I’ve got an online game going on right now with four of my friends, playing the super-sighted marksman Scope, the…

I’ve got an online game going on right now with four of my friends, playing the super-sighted marksman Scope, the…

I’ve got an online game going on right now with four of my friends, playing the super-sighted marksman Scope, the preternaturally attuned psychic and signalman Codec, the divinely-empowered shapechanger Coyote, and the lightning-charged Sprite. We’re calling our series The Outsiders, and its focusing on the fallout of their failed attempt to bring a Lex Luthor-style industrialist to justice — an attempt that got their team leader (Beacon) killed and drove away another teammate (Vax).

It’s been pretty exciting so far, with lots of juicy setting details (super-heroics are tightly regulated, with many cities boasting a team of federally-recognized and properly licensed super-heroes; powers themselves are known as “psycho-somatic anomalies” to the public; etc), and we’ve been gradually filling in the super-powered mythos of our setting as we go along — learning who the most famous hero of Windy City’s history is, learning about the wealthy “legacy child” of another, finding out that the city’s biggest super-crisis was a smackdown with a Babylonian storm deity, its cult, and a divine hurricane, and so on…

We’ve been having a ball, but it’s been hard getting everybody on the same page visually since we’re playing online — so I managed to find a mediocre hero builder that was easy enough to work with, and we’ve finally got a complete set of our less-than-excellent team of illegal heroes.

Pictured: Scope (Sang-mi Kim, superhuman visual acuity, PC), Codec (Aksels Balodis, variable ESP, PC), Vax (Santiago Ibanez, biological control, NPC), Beacon (Jason Carter, superhuman strength/toughness/flight, NPC), Coyote (Manuel Montoya, shapeshifting/spirit powers, PC), Sprite (Katerina Tuvi, electrical manipulation, PC)

Basically: we’re all having a blast, and the game is a ton of fun.

More creepiness for your games!

More creepiness for your games!

More creepiness for your games! An alien dodecahedron, vomiting forth ancient wisdom, locked away in the basement of a madman-sorcerer seeking eternal life. What scheme does this man undertake with his magic, to extend his life? Do the hunters have to destroy the angel to stop him? If they merely stop the madman, what do they do with the “angel”?

Does it have vital knowledge of the Chosen’s destiny? Is it part of the Flake’s conspiracy? Does it recognize The Divine? The Summoned?

Originally shared by Tore Nielsen

#MonstersofDecember  

In the cellar of his home in the Hamptons, Wayne Schroeder has an angel.

Schroeder was a New York architect in the 1980s, and as his star began waning in the early 90s he cannily backed younger up-and-coming entrepreneurs in the housing development field. This made him more money than his own career, something which never sat right with him. Wayne was good at underbidding other contractors, often running roughshod over his young business partners, who 

He was worth just shy of a billion  and slightly bitter when he had his first heart attack in 2000. 

It was a minor thing, really. Still, it scared Wayne in a way that was new to him. He had always been the architect of his fate, and had never considered his own death before. 

Despite warnings to take it easy, Wayne did no such thing. He donated a cardiology ward, which made him poorer, but no safer. He began associating with psychics, fringe religions and occultists. He couldn’t leave his life (or the possibility of an afterlife) to uncertainty. His NYC apartment, his Hampton house and his Florida McMansion sometimes looked like conventions for crystal-peddlers and kook-bags. 

It was around this time Jessica, his second wife, filed for divorce. She couldn’t stand the circus their life had become, and the way her slightly boring husband had become a strange obsessive.

Wayne’s encounter with the truly supernatural was what turned him into the recluse he is today. A man he used to buy unusual substances from (mummy dust and eye of newt, his ex-wide would say) offered him the angel.

“It speaks truths and only truths” the man would say. “Only few have the stomach to listen”.

“I do” Wayne said.

“And the tenacity to keep listening”

“I’ll listen until I hear what I want”

“You’ll hear what you hear”.

The man wanted a million, and when Wayne saw the angel he paid up.

These days Wayne is a rail-thin man with a wispy yellowish-white beard. He hasn’t changed his clothes in weeks. He does not spend all his time listening to the angel. Sometimes his mind feels filled to bursting, and he takes brisk walks around his property, mumbling to himself. Most of the time he sits in the dark by the angel’s side listening to it whisper. So far he has not learned the secret of the afterlife, but how long can it be?

The creature was created by a nameless alien race, using technology indistinguishable from black magick. It was made as a living data bank, a receptacle for unspeakable knowledge. It lives seemingly forever, in a state of black and crippling insanity.

Physically the ‘angel’ is a rough dodecahedron made of a grey rubbery flesh. It moves by sprouting temporary body parts if it needs them, and drags itself along the floor.

Angel of Wisdom/ancient inhuman memory

—————————————————————————————————————-

AC 3

HD 6

Temporary limb Dam: 1d8 x3 (It only fights in self-defense)

+Hit +6

Move 20′

ML 10

Skill 3

Mad. 1d8

Save 12+

Special: The angel’s harsh whispers inflict 1 Madness on all within 5 meters every round it lives.

Wayne Schroeder is a Strong Common Human, albeit one with a huge theoretical knowledge of dark magick.

Another share! This one is really far out, and great for weird or more sci-fi style games of MotW!

Another share! This one is really far out, and great for weird or more sci-fi style games of MotW!

Another share! This one is really far out, and great for weird or more sci-fi style games of MotW!

Originally shared by Tore Nielsen

#MonstersofDoom  

The following transcript was downloaded from www.yeliveliestawfulness.net. It has since been taken down by the uploader, one InsideEyes77.

Detective George Mann (GM): The time is 5:32 PM, commencing interview with Torrence DeLaurentis. Present are police officer Shayna Jessup, and detective George Mann.

Sound of someone taking a noisy gulp of water

GM: Mr. DeLaurentis, thank you for taking time out to talk with us.

Torrence DeLaurentis (TD): (inaudible)

GM: I hope that is has been made clear to you that you are in no way a suspect. We just want to go over your statement about what happened on September 6th.

TD: Yes. Yes, I understand.

GM: Good. Now, according to your statement, you had just walked out of your room at the Gordonville Motel 6. Why was that?

TD: I had to use the ice machine.

GM: Right. And this was around 7:30 pm?

TD: Yeah.

GM: How was the weather that evening?

TD: Uh… It rained. Why are you asking this? You already know. You were there.

Shayna Jessup (SJ): (Sighs) That is correct, Sir.

TD: What gives? (audibly agitated) Are you trying to catch me in some… some inconsistency?

SJ: No, Sir. As detective Mann explained to you, you’re not a suspect.

TD: Then what…

GM: We’re merely trying to understand the situation as you experienced it. That includes such things as visibility.

TD: Alright.

SJ: You were standing at the ice machine, with your back turned to the parking lot.

TD: Yeah. It was almost empty. Then this car pulls up. It’s a Plymouth Valiant. Just like in that movie ‘Duel’.

SJ: Right. You said in your statement that you did not notice the plates.

TD: That’s right.

SJ: It’s been a while. Have you remembered anything else about the car?

TD: No. When the guys got out of the car that kinda took all my attention.

GM: Let’s talk about the three men. Just take your time, Mr. DeLaurentis.

TD: Okay.

GM: Who got out of the car first?

TD: The guy in the front seat. Passenger side.

GM: And can you describe him for me?

TD: Sure. He’s a big guy. Tall and heavy. He had blond hair that was almost gone on top, but he had the rest in a pony tail. Why do people do that? I mean when you’re bald you’re bald, right?

SJ: I couldn’t agree more.

GM: What was he wearing?

TD: Jeans and a hockey t-shirt. It was the Boston Bruins, I remember that.

GM: Anything else?

TD: Yeah. He had a big stain on it. I think maybe it was blood.

GM: Then what happened?

TD: He opened the backseat door on his side. Then the driver got out.

GM; Describe him, please.

TD: He wore a suit. Seersucker, I think. Didn’t I mention that in my statement?

SJ: You did.

TD: Anyway, the suit was open, and I saw that he had a gun in a shoulder holster.

GM: What kind of gun?

TD: I dunno. It was an automatic. I dunno from guns, really.

GM: What else can you tell us about him?

GM: He was old. Or maybe he just looked old. Like he’d done some hard living, you know? His face was really kind and his cheeks were hollow. Then the big guy helps a third guy out from the back seat. This guy looks young (pause) I think he’s maybe Arabic or something. He’s got these really white eyes.

SJ: How do you mean?

TD: Like there’s just too much white in them. Idunno how else to explain it. (pause)

GM: Take your time, Mr. DeLaurentis.

TD: (raised voice): “Take my time”! Like that is supposed to help. I know what she thinks. What you both think. What happened was what happened goddamnit!

GM: Please, Sir. No one is doubting your word. No one thinks you’re lying.

TD: (quietly): She does.

Sound of someone drinking.

TD: He was sweating.

GM: The man from the back seat?

TD: Yeah. He looks sick. His face shines. Like he has a fever or something. (pause) He looks (inaudible) (note: I have listened to the tape again and again, and I think TD says ‘pregnant’, but I can’t swear to it).

GM: I’m sorry?

TD: He looks hurt. (pause) I don’t wanna do this.

GM: Mr. DeLaurentis, it would be a great help to us. The three men you describe are wanted for several crimes.

SJ: Well, two of them anyway.

GM: Here and in Jersey. So, if you could please continue you’d be of great assistance.

TD: Right. He slipsout of the big guy’s hands as he’s helping him out. He’s lying on the concrete squirming. Like there’s something trying to get out from under his clothes. From under his skin.

SJ: Here we go. (Note: at least I ‘think’ that’s what she’s saying)

TD: (Deliberately): Fuck you. You wanna know what I saw, so I’m telling you. Not my fault if you don’t like it. I don’t like it.

Pause.

TD: The big guy says: “You gotta get up”, and the man on the ground is kinda scrambling for… for purchase. Trying to hoist himself up. Then something comes out of his mouth. It looks black, like oil. He’s making this messed-up choked sound.

GM: Right.

TD: Then he (there is a catch in his voice) Then he opens up. Like he’s a door, like he’s meant to work that way.

Someone is coughing

TD: (voice sounding labored and thick): And something comes out. It’s a tesseract. You know like a cube being born out of another cube, and it hurts the eyes to look at it. It’s all there is in him. No guts or anything Just these rods becoming squares, and they’re all covered in this oil. I don’t care what you say, it wasn’t blood. (pause) It wasn’t.

GM: Maybe…

TD (interrupts): And there’s this world behind him. Like ragged black plastic sheets being torn and torn. And there’s these cubes being born out of them. (he coughs)

GM: Maybe we should terminate this interview.

TD: The big guy makes this girly squeak, and then he runs run. The old guy, the driver… he pulls that gun and shoots the guy on the ground. Then he runs too. He could really hustle for an old guy.

GM: Do you remember which direction they ran?

TD: Toward the office, I think. Know what I did? I went back to my room and turned on the TV. Watched Murder, She Wrote until you guys knocked on my door. And I didn’t hear a damn thing from… from outside.

SJ: Aren’t we done here?

GM: Interview terminated at 5:56 pm.

The tesseract is to the cube as the cube is to the square. It is an extra-dimensional protrusion which extends into our world, primarily through the medium of meat. The tesseract is able to manifest in human beings who have subjected themselves to extra-dimensional energies, or to dark equations such as those found in the Ars Magna, Generalis et Ultima and the original manuscript to Morryster’s Marvells of Science. 

 In the second instance it could be said that the victim brings the tesseract upon himself by internalizing the knowledge which makes its existence possible. People who have subjected themselves to mind-bending equations will often be so maddened by this experience that they consign themselves to doing the tesseract’s bidding.

There are certain groups of scientist-sorcerers who wage secret wars to open a permanent way for the tesseract-dimension, or prove it to be an impossibility.  

Tesseract (imbedded in a human being)

—————————————————————————————————————-

AC 4*/8

HD 4/1

 Dam: special

+Hit +4

Move  30′ (human, the tesseract does not move on its own)

ML 9

Skill 4

Mad. 1d8

Save 13+

Special: The tesseract is deeply alien, and can only be harmed by certain magical artifacts, or by magick which closes gates.

The tessaract’s attack does 1d6 damage, which translates into that part of the victim’s body being turned into writhing lines revolving in and out of the visible dimensions. When the victim loses all her hit points, she turns into another tesseract-like entity, albeit one that is able to move freely. If the tesseract is destroyed the transformation reverts itself in a few weeks, supposing no further contact with extra-dimensional energies. Being partially transformed costs a further 1d8 Madness.

Shared; maybe this will be relevant to someone here.

Shared; maybe this will be relevant to someone here.

Shared; maybe this will be relevant to someone here.

Originally shared by Tore Nielsen

#MonstersofDecember  

She tries to look away, her eyes being the only things she can move. Now, for the first time, she notices that all around the room – in the shadowed places – are people dressed as dolls. Their forms are collapsed, their mouths opened wide. They do not look as if they are still alive. Some of them have actually become dolls, their flesh no longer supple and their eyes having lost the appearance of teary moistness. Others are at various intermediate stages between humanness and dollhood. With horror, the dreamer now becomes aware that her own mouth is opened wide and will not close.

Thomas Ligotti – Dream of a Mannikin

[This entity is heavily inspired by the works of Thomas Ligotti. Read everything he’s ever written]

Unsent letter from former special agent Tyrone Shields to supervisory special agent Naomi Vanderpool, found among his belongings

Dear Naomi,

First of all, I owe you an apology. I was more than a little out of it. So were you, but I was the one who was out of line. I’m sorry. 

I’ve quit drinking since then. Turns out that wasn’t the problem. Maybe that’s the second step. Recognizing the exact nature of your problem.

I’m writing to you because I hear you have reopened the Buon Fortuna case. You can probably guess how I know. Please don’t be too hard on him. 

I think I can guess what made the brass reopen the case. It was something coincidental, something you can’t believe anyone missed the first time around. Some writing on one of those fucking business cards, or a smudged fingerprint. A fingerprint belonging to a John Doe that was found in an apartment by a phone. A phone that’s still there, and when you visit the scene it rings, and the voice at the other end will almost sound familiar. Cheap parlor tricks that seem important at the time.

You’re the smart one, Naomi. You always were. You were the one smart enough to pull back. I pressed on, and here I am at the end of the line, and I’m telling there’s nothing here. Or rather there is something here, but no answers to who did what to whom. Just more cheap parlor tricks and bullshit that feels appallingly fake. 

Remember how it was the last time around? Too many coincidences, too many clues that only lead to more clues. There is something here. Something that delights in all these tricks and tacky revelations. And it reels you in, clue by clue. It uses you up, and uses everything that was you for more parlor tricks.

Don’t play along, Naomi. You’ll only end up here with me, at the hollow heart of it all. 

If you were reading this, I guess you would think that I’ve gone crazy out here in the heartland. Being smart I guess you’d also think that that my letter is another clue. Another slightly uncanny lead to follow. That’s why I’ve decided not to mail this. It might be the last thing I do. If you see me, it won’t be me.

I hope you never read this

Tyrone Shields,

Judson, Indiana

The Mystery is an entity which enjoys playing with people. It draws them in with a tempting series of clues, each leading to other clues, each increasingly more uncanny than the last. It will start with something small, like a book of matches with an address written in a shaky hand. At the address they will find another clue, pinned to a mannequin which looks uncannily like one of the investigators. And so on.

By degrees the Mystery will lead them towards its home. It’s a small town, with closed-down shops and few residents. Here the Mystery shows off its most blatant tricks, all of which center around a theme of hollowness and artificiality. Here it will drain its prey of their last sanity, turning her into another hollow piece of bait for use in future tricks.

The Mystery does not have a stat block as such. It is not a material being, nor does it have a center of being as such. There are a few ways of removing its influence from a person or a place.

– Withdrawing from the investigation. By degrees the Mystery will find other playthings. Perhaps ones with a personal connection to the investigators.

– A Level 5 sorcery called The Pandect of Light (p. 39) might work, provided it is cast in the Mystery’s home.

– It is possible that walking straight into the emptiness and the heart of the Mystery will free a person from its influence.

– Decide to serve it willingly.

The Mystery’s powers include (but is not limited to) the following:

– Create a clue (an unsupernatural item) in an unobserved place.

– Play havoc with anything that resembles the human form, or conveys some part of the same, without the actual presence of a person. It loves dummies and mannequins, but its power works on mirrors, corpses, phone lines, recordings of the human voice, images of humans on TV, and surveillance equipment are all subject to the Mystery’s power.

– Make a doll or mannequin appear and act like a person for a limited time.

Table of random clues

1: A book of matches with a scrawled address.

2: A ventriloquist’s dummy

3: A fortune cookie

4: A typewritten page

5: A thumb-print

6: A flyer advertising a fortune teller/clown/pawnbroker/circus/masked ball

7: A Chinese puzzlebox with part of a human nailed wedged between two pieces of wood.

8: A mask

9: A receipt from a magic shop

10: A photograph of a house

11: A photograph of one of the investigators

12: A newspaper clipping

13: A twisted mannequin

14: The joker from a deck of cards

15: A doll, dressed like one of the investigators

16: A $100 chip from a casino

17: A letter

18: A phone call to an unplugged or dead phone.

19: A stuffed animal

20: A dusty tome

Played John Harper’s Bootleggers for real today! Two of my usual players, at the local comic shop. They opted for:

Played John Harper’s Bootleggers for real today! Two of my usual players, at the local comic shop. They opted for:

Played John Harper’s Bootleggers for real today! Two of my usual players, at the local comic shop. They opted for:

Maggie Kendall is the supplier

Tuck Malone is the buyer

O’hara’s Junkyard is the ally

•They drive a Model T down the backroad route known on the sly as the “3:10 to Winnipeg”

•The Farenzas are their rivals

•They’re known as the Red Caps

We quickly latched onto the idea of playing Irish-American bootleggers, between Red Caps as a gang name, O’hara’s junkyard, and Tuck Malone’s ties to the Sons of Erin, an Irish-American community touchstone. So we obviously made the Italian Farenzas the enemies.

Character creation yielded:

Moran, the insightful and connected smuggler who just did a 3 month stint after getting pinched by the police rum-running with Tuck’s previous middle/man. The evidence went down with the ship, so Moran got off light and is now sleeping at O’hara’s garage with the cash stash. He is seeing Bridget who works the front desk at the Sons of Erin flophouse.

Cutter, the impressive and deadly murderer who killed her husband and hid the body. She moved to Seattle with the clothes on her back and has a room at the Sons of Erin center, with her son Flynn who is having trouble connecting to the other kids, as a third generation Irish-American with a half-Irish mother. She works as a cook in the kitchen.

So we sussed out that:

•Moran worked with Tuck’s previous middle-man, who was killed by police during the run that got Moran arrested.

•In the intervening three months, Tuck has been supplied by the Farenzas, to his distaste.

•Flaring tempers at a hand-off saw Cutter bash in a Farenza soldier’s face, the deal was off, and Malone still needed the booze. So, he gave the job to Moran, and pinned it on Cutter to help.

Started off, as advised, with the idea that they spot an ambush moments before blundering into it. First roll of the game was a fantastic Evade, and Moran’s player opted to avoid the ambush entirely and drive through a dirt foot path with the lights off.

A bad roll on Time though turned up that it would take 3 days to get back to Seattle. In the moment I flubbed up… I should have asked what time sensitive and important thing they would miss. Instead, at a loss and since one player made a fighter, I framed aggressively into being caught two days later at a gas station outside Seattle by a Farenza searcher heading home after a giving up on the chase. So bad call all around, but we got a cool scene.

Shoot out at the gas station. I love the harm rules that focus entirely on what would be fictionally appropriate injury — from a distance away, shooting in a panic, Cutter doesn’t get hit by the bullet, but by shrapnel from the exploding passenger side mirror. Mook and Cutter wind up wrestling it out, she gets face punched, Minor injury becomes Serious, and in the end Moran jumps the Farenza soldier, and chops his pinky off.

Cutter sets him on fire, and away we go.

This is witnessed by a gas station attendant, so the Heat goes up by +3. Whoops!

In the end, what with one thing and another, they lose two crates and return to Tuck who gets upset and pays them half-rate.

We proceed with play, and Moran takes the car out to O’Hara’s and throws him the $25 to get the car’s light cosmetic damage cleaned up, a bullet hole patched, a mirror replaced, and suspension tweaked: friends and family discount, ya know. The next morning, He catches the bus (.10c if you were curious) back to the flophouse to visit Bridget. He manages to persuade his main squeeze that he didn’t skip out to see some floozie. He makes things up to her on his terms, and says he’ll see her tonight for dancing at the neighborhood social.

Cutter reunites with her son (who asks her uncomfortable questions about her face bruise, referencing the player-supplied background of domestic abuse) who is feeling lonely. Says the other kids won’t play with him. Cutter convinces Flynn to go to the neighborhood social tonight and that he’ll have fun. He’s on board, and with that fire put out Cutter runs across Moran and gets him to drop her half of the job’s profit so she can hit the hospital. He relents.

At the hospital, after several hours, Dr. Andrews sees Cutter (“Mrs. Doyle”) and is curious about her cuts and facial bruising. She tells him her husband walked out on them, and he relents but makes it clear he thinks she’s in some kind of trouble. She gracefully avoids any deeper questioning and returns to the flophouse.

There, the Farenzas have paid a visit. Joe, a soldier, has been approached by an entranced Flynn (Cutter’s standard of living is Poor while the Farenzas, as Wanted Level 3, are Good so Joe looks awesome). Flynn is idolizing the Italian gangster, but the gangster is disparaging Flynn with slurs. Cutter intervenes, tells Flynn to go upstairs, and gives Joe a piece of her mind with a little fist-on-nuts intimidating.

In the nearby back room: Tuck and Moran listen as Vito Forenza explains they still owe him. At this point I rolled on the Opportunity table and got “someone demands half the shipments for a month” and it felt obvious that it was the Farenzas, feeling put out and wanting to act tough. So, Vito claims there’s a breakage fee for leaving the contract, and they owe him half shipments and they have two hours to decide to hand over the crates or else.

Vito catches Cutter assaulting his man and he gets in her face after separating them — and he promises her that if he sees her face here again he’ll throw her out on the street himself and make it so no one will take her in. The player got a 7-9 on getting Joe to never go near her Flynn again, so I respected the success and had Vito pick a fight her while remaining ignorant of her son.

So the trifecta of Moran, Cutter, Tuck throw together a plan whilst arguing: Moran wants to fuck up the Farenzas when they show up in two hours — Tuck doesn’t think they can take them (the Farenzas are Level 3 after all) and they should just play ball… Cutter and Moran doubt Vito will accept 1 crate of booze and they can’t give both crates away. Tuck asks if there’s anyway to get more booze right this minute, while Cutter exits to say some comforting words to Flynn to no effect…

Cue a use of Connected! Moran knows that Minxie at the Kitten Club would have some booze and he could probably pay her on the sly for it. She doesn’t ever sell, to avoid a visit from Roy Olmstead (her supplier and the man who owns Seattle), but a bus visit and a pleading conversation later she relents with a sigh. She and Moran have a history. Moran, Cutter, and two Thugs load up satchels with a half-dozen bottles each and tread carefully.

Now! See… They’re smuggling now. They’re walking around with booze… With 3 Heat. Out of a gentleman’s club supplied by a crooked ex-cop, with some cops inside and others loitering outside… So I suggested we roll Evade, which was successful with a brilliant “what can I do to get a +1” from Cutter; she pretended to be Moran’s wife.

Then, the Hand-off with Vito Farenza. It wasn’t great. The player chose Show Weakness and the deal was altered, but they weren’t being paid anyway, so instead Vito altered next week’s deal and said he’ll be expecting three crates next week instead of two. Vito drives off with his goons.

Moran and Tuck are livid.

Thankfully, making it back in time for the social, Moran and Bridget dance and its nice. Cutter entertains Flynn, who is lonely. Over at the punch bowl, an outraged Moran says they have to leave tonight. They owe the Farenzas three crates this week, and they’ll never make any money under Vito’s thumb. Cutter agrees. She tells Flynn that she has to go to work now, and he’s upset because she said they could go to the park if the social was lame.

Cue mother and son scene at the park. She runs into Dr. Andrews getting off shift there and they talk — and a successful roll evades his suspicions when she suddenly excuses herself, and in fact he gives her his personal contact information … should Flynn ever need anything, of course.

We then go through a full bootlegging run! First, Moran finds a contact in Canada — Baxter Hill and sets up a deal between him and Tuck just this once, in return for a favor when he’s in Seattle next week (setting up rolling another Opportunity next game). Then, we roll out — they make the trip in 1 Day, but the Handoff is sour on a 7-9 and Cutter chooses to show strength.

Now here, normally, showing strength penalizes your next roll with the supplier — but the rules say you can’t use suppliers/allies/resources more than once if they’re not unlocked from leveling up. So yeah its like, uh, what roll? For that matter, we look at Hand Off (which says its for dropping off or picking up) and ask what the fuck withholding half the cash means on a 7-9 means when picking up. Like… what? They only give you half a full car load?

No clear answer in the text — so fuck it. We roll along with Baxter saying one favor in Seattle ain’t worth 2 crates, but Cutter stands up to him and says well then 2 favors is worth 4 crates and he guffaws and goes along like ‘this girl’s got moxie!’

They blow the evade roll to get back to Seattle, and now they’re being pursued! I have the police car ram them (since — duh Heat 3 and they lit a guy on fire) and they skid the car to a stop, Cutter leans out and blows out the cops tires. Cop car skids to a stop, the two get into position, but then Moran, Cutter, and two NPC thugs they brought open up with their guns and swiss-cheese the cops.

They drive off, leaving one barely-there survivor.

Three days later, they make it back with three of their four crates intact.

Tuck only pays out $50. The Sons dont have the cash to pay out for two shipments in one week.

Moran groans. He skipped out on Bridget for four days again… Cutter goes back to her son. Somewhere the police are preparing a sketch of what the surviving officer claims the Red Cap riding shotgun looked like.

Rules hiccups as all, we agree this game was fucking awesome.

Took John Harper’s Bootleggers to the local comic/game shop last night to see if I could seduce any stragglers into…

Took John Harper’s Bootleggers to the local comic/game shop last night to see if I could seduce any stragglers into…

Took John Harper’s Bootleggers to the local comic/game shop last night to see if I could seduce any stragglers into playing! That didn’t work, because everybody was playing D&D5e – sadness!

Met a very friendly party who let me drop in to their game with a pregen, though! I played Rook Rosethistle, charismatic Criminal Rogue. It was all right — no complaints, although I did at one point exclaim out loud (after getting a 22 and a 27 on two stealth checks to set up for a backstab and then blundering an attack roll) “But but but… fictional positioning!”

And hey! The party fighter is a Powered by Apocalypse enthusiast, I learned, when I pulled out my copy of DW to make up a character name! We stayed after the game ended and talked about all thing PbtA. We talked Fate too, and I pointed out some PbtA players in our area.

Overall the night was a net Gain, I’d say! Anyone else ever stumbled across PbtA fans unexpectedly?

Took advantage of Lulu.com’s sale last week and finally added a physical copy of this game to my library.

Took advantage of Lulu.com’s sale last week and finally added a physical copy of this game to my library.

Took advantage of Lulu.com’s sale last week and finally added a physical copy of this game to my library. Could not be happier.

Am I missing a way for PCs to spend Bonds to help/interfere with NPCs, or does the Seithkona’s spell-weaver really…

Am I missing a way for PCs to spend Bonds to help/interfere with NPCs, or does the Seithkona’s spell-weaver really…

Am I missing a way for PCs to spend Bonds to help/interfere with NPCs, or does the Seithkona’s spell-weaver really only affect the other PCs?

Thanks for any answers 🙂 I’m late to the party with this game and just need some clarification.

What is the cultural context for “burying gold or silver in the ground for safekeeping” being punishable with Lesser…

What is the cultural context for “burying gold or silver in the ground for safekeeping” being punishable with Lesser…

What is the cultural context for “burying gold or silver in the ground for safekeeping” being punishable with Lesser Outlawry? I’m really curious.