GravyFingerz
Gravymancer
Ok, today I am running the first session of my Illuminati campaign using Call of Cthulhu d20 rules with a few minor tweaks.
The story so far is each of the PCs are police officers in the 23rd precinct of the NYPD. On a Friday, they were having lunch at an Italian diner outside when a dying agent of the Bavarian Illuminati approaches them and says the recognition word. One of the PCs says it back, but in a questioning tone. The agent, too wounded to tell the difference between different tones, hands the PCs the package and he dies. The PCs begin investigating the surrounding area while another agent (the one who was supposed to receive the package) watches in horror as the drop is messed up.
That evening, the MiBs come to the PCs place of residence. They question them for a while, and then hold them down and administer some mind altering drugs. They implant memories of the PCs being on vacation for a week, hiking in the Appalachian Mountains. They change the records in the NYPD to reflect all this (since the Bavarian Illuminati controls the NYPD), so it is all legit.
The session begins when the PCs wake up on Monday morning to go to work. That is when the weirdness begins.
What I would appreciate from all of you is either:
1) Tips on running an Illuminati game.
2) Information on how the NYPD works and precincts and such.
3) Tips on developing a power structure for the Bavarian Illuminati.
4) Misc. comments and such.
Right now, I pretty much plan to introduce a bunch of weird events (subtle and not subtle) just to induce some paranoia and weirdness; to set the mood.
On Monday, the PCs will participate in a SWAT operation to confiscate from illegal substances from a known marijuana dealer. The purpose of the operation is to actually confiscate some records and scare the people in the house, because they are dangerous close to stumbling upon the working of the Bavarian Illuminati.
I am using Call of Cthulhu d20 as the rules set, but with the following changes:
PCs cannot choose Psychic Feats or learn magic normally; there are exceptions to this rule.
Instead of HP, we are using Wound/Vitality from SWd20, but there is no vitality; so any hit does wound damage. Normal crits are used. So on a crit, a Glock Model 17 does 3d10 wound damage.
There is a new feat; but it cannot be chosen, it must be given. I have already determined that because of the mind-altering drugs administered to the PCs, if they ever go below 0 wound and manage to survive and be brought back to 1 wound or more, they will receive this new feat. The trauma of near death and the drugs open up parts of their mind they have never used before.
Illuminated [Special]
You are one of the illuminated, one who has become enlightened.
Benefit: This feat gives you a number of benefits:
The story so far is each of the PCs are police officers in the 23rd precinct of the NYPD. On a Friday, they were having lunch at an Italian diner outside when a dying agent of the Bavarian Illuminati approaches them and says the recognition word. One of the PCs says it back, but in a questioning tone. The agent, too wounded to tell the difference between different tones, hands the PCs the package and he dies. The PCs begin investigating the surrounding area while another agent (the one who was supposed to receive the package) watches in horror as the drop is messed up.
That evening, the MiBs come to the PCs place of residence. They question them for a while, and then hold them down and administer some mind altering drugs. They implant memories of the PCs being on vacation for a week, hiking in the Appalachian Mountains. They change the records in the NYPD to reflect all this (since the Bavarian Illuminati controls the NYPD), so it is all legit.
The session begins when the PCs wake up on Monday morning to go to work. That is when the weirdness begins.
What I would appreciate from all of you is either:
1) Tips on running an Illuminati game.
2) Information on how the NYPD works and precincts and such.
3) Tips on developing a power structure for the Bavarian Illuminati.
4) Misc. comments and such.
Right now, I pretty much plan to introduce a bunch of weird events (subtle and not subtle) just to induce some paranoia and weirdness; to set the mood.
On Monday, the PCs will participate in a SWAT operation to confiscate from illegal substances from a known marijuana dealer. The purpose of the operation is to actually confiscate some records and scare the people in the house, because they are dangerous close to stumbling upon the working of the Bavarian Illuminati.
I am using Call of Cthulhu d20 as the rules set, but with the following changes:
PCs cannot choose Psychic Feats or learn magic normally; there are exceptions to this rule.
Instead of HP, we are using Wound/Vitality from SWd20, but there is no vitality; so any hit does wound damage. Normal crits are used. So on a crit, a Glock Model 17 does 3d10 wound damage.
There is a new feat; but it cannot be chosen, it must be given. I have already determined that because of the mind-altering drugs administered to the PCs, if they ever go below 0 wound and manage to survive and be brought back to 1 wound or more, they will receive this new feat. The trauma of near death and the drugs open up parts of their mind they have never used before.
Illuminated [Special]
You are one of the illuminated, one who has become enlightened.
Benefit: This feat gives you a number of benefits:
- You may reroll any one dice roll once per hour of real time. You must keep the new result if you choose to reroll, and you cannot save up rerolls. If you do not use it, you waste it.
- You can automatically discern if another person is also illuminated with no chance of failure.
- You know intuitively whether the illuminati is behind a certain event or situation. This requires a successful Intelligence check vs. DC 10.