Want to help me run a Spycraft game?

Nareau

Explorer
Thanks to Piratecat's brilliant game at GenCon last year, I've been inspired to run a Spycraft campaign. I've figured out the general structure, but I want to get some feedback. Here's the synopsis:

Ramut Kotan was perhaps the most brilliant person to have ever lived. He was a mathematician, engineer, architect, sorcerer, surgeon, scientist, and priest to more than one ancient Egyptian pharoah. Unfortunately, he was also very evil. He prolonged his own life for decades (and possibly centuries). He made many discoveries regarding the nature of life, death, and the universe before being killed by a slave uprising.
Kotan had developed a system to create primitive cybernetic zombies. From his Throne, Kotan could telepathically control hundreds of cyber-zombies at a time. He used these zombies as workers and soldiers. Any time a slave would die, he would be reanimated as a zombie.
After thousands of slaves had died in the creation of The Lost Pyramid, a powerful slave-shaman managed to learn the secrets of the zombies' control. By leading the still-living in a massive prayer, he was able to coordinate the brain-waves of the living enough to wrest control of the zombies from Kotan. On one fateful day, he lead his singing, chanting, and lurching army of living and undead followers to overthrow Kotan and his Pharoah.
Kotan was killed, and his body was sealed and buried in a secret tomb by the same zombies he had created. However, the shaman knew that Kotan was very powerful. A dozen of the bravest warriors in the revolt agreed to become zombies themselves, and were imprinted with the permanent instructions: Kill all intruders. They too were sealed inside the tomb.
Further, a society of mystic warriors called the "Droba Milos" was founded. They were charged with keeping the location of Kotan's Tomb a secret, and maintaining a watchful eye over it, should he be discovered or return from the dead.
Kotan's Throne and laboratory were destroyed. However, there were a few slaves who had been promised great power by Kotan. They believed that he would return some day, and bring with him the keys to immortality and great power. While they couldn't prevent the revolt, they were able to convince the shaman that Kotan's crimes warranted special treatment by the Gods. These treacherous slaves persuaded the shaman to seal evidence of Kotan's evils in the tomb with him. Among this evidence were 7 artifacts...

The Artifacts of Ramut Kotan
The Anubis Staff - A rod of radioactive metal is encased by several layers of copper, gold, and iron. When the radiation is combined with a particular regimen of drugs, it creates a kind of "controlled cancer." Cells reproduce rapidly, granting the wielder several powers: Regeneration, Extended lifespan, and Increased Strength and Toughness.
The Osiris Plan - This is the system of cyber-zombie creation and control. It consists of three parts: The Osiris Formula, The Osiris Masks, and The Osiris Throne (though the Throne is now destroyed).
-The Formula consists of complex sugars and electrolytes, and provides chemical energy to stimulate the muscles.
-The Masks functions like an antenna that plugs into the brain of a corpse and receives remote signals from amplified human brain-waves.
-The Throne was a complex "control center" that included a brain-wave-amplifying helmet (like Professor X's).
The Tears of Isis - A chemical and electrical process that can ressurect a dead person. There is only enough to ressurect 3 people.
The Crown of Ra - EM Force-field armor. The Crown is made from a room-temperature-superconductive, highly-magnetic material. It contantly generates an EM field that creates a charge in nearby metallic objects. If the object moves towards the wearer, it produces its own magnetic field, and is repulsed.
The Lost Tombs - Maps and schematics to hundreds of hidden tombs with billions of dollars worth of forgotten treasures; written in Kotan's own secret code
Quantum Theory - Kotan discovered Quantum Theory!
Large Prime-Factor Theory - Like the guy in Sneakers, Kotan had developed an alternate number-theory that allows for fast factoring of huge numbers. In the wrong hands, it could bypass most encryption schemes.

The campaign will center around these artifacts and the villains who love them. The first adventure will see the PC's recovering the Artifacts from Professor Ashe, the archeologist who discovered the hidden tomb. The Artifacts' powers will be largely unknown at this point, but will be revealed as various Bad Guys get them and abuse their powers. Ultimately, Professor Ashe will ressurect Kotan, and the PC's will come face-to-face with an evil super-mastermind from ancient Egypt.

I've written more notes, but I don't want to bore you all. The campaign doesn't start for a month or so, and it should last for roughly 24-36 sessions. For right now, I'd just like to hear some feedback on the ideas. Specifically:
Are there other similar artifacts that might be cool to include?
Are there any artifacts in the list (besides the last two...I know they're pretty weak) that you think should be changed or removed?
Do you think running a campaign based on the retrieval of ancient pseudo-magic items would get too redundant or tedious?
Do you have recommendations on historical accounts of ancient Egyptian science, mysticism, slavery, or politics? I would like to borrow some names/dates/events from history.
Can you think of a more convincing/plausible reason for the shaman to seal these powerful artifacts in with Kotan?

I'll post some of my sub-plot, bad guy, fight/chase scene, and first adventure notes later.

Thanks,
Spider
 

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Spider said:
For right now, I'd just like to hear some feedback on the ideas.
Sounds like a great and epic campaign.
Are there any artifacts in the list (besides the last two...I know they're pretty weak) that you think should be changed or removed?
Why concern yourself with what they do? It's not like they'll directly impact the play of the game during the first few sessions. I'm a fan of leaving the options flexible, and filling them in as the game progresses. Nothing goes according to plan anyway. :) All you really need to know to go is that your villain can come back from the (apparently) dead.
Do you think running a campaign based on the retrieval of ancient pseudo-magic items would get too redundant or tedious?
No, it rules. :)
Can you think of a more convincing/plausible reason for the shaman to seal these powerful artifacts in with Kotan?
Not really. Plausibility is how you present it to the players in the context of the world that you're playing in. If you say that something is plausible, and then stick within the guidelines that you describe over the course of the game, it will be plausible.

However, I had an idea about Kotan's motivations, which you are free to use or discard: Kotan might have understood that defeat was likely. He then realized that at some point in the future, an event would occur that would let him achieve his goal of world domination. Armed with this knowledge, he locked his artifacts in his safe place and then executed his great deceit: he purposefully allowed himself to be defeated, cornered and killed, with the full knowledge that he would be back to launch his real plan. His minions prepared his body for rebirth. If the PCs ever discover that he let himself be killed to further his goals, they might fear him a bit. This event that Kotan foresaw (whatever you like: scientific breakthrough, mystical convergance, political coincendence, whatever) would be a great way to hook the PCs in.

Oh, one more thought: For Kotan, everything might not go as planned on his rebirth. Maybe his minions blew it and resurrected him too soon, too late, or with the wrong materials at hand. Either way, he's flawed now, and angry because of it. Angry villains are more fun.

Sounds like you have a great campaign coming. Good luck!
I'll post some of my sub-plot, bad guy, fight/chase scene, and first adventure notes later.
Looking forward to it!

-Clint
 

Clint said:
Sounds like a great and epic campaign.
Thanks!
Why concern yourself with what they do? It's not like they'll directly impact the play of the game during the first few sessions.
Actually, I think it will. I'm trying to do the introductory part as a 1-shot, and the items will quickly come into play after that. And I'd like to have a pretty firm idea of what all the missions will be at the beginning of the game. But you're right: I should leave my options open until it really matters.

Kotan might have understood that defeat was likely. He then realized that at some point in the future, an event would occur that would let him achieve his goal of world domination.
I hadn't envisioned him as originally having plans for world domination. I sort of envision him as being content being able to pursue his "scientific" studies. I envision him having had access to human experimentation and essentially unlimited resources during his time working under pharoas. But now that he's come back in a world where he can have global effects and tremendous power, he's giong to be applying for the "Emperor of the World" position as soon as he gets his resume together. :)

Armed with this knowledge, he locked his artifacts in his safe place and then executed his great deceit: he purposefully allowed himself to be defeated, cornered and killed, with the full knowledge that he would be back to launch his real plan.
I do like this idea. He *is* supposed to be incredibly smart, and his having planned to "sleep" in death for a few centuries is a good one. And the idea of him having minions means that I can throw in yet another group of ancient mystic bad guys. More politics, more history, more spooky evil. I like it.

Oh, one more thought: For Kotan, everything might not go as planned on his rebirth.
I *really* like this idea. While I don't want this game to turn into an entirely "The Mummy" campaign, I think it would be cool if he came back gross and deformed. Maybe without skin or something. So his first order of business will be making his body whole. And that will lend some credence to him being more actively evil and a little insane.

Thanks for the ideas. I'll post more soon.

Spider
 

Here are the major influences I see on the campaign:
Indiana Jones
The Mummy
James Bond
Spiderman
The A-Team
Batman
The X-Files
Jackie Chan
Stargate SG-1 (the series)
Metal Gear (the first one)

The Bad Guys (Archetype - Name - Details)
The Capitalist - Doctor Anthony Cortex - Founder and power-hungry CEO of White Sun, Inc; terribly shrewd, and has connections in all places--even the Agency

The Mad Scientist - Professor Phineas Ashe - Paranoid and brilliant mad scientist/archeologist from Boston University; will do anything to gain respect for his bizarre theories on ancient Egyptian death rituals, but is constantly laughed at. His latest dig was funded by White Sun, Inc. (Electronics Division); Professor Ashe is near-sighted, asthmatic, pale, overweight, and slightly insane.

The Russian - Sergi Traminov - Power-hungry, old-school, ex-Soviet, ex-spy, weapons dealer. He lives on the northern shore of Egypt, and sells military hardware to the highest bidder. He is friends with Captain Colin Franklin.

Big Boss - Captain Colin Franklin - Ex-CIA, high-level Agency brass. He will start the campaign as the PC's Controller, but will eventually go rogue for undetermined reasons (and might encourage the PC's to go rogue too!)

The Terrorists - Droba Milas - Mysterious, highly-trained mystic warriors; students of ancient middle-eastern lore; their goals are often incomprehinsible to the outside world. Thousands of years ago, they swore to protect Kotan's tomb. Now, they are little more than self-righteous soldiers and thieves.

The Illuminati - The Gabriel Foundation - A super-secret council of 12 ultra-powerful people: The Mystic, The Industrialist, The Banker, The General, The Spy, etc.

The Big Bad Supergenius - Ramut Kotan - An ancient Egyptian evil Einstein, come back from beyond the grave to pursue world-domination.

Spider
 
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OK, more notes.
I've changed some of the names to be in keeping with actual Egyptian names (although that isn't apparent here)
These are just some things I want to have happen during the course of the campaign.

Events
Being shot down by terrorists as they fly over the desert in a WWII fighter plane
Going into space and onto a space station
Exploring the dark and abandoned tunnels underneath NYC/Moscow
Driving a motorcycle off a cliff
Being attacked by a giant vehicle/robot while they're on foot
Landing a plane on a highway
Disarming a big bomb (when they can't see the color of the wires!)
Bluffing past armed guards to steal a submarine/helicopter/space shuttle

Chase Scenes
Escaping down a snowy mountainside
Fan-boat through the Louisiana bayou
Jet-skis through the streets of Venice
Hanggliders with guns through the skyscrapers of Chicago

Places to Fight
A speeding, hijacked passenger train/plane that's carrying a nuclear bomb towards a major city (time-pressure! hostages! explosive fuel tanks!)
A Cryogenic Storage facility (bad lighting! frozen corpses in glass coffins! explosive tanks of nitrogen!)
A power plant (scaffolding! convoluted, bare-metal catwalks and stairways! explosive towers of high-voltage!)
An amusement park/on a ferris wheel (little kids, clowns, and other civilians! a funhouse of mirrors! wrestling on a roller-coaster!)
A Space Station (zero-G combat! the vaccuum of space! explosive fuel tanks!)
Subway Tunnels (terrible lighting! mole-people! subway trains! the third-rail!)
Underwater (submarines! slow-motion fisticuffs! harpoon guns!)
And my favorite: Inside a blimp (Helium-induced squeaky-voiced villains! Bullets blowing holes in the walls! It's a BLIMP!)

General Themes
Moral Ambiguity is often unheroic. Avoid it where possible.
Let the PC's do some crazy-good stunts
use Hero Time (delaying initiative, death speeches)
The James Bond Formula:
The Briefing
The Gadgets
The Meeting with The Bad Guy
The Bad Guy Escapes
The Explosive Chase Scene
The Bad Guy's Base
The Capture
The Evil Plan
The Hero Escapes
The Final Battle
The Gruesome and Creative Death of The Bad Guy
The Escape from the Exploding Base

Things Bad Guys Want:
Lesser: Weapons (guns, missiles), Drugs, Money
Greater: Oil, Technology, Super Weapons (WMD, lasers, phasers, railguns), Political Power, Assassination of Political Figures
Super: Doomsday Devices (weather control devices, particle weapons, orbital platforms), World Domination, Genocide

Any suggestions? I'm looking around for some really good action movies to pick apart and glean ideas from. If you want to recommend any, please do. Or if you have comments of the James Bond Formula, I'd love to hear them.

Spider
 

Spider said:
OK, more notes.

General Themes
Moral Ambiguity is often unheroic. Avoid it where possible.
Let the PC's do some crazy-good stunts
use Hero Time (delaying initiative, death speeches)

Spider
This point can be done by handing out lots of action dice for cinmatic scences, speaches, and out over the top actions. Action die or a great to to encourage players to run their characters the way you want them to.

It rewards them and improves their chances at doing the impossible stunts type action.s
 

Here's the First Serial:
Prelude:
The characters are exposed to the full collection of Artifacts, which they promptly lose to a variety of bad guys. They learn some of the mundane significance of the Artifacts, but none of their true powers. Conveniently, everyone they meet during this adventure will end up being a Bad Guy. :)
Which bad guys end up with which Artifacts depends on the PC's:
- If the PC's can hold onto the Artifacts, Dr. Cortex of White Sun, Inc. will get most of the Artifacts. He will likely sell some of them to other Bad Guys at some later point. I think he will get The Osiris Plan, so I can introduce the cyber-zombies early on.
- Dr. Ashe knows that Khaemhat was more than an early surgeon; he suspects that Khaemhat foresaw his own death, and prepared a way for himself to come back. Ashe is holding onto the Lost Tombs (maps of wealthy kings' tombs) and The Tears of Isis (a resurrection formula), in the hopes that he can finally prove his theories about Khaemhat are correct (and finally earn the respect he deserves!)
- The Mesah Nesamun will likely end up with a couple more of the artifacts; once the PC's leave Professor Ashe, the Mesah will likely hunt down the dig and try to capture the Professor. Since the Professor is holding onto some of the artifacts (without White Sun's knowledge or consent), the Mesah might get some.


The intro (an optional cut-scene): We witness the final moments of Khaemhat's life--thousands of slaves (both living and undead) are swarming towards the fortress-temple of Akhetatun. Khaemhat has lost control over his zombie hordes, and knows that they now are coming to attack him. Khaemhat betrays his master at the last moment, drinking the the first stage of the Isis Tears that will let him come back to life someday.

Present Day:
The Briefing: Captain Franklin explains the mission to the PC's: "My old-friend Dr. Anthony Cortex from White Sun, Inc. has requested that we retrieve and protect a case of very valuable items from an archeological dig they're funding in Africa. Travel to Egypt, meet with Professor Ashe, and retrieve the Artifacts of Khaemhat. Return to the US, and deliver them to White Sun HQ in Olympia, WA. You will be posing as White Sun Security agents, come to retrieve what belongs to them. I don't know why these items are important, but I know Dr. Cortex is a collector; these things are probably worth millions. While this is in technically in violation of international law, and it is not Agency policy to do illegal favors for private corporations, this is an exception. White Sun, Inc. develops and produces most of our high-tech prototypes, and they know more about the Agency than any other group in the world. Between my long friendship with Anthony, and White Sun's service to the Agency, this is one favor we can afford to do."
In truth, Franklin has become increasingly nervous about White Sun's position towards the Agency. He may even be somehow responsible for Dr. Cortex knowing much more about the Agency than any outsider should. White Sun has become powerful enough that they might be able to effectively shut the Agency down by exposing them to the world. Franklin hopes that this mission will be sufficient to keep Dr. Cortex's organization quiet.
Furthermore, Cortex has been searching for Khaemhat's tomb for years. He heard about it long ago, and has become obsessed with finding it. He is the one who funded Professor Ashe's archeological dig, and he expects to reap the substantial rewards from whatever is left of Khaemhat's writings. However, Cortex knows he's not the only one after Khaemhat's discoveries. He has thus decided to use the Agency to safely retrieve and deliver them.
The PC's will have transport to Africa, but will need to find unofficial transport (preferably air, as there is very limited road access) to the dig site.

The Trip:
The PC's will be directed to an old friend of Franklin's, a Soviet ex-KGB agent named Sergi Traminov. After the fall of the USSR, he retired to Egypt where he lives royally on the profits from his illegal military hardware sales. Unfortunately for the PC's, Sergi has been channeling decommissioned weapons (mostly Russian) to the Mesah for years. They have a spy planted in his estate, and that spy sent word when the PC's rented the plane. Since they're friends of Captain Franklin's, Sergi insists that the PC's take his favorite plane: a mint-condition, antique, fully-functional American WWI fighter (possibly with a working and armed machine gun on the back).
http://diglib.auburn.edu/images/sparcimages/101-96-066-3244.jpg
He advises the PC's to fly under 100', so as to avoid detection by Egyption air-controllers' radar. From there, the trip to the dig site should be smooth and easy.

The Scientist:
Professor Ashe will be grateful to have the PC's here to protect the goods. However, he may express some dismay that White Sun would send their own goons to collect these items. The professor is a teacher in Boston University's Egyptology department, and the grant he received was through them. White Sun doesn't have any direct claim to these items...they belong in a museum! However, he realizes that they will simply pull his funding if he refuses, and is willing to let the items go after seeing the right paperwork (although he is hiding two of the most important ones). He will express concern about taking the items out of Egypt (as the Egyptian government has a strict policy against such things), and he is also concerned that other groups might be wanting to get their hands on these items (though he is reluctant to say who). He will also talk for as long as they'll let him about Khaemhat--who he was, what he did, what these discoveries might mean, and how he died. Most of this information should bore them to tears: "...and he developed this kind of stone-cutting technique, that was 10 times more efficient than the one before it, because it used an Aluminum Isopoptate alloy, which he also discovered, I think he took refined Sodium Silicate from the el-Oraptin mine south of..." But some of it should contain nuggets of foreshadowing: "...and some people say he served as advisor to Tuthmosis III, but that's crazy-talk, he is clearly mentioned in reference to the great funeral of Akhenaten, and he rose to the throne 54 years after Tuthmosis III died, and that would have made him 142 years old, ha-ha-*snort*-ha-ha."
Dr. Ashe should sound eager, innocent, and more than a bit crazy. He is an Ubergeek when it comes to ancient Egypt.
Dr. Ashe has come to love Khaemhat as the world's most brilliant scientist. In fact, he believes that Khaemhat foresaw his own death, and planned to be resurrected someday. The Professor has been able to crack part of Khaemhat's personal code (he wrote in an encrypted form of heiroglyphics). From these writings, Ashe has come to believe that he can revive Khaemhat using some of the artifacts in his tomb. If he does that, he will finally get the recognition he deserves. He is keeping a few of the artifacts for himself. Unfortunately, his life will become very complicated once he brings Khaemhat back to life...

The Ambush: The Mesah Nesamun have heard that this dig was going on, but haven't been able to locate it. They believe (correctly) that Professor Ashe has finally found the Tomb of Khaemhat, and they have been monitoring all traffic in the area for the past 6 months. When the PC's finally entered the country, they got lucky (with thier spy in Sergi's estate).
As the PC's are flying away from the dig site over the rocky desert terrain, three jeeps appear from behind a large dune and start shooting. Between the machine guns and the RPG's, the plane should be forced to land.
The terrain here should be a combination of 40' dunes and 150' rock formations. At some point, they should have to fly through one of those wind-carved stone-moniliths that has a big hole through it. Like these:
http://www.caravanserai-tours.com/images/libya/ds_acacus2.jpg
http://aochycos.ird.ne/HTMLF/JOURNAL/IMAGES/situhydro/desert.jpg
http://www.stockphotography.co.uk/Upload/Stock/Previews/8423.jpg
The PC's must fight to protect the goods. The Mesah are only after the Artifacts, and will call off the assault once they have them (or at least some of them). The PC's should be able to fight them off, and the Mesah should be able to escape after half of them are killed. If the PC's lose all the artifacts, they will fail the mission, and that would suck. During this, at least one jeep should be disabled (but not destroyed), giving the PC's a way to return to the city safely.
Sergi will be very angry when he discovers his antique plane has been destroyed. Heh heh heh.

I may throw in another scene, or (more likely) I'll use the following as the second session:
- Professor Ashe has not reported back as to his exact location (for fear of being robbed), so the PC's need to contact his beautiful-but-dangerous sister, who's the only one to have heard from him in months. Of course, she lives the high-life working the casinos around the northern Mediterranean. We might even be able meet some of the other bad guys (Khaemhat's minions?), who are also there to extract information out of Ms. Ashe. That way, we could have a first fight scene, and the jet-ski race through the streets of Venice.
-Or maybe on a cruise-liner
-Maybe this could be the second session--Professor Ashe has disappeared after the transfer, and his beautiful sister is the only one who might know where he is.
http://www.lonelyplanet.com/mapshells/europe/venice/venice.htm
http://www.hotels-europe.com/info-countries/italy/italy-map.jpg

Spider
 

And now for the big list of questions. Some of these are already pretty well-answered, but others could use some work. This is the last of the notes I've come up with for the campaign.
Plot Holes/Questions that need to be answered
Why didn't the slaves burn Khaemhat and smash his artifacts?
What is the relationship between Franklin and Cortex?
Why on earth would the Agency be doing the mission in the first place?
Why on earth would Cortex even ask the Agency to do this (instead of sending his own security forces)?
Why are the PC's flying low enough to be attacked from the ground?
Why should the PC's get a plane from an illegal weapons-dealer? Aren't there legitimate plane-rental places?
If the Mesah were charged with protecting the tomb, why don't they know where it is?
How can I make the desert ambush scene more interesting? I have all these good ideas of cool places to fight, and the first one I spring on them is...the middle of the desert?!
Has anyone used or looked at a book like this one:
http://www.amazon.com/exec/obidos/t...002-6060482-8408017?v=glance&s=books&n=507846
It's a guide for actors to learn non-American accents.
Should I add in another scene, after the briefing but before the trip to Egypt?

Spider
 

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