Saturday, September 14, 2013

After Sundown



After Sundown is a cooperative storytelling game that tells stories in the realm of horror. Players take on the roles of monsters out of horror movies or the humans who oppose them, while one of the players takes on the role of the MC – a combination referee, narrator, and roleplayer of last resort for antagonists and minor characters in the story.

The setting of After Sundown is a world like our own would be if horror fiction had an element of truth to it. There really are monsters in the night and other worlds full of nightmarish horrors that bleed into the mortal world. But it is also set in a world which is decidedly modern, and that means modern sensibilities. The game's backstory sees history and mythology through a modern interpretation, and adopts horror tropes that resonate with modern audiences. Many horror tropes are timeless – blood speckled claws in the dark is pretty much always going to be scary – but many other horror elements are merely puzzling, and are going to be downplayed. The modern audience is not particularly worried about miscegenation or communist invasion, and those elements of old horror fiction are deliberately excluded from their appropriation into After Sundown.


Monday, September 9, 2013

Spared: A short story

Paris is dead. The streets are empty. The air is thick and oppressive, leaving Durant's brow continually beading with sweat from the humidity. His collar and shirt’s back are darkened from sweat, but they remain for their warmth in the coming night’s cold. His feet, in too-large shoes, clop on the road; his bloodshot eyes scanning, his hand squeezing golden livre for comfort.

He checks inside a window and sees a bed with a corpse, stiff with death, lying within.  Tightly gripped in its hands is a rosary. Durant looks around, then continues down the road, having to climb over the occasional cart. A rat sniffs a handful of not-quite rotten apples on the street, which provokes Durant into swinging at it so he can get his rightful prize. As the rodent scurries, Durant cradles an armful of the fruit and bites eagerly, spitting out the spoiled portions as he travels the empty streets.

To his left, a glint of metal alerts him to an open door. Turning, he sees a row of weapons, each of fine quality. Swords and daggers and maces reveal themselves as he slowly steps into the shop. As he reaches for a sword detailed in gold filigree, he recoils in horror. Behind the sword, hidden from view by carts, is a fresh corpse. The skin is pulled taut from dryness, or perhaps long-term hunger, and a large black gouge of congealed blood covers the neck and has run down the clothes. In one hand is a morning star, dinged and cracked with only a few splatters of blood. With despair, Durant forsakes any attempt at grasping the sword, or any other weapon in the building, as he leaves.

A church tower is revealed after a turn down the road, making Durant scamper with a vigor fueled by fear of the sun's preparations to invade the western horizon, the remaining apples dully thumping the ground in his wake. He grip the handle of the church’s entryway doors tightly, praising the saints, and pushes. The door doesn't budge. Worried, Durant pushes again: then another time. His breath becomes frantic, and he now pushes for all his worth. Legs straining as his body leans against the door, his hands now serve as stability rather than power, and his shoes begin to slip. With a pant, he takes off his shoes and begins to slam himself against the door. There's a shudder and a creak after the second slam, which gives Durant the motivation to continue. Throwing himself against the door, his stinging shoulder is ignored in his desperation to get off the streets. Finally, the sound of wood cracking is heard, and the door swings open. Panting, he sees the remnants of a single misshapen wooden board that was used as a makeshift bar slowly sliding out of its place and clacking on the stone floor.

The inside of the church is dark, and it takes a minute for Durant to calm himself, at which point he notices the sound of breathing continues to fill the darkness. Closing the door behind him, he anoints himself with holy water, gulps a handful more, gives a short prayer, and reminds himself to include this sin to his now fanciful confession. Adjusting to the low light trickling from the windows, he focuses on the ragged breathing in the shadows. Despite the quenching earlier, he only releases a broken whisper. Coughing, he tries to speak again and succeeds. A feeble, feminine voice responds. Running around the pews, he opens the back door, only to be assaulted by the stench of vomit and vinegar.

Inside the rectory are three nuns. Two are on the younger side, but it takes a moment to see this due to the single candle illuminating their glazing eyes. Their breath is loud and irregular, their skin bruised, and an old nun is washing them with cool water and vinegar as they lay across a stone table. Wooden pails lay on the floor beside the table, holding the used cloth and water to clean up after the sick nuns. One of the younger nuns turns her head towards Durant, her meek voice carrying far through the hallowed hall, telling Durant to stop the matron.The care-taking nun shushes her, admonishing her behavior.

Durant finally reacts, his throat cracking from not speaking in so long, and praises the saints for finding a woman of God clean enough to be spared His wrath. Hurriedly, he circles around the table to keep his distance from the younger nuns, getting closer to the elder. Holding out two livre, he offers it as tithing and in hopes of receiving blessed food. The matron looks up and tells him to keep the money, because they no longer need such in these times, and that if he truly deserved their food, he would help protect their holy grounds after having broken its sanctity. With a wave, she points at the broken wood scattered around the open door.

Thanking her, Durant runs back to the door to close it. With a glance, he notices several pieces of furniture. After a short time, sweat dripping and muscles sore, the door is now barricaded more than it was before.

The younger nuns, not much more than twenty years, come towards him; one is holding a pitcher of wine, while the other carries an old sackcloth with a combined handful of cheese and dried meat inside. Their gait is slow and unsteady, but determined. Handing Durant the food and water, he reluctantly lets himself close enough to accept the gifts. The wine is the most refreshing thing he’s had in days, which makes up for the quality of the meat and cheese. If it were two weeks ago, the food would’ve been thrown to the dogs. Durant thanks them and asks their names as he gives his in turn, and is informed they are Mahault and Jehanne. They escaped from their convent when everyone else had died, and found food in the cathedral.

Durant tries to comfort them, telling them of the miracle of survival. Hunters, soldiers, and nobles alike have fallen, yet they continue. Jehanne, with her amber eyes, smiles slightly. Mahault’s hand is grasped and squeezed. They are both comforted by Durant’s promise to try to protect wives of God. He tells them none of them will be alone.

Looking up, he thinks for a moment that the elder nun is praying to Saint Roch in one of the stained glass windows, but her gaze is too low. The sun glares through and outlines the matron as she turns to face Durant with a familiar look of dread.

The revenants are soon to rise.

With a hushing tone to prevent any dissent, the matron hands a rosary to Durant. She tells him to begin reciting Hail Marys. As his hands grip the rosary with his prayers, he can feel a calm that he has not felt since before the coming of the Restless Death. It was only a week ago when the first souls fell ill and died the next day.

It was raining. Men in wax-coated robes walked the streets, runoff from their wide-brimmed hats fell onto their prodigious noses, like a gargoyle watching death. Those without signs of illness, or signs readily ignored, run by them with a wide berth, as they try to find a safer place to hide from the disease. Others slam their doors, refusing entry to any for fear of the wind most foul cursing them with the same death. Yet, more than many would have expected, other doors were opened by grief-stricken residents let in the beaked men. They hoped for salvation, but not even their administrations worked, and they carried the victim’s corpse out to the passing cart led by the man in an oilcloth robe.

Durant’s reverie is broken by three solemn tolls. Looking around, the matron is nowhere to be seen, while the young nuns are slowly placing their hoods back on their heads. It is the holy sound of the evening Angelus, which can be heard from all across the city on as silent a night as tonight. With a rush, Durant strides towards the stairs and climbs towards the top as the bell tolls three more times. By the time he reaches the apex to stop it, the bell has thrice rung three times, and the matron doesn’t resist his attempts at restraining her. The night has come, and the church is in service.

Looking out the window, Durant sees a mass of corpses ambling in the streets. By the light of the full moon, their eyes waxen and unblinking, their chests still, yet their dead limbs propel them down the road toward the church. Their feet plop on the road, the only sound in the night air. Durant stares in paralyzing terror, unaware of the matron going downstairs to pray with the other nuns.

Upon reaching the church, their first attempts at opening the barred doors are rebuffed. Unfazed, they begin knocking, leading up to banging when neither the nuns nor Durant answer them, which rises to pushing against the barricade while the others on the sides of the entry bang on the walls. Several cry out a need for sanctuary, others laugh loudly while describing the taste of a nun’s blood and flesh.  All the while a general babble moves across the crowd that can be heard through the thick doors of the church.

Wood creaks and groans, making the nuns pray all the more fervently. Voices can be heard from the din: “I smell sweat of man!” “Sanctuary!”  “I seek open doors, closed hearts, and for you to move!”  “Come, move quickly!” By this point, Durant is leaning against the barricade, trying to stem the oncoming horde of living dead. His feet are slipping. With a loud crack, wood splinters scatter and Durant succumbs to their momentum, stepping back in fear.

With the light of the candles in the church their visages are more plainly visible and horrific. Each face is sunken and drained of color, their eyes are milky, yet scan the area like predators. One of them has the same face as the body Durant saw in the weapons shop, the blood remaining where the wound has disappeared, its hands empty of any weapon this time. Two are familiar as twisted reflections, the cheese-maker that Durant called friend and his old cleaning woman, but they do not seem to deign to recognize him.

They pour in, filling the vestibule, while the first ones in the doors move along the walls to examine them. Several breathe in what sounds like a dry cackle as they drag their fingernails into the walls or desecrate the statue of a saint. Three gather around Durant, staring at him as a curiosity and not quite touching him with their fingers, cackling at his recoiled responses.

Just before any reach beyond the vestibule, a revenant in a long priest’s robes, slight tattered and caked with dirt, steps into the church. This causes all of the revenants to pause in their activities, even the ones teasing Durant. This irreverent mockery stood out for more than its apparel, as one of its eyes remained clear and unmarred by the milky film covering the others’.

With a gentle wave of both hands from the sides to the front, the revenants uniformly acknowledge and move more directly into the church. They move around the priest. As before, they periodically make a dry laugh as they scratch the decorations and furniture, but they don’t delay themselves for long. One by one, they move into the pews of the church and seat themselves. Some remain silent, while others babble to each other, making lewd or inappropriate comments about the imagery.

All three nuns, by this point, are huddled against each other within several paces of the altar, using one of the pillars as poor cover from the sight of the revenants. Durant is finally cognizant enough to look for them, trying to move without drawing attention to himself, though the revenants are currently refraining from dallying too long so as to find a seat.

Crouching adjacent to them, Durant whispers to the nuns, telling them to look at the situation as Providence. None of the revenants are attacking, so they might yet survive. This does little to calm them, as Mahault and Jehanne are now shivering greatly from disease, while the matron fans them, trying to keep the smell of death from their noses. When Durant suggests leaving the cathedral immediately while the revenants are in one place, the matron looks up at him. She tells him they can try, if he can carry the heavier and weaker Jehanne while she brings Mahault.

Turning to the younger nuns, the matron tells them to be strong and to pray to Saint Roch to protect them, urging them greatly to summon their strength to make the trip away. By now, every seat is filled with the dead, and a couple handful are standing on the sides due to lack of room. One is near Durant and the nuns, and having overheard their decision, steps up to Durant.

“Hey! Hey. Don’t leave. Stay, all of you.” the revenant slides close, bending over and craning its neck out. The breath from its speech throws specks of fluid onto Durant, making him shiver with a mix of fear and revulsion. With a leering expression at all four, “Fresh! Stay, watch, pray. Pray for nice hair, for new shoes. Pray for Holy Father in an ugly dress!” Its throat forces out a mocking, heaving laugh.

This incites the matron into standing and taking the step up to the revenant, picking up a wooden cross from her pocket. Holding it strongly before the revenant, she begins to recite verses and prayers like a weapon, her voice projecting strongly.

With disdain, the revenant raises its hand and pushes the matron’s arm aside so as to step closer, its face nearly touching hers. “Barley. Stolen barley. Barley of the Earl’s. Pottage for good girls. No mutton for you. Your hat’s askew.” With that, he pushes her habit to the side, making the matron drop her cross in surprise.

Durant, trying to protect the matron, reaches over for the cross. As he stands, the cross connects with the revenant’s jaw. There is the sound of cracking leather as the revenant reels back from the force. Durant doesn’t let that be the only one, and swings hard across into the revenant’s face. It’s stopped by the hand of the  revenant, whose chin shows a crack with what looks like dust falling out, its face grimacing with anger. The cross shatters into splinters from the strength of its grip. With the other hand, it grabs Durant by the neck and holds him into the pillar with unstoppable strength. “Come. Move quickly! Live one here. It sweats so!”

A dozen near the scene rise from their pews with excitement. They bound over and look at Durant and the nuns as if for the first time, blackened mouths agape. Durant struggles for freedom, releasing the cross and trying to pull off the hand against his neck. He kicks at the revenant while Jehanne pushes meekly against it, neither doing more than budging it. Mahault is curling up into a ball, but a revenant lifts her while stroking her head, “Stand! Watch. Watch them squirm.” More revenants swarm over to the fray, trying to get their hands on one of the living. Durant tries to scream, but is silenced by a hand. The murmur and patter of the dead spreads through the church, rising to a cacophony.

“Enough!” The shout carries across the cathedral, a voice dark and strong. All of the revenants freeze to the still of a statue. Even crying Mahault stops. “Sit. Behave and prepare. They will be of no bother.” It’s the voice of the revenant priest, his one good eye judging. He strolls down the center of the cathedral towards the altar. Releasing the living, they quietly file back into their seats and positions facing the altar, leaving Durant dumbfounded and terrified. There is a revenant standing before each door out, leaving him trapped and unable to do anything.

The priest reaches the altar, then turns to face the unholy congregation. His arms wave upward for emphasis, “Hear! All of your souls have lain to sleep. Each have prayed the Lord for you to keep. Then you die and then you wake. All can see there’s no soul to take.” Continuing, the priest has the entire congregation enraptured with the blasphemous sermon; even the living can not help but watch.

After fifteen minutes of the affront, Mahault has gathered enough strength to push past her weakness to start walking towards the preaching revenant. There is no sweat upon her brow, and she walks with a more unsteady stride than any revenant in the church, but she continues. She crumples like a rag when the priest backhands her.  He then bends down to pick up her senseless body. “Here! Another vessel, fresh and ready. All it takes is breath to make her bright and heady.”

With that, the priest leans close and exhales slowly into Mahault’s face. Within a moment her milky white eyes open and a smile forms. “Yes! Asleep before. Awake now! Jehanne come! Get up and we can laugh at God together!” The strength and vehemence in Mahault’s voice startles the new revenant, as well as Durant and the matron.  With a more level tone she continues, “How? Truth is plain. Deny yourself. Life moves. Death moves. Move!” As she speaks, she steps closer to Jehanne, stooping in the same manner as the other revenants.

Jehanne pulls out a cloth and wraps it around her mouth, tying a knot behind her head. Picking up the broken cross, a mere stick with a cracked and pointed tip by now, she lunges. She’s stopped by her target’s unnatural speed and strength, much revitalized from the disease ridden movements of mere minutes ago. Jehanne struggles against its grasp, turning her head from its deep exhales into her face, and is freed when Durant tackles the much smaller revenant, both falling from the momentum.

Jehanne’s aim is true. The revenant immediately stops moving when the stake strikes the heart, leaving Durant the chance to get out of its grip and roll to his side, panting with adrenaline. All of the others are quiet, watching. Jehanne remains on her knees, staring at what used to be Mahault, panting heavily while the sweat pours down the sides of her face. Durant slowly stands, amazed at what just happened, the matron by his side to help him stand and watch Jehanne.

Jehanne reaches over to slowly recite a prayer and closes the corpse’s eyes. The moment her hand leaves the eyes, they slam open to reveal milky fury. Blood flows quickly as the nun’s arm is ripped off. Every other revenant in the church blinks for the first time, then they laugh in unison, the priest the loudest of all. It is a terrible cackle, forced and mocking.

Taking advantage of the momentary distraction, Durant and the matron are completely unhindered as they race to the door and escape, leaving the cackle of the revenants a distant echo in the night. He can’t stop hearing the laughing words of the priest from just before he got out the door of the church, “Durant! A good laugh you gave us. Forever safe you will be. You will not die. In the end, you will be alone.”

Friday, May 31, 2013

Evil Vow of Poverty


Asseveration of Avarice [Vile]
Mimicking the greediest of dragons, you endow yourself in the most extravgant displays of gross material wealth. The presence of such power bestows great strength, but your greed is such that you may never use or give up your riches.
Benefit: You gain the benefits of the Vow of Poverty, except that all sacred bonuses are instead profane, and you must choose [Vile] feats instead of [Exalted].
Special: To retain your power, you must collect all all of your wealth in your hoard, with the following exceptions: you may only carry and use weapons and armor so long as they are masterwork, you may only wear the finest of clothes. You may carry and use a spell component pouch, spellbook, and other components necessary for casting spells. You may wear jewelry and other accessories, provided they are nonmagical. You may not use magic items of any sort - any money put into purchasing magic items is money not improving your hoard. You can benefit from magic items used on your behalf, but you may not "borrow" these items unless you immediately put them in the hoard and refuse to give them back. You may not use consumable items, such as wands, staves, scrolls, or potions, because you might need them later.
If you break your vow, you lose the feat and its benefits, and may not atone until you increase the size of your hoard (from the time of breaking the vow) by 50%.

Friday, May 10, 2013

Game Types: GNS is a Hack

For those who do not know, GNS Theory (and the Big Model) is a treatise on gaming written by Ron Edwards, and has had a deeply influential effect on the gaming community. It's also a morass of useless static whose only saving grace is that it got people to be willing to talking about gaming, and the community seems to have persevered from a deeply regressive mode of thought to actually succeed.

It's an idea that game theory can be used to categorize all games into three parts, and the quality of a game depends on how much it cleaves toward a particular category, while also positing that different people approach those categories differently and therefore different games have different (and subjective) quality levels to different people. All told, it solves nothing and describes nothing. It makes no predictions and gives no advice when designing or even playing a game, therefore failing as a theory.

For as verbose as Ron is, he says a lot of nothing. Nobody knows what Simulationism even means. He's so incapable of succinctness, that his definition of that one word is over 14,000 words long. I've seen dozens of people 'tell' me what Narrativism is, and nearly every single person gives an appreciably different one; and NONE of them actually account or justify the actual writings of Edwards on the subject...

* In Narrativism, by contrast, the major source of themes are the ones that are brought to the table by the players/GM (if there is one) regardless of the genre or setting used.
* theme: a judgmental point, perceivable as a certain charge they generate for the listener or reader
*"literary merit" of a theme is irrelevant.

If you introduce a cowboy riding a dinosaur into your game, and the response is "Holy crap, that's awesome!!", then you have a theme. That then makes it desirable to introduce into any Narrativist game, regardless of genre. Rambo going on a rampage in the forests of Middle-Earth, occasionally dueling an army of orcs with lightsabers, is more Narrativist (and more desirable) than a Eunuch Sorcerer plotting the distribution of poison into a noble's food in the Imperial Court.

The design goals of the Big Model (GNS included) are not defined with any consistency or even understanding by the most ardent of followers. It tells us nothing about what will succeed or fail except for the goal of having a game be ALL Gamist (or all N, or all S), and should not even attempt to cater to the other two without failing utterly; which is a demonstrably false statement, even outside the fact the models can't even reliably tell you what Gamist means.

In the end, GNS only really seems to serve the purpose of providing an esoteric way to insult gamers who don't play the way they do; calling them munchkins without getting their face punched in, as it were. It's to the point that I feel dirty using terms like "simulationist" with their actual, dictionary, meaning because of the association other gamers will have with GNS and thus bring that mode of thought back into the fold.

Onto something productive...

My Little Premise
Say you want to make a game. You're going to want to have a goal. Broadly speaking, there are three main categories for RPGs in the market:

Story Games - Ultimately every game is a story-telling game. But in a lot of ways, these are more direct about that purpose. They are frequently (but not truly required) rules-light, but those rules serve predominantly to create narrative structure for cooperative story-telling to take place. These are more the forte of the creative and social types, as they require more trust in your fellow player to have a good time than other systems.
Examples - Munchausen, Fiasco!, most LARPs
War Games - There's a veneer of story, to provide context, but very often the game is more about plopping down and following the structured rules and making choices off a precise list. The medium/presentation is important, as Arkham Horror wouldn't have been as popular if there wasn't such a good production value of the game itself. These are essentially more involved board games, but video games technically fall in this category as well.
Examples - Battletech, Arkham Horror
D&D Clones - The archetype of D&D colours the public view of RPGs, and nearly every system is judged in comparison to D&D. People play a single character, very commonly with a DM controlling the rest, built with a set of numbers according to rules to better structure who they are and what they are capable of, and dice are rolled to determine success. This is largely a mix between Story and War games, with some systems cleaving closer to one via rules (Spirit of the Century & Mouse Guard have elements of a Story Game) or by cultural response (Vampire players frequently ignore the rules to be more like a Story Game).
Examples - D&D, Rifts, Vampire, most systems in the market

There are mixes, obviously, and mainly serve to illustrate public perception w/broad strokes. Not every Story Game has the player fill a specific role and get into character, and has a level of player-game separation on par with that found in most War Games. Some War Games will immerse you into the role and the setting, such as a horror video game.

There's also another category that's usually independent of the three types:
Rules Heavy - Explicit choices, outcomes, and restrictions.
Examples - Vast majority of War Games
Rules Light - Guidelines, vague rules to be interpreted.
Examples - Vast majority of Story Games

Please note that number of rules and complexity is independent of the Heavy/Light category. The Dresden Files RPG is a rules light game, but it has 500 pages of rules! Amber is nominally a Story Game (diceless, even), but there are also explicit restrictions and robust set of rules. Checkers is Rules Heavy, but I knew how to play in the 1st grade when it was introduced to me. What it essentially means is that Heavy games generally have more predictable outputs and won't vary as much between groups, while the Light games can have wildly different experiences between groups based on the interpretation of an open-ended rule. The advantages and disadvantages with this should be self-evident.

It's for this reason that games like Vampire, nominally Rules Heavy, frequently acts as a Rules Light game. Many groups will flat-out ignore rules and instead follow an interpretation that creates a different and preferred outcome; even if that outcome is "not having to read the rules."

Tuesday, April 9, 2013

FATE Wars: Session VI


Khem Tal

The planet is darker now. In fact, the primary temple is not only imposing, but actively radiating with the Dark Side. Grand, opaque, gothic windows line the walls with inscribed Sith mathematical runes. Fist-sized crystals line the wall in sconces, soaking the halls with red light. The halls are lined with open alcoves where prisoners are chained and stacked atop each other, each one adorned with a translucent facemask filled with bacta. Periodically, a burly imperial worker will walk by with a hover cage and toss the prisoners from an alcove into it, then cart them away to a transport vessel.





Darth Darwin
Lord Pradeque's master, a narcissist (doesn't believe in shirts) known for his mastery of Sith alchemy. Was originally obese and lighter skinned, 'fixing' the flaws with his techniques, imbuing his head tails with poisonous glands, and making himself immune to most toxins. It was this last trick that he took advantage of when conflict arose with his apprentice, filling the room with a painful nerve toxin.

His preferred weapon is a yellow lightsaber built into the handle of a false blaster pistol, at least when combat is required of him. Otherwise, alchemical pheromones and mind control are his preferred means of handling conflict.

He began to oppose Darth Newton when the optimized uniforms were brought before him, a crime against fashion in his eyes. He attempted to organize a coup with the aid of another Sith on the planet, but was captured and currently being used as an energy source by the Givin faction.

Sorbin spends three weeks trying to do field repairs on the Honey Badger, eventually having to throw his hands up in the air in defeat. A facility with crew and supplies is needed to get the damage repaired.

The party docks in the orbital station of Khem Tal, leaving orders for the Imperial officers to repair the Honey Badger. As it will take a few weeks for the repairs to complete, they take their shuttle planet side to punch Darth Newton in the face. They are initially stopped by some Force sensitive guards, who are on orders to not let anyone in without permission from a Sith higher ranking than the players; Sorbin notices that their auras look peculiar. Before the violence erupts, Darth Ni'rad arrives, a rough-and-tumble human nearly the size of Lord Pradeque and in similar armor. He introduces himself as Newton's apprentice, and deeply indebted to him, as not only does he consider Newton like a son (and he like a father), his connection to the Force was given to him several months ago (same aura, much stronger, as the guards).

He tells them that Newton's busy, but he's willing to pass along any message for them. To which Pradeque provides the message, a solid punch to the nose. Asking, Pradeque elaborates that he wishes to follow that message up further if able; in which point the violence with Ni'rad begins. It then ends with a solid bisecting from Daquan's blades, and the guard looks down and loudly comments "I hope somebody fixes this door, it just keep leaving itself open. I better go find some tools to fix the damage, way over there" and leaves.

They enter a large chamber with a handful of Sith tied to racks, Darth Darwin included. Skipping any conversation, Pradeque promptly stabs him repeatedly, and the group continues on their way to the chamber where Darth Newton was working on some math.

Citing his face as the only reason they need, they begin their attack. Right away, Imriel is knocked out from the lightning right away. The rest begin a protracted battle, ultimately resulting in Pradeque being knocked out along with his minions, Sorbin being burnt and paralyzed, and the Omwati sneaking in the middle of the fight with Imriel in tow to escape. Newton himself is unharmed from the attack.

Pradeque awakens at the bottom of a 20m deep pit with slick, highly electrified walls. Food is tossed from above every so often, the holo emitter is on the ceiling above. Sorbin is tied upside down with just enough bacta in his breather mask to keep him alive. Both are periodically interrogated.

Back on the ship, the women plot a means in which to exact their revenge and to rescue Pradeque and Sorbin. They hear of Newton's wife shuttling in, and throw their Sith weight around with the imperial officers to be the new escort from the station to the planet; at which point they capture her. She's unconcerned, and points out that killing her will likely be seen as a boost to his power in the upcoming fight, and also warns them that they should probably not be in an orbital station he controls.

At this point, Pradeque sees a number of Sith Givin meditating around his cell as he feels his essence stretched and surged out of him; multiple force ghosts of him are created and transfer themselves over to the ship and begin to fight. This is enough to convince them to go planet-side and look for other Sith that disapprove of the encroaching Givin order.

They find Lord Ecrem, a Ming the Merciless looking Sith surrounding himself with decadence (pillows, silk streamers, twi'lek women, etc). An ally of Darth Darwin, he's currently in hiding and rubs his hands in anticipation to help take down Newton. He brings up that much of the source of Newton's power is a series of computations that he and a number of Givin have developed that allows them to tap into the Dark Side with an efficiency several orders of magnitude greater than normal, and are using this to perform acts of the Force through overwhelming energy.

Monday, March 11, 2013

FATE Wars: Session V

We have a return of our favorite twi'lek, Lambert. The current excuse for the character's absence was handling personal business before returning to help with the new mission on a mercenary contract.

Lambert pulls up some connections and manages to find the engineering manager within the Republic that knows the purpose of the droid manufacturing facility. It was designed to be a largely autonomous structure to produce a military force capable of wiping out the remainder of the Empire, letting it be a purely financial investment to minimize public awareness. They had a small research facility based there as the only living personnel for the entire facility, and were killed when the entire base went rogue. The droids weren't actively spreading or causing damage against the Republic unless forces were sent directly, so rather than expend even more resources taking it back, it was written off as a loss.

Obtaining the blue prints, the group flies over, meeting a fleet of a dozen droid starfighters. It's a particularly gruesome fight, but Pradeque manages to slice half of them while Sorbin and Sanada blast them into smithereens. The next step was getting into the orbital base itself, as it was very heavily armed. Their decision was to go into ramming speed and soften the hull enough for them to make a landing bay, they were awarded a second shuttle bay from the weapons fire.

Once inside, they took out a number of war droids with remarkable ease, eventually blasting down the door to the central control room. Inside was a 9' tall droid, already delivering a monologue at their useless flailing, only to lose its weapon mounts from Sorbin's rifle, its shielding and reinforced armor plating from Imriel's lightning, and then sliced in half by Sanada's blades.

Commanding Lord Asis, he hooks into the command module and finds a piece of code that near as he could tell the mere act of processing was causing nearby code to change. In order to install the proper restraining bolts, he had to direct the code into a data crystal and physically remove it from the computer systems, the effort of which caused a nosebleed. With the droids under their command, they had Asis direct them to pull the Honey Badger out of the station and into a landing bay

They make the holocall to Darth Kenner, going out of their way to make the call in front of the parts of the facility they destroyed on the way in. Darth Kenner is disappointed in their inability to follow orders, earning quite a few invectives and curses from Imriel. Kenner dismisses her and states that Directive 11 will commence regardless, as the restraint requested was purely to test for obedience.

The power on the station starts a cascading failing and the group begins to try to find Lord Asis out of suspicion, who requested to go lay down from the effort. They find him locked behind several energy walls in the brig, hiding from the group because he heard them getting angry and figured it likely they would kill him out of spite. Claiming ignorance of Directive 11, he doubles over from pain as a hidden cybernetic panel opens to reveal a lightsaber crystal oozing dark side energy. Just as the power fails in the brig and the doors turn off, the crystal begins to fire lightning in a spherical burst as it hovers in place. Every few seconds it pulses in a larger sphere with more damaging blasts.

Sanada throws herself out of an airlock to get into the Honey Badger, which is currently left adrift as the station powered down before it could finish pulling it in, taking advantage of her ability to survive in space. The ship will land in the docking bay soon.

Lambert attempts to telepathically connect with the crystal, and ends up seeing the other side, where a dozen Givin Sith sit around an identical crystal and chanting. Thinking ahead, Lambert grabs the data crystal and has his personal A.I. pull up the data to show, doing its best to not process the information itself. The data in the crystal is the exact same data being chanted by the Givin, and Lambert's attempt to recite back starts causing him to crackling with force lightning. As the crystal's own lighting is breaking the walls around it in an ever-expanding sphere, he breaks contact and the entire party heads for the docking bay to escape.

Leaving as the station fell into the planet below in a display of destructive force lightning, Imriel begins to interrogate Lambert on this previously unknown Force sensitivity, as all Force sensitives need to be recruited into the Sith or killed. Lambert bamboozles her with a web of lies and misdirection, blaming the crystal for his display on the station.

They land on Khem Tal, leave orders with station to start repairs on the Sphere of Logistic's tab, and head to see Darth Newton in person.

Saturday, February 23, 2013

FATE Wars: Session IV

Arriving in orbit around the moon, their sensors pick up life signs in scattered areas throughout the surface, as well as two larger signals indicating established structures; one Imperial-made, another Republic. There were numerous smaller signals indicating outposts and similar structures over the place. Flying toward the Imperial Defense Control Tower, they see it surrounded by an idyllic community akin to the Hobbitshire. Decorative plants had been placed in the various windows and ledges of the originally ominous control tower, and the landing port had been replaced with the equivalent of a sports field.

Interrupting the game, they land and stroll by the numerous confused Chadra-fan, ignoring their questions and pleas. Partway up the installation, they meet the mayor of the village, wearing a piece of modified equipment to act as a jetpack; thus giving him the headstart to catch up with the party. Asking why Sith were returning to a colony they had long abandoned earned him a blast of force lightning, his bodyguards thrown out a window after their own jet packs were disabled with the Force. Interrogating the mayor for the source of his tech, he told them they were modified salvage from the area, and promptly overloaded his own jet pack in an attempt at a suicide bombing to harm Imriel. Imriel pushed the explosion back and was unharmed.

They didn't have so easy a time against the heavily armed and armored Chadra-special forces unit, who also had a flying droid covered with lightsaber crystals, that attacked them near the control station for the entire Imperial Planetary Defense network. After a rough fight of flamethrowers, lightsaber-charged thermal detonators, and light shurikens, they managed to take out the assailant; mainly by realizing that the equipment was all modified extensions from the complex, and put in the passcodes they were given to deactivate everything in the area.

Rearming the facility, they told the network to essentially treat everything as a hostile invader (except their room and the landing pad where their shuttle was) throughout the planet.

The disturbance in the Force is felt by the entire party, and so very many of the inhabitants are blasted by exploding outposts they built around or automated defenses aiming toward them. While Pradeque looks out a balcony at the devastation throughout the land, Sorbin decides to look at the old logs for anything special that Darth Newton might be looking for. The main thing is that the Imperial general was complaining about the tendency for the Sith and Jedi that died on the colony to nearly immediately rise as dangerous force ghosts, making the fighting difficult because of their potential damage.

It's at this point that the party feels the disturbance in the Force continue to roil around and turn Dark, and starting to form a Force Storm over the entire planet. Thinking better, they head toward the shuttle, and find fifteen Chadra-fan that had been possessed by Force Ghosts and standing over the corpses of Pat's soldiers and wielding kit-bashed lightsabers; their eyes crackling with lightning. The fight is over swiftly by some truly astounding rolling on their side, especially considering relatively abysmal rolling.

They perform a strafe of the Republic installation before leaving the planet and start heading back to Imperial space. They're congratulated, curtly, for their mission and are contacted by the new Minister of Military Action; a Given named Darth Kenner. Darth Kenner informs Imriel that due to recent changes in the Sphere of Philosophy (a Givin has taken the position), they need to reevaluate their Sith for ideal missions in their military objectives. Their new mission is to escort a recently defected Republic droid programmer named Lord Asis without killing/destroying those who attempt to harm him. Further details would be provided by the Imperial attache with Lord Asis upon arrival.

The attache was a Givin. Lord Asis was a portly human with a heavy amount of cybernetics, which only made Imriel hate him more (if he's under the knife that much, why not cut off some of the fat). There's a manufacturing facility abandoned due to all of the droids breaking free of their restraining bolts. Due to Lord Asis's programming experience, direct access to the control station at the heart of the facility would allow him to upload changes that would reactivate the restraining bolts. They're to refrain from destroying any droids along the way, as they will be newly acquired assets at the completion of the mission. In addition, the attache provides new uniforms to the Sith for a more optimal performance, as well as informs them that they will be under surveillance throughout the mission to better analyze their conduct to determine whether they need further optimization.

This earns the attache a broken neck, to which Lord Asis nearly gets ill from the sight; before handing over the holo-recording he was told to provide when the attache was killed. The recording is of the attache, telling them that there was a 47% chance of him being killed by Imriel, and that in preparation the recording was made to inform the party that due to his relative low value, his death would not detract from their evaluation of the success of the mission.

Lord Asis is asked to disable the surveillance, and is forced to inform the party that it's built into his cybernetics along with the system he needs to be able to access the control system, so disabling the surveillance on him would essentially invalidate the mission.

Saturday, February 16, 2013

FATE Wars: Session III

The party receives a holocall from Zorbo the Hutt, to go to the planet Khomm, an agricultural world in the Deep Core that specializes in algae production. They're to steal a large sample of L-4 as well as the dataplans for it. The hyperspace travel takes two weeks, with a temporary interruption of being knocked out of hyperspace because of a gravity storm; nearly instigating violent attack from the planet, Calligrattica, they ended up in orbit while they attempted to reorient their location. There's a bit of eyebrow raising at the sensors picking up signals of beetles the size of mountains on the planet's surface, concerned that attack might be reminiscent of the scene from Starship Troopers. Thanks to allaying debate, they keep the territorial natives from opening fire, and continue on their way.

Upon reaching Khomm, they pose as wealthy patrons wishing to purchase L-4, and are greeted by one of the nobles upon a litter. He presents an ornate litter for the party to use, flippantly killing a number of slaves to provide higher quality ones when the opportunity arises.

As they ride toward the L-4 facility, the noble provides a tour of the planet and their algae producing ways, all in an attempt to ingratiate himself for the chance at profit. Due to the distances involved, the party stays the night in one of the palaces, where the grounds prove to be exceedingly heavy in slaves. The two most perceptive members of the party (Sorbin & Daquan) are able to notice, but the servants move entirely through secret passageways, using innumerable hidden hatches and doors to clean and refill food trays when their heads are turned. A couple occasions, one of the doors leads to a different room than before, the entire palace having been built semi-modular such that a dedicated team of servants below can operate the cranks to subtly rotate the rooms in relation to each other.

Just before dawn, Sorbin notices an armed individual sneaking into the room through one of the hidden doors, to which he knocks out the intruder with a blaster shot to the chest. The noble enters out of concern from the noise, and questions where the blood came from, blithely not acknowledging the body even when the party points at it; in fact, the noble starts to feel ill, leaves for a moment to retch. He returns to a clean carpet (the body is over Imriel's shoulder) and apologizes for his behavior, as he cannot recall what the concern even was, but is glad that the guests aren't concerned about the noise. Providing the privacy they asked for, the party dumps the body in the tub and do a little first aid after disarming him entirely. There is a fresh glass of ice water when they decide it to be time to wake him, and Imriel is creeped out by her boots already being cleaned of the blood without her noticing.

The intruder is a revolutionary, and points out the 'mysteriously' appeared torture implements next to Imriel when he starts to withhold information. Proper applied pain gets him spilling beans. His mission was to sabotage some of their gear and scare them away as customers to harm the nobles. Seeing the opportunity, Daquan offers to help the cause by telling him to find a way to get more nobles to the L-4 facility, and they will be rewarded.

Later that morning, Imriel and Sorbin state a need to make a holocall and to obtain some of the credits for the upcoming purchase, and are given a litter and mobile chef for their breakfast. Meanwhile, Pradeque & Daquan are carried to the facility. L-4 is an acidic algae that will dissolve metal, and metal alone, and works much faster with a specific alloy; a trait that must be tweaked on request.

While delaying for time, a high noble named Lord Nirsal and several other nobles arrive for highly esteemed guests, only to be blasted by a surprise arrival of the Closest Shave. It lands near the ruined crater of an entrance, in which Imriel & Sorbin pour out to kill the guards. It's a heated fight with the 30 soldiers, and Pradeque calmly picks up the L-4 containers and walks by, ignoring their attacks the entire time. The sales-noble is devastated before slain on the spot by Imriel when it's all said and done, and the party leaves the planet with their spoils.

At the station, they drop off the L-4 tanks and the data, noticing that Zorbo's accountants have been replaced with Imperial Givin and the ship has been repaired drastically faster than expected (nearly two months ahead of schedule). With a shrug, they continue toward the far off moon with the Chadra-Fan for their next mission.

Thursday, February 14, 2013

Wilati the Rat King



Wilati the Rat King
Male Human Rogue 3/Sorcerer 5
Wilati is a former fire-breather, petty thief, and hedge-mage for a traveling troupe. This changed when he jilted a witch, who cursed him to forever be as socially and physically repugnant as she saw him.


Description
A broken Keleshite, aged far beyond his years, isolation having left his mind as addled as his body. Stained stage jewelry adorns him in mockery of a king while his only vassal, his rat familiar, sits atop his shoulder. His teeth and breath are rotten from years of fire-breathing, supplemented by the powerful curse.

Notable Gear
Wilati always keeps at least one potion of fire substituted shocking grasp on his person, modified to be expelled through his breath rather than hands (statistically unchanged).

Motivations/Goals
His first goal is staking out a domain in the dredges of civilization where his liege can live comfortably. He defends his right to rule, and seeks riches that befit his imagined status to fill his coffers. Wilati harbors no small amount of resentment towards circus folk and many traveling entertainers after being run out by his troupe due to the curse, which readily turns to thoughts of vengeance.

Schemes/Plots
No stranger to a reputation ruined, Wilati is skilled at sabotage and levying accusations towards his mark. Sample tricks include disguising as his target and performing some public misdeed or planting stolen goods to sully their reputation. If his target sleeps unguarded, replacing the contents of their potions or otherwise tampering with their equipment is of particular effectiveness. There is little he can do about his odor, which leaves a clue for the party to follow once they notice the pattern of events.

Adventure Hooks
* While too proud to truly follow anybody, Wilati is easily manipulated by those that play to his delusions and resentments, directing him towards the party.
* Deciding that his 'kingdom' needs to expand, Wilati begins a campaign of terror amongst the beggars and vagrants, extracting tithe wherever possible; until one of the unwanted beseech aid against the almost demonic ruler.
* A man is found burned to death in an adjacent room to the party, with an uncomfortable odor about him and the window. The news devastates the four other people in the inn, who hadn't seen each other since their traveling troupe disbanded shortly after that terrible curse was afflicted on their fire-breather.

Tuesday, February 12, 2013

Thaumaturgical Trinkets: Part II


Final Blot
Aura moderate transmutation; CL 7th
Slot -; Price 17,280 gp;Weight - lbs.
Description
A well-used and expertly made painter's brush. The handle is of carved darkwood and the bristles are from a barghest's tail.
With a command and with a touch upon a surface, all surfaces in a 20' radius are cleansed and sanitized. Objects are bleached white, all writing and inscriptions are subject to erase, and any sources of infection for diseases or poisons are rendered inert. This does not cure the afflicted and the cleaned surfaces can be reinfected normally.
Creatures in the area are also affected. The brush will automatically dispel and remove modifiers to morale and any fear effects. It will also end a rage (including a golem's berserk) and the confused condition (Will DC 16 negates). This does not prevent the subjects from being subject to the conditions or modifiers again.
The brush can be used twice per day.
Construction
Requirements Craft Wondrous Item, erase, calm emotions; Cost 8,640 gp




Horn of World's End
Aura moderate abjuration and transmutation; CL 10th
Slot none; Price 56,000 gp; Weight 1lb.
Description
Carved from stone found in the highest peak of the world, this large horn emits a deep tone that can be heard from miles away. A character can blow into the horn as a standard action, creating a 360’ cone of windstorm wind strength blowing outward. The winds last for 1 hour. See Environment for details.
The horn can be blown like this once per day with no risk. If it is used more frequently, there is a 20% cumulative chance per usage that day that it cracks and shatters into uselessness.
The wearer is never checked or blown away by winds of windstorm strength or less.
Construction
Requirements Craft Wondrous Item; cloak of winds, control winds; Cost 28,500gp

Thursday, February 7, 2013

Thaumaturgical Trinkets


Balor's Salve
Aura strong evocation; CL 15th
Slot none; Price 4,000 gp per dose; Weight
Description
This substance is thick, unctuous, and always warm. This magical contact poison has a one minute onset time, after which the victim must make a DC 20 Fortitude save or be the center of a fireball (15d6, Reflex DC 20 half). The victim does not get a Reflex save to resist the fireball.
Construction

Requirements Craft Wondrous Item, fireball; Cost 2,000 gp



Hand of Eternal Remorse
Aura moderate necromancy; CL 7thSlot hand; Price 70,000gp; Weight
Description

This ebon gauntlet has a single blank eye in its palm, filled with hatred and drawn to suffering. The wearer can open the gauntlet’s eye to curse those around him (one target per round) as a gaze attack, except that the wearer must take a standard action, and those merely looking at the eye are not affected. Those failing a DC 16 Will save are cursed to be unable to heal naturally; any attempt to magically heal the creature must succeed on a DC 16 caster level check or the spell does not function. Successfully cursing someone grants the wearer fast healing 1 for one minute.
The wearer will see calamity after calamity, with the sick and dying plaguing their existence like a literal disease.The Crime modifier is increased by +4 for any community the item is in. In addition, the Danger value of the settlement, for the character, is increased by +10. See Settlements for details.
Construction

Requirements Craft Wondrous Item, bestow curse, vampiric touch; Cost 35,000gp



Mandolin of Ooze Hail
Aura moderate conjuration and evocation; CL 7th
Slot -; Price 32,250 gp; Weight 50lbs
Description
This appears to be an ordinary mandolin, but if the possessor learns the proper tune, he can call upon a storm of ooze. With a successful DC 15 Perform (string instruments) check, ice storm is cast upon the chosen area, dealing 4d6 acid damage instead of the normal damage; in addition to having the [acid] subtype rather than [cold].
After the first round, an amoeba swarm is called and follows the player's telepathic commands for as long as the mandolin is played. If for any reason the player ceases playing, the swarm disappears. The Perform DC increases by +5 each time the ooze hail is successfully called.
Construction
Requirements Craft Wondrous Item, ice storm, summon monster II; Cost 16,125 gp