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[ANDROID] - Game #1: Rebooted - starts on page 14

MordenthralMordenthral Registered User regular
edited April 2011 in Critical Failures
Android.jpg


Welcome to New Angeles

Commissioner Dawn lifted the sheet, glanced at the cooling corpse underneath, and then grimaced. It was just as the officer on the scene had said, and it meant a lot of paperwork and a lot of overtime for her detectives...

It is the future. Mankind has spread itself out across the solar system with varying degrees of success. The Moon and Mars are colonized. A plan to terraform Mars is well underway, hindered only by a civil war that has broken out on that planet. On Earth, a massive space elevator has been built, stretching up into the sky. It is the hub of trade in the solar system, and most people refer to it as the “Beanstalk.”

Computers have continued to advance, and that, combined with discoveries in the field of neurobiology, has led to brain-mapping, a method by which a human mind can be stored electronically. Recently, two rival companies used this development in different ways to create artificial, sentient life. Jinteki created human clones that can be matured and educated in a fraction of the normal time. Haas-Bioroid, on the other hand, built robots with brain-mapped, artificially intelligent minds, calling them “bioroids.“ Naturally, this has caused no end of trouble.

With both companies selling their artificial humans, or androids, as cheap labor, thousands of already-impoverished humans have found themselves unemployed. This, combined with their deep mistrust of scientists playing God, has led many lower- and middle-class citizens to hate and fear the androids. A group calling itself Human First has sprung up, calling the androids “golems’“ – referring to the legendary soulless clay creatures. Human First has attacked the androids on numerous occasions, usually wielding sledgehammers as their weapon of choice, since the androids are often physically resilient.

In this hotbed of hatred, fear, and prejudice, the men and women of the New Angeles Police Department attempt to maintain order. Their job isn’t easy, since their charter requires them to patrol not only New Angeles but also the Heinlein moon colony located across the Beanstalk. Nev- ertheless, they continue to guard the thin blue line between civilization and anarchy.
In the futuristic city of New Angeles, five detectives are investigating a vital murder case. They are:
  • Caprice Nisei, Psychic Clone
  • Floyd 2X3A7C, Doubting Bioroid
  • Louis Blaine, Corrupt Cop
  • Rachel Beckmann, Estranged Bounty Hunter
  • Raymond Flint, Troubled P.I.

In Android, three to five players each take on the role of one of these detectives, and are given two weeks to solve the case. They investigate the murder by traveling around the map and following up leads to discover evidence that they can use to convict the suspect who they believe is guilty. In addition, they attempt to uncover the conspiracy behind the murder and deal with problems that spring up in their personal lives. The detective who best manages all of these tasks and collects the most victory points (VPs) wins the game.

Players
Mordenthral as Rachel
scrivenerjones as Floyd
SeGaTai as Caprice
Vyolynce as Raymond
XiV as Louis

Reserves
NotoriusBEN
... someone else I can't remember

The map: Which wouldn't be possible without the help of MrBlarney:
Android-Penny-6.gif

Father Michael Is Offering Counselling. - Move Father Michael to the Church of St. Theresa (K3). The first detective to spend 3 Time there discards up to five trauma.
Mr. Li Is Holding Court. - Move Mr. Li to the Midway (F4). The first detective to spend 3 Time there may gain one of each type of normal favor.
Rachel
RachelCard-1.jpg

A friend in need - Let's sit this one out

You can draw up to 3 light cards by adding 1 bad baggage to this plot.
  • Good: Concern. 1 each time one of her Bounty cards is played. (ends with "Why not crash at my place?")
  • Bad: Greed. 1 each time one of her Bounty cards is discarded to pay for another card. (ends with "Don't call me, I'll call you.")
Floyd
FloydCard-3.jpg
Directives
1. Floyd must choose light tactics during fights. Floyd cannot gain Trauma.
3. At the start of the fourth day of each week, if Floyd does not begin his turn at Haas-Bioroid, he must immediately move there and end his turn. Floyd receives 1 extra Time each day.

Finding Himself - What makes a soul?

Your maximum hand size is 7 cards.
  • Good: Compassion and Honor. 1 for each different type of location he enters on his turn after the first. (ends with "I had what I needed all along")
  • Bad: Cowardice and Disdain. 1 each time any other player uncovers a piece of the conspiracy. (ends with "We're all just machines.")
Caprice
CapriceCard-1.jpg

Someone To Love - Caprice is a clone

Caprice cannot gain anymore Daniel favours.
  • Good: Trust. 2 each time her Sanity goes up 1. (ends with "Let's take things slowly.")
  • Bad: Betrayal. 2 each time her Sanity goes down 1. (ends with "I'm sorry, Caprice. I can't love you...")
Raymond
RaymondCard-4.jpg

Haunted by the past (2 week plot)
  • Good: Insight. 1 per evidence sacrificed. (continues to "You were right, Ray!")
  • Bad: Regret. 1 per dark Haunted card played.(continues to "We can't keep searching.")
Louis
LouisCard-2.jpg

Bad Mood - Dark cards played by Louis cost 1 more or 1 less (your choice.) If a Light card is played by Louis his mood changes to Good.
Good Mood - Light cards played by Louis cost 1 more or 1 less (your choice.) If a Dark card is played on Louis his mood changes to Bad.

On The Take - This one's for Jim!

Louis cannot choose Light tactics during Fights.
  • Good: Loyalty and Duty. 1 per Light Fight card or Dark card. (ends with "There was no other way.")
  • Bad: Fear and Guilt. 1 per Trauma gained or Time lost. (ends with "You made a mistake, Blaine.")

Mordenthral on
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Posts

  • MordenthralMordenthral Registered User regular
    edited November 2010
    Visual movement guides can be found here. This means you won't be needing to measure with a ruler against the computer screen to see where you can move.

    Like Horus Heresy, the rulebook is quite large, so please reference the rules or ask if there are any questions. Below is a summary, taken mostly from Ben Bays' document on BGG; extra things and clarifications added in by me.

    Things from the RULES:
    • Movement-related
      • General: Use the movement guides to move one from location to another. Most locations entered costs 1 time. Restricted locations cost 3 time.
      • Dropship Pass: A dropship pass (acquired at NAPD) allows the detective to move to any space on the board, including locations on the beanstalk. To use discard it and pay 1 time to move (restricted areas still cost 3 time).
      • Location Types: Indicated by the color of the location.
        • Religious
        • Civic
        • Residential
        • Business
        • Nightlife
      • Location Quality: Indicated by the shape of the location symbol:
        • Ritzy locations are indicated by a diamond. Gain 1 free light twilight card.
        • Seedy locations are indicated by a triangle. Gain 1 free dark twilight card.
        • Normal locations are indicated by a circle. Detective gains no twilight cards.
      • Restricted Locations: Restricted locations are identified with a warrant symbol. Restricted locations cost 3 time to enter unless the detective has previously placed a warrant marker. Detectives with placed warrant markers spend only 1 time to enter those restricted locations.
      • Beanstalk: Each location of the beanstalk must be moved to sequentially. A detective may not skip a location by using your ruler. However, a dropship pass allows movement to and from any space on the beanstalk freely.
      • Lily Lockwell: If the detective is at the location with the Lily Lockwell marker, the player MUST spend 1 time (if able) to permanently turn 1 piece of evidence over for all to see on any suspect sheet. After use, pass the Lily Lockwell marker to the player to the right who moves the marker per the “moving leads” rules under “Follow up a lead”.
      • Jimmy the Snitch: If the detective is at the location with the Jimmy the Snitch marker, the player may spend 1 time to:
        -Peek at an opponent’s entire hand of cards OR
        -Peek at all evidence on a single suspect sheet (you may not share info).
        After use, pass the Jimmy the Snitch marker to the player to the right who moves the marker per the “moving leads” rules under “Follow up a Lead” below.
    • Following up a lead
      • The detective picks up a lead marker for 1 time. The lead is then moved by the previous player (see below). The detective may then follow up the lead by either placing evidence or uncovering the conspiracy.
      • Place Evidence: Choose a random evidence token and place on respective spot (based on the lead: testimony, document or physical) of any suspect either face down or face up.
      • Uncover Conspiracy: The detective may either reveal information or dig deeper.
        • Reveal Information:
          1. Take a puzzle piece from the top of the stack next to your hero marker.
          2. Move your hero marker down to the least valuable pile.
          3. Gain benefit of type of puzzle piece
            • Light/Dark shift allows you to take a single light or dark shift.
            • Favor piece allows you to take a single favor of any color.
            • Baggage piece allows you to take a good / bad baggage token and place on any plot including your own.
          4. Gain any bonus the puzzle piece specifies.
          5. Place piece if there are any legal moves (pieces must extend at least one line). Otherwise discard the piece. If any row, column or diagonal was completed when placing the puzzle piece, gain a conspiracy token worth +4 VP.
        • Dig Deeper: Advance your hero marker to the next most valuable pile of conspiracy puzzle pieces.
      • Moving Leads: After following up a lead, the detective to the player's right must move the lead marker. The movement rules are:
        • The lead marker must move to a new location of the same type (color) as the its previous location.
        • The player may not place the marker on any location that already has a lead marker on it.
        • The lead marker may not be placed in the same district as the player placing the token unless there is no other legal placement.
      • Climax: In the last two days of the case (indicated by the red spaces on the Calendar track), leads that players follow up are removed from the board instead of moved to new locations.
    • Card-related
      • For 1 Time, if you have less than 6 cards in hand (7 for Raymond) draw or discard a twilight card (either a light card from your pile or a dark card from an opponent’s deck).
      • Spend 1 time and pay the dark shift cost to play a light card from your hand. You may reduce the cost of playing the card by discarding additional twilight cards (1 decrease per card discarded). You may also add to or subtract 1 from the shift cost if the plot of the light card matches your current plot.
      • Fight Cards: If a light or dark card specifies that it is a “fight” card, then the player affected by the card may view the card and then select light or dark tactics before resolving the card. A player that selects light tactics light shifts 1. A player that chooses dark tactics dark shifts 1. A player completely light or dark shifted may still choose light or dark tactics, respectively.
      • Conditional Baggage: If a twilight card specifies that the affected player gains anything such as duty, guilt, fear, etc then the affected player must consult his/her plot card. If the twilight card keyword matches good or bad baggage criteria, then the respective baggage is collected.
    • Other choices on your turn
      • If the detective is at the location with the scene of the crime marker, the player may spend 1 time to place one of their hero markers there. At the end of the turn, the detective who’s hero marker is at the scene of the crime becomes the 1st player.
      • You may choose to use a location ability. You must pay the cost listed. You may not use a location twice in the same turn.
      • Some plots allow you to spend time or favors to place bad baggage on another player’s plot or gain good baggage for your own.
    • During someone else's turn
      • The only action you may take on an opponent’s turn is to play one of their Dark Twilight cards. If the conditions on the dark twilight card are met, you may play it. You must pay the light shift cost listed on the card.
      • You may reduce the cost of the card by discarding another twilight card (1 decrease per card discarded).
      • If the dark card plot matches your opponent’s plot, you may increase or decrease the light shift amount by 1.
      • A maximum of 1 dark card may be played per triggering event. First player takes priority in a disagreement. It is legal for an event to be triggered by a dark card that allows a second dark card to be played.
      • If a dark and light card are played at the same time, the dark card happens first.
      • If the opponent is Raymond and conditions are met, you may play a memory card against him. Poor Raymond.
    • Special End of Day stuff
      • Days 2, 4 & 5: Resolve a general event card. Terminate if specified NPC is dead w/o drawing new card. When the card specifies a reward at a location, the reward is only given to the 1st player to arrive. Only 2 cards may be active. When pulling a third card, the oldest card and its effects are removed from the game regardless if satisfied.
      • Days 3 & 6: All players resolve their plots according to total baggage. A tie counts as a loss.
      • Day 1 of Week 2: Special event: Pull scenario-specific card and resolve. This will move several leads.
        Move Jimmy the Snitch and Lily Lockwell to location specified by murder sheet.
    • Tokens and terms
      • Favor Tokens: Typically expend to use location ability or pay twilight card cost. *NPC Favor Tokens are gained through twilight cards. These may be used in place of any one color favor shown on the token. (Colours: Corp, Political, Society, Street)
      • NPC Favors:
        • Louis: Mr Li (any type), Sara (political, society)
        • Rachel: Captain Beckmann (political, street), Lena (corp, society)
        • Caprice: Chairman Hiro (corp, political, society), Daniel (corp, street)
        • Floyd: Director Haas (corp, political, street)
        • Raymond: Kate (corp, political)
      • Evidence Tokens: Evidence tokens include either evidence, surprise witnesses or perjury tokens. They are placed on suspects face down/up. Evidence tokes are worth face value (-4 to +5). Surprise Witness tokens (blue face) are worth -5 evidence points. Perjury tokens (red face) in and of themselves are worth 0. However, when paired with a surprise witness or alibi token (blue with a halo, never face down), it changes the value of those tokens from -5 to +5 evidence points.
      • Lead Markers: Followed up during a player’s turn. May be used to place and evidence token, or work the conspiracy puzzle (either revealing information or digging deeper). (Document: Security camera; Physical: Red thumbprint; Testimony: Suspect's countenance)
      • Hit Tokens: 3 hits will kill a suspect immediately.
      • Trauma: Worth negative VPs.
      • Jinteki, Haas, and Conspiracy Tokens – These tokens are used to keep track of extra victory points that a player earns through use of a location ability or by uncovering pieces of the conspiracy. Jinteki and Haas tokens are worth +3 VP and Conspiracy tokens are worth +4 VP. The conspiracy puzzle may adjust the bonus.
    • Location abilities
      • Broadcast Square - 1 Time + 1 favor of any type
        Place a puzzle piece of any type. Do NOT move hero marker.
      • Castle Club - 1 Time + 1 street favor (red)
        Place 1 good or bad baggage on any player (including self).
      • City Hall - 2 Time
        Receive 1 political favor (yellow).
      • Eastside Tenements - 2 Time
        Receive 1 street favor (red).
      • Eliza’s Toybox - 1 Time
        Exchange any 1 normal favor for any other 1 normal favor.
      • Hass-Bioroid [RESTRICTED] - 2 Time + 1 society favor + 1 street favor + discard 2 twilight cards
        Gain 1 Hass token (worth 3 VP).
      • Humanity Labor [RESTRICTED] - 2 Time + 1 of each favor type (total 4) + discard 2 twilight cards
        Place a hit token on any suspect.
      • Jinteki [RESTRICTED] - 2 Time + 1 political favor + 1 corp favor + discard 2 twilight cards
        Gain 1 Jinteki token (worth 3 VP).
      • Levy University - 2 Time
        Gain 1 society favor (blue).
      • Melange Mining - 2 Time
        Gain one corp favor (green).
      • Memories of Green - 1 Time + 1 corp favor (green)
        Gain 1 good or bad baggage to place on any player’s plot card (including self).
      • Monroe & Associate - 1 Time + 1 political favor
        Place 1 of your warrants on any restricted area to enter for 1 Time instead of 3.
      • NAPD - 1 Time + Any 2 normal favors
        Gain a dropship pass. Pass may be discarded to move to any location for 1 Time.
      • Order of Sol [RESTRICTED] - 2 Time + 2 normal favors
        Place an alibi (worth -5 evidence) on any suspect.
      • Starlight Crusade - 2 Time + Any 1 normal favor
        Discard 1 point of trauma from your character.
      • Wyldside - 1 Time + 1 Society Favor (blue)
        Place 1 good or bad baggage on any player’s current plot (including self).
    • Determining the murderer
      • Turn all facedown evidence tokens on suspect sheets face up
      • Discard the lowest value token(s) in the Strong file (top) of each suspect.
      • Discard the highest value token(s) in the Weak file (bottom) of each suspect.
      • Add the value of all evidence tokens for each suspect. The suspect with the highest value is the murderer.
    • Scoring
      • Guilty Hunch Correct: +15 VP
      • Innocent Hunch Correct: +5 VP
        • Obsessed (occurs when the detective’s guilty and innocent hunches are the same suspect). If the guilty hunch is correct and the murderer’s evidence total is 5 or more points above all other suspects’ total, score both the guilty and innocent hunches.
      • Each plot ending: Varies (see plot card)
        -(Happy endings are where plot score > 0)
        -(Sad endings are where plot score < 0)
      • Each Conspiracy Token: +4 VP
      • Each Haas Token: +3 VP
      • Each Jinteki Token: +3 VP
      • Each Trauma Counter: -1 VP or -3VP
      • Results of the Conspiracy
        • The Order of Sol connected
          Guilty hunches are +2 VP per link
        • James Levy connected
          Each society* (blue) favor is +1 VP per link
        • Cardinal Reese connected
          Sad endings are -1 VP per link
        • Mayor Welles connected
          Each political* (yellow) favor is +1 VP per link
        • Commissioner Dawn connected
          Innocent hunches are +2 VP per link
        • Human First connected
          Each street* (red) favor is +1 VP per link
        • The Media connected
          Happy endings are +1 VP per link
        • The Mining Bosses connected
          Each corp* (green) favor is +1 VP per link
        • Hass-Bioroid connected
          Each Hass Token is +1 VP per link
        • Jinteki connected
          -Each Jinteki Token is +1 VP per link

    Mordenthral on
  • MordenthralMordenthral Registered User regular
    edited November 2010
    Meet Caprice:
    I wonder if she can hear me?

    Caprice blinked and glanced over at the dark-suited man seated next to her in the hopper. She looked away again, just before they made eye contact. One did not make eye contact with the Chairman of Jinteki Corporation, even if one were riding in the same hopper.

    "Caprice, I hope that you realise the importance of this case." Chairman Hiro straightened his tie. "This is a test run, a pilot program, but Jinteki had to call in many favours, bend many rules, to bring you this far. Our reputation, our honour, is at stake. If you fail, the loss of face would be..." He shifted, looking out the window again. "It would be unfortunate."

    An image, sudden as a gunshot: Her face, a dozen times - all her sisters, all the other Niseis, sobbing, clutching one another, tattoos showing, heads bare, naked, bubbles - the vats, they're being reclaimed, broken down, recycled - failed project, will try again. Nisei Mk. III will be more stable -

    She gasped, placing one hand on the cold, hard plasglass of the windowand clenching the other tightly. Deep breathing. The plasglass was real. Cold. Smooth. Real. The vision was not. That was... that was not. A trickle of blood ran down her fingernails as she fought for focus.

    "You understand me, Nisei-san?"

    "Hai, Director. I will not fail you." She closed her eyes, resting her forehead on the window. Real. When she opened them again, they were coming in to land at Levy University. She could see the gardens - and Daniel was there! A tiny thrill ran through her, and she smiled faintly as she closed her eyes once more.

    "You will report directly to me, Nisei-san." The door opened and the Chairman stood. "Make us proud."

    Or we'll recycle your entire genotype.

    "Officer, please step aside and let me read this room." Bemused, he did as she asked, watching as she closed her eyes, then drifting his gaze further south. Without opening her eyes, she spoke, "Officer Lee, it would aid my concentration considerably if you would think of a blank sheet of paper instead of... my assets."
    Chairman Hiro - The Chairman is, in many ways, directly responsible for Caprice's creation. A brilliant man, he discovered the genes responsible for her unique abilities. However, he is a fierce man, and demands total success on this assignment, or else.

    The Sisters - Although Caprice's sisters have never yet been awakened, she can feel them in her mind at all times, floating in their nutrient baths. They comfort and support her. To them, she is more mother than sibling, as her experiences form their only stimulus.

    Daniel - Daniel is a young art student that Caprice met while walking in the gardens near Levy University. Although she is confused by her own feelings in regards to him, Caprice does know that being near Daniel makes her feel warm and happy.
    Meet Louis:
    As Louis walked out of the Commissioner's office, he wondered again when exactly he'd lost his way. Twenty-five years on the beast and somehow he'd stepped over an invisible line - one he swore never to cross when he first became a cop. What had happened to the ideals he had back when he started working the Krausey case? No, best not to think about that - the dreams were bad enough as it was.

    Then last week, he'd gotten his partner killed. And for what? Some filthy creds from the mob. Mr Li's men were loading up a truck with stolen goods when Jim came across them while out jogging. He tried to play good samaritan and got himself killed. No, that wasn't right. Jim had gotten killed doing his job, the same job Louis was supposed to be doing when he took Li's dirty money to look the other way.

    The coroners said that it was a heart attack, but Louis knew better. It was Tanaka, Mr Li's enforcer. The smug S.O.B. showed up to Jim's funeral and gave Louis his condolences with a smile. It was all he could do not to pull his gun.

    Somehow, Sara had known. Louis supposed she couldn't be his wife for over tewnty years and not sense something. He'd been on thin ice with her for awhile, and the funeral was the last straw. While she didn't know what he'd been up to, she had her suspicions. Packing her bags, she told him, "Louis, I'm gonna go look for the man I married. He sure as hell isn't here." Without another word, she left to stay with her sister. As things stood, he expected her to file for divorce any day.

    And now, on top of everything else, this weird murder investigation. Top priority from the high brass - no explanations given. The Commissioner assigned him to the case because she felt Louis needed something to focus on. She even gave him a new rookie partner to keep him busy.

    When had he gotten lost in the dark? Was there any way for him to make it back to the light? To be honest, he just didn't know.

    Look, kid, you gotta choose your battle. If it's one thing I've learned on the beat, it's to keep your head down when someone's swinging the axe around. There are lots of people in this city who make it their hobby to get rid of anybody making waves. So, you wanna make a difference, learn how to do it without rocking the boat.
    Sara - Louis' wife. They're undergoing a trial separation right now. Things don't look good so far. Sara suspects that he's been making deals with criminals, and that's more than she can bear to take after twenty years of being a loyal cop's wife.

    Mr Li - The mafia boss who has Louis in his pocket. An older Asian gentleman, Mr Li is a man who abhors the use of excessive violence to accomplish things. Tanaka almost certainly did the killing under his own initiative.

    Tanaka - Mr Li's number one lieutenant and his primary enforcer, Tanaka is an ambitious and cruel man. He uses exotic poisons to kill his victims, a quirk no doubt inspired by his reptilian personality. If Louis had one wish, it would be to take Tanaka down.
    Meet Floyd:
    As Floyd walked down the street towards his cycle, he saw a man sitting on the bike, trying to hotwire it.

    Accessing police records. Scanning facial files....match found. Edward Templar: Male, Caucasian, Age 28, IQ 92, Black Hair, Blue Eyes. No past criminal offenses. Recently fired from Gemini Motors.

    "Mr Templar, please desist your attempts to steal my cycle. Given your lack of criminal record and your recent loss of employment, I am willing to forgive this incident."

    The man looked up at him, startled. "Who are you? How did you know all that about me?" Then his eyes narrowed as they fell upon the tubes on the back of Floyd's hands. "Hey, you're one of those damn robots that took my job!" Angrily, he stood up from the bike and advanced towards Floyd, who mentally revised the man's IQ downwards by several points.

    "Incorrect. I am a bioroid, which is a registered trademark of Haas-Bioroid Incorporated. My personality is derived from a human braintape rather than a computer program."

    "Whatever. Robot or toaster, it's all the same to me!" Templar jabbed a finger in Floyd's direction. "All I know is that you're taking jobs from honest, hard-working citizens!"

    Floyd blinked. "Given your recent activities, Mr Templar, I question your use of the word 'honest.' However, I am investigating an important criminal case, so I am willing to forget this relatively minor infraction if you leave now."

    Templar snorted. "So, they're letting you toasters play cop now too? Well, I don't think so!" With a roar, he swung his fist at Floyd's face as hard as he could. There was a crunch of breaking bone, and the man howled as his hand shattered.

    "Unfortunate," said Floyd, completely unaffected by the blow, "I had hoped not to waste the time it would take to arrest you. However, I suppose there's no avoiding it now. Assaulting an officer of the law is a serious offence." Lifting the groaning man up with one hand, Floyd marched him back towards the station.

    "Although I find the concept of life after death intriguing, Father Michael, I hardly feel that it is necessary for a logical support of ethical behaviour. Game theory such as the Prisoner's Dilemma and a simple analysis of risk versus reward is ample evidence that ethical behaviour is logical without debating the existence of the soul."
    Director Haas - Director Haas is a powerful woman in charge of Haas-Bioroid. She built the company from the ground up, recruiting the best researchers she could find. She has had a chilly attitude towards Floyd ever since he embarrassed her in a board meeting.

    Father Michael - A priest at St. Theresa's, Father, Michael has become one of Floyd's only real friends. The two of them spend hours debating religion and philosophy while playing chess. Floyd met Father Michael when following up a lead on an earlier case.

    Simmons - Simmons is another of Floyd's rare friends. The young tech keeps Floyd's systems in tip-top shape, not to mention providing him with new technology from time to time. Although young and naive, Simmons has a good heart.
    Meet Raymond:
    The bottle was full a few hours ago. Ray took a drag from his cigarette and ran a hand through his hair. He needed a haircut. Kate always liked him better with short hair - but who cared, right, Ray? Kate was gone, after all. She left during the War, vanishing like everything else that mattered. Gone like Keene, gone like Parsons, gone like his dreams.

    The bottle was half empty now. He scowled at it.

    His secretary beeped for attention. Ray pressed a few buttons and there was a note from the Commissioner: "Captain (wasn't that nice? He hadn't been a Captain in years), need an outside perspective on this one. Usual rate. - Dawn."

    Here was something. Money (the rent was late again), and even better - a puzzle. A case was good. A case was always better than sitting alone in the dark with his ghosts.

    Ray ignored the bottle while he thought. The file showed some images - a chalk outline, file photographs - and then he saw the corpse and his gut jumped. Ray closed his eyes and took a deep breath. There was Keene in his mind's eye, looking scared and confused. He'd been dead six hours when Ray found him, but he'd looked terrified, scared out of his wits. Focus on the case, Ray - forget Keene, solve the puzzle.

    He looked again, hand shaking while he poured another shot. Alright. The murderer was standing here, the victim over there... It started to take shape in his mind, he could see it, he could - he blinked. There was something wrong with the crime scene. He reached out, his fingers brushing the screen of his monitor as he furrowed his brow-

    The secretary beeped again. "Hey, Ray! Ray, are you there?" Kate. Blonde and beautiful. Red lips, like cherries or Martian beer. "Ray, hey, I'm in town. We should do dinner, talk about old times."

    The scotch spilled across the table.

    "You wouldn't know it to look at me now, but I was an ace pilot in the War. Used to have the most beautiful girl... Then one day, everything just turned sour. My friends got killed, my girl left me, and I started getting the shakes when I tried to pilot." He sighed, "Gimme another drink, will ya? I can still remember my name."
    Kate - Every man has his kryptonite, and Kate was Ray's. They shared a passionate love affair during the War until she took off one night without a trace. Now she's back in his life just as this murder case comes up. Coincidence? Perhaps.

    Keene - During Ray's army days, Keene was his best friend. Keene once carried him on his back twenty miles when Ray was too hurt to walk. Ray still blames himself for his friend's death even though the military investigation cleared him of any fault.

    Parsons - Parsons is dead, probably. He was Ray's Sergeant during the War. The day Keene died, Parsons was lost behind enemy lines and never seen again. Ray has made a hobby of writing to various Army officials, keeping the search for Parsons going.
    Meet Rachel:
    She sat on a corner stool watching her man, one John Patrick Poole, as he drank beer and hit on the ladies in the bar. A small time thief, he had robbed someone who was just a little too rich and easily enraged for John's own good. Fortunately for him, he hadn't stolen anything too valuable, so it was a live contract. If he'd made her client just a little bit angrier, Rachel would be waiting for him on the roof of the building across the street with a rifle instead of sitting at the bar with a margarita. This was better though, no lectures from Dad about ho "just because it's legal doesn't make it right."

    She pulled up short on that thought and almost missed her mark getting up to leave. After the last conversation she'd had with her father, she honestly didn't know if they were on speaking terms anymore. Things had gotten pretty bad between them since Mom died. Money was always tight, so she'd gone into bounty hunting to make ends meet, and her father, the last Boy Scout, didn't approve of her lifestyle.

    Catching up to Poole, she grabbed his arm and twisted it behind his back with practiced ease. "Good evening, Mr Poole. You are cordially invited to accompany me to the bounty station downtown. Should you choose to struggle, I will be more than happy to deliver you with a broken arm."

    Poole tested her grip briefly before hearing the tell-tale creak of strength implants and giving up. Rachel was roughly twice as strong as most men and about a hundred pounds heavier than she looked, partly due to her intensive training, and partly due to semi-legal surgery. Another thing her father constantly lectured her about. "Corrupting" herself with cyberware. Sometime she wondered what world he lived in.

    Anyhow, this mark was just seed money for the big score. A high-profile murder had been committed and she'd managed to wrangle a piece of it. If she could just bring in the killer, she'd be set for life. Maybe she'd even pay off her father's debts, if he asked real nicely.

    "Don't kid yourself, honey. Every one of us is all alone in this life. If you want something, you've got to take it yourself, because if you trust someone else to get it for you, they'll stab you in the back each and every time. And why shouldn't they? They've got things they want too. The only difference between you and them is that they're smart enough not to trust you."
    Captain Beckmann - Rachel's father, Captain Thomas Beckmann is the last honest cop in town. Or, as Rachel has been known to say, "The biggest sucker in New Angeles." He disapproves of Rachel's bounty hunting, and the two are no longer speaking.

    Oliver - A teenage boy who often serves as an informant for Rachel. He has helped her track down dozens of bounties, but lately he's been taking bigger and bigger risks, as though he's desperate for money.

    Lena - Rachel's best friend. The two of them went to high school together. Now, Lena works for the Levy family and makes more money than Rachel could ever hope to see. Lately, Lena has been pressuring Rachel to accept a loan from her.

    Mordenthral on
  • FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    edited November 2010
    Mordenthral you are one ambitious son of a goose.

    I'd sign up but I think one more thing to keep track of on here would make me go insane...er.

    Farangu on
  • MordenthralMordenthral Registered User regular
    edited November 2010
    An attached file.. a boss.. an owner.. one way or another, you all receive the same call to action.

    Roxie HT, the owner of Roxie HT's Cabaret, seems to have become the latest victim in a string of brutal killings this morning. Since the details on the murders haven't been leaked to the press, but match each other closely, we're pretty sure we've got a serial killer on our hands.
    The crime scene is Roxie HT's Cabaret.
    Roxie's parents are giving us their complete cooperation, even opening her private documents to us. They are determined to see the killer brought to justice.
    Any player who enters the Henn-Tessey Residence may either move a lead or draw a light or dark card for free.
    Stay sharp, though. This perp has killed several times before and it's likely they'll kill again before this is over.[/I]
    It only takes two hits to kill a suspect instead of three. If there is ever only one suspect left alive, the killer has escaped and no guilty hunches pay off when the case is closed.
    Known suspects in order of evidence from previous murders collected so far:
    • Thomas Haas: Roxie HT's Cabaret - The only child of Director Haas, the owner and president of Haas-Bioroid. Currently attending Levy University. Known troublemaker, relying on his family's name and money to keep himself out of jail. Particulars
      • Height: 5'8"
      • Weight: 135 LBS.
      • Eyes: Green
      • Hair: Red
      • Sex: Male (Earth)
      • Age: 19
      • Arrests: 12
      • Threat: LOW
    • Vinnie the Strangler: The Speakeasy - A suspected professional killer. Vinnie "the Strangler" Malone has been arrested dozens of times, but never convicted. In each case, the key witness against him either refused to testify or simply disappeared. Use extreme caution when confronting him. Particulars
      • Height: 6'8"
      • Weight: 310 LBS.
      • Eyes: Hazel
      • Hair: Black
      • Sex: Male (Earth)
      • Age: 38
      • Arrests: 27
      • Threat: EXTREME
    • Eve 5VA3TC: Earthrise Hotel - A bioroid owned by Eliza Manchester of Eliza's Toybox. A pleasure android, Eve is a favourite of Cardinal Reese from the Starlight Crusade. He is the only reason she wasn't destroyed after a recent attack on a client resulted in a broken arm. Particulars
      • Height: 5'6"
      • Weight: 240 LBS.
      • Eyes: Silver
      • Hair: Blonde
      • Sex: Bioroid
      • Age: 5
      • Arrests: 1
      • Threat: HIGH
    • Sgt. Dejah Thoris: Alpha Prospecting - A decorated soldier who served in the Martian military. She is a hero to her people. Earth Intelligence suspects that she has been recruited by the Martian Secret Service and is working to destabilize the Earth both politically and economically. Particulars
      • Height: 6'1"
      • Weight: 220 LBS.
      • Eyes: Blue
      • Hair: Blonde
      • Sex: Female (Martian)
      • Age: 35
      • Arrests: 0
      • Threat: HIGH
    • Noise: Olivaw Robotics - Ji Reilly, or "Noise" as he prefers to be called, is a G-Mod - a genetically modified human. Noise's IQ is off the charts, and his skills with computers and robotics are formidable. He is suspected of several counts of hacking, but has never been caught. Particulars
      • Height: 5'11"
      • Weight: 140 LBS.
      • Eyes: Black
      • Hair: Green (G-Mod)
      • Sex: Male (G-Mod)
      • Age: 22
      • Arrests: 0
      • Threat: MEDIUM
    • Mark Henry: NAPD - A mining clone owned by the Melange Mining Corporation and employed at Freetown. Unpopular with the human miners, Mark Henry has been brought in on assault charges several times, though he has been cleared in each instance. Particulars
      • Height: 5'0"
      • Weight: 150 LBS.
      • Eyes: Green
      • Hair: Brown
      • Sex: Male (Clone)
      • Age: 12
      • Arrests: 3
      • Threat: LOW

    Mordenthral on
  • SpawnbrokerSpawnbroker Registered User regular
    edited November 2010
    I will sign up right now, because this looks hella fun and I want to learn it. I plan on reading the rules sometime tomorrow, when it isn't 1:30 in the morning.

    Spawnbroker on
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  • MordenthralMordenthral Registered User regular
    edited November 2010
    Room for one more. I'll give time for the week to get started.

    On a topic-related side note, FFG has put Android in their Christmas sale for $25.

    Mordenthral on
  • GoodOmensGoodOmens Registered User regular
    edited November 2010
    Is there anywhere to read the entire rulebook?

    GoodOmens on
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  • MordenthralMordenthral Registered User regular
    edited November 2010
    GoodOmens wrote: »
    Is there anywhere to read the entire rulebook?

    I put a link in the OP right above the player list.

    Mordenthral on
  • GoodOmensGoodOmens Registered User regular
    edited November 2010
    Yes. Reading is good.

    GoodOmens on
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  • SpawnbrokerSpawnbroker Registered User regular
    edited November 2010
    It seems you're having trouble with reading comprehension, are you sure you're alright Raymond?
    :P

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  • MordenthralMordenthral Registered User regular
    edited November 2010
    Too much scotch. :D

    Mordenthral on
  • SpawnbrokerSpawnbroker Registered User regular
    edited November 2010
    After seeing that map, I want this game so much!!!

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  • GoodOmensGoodOmens Registered User regular
    edited November 2010
    Well, this is a ridiculously complex game. But the actual flow of each turn seems pretty simple. After reading the rules I have no clue as to how to actually play well, but I guess that will come over time. I really like the idea of the 5 characters being so unique.

    GoodOmens on
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  • PMAversPMAvers Registered User regular
    edited November 2010
    Curious to how you're going to do movement, since you don't have the rulers when playing PbP. EDIT: Oh, wait, didn't see the movement guides.

    Also, if you're Floyd, try to get a Dropship Pass, since it'll make going back for your maintenance super-easy. Especially if you are going to do any investigating planet-side since it takes a good amount of time to go back up the Beanstalk.

    PMAvers on
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  • MordenthralMordenthral Registered User regular
    edited November 2010
    Yes, a complex labour of love from Kevin Wilson. :D

    As for movement rulers, I already posted a link to files on BGG that visually represent ruler movement.

    Mordenthral on
  • SpawnbrokerSpawnbroker Registered User regular
    edited November 2010
    I've been reading the rules, and the only thing I'm really concerned about is how we're going to manage playing dark cards during players turns. Are we going to PM Mordenthral a set of criteria, if X player goes here or does X thing then I play my dark card?

    Spawnbroker on
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  • MordenthralMordenthral Registered User regular
    edited November 2010
    When your turn starts send me your movement plan and then state in the thread if you're moving through ritzy and/or seedy locations as that's the usual trigger for mid-turn dark cards. Other players will say if they are playing a card or not (and at which type of location). Then the player can move to that point and wait while the card is played and resolved before continuing, assuming their turn is not now ended or anything.

    Sending me the movement plan beforehand keeps things above board.

    Mordenthral on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited November 2010
    Also available: the summary of the rules by Headless Hollow.

    Looking forward to this one. :)

    Darian on
  • SeGaTaiSeGaTai Registered User regular
    edited November 2010
    Looking forward to reading through the OP/rulebook

    SeGaTai on
    PSN SeGaTai
  • SpawnbrokerSpawnbroker Registered User regular
    edited November 2010
    I'm super excited for this game. I've read through the rules and the OP, and I think I have a fair grasp of how things are going to work. I am a complete sucker for Science Fiction Noir settings too, so this is going on my Christmas list :D

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  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    edited November 2010
    I'd love to do this, but it's only fair to give other people a shot.

    Reserve up, I suppose.

    Capfalcon on
  • MordenthralMordenthral Registered User regular
    edited November 2010
    I am a complete sucker for Science Fiction Noir settings too, so this is going on my Christmas list :D

    Dude, get it while it's $25!

    Cap is in the reserves! I'll give until the end of the week for the last person to sign up. In the meantime, if you seek any clarity, please keep it coming. Or, go ahead and hash out who you want to play and stick the last sign up with whatever's left.

    Mordenthral on
  • DraevenDraeven Registered User regular
    edited November 2010
    so reading other reviews of this game, its not about the missing ahving a specific person who is guilty but more of, you build a case by collecting clues etc and then at the end of the game veryone decides whos guilty ?

    Draeven on
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  • SpawnbrokerSpawnbroker Registered User regular
    edited November 2010
    From what I've gathered, every character gets a suspect that they think are guilty and one they think are innocent in the form of secret cards only they know about that have victory points on them. If their guilty person ends up being convicted of the crime at the end of the game, they get lots of victory points. Vice versa for their innocent person, but they get less victory points for that because 5 out of the 6 suspects will end up innocent.

    It's less of a "Let's find out who did it!" game, and more of a "I think that person is guilty, so I'm going to pile up evidence against him whether he is or not so I can prove it in court."

    Which totally makes sense in a noir setting, and is awesome.

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  • MordenthralMordenthral Registered User regular
    edited November 2010
    I see it as being like Law & Order, or a good Agatha Christie mystery. One person is guilty, but there's plenty of evidence that points at other parties until the crime is solved. People reading the story or watching the show have their own "hunch" for who did it. Now there are 5 detectives, instead of one (or a duo), collecting that evidence and putting together their own cases simultaneously.

    Say I have a hunch that Mark Henry did it. I look for evidence that not only damns him, but I find stuff that exonerates the other key suspects. But now, throw in each detectives personal motives for needing to be the one that solves the crime. Caprice doesn't want her and her sisters to be broken down into goo. Rachel needs the money to get her big score. Etc. Naturally, if another suspect is looking more and more like the one who really did it, and it's not the person they've been investigating the whole time, they're going to want to do something about it. Only have 2 weeks. Can't start fresh, or give in and just say, "hey, Blaine is right. That shitbag Sgt. Thoris is really the one who did it. Way to go, Louis." Nothing to do but rub the numbers a bit...

    Mordenthral on
  • PMAversPMAvers Registered User regular
    edited November 2010
    I still think it'd make a fantastic core to be reskinned into a Automata board game. <_<

    PMAvers on
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  • MordenthralMordenthral Registered User regular
    edited November 2010
    We expect your re-theme by Christmas.

    Mordenthral on
  • MrBlarneyMrBlarney Registered User regular
    edited November 2010
    Psst. Don't forget to credit me for the map graphics. I like that kind of attention.

    I'm still a little sore about you replacing some of my pixelwork though. But only a little bit. Only because the use of the scanned tokens are more readable - even though I still think the player tokens are a little large. :P

    MrBlarney on
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  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited November 2010
    Somehow he credited you in the announcement post in the PbP index thread, but not in the OP.
    OK, now that Horus Heresy (the Emperor lives!) and Arkham Horror (Azathoth has all but been put back to sleep!) have finished..

    If I can get interest from more people than just Darian, I will run a game of FFG's Android, thanks to the humongous assistance of Mr Blarney.

    Darian on
  • MordenthralMordenthral Registered User regular
    edited November 2010
    I did, indeed!

    But I'll put something in the OP. :)

    I felt bad switching to the easier to see components too, but… well, they're easier to see, dagnabbit. :D Still using every piece of your pixel art, though, except for Jimmy and Lily.

    Mordenthral on
  • MordenthralMordenthral Registered User regular
    edited November 2010
    If anyone who has the game can send me the murder-specific events, it would be a great help. It's the only thing I don't have referenced and my games are still on the boat.

    Mordenthral on
  • MordenthralMordenthral Registered User regular
    edited November 2010
    If no one can send them, we'll just play the one murder that has the events published for it.

    I've added the 4 current players to the game on handtracker.

    Still room for 1 more!

    Mordenthral on
  • XiVXiV Registered User regular
    edited November 2010
    I am absolutely FASCINATED by what I saw of this game in the BGG PBF.

    Not sure how kosher it is to sign up for a game here when I literally just registered 5 minutes ago though :P

    XiV on
  • MordenthralMordenthral Registered User regular
    edited November 2010
    Spy! Spy!

    Mordenthral on
  • XiVXiV Registered User regular
    edited November 2010
    *takes pictures of your mother*

    But yeah I meekly !signup, although I have no problem lurking instead if you'd rather have someone who's not such a forum newb.

    XiV on
  • MordenthralMordenthral Registered User regular
    edited November 2010
    That'll make 5, then!

    You guys go ahead and work out who gets which character.

    Mordenthral on
  • SpawnbrokerSpawnbroker Registered User regular
    edited November 2010
    I don't really know the differences mechanics-wise, besides Raymond seems to have an exception to EVERY RULE in the book, so I'll just go with flavor on my preferences.

    From most wanted on the left, to least wanted on the right:
    Raymond -> Floyd -> Caprice -> Rachel -> Louis

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  • XiVXiV Registered User regular
    edited November 2010
    Is priority for character selection determined by the first player or is it a first come first serve thing?

    Regardless,
    Louis -> Floyd -> Caprice -> Raymond -> Rachel

    XiV on
  • MordenthralMordenthral Registered User regular
    edited November 2010
    Whatever you guys work out.

    Also, XiV needs to register on the handtracker.

    Mordenthral on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited November 2010
    No preference on characters; I'll claim lime if a color is useful.

    Darian on
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