Monday, March 29, 2010

Draft 5

Draft number 5 is here. Page count: 17 It annoys me when my boxed in things get split between two pages, so that every draft I have to space things out a bit differently. That's what all the pretty pictures will be for :)

Monday, March 22, 2010

The Daggers' names.

When you join the Daggers, you not only give your life to them, but also your identity. All new recruits must relinquish their names and take on their assigned number. Numbers do not exceed three digits, and a new recruit acquires the highest number that is not taken. (So if number 26 dies or is named, then the next to be numbered takes 26 even if there are only 300 Daggers with numbers). The numbers mean nothing, though a few Daggers try to expedite or delay their initiation to get certain numbers.

There are others, though that have names that are not numbers. These names are prized, and it is an honor to be given a name. Certain names are more prestigious than others. The only way one gets a name is by inheritance. A name is like a piece of property, it is something that you give to someone. The receiver of a name also inherits much of the reputation associated with the name, especially with those outside the Daggers who may not realize this tradition. Everyone's will is a secret, written in a book with magic weaved within it's pages so that the writing only appears after death.

Names come and go, and rise and fall within the ranks. The current high names are- Hawk, Talon, Spider, Jagged, Blade and Spark.

The only way someone can inherit more than one name is if multiple people with names die around the same time and did not have time to re-assign their name to someone else and they both had planned on giving their names to the same person. In this case the receiver take on both names, and can choose to give the names to multiple people or simply combine the names into one (ie. ShadowLark).

Catica-History

The city of Catica was founded by the great mage Dorian Catica. He used his magics to build a large square stone wall around the city, and planned the streets so that each block was a perfect square as well. It has been theorized that Dorian had obsessive compulsive tendencies, though mental illness and magery often goes hand-in-hand and is not that unusual. It has also been proposed that Dorian founded the mafribium as well as Catica city.

The curious thing about this city is it's location. Most cities grow around some well traveled place, like along a trade route so something like that. But Catica is build in the middle of the East Forest, with her farm land spaced between the trees and meadows of East Forest. Yet, despite it's obscure and hard to find location, it drew more and more people each year.

Long after Dorian Catica's disappearance the city had out grown it's square city walls and it was decided to erect a new city wall, this one circular as it is much more efficient. But they did not destroy her original wall. And to this day, the massive stone wall separates the highly organized inner city with it's haphazard outer city counterpart.

There are many ways to get through the inner wall other than it's original front gate, tall rickety wooden ladders are dotted around the walls, though climbing them can be somewhat dangerous if someone who does not like you (which in this city is almost anyone) spots you. There are many hidden doors, which is very valuable information to have. The Daggers own many of those secrets, though with the escape of Garrett, several of those doors have become used by the Flayers as well.

The city does not see many new comers or travels these days. In it's state of chaos it is no wonder why. And it has become exceedingly difficult to leave. Even news from outside Catica and her farms is hard to get without the help of a mage.

Not much else is known about the history of Catica, many of the libraries have been burned and any surviving books are heavily guarded by the mafribium.

Monday, March 8, 2010

Rules updates

So, we learned a few things about the system during the game.

1) Racial attributes will change from having a +1 and -1 in specific attributes to having a +1 and -1 in specific categories. For example- Mark's Half-orc will have a +1 in physical, and a -1 in mental making his array 6/4/2. The math works out the same and it eliminates the problem of not having negative stats.

2) All weapons will be classified as Light, medium, or heavy. Light weapons have a +1 attack, and -1 damage, medium have no changes, and heavy have -1 attack, +1 damage

3) Shields- I didn't have any rules for shields until now. Now if you have a shield you have one more point in the melee defensive combat style than you would have without a shield. Shields provide no armor bonuses.

4) Flatfooted/Surprise attack. Not sure what I'll name this, but when you catch an enemy by surprise, they loose their dexterity from their defense score for that attack

Tim and I are going to try to create an Excel program that allows one to see the chances of getting hit and damaged under different circumstances. It's a bit too complicated for me, but Tim is good with that stuff and thinks we can pull it off. It should be pretty cool.

Catica- Where Crime Rules!

Oh, the joys of Catica City. There used to be a government here, but after a few centuries of said government being corrupted, and the mayor having a average life span of two months in office, everyone sort of gave up on the idea. There are no guardsmen for civilians to run to, only local gangs who will just as likely kill you then help you.

There are three major gangs in the city, though dozens of smaller groups come and go. There are The Daggers, a highly organized group of rogues, thieves and assassins. They are mostly in it for the money, do odd jobs for the highest bidder, and breaking into any house that they so choose. One thing to be said for the daggers, is that they are relatively loyal to their own.

Then there are the Mafribium- a collection of mages, whose intentions and whereabouts are completely unknown. It is even uncertain how much influence they have over the city. Some say that they infact run both the Daggers and the Flayers, while others say they are just a bunch of old men who dabble in magics somewhere underground.

And of course, there are The Flayers. The lovely and eclectic group of nasties that the PCs have come to know and love. Master Flayer is a huge man, (rumor has it that he's part giant, though of course no one dares ask of his lineage), and his favorite Lieutenant, Nog is a small and wiry man with dark hair and unsettling eyes. Nog has been known to be extremely good with a blade, and he has undoubtedly earned his way up the ranks of the Flayers.

Bob Thrak, a half-orc that has only one tusk and a great fondness for his axe was having some fun upstairs in the Wench Bench when he was rudely interrupted by Master Flayer. He was ordered to take Garett and Drool with him to the "haunted house" on Sparkwood street and retrieve a powerful sword from there, he tells Thrak that anything else they find in the house they can take for themselves.

This particular house is fairly well known throughout the city. Many people have lived there, and have left soon after in a hurry. Garrett and Bob remember sneaking into the house at night on a dare when they were young and more easily frightened.

Garrett, had just finished "teaching" some of the younger recruits about respect when Bob told him to get ready, and Drool had been happily telling stories of her Great Auntie to no one in particular.

And without further delay, the three headed to the house.

In Catica there is no such thing as a nice part of town, yes there are areas where the houses are bigger, but the streets are just as crime and garbage filled as any other, and residences have all given up on keeping the outside of their house nice. Nearly every surface has painted graffiti, which is a nice break from other things one can find on the side of house if one looks.

The house looks quiet, no lights are seen from the windows, and the garden in the back appears overgrown but empty.

Garrett nimbly climbs over the wall to have a look around the garden, Drool follows him, and proves herself quiet useless. Garrett takes a peek into the gardener's shed/house and finds a diary that he hides from the rest of the group. He notices that amongst the gnarled vines and weeds, and dead plants, a rosebush in full bloom sits next to the shed, and looks perfectly trimmed. Garrett unceremoniously rips up the bush, and finds the bones of a human baby underneath. Not bothering to re-bury the bones, he decides that there is nothing else of interest in the garden and heads inside.

Bob does not bother to see if the front door is locked or not, and kicks in the sturdy wooden door. He finds that a thin layer of dust covers everything, and it looks like no one has entered in about a month. Knick-knacks and glassware still line the shelves, but Bob does not see any sign of the "powerful sword." He does however spot the ethereal form of a servant woman washing the floor, she does not appear to be aware of the orc's presence and speaks, "Poor Sandra, she lost the baby you know." He does however find a nice shield hanging on the wall and claims that for himself.

Drool enters the house through what used to be the front door, and is greeted by another servant ghostie who is quite aware of Drool, and attacks her with a small dagger that glints in the light and looks more solid than the figure. Drool screams for help, Bob's selective hearing ignores her. Drool casts a stunning spell at the ghost, but the magic energies flow right though her leaving her unharmed. She tries again with much the same effect.

Garrett enters though the kitchen door adjacent to the garden, and finds yet another female servant ghost that brandishes a kitchen knife and lunges at him. But before she did any serious damage to the halfling, he shoots a crossbow straight through her. The ghost screams for a second and dissipates with a pained expression. Garret then decides to go help Drool and quickly dismisses the second ghost.

The half-orc, intent on finding the sword searches the lounge and encounters another spirit. This one male, and nicely dressed. After scaring the spirits pants off, he says that the Master keeps the sword in his room. And tries to hurl a magical ice ball at Bob which bounces off his armor. He then heads upstairs, disregarding the sounds of battle in the kitchen, and finds two more spirits. One Butler looking man and a woman dressed as if she were headed to a formal dinner. Bob tries to hit them, but their forms simply change and reassemble. The woman misses Bob with a ice spell, but the man shoots lightning out of his hands, slightly electrocuting Bob in his metal armor. Drool, frustrated by the futility of her spells on the servant ghosts decides for whatever reason that the best thing to do with this new set of foes is to flash them her old, wrinkled body. The servant man looked as if he was about to gag and shoots off another quick bolt at Drool as somekind of knee jerk reaction to her hideousness. The Bolt strikes true, and Drool the witch falls to the ground unconscious with her dress still over her head. Bob and Garret don't quite know what to think.

Garrett sneaks outside, and Bob ends up walking straight through the manservant and enters the Master bedroom, both leaving Drool on the floor. He finds another spectral form. This one dressed in a nightgown, and his knees on the floor, crying. "How was I to know it was her in the shadows? She tried to end my life, happened so quickly." he says, and the form of the manservant dressed in a nightgown and silly looking stocking cap enters. And tries to comfort him, "What are we going to do with her?" the servant asks. At this point Bob notices a mass of shadows by the bed. On closer investigation he notices that it is the image of a corpse, an attractive female dressed in plain clothes and the hilt of a ruby encrusted blade pokes out of the waist of her skirt.

The conversation continues, and replays. And Bob learns that the corpse of this woman was to be buried in the basement. Frustrated that the sword was not really there, Bob destroys all the furniture in the room, and finds a bag of gold coins.

The two remaining conscious members head to the basement and dig up the remains of what they presume to be Sandra, and lo and behold, they find the "sword" which turns out to really be a dagger, but even Bob knows that it holds a very powerful magic.

They grudgingly decide to bring Drool back to the wench bench, Master Flayer might be annoyed afterall. However when they return, they notice that the wenches are not outside on their bench, something that rarely happens....

Inside, they learn that Master Flayer has been killed, and that Nog is not to be found. Even if Nog had killed Master Flayer he still would be the one to take the title of Master Flayer. The three Lieutenants already start to fight over leadership. Bob buys everyone drinks and starts a celebratory party for the life of Master Flayer. And then goes to a local Mage merchant to have the dagger appraised. Mela, a halfling is very impressed at the find and preforms a ritual to better understand the knifes qualities. She says that it is a lifedrinker dagger, that it will heal the wielder as he or she hurts their enemy. She says that it is worth at least 10,000 gold pieces, something she could never afford to buy off of him.

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