Friday, July 24, 2009

Soapbox

Alright fellows, time for business. We should arrive at a time and date for commencing such revelry as we are so inclined to indulge. Perhaps some time after the highest sun on the only day named for a Roman god?

We must observe some enthusiasm for scheduling and punctuality, lest we allow ourselves another week without merriment and festivity.

Monday, July 13, 2009

Running in the Shadows - Things to consider

So while not the best solution, using the pre-generated character archetypes has allowed us to circumvent one the game's more arduous (though fun) processes. And just as I will become more comfortable running a Shadowrun game, becoming more reflexive about certain operations, so too will you become more familiar with yourselves as your character. There may come a time (probably soon) that as we explore the setting and its many idiosyncrasies, we might want to reconsider some character traits and their mechanical build. And that's fine; I have no qualms one way or another if you want to rework your dude to something more your speed, in fact I encourage it in all of the games I run.

It helps, obviously, if your new interpretation of the character is somewhat reminiscent of the old one. It's fine if your guy who was a gun-toting cyber-mercenary and social vampire (who is trying to find his friend's actual, meaty brain) is now a gun-enthusiast and avid sci-fi fan (who is just looking for something to do when there's nothing good on the Tridnet.) It's not quite as fine is that same mercenary suddenly becomes a Psychic animal-wrangler (who is out to topple the corrupted social network of the 2070s.) Still, I'd consider myself a very accommodating sort, and it's actually not that big of a deal to me if you decide to completely reinvent your character between sessions. You'll be breaking the story over your knee and instantly destroying any definitions the party might have made toward their roles, but that's your beef, not mine.

Anyway, enough of that. Let's just look at some things that you, "the player," can consider for you, "your character.:

Metahumanity and Social Schemes

In Shadowrun, there seriously are fucking dragons who ride limos who laugh all the way to the bank because they just strong-armed their corporate competition into a merger. That's a weird picture, to be sure, but in the 2070s it's not that uprising and actually kind of "meh." The U.C.A.S actually had a Dragon president for about 10 hours, Dunkelzhan, the very same dragon who educated and enlightened the newly Awakened humanity during his 12-hour interview on January 12, 2012. He was killed (more specifically, committing suicide, but the reasons why don't need to be explored right now) just after his inauguration in 2061.

Irrespective of dragons, there are now wholly strange social paradigms emerging or solidifying due to the fact that, after the Awakening in 2012, some children born exhibited startling and downright weird traits. This is deemed the Unexplained Genetic Expression, or UGE, and its effects are what give us the option of Running as Elves, Dwarves, Orks, and their many delineations. I won't get into all of the many different schema that came about because of this, mostly because there's too much and most of it's outlined in the book.

At the same time, the rise of the Megacorporations and the Matrix seriously changed the way that people lived and worked. Consider: There exist a finite number of almost impossibly powerful corporations that run literally everything that matters. There are no longer any governments that can legitimately say they work for the people, because they actually work for a Corp now. Yeah, there are some pre-corporate and even pre-industrial places still left on the Earth, but no one goes there because there are some friggin' powerful and/or malevolent Spirits who run the show there and want none of what you're selling. In Seattle, where a majority of games are run, pretty much every thing can be observed to have been influenced by the 'Corps' presence. The city doesn't have a standing police force, it has contracted mercenary groups whose job is to keep shifty-looking slots out of important or important-looking places. There have been actual, literal wars broken out because two rival Corps want significant market share in a given area. (Example, the Cola Wars in southeast Asia.) In 2070, people don't get loans from a bank. They get assurance of a job at a Corp, with an advance on their wages. Then, they have to work off the principal amount plus interest at barest minimum salary, essentially becoming slaves to the Corp because they still owe money, which equals work. There are innumerable examples of how strange, and incredibly interesting the world has become in 2070 of the Shadowrun Earth, and it's actually worth it to just read the sourcebooks for the sheer entertainment.

Regardless, it's a good idea to consider how your Runner perceives metahumanity and the new social paradigm.

Magic and the Awakening

Filler.

The Matrix and You

Filler.



If you want more info just go to the damn Sixth World wiki. They give some concise definitions of terms and brief tidbits about some events; pretty good for gaining a cursory idea about what to expect.

Thursday, July 9, 2009

Soapbox

So. Games this weekend?

Maybe something different? Or maybe more of the SAME?

Wednesday, June 24, 2009

Tag.

For your consideration: The Tag System.

It's still a draft, but there it is. Now all that's left is to write the powers. Want to help?

Sunday, June 7, 2009

A long time ago in a galaxy etc. etc.

I'll just leave this here.

Setting: The Dark Times, at about roughly 2 years before the Battle of Yavin. The Empire under Emperor Palpatine is at its strongest, and his feared second-in-command, Lord Darth Vader, ensures that resistance is quickly and efficiently stamped out. The Rebel Alliance is just beginning to take shape under the leadership of Mon Mothma, Bail Organa, and Garm Bel Iblis. Force-users are few and far between and the concept of a Jedi Knight has been relegated to the stuff of folktales and legends.

Races:

Humans, Aleena, Aqualish, Arkanians, Balosar, Barabel, Blood Carvers, Bothans, Caamasi, Cathar, Cereans, Chagrians, Chiss, Clawdites, Codru-Ji, Draethos, Droids, Duros, Falleen, Feeorin, Gamorreans, Gand, Gran, Gungans, Houk, Ithorians, Kel Dor, Khil, Klatooinian, Miraluka, Mon Calamari, Nagai, Neimodians, Nosaurians, Quarren, Rodians, Ryn, Selkath, Snivvians, Sullustans, Talz, Togorians, Togruta, Toydarians, Trandoshans, Twi'leks, Ubese, Weequay, Whiphids, Wookiees, Wroonians, Yarkora, Zabrak, Zeltron


Classes:

Jedi - Defenders of peace and justice in the civilized galaxy for centuries. Until the Dark Times, when the Emperor hunted down and destroyed the Jedi Knights. However, they say a light burns brightest when within the darkness and it would be impossible to hunt down every Force-sensitive sentient within the galaxy. Examples of the Jedi class include Bastila Shan, Quinlan Vos, Anakin Skywalker, and Jax Pavan.

Noble - Shrewd characters who depend on their intelligence and natural charisma rather than on blaster bolts or vibroblades. A noble commands respect and influences others. Born leaders, they are well versed in rhetoric and organization, whether they are honest and noble or perhaps treacherous and sly. Examples of the Noble class include Princess Leia Organa, Talon Karrde, Mas Amedda, and Jabba the Hutt.

Scoundrel - The scum and villainy in the universe. They live on the fringe of society or even right in the heart of it, living by their wits and whatever credits they can scrape up. They're not above firing a concealed blaster, but if they can use their silver tongues to get by, they'll gladly sheathe the vibroblade. No sense in getting yourself hurt when there's credits to be made, right? Examples of the Scoundrel class include Han Solo, Cade Skywalker, Lando Calrissian, and Atton Rand.

Scout - Natural adventurers and explorers. They'll sign on when the credits are good and when they can make full use of their skills. The scout's instincts are to be trusted above all else. If the scout is running, chances are that you should be, too. They can survive in any environment, and have an affinity for bravely and confidently exploring the unknown. Examples of the Scout class include Chewbacca, Jarael, Captain Tarpals, and Jariah Syn

Soldier - Hired guns, noble champions, or cold-hearted killers. The soldier combines a natural discipline with martial skills to become a pure combatant. Whether they fight for glory, for credits, or for a cause they believe in, they see the dangerous adventures and military engagements as their jobs. Whatever their motivation, all soldiers live for the thrill of combat. Examples of the Soldier class include Wedge Antilles, Corran Horn, Kyle Katarn, and Captain Rex.

Starting Level - 4th
Starting Credits - 2000
Ability Scores - Roll 4d6, ignore lowest, reroll ones, gain two ability point increases for being 4th level


EDIT: Goddamn Blogger and your stupid stupid gay bullshit HTML assfuckery. Maybe you cunts should just let me make my goddamn post anyway I want. Everything should look decent now. Also I apologize for Wookiepedia having gigantic ads all over the site.

Wednesday, May 27, 2009

Soapbox

So we aren't able to play tomorrow; several of our troupe are scheduled to be indisposed for a time.

I'd like to get another day of games in, though. If you guys are able to do so on Saturday or Sunday, say so.

Monday, May 18, 2009

Campaign Recap - Strange Quarry

The three agents of the citadel had just before ended the short life of an abyssal hound, wrought from inky wet tendrils. A pool of black, oozing liquid silently seeps into the worked stone ground just outside the autopsy room they had investigated. Bogumil decides to stay in the autopsy room, to try to glean some new information from the rended corpse of a man on one of the stone slabs, and possibly speak with the ghosts of the place. Undamya and Bastion venture deeper into the dark, cold compound. After the lighting of a long torch, the space of the brickwork no longer shifts disorientingly, such hallucinations probably the effect of some illusion or an odorless gas leaked into the hallways.

The two spelunkers reach a fork in their path; ahead, a cylindrical shaft serving as the first of many catacombs. To the east, a cave-in hiding a secondary autopsy room and connecting natural exit. They venture down the macabre reverse tower, noting that many of the graves are empty, until the spiraling staircase terminates to a moist, algae covered floor. High above them, the ceiling has cracked from the seasons and many coiling roots piercing the vaulted halls, letting water seep in. At their feet, a small drain overflows by about half an inch, creating a puddle little over a foot across the sagging floor. Several barrels sit smelling thickly of formaldehyde and sawdust, stacked high in a small area. Directly across from them, a solitary dark doorway is flanked by a weakly lit torch. A lone candle illuminates the room beyond, casting its dim light across upturned benches, torn tapestries and a memorial alter. Two doors sit opposite one another on the eastern and western walls, one made of stone and the other of a thick, rotting wood practically falling off of the rusted metal hinges, respectively. A moldy carpet leads the eye to a large brass bowl on the alter, the wear of ages tarnishing the once brilliant metal.

Before creeping deeper into the crypts, they head back up the catacomb to investigate the room to the east. By some trick, one of the corpses has sprung to life once more. It makes no motion toward the two journeymen adventurers. Undamya fells it in a blow, letting its once again lifeless form fall to the floor. Turning once again to the cave-in, Bastion makes use of his unique ability to transport himself through materials, while Undamya must claw his way through the earthen mound of the collapsed tunnel. The room itself is simply a secondary autopsy or prepatory room, with a similar stone table as the one seen earlier. Bookshelves board the walls, lined with ancient texts bound in leather and hide. Only a few of the musty old tomes remain intact enough to be legible, the others long since deteriorated or torn apart. A low whisper of wind comes from a door beyond the limestone slab. Past the doorway is an unworked section of the caves, with a large hole in the ceiling casting a shining pillar into the middle of a frozen, foot-deep pond. Animal tracks can be seen coming from a mound of snow climbing to the natural exit, and the pair of adventures surmise that some wolves, bears or something similar must make its home here. After a cursory investigation and subsequent procurement of the texts in the room before, they head back down.

Past the western doorway lies a room filled with empty wooden caskets and a slab of limestone carved out of the earth for preparing corpses for funerary services. One of the caskets conceals a cadaver, wrapped in lordly vestments and lain with few possessions. The eastern doorway leads further into the catacombs. The next room has a gaping hole opened in the eastern wall, dug out from the brick by gnarled hands, it seems. A group of three filthy cots are lined up along the wall, in the place of several sarcophagi, the stone residences turned to rubble and strewn about the room by some unknown means. A stone doorway, mightily brushed ajar by Bastion, reveals a short hallway leading to a magnificent statue of a seated king with a blade laid cross his lap. The hallway splits to the north and south, with two fiery braziers to light the halls. The two men walk past several undisturbed sarcophagi in the middle of the halls and set into the walls, faced with beautiful reliefs of their inhabitants. They turn a corner, and spy a pair of stitched, horrific undead. These sentries of an unknown master cry out in a terrible cacophony, shaking the catacombs and unsettling thin rivers of dust. Bastion and Undamya set upon these screaming monstrosities, freezing them and lighting them ablaze.

After the short battle, a man looking to be in his middle-ages comes up from a wide, dark stair to wonder what all the fuss is about. [Editor: Embarrassing question: what did I say his name was? I lost my notes.] Bastion and Undamya press him for answers to various questions, and he reveals that he is the lone operator of an undead-fueled mining operation, using the bodies of long-dead lords and kings, in search of precious gems buried beneath the Citadel. This is an unconvincing lie, yet he remains unyielding when pressed on the matter. To keep his operation hidden from the Autarch and the ruler's aides, he offers payment of a sum of silver Stags, and a handful of rough, uncut gemstones. Our party accepts after some deliberation and pointed questions.

We make our way back to the Citadel, coin in hand and plans to reveal everything to the Autarch. The motionless ruler suggests one simple solution for keeping the excavator's undead from attacking anyone again; bury him and his horde.
___

Think about a new spell for your characters. When we play again, I can work with you guys on the mechanics. If you want suggestions or examples, I'd be happy to oblige.