Even Changelings Get the Blues

Part 2
Sweet Home, Chicago

Scenario © by Jon Rowe


With the Band back together, we can cut straight to their Blues Review at the Palace Hotel Ballroom. All the villains will be converging here too, to chase Jake and Elwood back to Chicago where the money must be delivered to the Assessor's Office the very next day.

"NOW LADIES & GENTLEMEN . . .

... it is the distinct pleasure of the management to present to you this evening's star attraction, back after their exclusive three year tour of Europe, Scandinavia and the Sub-Continent, the Showband of Jake and Elwood Blues - the Blues Brothers!"

The venue is the old Palace Hotel Ballroom, near Lake Wasapumani in the Middle Of Nowhere. The run-down hotel needs to be improved (get to work, Boggans) and Glamorised (cue Knockers). Let the players describe the chimerical appearance of their set - this is how many Dreamers in the audience will perceive it once "Minnie the Moocher" kicks in. The PCs can also set about publicising the show - take in suggestions from them about where and how to do this and reward creative Cantrips with points of Glamour.

"We would especially like to welcome the representatives of Illinois' law enforcement community!"

The cops are here in force, forming a cordon of Banality around the concert hall. Here too are the Good Ole Boys, waiting to knock some heads together after the show.

Enjoy the show. Play some loud music of the players' choice. Drink some beer. Relax. Let each PC have a centrepiece and take a bow, while you read them out ("And on bass guitar, ladies and gentlemen, . . ."), then enjoy some Rapture. The PC must perform something outstanding (involving Enchanting members of the audience by throwing out Glamour-soaked drumsticks, creative use of Cantrips or Birthrights) and roll Ability+Performance, difficulty 6, to gain one Glamour point per success. The Band should be able to keep the show going in this way while Jake and Elwood meet the guy from Clarion Records backstage, collect the $10,000 advance on their first recording session and get told about the electrical service shaft that can get them out of here and onto the road.

THE CHASE

"Use of unnecessary violence in the apprehension of the Blues Brothers has been approved."

The climax is for Jake and Elwood, so give the rest of the players the Dumb Cops, the Good Ole Boys, the Illinois Nazis, the Banal Chimera and Even More Dumb Cops to do the chasing. Run the chase scene by scene, with a new player joining the chase each scene. The rules for car chases are given at the end. The object is to trash as many cars as possible in as many weird ways as possible: Glamour and experience points all round for contributing to the mayhem. Here are some features:

  • The cops give chase in patrol cars. Each cop-player can control a dozen cars, but if the lead car gets stopped, the rest will probably slam right into the back of it (see rules on "Brakes", below).
  • Equip the Good Ole Boys with rifles and encourage them to drive dangerously.
  • Other cop-players can set up road blocks (see "Ramming", below) or swoop down in helicopters.
  • The Illinois Nazis will have half a dozen cars and be armed with pistols. Play "Ride of the Valkyries" loudly on a stereo set.
  • Give the last few players a treat: let them have a military division each, with tanks and helicopter gunships and snipers and military policemen.

Throw in the usual assortment of train-crossings, elevated railroads, unfinished bridges, hapless pedestrians, inconvenient department stores with big glass windows, etc etc.

The Bluesmobile has to get to the Richard J Dayley Centre in downtown Chicago. The Cook County Assessor's office is on the eleventh storey (take the elevator, but roll Glamour to soak the 5 dice of Banality inflicted by the piped-in muzak). If you want to be cruel, the Assessor, Mr Spielberg, is out on his coffee break: "Back in 5 minutes!".

The end? Well, everyone gets to go to prison for a long time, but add up the number of destroyed cars, crashed 'copters, demolished shops and shot-up buildings, convert it into Glamour and split between all the Kithain involved.

BLUES BUNKS

"It's 106 miles to Chicago. We've got a full tank of gas, half a pack of cigarettes, it's dark and we're wearing sunglasses."
"Hit it!"

For a scenario like this you need special Bunks. Here they are:

BunkLevelArts
Wear dark shades * Sovereign, Primal
Tattoo your name on your fingers *Sovereign, Legerdemain
Play the harmonica **Chicanery
Order a Don Perignon '71 ** Sovereign, Soothsay
Crack a bullwhip **Legerdemain
Backwards handflips ***Legerdemain, Wayfare
Order 4 fried chickens ***Primal, Sovereign
Sing a chorus of "Rawhide" ***Chicanery
Chat up Twiggy ****Chicanery, Legerdemain, Soothsay
Drive a car through a window ****Wayfare
Take off your shades and look someone in the face ***** Sovereign, Chicanery

HIGHWAY MAYHEM

"Our Lady of Blessed Acceleration, don't fail me now!"

Handle the motor chases and multiple-car pileups through storytelling, but reward creativity and excessive destructiveness. Unseelie PCs should be able to Ravage a lot of Glamour from grand acts of vehicular carnage (see "Ravaging Thresholds" in The Shadow Court). If you need to roll dice, try this:

Basic Rolls: When rolls are necessary, both drivers roll Wits+Driving; whoever scores most successes wins that turn. The car's Manoeuvre rating is the maximum dice pool the driver can use (3 for big trucks, 5 for cars, 7 for sports cars).

Car Damage: Cars take a number of "Health Levels" of damage before falling apart; assume the occupants are safe until the car is totalled (yes, it's unrealistic but maybe they're belted in!). A typical car takes 3 Levels of damage. Use the driver's Drive Skill as a soak pool.

Collisions: Cars inflict one Level of damage for every 10mph of speed. For rams or barricade-smashing, assume the attacker's car takes one automatic Level of damage.

Cantrips: Have fun. Prop-4 will affect cars, Scene-3 affects stretches of road and Fae-5 affects the Bluesmobile. Useful cantrips involve Fuddle, Gimmix, Ensnare, Boil and Bubble and lots of Primal and Wayfare Arts.

Special Manoeuvres

AttemptDifficultyNotes
Evasion7Get away from pursuer
Catch up7Close on evaders
Sharp Turn9Screeeeeech!!!!
Overtake7Wave as you pass!
Ram 5Damages the other car or smashes barricade
Dodge8Avoid damage - opposed roll
Brake6Needs 1 success for every 20mph of speed
Launch9Shoot up ramp and sail through the air

Part 1: Gettin' the Band Together


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