Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
And the actual play report from session two on January 24th:
Plot Synopsis, by Scene:
_The Small Matter of the Spies_
Confident that four spies from the Trafficker's guild are in their
midst, the group talks to their members and assesses which spy is the
most honest and swayable, and which is the most deplorable and
untrustworthy[1]. The two otherwise average spies are given into the
care of Hulcion and given crap-work in the hopes they will give up,
while Ardl spends some time with the spy woman Mino, trying to sway her
and win her over to the Musicians [2]. Tulia, meanwhile, confronts and
terrifies the most deplorable spy, who flees when given the chance.
Tulia, and later Hulcion, both decide that it would be worthwhile to
see where the spy runs to, and set out on his trail. The trail, as it
were, leads straight to the turf of the Trafficker's guild...
Comments:
[1] I thought that trying to separate the spies by moral stature was an
interesting idea, and a good way to pursue it. I can't remember who
proposed that (Steven, I think).
[2] I was having trouble getting started with the game, so Steven's
attempt to sway the spy caught me off-guard and unprepared to give a
good performance. For the record, Steven, you did a good job convincing
her. I felt a little off-kilter at the start of the session, which I
think may have shaped a lot of what follows.
_Turf, Not Home_
Hulcion pursues the fleeing spies trail into the territory claimed by
the Trafficker's Guild. Unfortunately, Hulcion is well known as a tough
for the Musician's and a violent drunk, so some Trafficker dock-hands
decide that he's not going any further into their neighborhood [1]. One
of them is trained in the arts of the Hell-Hooks, and manages to topple
Hulcion to the ground by hooking through one of his ribs [2]. Despite
this disadvantage, Hulcion manages to smash and beat most of the other
dock-hands. Seeing the tables turn, their leader calls it quits and
runs away to some side streets. Tulia heard the scuffle, and helps
Hulcion get up. Together, they track the trail back to the river, and
across the river to the Isle Mulla. While they search for further
tracks, a strange magic wind flings them bodily into the cold river,
and a forming whirlpool threatens to suck them down to the icy bottom
[3]. Hulcion uses his prodigious strength to pull them both to safety
[4], and they decide that for now, discretion is the better part of
valor.
Comments:
[1] As I said, my control of the plot and pacing felt a little shaky,
so I went to my best source for instant plot-- the "flags" the players
had given me, in the form of their Problems. Ed gave Hulcion some
doozys, so I figured it was time to start calling them in.
[2] In Hind-sight, I feel like it would have been better to have 4
average but capable Hell-hooks users, instead of 1 master fighter and 4
mooks. In any case, it played out pretty much as I desired-- Hulcion is
big and scary, but even a giant can be cut down by sharpened metal
designed to kill things. I want fights to be dangerous. However, they
should also be profitable-- if the rolls had been different and Hulcion
had easily truimphed, there was further plot from the dock-hand that
would have driven Hulcion differently.
[3] Again, using my "what do we want to see" flags from character
Problems, Tulia is going to get progressively worse attacks from rival
Mages.
[4] And to think, I thought of telling Ed not to waste his points on
Athletics techniques-- he used them to great effect several times this
session.
_What Harm Could A Dinner Party Be?_
Satavo wishes to return the favor to Ardl, and has invited him to
attend a high-profile dinner at Satavo's estate, proclaiming the fact
loudly throughout the city (to Ardl's great satisfaction [1]). Almost
immediately, gears are put into motion. While Hulcion shops for armor
while nursing his wounded ribs, he is beguiling by an attractive young
woman, who leads him to an out-of-the-way hostel with a secluded
bedroom... where she confesses that she is with the Traffickers, and
tells him that they have someone dear to him [2]. The woman tells
Hulcion that Satavo has something they want, and he had better bring it
to them. Ardl, meanwhile, meets up with the female aide of one of the
Weaver's Senators, who tells him that the Weaver's are very interested
in Ardl's progress. Ardl bestows honor to them by inviting the Senator
to join him for Satavo's dinner, and the aide confesses that they
desire Satavo's secrets as well. Ardl calls her out, saying that the
Weaver's want to keep their dirty deeds at arm's length[3], and she can
only smile.
Comments:
[1] I was hopeful that since this action satisfied Ardl's craving, none
of the players would dwell too long on why Satavo would deliberately
alert everyone that Ardl was the perfect "inside man". It worked out
pretty well.
[2] Hulcion has Problems, lots of Problems. Also, it was good to see
Haggle being used-- another skill I thought might not come up. I do
wonder how hard it is for Hulcion to get dates...
[3] Astute observation, and perfectly how I want to portray the Weaver's.
_Light Party, Dark Dessert_
Satavo has claimed as his own the estate of the Mage's Senator who
recently died, and is remaking it into a aesthetic delight of stained
glass, bright light, and imported Ruhini sand [1]. Ardl and Hulcion
arrive, with Hulcion in full guard regalia. Ardl enters the party and
begans a verbal repartee with Ogoro and Zhialachu of the Trafficker's
Guild. Zhialachu learns that Ardl knows Aqueous Divination (and speaks
Ob-Lob), and Ardl plays up his respect for the Ob-Lobs, worming his way
into her decrepit heart... which is good, since she is obviously the
brains behind Ogoro's throne [2]. Hulcion longues outside with the
guards, but then retreats into a nearby bar and switches into an
all-black, ninja outfit to watch from cover [3]. Satavo arrives at the
party and makes pleasantries, emphasizing how much he hopes to reaffirm
and strengthen the bond between the Musicians and the Sages. Ardl does
take a small break to look out a bathroom window, identify a likely
window outside Satavo's private office, and create convenient steps of
frozen smoke below the window [4].
Comments:
[1] I should try to sketch/map Satavo's estate. I predict that more
scenes will happen there, and I have a good picture of it in my mind. I
do wonder how he got several tons of sand from halfway across the
world...
[2] I like the back and forth of magic I imagine in this scene-- I
should have given Steven's magic more descriptive time, rather than
"yeah, yeah, bonus dice", since two fortune-tellers seeing into the
near-future to shape their conversation, at the same time, could lead
to some amusing psychic static and "I know you'll say that, but you
won't because I know you know I know you know..." In my mental movie of
the campaign, that's retroactively what happened.
[3] I find the image of a huge misshapen giant slipping into a
(probably ill-fitting) black jumpsuit and trying to sneak through a
city street incredibly amusing.
[4] Great tactical planning, and if Tulia couldn't so easily fly, would
have been very, very useful. Seems like something you'd see in a spy
movie.
_Shadow Antics_
While Satavo and Ardl trade wits, Tulia casts a spell to assume a
noxious black form which can fly. She swiftly reaches Satavo's office
and gets in past the barred windows [1]. Inside, the room is dark and
blazing hot, heated by a large enchanted rock in the ceiling that gives
off waves of heat. Tulia is about to begin her search when she notices
a woman hiding under the desk. With her dark senses, Tulia quickly
determines that it is none other than the spy Mino, who is looking for
the same secrets as Tulia! Tulia hides in a corner and watches Mino as
she discovers Satavo's updated map of the city, hiding it in her ample
bosom. Mino hides during the guard's rounds [2], and sets to work tryng
to pry the magic rock off the ceiling. Eventually, she gives up and
changes into a servant's outfit, and goes to slip out the door of the
office. Tulia, still in shadowy crow form, slips past and grabs the map
out of Mino's dress without Mino noticing, leaving Mino to sneak out
and later discover her misfortune [3]. Now alert to where a further
prize might be, Tulia struggles agains the rock, finally cracking it's
mortaring with her dagger, and getting severely burnt as the super-hot
rock drops into her arms-- but still muffling the sound of it falling
[4]. Inside the cavity in the ceiling, she discovers a strange silvery
liquid contained in two layers of sealed, blown glass jars [5].
Unfortunately, the glass jar is too large to fit through the barred
window, so Tulia smashes one layer of the jar, and departs, flying
through the darkened sky on tattered wings.
Comments:
[1] I botched my job describing the situation here, and I think Sara got a little frustrated by it. Oops!
[2] What kind of crappy guard doesn't notice a big hourglass missing
from the desk, and presumably disheveled papers and stuff? Satavo needs
better hired help.
[3] I'm glad Sara suggested the pickpocket routine. It is a cool image
of a shadowy form darting out and snatching, it leverages her
character's mechanical strengths, and it leads to more interesting plot
than what I had planned.
[4] Again, I was not conveying the scene well enough, and Sara wasn't
aware that the rock would be hot. After my first bungled description, I
should have stepped back and taken my time to make sure I got it right.
[5]*evil laughter*
_Guards, Guards!_
Ardl and Satavo's conversation at the party turns to Master Rugo and
his new Opera. Satavo expresses great interest, and when he hears that
Rugo is at his country estate, he summons Master Ulga, a Stormtongue
sorceror, to go check on and protect Rugo [1]. When Ulga goes flying
(literally) out the front door, though, Hulcion recognizes him as the
blurry figure of the mage who tried to drown him earlier that day!
Wasting no time, Hulcion hefts a hunk of cobblestone from the street
and hurls it at Ulga, who is knocked senseless and tumbles out of the
air onto the steps of Satavo's estate [2]. The Guards chase after
Hulcion, who evades them by leaping up the walls of nearby buildings,
and then bounding across roofs [3]. The Guards bring Ulga in to be
healed by Satavo's sunwise magic, and tell the party guests that a
giant did the deed. Ardl, seeking to preserve the Musician's honor,
lies through his teeth to, at least temporarily, convince those present
that the Soldier's also have giants, and it must have been one of their
men [4]. Satavo revives a confused Ulga, and sends him to seek the
Soldier's Guild giant. The crisis calmed, Satavo leads Ardl towards his
office to give him a gift for Rugo. Ardl, knowing Tulia is still
inside, sings loudly to slow Satavo and warn her, giving Tulia ample
time to escape [5]. When Satavo and Ardl arrive at the office, they
find it in disarray. Satavo turns towards Ardl and says, "It appears
that I've been robbed," but he is grinning as he says so... [6]
Comments:
[1] I see Satavo as a true lover of the arts. Was his summons a threat, a genuine concern, or something else? Lots to explore.
[2] It's nice when the game mechanics work out so well to let something dramatically appropriate happen. Nice shot, Ed!
[3] Ed's investment in Hulcion's amazing Athletics abilities pay off again.
[4] This will have repurcussions, yes it will. I like seeing Ardl
played as so concerned about the Guild's status and appearances. He is
the sort of man who schemes for additional senate seats.
[5] Because I've separated this account into discrete scenes, this
seems out of joint with Tulia's escape earlier. So it goes. Nice
roleplaying on Steven's part to stall him believably!
[6] I relished this moment. *evil laughter*
_The Wrap Party_
Tulia, Hulcion, and Ardl safely make it back to the theater, and
Hulcion quickly sets to work getting a skilled journeyman to make
copies of the city map, saving one for himself [1]. Meanwhile, Tulia
and Ardl argue about where to store the jar of mercury, which palpably
radiates magic [2]. They eventually decide on Rugo's spare house in an
unclaimed portion of the city, and Tulia heads there accompanied by
several toughs from the Guild, though she is aware of Ulga in the sky,
tracking her. While the day to day machinations take place, the Guild's
concerted efforts to improve their image and boolster support have
started to pay off-- they're certainly noticing improved morale in
their guild members, and public support is rising as well [3]. This
bodes well for the Dindavaran amabassadors visit in a little over a
week.
Comments:
[1] I can't wait to see what Ed has Hulcion do to resolve this situation without selling out his own Guild.
[2] The night was getting late, and I think this little disagreement
was more between Steven and Sara than Ardl and Tulia, which wasn't
great. It's funny how the minor problems sometimes seem the most
important.
[3] Not much Company level action in this session (I think we'll see
much more next week, with Ron back), but the one big roll made was a
success, raising the Guild's permanent Sovereignty to 3. Yay!
General comments:
* I'm still enjoying the system very much-- quick and easy, but gives
results that drive the scenes nicely and don't break my disbelief.
* I was a little off this session, but it sounds like all my players
had fun, which is good. Ron's absence had caught me a little off-guard
for planning. I mean, he gave me more than ample warning, I just didn't
anticipate how much his absence would change the game dynamics.