DICE PACKS BUNDLE

Thread: N*** Necromancy

  1. #1

    N*** Necromancy

    I haven't read the Weird War II books, but it struck me that the situation is a short story from a long time ago would be the perfect adventure for the game.

    The story is titled "Thor Meets Captain America" and is quite grim. The premise is that the Norse gods have come back and support the N*** cause. It turned out that necromancers had used human sacrifice to "create" these powerful beings, and if there's one thing they had no shortage of, it was sacrificial victims. Although the Story does not end well, especially for the narrator, it struck me as just the sort of thing a Weird War II party would want to prevent once they found out about it. So how would the process start, and at what point can resourceful parties prevent the worst consequences?

    EDIT: First, I wanted to apologize for all the typos I didn't fix the first time. A clearer post is hopefully more appealing. As for the self-censorship of the thread title, I am not certain of the current policy regarding that word, which is used all the time in contexts I never imagined it would be used in my lifetime.
    Last edited by Michael Hopcroft; January 27th, 2025 at 04:54.
    FGU Ultimate -- All Players Welcome
    "Without Love, I'd have no anger. I wouldn't believe in righteousness." -- Bernie Taupin

  2. #2
    I don't know what the word the censor bot is blocking - but the post makes more sense now even if I don't know what N*** is - Nude?
    Savage Rifts© on Fantasy Grounds Store
    Ultimate Edition Fantasy Grounds - ONLY ON Linux
    Twitch Channel

  3. #3
    Quote Originally Posted by Jiminimonka View Post
    I don't know what the word the censor bot is blocking - but the post makes more sense now even if I don't know what N*** is - Nude?
    The censor-bot is not involved, I'm asterisking the word myself. It sounds silly, but I'm a bit paranoid right now.
    FGU Ultimate -- All Players Welcome
    "Without Love, I'd have no anger. I wouldn't believe in righteousness." -- Bernie Taupin

  4. #4
    It seems pretty obvious from the context that you're speaking about a WWII-era storyline so I wouldn't think "Nazi", especially where it's obvious those are the enemy, would be any kind of problem (unless, maybe, you live in Germany and there is a law or something where that's a problem?). Indeed the term is used extensively within the Weird War II book and it's "Weird" Wars so you can be certain that supernatural storylines are involved, just probably more akin to how they are in Deadlands (assuming you're at all familiar with the "Weird West") in that in some ways it's more akin to, say, X-Files in that most people don't believe in the supernatural, but being in the thick of it, of course, the players are very likely to run into the very things you allude to as certain possibilities. In that sense, if that's the kind of game you would like to run, I'd certainly recommend the setting.

    I'm not sure how to respond to your question, though. I mean there are many ways folks could come up with for how such a process would start or how a party might handle it (heck, how they handle it can itself be all of what a game is about! Letting players surprise you). So are you asking about it in the sense of a GM wanting to work on something like a PEG One-Sheet adventure or something like that? Or how to put it into Fantasy Grounds? Or you want to make something like that as a module in FG and are wondering how to go about selling it? In that sense the question is a bit open and I think nobody really responded because we're not sure of the context in which you are making the question.
    Lenny Zimmermann
    Metairie, LA

  5. #5
    Late to the party on this, but anyways...

    Your story reads like a horrific premise/plot that'd be ripe for the picking for a secret society known as the Sons of Solomon. The SoS exists in all Weird Wars settings including Weird Wars II, where they have an entry on page 84. The SoS are a potential Weird Wars player faction that's existed since ancient times. They're most prominent in WW Rome where they exist as the Twilight Legion, or as members of the benign Cult of Mythras. There's even an Arcane Background (Cult of Mythras) in WWR for players wanting to be a Priest of Mythras. There's no single entry for them in Weird Wars I, but they're mentioned a number of times in the book. SoS's numbers are much diminished during WW II and by the time of the cold war era Vietnam war (WW Tour of Darkness), they're described as just being a secret cabal. In the modern era (WW I +), they're made up by more scholars than military personnel. So IMO, with SoS being present throughout the Weird Wars timeline, they make a good background and starting point for an adventure or campaign that will involve the supernatural.

    Were you to have players in SoS -or your own homebrewed society- you could just begin by dropping the party in the midst of hostile action. It could be assumed that via SoS the party knows one another and that action scene could be them having finally encountered the horrific threat mentioned in a report or rumor. I've also had players in both a WW II and WW ToD campaign be members of the SoS and have a secret lodge in an appropriate city - London in WW II, Saigon in WW ToD. I assisted the party in createing a lodge to their liking by using the original Super Powers Companions' Headquarters rules. That lodge functioned as a starting hub for a number of adventures and gave me a lot of elbow space as Warmaster to run things with a more sandbox approach. There's much better rules now for creating lodges in the latest Horror Companion. As a SoS lodge, there's all sorts of adventure hooks the party could be caught up in.

    In terms of "at what point can resourceful parties prevent the worst consequences", I can imagine a number of possibilites. Were you to have your story unfold over a lengthy campaign, you could wait until the party ranks Legendary before encountering the worst threats. IME at Legendary (heck even mid point Heroic), even Weird Wars PCs are close to the point of being what are termed "Pulp Heroes" in the SPC. Provided they advanced their PC wisely, they should be able to take on dangerous supernatural threats as just a party - don't overlook the importance of heavy weapons. The OP doesn't mention how publicly known the threat is, but were it being kept under wraps, it might be necessary for the party to uncloak the threat enough that the "call in the Marines" cry goes out. Then you could have a mass battle where the party leads a platoon/company/regiment/division (depends on how many & nasty those worst consequences are) of Extras, hoping to avoid/vanquish the consequences. That could occur at mid ranks - maybe even as low as mid Seasoned.
    Last edited by kronovan; February 11th, 2025 at 02:03.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
TALES of the VALIANT

Log in

Log in