Showing posts with label warp. Show all posts
Showing posts with label warp. Show all posts

Wednesday, December 1, 2021

Dark West session four recap

 


Third session down. Still using the WaRP OGL rules from Atlas Games as the engine powering the game. I've come to realize that I never introduced the characters on here. Figure I need to do that. 

Pim. Retired outlaw trying to give up the gun and do right. Doesn't even carry a weapon. 

Jebidiah. Young wanna be gunslinger with a big mouth.

Jasper. Bartender extraordinaire. 

Diego. A vaquero who seems to drink a bit to much. 

Taking place a week or so after the last session so characters could lick their wounds and heal up a bit. Everything has been quiet for our band of four. Pim stayed out at the Morgan Ranch and healed up, Jasper laid low at the bar simply doing his job staying out of trouble while Diego and Jebidiah finished up the little house out on the pile of rocks they have started calling 'Rattlesnake Ranch'. 

But things weren't quiet for long. Pim got a visit from a member of an old rival outlaw gang he used to fight with. One who wore a scar across his face that Pim had placed there. Told him that when he heals up they have a score to settle. Leaving Pim on his toes for the rest of the game tonight. 

Jeb and Diego got a side job as riflemen escorting the wagon hauling the gold from the mines into the town. While nothing happened they did discover that the company that laid the road to the mines ran it straight through a graveyard, knocking the markers aside and had even burned the church that used to be there some years before. They really did not like this and after working one day were considering never going back and finding other work. 

Later they found the old man Jeb has harassed before was one of the folks who used to attend that church, the Silent Hills church and cemetery. But the company violently took the land and left some of the townsfolk dead as a result. Then in a rant about the owners of people behind that will suffer the wrath of God the old man slammed his cane against the ground and thunder sounded in the distance. 

Then in a search for more answers about the supernatural elements taking place in the town the four make their way into the section of the city occupied mainly by Chinese workers and their families. After asking around and buying a few trinkets they really don't find out much of anything. Then Diego hears there is a tent on the outskirts of the city that sells fireworks. Something he really wants to see and mess around with. 

Arriving at the big red and blue tent among the tent city with a table out front where a merchant is selling his wares. Mostly fireworks but some other explosives and gunpowder related items as well. Diego buys a small bundle and is ready to leave when they are approached by a group of local thugs in blue outfits demanding they pay them in order leave that section of town unharmed. 

That goes over about as well as you can imagine. Guns are pulled Jasper takes off running the hell out of there.

In the resulting gunfight Diego flips a table over, takes part of his bundle and lights it with a lantern.... then tosses it into the red and blue tent. The one filled with all the fireworks and explosives. The GM says "um.. oh shit... okay". Then he takes off running, Jeb and Pim seeing their tough as nails friend running figure something is up and they chase after while still trying to keep themselves alive. 

First the fireworks start going up, the tent is in full blaze within seconds with fireballs shooting out in all directions... in a tent city. People are panicking and running about trying to fight the flames. The characters get behind a wagon for a but then decide they need to be further away and they start running away again. Then the explosive go up, everyone is thrown to the ground, completely deafened by the blast as pieces of wagons, tents and people fly through the air. They manage to get to their feet and make their way back to the other side of the town while in a state of near shock. 

The next morning they find out the death total is at least thirty people dead. Mama's had been used as a triage center to help treat the wounded. Maybe over a hundred injured. Glass shattered and broken through a large portion of the town. Chunks of rubble and debris had rained down over the entire town. The area around the crater was still smoldering and burning. They were even checking the rails at the nearby railroad to make sure they weren't shifted by the sheer force. 

Nobody is sure of what happened at this point. They know there was a gun fight just before the explosion. But it's believed most of those involved may have been killed in the blast. Those who may have seen exactly what happened may have also been killed as well. A town in a state of complete shock is trying to come to it's senses on the disaster that occurred. 

So in one action may western game started to resemble a Knights of the Dinner table comic. 

Wednesday, October 20, 2021

Dark West session two recap

 


Well this session the group was joined by another person they know who fled the dying the town they are all from. One player couldn't make it so their character caught a bug and stayed in their room at Mama's boarding house sick as a dog.


More strange events are afoot in the town of Shibboleth. 


In the center of town just outside of the Saloon was a street preacher going on about the evils and sin of alcohol. A hour or so later all the lanterns and candles suddenly go out while every drop of said drink goes bad, including unopened bottles. There was a near riot as the people blamed the preacher for this and are ready to string him up. But one of the players helps pull him to the safety of the sheriffs office. A day or so later he walks out in the morning and abruptly disappears. 


Out on the Black Jack Ranch they are having troubles with some of their workers vanishing while out working the cattle. One turns up on the Morrigan ranch staked out on the ground with their organs removed and laying about. This has led to some finger pointing and accusations but nothing serious has happened about it yet. The sheriff and mortician retrieve the body and take it to be buried. 


A young man who killed another in a gunfight last session is hung. His body replacing one of those rotting on the crossing outside the city limits. 


As for other things happening. One of the PC's bought some unwanted rocky and unusable property between the two ranches and started building a house there. Another has started working for the Morrigan Ranch and is using that as a way to gain information and collect rumors. One got some practice using dynamite to help bust up some rock and clear an abandoned well. An offer to be a sheriff deputy is turned down. Then somebody pissed off an old man who has lived in the town since it was started decades ago. 


I probably missed a few things, or left them out intentionally, so stay tuned for more. 

Thursday, October 7, 2021

Dark West Session one Recap

 


The first session of my Dark West game using the WaRP OGL rules is now under my belt. Had three players show up and character creation went pretty smoothly so we were able to get some gaming in as well. We have a former bartender, a former outlaw and a gunslinger. 

The basic set up is the players are leaving a boomtown that has dried up. So they all pitched in on a wagon and horses to head over to the next big bustling town called Shibboleth. This town has much more potential as the mines a few miles away have really started to produce, the other side of the town goes from hills into plains and has attracted a couple of good sized ranches. Oh and the railway line runs through there also. 

Upon approaching the town on the outskirts the characters are treated with a grisly scene. Three men crucified and rotting about thirty feet off the side of the road. There is a different sign hanging on each one, "Bank Robber", "Murderer" and "Sinner". This does not sit well with them at all.

Over the day they meet the sheriff, the owner and employees at one of the saloons (aptly named "SALOON") and find a place to rent a room and stable their horses. They check on job leads and look around at the other local businesses as well. At nightfall they witness a shootout in the street in which the 'winner' is jailed in case the other person dies from his wounds. Then later are introduced to a fortune teller who has set up shop in the town.

After a discussion with the fortune teller the characters are urged to take a second look at the bodies crucified outside of town. So in the middle of the night they ride out on horseback light up a lantern and one of them stands on the back of their best trained horse to take a look. On that rotting carcass they discover the eyes have been covered with circular pieces of glass and once a lantern is brought closer the eyes begin to move around and then stare directly at them. 

Needless to say they were spooked down to their boots. After another uncanny encounter with a crow in their room they decide to bed down for the night. The former outlaw deciding against the room and returning to the wagon to sleep there instead. 


Many thanks to KnA games for letting us use their back room to run this game. 



Sunday, June 28, 2020

Modern Occult - The Talking Wall



The Talking Wall

This article is no longer available for free. It is part of 'Clandestine Societies Issue One over on DrivethruRPG. 

Tuesday, June 23, 2020

WaRP GMC occult - Widow Rose


Known among various occult circles is a young woman that goes by the name of Julie, which is most likely not her real name. If anybody inquires about her actual name her response is usually "Why, is the one I gave you not good enough?" along with being put on her personal 'shit list'. She speaks with a southern USA accent and she rarely speaks among the 'mundanes' who know nothing of the society surrounding the supernatural.

What she is mainly known for is being basically an assassin for hire. Usually brought in to take care of snooping mundanes who are causing problems or killing off another cult leaders rival. She doesn't work for cash either, instead one must barter for her services. Things like written spells, ritual components and artifacts of some occult importance are what she desires the most. But she has taken payments in blood, teeth, hair and other fluids and parts of the human body.

There is actually a short ritual passed around that is used to call her. It requires a sacrifice of blood, a short chant and then phrase 'Daughter of the Widow Rose' written on parchment and burned on a candle. Within a week she will arrive, usually in a black beat up panel van, and you better be ready to make your deal right then. Summons for no reason usually end with her taking the life of the one who cast the ritual.

Artifacts: The Black Book. She carries a tome with pages that are hand sewn into it. The pages are spells that have been cast but require activation phrases to complete. Whenever she casts one of these spells the pages that contained it will burn up without harming any others. Later she will sew in new pages in write in new spells.

Other Specials: Protective Runes. She has protection magic woven into her tattoos. Any other spell or supernatural ability used on her has it's difficulty raised by 4 and even if successful the desired effect is halved.

Traits
Spell Caster: 4 - This is the trait that is used whenever she casts a spell from the book or writes a new one in. (fingers are blackened with soot and ink)

Occult Library: 3 - In her van is a large collection of books, trinkets and other objects of interest. Whenever there is a need for some sort of component or bit of information this is the roll to see if she has it. (The van is stuffed full of materials and she usually packs an over the shoulder bag with emergency items in it)

Disappear: 3 - Her, and the van when she is inside, tend to vanish when nobody is looking. Anybody trying to actively trail her will have a great deal of difficulty. (she appears out of nowhere and goes the same way when she is done)



Thursday, June 18, 2020

WaRP Cyberpunk GMC - Jekyll


Karim "Jekyll" Jahani was born into a bit of luxury. Being the son of a doctor and a corporate executive he really didn't have many worries growing up. He was a brilliant young man and quickly made his way through basic schooling and was soon followed the path of his mother into the medical field. At the top of his class he found his way into the surgical field in no time. Everything in his life was going great and didn't have a care in the world.

This all changed with the Foundation Square massacre when corporate funded police officers opened fire on protestors without warning. He was at ground zero in the hospital when the mass casualty event flooded the hallways with the wounded. After working for over 30 hours straight he finally sat down for rest and saw what was on television. The cover up of what happened, claims it was all a hoax and that very few were actually injured. Sitting there still covered in the blood of his patients he saw the bare faced reality of illusion of safety he lived in.

Karim began going out into the streets to help those in need. Wearing a mask to hide his identity he treated the injured and the sick. Spending time as a street medic for protests throughout the city. He discovered that his oath to help others was a lie where he had been before. Soon he gave up his previous life entirely and vanished into the crowded city downtown streets.

He gave himself the nickname Jekyll because he felt his life before he was a Hyde working for those who cared nothing about others. To this day he still wears a mask when he is working on the street, especially a rallies and protests. But he has a small office behind a pool hall where he resembles a more 'normal' doctor taking care of others.

Cyberware: Neural jack on his right temple with five data ports at the base of his skull. Hardwired nerves to keep his hands from moving or shaking under any circumstances. Chemical scanner at the tip of his tongue. Always carries around a small case of data chips covering a myriad of medical and surgical procedures.

Traits:

Former Emergency Room Doctor: 4- He is used to taking care of injured people quickly and high pressure situations. From doing simple triage work to full blown surgical procedures. Patching people up and saving lives is something he can do. (Always has an emergency medical kit on his hip)

Knowledge of a Doctor: 3- Also being somewhat trained as a medical doctor Karim is also good at treating illnesses. Along with continually educating himself and building a reference library to work from. (Carries a backpack with basic medical equipment at all times)

Fast on his Feet: 2- After a few years on the streets and finding himself in the middle of clashes between protestors and police he has learned how to run and evade capture. (never sits back and relaxes when not in his office, always on alert)

WaRP cyberpunk GMCs - Wilson



Need pharmaceuticals but can't afford the sky high prices set by the corporations? Then look up Wilson. Need to find some cut rate weapons for your raid on a police facility that specializes in vanishing people? Then look up Wilson. Need a place to lay low after you jacked a food transport truck and drove it downtown to feed the homeless? Then look up Wilson.

Jerome Wilson has been on the ground fighting against the control of the corporations and the corrupt police forces that serve them for over two decades. Starting off as just another member of the faceless masses living in poverty he has pushed back against authority early on. Finding his way in and out of jail, usually on trumped up false charges, for several years he finally found that niche that fit him well.

Wilson is an organizer and a master of connections among the various groups who work in the shadows. Barters, trading and making deals that move supplies, gather resources and fund various operations, he knows all the ends and outs of how to get it done. He has amassed small fortune in both actual cash on hand and in various goods. If he doesn't have it he knows who can get it and just what it will cost.

The most important thing to him is supporting the revolution from the ground up. Supplying those who fight and trying to take care of those who can't. If you want somebody on your side in the fight against the corporate stranglehold then Wilson is one of those people.

Cyberware: Neural Jack at the base of his skull, nanotech enhanced healing, fiber reinforced skin and geomapping software implants.

Traits:

Net of Contacts: 4- If he doesn't know it or have it, he knows somebody who knows somebody. Within a few minutes he can locate almost anything that somebody could want. But it's not always cheap. (Typing away at a smartphone when meeting him "Just a moment let me finish this up")

Accumulated Wealth: 4- Spread across multiple bank accounts and hidden in several cyptocurrency ewallets Wilson has a lot of money stashed away. He is always willing to spend some of it to help those truly in need. (always has the latest phone, new glasses, new clothes and pays for everything without hesitation)

Street Tough: 3- Don't let what he is now fool you. Wilson learned to survive on the streets at a young age and how to fight. He continues to stay in shape and spars at a few local gyms after hours. (solid muscle and anyone who bumps into him will usually get knocked back)

Wednesday, June 17, 2020

WaRP cyberpunk GMCs - Straight Edge


Straight Edge - Computer Hacker Prodigy

Known only as Straight Edge, or Edge to those who know her. Much about her origins are unknown and any delve into her background through standard means brings up nothing over two years old. It is widely believed that she erased all digital records of herself and then used other methods to wipe out the paper trail as well.

However what is known about her after is enough. She seemingly slid onto the net without much notice until the hack and burn of the GenTech Corporations data site. Where massive amounts of confidential information was suddenly released out into the wild at the same moment that the computer terminals within GenTech HQ rapidly began overclocking resulting in a firestorm the scorched most of the building.

She claim complete responsibility for this action and even released some of the code on how she did it. Calling herself Straight Edge because, in her own words: "I cut straight through the bull shit and cut out the heart."

Since then she has been connected to at least a half dozen other major mainframe hacks. Most of which ended with collateral damage outside of net as well. Along with releasing various programs and apps for other hackers to use. Some of them being the weapons various corporations had designed to deal with her, just stolen and retooled.

Only a handful of close knit friends know how to contact her and finding them is a chore in itself. Her fanbase among the civilian populace is growing at a rapid pace. Especially among the anarchist and free society movements. A few nomadic packs would probably burn down a few city blocks if she asked them to or if they thought they were providing her protections.

Cyberware: Neural jack located at the base of her skull with tertiary jacks down her spine. Complete optic replacement that have built in VR interface and enhanced night sight. Nanotech enhanced healing and adrenal/reflex boost (bonus die when running or fighting).

Traits:

Hacking Prodigy: 5 - When it comes to the net and all the domains attached they are nothing but her playthings. Adapting, creating and destroying code is what her brain was apparently made to do. Cutting through everything with the greatest of ease. (constantly online or writing code)

I've Got A Plan: 4 - Always works out every detail of everything that she does. Including ways of escape and where to run if things go bad. This goes for the net as well as the real world. (always looking around at her surroundings)

Calling in Favors: 4 - Many folks owe her for the things she has done. A phone call or two and she can have transportation, protection, food, whatever she needs. (makes offhand references about people getting her things)

Sunday, February 23, 2020

Horror Gaming - Sanctuary



Sanctuary

This article is no longer available for free. You can find it as part of Clandestine Societies Issue One over on DrivethruRPG now. 

Wednesday, January 22, 2020

Tagger Magic from Truly Rural Productions


In the modern era occultists use painted street art to channel magic into reality altering spells. But with after effects that could tear apart the streets around them. Tagger Magic is set using the WaRP OGL from Atlas Games but is simple enough that it could be transferred over to others systems with ease. So grab some spray cans and change the city around you.


Get it over at DrivethruRPG now!

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Sunday, October 28, 2018

WaRP ezine pros and cons



Currently been thinking of a different way to release material for WaRP than what I was planning.  Originally my ideas was to put out individual small sourcebooks for specific things. Such at the collection of modern magic items.  However I have a lot of little unconnected ideas running around as well. 

So the new idea is to release it under and ezine like format.  A few different WaRP articles, maybe a bit of fiction, some other generic articles like GM advice and what not.  Some stock and clip art to finish it up.  But I'm not sure which way to go so I'm making a pro and con list for the ezine format.

PRO

Allows me to use scattered one off bits that I've written up.
The ezine format is pretty popular right now.
Easier to release on a more timely manner since I'm not putting everything into one idea even though my interest may bounce back and forth.
It would allow a continuous stream of thought for me, such a regular articles on certain subjects.

CON

A specific type of thing somebody may be interested in could be scattered across multiple issues.
People not happy buying an entire issue when they only have interest in the fantasy bit or whatever.


Does anybody else have any pros and cons that I've missed?

Sunday, October 7, 2018

Modern Magic Items now up for sale


Finished and now up on DrivethruRPG is Modern Magic Items from Truly Rural Productions.   A collection of various items that can add a little extra spice to your modern day games.  Game stats are done using the WaRP OGL from Atlas Games.

Find Truly Rural Producitons HERE.

Also did I mention that it's only a dollar?


Sunday, September 3, 2017

Six Pack - Modern magic items.


Modern day magic item six pack.  It's been a while since I've done a six pack so here we go.  What few game mechanics that are given will be for the WaRP (aka Over the Edge) game system from Atlas Games.  Have fun.



Fashionable Tie.
I very nice silk necktie. Usually of whatever particular style is in at the moment. When one puts it on and ties the knot themselves it creates an illusion around the wearer. Everybody else sees them in a very high fashion suit, perfect cut and fit. However only living people see the illusion, cameras and such do not.

The 'Oh Shit' Button.

What appears to be a small two inch by two inch by one inch thick solid box with a single button on it. No other markings, no way to open it and nothing will show up inside using any sort of scan. However if the button is pressed all alarm signals with a 200 foot radius will go off. Some nearby phones will even self dial 911.
 
 
Every Key.

A well worn car key with no specific car manufacturer logo printed on it. It will unlock any vehicle door and work in any key driven ignition.

The Stop Watch

What appears to be a simple non-digital wrist watch with a leather strap. There is an extra button on each side that are unusual and seem to serve no purpose. However when one presses both in at the same time while staring at the watch it will cause time to freeze in the area around them. This will last as long as the wearer is looking at the watch face, one look away and it breaks. So they have to use peripheral vision to move around. The more complicated the movement the harder it is to not break eye contact. Only works once per month. Trying to use this at any other time simply cause no effect what so ever.

Stethoscope of Health.

Looks like a regular Stethoscope but when anyone with a medical trait uses them they can hear a whisper in their ear when checking for a heartbeat. The voice is telling the user of any potential health problems and injuries the person they are examining may have.

The Spinning Signal Soak.

A small wooden top. Much like that a child would play with. The wood is unpainted but worn and a strange unknown writing goes around it's surface in black ink. While spinning the top cancels out every single electronic signal within a 200 foot radius. Cellphones, wifi, laptops, all of it. The devices will still work but cannot connect to any network at all. Each use costs one Psychic Point and it can be used any amount of times per day. Once spun it will stay spinning for a D6 of minutes, for each additional Psychic Point put you add another D6 to the roll.
 
 
For another game of modern day magic mayhem check out Urban Arcana over on DrivethruRPG.
 
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Wednesday, February 18, 2015

Six Pack - More modern magic items.



Time for another six pack.  Here are six modern day magic items, stats are given for use with the WaRP system.  Enjoy.

'Free Money' Card

What appears to be a blank credit card made of a gray plastic with just the magnetic strip showing on its surface. Most wouldn't think anything of it this but a curious one will try it out. When put into an ATM and any four numbers entered as PIN code it will cause two hundred dollars to be dispersed. Now this only works once per day, any extra attempts come up with an error reading the card. Another benefit the user is usually unaware of is all surveillance of the transaction is blurred out. Rendering any attempt to ID them from security camera footage an impossibility.



The Stop Watch

What appears to be a simple non-digital wrist watch with a leather strap. There is an extra button on each side that are unusual and seem to serve no purpose. However when one presses both in at the same time while staring at the watch it will cause time to freeze in the area around them. This will last as long as the wearer is looking at the watch face, one look away and it breaks. So they have to use peripheral vision to move around. The more complicated the movement the harder it is to not break eye contact. Only works once per month. Trying to use this at any other time simply cause no effect what so ever.



Reading Lamp

A rather old and decorative table lamp. Made of a dark heavy wood with inlaid carvings of what appear to be educated wise men reading books. Even the cord is decades old and most would think it unsafe. When somebody turns on the lamp and lays a book in the light it visually translates the text into the primary language of the reader. There seems to be no limit on how long you can keep it on nor how many time it can be used.



See Through Mirror

A small hand held mirror, about the size of those that come in compact make up kits. Kept in a felt lined leather pouch and the back of the mirror seems to be covered in the same felt material. If placed against a wall and the person holding it concentrates it allows them to see through the wall as if they were looking through a hole. There seems to be no limit on how long you can look through the mirror and can even slide it about on the wall moving the 'hole'.




These two pistols are known for being the reason why some people have survived incredible odds. Hurt, bleeding and facing the end they are suddenly able to wield these firearms better than ever before. They've been in the hands of everybody from staunch lawmen to criminals on the edge of society believing it's kill or be killed.


'Last Man Standing' pistol – Walther P .38

For every ten points of HP that are lost while the user had this pistol on them they gain a bonus die whenever firing.



'Bloody Defender' pistol – Colt M1911 .45

Activated when the users own blood is smeared onto the gun. After that they gain a bonus die on all actions for as long as the blood is wet and the gun is in their possession.

Sunday, November 16, 2014

Dirty Six Pack - Six magic items from the naughty side of things.




Dirty Six Pack

Six modern magic items that fall into a bit of the naughty side of things.

Presented with stats for the WaRP system.


Strippers Dollar


Looks like an ordinary dollar in every fashion, a bit worn and well used. These are specifically made for businesses of erotic natures, almost always strip clubs. The staff are immune to the effects and the dollar loses all power if removed from the premises for more than a day.


Usually handed out a change or in requests for ones at the bar. What this does is make the person who possess it want to spend all their money at the location. Including withdrawing cash from their checking accounts at a convenient nearby ATM and every cent on them. The main urge for spending is on either the strippers for any activity they can purchase or for more alcoholic beverages to drink.


A completely sober person can roll to resist this urge with a difficulty factor of 7. But the more they drink the harder it is to resist. A few drinks raises it to 11, a good buzz raises it to 14t and getting full drunk raises it to 18. For this reason the staff are instructed only to give them out to patrons who have already been drinking (and preferably very wealthy).



Ballgag of Silencing


Very elegant looking ballgag. The ball is made of solid black rubber, the straps are polished leather that lead back to a set of adjustable rings and a small silver lock. Along the straps are the words 'Silence is Golden' on both sides.


To activate it cannot be put on by the wearer and instead has to be done by another person. The wearer must be kneeling facing away from the person attaching it and must be completely silent as it is done. After locking the gag on the person who attached it must take the key. Once in place any noise that the wearer creates, from vocal, to footsteps and even shooting a firearm is completely silent.


There is no roll for anyone or anything to hear the wearer as the sounds are not just muffled but eliminated completely.



Oil of Deftness


Another item that the wearer cannot apply themselves and must have another do it for them. This is a very slick oil that is poured from a decorative clay jar. It only requires a small amount of oil as it will spread rather easily. The person applying it must then rub it over the persons entire body, every single bit, yes even those bits. It must be massaged into their skin over the course of about an hour.


Afterward the wearer is then much more nimble and dexterous than before. They gain a bonus die for any physical action that requires dodging, squeezing through narrow areas, and moving out of the way of danger. Also any person attempting to engage in hand to hand suffers a penalty die to hit or grapple a person wearing the oil.



Collar of Obedience


A metal collar of simple design. A polished black metal ring with a hinge in the back and a lock that fastens in the front with a loop for a leash to be attached. It only works when attached to somebody beaten in physical combat by the victor. Once locked in place it is very difficult to remove.


The wearer is forced at the mercy or the victors commands. Resisting the orders have a difficulty factor of 18. Also the lock itself is hard to undo without the key with a difficulty factor of 14.


The collar also creates a subconscious feeling of submission to the victor. Responses to orders are usually ended with a 'Yes Sir (or Miss)' unless ordered another form of address. The longer the collar is on them the more ingrained this feeling becomes until it is second nature and the will of the wearer is completely drained away leaving a completely loyal servant even if the collar is removed.



The Truthful Lash


A well worn riding crap made of leather. Anyone with knowledge of determining such a tools age would be able to tell it is quite old. The use is rather simple whenever you ask somebody a question and then strike them with the Lash they have to roll if they don't want to answer with the absolute truth. The difficulty factor is 11 for each question. If the person doing the striking is within the victims sexual preferences then they get a penalty die to their roll to resist answering.



Obscuring Mask


A leather fetish mask complete with zippered mouth. The person using the mask simply has to pull the zipper shut to activate this object. When active nobody can remember any specific details about the person wearing it, voice, what they said, what they wore, tattoos and will not entirely be sure of what they were doing. Most people simply overlook the presence of the wearer completely. Anybody with a specific trait around having a good memory can make a roll to remember with a Difficulty Factor of 11.