Tag: goth

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.
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…