Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - The Dan

Pages: [1] 2 3 ... 76
1
Blades in the Dark / Epilogue: The Drop Wars
« on: July 01, 2017, 06:06:27 PM »
Well, it’s over.



The Drop Outs are gone, but not forgotten. They have, it’s fair to say, left their mark on Doskvol – mostly in the form of bodies and scars. Their turf is destroyed. Their (still missing) Product has earned legendary status. They themselves are known as “those crazy shits that destroyed everything they touched, including themselves.”

After blowing up the meeting between the secretly-returned Baszo Baz., Lyssa and themselves on Tangletown, they became pariahs. Despite attempts to muddy the waters and claim Lyssa did it, the truth came out – Plug Uglies abandoned them (an unlucky entanglement), and being at war with the Crows AND the Ogres, eventually and without any allies left, the Drop Outs are toast.

THE FINAL SITUATION

Crowsfoot remains unstable, and with far too much official scrutiny thanks to both prominent dissidents (and militia) and supernatural terrors. There are way more ghosts here than before, and whispers do a roaring trade protecting both citizens and the underworld. Every crew keeps one eye on the supernatural now.

The People's Militia is bloody sick of bloody gangs. They are small but dedicated, oppressed by the City Council as vigilantes. Finally the people have some muscle though - lets hope they don't get tempted into crime...

The Bluecoats have finally been given the military grade arms and armour, and help from Railjack and Spirit Wardens they have been after for years, thanks to the constant murder and supernatural shenanigans. Nobody is happy about this. They are, in the end, the biggest and most stable gang of Crowsfoot.

The Crows: Despite being blown up, Lyssa survives to lead the Crows for now (Bell takes the brunt of the blast for her, and is bedridden. They remain the largest gang with the love of the people, slightly sullied by the Drop Outs efforts. Their main problem is now Erin’s Billhooks right next door, and Baszo as her new “lieutenant” controlling most of his old gang. Lyssa now also has to deal with the Sons of Roric, who are gunning for her particularly.

The Lampblacks continue as part of the Crows… for now. Baszo got his people back and controls Blackouts and most of the Drop, via his old henchmen Adric Smiles and Mr. Wyck.

The Plug Uglies remains the wild, savage, fearsome thugs they always have been under the leadership of Fearsome Fergus. Chunk Flunkins languishes in Ironhook Prison. They raise a glass to Chimes each year. The people of Crowsfoot still hate them.  The Tub o Blud is still a rat and weasel-fighting arena, and bare-knuckle boxing venue.
Erin’s Billhooks (II?) recognise Lyssa as ward boss “for now” and as a result, the Billhooks as a whole become Tier 3, but the status of Erin’s “Crowsfoot endeavour” is uncertain.

The Fog Hounds are royally shafted, with their ship literally stuck, full of ghosts, and them forced to work for the Billhooks.

The Red Sashes are controlled by agents of House Anixis and their diplomatic guard. Mylera is a puppet. Zamira will likely work with the new regime though.

The Savages: Prosper under Marlo’s aggressive leadership and PC-supplied guns. Marlo contributes much to the legend of the Drop Outs, and thinks you guys were “smashing top shelf bloods.”

PC FATES

Breaker (Damian): Robbed the crew’s cache and absconded. Whereabouts unknown – but he apparently left the Dagger Isles Orchid to Grace.

Hugo Grimourd (Declan): Exploded by the grenades he brought to threaten his way out of the meeting (pins pulled by the finally-snapped Breaker). His ghost probably haunts the bowels of the Leaky Bucket… unless some enterprising whisper decides to bottle it and sell it to Lyssa or Baszo.

Dog (Justin): Continues to be the meat-puppet of Roric’s ghost, and the nucleus of the Sons of Ruric (with his sister, Willow)

Dr Hong (Sam): Continues as a plaything in a spirit bottle, tortured by Lord Scurlock, perhaps occasionally given a brief respite in exchange for services. Perhaps he’ll be one day given to Setarra as a pet?

Flint (Sam): Is eventually killed or captured in the ensuing riots, fighting against the state.

Frankie Sin (Justin): Survives as the broken plaything and servant of Velvet and her sisters…. Whoever they are.

Hermon (Jonny): Took a timely step back from the crew, and is in seclusion trying to teach the Frankentoku social graces – or at least to not be a murderous undead/demon-tainted/mechanical killing machine. 

Mister Slane (Sam): Stays loyal in the brief gang war, but once the crew itself is dead, moves on, the consummate professional.

Silas (Justin): Remains one of Lord Scurlock’s agents, and continues to look for a better life than the torrent of horrible things he’s been doing recently.

Toku (Jonny): Although his body is now a monstrous flesh golem, the state and whereabouts of his soul is currently unconfirmed.

ALLIES, CONTACTS, ENEMIES, ETC

Doctor Boden continues his work with Hermon, and testing the virtue of leviathan blood in medicine on the rogues that visit him for healing. 

The Dissidents have had a proper kicking. The Runagate Commune is destroyed, its leaders executed. The Janglers and Red Beggars are broken and in hiding. The Lost get caught in the crossfire and their campaign to protect the people of Charhollow is weakened. A few people are radicalised by the City Council’s clampdown, however. The Red Beggars become a crew of assassins and extortionists who specialise in hitting government targets. Crowsfoot has the People’s Militia now, with ties to the remaining Lost.

The Dagger Isles Orchid is left in the hands of Grace.

Hoxley will be missed. Poor guy.

Mister Pale’s real name and Agenda will never be known, he never gets the chance to avenge his niece Nensia Dunsane’s murder.

The Whispered Scream reach Tier 2, becoming a major player in Charhollow and threatening to push into Crowsfoot.

Midnight’s Bones continues to be the secret centre of monstrous, supernatural vice in the city. They begin to expand into other endeavours….

Mr. Wick remains Baszo’s right hand man and trusted killer.

Lord Scurlock has become “interested” in life in the city again… well done.

Roland Wott escapes blackmail due to the death of Hugo. His son remains a “bad un” he covers for though.

Riven is dead, his secret recipe for ‘Red-T’ remains a mystery.

The Demon Setarra: Lives free and relatively unrestrained, a force of major corruption in the city. Her strange and subtle “game” with Lord Scurlock continues…

The Silver Nails come out of this nightmare with a better reputation as reliable ghost hunters. Tier 4 is potentially within their reach.

Tick-Tock is a strange pre-pubescent transgender tinkerer, who was a friend of Ruric.

Willow is lured back to her brother’s side and is the Sons of Ruric’s new (insane) whisper.

2
Blades in the Dark / Re: Word on the Street
« on: June 17, 2017, 03:18:35 PM »
Mardin Gull: Plenty of deals made and scores planned, and a damn lot of screed and braggadocio: A fine birthday bash! Billhooks and Crows are both consolidating - not exactly friendly but mostly ignoring each other while they stabilise, that might work out but tut tut for bringing them in here, Drop Outs. That's trouble we do not need. Funny how things work out... Poor Phineas and Goldie, trapped between Sashes, Hooks, and the dead. That's no choice at all.

Cottonmouth: Slane, we have unfinished business!

3
Blades in the Dark / Re: Word on the Street
« on: June 12, 2017, 08:06:12 PM »
Marlo: Ship's stopped rolling in Sash Street, deck steady. Mylera is still captain, but there's other ruvie coves comin' swag-a-dragging over the bridge. Looks like turf rubbin turf. Lookin like this new crew be runnin' a red one for follk who shivved their fellows in the barkle. Nice work not scraggin' the wrong sash. Savvy - most unlike you.

Erin: How nice of you to give us the Foghounds. We'll make them welcome, don't worry.

Bell: I tell you, if Lyssa could just take care of a certain ghost, she'd have this district all sewn up. 

Flint: So the damned Wardens are still all over town. Them I can ditch, but they're sending railjacks and Silver Nails into the Foot, to look for Roric. Not people to mess with. But at least Six Towers is under control again.

4
Blades in the Dark / Re: Extra! Extra! Read all about it!
« on: June 12, 2017, 07:54:59 PM »
From the latest roll of the Crowsfoot assizes:[/i]

Carswell 'Chunk' Flunkins, you have pleaded guilty to the charges brought to this court by the people of Crows Foot, and it is now my duty to pass sentence. You have, without lawful excuse, intentionally causes grievous injury to another, and thus were brought to trial. You pleas for clemency have been heard, and the matter of your mother and two wives has been heard before the court.

You are an habitual criminal, well-known as a ring leader to a band of ruffians and menace to the general well-being of the district. Your gang accepts arrest as an occupational hazard, and presumably accepts imprisonment in the same casual manner. We therefore feel constrained to commit you to the maximum term allowed for these offences: You will go to prison for five years.

5
The Bar / What should I run next year?
« on: June 10, 2017, 02:43:24 PM »
What should I run next year? I can’t decide! Post on the Facebook group.

What might people be interested in?

Three options, basically:



𝗖𝗼𝗿𝗶𝗼𝗹𝗶𝘀: Stylish Swedish sci-fi, describes itself as 𝘍𝘪𝘳𝘦𝘧𝘭𝘺 Meets 1001 𝘈𝘳𝘢𝘣𝘪𝘢𝘯 𝘕𝘪𝘨𝘩𝘵𝘴. The general look feels very 𝘋𝘶𝘯𝘦 and 𝘊𝘩𝘳𝘰𝘯𝘪𝘤𝘭𝘦𝘴 𝘰𝘧 𝘙𝘪𝘥𝘥𝘪𝘤𝘬 with bits of 𝘞𝘢𝘳𝘩𝘢𝘮𝘮𝘦𝘳 40𝘒 and 𝘍𝘢𝘥𝘪𝘯𝘨 𝘚𝘶𝘯𝘴 𝘙𝘗𝘎. PC free agents, warring factions and a shadowy supernatural menace – sort of space age 𝘎𝘢𝘮𝘦 𝘰𝘧 𝘛𝘩𝘳𝘰𝘯𝘦𝘴. You design your own ship and what the party does for a living (smugglers, journalists, pirates, etc)

𝗠𝘂𝘁𝗮𝗻𝘁: 𝗬𝗲𝗮𝗿 𝗭𝗲𝗿𝗼: Post-apocalyptic fight to survival a ravaged world – currency is bullets and food. You play a community of radiation-powered mutants with special powers: 𝘟-𝘔𝘦𝘯 do 𝘍𝘢𝘭𝘭𝘰𝘶𝘵 / 𝘛𝘩𝘦 𝘞𝘢𝘭𝘬𝘪𝘯𝘨 𝘋𝘦𝘢𝘥. You’re not just fighting for yourselves: Your community has its own character sheet and develops alongside the characters – which lots of meaty decisions like “𝘴𝘩𝘰𝘶𝘭𝘥 𝘸𝘦 𝘣𝘶𝘪𝘭𝘥 𝘱𝘦𝘳𝘪𝘮𝘦𝘵𝘦𝘳 𝘥𝘦𝘧𝘦𝘯𝘤𝘦𝘴 𝘰𝘳 𝘸𝘰𝘳𝘬𝘪𝘯𝘨 𝘵𝘰𝘪𝘭𝘦𝘵𝘴?”

𝗦𝘁𝗿𝗼𝗻𝘁𝗶𝘂𝗺 𝗗𝗼𝗴: Pulp space opera from the pages of 2000𝘈𝘋. You play mutants in a fascist future Britain. The only job available to you hideous muties is as bounty hunters, catching the scum of galaxy: Blasters, madmen, black magic, time grenades, countless hives of scum and villainy and a healthy dose of satire – sort of 𝘝 𝘧𝘰𝘳 𝘝𝘦𝘯𝘥𝘦𝘵𝘵𝘢 meets 𝘎𝘶𝘢𝘳𝘥𝘪𝘢𝘯𝘴 𝘰𝘧 𝘵𝘩𝘦 𝘎𝘢𝘭𝘢𝘹𝘺.

6
Blades in the Dark / Re: Word on the Street
« on: June 07, 2017, 07:05:26 PM »
Lyssa: Parties over bitches. Pay the fuck up.

Mylera Klev: We threw the dice and they came up for you. So be it. The Red Sashes acknowledge the Crows as the premier crew of Crows Foot. For now.

Erin Hook: We are here to stay. That's just a fact. But we're not necessarily here to start a war. Maybe end one, but not start it, not today. That's up to you. It would be... bad form for me to start paying up so soon, now wouldn't it? But that doesn't mean we can't have a productive relationship. Fancy a game of chess?

Lydra: So, after this week's festivities the lay of the land... The Crows are firmly in charge, and the Thief-Makers have paid up to Lyssa. Bluecoats and the Cult of Weeping Lady are also both on Lyssa's side. That just leaves you and the Billhooks. I hear negotiations with Erin are still happening. Meanwhile both sides are strengthening their grip on the foot. No one knows what's happened to the Fog Hounds - casualties of war?

7
Blades in the Dark / Re: Word on the Street
« on: June 05, 2017, 05:10:31 PM »
Happy Birthday, Mardin Gull!



Salia: So... Crime stops for a weak, more or less. Well, liquor-thefts and drug deals go waaaaay up, but most scoundrels put their feet up and indulge their vices in Tangletown, relatively safe. Its considered bad form to stab each other, blow things up or seize turf this week - enjoy that while it lasts!

Don't know if its actually written down anywhere but the Council and the Bluecoats seem to lay off us this week too - it can't hurt that we're all on holiday!

8
Blades in the Dark / Re: News From Ironhook
« on: June 05, 2017, 10:45:36 AM »
News from Ironhook...

His Honourable Justice of the Immortal Imperium, Tenebris La Rouge, this date sentences the following inmates to execution by electroplasm, for crimes against and the Empire and the city-state of Doskvol.

Gershon Feni
Elias Saberhagen
Kurt Jangles
Matthias 'Mud' Parsons
Leo 'Pit' Wilde
Lucy 'Slag' Bakunin

Executions to be carried out at dusk, seven days hence.

In the name of his Immortal Majesty, let justice be done.

9
Blades in the Dark / Re: Lydra's Table
« on: June 05, 2017, 10:34:00 AM »
Prayers for a Dead Man

Well, this is interesting my sweets. Some, lets say, most discreet friends of mine would like a peaceful meeting with the Sons of Roric - well, their leader mostly. A... supernatural powwow, so to speak. Interested?



10
Blades in the Dark / Re: Welcome to Crows Foot (Series Three!)
« on: June 05, 2017, 10:31:10 AM »
The Under-Gyre



The Under-Gyre is a spiralling confluence of the city’s waterways. All its canals and sewers swirl through here, as do the bodies and spirits of those who die in its rivers. The Spirit Wardens know of it, but can do nothing except seal it off as best they can.

Territory: Beneath Crows Foot
Notable NPCs: None known
Notable Assets: A mass of bodies. A horde of ghosts. Roric's body.
Quirks: Leviathan-blood is said to taint the waters, but no one knows why.
Allies: The Reconciled, Spirit-Traffickers
Enemies: Church of the Ecstasy of the Flesh, City Council, Gondoliers, Spirit Wardens, Railjacks

Word on the street: Desperate whispers and spirit traffickers might brave its depths. Railjacks occasionally venture in to clear out nests of spectres or shambling dead. Their stories include an island of bloated corpses, a horde or ‘colony’ on maniac ghosts, and deadly demon-blood mutated vermin.

11
Blades in the Dark / Re: Ruffians, Rebels, and Rogues (Other Gangs)
« on: June 05, 2017, 10:09:02 AM »
The Centuralia Club Tier III



One of the city's most exclusive private clubs. It is renowned for its luxuries and rumoured debaucheries, the Centuralia club caters to the vices of those fortunate to be rich and powerful enough to demand complete discretion in their vice. The relative legalities of these entertainments matter not at all. Although he remains silent on these matters, its owner, Harvale Brogan, is said to be one of the city's premier purveyors of vice.

Territory: Centuralia Club, off-Sagacious Street (Brightstone)
Notable NPCs: Havale Brogan, Proprietor (shrewd, quiet); Rothe Kinclaithe, Duellist (stylish, disturbing, cruel), 
Notable Assets: The Rakehell Petrichors, a cohort of brash duellists.
Quirks: The club enjoys the secret membership and patronage of many rich and powerful citizens.
Allies: Bluecoats, Cabbies, City Council, Servants
Enemies: Hive, Inspectors
Word on the street: The Centuralia is where the old and new elite mixes. It is very proud of its discretion and effectively controls the surrounding streets and ways into/out of its secluded square. It is said that the Hive do not approve of its secret sources of contraband.

12
Blades in the Dark / Re: Lydra's Table
« on: May 30, 2017, 05:26:06 PM »
Dead Man's Request:
Well, this is interesting.... it seems that the former [deceased] leader of the Crows is in the market for a few good men. Word is, he needs 'help' with the Spirit Wardens or Gondoliers. Something about 'recruitment' for his new Crew, the Sons of Roric.

He's a scary man.

13
Blades in the Dark / Re: Word on the Street
« on: May 29, 2017, 08:45:51 PM »
Laroze: Shows over, Crows on top, as usual. Slum ghosts is your problem now.

Sgt. Lachlan: Just so we're clear... you are still on my shit list, numb-nuts.

Lydra: Well, the latest round of murders and turf grabs are done, darlings - what an exciting age we live in! The Sashes have been driven back to the heart of their old stomping grounds, but suddenly there's a whole lot of Iruvians in those streets than we've seen before: People from the embassy across the river in Charterhall, I'd guess. Words is that Swordmistress Klev struck a deal with some of the noble houses. Who knows who is in charge over there now?

Marlo: Shame bout Hoxley. He was proper, liked him.

Salia: Yup, Lyssa's called in Mylera and Erin to talk. Let's see how that goes. Quite the trio there. I note you're not on her guest list.... but maybe its just ladies only night at the Crows Nest?


14
Blades in the Dark / Re: Dramatis Personae
« on: May 22, 2017, 05:45:26 PM »
Bell
SLyssa's loyal lieutenant, second in Command of the Crows
Loyal, Tough, Intimidating




Erin
Captain, Tarvul’s sister and leader of the 'Crowsfoot enterprise'.
Ambitious, Confident, Deadly, Chessmaster




Marlo
Street-dealer turned gangster
Ambitious, Feral, Unpredictably violent. Leader of the Savages




Skynyr "Skinner" Fiskhalder
Leader of the illegal Crowsfoot vigilantes
Calculating, Quiet, Tough





15
Blades in the Dark / Re: Welcome to Crows Foot (Series Two!)
« on: May 21, 2017, 09:48:51 PM »
The Second Crowsfoot War...

The Drop Outs now hold all of the Drop, Hushwood and the lucrative bridge to Whore Town, as well as the slums near the Blackouts turf, known as Toku's End, which they took back from the Sashes during the war.

The Crows have expanded into the Lampblack turf, taking it from the Sashes (including the Crimson Palace you guys blew up). Rumour is they could field more gangs in the war because the Bluecoats guarded their turf. Lachlan's watch tower continues to control the most respectable corner of the district.

The Red Sashes have been bushed back out of their recent Lampblack gains, but Mylera is shrewd enough to keep a firm hold on her older territory - in part thanks to reinforcements from the Iruvian houses elsewhere in the city.

The Billhooks have forced their way into Crowsfoot and are buffered up against both the Crows and Sashes to the northwest. Erin runs this sub-gang/enterprise, on behalf of Torvul, leaving Coran to run the docks. Notably, they have rolled over the Fog Hounds turf, exiling them from their caches and warehouses. The Fog Hound itself is still 'beached' near the Charterhall Bridge.




Pages: [1] 2 3 ... 76