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Home arrow ORE Rules arrow Dark Conspiracy Rules for "Quiet Places and Forgotten Things."
Dark Conspiracy Rules for "Quiet Places and Forgotten Things." PDF Print E-mail
Written by The Unshaven   
Saturday, 29 March 2008

Quiet Places and Forgotten Things was originally run using the Dark Conspiracy conversion rules available here.

Here is the information required to include the DC context while running the module, should you wish.  This also means that "Quiet Places and Forgotten Things" can serve as an example of the conversion.

One reason this wasn't included in the core module was that some elements required enough explanation that it was close to railroading both the players and the GM.  As such, this is all entirely optional.

Be warned: If you have not read "Quiet Places and Forgotten Things," then this section will contain definite spoilers.

Here's some extra detail for the pregenerated characters:

Alan Singh:

  Alan is a big, tough guy with a background that hasn't been explicitly discussed, but did involve a certain level of bomb-making for
eco-terrorist groups.  Of course, they're terrorists according to the papers.

Several years back, he was attacked and - officially - mugged one night.  He doesn't remember everything about what happens, but it was a more traumatic and horrible experience than basic violence would suggest, given his background.  And the world was a different place after the attack.  He's had a much harder time reading people for one thing, and started to think he was going nuts.

Alan started nosing around Europe's occult communities to essentially find out “Wait, What The Hell Just Happened?” On the way, he encountered an up and coming private investigation firm with some experience with Weird Things, learning that he'd been attacked by, for lack of a better word, a kind of monster.  (Not yet completely identified.)  It had drained from him and damaged his capacity for - as Alan sees it - Mojo.  He is now psychically blind to things that people who are more 'sensitive' than him have freaked out because of.  He's also much less good at reading people, but at least now he knows he's not crazy.

Meta:

Alan has had his Eerie stat reduced to 0.  He is remarkably less ‘sensitive’ than the average human being.  Whether or not this is permanent is a subject of ongoing debate.  .

Geoffrey Birmingson:

Geoffrey possesses the Mindsense Skill as discussed in the DC Conversion example.  

This is capacity to detect and, to a lesser extent, read the minds of everything around you.  This is a talent Geoffret barely registered as abnormal when growing up, and was primarily honed during hunting.  He can get an understanding of what sorts of what creatures are nearby him, and their mental state.  The applications during hunting are pretty obvious, and it's always nice - when startled by a tiger - to get an idea of whether it's as surprised as you are or whether it's got designs on your jugular.

He has to concentrate for it to work, but the radius covered by the ability is out past 200 meters at least for the main part of the bell-curve.  Closer in it's easier to glean details about the state of the mind in question.

Sample Flavour Text for Using Mindsense on the Wandering Ghosts:

Seeker: It’s like scanning around on a radio with the volume too loud and suddenly hitting a station, a sudden disorienting blast of noise.
            She’s huge.  The proximity nearly sends you reeling, like finding yourself standing too close to a shrieking dynamo.

Her presence fills the entire room with torrents of energy, past the edge of where her body should be.  It’s fast and terribly, terribly cold, like a massive, treacherous underground stream.

Hungry:  He feels like a tight core of fiery energy and dark, savage laughter. 

Peace: This one… isn’t there.  There’s no mind, no presence there to detect where a mind should be, just blankness.  You concentrate and there’s a sharp pang before a touch of gentle numbness.  The man’s eyes shift to yours for a moment in a rare demonstration of movement before his expression drifts back to disinterested neutrality.

~~~~~~~~~~~~~~~

Stats for NPCs, Antagonists and Sample Characters.

Pregens:

Lt. Col. Albert Valise: Eerie 2.

Alan Singh: Eerie 0.

Geoffrey Birmingson: Eerie 3.  Mindsense 2. (Focus: Wilderness)

NPCS:

Anders Bremmer: Eerie 3.

Genericops: Eerie 2.

Paulie Sutton: Eerie 4.

Clockwork Vader: Eerie 0.

Sockmunculi: Eerie 2.

The Wandering Ghosts:

Seeker: Eerie 3.

Hungry: Eerie 2.

Peace: Eerie 3.

~~~~~~~~~~~~~~~~~~~

Concluding Notes:

The biggest differences between a normal version of "Quiet Places and Forgotten Things" and one including these DC elements comes in the form of Mindsense for Geoffrey, and in Alan's head-blindness.

Alan's 0 Eerie stat means he is immune to Seeker's form of psychic commands.  She doesn't understand this, and believes that he is more psychic than her  because of this.  As such, she is afraid of Alan.   If you wish to go with the idea that the team are brainwashed upon arriving in town, I suggest having Alan knocked unconscious in order to go to the sequence where they find themselves with plane tickets back home and missing a day.  If necessary, give the relevant player a cookie - it worked for me.

Geoffrey's Mindsense will typically be used to gain situational awareness, but can be helpful in locating Anders down the mine.

As always, I am very interested in feedback that anyone might have, or questions about module elements that you would like to see elaborated on in light of this information.

- The Unshaven.

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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