Showing posts with label Human. Show all posts
Showing posts with label Human. Show all posts

Monday, 3 August 2020

August 2020: Banshee's Wail

OK, something a little different this month.

This is going to be a two-parter, this post in particular features updated stats for the all-female Banshees sky pirate gang. The follow-on post will hopefully be an adventure centered round them, perhaps a one sheet style adventure or perhaps something longer. Depending on how popular this is, I may see about doing more of this sort of thing.


Banshee Sky Pirate

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Language (Native) d8, Notice d6+2, Persuasion d6+1, Piloting d8, Shooting d8, Stealth d6, Taunt d6, Thievery d4
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Greedy, Loyal, Wanted (Major)
Edges: Ace, Alertness, Attractive, Pilot's Instincts, Quick, Rock and Roll!
Gear: Knives, clubs, pistols or SMGs.

Natasha's Agility, Smarts and Piloting all increase one die. In addition she gains the Ace Gunner, Command and Danger Sense edges.

Banshee Plane

Top Speed: 310 MPH; Toughness: 12 (3); Crew: 1; Climb: 15; Handling: +1; Size: 6 (Large); Notes: Improved Gunsight
Weapons: x4 Heavy MGs (Fixed Forward, Linked)
Special - Banshees' Cry: When doing an Intimidation based test against an enemy pilot, add +2 on the roll.

Monday, 1 June 2020

June 2020: CWS: The Bratty Man Cometh



Recently came across something rather interesting and being a while since I last did a Cold War Skirmishes post, it is something too good not to post. If things go to plan, this is likely to be the first of two posts this month, the second post will be a write-up of a playtest of Frozen Skies' air combat rules and should be expected some point round the 15th June. Also, if you wish to support me or get access to new posts ahead of the crowd then please consider checking out my Patreon.


Wolfgang The Bratty Man: A Legend Of The Cold War

Picture the scene.

You're a British soldier stationed in Germany and part way through a field exercise on the Soltau Training Area. You're cold, tired and sick of ration packs when all of a sudden a blue Mercedes van appears like magic through the smoke of a mock battle. Angry shouts are elicited from the NCOs as you and your fellow soldiers run off to buy hot chips, bratwursts, burgers and cold beer.

Wolfgang Meier, a legend amongst British soldiers based in north Germany, had arrived.

Wolfgang had a semi-mythical ability to manoeuvre his van across seemingly impassible terrain to bring his wares to hungry armour crews (who were then often obliged to tow the van out when it got stuck). His knowledge of exercise plans and the local terrain was also legendary, and he often knew where units were headed before they even received their movement orders – some observed that if he wasn’t an East German spy, he should have been.

For more than two decades his van could appear at any time of day, even in the middle of a live military training exercise narrowly missing grenades. During the '70s and '80s he was an instant morale booster whenever he appeared, his uncanny knowledge of where units were helped more than one lost soldier.

And end of an era came to end in 1994 when Wolfgang's fast food van completed it's last mission and the man himself brought himself a camp site with the money he'd made.

Use In Games

Wolfgang could potentially be an interesting and useful NPC for a GM to use, serving at least as a friendly face for the characters to encounter. He's best played turning up out of the blue, either as a Travel Encounter or when the GM feels the time is right. The GM could have Wolfgang serve as a source of information, letting the characters know where their parent unit is or where enemy forces are. Additionally, Wolfgang could help them out by giving them a lift or beseech the characters for help in rescuing his family.

Wolfgang Meier

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d8, Driving d8, Language (Native) d8, Notice d8, Persuasion d10, Stealth d4
Pace: 6; Parry: 2; Toughness: 5
Hindrances: Loyal, Mild Mannered, Pacifist (minor), Quirk
Edges: Ace, Alertness, Charismatic, Danger Sense, Reliable, Streetwise, Strong Willed