Hi Guys,
I wanted to take a little time to discuss the team dynamic at this point.
I
think it's important to advance the narrative that the Zion group will
be a team after this adventure. The group risked their souls (not just
lives, but souls) to venture into Hell to rescue a single teammate.
Surviving an engagement/battle/deployment tends to solidify the bonds
between people, many times to the point of becoming brothers/sisters if not automatic friends. Thus
regardless of what happens, the survivors will become close.
Whether you role play that out or we just hand wave it and
say it is so. This is the normal human reaction to being in combat with
others. You become a band of brothers. As such, be prepared to act
this way toward each other in game.
To that end, you will need a team name. Start thinking about who you are as a group.
Now,
in the last session, I saw the right actions (reconnoiter the
house/brothel, infiltrate, confront the madam). However, I think the
wrong people were tasked with doing each of these actions.
I planned on y'all getting to the madam by one of three means:
1) Act as a client wishing to partake in the services
2) Apply for a position as a call girl
3) Offer a partnership or service to the establishment
You tried the first two, but I think you sent in the wrong person for each task. Karelia is too timid and "good two shoes" to be a passable call girl. Instead, Belladonna would have been a better choice, as she is very seductive, streetwise, and has Striking Appearance. Likewise as the client, Allen was definitely the wrong person. His complication basically gave him a negative modifier when dealing with these well off business people. Instead, Jonathan (Erulim) would have been a much more plausible client for this high end establishment. The reverse is true for the reconnoiter mission. Allen would excel at that.
Now, I wanted to let you know how I see the characters (thus how the NPCs see the characters, in general):
- Karelia's core competency is covert ops. She has lots of Breaking & Entering related skills that make her a master infiltrator. She is also a master tactician. Combine this with her straight laced aura and her family's reputation, she would make a great face for the general public and authority figures.
- Belladonna, on the other hand, is the proverbial bad girl. She has the skills of a spy; a person who knows the language and culture of the underworld and the cunning to talk her way into any space. She has the ability to extract knowledge from those she encounters, both verbally and forcibly, and sleuth any problem. She is the team's detective.
- Allen is always present but never there. His ability to blend in and learn many things makes him a great recon specialist. In the last adventure, he should have been sent to the corner, alone, and when a client left, Allen should have approached him/her, asking for change. When the client focused on the drunk (in a positive or negative way), Allen could have used his Mind Control and asked the client for the layout of the building, who was where, what's the secret password, and where the madam was. He is the team's lookout and information broker, with the ability to ask anyone, anything, and extract info without being noticed. He should also build his contact base, so he knows who to call for whatever the team needs.
- Kane is the team's pretty boy. Although he is a Brick in battle, he mainly acts as the conduit for the team's reputation. He should be the team's PR person, using his fame and good looks to generate a positive image for the team. He could easily rally his fan base to back the team and provide video and other images to the press. He should also design the team's uniforms (if you get them).
- Luke should be the team's conscious. Being part angel, he knows what is right and should exert himself as the team's moral compass to stay in the grace of God. However as part demon, he should also rally the team to be chaotic when needed, taking irrational actions and exact revenge on those who are out to hurt the team and the city in which they live. In this light, he should institute himself as the Judge, trying those whom they face and becoming the harbinger of justice for those who deserve it. If Luke deems someone's actions justified, then they will be acquitted. However if he finds the NPC's actions unjustified, then punishment will be pronounced, and depending on the severity of the judgement, the punishment could be light or severe.
- Erulim (Jonathan). Jonathan is a "special guest star" for the time being, however since he will have a night club and an apartment building in Zion, he may be a recurring character, depending. That said, Jonathan, when with the team, is the businessman. The high roller and guy with the connections to Zion's elite. He has the clout of a national hero team to sooth the government and the business connections to get what the team needs. He could become the "man behind the curtain" for the team, sheltering them with his business dealings and acquiring missions for the team to accomplish. Like I said earlier, he would have been great as a client to infiltrate the brothel, while Belladonna acts a a call girl and Karelia sneaks in through the window.
- Ohm is the team's mystic. With a vast knowledge of extra-planar beings and his book store houses a vast array of knowledge. He is an excellent tracker and master of disguise, in case you need to find someone or make the team look different. He is also a man of the mind, and has ways to get into your head and under your skin. As an aside, I can imagine the fun conversations and comic relief between Allen (the drunk homeless guy) and Ohm (the mystical tree-hugging hippie) if this was on television.
Anyway, this is how I see the PCs and their role in the team. You don't necessarily need a specific leader, just as long as you come together with mutual respect and concern for each other (in game). I think the current adventure would provide the catalyst for this in a huge way, thus even if we don't role play the team coalescing, we can state that it has occurred and move forward from there.
Also after the Hell adventure, I will advance time a bit, which will allow the group to have some much needed downtime and allow us the time to say the PCs have gotten to know each other better. Also, we can also hand wave any administrative things that need to be done (finding living quarters, setup a base, completing the legal issues from the warehouse fiasco, etc). However, I need to know how much time you would like to have advance.
What do you think?