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June 19, 2013, 10:32:07 AM
The Official Anima ForumsAnima - Role Playing GameModules and Adventurescampaign log
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artent
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« on: August 26, 2008, 04:21:45 PM »

Anima Rpg Session Log

I've got 3 players for this game who made the following chars

Goodman: A pure mentalist Specializing in Psychokinesis(The player wanted to be able to do Psycho Mantis type stuff).   He acquired 26 PP on start and also took the Psychic inclination to Psychokinesis and PP recovery.   To balance it out he is a deep sleeper with the exhausted trait.   His PA isn't that good so he stays close, but his PP is nuts during the whole session he never got less than a 180 on any Psychic test, which got boosted to 240 on Psychokinesis.

Alissa: An assassin, tons of sneaky with decent combat and the acute senses trait.   She also took starting wealth 1 which gave her so much gold she is pretty much the party bank(she started with a friggin palace and was tossing GC as bribes left and right).   She also rolled an appearance of 10, which actually came up as more of a penalty than anything else.

Dex: The Shadow with a severe phobia to spiders and addiction to risk taking.   I have a feeling he is going to pump more into stealth when he gets the chance as he wasn't doing terribly well at sneaking.   Overall he plays similar to Alissa but with better combat and less sneaky, well, apart from insisting that he go in alone to fulfill his risk taking addiction.


The session:
I had them meet up with a mysterious cloaked woman who wanted them to steal an Amber statue of a falcon from some minor noble guy in Galgados.   When they got it they were to meet up with her in Hecate.   
   Though they were unaware of this the woman was a non-human(I'll probably go with Sylvain, when I have to decide) and the amber statue contains something mundane but important for saving someone within Samael, the womans partner was captured by the Minor Noble who is also a low Ranking ally of the inquisition.   She needs the pc's to get it back because she is being tracked and needs to get it back pronto anyway she can, the pc's are just conveniently nearby.

Scene 2: breaking and entering

Their Plan boiled down to scouting the house, then having Dex cause a distraction while Alissa and Goodman infiltrated, and to wing it from there.   The house had 2 stories with 2 militia dudes on each side and 3 trained mastiffs at the back.   The owner and his elite guard were gone(tracking the woman to Hecate in fact) so I played security as somewhat lax.   All guards were lvl 0 militia except for one guy who was a lvl 2 Soldier.

Dex snuck around the rear and stealthily started killing the Mastiffs.   A guard spotted him before he got the 2nd dog, his reaction was to stab the 2nd dog cue chase scene with 1 dog and 2 guards chasing him for a while.   I decided to use opposed Athletics tests and the to hit chart.   When 1 side reached 100% damage they would have escape/caught up and started combat.   

   While Dex was running for his life Goodman and Alissa flew to the 2nd floor using Psychkinetic Flight and Organic Telekinesis powers which Goodman could easily cast.   They snuck around and saw the head guard organizing with other guards.   Launching a surprise attack they ended up taking him down and killing the other guard, the final blow was a the shatter power that scored a crit on his left foot(ouch!).   Eventually Dex lost his pursuers and made it back, Goodman tried to cast to many things at once and lost all but 1 of his fatigue points and had to retreat.   I limited guard encounters to 1-2 guys at a time.   Most combats lasted only 1-2 rounds as they usually struck from surprise thanks to the sneakiness.

They managed to figure out that this house belonged to someone involved with the inquisition.   This freaked them out a bit and when the reached the basement they didn't touch anything but what they came for(including the dude shackled to the wall)

Scene 3: Hecate
At this point their contact had already been captured and revealed most of what was going on.   The church guy(A fire based Warlock) has set up an ambush for the PC's in a warehouse.   Here is how this was supposed to go the pc's would go in talk for a bit and the hiding ninja NPC would kill the woman after she said something cryptic and hint-like at which point the pc's would do some sort or fighting withdraw or attempt to bargain their way out of it.   Here is how it actually went.   Alissa figuring something was up went stealth into the meet and scored a 280(!) as well as the 210 she needed to see the Ninja.   Dex and the contact talked for a bit at a distance before Alissa Jumped out of the friggin shadows and killed the Ninja in 2 strikes before he could move or anyone else even knew he was there.

   Having confirmed it was a trap Dex noticed some people hiding outside, so they decided to take an alternative exit, cue Goodman blowing through a stone wall with the shatter ability.   The noble rushed in with his 2 goons and a short fight broke out during which Alissa was disabled.   They realized how outclassed they were so Dex tried to convince the noble to go into a 1v1 duel no magic winner gets what they want....normally I wouldn't do it but the pc's were in a huge bad way and Dex did roll really well on persuade.   Dex ended up winning, barely, with the help of goodman subtly buffing him.   So now I gotta figure out what this woman is gonna say since they actually rescued her(grrrr).


Comments:
We got some rules stuff wrong, we assumed you couldn't get higher than 280 on any check including combat and supernatural stuff, which would have only benefited the pc's as they actually maxed out at 280 3-4 times this session.   I also had to fudge the battle with the noble as his spells did crazy dmg(I'm looking at you firewall) it would have easily toasted 1 of the pc's to instant unrecoverable death. But sides that it went pretty well and smooth.   I'll have to print out a copy of the to-hit chart for the next session as you need it for friggin everything
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« Reply #1 on: August 26, 2008, 05:42:05 PM »

Hi artent. Welcome to the forum.
The session seemed really fun. We hope you could tell us more of the next ones ^^


Quote
We got some rules stuff wrong, we assumed you couldn't get higher than 280 on any check including combat and supernatural stuff, which would have only benefited the pc's as they actually maxed out at 280 3-4 times this session.
In fact, you can get 280+ in prymary skills, both combat and supernatural ones. The limit is for secondary ones based in physical actions.
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« Reply #2 on: September 08, 2008, 05:34:46 PM »

Session 2
This session was a bit shorter and less planned out, but it still introduced more stuff from the world giving me more potential plot lines in the future.

Dex, Goodman and Alissa opted to stay at an Inn with the Mysterious woman who is going by the name of Ann.   They questioned her for a while and have some vague understanding of supernatural creatures now(I decided Ann would be a Sylvain), Alissa spent some of her DP to gain ranks in Occult to reflect more detailed conversations on the subject.

While Dex was healing up to the point of being conscious the other 2 scouted out the city individually looking for way to get out.   Ann revealed that she needed to get the Amber Falcon they found last session to the Village or Cornes and meet with Janiel(from AT) in oder to save Ann's husband who is afflicted with something.   Alissa managed to steal a parchment from a guard captain.   It revealed that the gate guards were conducting semi-thorough searches of outgoing  individuals looking to apprehend the party, complete with a decent physical description of the characters.   Goodmen found some shady individuals and mind read one of them to find a contact who could smuggle them out and they came up with the name “hanz Gruber”(name flagrantly lifted from Die Hard).

   The next day Goodmen and Alissa went out to try and find this Hanz guy,   Both of them rolled 280 on the secondary skill I used to have them look for his place and they found it in all of 5 min of searching / asking around.   Hanz is a proprietor of one of Black Suns infamous “antique shops”.   He is vaguely aware of who the pc's are and what they have with them.   He offers to  get them out in exchange for a small task, Ann, or the Amber falcon.   Alissa denies knowledge of Ann and refuses to hand over the falcon leaving them with their task.   Hanz wants them to go into the catacombs beneath the city and find out what happened to a party he sent down there, and/or recover a stone box they had with them. They agree and head back to the inn.
   In the mean time Dex has noticed 3 individuals way to well dressed and equipped to not be trouble come into the inn.(Some men working for Tol Rouko who also want Ann/falcon)   Dex runs out the window as the innkeeper lets the men into his room.   Before dex gives them the slip he and 1 of the men catch catch sight of each other as dex slips into the crowd and meets up with the rest of the party.

   Hanz had given the pc's the location of a relatively unguarded entrance as well as detailed and complicated directions on navigating the underground complex.   The 2 guards gave them little difficulty and they slowly proceeded into the catacombs.   The pc's found what was left of the party they where searching for, mostly hacked too bits, the one survivor had gone insane and mistaking him for an enemy they attacked and killed him on sight.   
   Shortly after they were ambushed by a lone Grendel, and after a short battle explored the area.   They found the box they were looking for clasped in the hands of 1 of the dead party.   Before him lay long dead skeletons that looked vaguely human, but with something off about them.   They had come across a failed Black Sun experiment of some kind.   Already badly injured they grabbed the box and fled.   From there they got smuggled out of Hecate and are on the way to the Village of Cornes to meet up with Janiel.   The party seems to be going toward a working relationship with Samael.
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