Tuesday 2 December 2014

The Last Log – A Call of Cthulhu scenario - Part I

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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