Sunday, December 31, 2023

Character Creation: Marvel Multiverse

FOR THE TWELFTH GAME OF XMAS, TWENTY-TWENTY-THREE,
TWELVE HEROES MARVELIN',
ELEVEN WEREWOLVES HOWLIN',
TEN HACKERS HACKIN'
NINE GIRLS A-PLANTIN'
EIGHT MAIDS A-SHIELDIN'
SEVEN VIXENS VIXIN'
SIX MICE A-SQUEAKIN'
FIVE GOLDEN HAINTS,
FOUR UPLIFTED BIRDS,
THREE GODSENDS,
TWO DUSTY BOWLS,
AND CHUUBO'S MARVELOUS WISH-GRANTING ENGINE!

What If... season two just ended yesterday, so it's kind of appropriate. 

This is the last chargen post of 2023, it makes 122 characters this year (ten a month plus two extra in December for 12 games of Xmas). I had 250 games left on the list on 1/1/23, and now, on 12/31/23, I have...205 (counting this one as done). So doing a little math, I've picked up 77 more games this year. I believe that's what they call "glacial progress."

The Game: Marvel Multiverse RPG
The Publisher: Marvel
Degree of Familiarity: None with this incarnation
Books Required: Just the one

As I've mentioned in the past, I love superheroes and superhero RPGs. One of these days I'll run a campaign again; I ran a pretty lengthy game of Marvel Heroic a few years ago (stopped before the finale by the pandemic), and I ran Masks for a while, too. If I were going to pick any game system in which to run said game, however? It probably wouldn't be Marvel Multiverse

It's not a bad game, and certainly there are a lot of very talented people who worked on it, and so the "game" part of it doesn't feel phoned in or derivative or too weird. It's just that it's fiddlier than I'd like, and I think there would be too many things on the sheet to keep track of, which isn't something my groups love. Plus, any supers game I run has to compete with Marvel Heroic (which I really like) and Marvel Superheroes (which is trad as fuck but I know it well), and that's before you get into more specialized things like Masks or Galaxies in Peril or whatever. 

But, with that said, the game looks perfectly playable, so maybe I'd give it a whirl just to see? Let's make a character, anyway. Ugh, no PDF (I had a friend pick the book up from GenCon, and apparently you don't get a PDF with the hard copy, booo). 

We start off with character concept, but really we probably should start off with Rank, since that'll determine the scale of my hero (Rank 1 is very much street level, Rank 6 is more Captain Marvel). Since I don't have much of a concept, I think we'll go Rank 2, which is enough to have some powers but won't keep me here all day. 

Falling back on my usual method of finding a concept from nowhere, I shall see what iTunes wants to give me.

Oh, haven't listened to this in a while ("I'd Do Anything," Jason Mraz). So, it's a smooth, quasi-seduction kind of song, basically saying "I'm good with whatever you want to do, but like, fucking is an option." My initial thought is "what if a fuckboy became a superhero?" and that honestly does seem like a bit of a challenge. So:

Landon Lay was a college dropout and lived with his mother but paid his bills by doing gig work - driving, delivery, whatever the new app was. When he wasn't working, he dealt drugs a little, and claimed to be working to put a band together, but mostly it was an excuse to noodle on a guitar. Everything was in service to pulling girls, though he prided himself on not lying ("only betas have to lie"). And then one night he struck out at a house party, his buddy Justin wouldn't give his keys back, and he wound up wandering home through a part of the city he'd never seen. He saw a truck backing out of a warehouse and some dudes in ski masks driving it. He pulled out his phone to take a picture, and the truck sped straight toward him.

He moved, but not fast enough, and something in the truck fell out and exploded. The residue coated him, and Landon fell against the wall, coughing. The truck stopped and one of the dudes in a ski mask walked up and put a gun to Landon's temple...and Landon yanked it right out of his hand, pulled the other two guys out of the truck, tied them all together with some rope he found back in the warehouse, and was halfway home before any of the dudes knew what was going on.

Landon spent the next few weeks learning to use his power. He's still not 100% sure how it works - does he stop time? Move super fast? Teleport? - but the more important lesson he learned was that dude with the gun was willing to blow his goddamn head off just because he was in the wrong place at the wrong time. Like...that sucks. People shouldn't do that shit. And Landon ain't trying to save the world, but like, that's really not cool, bro.

OK, good enough start. Next we do Abilities. The Abilities here are Melee, Agility, Resilience, Vigilance, Ego, and Logic (MARVEL, you see). As a Rank 2 hero, Landon gets 10 points to split up. Average is 0.

Well, Melee is straight close combat, so I want a little; I'll put it at 2 for now. I'll put Agility at 4 (since it helps determine speed). I'll put Resilience at 1, Vigilance at 2, and Ego at 1. 

And next we do Powers. I get four Powers per rank, so I get 8. They're arranged in sets (and then some that are Basic, which don't have a set), and if I just take powers from one set, I get one more power. Let's see which set makes sense of ol' Landon. 

Probably either Super-Speed or Teleportation. Let's look at those sets specifically. 

OK, I think for what Landon can do, Teleportation makes the most sense. The only actual power from the set I want is Blink...actually, no, I'll take Blink Barrage, too. That lets me teleport and attack, but it doesn't let me get too far away.

Now, can I do everything else I want Landon to do with Basic powers? Maybe. Combat Trickery is nice; it just means I can reroll a die when fighting a higher-rank opponent, but I dunno. Ooh, I definitely want Evasion (allows me to use my Agility defense against Melee attacks). Definitely Slow-Motion Dodge (enemy gets trouble when I use Agility Defense against their attack). I'll take Wisecrack, too (lets me do damage with an Ego attack if I hit someone or someone fails to hit me).

Well, heck, that's only five powers. I can take three more even if I take them from another set. Is there anything from Super-Speed I want? Actually, sure, I'll take Blazing-Fast Fists (edge on all Melee attacks).

I don't think I want any more powers, so I have two picks left. I can trade them in for Abilities or Traits, so I think I'll wait and do the next step and see which I'd like to do. 

So, next step is Backstory, which means I choose an Origin and Occupation, which give me traits (which have game effects) and tags (which don't). Obviously Landon got his powers from whatever that thing was that exploded off the truck, which would seem to indicate his origin is Weird Science. Let's do that. That gives me the Weird trait, which means I do better on Ego checks with people inclined to like me and worse with people disinclined to like me. 

Occupation! There's actually not one that fits, surprise surprise. Let's call his occupation "gig worker" and say that gives me Poor. He keeps his identity secret, so um, that's the Secret Identity tag. I don't see any other Traits or Tags that make sense, so on to derived traits!

Health is 30 x Resilience, so 30. Focus is 30 x Vigilance (60). Initiative is equal to Vigilance, etc, etc. I'm gonna use the two power picks I had to bump my Agility and my Ego each by one, I think.

So that's everything, really, just need a description and a codename. Landon is pretty average in teams of height and weight. He's got brown hair but frosts it, and he's got a couple of tattoos on his shoulders, but his mother threatened to kick him out if he got any on his neck. 

Codenames are always hard (also, this is not the first speedster-adjacent character I've made; teleportation is just so cool!). Let's say that Landon calls himself Limit! Like, speed limit. Or everybody to the limit. Or limit-less! Yeah, pretty dope.

Ahem. Anyway, he's got himself a green-and-white costume; the top is spandex but the bottom is more like tactical pants because like he's gonna be caught dead in spandex pants. Plus he wants pockets. He wears a half-mask like Iron Fist's, because he figures his frosted hair might give him away to anyway who knows him.

And that'll do it, actually. Happy New Year!

Don't Rest Your Head One-Shot: All Aboard

Last night we played Don't Rest Your Head, so I'm gonna do a write-up because every time I think "it's a one-shot, why bother, I won't need to refer to it" a year later I find myself thinking "ooh, what happened in that [blah] one-shot?" and then I get mad at past Matt. 

SO ANYWAY.

Our story opens on a subway car. Five people are sitting around - well, four are sitting, one is standing. None of them have slept in days or longer.

Jamie Keller is a college student who got on the Red Line to go meet some friends at a bar. She's overwhelmed and struggling and homesick and just trying to get through her midterms alive. She's loud and frazzled and has a strawberry-shaped purse (on her) and a dog named Sam (at home).

Hiei is a loner and orphan who just stole an ancient artifact from the Natural History Museum and escaped onto the subway. He's got something of a past - his mother's people tried to kill him as a baby. He carries a sword. He'll fit right in in the Mad City.

Carla is an artist, kept awake by her inspiration and her obsession. She's seen her masterpiece in dreams and nightmares, and she's trying to finish it, so she went out for supplies tonight. Her half-finished works have come to life and talked to her, demanding to be finished. It's urgent.

Lydia is a mother of two and a devoted wife. She's been having night sweats and anxiety, and she just had a huge fight with her husband and stormed out. She got on the train to just travel and think. Things have been off lately. She doesn't know why.

FredBob is a janitor and custodian at a private school. He's been awake for weeks because of guilt and flashbacks; he's always using (or withdrawing from) stimulants. He was at home in his apartment when millions of spiders started crawling out of the sink, and so he ran to the RTA station and got on.

All five of these people got on trains or subways in different cities, but that's the least weird thing that's going to happen to them tonight. As they ride, the door at the end of the carriage opens, and a man (?) in a crisp blue uniform with shiny buttons, a perfectly straight hand, immaculate white gloves, and with no discernable face walks in and up to Lydia. "Ticket, please?"

Lydia looks blank. "I...don't think I got one." 

The ticket-taker is calm. "I'm sure you did. I suggest you check." 

Lydia checks her pockets, and sure enough, there's a ticket. She hands it to the ticket-taker and her punches it, and then walks on to Jamie. "Ticket, please."

"I don't have a paper ticket...I used my pass-" she holds up her phone. The ticket-taker nods, takes her phone, and punches it, putting a hole straight through it. 

Carla, FredBob, Hiei all have their tickets punched, and the ticket-taker moves on. All of the passengers look perplexed, and then they all feel a jolt, like a myclonic jerk. Carla looks at her ticket and finds it's dark blue or black, so much so that she can barely see it. She manages to make out the word "BIZARRE", but the hole is punched through the "I". 

Jamie stands up and looks for a route map, and there's on the wall, but her eyes try to slide off of it. She finally manages to stare at it hard enough to read it, and somehow realizes that where you get off is dependent on what car you're in (which is weird because that's not how trains work). This car is getting off in the "Bizarre Bazaar," but other options include "13 Police Plaza," "the High School," "the Chop Shop," and someplace that's just designated with a drawing of a candle. 

Carla, surprisingly unfussed by all of this, decides to get out in the Bizarre Bazaar and try to do some shopping. Everyone else agrees, not because they want to shop necessarily, but because none of the other options sound great. They disembark into a city street...but it's not their city.

The sky is dark, but there are no stars. There are buildings, none of them taller than the ones in their cities, but they can't see the tops. There are people - many, many people - but they're mostly dressed in greys and blacks and old-timey hats and fashions, and their faces don't seem to have features unless you really stare. They travelers turn around and see the train has gone...and so have the tracks. 

The street is lined with stalls, one of which has a sign reading "FOOD." Hiei gets closer and sees that people are walking up and ordering "one food, please," and getting a non-distinct something wrapped in newspaper. The food smells edible, but not something he can place. He gets in line and gets to the front, and as he watches the man in the FOOD truck makes up a food...but when he does, his arm splits in half down the middle and becomes two smaller arms, allowing him to grab two food components and put them together quickly.

Hiei's eyes get wide. The proprietor turns to him. "Yeah?"

"Um. Is it gluten-free?" 

"What? Not free."

"No, but is there gluten in it."

"I didn't put no glutens in. Just food."

"That doesn't really answer my-"

"You want answers? That's down the road. I sell FOOD." 

Hiei steps away, not willing to risk it. FredBob, having heard this exchange, wants to go in search of answers, and Lydia and Hiei join him.

Meanwhile, Jamie goes looking for a phone. She finds a booth that sells them, but the phones being sold are the old-timey handset, or rotary dial, or those gigantic 1980s portable phones. She asks the proprietor if there are any newer phones. 

The proprietor is a woman with an immense beehive hairdo with switchboard wires emerging from it. She swivels around in her chair (surely there are legs that Jamie just isn't seeing?), and pulls a wire from her hair and plugs it into a counter in front of her. The counter slides open and reveals newer-ish phones, one of which is a flip phone. The woman picks it up and shows it to Jamie, who figures it'll at least take her SIM card. "That'll be 30 seconds." 

"...30 seconds of what?"

"You." The woman holds up another wire. 

"But I don't have a...port."

"I assure you, you do." Jamie blanches. "Not like that. I'm not interested in biology." 

Jamie is nonplussed, to say the least, but she wants the phone, and agrees. The woman leans forward and plugs the wire into Jamie's temple, and Jamie feels the woman rifling through her mental Rolodex, looking for...something, anything important. She feels the woman homing in on Sam, and she focuses on other things, steers the woman away, but every so often the woman plucks out a "card" and Jamie feels herself lose something, something small and barely noticeable, but something.

Carla, meanwhile, finds a booth that says "COLORS." The proprietor here is very large, but completely covered in a muumuu and a cowl. Carla, however, is taken with the fabric - it's a riot of color that she's never seen, and the colors swirl and move in amazing ways. She asks about it, and the proprietor says (in a somewhat electronic-sounding voice) that they made it. Carla asks to see some colors - how about purples? - the proprietor produces a horrible lobster-like claw from under their muumuu and swipes it over the counter. Carla doesn't have time to be horrified, though - after the swipe, the counter is covered with a swath of different shades of purple. She finds that she can pick one up, like a sheet of gelatin, but then she notices at the end of the swath there are a couple of patches of dull grey. 

She asks after those, but the proprietor wipes them away. "You can't see those."

"Why not?"

"Because you don't have the right kind of eyes. You can't see those colors."

"How could I see them?"

"Get better eyes. Try the Pawn Shoppe or the Chop Shop."

Hiei, FredBob, and Lydia are in line to get answers. This line is longer (everyone wants answers), but it's moving pretty quickly. They're talking about what they might like to know, and the man in front of them turns around and interjects helpfully. He's got a fedora and a magnificent mustache, and he's pretty affable, which is nice. FredBob asks his name, and he says he doesn't know - he traded it away to pay a tax bill. It was either pay a big bill up front or a bunch of little ones, and he doesn't like needles.

The travelers are, needless to say, a little disquieted by this. The man says that the answers guy will take all kinds of things in trade - most people here will. Blood, memories, songs, feelings, whatever's important. Lydia asks where "here" is, and the man tells them it's the Bizarre Bazaar. They clarify: no, not here, but this whole place?

The man smiles and his eyes get wide. "Oh, my, you're Awake? Ooh. Well, I'd keep that under your hats, if I were you. Anyway, you're in the Mad City."

"Of course we are," mutters Hiei. 

They get the front of the line and the man walks in - the answers booth looks like a phone booth, from the outside. He's only in there a moment, but then he steps out, mouth slightly agape, his eyes fixed on a point a million miles away. "Did you find out what you wanted to know?" asks FredBob. The man just stares, and walks away.

This is not encouraging, but FredBob still wants answers. He steps into the booth, and the doors close behind him. There's a man sitting at a desk, but his head appears to be made of white smoke. "What do you want to know?"

"How does this work?" asks FredBob. 

"Is that what you want to know?" 

"No, I..." FredBob considers. "I want to know if I'll ever feel better again. If I'll ever feel...OK." 

"I can't tell you that. That's not the kind of answer I give."

"OK, can you tell me who could tell me that?"

"Yes." The smoke-head man considers. "Two seconds of pain." 

"What? How does that work?"

"Is that what you want to know?"

"Jesus. This is like that Monty Python sketch." He sighs. "Fine."

"Put your left hand on the desk, fingers splayed." FredBob does, and the man smashes his pinky with a ball peen hammer. 

FredBob yanks his hand back, but the pain is already fading. The man notes something, and then answers the question. "The question was: who could tell you if you'll ever feel OK again? The answer is: you."

FredBob stares. "Are you kidding me?"

"Is that you what you want to know?"

"NO." He sucks his finger. "That's exactly what my therapist told me." The smoke-man doesn't respond. "How does all this work? What if I wanted to know that?"

The smoke-man considers. "Your right hand."

FredBob looks at his hand, but refuses. "No, I have a lot of use for this. Let's see. How can I get home?"

The smoke-head man considers. "Four heartbeats."

FredBob agrees...and his heart stops. It stays stopped just long enough for his vision to start to fade, and then starts again, pounding. "The question was: How do I get home? The answer: Take the train. You'll need a ticket."

"Where do I get a ticket?"

"Is that what you want to know?"

FredBob leaves the booth, and tells Hiei and Lydia what happened. That's enough to put Hiei off - there's nothing he needs to know that much. Lydia goes into the booth, however. "Am I dreaming?"

"Is that what you want to know?"

"Yes." 

The smoke-head man considers. "One laugh." Lydia forces a laugh. "Not from you. From your oldest." Lydia agrees, a little bewildered, and then remembers an afternoon at home, watching some Disney movie with her son, and him laughing like a maniac...but in her memory he doesn't laugh, he just looks at her. She snaps back to now. 

"The question was: Are you dreaming? The answer is: no."

Lydia leaves the booth. "Well, this is real. We're not dreaming."

Jamie and Carla catch up to the others. Jamie shows off her new phone, and this inspires FredBob to check his phone and see if they can get home. The phone works, he has signal, and Google maps says they're in the Bizarre Bazaar. ("Are there any reviews?") He tries to put in directions to get home, but gets the "we could not calculate directions" notification. 

The five of them talk, and Jamie figures that they'll be able to get home on the train if they have tickets. She yells to a passerby and asks where one could buy train tickets, and is pointed to a peddler up the way. The peddler, indeed, is standing there with what looks like an barrel organ, hawking tickets. Carla asks about cost for a ticket, and he smiles and says "the smell of ceramic." That's much too high for Carla, but the peddler has another idea.

"See, the Pawn-broker has something I want, a Little Wooden Boy. But we have history, you see, and he'll charge me an arm and a leg. But you, strangers, he'll give a more reasonable price to. You get me the Little Wooden Boy, I'll give you all a ticket for the train."

Hiei asks if they need to buy the Little Wooden Boy, and the peddler smiles and says that all he's asking is that they get the Little Wooden Boy from there to here. Once it's in his possession, they get the tickets. He points them to the Pawn Broker, and the five them head that way.

The Pawn Shoppe has a chess pawn hanging on the sign, and when they walk in, the door hits a bell shaped like a head, which screams "DING!" FredBob tries to engage it in conversation, but all it says is "DING!", so he goes looking around. Everything in this pawn shop is representation of people - reliefs, busts, paintings, statues - everything has a face.

The Pawn Broker stands behind the counter, a large man in a wife-beater with multiple tattoos. He asks what they're after, and Carla takes the lead, telling him that she's looking for eyes that will let her see new colors. The Pawn Broker opens the glass case on an older carnival fortune-teller machine (think Big), and points to the eyes. "These would work," he says, "but you'd need something to install them. I don't do that. The Chop Shop would do it, but of course you'd have to pay for the work." 

"How much for the eyes?" 

The Pawn Broker considers. "Twenty moves, without trade-in for your old eyes." 

"But if I trade in my eyes now, how am I going to get to the Chop Shop?"

The Pawn Broker shrugs. "You've got friends."

"More acquaintances, really," mutters Carla. "OK, twenty moves." She's not sure what that means, but it doesn't sound bad. The Pawn Broker pulls up a chess board with a single pawn on it, and has Carla move it twenty times. As she does, she feels an increasing sensation of deja vu.

Meanwhile, Lydia and Hiei look for the Little Wooden Boy. Lydia finds it, and stares...it seems to have her son's face, but that can't be right. The Pawn Broker spots her looking and asks if she wants to see it, but she doesn't. The Broker grabs it down and sets it next to the cash register. "Shit!" whispers Hiei.

FredBob looks through the store and finds a little porcelain doll with a frilly pink dress. Its eyes snap open as he walks by. "Are you my daddy?"

"No," says FredBob. "Did you lose him?"

"I did not lose him," says the dolly. "I am in 'hock!' This is what this shelf is called. My daddy put him here but will come back for me."

"Can you move?"

"No! I am in 'hock!' Not 'hawk' like the bird, but 'hock!'" The Pawn Broker appears behind FredBob.

"You interested? She's a bargain." 

"No," says FredBob, staring at the doll's unnervingly sad smile.

Hiei takes this moment to snatch the Little Wooden Boy, put it under his coat, and head the hell out. Lydia follows, as does FredBob. The Pawn Broker might notice, but Carla's the only one left and clearly she didn't take the Little Wooden Boy, so the Pawn Broker pulls out the fortune teller's eyes and puts them nicely in a little box for her. 

Outside, they all meet up. Carla asks Hiei "Do you have the Little Wooden Boy?" 

Hiei confirms he does, but Carla doesn't have any memory of asking. They head for the peddler, and notice two policeman walking behind them. The policemen are stiff and jerky, wearing old-timey Bobby outfits, but they're definitely following. One says "HALT CITIZENS."

Hiei doesn't consider himself a citizen, so he keeps walking. Lydia, a skilled runner, zooms off, and FredBob breaks off into the crowds. One policeman follows Lydia but can't keep up, and she loses him. The other stops in front of Jamie and Carla and demands to know if they shoplifted from the Pawn Shoppe. Carla says she didn't - she has something from the Pawn Shoppe but she bought it. The cop asks to see a receipt, and Carla winds up leading the cop back to the Pawn Shoppe so the Broker can write her one. 

Meanwhile, though, Hiei gets back to the peddler. He cranks out five tickets, takes the Little Wooden Boy, and puts it into his drawstring sack with a smile. The characters are a little disturbed by this, but they can't quite say why. After all, he's just a Little Wooden Boy.

Back together again, they talk about heading for the train, but Carla wants to go to the Chop Shop and get these eyes installed ("anything for art"). She asks around and finds that taking a hack is probably the quickest way, but the person she asks advises paying coin, because hacks will rip you off if you try paying in trade. Carla has no coin, but the man says he'll trade her one for a scream - she just has to put something behind it. Fear, anger, ecstasy, whatever. 

"Well, we're in public," says Carla, and screams into a jar, putting artistic frustration behind it. The man is pleasantly surprised - artistic frustration isn't something you hear every day. He gives her two coins, and goes on his way. The coins have a crown on one side and the same candle symbol that Jamie saw earlier on the other, and feeling vaguely waxy. Carla whistles loudly, and a carriage pulls up, drawn by something that resembles, but has too many legs/fingers to be, a horse.

She asks to go to the Chop Shop, and the hack charges both coins to take all five of them. They get on board and the carriage rattles away, but stops short a little ways out. The hack holds his head next to the window. "Coppers," he says. "One of your carrying stolen goods?"

"I HAVE A RECEIPT," Carla reminds them, but they all wind up getting out for a pat-down. Hiei is last, and he remembers, suddenly, that he is carrying stolen goods - the talisman he stole from the museum. But it wasn't stolen in the Mad City, so does that count? Probably. Fortunately it's in his shoe, and the cop misses it...but does find his sword.

"DO YOU HAVE A PERMIT FOR THIS WEAPON?" it asks. Hiei says he does, and hands the cop a Chinese food menu with a sword on it. The cop starts reading it carefully, and Lydia tells him to hurry up, the permit is legit, and pushes, controlling the cop's mind. The cop agrees, hands back the permit and the sword, and lets them all go.

The hack takes them to the Chop Shop, an immense junkyard surrounded by a chain-link fence. As they walk in they hear dogs barking ("DOGGIES!" exclaims Jamie), but the dogs have machine parts spliced in; exhaust pipe for a tail, engine thingie for a throat so the dog goes "BRUMM" when it barks, that kind of thing. The travelers look at the dogs and the piles of parts (some are machine parts, some...aren't), when a man in a biker vest and a doo-rag waves them in. 

They enter the garage and meet Chopper. He's a biker from the waist up, and a motorcycle chassis below the waist, and he's got no time to waste. He and Carla haggle a bit for the removal and installation of her new eyes, and eventually settle on her appendix and tonsils as payment. The Chopper sets up his machine, which uses compressed air to suck out her eyes and slam in the new ones. He then grabs a jar and opens it under her mouth. She feels something crawl in, work its way up her sinus and into her ocular cavity to reattach the optic nerve...and everything around her explodes into color. 

New cones and rods activate, and she can see colors that simply do not exist to people. Stunned by it all, she sits and marvels as the Chopper slices open her throat to extract her tonsils, and her side to get her appendix. Even these lumps of flesh look and fantastical to her new eyes. 

As she recovers, FredBob asks if the Chopper could make him into a car-centaur. Chopper says he could; what kind of car? Compact, mid-sized, maybe a Hummer if he feels like he needs to compensate? He does point out, though, that something that radical would prevent FredBob from going home.

FredBob says that maybe it's his destiny to be a half-car. He ran over two students from his school some time ago. He isn't sure if they lived. He's been carrying that ever since, and he figures maybe staying here would be better. 

This confession hangs in the air, and the Chopper sucks it up with a handheld vacuum and puts it in a jar. FredBob asks for it back, but the Chopper refuses - this is far too valuable. He's going to send it to auction. And seemingly on cue, a man rides up and asks if Chopper has anything for the auction. Chopper hands over the confession, but also the eyes and organs ("Eyes of an artist, that should get a good price").

FredBob wants the confession back, but the Chopper says he can go and bid on it. He'll even give the characters a ride to the auction, if they want. Jamie advises leaving - there's a train station near here, remember - but FredBob asks what happens if someone buys the confession. "Depends on who," says the Chopper. "I mean, if it's the Paper Boys, that might be bad." 

"Why, what would they do?"

"Publish it."

The characters decide to got to the auction, though Chopper does make it clear that they'll be cutting it close. The auction will end just before thirteen o'clock, when all the doors close for the First Hour. No one gets between the Mad City and the City Slumbering during that hour.

He swaps his body from the motorcycle chassis onto a truck and gives them a ride to the auction. Looking around, they spot more stranger beings: young boys with ashy skin and the scent of newsprint. Three young women with Victorian dresses and high collars. Two courtiers with blue-flamed candles in their eye sockets. And perhaps strangest of all, a man in a grey suit with an immense push-pin for a head and needles for fingers. FredBob remembers what the nameless man in line for answers said: the Tacks Man.

The auctioneer, an unctuous fellow with a plague doctor mask, comes out and begins bidding with Carla's organs. The courtiers buy them ("Sold! To the Wax King, my compliments"). Next up is her eyes; the auctioneer shines a lantern behind them and projects pictures of Carla's art onto the walls. The bidding is a little more intense, but the three women in the high collars win ("Sold! To Mother When via her Ladies in Hating, my compliments"). 

The next item is a metronome, and the auctioneer leans in to the crowd with a conspiratorial air. "Now this is special! Four heartbeats," he pauses for effect "from one of the Awake!" The crowd goes abuzz with excitement. "And I'm told the Awake individual is still in the Mad City! Better hurry!"

"Let's fucking go," whispers Jamie. FredBob taps his chest, and the metronome pulses slightly. Jamie stands, and the auctioneer spots her. 

"Please wait until the auction is concluded," he says.

The characters feel this is unwise. Jamie calls on her power of mimicry, and makes someone seem to make a large bid from the other side of the room. Everyone turns to look, and Hiei slows down the molecular movement, keeping them from turning. Carla, with her heightened perception, spots a way out, and Lyda zooms away while FredBob takes control of the cops working security and shuts them down momentarily. The travelers leave, but they don't see who wins the heartbeats.

They're walking (rushing, really) back toward the train station, but when they get there, they see another clockwork cop - clearly the one in charge, his face is a stopwatch and the lower half reveals gears that sometimes synch into a smile - along with a dog with a needle for a head and a spool of thread in its haunches. The cop checks each of their tickets, but also listens carefully to their chests. FredBob is the last one to get on the train, but Jamie stands behind the cop and mimics her own heartbeat, disguising FredBob's. The five of them collapse into their seats...

...but then hear two train workers talking. "Yeah, I don't know why it's delayed. We're gonna miss departure, though, and be stuck her the whole First Hour." 

Jamie leans out. "Excuse, what the entire fuck?" 

"Yeah," says the worker. "Conductor says we're delayed. Don't know why."

"How can we...make that not happen? We need to get going."

"Could ask the conductor. Front of the train."

The travelers rush to the front of the train. They pass through a car that smells of wax, a car with one of those women in the high collars (she sniffs at them primly), and a car with half the seats converted into cells. A man in the cell screams for them to free him - he doesn't want to face trial. They ignore him (for the moment) and get through to the head of the train.

The conductor, a little man sitting on a stool, tells them that he's got no control here - if Officer Tock says delay, they're delayed. Confidentially, though, he suspects this "delay" is just to keep the train from leaving until the clock strikes 13, so that Tock can-

"Yeah, we know," says Jamie. "But you can leave, right? The controls are right there?"

Lydia takes control and pushes, making the conductor obsessed with his timetables, and it works - the conductor starts the train. "Better get to your car!"

The travelers rush - they have no idea how long it'll take, but they do know if they're not in the right car when the train stops, they're properly screwed. They rush through the jail car, and the prisoner screams again. Hiei, no fan of the penal system, melts the bars and lets him out, and they all rush into the next car. The Lady in Hating stands and orders them to sit, but Lydia, in no mood, points at her and says "you sit," and she does.

They rush through the car that smells of wax, into the car where they got on, and Jamie looks at the map to find the right car for the City Slumbering. It's the next car back, and they all run for the car, and Jamie steps through the door...

...and out onto the platform where her friends are waiting. "Where the hell have you been, girl?" Jamie holds up her phone. "Look what happened! Some guy punched a hole in it!" 

Lydia steps through...and out onto the platform where her husband is waiting with a rose. "I'm sorry about earlier," she says. "No, I am," he replies. "Come on."

Hiei steps out onto the platform...alone. He hitches his coat up and runs off into the night.

Carla steps out onto the platform...and cannot tells where objects begin and end. The colors are too new, and she can see sound and scent and texture. "This is amazing," she whispers, and the words light up in her field of vision. She very carefully starts for home.

FredBob steps out of the car into the RTA station, and sees two cops outside, chatting. They're not here for him, but he walks by them, anxiously, telling himself not to fuck it up. They spot him, but they don't recognize him - at least not yet. We'll see what happens when the paper comes out.

Somewhere in the Mad City, the clock strikes 13, the doors close, and the travelers are safe in the City Slumbering. For now.

Friday, December 29, 2023

Character Creation: Werewolf: The Apocalypse 1st Ed

(all together now!)

FOR THE ELEVENTH GAME OF XMAS, TWENTY-TWENTY-TWO,
ELEVEN WEREWOLVES HOWLIN',
TEN HACKERS HACKIN'
NINE GIRLS A-PLANTIN'
EIGHT MAIDS A-SHIELDIN'
SEVEN VIXENS VIXIN'
SIX MICE A-SQUEAKIN'
FIVE GOLDEN HAINTS,
FOUR UPLIFTED BIRDS,
THREE GODSENDS,
TWO DUSTY BOWLS,
AND CHUUBO'S MARBLED RYE BREAD SANDWICH!

Take us back to a simpler time, the early 90s.

The Game: Werewolf: The Apocalypse 1st Edition
The Publisher: White Wolf Game Studio
Degree of Familiarity: It's complicated
Books Required: Just the one

It's complicated. That's a damn understatement. I started playing Werewolf in...I'm gonna say 1992-ish? My brother ran an abortive chronicle (only kind he ever ran, because he'd run two sessions and then get distracted by something shiny, and these were the days when we played whenever we got together but not on any kind of schedule) and I remember my character in that game was a Fianna who was trying to infiltrate Pentex and take it over to destroy it from within.

I started writing for Werewolf in 1999 or so? I can't remember now if my first project for the line was the Revised Edition of the core game or the Rokea book. I think it was the former, but I know I was working on both projects while I lived in Brecksville. I ran a chronicle that went about a year but feels longer, looking back, some of which is immortalized in some of the sourcebooks for the line, but that was at least the third such chronicle I ran. My players in one game killed Samuel Haight, I'll have you know. No, wait, fourth, because I ran a game set at the Valkenberg Foundation. 

My point is that I have a lot of experience with Werewolf, both as a GM (sorry, "Storyteller") and a writer, and even as a player, somewhat unusually. The result is that when reading this edition, I have a nostalgic fondness for the game that breaks through all of the bullshit that White Wolf and Onyx Path have done over the years (whatever you think I'm talking about there, you're right, let's move on). This edition is janky as fuck, of course. It's full of p. XXs and quotes from The Cure, it can't quite decide if it wants to be its own game or a follow-up to Vampire (sometimes it'll start putting Garou in the context of how they're different from Kindred, out of nowhere). There are a lot of perspectives on how Garou do things that are, if not contradictory, then at least written by a group of people that didn't always compare notes thoroughly. And then of course there's the racism and ableism and so forth. But at the heart of it all is a game that was, at the time, really innovative and fresh, that took mythology about man-eating monsters and spun it into its own thing. And that mythology has fucking endured, because it's 30 years later and people are still playing this game (though I don't hear encouraging things about the 5th Edition...). 

All of this to say: Werewolf was never my favorite WoD game, but that was because Wraith was my first love and I really glom onto the human, tragic stories that game did well over the quasi-mythic (but still tragic) stories that Werewolf gave us. But if it wasn't my favorite, it probably sat comfortably at second place (maybe third, behind Changeling) for a long time. I had a necklace made from an iron nail with the symbol of my favorite tribe that I wore for many years.

Anyway, let's make a woof. I've made two other characters for other editions of this game (and then another for Dark Ages: Werewolf). I don't really have a concept in mind, but one of the things that this edition does (that I cannot for the life of me remember if later ones did, and I'm not gonna check right now) is provide lists of potential questions, hooks, what-have-you for characters. I'd put in a screenshot if I had this book in PDF, but I don't and I haven't been able to find it anywhere (I mean, I could pay for it, I guess, but a) I already own the book in hardcopy and b) I don't give Onyx Path money). Anyway, the questions are conveniently in groups of 10, meaning one could roll a die to choose. 

I think, therefore, I shall make one decision right up front and say my character is homid, because it'll let me roll on more of these tables. (Interestingly it's also the first homid character I've made for this project; my Dark Ages and W20 characters were lupus and my Revised was metis.)

So the first question I'm faced with is "what was your family like?" I shall roll a die to see! The answer is..."weird." Well, the first thing that comes to mind when I start thinking about a "weird" family is the one depicted in the movie Captain Fantastic (starring Viggo Mortensen; he was nominated for an Oscar for the role, which is why I saw it). His family is nomadic, they drive around, his kids are all highly skilled and multi-lingual, but it is in contempt of question a weird situation. So let's say my character grew up in a similar situation - his parents were/are Kinfolk (whether they know or not I'll decide later), and he's got some practical skills but very little experience with the human world.

Moving on - "why didn't you fit in?" I feel like I've already established this, but how about we roll anyway. "Savage" - ooh, I kinda like it. High Rage and he's already been pretty on-edge (which means I'm leaning toward Ahroun as my auspice). I'll roll on the next table ("what were your interests?") but I'll skip the one after that ("what were you like in school?") because obviously he was home-schooled. And my interest was...skateboarding! Um, sure. 

Next question is "what was the kidnapping like?", which is not something you see in a lot of RPG chargen sections (and I would know). Garou kidnapped people around the time of the Change, which leaves aside the question of how they know (but then, this edition also claims that tribes go to war over new werewolves, which is a thread that to my knowledge is never followed up). So anyway, rolling: "horrifying." Yeah, that sounds about right. "How well are you assimilated into your tribe?" "Outsider, not assimilated yet." Ooh, that's interesting. Last question: "What was it like to return home?" "Betrayal - you told the truth, but no one believed you." That answers the "do my parents know they're Kinfolk?" question. OK, I think I can tie this all together.

Mikhail Armstrong was the second of six children. His parents, believing that American society was ultimately doomed, got a big RV and started driving around (they both work, obviously, which implies they either chase work seasonally or have jobs they can do remotely) and schooled their kids. Mikhail, though, was different - he was angry and active, sometimes even violent. He learned to keep himself under control (barely) when he heard his parents discussing the possibility of settling down so as to get him psychiatric care, and channeled his energy into physical activity, especially skateboarding.

And then one night, just after his 17th birthday, the wolves came. They tore through the skate park and killed a bunch of people, and took Mikhail away. Mikhail didn't Change until the next night, and he remembers hearing the Garou discuss whether they'd made a mistake. But he did Change, and was going through the initial "you're a werewolf, Harry" rigmarole when the Black Spiral Dancers attacked. They tore through the sept that had grabbed Mikhail and killed or drove off the Garou there. Mikhail ran home and explained what had happened. In spite of all the horror and trauma, in some ways he was elated - his anger made sense. He made sense. 

And his parents didn't believe him, and they decided that yes, they really did need to settle in one place, because Mikhail needed help. Mikhail ran, feeling betrayed, and eventually ran into more Garou (which is where the chronicle would pick up, if there were one).

Whew, OK, now let's do the actual chargen bit. I've got concept, breed, and auspice down, so I need a tribe.

Well, we can discount the two Native American ones because a) the backstory doesn't work and b) all the other reasons. Likewise, he's not lupus so my beloved Red Talons don't work, and he's a dude so not a Black Fury. I don't want to do Glass Walker, Fianna, or Bone Gnawer (though you could make an argument that Bone Gnawer would fit). Stargazer...I could contort myself into this working, but eh. Children of Gaia would be interesting, especially given his roots. Let's pocket that.

I did a Shadow Lord already, so not that, and likewise Silent Strider, while perhaps appropriate to his nomadic upbringing, doesn't hit the right notes for the character. Honestly I think it's gotta be Child of Gaia or Silver Fang, and frankly Child of Gaia neatly encapsulates a lot of the character's conflict. 

With all that done, we can move on to the dots. Attributes are 7/5/3, and I shall prioritize them Physical/Mental/Social. For Physical, we'll put three each into Dexterity and Strength, and the remaining one into Stamina. For Mental, two each into Perception and Wits, one into Intelligence. For Social, two into Appearance (blah, stupid stat), the other one into Manipulation. 

Abilities! Since I'm homid I don't have restrictions, so let's go Knowledges/Talents/Skills. For Knowledges, I'll put one in everything except Rituals (don't figure he's had time), and then a second dot in Investigation and Science and two more dots in Linguistics. For Talents, let's put two in Athletics, Brawl, and Dodge, and one in Alertness, Intimidation and Primal-Urge. For Skills, one in Melee, two in Repair, two in Survival. I have this feeling that Abilities is where my freebies are gonna go.

Advantages! This edition of Werewolf did this dumbass thing where your tribe determines your Willpower rating and how many Background dots you get, as well as these not very well considered restrictions on what you can take. I get 4 Willpower, but only 2 Background dots (but I can spend them anywhere, whoopie). I'll put them both into Past Life.

I get a Gift from breed, auspice, and tribe. For breed, I can take Persuasion or Smell of Man, and I think the latter makes more sense for my angry little Ahroun. Speaking of which, my auspice Gift choices are Razor Claws, Inspiration, and The Falling Touch. Let's do Falling Touch; I figure Mikhail is trained in martial arts anyway (plus my dice pool isn't terrible). Finally, my tribe Gifts are Resist Pain or Mother's Touch, and I don't think he's much of a healer, so Resist Pain it is! 

Renown...oh, right, this was before they fixed the Renown system and made it less, um, reminiscent of D&D. I get 500 points to throw around, so let's put 200 into Honor, 250 into Glory, and 50 into Wisdom.

And finally, freebies! I get 15 and Merits & Flaws don't exist yet, so let's see here. My Gnosis is only 1 and I feel like it should be at least a little higher, so let's spend 2 and bump it up by one. Also, I want my Willpower to equal my Rage, so I'll spend 1 point there. 

I want Mikhail to have the option to talk to his family at some point, so I'll spend two and buy two dots of Kinfolk. That's 5 spent, 10 left, and I'm gonna dump them all into Abilities. I'll buy up Alertness to 2, Athletics to 3, and buy a dot of Stealth, Firearms, and a second dot of Primal-Urge. And that's it, cats n' kittens. 

I think Mikhail would be an interesting Garou to play, actually; he's really leaning into the whole "I am too Rage-y for my human family to handle" thing, which was meant to be a big deal in the game but in practice wasn't something the games I was in tended to deal with much. Anyway, Mikhail is now 18. Brown hair, brown eyes, muscular, built like a boxer, but he's getting leaner as his werewolf metabolism starts working harder. He's noticing that he's starting to pant when he gets excited or angry, and he's trying to knock that off because it's weird. I think he's still exchanging texts or emails with his sister Anastasia, too, so that'd be a fun vector for my nonexistent Storyteller. 

Anyway, that's that. One more game in 2023!

Thursday, December 28, 2023

Character Creation: Hack the Planet

FOR THE TENTH GAME OF XMAS, TWENTY-TWENTY-THREE,
TEN HACKERS HACKIN'
NINE GIRLS A-PLANTIN'
EIGHT MAIDS A-SHIELDIN'
SEVEN VIXENS VIXIN'
SIX MICE A-SQUEAKIN'
FIVE GOLDEN HAINTS,
FOUR UPLIFTED BIRDS,
THREE GODSENDS,
TWO DUSTY BOWLS,
AND CHUUBO'S MARVELOUS THINGIE DOODLE DOO!

I miss winters that were actually winters. That's nothing to do with this game...OR IS IT?!

The Game: Hack the Planet
The Publisher: Samjoko Publishing
Degree of Familiarity: Haven't played this game but it's basically Blades in the Dark with some knobs tweaked
Books Required: Just the one

Hack the Planet is cyberpunk Blades in the Dark. Like, Wicked Ones tweaked the game and the systems to make the game about the dungeon and bring home the feel of being monsters in a fantasy setting. I don't know if Hack the Planet managed to do enough to change the feel to cyberpunk or not (that's the kind of thing that would become apparently at the table). I suspect that the foundation of the game is firm enough (because Blades' is) that it would work just fine. 

My one real niggle is the title, and it's not a real niggle. "Hack the Planet" was a kind of battle cry from the 1995 movie Hackers, which weirdly enough I haven't seen (though reading the wiki summary, man, there are so many references to this movie that I missed over the years). I guess it's kind of appropriate to the game, especially since the ghosts in Blades have been replaced with "Acts of God" (extreme weather phenomena). But are you ever, in fact, hacking the planet? There's no internet in the game, so how much "hacking" gets done? (Again, this would require a closer read and actually playing it.) 

Or, put another way, the reason Blades worked for me was that it had enough structure and enough cool, juicy details to hook me. The eels and the electro-tech and the mushroom farms and the Leviathan Hunters and so on - it was easy to understand, but alien enough to make you go "ooh, cool." Does Hack the Planet manage that, given how well-tread the cyberpunk ground is at this point? I honestly don't know, and with the right group it wouldn't matter because you'd fill in the details as you go. 

Well, that's enough blabbity-blab. Let's make a character!

First up, we choose a playbook. I have the beginnings of an idea, and weirdly it hooks onto one of the names for NPCs on the Lens playbook, so I'm gonna pick Lens (mind, "tracker and sniper" is probably what I'd pick anyway). 

So, to jump ahead a little (to step 7, specifically), my character's rival is Nor. Nor is a sourcer, and looking that up, it means she looks for water (the Sourcers are a Forged faction, operating outside of Shelter 1, which is where the action really takes place). My character is her former partner, Neither. Neither/Nor (as they called themselves) came to Shelter 1 on some kind of mission for their faction, and Neither fell in with a different kind of crowd (i.e., the PCs, so if I were playing this I'd work something out with another player). Nor tried to keep him focused, but Neither got a little bedazzled by Shelter 1. Nor went home without him, so a reunion between them would be...a little strained. 

OK, with all that in mind, let's go back to the top. Got my playbook (Lens), step two is root, which is what kind of background Neither comes from. He's from a Forged community (specifically Cresting Grace), so his root is Forged taken by the glamour of Shelter 1

Step Three is background; what kind of education or work I had before becoming a Glitch. I think the clear choice here is labor (former sourcer). 

Action dots! I already have two assigned to Track and one assigned to Survey. I'm meant to assign one based on my root, one based on my background, and one wheresoever I choose. 

Well, Cresting Grace is surrounded by perpetual fog and it's prone to flooding. My first choice would be Survey, but I have a point there (I could take another but I kinda want to spread out a little), so let's say  Neither is used to sneaking around through fog and give him a point in Ghost. And since he's a former sourcer he's got some skill in rigging up pumps and testing rigs and whatnot, so I'll put a point in Modify. Finally, I picture Neither as being affable, if not especially sophisticated, so I'll put a point in Network. 

Step five is cybernetics. Basically I get a dot in an action that comes from a cyber modification, and I get to define what that is and why it helps (there are other mechanical dingles, too, but they don't matter for chargen purposes). I feel like Neither was a skilled hunter, but not really a killer, so when he got recruited it was mostly "this guy is decent but he's got potential." So the crew he hooked up with got him an adrenal pump - basically it jacks his reaction time and lowers pain response. Game terms, I get a dot of Combat.

Special ability! I believe I shall take Perseverance (I take Trauma when I exceed my stress, not fill it). I think it goes with Neither's country upbringing. 

Close friend and rival! Got the rival already. Close friend...let's say Raphelle, a hired Edge. Raphelle was the one that recruited Neither and basically seduced him into joining up, and they were probably the one that helped him get the adrenal pump. Raphelle is cool, charming, and utterly ruthless, but they see the long game. Neither probably likes Raphelle more than they like him.

Vice! How does Neither get down. Ooh, so many fun choices. I think for Neither it's gambling. He loves to hit Cerulean Downs and bet on cycle racing, and maybe someday join in? He's not that good a driver, though.

And finally, the finishing touches - name, pronouns, alias, look. Well, we know the alias (Neither). His real name is Bowen Laurent, his pronouns are he/him. When he's on the job, he dresses like a Forged - cargo pants or jeans, black tactical shirt, flak vest, hood. When he's not, he wears new, fancy-looking suits, but it's the kind of thing that someone who's not really hip would buy to try and look hip. It's nice, but it's off the peg, so to speak, right down to the mirrorshades. Neither's a bit of a tryhard. Neither has black hair but he's dyed it a couple of times, so it's got some blue and pink in there. He's got blue eyes that look like they're altered with contacts, but no, they're just kind of cool looking. 

That'll do it! Tomorrow, more ecoterrorist fun!
 


Wednesday, December 27, 2023

Character Creation: Plant Girl Game

FOR THE NINTH GAME OF XMAS, TWENTY-TWENTY-THREE,
NINE GIRLS A-PLANTIN'*
EIGHT MAIDS A-SHIELDIN'
SEVEN VIXENS VIXIN'
SIX MICE A-SQUEAKIN'
FIVE GOLDEN HAINTS,
FOUR UPLIFTED BIRDS,
THREE GODSENDS,
TWO DUSTY BOWLS,
AND CHUUBO'S MARVELOUS JIBBER JABBER JERBIL!

*"Nine plants a-girlin'" would also work and might actually be more accurate to the game, as I think about it.

The Game: Plant Girl Game
The Publisher: Sly Robot Games
Degree of Familiarity: None
Books Required: Just the one

Compare/contrast Plant Girl Game to Shield Maidens. Both have a firm grasp of their own identity as game. Both know what kinds of stories they want to tell. But where Shield Maidens gets confused, perhaps by trying to do too much, Plant Girl Game remains nicely focused. 

In the game, you're not necessarily a girl, though you are a plant. Your mom (no your mom) grows the kids in her garden (the book points out that it's really the mom who's the "plant girl"), they "blossom" into people, and the town in which all of us living is facing some kind of ecological disaster or crisis that the family works to solve. Much of the game is collaborative - your mom, your house, your town - but it's all very modular; there are scenarios in the book that detail towns and moms but still leave enough room for players to fiddle at the table. I came away from Shield Maidens disappointed and frustrated because it was a cool setting that did not tell me how to play the game. I came away from Plant Girl Game happy that the game exists and knowing that if my group ever wanted a cozy game where you play human succulents, I've got it to hand. 

SO ANYWAY let's make a character. First thing we do is pick a genus (playbook, basically). All of the genii explain not only what the character's basic vibe is, but their central conflict, which I absolutely love.

(Side note: Imagine a game of D&D in which classes include that information. Like, sure, you play a rogue and you get to be all sneaky and stabby and basically invisible, but what's the central conflict of such a character? I suppose doing that would involve digging into the meta-narrative of what a rogue is in the context of the game, which isn't something D&D really does. Anyway, back to gardening.)

I'm gonna pick Aloe, because the central conflict is recognizing that someones people don't need or want your help. It's a truism that men are taught to FIX THINGS, and therefore we have trouble hearing problems or situations as what they are rather than as something to fix; definitely something I had to unlearn. So I think that's a conflict I can get behind.

My Aloe character is Ferox. He's tall and spindly and has a shock of red hair that will not cooperate no matter what he does. He's probably the oldest sibling (that would actually be something we'd decide in the next step of chargen, but since it's just me I'm gonna skip it). I see him as about 16 or so, and is kind of entering the bitter, jaded phase of being a teenager, but he still loves his family and his siblings and will jump in to help them. I think he's the kind of brother who would translate for a younger sibling with a speech delay. 

And now we answer background questions!

Describe the last time you let someone take care of you. What circumstances led you to open yourself to such vulnerability? Ferox was at a party thrown by a classmate, and he wound up in the den making out with a boy named Ashton. Ferox had never really thought of himself as not-straight, but it seemed really easy, and the Ashton left to go the the bathroom and never came back. Ferox found him by the pool and Ashton wouldn't even talk to him. Ferox wound up sitting on the driveway crying, and it was the Dad of the girl throwing the party who came out to check on him. Ferox wasn't really interested (or able) in explaining the situation or talking it through, but the man sat with him and put a hand on his shoulder and made sure he was safe. (Note, if I were playing this game with a group I would probably have this role filled by a sibling, though maybe not, I think it's a nice story.)

In your broader community, who are you the closest with? What are three facts about them? What are three words that describe your relationship? Ferox volunteers at an animal shelter on weekends, and the woman who runs it, Stella, is like his aunt/teacher/boss. Three facts: Stella is asexual, she loves cats and tolerates dogs (she's actually mildly allergic but she doesn't usually mention that), and she never learned to drive. Three words that describe their relationship: honest, respectful, boundaries (they're friends, but they both know that, for example, Ferox showing up at her house would be supes inappropriate). 

And folks, that's it, because everything else would require a group. 

Board Game: Dog Lover

It's a little late for Wolfenoot, but still.

The Game: Dog Lover
The Publisher: Alderac Entertainment
Time: 20 minutes or so
Players: Me, Michelle, Kai, Oli

Game Play: Not dissimilar to its sister game and predecessor Cat Lady in many way, Dog Lover is mostly centered around adopting doggos and then making sure you can feed them. Cards get laid out in a 3x3 grid, and on your turn you get to pick up some of the cards, but unlike Cat Lady where you picked up a row or column and that's the option, in Dog Lover you do a "trick."

Trick cards present a pattern - the basic one, "sit", is just three in a row, but then there are more complicated tricks you can get during the game that let you take cards in diagonal, L-shaped, or even cross-shaped patterns. The only hitch is that there's a "watchdog" (represented with an adorable Frenchie meeple) and you can take more than one card from the row or column he's "watching." 

He's on the right side of the grid if you look carefully

Cards include toys (get a set, get more points), training (which allows you to buy tricks), walks (tuck them under a dog for points at the end of the game), adoption papers (used to adopt shelter dogs, which are the purple-colored cards in the picture), traits (which are weird; see below), bones (more points at the end of the game), and food cubes. Dogs each have types of food they want to eat - scraps, canned, dried - and if you don't feed a dog at the end of the game, you don't get points for it. 

OH NO SOMEONE SPILLED THE FOOD

I mentioned traits; they get attached to dogs of a particular size and modify them, usually allowing you to tuck specific types of cards under them for more points. The wrinkle is that if you can't immediately attached them, you discard them and other types of cards, which means that you have to be careful which configuration of cards you pick up to make sure you don't get unusable traits. 

A dog and a trick

Opinions: I mean, it's a little on the nose to say that it's a better game than Cat Lady because I'm more of a dog person. Truthfully, I think it's better because there's more going on, which is because it's a refinement of the game play in Cat Lady, but I don't think it makes that game obsolete or anything. It's just got more moving parts, but the game play is still simple enough that it's easy to pick up and play. 

Keep? Yep


Tuesday, December 26, 2023

Atlantis: Just Flew in from Altjira...

...and boy are my arms tired! (drum sting) Here's last time.

Our heroes are in the flying temple of Altjira, and are preparing to fly cross-continent to the Flying City of the Uluka. Doing so requires learning to fly, using the "wings of Burrill" (the golden wings created by the present King of the Skies, allowing non-Uluka to fly, before said king got turned into sand and sucked into a bottle. Everyone caught up? Good). Akala teaches the other three how to use their wings, and they all catch on pretty quickly - Eithne and Jengo actually take to it really skillfully (Imani gets it, but it's more effort, partially because she's so heavy and partially because of her missing arm). 

The quartet takes off on 3 Wayeb. It's about 2700 kilometers from here to the Flying City's approximate location, and they figure if they fly 10 hours a day, they can do the trip in about 10 days. That'll put them there on 7 Nisanu, about a week before the new King of the Skies is determined. That should be enough time.


(Side note: I really love this game, but every now and then there are little things missing that are just weird. Like, there is no information on the Flying City in any of the books, aside from the fact that it exists. It's not detailed in the Geographica book, which seems like an oversight because it's a flying city. Also, there's no scale on any of the maps. I eventually just assumed that the continent of Mu is roughly analogous to the continent of Australia and used that as a rough model. Anyway, back to the action.)

The heroes fly all day, land at night, and then in the morning Eithne casts a spell that yeets them into the air. This works pretty well, and although the trip is exhausting, they're making good time. As they come to the end of the third day, they're seeing the topography change from the lush jungle of Yallock to the more arid terrain that eventually leads into the harsh, unforgiving white hell of the desert of Kanawalla. 

And down below, not far from a river and about a kilometer from the coast, they spot a village. Figuring that's a good place to rest for the night, they swoop down. Akala gives out a cry (traditional for her people - it's polite to warn people before you drop on them from above!), and Jengo notes people moving around in the buildings. Eithne, too, notes this, and also has the presence of mind to wonder why she can see into the buildings from above. These roofs aren't in great repair...

The heroes land, and see immediately that the village is falling apart. It's not uninhabited, though; Akala clocks multiple footprints, many of which are clearly Ahl-at-Rab. The heroes toy with the idea of just flying away, but then they hear a voice calling "help" from a nearby building. Akala listens to determine if it's someone in trouble or someone mimicking a distress call, but it sounds genuine. The heroes approach.

Imani doesn't go for the front door, though. She just crashes through a wall ("OH YEAH!"). Unfortunately she forgets to take off her wings first, and winds up stuck and caught up. She sees a bunch of Ahl-at-Rab inside; they immediately hurl daggers at her, which bounce harmlessly off her armor. But the leader, a hooded serpent-man, pulls out a blowgun and puts a dart in her neck. She immediately starts to feel sick and woozy.

Akala enters the front door and hurls a javelin at the snake-man with the blowgun, pinning his leg to the floor. Jengo follows and unleashes a volley of arrows, killing all but two of the snake-men, and Eithne uses a variation of her "gains some altitude in the morning" spell and yeets the last two through the roof (the heroes hear two distant thuds). They look around the room and spot a tunnel dug in the floor. Akala determines it was made by something very large, and the heroes fall back. As they do, they hear a rumble from the tunnel, and a large, claws paw reaches out, snags the body of one of the Ahl-at-Rab, and pulls it into the dark. They hear loud crunching, and again discuss the idea of just flying away.

They decide, however, that monster slaying is very much in their remit, so they brace themselves as they hear rumbles from beneath. Jengo and Akala take to the air, but Eithne and Imani get caught up by the dragon as it bursts from the ground! The dragon has six legs, sword-like fangs and immense claws. It knocks them down and bites into Imani, shaking her! Jengo rains down arrows on it, but they can't pierce its hide. Akala hurls a javelin at its eye and it lets go of Imani. She also yells to Eithne to "make it cold!", recalling that Ahl-at-Rab and their draconic brethren are vulnerable to low temperatures.

The dragon lets Imani go, but Imani has other plans. She grabs her spear, leaps into its mouth, and jams the spear upwards. She's drenched in blood and the dragon thrashes around, but she stays firm. Eithne conjures up a howling, icy gale and blasts the dragon, and the dragon spits Imani out and tries to burrow away. Imani isn't about to let it go, however - she drives her mong into its back, killing it.

The heroes take a moment to rest, and then go back down into the tunnel. They find the dragon's lair, but no treasure awaits, just rotting flesh and corpses. Some are Ahl-at-Rab, but most are human, sailors or pirates, based on the scraps of clothing they still have. It looks like the Ophidians took over the village and have been using it as a decoy, feeding anyone who stops here to the dragon.

The heroes return to the surface and chase off the Ahl-at-Rab who had come out of hiding to wail over the dragon's corpse. They harvest a few fangs and scales, and Jengo cuts the beast's heart out. They fly off and put some distance between them and the village, but not before Eithne hurls fire down and destroys it. No more decoy village. 

Jengo eats the dragon's heart, and in the morning, the others find that Jengo has changed color to match the ground he's sleeping on (Nethermen can absorb traits from those whose hearts they eat). Eithne launches them into the air, and they fly on their way.

A couple of days later, they're flying along the coast. As they fly over a bay, they spot a ship - sails tied up, not moving. They circle once, and Eithne recognizes the ship as the Dorothea, the ship that carried them to the foot of the mountains when they were searching for Altjira. The land on the deck, and the captain, Hesper, emerges to greet them, hugging Imani. "Oh, I'm so glad to see you!"

She explains. The ship is damaged, and they can repair it, but there are Makara (aquatic Ahl-at-Rab) lurking around. They've already lost a couple of crew members. The heroes are happy to help, of course; Eithne casts a ward on the lifeboat so they can get to the damage without the Ophidians attacking, and Imani accompanies two crew members on said lifeboat. 

Hesper asks about the wings, and offers the heroes passage to Port Serpentslice, if they're tired of flying. Akala does some mental math and figures that riding on the ship will save them a day (it's not any faster but the ship can travel constantly, whereas they have to stop to rest). The repairs complete, they set out.

It's dark as they're approaching Port Serpentslice, and Jengo notes a crewman standing at the railing with a strange device that clicks and flashes lights. Jengo puts a knife to the guy's back and demands to know who he's signaling and why. The crew member, Gafar, tries to say that he's telling his brother that they're arriving, but Jengo can tell he's lying and presses the issue (and the knife). Akala flaps down and advises Gafar to come clean, and he does.

There's a Tharshi (that is, a man from the nation of Tharshesh) in Serpentslice who's looking for the characters (well, "a Jinn, a Taurean, and an Uluka - he didn't mention a Netherman"). Gafar knows his name as "Aleksandro", but doesn't know what he wants. He wears a cowl and carries a spear, but wrapped in a cloth - very strange. Akala thinks about this and realizes that Aleksandro is probably the mysterious assassin who tried to kill them in Dardanus nearly three years ago (and almost succeeded!). They never managed to figure out who he was, and they'd lost track into the ensuing years. Gafar reveals that he managed to send "TELL THE THARSHI THEY" before Jengo stopped him, and Akala makes him send "AREN'T HERE". They also tell Gafar that he can lead them to Aleksandro when they make port.

They decide to have Gafar lead Jengo to find the assassin, since he's not looking for Jengo and hopefully won't recognize him. Jengo follows along behind Gafar into a marketplace, and he's soon approached by Aleksandro - cowled, and carrying something long and staff-like wrapped in cloth. They talk, and Gafar tries his best to keep from telling Aleksandro anything, but his stories about the heroes landing on the deck with golden wings just don't seem credible. Finally Aleksandro hands Gafar two coins and says something in Tharshi, which Jengo recognizes as "for your eyes" - it's a Tharshi threat. Gafar takes the coins and rushes off, and Jengo follows Aleksandro.

He goes down to the dock, and Aleksandro walks by the Dorothea, checks it out, but doesn't linger. He finds a taller building and slips the owner a couple of coins, and Jengo heads back toward the ship, but hears a commotion from the marketplace. He pushes his way through the crowd and finds Gafar dead, clutching the coins, his hand turning green. 

Jengo goes back to the Dorothea and informs the others. They decide that rather than wait for Aleksandro to find them, they'll confront him now. Eithne casts a ward versus bronze on the four of them (the projectiles he fired at them were bronze), and they leave the ship.

No sooner have they made the dock than they hear a crack and a bronze spike strikes Akala...but the ward works and it falls harmlessly to the ground. They take to the skies, and Akala spots a plume of smoke from a rooftop. She lands, but does not see the assassin...until he appears behind her and garrottes her!

She whacks him with her wings and knocks him off balance, but this would still have ended badly for her had her compatriots not followed! Imani lands on him, and Aleksandro rolls out of the way. Akala hurls a javelin and he bats it away, but Jengo unleashes a volley of arrows. He dodges a few, but one sticks him to the wall. He yanks out the arrow and rolls over the edge of the building, but Eithne casts the yeet spell again and launches him up.

He lands on the roof again, and Imani charges, slamming into him and pushing him toward the wall. Akala tells him that if he's being paid, there's no point in dying for the coin, and if he's not, maybe they can come to some arrangement. He puts his hands up, and tosses a handful of straws on the ground. He promises to tell them the truth if they promise to let him live, and he snaps the straw. Eithne feels a ripple of magic - this is a common promise-binding in Tharshesh, probably not powerful enough to do serious harm but enough to be unwise to break the promise. The heroes agree, and Aleksandro slumps to the ground.

He reveals that the Queen of Sheba was his client. Akala asks why she wants them dead, and Aleksandro says that they free slaves wherever they go - there are serious economical ramifications to that! The Queen apparently paid his fees for all these years, and he's been hunting them since Dardanus. They ask if he's going to cancel the contact, and he says he can't do that, but he points out that he's not coming after them until he heals up, so they've got time. He gathers up his thunder lance and heads for the stairs.

Jengo, not willing to let an enemy live, swings his club, but Akala blocks the shot - they gave their word. Aleksandro scoffs - "that's just what Thanos would have done, huh?" as he leaves.

"What did he mean by that?" wonders Eithne. Jengo shakes his head. "I don't know, maybe just that you were four when he was hunting you and now I'm the fourth?" No one thinks to question this logic...

The heroes gather up their stuff and take to the air once again, flying over the boundless ocean until they see the Flying City in the distance. They land and the welcomers meet them, surprised to see non-Uluka, and even more surprises to see them wearing the Wings of Burrill. 

The heroes are finally in the city of the Uluka. Next time, Akala campaigns to be King of the Skies!

Character Creation: Shield Maidens

FOR THE EIGHTH GAME OF XMAS, TWENTY-TWENTY-THREE,
EIGHT MAIDS A-SHIELDIN'
SEVEN VIXENS VIXIN'
SIX MICE A-SQUEAKIN'
FIVE GOLDEN HAINTS,
FOUR UPLIFTED BIRDS,
THREE GODSENDS,
TWO DUSTY BOWLS,
AND CHUUBO'S MARVELOUS WISH-GRANTING ENGINE!

Yes, I know it's after Xmas, who cares.

The Game: Shield Maidens
The Publisher: Mongoose Publishing
Degree of Familiarity: None
Books Required: Just the Training Guide (there's another book for GMs, but you don't need that for chargen)

Shield Maidens is a sci-fi Norse-inspired RPG. Basically Midgard is in the middle (?) of Fimbulwinter, the Fenrir Corporation has taken over everything and infected most people with a disease/magical curse that makes them unable to see or experience the gods, but Freya has put together an elite resistance force of the titular Shield Maidens! 

I admit I have not read the whole way through the book; I was planning on finishing it today and then I have a bunch of other shit to do (including doing prep for a session of Atlantis tonight), but I still want to make a character today. I will say, I feel like I have the vibe of the game, and I'm guardedly optimistic - it looks like a nice mesh of Norse mythology and a cyberpunk-ish kind of world. Also, one of the things that PCs do is construct their own high-tech Shield, and I enjoy the "forge your own weapon" feel of it all. So let's make a Shield Maiden!

Shield Maidens are, in fact, female, or at least not male (nothing says you can't be NB), so I shall name my Maiden Yrsa (she'll get an honorific later). We start off by making the Maiden, and then making the Shield, so I have 10 points to divide amongst Yrsa's Branch Skills (the sheet is arranged like a tree, y'see). 

Hmm. There are six Branch Skills, so clearly I can leave some at 0 (it doesn't say I get a freebie or anything). So I guess I do need to conceptualize a little. Let's say that my Maiden grew up in District 16 (there are 30 districts in Midgard). Most of the people who live in 16, or the "Dust Towers," are military personnel on the admin side of things, so let's assume that was Yrsa's family (and I use the term somewhat loosely, since Fenrir monitors everything, including breeding) never got above the lower-rungs of data processing and form-stamping. 

So why did Yrsa rebel? Let's say she started dreaming of a woman with magnificent red hair - the goddess Sif. Sif didn't push or coerce her, she simply told Yrsa that there were other options, but gaining something always meant losing something. Yrsa thought it over for a long time, and then one day she brought the attention of the Resistance. It took the powers that be a long time to put the fires out. Yrsa the Flame, the Shield Maidens call her. 

OK, so obviously we're destructive, but not reckless about it. So let's put Observation, Understanding, Speed, and Expression as my higher traits. We'll go 3, 3, 2, 2, respectively. 

Now, next we would do sub-Skills, but I can't tell from the way chargen is phrased in the book whether sub-Skills have ratings or they're just binary. Do I get 3 Understanding sub-Skills or three points in said sub-Skills? (And there's an example of chargen - two, really - but it doesn't help because it just says "the player knows what she wants so she does that". Gee, thanks). 

Well, I think I'll leave it for right now and come back to it later, since that's called out as an option. Anyway, I start with 20 Vitality (20 + [Resilience x2]). 

So next we do the Shield! First thing we decide is which "hub" to put the Shield in. I...sure? What's a "hub" in this context? Also, choosing a hub counts as "one Rune of that type," but I don't know what that means, either. Erghble. Also, if I don't have points in a Branch Skill can I still take associated Sub-Skills? I assume so; it'd be really hard to arrange things otherwise. OH WAIT! The examples of chargen continue into Shields, and there it tells us which sub-Skills they took. And...oh, come on. 

OK, I figured it out, I think. Sub-Skills do have ratings, and you can't take more sub-Skills than you have points in a particular Branch Skill, but any Sub-Skill you do take can go up to 5. Shield hubs tell you to put points into sub-Skills, but if you can't do that, the point goes into the Branch Skill instead. Fuck me.

Well, I'm leaning toward either Mjollnirite or Surtian, but they rely on Might and Resilience, which I didn't take because I am a doofus. Let's drop Understanding and Observation to 2 so I can have Might 2, and then I'll take Mjollnirite as my hub.

 OK, so I'll put two points into Athletics, and one point into Endurance. I don't have any points in Resilience, so instead of a sub-Skill I just get a point there, which also bumps my Vitality to 22. And now I can put points into other sub-Skills. I guess I take 1 point each? Argh. Let's assume that. I'll put a point into Lore and Research, Fighting and Endurance, Sleight of Hand and Acrobatics, Misguide and Creativity, and Perceptiveness (UGH HOW ABOUT JUST "PERCEPTION") and Ranged Weaponry. 

And now we pick a Galdr, basically a power-up placed in the Shield. I only get one to start with. Is there a fire Galdr? UGH. There is, but Galdrs require Runes of a particular type, and I have no idea if there's a limit. Like, can I take Burning Barrage? The examples of chargen don't include choosing a Galdr.

Man, any interest I had in this game is just draining away. If you don't care enough to explain how to make a character, why should I assume you cared enough to make the rest of the game make sense? 

OK, some of the Galdr don't have requirements, so apparently I have to take one of those. Let's take Tall as a Jötunn, which lets me make a platform of hard light to lift up my fellow Maidens (useful if, say, a tall building is on fire). 

And then I get 300 Lum to buy shit, but I hate shopping and I've gotta go pick up Terri from the groomer, so I think we'll call it done. I gotta say, this game is disappointing me - there's a lot I like about it, but I think it's one of those games that parsing it all would be more work than just porting the setting into Fate or something (especially since Iron Edda is right there).