kingtycoon: (Default)
Prepare yourself for many Yellow/Orange

1. This one?

2. This one isn't very image-y

3. Nice and stark, doesn't say much.

4. A little more shadow, a little more depth.

5. Ghost Logo

6. Lots of stuff happening

I hope that like 7 people say something about these and they all prefer the same one - instead of what will happen - which is 2 people with completely opposite opinions.

Tell your friends, I'm trying to make a logo.
kingtycoon: (Default)
It's been hectic and weird so recaps haven't been a top priority for me - still, shit has Gone Down for the party in their third and fourth days in the Fabulous Unknown City.

So session 4 was kind of a wash - I misapprehended who would attend and built a jumping/climbing puzzle for players who didn't actually even show up. Still they did get to meet B. Bones - who appeared at the temple of the Being of Nothingness to treat with the ghoulish priestesses there. B. Bones brought them the twisted bodies of the dead - people who looked like they'd fallen from a great height. He introduced himself - "Billy Bones!" "Bollinger Bones!" "Bruce Bones!" And spoke like an aged scat-man. His deal was that he was obviously dead - broken bones, twisted up and smashed, levitating an inch off the air and his limbs flailing around ragdoll style. He asked them for a favor and demonstrated strange knowledge of secret facts.
onion_news2343_jpg_250x1000_q85 He also was very encouraged about having a cane and made some jokes - he noticed Wincey the Alchemists cane and said: "I got a new cane, it's my Nova-cane! Now I have two canes, they are my Co-Canes!"
The he sang this song:
and in fact I did sing this song at the session and it was awesome. I am not great at singing though and we had to simulate B. Bone's abilities by dice rolls - fortunately the die showed a 20 and the party joined his cause.

His cause was all about 'turning on' this special bridge. The special bridge, a metaphorical bi-frost made of fog pouring from a fountain - the fountain had to be turned on so that the fog would solidify and the bridge, a great viaduct over the city - would turn to solid rainbows and be traversable. This meant a lot of jumping and climbing and having fierce toucans bite your fingers as you tried climbing the tall mist-fountain - their nesting place. This was painful and took a long time - dice wise, it got very grindy because the poor players couldn't catch a break from their 20-sideds. They finally did succeed after reconfiguring their humors through alchemy and just in time too - for down the road (a road of golden grillework with empty coffee-stands and the like - like an abandoned boardwalk paradise). autumnspadaro282-1a Crossed with a golden fire-escape and a toucan infested fountain shooting off mist.

So running through here is Pro-Spender - a fat man in a green velvet suit with a frog mask who they've met before - it seems his gang got sidetracked and trapped in the strange twists and turns and ended up in Silver/Steel/Iron Monkey territory. ape
These guys were pretty terrifying/intimidating their move is that they stand totally still, partly meshed into the corrugated steel surroundings and then jump out suddenly and terrible - like a slasher from a slasher movie - and then karate the hell out of your face. This happened a lot and the Frogs and the Apes got into a big turf war with the PC's handling both sides with equal contempt. A Crow-Doktor-Alchemist was on hand to teach Wincey how to extract the Frog Draught from the "Human crucible of the ineffable substances" and the Iron Monkey Dose from the "Distillery, the flesh that mixes." There's a lot of meyhem in that game and it's fueled by alchemically active drugs that are everywhere and constantly available.

Having defeated a couple of gangs the party takes a breath before continuing down into the Steel Monkey's foundry. There, it's hot and dangerous and full of variant steel-monkey types - pouring metal, striking hammers - robots and crazyness - they deal with it and win, victories and suffer no setbacks. This session involved a lot of traps and themed encounters with rhythms that had to be observed and managed- they did that all pretty skillfully. In the end they found a couple of mechanical hearts that were operating the bellows and the heat of the foundry - so they decided that it would be great to have the alchemist cut open one of the sorcerers to pull out his heart and stuff the ever-hot white-steel one in there. So there was drug fueled heart transplanting on the dirty floor of dark steel mill - and after the sorcerer was killed and revived a couple of times, he came back able to spit fire and endure harm.

Which gets me to today...
Untitled What should I do?

Well, the first act is almost up - they've encountered a bunch of the groups and confronted part of the nature of the city - hints have been dropped, gods have been killed and they've listened to a song sung by a ghost. They turned on the rainbow bridge and dealt with fierce toucans and performed heart transplants. In the grand tradition of my exceedingly Over The Top style of game running they're at a place where I need to simultaneously bring things to a climax and give them some respite so that they can actually plan their interactions with the primary groups and have a base from which to plan. They'll consider the foundry - but I'll talk them out of that pretty fast in the opening of the next session. What they'll face instead is...
They've been facing these violent, crazy gangs of people who are ruled by the different humors and seasons - Steel Monkeys (winter) Green Frogs (spring) Red Fox (autum) and so on. And they've faced a couple of different teams of people involved in the metaphysical planes- death ladies and basement priests - they're getting acquainted, a little. Now they're going to face the Fleshy Pig Monsters - these fucking things own this paradise-like farm that's probably really similar to a parking deck and water slide. These are people who are pig-infused maybe? There's going to be straight up call-backs to Animal Farm - just as in the foundry I threw down Bleak House quotes. Maybe that's the theme this Campaign has been looking for - lit-rature? Could be. Anyhow these pig guys are a mess - they're all fleshcreatures who burst open in a cross between Tetsuo from Akira, The Xenomorph, John Carpenter's The Thing and... Pigs? I guess pigs, Napoleon and Snowball. Once they're eradicated the team can have a sweet base to operate out of and I can throw them a big, fun straight up fight for most of the session - which will gratify a few of them.
kingtycoon: (Default)
The players, having journeyed up the strange cable-car into the mists, have spent a single night in the Fabulous Unknown City, meeting a few members of some strange gangs - the bird-masked surgeons of the Sanguine Execution Gang, the brachiating brutes of the Yellow Hexagon Line & the Fox-Masked Summertime Fire Degenerates.  Mostly though, they spent their first session getting to the City and camping out overnight - expending all the stores and supplies of trade-goods that they'd been sent with..
They'd arrived at the Yellow-Hexagon terminal - though they'd never come to find that out themselves.  They'd never call it by that name in their time there - they'd simply understand it to be a strange & terrifying new place to meet strange and terrifying new people.

The Fabulous Unknown City serves most often as a gulag in the empire, a prison for the most dangerous and undesirable people. Sometimes a deposed noble or an extra bastard of a high-house gets sent there, and sometimes there are explorers and surveyors - but the party all chose to be criminals and mercenaries.

Eyonon - fresh faced and boyish!  A naive sort without much experience or sense.  A sorcerer of the Flower Court
Barnaby - a stone killer, a hardcore prisoner that no jail yet has held.  Rogue of the highest degree.
Wincey - the Nervous, Mad Alchemist & Inventor
Edard - the lunatic sent away by a hostile world - a sorcerer of the Dreamer Coven
Vulcanus - the half-trulk mercenary, the steel-toothed marauder who was asked to go and not sent, and who went, for the sake of going.

Vulcanus, wandering off in the night binging on the drugs sent along as trade materials - vanishes by the light of dawn.  Fortunately he is replaced by another refugee from the cable-car - Diodenne - the bravest woman of all - who went to the prison out of love and duty.  Together they explore the suddenly desolate region outside these grand abandoned structures.

(I should point out that I kept using 'Tower City' & 'Pubic Square' & 'Windermere Station' as size references for them, but none of them got it - suburbanite car-drivers!  They've no sense of the scale of things - and so, the mat and the tiles were brought out.)

Inside the yellow-glass 'barn' the great Yellow Hexagon terminal is the spare, but pleasing and airy open structure - of a multi-story building composed of steel and glass and open within like a vast atrium - or, Birdcage- as named by Wincey - who spotted one of the surgeon crows going in and who wanted to pursue.

It had seats like these all over, but with yellow hexagon patterns

Once inside they could not but overhear the loud carnival barking and the rising cheering mutter of a crowd gathered at the farther end. A great large building - twisted and filled with soft furnishings and disturbed kiosks - the terminal is by a far margin the largest building any of them have seen. Without too much hesitation they approach the raucous scene.

There is a tall circular desk, high, so that the tallest among them cannot touch the top - and mounted on the desk is a spinning wheel with numbers marked upon it, colors and an arrow - it is some kind of a game. On the chalkboard surface that covers the outside of the desk there are names and wagers noted - being noted by a Large & Boisterous man, walking with a limp and a heavy spear as a cane, he calls all to the wheel to gamble. "Chance! And Fate! Chance & Fate! Will you, dear guest in this borrowed house, will you? Will Chance favor you, will you be beloved by luck? Or does fate have a quest for you to fulfill? Will you be governed by fate and destined to win or lose? How can you know if you do not play? How can you know if you don't test your mettle against Chance & Fate!?" He's pretty persuasive this Lucien Yellowhay Arcingspray (one of the Sons of the Kannyltine, dressed in a military uniform, like finding a soldier dressed in confederate grays). The other players, of the game-within-the-game are present and ready, they've put in their secret stakes ("Your stake is secret but you can't stake a secret, here we game according to the rules of the pentacle - we only wager what you can carry in your pocket, and what've you got, what's you gots in your pockets?") The players are so:

Profligate Spender – AKA Pro Spender (Spring-Frog Gangster Leftennant) In his huge green velvet suit and huge green frog mask, accompanied by his huge gang of enforcers and bodyguards.

Numis Aurr (Cable-Car Warlord of the Red-Triangle Line) A big man, and a hard one, he's got the teardrop tattoos in the red-triangle pattern. Does he fear to tread on the Yellow-Hex line? No he does not, he carries his railroad-mace and swaggers with his thigh-sized brachiating forearms flexed prominently. His 5 member gang all the same, but meaner and quieter, they growl less and mutter barely audible curses, eyes on the windows.

Fabulyo Drunkletes (Homesteader, an old lady, wiry & with a wheat-sprig dangling from her mouth) She's been around for a long time, in the game for to take her chances and should chance decree - take home a new pig or goat.

Sunday Pentacles (a Zero - when they ask where she stays she points at her boots - long and lean, strong and clean, to her there is no in-between). Maybe she's got a heroic streak, and maybe she just behaves like any woman who grew up in a prison. Immediately she likes Eyonon and takes him for herself, there's a good deal of inappropriate touching and groping as a man born in the forest courting a woman raised in a prison are bound to have ludicrous misunderstandings and farcical fumblings. She slaps a bracelet on him and declares him her prize. They are together now.

Morts Vigrous (Sanguine Crow - they followed him in, he plays barely at all, and is not spoken to or engaged at all, just the way he likes it.)

Yellow Hexagon Station

The game has some rules is determined by the roll of the 20 sided - there are more chances for the house to win than the players - and desperate and without much goods to wager (my error, but theirs too - they never did try to gather loot) they only wager for the first round and never do quite win. Wincey starts a feud with Pro-Spender and it's only kept from bloodshed by the intervention of the many, many guards and heavies in the room. Edard - the only player in the second round manages to lose his stake - the party's supply of water - and finally recalls his mage-hand spell when he tries with his last secret wealth to participate in the 3rd round of the game. Foolish, foolish players... Indeed, when Sunday & Eyonon together win what is behind door #1 (a giant's corpse, 12 feet tall at least and decked out in martial finery - a huge sword and axe & all - and more than that, mummified in honey & wax (they find it to be full of bees - a giant armored beehive)) and Edard is given the choice of Doors #2 and #3 - he utterly spaces on the Monty Haul problem and summarily wins a goat!

Of course, in the City, wherever 10 or more are gathered, So To are the Priests of Below, the Basement Torturers, The Pontiffs of Pain! Up from the basement they come - and the assembled gamblers groan in dismay - "There they come, to break up our fun, let's scatter and go." This idea is a winning one, or would be - but for the sudden reappearance of the Yellow-Hex monorail gang! They arrive on the cables hand over hand and their cable-car comes screeching up the line, bristling with warriors, the way out is no way out now!

A melee ensues- the players have a good deal of trouble with the whipping, muttering priests from the basement. They're entangled and harassed and poor Wincey ends up retreating to behind one of the prize-doors to rock and mutter, fingers in his ears, hopeful of not being called to the darkness. For the unutterable muttering of the priests from the platforms below, from th winding marble stairs has in it a terrible compulsion - "come into the dark and take your beating." It says - and the vicious brutality of institutional authority prevails over Dodenne and Barnaby and Sunday - who all choose to descend and all choose to be whipped and harmed - this despite their valiant efforts at fighting off the priests - indeed Barnaby is a stone-cold slayer of men cutting them apart with his prison-shiv swords - and yet, he knows his place is in the prison, so down the stairs he goes.

In the end they are absconded off - body-surfed to the electric canal. The lower platforms house canals, watery through-ways that are charged in some fashion with an electrical force. The priests take the players and NPCs in turn - giving them the DC baptisms. They're held to the water by the current and bend hideously and twist in agony - Fabuluyo, Sunday and Edard take their time on the Electrification Penance - The Railroad Trinity of 3 in the 1 watery rail. The others snap out of it and fleeing, along with poor, solitary Numis - the Red-Line-Rampager - they overcome the last of the priests (all dressed in tight gossamer robes of red and wrapped in chains and filled up in their guts with barbed wire) leap onto the canal - which somehow, miraculously holds them aloft and spirits them down the tunnel-road. Numis, taking his railroad mace with him, does likewise, vanishing in another direction.

Wincey - fleeing the upstairs, hoping to at least die in company rather than alone in a closet - finds a metallic sled, steel on the bottom, vinyl cushion on top. It's hard to manage, but Dodenne is good at riding, she steadies it nice and they all ride the magic carpet of the electric canal to the place where it ends - at a tunnel collapse. There, they find a way up and out - a broken wall which leads to another chamber of different stone and different color, a basement broken into.

Sunday and Fabulyo - both electrocuted and whipped, but remaining with the party know about this - a little. They lay out some exposition, at last, and the party is given some knowledge to keep. Fabulyo is a farmer and part of a farming league - it's hard work traveling by foot - because somehow the surface roads switch and change in the city - the lines and the canals all stay the same, but they're owned by violent, insane gangs, so she doesn't lightly leave home. Meanwhile she recognizes Sunday - "You used to stay at my farm, when you was a little'un." "I think I did, maybe more than once." They play a little game (NPC on NPC being a conversation I do tend to avoid) about who they know in common - turning out to be a large number of people- the City is big, but not well populated. They together claim that the basement and the realm above looks like it belongs to the Dusty Sisters - the Queens of the Boneyards. "Not too mean, but they're a lot nicer if you bring 'em a body to et." Says Fabulyo, knowingly.

And there we prepare for round #3.
kingtycoon: (Default)
So I'm getting ready to run a new game come April! It's exciting. I found a bunch of players all champing at the bit and I'm going to run the Fabulous Unknown City.

I always start with the people, places and things - try to come up with static locales and people to inhabit them - and then from there - evolve motivations and plan interactions. So this is the main design document for this game. To be manipulated and referenced in an ongoing way. Fun.

The Zeros - (AKA - NPCs and PC draw-pool)
The unaffiliated, shipwrecked & exiled.
The Lost & Never Found
- New arrivals in the F.U.C. They're possibly available to join the PCs - Not sure if they'll be made up - depending on my desire to put together pathfinder characters they'll be statted and created.

Unorganized pockets of contemporaries- those who've been sent to the Fabulous Unknown City in recent memory

Main Locale – The Botanic Gardens & Bazaars – greenhouses & the abandoned easy to access places, easy to enter simple to maintain, porous and impossible to defend. And as well all the places in between, the unclaimed nothing-places. - I guess that the Botanic Garden, one of them, will be the 'spawn point' where the players appear for the first time in the F.U.C.

Notables -
3W – The Iron Tree Proficient – Man on the Mission (Expert/Rogue? Some devised class)
2C – The Mission-Man – the Rescue operator – here for his lady-love & lost (Paladin/Crusader?)
10C – Perfect Hero – the Kingtycoon – who's come to see for himself (Barbarian/?)
2W – Cartographer – The one who tries to measure the bounds (probably another Iron Tree guy)
PW – The Revolutionary in Exile – trying to organize (Three Family Village Represent)
AS – The Summoner of Birds and Lightning – the Singer of Best Songs (Trudo? Can I bring back old NPCs? He's pretty swell)

Alchemists of Execution
Experiementers – Mad Physicians, Capturers & Surgeons of Terrifying Surgeries
alchemy crows

Remnant Inheritors of some forsaken science mission. They hunt those who are here to experiment upon – hideously. Renniasance physician masks – crows & ravens (HUGS!)

Main Locale – The Hanging Plaza, the Meathook Forest, the flaying grounds. Abbattoirs – impromptu & dedicated as well.

Notables -
QC – The Gentle Lady, The Nurse With the Wound, the Anaesthetic Angel
Alchemy nurse
2S – The Healer of the Mind's Torments – the Lobotomist
3S – The Weeping Man, the Ceaseless crying scalpel man
AC – The Master of Blood – the Bleeding King
AW – The Man on Fire
8W – The Nerve-Man, the synaptic ninja, the quickest snicker-snack man

Cemetery Queens
Mistresses of Corpses, Ghoul Mothers, Flesh-eaters **
The carrion-eaters of the anthive cannibal mother, descendents of the most hopeless and outcaste – the real remnants of the foundational proles. Tribunicians of the Dead.

Main Locales – The Boneyard, the quiet grove, the still-still cemetery – the Necropolis or the family tomb.
Notables -
KC – Houseboat of the Feaster on the drowned
HS – The Sleeping King's Valet
5S – The Defeated Man, Crucified and wailing, the failure messiah
KW – The One Who Refashions the Ancient World. My Avatar, the Pradeheharadim
KP – The Subway Captain

The Faerie Titans
The old-guard, the elementals and the spirits, the kings and queens of prehistory, the remannt djinni summoned once and trapped forever
Leonora Carrington - Tutt'Art@ - (19)
They were brought by the will of ancient people and moulder here still, governed by ideas and ideals, they guard the ancient notions

Main Locales – The field of honor, the old courthouses & arenas, the places of high ideals and judgment, the police station.

Notables -
PC – The lady in the lake
8S – The man with no arms
5S – The chaotic man who attempts
KS – The wild huntsman
4W – the great architect – the Urban Planner

Sons of the Kannyltines

Descendants of the ancient crusades, the lost company, the brigadooners

Weird orthodoxy of the ancient imperial schools, they are obsessed with the soldier's vice of gambling.
Main Locales – The casino, the gambling lands, the houses of chance & folly. The brokedown log fort

Notables -
QS – The kite-flyer
10S – The Desolater, the Breaker, the old campaigner & destroyer
9S – The Defeater – the Conqueror, the brutal, angry warrior
4P – The Winner, the Winner of the Games, the Contender
KS – The Blimp Commander
SW – The Champion, The ruler of the Games of Chance, the old Champ

Torture Priests

The Haters of Gods, the Temple defilers, the madman god-kings of a lost and fallen age.

Whatever ruling classes once governed the city are now the most degenerate of the powers of the city, the most wicked and hateful.

Main Locales – Dungeons. The underworks, the basement, under your bed.
Notables -
PS – The Howling Wind Woman, the Screaming Lady in the tunnel
2P – The Rebuilder, the helpful hand, the house-elf
AP – The God in the Basement, the dusty man, the Earth Elemental

10W – The capturer, the enslaver, the Tyrant God
KS – The Howling Commander – the lightning striker, the Thunder
9P – The Dragon, the man in the vault

Homesteaders in the Ruins
The Hopeful, the escapees, the hopeful ones, the wishers of humble wishes

Castoffs of the more extreme sects, they just want to get by, they just want to make the city live again. They are devotees of the city, their loyalty lies with it.

Main Locales – The fallen palaces, the broken towers, the shattered remains. They huddle in once grand places.

Notables -
QP – The Kindly mother, the plow mistress
6P – The Successful Man
3P – The Hard Working Man
3C – The Cornucopia lady
KC – The man who controls the Dam
7C – The faker – the one who pretends to have all of the success but has none

Cable-Car Riders
They ride the cables, they govern the city as raiders and ruiners, they're the madman berserkers that ride the cars and spread the ruin of the city.

Madmen who've grown the most dysfunctional and have lost all sense of sense, they're ruthless barbarians with no agenda beyond destruction, no ideology beyond the brotherhood of ruckus

Main Locales – the transit stations, the power-house, the radiant center-of-the-plex. The energy & cables, the transmission of all force through the city.

Notables -
PP – The Warrior of the Echoing Hills Station
8P – The Wise Warrior, the Sage tactician
5P – The brokedown rider, the cable-cutter
5C – The dissolute addict, the drug-fueled maniac
KW – The rider on the burning destroyed cable-car
9W – The Ogre Goliath

Warriors of the Seasons
The Hermetic Warrior Gangs, Earth, Wind, Water & Fire – the abundant turf-seekers. The bile-armies

Gangsters and go-betweens, they rule the streets, and master over the coming and going between the wards, they boss and bully the others they rule and protect & wreck.

Main Locales – The 4 Gates, the 4 Seasonal Centers, the Sundials

Notables -
10P – The Miner King, the Moleman Dragon
7P – The one who has it all and nothing
8C – The dam breaker, the acid rainer
6C – The Happy man, the cackling madman
7W – The Fireman

The Secret King
The Unknown Ancient Master The One who lost it all who ruined everything and remains as punishment

He and his cohort linger at the pleasure palaces, they swing on the abandoned swingsets, they go down the slides. They care nothing for anything, their dreams were crazed and their realizations have stunned them.

Main Locales – The playgrounds, the abandoned disneyland, the holodeck

Notables -
QW – The Burning City Queen
6S – The one who made it happen, the great mind
9C – The Glad, Rich Man
4C – The Video-Game Player
5W – The shit-stirrer


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