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Showing posts with label Modiphius Entertainment. Show all posts
Showing posts with label Modiphius Entertainment. Show all posts

Saturday, 11 October 2025

Quick-Start Saturday: Discworld: Adventures in Ankh-Morpork Quickstart

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
Discworld: Adventures in Ankh-Morpork Quickstart is the quick-start for Discworld: Adventures in Ankh-Morpork, the roleplaying game based on the satirical fantasy works of Sir Terry Pratchett published by Modiphius Entertainment and focusing on the great city of Ankh-Morpork, set in a particular Now somewhere around the events of the novels, Going Postal and Thud!.

It is a forty-eight page, 12.99 MB full black and white PDF.

It is decently written and the artwork is excellent. It does need an edit in places.

How long will it take to play?
Discworld: Adventures in Ankh-Morpork Quickstart
is designed to be played through in a single session, two at the very most.

What else do you need to play?
The Discworld: Adventures in Ankh-Morpork Quickstart needs a standard set of polyhedral dice, including percentile dice,
per player. Except that is, the die between the seventh- and nineth-sided dice. This known as as the ‘Narrativium Die’ and is rolled by the Game Master.

It also requires some puns.

Who do you play?
The Discworld: Adventures in Ankh-Morpork Quickstart includes
six pre-generated Player Characters, all of whom are members of Ankh-Morpork’s City Watch. They consist of a veteran Zombie who was or is very close to retirement; an Igorina recruit good with a needle; a surprisingly charismatic Troll; a Dwarf Crimescene Iconographer; a gifted beggar who surprised her parents by joining the Watch; and a very observant Gargoyle.

How is a Player Character defined?
A Player Character in the Discworld: Adventures in Ankh-Morpork Quickstart has a number of Traits that define who and what he is and what what he can do. They include the character’s name, the group he belongs to, species and background, his experiences and where he fits into his group, his core—his outlook on life and how he reacts to the world, quirks, and description. He may gain other Traits, primarily consequences for failing Tests. He also has several points of Luck. All six come with a good description as well as the other Traits and an excellent illustration.

How do the mechanics work?
Mechanically, Discworld: Adventures in Ankh-Morpork uses an opposed dice roll system. A player decides what he wants his character to do, selects a Trait, and explains how said Trait is appropriate for the Test. The player is encouraged to define how appropriate a Trait from one situation to the next, even that twists the meaning of the words. The Game Master will assign an Outcome Die that the player will roll. If the justification is perfect or suitability appropriate for what the Player Character can do, this is a twelve-sided die, but if the rationale is dodgy or shaky, or the Player Character has no idea what he is doing, it is a four-sided die. The Game Master may also assign the six-sided die or the ten-sided die depending upon the quality of the reasoning. In addition, the Game Master decides on the consequences of failure.

The roll of the Outcome Die is compared with the ‘Narrativium Die’. If the result on the Outcome Die is higher, the Player Character succeeds, but if the result on the ‘Narrativium Die’ is higher, he fails and the Game Master can narrate the result, which can be a new Trait, representing unforeseen consequences or twists.

If the test was a failure, another Player Character can attempt to help. This costs a point of Luck and the player will decide on the appropriate Trait and the Game Master assign it an Outcome Die. The roll is made against the result of the ‘Narrativium Die’ already rolled. If the result of the new Outcome Die is higher, then the Player Characters succeed, but if it is a tie or lower, the consequences affect both Player Characters and and are worse.

Luck can also be spent to reduce the effects of consequences.

On extremely rare occasions, a Game Master can decide that a plan devised by the players is so outlandishly absurd or ridiculously clever or astoundingly unlikely, that, “it’s a million to one chance, but it just might work.” In which case, it actually does.

How does combat work?
There are no specific combat mechanics in the Discworld: Adventures in Ankh-Morpork Quickstart. Instead, Tests are rolled as normal with the
‘Narrativium Die’ standing in for the opposition and the outcome narrated.

How does magic work?
If you are not prepared to put your time in and complete your studies at Unseen University, there really is no hope of you actually finding out...

What do you play?
The scenario in the Discworld: Adventures in Ankh-Morpork Quickstart is ‘Up in Smoke’. As member of the Watch, the Player Characters are assigned—by Sir Samual Vimes, no less—to investigate a burglary at Lady Ramkin’s Sunshine Sanctuary for Sick Dragons. The investigation will take the Player Characters back and forth across the Misbegot Bridge over the River Ankh and the scenario is actually organised geographically, with the various sites of investigation laid out either side of the bridge. Every location includes a description, details of what happened there previously and any NPCs, as well as a list of clues and possible consequences should things go wrong. This is slightly odd if a bit clever, as it also places the finale in the middle of the investigation! The finale is very written as an action scene with a chase, a dilemma, and plenty of complications and consequences.

Is there anything missing?
No. The
Discworld: Adventures in Ankh-Morpork Quickstart has everything the Game Master and her players will need to play, including advice on tone, safety tools, and a good example of play. There is also a Reference Sheet on the last page.

Is it easy to prepare?
Yes. The
Discworld: Adventures in Ankh-Morpork Quickstart is very easy to prepare.

Is it worth it?
Yes. There a lot to like about the Discworld: Adventures in Ankh-Morpork Quickstart. It is simple and straightforward, the rules are very easy to grasp and allow for a lot of player input and Trait twisting in light, narrative fashion. ‘Up in Smoke’ is a solid scenario and the pre-generated Player Characters are all nicely, nicely done. The Discworld: Adventures in Ankh-Morpork Quickstart really is one of the easiest of quick-starts to run and play.

The Discworld: Adventures in Ankh-Morpork Quickstart. is published by Modiphius Entertainment and is available to download here.

Sunday, 15 June 2025

Achtung! Ardennes

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu 2d20: Forest of Fear is the seventh release for Achtung! Cthulhu 2d20, and the second campaign following on from Achtung! Cthulhu: Shadows of Atlantis. It shifts the action forward by three years as previous releases for the roleplaying game are set earlier in the war, even during part of the Phony War, in 1939, 1940, and 1941. It is set in the Ardennes, in the weeks and days leading up to the Battle of the Bulge in late November and early December of 1944. It is also a sequel of sorts, to Achtung! Cthulhu 2d20: Assault on the Führer Train, which the Game Master can run as prologue to the main campaign, although that will be with pre-generated Player Characters, or Agents. The campaign, presented in eleven parts, requires experienced Agents with a good range of skills, including ideally, an Occultist with the ability to cast magic. At several points in the campaign, there are scenes of mass combat, so the Game Master may want to check the rules for handling such incidents in the Achtung! Cthulhu 2d20: Gamemaster’s Guide. The campaign also differs from more traditional campaigns of Lovecraftian investigative horror in four ways. First, it is heavily directed. Being a military-style campaign, the Agents will find themselves being either ordered to investigate and act by their superiors or being asked for help by the forces of local Resistance, rather than directing or leading the investigation themselves. Second, the campaign environs are limited to under the canopy and under the ground of the forests of Ardennes. This gives it much more of a localised feel than the traditional globetrotting campaign, which is what Achtung! Cthulhu: Shadows of Atlantis is. Third, the campaign develops into two parallel plot strands, one of which explores the relatively recent—in Mythos terms—history of the Ardennes as the German factions in the Secret War—Nachtwölfe and Black Sun, dig and in some cases, quite literally, bulldoze their way into the region’s prehistoric past. Four, the Agents will find themselves making alliances with some very strange bedfellows…

The set-up for the campaign echoes that of the Ardennes Offensive launched by Nazi Germany at the end of 1944 to stop further Allied advances and attempt to bring them to the table to negotiate. The desperation of Germany extends to its two factions in the Secret War—Nachtwölfe and Black Sun, and despite having been rivals for years, the need to defeat the Allies has driven them to do the unthinkable, that is, to co-operate. Their plan is known as Operation Brute Stärke, or Brute Strength, a secret coda to Hitler’s Operation Watch on the Rhine. The Agents are operatives for the British Section M sent to a field base ten miles behind Allied lines. There, Major Archibald Strang, codenamed Hunter, will brief them about the disappearance of Resistance leader Marta Archambaud—as detailed in Achtung! Cthulhu 2d20: Assault on the Führer Train, about the sightings and co-operation of Nachtwölfe and Black Sun, and the lack of intelligence about the region coming from Majestic, the American equivalent to Section M. Could the Americans be up to something? Major Strang would appreciate anything that the Agents can learn, but their primary orders are to investigate Nazi activities behind enemy lines in conjunction with the Resistance.

Achtung! Cthulhu 2d20: Forest of Fear starts with a good introduction to and explanation of the campaign and its background, along with some decent staging advice. The campaign proper begins with the Agents being sent behind enemy lines to ascertain enemy activity in the region. After making contact with the Resistance, they will be led to a remote farmhouse that serves as their base of operations for the campaign. In comparison to the missions to come, it is an intentionally quiet opener, but the Game Master is given several adventures to enliven the Agents’ stay at the farmhouse or visits to the nearby village. These can be used throughout the campaign, although the timeframe does tighten up near the end. The majority of the missions call upon the Agents to investigate archaeological sites, castles, ritual sites, and so on, often hiding entrances to cave networks that lead deep underground to the discovery of the Elder Thing undercity of Karvarteeli, which the Nazis have been surveying and plundering. The Agents will often find the Nazi efforts in disarray, the enemy either under attack by or having been attacked by eldritch forces. The often-brute force method of the Nazis have unleashed the dread servants of the Elder Things—the Shoggoth! Later in the campaign, it will become apparent that the Shoggoth—or at least the means to manufacture them—are what the Nazis are after, as well as the fact that not all of the Shoggoth are loyal to their former masters. There is even the possibility that the Agents might be able to communicate with the rebels, with one of the more horrifying moments in the campaign being faced by a Shoggoth holding a German soldier up like a puppet and having penetrated its brain, using him as a communications device!

In addition to investigating Nazi activities, the Agents are asked by their Resistance contact, Gaston Moreau, a Druid and secret follower of the goddess Arduinna, to help him in the ongoing fight between the Ardui, Ardenne Forest’s native Celtic deities, and the Crimson Brothers, a cult of evil monks, led by the Cowled Sorcerer, who want to free the Sleeping Horror, Chartotharkis, a godling imprisoned within the catacombs of a nearby ruined abbey. This is the second strand to the campaign, with the missions alternating between the two over its eleven missions, including the Agents actually meeting the Goddess Arduinna and the Ardui in person in their Sacred Grove (though this does involve a fair amount of exposition). The primary aim of the Ardui followers is to prevent the Crimson Brothers from succeeding and securing possession of three artefacts sacred to the Ardui—The Cauldron Which Never Empties, Flesh Drinker Sword, and Trident of the Dark Lake. One problem here is that the Agents cannot succeed in this. The Crimson Brothers do get hold of all three despite the Agents’ efforts and only in the final confrontation do they have a chance to reclaim all three.

The addition of the Ardui is not out of place in Achtung! Cthulhu 2d20: Forest of Fear as Achtung! Cthulhu has always had a folkloric and pagan element whose traditions have run parallel to that of the Mythos and which an Agent Occultist has been able to draw upon to be able to cast spells of his own. Often based upon Celtic and Viking traditions, as well as Hermetic traditions, the presence of the Ardui in the campaign brings this aspect of the roleplaying game to the fore and enables the Agent Occultist to interact more directly with those he owes fealty to—especially if he follows Celtic traditions.

The final confrontation with the Crimson Brothers also suggests an interesting interaction with the Nazis as an option. This is to form a temporary alliance with them in order to defeat the Crimson Brothers. It is suggested that this will add extra spice and roleplaying opportunities, the latter in a campaign where roleplaying and interaction with NPCs and the enemy is underplayed in favour of exploration, stealth, and combat. Of course, that is the nature of a more action-focused and combat driven roleplaying game like Achtung! Cthulhu. Nevertheless, it also highlights the underwritten nature of the campaign’s enemy NPCs in terms of roleplaying and their portrayal. Ultimately, if the Agents can help defeat the Crimson Brothers and prevent the summoning of Chartotharkis, they will gain the aid of Ardui in the final confrontation with the Nazis.

Penultimately, the Agents do have a chance to rescue Resistance leader Marta Archambaud, who was captured as detailed in Achtung! Cthulhu 2d20: Assault on the Führer Train. This is a big battle, potentially one of the most confusing ones to stage in the whole campaign as it involves a lot of forces. However, much of the battle takes place just slightly offstage to the Agents, so the Game Master could simply narrate it or she cut back and forth between the action. This would work well if the players were given control of the different forces on the Allied side. This also involves the Americans and forces from Majestic, the only time they appear in the campaign and even then, the mystery of what the Americans and Majestic are up to in the region, alluded to as a potential issue at the start of the campaign is never really explored—here or in the rest of the campaign. The campaign itself will come to a climax in a Nazi base atop a mountain, complete with cable car, so it ends more in the style of Where Eagles Dare than the style of the Indiana Jones and the Last Crusade that pervades the rest of the campaign.

Each mission follows the same format. Each starts with an introduction and a brief summary, before breaking the mission down scene by scene. There are typically details of encounters along the way, scene Threat spends for the Game Master, lists of adversaries, details of Truths that can come into play, and perhaps most importantly, the ‘Key Intelligence’, which summarises the important information that the Agents will learn as result of their completing the mission. Throughout there are also ‘GM Tip’ sections which give further information and advice. Some of these can quite extensive.

Rounding out Achtung! Cthulhu 2d20: Forest of Fear is set of six appendices. These in turn list all of the spells and spellbooks; treasures, artefacts, and tomes; arcane and esoteric technology; both allies and adversaries of the Ardennes; and handouts. The ‘Treasures, Artefacts, and Tomes’ in particular provides the details of artefacts sacred to the Ardui—The Cauldron Which Never Empties, Flesh Drinker Sword, and Trident of the Dark Lake, whilst the ‘Arcane & Esoteric Technology’ includes numerous Elder Thing devices which the Agents can recover, such as the Sensory Augmenter, Stasis Field Projector, and Ultrasonic Wardstone. For the Nazis, there are detailed write-ups of the Grendel Earth Mover, which Nachtwölfe used to bulldoze into the ruins and cavern systems of the Ardennes, and the Panzer VII Sabre Tooth Tiger, with which Nachtwölfe and Black Sun aim to stop the Allied advance on Germany. The handouts consist primarily of maps of locations where the action of the campaign takes place. All together the six appendices take up a fifth of the book.

Physically, Achtung! Cthulhu 2d20: Forest of Fear is cleanly and tidily laid out. The illustrations and the maps are excellent. However, there are two omissions in terms of the campaign’s items and NPCs. None of the new items and certainly none of the NPCs, whether an ally or an adversary, is actually illustrated. This is a less of a problem for the various items, but for the NPC, it is more of a problem, especially for the campaign’s main villains. It does not help that their physical descriptions are limited, leaving a lot for the Game Master to do in trying to impart to her players what their Agents’ foes look like.

Achtung! Cthulhu 2d20: Forest of Fear is a big bruising campaign, played out on an ever-bigger scale even though it is geographically limited to the Ardennes forest. The authors admit the campaign is linear and that is certainly true. This is very much a campaign where the players and their Agents are not going to direct the action, rather the reverse, being directed on missions and then fighting out the action. Once at a location, the Agents will have more agency, but on a strategic level, none at all. This has the possibility of frustrating players and it is not helped by the occasional heavy doses of exposition and travelogues before their Agents can get to the action. In effect, Achtung! Cthulhu 2d20: Forest of Fear is more a series of connected big scenes and confrontations in which the Agents get to battle it out with ever bigger threats. If the players are happy uncovering ever nastier secrets and punching out ever nastier Nazi threats, then there can be no doubt that Achtung! Cthulhu 2d20: Forest of Fear delivers that and delivers that very well, but any Game Master or player wanting more will be disappointed.

Sunday, 18 May 2025

Your Fallout Starter

It is the year 2287 and life is far from easy in the remains of New England, including Boston, an area called ‘The Commonwealth’. Two centuries after a nuclear holocaust that ended a war between the United States and China, there are plenty of pools of radiation hanging around, feral ghouls lurk in tunnels and caves, mirelurks hunt the banks of rivers and shores of lakes, and raiders are a constant threat. Yet there are survivors to protect and old Vaults to explore and even loot. It is a dangerous world out there, but when there is shooting and screaming, it probably means that somebody is in trouble. This is how ‘Machine Machinery’ opens, the mini-campaign in Fallout: The Roleplaying Game – Starter Set. Designed for two to seven players, aged fourteen and over, the Fallout: The Roleplaying Game – Starter Set is introductory boxed for Fallout: The Roleplaying Game, which is based upon the Fallout series of post apocalyptic computer games from Bethesda Game Studios. In particular, Fallout 4, which depicts a post-apocalyptic future that is heavily influenced by American culture of the 1940s, 1950s, and 1960s. In fact, the events of ‘Starter Set Quest: Machine Machinery’ are set before those of Fallout 4. Published by Modiphius Entertainment, Fallout: The Roleplaying Game – Starter Set is an attractive looking boxed set.

Fallout: The Roleplaying Game – Starter Set includes a fifty-six-page ‘Starter Set Rulebook’, a sixty-page ‘Starter Set Quest: Machine Machinery’, six pre-generated Player Characters, two twenty-sided dice, one twenty-sided hit location die, four six-sided Fallout game dice, and fifty-six Nuka-Cola cap tokens. The ‘Starter Set Rulebook’ covers the basics of characters, the mechanics and combat, and equipment, whilst the quest book gives the campaign. The Nuka-Cola cap tokens can be used as Action Points in the game or as in the computer game, as currency. The six pre-generated Player Characters include a Vault Dweller who is good at hacking; a Survivor who hits hard and can lie well; a Ghoul who heals fast and is immune to radiation; a Brotherhood Initiate good at repairing and healing; and a Mister Handy with a pincer arm attachment that can stab and even inflict critical hits! All six of the pre-generated Player Characters are presented on double-sided card sheets complete with a biography. The dice are actually nice and chunky and done in the blue of Vault dweller uniforms.

A Player Character in the Fallout: The Roleplaying Game – Starter Set—and thus the Fallout: The Roleplaying Game—will look more familiar to anyone who has played Fallout 4 than anyone who has played a 2d20 System roleplaying game. A Player Character has seven ‘S.P.E.C.I.A.L. Attributes’. These are Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. These are rated between four and ten and will be familiar to anyone who has played Fallout 4. He will ratings in skills including Athletics, Barter, Big Guns, Energy Weapons, Explosives, Lockpick, Medicine, Melee Weapons, Pilot, Repair, Science, Small Guns, Sneak, Speech, Survival, Throwing, and Unarmed. Skills are ranked between zero and six. Some skills are marked as Tag skills, indicating expertise or talent. Tag skills improve a Player Character’s chances of a critical success. Each twenty-sided die rolled for a Tag skill that gives a result equal to or under the skill rank is a critical success, counting as two successes rather than one.

One noticeable difference between Fallout: The Roleplaying Game and other 2d20 System roleplaying games is that the Player Characters have hit locations. This reflects the nature of the computer game. A Player Character will also have several Perks and Traits, essentially the equivalent of advantages and disadvantages, and he will have Luck Points equal to his Luck Attribute. The ‘Starter Set Rulebook’ includes a long list of Perks, many of which the players will recognise from the computer game. For example, ‘Commando’, ‘Gunslinger’, ‘Hacker’, ‘Infiltrator’, ‘Iron First’, ‘Mysterious Stranger’, ‘Ninja’, and more. A Player Character does have a biography and a list of gear as well.

Mechanically, the Fallout: The Roleplaying Game – Starter Set—and thus the Fallout: The Roleplaying Game—uses the 2d20 System seen in many of the roleplaying games published by Modiphius Entertainment, such as Achtung! Cthulhu 2d20 or Dune – Adventures in the Imperium. To undertake an action in the 2d20 System in Fallout: The Roleplaying Game, a character’s player rolls two twenty-sided dice, aiming to have both roll under the total of an Attribute and a Skill to generate successes. Each roll under this total counts as a success, an average task requiring two successes, the aim being to generate a number of successes equal to, or greater, than the Difficulty Value, which typically ranges between zero and five. Rolls of one count as a critical success and create two successes, as does rolling under the value of the Skill when it is a Tagged Skill. A roll of twenty adds a Complication to the situation, such as making noise when a Player Character is trying to be stealthy or breaking a lock pick when opening a safe.

Successes generated above the Difficulty Value are turned into Action Points. Action Points are a shared resource and a group can have up to six. They can be used to purchase more dice for a Skill test, to Obtain Information from the Overseer, Reduce Time spent on a test, or to take an Additional Minor Action or Additional Major Action.

With Luck of the Draw, a player can spend his character’s Luck Points to add a fact or detail or item to the area he is in that would benefit him. Other uses include Stacked Deck, which enables a player to substitute his character’s Luck Attribute instead of another, Lucky Timing, which lets a survivor interrupt the Initiative order, and Miss Fortune to reroll dice. The Overseer—as the Game Master is knownhas her own supply of Action Points to use with her NPCs.

Combat in the Fallout: The Roleplaying Game – Starter Set and thus Fallout: The Roleplaying Game, is quite detailed in comparison to other 2d20 System roleplaying games. A Player Character can attempt one Minor Action and one Major Action per round, but Action Points can be spent to take one more of each. Minor Actions include Aim, Draw Item, Move, Take Chem, and more, whilst Major Actions include Attack, Command an NPC, Defend, Rally, Sprint, and others. During combat, Action Points can be expended to purchase more dice for a Skill test, to Obtain Information from the Overseer, to take an Additional Minor Action or Additional Major Action, or to add extra Combat Dice.

Damage is inflicted per random Hit Location and it is possible to target a particular Hit Location. The number of Combat Dice rolled to determine damage is based on the weapon, Action Points spent to purchase more Combat Dice, Perks, and other factors. Combat Dice determine not only the number of points of damage inflicted, but the ‘Damage Effects Trigger’ of the weapon used. This has an extra effect, such as Piercing, which ignores a point of Damage Resistance or Spread, which means an additional target is hit.
Both damage inflicted and Damage Resistance can be physical, energy, radiation, or poison. If five or more points of damage is inflicted to a single Hit Location, then a critical hit is scored. Ammunition is tracked.

Radiation damage is handled differently. It reduces the Maximum Health Points of a Player Character rather than his current Health Points. Until cured, this reduces both his Maximum Health Points and the number of Health Points which can be cured.

One aspect of the Fallout computer games that the Fallout: The Roleplaying Game – Starter Set does not cover is crafting. In Fallout 4 and the other games, the Player Character can craft almost everything—arms, armour, food and beverages, and so on. This falls outside of the remit of the Fallout: The Roleplaying Game – Starter Set, but the ‘Starter Set Rulebook’ does include a lengthy list of equipment which includes plenty of the various items seen in the computer game. It also covers Junk—if not necessarily what to do with it—and also Magazines, for example, Astoundingly Awesome Tales, Massachusetts Medical Journal, and Tumblers Today. When read, these provide a single one-time bonus or Perk that can also be made permanent if the Player Character uses the Perk and learns it when he next gains a level.

The ‘Starter Set Quest: Machine ’ presents a three-part mini-campaign that begins with an investigation of a vault and continues with a trek across and under the dangerous lands of the Commonwealth to Diamond City—Boston that was—and discovery of secrets about the setting. Each chapter should take a session or two to play through. It begins in a slight awkward fashion, with all of the Player Characters facing each other in a circle, in a potential stand-off outside the entrance to Vault 95. Each heard screams and the sound of gunfire and decided to investigate. However, the scenario uses this situation to get the players to talk about their characters by getting the Game Master to ask each of them a question. In the process, the players get an idea of who the other characters are and the characters are pushed towards co-operating with each other, potentially a problem given that they are such a diverse lot. This is only the beginning of the staging advice in ‘Starter Set Quest: Machine Machinery’, which does not overwhelm the Game Master with the rules, but eases both her and her players into the 2d20 System step-by-step.

The scenario also has some nice nods to the computer game, such as being able to befriend a canine companion and the Player Characters get to explore several of the signature location types found in the computer game—a vault, some sewers, a lone warehouse, and of course, Diamond City. There are moments too, for each of the Player Character types to shine, such as the Super Mutant interacting with fellow Super Mutants in order to avoid a fight or the Ghoul holding off some Feral Ghouls that will not attack him. The initial scenes are more action and combat-based, but later on, the players have plenty of room for roleplay and interaction, especially in Diamond City. There are also opportunities for the Player Characters to improve as well. The campaign only has the one side quest, and it is possible to complete that before accepting it from the NPC, but by the end, the Player Characters will either have established themselves in the Commonwealth or be left a challenging villain they still have to track down and defeat. The latter though, lies beyond of the scope of ‘Starter Set Quest: Machine Machinery’, and the Game Master will need to develop that herself. Although there are notes on possible sequels, the scenario stands alone and complete by itself.

Physically, the Fallout: The Roleplaying Game – Starter Set is decently presented. The dice are nice and chunky, the character sheets well done, and both of the ‘Starter Set Rulebook’ and ‘Starter Set Quest: Machine Machinery’ are easy to read and come with plenty of illustrations. The only thing lacking physically, is a map or two.

There is a lot in The Fallout: The Roleplaying Game – Starter Set that fans of the Fallout 4 and the other computer games will recognise and enjoy engaging with, whilst the rules are easily explained and staged to make both learning and teaching them an easy process, all backed up with a solid scenario. The result is that the Fallout: The Roleplaying Game – Starter Set is a very good introduction to both the Fallout: The Roleplaying Game and the post-apocalyptic setting of the Commonwealth.

—oOo—

Modiphius Entertainment will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.



Saturday, 29 March 2025

Your Second Star Trek Starter

With the publication of Star Trek Adventures by Modiphius Entertainment in 2017, there have been a total of ten roleplaying games based on the Science Fiction franchise created by Gene Roddenberry. In the past eight years, the publisher has provided solid support for the franchise across three different series of Star Trek. In turn, Star Trek: The Original Series, Star Trek: The Generation and by extension, Star Trek: Deep Space 9 and Star Trek: Voyager, as well as Star Trek: Enterprise. In addition, the publisher has expanded setting with details of the Shackleton Expanse, whilst also encompassing the expanding settings for Star Trek with the StarTrek Adventures Star Trek: Lower Decks Campaign Guide for Star Trek: Lower Decks and the Star Trek Adventures Star Trek: Discovery(2256-2258) Campaign Guide and Star Trek Adventures The Federation-Klingon War Tactical Campaign for Star Trek: Discovery. With the further expansion of Star Trek with Star Trek: Strange New Worlds and Picard, so too does Star Trek Adventures change, with a second edition.

The Star Trek Adventures – Second Edition – Starter Set provides an introduction to Star Trek Adventures – Second Edition. It comes as a handsome boxed set containing two booklets—the forty-eight page ‘Rules Booklet’ and the sixty-page ‘Campaign Booklet’, four Reference Sheets, a Ship Sheet, seven pre-generated Player Character Sheets, a sheet of forty-four tokens, and a set of five twenty-sided dice. The Ship Sheet is for the U.S.S. Challenger, a Constitution Class multirole explorer. The seven pre-generated Player Character Sheets are for the ship’s captain, a Joined Trill; an Andorian security officer; a Vulcan physician; a Tellarite engineer; a Human Scientist; a Human Helmsman; and a Betazoid Engineer. These are all done on stiff cardboard and on the back of the character sheets there is a list of tasks and targets particular to their roles.

What is noticeable about this, is that the books and the reference and characters sheets are all done on a white background rather than the LCARS black background of the first edition of Star Trek Adventures. This makes everything very easy to ready and gives the whole Star Trek Adventures – Second Edition – Starter Set a very shiny, clean look and feel. The adventure for Star Trek Adventures – Second Edition – Starter Set is set in 2259, the era of Star Trek: The Original Series, but the changes necessary to run its mini-campaign, whether to Star Trek: The Generation or Enterprise, are merely cosmetic.

A Player Character in Star Trek Adventures – Second Edition – Starter Set is defined by Attributes, Disciplines, Focuses, Traits, Talents, and Values and Dictates. The six Attributes—Control, Daring, Fitness, Insight, Presence, and Reason—represent ways of or approaches to doing things as well as intrinsic capabilities. They are rated between seven and twelve. The six Disciplines—Command, Conn, Engineering, Security, Science, and Medicine—are skills, knowledges, and areas of training representing the wide roles aboard a starship. They are rated between one and five. Focuses represent narrow areas of study or skill specialities, for example, Astrophysics, Xenobiology, or Warp Field Dynamics. Traits and Talents represent anything from what a character believes, is motivated by, intrinsic abilities, ways of doing things, and so on. They come from a character’s species, upbringing, training, and life experience.

Star Trek Adventures – Second Edition employs the 2d20 System previously used in the publisher’s Mutant Chronicles: Techno Fantasy Roleplaying Game and Robert E. Howard’s Conan: Adventures in an Age Undreamed Of, as well, of course, as the first edition of Star Trek Adventures. To undertake an action, a character’s player rolls two twenty-sided dice, aiming to have both roll under the total of an Attribute and a Discipline. Each roll under this total counts as a success, an average task requiring two successes. Rolls of one count as two successes and if a character has an appropriate Focus, rolls under the value of the Discipline also count as two successes. Target difficulties range from one to five, and if a player rolls more successes than is necessary to beat the difficulty, they are converted to Momentum.

Momentum can be spent for various effects. These consist of ‘Create Opportunity’ to purchase more twenty-sided dice to roll, up to a total of five; to ‘Create a Trait’ in a scene; to ‘Keep the Initiative’ in an action scene; to ‘Obtain Information’ by asking the Game Master questions; ‘Reduce Time’ to achieve objectives faster; and to have an ‘Extra Major Action’ or ‘Extra Minor Action’. There is a maximum amount of Momentum that the Player Characters can have and any excess is lost. So, the players are encouraged to spend Momentum rather than save it.

Main characters like the Player Characters possess Determination, which works with their Values or with the Values of the mission. A Value can either be challenged once per session in a negative or difficult situation to gain Determination or invoked once per session to spend Determination to gain an extra die for a check (a ‘Perfect Opportunity’) or to get a reroll of the dice in a check (‘Moment of Inspiration’). They also have Talents and Traits which will grant a character an advantage in certain situations. So Bold (Engineering) enables a player to reroll a single twenty-sided die for his character if he has purchased extra dice by adding to the Game Master’s Threat pool.

Now where the players generate Momentum to spend on their characters, the Game Master has Threat which can be spent on similar things for the NPCs as well as to trigger their special abilities. She begins each session with a pool of Threat, but can gain more through various circumstances. These include a player purchasing extra dice to roll on a test, a player rolling a natural twenty and so adding two Threat (instead of the usual Complication), the situation itself being threatening, or NPCs rolling well and generating Momentum and so adding that to Threat pool. In return, the Gamemaster can spend it on minor inconveniences, complications, and serious complications to inflict upon the player characters, as well as triggering NPC special abilities, having NPCs seize the initiative, and bringing the environment dramatically into play.

What the Momentum and Threat mechanics do is set up a pair of parallel economies with Threat being fed in part by Momentum, but Momentum in the main being used to overcome the complications and circumstances which the expenditure of Threat can bring into play. The primary use of Threat though, is to ratchet up the tension and the challenge, whereas the primary use of Momentum is to enable the player characters to overcome this challenge and in action, be larger than life.

Conflict uses the same mechanics, but offers more options in terms of what Momentum can be spent on, which includes both social and combat. Obviously for combat, includes doing extra damage, disarming an opponent, keeping the initiative—initiative works by alternating between the player characters and the NPCs and keeping it allows two player characters to act before an NPC does, avoid an injury, and so on. Now, in the first edition of Star Trek Adventures this damage would have been rolled for using Challenge Dice, but these are not used in the second edition. Instead, the attacker determines the base amount of damage inflicted and can increase its Severity by spending Momentum, whilst the defender decides to either accept the damage and suffer an Injury, which would take him out of the action or combat, attempt to avoid the injury and suffer Stress. This combination of a lack of dice rolled for effect and increased player choice streamlines the combat process.

Starships are treated in a similar fashion to Player Characters, but have Communications, Computers, Engines, Sensors, Structure, and Weapons rather than Control, Daring, Fitness, Insight, Presence, and Reason. There is advice on how to use each of them and each of them actually serves as a Focus when used by a Player Character. The various aspects of a ship, such as resistance, shields, crew support, and more are described before starship combat is explained. Typically, a Player Character can only conduct a single major action during each turn of a starship combat and each Player Character will have a role during this according to his position aboard ship and the appropriate Discipline—Command, Conn, Engineering, Security, Science, or Medicine. Starship combat is kept relatively brief, but the rules suggest the same degree of streamlining as in personal combat. However, personal combat is the easier of the two to grasp, though the inclusion of a dedicated example of starship does help the Game Master understand how it works.

The ’Campaign Book’ provides a big three-part mini-campaign called ‘INFINITE Combinations’. It begins with the crew of the U.S.S. Challenger answering a distress call from a mining city floating in the atmosphere of Kizomic VI. The city is under attack by a bizarre, tentacled alien lifeform and its inhabitants are calling for evacuation. There is lots of physical action in this first part as rescues are performed, alien attacks are held off, and desperate shuttlecraft missions are flown through a flurry of attacks and flying debris. There is some planning too on how to conduct the evacuation safely and also a minor dilemma over the Prime Directive. The second scenario is shipbound, but again drives to an excitingly different climax after U.S.S. Challenger is stranded in the asteroid field it was meant be surveying and an extra-dimensional invader threatens the safety of the ship and the Player Characters have to race to make the repairs necessary to get away. Armed with some information as who might be responsible for the alien invasions, the crew of the U.S.S. Challenger track his movements to Starbase 23 and from there into an area of space disputed by Nausicaans, Klingons, and Gorn! The Away Team will make some amazing discoveries, but there is still the alien invasion from another dimension to contend with as well as the arrival of a small Nausicaan warship wanting to take control of the discoveries. The climax to the campaign is thus twofold, ideally with the action switching back and forth between the Away Team on planet and their starship above.

Overall ‘INFINITE Combinations’ is a decent mini-campaign, each scenario taking two or three sessions to complete and providing a good mix of action and combat with investigation and interaction thrown in. Plus, the ’Campaign Book’ adds three ‘Mission Briefs’ tied into the events and background to the campaign, so that the Game Master can develop them and add them to her campaign.

Physically, the Star Trek Adventures – Second Edition – Starter Set is very nicely presented. The books are clear and easy to read, with plenty of illustrations inspired by classic moments from Star Trek, including a scene from Lower Decks as well. The dice are decent and there are plenty of reference sheets for the players’ use.

The Star Trek Adventures – Second Edition – Starter Set is easy to pick up and then run and play if the Game Master has run Star Trek Adventures before, the rules changes consisting primarily of streamlining rather than a heavy rework. It will be harder for the Game Master new to the role, but the Star Trek Adventures – Second Edition – Starter Set does a good job of explaining things and providing tips and advice throughout, and then providing a good, solid Star Trek style adventure with lots of action and excitement and a moral dilemma or two thrown in along the way.

Saturday, 11 January 2025

An Achtung! Cthulhu Anthology I

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It  pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu Mission Dossier Volume One: Behind Enemy Lines brings together the first five scenarios published for Achtung! Cthulhu. They will take the Agents from the White Cliffs of Dover and the coast of east Scotland to the coast of the Netherlands and into the mountains of Romania, as well as to a baseball game in the USA. In addition, there is an extra mission, new to Achtung! Cthulhu, that will involve the Agents conducting a mission that parallels Operation Chariot, the raid on St. Nazaire. All six missions can be run as one-shots, but most of them can be run in chronological order and woven into a Game Master’s ongoing campaign that will take the Agents from the Phony War of 1939 through to the height of Nazi and Axis power occupation around the world. With care, this includes being worked into and around a campaign such as Achtung! Cthulhu: Shadows of Atlantis. Two of the scenarios are not designed for this, the one set on the home front in the USA and the new addition, both being set after the events of the campaign and one of them being designed as a one-shot, suitable for convention use. Both though, offer changes of pace and tone, enabling players to experience the Secret War in other places and with other types of character.

The six missions follow the same format. Each begins with a Synopsis for the Game Master, a Mission Briefing & Goals for the Agents, and some Historical Background to provide context. This is followed by the actual scenario itself, divided into its various acts, and ending for the Agents with a Debriefing. For the Game Master there the stats for the NPCs—both enemies and allies—and monsters that the Agents will encounter over the course of the mission.

The anthology opens with the short, sharp Under the Gun. This is set both atop and in the White Cliffs of Dover, where the army, preparing fortifications against a much-feared German invasion, discover strange stone pillar which seems to make everyone feel at least queasy, if not leave them suffering nightmares… Of course, the pillar is not just of interest to Black Sun, but also the local villagers, who possess a certain goggle-eyed appearance. Effectively, this is a mini-encounter with parallels with The Shadow Over Innsmouth—or at least the 1928 raid on the town—and it is combat focused, more so than other scenarios for Achtung! Cthulhu. Its short length also makes it easy to add to a campaign or to serve as a combat-focused interlude.

The second scenario is Operation Vanguard, which could thematically carry on from ‘Under the Gun’ as the links to Deep Ones are more obvious. The action, more detailed and involving stealth and investigation, as well as combat, switches to the Dutch coast and the Dutch fishing town of Nermegen. Section M has learned of a strange installation being constructed at both St. Olaf’s lighthouse and on the nearby Skellen Island and of the presence in the town of Nachtwölfe. This is a commando-style mission, right down to having to paddle ashore in folboats—or folding canoes, as used in Operation Frankton and made famous by the film, The Cockleshell Heroes. Whether making contact with the local Resistance or investigating Nachtwölfe activities, the emphasis is on stealth and that also goes for getting into both the lighthouse and the Nazi installation on the island. In the latter, the Agents will discover what Nachtwölfe has been up to, which has been experimenting on captured Deep Ones! The scenario will end in a big, bruising battle as the escaped Deep Ones take their revenge on their Nachtwölfe scientist and soldier captors. Throughout, the Deep Ones are kept implacable and mysterious, so although the players will know what they are facing, their Agents will not. One option here is have the players handle the Deep Ones as well as their Agents in combat so that the Game Master is not rolling too many dice, especially when it comes to the monsters of the Mythos versus the Nazis.

Operation Falling Crystal takes place on the east coast of Scotland where an archaeological dig discovered a strange blue crystal in nearby caverns. The archaeologists have no idea what it is, but Section M does! It is Blauer Kristall—or Blue Crystal—much coveted by Nachtwölfe, which uses it to fuel its increasingly weird weapons of war. Section M would very much like to get its hands on some of the strange mineral so that it can study it and perhaps develop a means to counter the strange technology being fielded by Nachtwölfe. With its set-up of something strange being discovered under the ground and it attracting the attention of the Nazis and as well as Section M, this scenario is very similar to the earlier ‘Under the Gun’. However, it does go beyond this, if only a little. There is both scope for investigation beyond the archaeological dig itself and for interaction with the Mythos beyond running away or blasting it to bits. This lifts what is otherwise adequate scenario that the Game Master would not want to run too soon after ‘Under the Gun’.

The Romanian Imperative leans into the Pulp sensibilities of Achtung! Cthulhu by sending the Agents into the unstable situation of the Balkans chasing after a Zeppelin! Jokingly referred to as a “wee holiday” by Section M, the Agents are to reconnoitre the area to determine why Nachtwölfe has sent a Zeppelin to a mining village in the Mures Mountains in Romania, discover what it is doing there, and take action. This entails a flight to Belgrade, in Yugoslavia, via Athens in Greece and from there a lengthy drive across the border into Romania and to the mountains, guided by a friendly smuggler. Dealing with checkpoints—Romanian and German—will be the least of the Agents’ problems, but once they reach the village, they will be able to learn a little about what has happened recently and also in the past. This, when combined with the opportunity to observe the work camp below the nearby castle over in the next valley, gives the players and their Agents all the information they need to make their next move. Ideally, this should start with contacting the locals who have been hired to rework the mine, but can also involve investigating the ruins of the castle, the work camp, and ultimately, getting aboard the Zeppelin itself, stationed, unmoored, and unnaturally immobile above the camp. The Zeppelin, enhanced by Nachtwölfe technology, is fully detailed and comes with a set of deck plans. The scenario should end with a fight aboard the Zeppelin—although a very careful one since nobody wants to set it alight—and with the chance that the Agents capture it and fly it back to Britain. They will be handsomely rewarded for their efforts if they do. This is a fun and exciting adventure that fully plays into the Pulp action of Achtung! Cthulhu.

‘Operation Eastbourne’ is the first of the two scenarios in the anthology intended as a change of pace and the only new scenario. Thematically, it can be run as a sequel to both ‘Under the Gun’ and ‘Operation Vanguard’, but need not be. It is effectively two missions in one. The Agents make up ‘Team Beta’ accompanying ‘Team Alpha’, a unit of commandos who will assault a gun battery as part of Operation Chariot, the raid on the French port of St. Nazaire intended to put its dry dock out of action and so prevent German navy ships like the Bismarck or Tirpitz being repaired there. This means that it is set later than the other missions in the book, so the Game Moderator may want to save it for later in her campaign. However, assaulting the gun battery is not the Agents’ objective. Instead, they will investigate a Black Sun archaeological dig and determine what the Nazis are up to. The players will play through both missions as part of the scenarios, the idea being that not only do they roleplay their Agents, but also the commandos (stats for the latter are provided to enable them to do so). The Agents can stick together or they can mix and match, so the players will be roleplaying mixed group of Agents and commandos for each mission. What this means is that either team could come to the help of the other if it gets into difficulty and since, unnaturally, both missions will involve encounters with the Mythos, roleplaying the commandos will remind the players that not everyone has encountered the Mythos before and will not necessarily be quite so blasé about it.

Although divided into the three traditional acts of an Achtung! Cthulhu scenario, ‘Operation Eastbourne’ need not necessarily be run in linear fashion, but could instead be run with the action in parallel, switching back and forth between the different missions at dramatically appropriate moments. In whatever way it is run, ‘Team Beta’ should meet up with ‘Team Alpha’—or even come to the rescue of—in the third and final act when the Black Sun operatives bring their plans to fruition on the rocky beaches of the Atlantic coast. This sets the stage for a big fight as the Nazis attempt a summoning, the Allies attempt to stop them, and all hell breaks loose! It is another grand finale which plays out more like a miniatures game and which calls for big heroic action. A very classic Achtung! Cthulhu scenario.

The last scenario in Achtung! Cthulhu Mission Dossier Volume One: Behind Enemy Lines is Seventh-Inning Slaughter! This switches the action to the USA and a game in the All-American Girls Baseball League which is being attended by President Franklin D. Roosevelt. Unfortunately, so is Jörg Becker, a Nazi sorcerer, determined to prove both himself a capable agent to his Black Sun masters and thus get promoted, and that no-one is safe from the reach of Nazi Germany, not even thousands of miles away on American home soil. This is the second of the two scenarios in the anthology intended to as a change of pace and is probably the best one suited as a one-shot. To that end, it comes with four pre-generated Player Characters, divided between two baseball players, a war correspondent, and a would-be technical genius, and a plot that is played out innings by innings, with weirder and weirder things happening from one innings to the next. Food spoils and writhes with worms, a foul ball hits a member of the crowd, a lightning storm gathers, a dog goes crazy, there is spontaneous vomiting, the same man keep disappearing and reappearing, and so on. Although there is not much that the Player Characters can do to thwart Becker’s efforts until it is almost too late, they will be kept busy dealing with all of the other weird issues as they pop up until then. Effectively, this is a firefighting mission against the Mythos until the Player Characters can root out, and are prepared, to face the cause. This is a different style of scenario to the others in the anthology, offering a change of pace and location that works as a one-shot, a convention scenario, or respite from the main campaign.

Physically, Achtung! Cthulhu Mission Dossier Volume One: Behind Enemy Lines is cleanly and tidily laid out. The illustrations and the maps are excellent, although it does need an edit in places.

Initially, the title of Achtung! Cthulhu Mission Dossier Volume One: Behind Enemy Lines reads like a misnomer. After all, not all of the scenarios take place behind enemy lines—at least not as far as the Allies and Section M are concerned. Once you get Black Sun and Nachtwölfe involved, then three of the scenario do take place behind enemy lines on British and American soil! If there is anything missing from the anthology it is advice on when to run the scenarios in relation with Achtung! Cthulhu: Shadows of Atlantis, as most of its scenarios would work well with the campaign. Otherwise, Achtung! Cthulhu Mission Dossier Volume One: Behind Enemy Lines is a solid collection of scenarios that offers plenty of punching, bullet flying, Pulp-action against the Nazis.

Monday, 16 December 2024

Let’s Kill Hitler!

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu 2d20: Assault on the Fuhrer Train shifts the action forward by three years. Previous releases for Achtung! Cthulhu 2d20, such as Achtung! Cthulhu: Shadows of Atlantis, are set earlier in the war, even during part of the Phony War, in 1939, 1940, and 1941. This, the fifth release for Achtung! Cthulhu 2d20 takes place in November, 1944 during the Battle of the Bulge and involves an incredible operation against the Nazis. As the title suggests, in Achtung! Cthulhu 2d20: Assault on the Fuhrer Train, the Player Characters—or Agents—will attempt a dramatic attack on the Führersonderzug, Hitler’s personal armoured train, known as ‘Brandenburg’. The Agents are not members of Britain’s Section M or the United States’ Majestic, but of the Resistance that has been operating in Europe ever since it fell under the Nazi yoke. For most of the war, the Ardennes has been a sleepy backwater, noted more for the archaeological digs conducted by the Nazis in their continued search for proof of Ayran purity, but now that has changed. Military activity has increased in the wake of D-Day only five months previously and the Resistance has become aware of the existence of both Nachtwölfe and Black Sun, and the foul means by which both are fighting the war. As the scenario opens, the Resistance members learn of an amazing opportunity. A high-ranking Nazi official is due to arrive on a special armoured train at 4 pm that very day—and even better, their informant believes it could be someone important, maybe even the Nazi Führer himself! Could the Resistance cell be the men and women to strike a blow for freedom, perhaps end the war itself, and become the renowned and revered Resistance fighters who killed Hitler?

Achtung! Cthulhu 2d20: Assault on the Fuhrer Train can be run as an exciting, action-packed one-shot, but is actually intended as a prequel to the campaign, Achtung! Cthulhu 2d20: Forest of Fear, which exposes the desperation of b
oth Nachtwölfe and Black Sun as they actually work together in order to defeat the Allies and win their Secret War. The scenario comes with five pre-generated Resistance members to use as Player Characters. They are a good mix and include a leader, an expert in sabotage and railway engineering, an assassin, a disguise expert, and an academic, who unbeknownst to the other Resistance members is actually a practicing druid and spellcaster, though the sickle on his belt might be a giveaway! All five Resistance members are nicely done and each is accompanied by a rather good illustration.

The scenario is linear, and of course, once the Agents get aboard the train, quite literally so. From the initial briefing, the Agents have to recover an arms cache previously dropped by the SOE and then hidden. This requires that they get past a German guard post, but it does tool them up for the big battle to come. They have two options when to comes to getting aboard the train. One, in true Resistance fashion, is to blow up the tracks and climb aboard, and whilst this stops the train from going anywhere, it alerts everyone aboard! The other, in true action movie fashion, is to leap aboard, which means they retain the element of surprise. From the back of the train, they can then proceed up its length, from car to car to the compartments where Hitler is located.

The cars on the train go from the militaristic to the austere to the really very swanky—that is, if you like your swank with full on Nazi regalia. As the Agents move from the Anti-Aircraft Carriage to the barracks to the Communications Carriage to the War Room and beyond, the cars get more and more opulent, and they will encounter a mix of soldiery and servants, some belonging to Black Sun or Nachtwölfe, others not. Perhaps the most fun encounter is an optional one—a fully staffed kitchen headed by a chef who will complain very, very loudly about the presence of the Agents! Even if the Game Master decides not to use this encounter, not everyone aboard the train is Black Sun or Nachtwölfe, or even members of the military. There are civilians too. Everyone aboard the train is also going about their daily business, which means that not everyone will be on duty. So, there is scope here for the Agents to employ stealth and guile rather than simply go in guns blazing. This would suit two of the pre-generated Agents, as they have silenced pistols. In addition, there is scope to investigate and look for clues to gather more information. The Game Master is provided with some handouts for the Agents to find and not everyone aboard the train is a diehard fanatic, so if questioned, they will talk.

Besides the handouts and the stats for the various NPCs, Achtung! Cthulhu 2d20: Assault on the Fuhrer Train has floorplans for the train itself. In the chapters, these are presented as blueprints, but they are given in plain black and white at the end of the scenario. Given that this is a very action-orientated scenario, what the Game Master could do is copy and enlarge the floor plans ands run the scenario with miniatures, which would enhance its action film style play!

Achtung! Cthulhu 2d20: Assault on the Fuhrer Train is big and it is exciting. However, it does not deliver on its premise, or rather its hook. In other words, the Agents believe they have an opportunity to kill Hitler, this is not going to happen—and for two reasons. The first is that the whole set-up is a lure to get the Agents aboard the train. In other words, it is a trap! The second is that the scenario is written as a prequel to Achtung! Cthulhu 2d20: Forest of Fear, setting up the storyline for that campaign. So as a one shot, Achtung! Cthulhu 2d20: Assault on the Fuhrer Train does not deliver because ultimately, the Agents are set up to fail in readiness for Achtung! Cthulhu 2d20: Forest of Fear. As a one-shot, the scenario could have better supported that option if the Game Master was not planning to run Achtung! Cthulhu 2d20: Forest of Fear. Perhaps put in decoy Hitler to reveal as fake at the end? And if he survives to the end, have the evil, evil Nazis kill him off, just because?

Physically, Achtung! Cthulhu 2d20: Assault on the Fuhrer Train is cleanly and tidily laid out. The illustrations and the maps are excellent.

Ultimately, Achtung! Cthulhu 2d20: Assault on the Fuhrer Train  works better as a grand prequel to Achtung! Cthulhu 2d20: Forest of Fear, than it does as standalone, one-shot, because that is how it is intended to be used. Nevertheless, Achtung! Cthulhu 2d20: Assault on the Fuhrer Train is great fun, embracing its World War 2 action film action and big fight on a Nazi train action (and yes, that is a lot of action) like levels from the video games Call of Duty and Medal of Honour.

Saturday, 7 December 2024

Quick-Start Saturday: Fallout

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
The Fallout: The Roleplaying Game – Quickstart Guide is the quick-start for Fallout: The Roleplaying Game, the post-apocalyptic roleplaying game based on the computer game, Fallout 4, developed by Bethesda Game Studios. It is set in the year 2287, two centuries after a nuclear holocaust that ended a war between the United States and China, in the remains of New England, including Boston, an area called ‘The Commonwealth’.

It is a sixty-four-page, 119.56 MB full colour PDF.

The quick-start is very nicely illustrated with artwork taken from the computer game that captures the retrofuturism of the Fallout 4 setting.
The rules are clearly explained and are a moderately complex version of the 2d20 System.

How long will it take to play?
The Fallout: The Roleplaying Game – Quickstart Guide and its adventure, ‘Machine Frequency’, is designed to be played through in one session, two at most.

What else do you need to play?
The Fallout: The Roleplaying Game – Quickstart Guide requires at least two twenty-sided dice per player, four six-sided dice, and tokens to keep track of Action Points.

Who do you play?
The six Player Characters in the Fallout: The Roleplaying Game – Quickstart Guide consist of a Vault Dweller skilled in computers, a charismatic Survivor with gambling debts, a Ghoul who fears mental degeneration, a Super Mutant bibliophile with long history, a Brotherhood Initiate with medical training, and a Mister Handy with personality problems
.

How is a Player Character defined?
A Player Character in the Fallout: The Roleplaying Game – Quickstart Guide—and thus the Fallout: The Roleplaying Game—will look more familiar to anyone who has played Fallout 4 than anyone who has played a
2d20 System roleplaying game. A Player Character has seven ‘S.P.E.C.I.A.L. Attributes’. These are Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. These are rated between four and ten and will be familiar to anyone who has played Fallout 4. He will ratings in skills including Athletics, Barter, Big Guns, Energy Weapons, Explosives, Lockpick, Medicine, Melee Weapons, Pilot, Repair, Science, Small Guns, Sneak, Speech, Survival, Throwing, and Unarmed. Skills are ranked between zero and six. Some skills are marked as Tag skills, indicating expertise or talent. Tag skills improve a Player Character’s chances of a critical success. Each twenty-sided die rolled for a Tag skill that gives a result equal to or under the skill rank is a critical success, counting as two successes rather than one.

One noticeable difference between Fallout: The Roleplaying Game and other 2d20 System roleplaying games is that the Player Characters have hit locations. This reflects the nature of the computer game. A Player Character will also have several Perks and Traits, essentially the equivalent of advantages and disadvantages, and he will have Luck Points equal to his Luck Attribute. He does have a biography and a list of gear as well.

How do the mechanics work?
Mechanically, the Fallout: The Roleplaying Game – Quickstart Guide—and thus the Fallout: The Roleplaying Game – Quickstart Guide—uses the 2d20 System seen in many of the roleplaying games published by Modiphius Entertainment, such as Achtung! Cthulhu 2d20 or Dune – Adventures in the Imperium. To undertake an action in the 2d20 System in Fallout: The Roleplaying Game, a character’s player rolls two twenty-sided dice, aiming to have both roll under the total of an Attribute and a Skill to generate successes.
Each roll under this total counts as a success, an average task requiring two successes, the aim being to generate a number of successes equal to, or greater, than the Difficulty Value, which typically ranges between zero and five. Rolls of one count as a critical success and create two successes, as does rolling under the value of the Skill when it is a Tagged Skill. A roll of twenty adds a Complication to the situation, such as making noise when a Player Character is trying to be stealthy or breaking a lock pick when opening a safe.

Successes generated above the Difficulty Value are turned into Action Points. Action Points are a shared resource and a group can have up to six. They can be used to purchase more dice for a Skill test, to Obtain Information from the Overseer, Reduce Time spent on a test, or to take an Additional Minor Action or Additional Major Action.

With Luck of the Draw, a player can spend his character’s Luck Points to add a fact or detail or item to the area he is in that would benefit him. Other uses include Stacked Deck, which enables a player to substitute his character’s Luck Attribute instead of another, Lucky Timing, which lets a survivor interrupt the Initiative order, and Miss Fortune to reroll dice.

The Overseer—as the Game Master is knownhas her own supply of Action Points to use with her NPCs.

How does combat work?
Combat in the Fallout: The Roleplaying Game – Quickstart Guide is quite detailed in comparison to other 2d20 System roleplaying games. A Player Character can attempt one Minor Action and one Major Action per round, but Action Points can be spent to take one more of each. Minor Actions include Aim, Draw Item, Move, Take Chem, and more, whilst Major Actions include Attack, Command an NPC, Defend, Rally, Sprint, and others. During combat, Action Points can be expended to purchase more dice for a Skill test, to Obtain Information from the Overseer, to take an Additional Minor Action or Additional Major Action, or to add extra Combat Dice.

Damage is inflicted per random Hit Location and it is possible to target a particular Hit Location. The number of Combat Dice rolled to determine damage is based on the weapon, Action Points spent to purchase more Combat Dice, Perks, and other factors. Combat Dice determine not only the number of points of damage inflicted, but the ‘Damage Effects Trigger’ of the weapon used. This has an extra effect, such as Piercing, which ignores a point of Damage Resistance or Spread, which means an additional target is hit.
Both damage inflicted and Damage Resistance can be physical, energy, radiation, or poison. If five or more points of damage is inflicted to a single Hit Location, then a critical hit is scored. Ammunition is tracked.

Radiation damage is handled differently. It reduces the Maximum Health Points of a Player Character rather than his current Health Points. Until cured, this reduces both his Maximum Health Points and the number of Health Points which can be cured.

What do you play?
‘Machine Frequency’ assumes that the Player Characters are travelling when they encounter Scribe Galen Portno, an elderly member of the Brotherhood of Steel. he operates a listening post and recently monitored a distress call from a Brotherhood Vertibird which crashed. He is awaiting reinforcements, but asks the Player Characters to go to the rescue of the downed crew. They have a chance to conduct some scavenging before reach the Vertibird where they find it being attacked by robots. Further clues will lead them to the controller of the robots as well as provide opportunities to explore and scavenge.

‘Machine Frequency’ is a good mix of exploration, scavenging, and combat. Players who have played Fallout 4 will feel right at home.

Is there anything missing?
No. T
he Fallout: The Roleplaying Game – Quickstart Guide includes everything that the Overseer and six players need to play through it.

Is it easy to prepare?
The core rules presented in the Fallout: The Roleplaying Game – Quickstart Guide are not too difficult to prepare. A Overseer who has already run a 2d20 System roleplaying game will need to adjust for the extra complexities and details of the system used in Fallout: The Roleplaying Game, but will otherwise have
no problem with this.

Is it worth it?
Yes. The rules and the scenario presented in Fallout: The Roleplaying Game – Quickstart Guide really do feel like you are playing a tabletop version of Fallout 4. It is grim and gritty, with a little bit of knowing humour. Fans of both the computer game, the post apocalypse genre, and the Fallout television series will enjoy the chance to play this.

Where can you get it?
The Fallout: The Roleplaying Game – Quickstart Guide is available to download here.