Setting Idea: d20 Modern crossed with CoC d20... trapped beyond time and space

BlackJaw

First Post
This idea isn't done yet. I still need to make up names, and some other even more vital details, but I am very happy with this idea.

As a rule set I'd be using the D20 Modern Rules, without any of those optional setting bits (like D&D style magic or psionics). I would also be using the CoC d20 insanity rules along with that Magic system. Monsters would be from CoC d20, D&D, and D20 Modern... but mostly things in the CoC style.

The following overly long posts contain the setting as I've thought it out so far.
 
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Before I get into the whole idea, let me hit you with the back story bits in their current simplified timeline format...

Timeline
Ancient times (pre-history through dark ages)
Unsubstantiated tails abound of rare beasts, magic, and nature of heaven and hell. Among the supposed powers that some people have is ability to teleport vast distances instantly, to summon strange beasts from the pits of hell, and to extend their mental forms into another world to commune with strange entities. Wizards, witches and similar magicians are eventually “exterminated” during centuries of witch hunts.

Project Sprung des Riesen (1938-1942)
“Leap of the Giant” The Nazi fascination with the occult results in his support of “scientific and archeological” projects for secret weapons. Based on an arcane text unearthed from ancient digs, the Nazis begin designs for a device to allow instant transport of troops, tanks, and aircrafts. The project leader defects to the US when his heritage is questioned.

Philadelphia project (1943)
Using the Nazi plans, the US attempts to teleport a naval ship but the results are horrendous as people on the ship are left embedded in the hull, ripped apart, or missing all together.

End of the World War II (1945)
Allied and Soviet troops push into Nazi Germany and capture many key instillations. The soviets then refuse to yield any of the territory captured during that war and claim as many Nazi research labs as they can.

Project Ñåâåðíûé Ïðîõîä (1970s)
(The Rusian text doesn't work correctly)
“Northern Pass“ A remote Siberian outpost makes a mistake when testing a teleportation system intended for nuclear bomb delivery. Of the nearly four dozen scientists and security troops present on the base, less ten survive the eight day wait for help.

Fall of Communism (1989)
The Soviet Union collapses, and many former scientist and professionals begin immigrating to other countries, including two surviving researchers from the Siberian outpost.

International Space Station (2015)
Graviton experiments are some of the earliest projects studied in the new space station’s labs. Scientist of the time point out the advanced uses they may eventual provide in space propulsion.

Encounter at Mars Base (2049)
A supply craft destined for the fourteen year old Mars polar research facility is loaded with elite marine core troops after evidence of some sort of armed attack on the FLT engine laboratory reaches earth. Five months latter the troops arrive on a deserted facility and find signs of carnage and slaughter. None of the base’s staff or the troops sent to the base return, and the event is publicly referred to as catastrophic crash of the supply ship into the base.

Science Vessel UES Prometheus Lost (2103)
After two successful tests of the First Space Fold drive, the global press is invited to see a demonstration of the new drive system that would take mankind to the stars. Unfortunately the third run did not go well, and the fully crewed vessel was lost in void.
 

The setting:
The setting is based in "the Void" beyond space and time. Past magic and arcane enhanced science have tried and reached past our veil of reality into the void. Mostly with the concept of teleportation as a goal... It would be easy to travel vast distances or times by stepping out of space and time into a true void (no space or time, let alone matter or energy or anything else bound in our universe) but its hard to even understand a void without reality, space, or time, let alone make use of one as a tool... and then there is some other reality on the otherside of the void... some place without space or time as we know it where strange things lurk and reach out to all that would listen.

The setting would be based on an what could be called an asteroid of reality a drift in the void between realities. It's a location of equal footing between the two. I've called it a few dozen strange names throughout my ideas so far. Void-berg, or void realm, etc. They are all the same place. It's about the size of a small moon, and conforms to most laws of reality that we have here on Earth, although it also has gravity like earth and its mass doesn't support that... pluss all the nasty mosnters and magic of CoC work there (if I don't use the ful Mythos stuff I'd make magic and mosnter bery weak on earth/our reality)

Players would be stranded there from any of the spots in the timeline that could support such things. WW2 grunts with 22nd century scientists and knights from the dark-ages, and some of them have been there for generations. The great part about the setting's home "plane" is that is located in such a way that time and space work mostly like earth's but are not earth's. when something goes from earth to the void-realm or back, it doesn't have anything to do with time on earth. You could leave to the void realm and come back before you left (by eons!) or much latter or just after you left... etc. Similarly when you arrive on the void berg having left in 2100s, you could arrive before a nazi device has teleported in nazi scientists!
 

Now for the binding hidden thread in the time line and our first messed up evil little underlying plot:

A Cursed Family:
Cursed family in the Lovecraftian vein. Ancient germanic tribe claimed to have consorted and mated with demons but wiped out by invading Romans, later a wizard emerges from that same region during the dark ages but is killed by some act of fate mixed with bitterly tragic heroism. Generations latter a pair of half-brothers of the family are Jewish German scientists working for the Nazis on secret projects based of ancient arcane texts found in their families possession. The younger flees under questions of his heritage from his “strangely different brother” taking the plans and texts with him, but the elder remains until captured by the soviets years latter, still working to rebuild his now lost plans. The younger brother’s plans are confiscated from him by US intelligence, and despite his wishes, they attempt a test teleport of a crewed ship... which results in tragedy. The older brother eagerly agrees to work with Soviet scientist interested in rebuilding his project (as long as he keeps the arcane background of the project hidden and calls it all science). In a remote outpost above the artic circle, he reaches his goal. Years latter another member of that bloodline is present at the Mars base when things go wrong and demons enter the base through a new two-way gate. Years after that another member of the bloodline is a scientist aboard the new FLT ship when it goes lost in the void during a demonstration space fold test.

The Truth: The elder tribe of the region did mate with extra-planar entities and at least one of them survived the roman assault. Generations latter a member of that bloodline becomes a powerful sorcerer/wizard and one of the warring warlocks that rule the void berg. He, like the other wizards, travel freely back and forth between their towers and castles on the void berg, and earth. He is defeated by a small group of heroes that interrupt some deal, ceremony, or right with an entity of beyond, and the wizard is destroyed or at least lost to the void. But his soul was not destroyed, and he reaches out through the void to whisper into the ears of his bloodline. He touches on the minds of many of his bloodline in many generations, not at all in a linear fashion.

His first grasp at reclaiming his heritage was in the future, attempting to hijack the mind of scientist working on an early precursor to the FLT drive on the Mars base. He nearly succeeds, both opening a functional gate and in possessing the body and mind of his bloodline, but ill fate finds him defeated and killed before he can fully realize his goal of returning to his tower and former power.

Reaching farther forward in time, he seeks to posses a scientist in an advanced age where science is able to puncture the veil of reality with ease... but his bloodline of that generation, while very brilliant, was to diluted. He succeeds in bringing the scientist (and a full crew of the humanities FLT space craft) to his void-island but fails to claim the mind and body of his bloodline, and so can not be reborn.

Trying again in what would be our past (WW2), he reaches out to the mind of the older half-brother, the one brilliant even beyond his younger half-brother’s genius. The older brother, assisted by his sibling, and aided ever by the voice in his dreams and head, makes many leaps forward despite the limited technology of the time… but with each successes, the older brother becomes more focused, consumed, and un-hinged. Eventually the voice in his head becomes his own voice, and the ancient wizard’s soul takes a firm grasp of a new body. Seeking to make his way back to his own castle in the void-island he refocuses the Nazi project from teleportation to transport directly to the void island... but the change in personality is noticed by his brother, and the elder brother moves to silence his younger sibling... but the result is not as planned and the younger brother flees taking key documents and designs with him. The reborn-wizard is forced to deal with starting from scratch again among a now failing Nazi government.

When the Soviets come, they are less interested in the alchemy, but willing to listen to discussions of science, and he eventually gets the backing to begin work again. Now much older, the elder brother-wizard eventually reaches his goal, and opens the gate. As he moves through to reclaim his lost tower in the Void Realm, artifacts, and spell books, other “things” and let lose into the artic complex.
 

So what is this "void-realm" like?

History of the Void-Island

The void island is a “large” chunk of reality adrift in the void... a place outside our Time/space. In that respect it has only as much reality as was brought with it when it was, most likely, taken from our own reality. It is a massive chunk of matter, composed mostly of stone and minerals. It oddly posses its own atmosphere in many places, and standard gravity and time flow despite the generally lack physical laws to support such things. It’s creation is not known, nor of mortal doing. One could suspect it was an attempt made form the “far side of the void” at brining some of Earth over, but it never made the entire trip through the void to the “damned reality.” While time flows in a predictable fashion on the reality-island, it does not do so in a way relative to our own reality’s relative time, so various groups, culture, and people have reached the reality-chunk through various means at different points in Earth’s history, but not in what we would call chronological order.

Pre-human Earth; “The Elder-Race”
Well before the rise of humanity when the very face of the planet was much different then it is today, great and powerful races wielding knowledge best described in human terms as magic, but using it much the way we use science, built massive towers, structures, and complexes across the face of the earth, and even breached the veil of reality to consort with the horrible outer-entities in the void between realities. They built temples and towers across the reality where they could more easily commune, summon, and interact with the creatures from beyond our reality. Many of the “native” horrors of the half-reality were originally brought over at this time. Most were summoned and bound to servitude of the elder-race.

Earth’s Human Pre-history; “Elder minds reborn”
In that ancient time the elder-race eventually vanished from the face of the earth. Few of its once great cities and temples remain, most scattered remnants now sunk beneath seas, oceans, dessert sands, and the eternal ice of the Antarctic. While the elder race is all but dead on our world, their greatest masters of magic survived much longer in the void-realm, but even they were not immortal, and so the last of their dying race reached out from their nearly empty towers and citadels in the void-island to the newly formed race of man. Over the course of generations they mated with some and from such horrible unions were eventually formed a handful of human bodies with souls they could consume, and minds they could overtake. And so the first great wizards of human pre-history and the dark-ages were the dying elder-race’s last attempts at rebirth.

Earth’s Dark-ages; “War of the Elder race and the Things from Beyond”
Those few elder-things that did take human hosts were left stranded on earth, and forced to rebuild their once great knowledge of magic in a new age and in new forms in order to once again reach their void-island cities and towers, were their power and knowledge is stored. It took centuries and eons, often extending the life of their host forms through unnatural magic, or stealing new bodies and hosts to continue their life through generations of families, but they once again gained the means to cross through the veil of reality into their void-cities, but they found such places lost and destroyed. Their summoned and bound servants had freed themselves in their absence. Many had gone on rampages, destroying cities and towers, others with more inherent intelligence had taken the tools and knowledge of their once masters and set about making it their own. The returning elder-wizards made war against their freed servant races. Such colossal battles rent the already damaged citadels and towers, many crumbling, falling, or worse. In the end most of the elder-wizards and outer-things exterminated each other. Only a handful of each are left scattered through out the reality-island, although both are often very powerful. Lesser entities from both brought with the first elder-things and those summoned and bound by the elder-things in the time before the war still remain, wandering the reality pocket’s tunnels and surfaces, lurking about the ruins of their masters’ lost glory, and going about their unspeakably alien business.

Earth’s Industrial Age; “Rise of the Lost-Reich”
After the defecting of one of the project’s main scientist, the project’s other head scientist was imprisoned, and high ranking SS officers demanded proof of the program’s continued validity from the remaining members of the project. They forced a test of the project well before scheduled trials where ready. To “encourage” successes, the planned trial runs, they volunteered the project’s remaining scientists to be the test subjects.

The resulting 3 failed test runs of the project, before the SS scrapped it, stranded nearly 2 dozen top German scientists in the void-realm. These stranded scientists resigned themselves to the knowledge that they would never return home in their life time, but raised their inbred children under the belief that they would one day return home to an earth conquered by Hitler and ruled under Nazi principals. Using a race of sub-humans that looked up at them like gods, leftovers from elder-wizard breeding experiments, the Nazi build an industrial military society, ruled by an inbred third generation of the stranded Nazis. Although not quite human anymore, and all quite mad, they are still the a race born of scientists, and focused on advancing their knowledge of industrial age science toward a goal of returning “home,” with an army of sub-human slaves and monstrous outer and elder beasts. They spread across the void-realm like an infection of mechanical insects. Wielding industrial technology unhindered by the latter earth developments of electronics, they spread building bases and mines and factories as they go, all the while inching closer to the capability to return “home.”

The “infection” has not gone un-noticed by the remaining elder-wizards and outer-things, and clashes have becoming increasingly common as the sub-human Nazis attempt to conquer remaining wizard towers seeking the arcane formulas needed to return home. More disturbingly, the Nazi forces have encounter other stranded humans who descriptions of “home” do not meet the descriptions their grandparents said they would be. The return home for the inbred Nazis will be one of armed invasion in order to ensure things go “as was said and written by the first pure ones.”
 

So how does the game play for a PC?

Well the best place to start would be with the Mars base. Set it up as a near-future RPG. Most PCs will take to standard modern/sci-fi archetypes easily. Make them all part of a space-marine corp unit. Pilot, scientist, medic, tech-geek, and all with some combat training to make them all believable in that role.

The first adventure plays out like a Doom or quake game. They show up in an out-dated mars base that has been overrun with nasty things for 3 months. Start with empty rooms, signs of carnage, then the first zombie or sub-human nazi. Make sure the PCs don’t figure out the Nazi thing at first unless they are very very observant. Maybe they think mutants. Maybe they think aliens, who knows. Maybe zombies off the bat, but eventually they get hit by big nasty things not of this world, and they discover a gate... maybe just after they go through it and get themselves stranded.

The rest of the game is a big long struggle to get back home to earth. A long the way you have to deal with a growing army of Neo-Nazi sub-humans armed with advanced industrial technology. Ruled by highly intelligent and insane inbred Nazi scientists bent on returning to Earth en mass with nasty monsters (maybe some industrial upgraded monsters)

Also you got a mostly barren stone landscape complete with labyrinthine tunnels as your primary method of travel between locations... and most locations are the mostly abandoned towers, castles, crypts, workshops, and fortresses of ancient wizards. Loaded with traps, monsters, and insanity filled books. The other locations are Neo-Nazi bases, mining facilities, breeding camps, factories, barracks, labs and the occasional lair of an outer-spawn.

You got some nice 3 way action between the few remaining wizards (mostly lone powerful figures with a cult of humans gathered from generations of survivors of various time/space accidents), the outer-spawn former wizard slaves (individual powerful “monsters” as well the groups of lesser ones), and hordes of industrial Nazi grunts (lots of gun totting idiots that speak bad German).

You also get some interesting unique sites and people, like the wreckage of the FLT ship… which might now be filled with undead the guard a possible way home... or which might be small community of humans (now many generations removed from the original crash survivors). Other spots/groups include the Russians not killed by monsters but where sucked into the reality & their nukes! Also dark-age level characters and locations. Small villages possessed by mind-control things, etc. I’d also like to throw in an odd city block or two from various time periods etc, now completely empty of all life... as if everyone just got up and left leaving everything as it was… then aged 300 years. Not sure how to justify that though. Then again, why would I need to justify everything?


PCs get their gear from what they start with, and what they can scavange. Neo-Nazi guns and ammo would be high on the “easy to come by” list but in a sort of Post-apocalypse sort of way, you’d hang on to those energy weapons from the lost FLT ship from the future, and pick up some medieval weapons from any number of sources... for when ammo goes low. As characters die, or go crazy, you could start replacing them with characters from other time periods. Stranded sailors from the Philadelphia Experiment, witch hunters from the dark ages, etc. The sanity rules would take a heavy toll in game with few places to rest and get away from the nastiness. No Asylums or medical care to come by very often.

I’d want a gritty claustrophobic feel to everything. No large open spaces, only tunnels, and bases and towers, many of which are underground or under the false sky when on the “surface” of the giant misshaped (impossibly shaped) asteroid of reality. Attempts to map the tunnels taken or where things are would show impossible connections and travel distances.
 

A likely plot line would be to follow some "leads" to old wizard tower ruins, 2 or 3, looking for some spell or artifact to get home. A few failures and lot of bigger problems latter, they stumble into a radioactive area where the Russian base was sucked in. It should be very cold, just like the tundra while were at it. Maybe even some of the base is stuck in solid ice chunks? Anyway, its filled with monsters, mutants, and/or undead that are either immune to radiation, or thrive in it. One of those Nukes is apperently open, and while most of the area and base is safe to be in for short times, some areas are very hot, and long term stays in general are bad. The PCs at least get to find out that nukes are there, but not easy to get, not for them or the Nazis.

A little latter they come upon the crash site of mankind's first FLT ship. It's probably undead infested, or worse. It was a fairly large ship, so they go through part of it... enough see that the deeper in they go, the nastier stuff gets. Maybe they can't get into the ship very far yet (not without spells they don't have yet, or maybe some Nazi scout party looted the needed card keys etc) but the parts they can get into are fairly nasty but are a supply of nice fire power and gear. Laser weapons, and a big hulking gun of some kind. They also get a limted ammo supply for these nice toys, along with some other similarly nice but limited gear.

Now they got a goal, to hunt down the Nazis (or maybe it turns out be a wizard?) that has the keycard(s) needed to get into the ship. Once that is done, they fight their way into the ship, and find a FLT system that could be rebuilt to get them home, but they lack a few key bits.
1) A power source... such as one that could be made from a nuke warhead...
2) The know how to rebuild the system into a gate... such as the knowledge possesed by Nazi inbred Scientist (get them to design the modifications, then steel the plans, or even try to convert or force one of them to help you... etc)
3) The Arcane Formula to get home, and at the right time period (more or less)... which must be found in some lost wizard's tower.

Also, some odd places and things to run across more or less at random:

* a Darkages village complete with sickly farm lands around it under the false surface sky. Everyone looks a little wrong and under the weather, but worse still they seem to act almost zombie like. Going about their daily business with no emotion, little speach, and oddly dead to the world (most ignoring the PC for example). Then some screaming crazy guy comes running through the street foaming at the mouth and attacks the PCs... and they find a large tick like insect is attached to his back and spine... infact everyone in town has one. They are all hosts to a nasty swarm of mind control parasites (and some where in town in the queen parasite). The parasites keep the towns folk alive indefinatly, but it makes them basicaly walking zombies. Sometimes the effect wares off, or something else goes wrong, and the human host regains control (but is now long gone on the sanity charts) and becomes dangerous to himself and others... especialy others... till a new parasite can be attached. Him, and the PCs too! are dragged off to the queen to be implanted again! The PCs will hopefuly be able to kill the queen, and then destory the town and its infection. (such as burning it to the ground)

* Lots of old Elder race ruins. Ancient stone towers and buildings full of the magic-as-science knowledge of the elder race. Good news: these places are very old and mostly picked over already... so few traps or mosnters are left. Also, all the books and the like are in an alien language so the PCs won't (at least at low levels) need to worry about reading something nasty. Bad news: you can't read the signs so you just might open up the pits holding the nasty outerspawn-slaves of the elder race... or activate ancient artifacts best not used blindly, etc.

* More recent complexes that were (or are!) homes to the reborn wizards in human bodies. The good news: you have human languages (like greek and latin?!) so you might be able to read books, learn spells, or at least read warning lables on doors. The bad news: if you can read it, it can drive you insane. Also, as more recent buildings, they are more likely to have fresh still working traps and guardians.

* Entire gambits of nasty Nazi projects. Sub-human breeding camps. Maybe they are trying to cross breed the sub-humans with all maner of things... or maybe their are camps for breeding nastier outerspawn creatures. You also got some cybernetic type plants, where organic forms are refitted with mechanical limbs and organs... including outerspawn! As always, these projects are lead and over seen by Inbred "pure" Nazis... but what about some in-pure half-bred ones as well, which might serve as leaders of sub-human groups. Maybe some Nazi attempts at making and using undead? maybe some attempts at generating and using mutants among the sub-humans? Oh and maybe the leader of the Nazi is the last "surviving" Nazi scientist from the orginal project. He's very much undead now, but is undead in large tank of chemicals that "keep him alive and preserved." The other Nazi's call him Grandfather and Pure One, and claim him as their leader and master... but he's probably closer to a zombie under glass... and the insane Nazi simply read his odd movements as commands and responds to questions, etc.
 

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