Showing posts with label Hunter the Vigil. Show all posts
Showing posts with label Hunter the Vigil. Show all posts

Thursday, May 3, 2018

Game Pitch Outline: Night Train



Game Pitch Outline:  Night Train

High Concept:  Ravenloft modern with undertones of Kult’s Metropolis meets Mission Impossible


The Pitch
What if Ravenloft’s Masque of the Red Death setting was modernized and mixed with Kult’s concept of Metropolis? Dark Lords dwell in a shadowy world connected to ours via places of ancient power, extreme emotion distress, and centuries of manipulation. From these domains of dread, they send their tendrils into our world to corrupt the innocent, murder the hearty, and grow their powerbase.

Into these shadows walk the heroes (or anti-heroes) of the game.




Overview
Our world intertwines with that of the Dark Lords. Whether this is due to a membrane between Earth and the Outer Dark or the Mists of Ravenloft, terrible places of extreme horror exist, fueled by the power of their Dark Lords. These places also interconnect to each other, along a membrane of sorts that is outside the space/time of Earth. Perhaps it is the Twilight of Nochnoy Dozor or the Umbra of Mage.

The Dark Lords control concepts and ideals related to their character. They can exist in the real world, but are far safer, more powerful, and much more comfortable in their shadow world. The Dark Lords fight for power in the real world, sometimes sending their armies to fight each other.

Crossing from Earth to the Dark Universe is not a task most can accomplish. Certain books and websites discuss spells and rituals which transfer one’s body from this realm to the other. However, those readings are hard to find and the components needed to complete the tasks are even harder to locate. Along the same line as using a magical ritual to transfer from here to there, gates exist which open directly to and from the other world. There are train stations where if one is there at the right time on the right day, a train will arrive from the Dark Universe, drop off riders, and pick up new riders. Lastly, the domains creep into the Earth and a person can slip between the two worlds without realizing it until it is too late.

The characters begin without foreknowledge of the Dark Universe. However, this changes in the first adventure as they gain at least a knowing glance into the shadow world. Low power-level characters are not ideal for this game. The characters should be experts in their field and preferably all part of the same organization. Members of a counter-intelligence unit or mercenaries for hire are good choices.

Depending on the scope of the game, the story will involve one Dark Lord or several.





First Arc
While on the first mission of the game, the characters come face to face with low-level minions of a Dark Lord. There is no indication the minions answer to a “dark lord,” but clues exist hinting at a larger organization.

There are two directions from this point. The characters can return to their “day job” world, unsure of what just happened and continue with their lives. Alternatively, they can be burned, left out in the cold for an unknown reason. All of their contacts in their organization refuse to have anything to do with them. If they try to contact family, the family tries to avoid the characters, as if warned off. If the characters still have a “day job” after the first adventure, the second adventure results in being burned. From here, the characters have no choice but to chase shadows. If they do not, the shadows come for them.




Second Arc
As the characters work through mooks and minions, they climb the ladder of the conspiracy, learning more as they climb higher and higher. Eventually, they learn about the Dark Lord/s and their domain/s. As they work to gain access to the Dark Lord, or as they run in fear, they experience more of the Dark Universe. The closer to the Dark Lord they travel, the more reality seems to change. Not only are monsters real, so are magic and demonic entities. Reality takes on a different appearance the further into the shadows they travel. The only way to stop the Dark Lord/s is to take the battle to them in their realm/s.

The game becomes a series of conspyramids, interconnecting at different intervals, wrapping around the characters. The characters leap from one conspyramid to another and then back again to go up levels of the conspyramid. This is Night’s Black Agents at its fullest, most expansive level, combined with every other GUMSHOE line.




Third Act
Is the Dark Lord defeated or did they escape to fight another day? What about the Dread Power which binds them to their realm?

What costs have the players paid in order to set back the Dark Lord? Have they sacrificed family or close friends? Have they become one of the monsters of the Dark Universe? Are their souls lost to the Abyss? Did any of them die? If so, is there someone effected who could take up the fight in their behalf?





Additional Considerations
§  Bare bones, the enemies are dark reflections of the heroes
§  Things man was not mean to know is a major element; actions of a person attempting to learn things that, we are told, no one should understand, such as Dr. Frankenstein or Jekyll/Hyde; potentially an ally working towards a worthy goal that ends in a tragedy
o   Trying to open a “Stargate” and it unexpectedly lets in Outer Dark beings
o   Drug that accelerates hearing, but creates super soldiers who go on to do bad things
o   Dr. Morbius, the living vampire, was attempting to create a healing drug, took the drug to see if it would work and turned himself into a “living” vampire
o   Assistant steals notes and samples to supply technology to the Dark Lord’s minions, because they have something the assistant desperately needs/wants
§  Common technology has its uses for the enemy; cellphones, means and speed of travel, knowledge available via the Internet
o   Evil can use the same technology against the heroes
o   If the heroes lose access to the technology, are they still strong or will they falter in battle as the enemy now has the upper hand?
o   False, planted, or incorrect information/knowledge due to a wide availability of knowledge source (re:  Wikipedia)
§  Traditions of Terror
o   Spellcasting has consequences for the caster and may change the users, physically or mentally, a price must be paid
o   Fear, horror, and madness checks and trackers
o   Curses
o   Wandering gypsies and fortune telling

The rising in power levels, the world-spanning campaign, and the amount of combat needed to stop the Dark Lord/s in this game are not meant to make it a light-hearted campaign. In fact, the opposite is more true. Sacrifices are made to gain power levels (sanity, perhaps?). World-spanning adds a level of excitement to the game, adding flavors from James Bond, Impossible Mission Force or Man from U.N.C.L.E. In a world without the Dark Lords, these characters could be stopping drug lords and corrupt politicians. Instead, they are fighting an unseen force in shadows and alley ways.



The Dark Universe
Some places on Earth are one-and-the same with the membrane or twilight of the Dark Universe. In these places, the Dark Lords make their lairs. These places connect to each other along the membrane, via a train system. The borders between the Dark Lords’ realms function similar to the Mists of Ravenloft. Those who wander into them are unlikely to make it out alive and unchanged. Only the engineers of the trains know the way and the way is to follow the tracks. The tracks have been there for as long as anyone can remember.

The train/s takes on an appropriate appearance for the realm in which it currently resides. Passengers will not notice a change take place while onboard the train, when it passes from one realm to another. However, they will notice the change the moment they step foot on the ground of the next realm.

The types of trains include steam locomotives, subways, Els, steampunk, dieselpunk, bullet, and more.



Dark Lord Realm Examples

Santa Muerte
She is served by the Mexican Cartels. Her domains include Mexico City, barren wastelands inhabited by cartel soldiers, and the US-Mexico border. The walls surrounding this realm are fence lines and military/police who kill those who cross the border. Her power comes from human trafficking, drug running, murder, and extortion.


Castle Wolfstone
An overly structured city filled with concrete buildings and run by fascists. The inhabitants of the castle on the highest hill in the capital control the land. Outsiders are discouraged from visiting and often targeted for attacks by the brown coats serving the fascist leaders. The Dark Lord of the realm gains power from fear, terror, and executing outsiders. The domain consists of a perfectly functioning city, the highway around it, and the castle on the hill. Even though there are vehicles moving on the highway, it is impossible to find an entry or exit ramp onto the highway.


Dracula
Dracula resides in an Eastern European Socialist State. A corrupt government that operates via a system of bribes controls the lands. The common people struggle to survive and will not help the characters, unless the characters have something to offer them (bribe?) in return. Bribes include clean water not laced with uranium, food of high quality, money in the local denomination to pay bribes for a better life, or help getting out of the country.

No matter what, the citizens cannot leave the country. The land will do what it must to stop them from leaving. Whether a military death squad arrives to kill them and take their children for trafficking, train engineers reject their paperwork, or the Dark Lord’s gypsies kill them in the night.

Somewhere, Dracula sits in his castle, brooding over his situation. His alliance with the socialists keeps the Turks at bay, but the socialists treat his people nearly as bad as the Turks would. He rarely ventures outside his castle and when he does, he often travels with his gypsies. Dracula uses the military when he does not use the gypsies.




Further Possible Dread Lords and Realms
Columbian Drug Lords

Voodoo, zombie lords, zombies, and Haiti, New Orleans, or Beaver City

European university develops super soldier serum

Middle East wars mixed with Mad Max fury

Biker Werewolves who travel the highways between realms freely (their domain is wherever they are, they are not tied to one place)
Dark technology (university or private company; Dark Conspiracy)
Misused or abused magics [Arkham, Salem, North Berwick (Scotland), Warboys (England)]
Wicked City demons
Sin City crime lords and politicians
The Purge and NFFA in L.A.
Detroit’s Devil’s Night
North American forests and the Native American monsters lurking in them





Thursday, August 13, 2015

Slayer's Gauntlet

I took a break from #RPGaDay2015 to type out my latest campaign idea. This idea was inspired by the first 50 seconds of the following advertisement for Gauntlet:  Slayer Edition.


Don't worry, Dave. I re-scripted my video. I will re-shoot it this weekend. 

Slayer’s Gauntlet

High Concept:  Buffy the Vampire Slayer meets Gauntlet/Diablo

The Pitch:  The characters discover a deceased friend accidentally opened a portal to a demon realm. Now, they must suit up and fight their way through dungeons and armies to stop a demon prince before he brings Hell to 21st century Earth.

Overview:  The characters are all college students or have good reason to all have lives that revolve around the same college or university. They are friends, through classes, majors, sports, clubs, or high school friends. All of them are well aware of the supernatural world and have a clue how to handle themselves, even if it means knowing when to run away. One night, they stumble onto a dead friend and it leads them to Hell and back. Can they stop a demon prince’s plans to invade Earth or will they fall victim and rise as one of the dead to serve in the demon prince’s army?



First Arc:  The characters stumble into the situation and must decide what to do and how to do it. During their investigation into the situation, they could discover the deceased student’s Instagram feed showing what the student was doing. They then move on to investigate the Book of the Dead and what the missing page is for. As the characters move through the motions, more demons enter the Earth plane. If the characters falter in their decision to fight the demons, students come to them for aid and assistance.



Second Arc:  Their research leaves no doubt as to what will happen if the portal is not closed. They must go after the page from the Book of the Dead. They can do some research into this demon prince. The research reveals potential realms within his demense. However, there is no indication as to which one the demon prince calls home. The research also reveals a wife, Astarte, and her minions are among the dead. The characters go through a montage wherein they gather arms and armor, spell books and written incantations. Will it be enough?

Arriving at the portal, the characters discover a demon spellcaster with an honor guard. He has cast a spell to make humans not notice the demons and their activities. The characters can discern this through speaking with other humans, perhaps the tough campus security guard or even one of the characters could be affected. They could also overhear the demon speaking to the honor guard about how it needs to cast a larger version of the spell tomorrow. They will need as many virgins as they can gather for a sacrifice. The power from the virgins will allow the demon to cast his net over the entire city. As soon as they can cast the spell tomorrow at midnight the following evening, the armies can start marching upon Earth, enslaving humanity. The characters’ only choice is to wade in and slay these demons while the portal into Hell shimmers in the background.

Entering the portal, the characters find themselves as a stasis point. Hallways, doors, and stairs lead away from what appears to be the inside of a castle. Studying the room reveals it is the central traveling chamber in this Hell. The characters have three main path choices from which to choose. They will need to fight and clear each level of this dungeon-like Hell.

If this is a long-term campaign, the characters are in for an old school dungeon crawl. They will need to fight through each major path in order to find the demon prince (Diablo, Gauntlet, The Temple of Elemental Evil). Each path will feature different elements. The final one features undead. There should be no doubt to the players that each level is harder, but also that there are simply too many pathways to go down. They stick to the major pathways in an effort to more quickly find the demon prince. After all, why would a demon prince scurry along in darkened, hollowed places instead of striding through the halls of his own realm. Along the way, they may discover allies who also wish to end the demon prince’s rule (e.g., humans stolen from Earth and enslaved, races from other realms who are also here to end the demon prince’s rule).

If this is a short-term campaign, the characters will need to fight creatively, pitting demons against each other, and using the element of surprise. After all, what demon underling would expect a band of human warriors to bring the fight to Hell.

If this is an one-shot, the characters find themselves in the castle of the demon prince. They will need to move quickly and decisively if they want to win the night and stop the hordes from invading Earth.
Having won through to where they think they will find the demon prince, they instead face off with his wife, Astarte, ruler of the dead. This fight will take the characters to the brink of death. One or more could die in this fight.

In defeating Astarte they discover the lair of the demon prince and rush to it. If the characters decide to face off against the demon prince, the fight is ugly. He does not hold back and nor should they. Weird magics and unholy items come to play. Did the characters bring any holy relics of their own? How will those items affect the demon prince, his powers, and those Lieutenants not already defeated.

If the characters decide to instead steal the page from the Book of the Dead, they do not get away without notice. Something will notice. If the characters pull it off without a hitch, they gain a huge lead in escaping the demon prince’s lair. In fact, with a few more successful stealth and fighting checks, they make it all the way to the portal where they discover the demon prince or his highest lieutenants await the characters.



Third Arc:  The characters face their final moral dilemma. Do they cast the spell to close the portal while they are still in Hell or do they fight their way through the portal and cast it from the other side? If they cast the spell while in Hell, they are trapped until they re-cast the spell to open it. This means casting the spell, fighting their way out of the portal room, and going “underground.” Ideally, the game ends here, but the campaign could continue into a second season exploring those options.

If the characters fight through the portal to Earth before casting the spell to close the portal, the demon prince follows them through the portal. Reality warps around the portal due to the high level of magical creatures and magic in and around the portal. The characters will need to either hold off the demon prince while another character casts the spell, closing the portal or they will need to defeat the demon prince and then cast the spell, while holding off his minions. Once they close the portal, the demons and the demon prince on Earth lose access to any sort of regenerating powers. They have no way to tap into the Earth’s natural powers as the characters’ abilities allow.



Original Outline:
1.       Setup
a.       Beginning:  College student gains a page from the Book of the Dead or some other equally horrible book. Doesn’t realize what they are doing and opens a portal to another world. Something comes through, kills the college student, leaves the body, takes the page of the book, and runs off to tell is master.
b.      Inciting Incident:  Increase of demon activity on campus. College student found dead by character/s. A small, scouting band of demons steps through the portal and attacks the character/s.
c.       Second Thoughts:  Are we the right people to do this? Other “friendly” students harmed and/or come to the characters for aid.
2.       Confrontation
a.       Ascending Action
                                                               i.      Obstacle #1:  Knowledge of what is going on. Where does the portal go? How do they close it? (research reveals they need the page from the book)
                                                             ii.      Obstacle #2:  A demon comes through and begins spellcasting to make the locals ignore the portal. People formerly looking for help now don’t know what the characters are talking about.
                                                            iii.      Midpoint with a big twist:  A demon prince plans to send his many minions to Earth, unless the characters go in, gain the page from the book, cast the spell, and potentially kill the demon prince.
b.      Obstacle #3:  Fighting through dungeon levels, trying to determine the location of the demon prince’s lair.
c.       Disaster:  The characters must defeat Astarte, wife of the demon prince
d.      Crisis:  They defeat Astarte, but lose something in the process (e.g., hit points, magical weapon, an ally). They hear demons discussing the fact that the armies are gathered and ready to pass through the portal. They are simply awaiting their prince to lead them through.
e.      Climax:  Do they fight the demon prince or steal the page and run?
3.       Resolution
a.       Descending action
                                                               i.      Climax Continues:  If fight the demon prince, they won and now have the page and must escape the demon realm before casting the spell or be trapped in the demon realm. If they stole the page and are on the run, they must escape to Earth and cast the spell before the demon prince’s army comes through the portal.
                                                             ii.      Wrap up:  Fight off straggler demons on Earth or if caught on the demon realm side of the portal, find a place to hide, awaiting the right time to re-open the portal to escape back to Earth.
                                    iii.    End



Tuesday, April 8, 2014

HtV: Montrose Safeguard of Chicago – A Security Company

Montrose Safeguard of Chicago – A Security Company for Hunter the Vigil

Montrose Safeguard started as a private investigation firm in 1975. The company was founded by David Hagger and Samuel Bond in the city of Schiller Park (near O'Hare). Over time, the company grew to include basic security guard details and then armed officers. When the supernatural became a full-on topic, company president Emily Watson used her contacts within City Hall to go after a contract with the city of Chicago.

For their part, the city of Chicago tried to handle the accepted existence of vampires and shapechangers . To this day, the city still has no idea how to deal with the supernatural creatures. Should they be allowed to vote? What about marriage laws? Shapechangers appear to be human, but vampires are technically dead. Then comes the fact that vampires must consume blood. Does consuming blood from the living count as a criminal offense? Does it matter if the “victim” is willing or unwilling? Is killing or “dusting” a vampire the same as murder if the vampire is technically already dead? Shapechangers do not appear to have separate needs from humans regarding sustenance. However, their ability to control themselves is still vastly understood. Several cases are pending in the courts where the defendants claim to have not had control while in a changed form.

Aldermen across the city brought the problem to City Hall just as quickly as the local newscasters took the challenges to the television and public at large. The tipping point for the mayor's office was a fight between a gang of vampires and a gang of werewolves. The fight broke out during the annual A Taste of Chicago event. The brawl claimed the lives of two vampires, one werewolf, and five citizens. It also caused a mini-riot shutting down the event for the rest of the week. At this point, the mayor was forced to take action. Enter Emily Watson and Montrose Safeguard.

Emily Watson's parents are friends with the Chief of Police. Emily went to school the chief's son, even dating him their senior year of high school. While the chief's son would go on to study law at UCLA and then start his own practice in San Francisco, Emily joined the US Army and served as an intelligence adviser during the US's invasion of Panama. Emily moved back to the Chicago area once she mustered out from the Army and took a job with Montrose Safeguard. She started in management and worked her way up from there.

Emily Watson made the right telephone call at the right time, lining up a meeting with both the Chief of Police and the mayor. Within a month's time, Montrose Safeguard became the city of Chicago's answer to the supernatural challenges. Soon after, Montrose Safeguard signed contracts with Cook, Lake, and DuPage Counties plus the State of Illinois for the northern portion of the state. A competitor based in Springfield is working the rest of the state. Montrose Safeguard has two teams of investigators dedicated to supernatural incidents fed to the company via local law enforcement agencies.

Montrose Safeguard has developed several other agents who handle supernatural cases that come to the company via individuals. Most of these are related to “spooks,” ghosts, poltergeists, haunting, etc. At this time, Montrose Safeguard does not engage in the removal of incorporeal denizens.

Montrose Safeguard of Chicago currently operates out of the city of Cicero near the intersection of Cermack (22nd Street) and Cicero (Ill Rte. 50). They have an office building and a fleet of cars.


Game Play Notes:  Montrose Safeguard operates as a tier three organization in my game. The world’s citizens are just beginning to know vampires and werewolves. There are no catalogs of abilities. The company does not have tools or weapons designed to go after these new challenges. They have fewer than 20 security agents dealing with the supernatural case load. Outside of two teams of four, the agents deal with things individually, feeling their way through the cases. Once the organization can compile enough data to become a viable source of information or tools in dealing with supernatural events, the company will become a tier two organization.


The setting has put vampires and werewolves in the public eye. However, mages, fae, ghosts, etc. really have not been accepted in public. They are potentially in the game world, just currently unknown.