Sunday, 23 July 2017

Can the NPC fly a SAMAS?

Last week we left our group near Lone Star in Coalition State. This week, we did what we went there to do, and then got the hell out of there. Well, okay, we're still working on that part.

First of all we met Magali, one of the rat people. We think she's on our side, or at least we hope she is because we've just gone and told her everything about us. Gorbash got to be admired by rat kids and healed some very ill people, so at least they like us.

Then we went to get John, which included infiltrating a very big compound in order to break him out of jail. By pretending to be NTSEC. It went surprisingly well, even though Booker's fake ID card was commented on as being very old and should be renewed. Someone had him autograph a sign in sheet, which would be sent for handwriting verification, so we were on a strict timer.

John was obtained, and seeing as how the NTSEC officer whose ID card Booker was using had accepted his "usual" choice of transport without double-checking exactly what that meant ... we were shown to the roof, where six shiny SAMAS were waiting for us. None of us had a driving skill last week, so we sure as hell don't have a flying skill! Lucky for us the Dog-Boy could at least slave all the other SAMAS to Booker's, and show Booker how he's supposed to fly. We're still not in the clear, but at least we managed to take off without crashing to the ground.

Sunday, 16 July 2017

The only one with a Driving skill is the NPC

We drove toward Coalition State, dressed up as Coalition State agents. Gorbash in particular found the suit very uncomfortable. Near the border we spotted some green spheres that were following us, but we got some help from our "friends" to take them down.

We then found the city of Lone Star, and paid a visit to a local farmer so that Gorbash could flex his wings. Clearing out the barn, the sewer grate was found to lead not just to the sewers but to an entire population of human-rat hybrids ... that Gorbash casually threatened with genocide. Like you do.

Now we just need to find John at that outpost, rescue him, and get the hell out of there before things kick off.

Sunday, 9 July 2017

Gorgons are the Spanish Inquisition

We continued the fight at the nexus point. The good thing about having impressive weapons and skills is that you can get rid of your enemies with ease. A bit too easy, perhaps, as the GM found out after we'd murderised all his baddies.

Anyhoo. We took back the nexus point for the Rakshasa and celebrated. The next morning we got the info we needed in order to find where John, the head of the Blackstone Juggernauts (a.k.a. our boss) and Gorbash's sort-of-adoptive father, had been taken to. It's in Texas. So next week I guess we put on our Stetsons and get ready to barbecue some meats. Oh, and rescue our friend/boss. Maybe.

Sunday, 2 July 2017

This game is too unrealistic!

Our modern day characters also went to Russia and attended some kind of shindig. While dressed up to the nines we still managed to kick the butts of a number of bad guys.

Also, the Donumancer was inadvertently invented. It's a villain that makes people hunger for donuts, or something like that. It made sense at the time.

Sunday, 25 June 2017

The GM thinks this is a wonderful plan

We scouted out the bit around the nexus point. Turns out the Rakshasa structures around it were to protect from stuff coming through the nexus point, rather than protect from outside forces. The surrounding woodland was pretty much Narnia, what with all the stone statues everywhere.

A lot of prowling happened.

Gorbash has learned the Stone to Flesh spell, so he can turn the statues back into people, and practised it by turning a perfectly ordinary not-previously-a-human stone to disturbing results. Would not recommend.

Fact-finding mission done, we later decided to go back and attack the devils who had taken it over, because better the devils you know. (Yeah, that the Rakshasa are the good guys here (sort of) was painful to admit.) Right?