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Roleplaying an X-man....


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Pic created here and is based off the uniforms in the 'New X-men' storyline.

 

You know, it's really scary when you realise that what you've been doing the past term isn't roleplaying.

 

Tonight was roleplaying.

 

Showed up at Gugs early and played some munchkin until the rest of the group show up. Over a couple of cans of fiz and some munchies, Rich helps me batter together a character. I already knew what my background was gonna be as per my older post, but I wasn't sure just how the team was going to integrate me.

 

Best session I've had in ages.

 

 

****

Roadkill's character, Burnout, and his twin sister Sara have been in a coma for the last month. Force, the medic/telepath is being run ragged trying to keep an eye on them because periodically and without warning they flatline and throw up forcefields. She daren't sleep more than a few hours at a time.

 

Rich's and Marv's characters (Backlash and Vegas) are hungover as hell - they're off duty, and recuperating after the last mission.

 

Warp (Lee's character) is just pottering about the mansion, as is Chronos (Ed's character). My character, Connor, starts out on the basketball court, occasionally winding up the kids playing by swooping in and nicking off with the ball. He tires of this fairly quickly, and decides to sneak down to the danger room for more practice.

 

He starts up a basic program, designed to test his agility. He's training for X-team status, something he really wants. Force interrupts him, initially by changing the program by activating Burnout's workout program at level 9. Connor holds his own for a few minutes, before Force ends the simulation and delivers a lecture on being in the danger room - it's supposed to be off limits to anyone but the x-team.

 

Connor listens in sullen teen fashion, then heads off to a computer lesson with Forge, the mansion's resident tech-wiz. During this lesson, the twins in the medbay do one of their flatline episodes, and the X-team charge to the medbay to try and help. The episode ends without a resolution to why this is happening. Force decides to check the machines over, but can't get through the forcefields. Backlash points out that they have a technopath (Connor) on staff - he doesn't need to get through the forcefield to check. He calls Forge over the com link, and Forge sends Connor down to the medbay.

 

Backlash outlines the issue, and Connor asks for a jack point. Backlash hands him a network cable, which Connor promptly mashes between his hands, causing Backlash to wince and Vegas to nearly throw up. Once jacked in, Connor finds that the machines aren't actually connected to the twins. Force argues that she connected them herself, but Connor is adamant. Backlash ends the argument by turning the monitor off at the wall - it continues to display a heart pattern.

 

After picking up a morse code signal embedded in the monitor data (the word 'time')Connor asks for more info, and is told politely but firmly by Backlash he's not cleared to be told. Connor throws up his hands in frustration and stalks out. Once round the corner, he jacks into the house system and accesses as much as he can on the last mission, but he doesn't have time to find out much before Warp, at Backlash's behest, follows him out. Connor's lack of familiarity with the opposite sex comes into play and he becomes very non-communicative, not making eye contact with Warp. She tries to explain again that the team is trying to protect him by not telling him anything, and he mutely accepts before making his excuses and heading up to the roof.

 

He immediately logs onto the housenet and starts writing in his LiveJournal (EEEEEEMMMMMOOOOO) about Warp. Crush a mile wide.

 

Back in the Medbay, Backlash is looking at Connor's file and notes that Prof X has tagged him to graduate to X-status soon. There are a couple of other candidates to replace the little french girl, but Connor stands above them all. The team decide to 'haze' Connor, and send Warp to deliver a message - to meet on the roof at midnight. The team plan to kidnap him, drop him in the danger room on full burn, then see how he handles it.

 

Warp dutifully grabs her flying carpet, and heads up to the roof. She startles Connor, who falls off the roof, falling two stories before he finally manages to gain his composure and pop his wings. She gives him the note which he takes, then flies off at speed.

 

Warp reports this behavior to the team, who realise that Connor must have a crush on Warp, and probably thinks the rendevous is for a date. They decide to alter the hazing, and spend a chunk of time on designing a 70's themed danger room party program.

 

Connor, meanwhile, decides to make some changes. He shaves his head, finds new clothes, and spends the rest of the evening working out. He meets Warp on the roof at midnight, who lures him to the Danger room. he is initally unsuspecting due to the route they took, and they enter, when the room is plunged into darkness. Warp vanishes into the black, then the program kicks in - Connor is in full 70's dress with a full on afro, thanks to a combination of Warp and Chronos's powers.

 

A scantily clad roller girl hands him an envelope - the rest of the team are hidden within the scenario and he has to find them.

 

First and easiest to find is Backlash; he's the only guy with dreadlocks in the room that isn't wearing the gang patch of the Black Panthers. He initially trys to bluff it out, but Connor is insistant. He initally attempts to get Backlash to tell him where the others are, but he is told he has to do this on his own.

 

Warp is next - she's sitting with a group of girls by some psychadelic tapestries. After observing for a while, Connor notices that one of the girls keeps touching the tapestries and they alter slightly. He walks over and simply says 'So this wasn't a date, then.' Warp has the good grace to be embarrassed, and feels bad about misleading him.

 

Vegas is easy to find - he's playing dice in the corner, but Chronos is very hard to locate. He's clued in after the DJ plays 'Time Warp' and he scans the dancers - Chronos is standing in the middle.

 

Once he's found, the room goes dark again. Backlash comes over the tannoy.

 

"That's part one."

 

The doors open, and Burnout and Sara walk in, newly released from their comas. The darkness becomes palpable, and Connor bails out, popping his wings, flying straight up. After a few seconds, the lights come on, and he finds himself back on the ground. Burnout simply says "Duck." and the Danger room kicks into the level 9 workout program. Connor throws himself into dodging eveything the room can throw at him. Backlash is about to end the program, fearing for Connor's safety, but Burnout stops him, insisting he has it covered. On watching, anything that gets too close to Connor is being vapourised by Burnout - he could probably just sit still and let the stuff come at him, but he doesn't want to take that chance.

 

After the longest 15 minutes of his life, the program ends. Connor drops to his knees, spent.

 

The rest of the team enter, and and Backlash tells him that for the next week, he's to be Warp's *badgeress*. if he does so, he's on the X-team. Connor tells him to go *fruitcage* himself, and tells him he's willing to fight for Xavier's dream, but he's not here to be the team's whipping boy and Gofer. He stalks off, shrugging off Warp's restraining hand. The team exchange looks. Backlash taps his comlink.

 

"Forge, leave a communicator in Connor's room. He's in."

 

The next morning, Backlash calls a team brief. Connor's been up all night, building a pair of gauntlets he's designed; clawed talons with energy emitters on the back, giving him close and long range bite. he shows up to the brief with them finished, but untested.

 

First item on the Agenda; Connor is welcomed onto the X-team. He's initially reluctant with the nickname idea, it's reminiscent of the high school jocks that made his life a misery, but Backlash explains the need for anonymity - some of them have families. Connor acquieses, and selects the name Falcon.

 

There's discussion about the next mission, which takes place a month hence. The time will be spent training as a unit, at least three hours in the danger room every day. Burnout says he plans to spend at least 5, and Falcon asks to tag along for the additional training. His fear of flying in the X-jet is discovered, but he assures Backlash it will be under control by the time they leave. Warp makes an offhand comment about distracting him from flying, and Burnout implants an image of a naked Warp into Falcon's brain. Falcon goes beetroot purple with embarassment before Force removes it.

 

There's some background discussed on the mission - Sara's past, the military's ideas for the x-gene, and so on. Falcon volunteers to attempt to crack some of the files they retrieved on the last mission, and after passing a note to Warp, heads down to Forge's Lab.

 

The rest of the Team immediately start laughing after he leaves, and explain to a bewildered Warp that Falcon likes her. She's a little unsure how to handle it, but flattered. The note asks her on a date, and she later accepts.

 

Down in the Lab, Falcon jacks into the mainframe and starts cracking the encryption. He needs a week and a half to break it, assuming he spends a few hours a day on it.

 

After a few hours, Backlash calls the team to the Danger room for a 'show and tell' session. It begins with a set of experiments with Burnout and Sara's powers. After some tests, it appears the two of them can act in concert so long as they are within 25 metres of each other. During these tests, Falcon's scientific approach to them impresses the team, then Falcon jacks into the danger room, and quickly learns everything he needs to know about its operation. Jacking out again, he takes Force's place at the controls.

 

Next test is Force's shield and Backlash's absorption ability. It appears that Backlash's ability isn't limited to energy weapons - fire and sonic pulse can be absorbed equally well. Force can create a shield that will stand almost unlimited power.

 

Vegas begins to work on his reality moulding ability, and makes some progress with deliberate invocation of his ability. Chronos tests his time powers, turning himself into Neo for the session. Finally, Warp tests her sensitivity to fabric, un-knotting restraints of various materials and timing the results.

 

The group crash out after a long day, and the following day will be all kinds of fun - Arctic survival training.

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You know, your girlfriend tried to explain this whole concept of roleplaying to me, but I still don't get it at all.

 

Narrative or Tabletop Role-playing Games are a large class of commercially-available games. These are usually available only at specialized hobby or game stores, although a few (such as Dungeons & Dragons) can be found in regular bookstores. "Narrative" means to that game actions are taken primarily through verbal declaration (i.e. "my character climbs the wall").

 

Narrative role-playing games are played sitting around in a comfortable setting (often around a table but not neccessarily), and what happens is defined by verbal description. i.e. A player simply declares "I am walking to the window", and it is understood that her character is doing just that. Diagrams and notes may be used as aids, but narration is the primary medium. These are often referred to as "tabletop" RPG's (to distinguish them from "live action" RPG's where the players move around) or "paper-and-pencil" RPG's (to distinguish them from computer games).

 

There is a wide variety of these games, but they have common features. One person generally acts as the Game Moderator or Game Master (abbreviated GM), who is the authority on the fictional setting (aka "game-world"), and has final say over what happens. A typical game session has the GM prepare a set of challenges for the players in advance. Each player (except the GM) has a single character in the game-world which he controls (known as a player-character or PC). The players then declare what their PC's try to do, and the GM describes what happens.

 

In practice, much of what happens is either descriptive or obvious results: i.e.

 

    Player: I carefully walk up to the window and look inside. What do I see?

    GM: [checks notes] You see a dusty room with a table in the center, which has a wooden box on it. The walls are bare, but there's a door to the inside. Player: Alright, I'm taking my knife and scratching a mark on this window, so the others can identify it later. GM: OK - done. [scribbles this on his notes]

 

Note that the player uses the first person ("I") to describe what her character is doing. This is just a common way of speaking. Some players use their character's name instead (i.e. "Davidson walks up to the window"). Of course, at other times the results are less clear. For example, the same setup could have more complicated results:

 

    Player: I carefully walk up to the window and look inside.

    GM: You see a room with a table in the center. There's a man sitting at the table playing solitaire. He has a revolver sitting on the table beside the cards.

    Player: Yikes! I duck down, as quietly as possible. Did it look like he saw me?

This is the basic case of "action resolution" -- ...

 

It is a bit like cooperative storytelling -- by announcing and describing to the other players what you are doing, you become part of the ongoing story. Usually everyone has a set of notes on their part of the game, and they use a published set of rules to help resolve certain actions. That is, each player will have a character sheet, which define what the character can do, in terms of the rules system. The rules might define how much a character can lift, or what his chances are of climbing a cliff, and so forth.

 

For example, Falcon has strength 3. That's above human norm, which is 2, because he's a mutant and an X-man. However, it's puny compared to Burnout's strength 6. (For the purposes of comparison, The HULK starts out at level 10 and goes off the scale when he uses certain abilities.)

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