no bones about it (strands of fate version)

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1 No Bones About It by Mitch A. Williams With special thanks to Tomi "Tonpa" Sarkkinen for assistance with the characters. Introduction This scenario can be used to introduce Strands of Fate to new players or be dropped into an ongoing campaign. It is designed to be played in an hour or two. Sample characters are included for players who wish to jump right into the adventure. Setting Nippon is a fantasy version of medieval Japan with the Samurai ruling class and all of the social structures. However, Nippon has these additions: 1. Magic exists 2. Mythical creatures exist 3. A non-Samurai character while still socially bound to follow the orders of the Samurai lords may defend himself from an attack by a Samurai. (Historically if a non-Samurai fought and/or killed a Samurai they were guilty of murder regardless of the circumstances.) Situation The son of the local Daimyo (feudal leader) has broken his leg in a bad horse riding accident. The break is severe and the local healers are unable to set it properly. The Daimio has ordered one of his Samurai to escort a Bonze (priest/healer), an ashiguru (Peasant Warrior), and a hunter/tracker to find a Kappa (mythical turtle man) that is rumored to live in a nearby stream. Some Kappa are known to have special knowledge in the treatment of broken bones and the Daimio hopes that this one can be convinced to teach the Bonze this ability. Kappa are also known for using a form of Sumo wrestling that can break bones. Encounter #1 A rival Daimyo, who would rather see the injured son die, has sent a small group of his Samurai disguised as Ronin to stop the heroes from reaching the Kappa.

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No Bones About It scenario for Strands of Fate.

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Page 1: No Bones About It (Strands of Fate Version)

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No Bones About It

by Mitch A. Williams

With special thanks to Tomi "Tonpa" Sarkkinen for assistance with the characters.

Introduction

This scenario can be used to introduce Strands of Fate to new players or be dropped into an ongoing campaign. It is designed to be played in an hour or two. Sample characters are included for players who wish to jump right into the adventure.

Setting

Nippon is a fantasy version of medieval Japan with the Samurai ruling class and all of the social structures. However, Nippon has these additions:

1. Magic exists 2. Mythical creatures exist 3. A non­Samurai character while still socially bound to follow the

orders of the Samurai lords may defend himself from an attack by a Samurai. (Historically if a non­Samurai fought and/or killed a Samurai they were guilty of murder regardless of the circumstances.)

Situation

The son of the local Daimyo (feudal leader) has broken his leg in a bad horse riding accident. The break is severe and the local healers are unable to set it properly. The Daimio has ordered one of his Samurai to escort a Bonze (priest/healer), an ashiguru (Peasant Warrior), and a hunter/tracker to find a Kappa (mythical turtle man) that is rumored to live in a nearby stream. Some Kappa are known to have special knowledge in the treatment of broken bones and the Daimio hopes that this one can be convinced to teach the Bonze this ability. Kappa are also known for using a form of Sumo wrestling that can break bones.

Encounter #1

A rival Daimyo, who would rather see the injured son die, has sent a small group of his Samurai disguised as Ronin to stop the heroes from reaching the Kappa.

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Possible Solutions

Your group may attempt to negotiate or intimidate the “Ronin” into allowing them to pass. Unfortunately, they are under strict orders from their own Daimyo to stop the heroes and have a “Determination” of +6 (p.222). If the (inevitable) fight begins, the Ronin will fight to the death.

Encounter #2

Once each hour the heroes can search for signs of the Kappa (Diff: 6) and if successful, they will find the Kappa at the edge of a deep pool at a bend in a stream. When they first notice him, the ugly green man will be making rude sounds and gestures toward them. There are 2 more Kappa at the bottom of the pool. Even if they are spotted with a perception roll (Diff: 8) they will only join in if the first Kappa is attacked.

Possible Solutions

This particular Kappa is very intelligent and could be talked (or bribed) into teaching the required knowledge or even traveling back with the group to set the bone himself. Someone may remember (Diff: 8) that Kappa like a kind of water cucumber that may be found by searching (Diff: 7) the plants up and down the stream. The Kappa will also teach the required knowledge to anyone who overcomes him in hand­to­hand combat so that they will spare his life.

Characters CampL: Action Hero; Refresh: 7; Abilities: 25 (4); Advantage Points: 9 (2)

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Anayama Jiro (Samurai) Jiro is a straight­forward individual who knows his duty and will perform it the best he can. He expects those around him to show the proper respect for his status.

Aspects Loyal Samurai of the Anayama Clan You will show me proper respect I reward Loyalty with Loyalty Beauty can be found in violence or peace Always live by the warrior’s code Abilities Agility: 2; Endurance: 2; Perception: 3; Strength: 4; Stress: 6 Craft: 2; Knowledge: 2; Reasoning: 2; Willpower: 2; Stress: 4 Empathy: 2; Deception: 1; Persuasion: 2; Resources: 1; Stress: 3 Specialty Aspects One of the Samurai Class (Persuasion) Master Swordsman (Strength)(P) Duty to Daimyo (Willpower) Straight­Forward (Deception) Daisho (Resources) Advantages (1) Alertness (1) Fearless (1) Quick Draw (2) Counter Attack (2) Weapon Expertise ­ Daisho (2) True Expert – Master Swordsman Equipment Master Quality Daisho – Katana and Wakizashi (Short and Long Swords)

+2 additional WR in addition to the normal WR. Samurai Armor

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Kuni (Bonze) Kuni is a round little man like Friar Tuck in the stories of Robin Hood. He knows a little about everything and will talk for hours if not interrupted. He will only fight defensively and will not kill for any reason.

Aspects Wandering Buddhist priest and healer Piety is a good thing but not everything Life is sacred, die before you would kill I know something about that.. Did I tell you the story about the time.. Abilities Agility: 2; Endurance: 1; Perception: 4; Strength: 1; Stress: 2 Craft: 2; Knowledge: 3; Reasoning: 3; Willpower: 2; Stress: 5 Empathy: 3; Deception: 1; Persuasion: 3; Resources: 0; Stress: 3 Specialty Aspects Healer (Knowledge)(P) Magic and the supernatural are to be studied not feared (Reasoning)) I must help if I can (Empathy) Combat is for warriors, defense is for everyone else (Strength) I trust life to provide what I need (Resources) Advantages (1) Soft Style (1) Soft Style (1) Smooth Over (2) Genius at Work (2) Slippery Combatant (2) True Expert – Healer

Equipment Pilgrim’s Bo Staff Healers bag with general medical supplies Monks robes

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Totomi (Ashiguru) Totomi is a dedicated solder. He will follow the orders of his Samurai to the death.

Aspects Loyal Soldier of the Anayama Clan I will Follow my Masters orders to the letter Family is taken care of by Samurai I will guard this land from disorder I will Follow my master even to his Death Abilities Agility: 3; Endurance: 2; Perception: 2; Strength: 3; Stress: 5 Craft: 2; Knowledge: 2; Reasoning: 2; Willpower: 2; Stress: 4 Empathy: 2; Deception: 2; Persuasion: 2; Resources: 1; Stress: 3 Specialty Aspects Your yari is an extension of your body (Strength) Knows the Local Area (Knowledge) Dedication (Willpower) Protector of the Peasants (Persuasion) Owned man (Resources) Advantages (1) Weapon Specialist – Polearms and Spears (2) Weapon Expertise – Yari (1) Fleet of Foot (2) Last Stand (1) Alertness (2) Resilient

Equipment Yari (Spear) Ashiguru Armor

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Harani (Tracker?) Harani is a quiet young man who may be too good at moving silently. He may be more than he seems. What motives would he have for being here other than the orders of a Samurai? One possible reason is that a local Ninja clan may not want the Daimio's son to be healed for their own reasons. Or maybe, they want access to the new healing technique as well.

Aspects Ninja of the spotted Lotus clan Really, I am just a common hunter and tracker Do not execute any action or plan without a way to escape Never act without proper knowledge, another opportunity will always arise It is not overconfidence when I AM better than you Abilities Agility: 4; Endurance: 2; Perception: 3; Strength: 2; Stress: 4 Craft: 2; Knowledge: 2; Reasoning: 2; Willpower: 2; Stress: 4 Empathy: 1; Deception: 3; Persuasion: 1; Resources: 1; Stress: 2 Specialty Aspects If I don’t move, you can’t see me (Willpower) Silent movement is an art as well as a skill (Agility) If I throw it, it hits (Agility) Trust no one (Empathy) I will complete my mission no matter how long it takes (Endurance) Advantages (1) Hard Style (1) Hard Style (1) Tracker (1) Survivalist (1) Master of Disguise (2) Slippery Combatant (2) Deadly Grace Equipment Knife

6 Shuriken

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Enemies

3 Samurai (Disguised as Ronin)

This group of rival Samurai has been ordered to stop the heroes and will fight to the death to do it. They are “Vital Extras” so they have three sets of stress boxes and can suffer only three types of Consequences Major, Severe(P) and Defeated(P). (p.409)

Character Aspects: Size: 0 Loyal Samurai Retainers ________________________________________________________________ Physical Mental Social Agility: 2 Craft: 2 Deception: 1 Endurance: 3 Knowledge: 2 Empathy: 3 Perception: 2 Reasoning: 2 Persuasion: 2 Strength: 3 Willpower: 3 Resources: 2 Stress Track: 6 Stress Track: 5 Stress Track: 1 ________________________________________________________________ Specialty Aspects: Some Weapons Training (Strength) Loyal to the Death (Willpower) ________________________________________________________________ Total Physical Defense Modifier (AR): +2(+2) Armor: Ronin Armor Physical Attack Att. Mod. (WR) Def. Ability Range Wakizashi +2(+3) Agility 0

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Jokuyu (The Kappa)

Jokuyu likes to see how many veiled insults he can get away with. He is no fool though; he knows that if he pushes the Samurai too far he could lose his head to the Samurai's blade. He will try to get the player characters to do any dirty, menial task that he can before giving them the knowledge they seek. If attacked he will try to have the battle take place in or near the water where he has the advantage. Jokuyu has a full set of stress boxes. Kappa are more strong and agile when in contact with water from their home stream.

Character Aspects: Size: 0 Amphibian Humanoid Monster ________________________________________________________________ Physical Mental Social Agility: 2 Craft: 1 Deception: 2 Endurance: 4 Knowledge: 2 Empathy: 2 Perception: 2 Reasoning: 2 Persuasion: 0 Strength: 2 Willpower: 2 Resources: 0 Stress Track: 6 Stress Track: 5 Stress Track: 1 ________________________________________________________________ Specialty Aspects: Stronger in the Water (Strength)(P) More Agile in the Water (Agility)(P) Bone Healer (Knowledge) ________________________________________________________________ Notable Advantages: Breathless (Amphibian) ­ A Kappa can stay indefinitely underwater, without any ill effect. Razor Tongue Bone Breaker – Any unarmed attack that causes a Severe, Extreme, or Defeated consequence will result in a broken bone. The consequence assigned will be Cracked Ribs, a Broken Leg, or a Broken Back respectively. ________________________________________________________________ Total Physical Defense Modifier (AR): +2(+4) Physical Attack Att. Mod. (WR) Def. Ability Range Unarmed +4(+1) Agility 0

Close Combat Weapon

Two Additional Kappa

These Kappa can be added into the fight if Jokuyu is being defeated too easily. They are “Trivial Extras” so they have two sets of stress boxes and

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can suffer only two types of Consequences Major and Defeated (P). (p.409) Kappa are more strong and agile when in contact with water from their home stream.

Character Aspects: Size: 0 Amphibian Humanoid Monster ________________________________________________________________ Physical Mental Social Agility: 2 Craft: 0 Deception: 1 Endurance: 2 Knowledge: 1 Empathy: 1 Perception: 2 Reasoning: 1 Persuasion: 0 Strength: 2 Willpower: 2 Resources: 0 Stress Track: 4 Stress Track: 3 Stress Track: 1 ________________________________________________________________ Specialty Aspects: Stronger in the Water (Strength)(P) More Agile in the Water (Agility)(P) ________________________________________________________________ Notable Advantages: Breathless (Amphibian) ­ A Kappa can stay indefinitely underwater, without any ill effect. ________________________________________________________________ Total Physical Defense Modifier (AR): +1(+3) Physical Attack Att. Mod. (WR) Def. Ability Range Unarmed +2(+1) Agility 0

Close Combat Weapon

Equipment

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Weapons

Weapon WR Range TL Cost Notes

Unarmed +0 0 0 0 Unarmed

Knife +2 1 TH 1 1 Small

Wakizashi +3 0 0 2

Katana +4 0 2 3 Large

Shuriken +1 1 TH 2 1 Small

Jo (Small Club) +2 0 1 0 Small

Bo (Quarterstaff) +2 0 1 0 Large

Yari (Spear) +3 1 TH 1 1 Large

Armor

Armor AR TL Cost Notes and Aspects

Samurai Armor +3 2 4 Has 4 Stress Boxes*; Bulky

Ronin Armor +2 2 3 Has 3 Stress Boxes*; Bulky

Ashiguru Armor +1 1 2 Has 2 Stress Boxes*

*See page 308

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Print one copy of this page for each character.