Short Run Roll 20 Campaign Game: Rising Stars of the Chi-Town Burbs

Savage Tales of the Chi-Town Burbs: From Zero to Hero.
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High Command
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Short Run Roll 20 Campaign Game: Rising Stars of the Chi-Town Burbs

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Savage Tales of the Rising Stars of the Chi-Town Burbs
Welcome to the best and worst place in all of the world - the Chi-Town Burbs. A veritable melting pot of all sentient (and questionably sentient) life that has sprung up on the doorstep of one of the most oppressive and hateful governments in the whole of North America. Of course they say they are “Heroes of Humanity” but they have no respect for anyone born to another race, or born with the ability to use magic. Psychics are feared, unless they work for the CS, and then they are feared by everyone else!

But that’s just the way things are. In the end, people are people. People like people like them. Sometimes that means their species, sometimes that means their profession or socio-economic status, and sometimes it means where they live. The Chi-Town Police and the Internal Security Service, the national police and investigative force of the Coalition States, keep people at each other’s throat. So too does the Chicago Network, one of the largest organized crime syndicates in the ‘Burbs. Gangs are pitched against each other, while armed to the teeth by often the same supplier. Denizens are pushed into service to the cartel, become self perpetuating assets to the cartel, consuming the goods and services offered, and working at factories, shops, and offering services in exchange for money to buy more items and services to consume.

It's in this soup of crime, oppressive law enforcement, opportunity, and individualism that we find our heroes. Each is as rough flawed as they are unique and capable.




Welcome to a short run Roll20 Campaign that I am getting a show of interest for. The concept is one I'm actually known for running: Zero to Hero. We will be playing out the Hero's Journey of a denizen of the burbs using a modified version of the Wasteland Warriors Campaign Power Level. The setting is the 'Burbs of Chi-Town itself. You are not world wise adventurers, you are kids and young adults making your mark. This is a gritty campaign that will explore the danger and beauty that the 'Burbs can be.

This will be a “hybrid” style game. We’ll have adventures each game session in the normal style on Roll 20. Once an adventure ends, you’ll then have a small (3-5 paragraphs) writing assignment - your interlude. In it you’ll describe how the gains from the adventure rewards came to be and how they have affected your character. Doing so refreshes your bennies. It also provides both an avenue to record what happened in the session that was important to your character and showcase their growth between settings. Each session will cover one to four months of game time.

I want to test a campaign style for eventual use in PBP. Ideally I'd have 4 to 6 players, mix of new and veteran players. It'd be a bi-weekly game starting after Labor Day. I can't commit before then or more often right now. Probably either Tuesday/Wednesday or Sunday in the evenings (7 or8 est/6 or 7 cst/etc for Tuedays and a bit more open on the time for Sunday afternoon/evening). The campaign is a short one, only 5 or 6 sessions total. If there is enough interest, we might play more, but that is the goal for now.




Session 0: Current Events (June 109 PA)

The Kingdom of Tolkeen has only recently fallen (a couple of weeks). Word of its collapse has already sent Chi-Town and the ‘Burbs buzzing like an excited beehive.

Security in and around the great fortress city of Chi-Town has been increased ten-fold (and it was super-tight to begin with). Visiting passes have been severely restricted (reduced by 90%; indefinitely), sky patrols tripled, police and military presence doubled, and a general uneasiness hangs in the air. Worry about possible repercussions on Coalition soil for Tolkeen’s destruction is omnipresent. To ensure the safety of Emperor Prosek, he and his family have limited their public appearances and each has been assigned an additional security squad to escort them everywhere.

Emotions in the ‘Burbs are much more raw and openly displayed. They boil with stories about Tolkeen’s fall, the final siege, notable people, and what comes next. The emotions are mixed. Angry and frightened voices are heard from open windows, while cheers of joy, shouts of victory, cries of protest and tears of relief all fill the streets. The immediate reaction among the people of the ‘Burbs is just that intense and diverse. But there is something else: an air of lingering anticipation as if something big is about to happen.

Parades, impromptu holidays, and official congratulations are the order of the day in the Old Towns where they celebrate the great victory that “makes us safe from magic and Hell spawn.” It’s like a festival or New Years Eve. New Colfax is quiet, Little Chi-Town the loudest, and even in Ironforge the machine shops, factories, and furnaces are shut down for two days as folk celebrate and reflect.

Things are much wilder in the New Towns and Shanty Towns. Rioting and attacks on Coalition Forces erupt in Tranquility and the neighboring Shanty Towns of Camp New Generation and Snake Skin. The riots raged for three days until the Coalition Army swept in and obliterated the two shanty towns in less than 90 minutes. While word of Tolkeen’s fall sparked the initial rioting, by the end of it people were rioting for the sheer thrill of it, with some trying to profit from it, and others extracting revenge from rivals and enemies under the cover of the riots.

Elsewhere gangs, criminals, and murder hobos (the derogatory term for adventurer types) swarm for their holes and try to capitalize on the chaos. Security forces, human supremacist militias (gangs), and vigilantes all prepare to protect their areas

Summary of Session: The group met their contacts and filled out their backgrounds.

Annika (Human Psi-Opeator) (Max/Icosa): A human psychic with a checkered past working for the Chicago network, specifically a smuggler named Dirty Shen. Her dad runs an operator's shop called Nothing but Aire in the Shanty Town of Roadside. She, her dad (Fredrick Aire, everyone calls him Freddy), his partner Grace (who acts as service writer, accountant, and keeps parts in stock), all work and live. The family RV is in one of the three bays in the shop, on blocks. It is actually a mobile shop in its own right, with a crane and parts manufacturing printer and recycler, as well as an impressive array of tools. But its nuclear power plant is long since dead and has been removed. He has hard wired the vehicle into the shop's power supply and uses it for the big jobs he gets in from time to time. One of the bays has a grease pit to handle oil changes, and the other has a lift - powered by a winch on the RV. Annika and her dad actually sleep in the RV, while Grace has claimed one of the offices upstairs as her place. There are rumors that Grace and Freddy are in a relationship, and while they are in a relationship as partners (maybe friends with benefits), they do not act romantic to one another. They do work together well and understand each other.

Dirty Shen is a return customer who has the shop handle a lot of his work, which includes adding smuggling compartments to vehicles, repairing damage from vehicles damaged while on the road, etc. He does enough business that even with what it costs to keep them in power and some basic neighborhood protection, they make a small profit. Not enough to buy a power plant for their RV, but enough they aren't really struggling - but neither are they "making it." All the microaggressions of missed parts deliveries, extra security and power costs, and such are little pinpricks that keep the shop where it is, making life easier for Dirty Shen. Shen wants Annika on one of his crews - he recognizes her talent. So he keeps making offers, trying to draw her in. So far she has refused to bite and actually took a step back to help her dad run his shop. But Shen sees it as a matter of time.

Clint Rensen (Human Grifter) (Nate/Undergard): A city rat in every sense, Clint is a natural smooth talking grifter with a flare for planning and research. A true generalist, he can knows a little about a lot of things and has managed to find a mutual grudging respect between himself and ISS Inspector Gil Kirk - one of the ISS detectives assigned to Roadside as a community liaison. But more importantly he caught the eye of the mysterious Mr. X who has made it a point to keep Clint out of jail. That's not to say he doesn't see the inside of a holding cell on occasion, but he's managed to do no serious time or be charged with any serious crimes - despite what he actually managed to pull off.

Mr. X communicates with Clint by using spam emails that are laced with information. In a fit of sheer pique, they are almost always ads for the latest dial a girlfriend line, offers for male enhancement, for the latest recreational quasilegal drug, or other such nonsense most just ignore. Clint only manages to see the embedded messages in them after looking closely at them. Between that and phone calls with anonymous numbers he keeps in irregular contact with Mr. X. The only thing Clint knows for certain is that Mr. X is connected enough to make the ISS dance to his tune. But he gets the idea he sees himself above them in every way.

Briyan Zimon (Human Tough) (Andy): A tough young kid born to a family of patriots, Briyan is a well meaning member of one of the local militias (gangs really) that provides security for this area of Roadside. They are called the Roadside Militia, as if that gives them a sense of legitimacy. They are not a part of the Chicago Network, nor do they work for the ISS, but they work with both of them as well as the local community in general. While they are providing some sense of security, they do demand extensive protection payments and police their sectors with their own human supremacist outlook. Briyan's parents used to work with the Free Quebec Military as camp followers (doing logistics and such for mercenary contractors working with the FQ Military), but left after the government declared themselves independant and Prosek called them all traitors. They made their way to Chi-Town and found the opportunities were not the same. Chi-Town doesn't use mercenaries like Free Quebec did. They do whatever work they can find, but still haven't found much of steady work. Between what Briyan and his father makes with the militia, and the side work, they make ends meet and live in a place that doesn't have a leaking roof, and has at least some electricity each day and running water and sewer all the time. Between that and laterns, candles, and good insulated sleeping bags, they live okay.

Inspector Gil Kirk is the last good cop in Roadside, or at least he thinks so anyway. In a force rife with people on the take, Gil takes his job seriously. He used to work in Prosekville and went after both terrorists and criminals with equal abandon. He made a name for himself and quickly climbed the ranks on merit alone. But his black and white views on crime, and his heroic bent meant that he always has an ax to grind with some crime lord or another. He got sent out to Roadside with express instructions, at the cost of his job, to focus solely on terrorism and ignore crime. "They are all criminals, we don't have the jail space for them. And while we can kill them all, it's counterproductive to. So unless you can't, ignore them. If you can't ignore them and its a big deal, bring it in. If it's not, just make the problem go away by any means necessary and file the report that needs to be filed." Of course none of this is in writing, so he can't even complain up the chain of command.

Session 1: The Latest Buzz (July 109 PA)

In the shanty town of Roadside, some Tolkeen Revenger unleashed a ritual that infects a parade of returning soldiers freshly in from Tolkeen. He has accomplices in the crowd to help him shield and unleash the ritual at the proper time. The Deadboy are completely caught off guard. The illness that the spell infects is alien, but largely mundane in nature. It spreads into Prosekville and Jospehtown immediately. Little Chi-town locks itself down quickly enough and only allows people in environmental armor who undergo intense biohazard procedures. The CS goes into overdrive to cure the disease and is questioning everyone about everything.

Most of the patsies and support were captured or killed, but the mastermind of the attack got away. Three cells of Tolkeen Revengers are found and executed - or so the CS News Reports say. Still, it's best to keep shenanigans to a minimum, or at least low key. Within a week it's clear the disease affects nearly every sentient being, as well as dogs and cats. The rat population explodes as their natural predators begin to die. Coincidentally, rat burgers become very popular among the shanty towns.

The city is under quarantine, with increased presence of troops (all in environmental armor) to keep martial law and they take extensive bio-hazard procedures when they return to Base. Chi-Town is locked down, though there are rumors it spreads in the lower levels of Chi-town as well. Into the Flames has a three episode arc about the plague, but one of the main characters actually stumbles onto the vaccine, and sees to it the underpriviledged in Chi-Town and the 'Burbs of Prosekville and Jospehtown are treated.

Summary of Session:
New PC added: Spanner
Spanner (Crypto Clone Robot Combat League Controller and adrenaline junkie) (Bleys; pronounced with a long I for the "ey"): Spanner's story actually starts before her very deliberate birth. She is a clone of a very powerful man, though he doesn't know it. She is not the only one. She was "born and raised" in Tolkeen for her youth, though she wasn't well off there either. She has lived in and out of shops and grew enamored of the robot combat league that pits robots and robot vehicles in melee combat. She even has her own combat robot, though it isn't as fully tricked out as she'd like. It and her control board were about all she managed to take with her when her team and she had to run from the war. They only arrived in Chi-Town about (1d4+6) weeks ago. Since then she's met Thaddeus Montague, a promoter who is his own muscle, and has a few no-necks to back him aup as well. His son, Blanton, is the main pilot, and despite her skill, Spanner only works in a support role for the team. She's also dialed into the local alley robot combat league, and there she makes decent money. She's always looking for the next income stream, as well as the next high. Recently, as the quarantine has come down, she's gone to making basic gas mask filters as a side hustle. She sells them at about 10 credits a piece, mostly to the Roadside Militia and Dirty Shen's "Roadside Network." They each sell them for 25 to 50 each, depending on how much the buyers want, and use them as an income stream. She's not the only one doing it. Grace, the shop manager and buyer at Nothing but Aire, has helped her find the raw materials, and also helps put them together. They make about 150 a week and then sell them, but half of that is going to raw materials and the other half they split. Spanner invariably spends hers on parts, tools, an upgrade for her bot, or just her next distraction. Still, Spanner eats regularly, always has the tools she needs, and has a dry place to sleep in an old storage shed behind the shop. Grace also buys the parts she brings in (scavenged from wrecks or outright stolen from cars that belong to the rich), which accounts for both her rent and some of her spending money.

Thaddeus Montague is a large powerful man who is easily one of the most intimidating and friendly gentlemen to every promote the Robot Combat League in Roadside. His team, the Inferno, is one of the champions of the local league and a contender for leagues in Tranquility, Hope, and Staunton Heights. He is known as a powerful man and thought of as part of the Chicago Network, though no one can prove it or disprove it. He and the other promoters work among the rich and influential in Prosekville and provide some cheap thrills at bargain prices while offering gambling, booze, drugs, and prostitution to those watching the fights. Despite the lockdown of the quarantine, socially distanced fights still happen. It lacks some of the thrill of packing in a bunch of fans and hearing the yells, but it offers more opportunity to enjoy the company of the companions which are very stridently screened for illness. Gambling still happens as well, but its done in bars that stream the fights and take the bets, passing the earnings back to Thaddeus's men.

Annika got a call from Dirty Shen about a chance to make some money (Will add more later)
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.

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Re: Short Run Roll 20 Campaign Game: Savage Tales of the Chi-Town Burbs - Rise to the Challenge

Post by High Command »

Setting Rules and Character Creation

Setting Rules
Blaze of Glory, Conviction, More Skill Points, Wound Cap, Blood and Gore, Death and Defeat, Siphoning PPE, Technical Difficulties, Vehicle Fatigue, Dog Pack!

Special Setting Rule: Dog Pack! (with Compliments to Venatus Vinco)
The streets of the ‘Burbs are regularly patrolled by Coalition Dog packs on the lookout for unregistered psychics, magic users, and supernatural threats. Rolling a 1 on the arcane skill die when using arcane powers (magic, psionics, etc.) means your hero has been sniffed out by a CS Dog Pack Patrol. A team of armed dog boys led by a psi-stalker is now on the way and will join the fray within 1d4 rounds! Using conceal arcana prior to arcane use negates the Dog Pack rule.

Character Creation Rules
All characters will be base Savage Worlds characters with a few additions, detailed below. The character’s race can be nearly anything from the Savage Rifts line, with a few exceptions.
  • Mutant Bats, Kill Cats, Psi-Ghosts, and Psi-X Aliens are uncommon in Chi-Town and only one from this group will be allowed and they must have Connections or a Vow of some sort to represent an organization they are a part of.
  • Cactus People, Centaur, Fennodi, Grackle Tooth, Lyn-Srial, Sasquatch, Simvan, Vernulian, and Vronwor characters are extremely rare in the burbs and subject to a lot of extra attention from both the ISS and the denizens of the ‘Burbs themselves. You may see them as antagonists or other NPCs, but none will be allowed from this group to start.
Integrating with the humans and D-Bees of the ‘Burbs is required for survival, along with the realization that people are people, some good, some bad, some honest, and some crooked. Note that negatives for human supremacists are a constant factor, as are the roving bands of Dog Packs that hunt magic users and psychics.
All Player Characters will use the narrative hook table below, either rolling or choosing from the table. They will also get a special Hero's Journey Roll.

Beginning Gear
All characters begin with 2d6 × 100 Universal Credits or trade equivalent in precious metals, valuable, or contraband equipment (such as gold or silver coins, pre-rifts artifacts, etc), and 1d4 × 500 credits worth of gear or valuables. They will also start with a home of some sort (it could be a communal home, grouped with people of like origin, or it could be personal and unique. That home will have all of the contents of a NG-S2 Survival Pack (without the pack itself). All characters may also begin with an armored cloak, jacket, or vest (see the entry in Empires of Humanity on page 38-39). This can be described anyway you would like, from a father’s Great Coat they got for serving in the CS army, a Streetwolf Jacket bought from the Northern Gun store, or a suit of dinosaur or monster hide the character brought with them from the wilds. They will also begin with one sidearm (pistol) of choice from the Savage Worlds book, as well as a long arm or melee weapon decided by their concept/narrative hook. They will also have two E-clips or magazines for each weapon. Better weapons and armor will be obtained in game.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.

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Re: Short Run Roll 20 Campaign Game: Savage Tales of the Chi-Town Burbs - Rise to the Challenge

Post by High Command »

Narrative Hook: The beginning of your story
D20: Result
1–3: The Siege of Tolkeen. The invasion and destruction of the magical state of Tolkeen by
Coalition forces in 109 PA reverberates throughout North America. Are you a refugee of that conflict, a conscripted soldier of a failed state, the child of a Tolkeen Revenger, or simply one of thousands hired on to help support the war and then discarded when the massive logistics train no longer had a need for you? Whatever the case, you know first hand the brutality of both sides of that conflict and know both the power and dangers of magic.
  • Hero’s Journey Hooks: Whatever you gain from your Hero’s Journey roll should relate to your experience either with someone else from Tolkeen or its war, or your own journey to the relative safety of the ‘Burbs.
    Beginning Weapon: A NG-L5 Laser Rifle or a Vibro-Sword of choice (Short, Long, or Great)
4: Hidden Away. Your travels drew you somewhere off the beaten path, undiscovered and
untouched for a long time. Whatever the case, you wandered into the Burbs and while you’ve not chosen to leave, neither do you feel quite at home. You’re used to a slower pace of life.
  • Hero’s Journey Hooks: Whatever you gain from your Hero’s Journey roll should relate to how you arrived to the ‘Burbs or defining events shortly after you arrived.
    Beginning Weapon: A Hunting Rifle, Vibro Axe, or a NG-57 Heavy Ion Blaster
5–6: Alistair Dunscon’s “True Federation.” The Federation of Magic both recruits and strikes at the Burbs often. The Coalition may preach about the extremists of the Federation, but nearly everyone has been hurt in one of the many terrorist attacks carried out by Federation of Magic sympathisers. Dunscon’s representative do not condemn these action at all - they celebrate these events, though they are themselves “blameless.” Are you related to someone from the Federation, or are you someone trying to escape their reach? Were you hurt by one of their many attacks? Whatever the case, the True Federation is not necessarily your friend.
  • Hero’s Journey Hooks: Whatever you gain from your Hero’s Journey roll should relate directly to either magical tutelage or the fallout of “interest” from an agent of the Federation.
    Beginning Weapon: A Pump Action Shotgun with 7 silver shot shells on a bandoleer, and room for 7 more, Wilks 320 Laser Pistol, or TK Revolver
7: Blood Is Thicker. Your story is connected with one or more family members, or to the loss of your family in this savage world. It’s all too common in the harsh reality of Rifts North America.
  • Hero’s Journey Hooks: Whatever you gain from your Hero’s Journey roll should relate to the events that changed your family forever. Whatever the change, it was instructive to you.
    Beginning Weapon: A L-20 Pulse Rifle, a NG-IP7 Ion Pulse Rifle, or a Viggo's Custom Savage Pump-Action Rifle
8–10: The Juicer Uprising. In 105 PA, the promise of a cure for a Juicer’s short lifespan (the Phoenix Treatment) came out of Newtown. The rumor led to a bloody uprising and short war between the resulting Juicer Army of Liberation, Newtown’s forces, and the Coalition. Adventurers supposedly discovered an alien plot behind the unrest, but Newtown was destroyed. Maybe someone you know or cared for fought in the conflict or were part of uncovering the plot and subsequent battle against the alien threat. How has intimate knowledge of this experience changed your life?
  • Hero’s Journey Hooks: Whatever you gain from your Hero’s Journey roll should relate to the Juicer Uprising and its affect on you.
    Beginning Weapon: A BigBore “the Mule” Sawed-Off (with 10 extra rounds on a belt or bandoleer), a NG-59 Ion Pistol (with choice of 3 grenades, one loaded, two reserve), or a TX-5 Pump Pistol (with 10 extra rounds on a belt or bandoleer). All considered Illegal by the ISS.
11–12: From Out of a Rift… Your character happened to be near a Rift when it disgorged something. Maybe it was you, maybe it was the monster that was the last straw causing you to come running to the ‘Burbs, or maybe it was something else entirely. Regardless, it changed you forever.
  • Hero’s Journey Hooks: Whatever you gain from your Hero’s Journey roll should relate directly to the events surrounding the Rift that changed your life.
    Beginning Weapon: A longarm or melee weapon from another setting, a L-20 Laser Pulse Rifle or Vibro-Sword of choice (Short, Long, or Great)
13-16: The Evil That Men Do. Being a part of the Chicago Network, the Gangs, or even joining the ISS is a thing people do to survive. Whatever the case, you are no longer affiliated with them. Robbing, hurting, and exploiting others is the life you led, and you’re done with that.
  • Hero’s Journey Hooks: Whatever you gain from your Hero’s Journey roll should relate directly to your tenure as a leg breaker or victim of the organization of your choice.
    Beginning Weapon: A C-10 Laser Rifle, a Neuro-Mace, a L-20 Laser Pulse Rifle, or Vibro-Sword of choice (Short, Long, or Great)
17-18: Grudging Respect. You and someone out there had one or more run-ins on opposite sides of an issue. There’s a mutual admiration that runs under this rivalry and any animosity. The next time you run into each other again should be…interesting.
  • Hero’s Journey Hooks: Whatever you gain from your Hero’s Journey roll should relate directly to your rivalry.
    Beginning Weapon: A NG-L5 Laser Rifle, a Neuro-Mace, or a Vibro-Sword of choice (Short, Long, or Great)
19-20: Authority Issues. You crossed the wrong people, putting you in trouble with the authorities. Perhaps it was a Coalition ISS officer, a Chicago Network Enforcer, a ruthless business magnate, or maybe a Federation agent. You escaped into the anonymity of the ‘Burbs, but you dread another encounter with the person who has made it their life’s mission to make yours hell.
  • Hero’s Journey Hooks: Whatever you gain from your Hero’s Journey roll should relate directly to what got you on the wrong end of this individual.
    Beginning Weapon: A NG-L5 Laser Rifle, a Neuro-Mace, or a Vibro-Sword of choice (Short, Long, or Great)
The Twist to your Hero’s Journey.
All characters will begin with the addition of a Hero’s Journey roll made up of results from three tables of choice. Do not repeat entries. If the entry on the source table is in a different range (say 9-10 on the source table), use the number that works for you (either 7-9 or 10-11). The idea is to keep things in the same range of probability but remove “bad” or “concept killing” choices. This roll will be done on the forum.

The three source tables should not include any Gear tables. Gear tables include Body Armor, Close Combat Weapons, Enchanted Items and Mystic Gadgets, and Ranged Weapons tables. Choices from the Psionics or Magic and Mysticism tables may only be chosen if the character has the appropriate Arcane Background.

Beginning Hero's Journey Roll
D20 Result
  • 1-3: Any result from 1-3 on any non-gear table
    4-6: Any result from 4-6 on any non-gear table
    7-9: Any result from 7-9 on any non-gear table
    10-11: Any result from 10-11 on any non-gear table
    12-14: Any result from 12-14 on any non-gear table
    15-16: Any result from 15-16 on any non-gear table
    17-18: Any result from 17-18 on any non-gear table
    19-20: You may choose any one of the results on this table.
Blank HJ Template

Code: Select all

[b][u]Beginning Hero's Journey Roll[/u][/b]
D20 Result
[list=none][b]1-3[/b]: Result
[b]4-6[/b]: Result
[b]7-9[/b]: Result
[b]10-11[/b]: Result
[b]12-14[/b]: Result
[b]15-16[/b]: Result
[b]17-18[/b]: Result
[b]19-20[/b]: You may choose any one of the results on this table.[/list]
Pregens
Kit Parker, Human City Rat
Kell Hendricks, Psi-Stalker Monster Hunter
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.

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Re: Short Run Roll 20 Campaign Game: Savage Tales of the Chi-Town Burbs - Rise to the Challenge

Post by High Command »

Sign up here and suggest times within the options listed that you'll be available for. I'll have a few pre-gens available as well.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.

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Re: Short Run Roll 20 Campaign Game: Rising Stars of the Chi-Town Burbs

Post by Joe Marshal »

I'm Interested. Wednesdays are good for me.
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PFC Joe Marshal
Pace: 6; Parry: 7; Toughness:14 (7); Strain: 0;
Weapon in hand: C-16A Close Combat Pump Rifle
Ammo: 12g Slug: 16/16
2 C-5 Punp Pistols
Ammo: 5/5, 5/5
Vibro-Axe
Bennies: 3/3

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Re: Short Run Roll 20 Campaign Game: Rising Stars of the Chi-Town Burbs

Post by Andriod »

I'm trying to work up a character idea, but I'm new to Savage World and Savage Rifts so I'm not sure what classes are actually here. Sundays would probably be better for me.

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Re: Short Run Roll 20 Campaign Game: Rising Stars of the Chi-Town Burbs

Post by Icosa »

Sunday evenings could work for me, most weeks.

There's a very strong chance I'll have to miss the 19th though. If that's okay, I'd like to sign up.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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High Command
The Savage Inquisition
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Re: Short Run Roll 20 Campaign Game: Rising Stars of the Chi-Town Burbs

Post by High Command »

A few more notes about the setting. The Coalition States, the ISS specifically, and the various Chi-Town Police precincts (and the private security firms that cooperate with the CTPD) are not antagonists in the sense you might normally see them used in a Tomorrow Legion game. They are a literal force of nature in terms of impact. Your ability to deter the Coalition forces is localized and super-limited. There are simply too many, with too much backup merely minutes away. After the end of the Tolkeen War (only about a month ago in game - it's June of 109 PA), riots overtook certain districts of the 'Burbs. Two entire "towns" were leveled by use of overwhelming force. With pinpoint precision, they can destroy any organized resistance by sheer weight of railgun, missile, and laser fire, plus the use of mortars, dogpacks, and foot soldiers backed up by power armor troopers and armored vehicles.

Coexistance with a force that can literally erase whole neighborhoods is a way of life. The Coalition largely turns a blind eye to the D-Bee population of the 'Burbs as long as they are not too full of themselves, are law abiding, and most importantly, peacefully integrated into the economy - earning money and then spending that on essentials and personal entertainment. Magic users and psychics tend to invest in Conceal Arcana simply to survive and hide from roving Dog Packs. Subtlety and the appearance of being broken and too afraid to rebel or cause disruption is a wonderful cloak that many wear each day. Normal crimes like theft, assault, and fraud are the issues for the Chi-Town Police Department, but major crimes - especially if they threaten the city itself or its important people - are handled by the I.S.S. Acts of terrorism catch the ire of the ISS and the army itself.

So despite being a part of a society that includes magic users, psychics, commandos, and more, residents of the 'Burbs tend to keep a low profile, especially around the military and police forces of the C.S. Crime is tolerated as long as no one important is inconvenienced.

A Note on Tone:
I feel it important to note that there will (not may be, will) be situations in these adventures where your character will be running head on into situations that might mirror our own - terrorism, wide spread disease, rampant crime, species based discrimination, police states, etc. While I am no stranger to reflecting the world in my games, my goal is to tell stories set in Chi-Town, not create commentary on our world, its struggles, and such. I am using those elements because they are the elements of the setting. If that upsets you, I'd rather have an honest conversation about it with you privately than to have you disrupt the game about it. We can't predict triggers and that is not my goal, but I'm not fool enough to think it might not happen. Just act like adults and communicate with me so we can work it out. I don't generally pull punches, but that doesn't mean I don't worry about how it might affect the people I am running for. I like you enough to want to tell stories with you, I am not out to hurt anyone - unintentionally or otherwise.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.

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High Command
The Savage Inquisition
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Joined: Sun Jun 12, 2016 6:10 am

Re: Short Run Roll 20 Campaign Game: Rising Stars of the Chi-Town Burbs

Post by High Command »

Wednesday Night: 9/23 next game (8 PM Eastern, 7pm Central, etc; Done by 10 to 11)
Lucky (Tiree): https://savagerifts.com/sr/viewtopic.php?f=41&t=5619
Name (player): URL
Name (player): URL
Name (player): URL

Sunday Night: 10/5 next game (8 PM Eastern, 7pm Central, etc; Done by 10 to 11)
Clint Renson (Grifter) (Nate/Underguard)
Annika (Psi-Operator) (Max/Icosa)
Briyan Zimon (Street Tough) (Andy/Adriod)
Spanner (Robot Combat Controller) (Bleys)
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.

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High Command
The Savage Inquisition
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Re: Short Run Roll 20 Campaign Game: Rising Stars of the Chi-Town Burbs

Post by High Command »

Clint, Annika, Briyan, and Spanner all gain either a suit of Plastic Man EBA, or a suit of Huntsman Body Armor. Everyone also has a Gas Mask; Each character gained 5500 credits

Spanner has a WI-GL4 Grenade Launcher (but no grenades unless she buys them at 150% book price). Stun and smoke grenades (see SWADE p. 78) go for 100 credits each.

Everyone takes one advance and a roll on their custom HJ Table.

The next two months will be defined by how you continue to survive in the lockdown. Things are getting worse. There are rumors of a cure, as well as rumors of more death of the test subjects who are being used to create a vaccine. So far no one who has volunteered has returned - but supporters of the Coalition's efforts remind them that if they were successful, they would be going to New Waukegan as citizens. No one with a lick of sense (that aren't blinded by their belief in the CS) believes that though. Still they have a steady stream of volunteers from every 'Burb shanty town. Briyan's dad keeps talking about taking the shot, but his wife talks him out of it, saying he's making enough of a difference here.

Your interlude needs to be about this period of two months and how they led you to what you gain from your Hero's Journey table. You can work your advance into the same narrative, or explain how you picked it up from the adventure.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.

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