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Sep 8, 2009

Survival of the Clan

Rules System Used: d20 Modern

Books and Materials Needed: d20 Modern Roleplaying Game (book), d20 Apocalypse (book), dice set (d4, d6, d8, d10, d12, d20), pencil, paper, a game master’s screen

Suggested Extras: d20 Weapons Locker (book), miniatures

Timeline: Very Near Future

Location: Northern Ontario

Number of Players Suggested: 4 - 6 (You want at least 4 people for this campaign.)

Rules Modifications: Werewolves do not automatically gain the evil allegiance.

Limitations on Characters: All player characters start as true-blood Werewolves.  Start them as their class, and then apply the werewolf template.  The Werewolf PCs also have to take the Adventurer occupation (or something similar).  All Werewolf PCs only get to purchase basic equipment to start, such as knives, food, clothing, backpacks, etc.  No guns, no radios, nothing that would give them a technological advantage.  All Werewolves have a starting wealth bonus of only +1.  This cannot be increased by any means; windfall, etc.  As an option, up to one of the PCs could start as a regular human.  This human would be someone that has gained the trust of the Werewolves and is their friend.  He/she is their contact to the outside world.  This human character gets to start off with their full wealth bonus with an additional +2 and can purchase anything like normal from the equipment list.  They also start off at level 2.

Monsters and Magic: The main “super natural creatures” or “monsters” in this campaign are the PCs' Werewolves. There is a low amount of magic available for this campaign, and there is also a small amount of other "monsters".  Other Werewolves could be encountered, or vampires, or demons, etc.  But these should be rare as the focus should be on the uniqueness of the PCs' Werewolves.

Style of Campaign: This campaign is close combat focused as this is where the Werewolves will shine.  There is of course ranged combat as well as a lot of the enemies will have guns, and some of the Werewolves might even acquire them.  Everyone will have to hunt for food and scrounge up gear and supplies.  There is no more "stores" to go to; at least, not as we know them.  Money has no value any more.  The bartering rules from the d20 Apocalypse book should be used.  The nuclear blasts were not near Northern Ontario, so radiation poisoning should not be an issue (unless you want to include it).  This campaign also stresses stealth as the Werewolves do not want to be discovered; well, not until they are very powerful at least!  As an interesting twist; if someone is the optional regular human, you could have this character turn on the Werewolves at some point for whatever reason you see fit (to gain protection and payment from a large gang for example).

Introduction: Society has collapsed on itself, wracked by nuclear war.  There is conflict over almost everything, but most visibly, over fresh drinking water.  There is very little government control anywhere.  It has been a major worldwide collapse of modern society as we know it.  The world is anarchy in the cities and people are trying to survive any way they can.

You are all part of a small clan of Werewolves that have existed peacefully within the vast wilderness of Northern Ontario for years; preferring the wilder, more feral side of life.  Now you find your territory being encroached on more and more as people are trying to escape the anarchy of the big cities.  These people are trying to create a new life within the isolation of the forests.  Unfortunately not all of these people are people that would let your clan be at peace.  Not all of these people are harmless.  And you don't know which ones to trust.

What these people have done to their society has now infected yours as well.  Will this be the death of your clan?

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