We sat down and played a one shot (actually 2 sessions) game of the weird west in Fate Accelerated last week and I actually took time to make a character journal. +Matt Jackson narrated the game for us using Roll20 in Google Hangouts, and it was a lot of fun. I still love FAE and think it is one of the best systems I have ever played. Here is the journal:

After a day on the trail, and towards dusk we were about to stop when we come across some wagons circled on the trail. There was one man alive and though Thomas tried to bandage him up, we were not able to save him. I guess I’m going to need to use my shovel for something other than mining…

Then we thought one of the guys was okay, because he started moving, but he didn’t seem to be all there and he started lumbering towards us. I went over to help him but my partner yelled “Get down” and I hit the dirt. They start firing at the survivors and I try to stop them.

Another one of the survivors that I try to help is one of my old partners. He was one of them that stole my great fortune…I wasn’t particularly happy to see him. His name was Welbert McGinnis. I run up to him and grab him by the shirt and put my gun to his forehead and say “Where is my money Welbert!”

I noticed he had something fat in his front pocket and pull it out to find a fat wallet, I hold it up happily and Welbert bites my thumb! I pistol whip him and his face caves in! At this point I’m confused and hurt, and I back up yelling “What’s wrong with these guys?”

Me and Thomas are having a conversation about what is wrong with them while he shots more of them and I contemplate what I need to believe. Since Welbert bite me and I see that some of the gun shots are not affecting the others, I stomp on Welbert’s head and shot the guy in front of Thomas, saving him.

We notice a dust storm approaching from the northeast and realize we need to get under cover, but these dead things (according to Thomas) are still coming after us…

The dust storm hits as we finish off the last of the dead and I hunker down next to an overturned wagon with my mule, holding her head and speaking softly into her ear to keep her from getting spooked. I make it through the dust storm unfazed, but my two companions seemed to be bothered by it and were a little shaken after it passed. The red fog that signaled the end of the dust storm hung prettily over the landscape. My gaze kept getting drawn to the dead laying around us though. What had caused this to happen? I wrapped the thumb that had been bitten and stop the bleeding. I don’t like what we road into today…

I get up and and start to lead my mule to the wagon when I see some lumbering shadows. I back up slowly to head towards Thomas and Austin.

I come around the wagon back towards them and find them firing at the dead as well, and I try to help out and end up scaring my mule Sarah and she crushes me against the wagon.

After we finish off the dead, we find that the wagons have chests of gold, props, fancy clothing, and costumes. There is a body of a woman on the ground that did not come back. I turn her over and half of her face is made up to look beautiful and the other is bubbled and looks a little demonic. She has a symbol of a cross with a circle around it burned into her forehead. A red feather was in her hat and blows away when I turn her over. There are five chests full of gold. There is a cheap casket covered with a cloth as well. It has a really old body in it resting on rich dirt that falls out a little as we disturb the coffin.

Playing in Roll20

Austin heads after some of the dead in the distance so that he can put them down before they are able to hurt some other people. Meanwhile, I start to load the chests while Thomas is messing with the coffin.

Thomas asks me for some chain which I don’t have, then asks for rope, which I do, and I toss the rope over to the Thomas and he tells me that he wants to take the coffin back with us as well. He ties it shut and we load it is as well.

Next we start stacking the bodies into the the broken wagon so that we can give them a burial by fire, since the desert sand is no place to properly bury someone. We light it on fire and watch it burn to ash, then head off back towards town the chests of gold and casket, even though it is twilight. We decide to all get in the wagon and go through the night.

We get into town early in the morning hours. We heard some sounds coming from the coffin but ignore it.

(and this is where we ended for the night)

So my buddy Matt has decided to run and old school game using Pits & Perils. I think we will be playing this Thursday so I went ahead and rolled up two characters to help me decide what to play. The first was a thief and the second is an Elf.

Rolled 2d6=6
Rolled 1d6=1×10=10GP
Name: Rain
Attribute: Wisdom
Class: Thief
Side: Neutral
HP: 7
Equipment: Backpack, bedroll, 1 week’s rations, 1 GP, Dagger, Lantern, Rope, Tinder box

2d6=7
1d6=4×10=40 GP
Name: Lanin
Attribute: Wisdom (Again)
Class: Elf
Side: Neutral
HP: 6
SP: 2
Spells: Find, Gaze, Fade
Equipment: Backpack, bedroll, 1 week’s rations, Lantern, Rope, Tinder box, waterskin, Long Bow, Long Sword, Spear, 40 arrows, leather armor,7GP

Both characters look fun, but I think I’m going to have to go with the Elf. I like the idea of a spell and spear welding character.
Matt did just release some house rules for a Halfling and bard class too though, so I might have to roll up two more characters to see how they look.

Part 2 (see part 1 here)

After game creation, I had Ara and Brennen create their characters. Character creation took about 15-30 minutes, and I was explaining to a player that had never played a fate game before. Here are the characters they created.

Brennen – playing Annie Waterhouse(she smalltown American Girl)
High Concept – Finest Appretice to the swordsmaster Takashi Kato
Trouble – Crippling Protectionist
Aspect – still can’t forget Tyberious for making me clean up his mess
Approaches:
+3 – Careful
+2 – Quick, Sneaky
+1 – Clever, Forceful
+0 – Flashy
Stunts – Master Katana, +2 careful attack in melee,
+2 sneakly advantage to at a location,
+2 to physically overcome obstacles

 

Ara – playing Tyberious
High Concept – Biohacked Assassin of Bitol Corp
Trouble – Bitol Corp wants their biohacking back
Aspect – When Annie’s in Trouble I’m there.
Approaches:
+3 – Quick
+2 – Forceful, Sneaky
+1 – Careful, Clever
+0 – Flashy
Stunts –
Because of my 9mm, I get a +2 when I forcefully try to attack a single opponent,
1 per session pull a weapon out of nowhere reload under duress,
Because I am bio-hacked i can find an ally once per session.

We started in the City of London in a little pub on Earls Court. We decided the the two lived above the pub and while they didn’t own the pub itself, they were seen as special interests by the pub owners. This is where they are approached by an associate of Mister M. The associate proposes a heist job for a the last can of tuna known to exist. It just happens to be in the hands of a Professor Muto, whom they had just completed a different job for. The man offers a low figure, but Alice is able to overcome his resistance with a good roll and get him to negotiate up to 4.5 million credits, with half delivered up front and the other half on completion of the job.

This is where the guys took a path that I was able to handle far easier than I would have in other games. Alice wanted to try and get a job at the university briefly, to get an inside viewpoint of what they are going after. Tyberious wanted to plug in and find an ally that knows something about Professor Muto or his lab. I had Brennen roll to overcome and obstacle to see if Alice could get a job, and the roll was successful. So now that Alice had a position there, I had him roll to create an advantage. Brennen was successful again and I created a situation aspect for the heist called “Admin Assistant for the Week” and gave Brennen the free tags he had earned with a good roll. I handled Ara’s the same way and he added another situation aspect called “Ally Who Knows Muto” with one free tag.

Now that there preparation was complete, I needed to have a way to set up a visualization for the lab they were going to be infiltrating. My first thought was to search for a blueprint of a room, but I discarded that idea for a quicker and simpler method. I used my circles that were going to represent my “zones” and just set them up in a row to represent the different areas they were going to need to get through of the lab. Then I set up aspects that they would need to overcome in each of those zones. Here is what it looked like:

MalteseTuna1

Now they had learned that Muto had four “research assistance” that were always with him in the lab and looked more like guards than students. In order to make it into the lab, Alice used her advantage to lure one of the guards up and get through the door that way, instead of trying to force their way in. Once they get past the “DNA locked door” they have to face the guard that just opened the door. With some good rolling, Alice sliced off his arm with enough shifts to tag him with an aspect “Lost Arm”. Yes, she sliced off his arm. 🙂 Tyberious was then able to tag that aspect and boost his roll to finish off the guard with a blow to the head from his 9mm.

Here is how I quickly stated up the four guards:

Steel Assassin – Judo, Forceful +2 Stress 3 boxes

 

Steel Assassin – Shooting, Quick + 2, 2 stress boxes

Two were the Judo guards and two where Shooting. It was super fast to stat them up on the fly.

They moved on to the next set of guards and Annie throws the severed arm right onto the table between them, surprising them and adding an advantage tot he situation of “Scared Stupid”.

malteseTuna3

Tyberious then also gives them “A Way Out” and encourages them to leave instead of being killed. With a fate point, Ara gets one of them to leave, but the other pulls a gun and begins firing. Annie jumps into the next zone and disposes of the guard “Wu” with one swipe of her katana, severing his legs. The other guard is rattle by Tyberious’s shooting, but not injured but Tyberious takes enough of his attention to allow Annie to relocate the top of the guards head with her katana, leaving only the professor.

MalteseTuna6

I stated up the professor right then as well, here is how he came out.

Proffessor Muto, +3 clever, +2 quick, +2 careful, 3 boxes, mild, Moderate
Stunt: When carefully attacking an oppontent +2.

The professor fires at Tyberious and misses, then Tyberious hits the Muto good and the Professor has to take a Moderate Consequence of Shot in the Arm, just to stay up. At this point, they clarify what they want and Professor Muto grudgingly gives them the Tuna. However, he does promise that they will be sorry for killing his guards once their employer is notified. The two leave and Tyberious has his ally remove the video footage from the scene to keep their name clear.

And this is were we ended. We played for 3 and a half hours and it was great game. Add to that the fact that I had absolutely nothing prepared and felt comfortable with that knowledge when I started the game. I have to say that no other system has allowed me to do that. Brennen and Ara had enough fun that they want to play again next week and see what fallout happens due to this heist. I cannot wait to see either. 🙂

Time for a much needed gaming update! I have been able to play in two sessions now of Old School Hack and am enjoying it immensely, so I thought I would share my character with you.

I chose the Fighter character, and one of the fun things about OSH is that once you choose a class, no one else can choose that class. So you can only have one of each class in your party. Once we determined our classes, then we rolled up some stats. Rolling stats is easy, you just roll 2d10, then consult the chart to find out what your bonus is. You keep your stats in order, but we allows for there to be one swap. After that you get to pick one talent from the list of your available talents on your character sheet, and finally, you choose your weapon. That’s all there is to it, quick and simple to get a whole party ready. Your character sheet even has a list of equipment your character starts with, but you do get some gold in case you need anything else.

I really liked how easy it was to get going with characters. Most games take a while rolling up characters, and that can be fun in its own right, but when you just want to play, sometimes that can get frustrating. OSH removes all the barriers to get you and your party started and into the action as quick as possible. Now without further ado, here is the character that I created.

Korgoth
Class: Fighter

Brawn 20 (+5)
Cunning 13 (+2)
Daring 16 (+3)
Commitment 17 (+3)
Charm 9 (0)
Awareness 9 (0)

Talents:
Weapon of Choice

Primary Weapon:
Very Heavy Weapon

Below you can see the picture I found to help me describe my character. This picture is from DeviantArt, you can find it here and more from the same awesome artist.

As you can see, the picture helped me to decide to go with a Very Heavy Weapon and no armor. In the two sessions we have played so far, these have served me well. Hopefully, I can post about them soon too, but for now, here is Korgoth’s back story.

Korgoth grew up in the nomad tribe of Kweian, that roamed the grasslands of the Lyr Plateau. He lived and learned from his father Sethan, who taught him the way of warrior. When he was 12 years old, Sethan sent him to the city of Balkek to live with his mother, in order to learn about the ways of her people, in the city. It was a big change for him, but he took to it well, learning in the schools that his mother taught in, though he had no aptitude for magic. It was a fine balance to keep up his training as a warrior, while also learning in the school, but he did well.

By the time he turned 16, it was obvious he was not going to have much skills as a magic user, so he decided to return to the Kweian tribe and continue to live as his father. By the time he found the tribe on the Lyr Plateau, a great tragedy had befallen them. The tribe had been wiped out completely, with nothing but smoldering ashes where there had been several hundred people. With no one alive to tell him what had happened, he searched through the smoldering remains to try find the answers, but there were none. What he did find, was the sword he now wields. It was not his father’s, nor even chief’s sword, but it was the only remaining item not burnt and twisted by the fire. Knowing that there had to be something special about the sword, but not knowing what it was, he took it with him, as he headed back for the city.

Korgoth has stayed in the city for several years now, hoping to find a whisper of what might have happened to his tribe, but has failed so far. He doesn’t know if he is the last surviving member of his tribe, or if others were able to escape. He takes odd jobs as a guard, but still has yet to even unlock the mystery of the sword, though he is sure there is one. Perhaps his next adventure will yield some answers to his questions…

Okay, things are finally calming down here again and its time to get back to two things:

1. Gaming
2. Programming

I am back to working on my Mythic Emulator app for running solo adventures. It will basically just be used so that I do not always have to consult the chart. Here’s what I got so far, let me know what you think!

We were able to play a second session of Diaspora last night. I was looking forward to it because we ended on a cliffhanger last game that seemed to be the start of a conflict. I was right and I got to experience the rules of combat in Fate for the first time. Brennen ran the game again for me and John, here’s how it went

***
Lanky humanoids that looked to be made from or coated in tar confronted us at the mouth of a path going into the forest. One taller than the rest stood out and made a threatening motion with his spear and we prepared to fight. Well, at least Sl’th’x did, Mara took off and vanished into the trees before the fight even began. Sl’th’x was surprised at Mara’s action, but he buffed up tall, trying to appear large and scary in the hope that it would scare off the people and leave him to the gold chuck in the ground. It didn’t work.

The guy out front chunked his spear at Sl’th’x with amazing accuracy. The spear hits, but thanks to Sl’th’x’s thick scaly hide, it only produces a small wound. The wound unfortunately begins to bleed freely. This enrages Sl’th’x and he throws down his energy trident and speeds forward, attacking the humanoid with teeth and fangs.

Meanwhile, some of the tar people follow Mara into the woods. She drops down from the trees and eliminates all four of them with some stunning moves. She then attempts to draw more of them into the woods so she can dispatch of them just a quick.

Sl’th’x flips blood at the creatures eyes as he rushes him, but the creature is agile and avoids Sl’th’x attack. They dance around, each trying to land a good solid blow on the other, but neither is successfully. Finally, they lock their arms together, trying to overpower each other.
***

This is where we left off for the night. It ended up being a fairly short, but fun night. The combat ended up taking so long because we were all new to the combat system in Diaspora. We spent a lot of time making sure we had all the rules correct and it was tough for me to figure out when and how I should use my fate points. I am positive though that next week it will go faster and will continue to do so as we grow comfortable with the system.

I had to give Brennen a hard time because combat for me sure did seem like a lot of misses, but I enjoyed the game. I did miss a lot, but, it is important to remember that my character was not built as a combat orientated character and the dice were not treating me well either. So far, I like it much better than a d20 system because I do feel that the dice are much more balanced.

I am looking forward to next week and hopefully I will put some hurt on that tar creature!

We got a chance to play Diaspora this week, ran by Brennen. The two players were me and John, and our characters are Sl’th’x and Mara.

The story begins with us and two other crew members, Captain Jack Mattson and Lena, getting hit from the military for a job we had just pulled. Sl’th’x deftly gets them to a different planet, but has to sacrifice the ship in order to throw off pursuit and makes a crash landing in a large body of watter not too far from off the coast from the city. The crew ejects in a cargo container before the ship actually crashes, and are carried underwater. Sl’th’x can breathe underwater, and thanks to some drugs administered by Lena, the rest of the crew is able to endure for a limited amount of time.

Mara does not seem to be able to swim, or she is starting to panic, so Sl’th’x ties a cord around him, and then ties it around her as well. His intent is tie it around the rest of the crew as well, since he is the best swimmer, and swim them all to safety, but his actions are interrupted by a giant size eel! Sl’th’x acts fast, raising his energy trident and tries to fry the creature, but misses. He then gets lucky and fries the eel, using the cargo container as a medium to delivery the bolt right into the creatures mouth, but the trident is pulled form his hands in the act. He then cannot see Captain Mattson or Lena, so he swims Mara to the surface. He leaves her there to go search for the other two.

When he gets back down there, he cannot find anyone, but he sees bigger aquatic life is beginning to move into the territory. Then he sees another eel, not as big as the first, but still bigger than him, with a foot sticking out of its mouth. He looks for something to use to kill the eel with, and sees a flickering light below. Heading towards it, he finds his energy trident! It appears to be broken, but he makes a few adjustments to it and thinks it will still be able to make a couple of shots. Looking around though, the eel he saw is no where in sight.

He finds no other signs of the rest of his crew, and not wanting to leave Mara alone for long, heads back to the surface. He finds Mara and another body with no head floating by her. They decide it is best to get to the shore and hope the others made it as well. Sl’th’x ties the rope back to Mara and he swims swiftly for the closest shoreline. They make it to a beach, but the environment looks very wild and foreboding.

They take a few minutes to gather their thoughts, and then Sl’th’x sees something glinting with sunlight several yards down the beach. He takes off for it, and finds what looks to be a large lump of gold sticking out the sand. He reaches down to pick it up, and gets an electrifying shock. Through stout resolve he is able to let go. When he does, he finds Mara running up to him, asking him what he found. He doesn’t know, but he is determined to find out. He thinks that if he can yank really hard, he could pull it out of the sand and stop it from shocking him. He crouches down and tenses his muscles, then grabs the object again and pulls with all his might. Electric shock jolts through his body again, but this time he continues to pull and refuses to get go. Finally, the shock lessens and stops altogether, but the item does not budge. He then begins to dig around it, trying to find the bottom.

It is because of this object, that both he and Mara are surprised by the appearance of humanoids as they surround them. They are holding spears, and around there necks hang necklaces with what appear to be gold nuggets. Sl’th’x eyes focus on the gold nuggets hanging around their necks as he contemplates his next move…

This is where we ended the session for the night. It is a fun game so far and Brennen did use many compels throughout the game. I am looking forward to finding out how a longer combat encounter is going to go. I was a little disappointed that our two NPC’s seemed to have died. I was hoping that they would turn up throughout our game as valuable allies in different situations. They still might I guess, we will just have to see how Brennen plays it.

We are starting a Diaspora campaign, ran by Brennen. I really like the rules so far and am looking forward to playing. So far, we have created the cluster, created our characters and talked about how we are starting out together. I enjoyed both the cluster and character creation process and the results are always fun to read. We had a lot of laughs while creating both, and I am looking forward to playing next week.

I do find the character creation process a lot more difficult than most other games though, simply because there is so much more we have to think of and write. I also believe that when the options are so wide open, I have a much harder time narrowing down what I want and coming up with something that isn’t straight out of a movie or book. I don’t know if anyone else has this problem, but once I powered through it, I was really happy with the results.

I decided that I did not what to play a humanoid. If we were playing hard sci-fi, then I was going to play some weird alien race. What I came up with was a naga creature that behaved more hive-like than humans. They also happen to be a little like dragons in the fact that they desire to acquire a hoard of treasure. The closest picture I could find that is similar to what I have pictured in my mind is the creatures from the world of warcraft game.

Here is my character in our upcoming game. Let me know what you think!

Sl’th’x Veral’x
Tracks – stamina 4, assets 3

Health – 000 00
Resolve – 000
Wealth -000 00

Fate Points – 4
Phase One: Growing Up

Hatched on the planet Zemm, Sl’th’x was trained in two primary categories; piloting and engineering. Sl’th’x showed much more aptitude than normal for learning, than normal workers need, and was assigned to Ryth colony learning center. Ryth are much larger than Zemmese and Sl’th’x had to make up for it by being quick of both mind and body. Sl’th’x quickly learned that technology and speed can make for his weaknesses among the Ryth. Many Ryth suffered malfunctioning equipment or shocking surprises due to their harassment of Sl’th’x, of course, sometimes his own devices backfired on him.

Aspects:
You may be bigger, but I’m smarter…
That malfunctioned? How shocking…

Phase 2: Starting Out

Once he finished learning center, Sl’th’x was assigned upgrade most of the systems on planet Olynks. Olynks was mostly a mining planet, and far from exciting. Sl’th’x worked hard so that he could get off that planet as soon as possible and due to his work ethic, he was assigned to ship piloting and maintenance when his work order was complete. Sli’th’x piloted many of the different ships throughout the Crichton system. Once, at the edge of the Crichton system, Sl’th’x saw a ship from outside their system and thought it was beautiful. He grew determined at this point to explore other systems once his service is up.

Technology is power in the Crichton system, and Sl’th’x is determined to learn and use all available. Sl’th’x has admired the hoards of many of the older colleagues that he learns from and looks forward to growing his own one day.

Aspects:
Connoisseur of Fine Spacecraft
No Job Left Unfinished

Phase 3: Moment of Crisis
Noting Sl’th’x desire to see other star systems and his abilities with both piloting and technology, the Nests decide to assign Sl’th’x to the Foreign Technology Acquisition Division (FTDA). Here they train Sl’th’x in subterfuge, acquisition, and fighting. He then is sent with a team on a mission and gets to pilot his first ship outside his system, a big mining vessel. The mining vessel has some hidden capabilities in both weapons and stealth and they are sent to capture a newly designed ship in the Herbert system. They are taking a cargo load of special ore to one of the houses in Herbert as their cover.

Something goes wrong, I’m still not sure what, maybe we underestimated one of the bribes or something, but some of the crew died leaving Sl’th’x in charge. The mission unaccomplished thought, and he had to figure out someway to salvage it. Luck came in the most unexpected way, a request for discrete transport from a humanoid girl. He could not resist giving a ride to a humanoid girl, Mara, when she shows him the pouch full of gems she is offering for the ride.

Once he takes her to where she needs to go, she also helps him by letting slip a couple of locations of private house ports that have the ship he is looking for. He is able to use the gems to make bribes to get into one of the ports and is able to steal the ship and complete his mission, earning him a lot of status from the Nests.

Sl’th’x has now completed his required service to the Nests and has set out on his own. Deciding to go into the outside world, the Nests insisted on training him in the way of combat before sending him off to collect his own hoard. This training comes with an understanding that he can be tapped, and paid well, for Nest missions if required.

Aspects:
All That Glitters…
With Strings Attached…

Phase 4: Sidetracked
Captain Jack Mattson assembled a tight crew for his infiltration and retrieval mission. He was the leader with all the plans and contacts, I was the pilot, Mara would handle entry, and Lena could handle the silent and non-lethal method for dealing with the guards as well as be able to patch us up if necessary or enhance abilities with drugs for a short time. We could all handle ourselves in a fight, and I probably the least experienced in that area.

The plan went flawlessly, until the end. Then we had to fight our way back to our ship. Even that wouldn’t have held us up if there hadn’t been a military ship arriving in orbit just off world. They tagged the ship I had been promised in payment, as well as my image before I jammed them. Fortunately for me, most of my race look alike to humanoids.

I made it to the next world before the military was on us too hot to evade. Captain gave a command then that me me think he was crazy. Crash the ship he said.

Using some of my best maneuvers, I got our ship over the water close to a city. Lena administered some drugs to the others, but did not know how they would affect me. I told her they were not necessary. The captain nodded, but I could tell he wasn’t sure if I would survive or not.

I allowed the ship to take a direct hit, and then crashed it into the water, making sure it would make a big explosion. Fortunately, we jettisoned into the water just before, making sure we went deep. I had no problem, we can breathe under water, and thanks to the drugs, the others didn’t either.

When we made it to the city, we were glad to learn that the military counted no survivors of the unfortunate ship malfunction and crash landing into the water off. Captain asked what he could pay me for sacrificing the ship like that to save us all. I smiled and said a copy of the plans we stole would do. He didn’t like the idea, but he agreed to it. Humanoids don’t mind stealing for other humanoids I guess, but they don’t like the idea of my kind getting ahold of some of these secrets.

Those plans made me a modest fortune when I turned them over to the Nests. Military technology is always among the best technology. I was able to by my own small ship with that. Looks like I could go into business for myself now.

Aspects:
Any landing is a good landing
Seen one Eel, seen em all…

Phase 5: On Your Own
Sl’th’x has made his way to the Pohl galaxy and has been content to get a good base of operations going as a transporter of goods. His ship may not be the largest or fastest, but he is a reliable pilot that is not afraid to travel to any galaxy. He has built up his reputation as a dependable transporter and has been able to use it as cover to move some of the Nests operatives when the need arises. He continues to look for information about new or rediscovered technology of interest, as well as anything that can make him money. He has started to collect items from the worlds and systems he visits. He is now seeking a rare book that is said to detail how to use the mystic power of the Pohl monks and the ways to use N’Aurbeen spice to alter the minds of others. This book is only rumored to exist and the rumors stats that the monks will go to any length to destroy copies outside of their hands. If it exists, the Nests would find it very interesting.

Aspects:
Dependable transporter
Curious Collector of the Dangerous

Skills:
Agility, Aircraft, Archeology, Assets (the Nests), Brawling, Computer (space), Engineering (space), Intimidation, Navigation (space), Pilot (space), Repair, Science, Stealth, Vehicle, Stamina (track), MicroG (combat), Energy Weapons (combat)

1: Energy Weapons (combat), Aircraft, Science, Stealth, Vehicle
2: Brawling, Agility, Navigation (space), Engineering (space)
3: Assets (track), Computer (Space), Archeology
4: Stamina (track), Repair
5: Pilot (Space)

Stunts:
Claws, Toughened hide, Military-grade pilot

Gear:
Ship, Repair tools, Hand computer, Nests papers, Energy Trident

Ship:
T2 Personal Starship
Sometimes you just want to get away from it all.
V-shift 3, Beam 0, Torpedo 2, EW 0, Trade 2
Frame OOO OO
Data OOO
Heat OOO
Civilian: can be piloted without military training.
Slipdrive: can traverse slipstreams.
Skeleton crew: can be piloted with as few as one crew member.
Interface vehicle: has a separate vehicle capable of landing on planet surfaces.
Firewall: base defense 2 against EW.
The freedom of solitude
Navigating by the stars
Every single control within reach of one seat
Walnut and brass
Nautical tradition

Dragon Age RPG

Last weekend I finally had the time to finish reading the Dragon Age RPG and run it too! It was a pretty easy read and the rules are light, so there is not too much you have to remember. The good thing though is that the game has enough rules to make leveling up and actually running a campaign fun. To often I feel that rules light games have no feeling of advancement, and that is not the case the Dragon Age.

I decided to run my online game in Fantasy Grounds, with voice through Skype. I hadn’t used Fantasy Grounds in a while, and I found that I had missed it. I enjoyed look and feel of the program, but it does take a little bit of work to run a game in. I ended up taking a lot of time over the weekend making a character sheet. It turned out looking pretty good, but I would like to make it look better, as well as add the rules into Fantasy Grounds as well. You can see the character sheet below.

I did get some of the rules into Fantasy Grounds, but I cheated a little. I took pictures of the PDF and inserted them in as pictures. It worked well though, for the few rules that we had to remember for the first session. You can see them in the picture below. Again, hopefully I’ll be able to program in some of these rules when I get the chance. I’m not really good at creating rule sets for Fantasy Grounds, but I am trying to learn.

The game is the beginning of a mini-campaign that will last several game sessions. We wanted to run a game for longer than one or two sessions so that we could get back to that old school feeling of running with one character for several levels. Snikle was my only player for the first game. He ended up running two characters, and the rules were simple enough that he had no problem running both. We hope for some more players as we continue the mini-campaign.

Snikle played a rogue by the name of Blaen, and a mage named Merril.  While they were traveling, they encountered a body in the road in the middle of a couple of farms.  Upon close examination, the body appeared to be that of a farmhand, and it was badly torn up by something with big claws and big teeth.  The blood was mostly dry, so it hadn’t happened in the last few hours, but the party still was a little nervous.  It didn’t help that the sun had already set.

Of in the distance, Blaen could see the lights of a town, about 20 minutes or so journey away.  Looking around at the other farms though, he didn’t see any lights at all.  He did notice crows, perched upon the house to his left.  He could feel them watching, waiting for him to leave so they could resume their meal.  Blaen suggested they camp-out the night in one of the barns, thinking that whatever had done this, would not be returning.  Merril agreed and they headed for the nearest barn.

Before they got to the barn, they encountered two more bodies.  One was just outside of the barn door, and all the barn wall, there was a word written in blood.  Merril said it was in Elvish script, but she could not read it.  They grew a little more nervous here and decided to get out a light and look into the doorway with the light before going in.  Looking in, they saw the barn contained a horse and a couple of cows, all still alive.  Nothing else looked troubling, so they headed in and when looking en every corner to make sure nothing was hiding.  They did not find anything, but they did hear a moan, as if someone hurt, from the loft.

Before Blaen could head up the ladder into the loft, three blight wolves appear in the doorway.  Everyone rolled initiative and the battle began.  I had to draw a little battle map quickly, then we got some tokens to represent the wolves.  The tokens look like spiders, but don’t let that fool you, they are definitely wolves.  Blaen held them at the doorway, allowing only two to attack while the other one waited to for a way in.   Blaen did okay, but he was no match on his for the two wolves.  Blaen sliced them up while Merril cast spells, but Blaen ended up taking a lot of damage and needed a heal.  Merril was able to freeze both of the wolves solid and when the third wolf saw his two companions slain, she ran off.

We ended the night with the battle and plan on playing again tonight. Even with both of us being new to the system, the battle went pretty quick. It was much easier than most systems and we really enjoyed playing. The system uses 3d6 to determine all rules. I really think this is what made it so easy for the player, even running two characters. We both liked the system and had a fun time and we are looking forward to playing tonight. Check it out if you have a chance!

I’m going to be playing in game with Snikle, so I made a character and thought I would post it here. Meet Dirk Chandler:

Dirk Chandler
Dirk Chandler is 42 and is still in prime physical condition. He maintains his shape by continuing to train with firefighters, but he is no longer one. He is the owner of Chandler’s Books and searches out the old, rare, curious and strange.

He has close cropped blonde hair and a bushy mustache. He wears rugged outdoorsman clothes and can most often be found in his bookstore or with his good friend Father Locke at St. Patrick’s.

Clichés
Curious book collector and store owner (5)
Ruggedly fit and still able to pass all the fireman’s training tests (4)
Surprisingly deep pockets (3)

Contacts
Father Locke – a catholic priest just a few years older than Dirk that is close friend. Though Dirk may not agree with all Locke has to say, he respects him and shares many a tale with the Father. They enjoy sitting around telling stories, talking about old books, and drinking good whiskey.

Cordelia Callahan – Dirk’s love interest. Cordelia is about 11 years younger than Dirk and has been married before. It did not end well for her, so she is only interested in taking it really slow with Dirk. They have been seeing each other for over a year now and are close, but anything more is still a long ways off. Cordelia is a journalist for the Chicago Tribune.

Kurtis Trent – Dirk is not sure if he even knows this mysterious persons real name, but he is Dirk’s contact for old or rare books. Kurtis will come to Chicago every few months and have new things to sale to Dirk. Dirk suspects these items are acquired by less than honest means, but cannot keep his curiosity in check enough not to buy items from Kurtis. Kurtis often makes him feel a little uneasy, but it is worth being around him to get a chance to see some of the treasures he brings to Dirk’s store.

Cortez Trotter – Current fire chief that was on the fire brigade with Dirk when he was still a fireman. They are friends and the chief allows Dirk to still come and train with the firefighters, but they keep most of their talk to tales of their old exploits as firemen.

Backstory
Dirk was a firefighter during the great Chicago Fire of 1871. It was a horrible incident where Dirk saw things that he could not explain. After the fire, he left Chicago to travel a while and came back with a small collection of rare books and the idea to start a book store. With a little help from some of his family, he was able to open and maintain the bookstore. Dirk lives above the store and maintains a modest lifestyle, most would be amazed to know that he has amassed quite an amount of wealth through his collecting and selling of old books (those that do not interest him enough to keep).

He spends time collecting old, rare, or curious books, and researching about the occult and other things pertaining to the arcane. He is still trying to find the answers to the experiences he had in the great Chicago fire.

***
Curious book collector and store owner: Too curious for his own good, good business sense, great at evaluating the worth of books, able to repair and restore old books, knows a good deal when he sees one
Ruggedly fit and still able to pass all the fireman’s training tests: able to withstand intense heat for a short period of time, able to carry a large amount of weight, able to bust in a wooden door, knows his way around an axe, knows how to run through a burning building, knows how to spot structural weaknesses, able to run many flights of stairs without getting winded
Surprisingly Deep Pockets: Lots of monetary resources, his financial situation is not commonly known
***