Since I've been unable to do any gaming at all for over a year at this point in time I decided it would be a good idea to write a SR3 scenario which can be played by only 2 people (a player and a GM). It would be useful for those times at the gaming table when the full group doesn't show up. I suppose it would also be useful if two people are together and bored, like if you went on a honeymoon with someone but you were inexplicably impotent. No, wait...
I remember how much I enjoyed playing the GURPS Conan the Barbarian solo modules when I had nothing better to do, so my planned project is something in the same vein. Maybe later I'll sit down and figure out if it's possible to make a good SR3 solo adventure or not.
My planned scenario is actually set in the United States in the 80s but the ruleset is the SR3 ruleset. The player character is a physad but there are no magicians, elementals, spirits, and so on. The planned scenario is based on the most excellent American Ninja series of movies. When I've written up the statistics and found good maps I plan to post the full thing here on DSF.
The action of this scenario is set in the time between American Ninja 2 and American Ninja 3.
This scenario uses statistics and information from the American Ninja SR3 Project: http://forums.dumpshock.com/index.php?show...803&hl=dudikoff
American Ninja 2.5: Ninjas Prey On Midwestern Auto Workers
Premise:
An American auto manufacturing plant has been bought out by a Japanese car maker. The stoned and ineffective Midwestern auto workers were about to be laid off in large numbers and replaced by efficient and cost-effective robots. Furthermore, the workers were going to be forced to stand out in the parking lot in the morning and do karate punches as a group. Faced with such a horrifying prospect, the auto worker's union began to organize a strike. During the planning stages of the strike, however, five union leaders were abducted by ninjas and taken to a secret ninja fortress nestled in an especially inaccessible spot in the Rocky Mountains. The secret ninja fortress is very difficult to find because it's totally off the grid; there's no electricity or running water being used there and instead the fortress subsists in an entirely medieval manner.
As demonstrated in American Ninja 2, the US federal government realizes that onry a ninja can stop a ninja. It would be too risky to find and assault the fortress using the FBI or the National Guard. Besides for the fact that the opposition force would be comprised of ninjas a single mistake could easily lead to the hostages being slaughtered since ninjas think nothing of dying for their cause. The federal government has only once choice: to send in Army Ranger Sgt. Joe Armstrong, WHO IS ALSO A NINJA. The player gets to control Joe Armstrong for the purpose of this scenario.
Here are Joe's stats:
Body 6
Strength 6
Willpower 6
Quickness 6
Intelligence 6
Charisma 2 (bland, bland, bland...)
Magic 9
Essence 6
Combat Pool 9
Karma Pool 15
Init 6 + 1d6 (10 + 3d6)
Unarmed Combat 8 (14)
Edged Weapons (ninjato) 7 (9) (13 (15))
Thrown Weapons (shuriken) 7 (9)
Clubs 8
Flails/Whips 8
Pole Arms 8
Assault Rifles 6
Assault Rifles (B/R) 6
Pistol 3
Rifle 6
SMG 6
Shotgun 6
Stealth 8
Launch Weapons 6
Heavy Weapons 6
Athletics 6
Powers
Improved Reflexes II
Improved Ability: Edged Weapons +6
Improved Ability: Unarmed Combat +6
Initiate Powers
Centering, applicable to Athletics, Unarmed Combat, and Edged Weapons
Knowledge Skills
Zazen 6 (used for centering)
Ninjas 8
Special forces tactics 5
US military 4
Organized crime 2
Medieval Japanese special forces tactics 8
Gear:
Full suite of ninja equipment
Since Joe never shoots anyone in the movies I'm planning the scenario to be one which revolves around melee combat and stealth kills. He probably won't bring any firearms.
The Action:
Careful analysis of satellite photographs have located the ninja fortress and Joe is to be sent in alone with his ninja gear. His mission objectives are as follows:
1.) Infiltrate the ninja fortress
2.) Find the 5 hostages and secure their safety
3.) Radio base after the hostages are secure and call for helicopter evac
Once the federal government doesn't need to worry about the hostages being killed the ninja fortress can be reduced to a smoking crater by airstrikes.
The purpose of this scenario would essentially be for the player to work out a stealthy route into the fortress so that he can find the hostages without being detected. Next, he'd need to somehow disable all the ninjas who would be in the position to start executing the hostages before calling for evac. I see the main challenge as being one dealing with direction of approach and order of completion.
The helicopter evac would be with a national guard helicopter since the issue is within the borders of the US. The US federal government's only other ninja expert, Ranger Sgt. Curtis Jackson, would be coming along in the helicopter as an advisor for the national guardsmen who would be in charge of extracting Joe Armstrong.
Sgt. Curtis Jackson's statistics:
Body 10 (14) (exceptional attribute)
Strength 9 (13)
Willpower 6
Intelligence 4
Quickness 5
Charisma 8
Magic 6
Essence 6
Combat Pool 7
Karma Pool 12
Init 4 + 1d6 (6 + 2d6)
Okinawan karate and kobudo (unarmed combat 6, clubs 6, flails 6, pole arms 6)
Edged weapons (butterfly swords) 5 (7)
Thrown weapons (grenades) 2 (4)
Assault Rifles 6
Assault Rifles (B/R) 6
Pistol 3
Rifle 6
SMG 6
Shotgun 6
Stealth 4
Athletics 9
Launch Weapons 6
Heavy Weapons 6
Powers
Improved Reflexes I
Improved Attribute: Strength +4
Improved Attribute: Body +2
Knowledge Skills:
t3h str33t 4
US military 4
Special forces tactics 4
Ninjas 3
Organized Crime 2
Gear
Butterfly swords
Anything the Army would reasonably issue
Jackson would definitely be the most capable character coming in to extract the player. Unlike Joe Armstrong he actually prioritizes the use of firearms over martial arts.
Does anyone have suggestions as to what statistics the national guardsmen should have and how many of them there should be? The way I see it, there would be 1 guardsman with a M16A2 and 203, 1 manning a M60 machinegun on the helicopter, and 8 more with MP5 submachineguns. Everyone would have flashbangs and hand grenades. Is this gear loadout appropriate for the mid 80s? Also, was the military still using those mk2 pineapples in the mid 80s? (Forgive me if these questions make you gnash your teeth at my lack of knowledge. My military-history fu is weak.)
These are the statistics for the enemy ninjas:
Body 6
Strength 6
Willpower 5
Quickness 6
Intelligence 4
Charisma 2
Essence 6
Combat Pool 7
Karma Pool 1
Init: 5 + 1d6
Unarmed Combat 6
Edged Weapons 6
Thrown Weapons 6
Clubs 6
Flails/Whips 6
Pole Arms 6
Projectile Weapons 6
Stealth 6
Gear:
Black shinobi shozoku (gives camo armor bonus to Stealth checks when worn at night)
Random martial arts weapon
As stated above, all these statistics are taken from: http://forums.dumpshock.com/index.php?show...803&hl=dudikoff
The conclusion:
The mission is considered a success if at least 3 of the 5 hostages, Jackson, the player character, and 7 out of 10 guardsmen survive and escape from the fortress.
As soon as everyone escapes from the fortress the fortress is bombed into oblivion with airstrikes.
Each hostage with survives is worth a karma point, as is Jackson. Every two guardsmen who come out alive is worth a karma point as well, for a total of 11 possible karma for success; this is okay because the scenario should be extremely challenging. In essence, the mission is blown if stealth is compromised before the player character secures the hostages.
Since this scenario is a one shot in every sense of the word the karma earned in this scenario may be applied to any other player character which the victorious player controls.
Comments or suggestions?