Wednesday, 20 January 2021

New Campaign for Sellswords VSF

The Starstones Campaign.

 Earth has suffered a succession of bizarre and impressive meteor showers, caused by previously unknown space debris. Although most of the meteors burned up in the atmosphere, numerous small rocks survived to hit the surface of the planet. Four main “fall zones” have been identified, one ran across the South Pacific, the second across Antarctica, the third ran across central Africa and the fourth (and longest) ran from the Austrian Alps to the Sinai Desert.

 Scientific investigation of the meteorites has revealed them to contain a previously unknown mineral, which appears to be an unprecedented source of power. Exactly how to harness this energy is currently unknown. Research was somewhat curtailed when almost simultaneous explosions in laboratories in Berlin and St Petersburg, and at an international conference in New York, eliminated almost half the world’s experts in the field (along with a large part of Manhattan Island).

 All HM Government operatives have been instructed to obtain any meteorites (commonly referred to as “Starstones”) they encounter. It is also essential to prevent Starstones falling into the hands of foreign powers.

 Unfortunately, the politics of the Balkans, where a large number of Starstones are thought to have fallen, is particularly volatile. As well as local governments/warlords/bandits, who may simply be after the meteorites to sell to the highest bidder, agents of various European powers have flooded into the region. In particular HM operatives should be aware of agents from the Ottoman Empire and Prussia (since the steam machines of Prussia destroyed the Austrian Army in the 1866 “Seven Days War”, the Hapsburg Empire has effectively become a Prussian vassal state).

 Game Mechanics

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.

 Intelligence Report on Principal Operatives in the Region

 Kartal Nuri Pasha           

Senior Ottoman Government Official (Sultan’s Intelligence Branch). A skilled swordsman, previously head of the Dervish Assassin training program.

 Professor Erman Gukay

Ottoman Government Scientist

 Oberst Karl Von Leiche

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.

 

The Villainous Line-Up: L-R Kartal Nuri Pasha, Professor Erman Gukay and his lastest creation (a steam-powered servent), Oberst Karl Von Leiche and Von Leiche disguised as a nun (the oberst thinks he is a master of disguise).

 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!

2 comments:

  1. Brilliant Graham. Look forwards to seeing the results.

    ReplyDelete
    Replies
    1. Thanks Will, first game report will be up soon.

      Delete