A Call of
Cthulhu scenario set on a Distant Planet far in the future
This is the Part I of this article.
GENERAL INTRODUCTION
Although
designed for Call of Cthulhu this scenario requires little work to adapt to
most popular SF RPGS. In our experience, the less the players know about the
system or the Lovecraft mythos the more rewarding it is for them. Setting the
scenario out of the traditional 20s era shows just how flexible Call of Cthulhu
can be. This scenario could be used either as an introduction to CoC for novice
players, or as a basis of a new series for experienced ones. The Keeper should
read the entire scenario thoroughly, before starting. The players are the crew
on a Transtec Inc (an interstellar mining company) freighter (the SS Thatcher),
ordered to detour to investigate a nearby planet where a Transtec survey team
have lost Contact for several months. They travel down to the planet's surface
in the Ship's Boat, which also carries an ATP (see Technology).
Time Scale (for Keeper and Players)
2224-Discovery
of the planet Pozalt 7.
2227-Basic
geographical tests carried out. High probability of Mannox (an essential ore
for ship drive systems) and other deposits suggested.
2230-lnterest
shown by Transtec Inc and Zark
Investments for mining of Pozalt 7.
2235-Homeworld
rebellion. Zark Investments fund
revolutionary organisation, Transtec backs government.
2237-Rebellion
crushed, Zark Investments assets seized and Transtec rewarded with mining
concerns (including Pozalt 7).
2240-Mining
interests of Pozalt rekindled after deposits of Mannox dwindle from existing
mines.
2241-Advanced
survey team lands and establishes initial base on Pozalt 7. Planet declared
uninhabited although traces of extinct civilisation remains, planet considered
viable mining proposition.
2243-12
machine manned sites established. Base one is manned by a small coordinating
team led by Cpt Spalding.
2244-Passing
Transtec freighter ordered to detour to send an investigative team to establish reasons for the communications
breakdown...
THE PLAYERS
(Crew of the Freighter, SS Thatcher)
Talos Berik
AGE:
44
STR: 13;
CON:16; SIZ: 10; INT: 12; POW: 14; DEX: 15; CHA: 14; EDU: 7; SAN: 40
Hit Points:
13
Skills:
First Aid 75%, Listen 80%, Spot Hidden 75%, Track 70%, Mech Repair 55%.
Camouflage 70%, Hide 80%; Move Quietly 85%, Fast Talk 50%, Throw 90%.
Weapons:
Slug thrower (auto) 2 shots per round, 2d8 damage, 75%, 8BPs; Bowie Knife
90°/o,1d6 damage (1 in each boot), 15BPs.
Profile:
Security co-ordinator for Transtec Mining Inc, Talos' unique abilities as a
scout have been exploited to the full by Transtec. Security is always tight
when rival companies compete for new sites. Talos' experience in the field has
meant a constant, if unrewarding, supply of security work. During his fifteen
years with the company, the ex-marine has become a shrewd judge of character, having
met, arrested or totalised villains from every walk of life. Berik has the
reputation of being a perfectionist, standing up to anyone who he feels
threatens group safety. His clinical approach to the job has gained him immense
respect from his colleagues. The trip to Pozalt 7 is to be his last before
planned retirement at the end of the year. Physically Talos remains capable but
the responsibilities of work have aged him prematurely. Years of solitude en
route to missions have resulted in a tense, easily excitable individual brooding
and withdrawn. The mission to Pozalt 7 represents the final barrier between him
and the luxury of retirement; adventure is the last thing Talos needs...
Keeper Only
Notes. Talos Berik is suffering from acute paranoia. Once the events begin to
unfold, suspicions towards certain players will heighten... Through careful
twisting of the actual plot line the Keeper should do his best to construct a
reasonable mistrust between Talos and the rest of the characters. Talos' secret
should not even be revealed to the player of the character.
Delia Wasp
AGE: 32
STR: 10;
CON: 13; SIZ: 11; INT: 17; POW: 11; DEX: 14; CHA: 10; EDU: 19; SAN: 80
Hit Points:
10
Skills:
Chemistry 65%; First Aid 85%; Computer/Library Use 60%; Diagnose Disease 75%;
Psychology 55%.
Weapons:
None.
Profile:
Medic. In many ways Delia represents the complete opposite of Talos; level
headed, somewhat overcautious, preferring to maintain a low profile and unwilling
to put herself in any physical danger. Although obviously intimidated by
security, Delia will speak out against brash attempts to deal with matters
medical. A former mortician with the Transtec Cryogenic Division she remains
ever calm with the impersonality expected from a professional. The overall
impression is that of a rather morbid individual less approachable than the
good natured Cpt Gritton.
Keeper Only Notes. She is likely to be the
first to detect Talos’ basic instability (using her psychology skills).
Cpt Peter Gritton
AGE:
29
STR: 12;
CON:14; SIZ: 17; INT: 13; POW: 13; DEX: 16; CHA: 11; EDU:11; SAN: 58
Hit
Points:. 16
Skills:
First Aid 50%, Listen 60%, Psychology 25%, Spot Hidden 50%, Hide 35%, Move
Quietly 70%, Oratory 45%, Pilot Ship's Boat 55%, Drive ATP 40%.
Weapons:
Magnum, 2 shots per round, 1d10+2 damage, 55%, 8BPs.
Profile:
Gritton is inexperienced, with little active service to his credit. Having been
in Transtecs’ employ for four years his knowledge is largely theory. His rank
has been forced upon him by the lack of experienced personnel aboard the
diverted freighter. He makes up for his lack of practical skills with boundless
enthusiasm. He is less than decisive and prefers to seek the advice of others.
He does, however, display a natural flair for organisation. Gritton appreciates
the opportunity given to him and sees it as a chance to prove that he is
official material. He knows Talos reputation and will not let him undermine his
authority.
Roger Needham
STR: 11;
CON: 12; SIZ: 11; INT: 10; POW: 12; DEX: 13; CHA: 12; EDU:10; SAN: 55
Hit Points:
12
Skills:
Electrical Repair 45%, Mechanical Repair 50%, Operate Heavy Machinery 40%,
Pilot Ship's Boat 90%, Drive ATP 70%, Listen 35%, SDOI Hidden 50%.
Weapons:
Ships standard rifle, 1 shot per round, 2d6+3, 35%, 10BPs.
Profile:
Bored back-up pilot, irritated with the routine of day to day life in space.
The one volunteer of the party, he is a lively individual, willing to contribute
his ideas even when not asked.
Keeper Only
Notes. Needham is the most flexible of the four. His role although not central
is crucial, being the only all round technician and pilot.
NON-PLAYER CHARACTERS
Security Personnel
Five
individuals, use same stats for each.
DEX: 12;
SAN: 50
Hit Points:
16
Weapons:
Machine pistols, 1d10+2 damage, 45%, 9BPs.
Skills:
Move Quietly 40%, Spot Hidden 60%, Listen 55%.
Notes:
Under direct control of Talos, they trust him and will be reluctant to follow
anyone else's orders. They should not act particularly independently and rely
on clear (and simple) instructions from Talos (via throat mikes). Security
operatives have high-tensile plastic body armour that will absorb 1d10-1 damage
from any attack.
Ships Crew
Two individuals, use same stats.
DEX: 11;
SAN:40
Hit Points:
12
Weapons:
None.
Skills:
Ship-handling (general maintenance) 50%.
Notes:
Under Needham's command; they are little more than deckhands virtually useless
for any non-ship activities.
Zark Rebels
Four
individuals, use same stats.
DEX: 16; SAN:
25
Hit Points:
15
Weapons:
Machine pistols, 1d10+2 damage, 50%, 9BPs.
Skills:
Move Quietly 55%, Listen 60%, Spot Hidden 50%, Drive APC 40%.
Notes: They
have a Zark ATV (see Technology) at their disposal. They will be very unwilling
to stand and fight. If attacked they will return fire only for as long as it
takes to effect escape. They are semi-uniformed with characteristic Zark
Investments insignia. The ATV will be recognised by Talos as standard rebel
design.
The Star Vampire
STR: 30;
CON: 15; SIZ: 30; INT: 12; POW: 15; DEX: 10
Hit Points:
15
Weapons:
Talons, 40%,1d6+2d6. Bite, 80%, Blood
drain.
Note: Read
section on Star Vampires in rulebook for attack details. SAN loss for sighting,
1d10. Lose 1 SAN even if successful. This hideous servitor is automatically
summoned 1d6 hours after any individual breaks the warding created by the stone
circle. It will attempt to rend all those in the area and will only withdraw
when the party has either left or been destroyed. It also possesses the ability
to use shrivelling spells to its POW limit but prefers to rip-up its victims.
Jem Briggs — The Sniper
STR: 12;
CON:15; SIZ: 14; INT: 7; POW: 9; DEX: 16; CHA: 5; EDU: 6; SAN: 0
Hit Points:
15
Weapons:
Ships Rifle (6 shots only) 75%,1 shot per round 2d6+3 damage, 10BPs
Skills:
Listen 70%, Spot Hidden 70%, Move Quietly 65%, Cthulhu Mythos 25%, Kick
30%.
Notes:
Briggs is the last remaining survivor of the first expedition. Constantly on
the run from both rebels and tribes-men, he has led the life of a scavenger
stealing food from the base whenever he can pluck up the courage to do so.
Hidden in the rocks he will open fire on the party if they venture too near the
temple. Make sure the players have actually broken the warding around the
temple before he fires! He knows its danger, and has seen the monsters (his SAN
proves this!). lf all else fails or he runs out of ammunition Briggs will run
directly towards the temple in an attempt to stop the accidental summoning,
screaming and gesticulating madly. He is long past caring about being rescued.
if he is captured alive, at first he is just a gibbering wreck and is unable to
make himself understood in any way. After a while and under sedation, Briggs
will quieten down and begin a delirious, but coherent babbling, describing the
summoning of the Vampire at Base 10, the nomads of Dan-A-Thos and their outrage
at the ‘desecration’ of Base 1 and the danger of the Temple (see Keepers
explanation of the destruction of Spalding's party).
By Jon Sutherland, Steve Williams and Tim Hall - White Dwarf
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