes.

New nations have risen from the scattered remains of the past. Somehow, mortals have survived what the gods did not and there is something new in the world was that was not there before. The wise call it the magia, the Art of the Gods. Few can wield it, and no one yet understands it. Some claim those who wield it are the gods reborn, or being used by the gods from beyond death. No one knows, and everyone answer just breeds new questions. It is wonderful, and terrifying, and those few who burn with the very power of Creation and Destruction may well one day become the gods of this new world.

But that day is far off as fear and mistrust fill the lands and nations make war with artifacts of the old Empires and of the Gods Themselves. In some places the old religions remain, held by those who refuse to believe the gods died, or hope to resurrect them. In others, no one knows there were any gods and the Empires of the past aren't even stories told told by those who seek a new future unburdened by the past.

In every land, there is a feeling of wakening, of a breath slowly being released and new things loosed into the world. The world that was is gone, and it is up to all who live now to shape the world that will be. The gods have fallen, but we did not fall and all that remains is to rise.

Thursday, July 21, 2005

SUPERS GAME!

Okay. Let's try the post WITH text.

A supers game. Set in Omnimegaopolis City.

The Heroes have left, to fight a Big Galatic Evil. They lost. The Evil proceeded to create Disco, and other such terrible acts. Earth is now left without champions to defend it against evil alien invasions and super villains and mole men.

So it's time for YOU to save the world! Yes, you - the useless heroes. The heroes who, basically, suck. Normal Man, Screaming Coward, Dance Mix Man, etc. Anything you can think up that is useless but oddly useful sometimes (or, say, useful added to useless Like a Superman who tends to lose control of bodily functions).

Sexual metaphor characters are discouraged, since Hard Man and Nipple Monster Lass and the like are too sad (and too easy to make).

System: Risus. 15 dice. No upper limit for dice in any talent. Go nuts :)
Time: Occassional Tuesdays, 10pm EST.

This is because Tuesdays tend to be the day off that RL gets me the most often, so it won't be every week.

The first session will be a supervillain rampage the PCs all see and decide to stop. From there, who knows? I'll add a forum to the suddenlanch forums ,and people can post pcs there.

Added: http://alcar.suddenlaunch3.com/index.cgi?board=meh .

Wednesday, June 08, 2005

A new game!

With more than one player!

Havoc, a space opera style grunge sci fi game set on earth, the present year. Details are on the forum, in the Havoc category.

Game time will be Monday nights, 10pm EST, in #game1 natch. I'll be GMing it. Sparkie will provide dice, and insists they get used for this game since he's feeling neglected and wants to be hated again.

System used will be Risus.

5 players will be the max. Game begins on June 20th, though I may run a session on the 13th for players who want to rp their PCs meeting together after the Session 0.9 post on the forum.

Friday, May 27, 2005

How's everybody doin'?

Remember me? Okay, I've been a huge flake as of late. Disappearing for long stretches of time... That's normally the thing that makes me angry when other people do it, so I feel deeply sorry for doing it to you guys. Granted, I'm not that important a person, so most of you probably don't care too much about it. Even so, I'll just let you know that going to college full-time during the day and working a full-time job at night kind of kills a good deal of the free time. Add to that the fact that I finally found an MMORPG that my good friends who up until now wouldn't play MMORPGs are now willing to play with me (Guild Wars), and you can see why I haven't been showing up in IRC very much lately.

Despite that, there are times when I'm home, online, and not doing much. Usually these are the times after I get home from closing the store I now work at (sometime after 9pm EST, depending on how long it takes me to count all the funds, prepare the next day's deposit, etc. etc.), since the affore-mentioned friends tend to not stay up as late as I do and are either asleep or too tired to play by then. So, thinking about it, I wondered why I haven't been visiting #game1 more. Since I haven't been able to come up with much of a reason not to, I think I'll start showing up more often.

So, what's new? I know 4ways died, and I see there's going to be a "Fin..." sequel, but I was wondering if there are any games going on that I might be able to get involved with. I've been bitten by the Roleplaying Bug again recently due to a few attempts friends have been making recently to run things. I could really go for a nice Unkown Armies game... preferrably an Alcar-run Unknown Armies game. In reality, though, I know that Alcar is probably really busy most of the time, so I wouldn't want to try to pressure him into running something he doesn't feel like/have time for. Therefore, I'll take what I can get.

Monday, May 23, 2005

Mortal City

The La Fin De Siecle sequel. Set 4 years later, with the PC having become a model student and recluse after saving the world and trying to somehow forget all that had happened and live in a "sane" world. MJ and Nora took a year off to travel, and then did a year of school. The second year is almost about to begin in Bellona, a suburb/city/town of Municiburg that isn't (yet) part of the 'burg. MJ has worked at the dojo, a store, and is going out with her BF Vance more more often and slowly but surely getting a normal life again.

Kind of a pity for her that the second campaign will begin then, eh? :)

In tone, it's going to be a bit dark. (No surprise there ...) And far more low powered and low-key compared to the first campaign. Perhaps they'll save their lives, save others who need it, help the city and themselves. They saved the world once, after all. Too often and it'd get repetitive :)

Tuesday, April 26, 2005

4 Ways is Dead and Gone.....

Sorry. But RL sucked up too much time in the past few months. So, for all who are curious, here is what would have been....

* Defeat of the Artificer. AKA Reed. (*grins*)

* Waynes return, since the wayne you killed and turned into Glomp was actually a result of the symbiote spawning. He was going to go all Batman as a fascist and end up with a Robin style sidekick and all the intimations of "friendship" with a young ward.

* Invasion from an Alternate Earth. Basically, Evil versions of the PCs one they'd all reached about 60 exp. Consider the PCs, and what evil versions of them could be like ... was going to be an erosion of public trust for the PCs to rebuild.

* The Protectorate was going to return, and clash with the PCs for their title as the heroes of the city. Void, leading them, was going to be Evil now. (Actually they *all* were. Dopplegangers by an enemey known as th Darkness, the creature that killed the Cthulhu Mythos. It was going ot be used as an epic Save the Universe plot, if players wanted. If not, the real protectore would have shown up and saved the city at the last moment ... or would they be the real protectorate?

There were also subplots invoving Manus's brother, Mitch's real nature and his fathre and adoptive parents, Johnny and the fact that he couldn't be hurt and some ramficationds of that, and Tina and Mitch dating. Plus a subplot involving AI independance and Victor and a magical version of Greenpeace. There were likely more plots, but I have forgotten them.

Sunday, March 27, 2005

So ... 25 sessions done....

25 sessions so far for La Fin De Siecle. Thinga are geting dark, several plots unfold, innocents get caught in the crossfire - well, I'm having fun at any rate. A lot of it turns out darker than was ever intended (especially Kiesha's thoughts about school shootings). I'm mostly just rolling with it and seeing where everything goes. The next plot SHOULD see more development of the MCs family and the family of her friends. Flesh them out, give them some more screen time and the like.

Mind you, having MJs brother be attacked by demons was an odd way to go about doing it, but one of the themes of this campaign is what it costs to save the world. Most saviours die, some live to see their dreams corrupted. Sometimes things turn out right, in the end at least. And everything has a price, in order to be worth something. So it's going to be dark in some places, as the PC goes beyond gut "of course the world should be saved!" into concrete reasons, perhaps doing the right thing just because it is thr right thing.

I have no idea how it will end, in a specific sense. We have begun planning the second, more low-key campaign slated for a few years down the road, game wise. (And definitely with a break between both in RL.) I expect this present camapign to last between 50 and 75 sessions if all goes well and Chaos and I both keep enjoying it.

The second is still mostly vague ideas in our heads and we'll see where it goes from the end of the first campaign. The fact that we're seriously planning the second one is just cool, for me at least. I seldom even consider that (save for Ios, which was plotted out as 3 "books") and will have to see where the first campaign takes up, and what's left of everyone by the end of it . . . which us luck. I suspect we may need it :)