Savage Worlds - Suzerain - Set Rising - Starhawk Down.pdf
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Disclaimer
Our legal department requires we add this: Repeat
after us, “I am not my character. I can’t do the things my
character can do because he’s a fictional character in a
fictional universe.” In other words, do not do anything that
might be dangerous to yourself or others. Roleplaying is
meant to be fun.
We’d also like to explain that Suzerain is our take on
reality with mythological and magical elements. It depicts
religions and mythologies with a twist — that is to say,
differently than a true believer might see them. We mean
no disrespect if you’re such a believer but ask you to respect
our right to our own interpretation.
What is
Starhawk Down?
Welcome to the world of the Egyptian gods.
Set, a cunning and chaotic deity, has tired of life in
his old pantheon’s stomping ground. He’s gathered
a bunch of followers and claimed a new realm for
himself; now he’s planning to reshape reality in the
god realms of the Maelstrom.
That’s the starting point for
Set Rising,
and
this One Sheet adventure is a taster of the gaming
experience you’ll find between the covers of that
book.
Credit Where Credit’s Due
Words:
Darren Pearce.
Rules:
Miles M Kantir.
Edits:
Miles M Kantir.
Illustrations:
Bartlomiej Fedyczak, Gill Pearce, Alida
Saxon.
Design And Layout:
Alida Saxon.
Starhawk Down
Realm:
Sunfire Domain (HQ for the techno-Egyptian
pantheon)
We start this adventure with your demigods flying
in the back of a techno-Egyptian military flier, double-
checking their combat equipment. They’ve accepted an
emergency call from Hokat, an agent of the Egyptian
god Horus, who’s after a quick response unit. Hokat and
his boss are good guys, the sort that true heroes should
want to help. So here they are, being shuttled through the
Maelstrom at top speed while Hokat briefs them, shouting
over the background noise of the flier’s thrusters.
“The Aegyptus Air Corporation is a commercial and
research facility run by Horus himself. One branch develops
new military vehicles for the Sunfire Domain’s defense force.
Fifty-seven minutes ago an experimental interceptor craft
was shot down at an abandoned god realm we use for test
flights, a place called the Pillars of the Ancient Light. You can
bet your week’s pay that Set was behind it. The OracleNet
shows hundreds of people closing in on the downed
interceptor right now. Our job is to get there first, rescue the
pilots if they’re still alive, and destroy the downed craft with
these charges.”
He waves explosives at your demigods.
“OracleNet shows a deserted urban area, so anyone who
moves is either one of our pilots or a Settite. We’re coming up
on the zone pretty fast, so now’s the time to….”
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This product is copyright Savage Mojo Ltd 2014. All rights
reserved. It is for personal use only, and may be printed for
personal use. It may not be modified, distributed or sold without
written permission.
This game references the Savage Worlds game system,
available from Pinnacle Entertainment Group at www.peginc.
com. Savage Worlds and all associated logos and trademarks
are copyrights of Pinnacle Entertainment Group. Used with
permission. Pinnacle makes no representation or warranty as to
the quality, viability, or suitability for purpose of this product.
Version: 2.savage141003
1
The flier is torn open and a sheet of metal slices Hokat
in half before he’s sucked outside. Smoke fills the flier and
everybody needs to make a Strength check to hold on.
A few seconds later, feeling like an eternity, your
demigods’ flier crash-lands. Anybody who failed his
Strength check takes 2 Wounds as he’s thrown around.
Anyone who succeeds takes 1 Wound, and anyone who
got a Raise avoids major injury. Everybody gets 2 levels
of Fatigue.
The wreckage is extensive; there are no other survivors.
Any weapons that aren’t your demigods’ own are gone. The
explosives are gone. In fact, the only thing worth salvaging
is the OracleNet feed which, by a miracle, survived. Think
of it as a holographic satellite map of the suburb they’re in.
They can see lots of movement, plenty of it coming their
way.
The feed can’t zoom in any more to give detailed
information on individuals, but it does act as a pretty good
map of the area. It also shows the direction of the downed
interceptor craft. The two pilots managed a pretty soft
landing - there’s a good chance they’re still alive, but not if
your demigods don’t hustle to get to them fast.
This bit of the Pillars of the Ancient Light appears to
be a large slab of a golden, translucent crystal floating in
the Maelstrom, with the multi-hued clouds of pure Pulse
as its sky. The buildings are made of a similar crystal
as if grown from the main slab, a whole city in fact. It’s
strikingly beautiful, with light shining through the crystal
being refracted as golden beams. Who knows who built it
or why it was abandoned. If they survive, your demigods
can ask Horus.
about the same size as your demigods’ team. For every 30
yards they travel they meet a new squad. If your demigods
pause for 3 Rounds, they come under fire by another squad
from another direction. And so it goes - have enemies on
rooftops, enemies in buildings, enemies coming round the
corner just as your demigods are going round the corner
the other way. Mix some ranged and some very close
quarters encounters.
And keep the clock ticking.
Settite Warrior
Attributes:
Agility d8, Smarts d6, Spirit d4, Strength
d6, Vigor d6
Skills:
Fighting d8, Intimidation d4, Knowledge
(Battle) d4, Notice d6, Shooting d8, Taunt d6, Throwing d8
Pace
6
Parry
6
Toughness
10 (5)
Pulse
10
Edges:
Berserk, Extraction, First Strike
Gear:
Heavy armor (+5 Armor, torso, arms and
legs, –1 penalty to all actions), reaping crossbow (Range:
12/24/48,
Damage:
2d8, RoF3, AP2, Auto), magically-
sharpened khopesh (Damage: Str+d10).
Xaos Sorcerer (1 per squad)
Attributes:
Agility d6, Smarts d8, Spirit d8, Strength
d6, Vigor d6
Skills:
Fighting d6, Intimidation d6, Knowledge
(Arcana) d6, Notice d6, Persuasion d6, Shooting d6,
Spellcasting d8, Taunt d6
Pace
6
Parry
5
Toughness
5
Pulse
15
Edges:
Combat Reflexes, Elan, Gifted
Powers:
armor, bolt, burst, smite
Gear:
Magically-sharpened khopesh (Damage:
Str+d10), static wand (Range: 24/48/96,
Damage:
3d6,
RoF1, any maintained
shield, barrier
or
armor
Power
that’s struck stops functioning after the attack and must be
reactivated or recast), rapid blast stave (contains 30 Pulse,
use the
blast
Power with Shooting for the Spellcasting roll,
can fire up to three blasts which each use the small blast
template).
When they’ve gone about half the distance to their
target destination, they come across Hokat… or at least
the upper half of him. Amazingly, he’s still holding the
explosives he had back in the flier - with those, they could
prevent the experimental interceptor from falling into
enemy hands.
Clock’s Ticking
This should be a perfect encounter for your demigods
to engage the enemy, come out smiling, and avenge poor
Hokat. It’s also a fight against the clock to rescue the
two test pilots - from the OracleNet feed it’s clear your
demigods have about five minutes until Set’s agents reach
the interceptor crash site, and about sixty seconds to get
away from their own before their flier is swarming with
bad guys. It’s 300 yards through a warren of tiny alleys
and courtyards between the two sites. Keep a countdown
marker somewhere prominently displayed on your gaming
table. Start it at 50, and lower it by one every time a Round
ends.
Your demigods first encounter the enemy very shortly
after leaving their own crash site, even if they leave right
away. There’s no point putting numbers on this - there are
hundreds of enemy troops, usually traveling in squads
2
3
Just then, a Xaos Sorcerer calls on the spirits of this
realm to rise. Somehow he’s convinced them that this
disturbance is all your demigods’ fault. The nearest building
trembles, then explodes. Anyone who fails an Agility -2
check takes
Damage:
2d8 from a million crystalline shards
and is drained of 2 Pulse. The next Round those shards
swirl and coalesce into a huge, floating face. It doesn’t look
happy to meet them.
Mister Ugly Face is the combined essence of this
realm’s souls. He’s a Small Burst Template moving at Pace
6, trying to stay directly on top of as many demigods as
he can. They’ll soon discover he can’t be fought in the
traditional way, but each Round he spews more shards
from his mouth, requiring Agility -2 checks from anybody
under him (same results for failure).
The way to get him to stop is to be very persuasive.
Anyone who talks at Mister Ugly Face sees that he’s
hearing what’s being said, even though he won’t reply and
keeps spewing crystalline shards during the one-sided
conversation. However, if someone roleplays a decent
reason for why Mister Ugly Face should stop and manages
a Persuasion -2 check, he looks like he’s considering things.
Remember that your demigods continue being under fire
by Settites every Round and the countdown continues,
Mister Ugly Face or no.
Succeeding again on a subsequent Round makes it
clear he’s definitely wavering. A third success and he stops
spewing. He says, “We have considered,” and disperses
into a million shards which fly off. A Raise or two along
the way might upgrade Mister Ugly Face to an ally, actively
annoyed at the lying Xaos Sorcerer. A couple of Rounds
later your demigods hear crystals tinkling in a nearby
street and the scream of Settite agents getting spewed on.
Depending on how long they take dealing with Mister
Ugly Face, your demigods might find they arrive too late
at the wreck of the Starhawk interceptor. The pilots may
be dead by then, with one squad of Settite warriors at
the crash site for each demigod and more on their way.
Getting explosives in place might be a tough challenge at
that point.
Alternatively, they might make it on time, finding the
pilots alive but unconscious and in a bad state. They only
face moderate resistance (what they’ve faced so far) while
they move the pilots out of the wreckage, set the explosives,
and pick a defensible point as their Alamo.
Alive or dead, the pilots have Hard-light computer
bracelets, which your demigods will know is the main
communication system for members of the Sunfire military.
As soon as someone puts on one of the bracelets they get
through to Command. Just as well - they were about to
nuke the site with a huge Sunburst strike. Knowing they
have people below to secure a perimeter (your demigods
can do that, right?) they’ll send an extraction flier. It can
drop down and land a minute later, so all your guys have
to do is push the enemy back and hold the area for 10
Rounds.
They’ll have earned their pay for this mission. Give
them something nice for their troubles.
4
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