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Messages - mroehler

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DFRPG / On Temper Vs. Nick Cage
« on: June 17, 2010, 08:41:11 AM »
The last movie Temper saw was Red Dawn, and she thought it was a documentary.  ;D

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DFRPG / Ghosts of the Past, Session Two, Part One - LEEROY JENKINS!
« on: June 16, 2010, 09:18:19 AM »
Regarding Temper's paranoia and Victim's comments: Victim is the only person in my peer group who doesn't have a Facebook page. My mom has a Facebook page!

While the Lenny, Temper, and Lefleur spend the night in a haunted house with a Tulane professor and Nicholas Cage (and they don't even get to keep the house if they survive!), Whitfield is stuck in Atlanta doing a White Council meeting. He's still got his Severe Consequence Punctured Lung though, and probably not in much condition for real heavy fieldwork. But this is one of those talking meetings, specifically called on whether or not the White Council should temporarily suspend the Laws of Magic for their Wardens in the vampire war. Evidently the vamps have been taking some strategy from Maya and using human shields and mortal mercenaries to really put the hurt on the wizards in any open engagement.

So the wizards are taking testimony from many of the Wardens, including John (and Morgan and Ramirez). Morgan meets with John before the meeting to tell him how important this is, and how he suspects the hand of "the warlock" is behind it. Morgan hates Harry Dresden. John is also quite celebrated for his victory in the war against the vampires, killing a vampire noble, disrupting her evil scheme, and destroying most of her retinue. You'd almost think he had help or something. Ramirez gives testimony about how relaxing the Laws during the prosecution of the war would be helpful to his job, and it wouldn't really matter in the end: any time mortals show up, he just blows them up with grenades. Same thing, right?

John also gives testimony, saying how he didn't need to break the laws of Magic to defeat the vampires, and how suspending the laws would destroy everything the wizards stood for. In the end, it would kill them surer than the vampires ever could. During his testimony, however, I Compel his new Trouble Loose Lips Sink Ships to reveal that he had quite a bit of help during the big vampire fight (you can almost hear Morgan's hand slap into his forehead :)). White Court Vampire, Denarian, Alchemist...yeah. John quickly tries to turn this to advantage, talking about how the wizards need to build bridges and work with other members of the magical community against the Red Court. So John makes a Rapport check to determine how effective his testimony is; he gets a Good result. Here, the table brings up how maybe John should invoke his Aspect Lets Talk About This to boost his speech; John's player says he wants to save it, for something more important like a boss battle. I ask him if he thinks that testimony that might very well influence the destiny of the entire White Council (and thus humanity) is less important than whatever it is he's going to be fighting. Then John's player spends the fate point, boosting it to Superb. His speech effects a warm reception.

The Council meeting ends with the wizards agreeing not to change the laws of magic, but the Merlin does promise that the Senior Council will take efforts to curtail the effectiveness of the RC's new use of humans in their attacks. Thanks Merlin. Any guesses on what this might be? John also gets a message about how Lenny and the others are going to appear on TV exploring the Lalaurie House; John is obviously less excited about that than Lenny, and figures that they're in a bunch of danger. So he gets into his car and drives down to New Orleans in a real hurry.

The rest of the team, on the other hand, are splitting up to explore the haunted house. Lefleur and Marie head upstairs to check out the spooky attic. As they climb up the stairs of the Lalaurie Mansion, bloody writing appears on the wall. "Death Walks Among You." (Just today, Victim realized that this phrase might have been directly specifically to Lefleur) Lefleur isn't concerned, making some flippant comments. Marie is interested, and a little concerned, but she hasn't devolved into screaming fits or anything. Lefleur takes a sample of the blood; perhaps he's interested in channeling his inner Ghostbuster. I think it's about at this point that we argue who corresponds to each member of the Scooby Doo Gang: Lefleur, perhaps being the good looking "alpha male," is Fred; Marie is Daphne, I guess because LF wants to sleep with her; Temper, being the frequently portrayed in unattractive terms yet extremely capable, is Velma, and Lenny, a skinny guy who experiments with all kinds of fumes (and may be a drug addict himself), is Shaggy. Although Lenny has certainly proved himself to be fearless, and perhaps the rest of the group, by their association with the mad (or just careless) alchemist, nearly as fearless. Or maybe they just have no sense of pattern recognition. By process of elimination, that makes John Scooby Doo. :)

The main group, composed of Temper, Lenny, Arty, and Nick Cage, are exploring the basement. A ghost confronts them, warning them to leave, trying to frighten them away. Lenny busts out some of his homemade Ghost Dust and blows it in the ghost's face, driving it away. Then Lenny acts like it was some kind of voodoo magic. Arty continues to explain the history of the house, with Nicholas Cage chiming in trying to look smart. What a camera hog.

Then everyone hears a high-pitched girlish shriek. It doesn't come from Marie. Instead it comes from Ed, who's running away from where he and Jake were exploring. I bet he believes in ghosts now. The group reassembles (Nicholas Cage is a little slow in getting there), calms him down and learns that a group of ghosts attacked him and Jake, pulling Jake through a wall somehow. He's practically incoherent. It should have been obvious: the black guy is the first to go down. Arty is insistent that Jake might still be alive, and that they need to find him. They head to the scene of the ghostly abduction, and find Jake's dropped camcorder. Lenny reviews it, hoping for clues, and sees the ghosts attack. He also sees Jake attempt to throw salt into the ghost's faces, and it proves ineffective. Lenny then erases the footage, and any incriminating evidence of his own bad advice. What. A. Guy.

Lefleur shows off his muscles and tears down the wall, revealing a space between the walls big enough for a person to fit through. Inhuman Strength finally gets some screentime! This must be where the ghosts pulled Jake. Some quick Investigation, and they find some nail marks on the floor and one of Jake's shoes. Near a dumbwaiter! Reasoning that Jake must have been pulled up the dumbwaiter (or down it), they split up again. Marie and Lefleur head upstairs, briefing considering using the dumbwaiter before a brief flash of common sense makes them think twice, fearing a poltergeist severing the cable. So they use the stairs. LF isn't quite as eager to seduce Marie now that they're a man down; it's a side project now. So they start searching the upper floors, tearing through the walls at each likely place where the ghosts could access the dumbwaiter.

Temper and Cage head down to the basement, where Temper discovers an old, stuck, nearly invisible door. Nicholas Cage tries to bust it down, and fails his Bend Bars/Lift Gates roll. :) Temper offers to try and help, and as she tries to kick the door down, she sees a slight movement out of the corner of her eye. Nick Cage has grabbed an old wooden board and tries to beat up Temper. He's incredibly strong, far more than he should be; remember when Nick Cage was a little slow meeting up with the others? That's when he gets possessed.

Temper wisely decides to avoid using the clamps, instead using her superior unarmed skills to beat up Nicholas Cage. "That's for Face Off! That's for Ghost Rider! And that's for National Treasure!" "Hey, that last one was good!" I'll avoid recounting our table's trashing of Face Off and the debate of whether or not National Treasure was, in fact, good. Today we discovered that we will, in fact, argue about the color yellow. :) Even against a man possessed by a supernaturally strong ghost, Cage falls pretty quickly, but not before Delphine Lalaurie, the uberghost possessing Cage, throws off some insults towards Temper. Temper is, perhaps, fortunate, that she set down the camera before attempting to batter down the door and the camera only records the sounds of their skirmish.

With Lenny and Arty, Edgar is now insisting that he needs to get out of there. Arty and Lenny figure that this might be for the best. Lenny finds it quite difficult to force open the door, however, but his knack with the crowbar serves him well here. Weren't people supposed to run from this house before midnight? No, that's only the smart ones, or the ones without supernatural power. If you've got supernatural power, it's a little more difficult to leave. But Lenny does manage to pry it open, and shoves a chair between the frame and the door as Edgar runs, preventing any Final Destination-esque improbable fatalities involving the door. Edgar makes it out of the house alive, with his dignity in tatters! Then the door shuts, trapping Arty and Lenny inside once more. But they're not eager to leave, they still need to find Jake!

Upstairs, LF and Marie finally reach the attic, and find some evidence that Jake was taken up there. At the time of writing this, I forgot what; it's not important anyway. They're also menaced by a ghost, but Lefleur whips up a circle of salt and blood, protecting them from the ghost. LF tries to communicate with the ghost warning about death and murder, and he begins to think that maybe the ghost is trying to warn them away from the house, not kill them itself. Then Lefleur used his fancy new fear power to frighten the ghost away, and the duo continued their search of the attic. They eventually found Jake unconscious, on the roof, beaten up but not dead. Lefleur tried to revive Jake and hung out on the roof of the house; he called the rest of the group up to the attic.

Temper, dragging an unconscious Nick Cage, meets up with Arty and Lenny. Temper explains that, basically, a ghost beat up Nicholas Cage. Close enough, right. So they hurry upstairs, glancing at their watches to note that it's near midnight. They've almost broken the record!

Lefleur tells Marie that he's got a bad feeling about this, and that maybe she should head out onto the roof with him. He's got some pretty decent instincts, I have to admit. His great Empathy also allows him to discern that Marie is excited by all of this, and intellectually interested; she's not going to leave the house before midnight. LF also sees headlights pull up, and John run out of his car. John just knows that something bad is going to happen at midnight, and the shit is really going to hit the fan. So he hustles on up, his injured lung slowing him down, just reaching the door of the house before it becomes midnight. LF also relents to peer pressure and drags Jake inside the house as well, out from the roof. Marie is watching the house with great interest.

Then, the clock strikes twelve, and everything changes. Everyone feels different, a sudden sensation of vertigo. The house looks younger, cleaner, not as deliberately spooky. And, oh yeah, it's daylight out. Cue the "Duh Duh Duh," as Delphine Lalaurie the uberghost just shifted her entire old house to the Nevernever right at midnight.

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DFRPG / Re: The Big Easy: Ghosts of the Past, Part One
« on: June 10, 2010, 08:35:34 AM »
But Lefleur doesn't believe in things like the Illuminati and the Bildeberger Group running world affairs. :) Although Temper was spookily accurate about vampire venom being the secret ingredient of Coca Cola. I think Maya must have read Temper's blog. And Lefleur probably thinks he's smarter than he really is, since he just lies about everything. Temper should just run him over with her Schwinn. Or fall in love and then punch him to bypass his Inhuman Recovery.

I really need to put some lovebirds in there to do physical harm to Lefleur. That would be funny. I also need an NPC friend of Temper's who's some late night radio talk show host / conspiracy nut. Maybe have him stumble onto some real supernatural event going down.

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DFRPG / Ghosts of the Past, Part One
« on: June 10, 2010, 08:04:46 AM »
Rothchild totally deserved to die. Just to put it out there. Anyway, we played a session a few days ago, starting a new adventure. John's player couldn't make it, and Ignatius's is out of the state for some reason. So it's Lenny, Lefleur, and Temper. We start off with Lenny getting a phone call from a Professor of the Paranormal at Tulane, an Arthur Gose. He was doing a television show in New Orleans, and wanted some kind of expert from the occult community there to serve as a kind of adviser. Arty and his team were going to be exploring the Lalaurie House, one of the most haunted buildings in the country. Here's where I threw a Compel at Lenny for his Now For Something Completely Different aspect, which is kind of a stretch but pretty funny anyway. It was something totally random and out of left field. Lenny accepts, mainly so he can plug his business.

Out of curiosity, however, Lenny asks who recommended him. It turns out that Etienne Moiret (the Power Hungry Houngan, now a Freeholding Lord) was Professor Arty's first choice, but he said he was too busy. So he recommended Lenny. Lenny figures that this is some attempt to insult/distract him; actually, Etienne sent him into the Lalaurie House because he thought Lenny might die. :) So Lenny agrees to meet with the Professor later. It also turns out that Arty is under the impression that Lenny is some kind of voodoo practitioner. He's not, but Lenny doesn't bother to correct him, and he's got the Lore to fake it.

Temper, meanwhile, is sleeping. A nightmare. She's having dreams about a scary house. Her dad (actually Soneillon) warns her that she's under psychic assault, and then she gets a Discipline roll. She's still sleeping, but can now confront the Cauchemar, or Nightmare Hag, directly in her dream. For stats, I just used the Hecatean Hag stats in the book, but made their specialty Spirit and gave them the option of doing mental or physical damage with their spells. Temper started fighting them, manipulating her dream environment to give herself a bazooka. Unfortunately, she kept missing, while the Cauchemar kept inflicting some stress. Eventually, Lenny's player (I think it was him) just said "Look, have you ever regretted scorping out? Use the clamps!" And, finally, Temper uses the clamps and drives away the Cauchemar. Go Temperance. Temper's dad is still around, however, and says that she needs to seek out and destroy the Cauchemar who dared to attack her. Leave none alive. This is a Compel (a pretty reasonable one, but I want to get Temper used to dealing death to her enemies without mercy or hesitation-THEN she can go full evil).

Lefleur is at his new office that Raxxus bought him, chilling, when he gets a call from the boss dragon. Raxxus makes a few pleasantries, then says "There is an adolescent, Jean Baptiste Parent. I want him." Oookay. LF makes a few inquiries, perhaps hesitant to engage in human trafficking, he learns that J-B Parent attends a local private high school as a boarding student and has disappeared. Raxxus wants him on a plane to his location. So, here's a compel on Lefleur's Aspect Works for Raxxus (or whatever he calls it), and he takes it of course.

The three then meet for some lunch, after all of them have gotten their respective adventure hooks. Since John is busy with White Council business, they didn't end up going to Waffle House. Thank God for that. Temper asks Lenny about a blueish/purple hag creature that attacks your mind. Lenny is curious as to why, and Temper lies, saying that John gave her a book and she's doing some research. Not the best lie, since if Temper were actually reading the book, she's already have her answer. However, both Lenny and Lefleur begin making jokes about how Temper can't read, and she was actually just looking at the pictures. After Temper flips them both off, Lenny says it's a Cauchemar, and they eat people's souls, especially people with supernatural power. Cheery. I guess that explains why it was going after Temper then.

Lenny brags about how he's going to be on TV with Gose's Ghostbusters exploring the Lalaurie House, and the trio splits up again. Lefleur heads over to LeRoi Academy, a private boys prep school, with an adjacent dorm for the boarding students. It looks like there was recently a bad fire at the dormitory. Lefleur busts out his fake police badge, asks some questions, and gets a copy of Jean Baptiste's file. It turns out that the Parent boy was quiet and unremarkable, his parents were rich but died, and he had some rich uncle/benefactor who lived in a foreign country. LF thinks that this benefactor "might" be Mr. Raxxus. He then talks to a student, again pretending to be a cop, asking about J-B Parent. He gets the same information mostly: quiet, keeps to himself, dead parents and rich uncle. He also learns that Parent's roommate was badly burned in the fire on the night where Parent disappeared. LF already has a suspect: Lenny and the kidnap van! It all makes sense now.

LF heads to the crime scene, stepping over the tape, into the burnt dormitory. He tries to make heads and tails of the place, but his Investigation isn't quite up to code. In fact, I don't think he even has any. So LF calls up the one person who he DOES know has some Investigation. Hello Temper. Temper isn't quite keen on helping the vampire, but she wants to know what he's up to, so she shows up to help. Temper learns that the fire had multiple ignition sources, and there's no trace of any accelerant. Does that mean magic? Could the kid be a spellcaster? That's all the help Temper can muster (she didn't roll like Sherlock Holmes this time, at least). LF then heads to the hospital to talk to Parent's roommate at the dormitory, who was badly burnt. He talks about how he was having this nightmare of a scary house, and then he remembers waking up when Parent was crying out in terror during his sleep. Then Parent seemed to spontaneously combust, shooting out fire like the Human Torch, and ran out of the room in the middle of the night, presumably lighting the rest of the dormitory on fire on the way. And it also sounds like he may have been the victim of another Nightmare Hag.

Lenny, meanwhile, is meeting with Arty at his offices in Tulane: Arty is a cheerful older man in his 50s or 60s who wears a lot of tweed. He introduces his two graduate students who will be coming with him, Jake, an ex-football tackle with a busted knee and an enthusiastic attitude, and Marie, the quiet and studious one. He also meets another member of their ghost hunting expedition, the skeptic Edgar (a physics grad student who thinks everyone involved is full of BS). What's funny here is that I'm sure that all of the players in RL want to like Ed and sneer at Arty, Jake, and Marie for their made-up subject. But in the Dresdenverse, those three are right! I still don't think that Temper's conspiracy theories will EVER be right, no matter the universe (maybe Dark Matter?). He also meets their cameraman Alex, a film student willing to work cheap.

Arty mentions how they're going to have a surprise guest, but doesn't say who it is. He also mentions how they need one more person, preferably another subject matter expert. Well, Lenny mentions his buddy LF, a subject matter expert and PI who's seen some real messed-up shit. LF isn't actually a PI, but oh well. Lenny shows Arty a picture of LF, and Arty immediately agrees; evidently he wants some eye candy for possible female viewers (sorry Jake). Lenny calls up LF, asking if he wants in, and he senses the connection between the two cases. And he figures being on TV may improve his ability to chat up women. LF inquires if there's any attractive women going to be on the show; Lenny, looking at the very serious Marie (nice skin, black hair in a braid, dresses like she's going to an interview) and says "kind of." LF agrees.

Okay, now that they've got two of the party members in, they figure they might need some close in backup, IE Temper. They need an excuse. So Lefleur heads on over to talk to the cameraman, trying to scare him. He mentions how this is the third time Arty actually tried to cover the Lalaurie house, and that the third time's the charm. Alex isn't fazed much, but LF's Intimidation attempts are starting to concern him. Then LF hammers it home with one of the best lines ever, delivered so off-handedly: "I need to pick up more trash bags." Yeah, Alex isn't going to show up. So on the day of the shoot, Alex calls in sick, and Arty is desperate for another cameraman; Lenny is happy to recommend Temper. She shows up, careful not to appear in any shots herself, and the expedition heads out to the Lalaurie House. As it turns out, the surprise guest is Nicholas Cage, the owner of the haunted mansion. Jack is pissed about the star power, and mentions this to his new buddy Lenny.

So the television crew enters the spooky old manor in the French Quarter, where, according to folklore, America's first female serial killer tortured and killed dozens of her slaves in the early 19th century. It's the most haunted building in the city, and rumor has it that no one has managed to remain inside past midnight. Yes, I'm obviously stealing from an episode of Supernatural, they can sue me. Arty starts talking about the history of the house, while Nicholas Cage tries to look cool on the camera. Lenny gets asked a few questions. They then split up the crew to cover more ground, with Jake and Edgar going off in one team; Lefleur is quick to pair himself up with Marie (armed with another handheld).

Jake, showing a little more sense than some others, asks Lenny about some ghost countermeasures. Jake's heard that salt will work to disrupt them, and if you can just throw it at them. Lenny, armed with Superb Lore and his own supply of Ghost Dust, shrugs and says "Sure." Is he TRYING to get Jake killed? I guess so. Then the group splits up with a bunch of academics in the most haunted house in New Orleans. Will they even make it to midnight?




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So the cops show up, right in the middle of John's divination ritual. Lefleur, however, answers the door, telling the cops that John can't come to the door, he's in the shower. He's definitely trying to give the impression that the two of them are gay. This really annoys John's player: it's okay that everyone thinks he's crazy (vampires are real, and I'm fighting them!) as long as they think he's straight. Heh, that's funny. Lenny listens in, but makes himself scarce once it's clear the cops are involved.

Lefleur challenges the cops' legal right to be there asking questions and detaining them, but the pair can be held for twenty four hours without officially being charged with anything (I think-LF's player is a law student, I'm sure he'd tell me if I got something wrong). They do need a warrant to search the house, however, which the lead detective Griggs gets surprisingly easily from the judge. Almost suspiciously easy. They search the house, take John's gun, and arrest both Lefleur and Whitfield, dragging them to the police station.

The police interrogate John and Lefleur, asking about their relationship with the domestic terrorist, criminal, and overall 'person of interest' Temperance Smith. Here we have a nice social conflict between Detective Griggs, who thinks that this entire situation is fishy, and the dynamic duo of Lefleur and Whitfield. Griggs has overall Good social skills, and starts off just trying to hammer John (in his mind, the weak link of the pair) with attacks, revealing all these crimes that Temper is suspected of, threatening John, etc. However, Lefleur and Whitfield, through a combination of Rapport and Deceit, change the Detective's tune. Griggs in particular is concerned by the irregularities involved in their arrest, thinking some larger game that reeks of politics is afoot.

He agrees to let them go before the twenty four hours is up, insisting that he's going to keep an eye on them. If only he had time to match the ballistics of John's rifle to some of the bullets found in Jimbo Hill's body. That would make for a much different conversation. Meanwhile, the two wild cards of the group, Lenny and Temper, make a plan to get Lefleur and John out of prison. Temper blowing up the wall with C4 was briefly considered, but the less obvious plan involved Lenny sneaking in with his chameleon cloak and passing out escape potions for the trio to escape police custody. It turns out that the first priority was to recover the tracking spell locator, and rescuing the pair was the secondary objective.

As John and Lefleur were being released, John's personal effects were given back to him. His wallet was missing all of its money, however, and his copper blasting rod was gone! Where could it be? Using his Wizard's Sight, he scanned the station, looking for anything out of the ordinary. No sign of his focus item, but it was clear that one of the police lieutenants was a vamp saliva addict. Rather than confronting him or somehow slipping him some antivenom to clear his mind, John and Lefleur left him to meet up with Temper and Lenny (preferably before they blew up the building or something), leaving his focus item behind. This really surprised me; if I thought he was just going to leave his item behind, I would have thrown him a FP or something. I guess he didn't want to attract any attention in the police station. Weird though. To ditch the detective trying to follow them, John hexes his car and they make their escape, stopping somewhere along the way to load up on there illegal weaponry (although Lenny still prefers the solid bat swing to a real weapon).

The four meet up, now able to use the tracking spell to hopefully find the sinister Rothchild, kick his ass, and find out where the rest of the vampires are. They use the tracking spell to find a small winery and bottling plant, where they bust in ready to kick ass. They find a few workers addicted to vampire saliva there, and one Red Court vampire. In exchange for his life, he agrees to tell them everything he knows. The vamps are set up like terrorists, in separate cells, to reduce the risk of being found out. The vampire only knows where a few others are, but evidently Rothchild knows where they're all at. He's key to the entire thing.

Amazingly Temperance doesn't kill the vampire, so the vampire escapes, as the Magnificent Four move to intercept Rothchild's next appointment in the middle of the night. Just as he's getting out of his car at another small local bottling plant, the kidnap van pulls right alongside him. Rothchild barely has time to call for help before he's grappled; he was trying to reach inside his pocket for some vial, but Temperance stopped him from pulling it out. Then two vampires appear at the windows with submachine guns and open up. Lefleur and John drag Rothchild into the kidnap van, Lenny takes cover, and Temper opens fire

After securing Rothchild with plenty of duct tape, John heads out of the van into cover, activating his air shield. Lenny moved up to the windows where the vampires were firing from, using a few hits from his baseball hit to disarm an attacker. Temper fired off a few bursts of suppressive fire on the other hand while Lefleur drove the van right through the doors of the bottling facility, surprising the hell out of the two vampires and getting himself stuck. John moved up to grab the disarmed vampire's gun, while the disarmed vampire, now very pissed about the whole baseball bat to the wrist thing, drops his flesh mask and grabs Lenny through the window, pissed. Lenny, now certain he was dealing with a nonhuman, responds with some of his trademarked Universal Solvent to the face. Ouch. John manages to finish off the vampire with a close range burst from its own submachine gun. A close ranged gun fight occurs between Lefleur, Temper, and the second vampire, quickly resulting in another dead vampire.

Lenny and Temper decide to exercise their core competency of Smashing Stuff to start breaking all of the bottles in the plant, to disrupt the vampire saliva distribution network. Lefleur and Whitfield, meanwhile, interrogate Rothchild, forcing antivenom down his throat. Rothchild starts telling them how horrible it was, being a slave of the vampires, but Lefleur sees through the BS and quickly elicits the real story from the vampire saliva addict. He was afflicted with a terminal illness and worked with the vampires as an expert, in exchange for a second shot at a life. Despite being addicted to their feelgood saliva, he entered into that partnership willingly. The plan was to addict most of the people in New Orleans with venom, allowing the Red Court to essentially run the entire thing. Pretty scary.

And then Rothchild tells them that one of the best ways to insure the spread of an infectious disease is to neutralize those who would treat it. John, always the self-centered one, figured this meant him, but Rothchild clarified: it was the convent affiliated with the Fellowship of St. Giles that treated the saliva addicts. Temper, now joining the conversation, pipes up that she meant to investigate them. Sure you were, Temper. :) And that's where it was likely you could find Maya Stevenson and her vampiric scourge of baddies. Surprisingly, John and Lefleur agree to let Rothchild go, especially since that without becoming a vampire he was dead soon anyway. They don't bother to mention to Temper and Lenny Rothchild's full complicity with the vampire plan, his involvement in the likely death of a dozen nuns, or his other sins, so they let him go as well. Where's the justice here?

The now-damaged kidnap van drives off to the convent, where they meet with a Sister outside the place, as is typical. John uses his Sight to determine that she's addicted to Saliva; Temper grabs her while the others force antivenom down her throat. Maybe they should just get a tranquilizer gun instead loaded with antivenom. She starts weeping, telling them how horrible it was, and how evil Maya is. True dat: She wrote my universe's equivalent of the Twilight books. :) She tells the story how the vampires used threats and lies to breach the threshold, then overcame the sisters, turned some of them and addicted the rest. A few managed to retain their humanity as just Infected, but it would only be a matter of time.

A plan was quickly devised, sticking to their strengths: BLOW SOMETHING UP! Temper and Lenny were going to climb onto the convent's roof, lace it with explosives, and at sunrise, expose all of the vampires to sunlight (and explosions, and shrapnel/falling rubble, whatever), then hit them with everything they had in one brutal assault. It was a good plan. Unfortunately, the Sister pointed out how the vampires would quickly suspect trouble if she didn't return quickly. She was clearly scared, but was willing to go back and pretend to be addicted; she did ask for a poison from Lenny (one WITH an antidote), which she took. If the plan worked, then Lenny could give her the antidote; if not, then at least she wouldn't be tortured, and any vampire who fed on her would also die. So they sent the poor sister back in, where she tried to fool the vampires. I actually tried to compel Lenny's aspect Works In Theory for some weird potion side effect to come up, but he paid me off. Jackass, ruining my fun. I guess Lenny draws the line at experimentation when poisoning nuns.

Into the nunnery she went, and I rolled her Deceit. It came up at -1. A quote from the table: "Everyone knows how good nuns are at lying." Yeah, not very. :) The game was up. Lenny and Temper were up on the roof, planting explosives, when Temper saw Tim the Sniper come up onto the roof, laying down and being very sneaky. Temper turned on her flashlight, clearly illuminating the sneaky vampire for all to see. Other vampires had approached the stained glass windows while Tim went to the roof. Tim's snipery ambush ruined, battle quickly opened.

It was chaos. Raven came out of the convent with his katana, ready to fight John. He used some maneuvers, including a successful untrained Intimidation to put a maneuver on him, then attacked, dealing lots of stress to poor John. Which is kind of sad, since Raven is an embarrassment to vampires everywhere. Other vampires unleashed streams of automatic fire on the two guys on the ground, mainly Lefleur, who was busy trying to line up a shot on Raven. Raven managed to throw his trenchcoat over John's face, really pissing him off, before John fried Raven with lightning. Raven was rolling exceptionally well, however, and managed to survive. As he maneuvered for another katana assault, Lefleur shot him in the back. Raven's last words were of disbelief; he couldn't believe he was killed by LEFLEUR instead of someone badass. Then more automatic weapon fire came pouring out of the convent (you know, this might be the first time in the history of the english language that the prior sentence has been written :)).

Meanwhile, on the roof, Temper turned herself into a monster scorpion and went after Tim the Sniper, who started using the patented Lefleur shuffle to move zones every round to give his slower attackers a -1 penalty on their attackers. He would aim at Temper, then fire, then aim, then fire...he inflicted quite a bit of stress. Lenny tried to stick him to the roof with really sticky glue, but it didn't quite work, since Tim is just too dodgy. Any time any vampire not named Tim climbs up to the roof, Lenny blows them to pieces with explosive flasks. At one point, two vampires come out onto the roof gingerly carrying holy water, which they then chuck at Temper. The burns! And Temper's Armor 2 and extra stress boxes, it does nothing! Take that, incredibly cheap Catch on your defensive powers! Temper, of course, doesn't know it's holy water; she thinks it's flesh-eating acid. Then Lenny blows up those vampires too.

Both Temper and Tim are inflicting some major damage on each other, with Tim inflicting a Grazed consequence on Temper. It's not often I get to put consequences on Temper. Then Temper finally catches up to Tim, getting a solid hit and causing the cry of "Use the clamps" to spring forth from the table. Really, that should be one of her aspects: the Clamps. Temper cuts off Tim's leg, causing him to stumble backward and fall off the roof. Goodbye Tim the Sniper.

Lefleur and John are returning fire; John, having already used his air shield ring this session, keeps throwing up powerful blocks and then spending more magical power to keep it running. It takes several of his actions, but on the other hand, he is mostly invincible for most of this fight. Evocation needs errata kind of badly, especially since that anyone with half a brain will just use one Element for just about everything, just buying up Control/Power in that one thing. Spirit works pretty well in that area, but John uses Air. His lack of a focus item is hurting him though, offensively, and he's not sure whether or not he wants to start blasting the inside of a convent with massive lightning attacks. Then four vampires jump out of the church, grab Lefleur, and pin him to the ground then smash his head against the pavement. Ouch. Lenny, ever vigilant during his own battle atop the roof, throws down some bottled sunlight, causing the vamps to escape and run shrieking back into the church. Go Lenny.

Finally, John has had enough, and throws down some Fate Points to launch a two zone evocation attack, making every vampire inside extra crispy. Seizing the advantage, Lefleur runs inside to finish off more vampires, where he gets attacked by two other vampires from another zone. They finish him off, Taking Him Out, and then drag him inside further inside the convent. Poor bastard. By now, Lenny and Temper are done on the roof, and they climb down to continue the ground assault and recover Lefleur. John follows, his evocation air shield now out of juice.

As they head deeper inside, Maya strikes from ambush, hiding in a corner and waiting for John to walk by. She's sneaky, and she's damn good with that shotgun of hers. Maya hits John for 9+ stress from ambush at close range, now giving him a minor and a moderate condition from the shotgun blast. More vampires run out into the hallway from the cells, some dressed in habits. Temper fends off the vampires with claws and tail while Lenny whips out more bottled sunlight. John responds with an absolutely devastating evocation attack against Maya, but she dodges some of the blast, ending up only horribly injured. Just like John. She fires a second shotgun blast point blank into John; many other players would simply accept being taken out at this point, but not John's. Instead. John takes the severe consequence of Punctured Lung and loses even more stress. Although he really shouldn't be able to talk, he quips "I've thought of an ending for your next book. All the vampires die, forever." Then takes a second minor mental consequence and roasts poor evil Maya (John's taunt made her roll like shit, not that it would have mattered). The other vampires flee from the sunlight and aren't seen from again. They'd like to go after them, but let's face it, the group isn't in much condition to. Except Lenny; he cheerfully points out that he's fine. Untouched, even. :) Thanks Lenny.

And with that we ended the session and the adventure, with a massive, massive fight against Maya and her cronies. Maya spent most of the fight finishing off and turning any nuns that she could, just to make it a completely hollow victory. The Sister they sent in: she died (but took two vampires with her b/c of the poison). I'm not going to tell if she died because of the vampires, or because of that massive two zone evocation John threw out. :) So the group finds Lefleur in another room (they didn't kill him b/c of professional courtesy: he is a vampire, after all) and evacuate, right before one of Maya's customary firebombs burns the convent to ruins. I know I considered having Maya run away, but she had a long invested in the plan, and she had stripped away most of the group's stress and item uses. She wasn't going to have a better chance than this, so she took it and failed.

Everyone got a skill point and a point of refresh from reaching this milestone. Lefleur increased his Intimidation to Superb, grabbed more Incite Emotion powers (now including fear, so he can attack dudes/ugly women as well as hot chicks with his mental attacks :)) Lenny just banked the refresh, and Temper increased her Fists to Superb and got even more strength for her scorpion form.

6
Lenny meets up with John and Temper once they realize that Lefleur is gone. Kidnapped. John isn't sure where they should go to look for the White Court Vampire, until Temper reminds him acidly about Machete Dan's cabin in the middle of nowhere. Perfect for interrogation and murder. The three saddle up (Temper reluctantly, more to protect John than help Lefleur), then sneak towards the cabin. They see a pair of thugs inside cleaning up some bloodstains. Fearing the worst (or best, in Temper's view) has passed, they bust in, John holding the thugs up at gunpoint. Lenny, in his most menacing voice, demanded to know where Lefleur was. He hit one of the thugs with the baseball bat to show he was serious. The other thug stammered that LF was in the television room. Not believing the man, Lenny that proceeded to beat the shit out of the guy with the baseball bat while John checked out the television room. Lefleur was there, drinking a beer and smoking a cigar. "Hey," he called. Lenny went "Well, isn't my face red" and left the thugs in a bruised heap.

LF was sketchy about the details of his arrangement with Raxxus, but revealed the basic truth of their new relationship. The magnificent four then figured they had to stop the vampires before they took over the whole damn city with their narcotic saliva scheme. Realizing that the MiB (who was renamed this session as the sinister sounding Rothchild) was somehow key to their scheme, Lenny arranged another meeting with Rothchild, saying he had a new shipment of antitoxin to use against vampire venom. His Deception wasn't the greatest, so Rothchild was suspicious, and stopped by after dark. Instead of antivenom, though, Lenny cooked up a fake batch made from household ingredients, trusting that Rothchild wouldn't know the difference. Rothchild also buys some universal solvent from Lenny, and compliments him on his customer service. He offers his help and the help of his 'associates' in removing Lenny's competition (Etienne Moiret), but Lenny reluctantly turns him down. He wants to beat Moiret as a businessman, not as a thug.

While he's talking to Rothchild, Lenny sends Lefleur a text: Lefleur and John are waiting in some dive nearby. Lefleur gets into a small fight with a local meathead bully over where LF chooses to sit, as I compel LF's Smartass aspect, but John solves the situation with diplomacy and cash. Pansy. Temper arrives soon enough, and the trio follows Rothchild as he walks away from Lenny's shop with a grocery bag full of alchemical goodies (Lenny cuts costs wherever he can; he steals grocery bags from the supermarket and just uses them at his store). Rothchild sends a text, an SUV pulls up, and Rothchild is about to get in. Using his favorite disguise, Lefleur 'pretends' to be a drunk, stumbles up to Rothchild and picks his pocket (do you need a stunt just to pick pocket in this game? we just let LF roll with it after some thought), stealing his phone. Temper memorizes the license plate, and Whitfield uses his air magic to blow out the car's taillight. Maybe he's hoping the cops will give Rothchild a ticket? No, he actually picks up the pieces of the taillight for tracking magic later on.

The trio is successful. However, Temper becomes convinced that she's being followed by this young couple. I throw a Compel her way, and she decides she needs to lose them as quickly as possible. So she jumps down a storm culvert and makes her escape that way. Victim initially just wanted to try to lose them in an alleyway, but I wanted something kind of extreme that would actually draw attention. When I throw Compels, I think they should be entertaining and, well, loud, not just the kind of action you'd take if you actually were a person of interest in a major investigation. Instead, the kind of action you take if you think fluoride is some kind of mind control chemical. We agreed that Temper needs her own late night radio show where she can talk about how the vampires control Washington or something.

Temper attempts to do some Investigation that ends up being fruitless, while the three guys head back to John's bachelor pad. John does his tracking spell, only to be interrupted by the cops. Evidently someone took a picture of the crazy lady jumping into the sewer on their phone's camera, and it turned out to be a major suspect. So they're hear to question all of Temper's known associates again. And this is in the middle of John's ritual.

7
Regarding Lefleur: In a way, he's the odd man out of the group. John's a Warden who fights monsters. Temper is a Denarian who wants to use her evil powers to fight monsters (and other bad guys). Ignatius beats up scary dark monsters with nothing more than a pair of metal sticks. And Lenny is some nut who'll use any excuse to blow something up (like monsters). And then he'll gut them for alchemy components.

LF, on the other hand, is less motivated by fighting monsters and often more motivated by personal gain. His Trouble is basically Sometimes Does the Right Thing, implying that he more often does not do the right thing. Just kind of interesting. Anyway, the final scene with Lefleur was essentially put together to let him use his top skill to solve the situation, his Superb Deceit, instead of the violence we more typically see as the final solution to problems (every Dresden book tends to end with a big fight saving the day). So he beat up Machete Dan socially instead.

And Elli the Changeling Sylph Assassin, is pretty damn badass. She was built as a PC, with Superb Guns, Great Athletics, Stealth, and Deception. So she attacks at 5 and defends at 6; add on Supernatural Speed, Inhuman Toughness/Recovery, Wings, and Glamor, and you get an incredibly mobile ranged attacker who can do some neat tricks as well. Against most melee opponents, she's basically unbeatable: staying in the air and retreating two zones every turn while constantly shooting. She was designed to be the kind of enemy that Lefleur couldn't just beat and had a hard time running away from, to add some real teeth to this "price on his head" aspect of the adventure. She's the Boba Fett to the other Greedo hitmen. Against some of the more combat focused members of the group she'd be in real trouble, but she's smart enough to avoid picking fights when Lefleur has backup from his bodyguards (who happen to work for free).

Victim: maybe the point of Ghost Dad IS that he's an obvious hallucination. Use your imagination. :)

8
Lefleur starts using his Contacts to find out about Machete Dan. Unfortunately, he learns that Machete Dan had an alibi for the murder of Walters. Lefleur's tertiary plan of just killing Walters is waylaid by the fact that Walters is out of his office. However, by chatting up the firm's receptionist, he learns that Machete Dan is on vacation, probably at his cabin. He likes to go there to "get away from it all." Or to drink blood and get rid of the bodies. Lefleur also manages to talk his way into Machete Dan's office, and finds himself free to rummage around in Daniel's stuff.

Lefleur finds some very interesting documents that reveal Daniels has some kind of partnership or employment with a "Mister Raxxus." He lacks the Lore to really find anything about the name, so he does what anyone would do. He sends out a call, blind, to this Mr. Raxxus. Raxxus picks up, asking who this is. Lefleur introduces himself and tries to find out some more information about their working relationship. It turns out that Machete Dan works for Mr. Raxxus, representing the man's interests in the American South. Raxxus also speaks with a foreign accent, sounding like he's from somewhere in North Africa (which was the international code on the number as well). Lefleur then explains himself to Raxxus, presenting himself as a victim of Machete Dan's irrational hatred, then insinuates that Daniels is trying to cheat Raxxus out of his money. Raxxus says he'll look into the matter himself, and thanks Lefleur for bringing the matter to his attention.

Lefleur then leaves the office building, ambushed by three ghouls on the way to his car. He runs in, but they try to pull him out and eat him. Instead, he drives away, and the world's worst car chase happens. No one involved has any Drive, so they both end up getting in a minor accident and running over some small obstacles before Lefleur escapes. At least Lenny has Fair Driving, and the invincible kidnap van. It is, after all, the only vehicle that hasn't been wrecked/shot/damaged/blown up so far, other than Temper's bicycle. Maybe someone could steal the Schwinn when Temper doesn't secure it to a bike rack properly. :)

Temper does some investigating into Jimbo's phone records, but doesn't find any phone activity out of the ordinary in recent days. So whoever his ally is, they're probably not contacting him via phone. It's not much information, but it's something. She also finds Jimbo's headquarters, some kind of alligator ranch outside of New Orleans.

John, of course, is being questioned by the police, who are urging him to give up the location of his ally Temperance Smith. The police are convinced that Temper was responsible for the car bomb. John has a new aspect, Doesn't Know When to Shut Up, and the player asks for a compel here. So then he starts to talk about how the real bomber is somehow connected to the MiB and maybe Jimbo Hill. I tell him that trying to steer the cops in the right direction isn't really a real Compel; it's basically what anyone might do in that situation. So instead, John tells the cops and the FBI that vampires are trying to kill him, and that the MiB is working for them. He also mentions how Lenny the Alchemist will corroborate the story. The FBI calls up Lenny, who denies everything, of course, being sane. So now the police think John is nuts. Then in comes his brother Roger and a damn good lawyer, who get John out of there before he finds himself committed or something. Roger's opinion of John is even lower, now, thinking he's completely nuts. Consequences will come from this later, I'm sure. :)

The trio meet up once again in the evening, to compare notes and formulate a plan of action. They want to find out who Jimbo's backer is: the Red Court Vamps, Machete Dan and Raxxus's organization, or maybe even that axe-wielding ghoul. With John's Lore, he also recognizes Raxxus as being a likely alias of Anaraxxus, a powerful dragon based in Africa. A serious badass dude. So they check out Jimbo's ranch in the middle of the night, where they see a small army of weregators being assembled. Jimbo and gang drive out to the waterfront, where they attack a boat and kill everyone on board (presumably). They hear brief gunfire, at least.

The group has assembled in a building near the docks to watch this barbarity unfold, doing nothing. Lefleur, perhaps motivated by some kind of civic duty, calls the cops (it's not actually civic duty, btw). Jimbo's gang is transporting some crates (full of drugs) from the boat onto their pickup trucks; John takes the opportunity to hex the pickup truck to prevent a clean getaway (he has to spend a FP to succeed, IIRC). Now unable to start their truck with the crates on board, they move their crates back to the ship they invaded. Evidently they plan on using the boat to sail away, maybe drop the cargo somewhere for pickup later.

Now the police show up, after Lefleur's report of automatic weapon fire. And like good New Orleans cops, they have their sirens blaring, hoping to frighten away the criminals before they arrive. Unfortunately, the hex on the truck slowed Jimbo down a bit, and John used his air magic as a veil to stop the noise of the sirens, so the cops confront him and his gang. It's dark, so the cops don't see many of the guys with guns. Jimbo tries to bribe the police to turn around and walk away, but something goes wrong and the battle is on. Jimbo and his gang turn into alligators and attack, surprising the hell out of the police.

Lefleur takes the opportunity to head out of the building towards a closer firing position, sporting a brand new SCAR rifle; Temper and John take aim at Jimbo in the middle of the battle, staying out of sight for now. The police don't last long against a bunch of alligators, and by the time everyone's in position and ready to fire, they're all taken out. Evidently Lefleur's plan was to use the cops as a distraction for his attempt to kill Jimbo; what a guy. Then the firefight happens with all three PCs target firing Jimbo; it's dark out, I gave the scene aspect Dead of Night and everyone a free tag on it they could use (primarily defensively, or with stealth; at one point someone asked if it could somehow help their offensive abilities...no)

Temper, perhaps bored with just firing her gun, turns into a scorpion, skitters down the building, and makes her way towards Jimbo. The few number of Jimbo's men who haven't turned into gators open up at John in the building, doing some stress there. Others use the opportunity to drive the boat away, with the cargo. The rest attack in gator form, two heading towards Lefleur as he crouches behind some cover, the other three move into the building to corner John.

Lefleur continues firing at Jimbo while dodging the gators, taking some stress. He keeps on using his Inhuman Speed to shift between two adjacent zones, forcing the weregators to continually take a -1 supplemental action penalty for switching zones. Kind of cheesy there. Anyways, here I Compel Lefleur's Price On His Head, to have an assassin show up in the middle of the fight. Lefleur's player is having none of it, however, and resists the Compel. Wimp. Lefleur keeps pounding away at Jimbo though.

Temper the Scorpion vs. Jimbo the Alligator, the final question can now be decided. Again. I Compel Jimbo's Son of the Bayou aspect to give him another fate point, and for him not to accept the aid of his gang in the fight against Temper. They can still kill John and LF though. Jimbo inflicts a few points of stress against Temper, spending lots of Fate Points, but it's not enough against her higher rolls and Supernatural Toughness. She keeps inflicting conditions on him, like the Moderate condition "Clamped," and the Severe condition "Double Clamped" (Futurama). Use the clamps!

John finds himself cornered in the building, menaced by weregators. And he's used a lot of magic already this scene, and can't kill any of the weregators either (damn you Laws of Magic!). He has managed to use his enchanted item to put up a shield though, that lasts for 3 exchanges. That shield manages to defend him against the gators for now, but his rifle is proving to be underpowered against 3 gators in close quarters. He considers a zone attack spell to throw everyone out of the building with gusts of wind, but I point out he's in the zone too; he'd have to defenestrate himself as well.

Temper does manage to finally kill off Jimbo though. And they hear more cops showing up, so the weregators take the opportunity to run like hell, jumping into the ocean and swimming away in their alligator forms. John and Temper run for the car and drive away, while Lefleur picks up a badge off one of the cops and poses as an undercover detective at the scene of the crime. Lefleur's epic deception skills once again carry the day, however, and the police totally buy his story. He heads off because he needs to "make a few calls" to keep his cover intact. I think he's actually planning on running like hell once no one is watching, but I Compel the Price on His Head once again, and he lacks the Fate Points to resist it. Then Lefleur blows his Alertness roll.

Elli, badass changeling assassin, is back. She explains calmly that she's pointing a silenced weapon right at his head, and to drop his guns. He complies. Elli complains about how this job was a major pain in the ass, and now Machete Dan wants Lefleur alive, a very inconvenient change of plans. For torture, presumably. She directs him into a car, then tells him to drive as she sits in the backseat. They're headed towards Machete Dan's cabin. It's not just some shack in the woods, instead a small yet luxurious place to "get away from it all." With satellite internet connection and TV, of course.

Elli leads him inside, where LF is searched for weapons and then restrained with handcuffs by a pair of burly bodyguard type guys. Machete Dan is extremely pleased that Lefleur is his, and makes a few threats towards Lefleur. Elli just asks for her money, and she's handed a briefcase full of cash. Lefleur, cunning bastard that he is, warns Elli that the bills might be marked or radioactive, explaining that Daniels once cheated him that way. LF's Deception continues to be successful, and now Elli is pointing guns at everyone. LF continues to try and egg her on to start shooting, while Machete Dan tries to negotiate. Unfortunately, the banks are closed in the middle of the night, so they can't do a wire transfer or other alternate payment. Things are tense, but it doesn't seem like Lefleur will be able to manipulate Elli and Dan to kill each other.

Then Raxxus calls on the videophone, seeking more information. Machete Dan tells him that the situation is soon to be resolved, while Lefleur starts using his Deception on the dragon. He continues his claim that Machete Dan is trying to cheat his boss. He also says that Machete Dan tried to cheat the hitwoman he hired as well; Elli pipes up to voice her displeasure with Machete Dan as well. Machete Dan tries to respond with Rapport, but unfortunately his Rapport sucks, and he comes across looking pretty lame and ineffectual. Lefleur also states that Machete Dan's actions aren't based on good business decisions, but instead his mad whims. He's losing it, man! A few more Superb Deception attacks and weak Rapport defenses and Raxxus has had enough. Raxxus tells Elli to kill Machete Dan, and she does so before he even finishes the sentence.

Raxxus then offers Lefleur a job; Machete Dan's old job, in fact. He says he never actually believed Lefleur's lies, but he admired how he was skilled and resourceful enough to dodge assassins and turn people against one another. Lefleur, always looking for an angle, accepts the job and the high annual salary that accompanies looking after a dragon's interests in New Orleans. Raxxus does warn Lefleur to never cheat him, or Machete Dan's fate will look a mercy. Here's where we ended the session, with Lefleur kicking ass with some quick-thinking Deceptions instead of the claws, guns, and lightning favored by other characters. He's going to change out his aspect Price On His Head with something about working for Raxxus. Also, he's now a Face in the city, representing Legacy of Corruption.

I can just imagine John and a very reluctant Temper mounting a rescue mission, to find Lefleur sitting in Dan's cabin smoking a cigar or something. :)

9
DFRPG / Re: The Big Easy: Blood in the Streets, Session Two, Part One
« on: June 01, 2010, 08:31:11 PM »


Last night we had our second session of Blood in the Streets, and Lenny's player (Scipio,, I guess) couldn't make it. Some shit went down. Temper  headed back to "her" home (actually a vacant house she's squatting in), noticing that Jimbo's gang was driving around her neighborhood. It seemed like they were looking for someone. I wonder who?

Temper figured they'd find her sooner or later anyway, so she went into her house, grabbed all of her guns and explosives (well, okay, not ALL of them; that would take several trips), then fired her AK into the ground, drawing a lot of unfriendly attention. She tried to sneak away into the night, cutting across yards and hopping fences, trying to force them to chase her on foot.

Instead, some of Jimbo's boys had radios, and they signaled some of their friends to circle around. Eventually, Temper found herself surrounded, basically trapped. So she retreated to a house she hoped was empty. Then she laced that place with explosives, turning it into a deathtrap if she ever used her radio detonator. Unfortunately, she was stuck in the house with the explosives. No way out.

Jimbo called out for Temper to come out so they could have a face to face chat. Temper said nothing. So then all of Jimbo's men opened up on the house with automatic weapons fire, sending bullets flying throughout the structure. Fortunately, Temper was taking shelter in the bathtub, if you can believe it. Then one of Jimbo's buddies had the bright idea of burning down the house, so a few makeshift Molotovs were assembled outside.

Temper heard someone else inside the house, but didn't hear any sound of anyone actually entering. No doors opening, no crunching of broken glass. So she sneakily approached whatever was making that noise: it was a ghoul. A huge, very scary ghoul with a big damn axe. The same ghoul, in fact, that helped her and John out when they fleeing the burning mansion of the vampire count. Temper used her stealth to disarm the ghoul of her axe, just as the molotov cocktails started to burn down the house. The ghoul with the axe offered Temper a choice: leave with him, or burn to death.

Temper chose the option that didn't involve burning, and at the ghoul's request, handed him back his axe. He then used it to cut a hole through reality, leading into a dark, scary, swampy forest and left through the Way. Temper's dead father then appeared in front of her, warning her not to trust the ghoul. At all. Temper is at least sane enough to know when she's hallucinating, so she ignores Ghost Dad (actually her Fallen Angel) and she follows the ghoul.

The ghoul tells her that they're in the Nevernever, in Faerie, and that she would be quiet. And if she hears hounds, to RUN. While their walking, Temper tries to get a read on the ghoul, learning one of his aspects: More Than Just a Merc. Which implies his concept is something like Ghoul Mercenary or something. He leads Temper around, then cuts another hole in reality and tells her to get going. Before she leaves, he insinuates that the Reds are Jimbo's secret backer. Soneillon/Temper's Dad warns her again not to trust the Ghoul. Here's where John's player postulates that the Ghoul is actually a good guy! Right... :)

After Temper's little adventure, the trio agree to meet up at a Waffle House, to compare notes and come up with a plan. And because, you know, this is a group game. No one talks about Temper's little espionage expedition of the last night. John says he's going to track down the Man in Black who bought all of Lenny's stuff; he assumes the MiB also bought stuff from the other alchemist in town, Lenny's old partner. I don't think we even have a name for yet, thanks Lenny. Or at least not one I've heard yet. Lefleur wants to get some more info on Machete Dan, thinking about framing Daniels for some crime, preferably Walter's murder. Or at least the sudden rise in gang violence. Temper is very skeptical of this plan, and wants to find more about Jimbo and his new ally/puppetmaster.

John meets with Etienne Moiret, the Power Hungry Houngan and new Freeholding Lord, checking to see if he knows anything. Moiret plays coy at first, but is willing to deal. Someone did buy all of his antivamp venom, and Moiret is surprised that it wasn't actually a rep from the Council. He wants a favor from John in exchange for what he knows, but is willing to take some of John's cash. Go Resources 4! It turns out that the MiB has some name that I've forgotten already. It wasn't really important.

John takes that name to his "buddy" Vince the Sleazy PI, who quickly finds out a lot more. He also mentions how the police would be very interested in his actual association with Temper (he still has those photographs, I believe), and extorts John for more money. John takes the blackmail surprisingly well, putting Vince on retainer. The MiB is actually an expert in infectious disease from the CDC, staying at some hotel in town. And also that he's not here on official business, and one of his coworkers was "exsanguinated" quite recently. John thinks that maybe this guy is here to help. He isn't.

John tracks down his hotel room, sliding a piece of paper with an eye drawn on it under the door, then using a thaumaturgy spell to spy on the room. It's empty. No dead body like John was expecting. He waits until the MiB shows up, then tries to talk to him. The guy isn't opening the door, though, so John just talks to him through the door, saying how he's a Warden fighting the vampires, or Stage Two Infected if you please. The guy is evasive and tries to keep John talking. During this time, he sends a text to a buddy of his, who does...something. Hotel security arrives, escorting him from the building, and John approaches his car. Fortunately, his wizard sense tingles and explodes the carbomb underneath his Rolls-Royce prematurely, probably saving his life. Then the cops show up, taking John in for questioning about the attempt on his life.

Part Two to come.


10
DFRPG / Re: The Big Easy: Blood in the Streets, Part Two!
« on: June 01, 2010, 07:40:48 AM »
Lenny, I presume?

11
DFRPG / Re: The Big Easy: Blood in the Streets, Session One, Part Two
« on: June 01, 2010, 06:15:52 AM »
At the party, we had John's asshole brother Roger making the rounds and talking to people. It became apparent to some (but not John) that Roger was basically badmouthing John while using his house. John also introduced his friends to Roger, which strained his politeness when meeting some of them, especially Jack Ellis the mechanic. Roger was less than impressed. Temper didn't end up wearing a dress made out of duct tape or camouflage, so she actually made a pretty decent impression pretending to be with one of the charities. Lenny took the time to network, but he came across as a little pushy or predatory (he also left fliers under everyone's windshields!). He was able to drum up some business though, mainly with his anti-aging potions.

Lefleur and John arranged a meeting with Machete Dan, with the greatest High Concept ever devised: Bloodsucking Lawyer. I know I've already mentioned it, but it's so awesome. Enter the social conflict, with Machete Dan being all pissed and throwing a lot of Intimidations around. Lefleur and John gang up on the poor RCV, and eventually get a Concession, with Machete Dan saying that as long as the money's good he'll call off the hits. It may take some time to call off the hits, though. Success for Lefleur? You know it's not going to be that easy. At one point, I have Machete Dan throw like 3 or 4 Fate Points at Lefleur, but the attack still did didly. I couldn't roll above average at all.

Meanwhile, Temper and Lenny have a discussion: how to tell if a Sex Vampire is controlling someone. Lenny has the best answer: does that person LIKE the WCV? If yes, then the vampire's probably in control. Lenny is evidently blinded by the finery, however, and misses all the subtext. So that's when I throw a Compel at Temper for her paranoia, and she sneaks upstairs and starts looking at all of John's stuff, trying to find some way of contacting John's superiors. Temper is convinced that Lefleur is manipulating John; it's understandable. I don't see why John's always helping Lefleur either. PCitis? Then she remembered that at one point John used her cell to call his boss, so she uses that, reciting the code he used to get in touch with Morgan. John's player attempts to argue this point, saying he kept all of this information secret, but in reality he wasn't; he was right next to Temper when he made that call (Temper held the phone while he talked from inside a circle, IIRC). And in any case, I never recall him acting all paranoid either, so he was just trying to edit circumstances after they happened (and let's face it, John is not a subtle or paranoid guy).

So, Temper calls up Morgan going through the switchboards (it's an older code, but it checks out :) ), meeting a very pissed off Morgan. He sounds busy. Like, killing vampires busy. Temper warns Morgan that John might be controlled by the White Court, playing on his paranoia. Morgan tells her that he'll check it out and to never call again. What a charmer.

Lefleur noticed Temper head upstairs, though, and alerts John to this whole development of Temper sneaking upstairs. They find Temper in John's bedroom, with his sock drawer strewn out over the floor. John wonders what the hell is going on, and Temper counters with a lame lie about checking for bugs. No one believes her. At this point, John's player asks for a Compel on his Band of Brothers aspect, as Temper leaves the party at John's request. He says that the Compel is for him NOT stopping Temper and making her tell the truth. WTF? I'm not exactly sure what he had in mind other than somehow restraining Temper and torturing the information out of her. Which, quite frankly, wouldn't really work. In any case, he doesn't get a compel for acting like a rational human being and letting Temper leave.

So, Temper leaves the party early. On her way out, she passes a woman waiting outside the mansion, who asks her if she's seen someone of Lefleur's description. It's Elli the Changeling Assassin. Temper notices that the woman is packing twin pistols, but doesn't care; she tells Elli about Lefleur being there. Temper just misses the excitement of finding the vamps spiked the wine.

After having a glass, John and Lenny discover that the wine is laced with vampire spit. I made a mental attack on everyone, and no one was hit with a single consequence, damn it all (they all only failed by 1). Save the rest of the party, some of the richest and most influential people of New Orleans. Uh oh. And everyone is drinking it, save a few. Roger seemed normal (I don't think Roger actually drinks), and Jack (who brought a cooler full of beer) was just Jack. John, realizing danger, asks Jack to help get everyone home for some reason. So he essentially makes the same speech from Batman Begins, insulting everyone until they leave. What a jackass.

Also, kind of stupid. He was worried that the vampires would all bust in through the windows and start shooting, I guess. I mean, they just hit some of the richest people in NO with addictive saliva. That's called winning, in my book. They were actually with the catering staff, spitting into all the wine then. And John sends them home, easy prey for more saliva. Maybe John should take Egocentric as some kind of Aspect. :)


Roger bitches at John for his actions, his friends, and everything else, leaving in a hissy fit. So the rest of the group, Lenny, Lefleur, and John sit in the mansion and wait for the vampires to attack. And wait. And wait. They realize the vampires aren't coming to attack. Temper, about to leave, comes back after she sees everyone leaving. She wonders where everyone was going, and why. John explained the vamp's actions, and it's clear that Temper thinks John is an idiot. They hear sirens, and Temper flees around to the back to leave that way, hopefully avoiding the police.

Then the cops show up, to ask John some questions about his known association with Temperance Smith, domestic terrorist. They wonder if he's somehow funding her organization or something. John denies everything, including Temper being at his party tonight. Doesn't know her, hasn't heard of her. The FBI guy tells John that he'll be back. John: "Yeah, I know :(" This is where I threw a Compel at John for his Band of Brothers aspect, since he was defending Temper against the police.

While she makes her way through the back way across John's monster yard, she heads into the small woods at the back of John's property, walking her Schwinn. She's naturally sneaky, so she sees a group of mercs in full camo, NVGs, and M-4s heading towards John's place before they notice her. The fact that one of them is playing his iPod may also have something to do with it. She calls up John, warning him of the danger, then makes her way home again.

The mercs try to sneak up to the mansion, hoping to kill Lefleur, but they find Lenny, John, and Lefleur waiting for them. With a magical blinding flare, a few precise gunshots, and the overall insanity of Lenny the Iron Alchemist, the mercs are driven back and take their wounded with them. Those guys were schmucks; Pure Mortals with no FPs. They were actually the remnants of some of Walter's private army of security personnel, wanting to collect on Lefleur's contract.

However, the gunfire draws the cops back again. Damn it. The quick-thinking Lefleur sets up an impromptu firing range in the backyard, so the cops find him and John shooting at cans. The cops are pissed, and tell them to stop firing their guns in the middle of the night in a residential zone. They'd clearly like to arrest John, but they don't really have anything they can make stick. Lefleur's Epic Deception rolls help smooth things along as well.

John performs a quick Thaumaturgy ritual to locate the vampires, using some of their spit as the symbolic link. Clever bastard. This is one of the few Thaumaturgic spells John's ever used. I don't really know how the rules work myself, I really need to read up on them. Like, seriously. When my NPCs use them, it's basically just plot magic. He finds them, using a map of the city and some triangulation, so him and Lenny suit up and drive towards the vamp's location. It is ass kicking time.

Lefleur, meanwhile, takes the opportunity of the cops to sneak away from John's mansion, heading to yet another hotel room. He meets a pretty girl at a bar, seduces her, then brings her back to feed from her. During the night, he gets a call from Machete Dan. Remember Walter's briefcase full of irradiated money? That's half of Lefleur's payment. And the Machete Dan is pissed off, and spends twenty minutes telling Lefleur exactly how he's going to kill him. Machete Dan really has anger issues. There's another Compel thrown at Lefleur.

Lenny and John find the vamp's hideout, a catering place. The very same catering company that did his party. Now things begin to make sense. Lenny breaks the window, and the two let themselves in, finding some vampires there. Led by Maya's lieutenant the Goth Poser Raven Darkblood, who was nearly killed by John their last battle. Raven starts saying something threatening, but John just raises his copper rod to blast him. It's on! And it's over quickly. Raven and another vampires charge towards the front of the building, but John had set up his magical defenses before entering, and Lenny defends with his trusty baseball bat. The other two try their hand at automatic weapons fire, but it's even less effective.

John makes like Thor and calls down some lightning, frying the two vampires in the back, ruining the store and setting it on fire. No compel here, I think; this is just what happens when you throw like 15 dice of evocation around in a building. Shit gets messed up. Lenny then melts the vampire in his face with some solvent, leaving Raven. Raven's number is clearly up, so I suggest a concession where Raven runs and escapes. Lenny and John are having none of it, though, demanding that Raven tell them everything he knows.

Instead, we compromise. Raven runs across the street into an alleyway, bragging about how the party was just the beginning, and the vampires are going to addict a whole lot more people to their Kiss. Then he trips over some garbage cans and falls, causing John and Lenny to laugh at him. He does manage to escape though. They search the burning catering place, find some unconscious people who have been clearly hit with addictive saliva. The answer is clear: haul them out of the building and put them into the kidnap van. John's player is excited that he gets to experience the thrill of using the kidnap van, since he missed out on it last time. :)

And that's where we ended. It really seems like the party is fragmenting, with John pissed at Temper for thinking he's somehow being influenced by a vampire, and Temper not trusting Lefleur (or John now). We also had a discussion over who the "wildcards" of the group were, the ones who do the unexpected things. Lenny and Temper's players insisted that they weren't the crazy ones. They totally are though, and that's fine. :)

12
DFRPG / The Big Easy: Blood in the Streets, Session One
« on: May 29, 2010, 06:06:13 AM »
Ignatius's player again couldn't make it, so it was John the War Vet Warden, Temper the Unkneeling Coinbearer (Denarian), Lefleur the White Court Conman, and Lenny the Iron Alchemist. Last time, Simon Walters was killed by the fury of the monster scorpion that is Temper, and John Whitfield defeated the Summer Knight in a duel to the death without actually killing Fix.

This time, we begin the game with Lefleur in a hotel room downtown, the Hilton, with his True Love, Nausica. Yes, that severe consequence is still sticking around, and evidently Nausica enjoys his company for some reason. It's 3 in the morning, and then his window explodes inward, which is more than a little unusual. Lefleur is, after all, 11 floors up. Taking cover by pulling up the mattress to block the explosion, he sees a faerie-looking woman with dragonfly wings hovering in midair, with two silenced pistols. The assassin admits that it's foolish, but she has orders from Daniels to tell Lefleur why he's being killed: he owes Daniels lots of money. Then she opens fire, causing some stress and giving Lefleur a Graze (minor condition). This was a Compel on the Price on His Head, of course, and the first of the hitmen coming after him.

What ensues is a very one-sided gun battle, with Elli the Sylph Changeling Assassin blasting away at Lefleur while he hides behind cover, trying to land a shot. Elli is amazingly fast with a base Fantastic Dodge; nothing even touches her. Here's where I worry that Lefleur's player doesn't know how outgunned he is by the faerie master of gun-fu. He tries to offer to pay the money back, but she's only concerned about collecting her payment from Daniels, nicknamed "Machete Dan." She does graciously offer to accept a contract on Machete Dan from him posthumously, like Angel Eyes in the Good, the Bad, and the Ugly.

Nausica promises to slow her down, urging Lefleur to book it. He does so, heading for the elevator. Nausica throws up a Mental Block, but Elli fights through it easily, used to faerie magic. Elli does pause to throw an Intimidation maneuver at Nausica, telling "the Summer bitch" to stay out of her way. Yeah, it works. Meanwhile, Lefleur's used the distraction to pry open the elevator doors, sliding down the cable. Elli follows, continuing to fire at Lefleur. Unfortunately, the cramped confines of the elevator shaft make it hard for her to maneuver, and Lefleur manages to evade her long enough, tears off the top elevator hatch at the ground floor, and runs into the lobby and the night. Lefleur has bled a lot of fate points from this escape, because Elli was kicking his ass otherwise. As she was meant to.

Lefleur does grab some clothes at a store, treats his Leg Wound (moderate consequence), then calls John Whitfield and asks for some help. Whitfield agrees to shelter him. Here, I think I threw a Compel at his Band of Brothers aspect, since Lefleur has helped him out on occasion.

Now we skipped to the morning, when John got a phone call from his younger WASP brother Roger, a trader on Wall Street. Note: Roger's kind of an ass. He informed John to send a car (a hybrid) to the airport, because he was coming in for a few days. He was hosting a charity fundraiser for some stupid hippie function, an oil spill off the coast. Roger freely admits that he doesn't care, but it's good publicity and the Whitfield family needs to do their part. Right before he hangs up, Roger tells John that he's hosting the event at his mansion. Here I offered John a choice: take the compel and agree to that, or not. He took the Fate Point, as I knew he would. :)

Lenny's business isn't doing so well, ever since Etienne Moiret headhunted his partner and offered her a better job with his magical organization. And ever since Etienne became a Freeholding Lord (thanks John!), he's been doing even better. Times are tough. Then, a miracle happens: a short man in a black suit, black hat, and black sunglasses enters the shop, offering to buy every single dose of antivenom and bottled sunlight Lenny has. Lenny agrees, and offers to sell him even more once he can make it. Lenny also asks if the vamps are making a move, and the man in black says they are. Also, he tells him the name "vampires" reeks of folklore; the MIB prefers to call them Stage 2 Infected. With his supply of antivamp stuff, the MIB leaves. I gave Lenny the compel on his Stiff Competition aspect, because he would probably need that stuff later in the adventure. Too bad, you sold it all!

Temper's been keeping her ear to the ground, and she knows the situation in parts of New Orleans is getting worse. With Walters gone, violence has shot way up, and all kinds of criminal organizations are moving against each other. The big winner in all of these conflicts SEEMS to be Jimbo Hill and his gang of weregators, which seems odd to Temper (and everyone else in the know). Jimbo was never the sharpest knife in the drawer; it's probable he has some new backer or ally. Anyway, the weregators are kicking ass and taking names. The FBI and the police, meanwhile, have their own theory: the rise in violence may be due to the work of criminal, arms dealer, and suspected domestic terrorist Temperance Smith! She's now a "person of interest" in the investigation, and sought for questioning. There's a compel against her "Daddy's Paramilitary Princess" aspect, but she moves around too much for the police to track her down...for now.

Lefleur continues to shelter with John, and then Roger shows up. Roger sees John as being a useless layabout who does nothing to earn his trust fund, and isn't particularly shy about telling him so. He also says how he didn't tell John about the event b/c he knew John would otherwise find some way to weasel his way out of it, like he has with every other family duty. John admits there's some truth to this. Roger's already arranged the guest list, catering, everything; he also encourages John to invite some of his friends. Yeah, like that won't be a problem. John gladly does so, sending invites to all his buddies who are going to fit in with New Orleans rich and powerful: Lenny the Alchemist, Lefleur (who's already staying there), Anja Dahl the WC Virgin Clubowner, Jack the vigilante/mechanic, and Temper the person of interest in a wave of violence. Also, Lefleur wants the opportunity to pay back Machete Dan without any violence, so he urges John to invite Machete Dan as well.

Soon, it comes time for the party, with various people getting ready for it by going out and buying/renting clothes. Not Jack Ellis, though. He doesn't have a tux, so he's going to wear his denim jacket. :)




13
DFRPG / Re: The Big Easy: Lots of Death
« on: May 25, 2010, 09:45:20 PM »
About splitting up: I hate it. Hate it hate it hate it. Unfortunately, it's necessary. In any group with good, interesting characters, they're going to have different motivations and goals. And they're going to split up to cover more ground (not an automatic death sentence like it is in D&D :) ) I guess the important part might be to make sure that they're all together for the big scenes (not that it happened this time). But that single initiative trick worked pretty well though.

The other thing is that we get distracted easily, and love making fun of each other. So the other players are involved in the scene just as the peanut gallery. With Compels and everything, I would imagine that most Dresden games are going to be very entertaining to watch as well.

Man, one thing I should have put in my session report. Before the duel, I'm telling John's player how everyone is getting set up, and I use the boxing analogy how you've got "Jack [Ellis] and Morgan in your corner." As I say this, I start laughing, because it sounds like I'm referring to Jack Daniels and Captain Morgan. :)

Yeah, that briefcase full of cash is full of cash that's been reported stolen from banks, and has radioactive dye. Not a huge problem for Lefleur given the success of his real con, but he's gonna have trouble spending it.

14
DFRPG / Sic Semper Tyrranis, Session Three
« on: May 25, 2010, 06:56:14 AM »
Well, with this third session we finished up the adventure. The group consisted of Temper the Unkneeling Coinbearer, Lefleur the White Court Con Man, Lenny the Iron Alchemist, and once again John Whitfield the War Vet Warden. The four of them were stuck on an old oil rig, with no way to get home thanks to the explosions of the Iron Alchemist. Temper managed to find an old radio, and fixed it; Lefleur used it to contact the Coast Guard and ask for help. Temper then tried to argue that it would be less trouble to Sovereign Glue together the blown up pieces of the boat and steer the remnants back into port across miles of open ocean with no real means of navigation or propulsion than to ask the government for help. Thanks Temper. Needless to say, more sensible members of the group shot this idea down. Not wanting to get arrested, the group dumped their guns into the ocean before the CG showed up.

While Temper and Lefleur worked to get rescued, the Iron Alchemist delivered the draught of the living death to John, who was perplexed. After all, he didn't order the thing. Nevertheless, he paid Lenny the agreed upon amount and took it, asking some questions and the letter he supposedly sent. He wanted to find out who sent it.

With the help of the Coast Guard, they made it back into town; Lefleur spun a story about how a fuel line broke, causing an explosion and forcing the survivors to take shelter on the oil rig, deflecting any suspicion. Everyone went back to plan their own business. Lefleur arranged a meeting with Simon Walters to continue his long con; Walters wanted to check out the property before he bought it. Lefleur scheduled it slightly before John's duel with the Summer Knight, to meet up at the property he claimed to own. Knowing Lenny's plans, he also informed the Iron Alchemist that Walters would be out of his office.

Lenny brewed up some potions to help with his planned burglary of Walter's office. He wanted to steal Marie Laveau's gris gris bag, since it was rare and possibly magical.

John had a duel to prepare for, and whipped up a potion to shake off mental fatigue. He had a rough night, beaten up by faeries and everything. He also did a thaumaturgy ritual to try and find out where that letter came from; it turned out to be from Edinburgh. Another member of the White Council wrote it for him? He also arranges a meeting with Fix before the duel, to basically whine about sending dudes to attack him. Fix denies involvement, and John remembers that the gruffs said something about orders from "the Lady." By now he probably thinks Lily is behind these attacks, but I don't think he's really figured out what's going on.

Nicodemus contacted Temper with what he learned. It appeared that his driver was trained in tactical driving, and took multiple routes to work. Instead, he presented another solution: attack him at an off-site meeting with some other crook in the 9th Ward. He had gotten a copy of today's itinerary, and that meeting with Mr. Finn (aka Lefleur) was the perfect opportunity. His daughter Deidre would accompany Temper as backup (and because she loves killing people).

Whitfield shows up at the duel in the Superdome, with Fix and his second the centaur whose name I have conveniently forgotten. Also present are the injured Ignatius, John's second, Jack Ellis, to cheer on his team, and Titania the Summer Queen. Nicodemus is there as referee, and even Morgan shows up in case his pupil needs any help. Jack tries to tell John that Temper is working with the creepy wheelchair guy, and that she might do something stupid, rash, or evil. I throw a compel John's way on his Summer Hatin' aspect, saying he wants to concentrate on the duel, not whatever Temper's doing. So he blows Jack off, and doesn't try to stop Temper.  :)

Fix comes onto the field wearing an improvised Farraday Cage, sporting his magic sword and a sawed-off shotgun. John brings his gun and copper rod. Without any preamble, Nicodemus says begin. The duel is on! Fix goes first, trying to overwhelm John with a torrent of summer flame before he can even respond. Fortunately, John put up his shield before the duel, and avoids being cooked. He does end up Singed (minor consequence). John avoids any lightning attacks, instead using air attacks to throw Fix up into the air and slamming him into the ground. What a cheater. Fix ends up with the Bruised consequence and some more stress. Fix gives up the magical attacks, charging across the football field to attack with his sword; John takes a Deep Cut from the attack, then responds with another brutal wind attack. This time, he manages to break Fix's leg from the fall.

At the end of his rope, Fix is determined to win. Or at least take John with him. He uses his sword as a crutch to rise to his feet, then attacks John once again, but his broken leg slows him down too much: John dodges the attack. John responds by creating a vacuum sphere around Fix, holding him in place and suffocating him. Both sides took some consequences and a lot of stress, but John was victorious. Fix was taken out, knocked out by John's attack. John walks over to Fix's unconscious body, kneels over him, then pores the draught of living death down the Knight's throat. Fix dies (temporarily).

Nicodemus checks out Fix, and declares Fix dead. The duel is over. Titania recovers the Mantle of the Summer Knight from Fix, what she wanted all along. John was a most useful pawn. Morgan congratulates John, asking what he poured down the champion's throat. John tells him that Fix is only temporarily dead, and he'll recover. Jack then tells John about how Temper is going to kill Walters, so he has to hurry off to try to stop her. He asks Morgan to tell Fix's second about the potion, so they don't bury him alive or anything. Morgan agrees, then John is off to intercept Temper.

He's far, far too late. Lefleur meets with Walters first, and they work out the details of the deal. Walters uses some high pressure tactics to knock off some money from the price, but Lefleur doesn't care. It's not like he owns this land. What he has been doing, however, is installing his own locks in all of the houses. He attracts some unwelcome attention during this time, and they're on the move. But Lefleur is clueless about this, and the deal is almost finished. Walters is about to transfer the bank money to Lefleur's account, and he's about to sign over the deeds. Then Jimbo Hill shows up, identifying Lefleur as the guy who stole his briefcase full of cash.

Chaos and mistrust ensues, and Lefleur tries to pull some con, but it isn't quite working. So instead, he just turns on Inhuman Speed, steps forward, and transfers the money from Walters for him. Everyone reacts with hostility, and Walters tries to Intimidate Lefleur, invoking his "I Own This Town" aspect. Lefleur takes some stress, and decides he best get going. So he runs, cutting through yards. Jimbo and his boys chase after Lefleur, some on vehicles, some on foot. Unfortunately for the thugs, none of them have Inhuman Speed. Lefleur avoids the cars by cutting through yards, and keeps ahead of the weregators. After a few rounds of a foot chase, he kicks open a gate, then hides inside one of the homes, invoking his Price on His Head aspect to boost his Stealth roll. He's now lost the pursuing thugs; he waits a few minutes for them to pass him by, then sneaks back to where the meeting was, to see what was going down while he left. He's also too late.

Temper and Deidre park near the meeting site, shifting into their evil demon forms to avoid identification (and just to be overall badasses). They move closer to the meeting, and arrive in time to watch Lefleur and the thugs run away. While Walters is pulling out a cell phone, probably to get some more information about Lefleur, Temper charges. A monstrous scorpion now menaces Walters, and he dodges out of the way. He begins firing point blank at Temper with his pistol, but it's ineffective vs. her Armor 2 and insane Stress box track. The bodyguard also tries firing, and radios for the tail car to come in and get them out of there. Deidre moves in and quickly kills the bodyguard.

Walters runs towards the tail car, heading away from Temper. Temper follows with fury, while the mercs in the tail car open up on Temper...doing no real damage with their fancy assault rifles. The driver also tries to ram Temper with the car. If only they had holy water or something. Temper then invokes Walters' Disbeliever aspect, forcing him to stand still and deny that he's actually being menaced by a pair of monsters. Poor guy. Temper inflicts some awesome damage on her nemesis, giving him the Extreme Consequence "The One Armed Man." Heh.  :) Deidre moves in and kills the driver with her razor hair. Walters continue to fire at Temper, acting on sheer reflex, but it doesn't make a difference. She kills Walters, pinning him to the hood of the car with her scorpion tail.  Deidre finishes off the last two mercs in the tail car.

Lefleur shows up, and demonstrating more bravery than common sense, asks what's going on. Temper's dead father appears behind Lefleur, telling her that Lefleur is no better than Walters and that he deserves to die as well. Temper sadly resists my Compel, and escapes from the crime scene with Deidre. Lefleur then books it himself, happy that he's now several hundred thousand dollars richer. By the time Whitfield shows up, the police are there, photographing the crime scene; he's shocked by the brutality and blood, and just drives by.

During all of this, Lenny tries to rob Simon Walter's office. Between a blending potion and his chameleon cloak, he has no trouble bypassing most security. He uses his solvent to melt through a locked door, then finds a still security guard outside Walters's office. He's dead, but Lenny isn't observant enough to notice this. The office door is open, and Lenny finds the safe, using his criminal past (Wretched Hive of Scum and Villainy) to aid his burglary check. He sees the Gris Gris bag, but then grappled from behind. It's some kind of monster made out of grey tendrils or cord, in the shape of a man. They struggle over the bag, but Lenny ends up dissolving one of Pierce's (the name of the Demonic Thief) tendril arms with his Solvent. He also uses his Ruthless Competitor aspect to stop Pierce from grabbing the bag. Lenny doesn't want to deal with this guy, who/whatever he is, so he drinks an escape potion, phasing up to the roof.

Showing more faith in his potions than perhaps he should, he drinks a potion of feather falling and steps off the edge of the skyscraper. This wasn't even a compel or anything, this is just something Lenny did. Pierce is pretending to be Spider Man, however, and is clinging to the side of the building. As Lenny floats down, he uses his super long arms to grab hold of the superlight Lenny. Lenny considers using Solvent to dissolve the tendrils again, but I invoke his Now For Something Completely Different aspect and force him to use another method to get free. I want Pierce to escape with ML's voodoo bag. Instead, he uses a crowbar to break free, floating down to safety. Lenny taunts Pierce from the ground, saying how that Pierce would never, ever find him...then slides his van door shut, revealing the name, address, and phone number of his alchemy company. Awesome, and similar to Indiana Jones, so double awesome. I gave Lenny a FP for this awesomeness, since he wouldn't have the name of his business on the van if he weren't a Ruthless Competitor.

With all of these scenes ended, the adventure was over, and everyone had fun. I hope. We did the denouement as well, with Lefleur arranging to pay off the man he owes money to and call off the Price on His Head. This will play a major role in the next adventure. Lily and Fix show up to meet with John, and they thank him for his cleverness in sparing Fix's life (even if Fix lost his job as the Summer Knight). Now Lily says that she owes John a debt, and she kinda apologizes for sending the gruffs to kill/kidnap him and prevent him from winning the duel and killing Fix. Temper, after killing Walters, is lying low and staying away from the other group members. Shame, guilt? Paranoia? Who can tell? She's certainly on a dark road now though, if you ask me.

And, of course, Nicodemus and Deidre show up at Lenny's alchemy shop. Nick, still in his wheelchair, talks about how he wants Marie Laveau's voodoo bag. Lenny tells him that he wants it too. Nick suggests buying it, but Lenny isn't interested in the money. "Deidre, the knife," Nick calls out, and Lenny, in a flash of fear, goes for his weapons. Actually, Deidre was pulling out a case holding an ancient knife and offers it to Lenny. Nick suggests an even trade, the knife of Brutus for the gris gris bag. Lenny looks it over, historically it might be the knife, and it has a lot of mystic power as well. Nick takes the bag, and warns Lenny that if he uses the knife, to only use it once. With some study, Lenny learns that the knife can inflict 40ish stab wounds on someone in one blow. Neat, he thinks, and takes the deal. He also figures that if he refuses, Nick and Deidre will kill him (he isn't wrong).

So that ends the session. I figure the next session, the A Plot will focus on Lefleur trying to pay back his debt to "Jabba," with some B Plots focusing on some of John's family, maybe Temper being wanted or just more of her descent to the Dark Side. Everyone gets a skill point, and John might switch out his Summer Hatin' aspect for something else.

15
DFRPG / Re: Glamours
« on: May 24, 2010, 11:23:53 PM »
It's not spellcasting, it's just a supernatural ability. It costs -2 refresh. And hell, Faeries seem to glamor practically everything. I say no way it costs stress if it doesn't say it does in the rulebook.

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