Savage Worlds: Necessary Evil Campaign (Inactive)

Game Master Poor Wandering GM


Star City map.

----------V-Map----------

Milk Run. Time sensitive task. Priority low:

Message form Dr Destruction begins: “The V’sori have been sending, something, to the Southpoint Slashers. On an irregular schedule an armored transport leaves Beachhead and drives across town to Southpoint. I want to know what is in that transport. Whatever it is it is important enough to have a SOCOP escort until it reaches Slasher territory in Southpoint. The transport is making another run tomorrow The map displays the transports projected route at 0227. Find out what is in that transport, I do not care how. Steal it, find a manifest, or blow the thing up and sift the rubble.” Message ends.

Star City Stalker. Priority moderate:

Message from Dr. Destruction begins: ”We have a serial killer operating in Star City. Normally I would not interfere with a harmless hobby but three of the killer’s recent victims were useful to me. Find whoever is doing this and stop them or at least point them at better targets." Message ends.

Big Fish down. Priority low:

Map shifts to display pre-invasion Richmond VA. The display focuses and highlights the Sun trust bank building at South 9th st and Highway 60.
Message from Dr. Destruction begins: ”The V’sori invasion began with a wave of terror attacks made by de-orbiting our own satellites into our cities. An excellent plan as it not only spread terror it also crippled earth communications system. However the V’sori were rather indiscriminate in what they sent down."
Display changes to a picture of a large satellite. "This was Big Fish an apparently defunct communications satellite but in fact a very active spy satellite used by Alpha Squadron. Big Fish had a plutonium core for long-term power and judging from the lack of fallout in the area it appears to have landed intact. You will find Big Fish and bring what has survived to me."
"Transport has been arranged with the trawler Lady William. {Mooring address in the Docks given here.} Contact the captain, Mr. Jack Everett, he will be expecting you."
Message ends

----------V-Map----------

For a loose unofficial idea of measurement:
figure that each level of size above Size 0 is double the previous one with a Size 0 character running from 125-250 lbs. So...

Size 0: 125-250 lbs.
Size 1: 250-500 lbs
Size 2: 500-1000 lbs.
Size 3: 1000 lbs.-1 ton

And each negative level drops it by a factor of about 8.

Size -1: 15-125
Size -2: 1-15

-----GEAR-----

Special weapons ammunition:

Mega-Taser
Shots - 6
Reload - Recharges 3 shots/round when connected to a power supply

POS-1 Net Gun
Shots - 5
Ammunition - POS-1 Projectile (Cost: 100; Wt: 1 lbs.)

POS-2 Foam-thrower
Shots - 25
Ammunition - Foaming chemical per shot (Cost: 500; Wt: 10 lbs)

Stun wand
Doses - 10
Ammunition - Broad spectrum narcoleptic (Cost $20 no weight)

Note that the weight of the weapons listed in the book presume full ammo.

Z-belts take about an hour to recharge under standard house current.
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Atlantis:
Atlantis never made sense in the Caribbean. Too trafficked a sea to allow the secrecy and neutrality the kingdom maintained. So I moved it to the central Pacific. The city was located about halfway between url=http://en.wikipedia.org/wiki/Kiritimati] Kiritimati[/url] and Mexico city. I feel this makes it less Disney's little Mermaid and more R'lyeh

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Mbuna's secondary engines can reach orbit. They then need to be refueled before they can return.
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What we talk about when we talk about Drones:

Drones are the mass infantry of the V'sori. They are faceless, rarely speak and then only through a speaker in their helmet.

They wear full body powersuits equipped with particle beams, usually in the right palm or arm, vibroblades that fold out from their forearms, and the ability to electrify their outer surface. This last ability has proven quite useful in crowd control where a line of Drones can become a walking electrified wall.
With the end of organized opposition Drones have become lees visible in Star City.

There is active discussion as to what exactly drones are. They do not respond to questions unrelated to their current duty. They have been seen to stand constant 24 hour guard duty for over a week before being replaced. They have been seen to bleed a red goldish fluid and they do cry out when wounded.


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House rule, movement and running:
By taking a Run action 1d6" can be added to any form of movement.
This 'Run' action will create a MAP just as if you had used the 'Run' action with your normal ground movement.
You cannot use the run action with more than one movement type per turn as this violates the "no duplicating actions" general rule.

Leaping specific rider. Leaping is normally considered a free action. Taking a 'Run' action will allow adding 1d6" to the distance or 1d3" to the height of a leap.
This will not increase damage from DFA.


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Telepathy and formatting.
Use voice alone: "Bold and use quotes"
Use Telepathy alone: Bold Italics with no quotes
Use both Voice and Telepathy: "Bold with both quotes and italics"
Thinking to yourself: un-bolded italics no quotes.
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Snake-eyes rule is in force:

If you roll a 1 on both trait and wild die then you cannot spend a benny to re-roll but you do get a benny in compensation for the pain you are about to experience.

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Lair:

Discription:
The surrounding neighborhood is a typical industrial park. Or at least as typical as such can be in an occupied city. There are large, big, huge, buildings surrounded by other large big huge buildings, interspersed with sprawling parking lots. Some of these were operating, and they churned out smoke and consumer goods in large measure.
Being non-residential the captains of industry tolerated a certain level of gang activity, and this could be seen in the prevalent graffiti, with the graffiti intricacy corresponding with the level of activity--The sites that still housed workers and machinery were almost bare, with some few tags in constant war with the maintenance crews that covered them almost daily. But the abandoned sites looked more like living art. This building must have carried some mystique of its former owner's power, for it still looked to be in the early stages of assimilation by the Southside Slashers.

The interior looked not so bad. The first floor was the line, and looked mainly stripped clean, with a few larger machines not yet fully stripped, faded and fading Spider-themed murals crawling along the thick stone walls. The freezers in back were built into the building, so they'd not been removed, but much of their copper and internal metal had been stripped for salvage. A large plastic wrapped pallet full of Italian military MRE's sits in the loading bay.

One freezer was actually untouched because the lock was jammed from the outside, and the place had not been occupied for so long that it had been worth the effort to break it off.

The mainly open first floor had two flights leading up to the second floor of cubicles and office terrain. There were a handful of minute conference rooms that could be used as bedrooms, and the Big Man's office was filled with hauntingly out-of-place comm equipment that looked so new it might be a display case at Comp-U-Store.

Behind one door with a usable lock, it lead to a cavernous basement. The thing was enormous and mostly empty. No doubt a on-site warehouse for consumable goods used when the thing operated, it now sat patiently dreaming of former glory. It looked like one giant roll of shrink-wrap was still sleeping peaceably among various rat's nest and needles.

Lair stats
Lairs points:

Lair: 1 pt

Secure Access: 1pt (Trapping: Both the front and back doors have a remarkably subtle and advanced retinal and handprint scanner built in to them. To an outside observer, an authorized individual will simply walk up to the door and open it. A new individual can be granted authorization by having their statistics added at the Comm gear in the Main office on the second floor. The List of authorized users is easy to see and access so no bad guys can add their name unscrupulously.

Healing power: 2 pts (50% discount for Lair): 1 pt.

In the secured freezer in the main floor is a Alpha squadron Med-tank. When someone accesses the console, they can will any person (including themselves) inside the tub to Heal.


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Information on the Southside Slashers
They were about as ruthless as a gang could get in an occupied city--which meant, they coped to strong leadership. Too amorphous to bring to heel, they sold their loyalty (such as it was) to whoever could offer them the most. The Slashers commonly work with the V'sori and have been rewarded for their loyalty with vibro-weapons which are replacing the Slashers formerly favored knives and cleavers. This has emboldened them to break free of their former masters, a gang known as "The Family"
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Information on The Family
A small but wealthy gang representing the larger east coast cartels. Before the invasion they were heavily involved in transshipping drugs through Star City into the mainland US. Since the invasion they have largely been quiet and have recently been losing territory to the more aggressive Slashers.