Monday, January 18, 2010

The Colossus of Destiny


The Colossus of Destiny is the fourth in Dark Horse Comics' series of Clone Wars quarterly digests. This one is very Mace Windu focussed and tells of the Jedi's return to a planet (named Simcodia) he helped liberate in his younger days. This time out, the planet is trapped between the Republic and the Separatists because it's one of the few places to obtain a rare mineral (not super original, there). One of the planet's political leaders, a young Prince, decides to awaken an ancient, legendary weapon called the Ardana Shadex. Basically, a giant Sentinel-style robot. There's lots of jumping around and fighting, though the comic tries to make us feel for the supposed moral dilemmas that Mace is put through as a warrior during the Clone Wars.
Verdict: average example of the line.

Friday, January 15, 2010

Saga Edition House Rules [Clone Wars Campaign]

Here are the current house rules for the Clone Wars campaign I direct. They're quite long, which I partially attribute to the fact that the campaign has gone on for a long time so I've noticed a lot of stuff, and partially because I'm in law and I like tinkering with rules.

AIMING & COVER Instead of completely negating the benefit of Cover or Improved Cover, aiming cuts the defensive bonus in half (from +5 to +2 for Cover and from +10 to +5 for Improved Cover). Rationale: Characters have little incentive to seek cover and take advantage of terrain if aiming negates any benefit, which results in characters standing in the open and trading shots with each other.

ALTERNATE CHARACTER Every player should have a back-up character ready to play each session. For story reasons, you may choose at any time to play this secondary character and transfer any experience earned to your primary character. Rationale: If your main character gets killed, captured, or frozen in carbonite early in a session, you can still keep playing instead of spending the whole time rolling up a new character.

ASCENSION GUNS In order to get the grapple to “stick”, a character using an ascension gun has to make a Climb check equal to the DC of the surface. This represents the character’s skill and training with climbing devices. If the check fails, one retry is permitted by that character. If the check fails by ten or more, the grapple is damaged and must be repaired (DC 20 Mechanics check w/ tool kit). Rationale: Ascension guns can make an entire skill (Climb) completely useless and can take away some of the drama of scaling heights. They’re still useful, however, as there’s no risk of falling and characters can ascend with them faster than with normal climbing.

ASTROGATION Travel time is calculated according to the books, but with a modifier based on how “far” a trip it is (see galaxy map).

ATHLETICS If a PC is trained in one of the following skills, he or she is automatically trained in a second one as a bonus (as long as the second one is a class skill): Climb, Jump, Ride, Swim. Rationale: Saga combined a lot of skills that used to be separate, and these skills on their own aren't used very often.

BLASTER POWER PACKS We won't keep track of these. Rationale: Saves bookkeeping.

CINEMATIC BONUS I'll give a +2 bonus to an attack or defence roll for a creative, exciting, or cinematic description of what your character (or my NPC) is doing. Rationale: Star Wars combat should be dramatic and fast-moving, not just two sides standing still and trading blaster fire.

CRITICAL FUMBLES On a natural attack roll of 1, a critical fumble will occur as described on the d100 critical fumble table. If a starship rolls a natural 1, we’ll roll on the Vehicle Mishaps table from Scum & Villainy.

DAMAGE REDUCTION 10 (Force Talent) This power lasts for 1d6 rounds. Rationale: Allowing it to last for a full minute means high-level characters will be able to keep it on for the duration of most battles.

DIAGONAL MOVEMENT I won't apply the double cost for moving diagonally described in the book.

DEFENCE ROLLS When attacked, every character will roll a d20 and add modifiers to their defence bonus (this replaces the fixed +10 bonus). Rationale: Makes combat a little more random and gives a better sense of controlling a character’s destiny; also allows Force points to be used defensively.

DODGE FEAT The Dodge feat provides a +1 reflex defence bonus versus multiple opponents instead of just a single opponent in a round. Rationale: Saves time and bookkeeping during combat.

EARNINGS & COSTS Jedi & Soldiers earn 300 credits a month from the Republic (the earnings of characters employed by other organizations will be decided as necessary). Every character has to pay monthly “upkeep” according to their standard of living (Luxury: 10,000 Credits; Wealthy: 5,000 Credits; Comfortable: 2,000 Credits; Average: 1,000 Credits; Struggling: 500 Credits; Impoverished: 200 Credits; Self-Sufficient: 100 Credits). A character’s upkeep level may provide a small bonus when dealing with persons of the same class and a small negative when dealing with members of other classes (Luxury +/- 2, Wealthy +/-1, Impoverished: +/-1, Self-Sufficient: +/-2). Character who can’t even afford “self-sufficient” upkeep need to actively role-play stealing food, hunting, or some other explanation of how they survive.

EDUCATED (Noble talent) This talent provides a +3 bonus to all Knowledge checks. Rationale: Since we have another house rule allowing all Knowledge checks to be made untrainted, this talent requires a new role.

EQUILIBRIUM (Force talent) Removing a persistent condition requires a Use the Force check that exceeds the DC of the condition. The Fortified Body talent provides a +5 bonus on this check. Rationale: Otherwise, characters with this talent are effectively immune to all poisons, diseases, radiation, etc.

EQUIPMENT Keep a careful list of your equipment. If it's not written down, you don't have it.

EVASION & IMPROVED EVASION Characters with the Evasion feat take half damage if hit by an area attack and ¼ damage if the area attack misses. A new Scout talent for the “Survivor Talent Tree”, Improved Evasion (Evasion required as a prerequisite) reduces the damage to 1/8 if an area attack misses. Rationale: Evasion can lead to some ridiculous results, makes it difficult to harm characters with high Reflex defences, and is very easy to get by “dipping” into the Scout class for just one level. Remember that, as per the Core rules, characters with Cover or Improved Cover take no damage from area attacks that miss.

EXPERIENCE POINTS Experience points will be awarded based on role-playing: giving your character a unique personality, paying attention to their motivations and background, and (most importantly) staying in character except for rules questions or other necessary exceptions. Experience point awards will be based on the total needed for a character of your level to reach the next level: Each session I'll award each player 15% for average role-playing, 20% for good role-playing, and 25% for great role-playing. Being on-time is worth a 5% bonus and occasional combat bonuses will be awarded to the group for notable/significant/surprising victories (equal to a 5 to 10% bonus). Ways to get bonus experience points and flesh our your character include writing up a background, detailing an ally or enemy I can use as an NPC, finding a picture of your character, etc.

FORCE FORTIFICATION (Jedi Talent) This talent can only be used once per day. Rationale The ability to negate critical hits is incredibly powerful.

GRAPPLING CHARACTERS A character who is Pinning or Crushing another character loses his Dexterity bonus to Reflex defense and is considered flat-footed to attacks from enemies who are not grappled. The grappling character also loses the ability to threaten adjacent squares. Rationale: A character who is locked in a wrestling match with another character is going to be unable to defend himself as effectively from the attacks of third-parties because he has his attention focused on the enemy he is grappling with.

HIT POINTS We'll going to be using the negative hit point rules roughly similar to D&D 3rd edition. That is, if you are knocked to exactly 0 hit points, you are knocked prone, fall to -10 on the Condition Track, may take move actions (at 1/2 speed), and may take a standard action but you immediately lose a hit point and fall unconscious. If you are knocked to -1 to -9 hit points, you are unconscious and bleeding. Each round, you lose 1 hit point unless you are bandaged (DC 15 Treat Injury) or make a DC 20 Fortitude roll and became stable. If you are knocked to -10 hit points, you die (the Revivify rules from Treat Injury still apply). The Condition Track rules continue to work normally. Rationale: I want to return a real risk of dying to the game, instead of the current situation wherein if you have a Force Point left it is impossible to die unless someone does a coup de grace.

IMPROVISED TRIP & THROW Anyone can make a trip attack or a throw attack, but at -5 on the initial grab and opposed grapple checks to succeed. (the normal rule is that only characters with the Trip and Throw feats can do these things—under this rule, characters with those feats wouldn’t take the -5 penalty). Rationale: The ability to trip or throw someone isn’t so specialized that characters should be flatly barred from even trying.

MARTIAL ARTS FEATS The Reflex bonus provided by Martial Arts I, Martial Arts II, and Martial Arts III apply only when the character is fighting unarmed. Rationale: The text of the feats are ambiguous on this point, but they constantly reference unarmed combat and common sense seems to indicate they’re intended to help those characters who choose to forego the benefits of using weapons. Allowing the Reflex bonus to apply all the time makes these feats far more powerful than most others and leads to over-inflation of Reflex defenses.

MIND TRICK The target receives a modifier to their Will Defense based on their attitude towards you (as per the Persuasion skill). Rationale: Mind Trick can be immensely power if misused.

MOVE OBJECT We'll use the optional rule on p. 24 of the Jedi Academy Training Manual--the damage done by a hurled object depends on the size of the object hurled, not the result of the Use the Force check. Rationale: Prevents tiny objects from doing massive amounts of damage.

NATURAL 1 AND NATURAL 20 RULES FOR SKILL CHECKS A natural 1 is an automatic failure on a skill check and means something bad happens, while a natural 20 is an automatic success and, if applicable, will work even better than normal (though is still has to be within the realm of reality—even a natural 20 on a Jump check won’t allow you to leap on top of the Empire State Building). Rationale: Adds a little bit of drama to skill rolls even for characters who have incredibly high (or incredibly low) bonuses.

PULLING A BLOW/WINGING A TARGET If you wish to hurt an opponent without risking killing them, you may attack at a -5 penalty and do 1/2 damage. If that damage still exceeds the target's damage threshold, the target is maimed instead of killed.

STARSHIP SYSTEMS (CALLED SHOTS) During space combat, gunners can target the particular systems of enemy ships: communications, hyperdrive, ion engines, weapons (specify), sensors, or shields. The attack roll is made at a -5. If the cumulative damage done to a single system exceeds the ship's damage threshold, that system is temporarily disabled and it takes 1 minute and a DC 20 Mechanics check to repair (5 rounds with a DC 30 Mechanics check). If the cumulative damage done to a single system is more than twice the ship's damage threshold, the system is disabled and repairs take 1 hour and a DC 25 Mechanics check (10 minutes with a DC 35 Mechanics check).

TEMPTATION (Sith Lord Feature) The target adds a DSP or goes down the track if it makes an attack against you—not just if it uses a Force Point. Rationale: Otherwise, this is far less scary and very easy to avoid.

TUMBLING Using the Tumbling skill to avoid an attack of opportunity or tumble through a square occupied by an opponent is opposed by the target's Initiative skill roll; failure means the opponent gets to take an attack of opportunity or manages to block the tumbler from passing through the occupied square. Rationale: It's simply too easy to make the DC 15 check as currently required in the rules, and the addition of the Acrobatic Strike feat exacerbates the problem.

VEHICULAR COMBAT This Feat works normally the first time used during an encounter, but subsequent uses receive a -5 (cumulative) penalty to the Pilot check to avoid damage. Rationale: The possibility of negating one hit per round makes the feat too powerful, as a character’s Pilot checks will usually be drastically higher than the attack rolls of most stock ships, thereby prolonging combat. The Juke talent of the Ace Pilot prestige class allows you to use it twice per encounter before receiving penalties (see errata).

VITAL TRANSFER The DC for Vital Transfer raises by 5 (cumulative) for second and subsequent uses in the same day. Rationale: Keeps this power in line with other methods of healing and negates the “two Jedi healing each other” problem.

WEAPON RANGES Ranges for all ranged weapons will be cut in half. Rationale: The ranges in the Core book are simply too great to accurately represent on a tactical map and make closing the distance into melee much harder. In addition, they are much, much greater than the ranges given for the same weapons in the previous edition of the Star Wars RPG.

NEW USES FOR KNOWLEDGE SKILLS You no longer have to be Trained in order to make a DC 15 or higher Knowledge check.

Knowledge: Bureaucracy
(1) Identify local laws and regulations, including those pertaining to weaponry—DC 20-25 depending on obscurity

Knowledge: Galactic Lore
(1) Identify a species and what planet they hail from: DC 10-20 depending on obscurity--+5 DC to identify their strengths and weaknesses
(2) Know the location of a useful person, planet, city, or building where a particular service can be obtained: DC 20-30 depending on obscurity
(3) Know the history, prejudices, and customs of a people DC 15-25 depending on obscurity

Knowledge: Life Sciences
(1) Make poisons. Takes 1 day per dose and requires available materials (herbal or chemical). DC depends on strength. Examples (Core Rules p. 255): Knockout Drops: DC 20; Paralytic Poison: DC 25
(2) Make Healing Salve (functions as medpac). Takes 1 day per dose and requires available materials—medical or wilderness. DC 20

Knowledge: Physical Sciences
(1) Estimate the hit points and damage resistance of wall, a door, binder cuffs, etc. DC 20-25 depending on obscurity
(2) Create acids and gases. Takes 1 day per dose and requires available chemicals. DC depends on strength. Examples (Core Rules pp.252-255): Mild Acid: DC 15; Toxic Gas: DC 20; Dioxin Gas: DC 25)
(3) Run DNA, fingerprint, or other tests. DC 25.
(4) Identify the likely destination of a ship that has recently jumped into hyperspace through its tachyon emissions: DC 25 + 5 per 12 hours delay

Knowledge: Social Sciences
(1) Predict the reaction of an organization or other large group of people to a given stimuli: DC 20-25 depending on rarity
(2) Identify a character’s psychological motivation and personality traits: DC is opposed by Will Defense and bonus or penalty given based on degree of interaction (roll is done secretly, as mistaken impressions are likely).

Knowledge: Tactics
(1) Estimate an opponents hit point total or reflex defense: DC 25 or opposed disguise check (roll is done secretly as mistaken impressions are likely).

Knowledge: Technology
(1) Identify a droid, starship, or other piece of technology: DC 15-25 depending on rarity--+5 DC to identify its average speed, durability, firepower, etc.

RANDOM STUFF Remember there’s a bunch of new ways to use old skills—I sent out a list a while back. Remember when multi-classing you can only pick one starting feat and you get the best of the bonuses to defence, you don’t combine them. A character can only spend one force point per round. Force Focus only works 1/encounter as per errata. I’ll be interpreting the word “encounter” for the Force Point Recovery technique broadly so it doesn’t become too powerful. When setting explosives, every time you double the number you add +2 dice of damage (Core p. 130). A breath mask provides 1 hour of breathable atmosphere before the oxygen canister needs to be replaced. Grab attacks are at -5 (Core p. 152). If you ready an action, and the triggering circumstance doesn’t happen until the next round, you still only get that one action in the round (not the readied action and a normal action) (Core p. 162).

Return to Clone Wars Campaign Main Page

Thursday, January 14, 2010

My Clone Wars Campaign

This page provides information about the long-running (3 years plus) Clone Wars role-playing campaign that I directed. Below, you'll find links to session recaps (which get more detailed as the campaign progresses) and profiles of major PCs and NPCs.

House Rules

Critical Fumble Table


PCs

8P-MD-4, Medical Droid

Arresta D'Avilos Cassadine, Love-Torn Princess

A'tel Por'Ten, Jedi Poet

Array, Null ARC

Doxen, Undetectable Sniper

Emily Prentiss, Corporate Troubleshooter

Jasper Falen, Romantic Pilot

Kassa, Gungan Jedi

Korriban Adi, Adventurer-Archaeologist

Krevlax Mex, Anx Streetfighter

Lee, Jedi Soldier

Lucif Sen Diablo, Martial Arts Master

Marpa Zalon/Daal Mordo, Zen Techno-Master

Naught, Droid Liberationist

Tarn Tamarand, Jedi Idealist

Ycram Notwal, Befuddled Force Adept

Zee, Dedicated Bodyguard

Zero & Natany, Scoundrels

NPCS

Corinne D'avilos, Regent of Mongui

Forgotten Sith, Nine Ancient Sith Lords

Greesh Leedo, Cybernetic Assassin

Horellius Creen, Jedi Iconoclast

Ignatius D'avilos, Skyhook Operator

Jocasta, Mysterious Corsair

Kylo-Vas, Small-Group Dynamacist

Lt. Jaarza, Mongui Security Chief

Purity First, Xenophobic Paramilitary Group

Rycar Ryjerd, Swashbuckling Pirate

Siege Commander Korg, War-Droid

Stefan Cassadine, Urbane Crimelord

The Accelerated, Advanced Mentalists

The Altered, Genetically-Altered Technologists

Twitch, Rodian Duelist

Xam, Aqualish Bodyguard

Yossa the Brick, Gungan Swoop Gang Leader

SESSION RECAPS

Episode 2.1: The Shadow Rising

Session # 1

Session # 2

Session # 3

Session # 4

Session # 5

Episode 2.2: The Ominous Silence

Session # 6

Session # 7

Session # 8

Session # 9

Session # 10

Episode 2.3: Into the Abyss

Sessions # 11-12

Session # 13

Session # 14

Episode 2.4: Capital Offenses

Session # 15

Coruscant Holonews # 1 (extra)

Session # 16

Coruscant Holonews # 2 (extra)

Session # 17

Coruscant Holonews # 3 (extra)

Session # 18

Episode 2.5: Fragments

Session # 19

Session # 20

Teacher's Pet (short story)

Session # 21

Episode 2.6: The Secret War

Session # 22

Session # 23

Session # 24

Session # 25

Episode 2.7: Journey to Dramos V

Session # 26

Session # 27

Session # 28

Episode 2.8: The City of Sand

Session # 29

Session # 30

The Slow Fuse (short story)

Session 31

The Patient Man (short story)

Still in the Holster (short story)

Session # 32

Session # 33

Last Voyage of the Sun Runner (short story)

Purity and Danger (short story)

Repercussions (short story)

Episode 2.9: Hostile Takeover

Session # 34

Birthday & Stefan's Turn (short stories)

Session # 35

Session # 36

Session # 37

Stefan's Seven (short story)

Homecoming (short story)

Episode 2.10: The Altered State





Episode 2.11: More Human Than Human






Episode 2.12: End of Days



Wednesday, January 13, 2010

Torchwood Online Game: Mission 1

A while back, I wrote about the in-character e-mails that were part of the Torchwood online game. Tonight I tackled the first mission, which requires the player (a "freelance operative") to identify the last person who saw a genetics professor named Conrad Fischer before he went missing.

SPOILERS

It's a pretty simple little game, a lot like the Lost adventure they had before season four (though without the puzzles, so far). The game starts with a video clip on the Dark Talk website. Dark Talk is a (fictional, of course) radio show that reports on strange and supernatural occurrences in Cardiff. Callers into the show include PC Andy ridiculing the idea of monsters in the sewers (presumably, Weevils), a guy named Howell who claims to be possessed by Elvis, a guy who saw a man-sized blowfish driving a convertible before Torchwood showed up, and, most importantly, Conrad Fischer, who claims he's seen "them" and that "they have a plan" he has to warn people about--but then the line goes dead. After the show, there's a commercial for the Venus Clinic, a cosmetics surgery (I looked at the site and didn't find anything strange . . . yet.).

The available documents include:

1) An affidavit filed by Fischer's son, who was supposed to meet his father for a beer. The son says his father had mentioned meeting a new woman recently. PC Andy is listed as the investigating officer.

2) An e-mail from Ianto to the Welsh Broadcasting Authority, stating that Torchwood occasionally finds Dark Talk useful and that it shouldn't be shut down.

3) An e-mail from Ianto to you, the freelance operative, saying that they've tracked down the dating agency that Fischer used: Singles SOS. The website has several profiles, including ones for Fischer and a woman named Natalie--the last person to see Fischer before he disappeared.

4) A short video clip from Tosh, suggesting that you check out Conrad Fischer's blog and remember that during your investigation, you can use Torchwood's CCTV scanner (to get footage from cameras all over Cardiff).

Fischer's blog contains posts about his background (divorced from wife Alison, son in a rock band), his nickname of "Sparkle" (because he has such a dry personality), his meeting a "life coach" named Brinsley, his skepticism of everything on the show Dark Talk (including what we know to be Weevils, faeries, the cannibals from Countrycide, and the sex alien from Day One), his joining of the Singles SOS dating service, and his last post where he talks about plans to meet his son.

Perhaps the most important thing on the blog is the links page--all of the links are to real (i.e., non-game related) websites, except for the last one, which is for New Eden, a Cardiff-based bio-tech research company which is apparently working on some sort of synthetic genetic material activated by ultra-sonic sound which (theoretically) will allow people a sort of immortality because their organs will never fail. The company is run by a Dr. John Winters, who is presumably related to the head of the Venus Clinic (Dr. Laura Winters).

So we'll see what happens in Mission 2, but my guess is that Fischer stumbled on to something not-quite-human while consulting for New Eden . . .

Tuesday, January 12, 2010

GLX-Mas Special


Holiday comic book specials are always light-hearted affairs--the super heroes having to fill in for Santa is a story I've seen far too often. Sometimes they're even annoying over-sentimental. I think the best of the lot I've read is the GLX-Mas Special, featuring that perennial third-string super team, the Great Lakes Avengers. This is a very funny, off-beat comic (obviously out of continuity) that manages to avoid being sappy. Squirrel-Girl single-handedly defeats both MODOK and Thanos, Doorman tries and fails miserably to gain his father's respect, and super-hero's corpse which is burning up from orbital re-entry is interpreted as a beautiful Christmas shooting star.

"Better not tell the guys, though. I mean, just look at 'em. And what with all we've been through we could use a happy ending. Even a creepy fake one."

Death on Naboo


Although the YA Last of the Jedi books are comparatively short, they really pack in a lot of action and events. Death on Naboo (# 4) picks up with ex-Jedi Ferus Olin imprisoned by the Empire on the remote planet Dontamo, where he meets an old buddy named Clive and together the two manage to escape. Meanwhile, on Coruscant, the female Jedi named Solace and her band of survivors (the "Erased") are attacked by Imperials and all but massacred. Solace and Trever (Ferus' young friend) manage to escape with a few others and eventually reunite with Ferus just in time to head to Naboo, where Inquisitor Malorum has been snooping around the funeral arrangements that were made for Padmé (he suspects that, perhaps, her children are still alive). A lot of characters make appearances here--some from the movies and some original ones: Boss Nass, Queen Apailana (Padmé's successor), Ryoo Thule (Padmé's grandmother), and Captain Typho. Ferus and Malorum have a climactic lightsabre battle in the same room where Obi-Wan and Darth Maul dueled, and the book ends on a surprising set-up for what comes next in the series. Like I said, they're short but they pack a lot of punch and often cover more ground than normal-size Star Wars novels.

Monday, January 11, 2010

Torchwood: They Keep Killing Suzie (S1,E8)


"Tread carefully people, with respect. This is the life of Suzie Costello."

They Keep Killing Suzie, Season One, Episode Eight

("When the word Torchwood is daubed in blood at a murder scene, the investigation leads back to a familiar face.")

What I Liked

* Detective Swanson. Both the opening scene where she stands up to Jack and the hilarious scene where she puts him on speaker phone and makes him admit he's locked in his own headquarters.

* A solid mystery hook: murder victims who have ret-con in their blood.

* Suzie Costello. A great character and a great performance by Indira Varma. Is it wrong that I think she's far more interesting than Gwen?

* GWEN: "I'm a lot more than just a replacement." SUZIE: "Have you slept with Owen yet?"

* The twist: Suzie hates her Dad and kills him.

* The final line: "That's the thing about gloves, sir. They come in pairs."

What I Didn't Like

* The "Previously on . . . ." is so heavily-focussed on Suzie that her appearance isn't much of a surprise.

* Ianto's names for Torchwood artifacts ("Risen Mitten" and "Life Knife") are just horrible.

What I'm Not Sure About

* I never made the connection before, but the resurrection gauntlet functions almost identically to Ned's powers in Pushing Daisies (and kinda like that Eliza Dushku series from a few years back--y'know, the one she reportedly opted to do instead of a Faith series).

* Suzy's getaway plan doesn't really seem to make a lot of sense. Specifically, how could she calculate that Gwen is going to help her leave the Hub just minutes before the guy locked up in the basement says the shutdown code?

* Why are there computer monitors behind the rear seats in the Torchwood SUV? Can anyone really twist around to read them?

* The famous Jack/Ianto stopwatch entendre. I have a reasonably vivid imagination, but nothing particularly sexy comes to mind ("You may pleasure me for thirty seconds. . . . and . . . . stop.")

COMMENTARY

By: James Strong (Director), Chris Chibnall (co-producer), and Brian Minchin (script editor)

Tone: Two comfortable guys (Strong & Chibnall) trying to prop up a very nervous third guy (Minchin)

Semi-Interesting Things:

* They decided to make this episode after seeing Indira Varma's performance in Episode One.

* The character of Owen was originally to be played by a "Welsh beefcake".

* This episode has the first use of the Hub's interrogation room, which was an original part of the set.

TORCHWOOD DECLASSIFIED: "Beyond the Grave"

* I think these have gotten more unfocussed compared to the early ones--this is just a bunch of talking heads discussing the episode generally.
DELETED SCENES
* Detective Swanson offers to intercept Gwen's car, but Jack turns her down
* Creepy basement guy shows his back tattoos