FANTASY HERO (At least as I ran it...)
The heroes (a mercenary swordsman, his companion the street urchin on the run from the thieves' guild of the campaign's central Lankhmaresque city, and a vaguely American Indianish shapechanger who takes on the form of a vicious wolf during combat) have been searching for the urchin's lost father (who they've recently discovered is actually an ambassador from a nation across the sea) for some time now, and have finally worked out that he was captured by would-be revolutionaries who intend to use him as a hostage to trade for their own imprisoned leader.
In this instance, the lost father takes the place of the ruby, as the characters have got the same perfectly serviceable gear they started the campaign with a year ago and have no particular interest in chasing treasure.
After spending about 45 minutes RPing their various contacts among the underworld for information, they work out that the revolutionaries' headquarters is a manor house outside the city on a rocky cliff overlooking the sea. The grounds are too well-guarded to fight their way in -- the swordsman and the shapeshifter can probably take on two or three of the guards at once without too much difficulty, as the guards only hit on a 9-, but all it takes is one lucky hit to location 13 to take out a hero quickly. The heroes eventually decide to climb the cliff and sneak in the back, assuming the shapeshifter can make his EGO roll to overcome Psychological Limitation: Fear of Heights (Uncommon, Strong).
The shapeshifter, unfortunately, rolls an 18 and freezes up. The group is temporarily stymied, but the swordsman eventually carries him up the cliff blindfolded. The shapeshifter player has a good time having his character go spastic about it, entertaining everyone at the table, and gets a bonus +1 XP. At the top of the cliff they encounter a patrol of two thugs, which takes them two turns (24 seconds game time, 40 minutes real time) to defeat. That ends the evening's game session.
The next session begins at the top of the cliff; they all roll well on Stealth (everyone in the group having bought it up to 14- long ago) and manage to break in to the manor house without too much difficulty. In the great hall of the manor they come upon the revolutionaries' leader, his sorcerer lackey, three thugs, and the urchin's long-lost father! The big fight begins!
The heroes all have DEX of 15 or better and so go before the thugs -- but not the revolutionary leader, who has DEX 18. It turns out the swordsman and the revolutionary leader both have DEX 18, SPD 3, and so will be rolling off on every phase to see who goes first. The first turn, the swordsman wins and goes first. He half-moves towards the leader, putting all his combat levels on DCV, and yells "Surrender or die!" for a presence attack. Unfortunately, his PRE is only 13, giving him 2 1/2d6 ... not exactly world-shaking. He reserves the rest of his phase.
The revolutionary leader, with a PRE of 18, is totally unimpressed and laughs in the swordsman's face. He then gives a lengthy speech about how he will become the new king and that all who oppose him must die. Finally, he takes his actual turn, which is to draw his own sword and attack the swordsman using one of his Fencing Martial Art maneuvers. The swordsman uses his reserved half-phase to get in an attack first, but rolls a 17 and misses. The revolutionary leader needs a 13- to hit but rolls a 14 and also misses.
The shapeshifter changes into wolf form (half-phase) and runs over to the thugs (half-phase). The urchin attempts to Stealth over to her father in the confusion. None of the the thugs beat her Stealth skill with their PER rolls, so they don't notice. The sorcerer does, but has Psychological Limitation: Chauvinist and dismisses her as "only a woman". Instead, the sorcerer is more interested in the shapeshifter, and casts a mind blasting spell on him (4d6 EGO Attack). The shapeshifter takes 13 points of Stun-only damage, which is not enough to knock him out, but does equal his CON so he's stunned for the next round.
End of round one. Since the shapeshifter is the only one who's taken any damage, he's the only one who gets the post-segment-12 recovery.
Segment 3: The shapeshifter recovers from being stunned.
Segment 4: Swordsman and revolutionary leader trade blows. Urchin unties father. Sorcerer mind blasts again, but doesn't roll high enough.
Segment 6: The shapeshifter runs across to the sorcerer and bites him hard (d6+1 HKA), knocking out 1/3 of the sorcerer's BODY. One thug attacks shapeshifter, one thug attacks swordsman. Both miss.
Segment 8: Swordsman lands a solid blow on revolutionary leader (9 points of BODY), but it's partially absorbed by the revolutionary leader's DEF 4 armor. Still, 5 points of damage to a 13 BODY character is enough to hurt. Revolutionary leader, however, gives back as good as he gets, hitting the swordsman in location 3 (eyes), which is unarmored, and doing 4 points of BODY (doubled to 8). Swordsman has 15 total, so is now just under half. Urchin escorts father to the door, then comes back into room. Sorcerer mind blasts the shapechanger again, doing more STUN but not enough to actually affect him.
Segment 9: Shapeshifter attacks sorcerer, but misses.
Segment 12: Swordsman and revolutionary leader trade blows but both miss. Shapeshifter bites sorcerer again, leaving the sorcerer with only 2 points of BODY, and also stunning him. (How did the shapeshifter hit location 13, "vitals," with a bite? The world may never know.) Urchin attacks a thug, but misses. Sorcerer recovers from being stunned. One thug attacks the shapeshifter and hits, but only does 3 BODY and 9 STUN. The other thug misses the swordsman.
PS-12 recoveries for all wounded parties! Good thing for the shapeshifter, as he was running out of STUN.
Segment 3: Shapeshifter bites the sorcerer again, killing him.
Segment 4: Revolutionary leader attacks again and misses, but just barely. Swordsman, getting worried, does a Block maneuver to add to his DCV and insure that he will go first next phase. Urchin stabs thug, hurting him badly. Thug stabs urchin, hurting her badly. Other thug swings at the swordsman but cannot possibly hit his current DCV of 11.
Segment 6: Shapeshifter bites the thug attacking the urchin, and kills him.
Segment 8: Swordsman hits the revolutionary leader in location 5 (head) and rolls 6 points of damage, which is then doubled to 12 -- killing him. Urchin attacks remaining thug but misses. Remaining thug attacks swordsman and hits him for 5 points of damage, leaving the swordsman with only 2 points of BODY and a worried expression.
Segment 9: Shapeshifter attacks remaining thug but misses.
Segment 12: Swordsman attacks remaining thug and takes him down to 1 BODY. Shapeshifter then bites him on location 8 (arm), but that does the job and kills him. The GM describes in gory detail how the shapeshifter tears off the thug's arm, causing the thug to die from shock and loss of blood.
Four hours have passed. That ends the second game session. There is no such thing as a goblin, dwarf, or halfling, and elves are exclusively NPCs.
Next session -- the tearful reunion between the urchin and her father, and the details of his secret mission which made him abandon her in the first place...
-The Gneech
