1: Not do anything substantial to combat that conspiracy, and
2: Fight to keep that conspiracy a secret, for 16 years no less
...and thus protect and enable the conspiracy by utilising the power of the state to do so, even if they are unaware of their role, or in this case do so out of a sense of protecting the status quo.
That is a powerful group of elements on a conspyramid; The Adams Family, The Head & The Suit (heads of an organised crime syndicate), Mr X at the Bank of England, the Metropolitan Police's Operation Beregon, and MI5.
England. The year is 1590 of our Lord, and the thirty first year of the reign of Queen Elizabeth I. The Watchers are the Elizabethan secret service, protecting the Kingdom from threats both abroad and within. Catholics and seditionists, the Spanish, the French and especially Rome; those who would see Elizabeth dead, and England destroyed. Within the Watchers is the Nightwatch, a secret group of men and women tasked with defending Britain’s shores from the threats beyond. The elder gods and their earthly agents who seek to bring about their return.
The Player characters are agents working for the nightwatch, acting as England’s secret guardians against the occult. Think the Four Musketeers versus Cthulhu.
A watcher operation in Southwark reveals a sacrifice and a book, ostensibly written by Spiritualist, Magician and Arcane Mathematician John Dee, captured by the Nightwatch and tried and executed for treason in 1555. Trouble is, the book states it was written just a year ago. It could be harmless, but if it is a Dee original, then that raises lots of questions and concerns. Questions your superiors would like you to answer and concerns to be quietly dealt with, all before some tentacled elder god makes their unwelcome appearance.
Its like I realized somewhere between V20 Companion and the announcement of V:tM 4th edition that backing OPP Kickstarters doesn't necessarily improve their books in the way I'd prefer it ^^;
I really don't want to use cards for scripting, it's too slow face-to-face and it would be horrific over a VTT.
I'm coming round to the idea of providing cards that will help with the background stuff that goes on - wound penalties, stances, advantage and disadvantage dice to try and provide a quick reminder of some of the mechanical effects that occur during fight.
We're playing tonight, so I'll see how things go & either amend cards, ditch the whole idea or come up with something else.
Have I made any glaring errors, or is there anything that can be improved upon?
We have two of the four chaps with superficial wounds (a minor disagreement involving a knife, a cart mounted harpoon-gun & four goons - not all at the same time might I add.
The cards sat in their hands, but the fact they had a wound penalty was immediately obvious & the guys more often than not mentioned them.
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