Sunday, November 2, 2014

NPC List for Demon Hunting in the 1640's

This is hopefully going to turn into a record of NPCs for my Monster Hunting campaign. This list has been cross-posted at Strolen.com.

 

 Galway, Ireland

Murchad Ua Brian:
Son and Regent of Earl Rory Ua Brian, Murchad is the highest ranking noble currently within the city of Galway. Murchad is a military man, commonly cited as one of the best soldiers in the entire nation. He remains a bachelor despite the consternation of the Catholic Contingent within Ireland. Aware of the supernatural, Murchad is a Dhamphir bastard who is not his father's trueborn son- a fact that he jealously hides at almost any cost.
  • One of the strongest fighters in Ireland
  • Capable administrator and leader
  • Cold, calculating and analytical
  • In Game Event: Was captured by Bishop Saul O'Hara and had his vampiric lineage revealed, causing widespread rumors and distrust in his capabilities to rule.
Rory Ua Brian:
The Earl of Galway, Rory is a strong Catholic supporter who is currently in Dublin attempting to deal with the problems presented by Protestant settlers. There's a high likelihood he may end up very high in the command structure of any army that attempts to revolt against English rule. Rory is aware of his son's supernatural nature and has raised him as his own anyways.
  • Benevolent
  • Failing heart
  • Effective politician and orator
Lars the Undertaker:
Lars has been the undertaker of Galway for longer than anyone can remember. All estimates are that he's well over 80 years old and he shows no signs of slowing down.
  • Is horribly deluded about the nature of undead
  • May be unaging/immortal
  • Isn't lying when he says nothing undead/spiritual has risen out of his graveyard
  • Gives one of the PCs access to bodyparts and bodies upon request.
James Corwin
Local monster hunter. Corwin stands to inherit a barony in England upon the death of his father, who is currently convalescing in the countryside. Corwin is an avid hunter of the the supernatural, even spending a ridiculous amount of money on a prototype breach loading rifle. Corwin aggressively buys and sells 'Indentured Servants' (effectively slaves), having a special fondness for Lycanthropes.
  • Protestant and wealthy
  • Is frequently contracted by Iscariot for jobs
  • Sends his Lycanthrope manservants out to hunt monsters without regard for their safety
  • Jealous of other monster hunting groups, especially Magnus von Tyrsson (A player character)
  • Is best friends with Asmund, a Norse Mummy.
  • Tried to shoot Sir Sinclar (Another Player Character) while he was in the middle of a duel.
Father James Michaels
The local head of Iscariot for Galway, Father Michaels is known to be on the outs with the Catholic church in general- except for his strange capabilities when facing supernatural threats. Fond of drink, women and gambling, Michaels usually delegates his sermons to a deacon, and frequently misses mass.
  • Ridiculously lucky
  • Very good at seeing the big picture
  • Good with money despite his debauchery
  • Has fathered 10+ children
  • Been on more than a few monster hunts that went Sideways
  • Genre-savvy
Mother Rebecca
Mother Rebecca is the librarian of the Iscariot Library within Galway, a good resource for information on the supernatural.
  • Never helps anyone find books in the restricted section of the library (which composes 95% of the library)
  • Is most likely an Angel
  • Dislikes Magnus
  • On surprisingly good terms with Father Michaels.
  • Unemotional and efficient
Warden Nolan
The head jailor for the Iscariot prison within Galway, The Warden has worked tirelessly for forty years to ensure that the prison remains secure and that no potential escapes succeed. Nolan wields his power with an iron fist over his domain, being fully willing to clash with Iscariot if their wishes run counter to his goal of keeping his prisoners contained.
  • Was once human, and has been warped by the ceremony that created him as Warden.
  • Very Single-minded and unwavering to his mission
  • Not a strong believer in rehabilitation
Ultana "Twit" Mercer
A rival to Siobhan's (A PC) design on James Corwin, Twit is a local Irish/English noblewoman who has wealthy parents in both countries.
  • Amoral, devious and sadistic
  • Totally willing to resort to hired thugs
  • Genuinely likes James Corwin
  • Totally in the dark on the supernatural.
Asmund
James Corwin's best friend and confidant. Asmund is about six hundred years old, being born right at the end of the Viking Age. Asmund is a formidable warrior, helped along by the fact that he is in truth a Draugr, returned from the grave to exact revenge on the man who originally killed him almost six hundred years ago.
  • Apolitical, lives on the fringes of society and remains uninvolved whenever possible
  • Frequently hunts with James Corwin
  • Does a good job of blending into society so as to avoid suspicion
  • Not adverse to murder or other crimes, but doesn't have any particular compulsions to commit crimes
  • His soul is linked to his axe, which he always carries with him.
  • Numerous supernatural capabilities- increased strength, durability, weight and so on.
[Bishop Saul O'Hara]
Current religious head of Galway. Was part of a conspiracy with Barrister Selmy. See full submission for details.

Barrister Jarlath Selmy
A Barrister who moved to Galway a few years ago, Selmy is in fact a demon who has set into motion a plan to take over Ireland and eventually invade Scotland and England at the head of an undead/demonic horde.

Harvey Macfinn.
A well respected hunter originally from Scotland. Harvey is generally serious and reserved, not getting to know others easily. This is due to his curse as a Loup-garou, the most deadly extant form of lycanthropy that exists. Every full moon Harvey turns into an unstoppable killing machine- a curse that he desperately hopes to have broken at some point.
  • Believes he is responsible for the death of his family during one of his transformations
  • Moved to Ireland to escape people who were getting close to learning his secret
  • Hunts monsters whenever he can to help attone for his actions.
  • Extremely capable archer


The village of Letterfrack

 

Father Smith
The local priest. Devout, pious, and utterly unsuited to any kind of leadership or command role outside of church affairs. Cowardly.

Blacksmith John Smith
Local blacksmith, Catholic Englishman who moved to Ireland to escape debts. Husband of June, father of Henry, Hugo and George.
  • Strong sense of duty to his community
  • Prior military duty
  • Strong but starting to decline in agility as he grows older
  • All three of his sons are capable fighters, although green and a little overconfident.
Gael Oak
Herbalist and midwife. Friends with Niamh, wife of Muiread (Player Character Alchemist).
  • Questionable knowledge about fairies
  • Decent cures and tonics
  • Local busy-body, gossip and snoop
  • Has a very public affair with a married man

Monstrous

Dracula (Yes, that Dracula):

Supposedly killed by Magnus, in truth he still lives. Dracula is widely rumored to be the originator of all vampires, as well as the strongest specimen alive. Due to rumors of his death being greatly exaggerated, Dracula is currently laying low and forming plans while he's likely to be uninterrupted. In his absence a power vacuum has developed, which threatens to cause war among the ancient vampires. Those in the know fear such a war could cause a great deal of collateral damage.

Abaseth the Tailor:

A [Bone Stitcher] who has been summoned to Ireland by Barrister Selmy, Abaseth currently goes along with the Barrister's plan because it is convenient. Once working with the Barrister is no longer convenient, Abaseth intends to use his body for multiple experiments he has in mind.

Zepar the Seducer:

An incubus whose affections strike women barren. Zepar is jovial and friendly, with a bad habit of seducing Catholic Irishwomen because he finds it amusing.
  • Supernatural good looks and charisma
  • Subtle mind control powers
  • Skilled combatant
  • Most other denizens of Hell consider him childish and insignifcant
  • Not actually evil, despite his nature
  • Seeks a way to escape the curse of deviltry
  • Son of a powerful Archdaemon
  • In-Game Event: Tried to kill Siobhan, got captured, interrogated and had his corporeal shell killed by the Party.

Sunday, October 19, 2014

Busy in meatspace

Life's been fairly hectic the last few months. Job training has consumed a large portion of my free time, and although I've been able to continue Agency 17, there have been weeks without sessions.

It kills my motivation to write when we go almost a month without playing.

So here's a wrap-up on my recent gaming going-ons:

Agency 17:

  • Recruited two new players. Both are located in the UK/Scotland, meaning they're playing at like 3-4AM.
  • Have had only 3 sessions since the last blog post. Real life events really ground the momentum of it to a halt.
  • On the fence about continuing the session reports.

New Orleans Monster Hunters

  • Virgil's player from Agency 17 is running a 400 point MH campaign set in New Orleans
  • I'm playing Earl, a reformed demon under the watch of a Morgan-like (Dresdenverse) figure who will lop off his head if he transgresses and starts killing innocents.
  • I was allowed to muck around with the demon template's power offerings with more or less free reign, which ended up with Earl having a human alternate form, intangibility and invisibility all as alternate abilities. These allow Earl a great deal of utility.
  • I've also taken a flat 5-damage no wounding corrosion innate attack that follows up on Earl's claws to help shred DR, signature gear to get his hands on a Very Fine (Accurate) Barrett M82A1, and Targeted Attack for Neck (with claws) and Skull (with rifles).

1640s Monster Hunters

  • 400 point MH campaign set in 1640s Ireland during the English Civil War and the Irish Rebellion of 1641.
  • IRL group with six players.
  • Currently the campaign I'm most jazzed about- my IRL friends are playing and I would really like the campaign to be successful.

Wednesday, September 3, 2014

Parry Missile Weapons as a Technique

For the new Demon Hunters campaign I'll be running, a player with Enhanced Time Sense has expressed interest in being able to parry musket shots with a rapier, using parry Missile Weapons (PMW).

Considering he has dodge twelve, getting an equivalent parry score verses a musket would require Parry Missile Weapons 28 (28/2-2=12). Remember, parrying a bullet is a -5 penalty to parry, and parry is Skill/2+3 for Skill/2-2 when trying to parry a bullet.

Getting a skill to 28 is prohibitively expensive, on the order of 76 points for a DX 10 character, a price that barely drops with increased DX or levels of Enhanced Parry/Combat Reflexes.

So I propose making PMW a technique:
Parry Missile Weapons
                                        Hard

      Default: Cannot be used at unimproved default,  Unarmed or Melee Weapon Skill -5
      Prerequisites: Unarmed or Melee Weapon Skill
, cannot exceed prerequisite skill +4.
This Technique allows a character to parry thrown or missile weapons with a ready melee weapon. If you are wearing wristbands or gloves with DR 2+ or have at least this much natural DR, you can also parry with your hands. Your Parry Score is (Technique Skill/2+3), rounded down- based on this technique, not the underlying combat skill that this defaults to.

Modifiers: +4 vs large thrown weapons (axes, spears), +2 to parry small thrown weapons (knives, shuriken), no modifier to parry arrows, -2 to parry smaller low-tech missiles (crossbow bolts, sling stones, blowpipe dates). Enhanced Time Sense and other appropriate advantages (e.g., Precognition) allow you to parry bullets at -5.

With this technique, a fighter with ETS can pay ten points to be able to parry bullets at a -3 to parry. Those without ETS will still enjoy much better parries against large thrown weapons (parry +4), arrows (parry +2), and smaller low-tech missiles (no modifier to parry).

For many characters with decent statistics, dodge will likely remain a better defensive option, and this technique really only benefits characters with high skill with their weapon to begin with- although stacking it with Combat Reflexes and Enhanced Parry certainly makes it even more powerful.



Friday, August 29, 2014

Demons in 1640's Ireland: The Stitched

First and foremost: My thanks to Scrasamax who is a creative force to be reckoned with for his creation, the Bone Stitcher, which will be serving as one of the major demonic villains in the MH campaign I'll be starting within a month or two.

The essence of the Bone Stitcher is that is vivisects people and then uses stolen blood and muscle fibers to improve people, finishing up its macabre surgery by covering the recipient's bones in some kind of dark encasing material. This covering makes attacking the Vitals and Brain close to impossible. The recipient is permanently scarred in a hideous manner, but enjoys increased strength, durability and agility.

Of course, it can't give the really fancy and powerful stuff to all recipients of its ministrations, so the usual 'vanilla' variety is detailed below.

The Stitched:

ST: 16
DX: 11
IQ: 10
HT: 13

HP: 21
FP: 13

Basic Speed: 6 Move: 6 Per: 10 Will: 10
thr: 1d+1, sw: 2d2+2

Advantages:
DR 2
Injury Tolerance (Unbreakable Bones, No Brain, No Vitals)

Disadvantages:
Appearance: Hideous
Social Stigma: Monster

Skills: Brawling-15, Broadsword-14, Crossbow-15, Polearm-14

Notes: With HP 21, DR 2 and their specific form of Injury Tolerances, the Stitched tend not to suffer crippled limbs- taking 14 damage to lose an extremity. I suspect they'll be great meatshields and frontline troops. Their crossbows are obviously a shoot once and then discard for the rest of the battle weapon- but hitting that 2d+1 to 2d+3 shot (for an +4 ST crossbow at ST 20) is going to hurt, greatly.

I don't think my players will like it when the Stitchers get access to halbreds. 3d+2 impaling damage is nothing to sneeze at, and 4d cut is almost as bad.



Sunday, August 24, 2014

Busy Week

So, the bad news first: Johnny's player can't continue to play in Agency 17 due to real life scheduling and general craziness. I may be looking for (a) replacement player(s) to fill the void we've developed.

The good news: My IRL gaming group of Tuesday nights is wrapping up a Mistborn campaign and I'll be taking the reigns on a Monster Hunters campaign set in 1640's Ireland. Yes, this is a lower tech level than normal Monster Hunters, yes, people will be making fun of the Protestants, and I think it will turn out to be a great time.

I have one session of Agency 17 stuff to get written up, and my prep work on the MH campaign continues.

Sunday, August 10, 2014

Action Report: The Stolen Line of Credit (Now with 300% more Action Report!)

I apologize for the unreasonably long delay between posts- I've recently changed careers and that's thrown my writing time under the bus. This post is going to cover some planning, about 4 sessions worth of in-game events.

Last Session, the Agents learned from Operational Support (Ozzy) that Agency 17 funds have been siphoned off an put into what looks like an illicit side business.

The line of credit- specifically a credit card issued to Agents to allow them to get supplies carte blanche- was issued to a team of Agents operating within Europe. It went missing roughly a year prior, meaning that the PCs weren't part of the Agency when this happened, clearing them of being involved.

The Team that Lost the Card:
  • William Robert "Tex" Jackson- Imposter extraordinaire
  • Martha "Scopes" Franklin- Sniper
  • Juan Carlos "JC" Verdes- Heavy Weapons
  • Anthony "Buzz" Cortelli- Comms
  • Joshua "Colonel" Starke- Tactics and leader
This team is much closer to militant than the players, who are slightly closer to spooks. The players are much more capable at being subtle, while Starke's group is Agency 17's muscle.

Former Members and Allies:
  • Rashad has worked both with and most recently against Starke's group. Rashad took the entire squad out of fieldwork for seven months, something they definitely hold a grudge over.
  • Ashley "Kitty" Vereen- Previously was the team's face. Presumed dead after an intense firefight in Sudan. Actually had grown tired of Agency 17 and offered her services to the State Security Agency of South Africa.
  • Logan has helped look through intelligence gathered by the team
  • Ian "Saliva" Cromartie- Demolitions expert and the man originally responsible for siphoning off Agency 17 funds. Now freelances with American PMCs.

The Agents


Virgil Cooke: A former CIA agent, Virgil is a master of acting a part and working the social aspects of covert ops. You probably should avoid windows if he wants you dead.
Jack Herman: Former SAS, Jack is the group's heavy muscle and military man. If the group needs his talents, it's inevitably because something went FUBAR and they need saving.
Nima Caspi: A former IDF combat medic, Nima is perfectly at home driving like a complete maniac and patching up complete maniacs who have taken a bullet or two.
Johnny Trang: Johnny Trang was too cool for LAPD officer school, so they put him into undercover work. Johnny Trang is perfectly at home infiltrating illegal racing rings or snooping on bad guys.
Tobias Stöhner: Gray hat hacker and electronics whiz, Tobias makes computer security experts at the Pentagon break out into a cold sweat when he infiltrates their systems.

As play starts, the Agents sit around for a few hours waiting for Ozzy to try and contact Starke's team. Kyle arrives, immediately questioning the other Agents as to whether they were involved in the car chase and firefight he's heard about on the news. The Agents sugarcoat it by saying that they were trying to secure some shady firearms and the deal went bad. Kyle doesn't push the issue.

Kyle has bad news, however. Agency 17 is moving Tobias to Switzerland where he can assist another team that's ran into cryptography issues. The Agents are suspicious about this, but players don't inquire much on the issue- I've informed them that this is purely to move Tobias away from the action while his player is unable to play due to real life constraints and has nothing to do with the massive conspiracy.

The Agents open the beers provided by Kyle and wait for Ozzy's info. It's brought up that tracking down financial shenanigans is likely Egeman's way of putting the team on ice for a while to ensure they can't meddle as Agency 17 tries to track down Logan.

What follows is the team learning all about Starke's team and the various events surrounding their operations.

The news doesn't paint them in a positive light- the entire team spent seven months out of commission due to some kind of SNAFU in a chemical plant that more or may not have involved Rashad. The crew lost a member in a firefight in Africa, and another left Agency 17 entirely

The Agents head to Rhode Island to question a moving company that charged the company credit card. The employees are helpful, if stupid, and point to a location in upstate New York- the boonies. It seems a woman had them move a large number of watertight heavy cases to a farm of some kind. The Agents pick up immediately on the fact that the entire transaction is suspicious, and they suspect weapons trafficking.

They head to the farm, opting to park the car at the end of the very long dirt driveway and approach on foot. They decide to go for a very long and slow approach. Virgil, Jack and Nima assume overwatch positions in the woods while Kyle and Johnny creep closer.

Virgil spots a sniper spotter team in the loft of the barn. A woman walks across from the farmhouse to the barn, and is confronted by Johnny. She tells Johnny and Kyle to get lost, and draws a gun on them when Johnny isn't encouraged to leave.

Kyle shoots her in the gut with his oversized revolver as Virgil takes out the sniper in spectacular fashion. A man busts out of the barn with a shotgun, only to take a 3-round burst from Jack which kills him immediately.

The Agents swarm the scene, securing the woman and the spotter who is still alive. Lindsey, the woman they shot, is in rough shape, saved only by the shoddy bulletproof vest she was wearing and Nima's supreme skill at patching up bullet holes. The spotter can't stop retching, and is obviously very traumatized at seeing his friend's head explode thanks to Virgil.

Kyle and Jack confirm the farmhouse is clear while tossing the place for intel. Johnny quickly finds the cases the moving company transported- they're full of assault rifles and a bunch of M79 grenade launchers.

A car drives up the driveway to the farm. The Agents immediately scramble to hide their presence. Some men with pistols get out of the car and search the area. Upon finding Lindsey's blood on the ground, they pile back into the car and leave.

The Agents decide to confiscate the weapons.

What follows is a long standoff between the Agents and the three cars worth of men who show up armed and ready for a fight. Johnny unwisely tries to pose as US Marshalls- a choice of agency I felt was stretching the lie very thin. 

Things degrade once a boss of some kind shows up, leading to a very one-sided firefight. Jack ends up spraying down at least eight people by scything through their legs with rifle bullets, the other Agents also taking shots and downing enemies. The players suffer no injuries and quickly subdue or kill every assailant.

The Agents realize law enforcement is on their way. The grab the boss and Lindsey, and get make a break out of the area.

They make for a safehouse Ozzy had stashed away and get ready to interrogate their captives.

The man they grabbed is named Richard. He turns out to be the local head of the Grandsons of Liberty chapter, and is only middle management. This disappoints the agents, who were under the impression that he was higher up the food chain.

It quickly becomes clear that claiming to be US Marshals was a poor decision as the Grandsons have been colluding with a corrupt Marshal- Butch Harris. Harris bankrolled Lindsey's transaction with the moving company, and was also responsible for keeping law enforcement pressure off the Grandsons.

The Agents convince Richard to give up his phone passcode so they have a number with which to call Butch.

What follows is a long conversation about how to handle the captives, how to handle Butch, and how to secure the missing credit card. It's eventually decided that Butch is too well connected with law enforcement to try and lure him out at the current time- the Agents do not want Butch claiming that they've created a hostage situation, bringing the FBI's HRT down on their heads.

The group contacts Ozzy and asks him to see if Agency 17 can leverage Butch into not working with the Grandsons.

Jack's phone rings. It's their mysterious informant who has been feeding them information since just after the incident over the Mediterranean Sea. They want to meet the Agents, in person, because they're in imminent danger...

Notes:

  • Player talk one session ended up going into mounting a Punt Gun on the back of a van for use dissuading pursuit.

Wednesday, June 11, 2014

Action Report: 404 Witty Title Not Found

The Agents

Tobias Stöhner: Gray hat hacker and electronics whiz, Tobias makes computer security experts at the Pentagon break out into a cold sweat when he infiltrates their systems.
Virgil Cooke: A former CIA agent, Virgil is a master of acting a part and working the social aspects of covert ops. You probably should avoid windows if he wants you dead.
Jack Herman: Former SAS, Jack is the group's heavy muscle and military man. If the group needs his talents, it's inevitably because something went FUBAR and they need saving.
Nima Caspi: A former IDF combat medic, Nima is perfectly at home driving like a complete maniac and patching up complete maniacs who have taken a bullet or two.
Johnny Trang: Johnny Trang was too cool for LAPD officer school, so they put him into undercover work. Johnny Trang is perfectly at home infiltrating illegal racing rings or snooping on bad guys.

We had everyone but Tobias' player again. I'm likely going to be devising something for Tobias to do that will keep him engaged long term.

Holed in up an abandoned EB Games, the Agents were very aware that they were being watched, having spotted the sniper set up in the building opposite their location.

Jack and Virgil sprung into action, heading out of the fire exit into the alley behind the building. The lookout posted there was taking a leak at the exact wrong moment (hello critical failure on a natural 18) and quickly when down when Jack scored a crit (6 vs skill 16) with his knife to the man's neck artery.

The other Agents quickly steal glances at the surrounding area, spotting two more men obviously watching the store.

With the alley lookout taken out silently, Virgil and Jack manage to flank the other two men on lookout.

The Agents coordinate their fire. Nima and Logan both open fire on the sniper right as Virgil and Jack take out the lookouts.

Jack storms into the building the sniper is in, taking out a man wielding a shotgun in the stairwell on the way up.

Virgil goes up the back staircase. They surprise the sniper inside, taking him captive.

The team goes to their vehicles, about to leave when two vans approach very rapidly.

Nima immediately escapes with Tobias and Logan, leaving Jack, Johnny and Virgil to cover their escape.

Despite having superior acceleration to the vans, Johnny isn't able to lose them with pedal to the metal. The first van slams into the back of their car, doing relatively little damage.

Jack leans out the window to line up a shot.

The leading van opens its side door and a man hangs out the side, blazing away at the Agents. Virgil scrambles to get his rifle from the trunk of the car from inside the passenger cabin- not a fun time.

The man hanging from the side of the van manages to clip Jack's right arm with an AP round from an AK-47, immediately crippling it. A few seconds later, rifle in hand, Virgil obliterates the man's head, causing his lifeless body to flop onto the pavement, only to be run over by the second van.

Johnny does some aggressive driving to try and get Virgil and Jack better shots on the lead van, by braking hard and allowing the lead pursuing van to pass them, which he pulls off excellently.

The vans move to try and box Johnny in. His attempt at a PIT Maneuver doesn't go as planned, although it does cause the van to slow down enough that it falls behind its partner.

Its partner rams into the back of the Agents' car, again more or less ineffectively. The door of this van opens as well, and a second man hangs from the side of the van, gun at the ready.

Virgil headshots the van driver, almost causing the pursuing vans to collide as the dead driver causes the van in the lead to swerve violently across the road.

The van still with a live driver gives up the pursuit.

 The Agents crash at a motel to collect themselves and talk with Logan. Monson clubbed him over the head and then questioned him closely about Egeman's involvement in Agency 17. Besides Monson's betrayal, Logan appears to have escaped Agency 17.

The captured sniper is not particularly helpful, although he does inform the agents that a huge Italian fellow called in a favor from a local mob boss for goons, and gives them information on where to find them.

The decision is made to meet with Ozzy to at least maintain the appearance of working with Agency 17. The Agents regret having to abandon Logan so soon after getting him out of the frying pan, but he takes this in stride, commenting that he'll be contacting Rashad for a new bodyguard- preferably a professional.

Virgil almost suggests Wade, which isn't a terrible idea, although I was leaning towards introducing Xavier as Logan's new protector.

Ozzy meets the team at the old theatre where they first met Logan. His request for their services turns out to be because an Agency 17 line of credit- specifically, a credit card given to a team for purchasing supplies on the Agency's dime- has been used for a great deal of things that Ozzy finds suspicious.

The Agents listen closely and then request to talk to the team that originally had the card.


Notes:

  • I had a whole encounter planned with Mr. Monson, but the Agents' decision to escape a potential firefight lead to me scrapping it. Virgil's player got to hear some of my plans for the fight and his reaction was "Nope nope nope. Not interested in fighting that."
  • Logan's not in a good place. Nima's aware of some stuff she hasn't had an opportunity to share with the other Agents just yet involving the possibility that he's been abusing prescription pain meds...
  • I'm hoping to work things so that the Agents can follow the New York leads and still help Ozzy out. I'm going for a layered plot approach, or putting more irons in the fire, as it were.
  • The mooks all rolled TERRIBLY this session, except for the one shot that hit Jack. This included two crit-fails, as well as really poor damage rolls on the vehicle slams.
  • A ST 18 individual can wear an assault vest with trauma plates, a ballistic helmet + visor, riot gear for the arms and legs, and boots, while carrying a SPAS-12 one-handed with a large entry shield in the other hand and still not be encumbered. (A small taste of Mr. Monson.)
  • Jack passed his HT check after the car chase, meaning nothing wrong with his arm once it heals.