Hello and welcome back everybody, still a lot to do about posting session 2, but first I want to tell you about what I call session 1.5. This session, only the thief is playing, and goes on his own side mission of sorts.
It starts off with him in his apartment building. it was after lunch, so everything is very noisy. But, this time people are slamming their doors and asking "Who is it?" or "Why are you here this time?".
"
After a little bit of this, some people knock on the door and yell, "Open up! Police!". The cops come in and say he is under arrest for; endangering the elderly, involuntary manslaughter, and wasting police time.
Instead of going peacefully, he slams the door on them. When they break down the door, he jumps out of the window. As he is falling, he uses his grapnel gun to safely make it to the next building, and roll into one of their windows.
The office building he broke into starts to panic. He pulls out his revolver with only 4 rounds in it, and says for nobody to call he cops. They all panic, screaming that it's a hostage situation. He says it's not and walks into an elevator on the other side of the building or room or whatever. Inside there is another person that thinks it's a hostage situation. The thief explains it's not and uses a grate to get on top of the elevator.
The cops walk into the elevator and find him up there. They move the elevator up until he surrenders. He stops the elevator using the STOP button, and the SWAT open the door, put cuffs on him, and take him to a window, where there is a helicopter waiting to pick him up.
He jumps out, cuts his handcuffs on the helicopter blade(amazingly) and starts freefalling again. He (once again) used his grapnel gun to get on top of a building. He runs across the roof, and jumps into an ally, trying to grapnel up to the next building in mid-air.
It turns out he's out of line, and is falling fast. He tries to slow/stop himself by laying across the ally so he is touching each building. The result is broken elbows. He splatters on the ground, still only half dead, but dying fast. His boss ends up coming over saying that the Hoffman Institute requires him to be liquidized. The boss stomps on his head. He is now dead.
So that was the death of the Thief, and session 2 will be all new exciting characters! What will these people encounter next! Stay tuned for Session 2, and I hope you liked this little side adventure!
Saturday, August 25, 2012
Sunday, August 19, 2012
The Begginning...is already the End Part 2
Welcome back everyone to the first session of Paranormal Alternity, The Beginning is already the End Part 2. This is the final part of this session, so hand on to your uh, mouse for the conclusion.
The thief (the only PC left in this session) regains consciousness and is interviewed by the cops. A successful bluff check later, he convinces the cop that there was an inmate still here living as a hobo. He also said that the hobo attacked with a knife and knocked him out with a hammer before they arrived.
When the cops leave, they say they'll be back that night. Well, when they are ready to go, the Thief grabs a sharp rock to knock out their tire. When he doesn't state he's hiding, the cops ask him why he's hanging out behind their car. He says that he was going back to his car, and they drive off with the other PC in handcuffs.
The Thief walks back inside, and walks back towards room 219(where the ghost is). Where the hallway used to be, there is a collapsed ceiling. He asks his boss for a shovel, and while the boss is getting the shovel, he goes to the local Wal-Mart, buys a shovel, and steals a small candy bar.
Heading back to the Asylum, he gets the boss's shovel. He also rips up his parking ticket, and the camera man from the ghost adventures gets it on film. He bribes the camera man into "deleting it later" with the stolen candy bar.
After breaking his boss's shovel trying to dig up the ceiling, the thief spends a long time looking for some stairways up to the next floor to get over the rubble, and then he realizes he could just climb the rubble up to the next floor. :D He finds yet another collapsed ceiling and climbs down that straight to room 219.
There the ghost stands looking very angry. The PC (the thief as I've been referring to him as) finds a syringe full of blood. When he picks it up, the ghost goes rampaging. He runs out of the building, leaving the Ghost Adventures crew victim to the ghost. He gets back to the office building with the blood.
He asks to get the blood checked for DNA. His boss yells at him for doing this, since the ghost will follow him. Also that it will take a week to get the blood checked, and only an hour for the ghost to get to the office. His defense is that in an hour he won't be at the office he'll be across town, at the lab, getting the blood chacked.
After a lot of getting yelled at by his boss, he goes back to the Asylum with the blood, just in time before the ghost would've left the actual building. Getting into another fight with the ghost, he throws the thing of blood at the ghost. The syringe goes through, but the blood disappears. Thinking that he has found a weakness, the PC uses the broken shovel to break up some blood stained concrete and throws it at the ghost. The same thing happens.
About to get knocked out by the ghost again, the PC finds a nurses cap, and runs out of the Asylum. Using his smartphone, he researches what nurses that worked there are still alive (25/100 alive 2/25 in the city still). He goes to the nearest one and walks into the house, finding an 80-some year old lady. After convincing her that she'll be on TV, she comes with the PC to the Asylum, room 219.
He has her put on the nurses cap, and she gets attacked by the ghost. The ghost glows white, then explodes. After about a half an hour of the old lady being knocked out(should be only 5 minutes...), he pushes her body under the bed and leaves.
So this was the end of our first session. I leave you some little mysteries to solve:
1. How many illegal things id the PC's do?
2.What really happened to the Ghost Adventures crew after the ghost went on a rampage?
3. What happened to the old lady?
4.What will the cops do when they show up tonight?
With these questions, I bid you farewell, and hope I talk to you again soon.
The thief (the only PC left in this session) regains consciousness and is interviewed by the cops. A successful bluff check later, he convinces the cop that there was an inmate still here living as a hobo. He also said that the hobo attacked with a knife and knocked him out with a hammer before they arrived.
When the cops leave, they say they'll be back that night. Well, when they are ready to go, the Thief grabs a sharp rock to knock out their tire. When he doesn't state he's hiding, the cops ask him why he's hanging out behind their car. He says that he was going back to his car, and they drive off with the other PC in handcuffs.
The Thief walks back inside, and walks back towards room 219(where the ghost is). Where the hallway used to be, there is a collapsed ceiling. He asks his boss for a shovel, and while the boss is getting the shovel, he goes to the local Wal-Mart, buys a shovel, and steals a small candy bar.
Heading back to the Asylum, he gets the boss's shovel. He also rips up his parking ticket, and the camera man from the ghost adventures gets it on film. He bribes the camera man into "deleting it later" with the stolen candy bar.
After breaking his boss's shovel trying to dig up the ceiling, the thief spends a long time looking for some stairways up to the next floor to get over the rubble, and then he realizes he could just climb the rubble up to the next floor. :D He finds yet another collapsed ceiling and climbs down that straight to room 219.
There the ghost stands looking very angry. The PC (the thief as I've been referring to him as) finds a syringe full of blood. When he picks it up, the ghost goes rampaging. He runs out of the building, leaving the Ghost Adventures crew victim to the ghost. He gets back to the office building with the blood.
He asks to get the blood checked for DNA. His boss yells at him for doing this, since the ghost will follow him. Also that it will take a week to get the blood checked, and only an hour for the ghost to get to the office. His defense is that in an hour he won't be at the office he'll be across town, at the lab, getting the blood chacked.
After a lot of getting yelled at by his boss, he goes back to the Asylum with the blood, just in time before the ghost would've left the actual building. Getting into another fight with the ghost, he throws the thing of blood at the ghost. The syringe goes through, but the blood disappears. Thinking that he has found a weakness, the PC uses the broken shovel to break up some blood stained concrete and throws it at the ghost. The same thing happens.
About to get knocked out by the ghost again, the PC finds a nurses cap, and runs out of the Asylum. Using his smartphone, he researches what nurses that worked there are still alive (25/100 alive 2/25 in the city still). He goes to the nearest one and walks into the house, finding an 80-some year old lady. After convincing her that she'll be on TV, she comes with the PC to the Asylum, room 219.
He has her put on the nurses cap, and she gets attacked by the ghost. The ghost glows white, then explodes. After about a half an hour of the old lady being knocked out(should be only 5 minutes...), he pushes her body under the bed and leaves.
So this was the end of our first session. I leave you some little mysteries to solve:
1. How many illegal things id the PC's do?
2.What really happened to the Ghost Adventures crew after the ghost went on a rampage?
3. What happened to the old lady?
4.What will the cops do when they show up tonight?
With these questions, I bid you farewell, and hope I talk to you again soon.
Friday, August 17, 2012
The Begining...is already the End. Part 1
The other day I started my campaign off by introducing the characters the group could play as. Some were ignored, some were fought over, and some were yelled about. Here they are;
Cop; Status: Under Arrest, awaiting for trial.
Thief; Status: In-Game, wanted by police.
Soldier; Status: Inactive
Doctor; Status: Inactive
Photographer; Status: Inactive
Diplomat/Parapsychologist; Status: Inactive
This week, the PC's picked characters, one picked the cop (of course the cop comes with a shotgun and a police cruiser), and the other picked the thief (comes with revolver and stolen 2001 Chevy). Their mission this week was to put a ghost at the old asylum to rest.
The adventure starts with this worlds version of Ghost Adventures, one of those fake ghost hunting shows. (Sorry to anybody who actually BELIEVED that those shows tell the truth) They call in saying they needed help with a REAL ghost. Of course the Hoffman Institute, has a whole different description of a ghost. So for the sake of role-playing, I called it an Entity.
The PC's then get in a fight over who's car they are going to take to the Asylum. They decided to take both. Thing is, BOTH of the cars are stolen. The Police Cruiser was stolen when the cop moved from the force to the Hoffman Institute. The 2001 Chevy is obviously stolen, hence the fact that it is owned by a thief.
I asked them if they wanted to park in the parking lot a block away, or up front. They both chose up front, which happens to be a no parking zone. When the thief comes out, he gives himself a paper cut and screams in horrible pain "Oh My God! I Got A Huge Cut!". He actually did this INTENTIONALLY. When the Ghost Adventure crew came out with a first aid kit, the cop yelled. "You Are Such An Idiot!!".
The Ghost Adventure people are of course, skeptical about these people that came saying they are professionals. When everyone was inside, the Ghost Adventure people told them that the EMP's were not going off, and the ghost was standing in front of them (OK so floating I guess). The crew got attacked, ran back, and called the PC's in.
The room the crew got attacked in was room 219. The PC's wanted to go back to room 219 and investigate it. They were on their way when the ghost attacked with its double axes. Now the rules I made for this ghost were that it had two attacks, each one does one soul damage. Soul damage is something I made just for this campaign. It's pretty much just paranormal damage that doesn't really hurt you. Each hit knocks you up one point on the skill table. If you go up to the point where you're taking a +3d20 to any skill check, you get knocked out, and wake up a couple minutes later with some paranormal effect. White streaks in your hair, always feeling chilly, or animals absolutely hating you.
One of the PC's got knocked out by soul damage, and the other had to drag him back. When the cop (the conscious one) tells the Ghost Adventures people what happened, they call the PC's bosses and file a complaint. When the cop wants to leave because he does not like this mission, they attempt to call their boss again. The cop then arrests the dude for trying to lie to their boss.
Cops pull up out front and they put some tickets on the cars for parking in a no parking zone. The cop goes down there to see the tickets. He gets arrested for stealing police property, false arrest, and arresting without police authority. The cop player is no longer a cop in case I didn't say before.
There is more to this story which I will post later. Stay tuned for part 2!
Cop; Status: Under Arrest, awaiting for trial.
Thief; Status: In-Game, wanted by police.
Soldier; Status: Inactive
Doctor; Status: Inactive
Photographer; Status: Inactive
Diplomat/Parapsychologist; Status: Inactive
This week, the PC's picked characters, one picked the cop (of course the cop comes with a shotgun and a police cruiser), and the other picked the thief (comes with revolver and stolen 2001 Chevy). Their mission this week was to put a ghost at the old asylum to rest.
The adventure starts with this worlds version of Ghost Adventures, one of those fake ghost hunting shows. (Sorry to anybody who actually BELIEVED that those shows tell the truth) They call in saying they needed help with a REAL ghost. Of course the Hoffman Institute, has a whole different description of a ghost. So for the sake of role-playing, I called it an Entity.
The PC's then get in a fight over who's car they are going to take to the Asylum. They decided to take both. Thing is, BOTH of the cars are stolen. The Police Cruiser was stolen when the cop moved from the force to the Hoffman Institute. The 2001 Chevy is obviously stolen, hence the fact that it is owned by a thief.
I asked them if they wanted to park in the parking lot a block away, or up front. They both chose up front, which happens to be a no parking zone. When the thief comes out, he gives himself a paper cut and screams in horrible pain "Oh My God! I Got A Huge Cut!". He actually did this INTENTIONALLY. When the Ghost Adventure crew came out with a first aid kit, the cop yelled. "You Are Such An Idiot!!".
The Ghost Adventure people are of course, skeptical about these people that came saying they are professionals. When everyone was inside, the Ghost Adventure people told them that the EMP's were not going off, and the ghost was standing in front of them (OK so floating I guess). The crew got attacked, ran back, and called the PC's in.
The room the crew got attacked in was room 219. The PC's wanted to go back to room 219 and investigate it. They were on their way when the ghost attacked with its double axes. Now the rules I made for this ghost were that it had two attacks, each one does one soul damage. Soul damage is something I made just for this campaign. It's pretty much just paranormal damage that doesn't really hurt you. Each hit knocks you up one point on the skill table. If you go up to the point where you're taking a +3d20 to any skill check, you get knocked out, and wake up a couple minutes later with some paranormal effect. White streaks in your hair, always feeling chilly, or animals absolutely hating you.
One of the PC's got knocked out by soul damage, and the other had to drag him back. When the cop (the conscious one) tells the Ghost Adventures people what happened, they call the PC's bosses and file a complaint. When the cop wants to leave because he does not like this mission, they attempt to call their boss again. The cop then arrests the dude for trying to lie to their boss.
Cops pull up out front and they put some tickets on the cars for parking in a no parking zone. The cop goes down there to see the tickets. He gets arrested for stealing police property, false arrest, and arresting without police authority. The cop player is no longer a cop in case I didn't say before.
There is more to this story which I will post later. Stay tuned for part 2!
Thursday, August 16, 2012
The Introduction
This blog is about something not much talked about before. The RPG Alternity. My buddy and I started playing the Dark*Matter campaign setting with me as the DM.
Dark*Matter is a world based in present times, but with many strange Paranormal and other such happenings. Ghosts, UFO's, Bigfoot, you name it you got it.
The game I set up is based in 2009 Indianapolis. They work for the Hoffman Institute, an Institute run by aliens(the PC's don't know that) that keep things like this under control. If you may, you can call them like the MIB of Alternity. The problem is, THEY ARE NOT THE MEN IN BLACK!! They do not have rayguns, they do not have mind wiping things, and they certainly do still have REAL Identities. They also cannot slip they're way out of every little situation.
The main problem with this campaign is that I'm playing with two people. One is smart, gets the job done, but does really dumb stuff along the way. The other likes killing things and following the first guy around and doing what he says.
SO this campaign will turn out very...interesting for me, and involve a lot of dying.
Dark*Matter is a world based in present times, but with many strange Paranormal and other such happenings. Ghosts, UFO's, Bigfoot, you name it you got it.
The game I set up is based in 2009 Indianapolis. They work for the Hoffman Institute, an Institute run by aliens(the PC's don't know that) that keep things like this under control. If you may, you can call them like the MIB of Alternity. The problem is, THEY ARE NOT THE MEN IN BLACK!! They do not have rayguns, they do not have mind wiping things, and they certainly do still have REAL Identities. They also cannot slip they're way out of every little situation.
The main problem with this campaign is that I'm playing with two people. One is smart, gets the job done, but does really dumb stuff along the way. The other likes killing things and following the first guy around and doing what he says.
SO this campaign will turn out very...interesting for me, and involve a lot of dying.
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