Saturday, October 31, 2015

Session #9 - Split Session Part 2 (Gangrel Meetings)

FatherMother, Skully, Siobhan and Talitha, again from the
Cassandra session as I have no Split Session pictures,
but both Siobhan and FatherMother are Gangrel.
And then we had the Gangrel meeting…. Kindly enough, the hosts (Gustaf Freya'barn and FatherMother) allowed non-Gangrel to attend so long as they were willing to get involved in the festivities. We set up the big hall so that the little stage at one end was the fire pit, the big painted circle on the floor was the bear pit for later duels, and the cross hatched paint work to one side stood in for two cages - one cage filled with animals and the other filled with unconscious humans with nasty back stories (i.e. bad guys) who were doped with particular drugs with the name of the drug etched into their foreheads. There was also a set of chairs in a circle that people could move around.
There was no music and there really didn't have to be.

When Siobhan rocked up with Seamus and Walther, she immediately punched FatherMother under the mistaken impression that she had blood bound the human she had a crush on. FatherMother thought they were playing and gave her a painful headlock and then when Siobhan kept going in the fight, she threw her in the bar pit and leapt in as well. Soon enough Siobhan frenzied (she was hungry anyway) and after awhile of gloating and having taken some damage, Gustaf threw in a dog that Seamus had used Animalism to inspire to attack Siobhan (a poodle) and FatherMother ran up the wall of the pit to clamber out. Siobhan's frenzy redirected to the dog (she was hungry) and she ate the dog.
Then she grumpily left the cage and ate all the other dogs in the dog cage. She didn't touch the humans.

Other highlights included a series of cage matches with Peter Walsh:


  • First the human, Torvald, from the Freya'barn ghoul family. Torvald found Peter Walsh's massive defence (9) annoying and also his irritating lack of interest in actually throwing a punch at a human. Torvald scored a couple good punches, took a few weak ones, and was rewarded with ghouldom from the family's vampire leader (Gustaf) for his efforts.
  • Crowley entered the ring and threw some solid Vigor-backed punches but Walsh managed to get in some cheeky shots and - mostly due to an inability to hit each other - Crowley left with a few bashing damage.
  • MaidenLad entered the ring with her dog and was far more successful once the dog dragged Walsh down in a grapple. MaidenLad clawed him across the face several times, damaging the Daeva's pretty face in a way that worked on him, though he healed so fast it barely lasted. Walsh hadn't fed yet kept healing. How much blood did that boy have in his system? Walsh won in two surged strikes. One involved hauling up the dog and body slamming MaidenLad into the wall (before being dragged down again) and dealing 11 bashing damage (awesome roll +5 for the surge) and then later lashed out against her ankle for an extra 8 bashing damage. She hobbled away with her dog and drank a guy spiked with all of the drugs to death.
  • Finally Walsh fought with Bats (after Bats kindly told him to go and feed which he left for five minutes to do). When they entered the ring, Bats stayed in the shadow of the bear pit. The two had difficulty hitting each other until Bats got him in a grapple, damaging him a few times in spine crushing hugs, until Walsh decided enough was enough and erupted bone spurs that would have damaged Bats if not for Celerity. Bats knocked Walsh on the ground in a pin, foot planted beneath the spines, hands gripping Walsh's wrist and pulled back, demanding Walsh yield. With an inhuman snarl, Walsh twisted the bone spurs out of his back, wrapped them around Bats leg and managed to sever it with another strength surge (lethal not aggravated damage).
  • At that point, a high on PCP FatherMother leapt into the cage and elbow dived onto Walsh. Bats quickly Obfuscated the two of them. Worried that one might die, Bats Obfuscated the two of them and FatherMother was left to wander the place in confusion. The two merely sat there, talking, and then they clambered out as FatherMother tried to attack Seamus who had been walking on the walkway to tell Walsh to stop and who now simply partially Obfuscated (Ignore Me) out of there.
  • Gustaf jumped over the fire pit while naked (flashing off his Giant Size + Striking Looks combination) and used resilience to avoid damage. When FatherMother frenzied, Gustaf used his web ability from Protean to stop her from killing folk and Walter brought her out of it by grabbing one of the prisoners and throwing it at her (under orders from Gustaf).

Siobhan convinced FatherMother's ghoul, Daryl Whicker, to proposition Seamus O'Baoill - Gangrel Ancillae - and her sire. Daryl put a hand on Seamus' shoulder, Seamus used Auspex to figure out what kind of woogie was being put on him, and Seamus let him down gently - admitting that he had envisaged his first time being different than a random pick up and one night stand.

Walsh and Bats spoke telepathically for awhile (Bats' power) and then Seamus told Walsh to come with them to leave as Seamus had had enough of all of the Gangrel shenanigans and low Humanity hijinx. Walther Hawke and Siobhan followed the family patriarch as they left with Walsh quickly trading numbers with Bats before leaving -- thus giving Seamus that little bit more of a status boost. Like he needed it.

I'm sure I missed parts of the Gangrel meeting as I was portraying Peter Walsh so please let me know if I missed any of the other epic moments!

I waited until after the session to roll Humanity for people, querying if anyone wanted to cancel out any breaking points in exchange for banes, as I felt the vibe of a Gangrel gathering should be one where you don't really pick up on your loss of Humanity until afterward.  I did pre-warn the players that this would be how it worked.

Session #9 - Split Session Part 1 (Covenant Meetings)

Picture from the Cassandra session but it shows three of the Crone
and the now deceased Ordo Dracul, Gary Dodd.
After the events of the last session, there was interest in running a few split "faction-specific" sessions which included the Ordo Dracul, the nascent Circle of the Crone and the Gangrel. Rather than attempting to go through all of the details on a forum that would be quite slow or an IRC chat room which would creak and sag under the weight of a dozen players, I thought it best to combine them all into a single day.

Since one of our players had to leave for hockey at 1:00PM, we began with the Ordo Dracul game at 11.00AM with people advised to attend as early as 10:00AM for pre-game chatter, meetings and conversation. The fellow who had yet to play a vampire (namely because he was playing the human, Henry Peterson, in the last game) sat in as Louie Bonaldo, the castellan's security minded ghoul.

I'd printed out several copies of the Agenda and after chatting to a few players of the Unsworn who held coils, I found the main person happy to MC the meeting was the player of Siobhan O'Baoill. So with that settled she sat down with the Agenda and started going through the following items:


  • Preliminaries
  • Present
  • Welcome to Kettral
  • Apologies
  • Business Arising from Previous Meeting
  • Juris Draconis

The Juris Draconis was declared by Novichkov due to the information given by Seamus O'Baoill regarding diablerie marks (basically soul eating) seen on Thomas McAllister. Shortly before Novichkov could even declare the Major Judge, McAllister said "Bye-bye Darling," and dropped Feral Infection. This meant that every person in that room had to roll versus frenzy (had the pre-rolled frenzy checks sorted in secret with the online rolls available to be seen on the forums because doing a dozen rolls in-game stops the action). Even the humans risked an anger frenzy!

Rather than telling people the results of their rolls, I instead informed them that they could spend a willpower point to avoid a frenzy for a round and that such willpower points would give them each a +1 bonus to their final roll. While typically you would pre-declare just how many points you would spend at the beginning, I decided to keep to the one-willpower-spent-per-turn method as it felt more organic and gave more leeway. Only once they ceased to spend willpower, or after things settled down, did I inform them of whether their bonuses were enough to go anywhere.

Talitha immediately frenzied after her sire, Professor Jasmine Hadley, managed to get out of the way (she scrambled over the table but tripped over Walsh at the end due to a bad Athletics roll). Siobhan also immediately frenzied, having no willpower to spend and having rolled a one, and she turned on Hadley and scratched her with her claws. Walsh slipped out from under Hadley and went for a loose floor grille in preparation to slip away and hide. The new vampire, Walther Hawkes (Siobhan's brother whom she only learned was her brother at the meeting itself), sensibly hid beneath the table.

McAllister dropped into Obfuscate on his next turn (good Initiative check) which meant that Gary Dodd (who had used both Coil of the Wyrm to immediately Ride the Wave and choose an objective) could only pace the room and look for him. Novichkov ran to defend one door. Regrettably Kettral, Taylor and Epcott decided that retreat was the better part of valor and rather than block the other door they opened it -- though this gave McAllister a chance to escape the room it may have also saved everyone's unlife when Novichkov finally succumbed to his frenzy after almost everyone had left.

While poor Louie Bonaldo had been shoved to the ground by Gary Dodd and was still in the room (most everyone had either left via the other door or via the bilge beneath the steel grille floor), Novichkov wasn't hungry and in his anger frenzied state was far more interested in taking down some of the vampires. So he raced out to dent the exit via the stairwell (damaging the door quite fittingly) and then came charging through the haven looking for prey.

At this stage, Taylor was hiding in Gary Dodd's room behind his desk. Kettral was in his room. Siobhan had come after her frenzy once Hadley Dominated her into draining Hadley's ghoul to death rather than frenzy on her -- and the two had slipped through the bilge to the security office. Epcott was hiding in a hot desk office that anyone could access which had two doors.

And Gary Dodd had tracked the Obfuscated McAllister's movements into the library where a pile of folklore books sat in the middle. McAllister set off a flare (still in obfuscate) to burn the books as Novichkov stepped into the room. Gary tried to kick the flare into Novichkov to distract him but failed to dislodge it from the books and burned his foot instead. Novichkov charged over to him, struck him a blow that stunned him, and then proceeded to shatter his skull. On the second Vigor punch, the Blood Potency 6 frenzying elder managed to hit him so hard that Gary Dodd immediately ashed upon the blow.

Then Novichkov came out of frenzy. McAllister set the alchemy lab on fire and snuck around before finally using a crowbar to pry open the exit and escape. After an hour of searching the Chapter House for him, they went to finish off the meeting. Important things needed to be spoken of.

First there was discussion of the need to call a blood hunt against McAllister. But there was no Prince. And so Professor Jasmine Hadley opened a discussion about the possible Praxis.

And then on to other Agenda items (if you want a copy, mention it in the comments). So many of them were meant to be covered by Dodd and again and again there was a moment's silence when various items came up that were meant to be spoken by the dead vampire who had sacrificed his own unlife doing his duty for them. People kept as upbeat as shock allowed them and even Walsh seemed relatively peppy as he discussed his item.

That was to change later during the Gangrel meeting.

Dr. Jonathon Taylor also mentioned a certain fellow he had kept in torpor … who was awoken after being found in the Women's & Children's Hospital as a "patient" and was staked and put in a barrel … and who will be introduced to people at the next gathering so I'll keep things relatively quiet on that front.

The Circle of the Crone covenant meeting, on the other hand, was mostly a meet and greet between the new and old players as well as some natural discussion about the problems of the city and the way forward for the covenant. Since no Kindred died, I feel it best to let them keep their secrets. They initially wanted to have a Chorus meeting for those interested in the covenant but whom belonged to another covenant but by the end of it they didn't really have a plan of what to do with them -- the Chorus that is -- and decided to worry about that later once they had more time to discuss things and get to know each other.

Door Session #3: Merry Birthdaymas, Dear Taylor

Nurse Cassandra's Skull ... or so the label read.
Dr. Jonathon Taylor was coming down off a red pill stolen from the fae realm in the second door session and it left him feeling pretty down, as fae pills tend to do.  He was feeling so depressed he chose to activate his stone to see where it took him.

We held the game in my house so that it looked nice and homely, put a roast in the oven, took out a Christmas tree and put birthday decorations around. When he first stepped into the realm, a set of warped Christmas songs (Very Scary Christmas) was playing and everyone but Seamus O'Baoill (actually a representation of Seamus possessed by the Taylor demon) was pretending to be dead around the table.

When Seamus encouraged Taylor to sit, everyone popped up with a "Surprise!" Then Siobhan had to blow out the five candles on her deathday cake and Taylor was invited to cut it into slices for them … slices which oozed with jam (representing gore). Although it was ostensibly Siobhan's deathday, Taylor kept being invited to do things as the guest of honour.

Then there was a rousing game of Pass the Parcel with a note from one of Taylor's old patients beneath each layer which Taylor was invited to read to the table no matter who got to unwrap the layer. As you may be starting to realise, the entire thing was a play on his old miseries and horrors designed to either break him or motivate him to actually accomplish his dreams.

Since his prior self was responsible for Embracing Siobhan (using Dominate on Seamus), torturing and killing both sire and sibling (Talitha and Hadley), and creating the demon that possessed Seamus in Campaign one, everything tied into that. There was also an NPC called Julia Dannenburg who had been spying on him under the guise of a depressed Suicide King. The patient notes were sad because they were from children in a palliative care cancer ward but they were also inspiring because they were patients he had legitimately helped as he had never harmed any children.

The final layer of the Pass the Parcel was blood stained and when he opened it he found Nurse Cassandra's skull with a little identifying note. I was also portraying Nurse Cassandra, fetching knives and bringing out the cake, giggling and never speaking (my character's tongue was ripped out but he never really looked at me long enough to notice).

Then there was a game of Musical Chairs. Taylor was very reticent about playing and tried to fail on several occasions but the second-to-last person kept refusing to sit or even walked away saying they'd lost if he wasn't sitting. Siobhan "won" the first time and was really excited for her present but when people started saying her prize was to be tortured, she became very scared and started begging Taylor not to hurt her. When Taylor refused to harm her, Talitha went to do so and when he Dominated her to not hurt her, he instead had a thumb cut off.

And then Siobhan eagerly said that they should play Musical Chairs again!

And on they went, though this time the winner was Talitha.

The final time it was Taylor himself who won and Talitha Salvatore tortured him quite well under the gentle instruction of "Seamus O'Baoill" who had dropped his Irish accent in favour of Taylor's odd style of speech. I went off to get dressed as the final NPC (the Evil Queen) as the rest of the Cast poked and prodded him emotionally to see if he would break or harden his resolve. After he made a heartening speech about doing better, the Evil Queen arrived and spoke with him awhile and he was allowed to leave.

Welcome Session #2

Gustaf -- Gangrel Crone -- gazing across the hall.

The first session of Season 2 was a bigger session than usual and was most similar in form, function and structure to the very first session.  We had a total of 12 expressions of interest from new players though only six could make it in the end.  This brought the total number of players up to 20 though only 15 could attend.  The new characters included:
  • Two humans who had been trapped in the Mirror World for a few years which in the real world equates to seventy years (one human was an NPC);
  • Hex was one of the proto-vampires called larvae who had been beaten into torpor during Session 7.  Prior to this session he was uplifted into Clan Daeva by Lewis Epcott;
  • Gloria Brown, cousin to Amity Fine, sister to Lewis Epcott and niece to Duchess Alicia Brown;
  • Kettral, sire to McAllister and grand-childe of Yzador;
  • MaidenLad, childe of FatherMother
  • Crowley, childe of the infamous Grandma Hollis of FatherMother's initial circle who was also an uplifted larvae from Session 7
  • Gustaf, new character from an existing player, had newly arrived to locate some family members in the city.
Many of the new characters were designed with a strong degree of inter-connectedness as it eases participation in the game and gives people a quick vested interest in the new characters.  Many of these characters were pre-generated with the option for players to either adopt them or give them back in the end.

So what happened during the game?

In short, a lot!

We had five hours in two main rooms.  The session started with the Circle of the Crone plus humans in one room and the Ordo Dracul in the other room plus the one Carthian PC.  The doors between those two halls were locked (padlock image blue tacked to the door on each side to represent this) and the doors would only open when it was unlocked by both sides (padlock image removed from the other side). You needed Larceny to do it so it gave the thief-types a chance to shine and it allowed the two groups to moderate when they would mingle.  There were other ways to cross that barrier individually (shrinking down to spider form or using Auspex 5 or even Acute Senses).

In each room there were two projectors showing a static blurred figure and occasional text in Typewriter font interspersed with lengthy periods of ambient music.  I'd learned my lesson from last time by using a change from ambient to lyric-based music to signal when the text would display but made the error in having the text move too rapidly (it reads differently when you're sitting at a computer screen compared to reading a projection).  I also made all of the clips add up to six rather than five hours so I had to skip ahead occasionally through the blank spaces between text clips. This also meant I accidentally skipped some text. Luckily that text, while cool, wasn't strictly necessary and can be used again.

There was also an alchemy lab set up which had the ingredients necessary for a couple puzzles and which could be used to forge one of two styles of love potions -- one made with Changeling blood and one made with Vampire blood.  I won't say how many were made, only that far fewer were made than expected and none were given to player characters, which is nice of them.

There was also a blood bowl people could drink to replenish their blood, though no one did, and a back table set up with nice snack foods and sweets that would only taste good for the mortals or those who bought MaidenLad's Flowers of Demeter (which had been given to MaidenLad by Grandma Hollis).

Three of the characters arrived high as kites on special fae drugs, which led to some interesting scenes.  A Major boon was spent by one high character to force another character to take a drug.  This was poor Dr. Jonathon Taylor who really needed more conditions to deal with.

The characters soon discovered that Nurse Cassandra wasn't giving them Strix to glean information from and exorcise like she had last time.  Oh no, instead they had a certain amount of time to solve certain puzzles around the room which would summon certain individuals in to talk with them.  These individuals would slowly deteriorate over time in unique ways and the other characters could either save them or destroy them. Leaving them too long without a decision would cause terrible repercussions … like madness leading to pyromania or spontaneous combustion.

Each time someone was summoned or something similar happened, the bell would ring.  Each bell that rang those who were out would find their curse progress.  This ensured that there were never too many cast out at the same time.

How did I get the cast? Well, I pre-arranged with some players that when a certain puzzle was solved I would appear them with a bell as the ghost of Nurse Cassandra, tap their character on the shoulder and lead them to the summoning sigil. They would disappear, a mask would appear in their place, and the player would then leave to dress up as the NPC. No one knew what arrangements had been made, what NPCs would arrive or which players would disappear.

The characters and their puzzles were:

  • Nicks (necromancer) could be summoned by setting fire to an offering bowl full of bark chips (LED candles hidden in the bark chips to represent fire) at which point his pyre-flame marionette egg would appear in the middle.  He could be saved by convincing him without mystical power to give someone the orb or slain by stealing it from him (which sped up his death).
  • The Blue Girl (true fae) could be summoned by playing her deck of cards "Love Letter" in the usual manner.  She could be healed by giving her the warming potion (she was growing increasingly icy) or harmed by giving her the sleep draught (which had a warning label that it would worsen the symptoms of hypothermia).
  • Skully could be summoned by opening the safe (whose combination was a letter riddle for OWL which could be converted into numbers using the telephone beside it which had say ABC listed over the button for 1, etc.) Skully could be saved through tears of genuine guilt or damned through being shot with the phosphorous rounds.
  • The Maid (Rider -- weaker custom variant of a Geist) could be summoned by answering the riddle put forth by the four paintings that were placed on the window sills (which luckily enough actually had a number permanently etched into them) and then finding a nail which was described via the riddle.
  • The Oracle (Rider) could be summoned by getting the deck of faux tarot cards (actually language teaching cards) from under the scorpion in a box contained in the safe. Normally a riddle had to be answered from the scorpion but the person using Animalism was so polite that they managed to convince the scorpion to simply hand it over. He could be saved by someone giving him a guilty secret powerful enough that it could get them killed.
  • The Cultist could be summoned by three people drinking out of the communion cup but instead of that she was pulled out due to a request given to the Blue Girl who simply wove her magic into the sigil.
  • There was a changeling who could be summoned by a game of Gloom (native to Wonder City) but no one got around to finishing that game.

Strangely enough, each and every NPC summoned was saved and their information largely delivered.  I'd expected that the Blue Girl would be purposefully slain and Nicks accidentally killed when no one bothered to gain his trust.  Instead, full win conditions all round!

This time they dealt with Compassion rather than Mercy whose shawls fell off her as she ran through the room, sporadically pausing in a seizure mid-speech as she babbled at them about all kinds of matters. Finally she stopped by one table and held out her hands and told them to vote for either Order (the Throne) or Chaos (Cassandra). Each person who had a stone (new characters) had to vote by placing the stone in one of her two hands.

The characters who had been around awhile all encouraged them to vote for Cassandra in the hopes that by empowering her enough they could remove the gloom walls.  When they left they found the gloom walls were all still intact.