Categories
long Supes 2006

Worst. Bond Villain. Evar

Yes, this is another post about my game. Like G said, I put in more effort at the begining, like a new romance.
Sooo, here’s what happened in the second session, played on Wedensday, the 16th of November. If I delay this any more, I’ll get backlogged. And the romance will fade into “bring milk” mundanity.

We open at the funeral of James, the driver that got killed in last session’s attack. Because Miller couldn’t make it, we retconned the tail of the last session so that Alex is still swimming and meditating in the Atlantic, and Winston Slade and Jack McDonald are the only PCs to show up at the funeral.
After the service, Slade is approached by a tall, heavy black man, in a good suit, with a deep, James Earl Jones voice. The man introduces himself as Sam Sunday, a lawyer hired by the deceased driver’s mother. He asks Slade if the attack might have been directed at Slade or the other passengers, and if James would have been particularly at risk because he was working in Slade’s employ.
Slade tells Sunday the cover-story concocted by Bernice‘s crew at the ETIA: that the attack was the work of two crazy NRA guys, who attacked the limo with a missile simply because it was a symbol of wealth. This story strongly focuses on the two missile-firing gunmen, and downplays (rather, hides) the involvement of the two Atlantean women which were taken into ETIA custody.
Slade gives Sunday his contact details, and bids him a cool farewell. He and McDonald drive back to the city, and on the way, they discuss the offer Slade made to McDonald the last session. Slade, who is all about self-reliance, tries to back-pedal out of offering Jack a full time job, and in the end he decides to train McDonald as a test pilot for his company, a vocation to which Jack’s super-powers make him particularly well suited. Slade also manages to give a lecture about the evils of NASA while the GM consults with NPCs in the usual place.
Still on the ride home, Slade receives a phone call from Jacques Davreux, a business partner who is also an investor in the Space Van project. Davreux inquires about Slade’s meeting with Daniel Suthers, the engineer he was in New York to recruit, and tells Slade he is in town – perhaps they can have dinner together?
Slade asks Davreux if he’s still into health food, and Davreux suggests taking him to a good Vegan resturant. Slade inquires if it’s OK to bring Jack, and Davreux is fine with this. Davreux also asks about the attack on Slade, and Slade tells him the NRA story.

Until the evening, Winston calls up his lawyer to tell him about Sunday (his name is too cool for him to be a minor NPC) and his personal assistant. Probably he also inquires into flight training for Jack?
Jack meanwhile goes home to pack, in his two-room apartment not far from the bar. He tries to catch up with his friends, his drinking buddy Ivan, an older Russian man who works as a cleaner at the bar, Gina Ramone, a hot executive in her early thirties that Jack has been trying to bed, unsuccessfully so far, and Rachel “Ray Sun” Sunkanovich, a physics geekette (but a Qoosit) around Jack’s age who works in some cool high tech job. We also learn that Jack’s sister is called Lisa, and his annoying brother-in-law is called Norm Dartmouth (I’m assuming a silent t there).

Anyway, dinner time arrives, and they head for Angelica Kitchen where they meet Davreux, whose in his early sixties, accompanied by his (young and hot) wife, Dominique, and their (Samoan) bodyguard. They make small talk, and Davreux tells Slade that from what he knows, the assassins that attacked him weren’t NRA hobbyist lunatics, but ex-IRA mercenaries. Then he goes around to trying to convince Slade to agree to some form of cooperation with NASA in the space van project, while Jack buries his face in the Dragon dish Slade recommended, and sneaks glances at Dominique’s cleavage. After a long argument, Slade grudgingly agrees to run these NASA proposals past Joachim, the chief scientist of the Space Van project, and see if they can be implemented without hurting the project.
Davreux also invites Slade and McDonald to join him in a visit to the plant in Jersey, an industrial center he’s invested in that is doing interesting work with greenhouse gasses.
Dominique looks distracted and worried, and excuses herself as soon as possible. Davreux exchanges some words with her in private, and sends her back to the hotel with Wang, the bodyguard (yes, I know that’s not a Samoan name. It’s his undercover nickname). Then, because Slade doesn’t drink, Davreux comes up with the suggestion of an after-dinner stroll.

They set off down the streets, and as they pass an old and seemingly-deserted warehouse, Davreux tells them that it used to house Aliens. Yes, apparently Aliens crash-landed in New Jersey in 1974, and the government kept the survivors under observation in this very same building, and, hang on, why are there lights on inside?

They catiously approach the heavy metal door, and Slade tries it, only to find it’s unlocked. Inside is a big, dark space, filled with weird junk under canvas trauplins. One impressive object looks like a big tank made of curved glass and metal, with still some green muck streaking the inside. They hear noise from the gallery above, and either Jack or Slade heads up, surprising two weird-looking bums that seem to be rifling through dusty cabinets and old cardboard boxes. One of them looks Arab, the other has long straw-yellow hair and a wollen cap, both are dressed shabbily and talk strangely, more distracted or confused than affraid. Jack confronts them, and they say the door was open. Slade makes some mention of calling the Police and while this doesn’t seem to scare the bums, they shuffle off. Jack notices they’re carrying something (plastic bags stuffed with newspapers, although one is stained at the bottom, and the straw-haired guy has something shoved in his coat.
Jack hurries after them, down an alley, while Slade and Davreux poke around a bit. They find a sticker with the phone number of the security company that is supposed to be guarding the place, and also such oddities as a huge, bizzare, semi-spherical construction made from pieces from about 30 sets of Mechano. They find old Time and Newsweek magazines, odd collages pasted on the cardboard of the Mechano boxes, and dozens of pairs of left-handed scissors, with part of one handle sliced away (We would notice those were left-handed pairs of scissors? You would if you were trained by the world’s greatest detective).
Meanwhile (or even before), Jack catches up with the bums, surprises them from behind, and asks in his pushy way what’s in their bags. One of them hunches close to him, opens the bag, and as Jack leans forward to look at the dark and wet mass inside, the bum hisses at him, his face changing, taking on a non-human appearance, with a wide mouth full of shard needle-like teeth, ridges of scales, a strange brow filled with odd bumps, and no discernable eyes or nose.
Jack keeps remarkable cool (I had Bo roll for this), smiles and says “Hello there! Welcome to our planet.” The aliens, perhaps taken aback by this uncanny composure, find themselves too abashed for the expected fight scene. Instead, Jack asks them if they were the aliens that were held in the warehouse, and what was it they took from there.
The abashed aliens explain that it wasn’t them, but rather others of their kind (although “of a different gender”). They took seed pods that were left behind. The importance of this is something they are reluctant to explain to him, because it has to do with sex, and it is improper to talk about sex in front of humans.
Jack lets them hotfoot it out of there, but not before giving them Slade’s business card, and taking their card in return (it has alien letters, the only readable text being a phone number).
Slade and Davreux are still investigating the warehouse; they find the phone number of the security company. Or have I done that already?
Jack arrives, and he and Winston discuss aliens, and Jack tells Slade that he suspects he is one himself. He suggests they set up some embassy or hostel for aliens, or something. I wasn’t paying attention.
Anyway, they head to ther homes, agreeing with Davreux to join him the following day for a tour of the Jersey plant.

Jack goes home and calls up Gina. They get together in a bar, and Gina suggests that they go home and mix their own drinks. They stop by Gina’s apartment and Jack waits outside while she goes up and collects some paper parasols (essential for the preperation of cocktails) and other stuff (booze, I presume). They head back to Jack’s apartment and we fade…

Meanwhile, in his hotel room, Winston makes some calls; he phones Bernice Malamud at the ETIA and has her confirm Davreux intel about the IRA mercenaries that took part in the attack on him; he asks her about the aliens held in the NY warehouse, and Bernice tells him it was handled by the FETA, the predecessor of the ETIA. There are no aliens there now, for a long time, and the place is owned by the department of Fishery and Game, and watched over by a private security company.
Winston has his lawyers check-up on the security company, and shortly he gets an e-mail from the outsourced team in Bangalore, showing the connections between “Pyramid Security” and “Eye Investments”, which is owned by… Davreux.
Then he goes to sleep and tries to dream of Alex. That is, share the boy’s dream, or something. It’s a psychic thing.
He wakes up, heart racing and sweating, but remembers nothing.

Morning arrives, Jack gets to Winston’s hotel and Davreux picks them up in his limo. They drive to New Jersey, while Slade asks Davreux pointed questions about the security company he owns indirectly. Davreux disavows all knowledge.

In the Jersey factory, Davreux and the local R&D people show Slade a presenttion about how they are working on using CFCs – super greenhouse gasses – to drastically heat up the atmosphere of Mars, as a first step in terraforming. The process will take decades, but this is really fast, they claim. The effects on Earth’s much thicker atmosphere would be dramatically rapid, they note.
Meanwhile, McDonald is prowling about. He notices a group of three tall silo towers, with odd rings connecting them, which are hooked to high power cables. He tries to ask workers at the plant about this construction, but they play dumb.
He joins Slade coming out of the conference room, and points out the structure to him. It looks a bit like a linear accelerator or railgun to Slade, although to make it work, you’d need to create a vaccum between the three silos, perhaps using an ignited fuel-air mix, perhaps sprayed out of those nozzles over there…?
Slade asks Davreux about this. Davreux laughes it off, nervously, and perhaps even says it’s meant as a prototype of a launcher that will send the greenhouse gasses to Mars.
Then he invites Jack and Winston to relax and come in for some coffee.
But the coffee is drugged, and when they wake up… (talk about heavy-handed GMing here… But it was late).
When they wake up, they are tied on the outside of two different silos that form the railgun launcher thing, facing towards each other and the center. Davreux is giving a quick and confused speech about how this launcher isn’t powerful enough to send those greenhouse gas payloads to Mars, but it can flood Earth’s atmosphere with enough CFCs to cause irreversable climatic change, ice-caps melting, etc. Slade and McDonald look at him in disbelief, and ask why is he doing this. He mentions frog boiling, and says that this is his way of forcing humanity to do something about moving out into space, instead of staying forever on Earth until it’s eventual depletion and collapse. They he starts the countdown.
Slade tries to knock Davreux off his post with a chi-tremor, but fails; both he and McDonald break free easily, and as Slade grabs the escaping Davreux, McDonald rips apart the electric cables and then – waves the sparking cable in the center of the launcher, which is filling with a volatile fuel-air mix. There’s a big explosion, and Slade barely manages to get Davreux out of the way.
They hurry to the parking lot and make their get away in the confusion following the explosion in Davreux’s car. Jack throws Davreux’s cellphone into the back of a passing pickup truck, and after switching to a rental car, they head upstate, to an Indian reservation where he has some friends. They leave the confused and somewhat incoherent insane industrialist at the remote reservation in the hands of some of Slade’s old pals, devoted “friends of the Earth”, who have ways of dealing with would-be eco-terrorists, and set back. Fade from Davreux’s peyote-addled blue eyes to the rental car driving down a lonely road through the dark woods, with a bleak and overcast sky behind them.

Thoughts:

  • Sometimes, you don’t need fight scenes. The weirdness in the warehouse was good, and I should have kept the PCs guessing what Davreux was up to (they speculated he might be an alien himself…) instead of jumping the gun. As it is, Israel remarked that “it felt like he was trying to get caught”. Which is something that will figure into later sessions, I think.
  • Fighting mundanes is no challenge (I made the bodyguard fade into the background, having him sticking with Dominique, rather than risk him coming off as a wimp).
  • Does the campaign have more of a shape now? Is it about aliens among us, or is a broader scope a good idea? I have some vague comic-universe-conspiracy ideas, not all of them involve aliens. Or Atlanteans. Some of them involve both.
  • Don’t recap tired and late.

Where has this gone?

Categories
long Supes 2006

My mom had sex with space aliens and all I got was this lousy bar

New campaign notes – not really a recap, not buffed-up, just trying to capture the main points of the first session.

I have three players, the Knights of Time crew: Bo, Israel, and Miller.
Israel’s character is Winston Slade, an older, mastermind type character, evoking Rhas Al Ghul or Slade Wilson. Except without all the villainy. Slade is an American (for a change, I’m not going to play a minority – this does make it easier for Israel’s character to believably boss people around than in the last campaign, where his character was twelve). He comes from a humble (redneck ) background (Arkansas, perhaps), and although very talented, he always felt trapped and limited in his life, even when he became a stockbroker (we figured Slade was in his thirties in the eighties). Taking assorted self-help advice to heart, he had a sort of mid-life crisis, went to the desert, and came back transformed, filled with Native American mysticism, he’s decided to fix the world with his own two hands. Slade has a big thing about self-reliance, tought himself martial arts, and developed funky Chi powers, which allow him to send shockwaves through solid objects, walk on air (three extra steps), and (as we learned when we started playing), detect other people with super-powers.
Slade is now a rich enturpenuer, based in Los Angeles, and his current pet project is space-travel related.

Boaz’s character is Jack MacDonald, a 22 year old New York bartender. Jack’s parents inherited a bar (called MacDonald’s) from an uncle, and passed the burden on to Jack, his sister and her husband. Jack’s brother in law actually manages the place, and Jack doesn’t get along with him very well.
Oh, and recently, Jack has found out he has super-powers: he’s very strong, he’s bullet-proof (some telekinetic force field protects him), and he can freeze time to sort-of move in super-speed, or something. Possibly this involves messing about with the many-worlds interpretation of quantum physics.
Bo claims that Jack has his super-powers because he’s descended from space aliens: they’ve been around for a long time, and (unlike Superman), they’ve been breeding with humans for a while. Ergo, superkids. Apparently, strange people have been visiting Jack and saying odd things to him that hint at this, things that only he percives, in moments where time stands still for everyone else.
Finally, Miller is playing Alex / Ajax, a 16-year old Atlantean. Apparently, the last survivors of Atlantis have maintained an unbroken cultural and genetic lineage into the present day; the line is carried on by the women, who have some form of racial memory to guide them. An Atlantean woman will usually have a child without marrying and raise her (the child is almost always a girl) by herself. Atlantean males are very rare, and apparently special, although Alex doesn’t know this.
Oh, and Atlanteans are genetic supermen and also basically Jedi. They have this weapon, like a curtain hanger (a cornice), except it’s a super-strong and super-flexible telescoping stabbing weapon, available as either a one-handed (sword-like) or two-handed (lance/spear – think Darth Maul’s double lightsaber here). Atlanteans should be tough enough to stop a bullet, and they make their own cornices as a rite of passage. Later on we also learn that Atlanteans have webbed feet (and possibly other aquatic adaptations).
Alex (Ajax is his Atlantean name) comes home one day to find his mother dead on the kitchen floor. Stabbed by an Atlantean weapon, apparently. She has been agitated recently. So he follows her contingency instructions to Vanish and hops on a greyhound bus to New York.
That’s all part of Miller’s background for his character. Now the actual session.
Israel tells us Winston Slade is in New York to recruit a prodigy engineer for his space project, because the founding genius is retiring. We decide the guy he’s trying to recruit is a friend of Jack called Daniel Suthers, and being a geek, MacDonald’s is the one plce he’d think of to take his out of town potential employer.
So, after they talk, Jack comes over to say hi, and Slade’s supergaydar goes off, and he gives Jack his card, pays the bill and leaves.
Only to find Alex fresh off the bus standing outside, keeping out of the rain under the awning in front of the bar.
So Winston invites Alex to join him, because he detects that he’s another super, and Jack runs out of the bar to talk to him. So all three sit in the Limo, and the driver, James, starts driving to the hotel, and they discuss destiny and big things along the way.
Except in Colombus Plaza (or wherever), a sniper shoots out the driver’s brains, and they all jump out (Alex drawing his double cornice, Jack protecting Winston) just in time for a missile to hit the limo and explode it (Winston just managed to send a chi-ripple to knock the dead driver’s foot off the accelerator and jerk up the hand brake).
Winston runs in one direction (where the shot that took out the driver came from), and both Alex and Jack make their way using their distinct styles (climbing the stairs in super-speed or retro-motion or whatever, vs. swinging aqnd vaulting using the cornice) to the other corner of the plaza, where someone is still shooting missiles down at the passing cars.
Jack and Alex burst into a room with two gunmen, with automatic weapons, body armor and an advanced mini-missile launcher. They take them out quickly – Jack smashes one guy’s head in with a slap, Alex stabs the other in the chest through his body armor.
Meanwhile, Winston has slightly more difficulty, as the room he’s reached is occupied by two women, a younger woman with a crossbow and an older woman with a steel whip. They are obviously pretty tough, but Winston can hold his own, so while the older woman engages him in combat (which culminates in him knocking the floor down), the younger woman makes a break for it, trying the door (which Slade locks with a chi ripple) and then through the window up onto the rooftops. Alex and Jack show up to help, and Alex pursues the younger woman onto the roof. She whips out a pair of Atlantean swords and they duel, Alex wins and stops before killing her, asking the woman (who is obviously Atlantean) why she’s stying to kill him. She calls him “Abomination”. He confronts her with the fact that he’s not going to kill her and knocks her out, going inside. Slade has disabled the older woman (the other woman’s mother, it seems) and has her hog-tied and held down with his knee pressing into her back. Alex and Jack show up and the older woman explains that Alex and his mother are abominations, that a male Atlantean and a woman who bears one are considered unclean and dangerous. The male Atlantean, she says, is genetically unstable, and upon reaching a certain age will produce endogenic viruses that can cause a devastating plague. Alex is shocked, but stares down the woman, confronting her too with the fact that he chose to spare her life.
Winston calls his government contact to clean-up and collect the two Atlanteans. The agents show up, screeching black vans and teams of operatives in bright coveralls posing as emergency workers. Winston’s contact, Bernice Malamud of the ETIA (Extra Terrestrial International Authority), introduces herself to Jack and Alex. She expresses sympathy for Alex’s loss, and asks him to spit in a test-tube. Apparently, her agency is familiar with Atlanteans and with the health hazards of male Atlanteans. They take away the two women and Bernice leaves Jack and Alex her card, asking Alex to notify her if he leaves town. She says that she’ll let him know if she learns anything about his mother’s murder. Alex is convniced that the two Atlantean women who tried to kill him weren’t responsible for his mother’s death – she was killed with a different (two-handed) weapon. Winston offers Jack and Alex to join him in LA.
Winston goes about arranging for the limo driver’s funeral, and orders plane tickets to LA for Jack and Alex. Alex goes to swim in the ocean and meditate. Jack reunites with his buddy Daniel, who has accepted Slade’s job offer. He offers Jack to be his roommate in LA. Jack tells his brother in law that he quit.

Thoughts: Miller has set up some clear goals for his character, find his mother’s murderer and the more nebulous “fulfil the Atlantean legacy” and the mysterious role of males in this. I actually had some vague thoughts about Atlantis when I started to think of this setting, and I think I can fit my more cliched ideas into Miller’s version of the Atlanteans. Israel has a character with some sweeping and ambitious goals, which are also pretty nebulous. Bo seems to have set up his character as an ordinary joe with ordinary problems that gains amazing powers. It’s a bit annoying I think how Winston’s money will now sweep aside all those issues. Also, Winston will drag everyone to LA, ditching the bar and the New York setting Bo was expecting.

Something else that bothered me was how angry I got during the session, throwing dice and acting hostile. I think part of this is my anxiety over GM/player power, with Israel saying that I can not really stand up to Bo. Miller’s presence just intensifies that, because he’s both more stubborn and more proactive than Bo. I think I need more of a system to help me stand up to the players – our current technique of “opposed roll of precentile dice, higher roll wins” annoys me, perhaps because it requires me to be assertive of my NPCs coolness and their ability to counter the PCs. And this makes it very easy for me to either wuss out or abuse GM power.

Categories
long Roleplaying

Some more nattering about GM-free roleplaying

My incoherent thoughts evoked two comments, one by Cary (don’t know him from Adam, but the Internet is funny that way) who suggested Universalis, and one by Shiffer who suggested I look at Polaris. Now, I haven’t read either, but judging from what I’ve read about them, neither sounds like what I’m looking for.

Universalis seems to involve competative manipulation of the setting, through the currency of coins – spend coins to create new components of the setting, or to control components others create. I worry that this put the players too much in the GM author/director position, and less in the player/actor/immersive point of view. Furthermore, the competitive aspect worries me – it reeks of Shmulik’s play style.

Also, the expenditure of coints seems to involve some book-keeping, reminding me of Ran‘s G_DS game (system designed with Jake), where a lot of book-keeping seemed an irrelevant break in the action (G_DS, a game of supernatural entities playing at being Gods and uplifting worshippers from the ooze, is perhaps one setting that something like Universalis could really fit. Ran was a brilliant GM for this, although our short-lived campaign did involve Shmulik, and I cried like a baby when my character died, soul-sucked into oblivion while fighting a Spider-god from another dimension).

Universalis does appear to have a mechanism I rather like, which involves buying more coins by adding complications to the setting. Although in the competative atmosphere, I suspect this might be another option for abuse.
But yeah, my “vision” of GM-free play is not “make everyone a GM” so that all the players are doing the god-game, but rather let the GM go down into player-land and immerse in character, with the system – and the join creativity of all the players – bringing up complications.

The desire for immersion is probably why I’m not keen on Polaris either – the entire ritual-based system is oriented on creating a distancing effect – which is excellent for the purpose of evoking the remote, long-lost fairy tale or legendary mood of that game’s setting, but isn’t quite what I need for running the sort of games I run to my peeps, or the sort of games I want to play in.

And sneaking into player-land is really what this is about.

Or maybe forget about GM-less play, Tarot cards and XP for plot-complications or whatever unformed ideas I’ve got, and instead focus on the old trick of inserting a character that serves as “the GM’s PC”. I never really liked that technique, really.
Pauline – the plot-device that walks like an underwear model (but with glasses) – might be the closest I got, and that’s not very close at all.

Oh, yeah, there’s also Capes, which is GM-less and also Supes. Worth looking at, perhaps.

Categories
Comics long Science Fiction and Fantasy

Weirdworld

Updated to mention Alex Niño’s name. And emphasize it.
Weirdworld was a fantasy comic series created by prolific writer Doug Moench and fantasy/horror artist Mike Ploog, who apparently also created the look for the character Ghost Rider and was closely associated with the Marvel title Werewolf By Night. Plenty of other talented artists worked on it, including John Buscema, P. Craig Russel and Tom Palmer and especially Alex Niño, who elevated Ploog’s layouts to art.

Marvel Premiere 38

The Weirdworld stories were published in a variety of different publications, starting with a short story in a comic magazine called Marvel Super Action #1 (the cover featured the Punisher…), followed by a full-length story in the rotating-feature comic Marvel Premiere (issue 38, September 1977). This is where I first came across it. There was a 3-part story published in gorgeous full, air-brushed color across 3 issues of Marvel Super Special, and then bits published here and there, in Epic magazine and Marvel Fanfare. But I think the first story I encountered was unequaled, probably because the combination of art by Mike Ploog and Alex Niño.

Now, at the time I saw that first story, I didn’t know about Lord of the Rings, although I might have read The Hobbit. I did read Conan comics, so barbarian swordsmen and evil wizards were part of my 9-year old (!) vocabulary. But this was probably the most amazing fantasy story I ever saw. Tyndall of Klarn, a child-like elf swordsman, ventures into “The Heart of Darkness”, a patch of sunlit land surrounded by a circular realm of darkness. In the skeleton of a giant beached whale, he finds a huge egg, which hatches, and a beautiful elf girl emerges, quickly wrapping herself in a cobweb bikini. Both Tyndall and this girl (his instant love) don’t really know where they come from or what they really are, but they set off to find out.
Except they get snatched by these wonderful wax monsters, working for a Sea Hag-inspired old wizard (that’s the Sea Hag from Popeye). The wizard points out that Klarn is actually a ring-shaped island floating directly overhead (it’s what casts the shadows forming the lands of darkness), and sends Tyndall up there, rocketing into the air on a flying patch of sod, to slay a dragon.

This story fascinated my brothers and me. When I mentioned it to my brother, he told me that it probably isn’t as good as I remember. Well, I dug that issue up recently, and I think it is. The writing isn’t that great (my sister, who insisted on getting a look at it because she also had fond memories, complained that when she looked at it as a kid, before she could read, the dialogue she made up in her head was better. Reading the actual story, she complains the characters come across as really dumb). But the story, and particularly the art that Mike Ploog and awesome inker Alex Niño use to tell it, each panel echoing fantasy art classic compositions, from Frazetta to Disney, each shadow and sketchy horizon hiding new mysteries and secrets, is pure magic.

I should scan my poor, coverless copy, before it falls apart.

Weirdworld Super Special

Links: Mike Ploog Art, more Mike Ploog Art (good scans) and an interview with Mike Ploog. An article about Alex Niño and a page about him with more art and links. Some covers and links from here. Or maybe here, in French.

Categories
long Roleplaying

Cape and Caul concludes

So, this Wedensday was the last session of Cape & Caul, my shamanistic superheroes campaign. The only text I have about it is this briefing I wrote for Greif so he could come and play an NPC, the main villain. I’ll put it here behind a cut. If you read it, I’ll just summarize that following what is described in the briefing, the PCs kicked Aubrey’s ass, freed the ghost he was tormenting, freed a young girl from a sinister mob-backed kidnapping ring, ran into a resurfaced mysterious NPC, discovered the Batcave (well, my setting’s equivalent), and buggered off to Italy, where they took on the Benandanti and prevented Firenze from being taken over by emotion-sucking jellyfish.

Also, we spent a lot of sessions messing about and not playing.

Now, I’m going to have to come up with a new game. Unlike some, I don’t start a new group every time I start a new campaign. I keep playing with the same folks every Wedensday, except we change game. However, Goula is taking the opprtunity to back out, so I’m left with Bo and Israel, and we’re going to play something with superpowers or something (Bo has a firm idea of the sort of game I am supposed to run to him, and have been running continously, more or less, for over 10 years…)

I am toying with the idea now of trying to play GMless, because I miss playing, and I’m wondering how I can play without the world falling into the hands of someone else. Maybe some system or cunning campaign frame (switching narration?) could be tried…

Anyway, here’s

Cape and Caul – Aubrey’s brief

Cosmology

There is only man. No gods, demons, extra-dimensional Cthulhus. There are an awful lot of spirits. Ghosts, totems, animal spirits, all around in the spirit world. But they are fairly passive, driven by simple instincts and desires; it is men who move things.

There is a spirit world, an extension of the physical one, which reflects it and extends down into the underworld (which is dark, underground, filled with lost ghosts, monsters and hidden places, and only partially coexisting with the subways and sewers of the real world) and the heavens (which can be reached from skyscrapers and other high places, and are, well, pretty much up in the air, occupied by bird spirits and sunlight and portents and a lot of empty air.

Magicians

There are shamans and there are sorcerers, and by all account both of them are mad. They both experience a higher, deeper and broader reality than mundane men, which one might label schizophrenia, or delusional psychosis. They both walk in dreams, talk to spirits, and can make the world bend to their dream. Other than that, they are completely different, and natural enemies.

Shamans are born; whether it is a caul about their face at birth, or a trauma that is destined to tear loose reality’s hold on their mind, they have a nature that seeks to be born. Sorcerers are made; they choose their path, tear away their sanity with their own bloodied hands.

Shamans are natural, Sorcerers unnatural. Shamans are a human community’s defense, an intermediary to the spirit world, healers, bringers of knowledge. They preserve the status quo. Sorcerers are self-made monsters, who seek knowledge and power for themselves, bringers of curses and chaos, who seek to overthrow the constraints and balances of society.

A shaman is stronger than a sorcerer because he works from intuition, in harmony. A sorcerer is stronger than a shaman because he has learned his art the hard way, through study and practice.

Powers

Common to both sorcerers and shamans is the ability to travel the spirit world in dreams. Both can see and talk to spirits, persuade them and perhaps bind them. The power of a spirit is limited mostly to the spirit world, but if a human’s soul is weakened, a spirit may enter it. A sorcerer can take a part of a person’s soul and hide it away, causing the person to become weak and ill; there is much dark power in messing with pieces of people’s souls. Also, pain and shock are simple ways of weakening and getting power over a soul.

Both a shaman and a sorcerer can enter a trance state (through rhythmic music, drugs, breathing, exercise or just sheer concentration) that allows them to transcend physical limitations, being not only stronger, faster and more durable than would seem possible, but also to act in the physical world as freely as in a lucid dream – powers such as invisibility and flight have been demonstrated. Disguise is another possibility.

Props and Costumes

Both Shaman and sorcerers work better with props, music, drugs, runes, tools, costumes. Stuff with strong personal significance. Best is something with strong significance to the practitioner him or herself. In particular, they wear costumes. These are part of creating their identity as a magician, their “stage persona”, separate from their mundane identity. They make their costumes themselves, and mix as many personal touches into it as they can. The costume usually includes a mask, jacket, gloves, boots and other coverings (hats, aprons, wigs, etc). It provides both protection (a form of spirit armor) and an amplifier for boosting their power. Magic without a costume is possible, but needs to be more subtle.

The “persona” is more subtle, but in many ways just as important – and useful – as a costume.

New York

The king is dead.

He died this autumn, mysteriously, possibly at the hand of some enemy. For many years, Doctor Joshua King was the premiere shaman of New York City, and he crushed any sorcerer or lesser practitioner who dared oppose him. Before King, they say, Manhattan was in the hands of a ring of sorcerers, who made its inhabitants their playthings until King crushed their power and scattered them like chaff.

Until now, the few magicians of the city kept low, but now the chance is coming to rise and seize power. And the secrets that King held are much sought after.

James Aubrey

James Aubrey has an apartment in a prestigious building in upper west Manhattan, on the same floor as cellist Atlanta Reinhardt (a PC). He apparently works on Wall Street, and is a lawyer, or at least so he appears to most people he has business dealings with. He’s a handsome man in his late thirties, but there’s something cold about him.

In actuality, JA is a sorcerer. He ran across a sorcerer called Al Brodie back when he was a college freshman, and tried all he could to get Brodie to teach him. Brodie couldn’t be threatened or bribed, so Aubrey found himself paying in the only coin Brodie would accept: degradation. Brodie moved into Aubrey’s apartment (paid for by Aubrey’s well-off parents) and made him his slave for several years. However, the old man was lonely, and liked to talk, and Aubrey bought his trust, so one day he did Aubrey the boon of initiating him as a magician by flaying him alive and sewing on a different skin.

Eventually, Aubrey killed Brodie by cutting his heroin with rat poison. But it took him a while to get there, until he’d milked Brodie of as many secrets as he could.

Now, Aubrey is a pretender to the throne of New York. He is a jackal, a wolverine, a predator on the make in an ecosystem that has just lost its apex predator. His goals are simple: learn King’s secrets and powers, destroy all enemies and competition, and exercise his power free of restraint.

Aubrey learned about King’s death from dreams, omens and the papers (a divination perhaps allowed him to tie between the visions of an Eagle’s corpse crawling with snakes, a dead bear beset by wolverines, and the small obituary notice announcing the death of author and anthropologist Joshua King). He sought out King’s heirs, his sons Sean and Hector, and inquired about purchasing something from King’s extensive collection of ethnic artifacts. In particular, he noticed 4 statues of beasts, a wolf, a bear, a bird and a cougar, that he sensed held spirits locked within. Sean and Hector weren’t selling, but apparently the artifacts picked up some unwitting attention, that of three latent shaman who they have somehow awakened. More distressing, this awakening appears to be partially induced by Aubrey himself.

[ this is where I insert a summary of my campaign so far.]

PCS

There are three shamans, going through a rapid mutual initiation:

  • Atlanta Reinhardt – Aubrey’s neighbor. She’s in her twenties, a beautiful redhead and a promising cellist. She lost her entire family not too long ago (they all died in a plane crash while flying to Aspen for a skiing vacation), and has been living alone in a big apartment with her cat Tiger and housekeeper, Alfred. She’s rich (a trust fund or something). A heavy drinker, possibly an alcoholic.
  • Dave Lowenstein – an Israeli, no Green Card, worked as a mover , and ran across the spirit-statues while moving stuff out of King’s apartment. Rents a room in the Kuznatzovs’ apartment. Has aspirations of being a stand-up comedian, and hangs around a comedy club a lot. Big guy, in his twenties.
  • Constantine (Costia) Kuznatzov – a 12-year-old child prodigy, a Russian kid whose now studying Physics in university and the violin in the city conservatory. Practices with Atlanta; his parents rent Dave a room. A small and ugly kid, but damn clever. Obsessed with video games.

Lowenstein appears to have been “awakened” (=aware of the spirit world) by exposure to King’s spirit-statues; Reinhardt and Costia apparently awakened by playing together and tuning into a spirit disturbance in Aubrey’s apartment (Caitlin – see below).

Worse, soon all three were communing with the spirits in the statues and lucid-dreaming together.

Aubrey needs to either eliminate them or enslave them, preferably before they become more powerful. However, this hasn’t worked out.

He worked a big curse to strike at them. However, they had been spirited away – literally, they vanished from the city just as he moved against them. So instead, he struck those close to them:

  • A mover involved in transporting King’s belongings was stabbed. By someone who used his fingers rather than a knife.
  • Costia’s mother, Ina Kuznatzov, was pushed off a subway platform, apparently by a crowd of ruffians, and died.
  • Someone (wonder who…) broke into Atlanta’s apartment, brutalized Alfred, drove him to Philadelphia and dropped him off at his sister’s house, with explicit threats never to return. In addition, Atlanta’s cat was ritually disemboweled, and its head was pierced with an iron nail marked with a rune of enslavement. She’s been living in a hotel since discovering this.

Other things of note:

  • Costia’s mother’s spirit is trapped somewhere, unable to move on. Something is blocking her, she says.
  • In a bizarre incident in a NY art gallery, someone let a bull loose on the roof of the building, with catastrophic results (it fell over the edge). Gail Chambers, The artist whose exhibit was supposed to open there vanished, there are reports of witnesses who saw a woman fall with the bull to the street.
  • Shortly after this incident, two armed thugs attacked Lowenstein, Reinhardt and Costia outside a Chinese restaurant. Lowenstein was stabbed and rushed to hospital, but has recovered.
  • Very recently (like, yesterday), a university anthropologist was knocked into a coma and his assistant was assaulted and abused in a mysterious attack that took place in his office.

Tonight, the three PCs invaded Aubrey’s apartment, in their dreams / in the spirit world. There they tried to rescue the spirit of a girl with her lips sewn up and her throat cut.

Caitlin

Pain hurts. When you’ve been skinned alive, you develop intolerance to pain. Luckily, an evil sorcerer can do something about it.

Aubrey found a girl called Caitlin and put his pain in her. He didn’t stop, even when she killed herself. In fact, he bought her apartment from her parents, moved in and installed her ghost in her former bedroom. Coincidentally, he ended up as Atlanta Reinhardt’s neighbor.