The "Iron Ascent" Launch Complex, Zanzibar
In a bid to control the Aetheric routes to the Moon and Mars, the British Empire (perhaps in a temporary, secret alliance with German scientists to ensure a European lead) established a launch site in their protectorate of Zanzibar. The site is a marvel of Victorian engineering but highly vulnerable to spies and sabotage, a perfect location for a Victorious RPG adventure set in the Belle Époque.
Description
The "Iron Ascent" is carved into the side of a coastal cliff face on a remote part of the island. It does not launch typical rockets; instead, it uses a massive, steam-powered magnetic accelerator cannon (a rail gun principle, scaled up) to launch an armored capsule to high altitude, where supplemental aetheric engines take over. The complex is a mix of palm trees, colonial architecture, and massive, chugging steam machinery.
Location Details & Mechanics
The site can be abstracted using the SIEGE engine as a complex environment for various checks and challenges:
1. The Accelerator Cannon
The core of the complex. It is a series of massive brass rails, supercooled by vast amounts of water and powered by a dedicated boiler plant.
- Security: Heavily guarded by British troops and perhaps an Automaton Sentry (see previous monster stats).
- Sabotage Challenge (INT/Science Check CC 16): An agent could attempt to overload the power couplings. A success requires an immediate DEX save (CC 14) by anyone within 10 feet as high-pressure steam violently vents, dealing 1d4 damage.
2. The Command Center
A fortified, wood-paneled building overlooking the launch trench, filled with telegraph operators, engineers, and maps of the solar system.
- Intelligence Gathering (CHA/Diplomacy Check CC 15): Players can use their social skills to interact with nervous or drunk officers to gain launch codes or schedules.
- Hacking (INT/Science Check CC 14): An expert Contraptionist could tap the telegraph lines to intercept launch coordinates or enemy communications.
3. The Boiler Plant
A noisy, dangerous industrial area where coal is constantly shoveled into enormous furnaces to power the entire site.
- Environmental Hazards: The heat is intense, requiring a CON check (CC 10) to work for extended periods without rest.
- Concealment (DEX/Stealth Check CC 12): The noise and steam make this an excellent place for infiltration, as guards can barely hear anything over the din.
Defenses & Stats (Abstracted)
The site functions more as a location than a single entity, but its key systems have stats:
- Overall AC (Durability): AC 18 (Fortified Stone/Iron), Site HD 100d10 (Highly durable, but specific systems are vulnerable).
- Security Forces: Numerous British Guards (Standard Human stats) and potential "SuperMankind" antagonists like Gilded Cultists or rival nation agents.
- Site Alarm System: Requires a DEX check (CC 10) to avoid setting off tripwires and shouting guards.
- Automaton Sentry: AC 18, HD 4d8. Piston Fist +7 to hit, 1d8+3 damage.
Launch Scenario Example
The players need to stop a Gilded Hand agent from launching aboard the "Star of the Orient." The scenario is a chase scene through the complex:
- Approach (Stealth/Social): Infiltrate the boiler plant (DEX/Stealth check CC 12).
- Sabotage: Distract the guards in the Command Center (CHA/Diplomacy check CC 15).
- The Launch Sequence: The capsule is loading. The agent is onboard.
- Climax: The players must race up the gantry to the capsule while the countdown begins, requiring a series of STR/DEX/CON checks (CC 13) to navigate the machinery and resist the G-force buildup before the final magnetic launch sends the ship into the aether.
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