Wednesday, June 27, 2018

Actual Play: Firefly "Old War Horses" Session 4 The Three-Body Problem

Session 4: The Three-Body Problem
Friday, December 8, 2017

Dramatis Personae:
  • Captain Ramsey Zook, played by K
  • General Samuel Zook, played by K
  • Bang Buckwheat, played by BB (absent)
  • Prospero Jones, played by R
  • John Havelock, played by A
  • Dr. Winston Stuart, played by H
  • Taras Maksim Yan (Sidorov), played by N

///// Cut Scene /////
Planet: Ita, moon of Whittier

More soldiers of the 479th Mule, Gravedigging and Support Unit, as well as some of their civilian family members, are becoming sick from Perigina Contufrimus (Complication: Disease on Ita: Perigina Contufirmus, colloquially Known as Steel Gangrene, is Virulent D10).

///// End Cut Scene /////


In the Black: near Persephone

Once off Persephone, the crew of the Ning Po had three problems, body #1, body #2 and body #3, hanging out in their hold (Complication: 3 Dead Bodies D10).

They decided to space the bodies once they're deep in the Black and dragged them from the cargo containers to the airlock, but then Winston thought "what if they were being searched for for some other reason besides them being dead?"

They humped the bodies up to the infirmary and Winston got to work.

In one of the bodies, he discovered a device, obviously NewGenTech, some sort of spy device, with a mass of mono-filiment probes that went from the body of the device to the surface of the skin and even into the eye (Complication: NewGenTech Devices D8).

Winston removed the device and noted it was still active and recording EVERYTHING.

In the other two bodies, he found two more of the same devices, which he removed. Zook and the rest of the crew were noticibly disturbed by this, since the devices were still recording and recording them.

Suddenly, the devices started to move on their own (Complications: NewGenTech Devices D12, NewGenTech Devices are Mobile D8) and started to escape the infirmary!

The crew immediately gave chase, with Zook, John, Taras and Prospero chasing after two that skittered down the hall towards the sleeping quarters, leaving Winston to corral the third, which was trying to escape through the ceiling duct.

The chase was fast and furious, since the mobile NewGenTech Devices were both agile on their mass of mono-filiment probes and slippery from the blood and effusion from the dead bodies. Taras managed to capture one after leaping after it, and Zook got the other.

Meanwhile Winston grabbed the one trying to climb into the ship's ducts and got ahold of it, stuffing it into a large container and throwing the container into the refrigerator.

Taras and Zook stuffed their prisoners into some sacks and they joined their third in the storage fridge.

Prospero posited that the NewGenTech Devices were Alliance in nature and, with the Polite Tong Headman's nephew's access to the Tong, contained valuable information about the Tong, exposing their businesses and criminal activities. The value of such data is immense, most likely priceless and extremely dangerous to know or have in one's possession.

They all looked at the corpses with a renewed desire to dump them as fast as possible. The sound of scratch, scratch, scratch came from the fridge, breaking the silence.

Friday, June 15, 2018

Actual Play: Firefly "Old War Horses" Prospero Jones

Prospero Jones

Attributes: 
Mental: d10_______________Physical: d8______________Social: d6

Skills: 
Craft d4______________________Drive d4_______________Fight d4
**Fix d12 (engines)_____________Fly d4_________________*Focus d6
*Influence d6__________________**Know d12 (sciences)___Labor d4 
Move d4______________________*Notice d10 (behavior)___**Operate d10 (ship systems)
Perform d4___________________Shoot d6_______________Sneak d4 
Survive d4____________________Throw d4_______________Treat d4 
Trick d4

Distinctions: 
Ship's Mechanic d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[_] Zen & the Art of Engine Maintenance: Spend 1 PP at the beginning of a Timed Action involving ship repair or upgrades. For each of your rolls during the Timed Action, you may reroll any die that comes up 1 instead of accepting a Plot Point for that die
[_] Miracle Worker: If you replace your Fix Skill with a D4 for the next roll, gain a Big Damn Hero Die equal to that Skill's normal die rating if your roll is successful 
(Skills: Fix, Know, Operate) 

Child Prodigy d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[x] Eidetic Memory: Spend 1 PP to roll your Know Skill and add it to your total once per scene
[x] Exceptional Talent: Step up an existing Complication to step up or double a Skill in a non-combat situation 
(Skills: Fix, Know, Operate) 

Reader d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[_] Secrets, Secrets: When you are in the presence of someone who is trying to keep a secret, spend 1 PP to discover the secret with a Mental + Know Actions. If your Action fails, create or step up a Paranoid Complications
[_] Psychic Flashes: Once per scene, spend 1 PP to create a D8 Complication on a Gamemaster character by blurting out a secret or negative fate
(Skills: Focus, Influence, Notice) 

Signature Assets:
Ning Po (ship) d8



Prospero Jones was always in the top 0.01% of the class. He managed to pick up everything having to do with learning: science and engineering, a bit of medicine, politics, literature and more. He’s got an encyclopedic memory and can bore you to tears on the differences between Fourier Analysis and LaPlace Transforms, if you let him. 

The middle child of bureaucratic parents from Osiris, Prospero went to the finest university on planet and graduated with honors at age 12, with degrees in engineering and philosophy, earning a guaranteed–for–life researcher job with a local engineering firm. Like everyone, he watched the Battle of Serenity Valley unfold via vid and, due to the stress of watching that battle,Short Attention manifested shortly thereafter. He quit his job and spent the next year in his parents basement, learning poker and reading esoteric texts, supporting himself with odd but lucrative engineering jobs here and there, making a buck or two in some of the alleys with less cams and back resteraunt Gambling dens, trying his hand here or their. Finally, his parents kicked him out and he joined up with Capt. Zook as chief engineer on the Ning Po. Almost 19, he’s been crew for three years, when stops are made, he finds a nice place to lay into earning a few pieces here and their playing "five pieces", "Cups and Balls" anything that will keep ya a wanderin, and leave ya we a smile, to see him by, occasionally proving usefull at an odd job off ship if need be,

Prospero doesn’t carry a gun normally (although he knows how to use one), as the Ning Po’s engines don’t like guns much. He’s still exploring his abilities and so keeps them secret. He’s got a penchant for collecting (and wearing) cheap animal half–masks on board the ship.



3x3s


3 friends:

● Kane Morgan, former professor. Professor Kane wonders why his young student has fallen so far from the safe and productive life that was laid before him. But he’s been writing some very exciting scientific papers which could be worth something. 
● Mike Jones, brother. Mike and Prospero are tighter than two peas in a pod. Mike works for planetary security on Ariel. He’s going to be one of the top guys there. If something happened to Prospero, Mike would be sure to take steps. He’s normally a calm person but Katie–Bar–The– Door when it comes to someone bothering his brother! 
● Albion Market, A Reader Friend. During his year of exploration in his parent’s basement, Prospero met Albion, who gave the youth some tips o’ the trade, including a few esoteric texts. He plays at the mysterious.


3 contacts:

● Shek Mei, female medical doctor. Prospero worked some of his engineering magic to help design a new technology for Dr. Mei. Since then, she’s become fabulously wealthy and wants him to work for her. 
● Joyce Chen, prospector. Met during the first year on the Ning Po. He rebuilt her mining equipment and they became friendly. 
● Noele Gordon, magistrate. An old friend of his parents, Magistrate Gordon feels a sense of duty towards Prospero.


3 enemies:

● Charlie Clauson, shyster lawyer. One of his clients sued the company Prospero worked for about a failed piece of machinery that killed several people. During the court case, Prospero showed conclusively that the client was responsible for misusing the machine. In the process, he completely demolished Charlie. And Charlie wants payback. 
● Peter Johnson, information broker. During his second year on the Ning Po, Peter asked Prospero some info from his last job. Prospero wouldn’t give it and so Peter pushed a little harder. That resulted in Capt. Zook beating Peter fairly badly. Peter doesn’t hold Zook responsible, no, that falls to Prospero. So he’s gathering info on him, for later. 
● Po Ling–Kau, female mob boss. The crew of the Ning Po did some deals with Po’s father. These deals went bad and he was killed. And the guy who pulled the trigger? Yes, it was Prospero! (as Cap'n needs may)

Thursday, May 31, 2018

Actual Play: Firefly "Old War Horses" Session 3 Dirt

Session 3: Dirt
Wednesday, November 29, 2017

Dramatis Personae:
  • Captain Ramsey Zook, played by BR (absent)
  • General Samuel Zook, played by BR (absent)
  • Bang Buckwheat, played by BB (absent)
  • Prospero Jones, played by J (absent)
  • John Havelock, played by A
  • Dr. Winston Stuart, played by H
  • Lots o' Alliance Guards and search dogs
  • A Polite Tong Headman and his Unruly Gang

Note: This session was inspired/stolen shamelessly from The Signal's (Season 3, Episode 14) Badger's World (Season 1, Episode 7).


Planet: Persephone
Town: Eavesdown Docks

After escaping the mysterious black ship that attacked them last session, the Ning Po lands on Persephone, in the Eavesdown Docks.

When Captain Zook mentions the disease, Steel Gangrene, that has broken out on Ita, Winston remembers working with a guy who fought at Sturgis on a Medical Ship. It was abandoned in the fighting, now floating among the wrecks there. It's got medicine that can help heal the disease on Ita. By the end of the week, the disease will have more victims on Ita. Persephone to Sturgis to Ita would take about a week. 

While Zook and the rest of the crew get the ship repaired, John and Winston were told to head over to the Eavesdown Docks and prep the cargo for the ship to pick up prior to the lease on the depot slip reverting back to the depot.

Both John and Winston notice that there are a lot of Alliance Guards at the Eavesdown Docks Bonded Container Depot (Complication: Lots o' Alliance Guards D6) but they get by them with the pass (Asset: Pass into Persephone's Eavesdown Docks Bonded Container Depot D6).

They go to Depot Slip No. 2337, an area with tall chain link fencing and enclosed for privacy with screens on the fencing. There's a touch-screen entrance lock and they put in the code, entering 2337.

Inside, they find a pair of Type 47 Cargo Containers and a large blue tarp on the ground. There's no sign of a cargo.

Looking under the tarp, it's just a pile of dirt. Their instructions, when they got the job, was to move the cargo in the yard into the containers but there's nothing but a big pile of dirt.

John figures out that the cargo is the dirt. And it's "not just dirt, it's top soil, highest quality, fertile, well worked, naturally built up over a century with only organic compost topsoil." Vastly superior, naturally developed than processed dirt. On the Rim, it's worth it's eight in gold. And with an export premium you wouldn't believe.

Opening the containers, they find two Level IV Mass Shifters and start moving the dirt because time is at a premium.

Before long, they notice more Alliance Guards around outside, searching for something (Complication Lots o' Alliance Guards D8) and some of them have search dogs (Complication: Alliance Dogs Sniffing Things Up D8). That's when they uncover the three dead bodies, buried in a shallow mass grave in a corner of the pile (Complication: 3 Dead Bodies D8).

Not knowing what to do with the bodies (and loath to leave them behind to be discovered later -- and pointing toward the last people in #2337, them!), Winston starts rolling them up in sections of the blue tarp.

Some Alliance Guards come to #2337's door and John goes to talk to them. He shows them the pass and that they're just emptying the Depot before the lease is up. He uses some jerky as a prop to appear just a yokel (Asset: Packet of Tasty, Tasty Beef Jerky D6). 

The guards look past John into the yard and see one of the corpses on one of the mass shifters "talking" to Winston (Asset: "Weekend at Bernie's" Dead Body Disguise D6) and the corpse "waves" at them, with Winston's help.

While still suspicious, the Alliance Guards leave, but not without more of them showing up to search the whole depot (Complications: Lots o' Alliance Guards D10, Alliance Dogs Sniffing Things Up D10, Alliance Over-flights D6).

Back to the job, Winston and John continue loading the dirt into the containers, with the blue-tarp-wrapped corpses hidden from view.

They're almost done when there's another interruption at the gate. A gentleman outside politely asks to speak with them and a rougher voice demands it, not-so-subtly promising violence. 

When John goes to the gate, he meets a polite Chinese gentleman and his entourage (Complication: Polite Tong Headman and his Unruly Gang D8). The gentleman asks about his missing nephew and two of his nephew's friends. One of his men, pointing to a shame-faced gang member standing behind him, left them around here. Obviously to John, the three were killed by the Tong and buried for later retrieval. Unfortunately, the Depot Slips all look the same and the murderers got confused. Add in the Alliance Guards, as equally obvious looking for the three bodies, and things get more complicated!

The gentleman asks if John has seen them. With Winston working hard in the background, making lots of noise with the mass lifter, John admits that he hasn't and they're in a rush to finish up before their lease ends tonight.

The gentleman seems to believe John and he and his crew move off. John quickly locks the gate and they do a speedy effort to finish loading the dirt. 

They drag the bodies into one of the containers and load in the mass lifters as well, signalling Captain Zook to come get them ASAP!!!!

As the Ning Po hovers over Slip #2337, they load the ship, watching the Alliance and Tong crawling all over the Depot. Loading the cargo with minutes to spare, they immediately blast off into the black, left with a three body problem and the feeling that things just don't go smooth.

Wednesday, May 16, 2018

Actual Play: Firefly "Old War Horses" John Havelock

John Havelock

Attributes: 
Mental: d8_______________Physical: d6______________Social: d10

Skills: 
Craft d4______________________Drive d4_______________Fight d6
Fix d4________________________*Fly d6_________________Focus d4
***Influence d10 (close the deal)_*Know d6 (contacts)_____Labor d4 
Move d4______________________*Notice d10____________Operate d4
*Perform d8___________________Shoot d6_______________Sneak d4 
Survive d4____________________Throw d4_______________Treat d4 
**Trick d12 (something for nothing)

Distinctions: 
Shady Business Man d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[x] Fell Off a Truck: Step up a Complication involving the authorities to create a D8 Asset that was acquired from less than reputable sources
[_] Loan Shark: Spend a PP to pass of a social Complication onto another character who owes you something 
(Skills: Influence, Notice, Trick) 

Guild Trader d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[_] Get Out of Jail Free: Spend 1 PP when you're imprisoned, locked up, seized, or held. The Trade Guild springs you but they'll ask you to do something for them later 
[_] Shadow of the Guild: Gain 1 PP when your decision to go against the Trade Guild's policies, practices, or orders puts you in danger or hot water 
(Skills: Influence, Fly, Know) 

Chatterbox d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[x] Blather: Step up or double Trick for an Action when you just keep talking. Take or step up an Annoying Complication after the roll 
[_] Friendly Banter: Step up Social for a scene. The next time the GM buys a Complication after you've rolled a jinx, step the Complication up
(Skills: Influence, Perform, Trick) 

Signature Assets:
Guild Contacts d6
Alliance Salvage Permit d8


John Havelock never met a stranger. All peoples are his friend, or soon will be. If the Life of a Party was a planet, then John is the King. Friendly and personable, he’s able to convince people to do things they didn’t think possible. He’s great at making a deal where everyone comes out ahead (or seems to). Sure, he’s been casual with other mens’ wives and daughters, spaceships, bank accounts and weapons, but that can’t be held against him–he’s a unique individual, beyond the rules of mere mortals. Yet he’s scrupulously “honest” when a deal comes about. He’ll bargain hard with you but he’ll uphold his end and woe to you if you don’t hold up yours. The smile’s still there, but the steel comes out. 

Raised on Higgin’s Moon, he managed to sweet–talk his way off and once let loose on the ’Verse, proceeded to wheel–and–deal his way around. Last year, he managed to get Capt. Zook a deal on military surplus and has been a crew member ever since. He likes it here and the people like him. He’s got a special lady–friend on Ita now and something to fight for.



3x3s


3 friends:

● Cutie Mui, lady friend on Ita. John was very happy when Xun introduced Cutie to him. He’s been walkin’ on air since they started their relationship. 
● Ben No Mortley, private investigator. Every now and then, it’s good to know what your competition is doing. Ben started as an employee and ended up a friend. Now Ben has his own company and still keeps in contact with his good friend John Go figure. 
●Terry Dodge, mob hitman. How do I keep meeting people like this? I’m not a violent man but I seem to attract it. But Terry’s a good guy. He’s got to make a living, too. But the last time we went to dinner, he had to work. Geez, I had to leave before dessert, what with all the screaming and shooting and explosions.


3 contacts:

● Lo Ho Hai, information broker. A good contact from the bad old days on Higgin’s Moon, Lo was one of the first people who gave John a chance. They still keep in touch and share info that is mutually beneficial. 
● Luke d’Mord, weapons dealer. Who needs a grenade launcher? Well, who doesn’t, with the state of the ’Verse. And knowing an arms dealer is better than not, especially when you really need a grenade launcher. 
● Sam Healy, fence. He’s not really a fence, but a middleman for goods and services of questionable parentage.


3 enemies:

● Sumitra Mukhopadhyay, rival merchant. Sumitra keeps trying to score big. Not if John can help it! 
● Corporal Jeet, mechanic, 479th Mule, Gravedigger and Support Unit. Yeah, so I play cards! Does Jeet have to keep playing with me? NO! 
● Yu Eun–Ho, rich noble. He wanted John to move some product for him. John wanted to see it first. Things got heated from there and words were exchanged, a gun was pulled and Yu got punched out.

Thursday, May 3, 2018

Actual Play: Firefly "Old War Horses" Session 2 Puncture

Session 2: Puncture
Wednesday, November 8, 2017


Dramatis Personae:
  • Captain Ramsey Zook, played by BR
  • General Samuel Zook, played by BR
  • Bang Buckwheat, played by BB
  • Prospero Jones, played by J
  • John Havelock, played by A
  • Dr. Winston Stuart, played by H
  • Doc Gaines
  • Mysterious black ship

In the Black: a few hours outside Ossolambria, moon of Shadow, heading toward Persphone

The scene starts with the Ning Po with a puncture in it's side, venting atmo, fleeing a mysterious black ship.

A few hours outside of Ossolambria, the Ning Po passes another bulk trader. Suddenly, the bulk trader shed it's outer shell, revealing a black, experimental spacecraft, which promptly shot a lance at the Ning Po. It missed the engine pod and crashed through the cargo bay wall, opening the cargo bay to atmo (Complication: Hull Breach D8).

Doc Gaines, in the cargo hold at the time, fell from the scaffolding onto the cargo floor when the ship shuddered from the attack (Compliation: Doc Gaines Injured D8). He was gravely injured.

With atmo rapidly leaving the ship (Complication: Atmo is Leaving the Ship, Rapidly D8), Bang put foot to pedal to escape this black ship.

Prospero ran to Doc Gaines and loaded him onto a nearby powered cargo lifter (Asset: Hover Cargo Lifter D6). Winston yelled at him to bring Gaines to the infirmary while Captain Zook was yelling at Prospero to seal that breach.

Zook helped Bang hold the ship steady, allowing Bang to reach full burn (Asset: Long Haul/Full Burn Boost D6).

Getting Doc Gaines to Winston, Prospero jumped into a ready space suit (Asset: Ready-and-waiting Space Suit D6) and closed off the cargo bay, as John started looking around to help with the atmo situation. He finds a control panel and attempts to control the atmo (Asset: Life Support Control Panel Rerouting Atmo Big Shiny Red Button D6). With their combined work, the atmo venting is lessened (Complication: Atmo is Leaving the Ship, Rapidly D6).

Bang's flying put the Ning Po through some pretty bad twists and turns, wreaking havok on the hull breach (Complication: Hull Breach D8 stepped up to D10).

Winston, swearing Wong Ba Duhn (Son of a bitch ) in Chinese, noting the bad injuries on Gaines, started surgery, working hard to stabilize him and heal him.

With more fancy flying, Bang manages to keep ahead of the black ship, as Prospero seals the cargo bay, sealing off the atmo leak and starts repairing the hull breach (Complication: Hull Breach stepped back to D6). Unfortunately, the damage affects the ship's maneuverability (Complication: Maneuverability is affected D6 (stepped down from D8 by John))

Bang performs a Crazy Ivan (his first) and escapes the black ship, leaving it behind, damaged.

///// Cut Scene /////

Planet: Ita, moon of Whittier

General Zook is notified by his chief medical officer that one of the soldiers has come down with Periginia Contufirmus, colloquially known as Steel Gangrene, a virulent disease that spreads quickly in hot environments, often with a 30% fatality rate, up to 50% in hot environments.

Concerned, General Zook sends a Wave to his brother.

///// End Cut Scene /////

Wednesday, April 18, 2018

Actual Play: Firefly "Old War Horses" General Samuel Zook

General Samuel Kosciusko Zook

Attributes: 
Mental: d8_______________Physical: d8______________Social: d8 

Skills: 
Craft d4___________________Drive d4_________________***Fight d10
Fix d4_____________________Fly d6___________________Focus d4
*Influence d10 (pulling rank)__Know d6 (military bureaucracy, tactics)__Labor d4 
Move d4__________________*Notice d6________________Operate d4
Perform d4________________**Shoot d12_______________Sneak d4 
*Survive d6_________________Throw d4________________Treat d4 
*Trick d8 (fooling the enemy)

Distinctions: 
Brothers d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[_] Squabblin': Gain a PP when you spend a scene arguing with your brother instead of the task at hand
[_] Thick as Thieves: When you share a scene with your brother, you may share Plot Points with one another 
(Skills: Fight, Influence, Trick) 

Veteran of the Unification War d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[x] Fightin' Type: Spend 1 PP to step up or double your Shoot or Fight when you're outnumbered 
[_] War Stories: When you create an Asset or take a Complication related to a wartime flashback, step it up 
(Skills: Fight, Shoot, Survive) 

Alliance Officer d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[_] Chain of Command: Gain 1PP when you step up a Complication because of orders you received from your superiors 
[x] Sir, Yes, Sir: Spend 1 PP to create an Asset at a D8 to represent a specialist under your command
(Skills: Fight, Notice, Shoot) 

Signature Assets:
Command Staff d8


There are two very important Zooks on Ita, General Samuel Zook and his identical twin brother, General Ramsey Zook. Like the US Civil War, many families were split over the issue of Unification. Samuel fought for the Alliance and Ramsey fought for the Independents. On many occasions, they fought in the same battle but on opposite sides, including the Battle of Serenity Valley. The war damaged their relationship in many ways, but family is still family and Ramsey refused to surrender to anyone but his brother in the last days. This caused quite a stir in the Alliance, especially when Samuel took it upon himself to insist that the Independents be brought fully into the Alliance, as full members.

So vocal was Samuel on this that it lead to the military silencing him the only way they knew–by ordering him to garrison Ita. They knew it was putative and he knew that they knew, but he followed orders. When he arrived on Ita, it had the worst discipline and the worst problems of any command. His previous troops were easy compared to the issues he faced. And Alliance Command kept sending him more, emptying out the losers and malcontents from each group to send to Ita, to keep him busy.

And Samuel kept busy. He built up the command, instilling in the (in many ways) non–conventional troopers a pride and esprit d'corps that was totally lacking before. It took some time to adjust to garrison life but he found that allowing wives and girlfriends, then family members to join the garrison lead to a more stable society. One that he could order easier. Several years went by and more people came, including his future wife, a relative of one of his sergeants.

Since they were on the fringes of the ’Verse and on the fringes of the Alliance military, they usually got not only the dregs of the service but the dregs of the equipment and supplies. Alliance Command made sure the satellites were well supported but the troops that maintained them were less important. So, with their own pay to spend, the troops needed a link to the rest of the ’Verse, a go–between to get them what they needed. Then Ramsey showed up. 

And everything changed.

So one day Ramsey Zook showed up. The years of separation between the brothers Zook had been hard on both of them. As children, Samuel was the serious one and Ramsey was the daredevil comedian. Not much had changed since the end of the Unification War. Ramsey was living life to the fullest, runnin’ guns, smuggling all sorts of illegal contraband in his freighter, just one step ahead of the law and the Syndicate. In fact, Ramsey was all set to rob the Alliance Boneyard on Ita of some pretty good stuff. How was he to know that his twin brother was in command?

When Ramsey found out the situation that Samuel was in, as well as the resources in men and material at his command (forgetting for a moment that the material was supposed to be guarded, not used or sold), he came up with a clever plan!

The first part was actually convincing Samuel to go in on it. That was actually easy. Samuel’s troops had needs, Ramsey had the means and both brothers could spend more time together. Ramsey would operate as an acquiring agent for the 479th Mule, Gravedigging and Support Unit. They would keep his ship in good repair, he’d have a safe base to retreat to (as well as armed satellite defenses) and all he had to do was get them what they needed.

The beauty of it all was that the Alliance would not mess too much with them, because Ramsey could pretend to be Samuel if necessary, working “undercover” or some such nonsense. As long as he wasn’t caught robbing a bank in broad daylight while gunning down nuns and spinster aunts, no–one would be the wiser. Sure, that could lead to some trouble, but a few cosmetic changes to his finger prints and he’d be Samuel. And Samuel had an excellent cover, too. How could those prints have gotten there?




3 friends:

● Major Varvara, XO 479th Mule, Gravedigger and Support Unit. Varvara could have had any posting after the Unification War but chose loyalty to General Zook over duty to the Alliance. He trusts the General completely but not so much his brother Ramsey. 
● General Pushpita Mukherjee, Alliance Command. An old friend of Samuel’s from the Academy who assigned him to Ita for his own protection–better the worst job than being stripped of rank and disgraced. A fat, jolly man with a sharp, tactical mind. 
● Kiko Jauregi Zook, wife. The sister of one of the General’s sergeants. She had a “colorful” life before coming to Ita and still has some contacts in the underworld that are useful. 


3 contacts:

● Major Eneritz Artetxe, Alliance supply officer. Served under the General and feels badly that he was forced into the worst command, he’s willing to help him out with some surplus equipment. 
● Marshal Keketso Semoko, former Alliance officer now lawman. Served under the General and still keeps in touch. May be willing to turn a blind eye to some things but that still remains to be seen. 
● Rafael Diserio, bar owner. Owns the bar Sea Cucumber on New Melbourne where Zook spent considerable time. 


3 enemies:

● Choi Fung Wong, female Companion. A beauty of great skill and elegance, she once thought that General Zook would bring her into a better society. But his downfall lead to hers and she’ll have her revenge. 
● General Lesego Motsepe, Alliance Command. A rival from his Academy days, Motsepe takes great pride in being one of the people ruining General Zook. He firmly believes that even though Zook is on Ita, he’s going to make trouble. He’s responsible for the poor resupply of Ita. 
● Senator Lalo Hartich, Bellaphron politician and anti–Brown Coat. Lalo blames General Zook for the death of his only son, a lieutenant in Zook’s command in Serenity Valley. After the war, Zook’s pro–Brown Coat stance infuriated Senator Hartich. A sad man with a dead son, what might he choose to do to make things difficult for the General?

Thursday, April 5, 2018

Actual Play: Firefly "Old War Horses" Captain Ramsey Zook

Captain Ramsey Ásmundur Zook

Attributes: 
Mental: d8_______________Physical: d8______________Social: d8 

Skills: 
Craft d4___________________Drive d4_________________**Fight d8
Fix d4_____________________*Fly d8___________________*Focus d6
**Influence d10_(leadership)__Know d6_(the Verse)_______Labor d4 
Move d4__________________Notice d4________________Operate d4
Perform d4________________*Shoot d10_______________Sneak d4 
*Survive d6________________Throw d4________________Treat d4 
*Trick d12 (the Sting)

Distinctions: 
Brothers d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[_] Squabblin': Gain a PP when you spend a scene arguing with your brother instead of the task at hand
[_] Thick as Thieves: When you share a scene with your brother, you may share Plot Points with one another 
(Skills: Fight, Influence, Trick) 

Veteran of the Unification War d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[x] Fightin' Type: Spend 1 PP to step up or double your Shoot or Fight when you're outnumbered 
[_] War Stories: When you create an Asset or take a Complication related to a wartime flashback, step it up 
(Skills: Fight, Shoot, Survive) 

Ship's Captain d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[_] Protect the Crew: When a Crewmember in the same scene as you acquires a Complication, spend 1 PP to take it away and step it back 
[x] Lead the Crew: When one of your crew directly follows one of your orders, spend 1 PP and give the Crewmember an Asset equal to your Influence die rating
(Skills: Fly, Focus, Influence) 

Signature Assets:
Ning Po (ship) d8




There are two very important Zooks on Ita, General Samuel Zook and his identical twin brother, General Ramsey Zook. Like the US Civil War, many families were split over the issue of Unification. Samuel fought for the Alliance and Ramsey fought for the Independents. On many occasions, they fought in the same battle but on opposite sides, including the Battle of Serenity Valley. The war damaged their relationship in many ways, but family is still family and Ramsey refused to surrender to anyone but his brother in the last days. This caused quite a stir in the Alliance, especially when Samuel took it upon himself to insist that the Independents be brought fully into the Alliance, as full members.

So vocal was Samuel on this that it lead to the military silencing him the only way they knew–by ordering him to garrison Ita. They knew it was putative and he knew that they knew, but he followed orders. When he arrived on Ita, it had the worst discipline and the worst problems of any command. His previous troops were easy compared to the issues he faced. And Alliance Command kept sending him more, emptying out the losers and malcontents from each group to send to Ita, to keep him busy.

And Samuel kept busy. He built up the command, instilling in the (in many ways) non–conventional troopers a pride and esprit d'corps that was totally lacking before. It took some time to adjust to garrison life but he found that allowing wives and girlfriends, then family members to join the garrison lead to a more stable society. One that he could order easier. Several years went by and more people came, including his future wife, a relative of one of his sergeants.

Since they were on the fringes of the ’Verse and on the fringes of the Alliance military, they usually got not only the dregs of the service but the dregs of the equipment and supplies. Alliance Command made sure the satellites were well supported but the troops that maintained them were less important. So, with their own pay to spend, the troops needed a link to the rest of the ’Verse, a go–between to get them what they needed. Then Ramsey showed up. 

And everything changed.

So one day Ramsey Zook showed up. The years of separation between the brothers Zook had been hard on both of them. As children, Samuel was the serious one and Ramsey was the daredevil comedian. Not much had changed since the end of the Unification War. Ramsey was living life to the fullest, runnin’ guns, smuggling all sorts of illegal contraband in his freighter, just one step ahead of the law and the Syndicate. In fact, Ramsey was all set to rob the Alliance Boneyard on Ita of some pretty good stuff. How was he to know that his twin brother was in command?

When Ramsey found out the situation that Samuel was in, as well as the resources in men and material at his command (forgetting for a moment that the material was supposed to be guarded, not used or sold), he came up with a clever plan!

The first part was actually convincing Samuel to go in on it. That was actually easy. Samuel’s troops had needs, Ramsey had the means and both brothers could spend more time together. Ramsey would operate as an acquiring agent for the 479th Mule, Gravedigging and Support Unit. They would keep his ship in good repair, he’d have a safe base to retreat to (as well as armed satellite defenses) and all he had to do was get them what they needed.

The beauty of it all was that the Alliance would not mess too much with them, because Ramsey could pretend to be Samuel if necessary, working “undercover” or some such nonsense. As long as he wasn’t caught robbing a bank in broad daylight while gunning down nuns and spinster aunts, no–one would be the wiser. Sure, that could lead to some trouble, but a few cosmetic changes to his finger prints and he’d be Samuel. And Samuel had an excellent cover, too. How could those prints have gotten there?


3x3s

3 friends: 
● Fiona Webb Ryan, a Companion. A friend from old times. Currently working on Bernadette but hears things from time to time. 
● Jim O’Dowd, drug dealer and all around low–life. He’s a bad, bad man but just sometimes he’s got a heart of gold. 
● Corporal Jeet, mechanic, 479th Mule, Gravedigger and Support Unit. A fine mechanic, Zook and Jeet share a common dislike of Major Varvara. 

● Oribi Conwaebe, another Companion/Friend from old times. Inheritor of the Sweeney Inn. 

A settlement tucked away on a remote planet in the outer worlds. The doors are always open to weary, *trusted* travelers of all kinds. "Warm food in the day, warm company in the evening, warm bed in the night. That's all a soul needs to be happy." Mamma Conwaebe used to say. Other places in the 'verse might have done better in one part, maybe two, but no place gets the respect of this one for doing this well in all three. When Mamma passed away, "Ribi" kept the same principles. Welcoming to all, but especially so to some, (so long as you're trusted) Ribi makes sure you're taken care of. Protected by obscurity, confidence, as well as suspiciously high end tech(cloaking or mobility or some-such) Sweeney Inn is a great respite to rest your weary "feet".


3 contacts: 

● Sally Clements, CEO Xian Banking Corporation. Zook saved her life a few years ago during a heist. They’ve kept in close contact ever since. 
● Mr. Tanaka, corporate spy, assassin and Cortex ghost. This mysterious man seems to have taken a liking to Zook for some unknown reason. 
● Yau Nim–Fu, underworld sub–boss. Zook provided him with info on an attempt on his life. He’s honor bound to repay the debt. 

● The notorious Underworld Client. Offers jobs of a certain *high-paying* variety.

Pretty much always has a job for any crew willing to jump through all the *hyper encrypted, authority dodging, virtually untraceable* hoops of contacting him. No one knows if its one person or several, No one knows how he evades the law, No one knows who he is, or even his real name. No one even knows if it is indeed a "he". They only know how to contact him. And they only know they name he goes by. The mysterious, the notorious, the unsearchable, the legendary, Mr. SNIPS.


3 enemies:

● Ranjit Mallick, underworld sub–boss. Zook foiled a legitimate hit on Nim–Fu and he’s very upset about it. Very upset. 
● Rose Hall-Smith, ship dealer. She feels that Zook didn’t pay for the Ning Po and she means to get it back, one way or the other. 
● Major Varvara, XO 479th Mule, Gravedigger and Support Unit. While personally loyal to General Zook, Varvara feels that Ramsey is taking the General for a ride, to ruin and dishonor.

Thursday, March 29, 2018

Actual Play: Blue Rose AGE "Trouble in Hyrith" Session 3

Trouble in Hyrith, Session 3

Session 3
Monday, November 13, 2017

Dramatis Personae
  • Zajan, Night Person, Warrior, played by J
  • Sabo Duskfire, Human, Roamer, Adept, played by J
  • Kiva, Vata'an Adept, 17 years old, played by C
  • Ajax, Rhy-Fox Expert, played by Me

The party went to Anot's apartment in a well-to-do area of Hyrith. It was a nice place, not a studio, but larger. It's obvious that he's done well for himself.

Ajax convinced Kiva to use magic to open the door, which he does with skill. Then Ajax hypocritically says he's disappointed with Kiva for doing what is obviously a crime.

They searched the first floor and Ajax smelled around the place as well, noting that Anot was there a week ago. He also smelled someone, smelling of armor oil, along with three other scents that came a few days ago. They obviously searched the place as well.

Downstairs, they searched Anot's bedroom and his office. In the desk, Zajan finds pristine lithographs from a band from the Scatterstar Archipelego, one of them is signed. Ajax also sniffed around the office and found a hidden drawer in the desk.

In the hidden drawer was a note "I know Slaine is involed - how? Who does she work for?", along with a list of bust commissions and full body statue commissions for Perla. Looking over the bust list commissions, Ajax recognized Amalthelia Tyrstar, a noble from the Capital of Aldis.

Multiple entries on the lists had a mark beside them and there were no other details about those commissions, whereas the other commissions had details such as starting time, materials, etc. The commissions with no details are just a money list and there seemed to be something hinky about it. Could they be bribes? Smuggling?

Sabo sat at the desk and used his divination with cards to see a vision of Anot with some black coins, which he hid in the hidden drawer. Sabo also sees three individuals looking over Anot's desk, looking for information and ignoring the money found in the desk. One of them was the rough-looking sea folk sailor woman that they had some interaction with in the time period that they lost. 

When Sabo described the three, Zajan recognized one of them as Fern Swa. They didn't find any money in the desk, so someone took it prior to their arrival.
Searching through Anot's bedroom, Ajax sniffed up a hidden hollow under a loose flagstone. There was a small back with five black coins, the same as the coin of the realm except they are not made from gold or silver.

Sabo figures out that the black coins are some sort of membership tokens, not sure which group but access to their own coin minting means they're not a small or isolated group. The coins do not match the symbol of the Silence. The black coins are cast in some metal, not gold. The metal is not painted black but is naturally black. 

Ajax takes the black coins and they sneak out of Anot's place, heading for the tavern that Zajan was supposed to meet his Silence contacts.
On the way, Ajax sneaks into his apartment, again disturbing Sanford, and hides the black coins in his room.

The Vague Albatross Club is a dive bar, a hangout for poor folks, refugees, laborers, sailors and that sort. Ajax, Kiva and Sabo go in first and sit at the bar. Sabo tries to pass off his fake "good luck" tokens but the barkeep is not impressed and insults Sabo.

Zajan enters the tavern and sees several refugees that he knows. He gets some leads but nothing major about the Silence. 

After a while, the heroes leave separately and head across the bay to get some good Roamer food from a food wagon.

Next Time: Continuing the Investigation!

Wednesday, March 21, 2018

Actual Play: Firefly "Old War Horses" Session 1 The Bank Job

Session 1: The Bank Job
Wednesday, October 11, 2017


Dramatis Personae:
  • Captain Ramsey Zook, played by BR
  • General Samuel Zook, played by BR 
  • Doc Gaines, played by BA
  • Bang Buckwheat, played by BB
  • Prospero Jones, played by J
  • John Havelock, played by A
  • Fiona Webb Ryan, Registered Companion, lady friend of Ramsey Zook
  • Drew and Stewie Sorox, bank robbers
  • Sorox gang members
  • Theo Doolan, bank manager of Kirkmeier Bank
  • Miss Purdy, town school marm, 
  • Sheriff, Deputies and Townsfolk of Kirkmeier
  • Doctor Hassan Schumacher, 479th chief medical officer
  • Chow Davis, 479th trooper


Planet: Ossolambria, moon of Shadow
Town: Kirkmeier

Close of view of Ramsey Zook, Doc Gaines and Fiona Webb Ryan. Someone off screen shouts "This is a stick-up!" and the camera pans back to see Ramsey, Doc and Fiona in a bank, holding their hands up.

A pair of rough looking bank robbers, Drew and Stewie Sorox, along with their 8 gang members, are holding up the bank in Kirkmeier, on Ossolambria, one of the moons of Shadow.

Other townsfolk in the bank also have their hands up, as well as the bank tellers and bank manager.

Roll back a minute or so and the rough men enter the bank while Ramsey, Doc and Fiona chat amicably waiting in line to see the bank manager about a job. Fiona is in town on a tour and met up with Ramsey and decided to accompany him.

Outside the bank, Bang is waiting in the mule and sees the gang enter the bank, with guns out. Prospero is in a nearby junkyard, looking for some parts. John is doing deals with Li Po, a merchant of the town.

Drew recognizes Zook as the officer who ordered him punished for a minor offense during the Unification War and wanted revenge! He starts talking crap to Ramsey and then grabs Fiona.

Doc Gaines gets involved and tries to land a punch on Drew (fails and rolls 2 jinxes), who coldly shoots him down (rolls 1 jinx) (End result: Doc Gaines gets Complication: Gut Shot D6).

As Doc falls to the floor, with Fiona rushing to his aid, Ramsey draws his pistol and shoots down two of the gang (rolls 2 jinxes creating new Complication: Fiona is a hostage D8). Drew grabs Fiona as Stewie shoves money into a bag.

After hearing gunshots outside, Bang tells one of the townsfolk to get the sheriff -- the bank is being robbed! -- and rushes across the street, drawing his pistol.

Bang tells Prospero that the bank is being robbed and asks if that was the plan. Prospero remembers that the Captain, Doc and Fiona headed to the bank to meet with the bank manager, and, no, robbing the bank wasn't on the menu for today. Prospero finds a part in the junk yard that could help the base on Ita with their atmospheric regulator (Asset: Part to repair Ita's Atmospheric Regulator D8) but it's huge!

At the door to the bank, his radio squawks to life -- Prospero needs the mule to haul the part he found to the ship (Complication: Bang's Radio is Squawking and heard by the Sorox Gang in the Bank D6). Members of the Sorox gang inside hear Prospero and they and Bang have a gunfight through the bank door. Bang shoots two of them dead (rolls 3 jinxes for a new Complication: Townsfolk see Bang shooting up the bank and think he's one of the bank robbers D8 and increasing Complication: Fiona is a hostage D10).

John is doing business with Li Po and a kid runs by screaming for the sheriff that the bank is being robbed. Then he hears gunfire and tries to get to the bank but Li Po is a shrewd businessman and tries to get the upper hand. John wins a good deal with caveats (rolled 2 jinxes for Complication: must deliver on deal in 5 days D8).

Bang crashes through the door and a gunfight erupts. Two more of the gang are down (rolled 3 jinxes, increasing Complication: Townsfolk think Bang is robbing the bank D12 and Complication: Fiona is a hostage D12). From the townsfolk outside the bank, it looked like Bang shot down in cold blood Miss Purdy, the school marm!

Fiona, absolutely disgusted she's being held hostage by Drew, gives Ramsey a look "you better kill this sumbitch and right quick". Ramsey shoots at Drew and one of his remaining men as Stewie runs out the back with the money. 

Zook kills one of the gangsters and almost gets Drew, but the last gang member steps into the bullet. Shoving Fiona at Ramsey, Drew beats feet after his brother.

Stewie runs out the back of the bank and runs into Prospero driving a borrowed mule with his part, dropping the bag of money all over the mule and the ground. Flustered, Stewie runs off, with Drew not too far behind and the sheriff, deputies and townsfolk in hot pursuit.

The bank manager makes sure Bang isn't arrested, explaining to the lawmen, as he helps up Miss Purdue, that Bang was helping fight off the robbers.

Gunfire sounds in the distance as the posse trade shots with Drew and Stewie.

A deputy stops where the money was dropped and starts collecting it, talking amicably with Prospero and asking about his part.

The sheriff came back and explained the Sorox brothers got away and made sure the bank got its money back.

Doc Gaines, Prospero and Bang headed back to the ship, since Doc has to patch himself up and Bang isn't sure that the townsfolk might not want to take a shot (or two) at him.

Ramsey, Fiona and John go talk to the bank manager.


///// Cut Scene /////
Planet
: Ita, moon of Whittier

479th medical bay on Ita, Doctor Schumacher reports to General Zook that one of the troopers has. One down with a virulent disease that, on a normal planet, could lead to 30% fatalities. Ita, with its hot, hot climate, that number could become 50% or more!

General Zook asks who's sick and informed Chow Davis is the patient. Doctor Schumacher lets Zook know that the medicine to cure this disease isn't in their stocks and standard military delivery would take too long. Perhaps he should call his brother.

Zook chastises the doctor about presuming too much with respect to Ramsey and hangs up, thinks a bit, then places a Wave to Ramsey.

///// End Cut Scene /////

Planet: Ossolambria, moon of Shadow
Town: Kirkmeier

In the bank manager's office, Ramsey, John and Fiona wait as the manager makes sure everything is handed about the robbery and then comes in.

He introduces himself as Theo Doolan and asks why they want to see him. Ramsey states they were told that he was the man they should talk to about a job of a sensitive nature.

He smiles and pulls out a piece of paper, looks at it, and turns it over, as if he's expecting something more. Then he turns it back over and looks sheepishly at them.

He tells them that his employer needs some product moved for him. It's on Persephone, in the Eavesdown Docks Bonded Container Depot, No. 2337. There is a pass to get into the Depot (Asset: Pass into Persephone Eavesdown Docks Bonded Container Depot D6).

There are two old Type 47 Containers (large storage containers that hole a lot of stuff) at the location and the product is under a large blue tarp. One of the Type 47s has the delivery address but it's not on Persephone nor Ossolambria. 

The two Type 47 Containers and the product have to be removed from the Depot before No. 2337 lease runs out, which is very soon. Nothing on the sheet of paper tells the crew what the product is, simply it's under a large blue tarp and has to be moved.

Ramsey asks about the fee and Theo low-balls them. John jumps in and negotiates a very good deal, since the product, time to complete job and delivery location are unknown, and fuel costs, docking fees, etc, are known.

They shake hands and the crew heads back to the ship. Fiona has a few more weeks in the area and she bids Ramsey goodbye and they'll talk soon.

The ship launches and Bang tells Ramsey, at Full Burn, it'll take 3 Days 16 Hours to travel from Ossolambria, moon of Shadow, to Persephone.

Next Session: What's the Product? Where does it need to go? And what's up with a virulent disease on Ita?