January 13, 2021 troika weird war

Weird War - Mission Generation

For use with this
A soundtrack suggestion

Roll 1d6. On a 1-3, the mission is Behind the Lines. On a 4+, you are being sent to the Front. The Psychogeography haunts both.

Behind the Lines

The safety of trenches and occupied manors, barely haunted these days. The liberated villages and towns, filled with locals inured to grief, soldiers and bombs.
Trucks and bicycles.
Railways and guns.

Objectives

1d6 Objectives
1 Gather 10d6 Provisions
2 Rescue a Friendly Group from Location or Local Group or Psychogeographical Feature
3-4 Investigate a Location, Local Group or Psychogeographical Feature
5 Infiltrate a Local Group, based in Location
6 Recruit 2d6 Volunteers’

Friendly Groups

1d6 Group
1 Royal Propaganda Core
2 Her Majesties Foreign Intelligence Service
3 High Command Catering and Hospitality Core
4 Ordinance Psychogeographical Survey, Minor Talents Division
5 Volunteer Battalion Under 16s
6 London Philharmonic Orchestra

Locations Behind the Lines

d6 1 2 3 4 5 6
1 Forgetting Club Redeployed Factory Inexplicable shipwreck Ghost-trenches Smuggler Cache Finishing School
2 Bombed Out Druid Grove Camouflaged Officers Club Unharmed Church Book-pile Smuggler Route Locked Orphanage
3 Bullet-holed Theatre School for Debutantes and Female Companions Ancient Fortification Brothel of Poets Race-track Burial-Mounds
4 Town cinders Onion Farm Immobilised convoy-turned-settlement Refugee Camp Looted Aristocratic Tombs Not-So-Ancient Guillotine
5 Dairy-turned-abattoir Looted Orchard Airfield Crashed Enemy Plane Empty Deserter Camp Aristocratic Household
6 Druggists Office Double-stacked Graveyard Vineyard Hidden Resistance Cache Deserter Camp Billeted Aristocratic Household

Local Groups

Some are friendly.
Most are not. They appreciate liberation, but resent you for being the liberators.

d6 1 2 3 4 5 6
1 Piano-Farmers Oilmouth Cult Luxury Smugglers Local Ruling Aristocratic Family Wandering Penitent Band Journalists
2 Plane Tamers Ink-thief Band Food Smugglers Camp Followers Literature Society Nationalists
3 Art Brawlers Belligerent Resistance Band Clothes Smugglers Rogue Vintner and Crew Bullet-Chewers Dog Collectors
4 Narrators Guild Chapter Word Hunters Sleep Smugglers Defeated General and Entourage Walking Dreamers Barefoot Infantry
5 Nunnery Psychogeographic Explorers Book Smugglers Urchin Gang Contents of Asylum Shadow Aristocracy
6 Monastery Left-behind Enemy Soldiers Hired Killers Horse Thieves Flour-Baron’s Men Papal Agents

Psychogeographical Features

Unless deliberately revisited, these should be replaced after use.

d6 Features
1 A snaking-snake legion slithers amongst the hills, in Southern Steel and iron and marked with Eagles and a crushing grip. A wake of fire follows, searing beyond this War.
2 The Old Palace, all crystal stained red, red, red, the soil all liberated heads singing the old songs. Perhaps the Royal Family are in, heads crowned and lap-borne.
3 A crawling plane, core burnt out, dead pilots pulled behind on ejector umbilicals. Smoke filled with the lethal bullets.
4 A maw in the earth filled with the soft soil of human history - barely a snack. The maw has forests for hair, dolmens for teeth. Kings once knew it’s name.
5 An impossible beach, wooden vessels hungry for soldiers. Smoke from a not-so distant shore. Home to you, perhaps.
6 A gloaming descending from above and bleeding out of the land. The wretched history of the continent reaching towards unimagined futures, echoes of the now forever.

Encounters

To be checked once per reasonable unit of time. Roll d66 and consult the table below.
All may be spies - on a d66 roll of 11, they are working for the Enemy. They may be dangerous agents, view themselves as patriots, mercenaries or just simply hate you.

d6 Encounter
11 2d6 Civilian Refugees, looking for lost animals/children/wealth.
12 1d6 Friendly Soldiers, on assignment/dodging an assignment/off-duty.
13 1d6 Local Civilians, seemingly very interested in you and your mission.
14 1d6 Local Civilians, interested in you but trying not to show it.
15 4d6 Wounded Soldiers, moving away from the front.
16 Rogue farm animals, huddled together as if for protection. They smell like fear.
21 Officers car on the prowl.
22 Newspaper crew, plying soldiers with liquor and cigarettes.
23 A Civilian Witch.
24 Smell of vinegar - overturned wine cart, left in the heat and rain.
25 Planes sluggishly crawl across the sky - friendly, by the lack of munitions.
26 Wild artillery shell explosion near enough to deafen. No way to tell where it came from.
31+ No notable encounter.

The Front

Fire has scraped clean the earth. The soil bleeds only poison - our weapons have left the wound infected.
You have already seen scores of friends die, limbs dangling from barbed wire.

Safety is a dark hole and a mask.

1d6 Objectives
1 Trench Duty. 12 Days.
2 Rescuing someone from no-mans land.
3 Moving to cut enemy telephone lines.
4 Called up to support as we go Over the Top. Wait for the whistle.
5 Night raid against an enemy trench.
6 Rebuilding trenches and defences.

Encounters

To be checked once a day when waiting, hourly during active movement. Roll a d66 and consult the table below.
Where Soldiers are not specified as Friendly, they may be in the employ of the Other Powers.

d66 Encounter
11-12 1d6 Dying Soldiers, gassed.
13-14 1d6 Dying Soldiers, shot.
15-16 1d6 Dying Soldiers, shelled.
21 Sniper fire - player with least Luck tests it to avoid.
22 Screaming of Shells - test Luck or relevant Skill to get in cover in time.
23 Laughter of Machine-Guns - hit the deck or take 1d6 hits.
24 Animal-Whine of a plane - grenades dropped into the trench, elsewhere.
25 Broken rasp of a rattle - gas attack inbound.
26 Sergeant Inspection - challenging the troops to show some bravery - now.
31 Friendly Soldier, holding a boot to his chest. The boot still has his foot in it.
32 Starving mule, eyes wider than dinner plates, rampant amongst the trench. Kept alive as a good luck charm.
33 Friendly artillery falls short. Test Luck to avoid.
34 Soldiers sing for their dead friend.
35 4d6 Enemy Soldiers on a trench-raid, crawling over the parapet right now.
36 Screams in no-mans land. Closer than usual.
41-56 Residual stink of rotting flesh, munitions. Distant cackle of gunfire. Low roar of shells. Dog-ends of cigarettes burning the lips of the soldiers. Whispered jokes. Stifled laughs.
61-66 The Psychogeography boils up from the ground, and drowns the trench. All are swept into this new landscape.

The Psychogeography

The horrors of The Front are only amplified by in the Psychogeography.

d6 Psychogeographical Location
1-2 Trench labyrinth, miles of wet earth packed with bodies, liberated hands grasping from the walls, poison gas snaking and moving - a predator on the hunt. Anything other than a half-crouch is death, bullets roaming in flocks, looking for any revealing themselves.
3-4 Blasted-ruin-splinters of a town eaten, consumed, turned to memory by the carnivorous no-mans-land. The War is the egg, and that blasted dead toxic earth is the Child, industry and nations the parents.
5-6 The open field. The killing ground. Behind are demon-officers, ready to execute, jeering. Ahead, machine-gunners. All must walk forward, regardless of nationality in the other world.

The Deep Psychogeography

The shallows of the Psychogeography heighten and make the metaphorical literal.
The deep of the Psychogeography presents the alien vistas and wrinkles forgotten yet carried within. The obscene truth-trending-toward-fiction.
It can only be found with determined investigation and either the latest in para-scientific devices or the most ancient of religious practices.

January 4, 2021 systems

CONSIM

The Observer will outline the situation. The small scale and rough differentiation means situations involving irregular forces and clandestine skirmishes more suited. It is recommended this is used as the combat resolution system for a more involved campaign.

Characters

Characters are made up of their equipment, training, morale and history.

Combat

Initiative

Deal 1 card to each meaningful combatant or cohesive unit for combat. (individuals, vehicles, squads depending on the resolution desired.)
Deal 1 additional card for any of the below factors which apply :

  • has superior firepower
  • has a prepared position
  • has superior visibility
  • has superior training
  • has superior morale

For every 2 ticks of Suppression, combatants lose 1 card. For a pulpier game, player characters cannot be reduced below 1 card.

In the case of surprise or an ambush, no cards are dealt to the surprised side.

Once this is done, all cards are revealed - actions are taken in descending order of cards, with Aces high and the following suit rankings:

Spades > Hearts > Diamonds > Clubs. (i.e. Ace of Spades acts first, then King of Spades, and so on) .

Combatants with multiple cards take multiple actions. Each action should be concise, achievable within ~6 seconds. Longer than this requires the use of multiple cards, either splitting the action into constituent parts or spending’ multiple cards at the lowest value cards rank.

Shooting

A combatant may choose to shoot as their action. Targets shot at take 1 Suppression.

If aiming to score kills, roll 1d10. Roll 6+ to hit a target out of cover.
Roll 7+ to hit a target in cover.
Roll 8+ to hit a target in good cover.
Trained soldiers add +1 to this roll. Elite solders add +2.
If a hit is scored, consult the following the table, modifying any rolls as directed by the weapon.

1d6 STATUS
1- STUN
2 STUN
3 INJURE
4 INJURE
5 DYING
6+ DEAD
  • STUN - target takes 3 additional Suppression. Target takes no cards next round. If already STUNNED, they are INJURED.
  • INJURE - target takes 3 additional Suppression. Target takes one card less, and has been non-fatally shot. They begin DYING if not treated in 2d6 Rounds. If already INJURED, becomes DEAD.
  • DYING - target takes 5 additional Suppression. They become DEAD in 1d6 Rounds without immediate first aid and serious medical attention after that. If already DYING, becomes DEAD.
  • DEAD - target is DEAD.

If aiming to Suppress, roll 1d10 - on a 10, a hit has been scored, see above. Otherwise, target takes 1 additional Suppression.

Semi-Automatic and Automatic Weapons can be used to Suppress areas.

Firepower

Rather than an exhaustive cataloguing of weapons, we compare their relative power. Generally, newer weapons beat out the old - the rare cases where this is not the case should be obvious. Different types of weapon are more effective in certain conditions - the killing power of a sniper’s rifle is limited in house-to-house fighting.

Suppression

After being shot at, a combatant gains one tick’ of Suppression. All suppression is lost once a round is spent without receiving any fire. For every 2 Suppression held, the highest card held for Initiative is lost.

Attacks from unseen foes add 2 additional Suppression. (e.g. Sniper attacks)

The use of dice to track total suppression is suggested.

Weapons

Small Arms

  • Automatics gain +1 to hit and damage rolls.
  • Semi-automatics may gain +1 to hit or damage rolls.

Others

Note - these effects stack.

  • Explosive Weapons gain +2 to hit and damage rolls.
  • Ground Vehicle Weapons add +3 to damage rolls and double Suppression.
  • Air Vehicle Weapons add +3 to damage rolls and triple Suppression.

Suggested Research Topics

  • Any War of Independence
  • The Spanish Civil War
  • Various Resistance Efforts during Nazi Occupation
  • 1967 Opium War
  • Laotian Civil War
  • Various CIA-backed coups and counter-revolutions
  • Chechen Wars
  • Chaco War
  • The Art of Not Being Governed - James C Scott
  • The Politics of Heroin - Alfred W McCoy
  • SDECE operations in Africa
December 29, 2020 troika adventure acid death fantasy

Red Rock Funeral

A Scenario for use with ADF and Troika or whatever else you might want. I’m not your dad.

Where the red sand becomes red rock a settlement, Ignear, is tucked amongst the folds of stone. Their harvests of barrel-fruit cacti and hardy desert maize are fat - every year a glut.
The people of Ignear are offering a months worth of fresh water - a small fortune - to someone who is able to clear their path to the Graveslab - their ancestral burial site. They are keen to impress upon visitors the sacred nature of interment within this natural fortification - and how no outsiders are allowed to enter within. Those breaking this taboo must pay in blood.
The dead - Shamal - died when a rock fell and crushed their skull. May their water serve the village.

Travelling to the Graveslab from Ignear means either a three-day scramble over the jagged rock or a five-day journey around the stone, over the yellow-red striped sand.

The crags are infested with Rockborers. There is a 2-in-6 chance of attracting their attention each day. Once alerted, they will mercilessly harass the party, attacking at night, killing pack animals and the like.

The desert is wide open, the edge of the Thousand Sultanates visible from this borderland. Encounters are seen a ways off unless they are lying in ambush. Roll 2d6 per day and consult the chart below.

2d6 Encounter
2 Wormsign in the deep desert.
3 Distant dust-trails of caravans in the Sultanates.
4 A twinkling in the sky.
5-7 Nothing but the wind.
8 Hyenamen, poorly hidden beneath dunes.
9 Pack of Sandmantis - 50% chance of already converging on your position
10 Nomadic Pastoralists with their herd of Sahg
11 Dunesharks.
12 Dust-storm, coming in fast - 1d6 hours to find sufficient cover or risk having your flesh stripped from bone.

The Graveslab

The Graveslab, a tower of cave-ridden rock, stands in the centre of a clearing amongst the broken rock of the area. It is being used by a Rogue Warflock (only 15 remain) as a temporary base. They are led by Kresh - jovial despite the dire circumstance. They failed to complete their contract for one of the Thousand Sultans, and are here to lick their wounds. As such, they are not in a trusting mood, taking potshots with their looted laser weapons at unexpected guests. They could be convinced to parlay, but have no good reason to move on currently - especially whilst they are being pursued.

A member of the Warflock - Sett, the sniper - is a Nanite Sand agent. They are being directed to investigate the truth of Graveslab - the Sands know there is more here than meets the eye. Kresh is suspicious of a traitor, but cannot fathom a way to flush them out. One suggesting a good enough plan could begin negotiating favourably - if able to avoid offending Kresh by insinuating a traitor in the ranks.

The target of their mercenary contract - a warband of Slough Lizardlings (20 in number) - has remorselessly stalked them across the desert. They will be here in 1d6 days. They have massacred 2 villages for information, leaving their infamous limb-structures as a warning. Originally, they sought to recover a stolen religious icon, a mummified Warlord Head, from the Sultan who hired the Warflock. Now they have shifted targets. Without intervention, the Warflock will perish, killing 2d6 of the Slough Lizardlings. The Lizardlings will desecrate the tomb with the Warflock corpses, and destroy the secrets of the Graveslab.

Hidden amongst the surrounding rock is Tariq, a Technician of Esteemed Acquisitions. They know the truth of Graveslab, and were planning a theft. The Warflock has complicated this. If the party seem competent, Tariq may make contact using hidden notes smuggled into their camp, offering them a cut of the proceeds if the heist can be pulled off. If agreed to, Tariq will join them the next night, and explain -

The Graveslab is not just sacred - it is the secret to the wealth of Ignear. Within the sealed chambers are ancient machines, capable of extracting the water from a corpse and purifying it. Tariq wants to steal these machines and sell them to the highest bidder - almost certainly a Freshwater Grub in Shurupak. The journey there will take months with delicate, expensive cargo.

What Tariq doesn’t know is that these machines only operate due to control circuits hidden beneath the Graveslab. They are useless without this. If sold to a Freshwater Grub, assassins will be dispatched in revenge.

If the Warflock are told about the machines, they will entrench themselves and begin raiding the local area for corpses to turn into water. They will try and use this water to buy off the Slough Lizardlings - unsuccessfully.

If the people of Ignear are confronted about the secrets of Graveslab, they will bribe the party for their silence before dispatching assassins in 2d6 weeks.

How’s that for a starter adventure? Just combine and recombine the elements until you think it would get boring to add more.

December 17, 2020 Space traveller mothership

Shooting Through Walls

If attempting to blast through walls in a facility or starship - or checking to see whats there - or dealing with a miss - use the following chart.

2d6 Result
2 Radioactive Materials - begin testing for exposure.
3-4 Engine Coolant - superheated fluid sprayed everywhere - resolve as flamethrower or laser weapon
5-6 Liquid Pipes - sprayed everywhere - non-flammable.
7 Nothing - just material/interstital space
8-9 Airduct revealed
10-11 Local power-line cut - brown/blackout for 2d6 minutes
12 Explosive Material - resolve as a frag grenade
November 27, 2020 space traveller mothership

Stealth in Space

Roll 1d6 and Consult Below - Value or Above is Detection

Detection Score Ship Situation
6 Running Dark, no systems, internal vacuum.
5+ Passive Sensors only, internal vacuum.
4+ Passive Sensors, Life Support off but held air (lasts ~24 hours)
3+ Passive Sensors, Stealthy Networking, Life Support off but held air (lasts ~24 hours)
2+ Needle Sensors, Stealthy Networking, Life-support
November 25, 2020 odnd monster mmm

Water Elemental

Gather rain on a hot, dry day.
Add 2 droplets of blood.
Forget the face of a sibling.

By these gifts you may breathe life into liquid.

2HD / AC as Unarmoured / 1d6 Damage
Unharmed by physical weapons.

Expanded, revised & collected:

US itch


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