“Star Trek: Restoration” Episode 1 — Old and new foes

Fellow role-players, here are my notes for our Star Trek telecom scenario of this past weekend:

“Space, the final frontier. Our starship’s mission: to explore strange new worlds, to seek out new life forms and new civilizations, and to boldly go where no one has gone before.”

Almost four decades after the Enterprise-E fought the Borg and Remans [see Nemesis], among others, the United Federation of Planets and other interstellar states in the Alpha Quadrant are slowly recovering from wars and ecological disasters. A refitted vessel takes a new crew on its first missions of defense, diplomacy, and exploration….

Player Characters for Gene D.’s “Star Trek: Restoration” space opera one-shot, using D20/FATE house rules, Friday, 21 March 2014:

  • “Lieutenant (Junior Grade) Kyerak” [Bruce K.]-half-Vulcan with a temper, in the U.S.S. Rotha’s command division
  • “Lt. Jarric Jameson” [Dexter V.H.]-male genetically modified human colonist (former Maquis) communications and wilderness survival expert
  • “Lt. Orzzek Kalifa” [Byron V.O.]-male Andorian (blue-skinned humanoid with white hair and antennae), assertive science officer
  • “Lt. Mari Killu” [Sara F.]-female Caitian (felinoid) security/tactical officer
  • “Lt. Boran’ Gorir” [Josh C.]-male Jem’Hadar (Dominion soldier), aggressive envoy/engineer

“Stardate 95248 (1 April 2418):” The U.S.S. RothaNCC 1993-C, a refitted Ambassador-class ship, picks up three passengers from the U.S.S. Tempest. Capt. Andelina Nobatu is ordered to take them into the Neutral Zone to be relayed to Qo’nos, the Klingon homeworld.

Alternate ambassador
The U.S.S. “Rotha” NCC 1993-C

Capt. Nobatu later convenes a meeting of her command crew, as well as supporting junior officers [the P.C.s]. The Terran human asks the science division to check for star systems and planets in case the ship needs to hide or resupply en route.

Engineers are tasked with improving efficiency, while tactical officers prepare for the inevitable engagement with ships that ignore diplomatic protocols. After reporting to their superiors, the junior officers meet in the “Starlight Lounge.”

They compare notes as Bolian bartender Mr. Vallcin brings drinks. Lt. Jarric Jameson asked Betazed communications head Lt. Artemis Borellis for permission to work with the engineers on a cloak or other countermeasures to Klingon and Romulan technology. Lt. Kyerak and security chief Pierre McDonough assigned guards to watch the guest quarters.

Lt. Orzzek Kalifa and Lt. Boran’ Gorir checked Starfleet records for solar systems between Earth and Qo’nos. The scientist and engineer identify Acamar (Theta Eridani), which had been affected during a Borg incursion, and Khitomer, site of past negotiations between the U.F.P. and the Klingon Empire.

Lt. Gorir and genetically enhanced Lt. Jameson also worked with chief engineer Lt.Cmdr. Akira Gorou to optimize the Rotha’s systems. Dr. Jones, the holographic chief medical officer, prepared sickbay, and Trill first officer Cmdr. Nasami Wahid oversaw crew readiness.

Chief McDonough assigned Lt. Mari Killu to work with other crew members to ensure that the passenger handoff goes smoothly. Lt. K’dex, the three-armed, three-legged Edosian science officer, scanned for possibly cloaked enemy craft.

The junior officers’ discussion is cut short when Chief McDonnough contacts Lt. Killu to tell her to investigate the guest cabins. Apparently, the guards aren’t responding. Cmdr. Wahid orders Lt. Kyerak to accompany her.

The Caitian and half-Vulcan find En. Thompson regaining consciousness. He tells them that the Orion, Gorn, and a hooded guest emerged from their quarters and refused to wait. En. Jonas ran after them.

Lt. Kyerak and Lt. Killu draw their Type 2 phasers and ask the ship’s computer where the aliens have gone. It responds that they are on Holodeck 3. Instead of an Orion harem or a Gorn environment, the Starfleet personnel find a room full of humming machinery.

D’naar, a green-skinned Orion trader, claims that he just wanted to demonstrate water-purification equipment he had learned about in his travels to “Hand of Giblets,” the reptilian Gorn representative of the Klingon Empire.

En. Jones appears with a rumpled uniform. Kyerak subtly uses telepathy to communicate with Mari, who also senses that something is wrong. From the bridge, Lt. Kalifa and Lt. Gorir can tell that the gear in the holodeck has overridden security controls and is drawing extra power.

The Andorian and Jem’Hadar try to tell Kyerak, but their signals are jammed. Orzzek informs Capt. Nobatu of the situation, and Boran’ grabs his short sword and heads to the holodeck.

Chief McDonnough and Lt. Jameson try to shut down the unauthorized energy drain, and they find that the ship’s shields are fluctuating in a patter, presumably to broadcast a signal. The captain orders a full stop.

In Holodeck 3, Hands of Giblets [Byron/Non-Player Character] leaps toward Lt. Killu. D’naar [Josh/N.P.C.] disintegrates En. Thompson. En. Jonas hides among the machinery. Kyerak stuns the Orion pirate, and Mari shoots at the Gorn emissary.

Lt. Gorir arrives, and he runs after En. Jones. Lt. Kalifa asks Lt. Borellis for help restoring communications. Lt. Kyerak eventually stuns Hands of Giblets, and Lt. Killu restrains the Orion and Gorn before going to aid Lt. Gorir. Other tactical and medical teams arrive and secure the perimeter.

Boran’ recognizes some of the machinery and implements the LaForge Protocol. He and Orzzek manage to shut it down, but the signal has been sent as the Rotha entered the Neutral Zone.

Mari shoots at En. Jonas, destroying a personal holo-emitter and revealing that he is in fact an Undine (formerly known as Species 8472; the medical team later finds the actual ensign, who has been killed).

The Undine hits Lt. Gorir again, and Lt. Kyerak and Lt. Killu shoot at it. Mari stuns the gray-skinned alien, and Boran’ beheads it. Kyerak berates the Jem’Hadar for giving in to his bloodlust, but Lt. Jameson notes that D’naar and Hands of Giblets are in custody and can still be questioned.

From the bridge, helmsman En. Brandon Marks reports to Capt. Nobatu that a Valdore-class Romulan warbird has just de-cloaked off the U.S.S. Rotha’s port bow….

Valdore-class warbird
The Varguille

Beruk and Geoff, we missed you this past weekend, but I hope that everyone else enjoyed this “episode!” I’m sure we’ll return to this at some point, so please post your characters to the “Vortex” site on Obsidian Portal, where I’ll also post my background notes. Let me know if you have any questions. Live long and prosper, -Gene (“Capt. Tzu Tien Lung”)

“Vanished Lands: Vistel’s Circus,” Session 39.34 — The circle of death

Fellow role-players, here are my notes for “Vanished Lands” Session 39.34, which Brian W. hosted in Newton, Mass., on Monday, 3 March 2014:

In one ancient world, there was a region where strange majicks and demihuman races thrived. The “Vanished Lands” were blessed by the gods and cursed by prophecy. Travelers became adventurers, and adventurers strove to be heroes in the face of many perils and wonders.

Various groups of mercenaries and diplomats have fought humanoids in the northwestern borderlands, encountered pirates on the Sea of Nagendwa, and wandered the hostile Halmed Desert and the wide Plains of Sathendo….

“Vistel’s Circus,” Player Character Party 39 in Gene D.’s ” Vanished Lands ” heroic fantasy campaign, using the Basic Fantasy Role-Playing Game, as of spring 2014:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; with homunculus familiar Gerald; NGc, Lvl. 7
  • Hamfast Hammerfist [Brian W.]-male Zeda (proto-Germanic) human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 7
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 7
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 7
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with Banuq (winged cat) Penryn; NGc, Lvl. 7
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 7
  • Sir Torrel [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justice; LGn, Lvl. 7
  • Radius [Jason E.R./departed]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 5
Zebra and hyena
On the savannas of Salhonif Island

“19 to 24 February 1227 B.C.E.:” On Salhonif Island, the explorers visited Estu, a village of civilized apes. They found Reptile Folk ruins, a disguised spy of the devil in the Ibafen Mountains, and a ziggurat with an idol and the Eye of Heaven, a magical gem possibly protecting the apes.

“Vistel’s Expedition” heads northwest toward the city-state of Selifa, across savannah rather than jungles. Scully and scout Makena Walabu lead the way across the dry grasslands. Giacomo’s back itches because the “Mad Mage” Ezra trapped in his tattoo senses the evil temple at volcanic Mt. Tilefa.

Hamfast explains to Elsa that their adventuring party chose the plains route over the rain forest because the latter has more spies of the Pit Fiend. Corwin reminds his companions that their primary mission is to get help from Queen Zapanga to find and free Lady Shadira, an Efreeti trapped in Shambling Mound form by devil Schm*ckF*ck.

Tempestade considers his plans to free fellow slaves from his own time by using a magical obelisk in the barbaric port of Gisar. He and Sir Torrel guard the porters and supplies.

The onetime performers’ hike is interrupted by seven hyenas. Flind Scully tries to warn them off with a snarl, but yelps indicate that the predators are surrounding the caravan. Hill Dwarf Elsa tries to Speak With Animals, but the hungry beasts continue to tighten their noose.

Hifalendorin human Giacomo casts Magic Missile, immediately killing three hyenas. Corwin wants to try Fireball, but the Ranger and Druid recommend against that in the dry brush. The Half-Elf instead casts Mirror Image.

Elsa Summons Woodland Beings, and two baobab Treants appear. Scully slays two of her distant cousins with arrows. Zeda human Hamfast swings his maul, mainly to clear the tall grasses around them and to fend off the creatures.

Tempestade, Sir Torrel, and Makena try to protect the porters. The pack runs around the large Treants. Elsa Wild Shapes into a lioness, and the remaining hyenas reluctantly lope away to rejoin the circle of life and death.

The Treants also leave. Scully uses the Lens of True Sight to verify that the dead are actually animals and not humanoid slaves or spies Polymorphed by the Baatezu.

That night, Elsa casts Grove of Respite, which creates fruit-bearing trees and a pool of potable water in the middle of the savannah! Hamfast and Corwin take the first watch and worry about disease-bearing insects and ravenous dinosaurs.

During the second watch, Giacomo and Scully hear the thunder of approaching hooves. A herd of zebras, which they have never seen before, streams around the camp. One of the striped equines at the back of the stampede falls, writhing in pain.

Ranger Scully wakes Bard Corwin, and they sneak out for a better look. The hapless zebra is covered in swarming army ants, which threaten to engulf those outside the oasis. The spellcasters protect themselves — Wizard Giacomo casts Invisibility, and Druid Elsa casts Repel Vermin.

Elsa then runs to the zebra to cast Cure Light Wounds, and Corwin casts Fly to stay above most of the insects. Giacomo joins him with Levitation. Scully runs back to the camp, where Fighter Hamfast and the others stay asleep.

Elsa uses Commune With Nature to assess the local area and sends the zebra back to its herd. Scully notes that other predators may still cull it, but that’s the way of nature.

The next day, the group beholds Selifa’s white stone walls. Guide Makena says that not only is the ancient city-state on the Bisuna River, but it’s also located where the plains, forest, and mountains come together, enabling farmers, hunters, and herders to coexist and contribute.

Corwin asks Makena about local inns, and she names the “Agali’s Cape” and the “Tilefa’s Tears.” The expedition goes to the first one to try dinner. Yetunde, the matronly proprietor, welcomes the visitors in Suthern.

Giacomo burns his tongue on spicy food, but Hamfast enjoys the shared meal enough to recommend staying at “Agali’s Cape.” Scully doesn’t like Yetunde’s wide hat and takes particular interest in the brontosaurus carpaccio.

Corwin offends their host by asking for female companionship for the night, so Elsa smoothes over the faux pas and trades plum wine for date wine. Makena later reports that the “Tilefa’s Tears” is quieter, but the group is satisfied with its choice.

The travelers retire to one of Yetunde’s guest houses, which has a fire pit surrounded by concentric clay ledges. The bottom one is for sitting by the fire and eating, the next ones are for storage, and the top tier has pillows and blankets for sleeping.

The next day, the former members of Vistel’s Circus hire a young man to wait in line to get them a royal audience. They then go to one of Selifa’s bustling markets. Coffee, chocolate, tropical fruit, and exotic stews fill the air with fragrance.

Most of the people are colorfully clad humans of certain tribes, with some tall plainsfolk, robed coastal traders, or stocky jungle dwellers. There are also Lizard People and a few demihumans in the city, including Agogwe (Halflings), Kitunusi (Gnomes), Ngoloko (Orcs), Utuchekulu (Dwarves), and Wakyambi (Elves; see D20 Nyambe).

Kobolds lurk in alleyways as bright clothes hang overhead. Elsa talks with Uzoma, an Utuchekulu whose tribe worships a mountain orisha. Her talk of sacrifices scares away the rest of the party. Giacomo buys spell components.

Hamfast buys souvenir fetishes and a flute, and Scully inquires about dyes and jewelry. She learns that gold and diamonds are somewhat more common in the Zarendo Islands than on the mainland, but iron and pearls are rarer and thus more valued.

Musa, an Ngoma (Bard), tells Corwin that artists gather in front of the palace each night to perform and compete for audience favor and coin. Elsa buys a bagpipe, and Corwin practices on the drums.

Hamfast and Elsa also notice various temples to the Zarendo pantheon. Elsa buys a long masterwork shield to present to Queen Zapanga. Giacomo and his homunculus familiar Gerald busy themselves enchanting his Wizard’s Staff.

Akinwole, who had waited in line, promises the outlanders that he will obtain a royal audience for the next day. As dusk falls, crowds move from the market to near the palace, where drummers and dancers quicken the pulse.

Hamfast and Elsa enjoy street food, while Elsa realizes that she needs to practice the bagpipe. Corwin strums his mandolin, and even though most of the islanders don’t understand what the Saganim prince is singing, they appreciate his melodies.

“Vistel’s Expedition” returns to the “Agali’s Cape” to await its summons to Selifa’s royal court….

I look forward to seeing everyone’s “Vanished Lands” characters in the new D20/FATE format on Obsidian Portal soon. Let me know if you need any help or if there are any people, sites, or items you’ll be looking for in Selifa before next Monday’s game.

In the meantime, I also look forward to our upcoming “Vanished LandsA New Dawn” and Jason E.R.’s “Glassworks: the Devil’s Den” sessions, as well as non-gaming events.

“Glassworks: the Devil’s Den” Session 1 — Breakout!

Fellow role-players, here are Jason’s and my notes for Session 3.1 of the “Glassworks: the Devil’s Den” superhero scenario, which Rich hosted in Waltham, Mass., on Monday, 27 January 2014:

Hamilton remembers when its streets were rough and newly trod. When its people slept in peace and dreamed of tomorrow. It wakes at night, a jagged ghost dulled to the sounds of gunfire, the smell of smoke, the touch of razor wire. It weeps, and the sky opens with a roar. It’s raining in the city, and the gods are going to war.

Glassworks is set in the city of Hamilton, an urban sprawl on the eastern seaboard of North America. Glassworks is inspired by occult noir, hardboiled crime fiction, pulp adventure and gritty, street-level cop dramas. Its themes explore the allure of immortality, the shadows of the past, the fear of death and the corruption of power.

“The Eighth Legion,” Player Characters for Jason E.R.’s Glassworks: the Devil’s Den” superhero scenario, using Icons (previously DarkPages and the CortexMarvel Heroic Roleplaying game), as of spring 2014:

  • “Tim Gray/DarkStorm” [Bruce K.]-male metahuman, experimented upon by the government, amnesiac weapons designer for Oryx Industries, armored vigilante, and team leader at subway base
  • “Rain Tomotowa/Thunderbird” [Sara F.]-female Native American, exiled demigod able to change into a giant eagle, onetime park ranger now working in a pet shop
  • Matthew Shanks/Merlin [Josh C.]-male incubus sorcerer and occultist with an ancient family legacy; member of Hamilton’s mystical Conclave
  • “Samuel Adams Jackson/The Stranger [Beruk A.]-male human Buffalo Soldier released from Purgatory, time-displaced bounty hunter with dark force manipulation and shadowy steed Gabriel (from Gene’s Mutants & Masterminds: “Drake’s Port” and Josh’s Dresden Files: “Dallas” scenarios)
  • “Erwin Schrodinger/ Erwin72 [Brian W.]-male replicant, law enforcer from an alternate timeline with the ability to tap alternate dimensions
  • Empty Spoon [Rich C.G.]-male metahuman, Tibetan refugee with mystical air control (apologies to Avatar: the Last Airbender/Legend of Korra) and speed, seeking revenge for the destruction of his monastery
  • “Adriana Novak/Phantasm [Brian S.]-female metahuman, former magician’s assistant turned permanently invisible; used the power of illusions to commit crimes but trying to turn over a new leaf

“Hamliton, Delaware, 20 to 27 January 2014:” About a year has passed since the city’s latest superhero group pursued an arson investigation that uncovered kidnappings, corporate intrigues, mob wars, and supernatural conspiracies.

The Cloaked Quarrel welcomes newcomers to the “Eighth Legion’s” headquarters, an abandoned subway station. The Stranger, Erwin72, and Empty Spoon look around as the Cloaked Quarrel explains how the Jade Bow Affair brought his team to Inneman Station in Fairmont.

During the hunt for the cintomanni, or dragon pearl, the young crossbowman and company found dragon hunter King Naga and the indomitable Harrier, deceased members of a previous generation of mystery men and women. They eventually learned that murderous vigilante Red Planet was in love with shaman Kittaguka.

The subway station contains a few trophies, including a machine dispensing Indian Head candies. The dangerous sweets have been replaced by a Devil Doll dagger. The Hamilton Candy Co. was later bought by D.J. Sharif, whose widow Fatima seeks to redevelop the Annex.

Meanwhile, DarkStorm works on improving the base of operations, and Merlin and Thunderbird meet with the Conclave, Hamilton’s mystical organization. Phantasm seeks to go straight after encountering Silverfish.

The Cloaked Quarrel struggles to explain how the police scanner, walkie-talkies, and smartphones work to the time-displaced Stranger, Erwin, and Empty Spoon. They recommend searching for alternate exits rather than having to walk back to the Penn Station intersection.

Gunslinger Stranger tries to comprehend modern lifestyles and prejudices, as replicant Erwin72 sends multiples of himself to search nearby tunnels. Martial artist Empty Spoon bends the winds to lift himself to a hatch. The Cloaked Quarrel recommends waiting to open it until they can verify what’s above.

Erwin and the Quarrel check online and find that the Stevens Inneman Refractory Co. (SIRC), a manufacturer of specialty lenses and mirrors, owns the building above the hatch. The company is best known for the cobalt SIRC Tower downtown, which is the unofficial symbol of the city and after which the Hamilton Blue Sox baseball team is named.

The Inneman building above the subway is supposedly home to a financial operations center, but only one employee is based there. Harvey Thorne is a 30-year veteran, and the Cloaked Quarrel poses as a real estate investor to get an appointment with him next week through secretary Abigail Williams.

The Cloaked Quarrel gets a text message from Conchita Melendez, a blogger who tracks costumed heroes and villains. She had worked with the noirish Black Hat [see DarkPages one-shot] and the brutal and secretive Red Right Hand.

Melendez tells the Cloaked Quarrel of rumors of a new player in town recruiting for three intricate schemes. Although the unknown mastermind is allegedly insane, the schemes are so flawlessly planned that villains are buying into the ideas, she says.

The Cloaked Quarrel asks the Stranger to saddle up for a hunt, since the InterWebs can provide only so much information. Erwin looks forward to taking down criminals for interrogation. Empty Spoon offers to visit Kunzang Tenzin, his shifu (teacher) at the “Wheel of Joy” herbal shop in Germantown, since Chinese New Year is coming.

After some discussion, the Cloaked Quarrel takes the rookies to Krasnaya Strela, a Russian restaurant in the style of a railroad car. Kyle Martins dons his civilian garb as a college student but still manages to talk his way past burly bouncers.

Sam A. Jackson’s cowboy hat is a big hit with the Russian mobsters, and Empty Spoon wears a nice Nehru jacket. Agent Shrodinger wears a dark suit and keeps quiet. Kyle greets crime lord Viktor Ozerov, one of the survivors of the recent mob wars.

Ozerov complains that enforcer Ilya Petrovich, code-named Tarakan, has disappeared. Kyle notes that Petrovich is probably catching up with his dysfunctional but powerful family and was among the super soldiers experimented upon with DarkStorm.

In addition, Ozerov’s replacement for Tarakan, Dmitri Cheznokov (aka the Colonel), has also left. Ozerov extends an offer to DarkStorm or the Stranger to serve in his organization. Although the Italian Mafia is decimated and under new leadership [see “Santanica Pandemonium”], Ozerov says that Latino gang La Basura (Monday Garbage Pickup Zone 1) is on the rise.

Cheznokov was a colonel in the Spetsnaz (Russian special forces) and was recruited by the mysterious new mastermind to lead a team. The would-be heroes are surprised to learn that a massive prison break is planned, apparently for the James T. Vaughn Sr. Correctional Center in Smyrna, Del., a suburb near the Annex neighborhood.

Kyle thanks Ozerov for the information and hastily leaves the restaurant. Melendez says that chat discussions have revealed that the mastermind is also looking for people with naval experience.

Hamilton’s Sharp Harbor has three old ships in its naval museum: the U.S.S. Superior, a frigate from the War of 1812; the U.S.S. Icefish (SS-367) a World War II Balao-class submarine; and the U.S.S. Bullock (AK-165), a WWII Alanosa-class cargo vessel. The last ship also served in the Turkish merchant marine, was renamed the S.S. Edime, and was refurbished by D.J. Sharif.

The Cloaked Quarrel considers staking out the harbor with Erwin, but the sniper decides instead to take all available heroes to the prison. As night falls on Smyrna, the Stranger creates a dark portal to teleport into a guard tower, releasing shadowy creatures on the way.

Erwin72 gives one of his duplicates his firearm and prepares to talk his way into the prison. At super speed, Empty Spoon reconnoiters the perimeter and finds nothing suspicious. The Cloaked Quarrel’s initial research finds that warden Richard Gladstone has a good record.

A helicopter bearing the state seal arrives. From their perch on a nearby hill, the members of the Eighth Legion see a heavily armed team get out. An electromagnetic pulse grenade douses all lights and electronics in the area.

Marvel's Siege
Prison escape attempted

Erwin reveals that he can jump to anywhere he can see. The Stranger summons his steed Gabriel and rides over the 30-foot tall wall. Empty Spoon levitates on a cushion of air, and the Cloaked Quarrel shoots a grapnel line to get to the prison yard.

Empty Spoon creates a vacuum in the helicopter, incapacitating the pilots. The Cloaked Quarrel uses his mystical crossbows to fire a flare bolt, briefly blinding the raiders with night-vision goggles. The Stranger and Erwin help subdue the armed attackers, and the Cloaked Quarrel explains to the guards surrounding them and Gladstone that he’s one of the good guys.

Empty Spoon hears on the helicopter radio that “the Beta Team is a go,” and the warden tells the Quarrel that there is a secret detention facility beneath Hamilton’s Korean War Memorial. The Eighth Legion races south, across town.

One of stone slabs at the base of the memorial has been moved, and the fearless foursome finds guards being tossed around like rag dolls. They descend a staircase under flickering fluorescent lights, and the Cloaked Quarrel momentarily considers sealing themselves in rather than allowing supervillains to escape.

They descend, and the Cloaked Quarrel recognizes sometime nemesis Palmetto, whose cockroach-like costume has been improved. Whiptail, a woman in a lizard-style outfit complete with a tail, knocks out the remaining guards.

Empty Spoon faces off with Whiptail, as the Stranger shoots with old-fashioned firearms. Erwin72, who has retrieved his pistol, shoots at Whiptail. The Cloaked Quarrel fires a blast bolt, knocking Palmetto down several steps.

Enemy reinforcements arrive. Col. Cheznokov fires at the Empty Spoon with a triple-barreled shotgun. Inferna, a woman wreathed in flames, burns Erwin72, and Palmetto sprays a foul-smelling liquid on the Cloaked Quarrel and the Stranger, knocking them down.

Empty Spoon deafens the villains by manipulating the air around them, and Erwin tries to punch Inferna while sending a parallel to look downstairs. The Stranger shoots at Palmetto and the Spetsnaz colonel.

The Cloaked Quarrel shoots sticky bolts, but they miss. Whiptail evades the Empty Spoon’s fists, as Cheznokov blasts Erwin, whose duplicates disappear when he’s unconscious. The Stranger creates a shadowy chain, as Erwin and the Cloaked Quarrel recover.

Empty Spoon continues deafening their foes, and the Cloaked Quarrel’s fire-extinguishing foam arrow has no effect on Inferna. The flame fatale escapes, even as the Stranger subdues the colonel. The Cloaked Quarrel and Empty Spoon knock out Palmetto and Whiptail, and Erwin secures the colonel.

The Eighth Legionnaires leave Palmetto, Whiptail, and Col. Cheznokov for the authorities and check the cells of the secret superhuman prison. Five cells are intact, with labels indicating their residents: Entropy, Kerbala, Kraken, Lady Snow, and Ouroboros.

However, the sixth one, which held “Maxwell’s Demon,” is empty. The Cloaked Quarrel, the Stranger, Erwin72, and Empty Spoon head back to base for backup, since two other incidents are planned beyond the prison breakout….

“Strange Tales From Chicago,” Session 4 — “Earl of crime”

Fellow role-players, here are my notes for our fourth “Drop Squad” telecom session, which was held on Sunday, 10 November 2013:

Player Characters for “Strange Tales From Chicago,” Geoff C.’s street-level superhero game, using FATE Accelerated Edition (FAE), Skype, and an online dice roller:

  • Fightin’ Fritz” [Gene D.]-male human, flashy Tank, wants to pound knuckleheads, knows all the brawlers about town
  • Capt. Grommet” [Beruk A.]-machine whisperer, wants to get back at the man; knows lots of techies
  • The Crocodile” [Byron V.O.]-old tough guy, wants to clean up the city and get paid
  • Dr. Occult” [Josh C.]-master of occult, seeking enlightenment; knows stage magicians
  • Angel of the Night” [Sara F.]-gargoyle-themed guardian of the city, lives above a library

Chicago, “4 to 6 October 1982:” After chasing leads across the city, the flamboyant private investigators had connected a case of tainted drugs to a mysterious shapeshifter named Earl and the Giovanni crime family.

The team discusses its next moves at the “Drop Spot.” Capt. Grommet contacts Officer Fine, who says that he can hold Earl only temporarily because of circumstantial evidence. Fine also explains that the police can’t raid a mob warehouse because of some “prior arrangement.”

The “Drop Squad” still decides to return to the warehouse where guards had shot at the Angel of the Night. The crime-fighting consultants suit up, with Fightin’ Fritz and Dr. Occult putting on capes and their companions grabbing guns to end things “the Chicago way.”

The team stops for “cheezeborgers” at the Billy Goat Tavern on the way. The Crocodile parks a block away from the warehouse in question so Grommet and Angel can scout ahead. The gargoyle-themed adventuress stealthily climbs to the roof, while the machine whisperer interferes with security cameras.

Capt. Grommet uses a grapple gun to follow Angel. He then uses a yo-yo to ensnare a sentry, dangling him over the side of the building before tying him up and gagging him. The daring duo then peeks into the Giovanni warehouse and sees about 20 men inside. Some are in suits and head into a meeting room, while others wait near parked town cars and a truck.

Fritz, Dr. Occult, and Croc wait out in the car and listen to Grommet and Angel’s progress via walkie-talkie. Angel creates a diversion by climbing up to a smoke detector and setting off a fire alarm and sprinklers.

The Crocodile and Fightin’ Fritz shove some dumpsters to try to block vehicles from leaving the warehouse. The Angel of the Night searches crates but finds only packing peanuts. Capt. Grommet jumps onto the moving truck, as goons pull guns.

The men in suits start to drive off, and clever Dr. Occult throws powder onto their windshields. Croc happily hurls cinderblocks to slow the getaway cars, and mighty Fritz pounds knuckleheads, who soon surround him.

Gadgeteer Grommet throws marbles, but the mobsters evade them. Agile Angel ducks under one auto to slash its tires. Fritz gets winged but uses one henchman as a shield against potential gunshots. Dr. Occult ends up on top of the same car as Croc, who is unable to pull a criminal out the window.

Several felonious minions tackle Fritz, and Capt. Grommet takes out a gunsel with his ball-bearing pistol. They overhear a radio squawking that “the canary has left.” Fritz throws off one of his attackers and radios Angel to search the area.

Meanwhile, Croc and Dr. Occult try to hang on as one Mafioso tries to drive off. Dr. Occult manages to choke him out, and Croc throws rocks at the remaining guards. Capt. Grommet grabs a car and runs down some of the goons.

Fritz switches “dance partners” and is grateful when Capt. Grommet and Angel come to his aid. Croc and Dr. Occult drive in with another seized vehicle and knock down the last batch of bad guys.

The “Drop Squad” ties up the suspects and leaves them in vans for the police. Luigi Giovanni reveals under Dr. Occult’s hypnosis that the five of his men who got away are heading to a major pharmaceutical factory with Earl and high-grade toxins.

Dr. Occult calls Officer Fine, and the P.I.s pile into the “Dropmobile.” Capt. Grommet burns rubber to get to the facility. There, they find Earl ranting about how the entire city must suffer because his friend, a well-known philanthropist, was shot by police in a raid gone wrong.

Fightin’ Fritz engages Earl in conversation while the Crocodile circles around. Capt. Grommet shuts off a valve on a vat, and Dr. Occult looks for more mobsters or local security. The Angel of the Night tries to sneak up to the catwalk, but Earl grabs her and slams her down.

Fritz flips up, but Earl tosses him aside. The shapeshifter drops vials into the vat, which is secure but still starts emitting noxious fumes. Croc kicks Earl in the chest, but the man, who alternates in appearance from a burly blond to a slight Asian-American, seems unaffected.

Capt. Grommet finally figures out how Earl keeps changing his appearance and disrupts his hologram generator. Earl is revealed as a blobby green alien! Mostly unfazed, the “Drop Squad” tries to capture the malefactor.

Croc hits Earl with a wrench, but the creature easily dodges it. Fritz drops to the floor and kicks out the catwalk support in the hope of dumping Earl into the vat. Dr. Occult tries to swing clear but gets caught on the edge of the vat. Angel heads to his rescue with a salvaged pool cue.

Dr. Occult feels the chemicals burning through his shoes, and Angel helps him to safety. Croc tries to block Earl’s escape and is slimed for his efforts. Fritz kicks out a second catwalk, but Earl slithers out a second-story window toward blinking lights.

Croc dives after the alien and into its spherical, liquid-filled craft. Fritz crashes out a window, as Dr. Occult throws a rope around the spaceship. Unfortunately, both it and Croc pass through the gelatinous mess.

Good nyborg, dude!
Spherical space ship

Earl swears revenge and flies away. Officer Fine arrives to take custody of the mobsters, and the “Drop Squad” goes to the police station to talk to the Earl in lockup. He — or more properly, his suit — melts away.

While the vigilantes have solved the mystery of the adulterated drugs and prevented the city from being poisoned, they have little to show for their success. Their reward money goes to pay for damages at the pharmaceutical factory, and though there are fewer mobsters in the warehouse district, they have made an alien enemy….

Thanks again, Geoff, for the fun scenario! I thought it was a good demonstration of the “FAE” rules, and the retro feel worked well. I wouldn’t be surprised if we returned to these heroes at some point….

In the meantime, I’ll see some of you at tonight’s “Star Wars: Dark Times” game, and I look forward to starting our “Vanished Lands: A New Dawn” fantasy telecom campaign next Sunday, Nov. 17.

“Strange Tales From Chicago” Session 3 — Chasing Earls

Fellow role-players, here are my notes for the third “Drop Squad” telecom session, which was held on Sunday, 3 November 2013:

Player Characters for “Strange Tales From Chicago,” Geoff C.’s street-level superhero game, using FATE Accelerated Edition, Skype, and an online dice roller:

  • Fightin’ Fritz” [Gene D.]-male human, flashy Tank, wants to pound knuckleheads, knows all the brawlers about town
  • Capt. Grommet” [Beruk A.]-machine whisperer, wants to get back at the man; knows lots of techies
  • The Crocodile” [Byron V.O.]-old tough guy, wants to clean up the city and get paid
  • Dr. Occult” [Josh C.]-master of occult, seeking enlightenment; knows stage magicians
  • Angel of the Night” [Sara F.]-gargoyle-themed guardian of the city, lives above a library

>>Chicago, “3 to 4 October 1982:” The “Drop Squad,” an eccentric group of private investigators, had helped the Chicago police look into tainted medicine. Our would-be heroes had followed leads from a pharmacy to the warehouse district.

The team followed four goons from the “Salty Dog” bar and confronted them. The quartet claimed that someone named “Earl” had hired them. However, the well-dressed man proved difficult to find because witness descriptions didn’t match between official records of charity events, Bernie’s Diner, and the “Old Watch House,” a high-end brothel.

Men in suits
Men in 1980s suits

The Drop Squad finally catches a break, spotting Earl at Bernie’s Diner. Figthin’ Fritz and Capt. Grommet head to their car, while the Crocodile steps outside and throws a ketchup bottle. Unfortunately, he hits an old woman on the crowded city streets.

The Angel of the Night, who has been watching from a nearby rooftop, jumps and glides in pursuit of the man in the suit. Dr. Occult gives chase on foot, following Earl into an alley.

Croc hops into the “Dropmobile,” which weaves through evening rush-hour traffic in an attempt to outmaneuver the suspect. Dr. Occult throws a lasso, but Earl is slippery. Angel climbs a wall to get the drop on the blond man.

Fritz, Croc, and Capt. Grommet smash through a pane of glass, knock over a fruit stand, and catch some air as their car burns rubber through Chicago’s streets. Croc hurls a set of headphones at Earl, who simply slides over the hood.

Earl enters a building, and Grommet takes the wheel so that Fritz and Croc can get out. Croc rips open a door, and he and Dr. Occult head to the basement. Fritz circles around the block to keep an eye on rear exits, while Angel descends.

Despite sporadic walkie-talkie contact, the P.I.s tighten their noose. Dr. Occult briefly slows Earl, as Croc runs down a spiral staircase to join them.

Meanwhile, outside, Fritz finds an acquaintance named Steve who mentions that there is an off-limits door from the basement leading into the sewers. Fritz and Angel head down.

Dr. Occult and Croc jump on Earl and tie him up. However, he now appears to be a slight Asian-American, if in the same suit! Earl recognizes Dr. Occult from one of his charity gigs, but nobody can explain the shift in appearance.

Croc, Dr. Occult, and Capt. Grommet take Earl to Office Fine at the police station. Fritz and Angel follow Steve’s directions into the sewers. Their hunch that Earl knew of it as a getaway route prove correct when they reach an outlet into the bay.

Croc watches Earl’s interrogation, but the suspect isn’t communicative. Capt. Grommet confirms the sewer route after talking with some engineer friends, and he and Dr. Occult meet Fritz and Angel back on the street.

At Croc’s request, Officer Fine has threads from Earl’s suit tested, but they reveal nothing about his strange ability to change appearance. When Earl asks for his lawyer, the Chicago police have no evidence to hold him.

The Drop Squad picks up another lead and visits Irwin Reginald, a civil servant and the brother of accountant Irwin Regis. He admits approving incomplete forms for public events for Earl, who bribed him regularly. Irwin’s description of his benefactor is yet another version.

Mr. Giovanni escorts the suspect back to freedom, and Dr. Occult is disturbed by so many Earls. However, the Drop Squad soon learns that Earl’s lawyer is a member of a local crime family, at whose warehouse guards fired at Angel a few nights before.

In addition, Lucille from the “Old Watch House” contacts Croc. She says that Earl had been doing public relations for the mob and that he left a bag at the brothel. The group picks it up and finds medicine bottles, which it immediately turns over to the police lab.

The Drop Squad prepares to return to the warehouse district in the hope of tracking down the tainted drugs and the mystery of the multiple Earls….