Showing posts with label Robin Stormchaser. Show all posts
Showing posts with label Robin Stormchaser. Show all posts

Saturday, May 31, 2008

LWaSH player character tokens

I think I've actually found a solution to that whole customizable token thing I was musing about a while back. I got the idea from a bunch of magnets Brigid had on her refrigerator. She sent me a link to the instructions she'd used to make them, and I basically just did the same thing minus the magnet part.

LWaSH player character tokens

Basically, I just bought a pile of these things, and all I've gotta do print out my character portraits and paste 'em on. The really remarkable bit? If I run out of glass bits, I can just scrub off the portraits and reuse them.

Anyway, we've been using these things in Lost Worlds and Secret Histories to represent the PCs on my simple little hand-drawn maps. Range and positioning in Spirit of the Century is handled in a really fuzzy way, using general "zones" instead of any kind of exact measurements, so playing it fast-and-loose totally works. I think I might get a magnetic whiteboard to draw maps on, and maybe actually add magnets to the character tokens. That could be pretty convenient.

Oh, one other thing: SotC frequently features hordes of minor antagonists ("minions") who really don't rate their own tokens, and would really start to crowd the map if they got 'em. So, instead of inch-and-a-half glass bits with pictures, we've been using those little "glass stones" people use to keep track of point pools in other games.

Wednesday, May 28, 2008

LWaSH session 6: Loose ends resolved

Lost Worlds and Secret Histories

Herr Wolf Abraham Hale Marko Kraljevic Robin Stormchaser

Okay, so in last night's session of Lost Worlds and Secret Histories (5/27/2008), we finally finished up the big fight from the previous session, and also played out that phonecall that called Myrna away from the main action back in session 4. Herr Wolf pretty much stayed preoccupied throughout this session, since his player had other commitments, and Arthur Chamberlain remained absent, since his player was sick. Also, this was Abraham Hale's last session (unless I end up NPCing him or something), since his player is moving.


Lost Worlds and Secret Histories
Summer, 1937 - London, England


Myrna, called away from the rest of the team's investigation by a phone call, finds herself on the receiving end of aggressive questions and legal threats from Sergeant Alphonse Pendergast of the police. He demands to know just what she and her associate (Marko) said to Sir Felix Swillby-Hinderlap-Swillby when they questioned him just about an hour before, and also warns her to drop her own investigation into the Swillby affair and let the police handle things.

Myrna, being very socially capable, manages to defuse his anger, and gets him to admit the reason for his sudden attention: Sir Felix left his hotel quite abruptly after talking to Myrna and Marko, leaving the police no way to contact him, and little clue as to his state of mind. The Sergeant is suspicious of the Van Helsing Society's mysterious nature--it's not exactly public knowledge that they investigate the supernatural, after all--but Myrna's mildly coquettish demeanor flusters him badly, and she manages to put him off the scent. However, she, in turn, is cowed by his legal authority, and disengages from the conversation before he can extract any promises of noninterference from her, but also before she can get much information out of him.

Meanwhile, back at Bad Bob's warehouse headquarters, Abraham Hale, Marko Kraljević, Robin Stormchaser, and Herr Wolf are mopping up the remains of their fight against the blackshirts and Nazi agents.

Behind the warehouse, Blackshirt leader Robert "Bad Bob" Roberts flees his one-time ally, the knife-wielding Nazi madman known as Herr Zahn, through the rainy night, hoping to escape in a truck with his surviving henchmen. Robin, fearless as ever, chases after Zahn, and Marko races out of the warehouse after her. Abraham, all the way on the other side of the warehouse and suffering from a minor leg wound, decides to get back in the car and simply drive to the action. Wolf is still inside the warehouse, bandaging the grievous wounds Abe inflicted on Herr Blitz, the Nazi turncoat.

Robin shoves Herr Zahn, and the berserk German slips on the wet cobblestones, falling into a puddle. Instead of picking himself up, however, he tears open his shirt, revealing a metal plate covered in arcane designs. He turns his knife on himself, hacking and sawing at the light-gague chains the hold the plate onto his body. Robin and Marko aren't occult experts on Herr Wolf's level, but they do recognize that whatever that plate is supposed to do, breaking the chains that fasten it to Zahn will stop its effects, not activate them.

Happy that Herr Zahn is distracting the Van Helsing team, Bad Bob and his five remaining blokes pile into the lorry and start up the engine.

It's about then that Abraham comes around the corner, turning hard so that his car fishtails on the wet street, skidding towards the blackshirts' truck sideways. Abe leans out the window, and--with typical flawless accuracy--fires a round into the lorry's gas tank. The truck explodes, blasting Bad Bob and four surviving--but somewhat concussed and scorched--blackshirts into the street. Part of the car flies off and hits another nearby truck, this one a flatbed stacked with petrol barrels. The steel drums come loose . . . falling in a heap on top of the prone Herr Zahn, crushing one of his arms completely and knocking him unconscious.

The blackshirts, deprived of their escape, stand and fight, until exploding fuel barrels and sheer terror of Marko's inhuman resilience whittle their numbers down. Eventually, Bad Bob stands alone, shot in the shoulder by Abe and unable to handle his shotgun. Robin, taking advantage of his injury, simply manhandles him into the trunk of the Van Helsing Society car.

Police whistles begin to sound in the distance. Abraham delivers a dire--and entirely honest--warning to the two blackshirts who surrendered during the fight, forever cementing a very healthy terror of the Van Helsing Society into the English far-right community. They run like hell when told to do so.

The police whistles are getting closer, and now the bobbies can be heard running on the cobblestones. Marko dashes back into the warehouse to ransack its office and retrieve Sir Felix's stolen parcel, and also collects Herr Wolf and Herr Blitz, exiting at the front of the building. Robin and Abe--with Bad Bob still in their trunk--drive the length of the warehouse to meet them there, and see the remaining petrol cans atop Herr Zahn explode in their rear-view mirror. Marko, Wolf, and Blitz pile in, and the whole group speeds back to the Society clubhouse.

There, Abraham interrogates Bad Bob, who sings like a bird after a little persuasion. Bob reveals that the Nazi party has been supplying his gang and other blackshirt groups with money and weapons for a little less than a year, now. Just days ago, these three German agents--Blitz, Zahn, and Stahl--showed up and demanded a favor in return: They were to procure a postage parcel from Sir Felix Swillby-Hinderlap-Swillby's flat. All they were told was that the Nazis were interested in something a scientist named Bagsnip had found in Africa, and they needed information in that parcel to pinpoint his location.

The blackshirts stole the package for them (not knowing they'd left behind a couple items that fell out of the box: the photo and Magnetophone recording which were later found at the scene of the crime), and Herr Blitz managed to radio the vital information to some unknown party shortly before the Van Helsing team tore into their headquarters.


So now the team knows that Bagsnip has indeed found some dangerous artifact, and that the Nazis don't have it yet, but do know where to find him. With any luck, our next session will feature a trip to Africa!

I was really surprised that Myrna didn't completely destroy the Sergeant in her social conflict with him. She really outclassed him in every way, but somehow the dice were just not on her side, that night. Marko had a really awesome moment when he actually got to invoke his own complication ("Full of Holes", or something like that) to improve his Intimidation role (with much success, too). Abraham was definitely the star of this session (appropriate--since it's his last--but totally unintentional), managing to do lots of great trick shots and scaring the hell out of people. He totally shut down Herr Zahn right before the Nazi bastard was about to become a real problem for the party. It was beautiful.

Tuesday, May 27, 2008

LWaSH session 5: War in a warehouse!

Lost Worlds and Secret Histories

Abraham Hale Marko Kraljevic Robin Stormchaser Herr Wolf

Man, it's taken me forever to get around to writing this one up. This session was played Tuesday, 5/13/2008 (not 5/20/2008, because people just didn't feel up to gaming that night), and while it was probably our longest session to date, it should be simple enough to summarize as it was basically just one big fight scene.


Lost Worlds and Secret Histories
Summer, 1937 - London, England


Following directions they extracted from the blackshirts they roughed up last session, Abraham, Marko, Robin, and Herr Wolf come to a dockside warehouse where the alleged perpetrators of the Swillby burglary--another blackshirt gang run by a man called "Bad Bob"--are reputed to have their headquarters.

Abe hears German and English voices inside raised in agitated debate. Robin, uninterested in making plans of attack or investigating quietly, simply knocks on the front personnel door. Abe waits for the footsteps to approach the door, and then kicks it open, knocking unconscious the blackshirt behind it. Not to be outdone, Marko grabs the giant cargo doors, and tears them open as well.

Inside the cluttered, smoky warehouse, Bad Bob and his gang of blackshirts--a much tougher, more criminal, less political bunch than the ones the PCs beat so badly last session--are rushing to investigate the commotion, and all of them are armed with guns. To make matters worse, there are also three Nazi agents there, all wearing long, dark-gray coats and hats in an attempt to be inconspicuous. They are...

• Herr Blitz: lightning-wielding war sorcerer!

• Herr Zahn: knife-wielding bersker with unnatural speed and ferocity!

• Herr Stahl: hulking, steel-reinforced, man-machine abomination!

The fight that follows is long, full of awesome stunts, and increasingly complicated. Abraham fights with a tommygun in just one hand and a pistol in the other, shooting chains and pipes from the warehouse ceiling to come crashing down on his foes. Robin dashes in fearlessly, using her homespun charm to convince some blackshirts to surrender, and her mysterious connection with the thunderbird to harness Herr Blitz's own lightning against them. Marko wades into hordes of lessed men like a titan among dolls, fighting with both his fists and mace. Herr Wolf uses his arcane knowledge and sinister charisma to much greater effect than his gun.

A major turning point in the conflict comes when Wolf frees the bound lightning elementals that gave Blitz his powers, causing the sorcerer's book of magic to be burned away in the process. Wolf soon manages to convince Blitz to turn his coat, but no sooner does the Nazi sorcerer defect than Abraham shoots, blinds, and nearly kills him! Wolf made his pitch in German, of course, and Abe distrusts foreign talk almost as much as he hates Nazis.

Seeing the inevitable defeat of his side, Bad Bob flees the scene, taking a few of his blackshirts with him. But Herr Zahn, incensed at this betrayal, chases after him. Robin, in turn, chases both of them out into the rainy London night.

Meanwhile, back in the warehouse, Marko defeats Her Stahl, and puts the self-loathing proto-cyborg out of his misery by crushing his head. The remaining blackshirts surrender. But Robin is chasing after the maniac Zahn his equally-loathesome prey all alone!


We left off on that cliffhanger. Assuming we can get the right people together for tonight's session, we should be resolving it in just a few hours! And, hopefully, I won't take two whole weeks to do the writeup for it.

Stuff I learned: Real fights in Spirit of the Century--as opposed to the cakewalk I handed them last time--are even more fun . . . but it's possible to go overboard. SotC PCs are tough enough that they're really tough to threaten, but it's very possible to hand them a fight that'll just take retardedly long. Also, the Fate ladder is kind of a pain in the ass. I hate being told that somebody got a result of "Fantastic" and then trying to remember if that's actually a +6 or +7 in real money. (Absurdly, I still remember the descriptiors-to-numbers conversions for the freaking Marvel Super Heroes RPG. Now that is some wasted brain space.)

Friday, May 16, 2008

LWaSH character: Robin Stormchaser

Robin StormchaserRobin Stormchaser
Daring Pilot of the "Blaze of Glory"
(played by Sarah)

ASPECTS
• Tomboy Next Door
• Where the Action Is
• Thunderbird
• Smokin' Like a Chimney
• Storm Chaser
• Last of the Barnstormers
• "Anything Art Can Do, I Can Do Better!"
• Rashness of Youth
• Freedom from Religion
• Dread of the Depths

SKILLS
+5: Pilot
+4: Athletics, Engineering
+3: Fists, Mysteries, Science
+2: Alertness, Endurance, Rapport, Resolve
+1: Art, Contacting, Deceit, Resources, Survival

STUNTS
• Acrobat
• Barnstormer
• Fly by Night
• Personal Aircraft: The Blaze of Glory
• Walk Away from It

Robin is an extremely fun character. She's a farm girl who found herself piloting planes as part of relief operations during the dust bowl, and had a high-altitude encounter with an Indian thunderbird spirit. Despite the fact that she's very specifically built around the whole pilot concept, she's been able to take a lot of the roleplay spotlight and participate quite nicely in combat.

Her "Anything Art Can Do, I Can Do Better!" aspect is one of the coolest ones in the whole campaign. It refers to the party's thief type, Arthur Chamberlain, and is driven by Robin's unconscious (but entirely obvious) crush on the dashing young man. Theoretically, she could invoke it to actually do anything she sees him doing, but mostly it's been used to compel her to tag along with him. And, since he's a stealthy guy and she has no skill in that area, this could really get both of them into trouble. Also, her "Rashness of Youth" aspect is awesome for making the whole party get up and get going. Robin is utterly fearless and pretty impatient, and every male character in the party (this is 1937!) is driven to protect her, so she can really drag them along behind her.

She's proven she can take care of herself quite nicely, though. She just recently used that "Thunderbird" aspect--representing a mysterious connection to a Native American lightning spirit--to absorb electricity shed by a Nazi sorcerer's spells and use it to charge up her punches, which was exactly the kind of thing I'd hoped she'd end up doing with it.

Also, I really dig her shtick of trying out exotic tobaccos and any other theoretically-smokable substance she can fit into a hand-rolled cigarette.

I think the character's crowning brilliance, though, is her plane: The "Blaze of Glory" is defined as whatever plane she's currently flying, as long as the title's previous holder has been destroyed. This is going to fucking rock.