Author Topic: The Big Easy: Ghosts of the Past, Part Two  (Read 13388 times)

Offline SoulCatcher78

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Re: The Big Easy: New Session, New Characters!
« Reply #30 on: May 23, 2010, 11:43:00 AM »
Maybe the other players might consider an aspect of "Now I know why there're so few Alchemists" so that whenever something goes wrong (which sounds like it might be a FP magnet) they can at least get some FP for these disasters.  I think it would be a real possibility if the group stays together for any legnth of time (using the group aspects from Biff, Mouse, and Montrose as an example).

Offline mroehler

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Sic Semper Tyrranis, Session Two (Part Two)
« Reply #31 on: May 23, 2010, 09:32:37 PM »
Lefleur and Temper get into a brief argument about what to do with the car. I throw a FP Temper's way to compel her Paranoia, and she advocates either burning the car, leaving it somewhere to get stolen, or at least wiping it down and leaving it in a parking garage for a few days. Lefleur doesn't want that, and he's already a little pissed at Temper for denting his car. He decides to drive on over to John Whitfield's place to park his car and borrow one of John's (he's rich, he can afford it). Temper rides her cute little Schwinn (the players now decide it has a basket on the handlebars) over to Jack Ellis's automotive garage.

And meanwhile, the kidnap van has been used according to its name, and now Lenny is interrogating the captured thug. He treats some of his injuries, restrains him, and feeds him a Serum of Truth. I wondered if this was against the Laws of Magic, but it essentially seems incredibly similar to a love potion, which was okay. Well, it wasn't illegal at least; Lenny's not going to tell the wardens about this. He asks some questions, finding out what happened to Marie Laveau's gris gris bag: Jimbo thought it was valuable, but it turned out just to be an old bag of junk. So he sold it to Simon Walters for a hundred bucks. The thug exalts in how they managed to cheat Walters; awesome conman Lefleur this guy ain't. Actually, for Jimbo's Trouble, I gave him "Plays Checkers in a World of Chess."  :)The thug then wonders why he's talking so much, asking if he gave him some kind of truth serum. Lenny admits the truth of this. The thug then smiles, and tells him another true thing is that the ropes Lenny tied wouldn't hold an alligator.  ;D

Lenny: "Shit."

Another battle is on, with a savage gator menacing Lenny. He doesn't want to use a deadly attack on the thug, so he just grabs his Louisville Slugger and makes like a Jersey bookie. Lenny beats the weregator unconscious, puts him in a sack, and dumps him somewhere in the marsh, to awaken with a headache. Or a concussion. At least he's alive. Lenny figures he might need to try to buy the McGuffin from Walters, so he wants his money from John. So he heads over there.

Lenny meets Lefleur, but only Lefleur remembers the guy driving the van that caused that car accident. Lefleur purposefully rams his firebird into Lenny's van while parking, now damaging Lenny's bumper. Lenny gets pissed, so Lefleur opens up his briefcase full of cash and dumps some twenty's on the ground. "Happy now?" They both ring the gate for admittance, but no one is answering. It's here we all have a good laugh at John for living in a mansion with no other person in it: no faithful Jeeves, nothing. So the two start arguing, and Lenny finally recognizes Lefleur as that guy in the pickup truck rasslin' a gator. Also, Lenny's Superb Lore allows him to recognize Lefleur as a WCV.

Jack and Temper meet, with Temper wanting to know more about Lefleur. Jack tells her that he's some kind of sex vampire or something, causing Temper a great deal of distress. She also learns that John off-handedly mentioned it to Jack (but not to Temper). Jack also tells her some British guy in a wheelchair is here to meet her. It's Nicodemus. He inquires after Temper, and she confesses how pissed she is at John for not mentioning the whole sex vampire thing. She also wonders if John is trying to set her up to get killed or addicted. Nick brushes aside her concerns, saying that it probably just slipped John's mind. And he adds that while John may be a master evocator, he's nowhere near as sharp as a Warden's sword (the one he doesn't have; we came up with the idea that he used it to seal a portal to the Nevernever, and it broke as a result). Temper admits that this is God's honest truth.

Nicodemus begins his "We are not so different, you and I" speech. Man, that should really be one of his Aspects or something. Telling her how they both wish to slay tyrants. Nicodemus's goal, he claims, is to slay the ultimate tyrant: the Almight, aka God. Even Temper thinks that Nick's a little crazy; Lenny and Lefleur's players were both making cuckoo noises. Nick admits that this is a long term goal, of course, and Temper tells him how they've disrupted some of Simon Walters plans. Nick asks why she doesn't kill Simon Walters, instead of going after his pawns.

Begin the social combat. Nicodemus hammers Temper with Superb Rapport attacks, offering his support in her endeavors. He counsels her to aim higher, and she begins to agree with him. She asks him what the catch is, and he says his help is freely offered. Nicodemus is impressed by Temper, and hopes that she'll work with him in the future. Nick also says he can't imagine how impressive she'll be in a century or two. Temper realizes that Nick wasn't kidding when he told her how old he was. Temper gets taken out by Nick's Rapport attacks, and agrees to go kill Walters. She suggests hitting his car while travelling to his work. Nick laments his disability, but says he'll help with the planning and intel. Maybe Deidre will help with the killing. Nick also mentions that John might be in trouble from the Fey, and he doesn't mean the duel. Temper calls John, but doesn't get his answer, so away she goes.

Lefleur and Lenny, tired of waiting, just open the locked gate and find Ignatius sprawled out in a pool of blood. He's unconscious. They revive him, and he tells the pair that John and him were ambushed by gruffs, beaten up, and John was kidnapped. They didn't even need a special van for that. The enemies were going to kill him, but their leader told them not to. Evidently, the Lady's orders were to only hurt John, and no one else. They also said that they'd be delivering John to Nausica for her amusement. Lenny's heard of Nausica, a powerful Nixie aligned with Summer. Even while being barely able to stand, Ignatius shoots out some threats and makes his disapproval with Lefleur very known. Temper shows up, and the trio agrees to rescue John Whitfield from the Faerie.

Enter the Contacts and Investigation. Lenny traces the kidnap sedan to the docks (no surprise), and considers using a bunch of his magical contacts to help find John. Cassie the prophetess could be helpful, or Etienne Moiret the sorcerer (he'd use the blood for a thaumaturgic link). And there's no doubt that Nick could find him. Instead, they decide to go the CSI route. Temperance Holmes and Lefleur Poirot, with a 6 and 5 Investigation respectively, figure out where the faeries took him: to an old, abandoned oil rig out in the gulf.

They need a boat, and they don't have the money. Well, both Lefleur and Lenny probably do, but they seem unwilling to spend it. So instead, Lefleur takes one of John's cars and trades it for a boat. If they get John and the boat back safely, then Lefleur figures they can just reverse the trade. They head out, and Lenny captains the boat to the old oil rig. In the middle of the night. Spooky.

They pull up to the rig, and start to climb up, when a kelpie attacks. It pulls Lefleur off the ladder, and he quickly scrambles back up the ladder. "Fire in the hole," Lenny calls, as I hand him a FP for his Trouble once again. He intends to use one of his explosive flasks as a depth charge, to drive off the kelpie. It works: he seriously injures the thing, and it retreats. The underwater explosion is more potent than realized, however, and destroys the boat. The boat they came here in. "Isn't the captain supposed to go down with the ship?" Lefleur asks. Lenny just shrugs. The faeries came here in a boat, obviously. They'll just take theirs. (Quick heads up here: the faeries dropped John off at the rig. Then they took their boat and left. I have NO idea how they're going to get back.) Lenny also finalizes some of his potion picks, and gives everyone a water breathing potion. He mentions how one time the cops were dredging some parts of the bayou, and some friends of his had to move something.

Temper just quips "How educational," and Lefleur is concerned that the police dredged the bayou, worried that some of his own crimes might surface. They reach the top of the rig, and find some shellycobbs scuttling around, not making any aggressive movements. Figuring they'd restrain John in a circle, they head to the one place where there's already a circle in place: the helicopter pad. Deciding this is awesome, that's where John is being held. They climb up, with some shellycobbs climbing after them. John is being held there, restrained in troll manacles, over open water, with a circle of blood drawn. Fantastic. He also looks entranced, perhaps by the Nixie that's there.

She starts talking, saying how she'll return John in a day or two, no worse for were. In fact, he may even come to enjoy it. The groups says that they believe her, but it's not good enough. Temper makes her displeasure known by shooting at the Nixie. The fight is on. Lenny has used his chameleon cloak to remain unnoticed, and launches a devastating sneak attack at the Nixie and a shellycobb, inflicting some serious stress.

Temper starts trying to ruin the circle and the bindings; we decided Craftmanship was the best skill for this. Lefleur starts firing, but his entire rolling was basically shit this fight. And the Nixie starts hitting Lefleur with her beguilement attacks, giving him the Turned On minor condition. Temper breaks the circle, frees John, but then gets in a fight with two of the Shellycobbs. Lenny uses his sovereign glue to stick one of the shellcobbs to the helipad, unable to move, and Lefleur continues his losing battle against bad luck. The Nixie continues the psychic whammy, nearly taking Lefleur out. Instead, he gives himself the Severe Condition "I <3 Nausica."

Enough is enough, thinks Lenny, kicking things up a notch by throwing some solvent on the nixie. It really hurts her, and I throw a compel on Lefleur's I Love Nausica to get him to defend her. He refuses the compel, the girl, and continues trying to fight the Shellycobbs. Poor guy. Nausica is hurt, and her new boyfriend isn't helping her, so she does what any good faerie would: jumps off the oil rig and escapes. Just the shellycobbs now.

Temper finds her AK just isn't enough against these giant crab things, as one of them pins her with its claws. She hadn't wanted to use her coin with two people she doesn't trust watching, but she no longer has a choice. She turns into a scorpion, and the battle evens. Realizing that Lefleur is kind of pathetic, the other shellycobbs turn on Lenny, doing some major damage to him. Lenny tries to stay alive, using all of his alchemical tricks, while Temper poses the ultimate question: Who Would Win, Monster Scorpion or Monster Crab? In the end, Lefleur saves Lenny's life using his flashlight to momentarily blind a Shellycobb, and Lenny goes to town with his baseball bat, of all things, smashing crabs and complaining how he doesn't have enough butter. Temper the Demon Scorpion proves victorious as well, snipping off the arms of the Shellycobbs. The heroes win, John is rescued and is now free to fight his duel against Fix. Temper is now serious about killing Simon Walters, and maybe Lenny will get that voodoo bag. Or at least get paid for that potion he made John.

Unfortunately, they're still stuck on an oil rig in the middle of the Gulf, with no means of transport. Fantastic. And Lefleur now <3's Nausica. Aww. Actually, with their dual Beguile/Lust powers, they might actually be a nice match. :) Jimbo Hill is going to want some revenge for robbing him and hurting his boys, and Nicodemus in undoubtedly planning something evil other than Temper's corruption.


Offline Victim

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Re: The Big Easy: New Session, New Characters!
« Reply #32 on: May 24, 2010, 02:21:08 AM »
Maybe we can salvage some of the boat pieces.  Between Craftmanship and Sovereign Glue, it might be possible to rig up something at least a little seaworthy - if not, we still have those water breathing potions.  Even if we can't recover or fix the motor, John has both air and water magic, so he could generate favorable wind and water currents.  Calling for help might also be possible, but that's for wimps.  :)

Offline Victim

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Re: The Big Easy: New Session, New Characters!
« Reply #33 on: May 25, 2010, 05:29:05 AM »
What skill to buy after you kill a bunch of people? 

Empathy.  :)

Offline mroehler

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Sic Semper Tyrranis, Session Three
« Reply #34 on: May 25, 2010, 06:56:14 AM »
Well, with this third session we finished up the adventure. The group consisted of Temper the Unkneeling Coinbearer, Lefleur the White Court Con Man, Lenny the Iron Alchemist, and once again John Whitfield the War Vet Warden. The four of them were stuck on an old oil rig, with no way to get home thanks to the explosions of the Iron Alchemist. Temper managed to find an old radio, and fixed it; Lefleur used it to contact the Coast Guard and ask for help. Temper then tried to argue that it would be less trouble to Sovereign Glue together the blown up pieces of the boat and steer the remnants back into port across miles of open ocean with no real means of navigation or propulsion than to ask the government for help. Thanks Temper. Needless to say, more sensible members of the group shot this idea down. Not wanting to get arrested, the group dumped their guns into the ocean before the CG showed up.

While Temper and Lefleur worked to get rescued, the Iron Alchemist delivered the draught of the living death to John, who was perplexed. After all, he didn't order the thing. Nevertheless, he paid Lenny the agreed upon amount and took it, asking some questions and the letter he supposedly sent. He wanted to find out who sent it.

With the help of the Coast Guard, they made it back into town; Lefleur spun a story about how a fuel line broke, causing an explosion and forcing the survivors to take shelter on the oil rig, deflecting any suspicion. Everyone went back to plan their own business. Lefleur arranged a meeting with Simon Walters to continue his long con; Walters wanted to check out the property before he bought it. Lefleur scheduled it slightly before John's duel with the Summer Knight, to meet up at the property he claimed to own. Knowing Lenny's plans, he also informed the Iron Alchemist that Walters would be out of his office.

Lenny brewed up some potions to help with his planned burglary of Walter's office. He wanted to steal Marie Laveau's gris gris bag, since it was rare and possibly magical.

John had a duel to prepare for, and whipped up a potion to shake off mental fatigue. He had a rough night, beaten up by faeries and everything. He also did a thaumaturgy ritual to try and find out where that letter came from; it turned out to be from Edinburgh. Another member of the White Council wrote it for him? He also arranges a meeting with Fix before the duel, to basically whine about sending dudes to attack him. Fix denies involvement, and John remembers that the gruffs said something about orders from "the Lady." By now he probably thinks Lily is behind these attacks, but I don't think he's really figured out what's going on.

Nicodemus contacted Temper with what he learned. It appeared that his driver was trained in tactical driving, and took multiple routes to work. Instead, he presented another solution: attack him at an off-site meeting with some other crook in the 9th Ward. He had gotten a copy of today's itinerary, and that meeting with Mr. Finn (aka Lefleur) was the perfect opportunity. His daughter Deidre would accompany Temper as backup (and because she loves killing people).

Whitfield shows up at the duel in the Superdome, with Fix and his second the centaur whose name I have conveniently forgotten. Also present are the injured Ignatius, John's second, Jack Ellis, to cheer on his team, and Titania the Summer Queen. Nicodemus is there as referee, and even Morgan shows up in case his pupil needs any help. Jack tries to tell John that Temper is working with the creepy wheelchair guy, and that she might do something stupid, rash, or evil. I throw a compel John's way on his Summer Hatin' aspect, saying he wants to concentrate on the duel, not whatever Temper's doing. So he blows Jack off, and doesn't try to stop Temper.  :)

Fix comes onto the field wearing an improvised Farraday Cage, sporting his magic sword and a sawed-off shotgun. John brings his gun and copper rod. Without any preamble, Nicodemus says begin. The duel is on! Fix goes first, trying to overwhelm John with a torrent of summer flame before he can even respond. Fortunately, John put up his shield before the duel, and avoids being cooked. He does end up Singed (minor consequence). John avoids any lightning attacks, instead using air attacks to throw Fix up into the air and slamming him into the ground. What a cheater. Fix ends up with the Bruised consequence and some more stress. Fix gives up the magical attacks, charging across the football field to attack with his sword; John takes a Deep Cut from the attack, then responds with another brutal wind attack. This time, he manages to break Fix's leg from the fall.

At the end of his rope, Fix is determined to win. Or at least take John with him. He uses his sword as a crutch to rise to his feet, then attacks John once again, but his broken leg slows him down too much: John dodges the attack. John responds by creating a vacuum sphere around Fix, holding him in place and suffocating him. Both sides took some consequences and a lot of stress, but John was victorious. Fix was taken out, knocked out by John's attack. John walks over to Fix's unconscious body, kneels over him, then pores the draught of living death down the Knight's throat. Fix dies (temporarily).

Nicodemus checks out Fix, and declares Fix dead. The duel is over. Titania recovers the Mantle of the Summer Knight from Fix, what she wanted all along. John was a most useful pawn. Morgan congratulates John, asking what he poured down the champion's throat. John tells him that Fix is only temporarily dead, and he'll recover. Jack then tells John about how Temper is going to kill Walters, so he has to hurry off to try to stop her. He asks Morgan to tell Fix's second about the potion, so they don't bury him alive or anything. Morgan agrees, then John is off to intercept Temper.

He's far, far too late. Lefleur meets with Walters first, and they work out the details of the deal. Walters uses some high pressure tactics to knock off some money from the price, but Lefleur doesn't care. It's not like he owns this land. What he has been doing, however, is installing his own locks in all of the houses. He attracts some unwelcome attention during this time, and they're on the move. But Lefleur is clueless about this, and the deal is almost finished. Walters is about to transfer the bank money to Lefleur's account, and he's about to sign over the deeds. Then Jimbo Hill shows up, identifying Lefleur as the guy who stole his briefcase full of cash.

Chaos and mistrust ensues, and Lefleur tries to pull some con, but it isn't quite working. So instead, he just turns on Inhuman Speed, steps forward, and transfers the money from Walters for him. Everyone reacts with hostility, and Walters tries to Intimidate Lefleur, invoking his "I Own This Town" aspect. Lefleur takes some stress, and decides he best get going. So he runs, cutting through yards. Jimbo and his boys chase after Lefleur, some on vehicles, some on foot. Unfortunately for the thugs, none of them have Inhuman Speed. Lefleur avoids the cars by cutting through yards, and keeps ahead of the weregators. After a few rounds of a foot chase, he kicks open a gate, then hides inside one of the homes, invoking his Price on His Head aspect to boost his Stealth roll. He's now lost the pursuing thugs; he waits a few minutes for them to pass him by, then sneaks back to where the meeting was, to see what was going down while he left. He's also too late.

Temper and Deidre park near the meeting site, shifting into their evil demon forms to avoid identification (and just to be overall badasses). They move closer to the meeting, and arrive in time to watch Lefleur and the thugs run away. While Walters is pulling out a cell phone, probably to get some more information about Lefleur, Temper charges. A monstrous scorpion now menaces Walters, and he dodges out of the way. He begins firing point blank at Temper with his pistol, but it's ineffective vs. her Armor 2 and insane Stress box track. The bodyguard also tries firing, and radios for the tail car to come in and get them out of there. Deidre moves in and quickly kills the bodyguard.

Walters runs towards the tail car, heading away from Temper. Temper follows with fury, while the mercs in the tail car open up on Temper...doing no real damage with their fancy assault rifles. The driver also tries to ram Temper with the car. If only they had holy water or something. Temper then invokes Walters' Disbeliever aspect, forcing him to stand still and deny that he's actually being menaced by a pair of monsters. Poor guy. Temper inflicts some awesome damage on her nemesis, giving him the Extreme Consequence "The One Armed Man." Heh.  :) Deidre moves in and kills the driver with her razor hair. Walters continue to fire at Temper, acting on sheer reflex, but it doesn't make a difference. She kills Walters, pinning him to the hood of the car with her scorpion tail.  Deidre finishes off the last two mercs in the tail car.

Lefleur shows up, and demonstrating more bravery than common sense, asks what's going on. Temper's dead father appears behind Lefleur, telling her that Lefleur is no better than Walters and that he deserves to die as well. Temper sadly resists my Compel, and escapes from the crime scene with Deidre. Lefleur then books it himself, happy that he's now several hundred thousand dollars richer. By the time Whitfield shows up, the police are there, photographing the crime scene; he's shocked by the brutality and blood, and just drives by.

During all of this, Lenny tries to rob Simon Walter's office. Between a blending potion and his chameleon cloak, he has no trouble bypassing most security. He uses his solvent to melt through a locked door, then finds a still security guard outside Walters's office. He's dead, but Lenny isn't observant enough to notice this. The office door is open, and Lenny finds the safe, using his criminal past (Wretched Hive of Scum and Villainy) to aid his burglary check. He sees the Gris Gris bag, but then grappled from behind. It's some kind of monster made out of grey tendrils or cord, in the shape of a man. They struggle over the bag, but Lenny ends up dissolving one of Pierce's (the name of the Demonic Thief) tendril arms with his Solvent. He also uses his Ruthless Competitor aspect to stop Pierce from grabbing the bag. Lenny doesn't want to deal with this guy, who/whatever he is, so he drinks an escape potion, phasing up to the roof.

Showing more faith in his potions than perhaps he should, he drinks a potion of feather falling and steps off the edge of the skyscraper. This wasn't even a compel or anything, this is just something Lenny did. Pierce is pretending to be Spider Man, however, and is clinging to the side of the building. As Lenny floats down, he uses his super long arms to grab hold of the superlight Lenny. Lenny considers using Solvent to dissolve the tendrils again, but I invoke his Now For Something Completely Different aspect and force him to use another method to get free. I want Pierce to escape with ML's voodoo bag. Instead, he uses a crowbar to break free, floating down to safety. Lenny taunts Pierce from the ground, saying how that Pierce would never, ever find him...then slides his van door shut, revealing the name, address, and phone number of his alchemy company. Awesome, and similar to Indiana Jones, so double awesome. I gave Lenny a FP for this awesomeness, since he wouldn't have the name of his business on the van if he weren't a Ruthless Competitor.

With all of these scenes ended, the adventure was over, and everyone had fun. I hope. We did the denouement as well, with Lefleur arranging to pay off the man he owes money to and call off the Price on His Head. This will play a major role in the next adventure. Lily and Fix show up to meet with John, and they thank him for his cleverness in sparing Fix's life (even if Fix lost his job as the Summer Knight). Now Lily says that she owes John a debt, and she kinda apologizes for sending the gruffs to kill/kidnap him and prevent him from winning the duel and killing Fix. Temper, after killing Walters, is lying low and staying away from the other group members. Shame, guilt? Paranoia? Who can tell? She's certainly on a dark road now though, if you ask me.

And, of course, Nicodemus and Deidre show up at Lenny's alchemy shop. Nick, still in his wheelchair, talks about how he wants Marie Laveau's voodoo bag. Lenny tells him that he wants it too. Nick suggests buying it, but Lenny isn't interested in the money. "Deidre, the knife," Nick calls out, and Lenny, in a flash of fear, goes for his weapons. Actually, Deidre was pulling out a case holding an ancient knife and offers it to Lenny. Nick suggests an even trade, the knife of Brutus for the gris gris bag. Lenny looks it over, historically it might be the knife, and it has a lot of mystic power as well. Nick takes the bag, and warns Lenny that if he uses the knife, to only use it once. With some study, Lenny learns that the knife can inflict 40ish stab wounds on someone in one blow. Neat, he thinks, and takes the deal. He also figures that if he refuses, Nick and Deidre will kill him (he isn't wrong).

So that ends the session. I figure the next session, the A Plot will focus on Lefleur trying to pay back his debt to "Jabba," with some B Plots focusing on some of John's family, maybe Temper being wanted or just more of her descent to the Dark Side. Everyone gets a skill point, and John might switch out his Summer Hatin' aspect for something else.

Offline Victim

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Re: The Big Easy: Lots of Death
« Reply #35 on: May 25, 2010, 08:49:02 AM »
Unfortunately, I didn't actually have much reason not to kill Lefleur besides the metagame issue of trying to avoid attacking another PC.  He's a vampire after all.  What makes him so different from the monsters we were just hunting down before?

I guess the main reason would be that when you start hallucinating, it's not a good time to be making life and death decisions...  :)

Lenny used an escape potion to 'escape' into the locked room.  He didn't dissolve it with Universal Solvent.  That'd be a bit more obvious.

John's player, the GM and myself are the only ones who have read the books.  So only John's player and I could figure out what was going on with the Fey.  And Temper has no Lore (which I might change soon).  So no one could figure out that the duel was about Titania vs Fix+Lily.

I think that the Faraday cage should have been described only.  It was kind of lame that it didn't come up - especially since it was my idea.  Let John find out the hard way or roll Scholarship.  He used a nice variety of attacks though.

Lenny is pretty funny when he's only screwing himself.  :)

Offline digital3lf

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Re: The Big Easy: Lots of Death
« Reply #36 on: May 25, 2010, 03:30:29 PM »
These writeups are really great to see the system at work, and for entertainment. I'm getting really psyched to run a game as soon as my hard copies arrive!

I have a question, if one of you could spare the time. I notice that the players seem to split up frequently and often have differing agendas. In itself, I find that fun and it makes for a great read, but at the game table, does it lead to trouble? I know my group gets bored if they don't get to throw the bones at least once every 10-15 minutes, and they'd probably wander off if they had to wait for entire scenes to resolve that they are not a part of. Perhaps the scenes are highly narrative and are resolved quickly in just a few rolls?

I'm mostly concerned that I'm going to have 5 players who all want to play something different, and it'll take quite a lot of doing to get them to have any common ground to stand on. It's my goal to let everyone play what they want, but if I have to restrict character types/templates to keep everyone involved, I'll do it.


Offline Victim

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Re: The Big Easy: Lots of Death
« Reply #37 on: May 25, 2010, 07:56:51 PM »
The climatic sections - John's duel, Temper's assault and Lefleur's chase, and Lenny's break-in were all essentially occurring on the same initiative list.  So they were all going down at the same time, which lots of cutting back and forth.  Fix and Pierce were both going on 7, then Lefleur and Deidre at 6, Temper at 4, ..., Lenny at 0.  So the biggest split up wasn't really much different in execution then having all the characters in the same split up.  Similarly, we were cutting back forth through each character's prep scenes.  But this session was also a bit short.  With 5 players, finally, we took the time to bust out some Battlestar Galactica the way it's meant to be played.

I think that we've usually tried to create at least one pairing or otherwise arrange for multiple PCs to be in the same scenes though.  However, it is kind of unusual for us, since our games have generally encouraged tightly knit parties previously.  It should be interesting to see how the PCs end up working together or not in future sessions. 

I think that briefcase full of cash will perhaps not be as useful to Lefleur as he hoped.  After all, Simon Walters was spying on the vampires after making a deal with them to make sure he had the upper hand.  What contingency did he have for dealing for Jimbo?

Offline mroehler

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Re: The Big Easy: Lots of Death
« Reply #38 on: May 25, 2010, 09:45:20 PM »
About splitting up: I hate it. Hate it hate it hate it. Unfortunately, it's necessary. In any group with good, interesting characters, they're going to have different motivations and goals. And they're going to split up to cover more ground (not an automatic death sentence like it is in D&D :) ) I guess the important part might be to make sure that they're all together for the big scenes (not that it happened this time). But that single initiative trick worked pretty well though.

The other thing is that we get distracted easily, and love making fun of each other. So the other players are involved in the scene just as the peanut gallery. With Compels and everything, I would imagine that most Dresden games are going to be very entertaining to watch as well.

Man, one thing I should have put in my session report. Before the duel, I'm telling John's player how everyone is getting set up, and I use the boxing analogy how you've got "Jack [Ellis] and Morgan in your corner." As I say this, I start laughing, because it sounds like I'm referring to Jack Daniels and Captain Morgan. :)

Yeah, that briefcase full of cash is full of cash that's been reported stolen from banks, and has radioactive dye. Not a huge problem for Lefleur given the success of his real con, but he's gonna have trouble spending it.

Offline Victim

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Re: The Big Easy: Lots of Death
« Reply #39 on: May 26, 2010, 03:55:48 AM »
I could use some feedback on a few things.

First off, the status of my character mechanically:
Quote
Temper's skills and powers:

Great: Alertness, Fists, Discipline
Good: Empathy (just increased), Deceit, Athletics, Craftsmanship
Fair: Guns, Stealth, Scholarship, Investigate
Average: Conviction, Presence, Endurance, Might, Survival

Demolitions Training (use Craftsmanship for explosives attacks) -1
Unflappable (+1 mild Social consequence) -1

Human Form +1 covering:
Claws -1
Supernatural Toughness (Catch: holy type stuff) -2
Inhuman Strength -2

-6

My current advancement plan is to bump Fists to superb, and then increase Athletics to Great - which is what I actually wanted right away.  I'm mostly satisfied with what she has, with two main exceptions.  First of all, a lack of Might means that Grapple related stuff is terrible.  Which is a huge shame with strength powers and huge scorpion claws.  Second, it makes a lot of sense to pick up Lore in some fashion - but what to drop?  Maybe Might, actually, since 1 isn't really enough to do much with it.

The social toughness stunt seemed really cool when it was 2 extra consequences.  It's still coming in handy sometimes at 1, but generally only once per session.  So I could just drop the stunt and then spend the FP a social defense roll to also bleed off 2 stress - or use it for something else.

Future powers:  Venomous seems appropriate - and let's face it, who else would use this power?  However, the additional attack comes with no damage bonuses based on my reading of the power.  So it seems highly likely to be filling in stress boxes below the damage dealt by most other attacks - if it can do any damage at all against Armor powers.  That's not going to help take somebody out any faster, unless someone else (Lefleur?) is doing lots of little hits to fill in those low level boxes.  And that's ignoring the opportunity cost - an upgrade to Supernatural Strength has the same cost, and gives Weapon 6 total plus other benefits. 

That leads us to another power: Supernatural Strength.  Another expensive -2, Weapon 6 is pretty hard hitting.  Plus easy lifting or smashing.  However, that's still not going to match the damage from Weapon 7 acid or Weapon 8+ Lightning from Lenny or John.  Competing on pure damage seems like it might be losing proposition.

Beast change (into monster scorpion) could make her skills much more effective overall.  Might could be an only monster mode skill, so the claws could actually grab enemies.

Supernatural Senses for a vibrational tremor sense could be appropriate.  However, sense limitations haven't been a big deal.

Finally, Ursiel was a bear - but with horns, tusks, and an extra pair of legs IIRC.  I need some ideas for making Temper's monster form more monstrous. 

Offline Viatos

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Re: The Big Easy: Lots of Death
« Reply #40 on: May 26, 2010, 09:09:43 PM »
I'd recommend Beast Change. Big boost to Endurance and Might will do a lot for you - 2-stress hits from grappling are no joke when the enemy has no realistic chance to escape. After that, taking Supernatural Strength makes your grappling truly horrific. After that, Inhuman Recovery and assorted Toughness powers mean you can pretty much wade into combat, pick the most dangerous foe (pick on spellcasters, they're unlikely to have kept up with their sumo training) and kill it without stress (on your mind or on your tracks) before moving on to the next. Remember that grappling is a TOTAL BLOCK on that opponent - AND you can drag them around while you crush them to death, throwing them into zones to be blasted by casters.

Plus, you've pretty much got heavy lifting covered forever.
« Last Edit: May 26, 2010, 09:14:52 PM by Viatos »

Offline Victim

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Re: The Big Easy: Lots of Death
« Reply #41 on: May 27, 2010, 12:48:17 AM »
Yeah, I just messed around with Beast Change.  Temper could go from the skills listed early to these sets:

Quote
Temper, human form:
5: 0
4: Alertness, Athletics, Discipline
3: Guns, Craftsmanship, Deceit, Empathy
2: Fists, Scholarship, Stealth, Investigate
1: Conviction, Presence, Endurance, Lore, Survival
Quote
Temper, monster scorpion form
5: Fists, Might
4: Alertness, Discipline
3: Stealth, Endurance, Athletics
2: Scholarship, Empathy, Survival
1: Conviction, Presence, Lore, Deceit

+1 Fists over the current build, and +4 Might.  Ouch.  Temper gets better speed and dodging normally, and more guns.  I'm not sure increasing Endurance is all that great, since 7 stress boxes and Armor 2 makes her quite a tank already.  But what else would go there?

---------------------------------

I wonder who the new summer knight will be?


Offline Viatos

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Re: The Big Easy: Lots of Death
« Reply #42 on: May 27, 2010, 12:56:18 AM »
Why keep the Discipline? When you're in scorpion form you're probably not facing a ton of mental attacks, and maybe calling on the demon so directly causes her self-control to suffer. You could also drop Alertness (making Endurance and Athletics your +4 skills) and gamble on your sheer toughness and power compensating for any ambushes you miss. Not sure if it's worth the +1 on grapples, but Endurance at 5 is more then just a Superb defense, it's an extra consequence slot - and a perk of Inhuman Strength is that you can still get a +1 from Might on brutal Fists attacks regardless of its actual value.

Just some thoughts, your setup is great already.

Offline SoulCatcher78

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Re: The Big Easy: Lots of Death
« Reply #43 on: May 27, 2010, 11:27:42 AM »
Losing the ability to fend off Mental attacks might go badly if she is on the receiving end of some command type magic (the attack your friends type).  While it would make for an interesting encounter, you'd probably end up with some dead PCs when it was done.

Offline Deadmanwalking

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Re: The Big Easy: Lots of Death
« Reply #44 on: May 27, 2010, 11:38:31 AM »
Perhaps more importantly, she's kept all her mental skills, reflecting a change that may effect how well she deals with people (what with being a huge scorpion-thing) but not how she thinks. It's an important thematic distinction.