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Showing posts with label Wasabi. Show all posts
Showing posts with label Wasabi. Show all posts

Why are we in a field and who are you?

Filler post, so here's where the Victoriana adventure begins!

Three people wake up in a field on a fine English summer day. The first one to wake up (Cid) is dressed, but the second (Bob Afette) isn't - he's stark naked. The third is Baldrick Unlike. Neither of them know any of this, because they're all suffering from amnesia.

Cid turns out to be wearing Bob's clothes. Following a smoke plume a bit further away they discover an airship crash site and a dead parrot. They decide this is where they came from, and finding some fetching clothes Cid changes into these - ladies' clothes, for some hitherto unknown reason - and Bob gets his clothes back.

But where are they? WHO are they? And what the hell happened?

Don't fear the Reaper - fear us!

After deciding to implant the dead body with a smartphone, tucked nicely somewhere under the stitches from the recent organ transplant, Special Agents Mulligan and Cully headed to Providence to follow up on another lead.

In a cottage somewhere in the woods, we found one of the other transplant cases, a "tortured artist", who was still semi-coherent. He was cuffed to a woodburning stove and tranquilised. Meanwhile, Cully looked at his paintings, lost 5 Sanity, and had to have a breather outside.

That's when the remaining two transplantees showed up ... and we had to barricade ourselves inside the artist's bungalow. Axes were involved. Cully sneaked out of the back door, aiming to get to the stolen car the transplantees had brought with them. If the mastermind's head was in it, we could destroy it, and no one would have to die.

Well, the axe-wielding maniac had to be taken out, and the 12-year-old girl unfortunately noticed the not-stealthily-sneaking FBI agent and started shooting. Fortunately, she missed. Everyone else, however, didn't.

And then we lived happily ever after, humming along to Don't Fear the Reaper ...

The Truth is Out There with scary monsters

We've now started the new groups, so it's just the three of us now, or at least for the time being. Delta Green is a Call of Cthulhu derivative, set in the modern day. We're currently in New York investigating some horrendous murders. When we started, a couple of young women had been murdered and drained of blood in NYC, and the case was so odd that they called in the FBI's most unwanted ...

As the premise of the game is so delightfully X-Filesy, we decided to completely run with this idea, and created two characters that may or may not look like this:


They're called - wait for it - Special Agents Tiger Mulligan and Sarah Cully. Because, you know, Mox Fulder would've been too obvious, and he couldn't just be called Fox. He did, however, do his degree in psychology at a university in Oxford and has worked in criminal profiling in the FBI. Oh, and his sister was abducted by aliens when he was 12.

S Cully is a trained medical doctor specialising in forensics, who did her undergraduate thesis in physics. (Something about Einstein?) She believes in science and the teachings of Cathol. In retrospect, the S should've stood for Samantha instead of Sarah, but never mind.

As there's just the three of us, with a moderately sane GM, the list of quotes won't be as long as other games, but they should still provide some entertainment value.

It's all gone a bit Laudanum

Here's a collection of quotes from our Victoriana game, played over a few weeks in July and August. The three players (one regrettably dropped out between character generation and the start of the game a couple of weeks later) were elves, and they woke up in a field somewhere in the English countryside, not far from a burning airship.

Robert Affette ("Bob") was naked, Cedric Ignatius Dashwood ("Cid") wore ill-fitting clothes (because they were Bob's), and no one dared touch Unlike's rags. No one remembered who they were, where they were or how they had got there, but the burning airship and dead parrot probably had something to do with it.

Trying to find civilisation, they came across an awkward lord, Ralph, and his shy Irish farmhand, Ted Doyle, who were discussing what to do about the pesky drainage in the lower field. The gang invited themselves to the lord's manor, where they got offered tea by Ted's missus, who insisted. A lot.

After some investimagating, it was decided to go and talk to a nearby vicar, who might have some clues, and so the vicar did. He recognised them as the paranormal investigators he had hired to suss out what the ghostly nun haunting grounds of the new-built rectory wanted. Poltergeist phenomena occurred, orbs went missing from crypts, churchwardens muttered, and the residents of the local manor house might or might not have murdered one of their maids.

And not once did anyone bat as much as an eyelid at the adventure being set at the most haunted house in England. Guess not everyone is as obsessed with Borley Rectory as myself. *cough* As I ran the game, there was less time to write things down, but I'm planning on transcribing the sessions in the next few weeks.