Fate: The Demolished Ones, Session Three

“But first, I believe formal introductions are in order.”

The statement hangs in the air for more than a few moments, bringing silence to the booth at the late-night public house.

Finally, [Dave] speaks up: “Victor Edwards.”

I held up a Fate point. “I will give this to you if you now finish the sentence: ‘I think I was…'”

“I think I was…” says Victor, “someone in Her Majesty’s service.”

“Ah,” replies [Kim]. “I’m pleased to make your acquaintance. I’m Ophelia Stevens.” (A name Victor seems to associate with the scandalsheet-populating hijinx of the youthful nobility.)

“Just call me Red,” says Red, and turns to their large companion.

“Barnaby Cornelius Crispin,” he murmurs. Seems he’s got a name that matches his stature.

Once introductions are done and everyone basically shares what they are willing to share. From there, they decide to check out the boarding house for which they have a key.

Situated just south of Eden Park at the northern tip of Merchant’s Gate, the Cassius is an old and respected boarding house fallen upon hard times.

The building itself is a three-story affair with a common room, six guest rooms, and indoor plumbing.

One of the rooms here was apparently rented out by Jack Smith.

Smith’s boarding house room is a humble affair: bedroom/living room/table/everything else. It contains a bed, dresser, wardrobe, table, chair, and lamp. Objects of note:

A Gun
A small, snub-nosed revolver sits on top of a dresser, next to a few playing cards. It’s not loaded. It doesn’t match the holster that Smith was wearing.

memory3

Playing Cards
Five playing cards. The cards are Jacks of five different suits: spades, clubs, hearts, diamonds, and… crosses?

RWS_Tarot_05_Hierophant
The Jack of Crosses. Not this… but basically this.

Literature
There is a flyer for the Society of Free Thought on a small table, just like the one at Smith’s house, except this one is covered with scribbles from Smith.

flier

Photographs
Also on the table with the Society flyer is small a collection of photographs. One photograph is a picture of a symbol carved in stone above a door: an eye in a circle (the same symbol as the one carved in the handle of the supposed murder weapon).

PHOENIX

The other three seem to be surveillance-style photographs of two men meeting.

Off to the Cherub

Once the group feels as though they have found everything there is to find, they get out of the boarding house and head (at Barnaby’s request) to the Cherub, where he remembers being fairly often. Turns out the Cherub is a fairly nice place… where not-nice things are arranged for. Barnaby has the other three taken to a private room, and meets up with a petite blonde woman named Cassiel, who is the Cherub’s ‘fixer’ – someone who sets up wealthy patrons with just the right person for an unseemly job. She’s also ostensibly the sous chef. Life is funny that way.

Cassiel knows Barnaby and seems to have a bit of a thing for him, and is quite willing to help him out with his questions. She recognizes the younger man in the photos – some politician nicknamed “Velvet” – though she only knows that the older guy in the suit and robe is one of the more prominent members of the Society of Conscious Thought, though she can’t say what his name is.

Barnaby gets a few more questions answered and arranges to make contact with Cassiel later, then gathers up everyone else and heads toward the Society of Conscious Thought, with a brief stop to pick up some ammunition for Victor’s recently acquired handgun.

The Society

As befits the hall of an ostensibly secret society, the Hall of Free Thought looks small and unassuming from the outside, with only the Society’s symbol (an eye in a circle) outwardly marking it.

No doorman guards the door, though there is a desk with a receptionist of sorts just inside the door, in the foyer.

Carolyn Flynn, innocent receptionist.
Carolyn Flynn, innocent receptionist.

The inside of the Hall is considerably more opulent than the outside. As much of the Hall is underground, it is a much larger building than it seems to be from the outside. The Hall contains a vast common room furnished with couches, chairs, tables, and a bar. This is where members of the Society gather to see and be seen, and to engage in stimulating conversation. The occasional card game is played here, though high-stakes gambling is strictly prohibited within the Hall.

The four, escorted in by Carolyn, immediately notice the large portrait prominently displayed in the main room, obviously the robed gentleman from the surveillance photos. Carolyn informs them that is “The Beneficient One” – head of the Society.

The Beneficent One
The Beneficent One

The Beneficent One is around, but probably will not be out in the common area tonight, explains Carolyn. Mr. Tock, another senior member, will very likely be out soon, following a meeting, however.

The four basically kill time for a bit, with Mr. Crispin casing the place, Victor sitting down with the younger men playing at cards, Ophelia poking through the bookshelves, and Red getting a drink from the bartender and the other end of the room.

Victor’s learns from the junior members playing poker that only a few rooms past the common room are open to members of their level, with private rooms available to those that live in the House, and even more secure chambers reserved for the senior members who run the Society, such as Mr. Tock and The Beneficent One.

Ophelia spots all of the “six books” she saw at Jack Smith’s house, but not repeated in any suspicous manner. She also spots (and secures) two pages of a rather odd little test, apparently left behind on a small side table.

Mr. Crispin verifies that all the doors out of the common room are locked.

Red is having a frustrating conversation with the barman, who is on his guard and not likely to chat with a patron of the Society, or share secrets about his employers.

An odd thing happens as Barnaby comes over to check in on Red.

First, Red tries to convince him that he really does want to help her and, in the same way she likes to take apart the mechanisms of things they’ve been finding, it seems as though she actually does that – take the man’s head apart a bit and put it together in a way that’s more suitable to her needs.

Something sort of rings in Barnaby’s head when she does this. He leans against the bar, nods to the barkeep, and says “Hello, old friend,” and – just like that, the barkeep is an old friend of his – has always been an old friend of his, in fact, and how could he have forgotten something like that?

Ophelia and Victor notice … something… when this happens, and both turn toward the bar, just as a door into the room opens and a well-dressed man steps through.

Good evening, he says, smiling at Ophelia. “I am Mr. Tock. I hope I can help you.”

Mr Tock
Mr. Tock

And that’s where things ended. Next session: Tonight!


Fate: The Demolished Ones, Session Two

“Anyone know where Beacon Street is?” He looks around at the quiet, fog-shrouded night streets. “Or where we are?”

That’s where we ended session one of The Demolished Ones and, surprise surprise, where we picked up with session two.

I opened this up by informing the players that once [Dave] asked the question, the characters realize they do kind of know where they are, even if they don’t really know why, or have much context.

I played around with this a bit, by asking everyone what specific areas in the city they remember, even if it’s without context.

I also asked everyone (but Dave, who’d already defined this) for a notable item on their person.

  • Dave: A richly appointed sitting room, with dead men lying on the floor.
  • Kim: Carries a parasol. Remembers a very richly appointed sitting room, deeply shadowed, and [Kim]’s feeling here is that she was more a host and less a guest. I add a bit more ‘color’ here, because this plays in really well to my own diabolical plans.
  • “Red” (Amanda): On her person: a derringer in her handbag. Location: A small cottage in a garden.
  • Reggie: On his person: a nice pair of brass knuckles that say “Lucky” along the side. Place he remembers: a shady sort of club – “a place where proper gentlemen go to get improper things done.” I tell him he remembers the name of the place – Old Bollards.
(As a reminder: Dave had selected a pen knife with a wooden in the previous session.)
(As a reminder: Dave had selected a pen knife with a wooden in the previous session.)

The four of them are somewhat lost in their own thoughts, remembering what they remember (or checking their weapons) as they drive to Beacon Street.

They notice quite a few more people walking the street in this area, and a higher police presence. The civilians are dressed fairly well, top hats and tails, mostly, with [Dave] dressed in probably the high-middle range of what they’re seeing in the area, and [Reggie] somewhere near the low end of appropriate, as a well-dressed day laborer (albeit an enormous one, noticeable for other reasons).

They get to 615 Beacon Street but, seeing two uniformed police officers milling about the front door of the house, they keep right on walking, then turn down a side street and take a moment to assess the situation.

Dave wants to have taken a ‘read’ on the policemen, so I have him give a value to his Empathy (and an associated Aspect). He writes down Empathy: Good (+3) and the Aspect “We Are All the Children of Adam and Eve.”

Reggie wanted a quick scan of the actual physical details with the cops, so I have him define Alertness and an Aspect. He selects Alertness: Fair (+2), and an Aspect “Don’t. Trust. Anybody.”

Kim wants to get an idea of how the house might be able to be gotten into, so I have her roll Burglary, which she already has.

Here’s what we get:

  • Dave: The officers are Distracted and Tired, and Dave rolls well enough he’ll be able to take advantage of these aspects, once, for free (no Fate points).
  • Reggie: The officers are armed with Revolvers and Nightsticks, and he’s fairly sure that, while they are trained, he could take them – though he might not want to fight two at once, he could.
  • Kim: She feels she could get in a second story window, but also that there’s probably an alley that leads to a back entrance. She’s quite sure – already – what the interior of a house like this will be.

A bit of planning goes on as they lurk in the side street, and ultimately what they decide to do is have [Dave] go chat with the Police (hoping they aren’t looking for them, specifically), to keep them distracted while the other three sneak into the back of the house and have a look around.

This goes well enough, with [Dave] using the Distracted and Tired to beef up the roll he makes with his (third) new skill – Rapport: Fair (+2), which also leads to him adding a third aspect “The masks go on so easily.” (Love it!)

Meanwhile, [Kim] has led the other two around the back, down an alley. She takes this chance to pick up Investigate: Average (+1) while searching for laundry left hanging out to dry behind a house, which she uses to replace her bloodstained jacket (and adds the aspect “Find out about Others before they find out about You.” Once at the back door of the house, she unleashes her Burglary again, then leads the trio sneaking into the house (picking up Stealth: Good (+3), and the Aspect “Nobody Notices a Child.”


615 Beacon Street

Aspects: Lived In Feel; Something’s Not Right.; Small, dark, and Cramped

The lower floor is mostly just the eat-in kitchen and a front sitting room. Upstairs, there’s a bedroom, study, and bathroom.

“Red” investigates the kitchen, which has no overt clues as to Smith’s identity, though there are some things that don’t quite add up. There are plates in the cupboards, but no dishes. The only drinking vessels are teacups – forty-five of them. The cutlery drawer is all forks. The refrigerator (!) has a bottle of half-spoiled milk, four bottles of ketchup, and stacks and stacks of collard greens. The pantry has one shelf of nothing but canned green beans, and three overstuffed shelves of canned dog food. (There is no other sign of a dog in the house… and no can opener in any of the drawers.)

[Kim] checks out the front sitting room, and finds a flyer for Society of Free Thought, though the unexpected dust in the room makes her rush back to the kitchen for a barely-muffled sneezing fit.

clean flier

[Dave] barely manages to cover up the sneezing from out front, asking the police about why they’re out here in the middle of the evening. One of the police snags a recent newspaper off the steps of the neighbors house and folds it open to the bottom front page.

Hmm...
Hmm…

[Reggie] creeps upstairs and, spotting nothing of note in the upstairs sitting room, moves on to the bedroom, where the wardrobe gives him more than a bit of trouble – the door sticks and he pulls it across the wooden floor somewhat loudly, trying to open it. (Botched untrained Investigate, which he didn’t want to put points into.)

“Red” (and, in a few seconds, [Kim]) rush upstairs as quickly and quietly as they can. “Red” sees what she can do to help [Reggie], while [Kim] checks the study again (noticing that the three bookshelves in the room only have four copies each of the same six books, arranged randomly: Ulysses, Brave New World, the Bible (KJV), Flatland (all used and dogeared identically), and the M-Mi volume of an encyclopedia set.

[Kim] then moves on to check the bathroom, but only has time to note that the room is bereft of any toiletries before the Cursed Wardrobe Strikes Again. “Red” tries to open the other door, which shrieks its unoiled protest so loudly that the police outside decide to investigate.

The three inside race (quietly, mostly) to the back door and manage to get outside just as the police unlock and open the front. They warn [Dave] away and proceed inside… [Dave] makes himself extremely scarce, and the four meet up a few blocks away.


The set out on foot, “Red” (walking with [Reggie]) unconsciously guiding them toward a neighborhood pub. [Dave] and [Kim] bring up the rear, and fall much further behind when [Dave] spots someone in one of the houses along the street watching television in the front room. Black and white television but… yeah. That’s television.

jurassic-park

What’s weirder: that there’s a television, or that they know exactly what it is?

… or that they know it’s wrong.

“Red” whistles for them to catch up and, turning back down the street, nearly collides with a wild-eyed man, reeking of fish. “Red” lets out a startled sound, and [Reggie] interposes himself.

Edward Gray

"The sky is not the sky!"
“The sky is not the sky!”

After a few moments of Edward’s rambling (he’s clearly not well) they decide he’s harmless and, given what they’ve seen in the last few hours, must have noticed how odd everything in the City is and, quite understandably, went off his head.

Sorry, but… the best way to summarize his crazy-talk is to simply refer you to the video of that part of the game session (runs for about five minutes).

After a few minutes of mad, cryptic comments (*points at [Dave]* “You used to work for them, and YOU” *points at [Kim]* “You didn’t work for them, and that’s even worse…”), he runs off down the street, hollering about brain juices and green beans.

Bemused, the quartet makes it the rest of the way to the public house and, holed up in a nice booth with pints all around, share out all the odd clues they’ve discovered (except for the bloody knife, which [Kim] mentions but keeps in her handbag), noting the key and the recurrence of the Society of Conscious Thought (on both the flyer from the house and the “Orphan” news clipping from the warehouse).

A bit stumped, they ponder the key “Red” found on Jack Smith. [Dave] uses a drunkard act and a bit of Rapport to get the bartender to tell them the key engraved with CBH 5 is probably from the Cassius Boarding House. Since it was obvious (to [Kim] at least) that Smith didn’t actually live in the house they just visited, it seems a visit to the Boarding House is in order.

“But first,” says [Kim], “I believe formal introductions are order.”


And that’s where we’ll pick up for Session Three.


Finally, for those who’d like to watch the whole recording, here you go:

Fate: The Demolished Ones, Session One

Because I didn’t have enough going on, I decided to start an online game of Fate, using a combination of Google Hangouts, Roll20, and (after the fact) YouTube (to share the recorded game sessions).

This is what I sent out to a long list of potential players:

You wake up in a room.

The floor is cold, stone, dry. The lights – three bare bulbs dangling from the rafters – do little to dispell the gloom. It takes time for your eyes to adjust.

You stand, brushing grit and dust from the front of a tailored jacket you’re sure you’ve never seen before. There’s a red stain on the sleeve.

Don’t worry. It’s not your blood.

I’d like to run a short rpg game, via Google Hangouts. Somewhere between three to six sessions, once a week, probably on a weeknight, after dinner and the kids are in bed, and wrapping up in time for everyone to get to sleep at a reasonable time. Don’t worry about the system or anything – the scenario is set up to teach the game and create characters as we play – it’s a method that works particularly well with this system.

The italicized bit is the basic set up.

If you’re interested, let me know. If you’re not, for whatever reason, don’t reply. 🙂 Easy peasy.

If we get enough people (I’d say three), we’re good to go.

I ended up with four, we agreed on a good night (Mondays) and started play last week.

Poster_1600x1200px

Now, as I said, we recorded the game session as we were playing (check out session one, here), but while it was a nice recording, it doesn’t capture what’s going on in the Roll20 window, so the handouts that I’m laying out in the virtual tabletop area can’t be seen by anyone watching the video later.

The upside: that means I’m still going to end up doing written play reports.

You Wake Up In A Room

I started with everyone unconscious and lost in unpleasant dreams. Each character’s dreams were different, and I slipped ‘notes’ to each player via Roll20 to let them know what sort of images they were struggling with.

Kim: A strange looking needle, coming toward your eye.

Reggie: The sound of a deadbolt sliding into place.

Amanda: Someone standing over you, shadowed, a knife in their hand.

Dave: The feel of something in your hand: a straight, hard handle, slightly curved and rough to the touch.

Reggie wakes up first, and after getting his bearings a bit…

Furnishings are sparse. Three bare bulbs hang from the ceiling: one in the center of the room, one near where you woke up, and one near the door. The bare bulbs are bright enough to give some illumination to the room, but there are shadows and dark corners everywhere. Along one of the long walls are a desk and chair. There are three steel drums in one corner; from here, they smell of oil.
Furnishings are sparse. Three bare bulbs hang from the ceiling: one in the center of the room, one near where you woke up, and one near the door.

… he turns his attention to the other three people lying on the floor nearby.

warehouse 23

Still on his knees, he moves over and tries to wake up Kim who, upon seeing Reggie, freaks out – to her, right then, he seems a horrible monster – and crab-walks backward and right onto/over Dave, who starts to stir. All this ruckus (Dave trying to get out from under the scrambling woman, Kim trying to get away, and Reggie trying to calm Kim down) wakes up Amanda, who is furthers from Reggie and closest to the door.

The bare bulbs are bright enough to give some illumination to the room, but there are shadows and dark corners everywhere.

Along one of the long walls are a desk and chair. There are three steel drums in one corner; from here, they smell of oil.

I stop at this point and have each player give us the most notable physical feature about the character belonging to the player to their virtual ‘left’. Here’s what we got (with pictures that came later):

  • Dave: (via Kim) Thin and wiry, 30ish, going gray. Violet eyes.
  • Reggie: (via Amanda) He’s huge. Hulking. Well over seven feet tall.
  • Amanda: (via Dave) She’s Irish – just definitively Irish. Red hair. Freckles. Et cetera.
  • Kim: (via Reggie) She’s tiny. Clearly a grown woman, but about the size of a ten-year-old girl.

The four, still a bit on their guard, start poking around. Their clothes are bit odd to them – Victorian style garb – comfortable, but not familiar. Kim is struck by the clothing in contrast to the electric light bulbs, and by the rotary phone on an old wooden table-style desk on one side of the large room. Incongruous.

Amanda messes with the phone a bit (the phone has a dial tone, but 911 yields no response, and she knows no other numbers), and heads to the other end of the room to check out a stack of fairly new and smelly oil drums while Reggie tries the nearby door (heavy, metal, and apparently barred). Dave’s trying to ask questions of everyone, but no one really wants to chat, at least in part because no one really remembers who they are, how they got here, or why they all seem to have a few bloodstains on their clothes, but no injuries.

Amanda Investigates the barrels and I have her tell me what rating she’d like the skill at. She selects 2 (Fair) and writes up a Character Aspect to go along with the skill.

“I investigate everything.” (Lovely, and nicely compellable.)

She discovers someone else behind the barrels, sitting an old wooden chair and asleep.

Or… no. Not asleep. She can’t say how she can tell with just a glance, but the mystery man is definitely dead.

Exhausted
Dead tired.

Also interesting: Amanda doesn’t announce the dead body, and instead quietly searches him for clues and information, snagging a wallet from an inside jacket pocket, and a key from a pants pocket. Also: a very ’cause of death’-looking stab wound on the back of his neck that completely severed his collar and tie.

Meanwhile, Reggie can’t get the door open, and Kim (perhaps trying to get further from Reggie) heads toward the same end of the room as Amanda, where there’s a large cargo-loading sized door all along the far short end of the room, chained and padlocked.

Kim pulls few bobby pins out of her hair and starts going to work on the lock (making some notes on her character sheet):

  • Aspect: I’m Used to Getting out of Tight Situations
  • Good (+3): Burglary

The lock is huge and stiff, though, and while the bobby pins can move the tumblers, actually turning the lock will require something a little more sturdy. Kim casts around for something like that and sees (over by the oil drums, but on the side away from crouching Amanda) a knife.

A bloody knife. Oh good.

Kim, like Amanda, is quite unfazed by the evidence of violence, picks up the knife, wipes it down a bit, and goes back to the lock.

Reggie, after struggling with the locked door and eying the windows fifteen feet overhead, growls to himself, stalks over past Dave toward the desk, and picks up the chair next to desk in one hand.

The phone rings.

Reggie stops, obviously nonplussed, but Dave reacts with little surprise, picking up the handset and answering with a cautious “hello?”

“The police are coming,” says a female voice. “You need to get out of there. They can’t find you with the body.”

“What body?” asks Dave, but the line has gone dead.

“Ahh… apparently the police are coming,” Dave announces, loud enough to carry. “And… is there a body in here?!?”

“Yes…” Amanda answers, waving distractedly back toward the barrels she’s now abandoned.

Reggie growls, turns, and whips the chair at the window above and to the right of the door.

  • Aspect: When I get mad I get REALLY mad
  • Good (+3): Might

The chair is destroyed, as is the window.

The two-tone sound of police sirens is distant in the foggy night air, but getting closer.

“Do you need help?” asks Dave? “Should I climb up on your sh– Oh. We can use the desk.”

He moves the phone to the side, starts to pick up one end of the light desk, but Reggie simply picks the whole thing up and carries it beneath the window and starts to climb up.

Dave climbs up after him, then takes the boost up to the now-clear window sill. The room – a warehouse, Dave realizes – is sunken a bit on this end of the building: it’s a fifteen foot drop inside, but only 10 to the street. He makes it easily – he’s surprisingly fit for a gentleman.

  • Aspect: Priest’s head on a soldier’s shoulders.
  • Equipment: A sharp pen knife with a rough wooden handle.
  • Good (+3): Athletics

From the outside, Dave is easily able to unbar the door (just as Kim finesses open the lock on the far end of the building and slips off the chain) – the door was bar, but the bar wasn’t locked in place – almost as if it was only meant to keep someone in.

Reggie heads out once the door is open, but Amanda stays for a moment, suddenly curious (Aspect Compel) about the lone drawer in the desk. She snags Reggie and says “Can you break this?” indicating the desk.

He doesn’t even pause. Once hammering fist and the desk is in two pieces. Amanda snags the two newspaper clippings inside and tucks them in with the rest of her collection of Odd Things.

Meanwhile, Kim has stepped out into some kind of loading yard at the back of the building and (after spending a Fate point to declare it’s there) hotwires a truck parked in the back.

horseless

The other three, gathered in front of “Warehouse 23”, hear an engine getting closer from the alley alongside the building (see crude map) and stare as the tiny woman in the truck lurches to a stop next to them.

“Need a lift?”

“Shotgun,” Dave immediately replies. Amanda grumbles. Reggie was already climbing in the back – the only spot he’d fit.

They pile in, and Kim instinctively heads away from the sirens.


I stop here and ask each player for the most notable personality trait of the person to their virtual right:

  • Amanda: (via Reggie) Scatterbrained – a flibbertigibbet
  • Dave: (via Amanda) Always looks like he’s plotting something
  • Kim: (via Dave) One damn determined woman
  • Reggie: (via Kim) Kind.

The players each note these observations on their character sheets.


They ride in silence for a few moments, then Dave says “So… where are we going?”

“615 Beacon Street,” replies Amanda. Everyone looks at her, sitting in the back seat, reading a card she’s pulled from a man’s wallet.

She holds up the card – some sort of ID for one Jack Smith. “I found it on the body.”

“Riiiight,” Dave says, then, “Anyone know where Beacon Street is?” He looks around at the quiet, fog-shrouded night streets. “Or where we are?”

A good question, which we'll get to next session!
A good question, which we’ll get to next session!

Fate Accelerated: Trouble Magnet – Kaylee’s Solo Supers Session #6 – Fight Fire

Due to unexpected fallout from last session, Nataly’s brawl with an alien gargoyle got her and her new family put on a blacklist that seems to have made it impossible to find a home in Mercury Bay. Things were looking grim as Matthew and Marilla pondered hitting the road yet again, hoping for better luck in another city.

But they got a surprise a few days later when the motel room’s phone rang. The woman on the other end of the phone spoke for a minute or so with Marilla, who sounded first suspicious, then surprised, then handed the phone to Nataly.

“Hello?”

“Hello, is this… Nataly?”

“Yes.”

“Hi Nataly. You probably don’t remember me, but we sort of … met. I mean… you…” Nataly hears a deep breath, then: “You flew in and stopped that boy who stole my purse, then flew off before I could really thank you.”

“Oh!” Nataly pauses. “I’m sorry, I didn’t know I should have stopped.”

“And I was too surprised to say anything, then. So…” Another pause. “Thank you.”

“You’re welcome.”

“Nataly, I was talking to your mom.” Nataly looks confused, then glances at Marilla, who looks away. “I heard through the grapevine that you were looking for a place to live. Actually, I gather you were looking at one of the apartments in my building, when you came to help me.”

“We’re… having some problems with that.”

“I heard that too,” the woman replies. “I wanted to invite you and your folks to come back over and take a look at that apartment again.”

“Really?”

“Really,” the woman says. “I’m sure we can work something out.”


“The fact is, Mike and I used to date,” the woman – Patricia – confides to Marilla as she walks the trio through the slightly-too-pink apartment again. “We don’t even talk anymore, really, but sometimes he brings people by to see any properties the building has open – I think he thinks he’s doing me a favor.” She shakes her head. “I don’t even own it; I manage it.”

“I’m surprised you had us back here,” Marilla comments, “what with the warnings that have apparently gone out.”

“I said we used to date,” Patricia says. “I’m long past the point where I care much for what that man thinks I should or shouldn’t do. And in any case -” she smiles at Nataly – “how could I not help out?”

The place isn’t perfect: the kitchen isn’t very large, the wiring is a bit dated, and there’s not much room for Matthew to work on projects, but it’s theirs if they want it.

“If you need to keep busy,” Patricia adds to Matthew, “there’s a huge workroom in the basement… that comes along with a handyman position I’d love to find someone for.”

“Well…” Matthew glances at Marilla and Nataly. “I think that’ll do just fine.”


Things settle down into a comfortable routine. Their new home – The Marquis – is a six story building built in the sixties, originally with thirty-six apartments (six apartments per floor, with three on either side of a central hallway/stairwell) but (after fifty years of modifications and tenants merging two or three smaller units) now boasting 26 of varying sizes. Nataly and her new family are on the fifth floor, in a “trio” condo (three old apartments, combined) that takes up all of one side of the floor. All the balconies from what were once three apartments have been combined into one.

(After a week, Matthew’s list of things to fix in the building is enough to ‘keep me busy until the girl graduates high school… if nothing else ever breaks.”)

Nataly starts attending the local public school, and makes friends around the neighborhood (most of the kids don’t know she’s any kind of superhero, and the ones who do (Patricia’s oldest son, a year younger than Nataly) keep it to themselves.

As a matter of fact, no one seems to be that bothered by the idea that there may be a part-time superhero in their midst – a few are especially friendly, most everyone is blandly neutral, and those that don’t seem to like the idea (Mr. Higgins, 1B) simply glare and stay away.

Patricia turns out to be a big help – she’s a bit of a pillar in the community (she *does* partly own the building, after all), well-liked, and a bit of an activist for good schools, walkable communities, and public green spaces.

And the school isn’t bad. Nataly makes a few friends fairly quickly (Kaylee has fun naming and detailing all of them), and things get familiar very quickly. It’s a nice neighborhood, and fairly quiet.

Which makes the sounds of approaching fire engines all the more notable.


The Fire

The kids in Nataly’s grade were on the playground as the fire trucks approached, and everyone crowded toward the fence to watch them pass.

Except Nataly. She was looking at the skyline, and what she saw worried her: it looked like the smoke was coming from the direction of The Marquis.

Since no one’s looking her way, Nataly ducks under the slide, puts up her force bubble, forces it to the light-bending transparency that makes her all but impossible to spot, and takes off, heading for the fire.

For this, I stole straight from the Jason Morningstar’s “Fight Fire” chapter in Fate Worlds, Volume 1 (one of several game settings in the book – this one designed for playing teams of fire fighters – brilliant). Specifically, I borrowed and modified the set-up for a ‘fire incident’ in an apartment building, from page 101:

Aspects: Mid-sixties construction; Not up to code; Reinforced ‘safety’ doors.

People and Circumstances:

  • Crowds in the street — residents desperate for their homes to be saved and most of the neighborhood as curious onlookers.
  • Nobody can find Mrs. Lupo from 6-B.
  • Miguel Flores is trying to break into his ex-wife’s apartment, 6-C, because his 11-year-old daughter Inez may be alone inside (home sick with an ear infection).

Zones
6-A (Void fire)
Situation Aspects: Cheap framing, Locked doors and barred windows
Skills: Good (+3) Spread, Fair (+2) Smoke, Average (+1) Burn; five stress boxes

6-B (Ignition site, Open fire)
Situation Aspects: Cheap framing, Family treasures, Broken fire escape, Locked doors and barred windows
Skills: Superb (+5) Burn, Great (+4) Spread, Good (+3) Smoke, seven stress boxes

6-C (Smoldering fire)
Situation Aspects: Cheap framing, Dripping roof tar, Locked doors and barred windows
Skills: Great (+4) Smoke, Good (+3) Burn, Fair (+2) Spread; six stress boxes

So with a little cribbing from an entirely different setting, we have one of those classics of comic book hero challenges: the burning building. I’m quietly pleased.

Nataly does a quick inspection of the building from the outside, from high up, while the fire trucks are setting up and trying to push back the crowd. The fire seemed to be focused on just one side of the sixth (top) floor. These apartments are some of the least expensive (read: smallest, sixth floor walk-ups, and no balcony except the fire escapes… one of which probably couldn’t safely be used as an escape in the first place). All the apartment windows on this floor are barred (why, this high up, Nataly can’t guess), so she enters the building through a window that opens onto the hallway that runs down the center of the floor.

Through the haze of smoke, she can see Mr. Florez at the end of the hall, trying to break open the reinforced safety door on 6-C. She approaches, and he’s so distracted that he doesn’t see her until she’s standing next to him. He’s not making any headway on the door.

He tries to get her to leave.

She blasts the door off its hinges, and he shuts up in a hurry.

The two rush into the room. The smoke is thick (Nataly takes some stress), but the gush of new air into the space luckily doesn’t cause the fire to flare up. Inez (age: 11, “one grade ahead of Nataly, but nice to younger kids”) is crouched in the bathroom tub, but otherwise okay. Nataly gets them both heading downstairs as fast as they can.

Now would be an excellent time to leave, but while circling the building, Nataly had heard several people mentioning the missing Mrs. Lupo, and knows she has to check her apartment before she can go. She does the trick with blasting the door down from the hallway again, but this apartment is a much different situation: the source of the fire, the apartment crawls with flames that reach for Nataly as soon as the door opens. Her force shield barely holds, and this is from the doorway.

Still, she tries.

The apartment is small, and doesn’t take long to check – Mrs. Lupo isn’t there, pretty much the only thing not on fire is an old piano in the living room, covered in framed photos.

Nataly is almost out of stress, and is coughing violently from the hot air (Minor consequence), but decides to take a few more seconds and at least save something from the fire. She scoops up all the photos into a second bubble and knocks out the nearest window to escape. The rush of air gives the fire new life, however, and the heat is more than Nataly can withstand – she flies through the hole on fire, barely under control, and (shouts and screams echoing from the street below) crashes onto the roof of the building across the street, still cradling the photos in a force bubble and her burned arms (moderate consequence).

The fire fighters take it from there.

Nataly requires some medical attention, but she’s reported as ‘a child trapped in the fire,’ and no one asks too many questions. Around the Marquis, no one needs to. Flowers, small gifts, cards, and “irresponsible piles” of candy (in Marilla’s words) appear at their apartment door. Mrs. Lupo (who’d been visiting her sister across town) comes by every afternoon and helps Nataly keep up with her homework.

Mr. Higgins isn’t any nicer, but that’s just Mr. Higgins.


And now you’re all caught up to where Kaylee and I are, so far. We have Nataly set up in a new home, with a base of operations, friends and family, and things to fight for. I love the way this has played out so far: it feels a bit like the apartment block in the new Hawkeye series, mixed up with a little Runaways and maybe Zita the Spacegirl.

What’s next?

I tell you, I just don’t know where to start: there’s just so much cool stuff we can do.

Fate Accelerated: Trouble Magnet – Kaylee’s Solo Supers Session #5 – Blacklisted

At the end of our last session, the hunt for a new home in Mercury Bay hit a snag when Nataly, Matthew, and Marilla (plus the realtor) were attacked by a creature that basically looked like a stone gargoyle and seemed to be looking for (and angry with) Nataly.

Nataly, of course, has no idea why.

There isn’t a lot to write about this session as it was:

  • Fairly short.
  • Mostly the fight between Nataly and the gargoyle creature, which I didn’t take notes on to the point where I can recount it round by round.

The “Gargoyle”

Unbeknownst to Nataly, this creature is actually a recent arrival in Mercury Bay – specifically, he arrived via that weird geode meteorite that came down a few nights ago (early last session). The fact that the thing hit the ground a few hours after Nataly and the M’s arrived in town is not a coincidence.

For stats, I basically stole an entry on The Nebbishter Glee on Fate SF (which has posted some really great Warhammer 40k stuff for FAE). My version looks like so:

Space “Gargoyle”

ASPECTS:

  • High Concept:Waist-high semi-intelligent demons
  • Trouble: Vulnerable to mind-affecting and magical attacks
  • Aspect: Greedy opportunist
  • Aspect: A propensity to replicate
  • Aspect: Cat-ape-dog-demon hybrids

APPROACHES

  • Careful: +1
  • Clever: 0
  • Flashy: +1
  • Forceful: +2
  • Quick: +2
  • Sneaky: +3

STUNTS:

  • Easy to Overlook: Take a +2 to Sneaky to be mistaken for statuary.
  • Remix: Once per session, I may sample the DNA of another living creature and produce another of my kind with a unique Aspect and Stunt inspired by that sample.
  • Replicate Servant: Once per session, I can produce a mook minion via replication.
  • Tough Little Critter: Once per session, I can become immune to a Forceful attack that would otherwise damage me.

REFRESH: 2

This little DNA-thief had one goal in this fight: bite the telekinetic space princess.

The fight made… a bit of a mess. Nataly told Matthew and Marilla to get the realtor into the back room, and tried to keep the gargoyle thing in the front rooms (not difficult, since it wanted to bite her anyway), but between the thing’s strength and mass and Nataly’s tendency to use hurled balls of telekinetic force, about sixty percent of the apartment was “remodeled into an open concept layout” in just under a minute. Oops.

The fight ended when the thing (having successfully given Nataly a Minor Consequence from a bite) leapt back onto the balcony and skittered off down the wall (they can’t actually fly… yet).

Fallout

The realtor was, putting it mildly, upset and shaken by these events. They didn’t realize how shaken until they tried to get in touch with him the next day and were informed he’d filed for a retraining order against the three of them. They sought someone else to help them find a home, but no one would talk to them: the realtor had been busy calling everyone in the real estate business in Mercury Bay (both realtors and those with property available) and urging that Nataly’s family be black-balled.

We ended the session as Marilla hung up the phone, turned back to them, and said “We may need to move. Again.”

Note: During this session, Nataly finally got her fifth aspect, which (I think) will be darned useful (for both Kaylee and me) in the future.

Aspect: Matthew and Marilla are always there for me.

Post Ludus Analysis: (Fate) Gaming with Kids

Almost all of the RPG gaming I’ve done recently has been with kids 14 and younger.

All, in fact, of the face to face gaming; only my google+ gaming has involved adult majorities at the table.

After wrapping up the Supers game I ran with my daughter, niece, and nephew, I scribbled down some notes, combined them with some thoughts I’d already had after playing solo with my daughter, and… well, here they are.

Fate Accelerated

Bar none, one of the best pick-up game systems I’ve played or run. As I demonstrated in the “Escape from Brainiac” scenario, you can quite literally sit everyone down with blank character sheets and begin playing immediately, teaching the game and building characters as you go. I think the basic outline for the game went something like this:

  • First Scene: The Golden Rule: “Describe it first, then we figure out what to roll.” Set High Concept. Use (and set) first (and maybe second) Approach. How do dice work. How are roll results determined. First Stunt. Different action types explained, as they come up, determined by The Golden Rule.
  • Second Scene: Trouble Aspect. First Relationship Aspect.
  • Third Scene: Second Stunt. Working together (Create Advantage). Using Aspects with Fate Points, the basic idea of Boosts as ‘flimsy aspects.’ Consequences. Second Relationship Aspect. Additional approaches rated.
  • Fourth Scene: “Personal Goal” aspect. Character basically complete, barring final stunt. Recharge Fate Points.
  • Fifth Scene: Dealing with opposed rolls. Overcome checks. Dealing with the concept of Armor.
  • Sixth and final scene: Everything comes together in one big scene.

And, despite being “light and quick,” it’s satisfying. The six approaches are quite broad-stroke ‘skills’, but Aspects and Stunts give the characters lots of individual flavor and impart the sense of growth. Also, it’s worth noting that having only a few Approaches means that those +1 bumps to an approach every 2 or 3 sessions feels like a really significant ‘level up’, compared to the same thing in Fate Core, where looking at a character with ratings in 10 skills out of possible 18 makes the +1 feel good, but not quite as huge.

The Golden Rule is Especially Critical

Most uttered phrase in any FAE conflict with me and my daughter: “Just tell me what you want to do.”

The Golden Rule in Fate is ‘Figure out what you do and then figure out what to roll.’ For kids, this goes double-triple-quintuple times. My daughter loves the rules for Fate and FAE, and tries to grapple with them for every action she wants to take – it hampers everything going on in the story, including her enjoyment of it. (And mine.)

When we remember “Just describe what you’re doing, make it cool, and then we’ll figure out what to roll,” things are fantastic.

To be honest, I find that’s a very good thing to remember when gaming with adults as well – it makes the play much better – but experienced adult gamers will do the imaginative heavy lifting in their heads, on their own, if necessary, because they’ve learned they usually have to.  New players and kids won’t have learned that, so their enjoyment of “announce action, roll, announce action, roll…” is much lower.

Which is good: it enforces the need for the Golden Rule – a good rule for any system, really.

They’re Going to Get Hit More, Hurt More, Bleed More

New players/kids don’t hit Aspects quite as much, don’t Create Advantages as much, don’t make use of existing ‘free’ aspects or Boosts as much. They just don’t. They’re less likely to use Fate points aggressively, and (from what I’ve seen) tend to keep them on hand to reduce the effects of a bad roll or getting hit hard more than to buff up one of their big hits. As a result, they’re characters fail more than (in my experience) most experienced gamers do when they play Fate, simply because they don’t invoke Aspects with the same aggressive abandon. (1)

((1) That means, by the way, the kid’s games are generally more enjoyable and exciting than Fate games I’ve played solely with adults, because failure – especially failure in Fate – is cool and interesting, as are Stress and Consequences. In my experience with Fate Core and FAE, failure is almost always a thing you have to let happen to your character, and most adult gamers don’t, which is a shame.)

All of this is fine, but there are a few things you’ll have to take on as the GM that you normally wouldn’t need to when running a game of Fate with more experienced players.

  1. Reminders to be awesome – let the dice fall where they may and then ask whoever rolled if they think one of their Aspects would give them a bonus to what happened. Because of the sorts of board games that kids are familiar with, the idea of tweaking a die result after the fact will be unfamiliar – they’re used to rolling and taking their lumps, good or bad.
  2. You’re the one who games probability curves. You as the GM probably need to take on the decision on whether or not to use an aspect invocation for a bonus (do this on any roll -2 or better) or a reroll (if the dice came up -3 or -4).
  3. You Must Remember Compels – most experienced gamers really engaging the Fate system will remember their Aspects and suggest compels when the opportunity is there – they like getting Fate points. This is great for a GM, because you don’t have to keep track of 5x+y aspects.  Kids and new gamers, on the other hand, generally aren’t looking for ways to screw their characters for a few Fate points, so you need to help them with that. Keep an eye on everyone’s stack of Fate points and when someone starts getting low, glance at that PC’s aspects and figure out a way in the current or next scene for them to earn a FP with a compel. Repeat this continuously – in my experience with kids, this will probably remain your job – most won’t aggressively do the work for you for a long time, though they’ll quickly become more accepting of the basic idea.
  4. You Are the Acting Hand of the Golden Rule. They will never tell you they want to Create an Advantage. Ever. Never ever. Make them tell you what they want to do, and YOU determine if something is an attack, overcome, or creating an advantage some other player can then exploit.

Remember: They’re Kids, and Kids Will Drive You Crazy

I think it’s clear that I love gaming with these guys, but still… yeah, it’s exhausting. My wife and sister thanked me dozens of times for ‘handling the kids’ over the holidays, because (a) playing Fate was pretty much the only thing the kids wanted to do when they had free time and (b) the other adults could see it wore me down over time.

Don’t get me wrong: they’re amazing, clever people, and consistently brought a steel-melting level of enthusiasm to the table. I love that.

But they’re kids. There’s certain inevitable consequences of that fact.

Focus (especially when it’s more than one kid) will be a huge, frustrating issue: more than once I announced (or said to one or another individual) I was going to go do something (anything) else if they couldn’t pull it together and show some respect for the game we were all playing.

Player Bravado is another thing I’d forgotten about. All that stuff you may or may not remember from gaming AS a kid with other kids the same age? You didn’t imagine any of it, and it wasn’t just you and the other idiots you played DnD with in high school. Arguing with the other players about whether or not their guy could beat the other player’s guy… bluster about which powerful NPC would leap to the attacked PC’s defense… randomly announcing they were going to join the bad guys once they got off the ship…

… that last thing was pretty cool, to be honest. But whatever.

And not all of the ‘kid’s habits’ I remember from my youth are terrible: I was able to make use of one the day after we wrapped up the Brainiac scenario.

Everything Can Be a Game

One of the things me and my gaming group (really: my best friends) did back in high school is stat everything.

And I mean everything. Cool movies. Bad movies. TV shows (they were all bad, I think). Characters from books. Character from comics. Every single person we had to read about in the history section of Social Studies. We statted EVERYTHING… then we argued about it.

And I think that was a good thing. We understood the system(s) better, and it helped us start to deconstruct both characters and stories analytically (something I find more than a little useful today).

So, the day after we wrapped up the game, we got to talking about how characters really work in Fate, what Aspects are supposed to do, long term, and I got the bright idea to give examples from books and movies they knew. Both Malik and Jadyn are huuuuuge Hunger Games fans, and if there’s an easier modern YA novel to stat out for a game, I don’t know it. High Concepts. Trouble Aspects. Relationship Aspects. Personal Goals. Gear. Conditions. Compels.

So easy.

And, as we talked about it, even though they’d been playing Fate for the last three days, you could see new lights going on – new understanding. New ideas.

Good, good stuff.
Good, good stuff.

The Point Is…

The point is, there’s “kids” stuff you handle (focus), stuff you just ignore or ask them to waste time on later (that bragging nonsense), and stuff you can and should engage. I think it’s all an inevitable aspect of new/young players and a game they’ve just learned to love.

And they do love it.

And it’s so worth it.

And I would absolutely, instantly, jump in to do the whole thing again.

Fate Accelerated: Trouble Magnet – Kaylee’s Solo Supers Session #4 – “House Hunters Supernatural”

I’ve been remiss in my actual play reports.

During the summer, Kaylee and I started up a solo supers campaign, and while I wrote about the first, second, and third sessions, I have definitely not been keeping up with current events.

Session Four

As you may or may not recall, soon after (suspiciously soon after) Nataly found a strange bracelet among her personal effects at the orphanage where she lived, the orphanage was visited by a man named Matthew who was interested in adopting the young girl. His paperwork was entirely in order, his references were – frankly – amazing, and before long Nataly was off to an idyllic childhood in the countryside with Matthew and his sister, Marilla.

It was not to be.

After an afternoon in which Matthew and Marilla encouraged Nataly to explore the farm (and the powers that had appeared when she first donned the bracelet), the farmhouse was set upon in the dead of night by strange mechanical spider creatures that proved remarkably resistant and quite… numerous. The trio fled the farm and Marilla (who seemed entirely familiar with the creatures) muttered something about how, in hindsight, it was obvious something like that would happen. “There’s no way you could miss the girl out here in the middle of nowhere – we need to go somewhere where there’s more interference – where she’s less likely to stand out.”

Matthew nodded, and turned onto the interstate highway that would take them to the coastal city of Mercury Bay.

Nataly’s new guardians put them up in a low-rent hotel the first day arrived, but started talking about a ‘proper home’ as soon as they’d unpacked. They seemed to have a budget that would allow them a decent place, even in the heart of the city, though Nataly couldn’t figure out how they earned the money: neither seemed to have a job.

As a matter of fact, neither seemed to be that surprised by the fact she could fly or hurl blasts of pure force… Hmm.

Nataly grew somewhat bored with the conversation and stared out the window at the dusk-shrouded city in the distance. She had a front row seat for the streaking falling star that seemed to crash into the ground somewhere between their motel and the city.

“I’m… going to go for a fl- walk,” she said.

Matthew didn’t like the idea, but Marilla was more sanguine. “Go ahead, girl. Be careful, of course, and don’t stay out too long.” To Matthew’s look, she replied. “She can’t stay locked up in a tower; that’s how everything went wrong in the first place.”

Nataly frowned, but left without asking any questions.

Once out of sight of the room, she took to the air, wrapped herself in a force bubble that would diffuse and distribute light, and headed toward the site of the meteor impact.

She wasn’t the only one. Dozens of emergency vehicles surrounded the area, their lights flashing in the gloom, and a number of emergency floodlights were focused on the small crater at the center of the chaos. The object that had fallen appeared to be stone of some kind: melted to slag by the heat of reentry, and cracked in half but (and this was very odd) apparently hollow, and lined with crystals, like a geode.

Almost big enough for someone to lie down in, isn't it?
Almost big enough for someone to lie down in, isn’t it?

It’s interesting, but not something Nataly can do anything about right now – her force bubble makes it hard for people to see her, but she’s not invisible – someone would notice the strange visual distortion hovering over the geode if she gets any closer, so she heads back to the motel and goes to sleep.

HGTV

The next day, Matthew and Marilla start looking for a new home and Nataly, a veteran of hours and hours spent watching HGTV in the orphanage rec room (their activity leader pretended it was good for the kids), is ready to offer her studied opinion on curb appeal and ‘must-have features’.

In fact, the girl actually sits the two adults down and makes them itemize a list of things they want, before they meet with the realtor so ‘we’re all on the same page and don’t end up looking at things we don’t want.’

[It *could* be Kaylee has seen more than a few dozen House Hunter shows herself, and that her GM specifically built this bit of the session to play to that. I need to see if I can dig up the ‘shopping list’ she put together at this point.]

The trio meets with Mark, a slightly oily but earnest realtor, who pats Nataly on the head and then generally ignores her. Looking over Matthew and Marilla’s somewhat homespun attire, he takes them first to a lower income neighborhood and a roomy but fairly dated (and pink) condo on the second floor of a four-story building. I describe the neighborhood as quite similar to the area of Queens where Kaylee and I have been many times. Nataly points out the items on the list where the ‘apartment’ fails (galley kitchen, no work space for Matthew’s projects) and steps out onto the balcony.

… where she can hear someone shouting, then shouting for help.

She glances back into the room, sees that the adults have wandered back into the private rooms, and leaps into the sky.

The situation is simple and straightforward. A woman in her late thirties, with a baby stroller, has apparently just had someone run off with her purse. Nataly barely slows down as she takes them in, then tears off through the air in the direction the woman is looking. A few swerving corners and she sees the (young) man running down a narrow street.

It isn’t even a fight. Between one step and the next, Nataly encases him in ‘basically a giant hamster ball’ and lets it bounce down the street until the guy inside is all but unconscious. She then picks the whole thing up and carries it through the air in front of her as she flies back to the woman.

By the time she gets back, there’s a sizable crowd (the woman is apparently well-known in the neighborhood), and while people are surprised to see a ‘hero’ in street clothes, no one screams or faints. A few even clap when she dumps the thief and the purse in street in front of the stroller. The woman gives Nataly an awkward hug, as though unsure if she should, and Nataly takes off, suddenly self-conscious and aware that she’s been gone long enough to be noticed.

Which Marilla certainly did. She gives Nataly an arched eyebrow as she lands on the patio. Matthew is keeping the realtor distracted with talk of old wiring and fire concerns.


House number two is far roomier, with a nice backyard, but is far from the city and (muttered by Marilla) “nowhere near the activity the girl will need to keep from being noticed.” The realtor can’t understand their reluctance, and spends quite some time trying to sell the adults on the house. Nataly heads to the backyard and, poking around, is surprised to hear a voice from behind her, almost repeating Marilla’s words.

“You need to work a little harder on not being noticed.”

She turns as a man vaults over the backyard fence. Dressed in cape, mask, and cowl, he could not look more out of place in this bland suburban area, but somehow he’s too serious to look ridiculous.

Nataly stands her ground. “I don’t know what you mean. And who are you?”

He ignores the question. “Hovering over the crash site last night. Dropping off a purse snatcher in front of fifteen witnesses with five actively recording smartphone cameras.” He crosses his arms, and she notices a pair of batons at his waist. “Unless you’re trying to draw attention or lure someone into a trap, you need to start thinking about lowering your profile.”

Nataly, not sure what to say, remains silent.

He doesn’t seem to expect this, and squints at her. “Are you trying to lure someone into a trap?”

“Maybe.”

He tenses. “Who?”

She says nothing, and he snorts and nods. “Fine. Still…” He reaches into one of the dozens of pouches on his belt and pulls out a swatch of black something. “It won’t hurt to keep your identity under wraps, unless you want your… guardians… to inherit your trouble.” He hands her the item.

She unfolds it and stares at the soft black domino mask.

“What -” she looks up, but the red-and-black suited stranger is gone.

In the distance, she hears a motorcycle engine roar to life.


Home #3 is yet another wild departure from the previous offerings – the realtor doesn’t seem to know what to make of this odd family. It’s a well-appointed condo on the thirtieth floor of a high-rise overlooking the city’s titular bay. Fancy, to say the least, and while it doesn’t have any place for Matthew’s ‘projects’, it easily ticks off the other boxes on Nataly’s list.

Everything is looking good, until a shadow darkens the french doors leading onto the patio and something crashes through the glass and skids to a stop in the middle of the (furnished) living room.

A squat, ugly, stone gargoyle unfurls its wings as it rises from its crouch, points a gnarled, clawed finger at Nataly and growls “YOU!

Fate: Kugen Wasabi

This has been sitting in my drafts folder for something like six months, so let’s put it out there, just for fun.

I made this guy up for a “feudal, so-high-tech-it’s-low-tech Japan” campaign that ran for (I think) just the character creation session. An obvious riff on the Blade of the Immortal comics (which I’ve never read).


Kugen Hasabiwasabi

Aspects
High Concept: Immortal Samurai
Trouble: Mysterious Past, Even to Me
– Nanites in my Blood
– Everyone Lies, but No One Listens
– [open]

Skills
Great (+4) Fight
Good (+3) Deceive, Physique
Fair (+2) Athletics, Notice, Stealth
Average (+1) Craft, Ride/Transport, Will, Provoke

Stunts
Nanite Repair. 2:Armor, or 2 over average armor in setting.  1x/session, spend a fate point to downshift Minor or Moderate Consequences (2 stunts). See also “Being Immortal in Fate.”
Liars know Liars. Use Deceive to defend versus Deception or overcome obstacles created via Deception.

Refresh: 3

Physical Stress: OOOO
Mental Stress: OOO

Business End of a Boom Tube – FAE Supers Gaming with my Family, Part Four (of Four)

First, a disclaimer: I’m not very good at Fate.

There are players out there who can wave their hand, summon up ever-folding images of the Fate Fractal to illustrate off-the-cuff google+ posts, and write up detailed hacks for the core rules three times a week.

That’s not me. I’m running these supers games using nothing but the rules in the book(s), without any variations.* I basically ignore things like the “Extras” chapter in Fate and FAE, and mentally summarize the whole chapter with “Sometimes you’ll want the game to do something a certain way that is different than anything else in the book, and if so, that should cost something.”

(* – No variations that I’m aware of – it’s possible that stuff from older versions of Fate have crept in, but if so I haven’t noticed and didn’t do it on purpose.)

The reason I bring this up is that, in this section of the game, there were a couple of situations where I wanted specific effects, and set up stuff in a way to make that happen. In hindsight, I can see ways I could have elegantly applied existing rules to accomplish the same thing, but the actual solutions I came up with on the fly aren’t lovely crystalline matrices – they’re rickety Rube Goldberg machines that held together only so long as I kept thinking about them. I don’t recommend replicating some of the stuff here, verbatim.

Unless you think it’s cool. In which case, go ahead.

Now then, where were we?


We we last left our heroes, they’d just recovered most if not all of their memories of abduction by Braniac’s troops, and now knew that if they didn’t get off this ship soon, their friends and families were probably dead (or digitized and deleted, which amounts to the same thing).

Grim and determined, they ask Oracle for a new destination – someplace they can go to stop the digitization of their home neighborhood.

Oracle does a bit of searching – really all she seems to be able to do inside Brainiac’s system right now is find information; her access is too limited for serious hacking – and gives them a new direction to head: a control center located near the center of this section of the ship.

They proceed, and hit their first barrier in the form of an Automated Security Checkpoint in the next Junction Chamber.

Junction Room [Ugly Ver 1]

Characters need to make Good forceful overcome rolls to act each round (roll at the start of the round). If they don’t, they can’t move (defend, whatever). This is because of the Robotic Brain in the center of the room. The brain’s in an invulnerable forcefield and can’t be harmed.

At the start of the second round, three-unit squads of sentry-bots start showing up (3 stress for each squad, +2 at the stuff they’re good at, -2 to stuff they aren’t good at). They don’t have to make Overcome rolls to act.

If, in any round, all the heroes managed to overcome successfully, the Brain shorts out for a bit, and the forcefield drops for a round. The brain has 4 stress and, if destroyed, stops summoning patrol squads.

Or, you can do it this way:

Junction Room, [ver2]

Zone Aspect: Immobilizing Telekinetic Field (Allows Brain to forcefully Defend against any enemy action in the room.)

Brain in a Jar
Aspect: Telekinetic Construct
Forceful: +2
Stunt: Forcefield – Armor:4 versus all physical and most energy attacks. Does not work if Brain has Aspect: Shorted Out. If I am defeated “with style” on an Overcome vs. my Defend, I gain the Aspect: Shorted Out for one round.
Stunt: Summon Bots – Because I am a security construct, once per round I can summon a security bot patrol to the room.

Security Bot Patrol
Forceful: 2
Stress: 3 (Collective for group of three)

There are probably better ways to do it, but whatever.

Anyway, the trio enter the room. Due to her native telekinetic abilities (and related stunt), Angelia is able to forcefully overcome the telekinetic field immediately. Anna struggles but manages to keep moving by focusing on rescuing her parents (fate point and her new aspect), while Mikenna is basically immobilized.

The doors across the room open, and a trio of security bots march in and open fire. Angelia deals with them while Anna tried to freeze the metal Brain in the middle of the room on a pedestal (to no avail).

Angelia clears two of the three bots, but the remaining soldier gets reinforcements as three more bots rush in through a side entrance. Anna hurls ice at them to help out Angelia, but the girls are clearly struggling. Mikenna still can’t move.

On the third round, the bots are building up, and Anna is struggling to keep moving against the telekinetic force blanketing the room. Mikenna musters everything she’s got and manages to break free of the telekinesis. This added resistance shorts out the Brain for a few seconds and Mikenna takes that opportunity to turn the gold-plated bit of machinery into a non-functional pin-cushion. The telekinetic field drops, and the kids make short work of the remaining bots.

Alarms start sounding, and a stentorian voice starts droning about escaped prisoners needing to be stopped – converge on the control rooms – et cetera.

The kids battle toward the control room, moving fast so that resistance can’t get organized, and storm inside. Oracle has explained that, based on schematics, she thinks there are four ‘connections’ between the ship and a shield generator that, if disabled, will allow her to send reinforcements to them via Boom Tube (whatever that is).

It turns out that the four ‘connections’ are a bit more robust than that: four giant bolts jut from the floor in the large room – all of which need to be destroyed. They’re about this big:

AthertonBolts

Also, there’s a big combat-grade command bot in the center of the room where Oracle’s schematics say a “control unit” should be:

Brainiac_Ship_Guardian

Finally, while they entered from the ‘south’ and jammed the entrance, the other three walls in the room are deep alcoves that basically look like teleporter platforms – looks like a great way for reinforcements to arrive.

“So, what do you do?”

At this point, they group tries a number of things, but the situation quickly stabilizes to a number of key facts.

  1. A squad of three patrol-bots (same stats as the Junction Room) shows up on each of the three teleporter pads, every round.
  2. The Command Unit (+3 to everything relevant, 3 stress and full consequences) has a force field basically as tough as the one around the Robot Brain from the Junction Room. (Armor:4, but only active if the Command Bot’s declared action for that round is a Defend, otherwise it’s down). He can basically be ignored for now.
  3. The big bolts are very difficult to damage.

Round 1

The kids decide the reinforcements need to be dealt with.

Anna puts up an Ice Wall covering the ‘mouth’ of one of the teleporter alcoves. (I just made a … thing … Barrier? that the bots had to destroy to enter the room, with stress equal to Anna’s successes. That’s old-Fate thinking, probably: should have just made it a means for her to active defend against them entering the zone.)

Angelia blocks a second alcove with a force wall.

Mikenna fills her alcove with arrows and mows down the reinforcements there.

Round 2

Anna ices over the alcove that Angelia had before. Mikenna keeps firing on her alcove, and Angelia tries to unscrew one of the massive bolts with her telekinesis… unsuccessfully. (I decided to do some kind of ‘gradual success’ thing here, and didn’t have time to look up to see if that’s a thing that exists in Fate Core, so I just give decided on a total number of successes she needed to accumulate to totally unscrew the thing.)

Round 3

Anna ices over the third teleport node. Mikenna takes pot-shots at the Command Unit, but does nothing. Angelia keeps twisting.

Round 4

Anna and Mikenna team up to freeze and damage another bolt. This kind of works, but… reinforcements are slipping into the room through the shattered ice walls.

Round 5

Anna reinforces the ice walls while Mikenna cleans up the bots that got through. Angelia gets a bolt loose and starts on another.

Round 6

Anna, from this point on, is basically playing a game of ice-blaster whackamole with the ice walls, reinforcing whichever ones seem closest to going down. It keeps the others clear to act.

Mikenna finishes breaking the damaged bolt.

Angelia makes major headway on the third bolt.

Round 7

Angelia gets the third bolt free and turns to the fourth-and-final. Mikenna is assisting Anna.

Round 8

The Command Bot drops his shield and starts powering up a MAJOR blast at Angelia’s back (one round to build up an Advantage first). Mikenna fires a couple shots at it.

Round 9

Angelia has the bolt loose!

Mikenna defends Angelia from the Command Bot’s blast, taking the hit herself for a Moderate Consequence (burned torso).

Oracle hollers “Shield is down! Reinforcements incoming! (pause) I can get into their servers! *gleeful cackle*”

Round 10 (and after)

A boom tube opens, and through it comes Wonder Woman, armed with sword and shield, armored in red and gold. She takes in the room at a glance, nods to the three holding back Brainiac’s troops, and says:

“We must hold this control room until Oracle has done her work.”

She leaps across the room and buries her sword in the chest of the Control Bot, then turns.

“Will you fight with me?”

Yeah. Like she needs to ask.

The rest of the battle is a blur. Mikenna runs out of arrows and resorts to hand to hand. Angelia is smashing swaths through the incoming troops with the shattered halves of the broken bolt. Anna freezes robots solid until there is literally no more moisture left in the air to crystalize.

And still they come. And die, and die.

Finally, they hear that same voice – Brainiac’s voice, they now realize – call for a retreat. Announce evacuation. Flee.

They win.

Wonder Woman tells them they can’t use the Boom Tube to exit the ship (Watchtower security clearance only), but helps them hurriedly clear a teleport pad that Oracle has commandeered.

Its destination? Their home neighborhood – the massive shield unit, tumbling from the ship, destroyed the magnetic jar below the ship, freeing their friends and family.

They arrive in the middle of the street, covered in ice crystals, sweat, blood, grime…

… and drowning in the cheers of those who know them best.


Every one of us, sitting at the table, is grinning from ear to ear.

It’s a good day to be a hero.

Garbage Disposal – FAE Supers Gaming with my Family, Part Three

In the last session with my niece, nephew, and daughter, the three young heroes were sneaking through the ship on which they’d found themselves following some kind of abduction they couldn’t remember.

Thanks to Angelia, they’d slipped out of the main corridors and into access passages that helped them avoid most of security patrols. Talking with Oracle (the voice on their earbuds) about what they could and couldn’t remember, the kids were able to recall they’d kind of known each other ‘before’ (and pick up Aspect to match this knowledge), but that was about it, so far.

They found their way to a choke point in the ship’s construction – a large room they needed to get through to reach the ‘transport’ section of the ship and, hopefully, escape. Stealthily scouting the room, they could see it was some kind of ‘trash reclamation’ chamber currently crowded with “Overseers”: a sort of commander-level robot that, according to Oracle, would be a challenge even if there were only one.

Meanwhile, Angelia had noticed that there were a couple warning lights blinking on the control terminals in the room. After working out what the lights are supposed to mean, she Cleverly deduced all the trash delivery tubes for the room are currently locked, and the supply of various kinds of trash were building up in the massive tubes overhead.

“What’s in each of the tubes?” Jadyn asks me.

Garbage Disposal

I work out a quick list of tube contents.

  • Tube 1: Rotting and liquid food waste.
  • Tube 2: Automobiles and other large mechanical devices.
  • Tube 3: Scrap metal.
  • Tube 4: Chemical waste.
  • Tube 5: Pillows and mattresses.

(Tube 5 got a muttered “Seriously?!?” from my niece as she peered at the list.)

This room wasn’t really meant to be a fight, or even a point to engage the dice – it was more of a puzzle solving challenge in which pretty much anything would work and the GM (me) was just curious what they’d come up with. Basically, anything they decided to do to clear out the Overseers would work if it made any kind of sense at all – the main question was what sort of consequences (Aspects) would they have to deal with in the room, afterwards, when they tried to cross it.

After some debate over the use of the Chemical Waste (and a few ideas in which they tried to use every tube, no matter what), they decided to empty the tubes onto the Overseers in the following order:

– Tube 3: Scrap metal.
This would introduce a lot of sharp ‘stuff’ that could damage the bots.

– Tube 2: Automobiles and other large mechanical devices.
They saw the main value here as being the weight of the stuff: dropped on the bots, with the scrap metal already in place, would, they felt, either puncture or rupture their outer casings. Then…

– Tube 1: Rotting and liquid food waste.
It was a toss-up between this and the chemical waste, but in the end they went for this tube because (a) it would be likely to seep or pour into the damaged bots and cause shorts and (b) while gross, wouldn’t turn the whole room into a chemical hazard they had to get across.

The tubes were opened, stuff fell with clangs and crashes and lots of sloshing and squishing, sparks flew, and the room was full of the smell of rotting garbage and fried wiring.

The kids made their way through the piles of junk (or over and around it in the case of Angelia and ice-sliding Anna). Oracle assured them they were almost to the hangar. Anna keyed the switch for the big door leading out of the room, which slide open to reveal a Master Overseer coming to investigate the disturbance.

Cunning, observant, and clever; Intimidating size; Heavy front armor plating
Skilled (+3) at: commanding security bots, blaster cannon, forceful defending, assessing tactical situation, strafing zone with missiles

The kids scattered, Anna throwing up a quick ice shield and rolling to the side as the Overseer let off a series of plasma blasts.

Anna
Stunt: Because I can make snap-freeze shields, I get a +2 to quickly defend against physical attacks.

The overseer stomps into the room, coming about halfway through the hatchway, and blasts out an order that all prisoners surrender immediately.

Angelia, already used to throwing around heavy objects, tried to hurl the thing to the side, but the Overseer was braced and clinging to the deck and couldn’t be moved. Mikenna tried a few exploratory bow shots, but couldn’t get anything through the Overseer’s defenses. Anna slipped past the Overseer and into the hallway beyond, verifying that the nearest hangar was only a few hundred feet further along, but couldn’t figure out how to get her friends into the passageway, past the giant robot.

What followed was a few rounds of the Overseer proving Oracle right – it definitely was not the sort of thing the young heroes wanted to fight, if they could help it. Mikenna, dodging nimbly, was still unable to entirely avoid the thing’s plasma blasts and picked up several Stress hits and a “twisted knee” Minor Consequence. Angelia’s force fields handled the blasts a bit better, but she was still accumulating Stress. Anna avoided the worst of these attacks, but working on her own, her ice couldn’t do anything significant to the Overseer.

Once again, the kids ran through their (choose who goes next) initiative in such a way as to allow the Overseer the last action in a round, followed by it giving itself the first action of the next round. It took advantage of this by (first) blanketing the room in withering missile fire (successfully creating an advantage on Angelia of “pinned down”) and then Blasting her with everything it had. The force bubble held, but Angelia was driven straight down into trash and waste, sinking into and being swallowed by the muck.

Given the not-so-subtle example of the benefits of Create Advantage, the kids started working together.

The most memorable bit in the rounds that followed was Angelia rising up out of the trash with a MASSIVE ball of muck and gunk over her head and burying the Overseer in the stuff. Anna froze the whole mess solid, then both Mikenna and Angelia shattering pieces of it.

The end of the fight came as Anna and Mikenna were taking turns freezing and shattering pieces of the robot while Angelia used her telekinesis to ‘Pin Down’ the bot: it looked like it was going to get another big attack, but Mikenna managed to get an attack success JUST big enough to be impossible to handle with a combination of Stress and Consequences – the Overseer collapsed and shorted out. The kids managed to make it out with Stress and only Minor Consequences, though it was touch and go for a bit, and all three were completely out of Fate Points (I was treating the whole ‘escape from the ship’ as a single scenario, so breaks between play sessions didn’t refresh their pool).

Anna and Mikenna also picked up their last Relationship Aspects.

Mikenna
– Anna is too young to be put in danger.

Anna
– I will prove (to Mikenna) I’m a hero, just like everyone else.

The trio made their (limping) way out of Garbage Disposal and down the hallway, with Oracle telling them that the ports up ahead should give them a good view of the ship’s nearest hangar.

Unfortunately, the hangar was occupied.

Specifically, it was occupied by rank upon rank of the smaller “security” bots, larger humanoid combat models they hadn’t encountered yet, and dozens of overseers.

“That must be the whole invasion force for this ship,” said Oracle.

The Classic Flashback

This is where we pulled away the last remnants of the amnesia. They all remembered these forces. They remembered what had happened.

Ships had appeared, months ago, over many major cities through the world. New York. Chicago. Gotham. Central City. Mercury Bay. And, of course, their own home of Metropolis. Sections of each city were surrounded – encased, actually – in weird energy fields: gigantic forcefields that not even superheroes like Wonder Woman seemed to be able to do anything about. Worse, if the bubbles stayed up for too long, they would fade away and the area they’d bottled was just… gone. Erased. Deleted.

The news called them “jars,” and said that the attacking force was run by someone called Brainiac.

Still, it didn’t seem to matter that much from day to day. Even the areas in Metropolis that had been encased were far away from their home neighborhood – those were wealthy, important parts of town, and they lived in a low-income project – not even an invading alien would care that much about them.

Then something happened. The news started talking about new heroes showing up – helping the well-known heroes with the defense of Earth. People started noticing friends and neighbors with strange new abilities.

Then a bottle swallowed their neighborhood, followed almost immediately by Brainiac’s troops, dropping out of the sky like a storm, ordering everyone into the streets for ‘inspection.’

Everyone was scanned.

The kids remembered the scanners beeping when they were pointed at each of them. The light on top pulsed – the Collectors said something like “exobyte detected”… and everything went black.

They’d gotten powers.

And those powers had called Brainiac right to them — had dropped a jar over their friends and families — had started a timer ticking. Very much longer, and the only home they’d ever known would just be… gone.

I pointed to the last blank on their character sheets and asked each player to write down an Aspect that covered their reaction all this.

Angelia, the natural leader, started working on a plan:
– Aspect: We’ve got to get that Jar down before it’s too late.

Anna was more personal:
– Aspect: I will get my parents back.

Mikenna, thinking about it for longer than the others, rejected the personal or tactical for big and angry:
– Aspect: Brainiac needs to pay.

The mood at the table changed dramatically. They weren’t scrambling for an escape route anymore: they were looking around for something to break.

Needless to day, I was very impressed with how each character had come together. Treating the whole flashback as a refresh scene, I told all three players to reset their Fate Point totals to 3 and clear their Stress and Minor Consequences.

“Okay,” they asked Oracle. “How do we stop this?”