Prak_Anima wrote:I haven't seen the adventure in question, but from what I've heard, I think calling him a neo-nazi may be a bit strong. It comes off as more of a "poorly thought out idea" thing.
Of course, again, I haven't seen the adventure in question.
If you want to know what kind of work might be available in Marienbad, you need to start with two native powers—the Romani and the warlords. You also need to remember that if you’re looking to set people against each other, one of the easiest ways to do it is to stoke the ever-smoldering fi re of racial resentment. It’s not only about not liking elves or orks—there’s plenty of the old-fashioned kind of racism, where people don’t like someone whose skin is a few shades different from their own. From a societal point of view, that fear can be destructive. From the working-to-promote-violence point of view, it’s gold. See, there’s still a lot of old beliefs about who the Romani are or aren’t, and it isn’t hard to get a grudgingly acceptant population to remember their old hatreds. So on one mission, we go in there and start spreading rumors. We suggest that a sickness that’s going around and making a lot of Czechs miserable is coming out of the Romani camps. Then we hint that the Romani are deliberately weakening their fellow countrymen so they can move in on the magical ore under the ground and steal away the only chance the locals have for fame and fortune. We point out when there are attacks on livestock—attacks that probably came from wolves, but we tell them it looks suspicious. We don’t have to be right, we just have to be believable.
So we do this work, and make it so people don’t like the Romani, but that’s nothing really new. If we want real tension, we need to make both sides angry. Luckily for us, the Romani are insular and kind of secretive. I realized I could stage some attacks inside the camps, and easily make them think its coming from the Czechs, and they won’t go complaining about it. No, they’ll just stage their own silent retaliations.
So we do this work, and make it so people don’t like the Romani, but that’s nothing really new. If we want real tension, we need to make both sides angry. Luckily for us, the Romani are insular and kind of secretive. I realized I could stage some attacks inside the camps, and easily make them think its coming from the Czechs, and they won’t go complaining about it. No, they’ll just stage their own silent retaliations.
WORK BRINGS FREEDOM
Oświęcim was under a spiritual barrier for a number of years. Oświęcim was home to Auschwitz-Birkenau, the most well known of the Nazi party’s concentration camps. During the Holocaust, 1.1 million people died within its walls. This led it to become one of the most haunted places on the planet. Ghosts of all shapes and sizes dwelled within, frightening out or murdering all residents of Oświęcim. Because of the sheer magnitude of the haunting, a great number of other things found home there.
For the inclined occult investigator, Auschwitz-Birkenau is a treasure trove. It’s also a remarkably dangerous trap. Earlier this year, an entrepreneur named Tetsuo Shuumatsu hired a cabal of sorcerers, charging them with the removal of the barrier. He’s an arms dealer, one who specializes in the weapons necessary to take down ghosts. With such an infestation of ghosts, only a silly buyer would hesitate to pay top dollar for his wares. His greed opened this treasure trove to the public, allowing those without a sense of self-preservation to have a unique opportunity to drudge for necromantic artifacts.
The town proper is effectively still a town, albeit a town inhabited by the angry and hungry dead. They don’t take kindly to the living, but aren’t necessarily hostile unless provoked. Many are simply living out echoes of their past existences as harmless villagers. The real problem comes from the concentration camps proper. The three main campuses are surrounded by about fifty smaller camps. Each of the smaller camps is a hotbed of supernatural activity, but nothing compared to the magnitude of the central collective.
In particular, Auschwitz II is remarkable. It was the source of the vast majority of deaths—it’s what most people think of when referencing Auschwitz. It’s nightmare made flesh, almost a living organism unto itself. The halls audibly scream and cry, the ghosts beg for release so much that most people couldn’t even hear themselves speak. For your average runner, Auschwitz II is suicide. Only the most enterprising groups will survive the trip. But such a trip can result in great rewards (see The Fleshfinder, below).
THE FLESHFINDER
Deep within the bowels of Auschwitz II during WWII, Dr. Eduard Wirths conducted and supervised thousands of odd experiments on the human body. He tested mustard gas on innocents. He mutilated twins. He held people in tanks of ice water for hours or until dead. He exposed prisoners to malaria. He forced them to drink seawater. One particular implement from his experiments, a rusted old scalpel, was le in the labs. Over many years, it was energized by the various ghosts passing by it, feeding off their death energies. At this point, it’s taken on a life of its own.
The rusty old scalpel craves death. It only finds itself at home when flush with warm blood. Although this makes it a remarkably effective weapon, anyone holding it is subject to the sounds of its past victims. As a function of this, when the weapon is in hand, the character is considered distracted and suffers a –4 dice pool modifier to all Perception Tests. If she attempts to Observe in Detail as a Simple Action, she only suffers a –2 dice pool modifier.
Reach: 0, Damage: (Str/2+4)P, AP: –2, Availability: N/A (unique item), Market Value: 10,000¥
Oświęcim was under a spiritual barrier for a number of years. Oświęcim was home to Auschwitz-Birkenau, the most well known of the Nazi party’s concentration camps. During the Holocaust, 1.1 million people died within its walls. This led it to become one of the most haunted places on the planet. Ghosts of all shapes and sizes dwelled within, frightening out or murdering all residents of Oświęcim. Because of the sheer magnitude of the haunting, a great number of other things found home there.
For the inclined occult investigator, Auschwitz-Birkenau is a treasure trove. It’s also a remarkably dangerous trap. Earlier this year, an entrepreneur named Tetsuo Shuumatsu hired a cabal of sorcerers, charging them with the removal of the barrier. He’s an arms dealer, one who specializes in the weapons necessary to take down ghosts. With such an infestation of ghosts, only a silly buyer would hesitate to pay top dollar for his wares. His greed opened this treasure trove to the public, allowing those without a sense of self-preservation to have a unique opportunity to drudge for necromantic artifacts.
The town proper is effectively still a town, albeit a town inhabited by the angry and hungry dead. They don’t take kindly to the living, but aren’t necessarily hostile unless provoked. Many are simply living out echoes of their past existences as harmless villagers. The real problem comes from the concentration camps proper. The three main campuses are surrounded by about fifty smaller camps. Each of the smaller camps is a hotbed of supernatural activity, but nothing compared to the magnitude of the central collective.
In particular, Auschwitz II is remarkable. It was the source of the vast majority of deaths—it’s what most people think of when referencing Auschwitz. It’s nightmare made flesh, almost a living organism unto itself. The halls audibly scream and cry, the ghosts beg for release so much that most people couldn’t even hear themselves speak. For your average runner, Auschwitz II is suicide. Only the most enterprising groups will survive the trip. But such a trip can result in great rewards (see The Fleshfinder, below).
THE FLESHFINDER
Deep within the bowels of Auschwitz II during WWII, Dr. Eduard Wirths conducted and supervised thousands of odd experiments on the human body. He tested mustard gas on innocents. He mutilated twins. He held people in tanks of ice water for hours or until dead. He exposed prisoners to malaria. He forced them to drink seawater. One particular implement from his experiments, a rusted old scalpel, was le in the labs. Over many years, it was energized by the various ghosts passing by it, feeding off their death energies. At this point, it’s taken on a life of its own.
The rusty old scalpel craves death. It only finds itself at home when flush with warm blood. Although this makes it a remarkably effective weapon, anyone holding it is subject to the sounds of its past victims. As a function of this, when the weapon is in hand, the character is considered distracted and suffers a –4 dice pool modifier to all Perception Tests. If she attempts to Observe in Detail as a Simple Action, she only suffers a –2 dice pool modifier.
Reach: 0, Damage: (Str/2+4)P, AP: –2, Availability: N/A (unique item), Market Value: 10,000¥
But the big thing is that you are in fact going in to fight the ghosts of holocaust victims so that you can get their treasure - the torture implements that killed them in the first place - which you apparently want because they are worth cash. It's disgusting. Oh, and the entire section is named "Work Brings Freedom", which was the Nazi catch phrase they put on the work camps.
-Username17