Tag Archives: Actual Play

[Mage: the Awakening 2e Actual Play] Smoke and Mirrors Part 1b: Open Season

The team regrouped later on outside of the crime scene, and discussed their options in Prism’s Sanctum.

“What we know is that this ‘mage-killer’ tracked our victim down somehow.” Prism reviewed their notes.

“And that the assailant has some proficiency with Life magic.” Reynard confirmed, “I saw it, nobody can snap a neck that easily unless it was in the movies. He’s pumped with magic.”

“So it could be that he caught our DMV guy snooping around? Are there any locations on the board that match up?” Jane asked as she peered at the board again.

“I’ve got an idea.” Reynard pointed out a trailer park, “My post cognition also showed me that our military man had a trailer. If our DMV guy had been snooping around there for ley lines, then he might have tripped the Military Guy without knowing it.”

“Victim of circumstance.” Jane frowned, “Hell of a way to go.”

“Better him than us.” Reynard shrugged.

Prism decided to case the trailer park and see if he could get a bead on their military man. After five hours of frustrated searching (and a failure on the first investigation roll) she finally found his trailer… and was caught snooping around.

The Military Man packed his trailer quickly and drove off, eyeing her suspiciously as he pulled out of the park.

Reynard sat on the park bench, looking at the vagrant that spoke to him. “Thanks to your investigations, we had the tip we needed.” the man spoke in a familiar tone, sharing a faraway look, “Thank you, Detective. We’ll make sure you’re compensated fairly. Don’t worry, we take care of our business cleanly.”

Prism called for backup, and Reynard and Jane cased out the second trailer park where the Military Man moved to.

“I need to know what he’s got in there.” Prism said, “Don’t worry, I’ll be careful.”

The Mysterium Mage layered several spells carefully on herself. Invisibility, a spell to conceal her magic, and a spell to make her inaudible. Prism felt herself struggle with the imago, feeling it slip and forced herself to contain the screwup. Trying to force reality to your will was very much like wrestling a snake covered in oil. One mistake and you could pay for it dearly.

Soon she was ready, stepping outside, she approached the parked trailer, and disconnected the generator.

After twenty minutes of waiting, the Military Man stepped outside to check on his generator, and Prism slid inside, turning on her Mage Sight to see if there’s anything in there of note.

What she found was a strange metal bell encrusted with jewels… but strangely, no clapper inside. She was supposed to inspect it further when she felt the trailer sway and the door close.

“I know you’re there.” Military Man said, brandishing a hunting shotgun, “You witches think you’re clever. I can’t see you. I can’t hear you… but I can still smell you, little girl.”

Prism kicked something over, goading the Man to fire his shotgun, before she deflected the pellets away, shattering the windows of the Trailer and jumped out, quickly casting a spell to conceal the bell, feeling paradox surging and twisting something inside her head as she did so. Too much magic, too quickly. Prism was dizzy with pain, but she powered through, hearing the sirens of the police coming to respond to the gunshots.

She paused by a tree, catching her breath as she watched the scene, police lights, officers responding… each one with a strange High Speech rune on their person, superimposed somehow. What was the meaning of that?

Jane observed the proceedings with a clinical eye. She wasn’t Jeanne right now, she was someone else, an assassin for the Guardians of the Veil. The response from the police officers on the scene was like clockwork.

Nobody responds within seconds of a reported shooting.

There were other forces at work. And this was high profile enough to get the Consilium’s attention. Time to see how much this Banisher has kicked the hornet’s nest then.


This marks the first session of our run through on Mage the Awakening’s 2nd Edition. I’ve been light on the mechanics on this one, but here’s a breakdown of some of the more interesting parts:

  • Paradox is much more common, akin to Ascension than the 1e of Awakening. This is a good thing, and gives spellcasting more risk than just simply failing. To that end, Prism is now carrying an Abyssal Condition upon failing to absorb all of a 4-success Paradox roll.
  • Reynard is now bestowed with the Connected condition to the Seers of the Throne. He has a bonus to dealing with them, but can be occasionally coerced to doing them a favor now and then, at risk to himself being exposed to the Consilium.
  • Jane Doe is now looking at an opportunity of getting in good with the local Consilium’s Guardians of the Veil faction with the information she’s gleaned. Add the fact that the cabal has managed to secure a strange artifact and suddenly the team has some strong leverage… if they can figure out what it does.

After the game, the players had a chance to give their feedback so far. They enjoyed the new casting system, even if it was a slog to understand the first time around. It felt more deliberate, consistent and fair.

They also realized that the way the new experience system works, it encourages player characters to take more risks and get into more trouble. Failing isn’t a bad thing now, and getting yourself into trouble is the fastest way to get experience. It’s tempered somewhat by the fact that you still want your Mage to live, so that should balance out the temptation to throw yourself headlong into trouble all the time.

Besides, you gain beats upon resolving a condition. You need to get out of the trouble you’re in, or suffer through it first to earn the experience as opposed to just amassing it by being a sociopathic ball of bad juju.

I’m enjoying it so far, and I’m glad I was able to get my feet wet again with this game. Next session, we get to meet the Consilium, and find out just how much this encounter with the Banishers will shake up the status quo.

[Actual Play Mage: the Awakening 2e] Smoke and Mirrors Part 1a: Open Season

Last weekend was the kickoff game of my Mage: the Awakening 2e game set in Chicago. It was a fairly straightforward re-entry into the Awakening universe for me and my players, but since this was only the second time we’ve had a chance to really run the God-Machine Chronicles rules through the paces, we came out of the session with a much deeper appreciation for the system.

But before that, let’s go over the characters:

Detective Jack Lawson, Shadow Name: Reynard (Played by Hikkikomori) Thyrsus of the Free Council. A dirty cop who does whatever needs doing… for a price.

Penelope “Penny” Spencer, Shadow Name: Prism (Played by Miguel) Obrimos of the Mysterium. A photojournalist specialising in the Occult with an obsession over Ley Lines and the flow of Mana in the city.

Jeanne Donnely, Shadow Name: Jane Doe (Played by Silver Countess) Obrimos of the Guardians of the Veil. A woman without a past, but an abundance of identities, somehow hoping that one of them will be a clue that leads her to the truth.

The story begins with the three characters gathered in a torn-up bedroom of a tiny flat in a bad part of town. Illuminated by just a single feeble lightbulb, the room looked like it was torn right out of a horror movie. The bed was soaked through in dried blood, but the room was otherwise untouched. Whoever lived there was a recluse and a bit of a hoarder, with stacks of papers piled up around a work desk, and a wall with a large inboard featuring a web of threads and articles tacked to a map of Chicago.

All over the room, little yellow plastic evidence markers dotted the room. indicators of the team of forensics people and cops that scoured the place already. The corpse was long gone, but the iron smell of dried blood clung to the air.

Reynard stood quietly, keeping an eye on the front door that had been cordoned off with police tape. None of them had a right to be here. This wasn’t his case, but it seemed to be a cute enough lead to look into and make a quick buck from. Both Prism and Jane had a thing for occult stories so a cut from their work for what was a quick in-and-out didn’t seem so bad.

Prism was already working through the place, taking photos on her phone, using a pen to lift the evidence markers out of the way before each shot. Jane on the other hand, had her eyes on the pinboard.

“What do you make of it?” Jane asked.

“We’ll find out.” Prism acknowledged, looking at the threads and expanding her senses, reaching out to peer into the Supernal through her understanding of Prime and Forces, adding with it a touch of Space.

The familiar faraway look of a mage gazing at something that was beyond normal sight came over Prism as she analysed the board, as she came to the conclusion that the board was somewhat magical. It had a weak Sympathetic Link to all the places on the board, possibly through the events marked down.

“Looks like our dead guy was one of us.” She said, “Jane? Fancy a look?”

Jane nodded, adding her own touch of the supernatural, accessing the vagaries of Fate. “What are you for?” she whispered to herself… as Fate replied in her head. Your answers will come right through that door.

“Someone’s coming!” Jane warned, and Reynard stepped into the living room as the other two hid away from sight.

Reynard assumed the stance of a detective at work, turning towards the figure of a slight woman, clearly from the streets, unwashed, wearing a ratty shirt and torn jeans.

“I’m going to have to ask you to stop right there, ma’am.” he said, taking out his badge and flashing it, “Detective Jack Lawson, and this here is my crime scene.”

“Hello Detective.” the woman’s voice held a funny accent. Educated, enunciated. “You’ll forgive me if I don’t believe you. This crime scene belongs to another Detective. You shouldn’t even be here.”

A cursory scan and Jack felt the hairs on the back of his neck stand on end. He caught the dark lines under her eyes, the rank smell and bad teeth. He saw the marks on her arms, scars of substance abuse. Whoever he was talking to, it wasn’t this girl.

“I’ve come to tell you that you should leave well enough alone.” The girl said, “Whoever did this took one of our own. And we mean to resolve our own business.” She glanced over his shoulder to the doorway leading to the bedroom, “That said, we’re not against overlooking this transgression in exchange for information on any leads you might find. You are a detective after all.”

Jack frowned, “You’ve got me at a disadvantage.”

“Just as it should be.” the girl replied with a wry smile, “We’ll be in touch Detective Lawson. If you play well, we’ll make sure to reward your effort handsomely.”

Lawson said nothing else, instead tailing the woman as she walked out, watching as her confident stride fell into a junkie’s staggering gait not long after she’d left the apartment building.

He lingered outside, before messaging the others, “Do what you need to do. We’re being watched.”

He met up back with them not long after. “All done?”

“We know what the pinboard does.” Prism replied, “Sympathetic connections across a whole range of places. Weak, but serviceable.”

“But no motive, and no suspect.” Jane added, “Aside from our little visitor from the other guys a while ago.”

“The dead guy’s one of them.” Reynard confirmed, “But now it’s time to see what really happened.” He cast the spell, crafting it with his will, setting it’s parameters and fashioning the Imago with High Speech before letting it go, and peering into the past… just before the time of death.

The vision was crystal clear, and Reynard recounted the details to the rest of the Cabal, how the victim came home from work, settling in on the bedroom to work on the inboard. The victim was some mid-level employee working for the DMV, a regular nobody that kept track of records that could be used to track people down. A perfect position for a non-ambitious member of his conspiracy.

He heard a sound, startled, heading to the door as it was kicked open. He was supposed to say something when the sight of his assailant silenced him. Seven feet tall with muscles straining from under a military surplus jacket. Rough, massive hands reached for him, and snapped his neck, ending him even as he was desperately scrambling to put together a spell.

“All your fault.” the military man whispered, talking to himself as he hoisted the dead man into the bed. “You’re all puppets.”

He stepped outside and pulled in a large duffel bag, again, military surplus. “Nobody else can do this.” he muttered, “I’m the only one that can.”

Reynard continued to narrate how the giant stripped down naked and began to break the man’s limbs at key joints, threading some heavy duty fishing line through them like one would a puppet, tying them in a strange formation above the bed. It was painstakingly slow work, and when he was done, the man took a hot shower, scrubbing himself clean of the blood, and left.

The detective turned to his two companions. “Things just got a lot more interesting.”

“Not one of ours.” Prism said, “Both the victim and the suspect. This has nothing to do with the Consilium.”

“But it does.” Jane corrected, “Remember, this is a mage killer. Just because his first victim belongs to the other team doesn’t mean he won’t strike one of our own next time.”

“But what led him to the guy?” Prism turned to the pinboard on the wall, “I think the answer is staring right at us.”

This writeup is getting a bit long so I’ll cap it off here. I’ll pick up on the second half of the session where the team confronts the killer in my next entry, and reflect a bit on just how the new 2e system works to push the atmosphere of horror and influences how people play.

[Actual Play: L5R Blood & Coin] Part 1: Beginnings

11070014_10152971510488964_3647248319142643718_o

Hey guys, I know it’s been a while since I’ve worked on an Actual Play report series but I figure since I’ve kicked off my Crane Clan campaign set in an alternate timeline for Rokugan, there should be enough material to make for an interesting read!

Before we proceed however, let’s take a look at the characters for this campaign:

Daidoji Kimiko / Dr. Kimberly Watson (Played by Silver Countess)

Once a young daughter to an illustrious Crane family, Daidoji Kimiko ran away from her home and boarded a Gaijin ship headed to the West to escape heartache.

After ten years of voyaging in the lands of the West and learning the ways of western medicine, Kimiko, now known as Dr. Kimberly Watson returns to the land of her birth upon receiving news that her father was suffering from a mysterious illness.

Kakita Misaki (Played by Rania)

A young shugenja recently assigned to Lonely Shore City as her biggest assignment yet, Misaki is looking forward to doing her best in her new duties and making her Clan proud. That said, her reassignment papers did mention something about an experimental new position she was supposed to fill…

Kakita Konan (Played by Hikkikomori)

If one was to ask for two words to describe Konan, they would be “spoiled” and “bored.” His parents were disappointed at his lack of motivation that they decided to demote him to a posting in Lonely Shore City until he can get himself together and be worthy of the family business… but is he destined to succeed, or to fail spectacularly?

Kakita Junko (Played by Hystrix)

As the daughter of Lonely Shore City’s Governor, Junko enjoys a few privileges afforded by her unique station. Trained as a duelist, she is a staunch supporter of the Reforms being brought in by learning from the Gaijin and isn’t afraid to use her quick draw skills to push for them.

And without further delay, let’s get to the events of the game from last weekend:

Continue reading

[Legend of the Five Rings] Campaign Planning: Blood & Coin

Hey there,

I’ve recently been working on planning for a twice-a-month campaign of Legend of the Five Rings, 4th Edition. It’s a bit of a re-hash of an old Crane Clan campaign pitch I’ve had lying around, with a big tweak in the sense that the game will be set in what amounts to the Rokugani equivalent of the Meiji Era.

For the sake of my sanity though, I’m transplanting the NPCs of Hantei Naseru’s era, meaning we’ll still have luminaries such as Doji Kurohito as the Champion of the Crane Clan.

The change to the Meiji Era means a whole lot of little changes that can throw a lot of old hands to the L5R setting for a loop.

The Meiji Era was a time of great social upheaval in Japan, and the Rokugani equivalent of the era will be equally interesting. After a bloody opening of Rokugan to trade with Gaijin elements, the Emperor has decreed that it was imperative that the Clans reorganize themselves to keep up with the world at large.

This leads to a time where the Clans are forced to re-evaluate their role in a new world, and this affects the Crane Clan most heavily. While the ancient traditions were crafted by their Ancestor, Lady Doji, this new era presents an opportunity to improve upon Society in new ways.

The question then becomes, “What should be adapted from the foreigners, and what should be thrown away?”

In addition to this, I’ll be setting the game in a single city, a far cry from my usual Empire-spanning adventures, and I’ll be taking inspiration from Police Procedurals and other Urban Adventures that have a much more focused scope. I don’t know how good I’ll be at this, but hopefully it will be good.

I’ll be meeting with my players to kick off the campaign this weekend, and I’m very excited. I’ll update the blog with a list of my player characters as soon as they give me their final character sheets.

[Numenera Actual Play, One Shot] In For A Penny, In For A Pound…

Thanks to a proper alignment of stars, I finally got my chance to run something new. In this case, it was Monte Cook’s Numenera. It was a one-shot, and the venue was a nearby Friendly Local Gaming Store called Makati B&B. The players were all new to me, so it was going to be one of those experiences where we all try to get along and finish the job.

Dramatis Personae

I had the players make characters beforehand to save time, and this is what I got:

Whyttman (Played by Raymz) is a Swift Jack who Rides the Lightning. She is a grizzled veteran, having spent her youth fighting in the crusades. Eventually becoming disillusioned with the Aeon religion, she ended up a mercenary, hiring out her services to the highest bidder. The caustic, ruthlessly pragmatic merc is known for her unerring aim and her lightning-infused arrows.

Mikael Mendoza (Played by Jak) is a Stealthy Glaive Who Works The Back Alleys. Abandoned as a child, he grew up with a street gang learning the ways of the thief. A gang war resulted in the deaths of his gang members, with Mikael barely able to escape with his life. This led to using his natural stealth skills towards more martial pursuits, killing off the rival gang one by one. Eventually caught and imprisoned for the murders, Malachore influenced Mikael’s decision to leave the criminal world and pursue mercenary work.

Zurt Namir (Played by DJ) is a Hardy Glaive who Rages. He’s ex-military who finished his tour of service and opted out of the service. Plying his skills for money to gather enough to retire comfortably. Currently looking for interesting adventures and experiences while he’s young.

Malachore (Played by Jose) is a Mechanical Nano who Fuses Flesh and Steel. He lost his arms from an accident thanks to Jack D Delver. Now he is in search for not only his missing mother but the source of numenera that took everything away from him.

Jack D Delver (Played by Gino) is an “expert” explorer who travels the world in search of adventure with his trusty friends gathering numenera along the way; by any means necessary, total bros with the Aeon priests and the Order of Truth with the unreasonable hate for cultists and abhumans.

It’s a pretty good spread of characters, honestly, with each one being unique enough to stand out among the rest. Players noted that character creation was incredibly easy, with some using an online tool to help come up with their characters.

Story begins after the jump!

Continue reading

[D&D 5e Actual Play] Finder’s Keepers Part 1

Hey everyone. It’s been a very long time since I’ve done an Actual Play report thread, but given that we’re doing a test drive of the newly released Dungeons & Dragons 5th Edition, I figured I might as well start again just to get back into form.

Finder’s Keepers is very different from my usual campaigns in the sense that I really didn’t come up with a pitch for this. It was one of those games where the players jumped in with both feet to make characters, and I’m left to come up with a plot from what comes out of this process.

Thankfully the 5e character creation, with it’s Background traits makes it very easy to build adventures around the hooks in every character. I took one look at the characters I got, and I already knew what to push.

Let’s have a quick look over our characters:

Princess Allyna Cormyth (played by Silver Countess) is an impulsive 16-year old half-elven sorceress born into a respectable royal family of elves. Her mother was the second wife of the patriarch, and was a former adventuress in her own right.

When a mysterious masked man beguiled his way into one of the royal family’s parties and magically coerced her father into wagering away a precious family heirloom, Aleena set off that very same night to track down the charlatan and retrieve the artifact. She didn’t bother telling anyone in person, of course, as that would just give the fiend an even bigger head start, so she figured that a note left on her bedside table would suffice.

Vinran Thorngage (played by Hikkikomori) is an optimistic, if imposing looking halfling druid. His swarthy and muscular form betrayed his former life as a sailor and now dedicates his life to the pursuit of travel in hopes of safeguarding the balance between civilization and nature. Along the way he’s also picked up a peculiar habit of taking souveniers of his journeys, often without asking permission from the original owner.

Akta (played by Hystrix) is a Tiefling bard with a chip on her shoulder. An aspiring performer with a deep and abiding love for drink, her work is often a scathing rebuke against the follies of those in power, making her quite the rabble-rouser in many cities. Aside from looking for fame in all the wrong places, she also wants to retrieve her lute, which had been stolen from her by a rival.

As you can tell, theft seems to be a common thread for the team, so I figure I can pull on more than a few strings to get them involved one way or another.

And so with that let’s get started, shall we?

Continue reading

[Actual Play] Demon: the Descent – Devil in the details, Part 1

It’s late at night in an abandoned warehouse in Detroit, where Johnnie (played by Miguel) and his men step out of a car to meet up with Franco, his Puerto Rican supplier for drugs. Few people suspect that Johnnie is one of the Unchained, a Guardian who was once sent to protect this mob family for generations since the early days of the Prohibition until their intended extermination three decades ago. He’s taken on many names and many faces, always staying with the family, until the fateful time came for him to drive this family to extinction, the Angel realized that he’d grown far too attached. Rather than submit to his orders, he fought back, destroying the rival mob in the process of his Fall.

Now he was Johnnie, a capo in the ranks, always a follower. It wasn’t his nature to lead, that was someone else’s task.

Today was a routine transaction, one where he was just to purchase a shipment of drugs from Franco. The deal went without a hitch, though Johnnie had realized early on that Franco wanted something. Upon questioning, Franco revealed that he was hoping to get Johnnie to try out something new as part of his inventory. The Puerto Rican took out a syringe of a new drug, saying that it was brand new to the market, so much that it didn’t even have a name yet, but it was a guaranteed hit. Franco offered Johnnie a free case of the stuff to try and sell. It seemed like nothing was amiss so he took it.

It wasn’t until later that evening that Johnnie decided to give the drug a shot and see what it was about that he realized that something was wrong.

What began as the expected high escalated quickly, triggering a powerful flood of images and emotions as he found himself “plugged in” again to the God-Machine, subject once again to a fleeting glimpse of eternity.

It was several hours later that he came to, and he reached for his cellphone. The rest of the Ring would have to know about this.

It didn’t take long for him to contact the others. Alexander and Reina met him in one of the restaurants that served as a front for his family’s operations. They sat around a lone table in the corner, free to discuss their business as the place was closed and most other people were asleep. Alexander showed them the drug, and explained the situation and his experience with the drug. The three Unchained considered their options, even as Reina asked to touch the drug, hoping to use her Like I Built It Embed to discern information about it. She immediately was able to discern that it was made in a high-tech facility beyond that of a regular dirty operation of most manufacturers of recreational drugs. Furthermore, she was able to figure out its purpose… to subject users to the God-Machine, and trigger Stigmata.

That was a red flag for all of them. Stigmatics had the ability to see the workings of the God-Machine… and were capable of blowing their cover. The three decided that they had to take action.

The first order of business was to find out where Franco got his supply. Johnnie could set a meeting up with Franco, but they needed a reason for it. Alexander volunteered his ability to perform the Identity Theft Embed with conjunction to one of Reina’s contacts in Detroit’s Art World to pose as a buyer.

Reina called Marcie, her long-suffering personal assistant to arrange for things. It didn’t take long for them to book a private gallery viewing of one of Reina’s least favorite people, an overly pompous individual named Michael. It was a simple operation, Reina brought Alexander, who was posing as a buyer and admirer of Michael’s art. A few drinks, some handshakes and pleasantries, and the two Demons were on their way to meet up with Johnnie again, who arranged for a meeting with Franco as well.

Reina stayed in the car while Alexander stepped out to rendezvous with Johnnie, his features shifting to that of Michael as he did so, temporarily stealing Michael’s identity for the purpose of the meeting. Franco was admittedly surprised at the nature of the meetup, and was initially suspicious at the idea of Johnnie introducing a high profile buyer to him on short notice, but the two Unchained managed to assuage his fears and asked to buy his remaining supply of the drug. Franco agreed to it, promising to get the stash from his place and to deliver it to Johnnie’s.

With the deal done, the Demons split up again, with Johnnie heading back to his restaurant to wait for Franco, while Alexander (who had now dropped Michael’s borrowed identity) joined Reina to tail the Puerto Rican. They followed him to his apartment building, tailing him (with a really good roll from Alexander’s player) to his door. They waited for him to recover the drugs and phone his supplier to let him know the good news before knocking him unconscious as he stepped out with Reina’s Knockout Punch Embed, designating his wakeup condition as “When we exit the apartment building”

With Franco unconscious, the two Unchained searched his apartment and checked his cellphone contacts, taking note of his most recent calls. With their snooping around done, they made it look like he’d tripped and fell, and hightailed it to Johnnie’s.

By the time Franco came to and made the delivery, Johnnie had the information he needed. The contact was Franco’s supplier, which he’d traced to be a cellphone registered to a local Pharmaceutical manufacturing laboratory that makes medicines for larger pharmaceutical companies to label. They bought Franco’s supply, making sure to keep it off the streets for now, and pondered their next move.

Alexander, Reina and Johnnie opted to case the company first, on a hunch that it was actually the infrastructure that was responsible for the production of the drug. They visited there under the guise of being “Safety Inspectors” from the “Regulatory Board” with the use of Johnnie’s Authorized Embed. It worked with the Secretary and the Guards, but they were called in to the CEO’s office, where they realized that the CEO was a Stigmatic, who was able to discern just what they were and was asking them to leave.

Alexander opted to negotiate here, figuring that the CEO had no interest in killing them and that they could at least pull back and reconsider their approach.

Outside, Reina noticed a car pulling over and a blonde woman who emanated Aether, and keyed her in as one of the Angels. Reina called the two, trying to warn them.

The woman entered the conference room, demanding that the two leave. “I’m not here to fight you two, but I am not afraid to defend this place.” she declared.

Johnnie weighed the option of fighting her right now, but Alexander advised caution, and the two left, leaving the Angel and the CEO.

This wasn’t the kind of confrontation that the Ring wanted. Not yet, anyway.

Alexander spent the next few weeks casing the CEO, figuring his life, his children and any other details that could serve to be compelling. The Ring had come up with a quick-and-dirty solution for now. Johnnie would lead his people to destroy the place with explosives. Reina and Alexander on the other hand, would be waiting in case any Angelic intervention would happen. The operation went without a hitch, until Johnnie located the infrastructure. The moment he tried to shoot at it, his bullets went awry, and the Angel materialized in her true form, ready to defend her charge in combat. Her fingers were tipped with syringes, and her wings resembled microscope slides layered in a prismatic array behind her.

Johnnie’s men fled from the sight of her, even as Johnnie opened fire at her form, knowing that he had to hold her off long enough for his backup to arrive. Alexander and Reina charged in the moment they realized that something big had happened. The fight was short, but involved a lot of gunfire to take the Angel down to unconsciousness. Reina wanted to behead the Angel, but the other Unchained insisted that the explosives would do the job. The three left the scene, and Johnnie pressed the detonator, demolishing the structure in a fiery conflagration.

Alexander was last seen visiting the CEO of the now factory-less company and offering him a pact, his position as a secret partner to some other companies, in exchange for a reversal of fortunes and his own branded company in his name.

The Angel’s body was not found, and the team wasn’t certain if she was dealt with permanently, or if she is still around. If she is, then Johnnie will have one more problem to worry about.

Reina received a phone call from her cover’s father, saying that her over-protective older brother was coming to Detroit to visit…

I had a great deal of fun running the game, and the players did a stellar job adapting to their characters. Everyone was learning the ropes, but given how inventive the players were with their Embeds, you would never have known that this was their first game.

Also, we started the game without having finished their Demonic Forms as of yet, so they didn’t get an opportunity to manifest their other powers, but the players were still okay. I expect that next week’s session will involve a bit of more high-powered antics as the players start manifesting the more incredible aspects of their Unchained Characters.

1 2 4
%d bloggers like this: