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Necropolis
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NEcropolis
BY
PAUL WIGGY WADE-WILLIAMS
Editors: Dave Blewer, Piotr Korys, Shane McLean
Graphic Design: Aaron Acevedo
Layout: Aaron Acevedo & Simon Lucas
Artwork: Aaron Acevedo, Niklas Brandt, Christian Schwager
Savage Worlds by Shane Lacy Hensley
Dedication: Dr J. M. Krijger, PhD. Astrophysics, for his friendship and his technical advice on
the dynamics of a black hole–star binary system and his patience in explaining the physics to me
(most of which was subsequently ignored).
Requires the Savage Worlds rules, available at www.peginc.com.
Necropolis, Savage Worlds, Smiling Jack, Pinnacle Entertainment Group, Great White Games,
and all associated logos herein are
Copyright © 2006, Great White Games.
Redistribution by print or file of this electronic book is a violation of copyright and is strictly
prohibited.
This electronic book may be reproduced only for personal use. It may not be redistributed, and
is available only from Pinnacle Entertainment Group
Author’s Note: The use of the Catholic Church as a model for the Third Reformation Church is not meant to be a social, political, or religious
statement. Necropolis is a game setting. Nothing more. Peace to you all.
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Contents
MAP OF NECROPOLIS................................................ 3
WELCOME TO HELL
Militia Dei ...........................................4
Training a Knight ...............................4
Knightly Vows ....................................5
Command Structure ..........................5
Inter-Order Politics.............................6
Life in an Order..................................7
Character Types ................................8
Making Heroes ..................................9
The Holy Orders .............................. 11
Chaplains......................................... 11
Hasta Sanctus (Impalers) ................12
Incendium Sanctus (Incinerators)....13
Novus Templum (Templars).............14
Nuntius Beatus (Preachers) ............15
St. Lazarus (Lazarites) ....................17
Paenitentia (Penitents) ....................18
Sergeants ........................................19
Hindrances ......................................20
Edges ..............................................20
New Powers ....................................25
HISTORY ..................................................................... 27
Sentencing.......................................52
Church Law and the Corporations...53
The Populace ..................................54
Other Military Forces .......................54
WAR MASTER S SECTION.......................................55
Alertness of Sentries .......................83
Buildings ..........................................83
Razor Wire.......................................83
Mineields ........................................84
Mass Battles ....................................84
Operational Orders ..........................85
Adventure Generator .......................85
Support ............................................88
Allies ................................................88
Opposition .......................................88
Encounters ......................................90
Encounter Table...............................90
BATTLE FOR NEW BUDAPEST ...................91
New Budapest Today.......................91
A Lengthy War .................................91
Campaign Matrix .............................92
Campaign Matrix .............................93
Advance...........................................93
Ambush ...........................................94
Gathering Intelligence......................95
Storm the Suburbs...........................97
Counterattack ..................................98
Rescue the Wounded ......................98
Survivors..........................................99
The Dark Temple ...........................100
Street by Street..............................101
A Bridge Too Far............................102
Airborne Assault ............................104
Back to the River ...........................105
Artillery...........................................106
Surrounded....................................107
Take the Cathedral ........................108
Gateway to Hell ............................. 112
Victory!........................................... 113
SAVAGE TALES......................................................... 114
Riot Duty........................................ 114
Recruitment Drive.......................... 115
Hold the Bridge.............................. 117
A Clash of Cultures........................ 118
Fliegerkopf..................................... 119
Terror Tactics .................................120
Red Dog Six is Down.....................121
Testing, Testing..............................123
Bad Gas.........................................123
No Picnic .......................................125
Church Wardens............................126
Death in the Fog ............................127
Wall of Death .................................128
The Circle of Flesh ........................130
BESTIARY...................................................................131
GLOSSARY OF TERMS........................................... 147
THE CORPORATIONS.................................................56
Lifestyle ...........................................56
Currency ..........................................56
Corporate Media..............................56
Corporate Military ............................57
Corporate Overviews.......................57
Major Corporations ..........................57
Minor Corporations ..........................59
Corporate Gear................................61
Selected Gear Notes .......................61
Corporate Vehicles ..........................61
Ground Vehicles ..............................61
Aircraft .............................................63
Watercraft ........................................63
THE UNDEAD .............................................................65
Origin ...............................................65
Organization ....................................65
Liches ..............................................65
Mummies .........................................66
Vampires..........................................67
Lesser Undead ................................68
Unhallowed Ground.........................68
Dark Designs ...................................69
Necromancy ....................................69
New Powers ....................................70
Weird Science .................................72
Selected Gear Notes .......................73
Sample Gizmos ...............................75
Vehicles ...........................................76
Undead Equipment..........................77
Armor...............................................77
DANGEROUS SECRETS ..............................................78
The Charnel House .........................78
Heresies ..........................................78
Forsakers.........................................79
Immortalism .....................................80
Poenaism.........................................80
The OSI Files...................................81
The Union’s Black Ops ....................81
Asgard .............................................81
BioGen.............................................81
Helvetia/Asgard ...............................82
Lansing Media .................................82
Ravendell.........................................82
West Star Mining .............................82
OPERATIONS...............................................................83
CHURCH HARDWARE...............................................28
Armor...............................................28
Melee Weapons...............................28
Ranged Weapons............................28
Special Weapons.............................30
Close Support Artillery .....................30
Vehicular Weapons..........................31
Mundane Gear.................................31
Vehicles ...........................................32
SETTING RULES .........................................................39
Common Knowledge .......................39
Awards and Promotions ..................39
Transfers .........................................39
Ammunition......................................39
Fire Support.....................................39
GUIDE TO NECROPOLIS ............................................42
New Sol ...........................................42
Salus................................................42
Gazetteer of Necropolis...................44
MOTHER CHURCH......................................................47
Church Structure .............................47
Papal Elections................................50
The Media........................................51
Calendar ..........................................51
Church Law .....................................51
Policing Crime .................................52
Crimes .............................................52
The Bishop’s Court ..........................52
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Map of Necropolis
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Welcome to Hell
The year is 2350.
Knights of the militant holy orders of the Third
Reformation Church are locked in a bitter crusade against
the Undead, a race of evil beings with necromantic powers
and a desire to exterminate all life.
The place is Salus—more popularly called Necropolis—
the only habitable world left to mankind since the
destruction of Earth in 2319.
Divided between the Third Reformation Church, the
Union of Corporations, and the Undead, the inhabitants
of Necropolis are locked in a struggle for supremacy. Lives
are not the only thing at stake—humanity’s very existence
hangs in the balance.
If the Undead win, humanity’s light will forever
disappear from the universe. Should humanity succeed in
overcoming the tide of darkness, it can begin to rebuild its
former might, perhaps again reaching out into the void to
find new worlds on which to prosper and multiply.
Unlike other Weird Wars settings, the war against the
supernatural in Necropolis is overt—the common people
know about the Undead, at least the more common
varieties.
Church media frequently portrays battles between holy
knights and Undead, and images of walking corpses are
considered terrifying, but not unusual. A popular poster
shows a knight with sword raised standing atop a pile of
Undead corpses.
Few citizens have ever encountered an Undead, but the
forces of darkness are encroaching further into human
territory each day.
It’s strongly recommended players start by reading
the Militia Dei section, then move on to the background
material starting on page 43 before making their characters.
War Master’s (WM) should read through the War Master
Section before play begins.
crusade. Though military organizations at heart, they have
grown financially into miniature superpowers within the
framework of the Church.
The Militia Dei (“Armies of God”) are the elite forces
of humanity, dedicated to the destruction of the Undead
and rekindling the flame of hope.
TRAINING A KNIGHT
In the early days of chivalry, knights were usually born
to nobility. Joining a holy militant order was often just a
matter of donating all your worldly wealth and taking
monastic vows. Things have changed since the Third
Reformation.
Although a knight must still forsake all worldly wealth
and take his vows, the process of selection is akin to that
of the regular military. Prospective members must be
aged between 18 and 30 but may come from any social
background.
Candidates must pass rigorous physical and mental
tests before being accepted into a training preceptory as
a squire.
Here the squire undergoes 16 weeks of continuous
assessment in physical exercise, weapon handling,
theological study, and basic technological skills. Those
who make the grade are accepted as novices for further
training—those who fail must return to their former
occupation.
Successful squires receive a further 48 weeks intensive
training. They are also expected to be a productive member
of the rear echelon staff, preparing meals, handling
logistics, digging graves, and so on. Except for combat
duties, life is as hard for a squire as it is for a fully trained
knight—the orders accept only the toughest candidates.
At the end of the training, the squire is brought before
the preceptory council and questioned vigorously for
many hours. His physical, mental, and spiritual states
are called into question, his worth doubted, and his piety
mocked.
Only if he remains resolute in his desire to become a
knight will he pass the test and be offered a sword—the
sign of a knight—and take his sacred vows. Those who
fail must either accept a position as a sergeant or leave
the order.
The Church accepts candidates of either sex as knights
and shared barracks are common. While this does put
a strain on the vow of celibacy, most knights treat their
MILITIA DEI
I have fought a good fight, I have finished
my course, I have kept the faith
2 Timothy 4:7
Since the Third Reformation, the Church has again
found itself relying on warrior–monks to lead its holy
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