Monday, February 15, 2010

Guardia- the final session

After almost losing the ever so important computer. The trio were invited to come to psyche for some counseling because of the recent incident.

Dr. Ding went, in hopes of doing some reverse interrogation on the therapist, which ended up as a complete failure.

Derik looked around on Aphrodite (the dating service) for someone who works for Hephaestus (the nano machine division) the only person who he found was a man looking for a man. Derik chickened out and did not call him. He looked around some more just for himself and found a Dr. Martha Walsh. Derik called her up, and after an amusing conversation was rejected.

After thinking about the recent events the group decided to pay Larry a visit at his apartment. They spotted him coming home with none other than Dr. Martha! Derik decides to spy on them and climbs up to the balcony. He calls Larry on his phone and promptly hangs up once he answers. Dr. Martha uses that opportunity to ask about Derik, and she mentions that she once had a fling with him (Derik wishes it were true.) The conversation then devolves into meaningless small talk and Derik decides to give them some privacy.

They all try to go home for the night. However, Dan's apartment is full of giant rats, Derik's apartment has been temporarily closed down due to some mold, and Ding's building is on fire. They all end up spending the night at the Cottage Inn near Athena.

Derik sneaks into his apartment and gets his spy kit.

Early in the morning, the three grab a bucket full of doughnuts and head over to Larry's place. Larry has no memory of giving Derik a computer and denies that he would ever give him that super awesome password. The group decides to meet up after work at the club, the raging monkey.

Dr. Ding has a new assignment. There has been a report of a rare virus that makes the ASR ineffective. Since the company does not want to excite many people over this, she has been assigned to a different building, and Dan and Derik have been reassigned as well.

The experiment shows mixed results. half of the lab rats were not effected by the ASR, proving that this is something that needs more research.

At around lunch time, the fire alarm goes off. The group decide to stay in the building and not evacuate like everyone else. The fire doors close, and get stuck. When smoke starts to leak though the cracks of the door, they realize that this is in fact a real fire and they need to get out. Dan and Dr. Ding pass out from smoke inhalation but the firemen break though just in time to get everyone out relatively unscathed.

You talk to some of the people who left the burning building, who claim to work for Master Arms, some kind of weapon manufacturing company. They say they are part of Guardia (who isn't?) yet none of you have heard of them. They say that the fire had started in one of their labs and that they do often work with dangerous chemicals but that is all the information you could get out of them. Company secrets and all.

At the Raging Monkey, you find Larry, Dr. Martha, and several of Dr. Martha's friends. Derik plants a bug on Dr. Martha's collar, and then dances a bit with Dr. Ding. Derik proves himself to be quite a good dancer, while Dr. Ding just looks silly.

Dr. Martha and Dan have a private conversation.

Dr. Martha gets quite plastered and Derik tries to get some information out of her. She keeps talking about fate and how the three of you have formed such an awesome team and how you keep mushing together in a big ball.

When you get back to the hotel, Dr. Ding and Derik review the bug recordings, and find the conversation that Dan and Martha had. It becomes obvious that Dan and Martha are working together, they bring Dan and ask him what is going on. Everyone is remarkably calm. Dan is reluctant to talk but assures them that no harm has come to them.

A few minutes later Dr. Christoph Berkowitz (the CEO of Psyche) comes in with Martha and a few other doctors. He is happy to finally meet the group is overjoyed at all the lovely data. He explains that during the holiday party they were given a customized hormone that increased the group cohesion. Military groups need to have that team attitude and group trust, and this drug is meant to speed up that process. He offers the three an antidote, but explains that there may be some residual effects. And explains that as a Guardia employee, they did sign an agreement, making this whole experiment legal.

They agree to take the antidote. Dr. Ding and Derik wake up in their beds with no memory of the past events. To them the past week has been quite boring. Dan goes back to work in psyche. And whenever they pass each other in the hall they can still feel that attachment, but it is vague and they do not admit to it

The End!

Saturday, February 6, 2010

draft #4

Draft # 4 is now posted.

Only rule change is that Athletics and Acrobatics are collapsed into one, and Mechanics will be added to the skill list. The rest is just fluff.

Page count: still 14

Monday, February 1, 2010

Guardia Session 2

After a day and a half stuck in Quarantine with only each other and incident reports to keep you company, the three were released. Dr. Adam Gordon claimed that the lock malfunction was due to a softeware update, and the chimps aggressive behavior was probably because of a new chemical they were exposed to during research.

Larry, Derik's computer security friend left a short and cryptic message on his home answering machine.

The next day, the group sat in Dr. Ding's car, blaring music and discussing the situation. Their conclusion: something was up, but they have little idea as to what.

Dan's wound from the chimps is getting itchy and starting to piss Dan off a bit. Doctors think it's simply an infection and nothing to be concerned about.

Larry makes a scene, and claims his computer broke, telling Derik to take it to the basement where the rest of the junk is stored. They manage to use the password Larry gave him, and are able to access quite a bit of information and gather a few leads.

Lead 1: the shift before Ding's, are all fired. When you go talk to them, they all seem to have legitimate reasons for being fired, though the fact that three people working on the same project were all fired on the same day strikes you as odd.

Lead 2: You found the update, and an IP address that went along with it. At a Starbucks, one of the very few places in Guardia City that is not part of the corporation. When you went there, you found a poster claiming that Athena was not all that humane, accompanied with an email address. After some correspondence, you met with Jack, an animal activist/conspiracy theorist. He claims to have gotten some tips, and released the animal cages remotely to free the animals. When you explained to him what had happened, Jack felt used. And while he may be a bit on the crazy side, he could prove to be a useful ally.

******

In terms of rules, I've got a few new ideas for draft #4. Athletics and Acrobatics will be collapsed into one (which will be named athletics), and Mechanics will take up that empty slot.

Also, there will be "critical skill checks" as in if you roll a natural 12 (that's a 12 before you add anything) it will count as a success even if your total wouldn't have added up to be a success. It represents being very lucky and also of you know something specific from your past that applies (like in Slumdog Millionaire).

I'll also be adding some more descriptive stuff as well.

Sunday, January 31, 2010

Draft#3 is now posted. Unfortunately I forget to make sure that the charts didn't get split, which of course they did, so somethings that should be together on one page got separated to the next page. Not a big deal if you're looking at it on a computer, but it can be annoying if you print it out.

Total page count:14

Guardia session 2 will start in about an hour which will hopefully be as successful as the last. I ended up putting the entire campaign plan/script up on bubbl.us (the beta version) we'll see how that goes. I wasn't able to print it, things kept getting cut off because it's so big so I'll be GMing with my laptop, hopefully it won't be too much of a hindrance. I might try putting it in tablet mode and see how that goes.

Thursday, January 28, 2010

Critical hits!

Draft #3 will be posted soon. I added a section about creating enemies, and made a few other small changes as well. I also made a alternative character sheet that is printed landscape, it has the character sheet on one half and the quick reference page on the other. I'm trying to get Tim to write a nice little introduction to 2d6 and roleplaying in general.

The only rule change that's been made is criticals. Rolling a 12 is a 1 in 36 chance, and +2 damage was just not exciting enough. So now when you roll a natural 12 to attack that attack automatically counts as a heavy wound. We were playing around with the idea of having some kind of bonus when you roll a 12 for damage, but decided against it in the end.

Tuesday, January 26, 2010

Perception.

I'm changing the skill "intuition" with "perception". While one might think that perception is not something that can be trained, I think that it can. A forensic investigator is much better at finding tiny things dug into the carpet than someone who is not. A skilled doctor can identify a disease where others would not see a problem.

Also, I was unhappy with intuition. It competed with the empathy, and when it didn't, it could be over used. My solution was that intuition/gut feelings, could be an ability. Whether you are force sensitive, have gods whispering in your ears, slightly psychic or whatever.

Saturday, January 23, 2010

Guardia, corp. (session 1)

Guardia History:

1980- Guardia Corporation was founded, and placed their headquarters in the middle of rural upstate New York, the original company was made to research human chemistry and hormones

Slowly buildings started popping up around the HQ and the town kept growing and growing

Now, in 2063, the land surrounding Guardia HQ, has become Guardia City. Hundreds of different divisions of the corporation are located in the city, as well as most of Guardia’s employees. The different divisions range from Entertainment television to medical research, to weapons manufacturing, and everything in between.

For the ordinary citizen, life is much the same as is was in 2009. Personal computers and cell phones have not changed, and cars still run on gasoline.

The advancements have mostly been in the field of medicine. Where it is just starting to be common for people to be given micromachines that circulate the blood stream and are capable of detecting and often destroying illnesses such as cancers.

Guardia corp. prides itself with being humane, 5 years ago, the Athena division created the Action-Supression-Ray (aka ASR, commonly referred to as the Aser-proncounced Ace-er) Which is a device that looks very much like a normal handgun, but instead of bullets, it emits particles that enter the target’s body and painlessly makes their body and mind not want to act for a short period of time. People who have been shot with and ASR describe the feeling as being suddenly calm, and the idea of doing anything at all other than standing still does not occur to them.
******************
(Session start)

The Guardia holiday party is surely a sight to behold. All Guardia's employees are invited (practically the entire city), outside services and security are brought in just for this night of revelry.

Dr. Ding, Derek, and Dan are assigned to a small table together. None of them have anything in common. Dan is new to the division, but is well on his way to being a coffee transportation expert. Derek is preoccupied with all the potential security risks involved with the holiday party, and Dr. Ding asks Steve, 10 years her junior for a dance, he declines.

The party is a good one, as always. Derek ducks out to check on the Athena building and finds nothing, the only note worthy things are that of petty gossip (we never did find out if Cindy went home with that guy from accounting).

A few days after the party, everyone has settled back into their work routine. Dr. Ding works with the lab chimps in one of the larger laboratories. Derek patrols the hallways, pistol on one side of his belt, Aser (model 244) on the other. Dan carries oversized stacks of paper from point A to point B for no known reason.

All of the electronic locks on the chimp cages unlock, and the doors swing open. Several of the chimps look crazed, Dr. Ding runs out the door and calls for security. Derek, unhappy about the prospect of filling out an incident report breaks the window in the door and shoots the Aser at the chimps. After a chaotic few minutes, the chimps are subdued. Dr. Ding is very upset that Derek had to kill Bobo, her favorite chimp.

Help arrives 40 seconds later, and begins to clean up the mess. Apparently these mischievous monkeys knocked down and broke containers full of chemicals some of which have not yet been tested on humans. A Hazmat team comes, scrubs everyone down, and stuffs the trio into quarantine.