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Overview

About This Game

The horrors of darkness, ancient myth and mad science, versus a band of scrappy upstart monster hunters. At stake - the fate of the world! Let's go!

Game System

Miscellaneous

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09/30/2024

Detailed Description

spacer.pngSomewhere, in a hidden room, five old men sit around a table. You don't know them, but they've shaped this world since before you were born. They drew a line between the mundane world, and the terrors that lurk in the shadows. They signed blood oaths with the Vampire Primogeniture, brokered a contract with the old magi consulate, bound the more esoteric monsters with rules that limited their prey to a luckless few unfortunate souls.

Some say the Five Old Men are heroes: keeping humanity safe and allowing the modern age of technology to even happen. Others call them tyrants - enforcing human misery and death out of fear that the alternative could be worse.

Either way, their time is almost up

The world is a forever shifting thing. Corporations pursue trading opportunities in hell and experiment with the biology of unearthly creatures. Vampire galas host the rich and powerful, tempting mortals with possibilities the Primogenature are forced to deny. New religious groups outfit eager acolytes with weapons forged of the bones of ancient gods. Ambitious generals dig up ancient weapons programs, reviving long buried horrors for the modern era. Those who hold power want their power to grow. No treaty of convenience could hold that back forever.

The era of the Five Old Men is coming to an end. What follows will be an time of opportunity. For good, or for ill? That part is left to you.


The idea for this game is... basically 'anime riff on the World of Darkness'. Not literally - I'm not using their settings or lore directly, that sounds like a ton of work. Take a lot of the concepts and base ideas from those games and urban fantasy in general, and use them to tell a fun, fast paced action story that goes to the craziest extent you can think of.

Think a tone similar to early Bleach, something in the Shaman King line... Maybe Street Fighter, Kamen Rider, or perhaps a more bombastic take on the X-Files. The supernatural is real, it's (at least potentially) dangerous, and you idiots are going to have your hands full keeping folk safe. This is kinda a sucky job when you think about it. You don't have any kind of big group backing you up, while the bad guys have at least one Ancient Secret Society on their side. But it has to get done and you've got your strengths too: pluck, grit, resignation and a complete inability to process logical odds can go a long way towards doing the impossible

Character Creation

We're using Panic at the Dojo - incorporating Patched Up v5. If you're unfamiliar, this adds a level up and supermove system to the game, as well as reworking/rebalancing a lot of the core styles and forms. If you have access to the playtest, Second Strike material is also valid. Please don't reproduce rules text from it in your character sheets, but otherwise you're cleared to use it.

In terms of lore? Go nuts! Half the fun of Panic is the ability to make whatever crazy character you want, and that was key to me with this setting. Magic is a given with this setup - but secret, highly advanced science also has a place in urban fantasy. From the Technomantic Union to the forces of SHOCKER, there's precedent in the inspiration for this game. I'd like characters who are at least vaguely heroic, want to keep ordinary people safe and are able to work in a team, but that's about the extent of the limitations here.

The world's big and diverse enough that any sort of power or organization you introduce can fit somewhere. I'd caution a little against large unified hero groups - that doesn't really work here. Still, smaller ones are AOK. An isolated temple of exorcists? An underfunded government office tasked with investigating the paranormal? One legendary vampire hunter who retired and passed their legacy down? A union group representing actual spirit mediums? All these are fine. Just no Magic SHIELD. Big organizations that uphold the status quo are more a bad guy thing. The best you can get out of the magical authorities is 'doggedly neutral', and even that is due to their pact with the Five Old Men.

  1. What's new in this game
  2. Kira steps off the bus, her duffel bag slung over one shoulder as she takes in her surroundings. Ashwood Hollow looks just like any other small town she’s passed through before—quiet, a little rundown, but peaceful. The kind of place where people probably still leave their doors unlocked at night. The air is warm, the last traces of summer hanging on as the sun sinks slowly toward the horizon. She adjusts her jacket, tugging it into place, and pulls out her phone to check the time. The bus was late, as usual, but at least she’s finally made it. The long ride gave her too much time to think, but this stop is just another on her journey. No expectations, no big plans. Just a night in town before she moves on. As she starts walking down the main street, her eyes flick over the small clusters of houses, the single grocery store, and the diner up ahead. “Dai’s Diner, huh?” she mutters to herself, a slight smirk on her lips. There’s always something comforting about a local diner, no matter where she goes. Maybe it’s the promise of hot coffee and decent food, or maybe it’s the fact that these places are often the heartbeats of towns like this. Kira shifts the duffel bag on her shoulder, feeling its weight pulling slightly. She’s not here for anything in particular—just passing through, like always. Maybe tomorrow she’ll find the next bus out, or maybe she’ll stick around for a little longer. The town is quiet, and there’s something about its stillness that makes her feel like she can breathe, if only for a moment. She pushes open the door to the diner, the soft chime of the bell above announcing her arrival. The smell of grilled food hits her immediately, and her stomach growls in response. “Perfect,” she thinks, sliding into a booth near the window. She spots a waitress with kind eyes and a tired smile. If she comes asking for her order, Kira flashes a quick, friendly smile. “Just a burger and a coffee, thanks.” She glances out the window as the sun sinks lower, casting long shadows across the street. Nothing unusual, just a normal night in a quiet town. For now.
  3. The day ends slowly in the summer time. The sun falls back beneath the horizon inch by inch, like its being washed out to sea. For most folks, the sunset is a leisurely last part of the day - adults might share a drink on the porch, head out to a resturant or take a walk down the lakeside. If you're a kid, it's a chance for one last game of soccer on the lot, the time you say goodbye to your friends before heading home, when you take an amazing photograph of the world with perfect lighting. For you lot though? These last few hours of light are the time for you to get things done. It's when you make a last purchase at the store, check on your friends to make sure they're tucked away safely, or get on the road with all your gear in tow. It's a vital few hours in a hunter's day. So what're you using this time for? What matters to you? Where are you going tonight? Why? OOC - Thread Description
  4. I know, but... but I can complain about it dagnabit! ^^ One of the first principles of good GMing IMO is highlighting PCs and giving them a chance to shine. I don't want NPCs to make purposefully boneheaded decisions to better set you up, that's dumb and y'all can see through it, but ideally I should present you with chances to do cool stuff and rock the fight. Keeping most of the action away from you and Rod is not how I like to do things, and it's not a mistake I plan on repeating. Trying to think ahead a bit... I'm brainstorming other fight ideas, ways to take the plot from here. Also considering some kinda option for y'all to have to RP while waiting. Keeping investment high and stuff. If you've got requests, ideas, anything at all - feel free to float them here! There are no bad ideas! Except that one. You know, that one? Yeah, don't do that. That's just... messed up.
  5. Oh, I'm not complaining that my character isn't getting beat up like some of the other players. Part of having Reversal is knowing when to use it, and I didn't necessarily use it well being on the edge of the map. Honestly, I'll probably shift into a different stance next turn that's better at grouping (or healing) and switch back to Reversal later. Honestly, I'm curious to see if the game is easier to follow round 2 without interrupts.
  6. I do want to make it clear I'm conscious of that, and unhappy about it. I'm really regretting playing fast and loose with the enemy placement now - if I'd kept the ghouls closer, they'd give you something to play against. I'd intended to keep Cooper closer to you, but with him getting challenge tokens... well, I had a choice. Have him burn actions to get speed tokens to reach Gwen/Juze, or use Tim's action to set up Iaijutsu. That still stopped Tim doing heavy damage and left him closer to you guys... eh, IDEK, Once I know how I'm ending the round, I'll be better able to prep for 2, just... know that I want to send some fighters your way to let you pull that Reversal. ^^ I'm also going to try and move towards clearer OOC descriptions. I've been speeding through the updates somewhat for the sake of pacing, and informal OOC without great formatting is a consequence of that. Slowing down may be good for everyone.
  7. In fairness, I copied that from Krivolacarticus in the first place for pretty much the same reason. Systems with a bunch of reactions are tricky to handle in PbP, yeah. I tried to avoid picking stances that ran too heavily on reactions pretty much for that reason. Then again, that never stops anybody playing D&D on MW :p It's kind of a tradeoff between "ease of use for people with divergent schedules" and "ease of use for reactions". I'm definitely still having fun too, though.
  8. It does feel a bit like this is not a system that is super well suited to PbP. But I'm enjoying it!
  9. There's definitely an extra level of complexity to the game that PbP adds. So far it has been very challenging to follow what everyone is doing and how that affects the game. Kinda feeling overwhelmed, honestly. Hopefully its just a learning curve! Probably just a personal difficulty, but I find myself having to go back and reread several posts every time the map is updated to try and understand what happened and what my character can do with their interrupts, if anything. That may also just be an issue with how we are handling interrupts in the game, or just the fact that I am playing a stance dependent on reacting who isn't actually anywhere close to the action anymore.
  10. It is crunchy, but I think I am getting the hang of it. It gets easier to parse each time. The character sheets on Discord paired with Valentea's post in the thread "Because I'm The Biggest Nerd of All" have been helpful in breaking things down. The errata helped me reread the rules, specifically about the Dizzy condition, Reactive Actions, and the difference between Heal and Heal X. I underestimated Fogs and Walls. I appreciate the clutter and how they complicate matters. I overestimated Pit Traps and the old Scheming Build's ability yo gum up the board. I think I'll copy how Davkas displays their crunch moving forward. Make use of the colors. Be less terse.
  11. Y'know... we've got a good moment to discuss right now. We've reached a point where only one player can post IC, so feels like it's worth chatting a bit about how things have gone so far, what worked, what didn't, ect. I'll do more of a debrief after the fight's over but thus far, what're folk feeling? Also here's the map with Gwen and Juze's movement done so I don't have to try and work it out later.
  12. Honestly, very much same from me. 😊 I thiiink I've got everything tracked correctly for the moment, but there's a lot of moving pieces here. In fact.... okay, 'current' stats for everyone! We're still calculating the Ghouls turn, and I'm putting Tim at where he'll be when we reach Cooper's last turn, but to the best of my reckoning, this is where everyone sits Kira Ravenloft - HP 16/18 - Banked 7 and 5 - 1 Power Token, 1 Speed Token Wilkins Saang - HP 18/18 - 1 Power Token, 2 Speed Tokens, 2 Chaos Tokens Elsa Hjorth - HP 12/18 - 3 Power Tokens, a 'Choose One' (see Juze's action) and a banked +4 Action Gwen Tidal - HP 7/18 - 1 Burning Token, 1 Power Token Potot Juze - HP 13/18 - 2 Iron Tokens, 2 Luck Tokens, 1 Mentor Token Rod MacCready - HP 8/18 - 2 Power Tokens, 8 Weakness Tokens, 5 Fatigue Tokens And for Team Pretty In Pink Detective Thaddeus Cooper - HP 16/18 - Shield 2 (Bar 3/3) - 1 Fatigue Token, 2 Control Tokens, 3 Iron Tokens Detective Jackson Blake - HP 5/18 - 1 Iron Token Detective Timothy Falkner - HP 13/18 Ghoule Horde - HP 14/18 - Shield 2 - 1 Power Token
  13. I'd like to spend an iron token for the small one and take the big one raw. Let us see where they take him. Also, a reminder that everyone gets a Power token from Juze's Song Form. Elsa gets extra.
  14. "I suppose her barbs are more compelling." Mister Juze pouts at the garou's choice. He weathers the onslaught of the ghouls, forced (edit later). Unconcerned about their own well-being, they put their full weight behind their blows. Their little piece of heaven seems to have been pierced. At least this Cooper fellow is on this side of the battlefield. Juze focuses on biding his time, stemming the blood flow, and alleviating their pressure. Show this
  15. There's Gwen's reaction (spend a Burning token as an Iron token to reduce the damage, then move 1 north), unless I missed something and there's more than one hit coming at her. Will hold off on a new post until we know how positioning shakes out. (Please do let me know if I miss something or make a mistake! I will be happy to fix it I promise.)
  16. Gwen is still reeling - and on fire - from the massive blast from Cooper's gun, with azure flames licking over her scales. But when one of the ghouls lunges for her, her body twists on instinct, a bizarre boneless motion like she really is an octopus, with nothing solid in there but beak. The fire seems to fade as she moves, as if the motion saps the fire's energy. Crunch
  17. Wilkins' swift assault catches Tim by surprise. The werewolf was ready somewhat, he was expecting someone to attack him, but a decent guard means little in the face of a fearsome hunter's onslaught. Slash by slash, move by move, Wilkins is starting to wear the massive Lycan down, and he can see the beast's growing desperation as the blood begins to flow. OOC On the other side of the barricade, one of the scabbed over corpse-like creatures calls out to its friends. It sounds like a bird, whooping and low, but the sound stirs the other corpses. They stride forward, step by step, finally closing the gap between their ranks and those of the hunters. Ghouls are slow when there's no immediate source of carrion - slower even than zombies. But the things have far more intelligence. They swipe piecemeal at each of the hunters, slight blows that wouldn't be enough to land a kill. But shards of bone break away as they lunge, enough to lodge in an unprotected bit of flesh. And and each time they sense a vulnerability, the ghouls seize on it, charging forwards with sudden enthusiasm. They are hungry for more. One of them tries to gnaw at Juze and gets extremely enthusiastic about it, tooth and claw coming down again and again... OOC
  18. We've had really high roll average for both sides, which doesn't help the situation. There's some normal in there too, but I am surprised at the amount of dice that've rolled straight up maximum. On my side, I think the only really terrible set went to Cooper's first action. (and he was still able to get out of that with two Control Tokens) Worth remembering that losing a guy isn't a massive loss in Panic thanks to Heroic Spirit, there's tactical advantage to concentrating your actions in fewer people so you can blitz one enemy. But it does cost you options and versatility... upsides and downsides.
  19. This game does feel very rocket tag-y, even with the middleweight weighting for this fight. I almost took out Jackson in one round, he almost took me out in one round, Tim almost took Gwen out in one round...
  20. Battle of Ashwood Hollow - Round 1 - Ghoul Mob - 12/18 HP Relentless Consumption Style - d8, d6, d6, d6
  21. Ow. So yeah Gwen took two thirds of her HP in a single turn and is going to take two more damage at the end of her turn unless she gets rid of those Burning Tokens. Note to self: do not taunt happy fun werewolf, or at least don't stand next to a wall when you do. On the other hand, Gwen heals 1 every turn and her other stances will be very helpful for recovery, or at least not getting worse. Also I'm pretty sure the Trickster ability lets her spend those Burning Tokens as Iron Tokens, so she can get rid of them if somebody else tries to hit her.
  22. Lil note since it's easy to overlook as a more metaphorical action - @Ferocious_D Esla has Juze's Sing Along bonus, and I think the extra +4 action is usable as an interrupt? We're almost at your turn regardless but if you want it, it's ready to spend.
  23. Wilkin's grip on his kukri tightens and he recovers from the shove, sliding low as he glares at Cooper. "The worst kinds of beasts. The ones who masquerade as people in appearance, word, and deed, only to reveal themselves when there is no fear of consequence. Well, it is time to remind you of the words of Djura..." In a blink, the hunter is gone, but his voice echoes. "There is nothing as horrific as a hunt." The fog begins to spread, and in the time it takes to blink, he's next to Tim, blasting him with a single round from his Glock, followed by a flurry of frenzied slashes with his sword, shredding first through clothing, then fur, then flesh as the makeshift walls start being painted in garou blood. Mechanics
  24. Battle of Ashwood Hollow - Round 1 - Wilkins Saang Butcher Stance - 6d4 - 4,3,2,2,1,1
  25. I think he'd just about still be up because of his Vigilance Form healing. If I'd thought to line Walls up and throw multiple with my start-of-turn Landscaping like he did to me I think he would be down by now though yeah. (And to be fair if I did end up leaving him with 1hp I probably would do another Extreme Violence to finish him off.)
  26. ^^ Well, can't fault the play. Just awed at how much you've gotten out of it. If it hadn't been for Walled Garden, I'm pretty sure Jackson would already be down, right?
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