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FKR – Non-Exhaustive Analysis

EDIT: This post now serves as a Megapost collecting all my posts on FKR in a link tree for simple reference, updated as new articles are written:

Introduction

FKR (Free Kriegsspiel Revival/Renaissance, unless I’m not up to par with current nomenclature) has featured here a couple times. FKR is still having a moment, I’m somewhat associated with it, and I thought having an extra post people can point towards to newbies as an explanation would be at least an interesting contribution to do over half an hour. However, my interest is also doing an analysis of FKR as a concept, which problematic of play it’s meant to address, if any, and how it gets tangled up in perception with different objects like freeform.

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Becoming Girl – Session 2

We weren’t sure whether the short campaign was going to require a third part in order to close it off or if it was going to be a two-shot.

By halfway through this session, I knew it would be a two-shot.

Returning cast:

  • Theodora Grimalkin, a Twilight Girl specialized in necromancy, and huge nerd.
  • Marcia Lago, a Slasher Girl with a huge odachii she calls Miyu, with an undercut and often wearing a man’s suit.
  • Ana Rosa Machado, AKA Rosa, a Sapphire Heart with blue lips and jeans filled with patches from bands nobody else listens to.
  • Diana Carpenter, a Memory Girl in a hoodie with messy hair and curly antennas sticking out. She likes scissors.

We got Pelican to join us. Her characters:

  • Valeska “Velvet” Kantorovich, a Sapphire Heart, bony and brittle, seeming unaware of how to care for clothing anymore.
  • Penny Mercy, a Lune with high heeled Jimmy Choo combat boots.

So, what happened?

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The Eye of the Father

Two Lost Girls contacts.

Rick has quit drinking, and two weeks before the campaign he flushed the “constant test of will” once in his drawer down the gutter. He always just took the trenchcoat to the cleaner, as it is coffee stain prone, and meets the gang in stay home shirts that are somehow spotless. Rick isn’t the greatest PI in the world, but he tries. He shaves his head bald because dealing with keeping a style is too much. He watches the same films on TV every week. He follows sports, but never roots for his favorite team.

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In Mary’s Room

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Art by @tp_p_pt.

Advancement occurs in Mary’s room. Sketches of black anatomy, crumbled and manic, replace the fading wallpaper. She apologizes for the mess, but you know from her stoic tone that this is protocol and that there’s no regret in seeing you slip on energy drink cans that fuel her research. She asks you to lay on the unsterilized bed, still stained, and you know from a glance that she sleeps on it, unless she spends one hour too long on the study desk. She will undress to not stain her nice clothes but won’t care to put on an apron. She wants blood on the skin, and a mere experiment like yourself is undeserving of modesty. She does not wash her hands before doing her work. What did you come for? A new bone that tingles near spellcasters, an eye that sees heat signals, the face of the most beautiful dog in the world to enchant the Canine Queen? You leave whatever organ capable of regret in her drawer. Your new insides ache to leap out and devour the passerby.

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Arden Vul Weasels – Session Six Report

The Arden Vul Weasels return. We have a new player and ally!

The Players:

  • Referee: Havoc
  • Lykourga, the Glamorous Threadspinner, an imperial goblin who dreams of being an illusionist – yours truly.
  • Leofwin, Thorchin believer who seeks the truth about the lost gods of Irthuin – spuk
  • Authur, a Wiskinga fighting woman who escaped the fate of a farmer with a sword in hand – dandelionprocessions

We arrived at the general territory of the town of Gosterwick. A huge imperial gate stood before us, distant from the town itself, and Havoc gave us information about the general inhabitants, architecture, the square and the lady who rules it, Alexia Basileon (The Green Lady). She built the gates away from town as if she expected it to grow to that size, and she won her bet so far, trusting that the boom economy of delving Arden Vul will expand it more and more. We met Authur on the way.

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Becoming Girl – Session One Report

Hearts Aglow went on a two week hiatus, which gives me time to do a very short Lost Girls test-drive.

I will first discuss the session itself and then how I went to prepare for it. I will give some of my thoughts as a GM during the report, the rest in the prep notes.

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Suehiro Mahuo
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The Regular Girl, The Lonely Girl

A lost girl type and some duet rules.

The girl lost her compass when it skipped from the pocket, right as she jumped out of the freight train. None of the other girls respects her. They begrudgingly take her on missions. The slasher girls are glad someone lower on the pecking rank flew into the nest with a broken wing. She’s fully normal, funny normal, not a hint of the uncanny. They give her a rusty switchblade and a jacket just a bit torn at the sides. Her bicycle is shit if they don’t make her sit in the car’s bed seat where you can feel each meter of the road. She can’t relate to where she came from but she isn’t wanted even here. The other girls look at her journal but she keeps writing it regardless.

A Regular Girl must have Fair Stealth and Average Charisma minimum. She can start with three special items instead of two, as the gang goaded her into shoplifting it to prove herself. She can’t use weaponry beyond level two. Double her received XP at the end of each mission.  She has a bonus for reaction rolls with anyone that isn’t a lost girl (even a Lady of Sorrow will not hate her on sight). Her assistance to other girls during a roll does not count for the +2 limit.

Instead of a supernatural stress gauge, she has a resource stress gauge of two. The other girls can use her money, she isn’t allowed to buy anything for herself. She would feel terrible doing so. If she suffers a mutation of some sort, she gains a regular supernatural stress gauge as well.

In a duet, the solitary player controls a single lost girl.

Instead of the original rules for setting up the gang’s contacts, assume the gang in a duet will have 2 contacts + half the PC’s Charisma (rounded down, no minimum), independent of the other girls’ Charisma. All other gang members are as the PC’s own contacts, and therefore can get obsessed with her. Contacts outside the gang can get obsessed with any girl as usual.

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