Tag: goth

Adventures in Mythago World

Adventures in Mythago World


Ages ago in the time before Time, the Wars of the Gods escalated…
Gods fell from the Heavens as falling stars.
Daemons rose up from the Hells, shaking the foundations of the Earth.
The Veil between the worlds was torn asunder…
And the Fae returned to Middle-Earth.
Now the powers of the Gods and Daemons are silent and exhausted after the Wars, and the Glamoury of the Fae shines all over the World.
Magick has become chaotic and unpredictable after the GodsWar…a spell that fizzles or botches always have ‘interesting’ effects.
After the Gods War, the Powers became silent.
Most people acknowledge the Powers as a given force of nature, only some shamans keep the old traditions of sacrificing to the visible Powers:  Sun, Moon, Stars, Gaia, Fire, Water, Earth, Air

Many humans left their broken cities, becoming nomadic tribes. 
Caravans are the lifelines between the settlements, trading merchandise and knowledge.
The Mercenary clan guards the caravans.

A caravan goes on the monthly trading trip to Starfall, a hunter/gatherer settlement nearby Lake Starfall.
It is a ominous settlement, where a God/Daemon fell from Heaven into the Lake at the end of the Great Wars.

The normal merchandise are tools, but this time also some medicine, because last month the messages from the settlement mentioned that the village elder was ailing.

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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Maylee Fox’s Book of Shadows

Maylee Fox’s Book of Shadows


The Master of Ravens said:
I can teach you nothing new at this moment…take up your visionquest into the world of Men…
Remember our compact with Ravenqueen!
And so, Foxy Lady went out of Faery into the world of Men…
….

Remembering the last temple of Earthshaking Sealord,
high up the Great Mountain…

The faithfull, who fled the wrath of the Sorcerer-King,
made their last stand.

Lightning smote their ranks, but still they stood firm…

Unable to stand the strain of eldritch energies,
the Land broke apart, t
he Sea invaded,
all were scattered to the corners of the Earth…


great mother abyss
devouring myriad bodies
vortex well of soul

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 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 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 chopper 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 chopper was out of fuel…
Hull entered the burning tower twice: the first time to secure a single drum of fuel, 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 chopper to escape the towering inferno.
They decided to push their luck to finish the job.
Boldly they flew the chopper to the interrogation camp.
Vixen fast-talked the ground crew and the commander Herr Colonel to refuel the chopper and to transfer the prisoner.
On their way to home-base, they were intercepted by two Opposition choppers.
Grip tried to channel the ghostfield, hoping to jinx one chopper, 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 chopper 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….

QUI, the magickal painting: Foxy Lady visionquest reloaded

QUI, the magickal painting: Foxy Lady visionquest reloaded


Faery, a human lifetime ago…

The Master of Ravens said:
I can teach you nothing new at this moment…
take up your visionquest into the world of Men…
Remember our compact with Ravenqueen!

And so, Foxy Lady went out of Faery into the world of Men…
Remembering the last temple of Earthshaking Sealord, high up the Great Mountain…

The faithfull, who fled the wrath of the Sorcerer-King, made their last stand.
Lightning smote their ranks, but still they stood firm…

Unable to stand the strain of eldritch energies,
the Land broke apart,
the Sea invaded,
all were scattered to the corners of the Earth…

Downwards into the Deep
Skyclad, unarmed, alone
Unto a lonely barren path

Voices of lost souls
Visions of forgotten realms
Passing away in the Void

Clad in in Night and Shadows
The Dark Lady awaits
On her Opal Throne

Unspoken Words
Unseen Sights
Were given

 

Foxy Lady’s visionquest part 2

Foxy Lady’s visionquest part 2



Remembering the last temple of Earthshaking Sealord,
high up the Great Mountain…
The faithfull, who fled the wrath of the Sorcerer-King,
made their last stand.
Lightning smote their ranks,
but still they stood firm…

Unable to stand the strain of eldritch energies,
the Land broke apart,
the Sea invaded,
all were scattered to the corners of the Earth…