Showing posts with label nephilim. Show all posts
Showing posts with label nephilim. Show all posts

Monday, October 20, 2008

Session Four and Five: Cover Blown!

Playing catch-up again. That's why I don't do this sort of thing; I keep falling behind.

Okay, as last we saw the Secret Heroes, Aqua and her friends had raided the headquarters of ANEK, a sinister research group associated with Nephilim. While there, they encountered the chilly Mister Berg, (whom Alanna promptly named "Frosty the Snowman")

Since Berg had met Aqua before, he was able to identify her. Nephilim's next logical move would be to take action against her. Problem: the girl playing Aqua was not at the next session.

So... I bent the rules of GM ethics.

The next session began with Python telling the rest of the team that Aqua had been abducted by Nephilim and organizing a rescue. It went pretty well, except that the team took out the opposition a little too easily. They managed to beat Berg and a lady ninja with teleport powers and humiliate them to boot. (Alanna squirted a tube of magenta paint at the ninja; now she calls her "Pinky McNinja.")

For session five, I decided it was time to bring back the vampires.

Fred the Vampire hunter gets a call from one of his street contacts asking to see him. When Fred meets him, the contact, apparently under some sort of mind control, draws a dagger and cuts his own throat. Suddenly Fred has a dead man lying on his feet and witnesses all around him calling for the police.

(Fred's player, recognizing how screwed he was, grinned and said, "I saw Blade III too!" Dang. And here I thought I was being so original.)

So Fred finds an abandoned building to be his new safe house and goes to the apartment where Python had the team bring Aqua. He discusses what to do with Python (who as always appears only on a TV monitor), Aqua and Alanna.

When he returns to the abandoned building, he finds company waiting: a scientist from Nephilim named Dr. Blake and three Nephilim goons including Pinky McNinja. The scientist tries to persude Fred to join them and that they can protect him from the vampires. She also tells him that the vampires themselves are nephilim, that is, genetically augmented metahumans; they just don't know it. Fred turns her down.

That's when the police show up outside. "We know you're in there! Come out with your hands up!"

Fred decides he's going to drag his motorcycle up to the roof and use it to jump to the next rooftop. Which would have been cool, had it worked. Unfortunately, the police have already started lobbing gas grenades through the windows and Fred (rolling a critical failure on his HT roll) gets an incapacitating whiff...

Backspace.

Back at Aqua's safehouse, she and Alanna get a message from Python. According to police scanners, the police have been tipped off as to Dave's location and are sending a SWAT team to get him. The girls hurry to the scene (Alanna cleverly suggests that Python set up some false alarms to distract and delay the cops) and arrive shortly after the police do. Aqua uses her water powers to burst a fire hydrant and under that distraction Alanna filches a couple gas masks so she and Aqua can sneak into the building.

They arrive just in time to see Dr. Blake and Pinky teleport away with Fred; although not before telling the other goons to take care of them. The girls and the Nephilim goons have a brief skirmish in which Alanna attempts to hop on board the motorcyle, (which you will remember, Fred had dragged halfway up the stairs), and ride off.

Rolling against her nonexistant Motorcycle skill, Alanna rolled a critical failure. The second of the day.

So I said that in her nervousness she accidentally activated her gravity powers, making the motocycle 150% heavier, causing it to crash through the rickety staircase.

In the chaos that ensued, the girls were able to get away from the goons, (who wound up getting arrested) but did have to make up a semi-plausible story for the cops. Which they did.

But what about Fred?

He wakes up in a Nephilim lab. Mister Berg is there and once again offers Fred the chance to join their organization. "What if I don't?" Fred asks. "Then Dr. Blake gets to experiment on you."

While Berg is briefly out of the room, Fred manages to break free from his bonds. He makes a McGuyver device out of stuff in the hospital room to create a distraction and flees through a back exit which leads him to a loading dock in the back of the building. There he encounters Pinky McNinja again and the two have a fight. Pinky actually does better than she did in her previous two encounters... until she rolled the third crit failure on the day.

Fred flees the building before further pursuit can catch up with him. It's a good thing Nephilim's security cameras don't seem to have captured any of his movements in the building. Funny that. I wonder if it will occur to Fred to wonder about that...

Wednesday, October 1, 2008

Session Three: Save the Dolphins!

I didn't give Kitty's character, Aqua, much to do in the previous session, so last Sunday I let her be the focus. Aqua goes to the OceanWorld park where she works and learns that the park is selling one of its dolphins to a group called the Anak Foundation. This was the same organization that had tried to hire her in the previous session.

Aqua is suspicious of Anak and so tries to persuade her boss, the park's administrator, not to go through with the sale. After some pleading, he finally says that the sale must be confirmed by the Board of Directors. If she can find evidence that the Anak Foundation mistreats animals or uses them for unethical purposes, then he will bring that evidence before the Board.

So she goes to Anak, purportedly to talk with them about their job offer, but really to scope out the place. She meets a white-haired man named Mr. Berg, who happens to be the same white-haired man who met with Kurayami the previous night at the Club Cyba-Netsu. But she didn't see him there. Berg gives her a tour of the facilities and she gets to see how the dolphins are treated. It looks all very well, but with her Dolphin Empathy, she senses that they are not happy; they are stressed and fearful.

(Yes, her character has, among her powers, Animal Empathy (Cetaceans Only).)

Also, she spotted some files on Berg's desk suggesting that Anak has a connection with Nephilim, the sinister organization that Python warned the group about. (If her character had any Biblical Knowlege skills, I would have let her roll to see if she recognizes that the Anakites were descendants of the Nephilim).

This information, however is too vague to satisfy her boss, so Aqua contacts Alanna and Fred and (after some arguing) persuades them to help her break into the Anak Foundation that night.

They managed to get past Anak's security. (It's called the GM being generous to advance the plot). They were able to enter the building by virtue of Alanna botching a lockpicking roll on the skylight and falling through it and into one of the fish pools.

This is about when Mr. Berg showed up and released a shark into the pool the characters had fallen into. Aqua shoved Berg into the pool also and that was when we discoverd that Berg had cold-control powers; specifically an icy touch, which encased him in a block of ice!

The team escaped, and since it was getting late, I just said that in the process they got the photographic evidence Aqua needed.

But now Nephilim knows about them. And what will they do next...?

Wednesday, September 17, 2008

First Session: Gathering the Team

It's Wednesday already, so I'd better get around to commenting on last Sunday's game.

We actually had all five players together for a change. I was able to shepherd Kitty into coming up with an idea for a character. She's going to be a marine biologist named "Aqua Marie" with water-based powers. Not really happy with the name; on the other hand, Tim decided to call his character "Fred the Vampire Hunter".

I started the plot out establishing that each of the characters has recently discovered that they have strange abilities. Each one receives a message from an unknown person claiming to know about their super powers and directing them to come to a certain address the next day at such and such a time. (Alanna: Are you a stalker? You're a stalker!")

I had the characters arrive at the location (an empty, abandoned warehouse with a television monitor set up in the middle of the room) and meet each other. We had a fun bit when Nina, the blind violinist with psychic powers, attempted to tap into Fred's mind to see through his eyes. I had Fred roll to see if he noticed the intrusion. He did.

I told him, "You've been fighting vampires long enough to recognize when someone's trying to mind control you."

"Wait, it's daytime; she can't be a vampire!" one of the players protested.

"It's dark inside the warehouse," I replied. "The windows are boarded up and Nina's not standing in any direct sunlight."

So Fred leaped to one of the windows and ripped off the plywood allowing the sun to shine directly on Nina! Ooo! Nice and dramatic!!!

Too bad she wasn't actually a vampire.

When everyone had arrived, the television flickered on and a shadowy figure appeared on the screen.

The unknown person is Python, an NPC I've set up to be the team's patron. I intended him to be mysterious and secretive, appearing only as a voice on a telephone or a digitally blurred image on a computer screen. I decided that he has machine control powers, which would allow him to operate machinery telepathicly and mentally hack into computer systems; an ideal power for a behind-the-scenes string-puller.

Python tells them about a shadowy organization called Nephilim, whose purpose is to find powered individuals like them and use them for their own nefarious purposes. Python offers to protect the characters from Nephilim and wants to help them fight the sinister conspiracy.

(What the players don't know yet is that I plan on pulling a Xanatos Gambit with Python. He is actually a member of Nephilim himself and is plotting against them as part of his own little game. But that's a development for the future).

Unfortunately, I got so wrapped up in working on Python's character sheet that I never got around to defining his agenda. And when one of the players asked him, "So what exactly do you want us to do?" I didn't have a good answer for them.

So I had a bunch of thugs bust in carrying guns.

The fight was somewhat disorganized; I did not follow turn sequences as well as I should have; but the group held it's own. With a little coaching and suggestions from the GM, Aqua was able to do some effective things with her water powers. (Her player, Kitty, is the least experienced of the players and so I want to help her get a firm grasp on what she can do).

The thugs were defeated, and Python promised he would be in touch with the group. Fred the Vampire Hunter suggested they search the thugs for identification. A logical move. I distracted the group so that I wouldn't have to give them an answer, but I will need to decide who the thugs were working for and what ID they might be carrying before next game.

So, for next time: Finish Python's character sheet; polish up Aqua's character sheet; figure out identity of the thugs and what all working for Python is going to entail.