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Showing posts with the label cyberpunk

Port Wayne Revisited: Vampire Hunters in the Nest

When last we left our punk crew, they were hiding with their apparent vampire "friend", Orkbait, in a newly acquired warehouse.  This week the party was hoping to start planning a new heist, but activities were interrupted by three large troll vampire hunters. The vampire hunters came in fast with elephant guns and large greataxes.  Halar engaged the first in melee combat, doing serious damage with his dual hammers.  Rikolv had less than stellar luck against the other two incoming hunters.  Eventually the two got in position, and despite a stellar performance by the crew (except for Kip, who slept through the whole thing), were able to knock out Orkbait and drag him out of the building.  The nearly dead hunter that engaged Halar made a run for a cloaked vehicle, and after a brief episode of Simon and Halar jumping onto the car, the hunter got the car to an exit where Orkbait was being dragged out. The next series of events was truly amazing.  Rikolv got...

Port Wayne: The Backups

Some notes from Sunday's Port Wayne game: Thelx got kidnapped by Draven, a local gangster Draven wanted the backups from the space station in exchange for Thelx. Eula made a fake backup drive with "realistic" data Kip rigged the place with explosives in the tool shed and did recon. Once inside for the meeting, Draven showed the crew a video of the station exploding and another station moving into its position. Draven had the right computer for the drive and the test failed. Draven left while his henchman engaged the team. In the ruckus, involving guns and grenades, the team was able to locate Thelx. Everyone escaped relatively unscathed. Spinner confirmed that only WHY knew about the mission, so it is hard to know how Draven found out about it. A bit of a new story started... The party got cryptic texts setting up a meet. The meet was at the dubs camp. There, the party found a large obsolete computer in a truck, running part of the R-AI-L-OR AI. The A...

Port Wayne Revisited: The Creature Hunt

So Sunday afternoons I have a new crew gaming my cyberpunk path homebrew for Pathfinder.  Here's the new party: Bob the Pilot, Sylph Kip, Kitsune Techniker Thelx, Human Hacker/Pilot  Amzi, Zed Gunslinger (Overkill Gunner) Indi, Human Rogue The party starts out doing whatever and gets a message to meet spinner in the Cold Tube.  It is a creepy retro hacker bar that attracts only hipster retro hackers and old timers.  The security equipment looks like Uvoid junk yard with animatronic camera eyes watching for trouble. Once inside, the crew meets with Spinner.  Amzi folds her legs and listens, getting stairs from the regulars.  As a Zed, that is the way it goes.  Most Zeds, an insectoid-like race from a crashed spaceship, stay in their compound for good reason.  They can just barely speak a humanoid language.  They also tend to be hunted by researchers and insect haters alike. Spinner gives them the lowdown... a creature loose ...

Port Wayne: The Drop

The VW pipes were singing until a bad shift let out a puff of smoke and a shutter.  The Dub in the front seat turned his head and opened a yellow smile at me. "No worries man."  He drew out his words.  "She is just a little tempermental, but she'l' get us there." I coughed.  I preferred the clean air and silent hum of an electric, but there are no electric taxis around the ground floor. There was a loud thump as the suspension bottomed out.  It was the first ramp down.  I looked out the window as the old VW gripped the corner tightly.  You couldn't watch a viewscreen in one of these old beasts while taking the turns down -- you'd vomit all over yourself. The engine wound up again as we hit flat ground.  There was a smell of musty dirt in the air.  Up ahead, I could see one of the robotic tractors running operations.  It was turning over the grass into the soil and planting new.  It is the only way to grow soil this far under...

Port Wayne Revisited: Starting Again

So we had the first meeting of my Port Wayne game today.  of the 7  players I originally had lined up, we ended up with the 3 original players and one new guy.  It irks me when folks sign up and then drop with no warning.  Grrrr. So the party looks like it is going to be the following: Human rogue "Indiana Jones"-like character Zed Gunslinger Overkill Gunner that talks little and likes to shoot things and blow things up Human hacker with rogue flair Technik (new class coming) that creates and uses technology I am excited.  I am looking forward to getting the game going.  If anyone else wants to join, drop me an email or a comment here.

Getting my Pathfinder Cyberpunk Campaign Started

So, things are coming together for my Pathfinder cyberpunk campaign.  I've gotten 2 documents out so far to my players, and the third goes out to players this week.  Here's what my players are getting for the campaign: Setting Guide for Port Wayne (51 pages) History Culture Geography Locations Groups People of Interest Cyberpunk Path Rules (171 pages) 5 New Races 2 New Classes 18 New Archetypes 3+ New Skills plus New Interpretations of Old Skills 41 New Feats and Traits Rules extensions for Cyberpunk Almost 20 pages of new Equipment Rules for building, equipping, and upgrading robots, vehicles, and android bodies New Computer building rules 29 New Spells Sheets for building Cyborgs, Vehicles, Robots, and Androids Cyberpunk Prebuilds (59 pages) 35 prebuilt vehicles with full stats 18 prebuilt NPC contacts with stat blocks Since the rules are an extension to Pathfinder, they can also use everything in the PRD except the Technology Guide and ...