Sunday, 15 April 2018

Men of Many Crimes and Countries - Character Concepts for Kozaki of the Steppes

"Dwelling in the wild, open steppes, owning no law but their own peculiar code, they had become a people capable of defying the Grand Monarch.  Ceaselessly they raided the Turanian frontier, retiring in the steppes when defeated; with the pirates of the Vilayet, men of much the same breed, they harried the coast, preying off the merchant ships which plied between the Hyrkanian Ports." - The Devil in Iron by Robert E. Howard

It's not often that I write a continuation to a campaign pitch I've written.  The Kozaki of the Steppes pitch went over so well though that I thought it warranted something special in celebration.  A lot of times I don't have that much to write about a pitch once it's been published.  I find myself in a unique situation though, in that there was more I wanted to explore with the Kozaki Campaign.  I don't know if Game Master does this, but I often indulge myself in fantasies.  Day dreams if you will about the type of characters that players could create for the campaigns I run for them.  Since one of the many fascinating things about the Kozaki is their diverse membership.  It seemed only natural that I'd do some writing about some character concepts that I had dreamed up about that membership.  Without further ado let's dive into the characters that've been floating around in my mind.

The Hetman 

In the foreground Olgerd Vladislav once a
hetman among the Kozaki of the Zaporoskan
river.  Seems to have a bad habit of losing
leadership of one such band and then gaining
it with another.
Every band of kozaki needs someone to lead them.  That man is the hetman.  He it's he who leads them in battle, finds them targets to rob and plunder.  Acts as their captain when they do battle against the Turanians.  This duty comes with its share of privileges.  Such as when it comes time for the loot to be divided evenly among the band.  The hetman gets first pick often taking the finer portion of the plunder for himself.  Add on top of this when the band takes captives, the hetman also gets first pick. If he decides to take all of the captives for himself?  Well that's his prerogative.  Of course all these privileges come with their share of risks as well.  A greedy hetman would be wise to remember that his rank is by no means permanent.  Any man may in the camp may challenge him for leadership.  These challenges usually take the form of single combat between the current hetman and the challenger.  Since the only real condition for membership among the Kozaki is whether you can handle yourself in a fight.  Logic dictates that their leader would be the strongest warrior among them.  As such it behooves a successful Kozaki hetman to keep his followers happy.  This usually involves keeping them occupied with raids on caravans and Turanian outposts.  The best way to a kozak's heart is through his stomach and his purse (the occasional woman doesn't hurt either).  A few generous gifts (read: bribes) from the hetman's share of the plunder to particularly skilled, loyal and daring followers doesn't hurt either.  The hetman does pose some interesting opportunities and problems to a Game Master though.  Some groups won't like having one player have power over their characters.  And while the idea of PvP over leadership makes for a great story.  Players might have a hard time not accepting the results of the subsequent battle, which can lead to conflict among the group.  A GM taking this route would have to be mindful of that.

Raid Leader

Every leader needs a reliable second in command, someone to lead in his absence.  That's the Raid Leader.  Sometimes a target is too heavily defended so you need a decoy to draw the defenders out.  Either to lead them on a wild goose chase across the steppes or to lead them into a pre-arranged ambush.  Whatever the case may be the Raid Leader is the man for the job.  It's incredibly risky and it carries a great deal of responsibility.  With that responsibility comes privileges, when captives are being divided up among the Kozaki.  The Raid Leader is second only to the hetman when it comes to getting first pick.  Conan in the story A Witch Shall be Born is a great example of a Raid Leader.  Of course just like Olgerd Vladislav a Kozaki hetman has to be mindful that his Raid Leader.  Doesn't get too ambitious as his followers may soon call for a change of leadership.

Hetman's Assassin

Possibly what a hetman's assassin would look like.
With leadership so often shifting among the kozaki a chief may often have to rely upon the loyalty of a few choice followers.  To keep him aware of when mutiny is being fomented in the camp.  Sometimes rebellions like this need to be nipped in the bud.  Preferably when these are just unhappy murmurings around the campfire.  Sometimes all the plunder and gifts aren't enough to keep a would-be rebel satisfied.  That's when the hetman's eyes and ears become his blade.  As mentioned before the Kozaki divide loot evenly among themselves, but sometimes members don't feel they've gotten their fair share.  If such is the case a kozak can challenge another kozak to a duel for possession of their share of the loot.  These duels are always to the death as it is part of the Kozaki code that any man who cannot defend his property (that includes his woman) deserves only death.  Such are the harsh laws of the steppes.  These duels make excellent pretexts under which to kill an instigator of insurrection against the hetman.  The assassin gets the deadman's share of loot in addition to his own and possibly a share of the winnings the hetman won from betting on his enforcer.  (You read right Kozaki bet on these duels).  A hetman's assassin can make himself a very wealthy and incredibly feared (possibly hated) man among the band.  It's a good thing that he has a reputation of skill with a blade.  Perhaps too good?  Sometimes a hetman having someone do this kind of dirty work for him creates a monster.  That needs to be put down by a new assassin before he starts getting the idea that he might make a better hetman.

The Outrider

An outrider doesn't always have to travel alone.  Sometimes they travel in
groups of a dozen at most.  Splitting into smaller groups to evade capture
by the Turanians with prearranged members of each group with orders
to return to the main band if their own group should be compromised.
The Kozaki are in many ways much more than a band of mounted bandits.  They're an army of insurgents that not even the soldiers of Turan, the greatest empire of the Hyborian age.  Has been able to completely destroy.  An army needs eyes and ears; scouts.  Someone to do reconnaissance so that group doesn't get crushed between two forces of Turanian (or for that matter Kothic, Zamorian or Shemite) cavalry.  Like metal between a hammer and anvil.  While some hetman like to do their own scouting not unlike Hannibal (yes that Hannibal) it's not always practical.  As a band can't always be relied upon to show up at a prearranged rendezvous (why kill the hetman when you can just abandon him on the steppes) and can't afford to stay in the same place for too long.  Thus outriders serve the critical role of riding out ahead of the band keeping their eyes peeled.  For oasis's/springs to water the band's horses at, possible ambushes and other dangers that could spell the Kozaki's doom.  It also sometimes helps to have someone keeping an eye on your potential target.  So you're not in for any nasty surprises when you attack it.  (That caravan doesn't actually carry any goods and there's a Turanian ambush over the next ridge). Much like the raid leader a good outrider commands special privileges, namely being ahead of the average Kozak when it comes time lay claim to any captives.  

Mystic/Shaman

If you had a guy like this among your band,
it'd probably be wise to worship whatever he
did.
Howard didn't write a lot about about the Kozaki so there are lot of details that missing about them.  One of the missing details is who they worship.  Howard wrote a great deal about the religions of the Hyborian Age.  Creating such deities as Crom, Bel, Ishtar and Mitra.  So it leaves a question up in the air, who do the Kozaki worship?  Are they agnostics?  Living only for the present moment and hedonism?  Leaving the concerns of the afterlife to the priests and those who expect to live long lives?  "Plenty of time for the earth in the grave."  So to speak?  Do they like all thieves and bandits pay lip service to Bel the Shemitish god of thieves?  It seems unlikely that they'd worship Tarim/Erlik the god of their bitter enemies the Hykanian of Turan.  With some of bands having escaped Stygian slaves in their midst, do they turn to the Stygian serpent Set?  Liking the sound of his advocate of the strong devourer of the weak thing.  Or they might not like the idea of having to serve him unquestioningly.  Mitra doesn't seem a likely choice given the Kozaki's propensity for theft, lying and betrayal.  Perhaps they worship the spirits of the natives of the steppes.  A faith not unlike that of the northeastern Hyrkanians.  Whatever the case the Shaman leads this worship and possibly acts as a mixture of healer (the Kozaki trade is violence and that means wounds) and advisor to the hetman.  

Native Kozaki

A lot of Conan Games I've come across rely on character race and homeland.  The problem with the Kozaki are that they are a mixture of foreign slaves, fleeing criminals and deserting mercenaries.  Am I forgetting something?  Oh yeah and the pastoral tribes native to the steppes that they inhabit.  Howard wrote very little about these natives.  Quote, "The non-Hyrkanian dwellers of these territories are scattered, unclassified in the north, Shemitish in the south, aboriginal, with a thin strain of Hyborian blood from wandering conquerors." end quote.  From that we've gained that they are some variation of Shemite, but obviously with some cultural differences due to their different habitats.  When compared to their desert dwelling cousins.  A Native Kozaki comes from one of these tribes perhaps raised in a tradition of resisting the Turanian conquerors of their homelands.  

Red Brotherhood turned Kozak

Step 1. Acquire a ship and a crew
Step 2. Proceed to take the Turanians for everything they have
Step 3. Profit.
The Kozaki aren't the only ones giving the Turanians trouble.  The Hyrkanians have built their cities along all but the northern shore of the inland sea of Vilayet.  There's is an empire built upon trade with numerous eastern nations.  Principle of these is the importation of goods across the Vilayet from distant Khitai.  Such is the bulk of the goods imported that innumerable merchant galleys.  These galleys need to be crewed however and it is often cheaper in the long run to crew them with slaves.  (As the Turanian bazaars are famously glutted with cheap slaves).  The Turanians are cruel masters and as result it is not uncommon for slave crews to mutiny and take to the sea as pirates.  Becoming members of the Red Brotherhood, a nation of pirates known to be even more fierce in their hatred of the Turanians than the Kozaki.  Going so far as to charge Turanian Naval vessels on sight.  They fight for vengeance just as much as they fight for plunder.  Sometimes though it becomes necessary for these pirates to lay low when the Turanians start cracking down on their raids.  So every once in a while pirates will take to the steppes joining up with a Kozaki band.  Raiding with them until the Turanians start cracking down on the Kozaki, thus prompting the pirates to return to the Vilayet.  Rinse, lather, repeat.  This is concepts presents a lot of opportunities for colourful origin stories.  Such as Kushite Corsair captured by the Stygians and sold into slavery in Turan.  Only to be liberated by the Red Brotherhood and return to their life of Pirating, now with a part time job as a Kozak.  Another idea is a Barachan, Zingaran or Argossean expat that's come to the Vilayet to plunder the riches of the Empire of Turan.  Only to now have to go into hiding on the steppes after making too much of a name for themselves.

Brythunian Rescuer

Natala from The Slithering Shadow.
A typical Brythunian female who could
serve as an inspiration for this character
type's loved one.
Brythunian women are like the Hyborian Age equivalent of the Twi'leks from Star Wars.  What I mean by that is if the villain has a harem chances are he'll have at least one Brythunian slave girl in it.   Howard wrote very little about Brythunia and never wrote any stories set there.  The only things we know about the place is that the women are blonde with blue eyes and are often kidnapped into slavery.  (More often than not by Zamorian kidnappers).  After all these damn kidnappings of their women you'd think the Brythunian menfolk would get sick and tired of it.  That's exactly what the Brythunian rescuer is.  A Brythunian male who's tracked a kidnapped female loved one all the way to the slave markets of Turan.  The loved one could be his sister, daughter, wife or fiancee it doesn't matter.  Point is you've found them and fully intend to take them back home.  The problem is Turanian slave owners don't like having their property stolen from them.  (That's right property under Turanian law it doesn't matter that she's your loved one.  To the Turanians she's a slave owned by a master who is their fellow countryman.  Something you are not).  You may have been jailed or enslaved yourself as the result of a failed rescue attempt.  Only to escape to the steppes and take up with the Kozaki.  One day when the Free People (what the Kozaki prefer to call themselves) take the fight to Turan, you'll be at the forefront.  In hopes that you'll see your loved one again and take her back home to Brythunia.

Darfari Cannibal

The Darfari are a tribe of the Black Kingdoms with a fearsome reputation.  They worship a Demon known as Yog whose doctrine demands that they consume human flesh at least once a month.  That's right they're cannibals.  They file their teeth to points and use mud to style their hair into the shape of horns.  Giving them an almost demonic appearance.  You'd think with such a reputation as cannibals the peoples of the civilized Kingdoms would give them a wide berth.  You'd be wrong apparently the Stygians often capture Darfari and sell them as slaves.  (Who would ever want to who could potentially kill them and eat them in their sleep?  Search me).  As such Darfari tribesman are often found abroad, even in Turan with its slave markets.  Zamboula is actually a Turanian city where Darfari walk the streets freely.  Practicing their dark rites to Yog with impunity at night.  The idea of a Kozaki band having a Darfari in their midst is just too good to pass up.  Who should you be more afraid of the cannibal?  Or the guys who knowingly ride with one?  Few players would be willing to play a cannibal though, so maybe this particular case is reformed?  Being something like the Hyborian Age answer to Friday?

The Woman Behind the Hetman

The favourite concubine of a particularly
wealthy Kozaki hetman.
Women are rare among the Kozaki and the majority of those among them are wives, concubines, etc.  Of course the rules of membership are that anyone who can ride and fight is welcome among the ranks.  As such female characters aren't an issue, beyond occasionally having to deal with some harassment over their gender.  Every once in a while.  The Hyborian Age isn't exactly the shining beacon of sexual equality.  Three types of women often show up in Conan stories.  Ones that can hold their own in a fight (Belit, Valeria and Red Sonja), femme fatales (Salome, Thalis, Atali) and the damsels in distress.  It's the second of these archetypes that this concept deals with.  A woman of power within the band, perhaps the hetman's wife or his favourite concubine/slave girl.  She's privy to his thoughts and plans, possibly acting discreetly as an advisor.  Such subterfuge is often necessary in order to survive on the steppes.  Many times when a hetman is slain his women and children are abandoned or killed.  To prevent them from seeking vengeance for the slain husband/father.  A hetman's concubine/wife makes a point to keep him in power.  If that proves to be impossible she does whatever she can to get within the good graces of whoever takes her man's place.  Maintaining her position of power within the band by taking her place at the side of the new hetman.  This really would work better as an NPC concept but if a player wants to try playing this concept.  Hey more power to them, the Temptress Class in d20 Conan is a perfect fit for this.

Anyways that just about wraps it up for me.  I had a lot of fun writing this post and I hope you found similar enjoyment in reading it.  Thank you for tolerating my ramblings about various character ideas for Kozaki of the Steppes.  If you enjoyed this post be sure to +1, reshare, follow this blog and discuss in the comments down below.  May you roll many crits and have a nice day.

Monday, 9 April 2018

Campaigns I'll Probably Never Run: Kozaki of the Steppes

"On the broad steppes between the Sea of Vilayet and borders of the easternmost Hyborian kingdoms, a new race had sprung up in the past half-century, formed originally of fleeing criminals, broken men, escaped slaves, and deserting soldiers.  They were men of many crimes and countries, some born on the steppes, some fleeing from kingdoms in the west.  They were called kozak, which means wastrel." - The Hyborian Age by Robert E. Howard

A lot of people don't like the game made by Mongoose.
Which I can respect, but you gotta admit it has some
damn good looking art.
If any of you weren't aware I am a huge Conan the Barbarian fan.  Hell, my first official D&D character Thogetor Hawklight was a Conan expy.  More in line with the Schwarzenegger Movies from the '80s than the stories by Howard.  (At the time I had only seen the films and read the Tower of the Elephant).  Being such a huge fan of the character it has long been one of my ambitions to run a Campaign; set in Robert E. Howard's Hyborian Age.  A number of factors have prevented me from achieving this goal.  One being a lack of players willing to play in such a game.  Compared to the Tolkien-esque dungeon crawls that people usually think of when you bring up Tabletop Roleplaying.  The Swords and Sorcery setting that Conan inhabits is hurting for popularity.  Another factor is that I kept wheedling about what system I'd use to run such a game.  Should I use the one from Mongoose Publishing?  Hack D&D 3.5/Pathfinder for use in the Hyborian setting?  Or use the Conan Sourcebook from GURPS?  So it seemed that my dream of a Hyborian campaign would be stuck in development hell for an indeterminate amount of time.

Now some of you regular readers have probably noticed that there's been a lot of inactivity on this blog.  Despite my promises and best efforts I've fallen behind on updating.  Rather than putting out my usual four posts a month I've ended up cutting back to two.  This has been caused by a combination of a decrease in free time and just generally feeling uninspired when I do get a chance to sit down in front of my laptop.  In short I've got writer's block and less time than I used to.  A deadly combination when you're writing.  I do feel obligated to update when I can though, so this is me trying to make up for lost time.

The Campaign

The style of game I eventually settled on.  A Kozak game.
When I first envisioned running a Conan campaign I always figured that it'd be a thieve's game.  Specifically one set in the Zamoran city of Shadizar.  A city that Howard had written notes about but never set a story in.  The idea of a running a game in a city so wicked that it's own creator never set a story in it appealed to me.  The fact that there was a great supplement written about Shadizar by Mongoose games, helped too.  I eventually lost interest in it though.  There just seemed to be no real source of conflict to a game about thieves in the most wicked city in the world.  It just lacked that something that would've made it distinctly feel like it was set in the Hyborian Age.  There're plenty of settings about playing thieves in a corrupt city.  Dungeons and Dragons probably has several of them.  I needed something more that would make it feel unique to Hyboria.  (I was a little disappointed about not playing in a Zamoran city since The Tower of the Elephant is one of my favourite Conan Stories).  My thoughts next turned to a campaign about Piracy (Queen of the Black Coast is another favourite) but again, there are several games like that in regular D&D.  That's when I remembered another favourite story of mine A Witch Shall Be Born.

It's unique in terms of Conan stories in that Conan himself is hardly in the story.  He's reduced to playing the role of the cavalry that arrives after the threat has been defeated by the other heroes.  While he does arrive late there was something about the forces he's leading that always intrigued me. He's leading an army of eleven thousand Zaugir raiders.  Little more than bandits, yet enough to be seen as a threat to a city-state and the mercenaries occupying it.  This idea of such humble forces being a legitimate threat to a government, is something that I seized upon.  From there it was just a matter of thinking on how to turn that into a game.  

The Kozaki prefer to strike against Turan but they aren't adverse to turning
their sights elsewhere.  The border regions of Zamora, Shem, Koth and its
subject kingdoms of Khauran and Khoraja are often targets of their raids.
Once I had the initial idea though it went easier than I thought it would.  The characters would be the leaders of a small band of Kozaki.  Nomadic bandits that live on the north-western steppes claimed by the Turanian Empire.  They dress and fight like the Hyrkanians/Turanians.  Riding atop horses, wielding bows, lances and scimitars.  Despite dressing in the style of their enemies, they are not of their culture.  Some were born on the steppes of Shemite stock with some Hyborian blood thrown in. Others came from as far west as Zingara, as far east as Khitai, as far North as Cimmeria and others still as far south as the lands of the Black Kingdoms.  Some were brought here as slaves, others criminals fleeing crimes in their homelands and some are just mercenaries/military deserters turned bandit.  The Kozaki or the Free People as they prefer to call themselves.  Aren't picky about who joins their ranks as long as a man displays skill at arms, horsemanship and a hatred of Turan.  He is welcome.  This willingness to take in anyone is great for a GM because his players can play whatever character race their little heart desires.  The same goes for character classes/types.  Though some roles might have a harder time fitting in than others.   The beauty of the setting though is that you can create characters that come from many walks of life.  Having been soldiers, thieves and pirates well before they were Kozaks.  Much like Conan himself.  The campaign also offers some opportunity to travel, so the characters won't always be out on the steppes.  They could visit the deserts of Shem to do some horse trading with the Zaugir.  Perhaps raid a Shemitish caravan on it's way to Aghrapur on the trip back to their homelands.  They could take a trip Shadizar (I still want to have them at least visit it once) to dispose of their ill-gotten gains.  The possibilities are endless.
  •  Take up mercenary work as caravan guards with merchants who have lost faith in the Turanian Outriders' ability to protect them from Kozak raids.  In true Roman fashion they hire barbarians to protect themselves from other barbarians.
  • Raid Turanian outposts, cities and forts.  Maybe even one day actually take one of them as their first step in carving out their own empire.  
  • Strike up a clandestine alliance with the piratical Red Brotherhood of the Vilayet Sea.  (An opportunity that occurs to me is to have them meet Valeria as their contact with the Brotherhood.  I'm aware she's a member of the other Red Brotherhood but hey if Conan can gallivant around the continent why can't she?)
  • Ally themselves with other bands of Kozaki in hopes of forming an army to face the Turanians head on.  Perhaps even a band lead by Olgerd Vladislav the former Kozaki hetman who later leads the Zaugir in A Witch Shall Be Born.  
  • Evade capture/slaughter by soldiers/mercenaries hired by the Turanians to stomp out the Kozaki.  Perhaps led by Constantius the Desert Falcon.  The Kothic Mercenary that crucified Conan in A Witch Shall Born, he makes a great villain for the players to hate.  
  • Attend an exchange of hostages at the Turanian Fort Ghori.  Exchanging Turanian prisoners for the release of their fellow Kozaki.  
Those are just a sample of the ideas that've been bouncing around in my head.  I think the concept holds a lot of promise.  Too bad I haven't found the right group to play it with.  I played with a guy in High School who always wanted to have a character that led an army.  I'm sure he would've salivated over the possibility of leading a band of raiders like the Kozaki.  Anyways, I think I've ramble long enough.  I hope you enjoyed reading this, hopefully I'll be able to write more than I have been later this month.  If you liked this post be sure to +1, re-share, follow this blog and share any opinions you have in the comments below.  Have a nice day and may you roll many crits.

Edit: I've written a sequel to this post, dealing with various character concepts that might appear in a Kozaki band.  You can find it by pressing this link.

Sunday, 11 March 2018

Looting the Corpse - Cyberpunk Style

My earnest attempt to make up for February's lack of posts continues.  I was looking around for something to do when some inspiration came my way.  As some of my long time readers may know I'm a member of the Cyberpunk 2020 group on Google+, recently one of the members Jon Smejkal posted an old write up of his.  Specifically he detailed a deck of cards that he used whenever his players used to loot dead mooks in Cyberpunk 2020. Go show him some love over on his blog, he's a fan of Paul D. Gallagher famous for writing Augmented Reality.  (Click here for the PDF and here for the Dead Tree Version if you don't know what Augmented Reality is).  So he can't be all bad. I very much enjoyed some of the ideas John put forward for what you could find in someone's pockets.  I made a comment on his post in the Community about how I might use the cards with some modifications for my campaigns.  That's when he replied, that he'd love to see me post those modifications once I made them.  To be honest when I first said that it was mostly meant to be polite. Since I haven't been running a lot of Cyberpunk lately.  But then he got me thinking why not make those modifications now?  I mean with my single player busy with schoolwork it's not like I'm doing much in terms of gaming.  I've got a lot of free time on my hands, I might as well.  So here's my attempt at making a custom Loot Deck for my Cyberpunk 2020 Campaigns.

Logical place to start this kind list really.

  • 1 EB*
  • 16 EB*
  • 25 EB*
  • 64 EB* 
  • 81 EB* 
  • 144 EB* 
  • 169 EB*
  • 254 EB*
  • 289 EB*
  • 400 EB*
*I used EB because it's in the official Rulebook, but this could easily be Credits, NuYen or GURPS Dollars whatever your favourite Cyberpunk system uses.  I personally use Credits.  If the numbers seems kind of random, don't worry they're supposed to be that way.  I wanted to simulate how people never seem to have a logical amount of money on them except when leaving the bank.  If you want to simulate this even more remove on EB from the amount given and roll 1d100.  This can be in Credstick or Cash form, your choice.

  • Car keys.  (Vehicle may be the dead group of mooks getaway vehicle or maybe off-site your choice). 
  • Pack of Non-Cancerous Cigarettes (1d20 left, let's face it Smoking's cool dying of cancer isn't.  So in my setting most Tobacco companies have removed the carcinogenic elements from their products.  Extra points if you take a page from Gibson's book and have them be Chinese.
  • 1d6+2 Doses of Street Drug (If you use Ocelot's Drug Lab like I do your typical Drug addict needs at least four doses to make it through the day). 
  • Deck of Cards or Pair of Dice roll 1d6 to decide which. (Even in the age of phone games there's nothing like shooting the shit before a job over a game of dice or cards). 
  • Key to Housing (May get you into a shitty cube in the Combat Zone or maybe into a Corporate Dormitory.  Maybe you could burglarize it for more stuff, use it as a temporary warehouse or just sell the key on the black market so some other guy can burglarize it.  If only you knew where the guy lived).
  • Cellphone (1d100 percent Battery Power, most likely a Prepaid Burner). 
  • Business Cards (May be plot-relevant, may just be for the local strip-club or escort service). 
  • Cigarette Lighter (1d100 percent fluid left) 
  • Matchbook (1d10 matches left, I put two methods of lighting your smokes in hopes that the poor sap will have kind of light).  
  • Lottery Ticket (In Night City this would be LateNite BodyLotto, in my setting this might be an official lottery or the local Numbers Game.  Roll 1d1000 twice if the same number comes up twice you've got a winner.  Good luck trying to collect though.
  • Skillsoft Chip +3 (1-4 chance on d6 that it's for the predominant language of the local area, 5-6 it's an incredibly detailed Tourist Map, giving a bonus to Area Knowledge).
  • Pen (even in the Cyberpunk Future People need to write stuff down)
  • Phone Number hastily scrawled on a scrap of paper.
  • Swiss Army Knife or Multi-Tool 
  • 3D Printed Vending Machine Pistol (Probably a .22 or .25 caliber, useful for point-blank assassinations and last minute self-defence against unarmored targets and not much else). 
  • Small Notebook (40% chance it contains notes about the plan of attack against the PCs, otherwise it's something personal.  Grocery list, love poem, etc.  Let your imagination run wild a little if they really seize upon it).
  • Sunglasses (Following Cyberpunk Tradition they are probably mirror-shades).
  • Small Piece of Cheap Jewelry (Chains, Earrings, maybe a Wedding Band if you want to make the players feel bad). 
  • Absolutely nothing! (To quote Scott Pilgrim "Wow what a jerk.")
  • Wireless Earbud Headphones (If the corpse has a phone on it, there's probably music on the phone.  It seems that every corpse the PCs loot has lousy taste in Music).  
  • Package of Snack Food (10% chance it's full, otherwise the porker ate it all.  Future equivalent of Skittles or a bag of peanuts). 
  • Snack Bar (%90 chance it's just an empty wrapper, otherwise you've got yourself the equivalent of a Snickers or a Granola Bar). 
  • Pocket Sized Photograph (Sentimental or perhaps it's a mugshot of a target.  The PC or an NPC Macguffin they're in charge of would do nicely). 
  • Hip Flask (10% it's been drained dry, might explain why the guy's now dead.  Otherwise you just scored yourself some free liquor). 
  • Slightly Pornographic Magazine (He's just reading it for the articles, honest.  50% chance the centrefold's been torn out). 
  • Braindance or VR Chip (Never something complex, essentially the equivalent of a Dating Sim for a Handheld Console.  At least in terms of complexity).
  • Miniature Cybertech Toolkit (Used for personal maintenance). 
  • Small Book of Crossword Puzzles (roll 1d100 to determine percentage of completion). 
  • Small Box of Unopened Condoms (He's not gonna need them anymore). 
  • Bottle of Medicine (Pills might be for allergies, insomnia or a host of other mundane medical problems.  Could probably get you high, about enough for one dose). 
There you have it my attempt at making a deck of cards for when the players loot the body in Cyberpunk.  What I have here amounts to about a deck of Forty which is about what Jon had for his.  I figured I'd restrict myself to the same limit, it falls just short of your standard deck of cards.  There's plenty of things here that might add some colour to when your characters loot corpses after a gunfight.  When they loot, just draw 6 cards and that's what they get.  Some of it they might find a use for, other stuff has no real use other than when fenced.  (I actually quite like the food entries myself, it's something you could describe your character munching on the deadman's snack.  Hey killing people's hungry work).  I might construct a deck of cards with these entries on Roll20 for use in my own games.  I hope you had as much fun reading this as I did while writing it.  Hopefully it's of some use to you, it kind of took a Film Noir bent to it in hindsight.  I probably shouldn't be surprised since for me part of the appeal of Cyberpunk is it being Film Noir in a Dark Future.  If you liked this be sure to +1, re-share and follow this blog for more, posts like this.  As always have a nice day and may you roll many crits, I'll see you later.

Saturday, 3 March 2018

GURPS: Hellraisers MC - A Campaign I'll Probably Never Run

With the Actual Play reports on hold until the GM of my current game is done with her semester.  It looks like I'll be writing more about Campaign ideas like I used to when I first started this Blog.  My updates were few and far between in February.  For that I apologize, I've always prided myself on updating regularly.  In terms of posts February 2018 was probably the least productive months in the history of Stories and Other Such Distractions.  Hopefully it never happens again short of author burnout, sickness or death.  I take great pride in what I do here and feel obligated to put out content on a regular basis.  So with that in mind here's an idea for a Campaign that's been kicking around in my head for a bit.

I've had a sort of love, hate relationship with GURPS ever since I discovered it.  On the one hand I loved the idea of a System that conceivably run any Campaign or Character I could cook up.  I also very much loved its Third Edition Sourcebooks which I found to be a great resource for numerous campaigns I've thought about running.  On the other hand though I wasn't too crazy about the System itself. It struck me as complex, almost Byzantine.  Requiring to look through the rule book time and time again to find specific rules to cover certain things.  Which for quite a bit of my Role-playing career was rather daunting considering I was mostly just starting out.  That aspect sort of scared me off of actually using the ruleset, instead restricting myself to running other more familiar ones.  While using the Fluff in various Third Edition Sourcebooks as reference material.  (Example: Using the Old West Sourcebook for a Western Campaign).  It wasn't until I grew older that I realized "You don't have to use all the rules.", which is kind of obvious in hindsight.  But honestly hindsight is the only part of my vision that is 20/20.  I still shied away from it due to a lack of familiarity with the actual mechanics and rules.  Over the past few weeks though I've been leafing through various Sourcebooks and it's gotten me excited to try it at least once.  But what would the subject matter be?  It was a question that had me wracking my brains out for quite some time.

Getting My Answer

Where my answer eventually came from.
Recently an acquaintance I know from over on YouTube and Discord turned me onto a TV show.  A show that I had heard off but honestly had had no real interest in.  Until this friend pushed me to watch it.  "You're into the Mafia and Organized Crime right, you'll love this show."  Is pretty much the words she used to convince me to watch it.  Once I did I was hooked, I'm still watching it whenever I can find the time.  The show I'm talking about is Sons of Anarchy.  Hamlet dressed up as Hell's Angels.  The show's been off the air for about six years now, which is ancient by TV time.  Why had I not seen it?  Number of reasons.  I'm not really into Motorcycle culture, honestly before watching SOA I probably couldn't have told you the difference between a Harley and a Kawasaki.  I also was put off by the exotic grunginess of Outlaw Bikers, it was a world very different from the Italian American Mafia.  That I was so used to reading about.  After a while of watching it though I began to see how this could be used for a very interesting and different Campaign.  

Choosing a System

This very nearly ended up being the campaign.
Now I knew I wanted to run an Outlaw Biker game, centred around the illegal activities of a Club.  The problem was coming up with a System that would support that kind of a game.  GURPS was on the table from the start, but it almost didn't end up being picked.  Other systems I considered my personal favourite Cyberpunk 2020 (modified for a Modern-Day setting of course) and Classic World of Darkness.  Cyberpunk was tempting because I am intimately familiar with the system.  But I ultimately didn't choose it because I feel I rely too much on it.  I wanted to use a new system for this. Classic World of Darkness was another tempting
This guy could very much have been an NPC if I'd stuck with the
World of Darkness idea.
choice, because the thirteen year old inside of my head loved the idea of Vampire Bikers!  Or Werewolf Bikers or Monster-Hunting Bikers depending on which lens I decided to put the WOD system through.  It very nearly ended up being the course that the game took.  An interesting piece I found while I did my research was this thread here.  Discussing a Vampire the Masquerade game about a Club of Sabbat Neonate Bikers.  A number of factors kept me from using Classic World of Darkness though.  One was the fact that I didn't want to run a 70s Exploitation Film, I wanted to run Goodfellas on Harley's.  The Second factor was an unfamiliarity with World of Darkness' Storytelling System.  So that put the kibosh on the idea that my inner thirteen year old was salivating over.  Ultimately it was back to GURPS, now it was just a matter of figuring out how to put it all together.

Figuring out Character Creation

Statting up guys like this is a lot harder than it
sounds.
Now I know that GURPS is a little more free-form in terms of Character Creation when compared to D&D.  I personally like to have a little structure so my players have an idea what I expect for characters they create.  Which is why I love the Templates for GURPS, hell one of my favourite series of GURPS sourcebooks is the World War 2 line.  Which for Third Edition had the most Templates out of any of the one's I read.  Though I'm pretty sure that's changed with Fourth Edition.  So I set out in search of a Template to help inform character creation choices.  The closest I came to was the Nomad template from GURPS After the End: Wastelanders.  Which didn't quite work, since it focuses more on wasteland survival than being a criminal.  I was about to give up my search when I found this post by one Mook over at Game Geekery.  I can't thank him enough, while it's not quite what I'm looking for.  It was more of a baseline than I had when I started.  Be sure to go over there and show him some love.  With a base-line in place I could figure out how the hell I was going to go about creating something that resembled a guideline for character creation for this game.  I still needed a little something more though.  I needed to figure out what the players would get from being part of the club.  Thanks to one of the lesser known GURPS Sourcebooks Boardrooms and Curia I was able to do just that.  Basically it allowed me to work out a stat-block for the Outlaw Motorcycle Club I wanted the characters to be a part of.  Including their point cost as Patrons, Enemies, what Advantages their Members typically have.  All that good stuff.  It gave me a guideline that looked something like this.  

Point Total: 200 just between Heroes (or rather Villains) starting out and those that've established themselves.
Attributes: Maximum 14 in Any Stat, I'd encourage only spending a maximum of 130 points total for Stats.
Advantages: Claim to Hospitality (Any other Chapter) [10], Organized Crime Rank* [2 per level], Patron (The Club, appears almost all the time) [30], Signature Gear (Club Cutaway and Bike)** [2].  Combat Reflexes and High Pain Threshold would be wise investments as would any non-supernatural Advantage.  If the player wanted it I'd be willing to at least consider it.
Disadvantages: Duty (To the Club, on 12 or less) [-10], Enemy (Law Enforcement; FBI, ATF, Police you name it, 9 or less), Social Stigma -1 (Biker treat as Criminal) [-5].  Members are also expected to have Code of Honour (Biker same as Pirate's) [-5] though it's kind of hard to enforce what a person actually thinks.  Other than those the players are allowed to choose up to a total of 55 more points (if they took the Code of Honour it becomes 50)  of disadvantages.
Skills: Guns (Pistol, SMG, Shotgun and Rifle), Melee, an unarmed fighting Skill of some kind, Streetwise, Savoir-Faire (Outlaw Motorcycle Gangs), Drive (Motorcycle), Heraldry (Cuts) are all musts.  From there it's free-reign.  Though suggestions include Mechanic (Gasoline Engine), Area Knowledge (State), Merchant and some manner of Social Skill.  (Intimidate and Fast Talk being solid choices).  

 *Just for reference the Ranking for Motorcycle Clubs works out something like this.
0 = Prospect or Probate Member
1 = Fully Patched Member
2 = Chapter Officer (VP, Sergeant at Arms, Secretary/Treasurer or Road Captain)
3 = Chapter President or National Enforcer
4 = National/Regional Vice President
5 = National President

**Also a little explaining the Rulebook defines Signature Gear as being items that are part of your Legend.  For Han Solo it was the Millennium Falcon, for King Arthur it was Excalibur.  For Outlaw Bikers it's their Cutaway (the Leather or Denim vest that displays their Club's colours) and their Hogs or Bikes.  

Speaking of Cuts I have an idea of what I want the one for the Club in this Campaign to look like.  The name of the Club would be The Hellraisers (no relation to the patch pictured, which I found in a lucky Image search I came up with the name after the Ozzy Osbourne Song) using the Colour scheme from the patch with the matching name.  Though replacing the logo with some more resembling the Black Riders logo.  A skeleton dressed as a Biker, wreathed in hell-fire with a Whiskey Bottle in one hand, while he brandishes a sawed-off shotgun in the other.  (According to the dictionary a hell-raiser is "a person who causes trouble by drinking, being violent, or otherwise behaving outrageously" nothing says violent, drunken or outrageous to me more than a skeleton drinking whiskey, brandishing a shotgun, dressed as biker. The font would be changed a little to one called Fire-Starter which you can see an example of on the right.  Also the bottom Rocker wouldn't say San Andreas, it'd probably say something else.  Maybe California.

The Elevator Pitch

"You guys are members of the California Chapter of the Hellraisers Outlaw Motorcycle Club.  A group of violent, hard-drinking, drug-dealing and gun-running bikers.  Over the course of the game you'll deal with Law Enforcement crackdowns and other criminal groups encroaching on your turf."  That's roughly what the campaign pitch would be in general.  More would have to be worked out after the group sat down for a Session Zero where'd we'd create characters.  Figure out such specifics as whether they're just rank and file members, officers within their own chapter or the Mother Chapter of the whole Club.  I do have some ideas of what kind of illegal activities I'd want the Club to be involved in.  Where the characters would fit into those activities would be figured out during the Session 0.  Oh yeah I should probably have mentioned that there is a content-warning for this game.  
Warning this Campaign contains instances of:
- Violence
- Drug & Alcohol Abuse (that includes Tobacco) 
- Suggestive Sexual Situations
- Political Incorrectness & Foul Language (These are Bikers after all) 
If you are offended any of the content listed above, consider yourself warned.

I think that about wraps it up for me.  Considering that I'm kind of jonesing for a game, I might actually try to see if I could put it together over at Roll20.  If you're interested don't hesitate to show your interest in the comments, down below.  Be sure to +1, reshare and follow this Blog.  As always have a nice day and may the dice be ever in your favour.

  


Friday, 23 February 2018

Campaigns I'll Probably Never Run - Shisa Squadron TTS for Mekton Zeta

So I know it's been a while since I posted something for the Blog.  Some of you are probably wondering "Where's the next part of Yakuza 2019 you bastard?!" to answer your question.  It's going to be delayed for quite some time, probably until Summer.  Due to the fact that there was a College Faculty strike up here in Ontario, which basically meant the School year got kind of messed up.  What does that have to do with my ability to write stuff?  Quite a lot actually, since that means the GM for the Campaign doesn't have time to run it anymore or to play in any other games for that matter.  So I'm left with nothing to do until that gets cleared up.  Fortunately boredom is a great motivator, which is why I present you another Campaign Pitch I've been working on.

Now I can't really take all the credit for this one.  It in fact comes from a Hillfolk supplement called Blood on the Snow.  Those of you who've been with the Blog a long time might remember some of my earlier posts about adapting another setting from the same book.  Shanghai 1930 a series of posts about adapting that to the Call of Cthulhu system which you can find by clicking here and here.  The campaign pitch comes from a Playset within Blood on the Snow called "Article Nine" referring to the part of the Japanese constitution that prevents Japan from participating in foreign conflicts.  (Page 125 of Blood on the Snow if you're interested).  It's one of those settings that when I read it said "Wow I would really love to run a game in this world."

Artwork for the Article Nine Setting, the robot
looks a little too bulky to outmaneuver a F-35.
To briefly summarize Article Nine takes place in a Near Future (20XX) where war threatens to break out between East Asian countries in the Pacific.  China and Vietnam being chief among them.  While the United States, Japan and Russia are at risk of being drawn into the conflict to protect their interests in that area.  During one of the initial skirmishes a patrol of Chinese Warships were attacked out of nowhere!  By what observing American F-35s reported to be Giant Flying Robots!  Before losing sight of the two craft the American Military observed that they resembled a prototype developed by one Dr. Yamaguchi, a Japanese Scientist for use in Earthquake rescue and Mars Exploration.  Who disappeared along with his prototype as well as a good chunk of Kyoto.  (That kind of thing happens when you develop a Nuclear Fission-Powered robot that generates an eleven-dimensional forcefield, that can only be maintained by a Machine-Brain link with a Teenaged Pilot).  The robots that attacked the Chinese patrol were dead-ringers for Yamaguchi's missing prototype.  Only these one's were equipped with weaponry.  The Japanese government in coalition with the Americans quickly summoned the only surviving member of Yamaguchi's research team.  It was clear that the Japanese and their American Allies had fallen behind in the Giant Robot Race.

One of the few Mecha Anime I've seen Fullmetal Panic!
I forgot what the Mecha in this looked like, honestly I think the
one's in the campaign might look similar.  They've got that
boxy look that Military Hardware usually has.
The other Mecha Anime I've seen Neon Genesis Evangelion.
A.K.A. The series they stole to make Pacific Rim.  More fighting
giant monsters than the campaign calls for.
So yes this is going to be Campaign, along the lines of so many Mecha Anime.  A genre that I never really took an interest in.  I've seen Three Mecha Anime in my entire life.  Fullmetal Panic (which I liked more as a Comedy), Code Geass and Neon Genesis Evangelion (which I found to be incredibly overrated, I can feel the rage of so many Otaku everywhere).  Simply put it's a genre that I never really explored before.  The setting was so interesting to me, that I couldn't pass it up.  In this case I'm going to be taking a setting for a more Story-focused game (like Hillfolk) and give it a little more crunch.  Not that different from taking setting published for D&D and running it really.  So now it just comes down to what system to use, I had thought about using GURPS, but I found their Mecha book a little lacking.  Another that sprung to mind was the Mecha & Manga Sourcebook for Mutants and Masterminds.  I decided to drop that one as well because of a previous short-lived Super Hero Campaign.  Which caused me to lose faith in that System's validity.  That's when it hit me, Mekton Zeta!  Made by the same folks that brought us one my favourite game Systems Cyberpunk 2020.  With a great many of the same mechanics.  It was also written during the Golden Age of Mecha Anime by people who love the Genre rather than a company trying to fill a niche.  It even has some elements to it that I think make it superior to Cyberpunk (putting the Lifepath, which I think is the greatest mechanic first for one).  I've fiddled around with the Mecha Construction rules a little over the last few days (and still haven't got the starting Mech I want for the campaign down-pat yet), but at least the elements are all there to build the Robots described in Blood on the Snow.  Anti-gravity, reactive shields (forcefields to you laymen), mind-machine links,  it's all there.  Everything I'd need to build one of these super-robots.  I just need to tweak it a little.  I'm building these in the 350 to 400 point range, since these are largely prototypes rather than Standard-Military Issue.  The players would probably be playing Teenage JASDF (Japanese Air Self-Defense Force) Mecha-Pilots in training.  (This setting uses the trope of only Teens being able to pilot Mechs.  A cliche that used to piss me off, but I will let slide for now).  Probably built on 65 points and Rookies (though an argument could be made for 18 year old Professional Graduates from Elite Training Programs).  If the players so desire they could build secondary non-combat focused characters.  Military Officers, Researchers and Technicians around the base.  Built as 70 point Professionals.  A special rule I'd have to implement is that no Pilot would have Mech Piloting at higher than +3 to start and no Mech Combat Skill at higher than +2.  Since this is a setting where Mech technology is still in its infancy as are the training programs for Pilots.  In fact training exercises will make up quite a few of the earlier sessions.  I think it'd be a nice opportunity to help myself and the players get the hang of the system.  As well as get to know the inhabitants of the small Okinawan Island that their airbase is located.  Click here for more information on that.  

Anyways I think that about wraps it up for this short little campaign pitch.  Tell me what you think in the comments below.  Be sure to +1, follow and reshare.  As always have a nice day and may you roll many crits.

Sunday, 4 February 2018

Yakuza 2019 - Actual Play Report #3: Breaking Hearts and the Game

This is going to be a short one, mostly because the session itself was so short.  (The reason why will come later, be patient).  It also only consisted of a single die roll and the rest was just a nice roleplaying vignette.  The rest of the post will probably be padded with my reflections on the events that occurred.  If roleplaying social encounters and reflections on the nature of roleplaying itself isn't really your thing.  You're welcome to skip this session.  Alright are they gone?  Good, for those of you still here I'm going to get right to the report, but first some housekeeping.  If you're just joining us and have no idea what's going on, you can read the first session here.  If you're a returning reader and you missed the last session, you can find it here.  Alright, with that out of the way let's get into it.

The Game Changer

When we last left off my character the ethnic Korean Yakuza Amphetamine Dealer Tae Joon-Ho; was standing over the corpse of the man who had ordered the murder of his boss and best friend.  That man was Yoshida Goro a lieutenant of the Akemi-gumi, the Yakuza group that Joon-Ho was a part of.  The man that Joon-Ho's late immediate superior Koizumi Takahiro had answered to.  Until he had discovered that Yoshida had been embezzling funds meant for the Akemi coffers.  Instead of going to the family bosses with this information Takahiro had decided to blackmail Yoshida.  Hoping to swing a promotion for both himself and his subordinate Joon-Ho.  Like most people who end up being blackmailed Yoshida had not been a fan of the idea and ordered both of them killed.  Joon-Ho had only escaped assassination because he had left the apartment to buy Takahiro cigarettes.  At first Joon-Ho had sought out Yoshida in hopes of getting his aid.  (He had no idea about Takahiro blackmailing the Akemi-gumi lieutenant, until said lieutenant had revealed it to him). Walking into an ambush Joon-Ho barely escaped with his life, by getting the drop on Yoshida and beating him to death.  (Then making sure the job had been done properly by shooting Yoshida three times in the head with the man's own handgun).  

The Ledger proving Yoshida's embezzlement.  I never got why criminals
and embezzlers in movies kept these kind of incriminating records around.
Standing over his would-be killer's corpse, Joon-Ho grabbed some tissues from the desk and cleaned his hands of the blood.  He pocketed the now soiled, tissues in order to dump them later along with Yoshida's gun.  He then grabbed another handful of tissues to prevent fingerprints as he began to rummage through the Akemi Lieutenant's office.  Looking for either dirt that would prove Yoshida's embezzlement even from beyond the grave or at least the kilo of Amphetamines.  That Yoshida had admitted to having the hitman steal from Joon-Ho's apartment when he killed Takahiro.  The profits from its sale and maybe a sampling of the wares (Joon-Ho often got high on his own supply and was kind of jonesing for a post-kill fix) would be great right about now.  The drawers to the desk proved to be locked and Joon-Ho didn't have time to be fiddling around with the lock.  He didn't want to be here when somebody came to investigate the gunshots.  He finally struck pay dirt when opened one of the cabinets in the office.  Inside was a book, which when opened revealed itself to be a ledger.  Ordinarily Joon-Ho (who only had a Middle-School Education) would never have been able to make heads or tails of such a thing.  But still high on adrenaline Joon-Ho was able to focus enough to recognize certain irregularities.  There was a Yoshida listed in this ledger, but it wasn't Yoshida Goro. It was Yoshida Ishimaru, which meant that Goro either was using an alias or had a relative helping him embezzle Akemi-gumi funds.  On close examination there were funds still unaccounted for, just the ticket Joon-Ho needed to keep the bosses from whacking him.  It didn't really prove his innocence in all of this, but it certainly proved Yoshida's guilt; which Joon-Ho could finagle to prove his innocence.  He took the ledger with him as he left, recovered his gun from the entryway door and left through the back stairwell.

(For those of you wondering from the out of character side of things.  The GM had me roll an Intelligence check to make heads or tails of the ledger.  Since Joon-Ho doesn't have any points in the Accounting Skill it would've been nearly impossible for him decipher its secrets.  I rolled a crit.  The only die roll of the entire session which also brought it to a screeching halt.  Apparently the GM had not taken into account the possibility that I'd actually make the roll.  She also had not been prepared when I brought up the idea of presenting the evidence to the bosses.  Meaning she hadn't expected the character and myself to take the story in that direction.  Where she had nothing prepared in terms of game notes.  No information on the bosses, their personalities, how they'd react or anything.  Whereas from my end it seemed to be the obvious thing to do.  I guess it just goes to show you that people have very different ways of thinking).

Rest for the Wicked

Joon-Ho disposed of Yoshida's gun and the blood-soaked tissues which he'd used to wipe his hands.  By dumping them in the dumpster behind the bar where he'd bought the Type 54 from Shiori.  Then he went in search of a cheap hotel to spend the night at.  He managed to conceal the blood-stains on his jacket and shirt by rolling up his sleeves.  After buying a room, he went to the lobby payphone and dialled the cellphone of his girlfriend Honda Miu.  (I know that cellphones are a thing, but pay-phones are so Noire and a little more anonymous nowadays).  Joon-Ho tapped the top of the phone as he listened to the receiver ring.  
"Hell...o...?" Miu's voice had a hint of suspicion and nervousness when she answered.
"Miu, baby it's me Joon-Ho." 
"Oh, thank God.  Did you know about what happened?  The police have been looking all over for you!  Are you safe?" she still sounded a little nervous but more relieved than anything.  
"Yeah, Takahiro's dead.  A hitman killed him, would've killed me too if I hadn't been out buying cigarettes.  I got the son of a bitch though." Joon-Ho sighed at his girlfriend's ignorance of the hell that he'd been living for the past couple of hours.
"Oh...so it was Mr. Koizumi... I'm sorry Joon-Ho.  I'm surprised though, the police wouldn't tell me who it was.  In fact, I was pretty sure it was you for a while there...  The police were already here when I got here.  Did you... call them anonymously or something?" Miu's words came like a wave in Joon-Ho's ear.
He rolled his eyes at her apparent ignorance that criminals didn't exactly call cops when they had a crime committed against them.  
"You didn't tell them anything did you?  No I dealt with him a different way, sweetheart."
"I didn't tell them anything because I don't know anything.  I mean they didn't find anything at the apartment, at least not that they told me, anyway.  Should I come over to where you are?  I'd feel a lot better if I could see you with my own eyes, Joon-Ho." her voice was once again filled with just a hint of panic.  
"Good, if they ask you anything, if they visit you at work; don't tell them nothing.  Yeah come over." he gave her the Hotel's address and his room number.  Probably the wrong decision, but he felt the need to see her after all that had happened today.  After that he went upstairs to wait for her.

A Hotel Room not unlike the one where Joon-Ho was staying.
Though I imagine his was cheaper looking.
Once in the room Joon-Ho flipped on the TV turning the channel over the news.  Hoping to see whether the police had released a statement about Takahiro or Yoshida's murders.  He stripped out of his shirt and jacket, revealing his Irezumi tattoo of a wanton Geisha smoking a traditional tobacco pipe with smouldering eyes.  (Really it would've been accurate to call it a Yujo since Geisha's aren't prostitutes or Courtesans.  Which is more what I was going for when I thought up the idea of Joon-Ho's tattoo.  Something classy and kind of sexy.  Rather than the traditional Samurai, Demons and Dragons that most Irezumi portray).  The sad truth of the world was that bloodstains don't come out of clothes.  The garments would have to be disposed of and new ones procured.  That was partly the reason he had called Miu over, since he couldn't go out in public shirtless.  The pants would have to stay for now, since he didn't want to be caught with his pants down by a hitman.  About twenty minutes after he had called her, there was knock at the door.  He reached for the Type 54 and approached the door, looking through the peephole.  

Honda Miu, cabaret girl and Joon-Ho's
current girlfriend.
He saw Miu in a disheveled state.  Still wearing the same clothes he'd seen on her, when she'd left his apartment; which seemed like an eternity ago now.  Despite her dishevelment she was still beautiful not in the way she was dressed or dolled up, but in the way she carried herself.  Her posture was straight and her eyes focused.  Not the look of someone born with natural beauty, but someone who had spent her whole life attaining it.  Joon-Ho opened the door for her not wide and not very long.  Long-enough for her enter the room and for him to look up and down the hall.  Making sure that no one had followed her.  Miu smiled upon seeing her boyfriend but didn't go in for her usual kiss.  The circumstances didn't exactly warrant such displays of affection.  Never breaking eye-contact with Joon-Ho as she sat down on the bed, when eye-contact did break it was because Joon-Ho was looking up and down the hall.

"You weren't followed, were you?" asked Joon-Ho despite having confirmed that fact himself.
"Not to my knowledge.  If I had, I wouldn't be here, so why ask?" she sniped back at him.
Joon-Ho walked over to the bed sitting down right next to her, intimately close.
"Considering the fact that I just pissed off some very dangerous men and am being hunted by the police?  Can't be too careful." he elaborated.  
"I didn't mention this on the phone, but... the police said you weren't a suspect.  But that's pretty suspicious.  It's your apartment of course you're a suspect.  I just smiled and nodded.  Do you have someone looking for you, Joon-Ho?"  
Joon-Ho smiled at his girlfriend's display of loyalty "Clever girl.  Yoshida mentioned something similar before he tried to kill me.  His boys are probably after me." he turned it over in his head.  Maybe Yoshida had a Cop on his payroll or had provided him an alibi just so he could murder him?
"Hmm, you never mentioned a Yoshida.  Do I know the guy?" asked Miu.  "Doesn't matter I came here to find out what you plan to do.  If I can help, I will."  
Joon-Ho took out the single cigarette he had found after searching Takahiro's corpse after finding him dead in his apartment.  He lit it, took a puff and said, 
"He was a very dangerous man, which is why dangerous men worked for him.  Turns out I'm more dangerous than he was.  And yeah, there is something you can do for me.  I'm gonna need some new clothes there's money on the nightstand.  But first..." this is where he turned her face towards his own and planted a kiss on her lips.  
"Ew, cigarette smoke~If I smell like that my customers won't love me anymore." giggled Miu, her eyes lighting up after the kiss had been broken.  She put her arms around Joon-Ho and leaned in close.  "I do love you, but I don't rely on you.  I'm a self-made woman you know?  So you don't have to worry about a thing.  Just focus on getting out of this with all your fingers, okay?" she winked at that last part.
"Oh, I know you are.  I also know you'd hate to lose these fingers." smiled Joon-Ho as he began to gently caress Miu, before going in for another kiss lowering her down onto the bed.  Things had been breaking down with Miu for some time and they might still after this.  Right now though, he'd nearly gotten killed and his survival instincts had kicked in.  

Reflections

That's where we left it, if this had been a movie.  It would've been the kind where the screen fades to black just as the sex scene starts.  While the session itself was very short it did serve as a teaching moment in many ways.  For the GM it was a lesson in preparation, you need to be at least minimally prepared for multiple possibilities.  You can't just expect the players in a game to follow a single track that you have meticulously planned out.  Anything can throw a monkey wrench in your best laid plans, be it the player making a decision that you hadn't expected or a rogue die roll.  (Both of which occurred in this session, apparently I was supposed to be on a train to Hokkaido to hide out with Joon-Ho's biker friends.  Which ended up not being the decision I made, since I thought only a guilty man would run.  From my character's perspective he's innocent or at least completely justified in everything he's done).  The point being you need to be able to adapt your plans and improvise.  If you don't have stats prepared for a certain NPC, recycle the stats from another.  Make up details as you go along, roll with the punches so to speak.  Part of the fun of tabletop roleplaying is the ability to tailor a world to a player character's actions.  In my GM's case she couldn't adapt on the fly and needed some time to figure out how to recover.  Fortunately she's running a single-player campaign, online with a very understanding veteran player; who has GM-ed extensively himself.  If any one of these factors had been different this could've been a lot worse.  She's had an opportunity to learn from her mistakes while the kid-gloves are still on.  I hope it's a lesson that she will take to heart.  

Which leads into the second part of my reflections.  The scene with Joon-Ho's girlfriend Miu was my attempt to salvage something that resembled a session, from what my GM perceived as the wreckage.  I'm a player who likes to role-play more than he likes to roll dice.  I put forward that I wanted to narrate a little bit before we left the game, hoping to urge her to improvise a little.  I'd wanted to know a little more about the NPC Miu since she featured so prominently in Joon-Ho's LifePath.  I knew the GM had notes about Miu so at least she'd have a base to improvise from.  It resulted in what I thought was a nice quiet scene.  Which was also a first for me, the first time I've ever been in a game.  Where romance or sexual encounters were handled in a mature manner, if at all.  It'd been something that I'd wanted to try ever since the Aki campaign.  Honestly I'm quite happy with how it had turned out.  Since we primarily use the Cyberpunk 2020 system for our games, romance shows up a lot in the characters' backgrounds.  Meaning that such topics would eventually have to show up eventually in gameplay.  I've wanted to tackle the subject ever since that occurred to me.  So this was an opportunity to kill two birds with one stone.  Incidentally if any of you are looking for a good essay on Sex & Romance in RPGs (specifically Cyberpunk but applicable to many games), click here.  The link should take you to Datafortress 2020 where you can download Kristian de Valle's essay on the topic.  Well that about covers it for me, if you like this post; be sure to +1, comment and follow this blog.  As always have a good day and may you roll many crits. 

Saturday, 27 January 2018

Yakuza 2019 - Actual Play Report #2: Killing in the Name of

After a month it's finally here, the 2nd part of the actual play report for Yakuza 2019!  We sat down yesterday and played to find out what would happen to my character Tae Joon-Ho.  It was a blast and I can't wait to share it with you guys.  For those of you just joining us, you can find the first part here and the notes about our Session 0 here.  With that bit of housekeeping out the way let's get on with the game itself.

Making some Calls...

A familiar phone booth where Joon-Ho was planning his next
move.
When we last left off Tae Joon-Ho my ethnic Korean Yakuza drug-dealer was in a phone booth.  Where he'd been hung up on by the secretary of Yoshida Goro, the Yakuza lieutenant.  That his own boss Koizumi Takahiro reported to.  After having an initial meltdown over being hung up on by the secretary, essentially cutting off his only lifeline.  Joon-Ho began wracking his brain trying to figure out who could've murdered his boss and friend.  Had it been his girlfriend Honda Miu?  Takahiro and many of Joon-Ho's other friends had been telling him to dump the cabaret girl for years.  She was also the only one that had access to the apartment that Takahiro would've lowered his guard to.  She also knew where the gun and amphetamines had been kept.  Was it the rival dealer from the Izumi-kai Takenaka Shuichi?  Who Joon-Ho had caught selling outside a bar on Akemi-gumi turf?  That didn't add up, he'd been with Joon-Ho while Takahiro was getting murdered.  Joon-Ho made a mental note to deal with him later though.  The last suspect on his list was Yoshida Goro the lieutenant within the Akemi-gumi that Takahiro had reported to.  He certainly had the resources, but he lacked motive.  He was making good money supplying amphetamines to Takahiro which Takahiro then supplied to Joon-Ho.  Why jeopardize that?  

"You have eight minutes remaining, to make another call please dial the desired number.  If you'd like a refund please hang-up."  The pre-recorded woman's voice droned from the receiver.  Bringing Joon-Ho back from his thoughts, he began dialling another number, making the most of his remaining time.  The first number was for the cabaret where his girlfriend Miu worked as a hostess.  Joon-Ho impatiently tapped the phone as he listened to it ring, waiting for his call to go through.  A woman answered the phone, probably one of Miu's co-workers.
"Hello Titty Typhoon, are you calling to book?" 
(As a side note I about burst out laughing when the GM typed this.  She then explained the idea was that the club got the name.  Because it's trendy among the Japanese to use foreign words even when they don't know the meaning).
"No I'm calling on a personal matter.  Is Miu there?" said Joon-Ho.
"Oh, Mr Fujin, is that you?  Miu just went home, so you'll have to see her tomorrow."  the girl on the other end replied.  Joon-Ho didn't recognize the name as Miu had never mentioned it, but he didn't let on.  There were more pressing matters at hand, than who his girlfriend was screwing behind his back.
"Okay, thank you for your time." with that Joon-Ho hung up.

If Miu had left the club that meant she'd gone back to his apartment.  Which was probably now a police crime scene or about to become one, he'd never be able to get to her.  Besides her co-worker had already established her alibi.  Putting the coins that'd fallen into the change slot back into the coin slot he began dialling another number.
"Yello," the voice on the other end was that of Sato Soma, the Bosozoku biker that Joon-Ho had spent two years in prison with.
"Soma, it's me Joon-Ho.  I need a favour."
"I'll do what I can, man, but I mean, you know we're not around, right?  We're all up in Hokkaido right now.  If things are super bad, you can come up and lay low with us for a while.  You know we'd be willing to put you up anytime."
Joon-Ho began mentally cursing himself, after last night's drunken binge he'd forgotten that Soma and his gang were up in Hokkaido.  Not even on the same island of Honshu as he was.
"Shit man, I forgot.  It's nothing, I'll catch you later."
"Sorry I couldn't be more help, man, call me if you need anything I can help with from up here though!  I always got your back bro." comforting words from Soma that offered little comfort to Joon-Ho in his current situation as he hung up.

A Japanese Pub not unlike the one where Joon-Ho had Shiori
meet him.
The last number on the list of people Joon-Ho could call when he was in a jam.  Was Shiori Sato (no relation to Soma, Sato is a very common name in Japan) a childhood friend that Joon-Ho had dated for a time.  She was an ethnic Korean (like Joon-Ho though she opted to use a Japanese alias) and also a dealer, the only difference being that she dealt in firearms rather than drugs.  He waited for the phone to connect and breathed a little easier when it did.
"Hello?" said the familiar voice on the other end.
"Shiori?  Look I'm in a bit of a jam could you meet me at the Pub near the Yoshida Office?"
On the other end of the line Shiori sounded a little pensive as Joon-Ho heard her talk to someone else on the other end.  He couldn't quite make out the exact details of the conversation.  In the end she answered in a curt voice.
"Sure.  I'll be there in five."
"Before you go, one more thing.  I need a gun, I've got money." if things took a turn for the worse, Joon-Ho didn't want to walk into an ambush unarmed.
"You looking for anything in particular?" replied Shiori at the other end.
"Like I said I'm in a jam but a Type 54 will do." beggars couldn't be choosers, but she was making the offer.
"Let me ask her." Joon-Ho could hear Shori set down the phone and walk away.  Her footsteps were even not rushed or slowed in anyway.  The other voice from before returned, this time Joon-Ho could make it out as feminine.  He was aware that Shiori had a business partner but he'd never met them.  This was his first clue that she was in fact a woman.
"Yeah, we've got it.  I can give you a quote once we're there.  See you." with that Shiori hung up.

Where you going with that Gun in your hand?

Hanging up the phone and exiting the booth, Joon-Ho looked over his shoulder as he walked.  Making sure that he wasn't followed to his meeting with Shiori.  He was positive he didn't see anyone, but that still didn't put his mind at ease.  Just because they weren't following him now didn't mean that there wasn't someone out there looking to kill him.  When he got there the bar was nearly empty it being open at this time of day was more a formality than a business practice.  By Joon-Ho's watch Shiori showed up two minutes after he did, exactly five minutes after she'd hung up on him.  If nothing else, she was punctual.  She had a wallowing frown on her face, but her eyes lit up at the sight of her old friend.  Joon-Ho was sitting at a booth in the back with his back to the wall.  She sat down at the same booth, sitting across from him.

"Hey hey.  How's it going?  It's been a while." 
"Like I said I'm in a jam, how's it going with you?" Joon-Ho was happy to see her both as a friend and as a person doing business with her.
"It's going..." here she let out a sigh "It's going okay I guess.  Things are just a little tough right now,
The Norinco Type 54 a Chinese copy of the Tokarev T-33,
colloquially called the Black Star pistol.  It is a pistol very
commonly used among the Yakuza.  One of the few handguns
I've researched where use by a criminal organizations is part
of it's Wikipedia Article.
but aren't they always?  What's this jam of yours and how does this help you?" any thoughts Joon-Ho had of concern for his friend were erased when slid over a menu.  That seemed to slide slower than most menus slide, as if weighted down.  Joon-Ho discreetly lifted the cover of the menu to reveal what he'd come here for.  The Type 54 pistol to replace the Smith and Wesson that he'd had to get rid of.  After he'd found Takahiro dead in his apartment.  
Continuing the conversation Joon-Ho said "Remember my boss?  Takahiro?  He's dead.  I found him shot in my apartment this afternoon.  My stash was gone and the gun that killed him?  Was the one you sold me a while back."


 "Great...Always pleasant to find out when a weapon you procured shot someone.  I try to hard not to think about things like that.  Sucks for Takahiro though.  He was a pretty cool guy, if you could get over how self-absorbed he could be..." Shiori didn't seem to share Joon-Ho's grief at Takahiro's death.
"This thing as ammo right?" Joon-Ho nodded towards the gun under the menu.
"It costs extra." Shiori began to smirk a little "Nothing in life is free, you know?"
Joon-Ho reached into his jacket pocket, pulling out a roll of bills.  Forking over the 100,000 Yen he expected to pay for a gun like this.
"Ain't that the truth." he said awaiting Shiori's response.  
"But... Friendship has a way of opening doors.  80,000 is a fair price for you." Shiori responded lowering her price.
"Take the extra, give me some ammunition if that makes you feel better about it.  I'd like to be remembered fondly by my friends." countered Joon-Ho at her offer.
(Hindsight Joon-Ho totally got screwed over in this deal, but I thought it was some nice roleplaying on my part).
Shiori slipped a magazine under the cover of the magazine with the gun.
"Well, I won't disagree with the extra funds.  Every Yen is needed in this day and age.  I imagine you're in a hurry.  I'm gonna stay here for a while, but don't let me keep you from wherever you need to go."  Shiori took the money and pocketed it without counting.  A sign of her trust of an old friend. 
Joon-Ho discreetly collected the illegal firearm, loading the magazine into the pistol.  Which he then deposited into his inner jacket pocket.  Before leaving he left Shiori with these words.
"Takahiro was like a brother to me.  I need to do right by him.  I know things didn't work out between you and me, but you're still my friend.  One of the few I got left in this world." with that he got up and began walking to the bar's door.
If this had been a movie, the camera would've probably focused on Shiori as she watched Joon-Ho leave.  As she delivered her final line of the scene. 
"Wow. What dramatic guy."

Familiar Faces

Shuichi a rival drug-dealer, I'd been wanting to
take care of him ever since the last session.
About a month ago, a note to you GMs in the
audience.  Sometimes players will latch onto a
character they just hate.  Whether you intended
it to be that way or not.  Time away from the
game can make them hate that NPC even more.
Unlike other criminal organizations the Yakuza keep offices that advertise exactly what they do.  Yoshida Goro's office was no different, with a sign proclaiming without shame it's true purpose.  As Joon-Ho started to walk towards the building, he saw a familiar face.  Hanging around in a nearby alleyway.  Tankenaka Shuichi the rival drug-dealer with the Izumi-kai that Joon-Ho had caught dealing on his turf earlier that afternoon.  The talk with Yoshida could wait, Shuichi and Joon-Ho were going to have a talk first.  The kind where he gets even more beat up than the last time the two of them met.  He began walking over to the rival Yakuza.  Shuichi appeared to notice that Joon-Ho was coming his way, but hadn't recognized him yet.  After squinting a bit a look of fear came across Shuichi's face, prompting him to turn around and run for it!

Joon-Ho gave chase the bastard had pulled this the last time he had seen him.  This time he wasn't getting away, not if Joon-Ho had anything to say about it.  Last time Shuichi had had a good head-start, this time he hadn't been so lucky.  Joon-Ho was right on top of him and things only got worse for the rival dealer.  Joon-Ho shot out his leg to trip him which caused Shuichi to stumble but not topple to the ground like Joon-Ho had hoped.  It didn't matter though because Joon-Ho followed up the trip with a hard punch to the back of Shuichi's skull!  (I actually gave my own skull a light tap to test how effective this is.  Let me just say it smarts).  With this punch combined with the momentum the fleeing amphetamine dealer went down like a sack of potatoes.  Apparently it didn't do too much harm though, as he soon hopped back up with is hands up in surrender.

"Wait, man we can talk about this!!  I'm not part of the main business, I only work for the front, dude, please." he pleaded.
"Better start talking ass-wipe!  I get real cranky when people keep ducking me!" threatened Joon-Ho his fist raised in preparation for another punch to the other Yakuza's face.
"Look, I get it.  I saw what happened to your buddy.  But doesn't it make more sense to go after the person who ordered the hit instead of the guy who works for the front of the business.  I don't know why you're after me!"
"What the fuck are you talking about?  Who ordered the hit?"
"I don't know who ordered the hit!  I told you, I just work for the cover up! ... You... do know what I'm talking about right?  You wouldn't come after me if you didn't...right?"
(This is the part where making a Streetwise check when I first met Shuichi instead of punching his lights out without talking, would've been useful).  
"Alright I've got some questions, what the fuck are you doing dealing on Akemi turf?" said Joon-Ho becoming more confused and pissed-off.
"I thought that was a bad idea myself, but my superiors told us to push as many boundaries as we could get away with.  I think it was a power play.  Or maybe more like advertisement?  I ran into others from the Akemi-gumi who turned a blind eye, so I guess it was working, to an extent." 
Joon-Ho still couldn't wrap his head around what the fuck Shuichi was talking about.  He needed to get a second opinion. 
"Alright, we're going to see Mr. Yoshida, he's gonna interested in what you have to say.  Or I could shoot you here for being a thief and a snitch.  Your choice." a look of fear crossed Shuichi's face as Joon-Ho said these words.
"I can't go in there.  I'd rather you shoot me now.  If it was found out that I went there, I'd be more than just dead.

An Alley not unlike the one that Joon-Ho left Shuichi in.
Seeing that being diplomatic was getting him nowhere Joon-Ho reached into his inner jacket pocket.  Pulling out his newly acquired Type 54 and pointing it right in Shuichi's face. 
"You could always say you were under duress." he offered.
"You really don't know do you?  Tell me.  What do you think the Izumi-kai is?" a look of disbelief took form on Shuichi's face.
"I don't keep tabs on every gang of upstarts that call themselves Yakuza." frowned Joon-Ho.
"Heh.  Thought so.  The Izumi-kai is a front.  For a crew of contract killers.  They hire little shits like me to call this dump a "family"in order to keep things running smoothly.  Hiding the darkness in the shadows, if you will.  I'm not the one who killed your friend.  And the hitmen from the Izumi-kai are far too skilled for you.  You'd be better off getting your vengeance on the guy who ordered the hit, not me." a huge shit-eating grin crossed Shuichi's face as he said this.
"Yeah that'd be intimidating if I was a scared little shit like you.  Thing is I'm a Yakuza of the Akemi-gumi, with balls of enough bass to build a Buddha."  With that Joon-Ho took the butt of his gun and struck Shuichi on the side of the head.  Apparently it wasn't hard enough because Shuichi just laughed it off.
(I rolled a 2 on my 1d6+1 for damage to pistol-whip him). 
He wasn't laughing for long when Joon-Ho delivered a concentrated kick to his kneecap!  Which caused Shuichi to double over onto the ground in the fetal position.  Writhing in pain and screaming/groaning.  Joon-Ho didn't blame him a blow like that was probably enough to shatter the man's entire knee.  He wasn't in pain for long as Joon-Ho began curb stomping the prone Shuichi.  When he was done Shuichi had blood pouring out of his nose and his eyes were rolled up into the back of his head.  He was losing blood fast, but was still breathing if with some difficulty.  He'd die if he didn't get some medical attention but that was Shuichi's problem, not Joon-Ho's.  Who promptly turned around and began walking back to the Yoshida Office.  Leaving the snitch piece of garbage to bleed out. 
(It was a this point the GM asked why I hated Shuichi so much.  Apparently she finds him to be largely pitiable.  I really don't have an answer, there's just something about him that I hate).

Into the Lion's Den

Joon-Ho honestly had thought it'd be a lot harder to get into Yoshida's office.  He expected to be stopped by bodyguards or at least the secretary he'd talked to earlier on the phone.  Instead he was able to practically waltz right up to the third floor of the building.  Where Yoshida Goro himself had his actual office.  He entered the room without hesitating, only paying token attention to his surroundings.  Wanting to make a good impression on a senior member of the Akemi-gumi, he bowed his head out of respect.  It's a good thing he did too, because at that moment there was the report of gunfire and a bullet whizzed right above his head.  Burying itself in the wall right behind him.  Joon-Ho was out of the office like a bat out of hell, back through the door he had entered from.  He pressed himself flat against the wall to the right of the door and drew his pistol.  (It was at this point that the GM told me to roll Initiative, which I was happy to do.  I had no qualms about killing a senior citizen like Yoshida, especially one's that are trigger happy enough to fire a shot at me).

That's when a second shot came, burying itself in the corner that Joon-Ho would have to peek around to take a shot in retaliation.
"Merciful Buddha, are you trying to kill me!" Joon-Ho shouted into the room that the bullet had come from.
"Why yes, glad you figured that one out.  Sniffing around with the Izumi-kai?  Stealing precious stock?  Killing a family member?  You had it coming really." the speaker was an elderly sounding man that Joon-Ho assumed to be none other than Yoshida Goro.
"The fuck are you talking about?  I'm just a guy who went out for cigarettes and came back to find my boss and best friend dead!" Joon-Ho waited for a response from the older man.
It came in the form of another gunshot this one a little more on the mark, but still not hitting him.
"Will you stop that?!  Let's talk about this like men of honour, okay!" the way Joon-Ho saw things the two of them weren't enemies.  No one had been killed or injured yet, they still could be useful to one another.
"Alright," said Yoshida "please come in.  Let's settle this like... men of honour."
Joon-Ho took that as an invitation to enter the room, he was pleased to find that Yoshida lowered his gun, even if he hadn't put it away.  It was a lot farther than he had been a few seconds ago.  He entered the room still a little cautious and set his own gun down on the floor.  As a sign of good-will towards his host, who in turn locked the door behind Joon-Ho.
(Hindsight giving up the gun was probably the smart move.  Joon-Ho's only got a +2 in Handgun, which means he pretty much can't hit anything unless he's at close range, unless he gets lucky.  If he gets into a fight it's better for him to get in close and fight bare handed.  I'll have to invest points in Handgun at a later date).

Yoshida Goro a lieutenant within the
Akemi-gumi.  If you ask me he looks
like a Japanese version of Bill Shatner.  
Yoshida indicated a chair opposite his own at his desk.
"Please have a seat."
Joon-Ho was happy to oblige the Akemi Lieutenant and promptly sat down.
"As I said before I didn't kill Takahiro, he dropped of this month's supply last night.  We got drunk and when we woke up I went out to get him some cigarettes." explained Joon-Ho.
"And when you returned he was dead?  A likely story.  But you can relax.  I know it wasn't you.  The police have already contacted me.  It was quite a pain to tell them you weren't a suspect." said Yoshida completing Joon-Ho's sentence and setting the young dealer's mind at ease.
"Takahiro was like an older brother to me Mr. Yoshida, I had no reason to kill him and if I did I wouldn't have done it in my own apartment."
"This was a hit by the Izumi-kai that much is clear.  The question is who ordered the hit?  Someone with money, who recently made an enemy of Koizumi Takahiro, who also had motive to steal a large quantity of amphetamines." theorized Yoshida.
"I'd come to the same conclusions." Joon-Ho decided to leave out exactly how he'd come to those conclusions.  As it's hard to convince someone you're innocent of one murder by admitting to another.  "Who has those kind of resources though?"
At that moment Yoshida cocked his gun and pointed it at Joon-Ho.  "You tell me."

In the end this is what it all came down to.
That's when it finally struck Joon-Ho he'd been set up.  He should've never given this bastard the benefit of the doubt.  At that moment one of the last things Takahiro had ever said to him, flashed through his mind.  "Yoshida's a greedy bastard, but that's not necessarily a bad thing."  Joon-Ho was dumbstruck but soon he felt a wry little coming over his face.
"Guess I better start saying sutras, huh?" he quipped.  "Answer me this though, why?"
"Well son.  Your "brother" thought he could pull one over on me. Thought he could pull both a promotion for you and him both, in exchange for keeping my secrets.  I'm not a far of people who try to blackmail me, Joon-Ho.  And that's exactly what your friend tried to do.  Said he'd tell the higher ups about my... fondness of cold, hard cash.  And Takahiro thought I wouldn't be able to do anything about it.  He thought he was safe.  Well his "insurance" was easily bought off and after that is was simply a matter of money.  There's only one thing I love more than money.  And it's power.  And having someone try and take that away from me wasn't acceptable.  The assassin was supposed to kill both of you, but you weren't there.  So I had him steal the kilo so I could sell it for a quick Yen, then I figured I'd leave you to the police.  But when you came here, I thought, well, why waste the opportunity.
As the corrupt lieutenant's speech came to an end, Joon-Ho just kept smiling to himself.
"What is it they used to call Nobunaga?  The Demon King of Sixth Heaven?  The personification of greed itself?  You're cut from the same cloth Mr. Yoshida."  with that Joon-Ho kicked out at the older man!
(It was at this point that my GM commented that Joon-Ho's lines were so cheesy but super fun.  I thought that was appropriate for a Yakuza flick so I kept rolling out lines like the previous one when roleplaying).

This is what the battle map after the fight looked like.
The GM photoshopped it (a skill I never really mastered)
it reminds me of maps from the old 8-bit video games.
Yoshida stumbled back had this finger been on the trigger Joon-Ho would surely be dead by now.  If he hadn't try to get one over on the man currently pointing a gun at him.  Joon-Ho would've been dead anyway a desperate Banzai style charge was the only way out of this.  He leapt over the table at Yoshida slamming the older man into the window behind his desk.  Breaking it in the process and opening a huge gash on the back of the older man's head.  With that the two men tumbled to the floor in a pile, with Joon-Ho on top.  He didn't let up though, he continued to pound away at Yoshida with his fists.  "You've lived long enough old man!  It's time for you to die!" he screamed angrily at the man who'd killed his best friend for money.  Finally the man took his final breath and the gun fell from his grasp.  Yoshida's blood seeped into the carpet of his office, it wasn't enough as far as Joon-Ho was concerned though.  His hatred of the corpse lying beneath him, was so great that being beaten to death wasn't enough.  He grabbed the pistol that'd fallen from Yoshida's lifeless hand and stood.  What came next was Joon-Ho planting three bullets in the dead Lieutenant's head.  If he wasn't already dead, he was now.

Conclusions

That's where we left it.  With Joon-Ho having just killed a treacherous Lieutenant of the the Akemi-gumi in the man's own office.  With his bare hands and the man's own gun.  There's not a doubt in my mind that there will be hell to pay later on down the road.  He's already wanted for one murder (of which he is innocent) and now he's added two more to his name.  If this game were set in the States rather than Japan, Joon-ho would be what the FBI defines as a spree killer.  He's managed to get the police on his tail (for Takahiro's murder and maybe the others once they're discovered), the Izumi-kai (for beating the ever-loving crap out of poor Shuichi, who's honestly better off dead if he isn't) and finally he's got his own organization the Akemi-gumi after him.  For the murder of both Takahiro and now Yoshida.  He'll be lucky to get out of this in one piece.  Overall it was a great session, I was very impressed by how the GM set everything up.  Honestly I think it's a lot better than the stories I've run for her.  Honestly I wasn't expecting the killer to be Yoshida, I liked Miu Honda, Joon-Ho's girlfriend better for it.  She had the opportunity to do it since she knew where the drugs and gun were.  She also had motive, while I couldn't really see a motive for Yoshida.  Though when it was revealed it made perfect sense, as greedy as he was it stood to reason that he might start skimming money.  That's plenty of motive right there, enough to jeopardize an otherwise good business.  The GM actually confided she wanted to bring him back by not having him be dead.  Of course this was after I made sure of Yoshida like any good gangster would.  I'm glad I did because I hate the "not really dead" cliche, it's so overused, in fact it's one of my pet peeves.  Other than that I think this was great for her first arc as GM.  I can't wait to see where the story takes us.  If you liked this actual play report be sure to +1, re-share and follow this blog.  As always have a nice day and may you roll many crits, until next time.