Guess what?! It is teach your kids to game week this week and I have taken the opportunity to buy some of the titles that are discounted at DriveThruRPG (and some that are not) in order to play more with my kids. Anyone that knows me is already aware that I game with my kids. I’ve made up a simple game that uses fate dice and talents to play with my kids many times before that they lovingly call “The Adventure Game.” They have even had friends over to play this with them before and great times have been had by all. Someday, I might have to write the rules down and see if anyone else is interested.

Back to the topic at hand, here is the list of games that I bought yesterday:

  • BEAN!
  • Hero Kids (and several expansions)
  • Faery’s Tale (it was not on sale, but I hear it is worth it)
  • FirstFable
  • Little Wizards

There are a few more that I might have to buy, like Camp Myth (also not on sale) and rpgKids, but I’m not sure if I should right now.

Why did I buy all these games? My goal is to play a game each night with my kids using a different game system and see which ones they like. Hopefully, they will like all of them, but maybe one or two stand out as their favorites. I just want to take advantage of the week and teach them as many games as I can. I’m also slightly interested to see how my own adventure game stands up to these games.

I am a blessed dad. I have five wonderful children. The last two are twin boys that are only a month and a half old, so they will not be joining us for this week of gaming. My other children are Lauren who is 7, Logan who is 5, and Levi who is 3.  Most of the games I bough have a lower age of either 5 or 7, so it will be interesting to see  if I can keep the younger two engaged.

The first game I started with last night was Hero Kids. I had heard many good things about it and was anxious to give it a try.

Actual Play – Hero Kids

Playing Hero Kids with my three older kids!

Playing Hero Kids with my three older kids!

The kids joined me excited around the table. My printer had stopped working with regular paper, so I had to make the character cards that came with the game fit onto 4×6 photo paper. So after fixing dinner and then manipulating the pictures using Paint.net, I finally had character sheets printed out for them and ready to go. Because of all this, the kids knew they were going to get to stay up past bedtime to get to play, needless to say, they were doubly excited.

I used the basic characters that came with the base game and had them all printed out. I let them choose their hero, Lauren chose the healer and named her Flutter, Logan chose the warrior and named him T-Rex, and Levi chose the knight and named him Olaf. I set out two dice towers and handed out several mini d6’s that the game uses for resolution. I told the kids about their characters and how they are kids who have trained to be heroes from birth. I explained that they can uses the abilities that they have on their sheets with dice next to them, and that they roll the number of dice next to them when they use that skill and use the highest number that they get out of all the dice. Lauren and Logan understood this but Levi was just wanting to roll dice.

I then explained that they each have a special action, ability, skills, and an inventory listed on their sheets and took a minute to go over them as well as the three hit boxes that they have listed. After this short amount of explanation, we started with the adventure. Here we used the provided adventure Basement O Rats.

Their characters were all siblings and eating with their family in the local inn when the owner came up out of the basement screaming about giant rats taking over the basement and taking her son! The parents looked at Flutter, T-Rex, and Olaf and asked them if they were ready to start on their first adventure, they gathered their gear and said yes!

Heading into the basement!

Heading into the basement!

I set down the basement and set up the bad guys (using zombie figures instead of rats but they knew they were rats) and but their characters at the top of the stairs. I explained that they could move 4 spaces each turn and take one action, be it attacking or healing or something else. I also explained that the healer could attack 4 spaces away while the warrior and knight needed to get up close the action.  We rolled initiative and we were off!

Flutter moved in first and attacked one of the giant rats with magic! (I let her describe her spell and she used a different one each time. She loved it but I’m not sure that is how it works, but that is what I went with.) She had vines grow up out of the cracks in the basement and squeeze the life out of the first rat, rolling better than the rat! (Attacks are resolved with the attacker rolling the number of dice by the ability they are using, in this case magic. Defenders roll their armor and they each take their highest die. Whoever is highest wins that round, if it is a tie, the win goes to the attacker. Attackers almost always deal just one damage when they win, if the defender wins, no damage is dealt. In this case, each of the rats only had one hit point.)

Olaf and T-Rex both jump into basement and slice up two more rats. Then the rats attack, teaming up on T-Rex and Olaf to deal one damage two each of them! (They looked pretty concerned, but I explained that sister could heal them instead of attacking if she wanted.) Of course, Flutter chose to attack instead, this time opening a portal to bat world and summoning some bats to attack then fly back through the portal. With another rat down, there were only 3 left. T-Rex misses when he attacks with the rat jumping out away from his sword, but Olaf bashes one over the head with his shield, crushing the beast.

The rats attack but their teeth and claws bounce harmlessly off of the boys’ armor. Flutter tosses a ball of plants at one of the rats that cause him to scratch himself to death, while T-Rex dispatches the other one with the blunt side of his blade. (The kids are describing how they do all of this by the way, sometimes I prompt them with questions, but they are good at it.) Having dispatched all the rats, Flutter quickly heals her brothers and they hear shouts coming from a hole in the basement and they decide to descend into the rat lair.

Dropping into the hole they see it goes into two directions. I ask them which direction they think they should go and I hint that one of them has an ability that might help. Lauren runs around the table and whispers into Logan’s ear. He looks at his character sheet and shouts that the wants to track the rats! Using his ability, he knows which direction they went and they head off!

Tracking the rat!

Tracking the rat!

The find several more rats ahead and dispatch them quickly! Here is the battle in short:

  • Olaf shield bashes one of the rats
  • Flutter throws a “cannon bomb” that explodes into three spooks that cuts one into pieces
  • T-Rex slices a rat with his sword
  • A rat takes a bite of T-Rex
  • Olaf takes out another rat with a shield bash (he loves that move)
  • Flutter summons three swords that bop another rat on the head

After taking these rats out, Flutter heals T-Rex’s bite and they head on through the tunnels. They find a wall that they have to climb up, but none of them have any rope. Lauren asks if she can use her magic to get them up the wall. I say that is fine and ask her how she wants to do it and that she must roll for it. She says she wants to summon a magic ladder that attaches to the wall with super glue that will let them climb up. She rolls and gets a success so a magic ladders made of stone grows out the ground and they climb up it. At the top, they find 3 gems, one for each of them that they save for later, and passageway leading to another room.

In this final room (I cut the adventure short here because it was way past bedtime) the see the rat king and hear the boy. Here is the battle in short:

  • Flutter summons a small dino named “Zack” and it bites off a rats leg, dispatching it
  • Olaf takes out a rat with this sword
  • Flutter summons a flower that cause a rat to scratch himself to death again
  • T-Rex attacks the Rat King but misses
  • Olaf slices up another rat with his sword
  • Flutter summons a biting dandelion that poisons the Rat King, but he is not yet dead (he has 2 hit points)
  • T-Rex and Olaf team up to the slice the rat king with two powerful blows

They were successful! They rescued the boy and returned him to the inn. They were rewarded with free ice cream for a week! Their faces lit up about that. 🙂

I asked each one of them what they thought about the game. All three had fun and liked their characters. I then asked them on if 1 star is not good and 5 stars is really fantastic, how many stars would they give the game Hero Kids:

  • Lauren: “5 stars!”
  • Logan: “5 stars, no 6 stars!”
  • Levi: “Lots of stars!”

And with that, I sent them to go brush their teeth and get ready for bed as I cleaned up.  We had a great time and I did like the system. I would also give the game Hero Kids 5 stars. It was a great night of playing and we will definitely play this game again.

Tonight we play Faery’s Tale! Cya then!

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. 🙂

This is Part 1 of my Actual play write-up…

I had the opportunity last night to run a Fate Accelerated game for two friends over Google Hangouts and wanted to share my experience. First, I have only ran the Fate Accelerated once before and played it a few times, so I am still pretty new to the game. Even so, the game ran smoothly and was pretty easy to handle as the GM.

Game Creation

Even though this was likely to be a one shot, I wanted to give my friends the full Fate Accelerated experience since they were playing for the first time. To do this, I borrowed the game creation worksheet from Fate Core and I had them give me the idea of what they wanted to play. Now, before playing Fate Accelerated, I would have been way too nervous to do this and play in that game setting on the same night. In the past, we may have made a world, but then I would have wanted a night or three between the creation and the first session to give me an idea of what to do. However, with Fate Accelerate (or FAE from here on out) I was confident that I could handle whatever they threw at me. This is a huge plus just on its own.

In around 20 to 30 minutes, Ara and Brennen had given me the following items for the game world:

  • Cyperpunk version of assasins creed cross with blade runner and the maltese falcon.
  • Ganster, kaper, heist

With these two points, we had our setting and scale.

Next, we discussed the issues their characters would be facing, and came up with the following:

  • Gangs vying for control of the city, playing gentlemen hitmen, like ronin, hired by the various factions, eventually asked to killed some of the friends
  • Immediate job to go get something from someone we just did a job for
  • One of the last frozen tuna, high grade, like a ruby, from someone they did a job for.
  • Mr. M wants sushi and hasn’t had it in 50 years.

We fleshed out the setting and issues a little to get that they were in a city with a power vacuum. The city we used was London, at some future date and time. Ara and Brennen were two associates that worked together for mutual benefit. They had just finished a job for a Professor Muto, killing off someone for the benefit of his career.

Now they are about to be approached by someone who wants them to steal a prized possession from Professor Muto, the last known can of Tuna in all of London and quite possibly the world.

Tune in more tomorrow for Part 2 – Character Creation.

 

My Rise of the Runelords, Pathfinder game is tomorrow night, and we are on Session 5.  Last week the party had to move to a new inn since the one they were staying in burned down. So they took up lodging at The Rusty Dragon, which just happened to be next door to their old inn.

I found a really nice map online to use that was made specifically for this inn, but it is a large file and it would not load for at least one of my players. That prompted me to go ahead and make a new map using CC3. I based the foundation of the inn on the map that was provided with Rise of the Runelords, so the inn size should be pretty accurate.  I only did one floor however, even though I am sure there are at least two floors.

The owner is also a bard that plays for her patrons each night. So what I decided to do was make a round stage in the center of the room, that had a stone bar that goes all the way around it. My idea here is that the owner would serve drinks at the bar, then when she decides to play, she can just hop up on the stage behind her and play for the crowd. The rest of the main hall is full of tables.  Then you have the kitchen to the back and the lodging rooms to the left side of the inn. The rooms range from a cheap common sleeping area to a couple of nice private rooms in the back.

Let me know what you think!

Rise of the Runelords - Pathfinder Game

 

I received some good feedback on the inn, so I made a few additional changes.  Let me know what you think of this new version:

Since I bought CC3 I have spent a lot of time playing around with its features, watching tutorials, and trying to figure out what all I need for the different games I am playing.  One thing that kept coming up, I even mentioned it in my previous post, was my need for several maps of cities.  Mainly because my Pathfinder campaign was fighting off a goblin raids throughout many different places in the city. So I decided to go ahead and dive right into the Profantasy software and bought City Designer 3 as well.

I am glad I did, it has a lot of good stuff in it and it has definitely made mapping cities a lot easier.  I made this map very quickly and easily with the software. It is for a play by email game I am playing with one of my buddies.  I enjoyed making it and feel like it is a pretty good map, especially considering it is my first city map using CD3.  The software was definitely worth the investment.  Let me know what you think.

While I am still planning on releasing my dungeon map, I have been sidetracked by school work, but fear not, I will have it out before the end of this month. However, now that I am finished with school for the semester, I find that I just want to play a game.

It’s always tough getting people to want to play the exact same thing that you want to, so I thought I would try out the Mythic GM Emulator by Word Mill Games. I have read some good solo adventures by Risus Monkey (you should read his stuff, it’s awesome) detailing an adventure he has been playing and it just sounds awesome.

I have already rolled up a character for my game, using Risus of course, and plan to run it soon. Right now, I am programming in the rolls in a small little Java app, that will hopefully make my life a little easier as I play. Of course, if I don’t finish it soon, I will have to just play without.

I’ll be sure to post my exploits here and let you know how it worked out.

Our group got together the other night to play a game and we ended up deciding on a super heroes game using Risus. Snikle already did a great write-up on the game, so, instead of repeating the process, I thought I would do a little write-up on how we came up with the game and how I GMed it.

First off, we started out getting together a little before our regular meeting time. Now here I need to say, we play exclusively online since we are all in different states. We use Skype to communicate and we usually just text during the week, but for game night, we use voice. We have all used different virtual tables, such as Maptool and Fantasy Grounds, but because of the free form nature of the games we have been playing, we’ve just been using Google docs and a die roller.

Now, we like to Google up different images and something that catches our interest. This night, it was the Kick-Ass movie trailer that caused us to choose super heroes and Risus seemed to be the easiest system to implement on the fly. I said I would GM and off we went.

The guys made very colorful characters, as you can see below:

John’s Character: The Night Owl (Spencer Morgan)
Hotel Lounge Hypnotist (4)
“Insecuricist” (3) – Able to make people feel insecure through the use of backhanded compliments.
“Sorta Sleepless” (2) – Never, ever sleeps, except sometimes in times of stress.
Motivational Poster Photographer (1)

Snikle’s Character: Pittfall (Angelina Pitt)
A Teen Drama Queen Band Geek who can KICK-ASS with her dual clarinets(4) current (4)
Never fully dressed and can use it to her advantage(4) current (4)
A dreamer who thinks that she the bastard child of John Woo and an Anime character(2) current (2)

Brennen’s Character: The Hoodoo Doctor (aka Orangelo ‘Gelo’ Lincoln)

Mysterious Spiffy Dressing Voodoo Priest (4)
Womanizing North Country Blues Guitarist (3)
Can speak fluent Spanish, but only when stoned (2)
Insecure Barbecue Chef moonlighting as a graphic arts student (1)

Now we decided on the location of Memphis Tennesee and off we went to create an adventure. I decided to throw in a little of one of my favorite games, Inspectres!, and had them tell me about their head quarters. I even made them roll for the stuff they came up with. Here is pretty much how the HQ part went:

Base:
A small three room flat above the Beer-O-Mat.

Matt want’s a pet guinea pig. Matt rolls a 13, A pet guinea pig that is dyed green that is named Henry Rollins that Matt’s character believes is physic that she consults for cases. He lives off weed grown by Ogranoloo.

Brennen: vintage suitcase with hot sauce collection with medicinal properties.
Rolls a 15

John wants ventriloquist dummy that he used to have in his act before it starting freaking him out. Believes the dummy is a master interrogator. Tommy Pines, hewn out of rough Pine.
Rolls a 12.

Brennen wants a mid 70’s conversion van with a water bed interior hydroponic garden, wet bar, and it is a low rider.
Rolls a 15. Driver of the copped van is Eye-Patch Jan. She lost her eye in one of the acts with John’s character.

Now, they had to come up with images that suited each of these, so we spent a lot of time googling for the best pictures with lots of fun and laughter. You can see two of the great images above. This is of course one of the things I really like about our group, we have a lot of fun playing, but usually have just as much fun coming up with characters or games.

Now as for DMing the game, I asked the players what they wanted to do. We ended up bantering around in their base, doing laundry, when a Thug came in to hold up the place. The great thing about Risus is it was really easy to come up with the bad guys. Here is my stated out bad guy:

Drunk Gang-banger (5)
Slow 6-shooter (3)
Wannabe ninja moves (2)

They took care of him very fast and ended up getting into a cooking contest with the chef, which they also won. Again, I stated up the chef and actually had a cooking duel, which was easy to use do with Risus.

The rest of the night went as you read in Snikle’s post. They fought a few more thugs, then went on to the hideout where they took out guards and guests alike with a combination of pretty girl and great BBQ sauce. However, they did let one guy go, the guy that had been standing at the bar. One of the guys commented that it had been too easy and then realized they hadn’t found the big bad guy. Remember the guy they let go? Oh yeah, that was him. They were surprised and happy (I think) that the adventure could continue. All in all it was a good little adventure and I think the guys had fun.

I had some free time the other night and the some of the guys were online, so we decided to run a game at short notice. We choose Inspectres because it requires no preperation and it is incredibly easy to just pick up and run, even with new people. I encourage you to check it out and pick it up (here is the link), it is a really cheap and awesome game!

We played this game via Skype and Google Docs.

Here are the characters that the guys quickly made:
Brennen’s Character
Name: Amelia Dubois
Description: A thin, sickly girl in her mid-20s. She dresses in old handmade dresses from the 1940s.
Background: Amelia has been haunted since she was a small child because of her psychic abilities. As a result, she was ostracized by her classmates and sought refuge in the library of the ancient boarding school her parents abandoned her to.
Talent/Weird Abilities: +1 die when contacting spirits
Characteristics: She knows lots of eccentric old psychics.
Academics -4
Athletics – 1
Technology – 1
Contact – 3

John’s Character
Name: Danny Morrow
Position: Gopher/Intern/CEO
Description: High school kid. Tall, lanky.
Background: Starting pitcher on the varsity baseball team. Started hanging around the franchise after a weird encounter. Not one of the cool jocks, but has a foot in that world simply by virtue of being integral to the baseball team. Volunteered to be an errand runner for the group just to be a part of the team and get some insight into this other world.
Talent/Weird Abilities: Can throw virtually anything with uncanny accuracy.
Characteristics:
Academics – 2
Athletics – 4
Technology – 1
Contact – 2

Jared’s Character
Name: Marvin Thomas
Descripton: Wimpy, nerdy, hacker, bookish type. Inventor and master-mind (hard for me to play, I think)
Background: Once lived in a home with parents. Now lives in an apartment. The end.
Talent/Weird Abilities: Max Brooks +1 to weapons when dealing with zombies, ghouls, or other corporeal undead/monsters.
Characteristics: Strong, silent type wrapped up in a 90 pound weakling’s body.
Academics – 4
Athletics – 1
Technology – 3
Contact – 1

We had a fourth player join us, but his Skype cut out before we got started and he never did join back in.

After the characters were made, we took time to build the franchise. The way it works is that whoever comes up with the materials that they want for the franchise have to make a Technology roll. This really keeps things interesting as they succeed or fail, and many times, them telling me what they get when they fail is much funnier than when they succeed.

Franchise
Small franchise. Landlord owns property, old, dilapidated victorian mansion. Independent business.
Landlord does not know what they do.
Danny Morrow’s old aunt is financing the business. She expects a decent return, better than the stock market. Wants proof that ghosts are real.
Large branch of the Inspectres Corp just moved into the area.
Ghosts are the specialty of this franchise.
Secretary: Melissa, good secretary, a little ditsy and does not believe in ghosts. She thinks they are crazy, but doesn’t say anything because she needs to pay the rent.
Library: Misc unsorted books that he can sometimes use.
Danny’s Car: Old ’70s Cadillac convertible. Sea-green and an eight track player. Bad Company track jammed into the player that cannot get out.
Contacting Spirits Equipment: Equipment that can contact or capture spirits.
Brennen has a haunted Ouija board but by a ghost or demon that just likes to screw with him.
Danny: has a bag of Wiccan blessed baseball gear. Bats and balls and helmet.
Jared rolled a 4 on tech for the flashlights and got the following:
Flashlights: Old, cheap flashlights. Christmas lights ducktaped to a beer helmet with a 9 volt battery in the beer spot.
Brennen rolls for uniforms (2) but wants the GM to decide the fate, I oblige with the following:
Uniform – Old person velcro shoes, horrible plaid pants, with suspenders. Wife beaters with a suede jacket to go over it. Garbage bags with holes cut out. Old fishing hats with the lures still in them.

Gym: 3
Library: 2
Credit Card: 2
Bank:

Starting Interview
Aunt Portia Morrow brings in her bridge team, as potential investors. She asks many questions and tries to point out they they make a decent profit, however Amelia keeps pointing out that they haven’t been paid yet. Danny is uncomfortable since his aunt made him CEO even though he is the youngest member of the crew and has the least amount of experience. Marvin was just off in his own little world.

Job:
I made a roll here on the random chart, and this is what I got: 8,5,2,3 – Frantic, City worker, Transformation, In the water.
So I came up with: Olmar – Overweight balding man working for the labor union wants to hire them because they were working in the sewer and it froze over. His buddy turned into a block of ice.

Jared jumped right into the first confessional and gave us the following:
Jared Confession – Young kids just impulsive and wanted to jump right down in the sewer. Don’t they know what happened last time? Fortunately, I just finished my Ghost Toaster 9000. Hopefully we can keep from getting it wet.

Research:
Brennen rolls 5 on contact- (gaining one franchise die) and finds out that the workers have been hearing noises and whispers, but they thought it was expanding pipes and drunkards.

Jared rolled a 6 on academics (gaining two franchise dice) to see what he could find out about the situation. He learned of the Stink fairy (Etherious Malodorous): A notorious urban legend known for haunting toilets. He jumped to the conclusion that this is what was causing the problems in the sewers.

Investigation & Suit-up:
The team heads for the sewers and jumps right in. It is still mainly frozen, but has a little melt off on the top.

Amelia attempts to contact spirits. (gets a 6 for contact – gaining 2 franchise dice). She starts to shake and then she says coldly, “They are buried down here in the sewer, its so cold, so very cold.”

Amelia takes to the confessional booth this time and tells us:
Amelia Confession – I know Danny was supposed to be a good pitcher, but I didn’t realize he could pitch that fast and accurate with a piece of poo.

Since this is the first time Danny has seen Amelia contact spirits, he gets a little stressed out and has to roll two stress dice. He ends up with a low 2, and gets frazzled! He takes two ranks of damage in contact, and has a hard time talking from then on.

Marvin attempts to get more information from Amelia. (Rolls a 5 in contact, gains 1 franchise die) She discloses that there are lots of dead people down here in the sewer. As they go deeper into the dark tunnels they find a large cavernous open area. Here it appears the city dug under a cemetery and the coffins fell into the cavern into the poo. The spirits are fairly perturbed about this.

Danny is already frazzled, so he is unfazed, but seeing all those coffins, bodies, and spirits, Amelia and Marvin both have to roll two stress dice. They pass with flying colors though, each of them with a 5 as their lowest roll and they shake it off to continue business as usual.

Amelia rolls a contact ( 2 sixes, gets 2 franchise dice) to see what more she can find out. Her eyes roll back in her head and starts babbling and falls into a puddle of poop. She recovers and says, there is something down here and it is very angry, he has been in the area for a long time, before the white man came. She doesn’t think it is a fairy. She thinks it is an ancient bog spirit.

Marvin starts to set up the ghost toaster where it won’t get wet. (Rolls a 6, gaining another 2 franchise)
Gets it set up and aims at the appropraite direction and sets it off. It works, and keeps running too well and starts to suck the cavern in a little bit. Amelia, notices why they can get it to shut off, Marvin used duct tape for the switch.

Danny starts to run towards the toaster, with his baseball bat, but he slips and goes face first into the muck, bat flying out of his hands into the muck. Still several yards short, he comes up with a frozen turn and hurls it. (He gets a 6, gaining 2 franchise dice) It goes end over end and impales the side of the toaster. It sparks and goes silent. The stench hits the group as the hot toaster melts the turd.

Marvin and Amelia tell Danny to carry the toaster out, but Danny pulls rank and tells Marvin to carry the toaster back.

Amelia goes into the office of records and researches the matter. (She rolls two 6s, gets 2 franchise dice) She borrows the library phone and calls Danny. Apparently his great uncle Harold is the engineer who planned to build the sewers directly under the cemetery. They have to set it right or the spirits will never rest. Danny asks that they don’t tell Aunt Portia, but Amelia thinks they should.

Cut scene where they are flying down the highway. Montage, the car is going down the road with Bad Company blaring as they are on the way to meet with Olmar.

They wrap up the job by meeting with the Olmar for tea and tell him what they found out and collect the money. Amelia makes sure they get a little extra for her own pocket. The sewer hasn’t unfrozen yet, and they are going to have to remove the bodies and re-bury them but the ghosts are taken care of. They put the ghosts in a containment system that should contain the next thousand years. (The camera cuts to the garage where the cadalic is housed and the lights come on with the eight track player starts to play.)

Roll Credits.

That’s where we ended the game. We had wrapped up the investigation a little early because of the late hour and the fact that they had reached their franchise dice goal. All in all, it was a great game and we had a lot of fun.

Picture John found...

We played our second session of S7S the other night and I finally had a chance to listen to the recording and take proper notes. Here is the actual play of the session, I hope you find it as amusing as we did! The really interseting part of this game is that we played it using Skype and Onenote! A shared Onenote notebook is really an awesome thing. Now we just need to find a die roller add-in for Onenote.

Scene One:
The session started where we left off on session one. Markato (played by Matt) was heading into the hold of a boat called the Dancer’s Dream to investigate, while Mal (played by Rob) was on the ship Merchant’s Game, looking for clues while sabotaging the ship.

Markato finds the hold loaded down with armor, weapons, gunpowder, and all sorts of armament, as if the ship is prepared for some type of battle. He also finds two people in the brig, which is by the magazine of the ship, Trynn and Gamba (played by John and Brennen). When questioned as to why they were in the brig, Trynn and Gamba told Markato that they had been drunk and boarded the wrong ship by accident. Markato let himself into the brig and using his Rogue and Pirate fortes, he was able to get the shackles off the two, now sobered, prisoners.

Scene Two:
Back on the Merchant’s game, Mal goes up to the top of the deck and lectures the crew about a saboteur that is in their ranks. He explains that he wants the saboteur found before he is able to sabotage anything and that everything looks in tip top shape. He then, makes a hasty departure and rushes back to Markato.

Scene Three:
Markato has been talking to Trynn and Gamba and convinces them to join h im in a join venture. As they are talking, they hear a shout go up, “All hands on deck, Captain on board!” The crew all runs up to the deck while Markato quietly shuts the brig door with the three of them in there. He confesses to the two that he is not exactly who he claimed to be a moment ago and that the situation could get a bit “hairy” and tells them that a quick exit may be necessary. Gamba freaks out a little at this, but tells Trynn to just stick to whatever plan Markato has and not to improvise.

(Side note – here we got a bit confused about whether the front and back of the ship were called aft or bow and which side was starboard and port. John came to the rescue by posting a picture into onenote that answered the question. The information age is good! We all had a laugh at the title of the picture though. I included it here so you can see for yourselves.)

There was a small ventilation shaft running from the brig to the top of ship that allowed them to hear what was going on. The captain told the crew that Barstrom (who Markato is disguised as) ran into trouble and that they were going to have to move up the time tables of the trip. The crew is silent for a moment, then one finally speaks up and says, “but captain, Barstrom is on board right now, he’s down inspecting the holds…” The captain roars that this is impossible and tells the crew to find him immediately!

Markato hatches a plan and asks Gamba if he can make a fire. At this point, we had a little fun because Gamba said that he can make a fire out of anything, just give him two random objects to rub together and presto, fire! It was a great little add-in and they found two sticks that he could make a fire with. Markatos plan is to blow up the magazine! Once Gamba starts the a couple of fires, he gets a flash (Gift of the Merhorse Forte) of two people opening the door and entering the hold. He grabs his two scimitars and waits next to the door. Very shortly, two guys check the door and yell “FIRE!” then jump into the hold. Unfortunately for them, Gamba was waiting…

Duel:
Gamba uses a full attack and uses his Savage Warrior forte with his duel scimitar technique to reroll a die, getting him 16. His defense is just his +4.
The two minions roll and 12, netting them 4 damage ranks. Their offense is just +2. So Gamba narrates that he steps up with this scimitars crossed, and uncrosses them, taking off both their heads. He comments, “Now you will remember the name Gamba.”

The fires are smoking now and the other crew is alerted to the fire. So Markato grabs some buckets and the three run up the stairs. Markato sheds all of the disguise that he can, and tells other they pass to go and grab more buckets so they can get the fire out. Up top, the captain is telling everyone that the fire is the first priority!

Trynn makes herself look more presentable as they are getting to the top of the ship, and tells a sailor “I’m a lady, shouldn’t they get off first? Help me!” The sailor points her to the gangplank, but Gamba sweeps her up over his shoulder and carries her off, all the while Trynn is kicking him in protest. Gamba is also carrying an extra sack that bulges with what looks like two bowling balls. Mal makes it to the ship just as they were getting off.

(Gamba described himself as a bald Echo character from Lost at this point, and I awarded both Gamba and Markato with a style die for the plan and the fire)

Scene Four:
They all head to Denny’s Pub to decided what to do. Mal gives them all the information on the other ship, and they try to figure out what the plain is the people are trying to pull. In the end, they all decide they will follow the Merchant’s Game, wait until they have harvested the Airwhale Ambregris, then try to take over their vessel.

They decide to load up on chain and grapeshot, just incase, but they do not want to destroy the vessel. The Merchant’s game is a between the size of a sky junk and a sky galleon, with lots of cargo room and a slow top speed. It does have 12 cannons though. Theoretically, they can mane the boat with three people, but they are drinking when making this plan…

Scene Five:
On the way to the ship, Markato stops by a ladies shop and buys a fancy ladies gown for Trynn, has it boxed up and stowed away so the rest of the crew does not know. Their ship is two docks over from the Dancer’s Dream so they can crawl up to the crows nest and check on it.
Mid-afternoon the next day, they see that there a ship-wrights making repairs and they are trying to figure out who the heck the bodies belong to. They estimate it will take a day to make repairs to the Dream.

Matt here uses a style dice to introduce an element: While Gamba is spying, he knows Trynn was married to one of the other noble houses and he has a secret dark side as an imperial spider. And that man comes onto the boat being fixed, because it is Trynn’s husband. He dumped Trynn and that is why she drinks so much now. He is somewhat disfigured because of what Gamba did to him. Brennen spent a style dice to add the disfigured. John spends one to say she is still married and part of the reason she fled the house. She ran away because she was being constrained into the role of wife. Gamba was his slave and Gamba is fierce loyal to Trynn so he kicked her husband’s butt. Gamba watched Trynn grow up. Her husband found out she was going to run away and he branded her like he branded his slaves.

Gamba gets a vision with the gift of the Merhorse. A face he doesn’t recognize, but someone important heading to the Bloody Maiden with someone that he does from the Merchant’s Game crew member. When he explains the vision, it is someone Markato and Mal had worked with before on the Bloody Maiden. The guy has a peg leg, the navigator from a previous run.

Also, there is talk out along the docks that people are on the lookout for a Gamba, Trynn, and Markato. They have a good description of Gamba and Trynn, but not Markato due to his disguise. There is a price for all information about them.

Soon, two people start to approach the ship. They see it is Peg Leg Willie, and they remember that he is a guy that would sell his mother for 2 pieces of silver. “Me and my friend here are looking for work.” They have a little history with the guy. They ask for permission to come aboard, but Markato denies it at first.
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At this point, the game came to a close because I lost internet connection, and when I got back, one of the other players had lost connection to. So stay tuned to find out how this adventure concludes with the final session!

Hello all, we played another game this week of S7S and two more people able to join in on this session. I wanted to briefly post the characters though before posting about the session.

Characters in S7S are incredibly easy to create, yet the hold an amazing amount of complexity. The doors are wide open to you when you can choose or make up anything to be a Forte. Because of this, and the fact that our other two players did not know what they wanted to be, we went ahead and held a character creation session the night before so I could answer all their questions and be able to jump right into the game on Thursday night.

Here are all four player characters that played this week:
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“Trynn” (Lady Tareynn of House Xevian)
Foible: Style Over Simplicity
Motivation: Explore the World (+2)
Nationality: Barathi (+2)
Past: Fled a noble upbringing (+2)
Swashbuckling Forte: Trained by an Imperial Spider (+4)
Forte: Rogue(+2)
Forte: Acrobatic (+2)
Techniques:
“Thorns”
– Maneuver
– Chained to Imperial Spider
– Condition = close combat

“Just a Pretty Face”
– Foe (vs. Men)
– Chained to Rogue
– Condition: acting non-threatening

“Rapier”
– Weapon
– Chained to Imperial Spider

“Deceptive”
– Idiom
– Chained to Imperial Spider
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“Gamba”
Foible: I am loyal to and protective of Trynn, regardless of the consequences
Motivation: Revenge myself upon the man who sold me into slavery (+2)
Nationality: Sha Ka Ruq (+2)
Past: I am a former Slave to a Barathi House (+2)
Swashbuckling Forte: Savage Warrior (+4)
Forte: Gift: Merhorse(+2)
Forte: Hunter (+2)
Techniques:
Savage Warrior Technique: Intimidation
Savage Warrior Technique: Dual Scimitars
Savage Warrior Technique: Huge Muscles
Hunter Technique: Tracking
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“Markato Maldonado”
Foible: Unquenchable Thirst for Knowledge
Motivation: Restore Honor to your family name (+2)
Nationality: Barathi (+2)
Past: Scholar (+2)
Swashbuckling Forte: Pirate (+2)
Forte: Alchemy (+2)
Forte: Past [Ex-Physician to a Noble House] (+2)
Forte: Rogue (+2)
Techniques:
Pirate Technique: Playful Swordplay
Pirate Technique: My Astute Observation Skills Will Scare You
Pirate Technique: Never Met a Female That Didn’t Like Him
Rogue Technique: Master of Disguise
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“Malstrom the Malevolent”
Foible: Weakness toward the opposite sex
Motivation: Great wealth for great freedom (+2)
Nationality: Ilwuz (+2)
Past: Profession: Merchant (+2)
Swashbuckling Forte: Pirate (+4)
Forte: Skyship Captain (+2)
Forte: Firearms (+2)
Techniques:
Pirate Technique: Warrops (Drunken, Insane Attempt)
Pirate Technique: Evading
Merchant Technique: Read My Opponent

Let me know what you guys think!