Category:Campaign Information (Nightcrawlers)

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Setting

  • Reference TL: 8
  • Reference Culture: Western
  • Reference Language: English
  • Magic System: (MH) RPM

Style

  • Style: Cinematic (comic-book flavored; ATE2 p. 49)
  • Morality: Heroes Wanted (ATE2 p. 50)

Tropes

Police Are Useless; 20 Minutes Into the Future

Central Tension

The growing vampire infestation

Expectations

  • Iron-Man Rules: Quarter will neither be asked nor given; no safety nets, no fudging
  • Expect BBEGs to go after PCs' significant-others/family-members/etc., and show no restraint or mercy. Some of them should die, eventually.
  • Expect law-enforcement to do everything they can to pursue, prosecute, and incarcerate vigilantes, no matter how helpful they may be. PCs' may have to do jail-time.
  • Expect BBEGs to have super-friends, and use them against the PCs.

Intended Features

  • True sandbox campaign; no linear narrative
  • Increasing difficulty over time (via BAD, Action 2)
  • Lots of Fantastic Dungeon Grappling; vamps will definitely get grabby
  • Lots of use of "The Hunt" (MH2:4)—but clues are definitely gonna have to be earned
  • "Improvement Through Study" (via spreadsheet)
  • Cinematic Conventions:
  • Hacking works on anything with a computer chip (within reason), but it's effectively a (narrative-based only) "superpower," and not just anyone with a keyboard can do it.

Economy

IRL prices & pay. Refer to Pyramid 4/5 Modern Action II, "The Working Adventurer" p.36 for Jobs (pp. 40-41), and Cost of Living (p. 11)

Victory Conditions

Scored at the end of the campaign. Benefits TBD.

  • Neutralize all (12) vampire nests.
  • End the campaign with at least one original PC still alive and active.

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