Sapphire in a Sea of Blood

Errand boys
  • Ensure characters Hunt, they’ll need to use their wits, no spoon feeding
  • Safeties off, characters have “powers” now, they need to get ready
  • Go over Sarah and making her a task giver, revisit or replay the scene

Plans for the night

Police Interference
  • discuss homemade weapons
  • narrate missing pieces of Lily scene

run Police investigation

Mask's off
  • Extended rolls have a max number of rolls as the dice pool
  • Danger sense
  • Roll for searching the house or?
  • Strix Screech (remember to include potency in defense
  • decent sound cancelling ear plugs nullify the effect
  • cancelled by “Jarring” action
  • spend willpower to cancel effects
  • duration equals difference of contested successes
  • Gus Scholtz is covered in blood after cutting Marcy in half
  • remember to show burning house on news
  • ensure police find Damien Rhodes
  • deal with abusing NPCs instead of doing shit yourself
  • asking the wrong questions
  • will just roll for info?
Sugars and onward
  • suggest fame, and ensure that Dale “Duke” Patterson has permanent Conditions Fame and Alcoholism applied, suggest Fame, Retainer, and Contacts as merits.

Possible Scenes

Social Maneuvering
  • go over gametime help roles
  • discuss my audio processing problem
  • go over stating answers and questions as practical beats
  • difficulty of handling multiple npc’s and actions at once
  • maybe if we have to do we handle it like combat
  • required vs optional actions, and letting me know if you’re really trying
  • Go over social maneuvering
  • Rerun Ariana Katrova Flirt portions using social maneuvering
  • rerun scene with Dr. Jason Stamos
Game Prep Notes
  • The world through a fractured mirror
  • hunters are different
  • The candle in the darkness
  • this is your breaking point, the point where you decide to light the candle
  • you must come together as a team to have any hope
  • removal of introversion
  • discuss some acceptable meta gaming
  • jesse’s character meeting up
  • e.g. your character might realistically stay home and sulk for real so you gotta push them out a bit get drunk at a bar, go be around people. Your character might realistically internalize everything, but it’s better to turn them into a blabbermouth.
Hunter Questionaire

In Quick Description please put your character concept.

Under Description: fill out aspirations, virtues, vices, Profession, and Compact if you have one. If you have the stomach for it, putting your entire character sheet here might be helpful

Under Biography please put a brief backstory and the following answers.

  • How old are you?
  • If you are already a Hunter, what happened in your life that made you one? (no one just becomes a Hunter)
  • Where about in town do you live? describe your place.
  • Who are your friends?
  • Tell me about your family? parents? siblings? how often do you communicate? where do they live?
  • Are you religious? what’s your theism? if not, why?
  • do you have any disturbing secrets?
  • what do you do in your spare time?
  • where do you work? what’s your income? do you have any debts or other reoccurring expenses?
  • what is the worst thing you’ve done?
  • what is the worst thing you can imagine your character doing?
  • what is the most traumatic thing that has ever happened to your character?
  • what supernatural event has your character forgotten?
Location, Location, Location
create austin locations

When it comes to specific places within a location, how-
ever — parks, houses, landmarks, stores, schools, natural features
— these are set pieces, or sets. Much like stage scenery, they
provide the background for Network members, characters, or
plot points. The troupe works together to create a pool of these
for the Storyteller (or the players) to pull from as needed. It also
gives the Storyteller an idea of what the interests of the players
are — a group who wants to play with science-run-amuck won’t
create a cavern full of mystic runes, and while a troupe who is
intrigued by mystic forces beyond our ken may do that and a
few more occult backgrounds besides, in addition to common
mundane buildings or places the characters know in common.

Choosing sets can also benefit from some time spent
on the computer or at your local library. Nearly every city
has urban legends about haunted houses, monsters and
unexplained phenomena. Even if the troupe is looking for a
mundane set, crime reports or newspaper articles online can
reveal which parts of a location would be likely to contain a
gang hangout or support a large addict population. It requires
almost no time to find cemeteries, libraries, Masonic temples,
historical landmarks, or other such likely sets.

Even if the troupe isn’t motivated to do that much
legwork, it can still build a set. The list should include only
the most basic information, in order to give other members
of the troupe to a chance to put their own spin on a set and
making initial creation simple. For example, a set consisting
of a haunted house last owned by the Bakers might be listed
as “Baker house, haunted” without getting into theories about
why the house might be haunted.

The number of sets selected by the troupe is completely
up those involved. A good rule of thumb is at least one set per
player, but feel free to flesh out the location with additional
sets as much as the troupe feels is necessary. The Story-
teller isn’t required to only use player-created sets during the
chronicle, either. People end up in the oddest of places; the
air of mystery around a new set can bring tension to a story.

off week agenda)

how the pack met

Begin building the Network by pairing off players. If the troupe consists of an odd number, the extra player could use that time to discuss his character with the Storyteller or just listen to rest of the troupe and offering suggestions. Each pair of players should look at their characters and talk about how they came to know each other. In some cases this can be as simple as the characters were introduced to each other by a third party, or met at work, school, church, etc.

Consider the World of Darkness setting as another possibility for meeting. Maybe the characters first ran into each other as a part of a support group for that new virus that’s going around that causes brain swelling and somehow results in people speaking in binary. It’s always possible the characters bonded after both bore witness to an angelic visitation. Regardless of how the characters met, a shared background of some sort builds a foundation on which the chronicle can begin.

Continue swapping player pairs until every character has interacted with at least two other characters at some point in the past. The end result of this exercise should be a troupe with at least some shared experiences, rather than just a group of people that got thrown together by happenstance.

GM would like it if this wasn’t a pack all met at the exact same time at some ceremony or something

how the pack met the other packs


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.