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