Checkpoint Midnight: Magic Missile Gap


Checkpoint Midnight: Magic Missile Gap
A game of supernatural operatives in Cold War Vienna. The Allied Powers carved up Austria after the Second World War. Now the storied city of Vienna is officially divided into zones administered by the Soviets, the Americans, the French, and the British. But the true lines of the city run deeper, written in magic and blood—and with destructive magic artifacts in the wind, a few resourceful rogues like you and your friends can make all the difference to the city and its factions. Play as an elemental assassin, an alchemist mastermind, a lycanthrope investigator, a golem bruiser, or another weaponized fable in this playtest of a game of fantasy espionage, Powered by the Apocalypse.

We’ll be playing three sessions of my in-development game Checkpoint Midnight, on Monday evenings in December.

Sessions will run three and a half hours. They will be recorded and posted on YouTube (if all players agree). Being able to attend each session is ideal, but not required. You must RSVP to each session you wish to attend.

Aiming for a story of intrigue and espionage with a supernatural flair, rated PG-13. The X-Card, Open Door Policy, and Lines and Veils will be in use. This event abides by the Gauntlet Inclusivity Policy.

2019-12-03T00:00:00Z2019-12-03T03:30:00Z Session One
2019-12-10T00:00:00Z2019-12-10T03:30:00Z Session Two
2019-12-17T00:00:00Z2019-12-17T03:30:00Z Session Three

Checkpoint Midnight: Magic Missile Gap (1/3)
with @JimLikesGames, @Joecrak, and Jammi
We meet our cast of supernatural operatives in Cold War Vienna as they attempt a daring heist at the Belvedere. Inna Morozovya, the Rusalka on the CIA’s leash, floods a bathroom and spies on a shady Russian holding a magic bullet. Maria, the naïve Automaton, has a heart-to-heart with a henchman to find his hidden depths. And Marguerite Tone, the slinky Matagot, trades catty barbs with a rival and crawls through a ventilation shaft to steal the prize.

3 Likes

Checkpoint Midnight: Magic Missile Gap (2/3)
with @JimLikesGames, Jammi, and @LeandroP
After their heist of a magic bullet, the operatives regroup at the Cafe Maria Theresa, neutral ground for supernatural beings in Vienna. Deirdre Piper, a haunted young woman, hears ghostly screams from the bullet hidden on Inna’s person. Maria gets an offer to get involved in revolutionary robot politics. And Inna battles werewolf ruffians (including Nazi werewolf ruffians) in the alleys of Vienna.

1 Like