Since someone in the group asked for more examples of Love Letters, here are two that I sent to my players to resolve dangling plot threads between sessions.
Torque is an Outsider who ended the last session by chasing a fleeing villain in his kirby-kraft (the Lever). Sonia is a Bull who ended last session accompanying a young girl (Aislin), someone changed by the same folks who changed Sonia, as the city’s premier science hero tries to remove Aislin’s hi-tech bracelet that those people have used to knock her out or forcibly teleport her.
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Dear Torque,
So, you want to capture Quartermaster? Well, sport, you’ve taken the first step: flying the Lever out the window of Crimebusters Visitor Center. But now you’ve got to pick up Quartermaster’s trail and overtake him, and then overcome the hardened criminal.
Since you’re relying on the Lever, you’ll roll +Superior, that is +1. On a hit, you overtake Quartermaster (and therefore clear Guilty). On a 10+ choose one complication from the list below. On a 7-9, choose two complications.
• F.A.T.E. hails you again, demanding you ground your craft and explain your reckless flying to F.A.T.E. air traffic control. You ignore them in order to stay on Quartermaster’s trail, and F.A.T.E. opens fire with anti-aircraft weapons on the Lever, essentially trying to taze your ship. The Lever takes some damage, and you know that this could cause problems later if you don’t take some time to see about repairing it.
• You catch up to Quartermaster and get in a couple hits, but he tosses down a sound bomb and gets away. However, one weapon you used tagged him with an exotic “scent,” so the Lever could home in on his location if he’s ever close enough to you again.
• Penny Dreadnought also catches up to Quartermaster. He pulls up on his motorized Penny Farthing and launches himself off to grapple with the villain. “Get back, Spaceman!’ Penny Dreadnought yells at you. “This is a time for fighting man-to-man, not fancy flying!” His words shift your Danger down and your Freak up.
On a miss, you are unable to catch up to Quartermaster before he goes to ground. Darn that stealthy mercenary! You don’t clear Guilty, and you mark an additional condition of your choice, whatever makes most sense to you based on the scenario.
XXOO,
Your Gamemaster
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Dear Sonia,
Last we saw, you were accompanying Aislin to Doc Quantum’s lab, where she and her aides investigated whether they could remove Aislin’s Forge bracelet. Based on your requests, it seems you would like to have Doc Quantum release Aislin into your custody AND to receive the casing of a Forge bracelet—just the metal shell with the electronic guts scooped out.
Let’s see how you do at this. This challenge will revolve around people skills. So roll +Mundane—that is, -1.
On a 10+, you get your wish. Aislin has clearly bonded with you and asks to go with you. Doc Quantum initially hesitates to release her into your custody, but you let her know you’re going to rely on your nun friend for help. Doc Quantum is able to take apart the extra bracelet and, at your request, gives you the casing. She holds onto the electronics inside for further study.
On a 7-9, choose one of the following modifications to this outcome:
• Aislin, as she recovers consciousness, becomes confused and uncommunicative—perhaps the trauma of what she’s undergone is coming crashing down on her. She doesn’t respond positively to you or anyone else around—which means by default she remains with Doc Quantum as Doc Quantum tries to figure out what should be done with her.
• Doc Quantum and her assistants can’t find a safe way to remove Aislin’s bracelet. The best they can do is clamp a larger bracelet-shaped device around it that should make it impossible for Aislin’s to receive any outside signals.
• Doc Quantum wants to hang onto all the pieces of the Forge bracelet to study it. When you ask for the shell of one, she inquires why you would need that and is unconvinced by your explanation. You leave without a Forge bracelet casing.
On a miss, all three of the above are true. Aislin clams up. She remains in Doc Quantum’s custody for the time being as Doc Quantum works on removing the bracelet, which has proven an extremely tough nut to crack. You’ll have to visit again (perhaps with a certain comfort object?) and take another shot. Mark Angry, as you seethe about how this went down.
XXOO,
Your Gamemaster
Wait, you have a villain called Quartermaster in your game, too? Ours was a weapon’s dealer who ended up as a talking medal head.
But here are some love letters, I sent:
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Dear Disaster,
as you drag Bezoar to the ship, he mumbles constantly.
Roll +Freak, to glean some info. On a 10+, choose two. On a 7-9, choose one.
– Learn why THEY want Bezoar specifically?
– Learn the identity of one of THEM!
– Learn something useful about the Dark Ones.
On a miss, the mumbling takes you off guard for a moment and Bezoar gets injured in the chaos.
Love,
Your GM
Dear Walker,
when you gave CPR to the injured person, you inspired one of the villains present.
Tell us who they are (Name, power. Exploits, if you like.)
Then, roll +Savior. On a hit, take Influence on them.
On a 10+, they rethink their ways and try to be a Hero!
On a miss, you did inspire them… to a new and nefarious scheme.
Love,
Your GM
Dear Pink’d,
when you flew some villains associated with The Hive chased you.
Tell us who they are (Name, power. Exploits, if you like.), and how you finally lost them.
Then, roll +Superior. On a 10+, you got away clean.
On a 7-9, you expended some resource or left something behind.
On a miss, thinks got ugly. Tell us about injuries and collateral damage.
Love,
Your GM
Thank you everyone!!
1of3 Nice. Our Quartermaster is a nemesis of Penny Dreadnaught. Here’s what he looks like:
https://lh3.googleusercontent.com/lqEhjkXF2zR-QIYQfE0uYGE7x4vdiOJMMe34stE43VmQnnmNn2NtlZoiDfY49ECDKN_42mj7vJlPHnJVvvqzsrwqTKjcYW9cyBU=s0
I’m Sonia/The Bull for our game. I really liked Alexi’s prompts, because they made the rolls really suspenseful for all of us.