Tag: ghost

Tricube Tales – Teenage Ghostbusters in Gotham

Tricube Tales – Teenage Ghostbusters in Gotham


The steampunk city-state GOTHAM is surrounded by the Mythago Mists since the nineteenth century, when the veils between the three worlds were lifted.


At that time the Wayne Estate founded the Scout Movement to protect the innocent.

Many adventurous youngsters have joined the movement since then.

Rudolph was one of them…
He run away from his constricting Mennonite village Hicksville to New York where he became a vagrant lost boy until Sister Bright took him from the streets to Candleville’s Our Lady Homestead for lost children.
The village baker Hilda taught him some bread-baking magic, but he was still unhappy with the rural life.
Meeting the weird girl Maggy really changed his life, she showed him several Portals.


His travel through the Machine Portal ended in him being captured till he was freed by his brother and some other friends from the Resistance.
Maggy showed back again to lead them to the portal back home, but she granted his wish ‘to go to New York’.

‘Be careful what you are wishing for’ were here last words before he entered  the portal ‘Ye Olde New York’….

Rudolph ended up in a different New York!
Becoming a vagrant lost boy again, he was taking in by a patrol of Scouts…
Now this might be the perfect life for him!

Rudolph did not say much about the initiation rite of the Scouts; ‘it was weird!’

Ping: Tales from the Loop: Bugs in the Loop!Something loopy this way comes, feel it in the pricking of thy thumbs… – Dreamquest

Zinnig Noord -Storytelling @ Mandela

Zinnig Noord -Storytelling @ Mandela


Who/What am I – acronym:
Freethinker
Esoteric
Lively
Intense
X-files

Questing
Unifiying
Investigating

…

Aspecting
Opening up to the other side
inviting the shining ones
meeting the ancestors
and other spirit helpers
only in a good way

Greeting the Garuda
who carries me
to the other side
to the ancestors
on the high places

Hail the ancestors!
traversing many worlds
connecting many places

between nusantara
and middle kingdom
lies the hidden island
of the blessed immortals

the Lady rules
the island
of the immortals

blessed he
who knows the way
to the hidden island
journeying through the mist
of astral space
braving the horrors
of lost souls
and hungry ghosts

my spirit helper
protects me
carries me
on his back
as Garuda
carries Narayana
between the worlds

meeting the ancestors
warlords of mongolia
and also the unknown
unnamed foremothers
from the green islands

silently they carried
the burden of motherhood
in times of war
while the four horsemen
were riding

the foremothers
carried the seed
of the forefathers

delivering
the hardy fruit
their offspring

ensuring
the chain
of stories

will be passed on
to the next generation

 

Inspiration:
Het Mandelahuisje

Zinnig Noord – A place beyond belief

Hunting with the White Wolf

Hunting with the White Wolf



Today I felt the presence of Wolf very strongly…

For years I have been avoiding the Spirits, kept them at a distance.
Confucius had said,  “Respect ghosts and spirits, but keep them at a distance” (Analects 6:20).
I was afraid of losing control, being taken over by the Other, afraid of the sacrifices that They were asking.
But at last I gave in, made my peace with my old fears.

Today I answered the hunting call of the White Wolf.
Yeah, we hunted together!
It seemed I rode a white horse, carrying a lance, wolf-mask on my head.
Soon we hunted down a shadow-spirit, my lance nailed the thing to the ground, my sword hacked it into pieces.
The thing had many dark tendrils attached to its victims, sucking their energy with sweet lies.
Bright Sword cut through the threads  one by one, burning the threads into nothingness.

The hunt was quick and brutal, the Spirits were ready to depart to their next tasks…

I give thanks to  my helpers and guides from the three worlds.

Thank you: White Wolf, Bright Angel, Guardians, Ancestors!

The circle is open but yet unbroken,
Merry meet, merry part and merry meet again!
see also: Following the call of the wolf | Dreamquest

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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Volle maan, eclips november 2012

Volle maan, eclips november 2012


Een paar dagen terug ging ik met een vriendin naar een kringloopwinkel; meteen bij binnenkomst viel mijn oog op een bijzonder krachtig wayang-pop: Duhsasana! Felblauwe ogen, rood aangelopen gezicht, stevige snor en baard, een echt demonische kop.
Meteen beetgepakt en bij de kassa apart laten leggen, hier moest ik iets mee!
Tot nog toe had ik alleen poppen van de ‘goede partij’ , de Pandawa, dit was de eerste Kaurawa. Kennelijk moest ik aan de slag met mijn Schaduw.

Later werd me meer hierover duidelijk:
Ik had een paar weken terug via internet een afspraak gemaakt met een vrouw die mijn interesse wekte, na wat heen en weer mailen was al een principe-afspraak voor een bepaalde datum gezet.
Maar toen het een week duurde voor definitieve bevestiging van afspraak, rook ik al onraad en mailde ik of ze nog wilde afspreken.
Wat bleek nu: ze kende mijn ex-vriendin, en ‘wist hoe we uit elkaar waren gegaan…het voelde niet goed om de afspraak door te laten gaan’.
Nu wist ik dat mijn ex-vriendin op sociale media uitgebreid haar verhaal over onze soap uit de doeken had gedaan, maar het viel me wel tegen dat ik nu op deze manier zonder toepassing van hoor en wederhoor in de kou werd gezet.
Ik heb meteen mijn correspondent van repliek gediend, dat ik deze gang van zaken wel bijzonder kwalijk vond!

In die nacht het ik een stevig gesprek gehad met mijn Daemon, die ik visualiseerde als Duhsasana.
Hij verbeeldde mijn woede en gekwetsheid.
Hij bracht me in de verleiding om een gremlin te sturen naar mijn correspondent en mijn ex-vriendin, maar wist me gelukkig te beheersen.

Later in die nacht kreeg ik een droom: ik was bij een groep (Engelen? Ze waren in ieder geval gevleugeld en in het wit) die aan Engelenhealing deed, ze omringden me en genazen mij en mijn Daemon.

Ja, de volle maan eclips heb ik goed kunnen voelen!

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.