Tag: echo

Ghost/Echo crossover World of Darkness and Shadowrun

Ghost/Echo crossover World of Darkness and Shadowrun


Skye the Demon, Jason the Grip and Bunk the Hull remembered their first shadowun together:
Skye seduced the sysop of VR corp to get information about the security system.
Jason blackmailed the sysop for the necessary passwords and login info.
Bunk did some breaking and entering to steal the top-secret project.
Apparently VR corp was experimenting with enhanced VR helmets to enable physical entry to the Otherworld.
According to rumours on the street, somewhere in the Otherworld was the black tower, the most important nexus between the worlds.

The shadowrunners decided to use the helmets to enter the Otherworld…
They arrived nearby the besieged Tower.
The Horned Hunter lead his troops of hellhounds and wraiths against the Sidhe who defended the Tower.
Already the top of the Tower was toppled by magical lightning.
After some scouting the shadowrunners succeeded to enter the Tower.
Arriving at the damaged top of the Tower, they met the last Watcher, the Black Knight.
Negotiating was not easy, but in the end they agreed to sacrifice three souls in exchange for three wishes.

Using the helmets to return to Midgard, the shadowrunners started hunting their prey.

Bunk ambushed mister Johnson, but his prey escaped the trap.
Skye caught the sysop with her charm and Jason brought in another victim.

Returning to the Black Knight with their offerings, the shadowrunners were ready to get their wish: a safe haven in the Tower and a link between the Tower and their Coven.

Alas…they forgot to watch out for Sidhe word-bending the fine print of the deal…

In the end the shadowrunners were not able to leave the Tower!

Ghost/Echo crossing path with World of Darkness and Shadowrun.

Ghost/Echo: The First Run reloaded

Ghost/Echo: The First Run reloaded


One of my players, Niek Ooijman, sent me some feedback on the session

I’ll put my comments in brackets:

1. please use printout character cards instead of handwritten, to avoid reading problems.
(comment: alongside the printout of Ghost/Echo rules, I wrote on index cards the name of the character & 2 skills).
2. if new players register at the last time, sent them mail beforehand, instead of writing only on the meetup site. ask them to think about the character they want to play.
(comment: until the very last day I had only one subscriber, we already had extensive mailing ongoing on the subject; the rest subscribed on the same day, too late to sent them mail)
3. danger check: a high roll is always better? It is better to change this: if rolling for danger, higher means more “danger”. Getting a 5 or 6 when rolling for danger means real trouble.
(comment: this is a matter of taste)
4. The goal/danger system is asking a lot of player-creativity , it is annoying to have to state a danger for each goal, that slows down play. In the games I know, the GM tells the player all about the dangers.
(comment: this is a typical old-school conditioning)
5. there was some lack of “supernatural elements”
(comment: this scenario was meant as a foreshadowing of the Shadowrun era, the supernatural still has to intrude into the world, but it was possible to Listen for Echo’s of the supernatural)
6. The skills were too minimal
I have some doubts on the claim “quick play”, there still a lot of work to do on the system.
(comment: the player did not take enough time to read the ghost/echo page)

My observations:
The Game has to be worked out, as stated in the two pages

I was thrilled by the minimalistic setting & rules, a refreshing experience after so many years of D&D tables & rule-lawyering.
The indie-press rpg-community consist of some high-level roleplayers, ‘quick-play’ has to be seen in that context : 2 page rules with bare bones, the rest to be expanded with existing GM skills!
No so user-friendly for newbies, but at the other side: the experienced/brainwashed D&D adepts will have serious adaptation troubles!

hgoei's avatarDreamquest

The Government was unwilling to dirty their hands in a backwater Balkan state, so they used some intermediaries to contract the Black-op branch of Orpheus corporation.
If anything went wrong, the whole operation was deniable as usual, the spindoctors would call it a terrorist strike of the separatist.
…
Coil, Grip, Hull and Vixen discussed their strategy for the job.
It sounded like an easy one: extricate Herr Professor alive (preferrable) or dead to insure the Opposition will never again have access to his theoretical knowledge of Matrix-construction.
He was temporary held at a secret interrogation camp, waiting for transfer to the headquarters of Herr Colonel.
Simple plans are the best, and victory goes to the bold;
The idea was to ‘borrow’ a chopper of the Opposition; flying under false colours it should be possible to infiltrate the interrogation camp.
Well…a battleplan never survives the first shots…
They found a…

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Setting of the Fifth Black Sun

Setting of the Fifth Black Sun


“December 21, 2012 will be the most important date for all of Humanity. The ancient Mayans created the Long Count calendar to mark this date as the beginning of a new cycle for Mankind.” Anonymous

What if…
The wild-eyed cultist are right…up to a certain point?
Something changes in 2012,,,
Maybe…
the stars are ‘right’, depending on whose viewpoint: if Rlyeh arises from the ocean, the Ctulhu-cultist might rejoice, or maybe not…
…the Veil between the Worlds are rent asunder, and the Dead will outnumber the Quick…
…the Star-People revisit Gaia to evaluate the Human experiment…
…Hailey’s planet strikes home at last…
Who knows?
Maybe HE nows, maybe not (Rig Veda)
But before the Great Change comes, it will be foreshadowed by small changes:
Weird tales, Anomalous Phenomena…
Reported sightings of UFO, ET, ghosts, and other things that go bump in the night.
Ghost/Echo: The First Run

Ghost/Echo: The First Run


The Government was unwilling to dirty their hands in a backwater place, so they used some intermediaries to contract the Black-op branch of Orpheus corporation.
If anything went wrong, the whole operation was deniable as usual, the spindoctors would call it a terrorist strike of the separatist.
…
Coil, Grip, Hull and Vixen discussed their strategy for the job.
It sounded like an easy one: extricate Herr Professor alive (preferrable) or dead to insure the Opposition will never again have access to his theoretical knowledge of Matrix-construction.
He was temporary held at a secret interrogation camp, waiting for transfer to the headquarters of Herr Colonel.
Simple plans are the best, and victory goes to the bold;
The idea was to ‘borrow’ a chopper of the Opposition; flying under false colours it should be possible to infiltrate the interrogation camp.
Well…a battleplan never survives the first shots…
They found a hidden chopper on a hidden part somewhere in the woods, guarded by a single watchtower, a typical Opposition-setup for a covert-operation camp.
Coil took out the main tower with his rocket-launcher, Grip sprinted to the glider while the rest gave covering fire.
Some surviving guards stormed out of the tower, but were taken down by a frontal grenade and some flanking fire. The grenade caused some collateral damage in the tower, soon it started burning!
Grip discovered the glider was out of mana…
Hull entered the burning tower twice: the first time to secure a single manacrystal, the second time he was out of luck, something exploded…Hull was blown outside by a fireball!
Badly hurt, Hull was carried by the rest to the glider to escape the towering inferno.
They decided to push their luck to finish the job.
Boldly they flew the glider to the interrogation camp.
Vixen fast-talked the ground crew and the commander Herr Colonel to refuel the glider and to transfer the prisoner.
On their way to home-base, they were intercepted by two Opposition gliders.
Grip tried to channel the ghostfield, hoping to jinx one glider, but received a migraine instead.
With some luck Coil was able to take down the interceptors with his rocket-launcher!
Returning to home-base was a bit tense, their glider was almost taken down by friendly fire before Vixen was able to get through to the right channels.
Ghost/Echo: Pathworking the Ghost Worlds

Ghost/Echo: Pathworking the Ghost Worlds


The Ghost Universe consists of several Ghost Worlds, each
interconnected by Datastreams (Echo-Paths).

Travelling the Datastreams is a specialized skill: by channeling the
Ghost Field, some adepts can open temporary Gates to the Paths.

Using the Major Arcana (e.g. Amber Trumps) is one of the many possible
ways of Pathworking!
Other Traditions use: Tattva Symbols, Hermetic Seals, Bagua, etc.

A Grip who is specialized in Listening at Echoes, has the skill to
detect functional Paths.
Every method has its own risks….

Ghost/Echo crossing path with World of Darkness and Shadowrun

Ghost/Echo crossing path with World of Darkness and Shadowrun


Universe: World of Darkness (core setting) 2012 CE. Preliminary Story: The Crewmembers are part of the experimental Shadowrun team of the Orpheus-0rganization; their mission is to find top secret information before the Others find it.

Do you have any idea what kind of crewmember you would like to be?

Good at…(pick one)
acting under pressure
infiltrate/steal
suffer harm
commit to violence
manipulate/hold steadfast
channel ghostfield
listen for echoes

Pick an archetype:
coil
demon
hull
grip
vixen

Try to visualize the skilled archetype of your choice.

Ghost/Echo

Ghost/Echo


This game reminds me of several topics I am interested in:

Shamanic journey
Pathworking
Cyberpunk
Shadowrun
Oracles: Tarot, I Ching
Rules-lite storytelling games
Let me give it a try!
First take:
Trying to connect Major Arcana and Locations did not work for me.
Looking back, I realise the Major Arcana belong to the Paths, not to the Sephira!
Maybe I should connect the Minor Arcana to Locations!
Second take:
Made some index cards for Crew, Goal/Danger, Wraith.
Thinking of that other nice game: Under the Bed
I can connect Goal/Danger cards with Crew and/or Wraith!
Hmm..
Crew can basically roll 1 die, but if he uses his special skill (Goal/Danger) he might add another die.
Example:
DEMON crew, special skill Channel Ghostfield.
SPIDER wraith, special skill Catch.
Tiananmen Song: "In Death’s Shadow"

Tiananmen Song: "In Death’s Shadow"


YouTube – Tiananmen Song: “In Death’s Shadow”:
“You who stood at Tiananmen
And waited for the tanks to come
You who stood your ground as one
You will never see your homes again

One was there, just 15 years
He stood, he waited with the rest
He did not know, could not have guessed
A bullet changed his life to death
And erased his name

In death’s shadow, hand in hand
Though the world in outrage wept for you
You were on your own when they came for you

No one heard you when you screamed
But your cries re-echo eternally
You wanted justice, wanted to be free

Mother pleads for daughter’s life
A bayonet blade is her reply
A sister weeps as her brother dies
And hope is shredded into pain

In death’s shadow, hand in hand
Though the world in outrage wept for you
You were on your own when they came for you

And no one heard you when you screamed
But your cries re-echo eternally
You wanted justice, wanted to be free

In death’s shadow, hand in hand
Though the world in outrage wept for you
You were on your own when they came for you
They came for you and

No one heard you when you screamed
And though your bodies fell to dust
Your voices now are strong to us
Re-echo round us now

You who stood at Tiananmen
You will never see your homes again”

Tian An Men 04-06-1989

Tian An Men 04-06-1989


A song was heard in China In the city of Beijing.
In the spring of 1989
You could hear the people sing.
And it was the song of freedom
That was ringing in the square,
The world could feel the passion of
The people gathered there.

Oh children, blood is on the square.

For many nights and many days,
Waiting in the square.
“To build a better nation”
Was the song that echoed there.
“For we are China’s children,
We love our native land,
For brotherhood and freedom
We are joining hand in hand.”

Oh children, blood is on the square.

Then came the People’s army
With trucks and tanks and guns.
The government was frightened
Of their daughters and their sons.
But in the square was courage and
A vision true and fair,
The Army of the People would not harm
The young ones there.

Oh children, blood is on the square.
On June the 3rd in China,
In the spring of ’89,
An order came from high above
And passed on down the line.
The soldiers opened fire,
Young people bled and died,
The blood of thousands on the square
That lies can never hide.

Oh children, blood is on the square.

For four more days of fury
The people faced the guns.
How many thousands slaughtered
When their grisly work was done?
They quickly burned the bodies
To hide their coward’s shame,
But blood is thick upon their hands and
Darkness on their names.

Oh children, blood is on the square.

There are tears that flow in China
For her children that are gone.
There is fear and there is hiding,
For the killing still goes on.
And the iron hand of terror can
Buy silence for today,
But the blood that lies upon the square
Cannot be washed away.

Oh children, blood is on the squar

Song of Tian An Men

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Echo van Atlantis

Echo van Atlantis


Op hoogste bergtop
Wankelt Poseidons tempel
Vallend voor vloedgolf

Roodgouden koepel
Gedragen door pilaren
Marmeren vierschaar

Hoog hemel altaar
Vierkant in cirkel voorwaar
Vlam danst wervelwind

Wij hebben gedanst
Samen rondom koningsboom
Springend over vuren

Liefde voor eeuwig
Leven na leven samen
Steeds weer verbonden

Zwaard en speer in hand
Schild en helm beschermen mij
Niet tegen elementen

Dwaasheid en hoogmoed
Koning en Priester beide
Brachten ons noodlot

Stond jij toen naast mij
Mijn eerste en laatste lief
Wreed eindigt droomtijd

Treurwilg aan rivier
Groene draak in diepe rust
Drievoet van staven

Waarheen zijn zij nu
Verdwenen in vloedgolven
Van woedende zee

In welk lijf woon jij
Nu nieuwe tijden komen
Zal ik je zoeken