SAT-02 Danger Platoon
Posted: June 21st, 2014, 1:23 pm
Danger Platoon by Mike Wight (aka stupidgremlin, Gremlin Legions)
Pocket Danger Patrol by John Harper
GMless procedure and house rules
The Players
Erin Sara B-G. as Kilby Razmuss the Demonblood Pilot, a fallen angel AWOL from Hell
Special Abilities: Dark Powers, Super-Demon Strength, Mechanical Knowledge, Advantage in the Air
Quote: "Mother of pearl!"
John B. as Special Agent Tembo the Mystic Warrior, a British witch doctor
Special Abilities: Occult Knowledge, Fortune Telling, Voodoo Talisman, Machete, The Evil Eye
Quote: "We will destroy you abominations!"
Shuo M. as Dr. Judith Potato the Undead Scientist, a fastidious brain-dead genius
Special Abilities: Ever-Sharp Surgical Scalpel, Test Tubes, Super Strong Stitching String, Languages, Undead Hunger
Quote: "Lungs are so overrated."
Terence T. as Special Agent Macha Hernandez the Psychic Mutant, an experimental weapon
Special Abilities: Telepathy, Telekinesis, Mental Blast, Mind Control
Quote: "Now all we have to do is kill this guy."
Seth M. as Major "Big Jack" Burbank the Two-Fisted Daredevil, an action hero
Special Abilities: Fearless, Brass Knuckles, World Traveler, Guns Blazing
Quote: "Die, you bastard!"
The Threats
Mysterious Runes (GM: Seth), glowing inscriptions on the walls of a Nazi-occupied castle in the Black Forest
Weakness: Insight, Guarded by Extra-Dimensional Enigma
Extra-Dimensional Enigma (GM: John), the quasi-Latin language of the Runes, possibly from a parallel world
Strength: Strange
Horrific Squadron (GM: Erin Sara), crippled Nazi soldiers forced to keep fighting by the Unearthly Trooper's Hypnotic Device
Strength: Action, Weakness: Science, Horde: Unearthly Trooper
Nazi Creature (GM: Seth), body parts from perfect Aryan test subjects stitched together to form a giant monster
Weakness: Science
Psychic Assassin (GM: John), an evil mastermind who narrowly escapes the Danger Platoon every damn time!
Weakness: Strange, Guarded by Nazi Creature
Unearthly Trooper (GM: Terence), a parallel version of the Psychic Assassin from a world where the Nazis have already won
Weakness: Strange, Horde: Horrific Squadron
Hypnotic Device (GM: Shuo), controls minds, projects visions of parallel worlds, opens portals when fed enough power
Weakness: Science, Guarded by Horrific Squadron, Countdown: 2
Threat / Scenario Generation
(We began by writing a dozen or so random Threat Styles and a dozen Roles on post-it notes, moving them around on the table and discussing the possibilities. We paired them up appropriately, then chose our favorite seven to keep as Threats, establishing a few facts about them in the process. The only ones I can recall were that the Mysterious Runes were engraved on the walls of a castle, that the Psychic Assassin was an old foe we'd encountered in the past, and that the Unearthly Trooper was his parallel self from an alternate universe where the Nazis had already conquered the world, possibly by using the Hypnotic Device.)
Erin Sara: I like the idea that the Horrific Squadron is being mind controlled by the Hypnotic Device... It put them into some sort of trance. They've been fighting non-stop so they've got frostbite and stuff like that. They seem sort of undead because they just don't stop ever, and they're missing arms and stuff.
John: So they're mental zombies, they're not really undead?
E: Yeah yeah!
J: That's really good.
Seth: Let's add a little difficulty, I think we have time for it... Let's say that the Runes are guarded, in some sense, by the Enigma... So we can't fight it yet, we have to figure it out first.
E: I want to be guarded by an Enigma!
Shuo: I know!
S: And we should have plenty of time, so let's pick three of these to be tougher than the others. They'll require a little more effort to take down.
(We ended up deciding that the Horrific Squadron, the Nazi Creature and the Unearthly Trooper should take eight hits to defeat instead of six.)
Character Generation
Terence: I've decided to be a Psychic Mutant.
E: Cool...
Sh: Should we all pick something different from each other?
S: We could. The only thing it really affects is your Special Abilities. They should always directly relate to either your Style or your Role... so yours should all involve being Psychic or being a Mutant.
T: OK.
S: Or, I guess, being a soldier... I think I'm gonna be a Two-Fisted Daredevil.
E: Cool. I want to be Demonblood. I don't know what the other half of me is.
S: I'll be an American... Let's see, surname... (rolls on the Everyone Everywhere List) ... Burbank! Colonel? Major Burbank! I'm a major... I don't know what that means. I don't know what his first name is either.
E: I'm gonna be a Demonblood Pilot.
S: Is it your instinctive understanding of how to fly, with your demon wings, that makes you such an ace pilot?
E: I think it's maybe my super quick reflexes. I'm gonna be Kilby Razmuss... I want to be able to steal crazy machines and then use them...
S: Mm hm, maybe a Mechanical Aptitude?
E: Yeah!
S: Engineer?
E: Yes!
Sh: I am an Undead Scientist. And for her rank, do we just make it up?
S: I made mine up. I'm a major, I don't know why. I don't know what that means, or if I should even be here.
T: I'm just going to call myself a Special Agent.
E: Ooh, me too.
S: Oh yeah, because you guys... who here is paranormal?
Sh: I am.
S: OK, I'm gonna be as mundane as possible... you guys are the special squadron, the Danger Platoon, and maybe I'm the liaison with the regular army.
T: Are we supposed to be American or can we be whatever?
S: You can be whatever, yeah. She's a demon from Hell, so I think it's a multicultural effort here.
T: I'm going to be Special Agent Macha Hernandez.
S: So, everybody take a look at those top three Abilities and pick one to be a 2, one to be a 1 and one to be a 0... and then do the same for the bottom three... So, I'm gonna say Action, obviously, is my best Ability, so I'll put a 2 there, and I'm not Cunning, so I'll put a 0 there, so Effort will be a 1. And then, I guess I don't understand the Strange, so I'll put a 0 there. I'm not very Scientific, so that's a 1, and Insight, I guess I must have some Insight, it's at 2.
E: I'm gonna put 2 in Strange.
T: Yeah, I put a 2 in Strange since I'm a Psychic Mutant.
S: If you want to get the maximum benefit, think of the kinds of things that you'll be describing your character doing to stop the Threats and put your top numbers in that.
J: I went with Strange and Action.
Sh: I have Cunning and Science.
T: Effort and Strange.
E: Cunning and Strange.
Character Introductions
S: Let's introduce our characters, or at least what we have in mind for them so far. I'm "Big Jack" Burbank, Two-Fisted Daredevil. I guess I made a name for myself by just jumping into foxholes and punching Nazis, uppercuttin' 'em into no-man's-land with my Brass Knuckles. And maybe, in fact, it just occurred to me, maybe that's why I'm here with you guys, because HQ suspects that there may be something paranormal about me. I mean, how is it possible that he keeps just wading into machine gun nests unharmed?
J: OK, I'm Special Agent Bongo Tembo, originally from the Congo. He's a British citizen. I gave myself (inaudible) in secret pathways (inaudible) some form of African witchcraft. I've got limited fortune telling ability, so I can peer into the future sometimes. And also minor hexes and curses, I'm not sure exactly how that will play out...
S: Ah, the Evil Eye!
J: Yeah, and I also carry a machete and a lot of weird talismans.
S: And as we see in a lot of fiction, I'm sure that you guys are allowed to get away with a lot because you are unique assets who they can't afford to throw away. So I think you can wear whatever you want to wear.
E: Cool. Um, so, Kilby Rasmuzz. I think that he just showed up because the Nazis are using this clunky magic. He thinks they're totally abusing it and that mortals should not have control over it, so he's gonna team up with you guys temporarily. But he's kinda become more attached to people since this all started... He looks really freaky. I think he's actually got horns. He's a pretty big dude, and I think he's got pilot goggles with little horn-holes cut out.
S: Did he show up from Hell knowing how to pilot all aircraft?
E: No, he learned. At first, he didn't want to get into an airplane but once he did, he thought, "Alright, I'm going to learn how to do this..." And I learn super fast.
S: Is he a fallen angel? Is that how Hell works in this world? And so does he have an intuitive grasp of wind speed, velocity...
E: Sure!
S: ... aerial maneuvers? But maybe he hasn't been able to fly ever since the Fall?
E: Yeah!
S: Maybe that was part of his agenda. He just wanted to get back into the sky, and if he has to bomb Nazis to do it, fine.
J: I've got one more question, so... does Kilby want to make sure that humans have no access to any magic by the end of all this? Is that the ultimate goal?
E: Um, that was initially his agenda, but I'm not sure if that's actually what he wants to do now... He's got a soft spot for people now.
S: Cool.
Sh: OK, I am Doctor Judith Potato, special agent, physicist, mathematician, everything else in science. I am an Undead Scientist. I'm a little bit of a germophobe, so it's a bit harrowing to be inside of a dead body, but I try to do the best I can. I wear very thick glasses because my vision is starting to go a little bit wonky because my eyes are decaying. I'm gonna find a short term patch-up as soon as I get enough materials. But yes, um... Happy to be here!
S: Wow.
E: So are you getting materials from other dead bodies?
Sh: I think so. As a Scientist, I think she probably does all things doctor-related, so she can also perform surgeries... She has very intimate knowledge of the human body, being undead.
E: Did you resurrect yourself?
Sh: I think so. Someone had to do it! They didn't have the math. I did.
J: Were you killed in the war? Or was it before?
Sh: It was one of my assistants, you know, they misplaced a zero and suddenly I was...
S: Oops, dead.
Sh: Yes.
J: (inaudible)
Sh: (inaudible)
T: I'm Special Agent Macha Hernandez. She's about average height and completely bald. It's one of the side effects of her mutation. When she uses her abilities, I'm gonna say that the pupils of her eyes look really freaky. She started displaying her abilities probably when she was a teenager and they were out of control at the time. That was how she ended up getting pulled into this military operation. They wound up training her and molding her into a psychic weapon. She's never really had much of a life outside of being a special soldier for them, so she's very one-track-minded. The Abilities I wrote down were Telepathy, Telekinesis, Mental Blast and Mind Control, but just a single target.
S: Awesome.
Flashback 1: Big Jack and Tembo
(The flashback round for this session was an experiment that I haven't repeated, more of a fast demonstration of the dice mechanics than an actual round of play. I allowed the players to keep any overkill earned, ignore the mechanical effects of danger and refresh all of their bonus dice afterwards.)
S: Everybody roll a d6... OK, I go first and then we'll go clockwise. So, as I said, we're going to have a little flashback scene where I rescue Special Agent Tembo. When you take an action in this game, you roll a big pool of dice that'll tell you how effective you were, and also what consequences you took as a result. The worst thing that can happen to you is being Taken Out, which means that you quickly need to be rescued. Until you're rescued, you're out of the game, and now the Platoon might lose because we don't have enough people to deal with all of these Threats. So let's imagine a previous scene in which Tembo got Taken Out. It could have been in a situation related to the current mission in some way? If this is the last scene of a war movie, what were some previous scenes leading up to it? ... Maybe we could start with the beginning of the mission? Maybe we were dropped in, we were reconnoitering and we ran afoul of one of these Threats and you got into a situation where you had to be rescued? Let's just say there's a flashback to us parachuting into the Black Forest... which is where this castle is located? OK, and accidentally running afoul of a small patrol of Nazi soldiers? You landed first, they got the drop on you, then I dropped on them. So, I describe my action. which is that I paratrooped right on top of them. Then I say which two Abilities I'm using. Maybe it would be Action and Effort? What does everybody think? Paratrooping down on top of a guy, it's definitely Action.
T: Action and Effort?
S: It could be Cunning because I have to be careful and quiet about it... Let's do that, Action and Cunning, which means a 2 and a 0, so I get a total of 2d10. d10's are your Ability dice, Threat dice are d6's, Danger dice are d4's, and over here are Bonus dice, which are d8's. Next, "tell your allies what is challenging about your move and grab one or two Threat dice." I think it's dangerous because I could make noise, the rustling of my parachute might give me away and they might turn and fire. I would say that's worth a couple of dice, so I'm gonna add 2d6 there. Now... "Is it actually more challenging? Each ally can tell you another complication or difficulty and give you an additional Threat die, up to a maximum of five." I have two at the moment. If anybody else wants to say what else might happen to me, what other things I'm risking, they can add a d6.
J: I want to say that I'm surrounded by a lot of soldiers.
S: That's another d6... OK, and I'll throw in one of my d8 bonus dice for being Fearless, and let's say I use my Brass Knuckles too! Hell yeah, I'm Fearless and on the way down, I punch a guy in the face. Another d8 for that. And you guys can help by contributing bonus dice. If, for instance, you're bringing your Machete into the situation and, you know, decapitating a guy while they're distracted...
J: Right.
S: ... you could maybe pitch in a bonus die or two.
J: Let's throw one in.
S: You have to do six hits to a Threat at once to take it out. Hits are 4 and above, regardless of the die size. 1, 2 or 3 is bad. I'm now going to roll and see what happened when I tried to rescue Mr. Tembo.
(S rolls 3 hits and 4 danger)
S: So, these three hit, and none of the rest. Now I'll mention the best thing about bonus dice, which is that they never count as danger. I'm just gonna remove that one completely, it doesn't hurt me. So I got three hits, which is not six, not enough to rescue you from your situation, and I got four danger. So, I could get 4d4 that I'd have to roll next time, which is bad. Or the DM, aka Danger Master, aka Kommandant, could trade in two of the four danger to create a Hazard, which is kind of a mini-Threat. It's like a negative Aspect on the scene, you write it on a card on the table and if it ever complicates anyone's action, then they suffer a penalty for it. Or the Kommandant could trade in all four danger, if they're feeling particularly masochistic, to create a new Threat, maybe something to do with my screwing up the rescue... So anyway, in that previous scene, I tried a sneaky maneuver and only got you halfway out of there. Looks like my Brass Knuckles didn't help. We ended up in trouble and had to fight our way out.
Flashback 2: Tembo and Kilby
S: And over in another scene, Tembo had to save Kilby. What did that look like?
J: I think we were doing some kind of research.
E: Yeah!
J: Perhaps it was (inaudible) ... our research trail led us (inaudible)
S: Oh, so maybe years ago? Maybe on a previous mission?
E: Yeah.
J: And we had to... There's something we encountered that endangered you? That maybe would suck you back into Hell or something like that.
E: Ooh, OK. Some sort of dark ritual or something?
J: Yeah, we had uncovered one of these sources of (inaudible) ... trying to deactivate... (inaudible)
S: Like an exorcism? You got too close to one?
E: Yeah! (inaudible) That's great.
J: (inaudible)
E: Yeah, so I was being torn from this world...
J: Right. And I... (inaudible)
E: I'm being torn through a portal by (inaudible) or something like that. I don't know if that's cool or not.
J: OK.
E: So, what did you do to stop that? I think I was probably going, "Raaarrh, I'm really angry!" (inaudible) and it wasn't working so I was being... my skin and everything is all stretching out towards this point of blackness...
J: I use my Strange and my Action. Maybe there are other people there that are trying to get through first, to get to you.
E: Uh huh!
J: And then I'm able to use Strange to understand the process that's at work here, so I can deactivate it...
E: (inaudible)
J: I need to read the rune or shut it off or something like that.
E: Yeah, you knew where the power source was. Did you... was it an artifact that you had to break or something? Or were you punching your way in and (inaudible)
J: I found an artifact that (inaudible) in some way, Indiana Jones style, and it had to be broken.
E: OK. So you had to push your way through...
J: (inaudible) ... I'm thinking Action to break through the entry, and then once I get inside the inner sanctum area where the rune is, I have to apply Strange...
E: To understand it?
J: (inaudible)
E: OK.
S: OK, that's 4d10.
J: I think I need two Threat dice, because one of them is combat-related and the other one is spiritual-device-related?
S: That's cool. I think that there is also a danger of you being sucked into Hell yourself.
J: Right!
S: Anybody else?
E: I think you're going to have to act really fast. Does that make sense, taking another die for that?
S: Sure!
E: You're gonna have to do it really quickly. Before they have a chance to retaliate or (inaudible)
J: Is there anything about the lackeys who get through that would add another die? I mean, I already put one in for combat-related (inaudible)
S: Ooh, well, here's where we could bring in one of these specific Threats, right? Years ago, maybe you first encountered... the Psychic Assassin?
J: Yeah!
S: Is that right?
J: Yes!
S: The Psychic Assassin! OK, and maybe you have to guard your mind against him?
J: OK.
S: So that he doesn't see what you're about to do, you're double-bluffing him in your mind... OK, and now, Special Abilities? Do you want to bring in any d8's, any bonus dice? I mean, there's no harm.
J: The Machete makes sense...
S: OK.
J: ... since I'm hacking my way through these people. And maybe I give the Evil Eye to the Psychic Assassin to buy me time...
S: Sure! OK, let's see what happens...
(J rolls 9 hits and 2 danger)
S: So, put the 1's, 2's and 3's off to one side... Threats usually take six hits to defeat. If you do seven or more, you get Overkill.
(I decided to use the d12 Critical dice rule from DangerQuest because d12's are fun.)
S: You get a Critical die, a d12 that you can use once. Go ahead and name it something, give it a little inspirational name.
E: Ooh ooh, "The Artifact"! You've got The Artifact, you can use it to (bomb?) something!
S: That's awesome.
J: Should I just call it The Artifact?
S: Sure, just something to remind you. When you bring in that d12 later, you'll need to narrate something about it. So, good job, Kilby was totally rescued from the exorcism. And you got two danger, so you could have gotten 2d4 as some kind of consequence to yourself. Maybe you got injured or maybe it took some sort of psychic toll. Or instead, we could have created a Hazard, a little mini-Threat, called Mystic Backlash or Freed Spirits or something like that.
Flashback 3: Kilby and Judith
E: I think, if this is alright with you, I had to pull Judith out of the underworld... You lapsed back because you're undead, does that sound good? So I had to go back and pull you back into this plane.
Sh: You mean my soul?
E: Yeah!
Sh: Totally!
E: Maybe you had some kind of lapse or something where you left your body again because you weren't securely tied... So what does that look like?
S: Ooh, could it be the Psychic Assassin again? Could he have somehow broken the link between your body and your soul psychically so that you were then catapulted into the afterlife?
Sh: Sure!
E: Yeah! I'm picturing some kind of crazy dark (inaudible) of souls...
Sh: Maybe I'm dangling over a pit of hands that are trying to grab at me, to keep me there...
E: Yeah yeah yeah!
Sh: I'm hanging from this thin little thread, trying to kick the hands away from my feet, but sometimes they get a grip, and I get pulled lower and lower...
E: OK!
S: And then here comes a big brawny hand, your big buff demon monster hand...
E: Yeah yeah!
Sh: Ooh, do I see your true form? While we're down there?
E: Um, yeah yeah, I'm all black and red with this dark light radiating out...
Sh: Maybe... do I recognize your furry hat?
E: Yeah yeah!
(Laughter)
Sh: OK, cool.
S: I can see it, the aviator cap with the dangling chinstrap...
E: And my eyes are like red coals... I'm hovering above and I'm gonna try to tip something onto the hands below you...
Sh: Are you flying?
E: Yeah, I think I can fly in this form.
S: And you're throwing things down the pit to distract the hands? Is it... Nazi soldiers?
E: I think it's something more like giant stones or lava or something... molten something... and then I'm gonna try to pull you up using the string you're holding onto.
S: The silver cord of her own soul?
E: Yeah... I think that's Strange and Effort, does that make sense, because it's having to do with the crazy dark weirdness and it seems like a (inaudible) thing... and I think I get the advantage of being in the air, flying through the air, I'm good at that...
Sh: I think I can help with my Ever-Sharp Surgical Scalpel... Is that something I have on me? On my soul?
S: Sure! The memory of it in your hand, it's like an extension of your own soul.
Sh: Yes.
E: Are you cutting away at the hands below you?
Sh: Maybe I swing it next to you in case they get too close...
E: Or you could stick it in the ground and pull yourself back up?
Sh: Yeah yeah!
T: I'll say that I'm there trying to help pull you out psychically.
Sh: OK!
J: Maybe I'm doing some kind of a ritual to help fight the pull... That's a d8...
S: OK, can you get six hits with that dice pool? Hmm, maybe not. So, what's dangerous about this situation? Are you in danger?
E: Yeah, I think I'm running the risk of falling down and getting pulled back into Hell.
S: OK, so one or two, you can choose. And I'm going to say that you also risk drawing the attention of Our Father Below...
E: Sweet.
S: You really don't want him to notice that you're not there anymore.
E: And that I'm hanging out with mortals!
(E rolls 5 hits and 2 danger)
S: So, you almost did it, but it still required somebody else to follow through and complete the rescue. And as a result, you took two danger. And now I want to bring in one of my favorite house rules, let's start flavoring our narration based on which dice hit and which missed. In this case, one of your Ability dice came up as danger, which must mean that you weren't quite as capable as you'd hoped. Tell us a little bit about that. And also a d6 missed, so maybe one of the dangers that we just thought up came true... And these bonus dice came in and helped, but these three didn't... So, just in general, what does that look like? Whose bonus dice helped?
E: I think I was flying through the air, and I think maybe you knocked into me, and I wasn't able to recover from that as fast as I thought, so I started falling down and sort of spiraling out of control. At the last minute, I was able to lift you up closer to safety, but we're not totally out of it.
?: So there's a cliffhanger moment.
E: Yeah yeah, literally.
S: And we'll leave it up to our imaginations to say what happened after that, just to keep things moving. But you survived somehow, and became closer as a platoon as a result.
Flashback 4: Judith and Macha
T: This is just an idea... I think it's possible that when Macha first arrived, she was too powerful. And because of her science background, Judith was able to help her.
Sh: Yeah, I think I gave you a psychic dampener helmet to help you. Maybe you were tearing people apart because you couldn't control your power. And since I was dead anyway, I wouldn't mind if I lost a few limbs. So I built and put this psychic dampener on you... (inaudible)
T: And you'd actually be a good person to work on her because I would think that since you're undead, I can't do anything to you mentally.
Sh: Mm hm, no brain.
T: You're the perfect person to help her.
S: That's interesting, that your power works on the brain level, not on the soul level, and that there's a split there. And that Judith's brain is dead!
Sh: Mm hm.
S: There's no brain activity whatsoever, that's funny.
E: Yeah!
S: Cool, so you need to be rescued from your own power... Sounds like Science... And what, Insight?
Sh: Science and Cunning?
S: Hm, what's the difference between insight and cunning?
E: Insight is knowledge of something, right? And then Cunning...
S: Is it like Intelligence and Wisdom? Or Reason and Intuition?
Sh: OK, Insight and Science.
?: Can anybody help?
Sh: Kilby, we could work on the helmet together...
E: Yeah, that's one of my things, I'm really good with machines and building things, so I can totally help you build it.
Sh: Yay! OK, anyone else?
J: I have a lot of advice on controlling power, so maybe we talk about it in the research phase.
Sh: Alright! Um, so, my danger is that perhaps your psychic powers work on more than just brains? So, I could still be torn apart?
T: Well, she does have telekinesis, anything physical could get ripped up...
Sh: Yes.
S: You could be inconvenienced.
Sh: Any other dangers? Or help? ...
S: Good luck!
(Sh rolls 5 hits and 2 danger)
S: So close! Again, it would have required an additional boost from someone else to resolve it. And you took two danger, which would represent some sort of consequence that you suffered.
Sh: I think that when I went to put it on your head, perhaps your telekinesis tore my fingers apart and I dropped it and now I can't put it on your head. Some of my d10's failed... so I did not see it coming, which is very disappointing. I should have calculated some delta waves, but I didn't, I did alpha waves instead.
S: Without the help of your brain, it can be difficult to do math.
Sh: (inaudible)
Flashback 5: Macha and Big Jack
T: Well, I'm not really sure... I was thinking that you were ambushed by the Psychic Assassin somehow.
S: Yeah!
J: Cool.
T: I'm not sure if he or she just tried to wipe you out and make your body shut down... or maybe somehow manipulated others in the area to attack you, and I try to find some way to psychically free them.
S: Or maybe you have to control me, and keep me from attacking everyone else?
T: Oh, that would be good!
S: Not only did you have to shut me down, you had to put some sort of blocks in my brain to keep that from happening again? That's cool.
?: Were you at a cafe in Paris? (inaudible)
S: Oh sure, we're just sitting there, chatting!
?: (inaudible)
(Laughter)
Sh: (inaudible)
S: And I've got my hand on my sidearm... Will I draw it? It's all a conflict over whether I'm gonna draw... on myself! That's what it is, he's trying to make me shoot myself!
T: And because I'm psychic, I realize what's happening and move in to try and stop it.
S: That's right! We're just having this seemingly civil conversation at the cafe... I'm all, "One day, you're gonna make a mistake..." and he laughs, "You cannot touch me, Major, it is ridiculous that you would even try." ... "Some day, I'm gonna..." and I'm acting all tough, but little do I know, I'm about to shoot myself in the head. The conversation is just to distract me from control over my right arm.
T: It's definitely Strange.
S: It sounds Strange.
T: I'm not sure what the other one would be.
S: It might take an Effort to defeat it...
T: That would be good, I have a 2 in Effort.
S: OK, 4d10. It sounds like you're using Mind Control and/or Telepathy.
T: Right.
S: OK, so maybe a couple of d8's for that. And I don't think I can help. Anybody else? Is anyone at the cafe in Paris as this is happening?
Sh: I don't know if this is helping, but I could throw my scalpel to cut the muscle that would disable your arm?
S: OW!
Sh: (inaudible) or I could have test tubes... (inaudible)
S: Sure!
E: I don't know what I could do to help...
S: Let's see, Macha's psychic, and if you guys are connected in some way...
T: So we'll say... You hear telepathically, "Help, help! He's trying to make the Major shoot himself!"
E: Ooh ooh, I'm gonna, I'm gonna try and, like, fly a plane into the place.
(Laughter)
E: I was just flying a plane outside and it'll... (inaudible)
(Laughter)
S: OK, so, dangers? I guess there's a danger that we're gonna get killed by an airplane crashing into the cafe.
E: I'm really good at crashing planes, though.
S: I think there's also a chance that the Psychic Assassin is going to declare Macha a prime target when he detects her psychic powers...
(T rolls 9 hits)
S: Check out all the bonus dice hits... Crashing the plane helped, the scalpel... I'm gonna say... helped?
E: One of them didn't help.
S: Maybe his psychic defenses were too strong? You tried to Mind Control him, but there was just no way.
T: Yeah, that makes sense.
S: Cool, OK, you cleaned house, so you get that Overkill die.
T: We break you free of his control and you drop your gun.
J: (inaudible) assassin...
T: Oh, that would be even better! You whirl around and shoot! But the assassin's already gone.
S: Right! I fire, and then I blink, where did he go? Was he ever here?
E: And afterwards, I'm arguing with the cafe owner about having crashed the plane into his place... (inaudible)
T: (inaudible)
S: So that's a one-shot d12. What should we name it?
T: "Psychic Shield"? That would make sense.
S: OK, those are the flashbacks.
E: So, basically to win stuff, we all have to help each other.
S: Right.
Turn 1: Big Jack vs. the Extra-Dimensional Enigma
S: Now I'm gonna write "Mission Status" on a card and put eight checkboxes on it. That's the number of hits that it can take before the mission is considered over and we've officially failed... And so here we are on our mission! We have already been briefed... Do we want to take that as canon, the whole thing about parachuting down in the Black Forest to get to the castle, does that make sense? OK, so let's just say that we're there! We have already reconnoitered the situation, and we have determined that these are the Threats in front of us. Defeating them is our mission. And since there are no rules for initiative, the first person to have an idea as to how they want to try to stop one of these Threats, just call it out and we shall begin... So what are we dealing with here? We're dealing with an Enigma that's guarding Mysterious Runes, we've got a Nazi Creature guarding the Assassin. Damn that Assassin!
E: Does it matter whether we go after the easy ones or the hard ones first?
S: Well, at the end of each round, the Threats that haven't been defeated yet will each roll a die to try to inflict a hit on our Mission Status. And they each have a 50% chance. So we should take out as many Threats as possible as quickly as possible. We might want to focus on the little ones before the bigger ones. So... we have reconnoitered the castle? Maybe we're already at the castle? I guess? I guess we must be at the castle, since someone is just about to take direct action against one of these Threats. Let's start inside the castle.
E: Yeah!
S: OK, we are sneaking around in the hidden tunnels. They're damp, they're hundreds of years old?
E: Yes.
S: I think they're small, as those tunnels tend to be. I think that probably the demon is having trouble squeezing through there.
E: My shoulders... I walk up to a doorway and CLUNK, I have to go sideways through.
Sh: Judith is mortified by how filthy it is. She has her eyes closed and she's holding onto Macha as they brave the tunnel. She's just trying to think clean thoughts.
S: ... I'll go ahead and start us off... We're walking along and I think Big Jack has been looking at these runes, he's got his Zippo out and he's reading them... (gruff voice) "I think I've seen these before! This looks like Latin! Yeah, like the nuns taught me! If I could just remember what this says, I think this could be important!" So, he's trying to decipher the runes as we make our way through, to somehow unwrap the Extra-Dimensional Enigma.
E: OK, cool.
S: I believe that's Insight... Whose is that? Who's the Enigma?
J: That's mine.
S: Does that make sense to you?
J: Mm hm.
S: Does that sound right? OK, I'm using Insight and I'll go so far as to say that it's a bit of an Effort for me? I have to really strain, it's not exactly my forte. So I have 3d10.
J: (inaudible)
Sh: I can help you. Judith probably knows Latin but her eyesight is too bad to see the runes. You'll have to describe it, try to spell it out or read it out loud to her and she'll try to help you decipher it.
S: OK!
J: And I have experience with these matters, as we've seen...
S: I think I'm going to add a Daredevil Special Ability and say that I'm a World Traveler, which gives me a knack with languages. So I'm going to add that, and I'm down to three bonus dice left.
T: When does this get refreshed?
S: You have to skip a turn and take a Recovery. Instead of acting, you clear off any d4's you've accumulated and also recover two of your bonus dice... I would say that this is dangerous because by muttering these words, I may be drawing a lot of supernatural attention to myself. Anything else dangerous about this?
T: Some soldiers might hear you?
S: Oh yeah, I'm being loud, OK. There's one. Anyone else?
J: What if you say the wrong (inaudible)
S: Oh, I could summon something, maybe? Or trigger something? Some sort of extra-dimensional problem. Alright, let's try that. Let's see what happens...
(S rolls 8 hits and 1 danger)
S: Well well... Good job, sisters. So, the Extra-Dimensional Enigma is solved! What does that mean? What do you think I just learned?
J: I'm gonna say, some kind of flawlessly perfected phrase that deactivates the runes?
S: Ah, OK, right, I'm able to parse the language... These Runes, they're very Mysterious. But now we've figured out the mystery, which is the language they're in, and the way to deactivate them. Very good. Oh and I guess I skipped the whole dice flavor part, but I think it's pretty clear what happened. And also, I've noticed that in this game it's very easy to slip into action mode and forget to roleplay, so I'm going to say, "Holy cow, I think we figured this out! I think if we... I think I understand these runes, they're a version of Latin. I think I understand what they're trying to do here... and I think I know how to stop 'em!" And that's my action.
E: Do you get a d12 for overkill?
S: I totally get a d12!
J: What should we call it?
E: The special phrase...
J: Or the special word.
S: Ooh, "The Word"!
E: It's the bird, everyone knows that!
S: Only I know that.
Turn 2: Tembo vs. the Horrific Squadron
J: So... maybe we're making our way down the tunnels and we happen upon part of the Horrific Squadron.
E: OK, that's mine.
S: In the courtyard of the castle?
E: Uh huh.
S: We step out of an alcove?
T: Maybe we cross the courtyard, so we're exposed temporarily.
E: So... you think you're stepping over a dead body... but then the eyes open and they're all white, and it's just (zombie voice) "Blaargh!!!" And there's five, no, ten doors that open up on this courtyard, and every door has one of these guys who steps out. Their hair is in patches... "Uuungh..." And they've got guns too! They're all, "Uuungh..." and maybe one of them steps forward and signals them to stand down. And they can talk, some of them can talk!
S: Ooh, let's hear it!
E: Uh... (inaudible) I don't know what he says, um, "Raaaahhh..."
S: Don't forget the German accent!
E: (German zombie voice) "You... are not... permitted... heeeere!!! You must... zurrendaaahhh!!!"
J: "We will not do anything of the sort! We will destroy you abominations!"
S: "Surrender? We'd rather die!"
E: "And you vill!!!" And he's gonna draw and start shooting.
S: Nice! So there's a gunfight in the courtyard!
J: I'm gonna go at it with gun and machete, in my full commando outfit.
S: Wow, so you're taking on the Horrific Squadron?
J: Yeah.
E: That's one of the harder ones.
S: Oh right, it'll take eight hits. But even if you only roll, say, five hits, the next person to attack that Threat gets to roll five bonus dice for free. So it's not all or nothing, but it's not exactly hit points either. Oh and also, it's a Horde, partnered with the Unearthly Trooper. So if he's nearby, that's an extra danger... which should be easy to justify... Is he in the scene?
T: Sure.
S: Unearthly... Oh that's right, he's from another Earth, another dimension.
J: The Assassin's alter ego.
S: The Fuhrer wannabe.
T: I'm gonna say that he's dressed in a tan military uniform, and he has perfect Aryan features, with high cheekbones, blue eyes and short cropped blond hair. And he has some sort of alternate universe swastika tattooed on his... um...
E: On both hands?
T: Yeah, on both hands. And he carries several military style weapons. "Ach! We will purify you!" He's on an upper level looking down on the courtyard, sort of lording above it all... (inaudible)
S: Doing his Mussolini impression.
T: (inaudible)
J: So I assume your Squadron is...
E: Yeah, I think they're swarming out now. It started out with one in each doorway but now there's a mad tangle of them.
S: Fantastic! This is what I was hoping for. A courtyard full of zombies.
E: You can't tell where one starts and the next begins, they're just a writhing mass.
S: That is Horrific.
J: I will risk taking Action against them even though that's their Strength.
S: OK. It might not come up!
J: It seems like Action and (inaudible) which is only two dice.
S: You can bring in anything you want, you just need to justify it. If you're saying that you're using your blessed machete that you just spat chicken blood on, that could be Strange.
J: That's true, let's fight Strange with Strange. I will be using Strange and Cunning... Maybe I'll use the Multi-Dimensional Grenade Artifact that I brought back...
E: They'll all go flying!
S: Oh, the artifact from the exorcism, right? What could be better?
E: Yeah yeah, exactly!
S: What should we call it? The Exorcism Grenade?
J: I think it's some sort of cleansing force, it cleanses the earth.
Sh: Uh, should Judith worry about this? Because technically she is a zombie.
E: And apparently this thing works against me too.
Sh: OK.
J: So, if you'll just stand back...
S: In the same way that we would all be careful of, say, an actual grenade.
E: I love the idea that there's this grenade that just doesn't hurt you three.
Sh: Yeah.
E: We're totally vulnerable to it but to you...
S: It's very refreshing!
E: I'm adding a Special Ability, Super-Demon Strength. Not Super-Human, Super-Demon! So, I think I'm going to pick up some of the zombies and hit the other zombies with them! I'm throwing them through other zombies and they all go flying.
S: Awesome, I'm seeing freeze frames of the impacts.
Sh: I'm going to use my Super-Strong Surgical String that I use to stitch myself back together, and I'm going to use it to garrote some of the zombies. And I'm going to mock them as I do so. Like, (dismissive voice) "Lungs are so overrated."
E: Yeah, cause they're still...
Sh: Still breathing.
E: Yeah, they're mentally zombies.
S: Maybe you step behind one of them and I yell, "Don't say it!" and you say, "Don't lose your head." And I groan... "Get a new joke, Judith!"
Sh: I've done it to every single one of them, over and over again.
S: Well, you can't think of any new jokes. The brain is not working. And it's just as funny to you every single time! You don't see what my problem is.
T: So, could there be a bunch of rubble or a stone wall?
S: I don't see why not.
T: Let's say there's a partial stone wall left in this courtyard and some of the zombies are going by... Macha is going to use her telekinesis to topple what's left of the wall onto them.
E: Yeah!
S: OK, I can see that, and you're garroting zombies, and you're smashing zombies into other zombies, and John, you're using the Holy Hand Grenade...
E: When you drop it, there's going to be light, just BZHHHH!!!
S: And I think I'm having the time of my life, with my Brass Knuckles, I'm bringing those in. And I'm just punching zombies in the face over and over. Punching through one and into another. This is what I signed up for!
J: I wonder if I could throw a hex where the Unearthly Trooper loses his voice temporarily so he can't command the Squadron. To break up the Horde? (inaudible)
S: Sure, voodoo dolls and affecting people from a distance...
J: He starts choking for a little while.
S: A pin through the neck of the doll?
J: So he withdraws temporarily.
S: Yeah!
J: So what about dangers... I think there's two dice worth of physical danger here.
S: What else? We need eight hits to take these guys out.
J: The grenade, the risk of (inaudible)
E: I think this is crazy enough that you could even create a danger to yourself by tearing open the fabric of spacetime or something, yeah? You could create an accidental portal.
?: (inaudible)
(J rolls 9+ hits and 2 danger)
Sh: Did you fail at all?
S: We totally did it, all the helping worked... except for the Hand Grenade, strangely.
(Maybe because they weren't really zombies, as we all kept forgetting...)
S: So, two danger. And its Weakness was Science, but that didn't come up. And the Horrific Squadron is no longer. You can take that card as a trophy.
E: And you get an overkill, another d12.
S: You do! A new bonus d12 to represent something else, maybe "Momentum"? Due to the fact that we're crushing these guys?
J: We'll just call it "Winning".
(Laughter)
S: Excellent. And so, you did get two danger. Dang, I skipped that part on my turn, so we'll do mine in a second. But you are the Kommandant in this situation, you are the DM.
E: Oh yeah yeah.
S: And so that means that you either give John two d4's to represent some consequence to him, which could be physical wounds or maybe he's just shaken up or whatever. Or you can trade them in to create a new Hazard.
E: Can I put Piles of Bodies? That's what I'll do.
S: And Hazards can be defeated and removed for just three hits, but it does take your whole action. So now there are Piles of Bodies that we as DM's, as Kommandants, should try to justify bringing in to hamper the heroes. Alright, good job John, you are Winning! ... And I failed to take danger for myself last turn, so what happened to me? Did I take 2d4 or did a new Hazard get placed on the scene? I'll just take 2d4 and say that I'm still troubled by the arcane language of the Enigma.
J: I think that you've been touched by a negative force that isn't happy about you learning that language.
Turn 3: Kilby vs. the Nazi Creature
E: So, can I bring in something that's not established and say it's there because I want to take it on right now?
S: Sure. It's just up to you and the Kommandant of that Threat to explain how it's there.
E: Yeah, so I want to try to take out the Nazi Creature.
S: Is that me?
E: Yeah.
S: That's mine. Ahem. OK, he comes smashing through a wall!
E: OK! There are ten doors, but OK.
S: No, these doors are not big enough. It's big... let's go with ten feet tall and made up of stitched together... It's a Frankenstein's Monster of steroided-out Aryan athletes who were put to death and experimented on and put back together as this weapon.
E: Is it on, like, four legs?
S: No... I think it has multiple legs stitched together somehow, and multiple arms... It's the muscle mass of multiple people stitched together in this horrific way... and I think it's asymmetrical, so one arm is larger, more mass was stitched onto that side. It's actually dragging it along on the ground and it has a gigantic fist. Maybe some sort of chemicals were used to promote its growth as well. I'm thinking of an Akira style monster with out-of-control muscle growth. It's shrieking in horror and hatred for all non-Aryans. For it is the perfect Aryan! What could be more Aryan than a bunch of Aryans stitched together?
Sh: Judith is getting excited! She takes out a syringe. She wants one of its eyeballs.
S: It scoops up, let's say, four dead bodies in its horrible mitt and hurls them across the courtyard and everyone has to duck and dive for cover as they splatter against the courtyard walls! And it roars again!
E: I want to try and figure out a way to trick it into hurting itself somehow. Maybe I'm just jumping around, off of things, to try to get it to crack the walls and make stuff fall on it. Maybe Effort? Does that make sense?
S: Sounds good. It's swiping at you... Oh, and its speed belies its mass, as usual. "So fast for something so big, how is it possible!" You know, as usual.
E: "You hulking deformity!" And I'm jumping between railings and support beams and it's just swinging wildly at me, is that OK?
S: Sure! Yeah, it's swinging and grabbing pieces of masonry and hurling them at you! (guttural voice) "Swine!!! You can run but cannot hide from ze Reich! All mongrels shall be destroyed, even zose from Hell!!!" And his fist smashes through the wall next to you!
E: Cool!
S: So how many dice?
E: Effort's 0, Cunning's 2.
S: There's your two dice. Keep going!
E: Um.
J: Can we chime in whenever?
E: Yeah yeah!
J: I think we need to use our remaining momentum from the previous battle.
S: Oh sure!
E: Sweet.
J: I'm just pure (machine gun sound effects), commando styling in, "Die, white trash!"
S: And according to the rules, bonus dice can also represent gear like sidearms and army equipment, so I guess you could totally throw in a d8 just for providing covering fire.
Sh: I'm going to use my scalpel. I'll jump on it, after it smashes its fist into the ground, there's a pause before it can lift it up again, and during that time, I'm going to try hitting it (inaudible)
E: To distract it!
S: Are you cutting along the stitches?
Sh: Yes. Yes!
S: Right, I'm going to say that the Piles of Bodies come in.
E: Yeah.
S: They're slowing you down and providing the Creature with something to throw at you, so that's going to be an extra danger automatically.
E: I'm gonna do some crazy acrobatics, jump on his back and launch myself off of him. This is a big courtyard, right? There are upper stories, and I'm jumping from him to them and back off, and being, um...
S: Nimble?
E: Yeah.
T: The Creature probably doesn't have much of a mind to manipulate, but I'll reach in and try to confuse its senses so it starts having trouble distinguishing exactly where everything is, making it harder to hit Kilby. And, who knows, maybe more likely to run into something and hurt himself?
S: I think, in fact, it's safe to say that there are multiple minds in there.
T: OK.
J: Is it called the Reich? Is that its name?
S: Eh... I don't know. I bet there's a good name for it, I'm not sure what it is yet, let me work on it... But I'd better hurry, you guys are about to take it out! Oh wait a minute, look at this pathetic dice pool, it's not going anywhere. So what else you got, folks? You'll need more! What's dangerous about the situation?
E: I could get smashed.
S: Here, have a couple for that. You could get crushed.
Sh: Can we give you (inaudible)
T: I want to add that it's lashing out blindly now with the telepathy messing with its vision, running around smashing pillars and whatnot, maybe you could be hit by falling rubble? Especially since you're jumping around.
J: I want to pitch in my idea that I mentioned earlier, I have a canteen of chicken blood and I splatter it on him, and now I can do some kind of curse and disrupt its nervous system or something.
E: I'm gonna roll these.
S: OK... (monster voice) "You vill die!!!"
(E rolls 6 hits and 2 danger)
J: Drat.
T: If it had been a regular Threat, we would have taken it.
S: OK, so what does that look like? Who actually helped?
E: I think the Mind Control helped me.
S: "Get out uff our minds!!!"
Sh: Is there a mouth for each of them?
S: Ah yes! Or maybe just one, but with a weird harmonic so it sounds like an echo, like several male and female voices all speaking at the same time?
E: I've managed to confuse it but it's still too fast! I'm on its back but it's all thrashing around and it throws itself back and I'm crushed beneath it.
S: That's two danger plus the Piles of Bodies makes three, so I could either give you 3d4 and maybe call them your injuries, or I can trade in two of those for a Hazard. I'm just gonna give you 3d4, and it could be as simple as "Injured"?
E: "Crushed".
S: Cool, "Crushed, 3d4", and the next time you try to do anything, you have to roll those dice. Same thing with me and my "Watched by Evil Forces, 2d4". And you can clear those off by taking a recovery, which also gives you back two bonus dice. I'm going to write "6d8" on the creature because I don't have enough d8's to just leave them on the card. So, the next person to attack it gets to add 6d8 to their roll. And I think those represent the beating that this thing just took, it beat itself up trying to get to you. And it's safe to say that those six dice will probably count for, what, four hits? So it's kinda like it's down to four hit points, but it's uncertain.
E: Cool.
S: Which I think makes it more fun. OK! It's all, "RRAARGH!!! Ve vill crush you!!!" Uh... What's another German insult... All I know is schweinhund... Oh well... (miming picking up Kilby in one hand) "Little demon shall be destroyed! Seig heil!" And he straight-arms you into the wall! "Seig heil!" And again! "Seig heil!" (sound effect of breaking wall) So that's happening.
E: I've cracked one of my horns and I'm like, "Uuuugggh..."
S: Alright, who can do something? Somebody help him!
Pocket Danger Patrol by John Harper
GMless procedure and house rules
The Players
Erin Sara B-G. as Kilby Razmuss the Demonblood Pilot, a fallen angel AWOL from Hell
Special Abilities: Dark Powers, Super-Demon Strength, Mechanical Knowledge, Advantage in the Air
Quote: "Mother of pearl!"
John B. as Special Agent Tembo the Mystic Warrior, a British witch doctor
Special Abilities: Occult Knowledge, Fortune Telling, Voodoo Talisman, Machete, The Evil Eye
Quote: "We will destroy you abominations!"
Shuo M. as Dr. Judith Potato the Undead Scientist, a fastidious brain-dead genius
Special Abilities: Ever-Sharp Surgical Scalpel, Test Tubes, Super Strong Stitching String, Languages, Undead Hunger
Quote: "Lungs are so overrated."
Terence T. as Special Agent Macha Hernandez the Psychic Mutant, an experimental weapon
Special Abilities: Telepathy, Telekinesis, Mental Blast, Mind Control
Quote: "Now all we have to do is kill this guy."
Seth M. as Major "Big Jack" Burbank the Two-Fisted Daredevil, an action hero
Special Abilities: Fearless, Brass Knuckles, World Traveler, Guns Blazing
Quote: "Die, you bastard!"
The Threats
Mysterious Runes (GM: Seth), glowing inscriptions on the walls of a Nazi-occupied castle in the Black Forest
Weakness: Insight, Guarded by Extra-Dimensional Enigma
Extra-Dimensional Enigma (GM: John), the quasi-Latin language of the Runes, possibly from a parallel world
Strength: Strange
Horrific Squadron (GM: Erin Sara), crippled Nazi soldiers forced to keep fighting by the Unearthly Trooper's Hypnotic Device
Strength: Action, Weakness: Science, Horde: Unearthly Trooper
Nazi Creature (GM: Seth), body parts from perfect Aryan test subjects stitched together to form a giant monster
Weakness: Science
Psychic Assassin (GM: John), an evil mastermind who narrowly escapes the Danger Platoon every damn time!
Weakness: Strange, Guarded by Nazi Creature
Unearthly Trooper (GM: Terence), a parallel version of the Psychic Assassin from a world where the Nazis have already won
Weakness: Strange, Horde: Horrific Squadron
Hypnotic Device (GM: Shuo), controls minds, projects visions of parallel worlds, opens portals when fed enough power
Weakness: Science, Guarded by Horrific Squadron, Countdown: 2
Threat / Scenario Generation
(We began by writing a dozen or so random Threat Styles and a dozen Roles on post-it notes, moving them around on the table and discussing the possibilities. We paired them up appropriately, then chose our favorite seven to keep as Threats, establishing a few facts about them in the process. The only ones I can recall were that the Mysterious Runes were engraved on the walls of a castle, that the Psychic Assassin was an old foe we'd encountered in the past, and that the Unearthly Trooper was his parallel self from an alternate universe where the Nazis had already conquered the world, possibly by using the Hypnotic Device.)
Erin Sara: I like the idea that the Horrific Squadron is being mind controlled by the Hypnotic Device... It put them into some sort of trance. They've been fighting non-stop so they've got frostbite and stuff like that. They seem sort of undead because they just don't stop ever, and they're missing arms and stuff.
John: So they're mental zombies, they're not really undead?
E: Yeah yeah!
J: That's really good.
Seth: Let's add a little difficulty, I think we have time for it... Let's say that the Runes are guarded, in some sense, by the Enigma... So we can't fight it yet, we have to figure it out first.
E: I want to be guarded by an Enigma!
Shuo: I know!
S: And we should have plenty of time, so let's pick three of these to be tougher than the others. They'll require a little more effort to take down.
(We ended up deciding that the Horrific Squadron, the Nazi Creature and the Unearthly Trooper should take eight hits to defeat instead of six.)
Character Generation
Terence: I've decided to be a Psychic Mutant.
E: Cool...
Sh: Should we all pick something different from each other?
S: We could. The only thing it really affects is your Special Abilities. They should always directly relate to either your Style or your Role... so yours should all involve being Psychic or being a Mutant.
T: OK.
S: Or, I guess, being a soldier... I think I'm gonna be a Two-Fisted Daredevil.
E: Cool. I want to be Demonblood. I don't know what the other half of me is.
S: I'll be an American... Let's see, surname... (rolls on the Everyone Everywhere List) ... Burbank! Colonel? Major Burbank! I'm a major... I don't know what that means. I don't know what his first name is either.
E: I'm gonna be a Demonblood Pilot.
S: Is it your instinctive understanding of how to fly, with your demon wings, that makes you such an ace pilot?
E: I think it's maybe my super quick reflexes. I'm gonna be Kilby Razmuss... I want to be able to steal crazy machines and then use them...
S: Mm hm, maybe a Mechanical Aptitude?
E: Yeah!
S: Engineer?
E: Yes!
Sh: I am an Undead Scientist. And for her rank, do we just make it up?
S: I made mine up. I'm a major, I don't know why. I don't know what that means, or if I should even be here.
T: I'm just going to call myself a Special Agent.
E: Ooh, me too.
S: Oh yeah, because you guys... who here is paranormal?
Sh: I am.
S: OK, I'm gonna be as mundane as possible... you guys are the special squadron, the Danger Platoon, and maybe I'm the liaison with the regular army.
T: Are we supposed to be American or can we be whatever?
S: You can be whatever, yeah. She's a demon from Hell, so I think it's a multicultural effort here.
T: I'm going to be Special Agent Macha Hernandez.
S: So, everybody take a look at those top three Abilities and pick one to be a 2, one to be a 1 and one to be a 0... and then do the same for the bottom three... So, I'm gonna say Action, obviously, is my best Ability, so I'll put a 2 there, and I'm not Cunning, so I'll put a 0 there, so Effort will be a 1. And then, I guess I don't understand the Strange, so I'll put a 0 there. I'm not very Scientific, so that's a 1, and Insight, I guess I must have some Insight, it's at 2.
E: I'm gonna put 2 in Strange.
T: Yeah, I put a 2 in Strange since I'm a Psychic Mutant.
S: If you want to get the maximum benefit, think of the kinds of things that you'll be describing your character doing to stop the Threats and put your top numbers in that.
J: I went with Strange and Action.
Sh: I have Cunning and Science.
T: Effort and Strange.
E: Cunning and Strange.
Character Introductions
S: Let's introduce our characters, or at least what we have in mind for them so far. I'm "Big Jack" Burbank, Two-Fisted Daredevil. I guess I made a name for myself by just jumping into foxholes and punching Nazis, uppercuttin' 'em into no-man's-land with my Brass Knuckles. And maybe, in fact, it just occurred to me, maybe that's why I'm here with you guys, because HQ suspects that there may be something paranormal about me. I mean, how is it possible that he keeps just wading into machine gun nests unharmed?
J: OK, I'm Special Agent Bongo Tembo, originally from the Congo. He's a British citizen. I gave myself (inaudible) in secret pathways (inaudible) some form of African witchcraft. I've got limited fortune telling ability, so I can peer into the future sometimes. And also minor hexes and curses, I'm not sure exactly how that will play out...
S: Ah, the Evil Eye!
J: Yeah, and I also carry a machete and a lot of weird talismans.
S: And as we see in a lot of fiction, I'm sure that you guys are allowed to get away with a lot because you are unique assets who they can't afford to throw away. So I think you can wear whatever you want to wear.
E: Cool. Um, so, Kilby Rasmuzz. I think that he just showed up because the Nazis are using this clunky magic. He thinks they're totally abusing it and that mortals should not have control over it, so he's gonna team up with you guys temporarily. But he's kinda become more attached to people since this all started... He looks really freaky. I think he's actually got horns. He's a pretty big dude, and I think he's got pilot goggles with little horn-holes cut out.
S: Did he show up from Hell knowing how to pilot all aircraft?
E: No, he learned. At first, he didn't want to get into an airplane but once he did, he thought, "Alright, I'm going to learn how to do this..." And I learn super fast.
S: Is he a fallen angel? Is that how Hell works in this world? And so does he have an intuitive grasp of wind speed, velocity...
E: Sure!
S: ... aerial maneuvers? But maybe he hasn't been able to fly ever since the Fall?
E: Yeah!
S: Maybe that was part of his agenda. He just wanted to get back into the sky, and if he has to bomb Nazis to do it, fine.
J: I've got one more question, so... does Kilby want to make sure that humans have no access to any magic by the end of all this? Is that the ultimate goal?
E: Um, that was initially his agenda, but I'm not sure if that's actually what he wants to do now... He's got a soft spot for people now.
S: Cool.
Sh: OK, I am Doctor Judith Potato, special agent, physicist, mathematician, everything else in science. I am an Undead Scientist. I'm a little bit of a germophobe, so it's a bit harrowing to be inside of a dead body, but I try to do the best I can. I wear very thick glasses because my vision is starting to go a little bit wonky because my eyes are decaying. I'm gonna find a short term patch-up as soon as I get enough materials. But yes, um... Happy to be here!
S: Wow.
E: So are you getting materials from other dead bodies?
Sh: I think so. As a Scientist, I think she probably does all things doctor-related, so she can also perform surgeries... She has very intimate knowledge of the human body, being undead.
E: Did you resurrect yourself?
Sh: I think so. Someone had to do it! They didn't have the math. I did.
J: Were you killed in the war? Or was it before?
Sh: It was one of my assistants, you know, they misplaced a zero and suddenly I was...
S: Oops, dead.
Sh: Yes.
J: (inaudible)
Sh: (inaudible)
T: I'm Special Agent Macha Hernandez. She's about average height and completely bald. It's one of the side effects of her mutation. When she uses her abilities, I'm gonna say that the pupils of her eyes look really freaky. She started displaying her abilities probably when she was a teenager and they were out of control at the time. That was how she ended up getting pulled into this military operation. They wound up training her and molding her into a psychic weapon. She's never really had much of a life outside of being a special soldier for them, so she's very one-track-minded. The Abilities I wrote down were Telepathy, Telekinesis, Mental Blast and Mind Control, but just a single target.
S: Awesome.
Flashback 1: Big Jack and Tembo
(The flashback round for this session was an experiment that I haven't repeated, more of a fast demonstration of the dice mechanics than an actual round of play. I allowed the players to keep any overkill earned, ignore the mechanical effects of danger and refresh all of their bonus dice afterwards.)
S: Everybody roll a d6... OK, I go first and then we'll go clockwise. So, as I said, we're going to have a little flashback scene where I rescue Special Agent Tembo. When you take an action in this game, you roll a big pool of dice that'll tell you how effective you were, and also what consequences you took as a result. The worst thing that can happen to you is being Taken Out, which means that you quickly need to be rescued. Until you're rescued, you're out of the game, and now the Platoon might lose because we don't have enough people to deal with all of these Threats. So let's imagine a previous scene in which Tembo got Taken Out. It could have been in a situation related to the current mission in some way? If this is the last scene of a war movie, what were some previous scenes leading up to it? ... Maybe we could start with the beginning of the mission? Maybe we were dropped in, we were reconnoitering and we ran afoul of one of these Threats and you got into a situation where you had to be rescued? Let's just say there's a flashback to us parachuting into the Black Forest... which is where this castle is located? OK, and accidentally running afoul of a small patrol of Nazi soldiers? You landed first, they got the drop on you, then I dropped on them. So, I describe my action. which is that I paratrooped right on top of them. Then I say which two Abilities I'm using. Maybe it would be Action and Effort? What does everybody think? Paratrooping down on top of a guy, it's definitely Action.
T: Action and Effort?
S: It could be Cunning because I have to be careful and quiet about it... Let's do that, Action and Cunning, which means a 2 and a 0, so I get a total of 2d10. d10's are your Ability dice, Threat dice are d6's, Danger dice are d4's, and over here are Bonus dice, which are d8's. Next, "tell your allies what is challenging about your move and grab one or two Threat dice." I think it's dangerous because I could make noise, the rustling of my parachute might give me away and they might turn and fire. I would say that's worth a couple of dice, so I'm gonna add 2d6 there. Now... "Is it actually more challenging? Each ally can tell you another complication or difficulty and give you an additional Threat die, up to a maximum of five." I have two at the moment. If anybody else wants to say what else might happen to me, what other things I'm risking, they can add a d6.
J: I want to say that I'm surrounded by a lot of soldiers.
S: That's another d6... OK, and I'll throw in one of my d8 bonus dice for being Fearless, and let's say I use my Brass Knuckles too! Hell yeah, I'm Fearless and on the way down, I punch a guy in the face. Another d8 for that. And you guys can help by contributing bonus dice. If, for instance, you're bringing your Machete into the situation and, you know, decapitating a guy while they're distracted...
J: Right.
S: ... you could maybe pitch in a bonus die or two.
J: Let's throw one in.
S: You have to do six hits to a Threat at once to take it out. Hits are 4 and above, regardless of the die size. 1, 2 or 3 is bad. I'm now going to roll and see what happened when I tried to rescue Mr. Tembo.
(S rolls 3 hits and 4 danger)
S: So, these three hit, and none of the rest. Now I'll mention the best thing about bonus dice, which is that they never count as danger. I'm just gonna remove that one completely, it doesn't hurt me. So I got three hits, which is not six, not enough to rescue you from your situation, and I got four danger. So, I could get 4d4 that I'd have to roll next time, which is bad. Or the DM, aka Danger Master, aka Kommandant, could trade in two of the four danger to create a Hazard, which is kind of a mini-Threat. It's like a negative Aspect on the scene, you write it on a card on the table and if it ever complicates anyone's action, then they suffer a penalty for it. Or the Kommandant could trade in all four danger, if they're feeling particularly masochistic, to create a new Threat, maybe something to do with my screwing up the rescue... So anyway, in that previous scene, I tried a sneaky maneuver and only got you halfway out of there. Looks like my Brass Knuckles didn't help. We ended up in trouble and had to fight our way out.
Flashback 2: Tembo and Kilby
S: And over in another scene, Tembo had to save Kilby. What did that look like?
J: I think we were doing some kind of research.
E: Yeah!
J: Perhaps it was (inaudible) ... our research trail led us (inaudible)
S: Oh, so maybe years ago? Maybe on a previous mission?
E: Yeah.
J: And we had to... There's something we encountered that endangered you? That maybe would suck you back into Hell or something like that.
E: Ooh, OK. Some sort of dark ritual or something?
J: Yeah, we had uncovered one of these sources of (inaudible) ... trying to deactivate... (inaudible)
S: Like an exorcism? You got too close to one?
E: Yeah! (inaudible) That's great.
J: (inaudible)
E: Yeah, so I was being torn from this world...
J: Right. And I... (inaudible)
E: I'm being torn through a portal by (inaudible) or something like that. I don't know if that's cool or not.
J: OK.
E: So, what did you do to stop that? I think I was probably going, "Raaarrh, I'm really angry!" (inaudible) and it wasn't working so I was being... my skin and everything is all stretching out towards this point of blackness...
J: I use my Strange and my Action. Maybe there are other people there that are trying to get through first, to get to you.
E: Uh huh!
J: And then I'm able to use Strange to understand the process that's at work here, so I can deactivate it...
E: (inaudible)
J: I need to read the rune or shut it off or something like that.
E: Yeah, you knew where the power source was. Did you... was it an artifact that you had to break or something? Or were you punching your way in and (inaudible)
J: I found an artifact that (inaudible) in some way, Indiana Jones style, and it had to be broken.
E: OK. So you had to push your way through...
J: (inaudible) ... I'm thinking Action to break through the entry, and then once I get inside the inner sanctum area where the rune is, I have to apply Strange...
E: To understand it?
J: (inaudible)
E: OK.
S: OK, that's 4d10.
J: I think I need two Threat dice, because one of them is combat-related and the other one is spiritual-device-related?
S: That's cool. I think that there is also a danger of you being sucked into Hell yourself.
J: Right!
S: Anybody else?
E: I think you're going to have to act really fast. Does that make sense, taking another die for that?
S: Sure!
E: You're gonna have to do it really quickly. Before they have a chance to retaliate or (inaudible)
J: Is there anything about the lackeys who get through that would add another die? I mean, I already put one in for combat-related (inaudible)
S: Ooh, well, here's where we could bring in one of these specific Threats, right? Years ago, maybe you first encountered... the Psychic Assassin?
J: Yeah!
S: Is that right?
J: Yes!
S: The Psychic Assassin! OK, and maybe you have to guard your mind against him?
J: OK.
S: So that he doesn't see what you're about to do, you're double-bluffing him in your mind... OK, and now, Special Abilities? Do you want to bring in any d8's, any bonus dice? I mean, there's no harm.
J: The Machete makes sense...
S: OK.
J: ... since I'm hacking my way through these people. And maybe I give the Evil Eye to the Psychic Assassin to buy me time...
S: Sure! OK, let's see what happens...
(J rolls 9 hits and 2 danger)
S: So, put the 1's, 2's and 3's off to one side... Threats usually take six hits to defeat. If you do seven or more, you get Overkill.
(I decided to use the d12 Critical dice rule from DangerQuest because d12's are fun.)
S: You get a Critical die, a d12 that you can use once. Go ahead and name it something, give it a little inspirational name.
E: Ooh ooh, "The Artifact"! You've got The Artifact, you can use it to (bomb?) something!
S: That's awesome.
J: Should I just call it The Artifact?
S: Sure, just something to remind you. When you bring in that d12 later, you'll need to narrate something about it. So, good job, Kilby was totally rescued from the exorcism. And you got two danger, so you could have gotten 2d4 as some kind of consequence to yourself. Maybe you got injured or maybe it took some sort of psychic toll. Or instead, we could have created a Hazard, a little mini-Threat, called Mystic Backlash or Freed Spirits or something like that.
Flashback 3: Kilby and Judith
E: I think, if this is alright with you, I had to pull Judith out of the underworld... You lapsed back because you're undead, does that sound good? So I had to go back and pull you back into this plane.
Sh: You mean my soul?
E: Yeah!
Sh: Totally!
E: Maybe you had some kind of lapse or something where you left your body again because you weren't securely tied... So what does that look like?
S: Ooh, could it be the Psychic Assassin again? Could he have somehow broken the link between your body and your soul psychically so that you were then catapulted into the afterlife?
Sh: Sure!
E: Yeah! I'm picturing some kind of crazy dark (inaudible) of souls...
Sh: Maybe I'm dangling over a pit of hands that are trying to grab at me, to keep me there...
E: Yeah yeah yeah!
Sh: I'm hanging from this thin little thread, trying to kick the hands away from my feet, but sometimes they get a grip, and I get pulled lower and lower...
E: OK!
S: And then here comes a big brawny hand, your big buff demon monster hand...
E: Yeah yeah!
Sh: Ooh, do I see your true form? While we're down there?
E: Um, yeah yeah, I'm all black and red with this dark light radiating out...
Sh: Maybe... do I recognize your furry hat?
E: Yeah yeah!
(Laughter)
Sh: OK, cool.
S: I can see it, the aviator cap with the dangling chinstrap...
E: And my eyes are like red coals... I'm hovering above and I'm gonna try to tip something onto the hands below you...
Sh: Are you flying?
E: Yeah, I think I can fly in this form.
S: And you're throwing things down the pit to distract the hands? Is it... Nazi soldiers?
E: I think it's something more like giant stones or lava or something... molten something... and then I'm gonna try to pull you up using the string you're holding onto.
S: The silver cord of her own soul?
E: Yeah... I think that's Strange and Effort, does that make sense, because it's having to do with the crazy dark weirdness and it seems like a (inaudible) thing... and I think I get the advantage of being in the air, flying through the air, I'm good at that...
Sh: I think I can help with my Ever-Sharp Surgical Scalpel... Is that something I have on me? On my soul?
S: Sure! The memory of it in your hand, it's like an extension of your own soul.
Sh: Yes.
E: Are you cutting away at the hands below you?
Sh: Maybe I swing it next to you in case they get too close...
E: Or you could stick it in the ground and pull yourself back up?
Sh: Yeah yeah!
T: I'll say that I'm there trying to help pull you out psychically.
Sh: OK!
J: Maybe I'm doing some kind of a ritual to help fight the pull... That's a d8...
S: OK, can you get six hits with that dice pool? Hmm, maybe not. So, what's dangerous about this situation? Are you in danger?
E: Yeah, I think I'm running the risk of falling down and getting pulled back into Hell.
S: OK, so one or two, you can choose. And I'm going to say that you also risk drawing the attention of Our Father Below...
E: Sweet.
S: You really don't want him to notice that you're not there anymore.
E: And that I'm hanging out with mortals!
(E rolls 5 hits and 2 danger)
S: So, you almost did it, but it still required somebody else to follow through and complete the rescue. And as a result, you took two danger. And now I want to bring in one of my favorite house rules, let's start flavoring our narration based on which dice hit and which missed. In this case, one of your Ability dice came up as danger, which must mean that you weren't quite as capable as you'd hoped. Tell us a little bit about that. And also a d6 missed, so maybe one of the dangers that we just thought up came true... And these bonus dice came in and helped, but these three didn't... So, just in general, what does that look like? Whose bonus dice helped?
E: I think I was flying through the air, and I think maybe you knocked into me, and I wasn't able to recover from that as fast as I thought, so I started falling down and sort of spiraling out of control. At the last minute, I was able to lift you up closer to safety, but we're not totally out of it.
?: So there's a cliffhanger moment.
E: Yeah yeah, literally.
S: And we'll leave it up to our imaginations to say what happened after that, just to keep things moving. But you survived somehow, and became closer as a platoon as a result.
Flashback 4: Judith and Macha
T: This is just an idea... I think it's possible that when Macha first arrived, she was too powerful. And because of her science background, Judith was able to help her.
Sh: Yeah, I think I gave you a psychic dampener helmet to help you. Maybe you were tearing people apart because you couldn't control your power. And since I was dead anyway, I wouldn't mind if I lost a few limbs. So I built and put this psychic dampener on you... (inaudible)
T: And you'd actually be a good person to work on her because I would think that since you're undead, I can't do anything to you mentally.
Sh: Mm hm, no brain.
T: You're the perfect person to help her.
S: That's interesting, that your power works on the brain level, not on the soul level, and that there's a split there. And that Judith's brain is dead!
Sh: Mm hm.
S: There's no brain activity whatsoever, that's funny.
E: Yeah!
S: Cool, so you need to be rescued from your own power... Sounds like Science... And what, Insight?
Sh: Science and Cunning?
S: Hm, what's the difference between insight and cunning?
E: Insight is knowledge of something, right? And then Cunning...
S: Is it like Intelligence and Wisdom? Or Reason and Intuition?
Sh: OK, Insight and Science.
?: Can anybody help?
Sh: Kilby, we could work on the helmet together...
E: Yeah, that's one of my things, I'm really good with machines and building things, so I can totally help you build it.
Sh: Yay! OK, anyone else?
J: I have a lot of advice on controlling power, so maybe we talk about it in the research phase.
Sh: Alright! Um, so, my danger is that perhaps your psychic powers work on more than just brains? So, I could still be torn apart?
T: Well, she does have telekinesis, anything physical could get ripped up...
Sh: Yes.
S: You could be inconvenienced.
Sh: Any other dangers? Or help? ...
S: Good luck!
(Sh rolls 5 hits and 2 danger)
S: So close! Again, it would have required an additional boost from someone else to resolve it. And you took two danger, which would represent some sort of consequence that you suffered.
Sh: I think that when I went to put it on your head, perhaps your telekinesis tore my fingers apart and I dropped it and now I can't put it on your head. Some of my d10's failed... so I did not see it coming, which is very disappointing. I should have calculated some delta waves, but I didn't, I did alpha waves instead.
S: Without the help of your brain, it can be difficult to do math.
Sh: (inaudible)
Flashback 5: Macha and Big Jack
T: Well, I'm not really sure... I was thinking that you were ambushed by the Psychic Assassin somehow.
S: Yeah!
J: Cool.
T: I'm not sure if he or she just tried to wipe you out and make your body shut down... or maybe somehow manipulated others in the area to attack you, and I try to find some way to psychically free them.
S: Or maybe you have to control me, and keep me from attacking everyone else?
T: Oh, that would be good!
S: Not only did you have to shut me down, you had to put some sort of blocks in my brain to keep that from happening again? That's cool.
?: Were you at a cafe in Paris? (inaudible)
S: Oh sure, we're just sitting there, chatting!
?: (inaudible)
(Laughter)
Sh: (inaudible)
S: And I've got my hand on my sidearm... Will I draw it? It's all a conflict over whether I'm gonna draw... on myself! That's what it is, he's trying to make me shoot myself!
T: And because I'm psychic, I realize what's happening and move in to try and stop it.
S: That's right! We're just having this seemingly civil conversation at the cafe... I'm all, "One day, you're gonna make a mistake..." and he laughs, "You cannot touch me, Major, it is ridiculous that you would even try." ... "Some day, I'm gonna..." and I'm acting all tough, but little do I know, I'm about to shoot myself in the head. The conversation is just to distract me from control over my right arm.
T: It's definitely Strange.
S: It sounds Strange.
T: I'm not sure what the other one would be.
S: It might take an Effort to defeat it...
T: That would be good, I have a 2 in Effort.
S: OK, 4d10. It sounds like you're using Mind Control and/or Telepathy.
T: Right.
S: OK, so maybe a couple of d8's for that. And I don't think I can help. Anybody else? Is anyone at the cafe in Paris as this is happening?
Sh: I don't know if this is helping, but I could throw my scalpel to cut the muscle that would disable your arm?
S: OW!
Sh: (inaudible) or I could have test tubes... (inaudible)
S: Sure!
E: I don't know what I could do to help...
S: Let's see, Macha's psychic, and if you guys are connected in some way...
T: So we'll say... You hear telepathically, "Help, help! He's trying to make the Major shoot himself!"
E: Ooh ooh, I'm gonna, I'm gonna try and, like, fly a plane into the place.
(Laughter)
E: I was just flying a plane outside and it'll... (inaudible)
(Laughter)
S: OK, so, dangers? I guess there's a danger that we're gonna get killed by an airplane crashing into the cafe.
E: I'm really good at crashing planes, though.
S: I think there's also a chance that the Psychic Assassin is going to declare Macha a prime target when he detects her psychic powers...
(T rolls 9 hits)
S: Check out all the bonus dice hits... Crashing the plane helped, the scalpel... I'm gonna say... helped?
E: One of them didn't help.
S: Maybe his psychic defenses were too strong? You tried to Mind Control him, but there was just no way.
T: Yeah, that makes sense.
S: Cool, OK, you cleaned house, so you get that Overkill die.
T: We break you free of his control and you drop your gun.
J: (inaudible) assassin...
T: Oh, that would be even better! You whirl around and shoot! But the assassin's already gone.
S: Right! I fire, and then I blink, where did he go? Was he ever here?
E: And afterwards, I'm arguing with the cafe owner about having crashed the plane into his place... (inaudible)
T: (inaudible)
S: So that's a one-shot d12. What should we name it?
T: "Psychic Shield"? That would make sense.
S: OK, those are the flashbacks.
E: So, basically to win stuff, we all have to help each other.
S: Right.
Turn 1: Big Jack vs. the Extra-Dimensional Enigma
S: Now I'm gonna write "Mission Status" on a card and put eight checkboxes on it. That's the number of hits that it can take before the mission is considered over and we've officially failed... And so here we are on our mission! We have already been briefed... Do we want to take that as canon, the whole thing about parachuting down in the Black Forest to get to the castle, does that make sense? OK, so let's just say that we're there! We have already reconnoitered the situation, and we have determined that these are the Threats in front of us. Defeating them is our mission. And since there are no rules for initiative, the first person to have an idea as to how they want to try to stop one of these Threats, just call it out and we shall begin... So what are we dealing with here? We're dealing with an Enigma that's guarding Mysterious Runes, we've got a Nazi Creature guarding the Assassin. Damn that Assassin!
E: Does it matter whether we go after the easy ones or the hard ones first?
S: Well, at the end of each round, the Threats that haven't been defeated yet will each roll a die to try to inflict a hit on our Mission Status. And they each have a 50% chance. So we should take out as many Threats as possible as quickly as possible. We might want to focus on the little ones before the bigger ones. So... we have reconnoitered the castle? Maybe we're already at the castle? I guess? I guess we must be at the castle, since someone is just about to take direct action against one of these Threats. Let's start inside the castle.
E: Yeah!
S: OK, we are sneaking around in the hidden tunnels. They're damp, they're hundreds of years old?
E: Yes.
S: I think they're small, as those tunnels tend to be. I think that probably the demon is having trouble squeezing through there.
E: My shoulders... I walk up to a doorway and CLUNK, I have to go sideways through.
Sh: Judith is mortified by how filthy it is. She has her eyes closed and she's holding onto Macha as they brave the tunnel. She's just trying to think clean thoughts.
S: ... I'll go ahead and start us off... We're walking along and I think Big Jack has been looking at these runes, he's got his Zippo out and he's reading them... (gruff voice) "I think I've seen these before! This looks like Latin! Yeah, like the nuns taught me! If I could just remember what this says, I think this could be important!" So, he's trying to decipher the runes as we make our way through, to somehow unwrap the Extra-Dimensional Enigma.
E: OK, cool.
S: I believe that's Insight... Whose is that? Who's the Enigma?
J: That's mine.
S: Does that make sense to you?
J: Mm hm.
S: Does that sound right? OK, I'm using Insight and I'll go so far as to say that it's a bit of an Effort for me? I have to really strain, it's not exactly my forte. So I have 3d10.
J: (inaudible)
Sh: I can help you. Judith probably knows Latin but her eyesight is too bad to see the runes. You'll have to describe it, try to spell it out or read it out loud to her and she'll try to help you decipher it.
S: OK!
J: And I have experience with these matters, as we've seen...
S: I think I'm going to add a Daredevil Special Ability and say that I'm a World Traveler, which gives me a knack with languages. So I'm going to add that, and I'm down to three bonus dice left.
T: When does this get refreshed?
S: You have to skip a turn and take a Recovery. Instead of acting, you clear off any d4's you've accumulated and also recover two of your bonus dice... I would say that this is dangerous because by muttering these words, I may be drawing a lot of supernatural attention to myself. Anything else dangerous about this?
T: Some soldiers might hear you?
S: Oh yeah, I'm being loud, OK. There's one. Anyone else?
J: What if you say the wrong (inaudible)
S: Oh, I could summon something, maybe? Or trigger something? Some sort of extra-dimensional problem. Alright, let's try that. Let's see what happens...
(S rolls 8 hits and 1 danger)
S: Well well... Good job, sisters. So, the Extra-Dimensional Enigma is solved! What does that mean? What do you think I just learned?
J: I'm gonna say, some kind of flawlessly perfected phrase that deactivates the runes?
S: Ah, OK, right, I'm able to parse the language... These Runes, they're very Mysterious. But now we've figured out the mystery, which is the language they're in, and the way to deactivate them. Very good. Oh and I guess I skipped the whole dice flavor part, but I think it's pretty clear what happened. And also, I've noticed that in this game it's very easy to slip into action mode and forget to roleplay, so I'm going to say, "Holy cow, I think we figured this out! I think if we... I think I understand these runes, they're a version of Latin. I think I understand what they're trying to do here... and I think I know how to stop 'em!" And that's my action.
E: Do you get a d12 for overkill?
S: I totally get a d12!
J: What should we call it?
E: The special phrase...
J: Or the special word.
S: Ooh, "The Word"!
E: It's the bird, everyone knows that!
S: Only I know that.
Turn 2: Tembo vs. the Horrific Squadron
J: So... maybe we're making our way down the tunnels and we happen upon part of the Horrific Squadron.
E: OK, that's mine.
S: In the courtyard of the castle?
E: Uh huh.
S: We step out of an alcove?
T: Maybe we cross the courtyard, so we're exposed temporarily.
E: So... you think you're stepping over a dead body... but then the eyes open and they're all white, and it's just (zombie voice) "Blaargh!!!" And there's five, no, ten doors that open up on this courtyard, and every door has one of these guys who steps out. Their hair is in patches... "Uuungh..." And they've got guns too! They're all, "Uuungh..." and maybe one of them steps forward and signals them to stand down. And they can talk, some of them can talk!
S: Ooh, let's hear it!
E: Uh... (inaudible) I don't know what he says, um, "Raaaahhh..."
S: Don't forget the German accent!
E: (German zombie voice) "You... are not... permitted... heeeere!!! You must... zurrendaaahhh!!!"
J: "We will not do anything of the sort! We will destroy you abominations!"
S: "Surrender? We'd rather die!"
E: "And you vill!!!" And he's gonna draw and start shooting.
S: Nice! So there's a gunfight in the courtyard!
J: I'm gonna go at it with gun and machete, in my full commando outfit.
S: Wow, so you're taking on the Horrific Squadron?
J: Yeah.
E: That's one of the harder ones.
S: Oh right, it'll take eight hits. But even if you only roll, say, five hits, the next person to attack that Threat gets to roll five bonus dice for free. So it's not all or nothing, but it's not exactly hit points either. Oh and also, it's a Horde, partnered with the Unearthly Trooper. So if he's nearby, that's an extra danger... which should be easy to justify... Is he in the scene?
T: Sure.
S: Unearthly... Oh that's right, he's from another Earth, another dimension.
J: The Assassin's alter ego.
S: The Fuhrer wannabe.
T: I'm gonna say that he's dressed in a tan military uniform, and he has perfect Aryan features, with high cheekbones, blue eyes and short cropped blond hair. And he has some sort of alternate universe swastika tattooed on his... um...
E: On both hands?
T: Yeah, on both hands. And he carries several military style weapons. "Ach! We will purify you!" He's on an upper level looking down on the courtyard, sort of lording above it all... (inaudible)
S: Doing his Mussolini impression.
T: (inaudible)
J: So I assume your Squadron is...
E: Yeah, I think they're swarming out now. It started out with one in each doorway but now there's a mad tangle of them.
S: Fantastic! This is what I was hoping for. A courtyard full of zombies.
E: You can't tell where one starts and the next begins, they're just a writhing mass.
S: That is Horrific.
J: I will risk taking Action against them even though that's their Strength.
S: OK. It might not come up!
J: It seems like Action and (inaudible) which is only two dice.
S: You can bring in anything you want, you just need to justify it. If you're saying that you're using your blessed machete that you just spat chicken blood on, that could be Strange.
J: That's true, let's fight Strange with Strange. I will be using Strange and Cunning... Maybe I'll use the Multi-Dimensional Grenade Artifact that I brought back...
E: They'll all go flying!
S: Oh, the artifact from the exorcism, right? What could be better?
E: Yeah yeah, exactly!
S: What should we call it? The Exorcism Grenade?
J: I think it's some sort of cleansing force, it cleanses the earth.
Sh: Uh, should Judith worry about this? Because technically she is a zombie.
E: And apparently this thing works against me too.
Sh: OK.
J: So, if you'll just stand back...
S: In the same way that we would all be careful of, say, an actual grenade.
E: I love the idea that there's this grenade that just doesn't hurt you three.
Sh: Yeah.
E: We're totally vulnerable to it but to you...
S: It's very refreshing!
E: I'm adding a Special Ability, Super-Demon Strength. Not Super-Human, Super-Demon! So, I think I'm going to pick up some of the zombies and hit the other zombies with them! I'm throwing them through other zombies and they all go flying.
S: Awesome, I'm seeing freeze frames of the impacts.
Sh: I'm going to use my Super-Strong Surgical String that I use to stitch myself back together, and I'm going to use it to garrote some of the zombies. And I'm going to mock them as I do so. Like, (dismissive voice) "Lungs are so overrated."
E: Yeah, cause they're still...
Sh: Still breathing.
E: Yeah, they're mentally zombies.
S: Maybe you step behind one of them and I yell, "Don't say it!" and you say, "Don't lose your head." And I groan... "Get a new joke, Judith!"
Sh: I've done it to every single one of them, over and over again.
S: Well, you can't think of any new jokes. The brain is not working. And it's just as funny to you every single time! You don't see what my problem is.
T: So, could there be a bunch of rubble or a stone wall?
S: I don't see why not.
T: Let's say there's a partial stone wall left in this courtyard and some of the zombies are going by... Macha is going to use her telekinesis to topple what's left of the wall onto them.
E: Yeah!
S: OK, I can see that, and you're garroting zombies, and you're smashing zombies into other zombies, and John, you're using the Holy Hand Grenade...
E: When you drop it, there's going to be light, just BZHHHH!!!
S: And I think I'm having the time of my life, with my Brass Knuckles, I'm bringing those in. And I'm just punching zombies in the face over and over. Punching through one and into another. This is what I signed up for!
J: I wonder if I could throw a hex where the Unearthly Trooper loses his voice temporarily so he can't command the Squadron. To break up the Horde? (inaudible)
S: Sure, voodoo dolls and affecting people from a distance...
J: He starts choking for a little while.
S: A pin through the neck of the doll?
J: So he withdraws temporarily.
S: Yeah!
J: So what about dangers... I think there's two dice worth of physical danger here.
S: What else? We need eight hits to take these guys out.
J: The grenade, the risk of (inaudible)
E: I think this is crazy enough that you could even create a danger to yourself by tearing open the fabric of spacetime or something, yeah? You could create an accidental portal.
?: (inaudible)
(J rolls 9+ hits and 2 danger)
Sh: Did you fail at all?
S: We totally did it, all the helping worked... except for the Hand Grenade, strangely.
(Maybe because they weren't really zombies, as we all kept forgetting...)
S: So, two danger. And its Weakness was Science, but that didn't come up. And the Horrific Squadron is no longer. You can take that card as a trophy.
E: And you get an overkill, another d12.
S: You do! A new bonus d12 to represent something else, maybe "Momentum"? Due to the fact that we're crushing these guys?
J: We'll just call it "Winning".
(Laughter)
S: Excellent. And so, you did get two danger. Dang, I skipped that part on my turn, so we'll do mine in a second. But you are the Kommandant in this situation, you are the DM.
E: Oh yeah yeah.
S: And so that means that you either give John two d4's to represent some consequence to him, which could be physical wounds or maybe he's just shaken up or whatever. Or you can trade them in to create a new Hazard.
E: Can I put Piles of Bodies? That's what I'll do.
S: And Hazards can be defeated and removed for just three hits, but it does take your whole action. So now there are Piles of Bodies that we as DM's, as Kommandants, should try to justify bringing in to hamper the heroes. Alright, good job John, you are Winning! ... And I failed to take danger for myself last turn, so what happened to me? Did I take 2d4 or did a new Hazard get placed on the scene? I'll just take 2d4 and say that I'm still troubled by the arcane language of the Enigma.
J: I think that you've been touched by a negative force that isn't happy about you learning that language.
Turn 3: Kilby vs. the Nazi Creature
E: So, can I bring in something that's not established and say it's there because I want to take it on right now?
S: Sure. It's just up to you and the Kommandant of that Threat to explain how it's there.
E: Yeah, so I want to try to take out the Nazi Creature.
S: Is that me?
E: Yeah.
S: That's mine. Ahem. OK, he comes smashing through a wall!
E: OK! There are ten doors, but OK.
S: No, these doors are not big enough. It's big... let's go with ten feet tall and made up of stitched together... It's a Frankenstein's Monster of steroided-out Aryan athletes who were put to death and experimented on and put back together as this weapon.
E: Is it on, like, four legs?
S: No... I think it has multiple legs stitched together somehow, and multiple arms... It's the muscle mass of multiple people stitched together in this horrific way... and I think it's asymmetrical, so one arm is larger, more mass was stitched onto that side. It's actually dragging it along on the ground and it has a gigantic fist. Maybe some sort of chemicals were used to promote its growth as well. I'm thinking of an Akira style monster with out-of-control muscle growth. It's shrieking in horror and hatred for all non-Aryans. For it is the perfect Aryan! What could be more Aryan than a bunch of Aryans stitched together?
Sh: Judith is getting excited! She takes out a syringe. She wants one of its eyeballs.
S: It scoops up, let's say, four dead bodies in its horrible mitt and hurls them across the courtyard and everyone has to duck and dive for cover as they splatter against the courtyard walls! And it roars again!
E: I want to try and figure out a way to trick it into hurting itself somehow. Maybe I'm just jumping around, off of things, to try to get it to crack the walls and make stuff fall on it. Maybe Effort? Does that make sense?
S: Sounds good. It's swiping at you... Oh, and its speed belies its mass, as usual. "So fast for something so big, how is it possible!" You know, as usual.
E: "You hulking deformity!" And I'm jumping between railings and support beams and it's just swinging wildly at me, is that OK?
S: Sure! Yeah, it's swinging and grabbing pieces of masonry and hurling them at you! (guttural voice) "Swine!!! You can run but cannot hide from ze Reich! All mongrels shall be destroyed, even zose from Hell!!!" And his fist smashes through the wall next to you!
E: Cool!
S: So how many dice?
E: Effort's 0, Cunning's 2.
S: There's your two dice. Keep going!
E: Um.
J: Can we chime in whenever?
E: Yeah yeah!
J: I think we need to use our remaining momentum from the previous battle.
S: Oh sure!
E: Sweet.
J: I'm just pure (machine gun sound effects), commando styling in, "Die, white trash!"
S: And according to the rules, bonus dice can also represent gear like sidearms and army equipment, so I guess you could totally throw in a d8 just for providing covering fire.
Sh: I'm going to use my scalpel. I'll jump on it, after it smashes its fist into the ground, there's a pause before it can lift it up again, and during that time, I'm going to try hitting it (inaudible)
E: To distract it!
S: Are you cutting along the stitches?
Sh: Yes. Yes!
S: Right, I'm going to say that the Piles of Bodies come in.
E: Yeah.
S: They're slowing you down and providing the Creature with something to throw at you, so that's going to be an extra danger automatically.
E: I'm gonna do some crazy acrobatics, jump on his back and launch myself off of him. This is a big courtyard, right? There are upper stories, and I'm jumping from him to them and back off, and being, um...
S: Nimble?
E: Yeah.
T: The Creature probably doesn't have much of a mind to manipulate, but I'll reach in and try to confuse its senses so it starts having trouble distinguishing exactly where everything is, making it harder to hit Kilby. And, who knows, maybe more likely to run into something and hurt himself?
S: I think, in fact, it's safe to say that there are multiple minds in there.
T: OK.
J: Is it called the Reich? Is that its name?
S: Eh... I don't know. I bet there's a good name for it, I'm not sure what it is yet, let me work on it... But I'd better hurry, you guys are about to take it out! Oh wait a minute, look at this pathetic dice pool, it's not going anywhere. So what else you got, folks? You'll need more! What's dangerous about the situation?
E: I could get smashed.
S: Here, have a couple for that. You could get crushed.
Sh: Can we give you (inaudible)
T: I want to add that it's lashing out blindly now with the telepathy messing with its vision, running around smashing pillars and whatnot, maybe you could be hit by falling rubble? Especially since you're jumping around.
J: I want to pitch in my idea that I mentioned earlier, I have a canteen of chicken blood and I splatter it on him, and now I can do some kind of curse and disrupt its nervous system or something.
E: I'm gonna roll these.
S: OK... (monster voice) "You vill die!!!"
(E rolls 6 hits and 2 danger)
J: Drat.
T: If it had been a regular Threat, we would have taken it.
S: OK, so what does that look like? Who actually helped?
E: I think the Mind Control helped me.
S: "Get out uff our minds!!!"
Sh: Is there a mouth for each of them?
S: Ah yes! Or maybe just one, but with a weird harmonic so it sounds like an echo, like several male and female voices all speaking at the same time?
E: I've managed to confuse it but it's still too fast! I'm on its back but it's all thrashing around and it throws itself back and I'm crushed beneath it.
S: That's two danger plus the Piles of Bodies makes three, so I could either give you 3d4 and maybe call them your injuries, or I can trade in two of those for a Hazard. I'm just gonna give you 3d4, and it could be as simple as "Injured"?
E: "Crushed".
S: Cool, "Crushed, 3d4", and the next time you try to do anything, you have to roll those dice. Same thing with me and my "Watched by Evil Forces, 2d4". And you can clear those off by taking a recovery, which also gives you back two bonus dice. I'm going to write "6d8" on the creature because I don't have enough d8's to just leave them on the card. So, the next person to attack it gets to add 6d8 to their roll. And I think those represent the beating that this thing just took, it beat itself up trying to get to you. And it's safe to say that those six dice will probably count for, what, four hits? So it's kinda like it's down to four hit points, but it's uncertain.
E: Cool.
S: Which I think makes it more fun. OK! It's all, "RRAARGH!!! Ve vill crush you!!!" Uh... What's another German insult... All I know is schweinhund... Oh well... (miming picking up Kilby in one hand) "Little demon shall be destroyed! Seig heil!" And he straight-arms you into the wall! "Seig heil!" And again! "Seig heil!" (sound effect of breaking wall) So that's happening.
E: I've cracked one of my horns and I'm like, "Uuuugggh..."
S: Alright, who can do something? Somebody help him!