Showing posts with label Junkyard. Show all posts
Showing posts with label Junkyard. Show all posts

Thursday, June 16, 2011

The Junkyard: Raiders of the Lost Ark


Sometimes ideas hits you at the middle of study, and you have to write them down to exorcise them. I find The Junkyard pretty useful for this purpose, as it helps me not to get involved in every single deviation of my own mind. By the way, I've just had this idea for a Call of Cthulhu campaign, set in the 40's and heavily inspired by Indiana Jones movies (thus, the title.)

Suitable Characters: Players should be careful to create characters that meet at least one of these requirements in order to get involved in the campaign:
  • Native German speaker;
  • Can read Latin, Arabic, Aramaic and/or Hebraic;
  • Is Soldier or Officer;
  • Is or have been an Archeologist, Antiquarian, Ancient History or Religion Scholar or Professor, Occultist, or Parapsychologist.
Every character must be on the anti-nazis front (no spies, too much meta-gaming.)

Introduction: It's the darkest hour of the WWII. Nazis have conquered half a Europe, and none knows if England will manage to avoid invasion. United States are about to declare war to Germany, although still haven't done anything. Churchill have been informed by his spies that Heinrich Himmler has just created a new, super-secret section of the SS, engaged in finding a mythological weapon of mass destruction. The characters are recruited to find out about what Himmler is exactly looking for, and steal it before the Nazis make some use of it, whatever it is.

The Ark of Covenant: The Nazis are looking for the Ark of Covenant, which they have discovered have some mysterious secret powers and so are willing to use it as a weapon and win the war. It has been described as a golden box with two angels on its top, containing the original Decalogue; the angels are actually representations of the Outer Gods, and it contains an Atlantean ritual to summon and bind Azathoth. The Nazis know it's something different from what is told, but have no idea of the Cthulhu Mythos.

Yellow Brotherhood: So, Nazis on one side, Allies on the other, the party in the middle, and a war all around. Is that enough? Of course not! What is a Call of Cthulhu campaign without cultists, anyway? The Yellow Brotherhood is cult of worshippers of Azathoth, committed to find the Ark, perform the ritual and let the Daemon Sultan to rule upon the world of men. They are organized, well equipped, all mad, unscrupulous and ready for anything.

The Plot: The party is sent to Germany, where they find out about the Ark. They discover that the Nazis have their base in an ancient castle, and move there to discover where exactly the Ark is. Finding out the location is the Temple of King Solomon, they move to Egypt for further researches (they should get in touch with the Yellow Brotherhood here.) Then, they lead to the Temple and try to steal the Ark. Wether they succeed or not (provided they're still alive), they come back to Europe and try to (regain, in case, and) bring the Ark to England. The Nazis should be out of the game at this point, but the Yellow Brotherhood may not (unless the party managed to kill their leader.) The tablets can't just be destroyed, so the characters have basically two possibilities: hide them, or bring them back to Celaeno. At this point, the Allies may become enemies too, since someone may think that they should use the ritual to immediately end the war. Of course, such action will results in total doom.

Tone, Style, House Rules: The tone and style should definitely be Jonesy. Thus, early 90's Hollywood Nazis (see The Last Crusade), lots of action, and handsome characters. On the House Ruling side this may result in bonus Skill Points in character creation, and the possibility of combining Skills for more cinematographic effects.

Sunday, June 12, 2011

The Junkyard: Humanspace Empires d20

If you still don't know what Humanspace Empires is, do yourself a favor and find it out!
After some months spent playing Pathfinder, I must admit I'm growing lazy-er (if any possible) and starting to appreciate some of the d20 System facilities. Better, I'm growing annoyed by some of the old edition oddities like un-steamlined mechanics and weird saving throws (yes, I know, blasphemy!) Humanspace Empires really is a little jewel, with many cool and widely adaptable ideas, like super-scientific powers and gears. The point is, I'm finding myself asking wether or not they would work the same (or even better?) under a different set of rules, like Kard és Mágia or other "light" variants of the original d20 System. I mean, keeping the simplicity while leaving the shit out. Mumble, mumble...

Wednesday, May 25, 2011

The Junkyard: Alpha Doom



Had I enough free time and a new party of brave adventurers, one of the things I'd like the most would be trying out Humanspace Empires. With the sole exception of a couple of Star Wars (d6) games I GM'd quite a few years ago, I've never played a science fiction roleplaying game. And that is a shame, since I'm sure I'd love to do that!

Still, being no expert at all of Prof. Mar Barker's works, I would not play it in the standard setting. Instead, I would have things starting on a sandy planet (like the world of Dune, you know), have some city adventures and then fly away through the galaxy! I really love the "aesthetics" of Humanspace Empires, as I've said before, and I think the awesome images The Drune has collected along with his posts would have a great influence on my star-box.

Here's a couple of ideas and generic design notes:
  • The Big City (Metropolis) has its Imperial Academy of Super Science. There the most brilliant offspring of the richest families of the Galactic Empire gather together to unveil the deepest secrets of the universe. (And organize weird expeditions to the mysterious and apparently abandoned Cyclopean City of Algol, or to find the legendary Halls of Celaeno, as well – kinda like At The Mountains of Madness, only in space.)
  • Each adventure should be episodic. Long adventures would be broken into several chapters of a mini-campaign. Kinda like a tv series, you know.
  • Only humans. There may be some other super-intelligent species in the vast universe, but the Galactic Empire is mostly alone on its journey.
  • Droids, though no Androids. Psychopathic AIs, at least.
  • The Sisterhood (Secret Society). Beautiful, misanthropic, half-naked girls endowed with psychic powers, conspiring to oust men from the study of science (which is of course a very male-dominated environment) and secretly take control over the Galactic Empire. (And if you wonder why must these girls be beautiful and half-naked, I say of course they use both their powers and heavy cosmetic surgery to seduce men before crushing them.)
  • And even more Dune. And I mean, David Lynch's Dune.
I think I'll probably return on this topic again, in the future.

Friday, May 20, 2011

The Junkyard: Morbid Angel Discography Based Campaign

I'm totally going to steal this from Beedo, I hope he will consider this as a tribute! Seriously, it's a great idea to store away something you had noticed somewhere, and unearth it as needed.

DOMINATION
Can you write a complete campaign using the titles of Morbid Angel albums as titles for each adventure? Read them, they kinda scream PLAY ME NOW. In temporal order:
  • Scream Forth Blasphemies
  • Bleed for the Devil
  • Thy Kingdom Come
  • Altars of Madness
  • Blessed are the Sick
  • Abominations of Desolation
  • Covenant
  • Domination
  • Formulas Fatal to the Flesh
  • Love of Lava
  • Gateways to Annihilation
  • Heretic
  • Illud Divinum Insanus
They even are in the right order from low to epic level! They should work for a Call of Cthulhu campaign as well.
 

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