The Starstones Campaign.
Thanks to Mark Wayne Adams for the original idea that inspired this.
A Starstone may be the objective of the mission or
the PCs may merely find one whilst on other jobs.
If a Starstone is not the mission objective, ‘That
may come in Handy’ is always a Starstone – it can be secured and moved off the
table.
Senior
Ottoman Government Official (Sultan’s Intelligence Branch). A skilled
swordsman, previously head of the Dervish Assassin training program.
Ottoman Government Scientist
Prussian Military Intelligence (Science
Division), officially an “observer” on loan to the Ottomans. Von Leiche’s
department has a special interest in “esoteric” experiments, such as Vampirism,
Lycanthropy etc. The Oberst is thought to be assisting the Ottomans with
scientific experiments.
An Element of Gothic Horror
I am thinking that the classic elements of Gothic Horror, vampires, werewolves, mummies etc would be better suited to the Victorian background rather than our usual fantasy one. I am playing around with adapting some ideas I’ve found on the internet to add in a horror element that is a bit less hack-and-bash.
The Horror of It All
A
new element added for this campaign is Sanity score and Horror checks. Each
character has a starting Sanity score of 5. Events or creatures may cause
Sanity damage or force you to make a Horror check.
Making
a Horror check = roll against DL10 then add the number of Sanity points you
currently have. If you fail, you lose 1 Sanity point.
If
a character takes more Sanity damage than they have Sanity points, they become
unconscious. Another PC can “encourage” the downed character by moving into
contact and spending an action rousing them. Immediately stand the downed
character up and roll a d6, then divide by 2 (rounding up). This is the number
of Sanity points added to the revived character, though no more than their
original max.
Now
the recovered character rolls 1d20 on the Madness Chart + any modifiers.
The
Strong Will trait allows a bonus against Horror/Madness rolls.
At
the start of each chapter all surviving PCs regain up to 3 Sanity points (they
may not exceed their current Sanity score). Healing and medicines/potions DO
NOT heal a character’s Sanity points.
Characters
may improve their base Sanity score for 3XP per point.
Madness Chart – Roll 1d20 + current sanity points +
any Strong Will bonus.
1-2 - Lost to the Darkness: You have
descended into the depths of madness. With a final whimper, you fall to the
ground and slip into a catatonic state that you never recover from. This character is for all intents and
purposes͙ dead.
3 - Delusions: Your fractured state of mind is in shambles
and you are ready to slip over the edge at any moment. Any further rolls on this chart are done at
-5 to the roll.
4 - It Itches: Your skin burns and itches as you scratch and
claw it feverishly. Why isn’t anyone else scratching??? At the start of each turn, this character
tests against DL6 or takes 1 point of damage. A successful Healling or
medicine/potion will cure this result.
5 - It’s Coming For You!: How does it
know? Why is it calling my name? What does it want? This character takes an additional +1 Sanity
damage.
6 - Paranoia: They really are out to get me. All of them!
Especially that one over there. He’s always been jealous of me. Beady little eyes. Breath that stinks…I bet
he’s possessed. At the start of every
turn, make a Will check against DL10. If failed, this character acts like a
DL10 foe during this turn. His paranoia is taking over!
7-8 - Berserker Rage: You have
come unhinged! You lash out at the Darkness!
At the start of every turn, make a Will check against DL10. If failed,
this character activates immediately and moves/attacks the nearest model,
friend (DL12) or foe.
9-10 - My Precious!: You are
obsessed with shiny objects and the idea of treasure. This character is drawn to treasure and he
hordes it. Each turn this character is in possession of a clue token, make a
Will check against DL12. If failed, this character immediately moves to exit
the table with his clue.
11 - Open to the Other Side: You can
feel the spirit realm tickling your mind and tempting you to evil actions. Such
ecstasy! -2 to your Will.
12 - The Chills: You begin to shake uncontrollably and feel a
deep chill in your bones! -2 to your
Shoot.
13 - Hallucinations: You are
seeing things. You can’t discern real from fake, but the images are terrifying!
At the start of every turn, make a Will check against DL10. If failed, this
character is frozen in place with fear and cannot defend himself. All melee
attacks against this character automatically hit.
14-17 - Get a Grip!: You shake
it off. You’re fine. Nothing is wrong.
18-19 - Survival is Possible: Despite the
Darkness you have faced, you begin to see hope. Remove one Madness result. If
you have none, restore +2 Sanity points.
20 - Mind of Steel: Having seen
the horrors of the dark, your mind becomes emboldened and stronger than ever!
Gain +1 Strong Will.
The first game of the campaign will (hopefully) be played at the end of the week, so hopefully I will get a write-up on the blog soon!
Brilliant Graham. Look forwards to seeing the results.
ReplyDeleteThanks Will, first game report will be up soon.
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