Showing posts with label Traveller. Show all posts
Showing posts with label Traveller. Show all posts

Tuesday, November 9, 2021

Night Spot: The Archer Hotel

The following location is designed for use with games such as Night Shift: Veterans of the Supernatural Wars, Buffy: the Vampire Slayer, Nights Black Agents, or Deadlands, but with a little work can be used in nearly all role playing games.



The Archer Hotel resides next to a lonesome highway. The highway’s numerical designation and name have changed so often over the years, that no one remembers what it is currently called. Most folks refer to the highway outside of the Archer as the “1-0-1”. You can call it whatever you want - no one will care. 


The Archer has passed through divers hands over the years. It has never stayed in any single one family’s possession for more than two generations. The current owners are Kane and Lana Rezick. The couple is from “back east”. They managed several successful bed and breakfasts before selling out and buying this hotel. They were looking for a change in scenery and clientele. They got both in spades. 

Archer Hotel Background

The Archer Hotel was originally built by a copper mine baron, Michael Allen Grant Archer, III, in the early 20th century. His descendants would squander his riches and MAG Archer, IV, eventually sold the property.


The property was immediately cleaned out, fixed up, and sold to a hotel developer. It was further updated by the developer and then sold off as a hotel. The property went through several hands before the Rezicks purchased it. During the 1950s and 1960s, it was a popular spot for vacationers traveling through the area. Low cost room rates and access to the highway system increased profits. However, the decline of cross-country travel in the late 20th century destroyed the halcyon days of low cost-high profit. 


When the Rezicks purchased the property in the early 2000s, most of the hotel’s guests were either old timers traveling to relive their youth, weird desert dwellers, or outlaw bikers. The first of those groups were the only clientele the Rezicks had experience with. Learning how to manage the other two groups as guests took trial and error over time. Different weirdos were into different things. Some were into experiencing the desert while intoxicated on magic pills. Others claimed to be tracing ley lines across the country. A few used the hotel as a place to conduct business, whether it involved drugs, guns, or magical fetishes. 


The bikers were frequently one percenters and more often than not, either drunks or cokeheads. Where the senior citizens and weirdos might break something by accident, the bikers often did it on purpose and did not feel they needed to pay back the hotel for the damage caused. Confronting them could lead to more damage to the hotel, not paying for their rooms, and more than once, a broken nose for Kane. The Rezicks flexed their supernatural gifts and came to an understanding with the bikers: don’t start nothing, won’t be nothing. Now, most of the bikers who stay at the hotel police each other and keep things under control. . . mostly.

Archer Hotel Today

The Archer Hotel was originally built in the California Mission Revival style. The Rezicks are slowly returning the hotel’s appearance to that charm, while maintaining modern guest expectations. 


Parking for the hotel is a graveled area between the hotel and the highway. While guests can park on the side or rear of the hotel, there are no lights outside the hotel on those sides. Additionally, the only doors for the hotel lead into the courtyard. 


Entrance to the hotel is through an arched walkway wide enough for five men abreast. The archway is connected to a low wall that runs across the front of the hotel’s courtyard. After passing through the walkway, the guests cross a bricked courtyard, circumventing a gorgeous fountain, and enter the hotel through a set of double doors. Guest room windows and simple, wooden doors line the interior walls of the courtyard. Above, the second floor provides a walkway around the courtyard and the third floor offers balconies from which guests in the suites can listen to the gentle bubbling of the fountain. 


The guest service area of the hotel is not large and guests often say it feels claustrophobic. There is a desk wide enough for two computers and desk clerks. There is a small pantry closet with a few snacks, bottled water, Mexican style beer, tequila, and to the side is a porter and valet stand. Down the hallway is an office shared by the hotel’s concierge and management. 


The interior of the hotel is rustic. The walls are rough and the floors are not finished. The walls are adorned with replicas of Chumash cave paintings and replica oil lamps. The guest rooms are bare bones, with only a bed, chair, and desk for furniture. The only electronics in the rooms are the lights, heating and cooling, and a television. A single window in each window provides better light than the yellowed bulbs in the rooms. All rooms face the courtyard. Only the ground floor and third floor hallways are protected from the elements. The second floor rooms open to a veranda, again, facing the courtyard.  


The manager/concierge office is still used as the manager’s office. It is not well-organized and papers cover most surfaces. An old CRT monitor sits on the desk, hooked up to a desktop computer sitting on the floor. Several metal cabinets stand next to the walls, with copies in triplicate of every transaction ever processed by the Rezicks. 


A shelf display unit in the hall outside of the manager’s office is the closest thing the hotel has to a concierge. Everything a visitor could want to do within a thirty mile radius is represented amongst the tri-folded pamphlets. A nearby wall map of the county highlights the nearest gas stations, quickie marts, and restaurants. 


Stairs to the second and third floors exist in the corners of the hotel. All of the stairs are interior and do not have windows. 


The area surrounding the Archer Hotel is arid desert. Cacti and sunflowers are the only plants that grow near the hotel. There is a dam in the area which supplies water to the hotel. The Rezicks are in talks with the water and power providers to set up a small wind farm on their property that would pay into both bills for the hotel. From their research, the Rezicks think they might even turn a bit of a profit from a wind farm. 

The Rezicks

The hotel is entirely staffed by the Rezicks, who live on property. Kane is a Psychic Gunslinger and Lana is a Spirit Rider.


They most recently lived in the Killington, Vermont ski area where they ran several bed and breakfasts. While they made most of their money during the busy ski season, they pulled in enough summer vacation guests to make it all work. Many of their peers worked second jobs during the summer to make ends meet. It was during the summer months that they ran into some trouble.


A group of vampires and a group of werewolves chose to meet in the Killington area to hammer out a deal. The vampires were trafficking people into and out of Burlington from Saratoga Springs. They wanted to expand over to Champlain and potentially into Canada. The werewolves, on the other hand, were established along the U.S.-Canada border as the go-to for moving people across the border illegally. While the two groups were not directly in opposition to each other, the werewolves felt the vampires might bring unwanted attention from border agents. So, they decided to make it a problem. After several incidents involving trafficked people turning up dead and law enforcement investigations, the vampires asked for a “sit-down”. 


The werewolves obliged and chose the Killington area due to the fact that it was off-season (so fewer people) and its remoteness. Most people vacationing in the area would be in the Gifford Woods State Park, not at ski resorts. The werewolves chose to stay in a few of the bed and breakfasts supplied by the Rezicks. The vampires chose to stay at a hotel in nearby Rutland, Vermont. The talks broke down, because neither side was willing to give up rights to the other. The werewolves felt they should be moving all product across the border and Champlain, Vermont. The vampires did not want to pay the werewolves to do what the vampires were already doing. Bad attitudes and angry words led to the inevitable fight. Both groups eschewed using firearms and instead, went tooth, claw, and vehicular for their killing. 


The Rezicks prided themselves on running a proper business. They made sure to check in with guests either upon arrival or the first evening of a stay. They tried to reach the werewolves by telephone to make sure the locations were up to expectations. Receiving no answer at the cell phone number used to make the reservations or at the houses being rented, they decided to go visit the properties to make sure all was alright.


Unfortunately for the Rezicks, they showed up during the fight and witnessed both supernatural species in all their glory. Worse still, both groups saw the Rezicks and gave chase. Through a combination of local knowledge and their innate abilities, they were able to escape certain death. They quickly gathered up what belongings they could fit in their cars and left the state.


The Rezicks sold their Vermont properties through a third party. They stayed on the move, never stopping in an area for more than a few days. Lana was forced to dismiss her association with the land in Killington, losing access to many of her abilities.  


While trying to determine where and how they wanted to stop running, the Rezicks saw an estate sale advertisement for the Archer Hotel. The owner had run the place into the ground and died without heirs. The state wanted to sell it as quickly as possible, realizing it would not bring in a lot of money from investors. After a thorough walk-through of the property with the broker, they low-balled an offer. To their surprise, it was accepted almost immediately. 


The Rezicks immediately set about renovating the property. They began with the inside of the hotel and eventually worked out to the outdoors and ended with a new sign above the wrought iron doors in the archway into the courtyard.


Kane Rezick should be used as a fourth level NPC. If used as a PC, he can be created as a fourth level Psychic Gunslinger. Lana is a third level NPC or a third level Spirit rider if used as a player character. Lana has attuned herself to the local land. The length of time she was not associated with the land slowed her level progression. The Rezicks are not meant to be used as all-powerful NPCs. However, if the player characters are far and away better than the Rezicks, Game Masters may wish to raise their levels.


Kane is a tall man with lean features. He has medium-length, dark, messy hair. He has a constant five o’clock shadow. He wears silver, wireframe glasses. His current clothing colors are whites and light browns.


Lana is also tall, but with more angular features. She keeps her fiery red hair cut short. She typically wears monochrome, business casual clothing. 

Guest Services

There are many reasons for the player characters to visit the Archer Hotel. In fact, all of the usual reasons work. 

On the Hunt

In this story, the characters are after someone or something holed up at the Archer Hotel. If it is someone, that person heard that the Archer Hotel was a great place to hide out and wait for a storm to blow over. Unfortunately, either the player characters heard the same thing or the person hiding out made a mistake that the players caught (like paying for the room with a credit card in their name). Finding the hotel is the easy part. There are advertisements on all of the usual social media platforms, in addition to targeted marketing in travel magazines. The hard part will be extracting whomever or whatever the player characters are after. 


The Rezicks consider their property to be their place to control. To that end, if the player characters come onto the property and rough-up a guest, they will consider the characters to be villains. The guest’s alignment does not factor into how the Rezicks react to the player characters. The Rezicks also have zero interest in being known for selling out their guests. So, unless the player characters can make a good case as to why they should be allowed to leave with a guest or the guest’s property, they will have a fight on their hands. 


The Rezicks will not protect everyone. Obviously bad people or supernatural species will be turned out. These include killers, rapists, Nazis, child abusers, etc. If the person in question is considered bad by way of opinion or they have not committed a crime the Rezicks feel is worth their reputation as a safe haven, they will stand by protecting their property and everyone on it. However, if the guest has paid through tomorrow and tries to purchase a longer stay, the Rezicks may just decline the request.  


The Rezicks are not meant to be arch-nemesis level opponents. If the players decide to fight them, they will be a speed bump to slow down the player characters. This may serve to soften up the characters before fighting the big bad hiding on the property. 

The Hunted

In this story, it is the player characters who are using the Archer Hotel as a place to hide out. So they reveal themselves or who they are hiding from to the hotel’s owners? In addition to the Rezicks, they will have the opportunity to interact with other guests at the hotel. GMs are encouraged to create guests that can expand the characters’ backgrounds or challenge their presumptions. Additional guests do not need to be supernaturally orientated. In fact, depending on the Night World or the player characters’ species, they may need to hide their supernatural abilities from the other guests. 


After interacting with the other guests, they will need to deal with whomever comes looking for the player characters. Are they minions who show up and cause problems? Are they player character level NPCs who know what they are walking into and will be smart about their tactics? Maybe those cute senior citizens are actually spies for the demon lord searching for the magic knife the Sage carries. And if the demon lord does show up, can the players convince the Rezicks that they really are the good guys?

Meetings

Due to the remoteness of the hotel and the owners’ disposition about causing problems on their property, the Archer Hotel is a good place to hold meetings. Player characters looking to buy information can meet with turncoats and certified informants here. Sketchy magic item dealers might choose the Archer Hotel as neutral ground for closing deals. They know the Rezicks aren’t going to put up with guests fighting, so they book a room for a few nights out of paranoia.


The location also works for hand-offs and dead drops. Need to pick up a battered spouse and whisk them away to safety? The 1-0-1 provides an open highway with very little police presence to enforce speed limits or safety. Naturally, this also means the Game Master can arrange for a car chase or fight scene inspired by their favorite post-apocalyptic movie series. 


Because the property is old, there are many nooks and crannies that have developed over the years. The door frame inside room 212 has a habit of coming loose across the top. Need to leave a message for someone? Place it here. Have something small you need to hand off? Put it in a magnetic key box and leave it attached to the iron railing along the balcony of room 315. 

Helping the Owners

Because the Rezicks are not meant to be all-powerful NPCs, they might need help with something outside of their abilities. If the player characters are well equipped to handle hauntings, perhaps an old ghost has taken up residence on the property. Maybe there is a secret door that leads to a cave system below the property where a loogaroo has been trapped for nearly a century! The Rezicks may put the word out that they need help protecting a guest from a vampire coven. 


One day, the werewolves or the vampires from Vermont are going to catch up with the Rezicks. When they do, Kane and Lana will need help defending themselves.

Sanctuary

Game Masters can use the Archer Hotel as a location for the Sanctuary from the Night Shift: VotSW corebook. The remoteness of the hotel provides a perfect place for healing and recovery. Game Masters using the hotel in this manner will want to add staff to the hotel. Security guards, psychologists, family medicine doctors, cleaning crew, and front desk staff would likely be needed. Some roles may be shared by the same person or they may be on call.


The player characters could work for Sanctuary as couriers. They could travel to whomever needs help and bring them back to Sanctuary, fighting off whatever evil haunts the survivor. The characters can also serve as the team who delivers the victim to their new home after healing at the hotel. When not picking up and delivering survivors, they can serve as security for the property or take on their own caseload.




Legal
This work of fiction is copyright Derek Stoelting 2021

Night Shift: Veterans of the Supernatural Wars is copyright Jason Vey and Elf Lair, LLC 2020 and is used without express permission.

Sanctuary is copyright Timothy S. Brannan 2020 and is used without express permission.

No challenge to the copyright owners' rights is meant or implied.

Sunday, August 16, 2015

#RPGaDay2015 Days 10-19 catching up and working ahead

The day job is busy and we have much going on with the family, right now. So, I hope you will pardon me as I catch up and work ahead in one post. 

Day 10:  Favorite Publisher
Currently, this is most likely Pelgrane Press. I like the look and feel of their books. They do column layout and design better than most of their competition. I like many of their game lines and can use nearly anything rpg related as source material. They are also more than happy to talk to their fans and are quick to sign books for their fans at conventions. Simon and Cat are good people.

Day 11:  Favorite RPG Writer
This is a hard one for me. If I buy a book, because a specific person wrote the book, it’s because they are a friend of mine. Shane Hensley, Jason L Blair, Jason Vey, Tim Brannon, and Dave Chapman come to mind very quickly. I like their products, but I am also friends with them outside of the rpg space.

If I buy a book, because I like the game line, it’s very rare that a book I purchase is by one single person. Ken Hite and Gareth Hanrahan are a great team up.

Maybe this is a take-away for me:  look into rpg authors and discover them.

Day 12:  Favorite RPG Illustration
Favorite? Not likely. Art, in this form, serves as inspiration. To narrow it down to one image is impossible.

I will side step and give you my favorite artist:  Timothy Bradstreet. I first viewed his work in Vampire:  The Masquerade. His images became icons for the game line. His work in Armageddon is awesome. However, his Punisher MAX image covers are just as iconic as his VtM work. I think the only genre I have yet to use his artwork as inspiration for, is fantasy. I should rectify that someday.

Day 13:  Favorite RPG Podcast
I have fallen out of listening to podcasts. I grew disillusioned with what they were offering. Some gave too much non-rpg content, others added personalities or changed the line, another began covering topics I just don’t care about, and the worst wander down completely unrelated, unnecessary rabbit holes. However, if you are looking for recommendations, you could do worse than start with Podcast at Ground Zero, PLay On Target, or Ken and Robin Talk About Stuff. The latter two have been nominated for awards in the rpg industry.

Day 14:  Favorite RPG Accessory
The Internet.

Nowhere else can I potentially play with friends across the globe, work directly with contributors, bounce ideas off friends to make sure I’m not going down a rabbit hole myself, or address concerns of fans. I can research my next game session, find images that outline the layout and history of a castle to include in my game, run name generators, and find new players for my games.

Dice rollers included, no dice tower needed. Cool battle maps can be found or built. Free scenarios for that new rpg you just purchased are there for downloading and using.

For me, it’s just as much an accessory as the next “tool.”

Day 15:  Longest Campaign Played
This is likely Lowell Francis’ Freakish Band of Adventurers or a Vampire:  The Masquerade game that I ran. Both went 3+ years, playing every other week.

Lowell’s was a game of continent travel, righting rights, releasing gods back into the world, and a game where one (?) character was a full blooded human (mine). There was a rakasta, elves, half-demon, aperkitus, and a wizard who was not all there, even if he did look human – in addition to my character.

The vampire game spanned years in game time. There were three players and an occasional fourth (who didn’t fit in the mix) who fought Nephandi, Sabbat, Inconnu, Angels, Highlanders, and everything else that the Internet could source in the mid- to late 1990s. The game ended with the end of the world and the characters joining different sides to support.

Day 16:  Longest Session Played
It has been decades since I played one that would qualify. There were long nights playing Vampire:  The Masquerade from dusk until dawn and overnights of D&D. None stand out for me this many years later.

Day 17:  Favorite Fantasy RPG
Of a company I work for? Either Dungeons & Zombies or Spellcraft & Swordplay. They have the same author, but it depends on whether I want a ton of zombie options or just zombies.

Of a company I don’t work for? 13th Age. I don’t run it as is. I drop out the relationships ideas. I find them tedious and intrusive to my game style. What I do like is the mechanics. They use the same skill types as Spellcraft & Sorcery. The combat feels very gamey to me and completely in style of as characters build experience, their abilities increase with more than just feats or another cool thing. Damage increases, options increase, and if you’re looking for a game where you can min-max your heart out, you can likely do it with this one.

Day 18:  Favorite Scifi RPG
Sorry, Dave, it’s not Conspiracy X. Although, Con X is my favorite modern game with a sci-fi bent to it.

My favorite sci-fi game is WEG Star Wars. Of sci-fi game, I ran this one the longest. If you look around the Internet hard enough, you can find a .pdf of material either from the game, or rehashed, to make a new product.

Eclipse Phase is a close 2nd. I think I need to run a campaign or two to see how the fun level compares. 

Traveller, Fading Suns, and Dark Heresy are also worth checking out.

Day 19:  Favorite Supers RPG
The World of Darkness. No, seriously. It is or at least, that’s how most folks I know play it. Which is fine if you are looking to run a game where the setting is more supernatural than superhero.

I think the best rules out there are for Mutants & Masterminds. I haven’t played many supers rpgs:  old DC Comics, old Marvel, Hero, and M&M. M&M is the best for my money. The math works out the best for me and in a game wherein you can potentially play the upper limit of power, you need that. Maybe, one day Beyond Human will fill this roll. For now, it remains vaporware. Don’t worry, I’ll keep bugging George to publish it. J

The superhero game I want is Gotham Central:  players as human cops taking on super villains. Maybe one day I’ll do it and do it right. Mutant City Blues may be the way to go with this one. The game includes a chart of how different powers are related. That builds in another clue structure to the game. It also uses GUMSHOE which is clue driven.

Day 20:  Favorite Horror RPG

I’ll stop right there. This one is going to be special.

Wednesday, July 22, 2015

Designing Starship Layout for AFMBE and other Zombie RPGs

This is a follow up to the previous post.


To generate the starship’s layout, first determine the size or Class of ship. Using the Ship Size Table from All Tomorrow’s Zombies, we can carve out a few sizes for generating layout. Snub fighters and small transport shuttles are not going to contain multiple rooms. There is a chance the small transport or a drop shuttle will have a cockpit and a cargo or seating area, but that is all. At size 2, the medium transport shuttle, there are more than two rooms. Size 2-4 starships are classed together. Size 5-6 and smaller Size 7 starships are in the next Class. Size 7 and above are a different Class at each size level.

Laying out a starship Size 7 and higher is not an easy task. However, the design mechanisms described here work as a localized area layout generator. The design mechanism can represent specific floors or functional areas within the ship. In these situations, the main bridge becomes the localized command center; i.e.:  the main office. Most other locations should work as designed.

These mechanics are a variation from my Random Subway Generator.

When using the random generator table to decide the layout of a starship, the selection of rooms generated may not meet the exact expectations of the Zombie Master. When this happens, Zombie Masters may choose to add additional rooms or swap rooms created via the generator for rooms required. If the Zombie Master rolls a location that does not belong in the setting or in the particular starship (such as a hypersleep changer in an Orbital Platform), the Zombie Master may replace this room with another random room, choose to replace it with a necessary room, or remove the room from the starship and not replace it.

Zombie Masters may choose to combine rooms. For example, the mechanical and electrical rooms are sometimes in the same room of a medium transport shuttle. They are found with the engine room in other starships. Zombie Masters are encouraged to combine rooms when it is relevant to the story and action of the plot.

To determine the number of rooms in a starship, roll the number of dice listed next to the starship size in the Room Quantity Chart. Sum the dice rolled and then roll that many times on the Room Type Table in the Random Charts for AFMBE and other Zombie RPGs.

Room Quantity Chart
Starship Size
Roll
2-4
1D10 (5)
5-6
2D10 (10)
7+
2D10 + 5 per area (15)

Specialized star ships, such as an Orbital Station, Research Lab, Safari Ship, Nobleman’s Yacht, or Satellite Station will often fit into the Size 2-4 categories. However, the Zombie Master should determine the size of the ship using the rules in All Tomorrow’s Zombies before consulting the Room Quantity Chart.

Upon determining the quantity of rooms and the type of rooms, the Zombie Master determines the layout of the ship. Zombie Masters write the name of each room either horizontally or vertically on a piece of paper. For each room, the Zombie Master must discern to which other rooms it connects and the type of connecting structure (just a doorway, stairs, elevator, etc.).

To determine which rooms connect to, rolls 1D10 and consult Connection Table 1:  Connecting the Rooms. Start at either end of the list of rooms and work towards the other side. If the results of the roll move the count past the end, move back to the beginning and continue counting.

Connection Table 1:  Connecting the Rooms
1D10 Result
Connection
1-3
Connected to the next room
4-5
Connected to the second next room
6-7
Connected to the third next room
8-9
Connected to the fourth next room
10
Connected to the fifth next room

After determining which rooms are connected, the Zombie Master determines how the rooms are connected. For each connect, the Zombie Master rolls 1D20 and consults Connection Table 2:  Method of Connection.

Connection Table 2:  Method of Connection
1D20 Result
Method of Connection
1-3
Doorway
4-8
Corridor
9-10
Stairwell Up
11-12
Stairwell Down
13-14
Hatchway Up
15-16
Hatchway Down
17-18
Elevator Up
19-20
Elevator Down



Example One:  Scout Ship Geronimo
Size: 4
Quantity of Rooms:  9
Rooms:  Lounge, Lounge, Escape Pod, Main Bridge, Staterooms, Staterooms, Engine Room, Staterooms, Fuel Bay (for extra-long trips), Staterooms, Storage Rooms, Passenger Cabins, Holding Cells
Connections:

Room
Connects to
Via
Lounge
Fuel Bay
Stairwell Down
Escape Pod
Staterooms
Hatchway Down
Main Bridge
Storage Rooms
Corridor
Staterooms
Engine Room
Doorway
Engine Room
Lounge
Hatchway Down
Fuel Bay
Holding Cells
Corridor
Storage Rooms
Passenger Cabins
Corridor
Passenger Cabins
Lounge
Corridor
Holding Cells
Escape Pod
Hatchway Up




Example Two:  Attack Ship Miami
Size:  6
Quantity of Rooms in this Area:  8
Area of the Ship:  Aft-Starboard
Rooms:  Staterooms, Crew Cabins, Airlock, Engine Room, Hypersleep Chambers, Weapons Bay, Security Office, Control Room, Lounge, Staterooms, Mechanical Room
Connections:
Room
Connects to
Via
Crew Cabins
Airlock
Corridor
Airlock
Hypersleep Chambers
Corridor
Engine Room
Weapons Bay
Doorway
Hypersleep Chambers
Weapons Bay
Corridor
Weapons Bay
Mechanical Room
Doorway
Security Office
Crew Cabins
Hatchway Up
Control Room
Lounge
Corridor
Lounge
Airlock
Corridor
Mechanical Room
Hypersleep Chambers
Doorway