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Mint condition, for now! |
This session took place during half-term and unlike for most
of the population, it has been a very tiring week for me. To give you a better
idea, I left work early in order to attend the session so I’ve been working only 10 hours. Indeed, in the six days
leading to Thursday, that was my shortest day. Unsurprisingly, I have made
several mistakes as a GM in the throes of fatigue.
This is the second issue that the players are going through
so I had to introduce another rule. During the previous issue, players got to
use their special abilities called Principles. Each character has two of these
which represent some fundamentals of their character. Other than allowing the
player using it to use his Max die (thus increasing chances of success), they
also give everyone at the table a Hero Point! However, these points can only be
spent in a subsequent issue (which is clearly now!).
I explained that during this issue each of them has the
option to spend their points to add to their result after rolling dice. The
only requirement is that you must explain how events from the previous issue
inform your current action. I quickly alleviated the worry about “having to
remember stuff” by reminding people that retcons are very common in comic books
so they’re free to add things that happened in the previous issue as long as it
doesn’t contradict anything.
The Freedom Five flew in their Freedom Jet to Ravenwood
(they took Unity with them!). On their way, Bunker, whilst piloting, recalled
that he did actually read about the Void. He has this habit of going through
mission logs while having his morning coffee. One of them mentioned the Void as
a dimension of unbridled magical energy. Meanwhile, Absolute Zero created a
small blizzard localised around Legacy’s nose who was flying alongside the jet.
The very moment the superheroes landed they were hit with…
exposition! I explained that they’ve been to Ravenwood before. A suburban area
of Rook City, several years ago the Freedom Five battled many odd creatures
appearing here when young Vanessa Long’s psychic powers manifested and ran
rampant. The Visionary is an older Vanessa who breached the time-space
continuum with her mind in order to stop her terrifying future from coming to
pass.
After I was done describing the seemingly idyllic place, I
was very happy when the players noticed that despite it being late
afternoon/early evening, I didn’t mention any people being around. It was
eerily quiet but a crash eventually broke the silence. The Wraith sunk into the
growing shadows to investigate. She found Vanessa Long’s house and, peering
through a window, The Visionary being surrounded by some kind of demonic
lizards. They flung themselves at the figure sitting in the middle of the
living room but they hit some form of invisible barrier and slid back onto the
floor.
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I may have ran out of ink at some point there. |
The Visionary’s voice thanked Maia for coming to her aid.
She felt something preying on the psychic energies left in the area after her
younger self’s powers went rampant several years back. When she got here, she
telepathically put the residents to sleep while she worked on putting up a
dimensional barrier to stop whatever was trying to break through. These
creatures are not making her job any easier so she’s not sure how long she’ll be
able to hold it together under these circumstances. While their help is
welcome, she did ask not to damage the house.
The rest of the Freedom Five (with Unity) were relayed this
information. It was clear they had to get the creatures out of the house so
Bunker provided a fireworks display. The demonic creatures jumped through the
door and windows, looking very confused at their surroundings. Two of them
managed to grab hold of Absolute Zero’s limbs while Unity summoned her gnomes
only to have them combine into a dog-catcher construct! Absolute Zero even added
some ice-spikes to its collar-catcher.
Meanwhile, The Wraith climbed into the house, careful not to
damage its exterior. I asked for an Overcome Action to perform this and we had
our first use of Hero Points to add to the result. The knowledge she gained
while overseeing her company’s construction work in the previous issue helped
her a great deal. She found the house’s occupants safe in their beds and went
downstairs to flank the creatures. Legacy tried to attract the rest out of the
house by making himself look like the weakest member of the team. Even though
he succeeded on his roll, since his entire character sheet states how he’s in
peak physical condition at the worst of times, I required he rolled a d4 in his
dice pool. This was the first time I called up the rule that states that if a
player can’t incorporate his Qualities/Powers into an Action, he has to roll a
d4 to represent being unskilled at a task.
Did I mention I was tired that day?
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Your GM, internally. |
When the Action Scene progressed into the Yellow Zone, I
forgot that all the demons would have gotten stronger and to up their die size
by a step. It has probably made the scene shorter than originally intended. My
other mistake was when I judged the nature of Bunker’s action. He tried to help
Legacy in his next action by providing covering fire to distract the demons,
lowering their effectiveness. Through my fatigue I have allowed that to be a
Boost but in retrospect, since it was more geared towards the enemies rather
than Legacy himself, I should have ruled it a Hinder. Sadly, these things
happen when you’re too tired to think properly. All in all, I was more annoyed at
my inability to get into character of The Visionary than anything else that
went on at the table.
The scene ended shortly after Legacy decided to make an
attack hitting several of the demons at once. After the dice were cast, his
player entertained us with a short story of how Legacy used to pretend to be a
spinning top to amuse his daughter Pauline. This allowed him to tick off his
Collection for the issue and change one of his dice to any side he wished. With
this new result, he took out nearly of the creatures they were fighting. They
dissipated into nothingness. Bunker took care of any stranglers with his
grenade launcher which similarly lets him target multiple opponents.
It’s amazing the amount of dice
manipulation this system allows you to do. You can create a modifier for
yourself (or your allies) that you apply when it benefits you most. You gather
points to add to your rolls for the next issue that you likewise add at your
leisure. Finally, there’s the option of choosing the exact number you roll. All
of this at your disposal as long as you can add to the story being told at the
table.