% ($Id: starts.setite.chess.html,v 1.1.1.1 1998/08/07 05:34:46 korg Exp $) \chapter{Setites Chess} \begin{quote} "I either want less corruption, or more chance to participate in it." {\em -- Ashleigh Brilliant and Samu Mielonen (f1sami at uta dot fi)} \end{quote} \section{Players} Four players in this system less bash, set in the Vampire world. I stated that they needed a reason to stick together, so like most players, they decided that "We play paint ball together" was enough. So I thought "Fine, be like that then!" If they were going to make it hard on me, then I will give them a reason\footnote{They say suffering is good for the soul. :-) } to stick together. I had been meaning to play a Chess game with my origional group, but the chance never arose, I used a variation of it for the starter in this group. I was, I suppose, partially based on {\em Player of Pawns} from \cite{ww:sc}, which I had read. But it was heavily modified by my ideas on what settites would actually be like, how their corruption would actually mainifest. \section{Idea} The idea of this mini adventure is to get the players embraced and into vampire society for the rest of the adventure to start. I would like their experiance of vampires to be one of initial shock at the discovery, replaced with horror at their action and then becoming that monster. I needed some way to get them 'into' vampire action, the Chess idea offered a good way of providing the surprise and horror elements. I needed some way to force them to play. To this end, I decided that the Setites decided that the mortals they were playing with were a bit understaffed and wanted to `help' them increase their pieces. The settites forged evidence that, if given to the police, would put players in prision or atleast a lot of trouble. They wanted to force the group to the mortals side and/or bring Alister, who they think they can corrupt, into the game. Setites are white, mortals are black. Because of the reluctance to play on the black team, the settites have blackmail material on each of the players and their loved ones. This combined with threats of death if they leave is usually sufficent to ensure a good game. \subsection{Evidence} The evidence was documentary evidence that showed Alister had fiddled the books at his work, using Roberts computer skills. Peter, the boss found out about it, and attempted to blackmail the pair. They convinced Duke and Lily to kill Peter. The Setites have forged recorded voice conversations of the planning of the hit. The idea was they Lily lure Peter to a spot where Duke killed him. To this end, a gun that Duke examined (from Mickey the Fixer) with his finger prints on it has been purchased and used to kill Peter. \subsection{Background} The settites in Melbourne (not the temple builders) wanted a testing ground for their pieces that did not directly involve vampiric activity, and an activity that, if possible, gave them a tool to use against the existing Camarilla and sabbat powers. Mary thought of the idea of the chess game with mortals and she became the queen of the white team. She selected one of her Childer, the most cunning, to become the King of the team and thus the game was started. The idea was to form two teams, the settite team that allows them to train and assess interesting mortals and the other, the mortal team. By collecting and faking evidence against the mortal team, the settites stop them from `going public'. By using brutal tactics against them, they ensure brutal replys, brutal enough to be used against the sabbat and camarilla kindred. By using political and financial influence, they build a team capable of gathering information on the settites enemys. By requiring peak performance, they have a pool of possible soldiers for any war, ready trained and requiring only bonding and domination to become efficient loyal soldiers. Best of all, if they are captured or discovered, they know nothing of the settites and, with the correct evidence shown to them, point the finger of blame at the settites or some camarilla patsy. The Settite team (white) became interested in Alister as a pawn with financial contacts in the city. After watching him carefully, they noted his weakness for occult things and his collection friends. The head of the Settites in the city ordered him contacted and his usefulness tested. The black team forged enough evidence to link them all to Peters death, figuring that this move would also provide an insite to the black teams control of the police force. They killed Peter and planted the evidence for the police, but before they could lead the black team to rescue the group, fate interveaned. The black team, tailing one of the white players, accidently intercepted the information after it was planted in Peters car. They could make nothing of it, in terms of their chess game, and without it, the police have only suspicions and the 'hints' dropped to the white teams man inside the police. The black team assume the white team want the group destroyed, but can see no reason for this. The black team looked at the evidence and decides to watch the group and see why the white team wanted them out the way. After seeing no reason, they decide to contact them and possibly recruit them. \section{Rules of the Game} \begin{itemize} \item [Pawns] Always mortal, with no idea of Supernatural until they meet a fighting piece in the battle, or defeat a major piece. \item [Knights] Fighting piece. \item [Bishops] Fighting and influence piece. \item [Rooks] Influence piece, covers others. \item [King] planning piece. \item [Queen] supplier of influence, money and power. \end{itemize} \subsection{Rules} Two umpires are to be vet any communications with pawns. These umpires shall be provided by the white team. The umpires monitor contact between the pawns and the other pieces to make sure they are not informed of the supernatural. Any 'extra' communications with pawns shall result in their destruction. The umpires are garenteed loyal be a large cash payout on completion of their year of service and threats against their families. Pawns may only become major pieces after defeating a piece of equal or lesser value than that they will become. \begin{tabular}{|c||c|c|} \hline piece & black & white \\ \hline \hline Umpire & Jack Peterson & -- \\ King & John Potter & \\ Queen & & Mary \\ Kings rook & Judy Mannering & \\ Kings bishop & & Harold Mannering \\ Kings knight & & David Lingman \\ Queens rook & Albert Bookman & \\ Queens bishop & & \\ Queens knight & Demetry Beam & Colin "col" Ashley \\ Kings pawn & Anthony Anton & \\ Queens pawn & & \\ Kings rooks pawn & Demetry Donald & \\ Kings bishops pawn & & \\ Kings knights pawn & Greham Dunn & Jimmy Croft \\ Queens rooks pawn & & \\ Queens bishops pawn & & \\ Queens knights pawn & & \\ \hline \end{tabular} \section{Game time line} \begin{description} \item [Sat] Win paint ball game. Go to "Shades". Duke meets some shady contacts. Fight starts, some paint is splattered. Lily is not impressed. Robbo gets a two coats and a few bruises. \item [Sun] Robbo, Duke and little Robbie go possum shooting. \item [Mon] Peter Smith, Alister's boss and Lily's client (via Alister) is missing. Alister goes looking. Police Visit, Peter has been killed. Alister drops in to see the widow. Alister holds a seance, vision of two people and a led pipe. Lily visits the cells and meets a few plods, a wasted hours. \item [Tue/Wed] Robbo gets a visit from someone interested in the paint ball team. Meet people in "shades". Meet Demetry (Pawn) and he talks about the "game". Duke, Robbo and Alister tie up Demetry and drive him off. Lily and Anthony drive after them. Take Demetry for a drive and dive into the water. Go and see John Potter, he talks about the game. Albert (rook) was there too, as was Jack (Umpire). \item [Thursday] Happy with new job. Duke is follwed at factory. Its some woman. Later again at shades. Take her to Potter, umpire says she is a pawn. She denys it. \item [Friday] Robbo picks up his son. Little robbie had a message for his dad from the other sides piece. \end{description} \section{Plot} \begin{itemize} \item Get group together. Select target, fit game to group. \item Odd things start happening. \item Let them meet the black side. Let tehm meet a few of the black pieces, say a pawn and the king. Black side will attempt to convince them that the white side is bad. This is true, but it may be difficult\footnote{Dont be afraid to lie to players. I think its a bit early here, but when the game gets going dont be afraid to have an NPC come up to the players and mislead them for the NPCs benifit.}. At this stage in the game, dont try to mislead them too much or your game may not recover. \item King explains what he can. About the pieces, the umpires, about how they can play or the other team will kill them. \item Maybe let them meet another piece or two. \item Person tailing the players. Its a whte pawn who has been ordered to follow the players, without any support from other pieces. The white side are testing to see how long before the players notice. \item After the players question the pawn, he will tell them wher to find his ``boss''. \item The knight will play with them for a bit. They either win or he lets them go. \item HERE \item information on White team meeting place. Go there, King talks from the shadows. Lets Knight `test' himself on the group. King leaves, Knight attacks. Chase through the factory. \item Knights car has lots of McDonnalds things from Burwood. Cemetry, King in a crypt with Stonebridge. \end{itemize} \section{Non Player Details} \subsection{Black team} \subsubsection{John Potter} Your life in naval intelligence was just starting to show fruition when you were taken for the game. Your career ruined on the whim of the evil blood suckers who manipulate, murder and control everything. You are the leader, the king of your team, people fight and die at your command. Good people give their life, but atleast you have enough skill to make sure they those blood suckers suffer for the sacrifice. The wearyness of this life shows on your face and in your eyes. Soon, you shall discover their king and the game shall end. \subsubsection{Demetry McDonald} Your life was smashed but John helped you put meaning to it all. You had a choice, flee or fight, you decided to fight those who destroyed your life. John is not telling you everything, but you are willing to wait. \subsubsection{Anthony Halley} It must be a joke! Has to be. All this pawn and chess stuff. Oh well atleast you dont have to do that 9 to 5 stuff no more. \subsubsection{Albert Bookman} You did not think that you would have this much influence by 32. Since the start of the game, you soon became a rook. Since then, you have been collecting influence in financial circles. You know the great evil that you fight and would quite happily give up everything to destroy them for ever. \subsubsection{Jack Peterson} Umpire. Why me? Still, if you can survive the year, then your family will be save and the money will make you comfortable for the rest of your life. You pity the poor players, but you must do your job, or you and your family will suffer the retaliation. Just a few more months. \subsection{Black team} \subsubsection{Colin "col" Ashley} Wow! What else can you say. Immortality, power! From nothing, petty crime on the streets to God amongst humans. All you need is blood, and thats {\em easy} to take now. Now you have the power, you can do {\em whatever} you want. The world is yours! \subsection{Mary} The game was your idea, one that showed your worth and one that gives you what you want. Entertainment, money, power and the chance to see how humans react like mice in a maze. Mary is detailed in the settite section. \section{Player Details} \subsection{Delilah} \begin{quote} I can feel for her because, although I have never been an Alaskan prostitute dancing on the bar in a spangled dress, I still get very bored with washing and ironing and dishwashing and cooking day after relentless day. {\em-- Betty MacDonald } \end{quote} \begin{verbatim} Location: Melbourne, Present era Occupation: "Good-time girl" \end{verbatim} {\bf Known as}: Delilah, Lily {\bf Remarks}: Born in the not-so-good area of Noble Park. Now aged 24. Family poor. Rebellious at school, so found it hard to obtain good grades even though I am reasonably "with it". Met guy in Year 11, family moved in Year 12 and I didn't want to go. Stayed behind after major row with family, but guy ditched me only a few months later. Nowhere to live, no money. Found myself on the streets of St.~Kilda, after talking with someone at the railway station (Noble Park). Started out low in business, but currently in favor with "Madam" since I saved the butt of one of the girls from some weirdo. As a result I can choose who has me to some extent. Lean figure, short dark hair and hazel eyes. Small tattoo of a rose just below navel. Knows a little of how to fight hand to hand: nail file can be incredible. Likes to go shopping in fishnets and not much else in the "better parts" of Toorak sometimes, just to see snobs reactions. {\bf Favorite Bar}: a dark, slightly smoky hotel: "Shades". Mixed lot there- bits of every social group. Occupy the "back room" there sometimes for "chatting with friends" of course. \subsection{Robert Douglas Kirchoff} \begin{quote} Live fast, die wide. {\em -D. Groves, unemployed, poor.} \end{quote} \begin{verbatim} Age: 38 Weight: thin Height: short Tastes: Great/More filling. Born: Newcastle, brought up Melbourne Academic: year 10, Caulfield High School \end{verbatim} {\bf Known as}: Rob, Robbo, "The Kid" {\bf Remarks}: Part of a skirmish team "Flying Leathernecks". Cowardly, unreliable, smokes, drinks occasionally, wears glasses. Unemployed Telecom Engineer on the Dole. Separated from wife, one child, son, "Little Robbie" Used to be a Pacifist, but recently converted to pro-weapons. \subsection{John Wayne} \begin{quote} "He's in a gun fight now, I'm going to have to take a message" {\em-- Ms July, Under Siege} \end{quote} \begin{verbatim} Age: 32 Weight: 105kg Height: 175cm Favorite Film: The Green Berets. Favorite Actor: John Wayne Favorite Magazine: Soldier of Fortune Favorite Book: War and Peace- the 1st half. \end{verbatim} {\bf Known as}: John, "The Duke"\footnote{ Thanks to Simon for "The Duke", I appreciate that as a response to the rule "No munchkins". :-)} {\bf Appearance}: Like Homer Simpson, but always sees Arnie in the mirror. Has scar across his right cheek from when he fell off the swing at age 4. He thinks it makes him look macho. Has U.S. Marines tattoo on his right shoulder. {\bf History}: Was born in Glen Waverley to Mr and Mrs Campbell. They called him Donald, but he had it changed. When he left school in year 10, he tried to join the army, but he was allergic to army food. He tried to join the police but he couldn't do the obstacle course. He works for Pitbull Security on night shift. He likes that because he can carry his illegal Desert Eagle .44 Mag instead of the wussy .38 the company require. He patrols a factory at Broadmedows. He walks around with his hand on his gun, jingling his massive bunch of keys and shining torch around, looking for commies. He has never fired a shot in anger, but is hanging out for the day when a graffiti artist gets too cocky. After his shift he goes home to read his magazine or admire his weapon collection. He is especially proud of his illegal AK47 which he unfortunately has no ammo for. Things he is a real stud because Delilah AKA "Mummy"\footnote{Maybe its just me, but I am sure Frued said stuff about this.} tells him every 2nd Thursday, payday, when he goes to Tarts'R'us brothel in St. Kilda. {\bf Remarks}: Part of a skirmish team "Flying Leathernecks". \subsection{Alister} \begin{quote} "He looks like an accountant sweety, doesn't he?" "A bitter paper pusher, always dealing with salaries larger than his own and resenting every second of it" {\em -- Edina Rose and Patsi Stone, Absolutely Fabulous} \end{quote} \begin{verbatim} Occupation: accountant \end{verbatim} {\bf Remarks}: Interested in occult matters. Finace named Patrica who is the quiet type.