Tuesday, January 16, 2018

Kovakistan Liberation Party

This is not about a political faction.

So… we’re at a point where everyone reading this has tried out Jeff Rients’ carousing rules right?

If you aren’t familiar with it, the idea is PCs can get a bunch of XP if they blow hundreds or thousands of monies throwing a giant party. If they do that, they have to make a saving throw vs. poison or get shitfaced and have to roll on the table to see what they did while they were blacked out.

The other evening, I was running Kovakistan and an unusual situation came up, where I actually wanted to play the party out. The PCs weren’t looking for bonus XP at all, they wanted to throw a party and invite everyone in the same high-rise project as their safe house to build support for the revolution.

I didn’t tell them this but the risk they were taking was that the party might get too loud (with celebratory AK-47 fire and patriotic shouting and whatnot) and be heard by a passing USIncorporated patrol, possibly triggering a massacre that would be the PCs’ fault.

There wasn’t anything stopping me from still using the carousing rules but in a different way, making the PCs roll saving throws to avoid blacking out whenever they get more fucked up. But some of these players were doing a good enough job of keeping up with their characters that there was no need to artificially handicap their judgement.

KOVAKISTAN PARTY RULES
If all goes well and all encounters are dealt with successfully, public support for the revolution goes up by 1% for every hour the party goes on for (this is for Delta Green, which uses a resource roll instead of keeping track of the players’ money. if i was using this for D&D, it’d just be 1% per 100 monies spent on the party or something). If your characters are open about their identities with the party guests, this also affects public support for their cell and/or faction specifically, but there’s a risk of someone giving away your location to USInc. forces.

Every hour (or more often if you feel like it, just adjust the public support reward to compensate for the added risk) roll 1d8 and 1d10. If the d8 results in a 1, two Kovakistani Police officers show up. They’ll call for backup and try to shut the party down if they aren’t dealt with somehow. KPs are usually open to large enough bribes, but they'll know they can come back to shake the PCs down in the future. Kidnapping them and using them for an execution video may be an effective propaganda tool, but would harsh the partygoers’ buzz enough for them to leave.

(and if the KPs had recognized any of the PCs from wanted posters the jig would be up, but they had all disguised themselves earlier)

The d10 is to see what happens at the party that the PCs now have to deal with. Things can happen more than once; ref's discretion whether they involve the same NPCs as the first time or not.
1. Someone has gone and grabbed their AK-47 and starts shooting into the air, while bellowing the Kovakistani national anthem. If this keeps up long enough for the Americans to notice, they’ll send a reaction force to “disperse” this illegal gathering.
2. A skeezy looking dude with a coke ring and his hair slicked back just pulled up in an American muscle car. He’s got a duffel bag in the trunk full of drugs that he’s willing to share, but it won’t be long before he starts creeping out the women. If they start leaving, everyone else will, too.
3. Someone is stealing peoples’ cell phones (1d20+6 so far) and people are starting to notice they’re missing. The thief will try to sneak away after realizing the jig is up. Public support goes down by 1% for every phone lost, so catching the thief is advisable.
4. A couple twenty-something dudes with a few years of krav maga training have lost their shirts somehow and are fighting for fun in the parking lot. People are laying down bets (yes of course the PCs can get in on this). Everything is fun and games unless someone loses an eye. If a PC challenges the winner and beats him, public support goes up by 5% in addition to the normal boost just for throwing the party. If the PC injures their opponent badly enough to hospitalize, maim, or kill him, public support goes down by 10% instead.
5. Someone catches their significant other at the party with the S.O.’s side piece. First words then blows are exchanged and a pistol will soon be drawn.
6. Basically the same as #5 except it’s either a rap battle or a break dance battle (referee’s discretion).
7. Someone who is too drunk to remember why is bleeding everywhere. Like a big-ass stream of blood spurts out with every heartbeat. If this person dies at or after leaving the party, no public support points will be awarded for the night.
8. A group of partygoers leaves for a while and returns with a goat and a chainsaw, with which they sacrifice the goat. Everyone yells HAIL SATAN and the public support boost for throwing this party is doubled.
9. The booze and/or drugs are starting to run low. The PCs have 2d6*10 minutes to replenish the supply somehow or the partiers will start to leave.
10. Someone decided to light a bunch of shots of dangerously strong basement hooch and the resulting kitchen fire surprised everyone enough that someone else dropped the bottle in the middle of it and now the safe house is on fire.