Dark Cults of Doskvol

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Campaign Overview

Doskvol has many rogues, sharpers, cutpurses, chicaners... but there are some who serve a higher purpose. Some have been touched by the Divine. Some follow a calling, out of blind faith or the actual revelation of a God. Their hands may be stained, their methods devious, their minds unbalanced, but their hearts are pure... in the service of a Higher One.

The Forgotten Gods of Doskvol may have been forgotten by most of its citizens, but they have not forgotten the world. They move dark and enigmatic, with plans and intentions far beyond the scope of puny human minds. Is their touch a blessing or a curse? Perhaps only time will tell... when some great revelation or catastrophe shakes the heavens in their spheres once again.

Helpful Resources

Characters

Crew name [TBC]

Player Survivor HP WP SAN BP Notes
Astronocky William ("Will") Aberley 12 17 67/78 51
Aurebesh Angel 8 4 5
IMGoose Ashley 'Ash' Robbins 11 12 53/60 36
Mockraven "Nikky" Nikhedonia Cudahy 10 9 36/36 27
TheUltimateLifeform Damian Johnson 12 10 40/50 30
brahnamin Alice Fletcher 11 16 64/64 48
Regular Guy Alex 12 11/12 55/60 48

Important Places and Groupings

Please note: While we're using real place names, the game takes place in an ahistorical future. Any resemblance is coincidental and/or for convenience.

Doskvol

Post-Singularity America small.jpg

The New National Progressive Miners Union

The Ideological Faction in Northern Minnesota that encompasses Virginia and Hibbing. labeled as "The New National Progressive Miners Union" on the map is where Neotropolis is located owing to Virginia, MN's many investments in renewable energy such as Wind Turbines https://www.duluthnewstribune.com/news/2247813-wind-energy-takes-flight-iron-range , its currently liberal leaning tendencies, and status as an economic hub.

Hibbing has a cogenerating power plant that apparently is unreliable (according to Google reviews, they have frequent power outages).

There is a solar panel manufacturing plant in the small town of Mountain Iron, a few kilometers west of Virginia; https://heliene.com/solar-photovoltaic-modules/

New Green Bay

Specifically a "pirate" city out side of Green bay obviously called "New Green Bay". North of what used to be the actual city of Green Bay, but still within the relative seclusion/ protection of the bay. Originally founded by a group of bandits who bit off more than they could choose and pissed of the wrong people. It is now a sanctuary for the low lives of the Apocalypse; where they can come to trade, rest, or launch expeditions into the infection zone to the south.

At first there was very little order with people openly stealing or killing each other, which tends to happen when you have lots of morally questionable people in one place. But as it grew into less of a city and more of a small town the larger groups started making laws and providing a semblance of order. So now instead of murders taking place in broad day light they happen in the dark of night behind close doors, unless they want to be hunted down by the town "police" supplied by the biggest gangs in the city.

A wild west type town with loose laws but a general honor among thieves type of vibe. Just big enough that any other faction would have to use significant resources to get rid of it but not so big as to make it a target for the A.I.

SciNet

A dispersed community of scientists and investigators into the unnatural and the invading AI; motives vary but in general they are intent on finding out what they can about it, trying to communicate with the AI, and coexisting with it and the unnatural. They are ostensibly independent of any established “official” groups. Membership by invitation, communication is pseudonymous, though in rare cases members do meet in person. No guarantees that they have not been hacked/infiltrated, or that individual members may not have ulterior motives. Provides access to a pool of knowledge/resource on the unnatural and the AI, and potential contacts/information on areas where contacts are based.

Important People

  • President Arpad Chin, current President of the The New National Progressive Miners Union
  • Otto Baldwin, the owner of a small motel like business in new green bay.
  • Mackenzie Dawson, one of the doctors in Neotropolis
  • Juan Ramos, runs a small and seedy bar

House Rules and Quirks

Spending Willpower to Make Rolls Succeed

You can spend your Willpower Points on a 1-to-5 basis to improve most skill rolls (but not SAN rolls or damage rolls, or POW tests, or to change normally successful rolls into crits etc.): 1 WP = up to 5%. This represents making that extra effort of will to achieve a success. But in doing so, you're running down your Willpower Points, which can be dangerous. Also, you have to take the full 1-to-5 conversion - no fractions. If your roll has failed by 6%, you have to spend 2 WP for the full 10%.

Remember that you can also spend Willpower to project SAN loss onto Bonds, or to repress insanity. This is different to the above use - and a reminder how important it is to hang on to your WP. Fumbles can cost you WP; resisting interrogation definitely does. WP are needed to fuel hypergeometrical rituals and objects, and are sometimes targeted by offensive rituals.

Remember that you suffer an emotional breakdown when your WP hit 2 or below, and total collapse when you hit 0 WP. You regain 1d6 WP after a full, proper night's sleep. Exhaustion and sleeplessness cut into that.