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Splitfall Playtest Module Overview

The document provides background information and setup for a Splitfall roleplaying game module called "The Flash and the Fabulous". Players take on the role of adventurers hired to infiltrate an airship and steal a device from its owner, a former Newborn Noble named Charles Gerhard. The adventure is set in the farming town of Everside, which has suffered economic hardship after fuel reserves contaminated the fields. Gerhard plans to buy up the now-useless land cheaply and salvage the fuel for profit. Key locations in the town include the Bottomless Grave Tavern, frequented by Gerhard's hired goons, and the Town Hall, where the town captain is in Gerhard's pocket. Players must

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Adrianna Keller
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0% found this document useful (0 votes)
14 views8 pages

Splitfall Playtest Module Overview

The document provides background information and setup for a Splitfall roleplaying game module called "The Flash and the Fabulous". Players take on the role of adventurers hired to infiltrate an airship and steal a device from its owner, a former Newborn Noble named Charles Gerhard. The adventure is set in the farming town of Everside, which has suffered economic hardship after fuel reserves contaminated the fields. Gerhard plans to buy up the now-useless land cheaply and salvage the fuel for profit. Key locations in the town include the Bottomless Grave Tavern, frequented by Gerhard's hired goons, and the Town Hall, where the town captain is in Gerhard's pocket. Players must

Uploaded by

Adrianna Keller
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

THE FLASH AND THE FABULOUS

SPLITFALL- PLAYTEST MODULE

INTRODUCTION:
What you are reading is the first official module for the Splitfall system. Contained in this
document is just about everything outside of dice and players that you will need to run a
game of Splitfall. If you are planning on being the GM (the game master), I would suggest
reading through the entire module, to at least give yourself a passing familiarity with the
characters and locations within. This will help you be better prepared in the eventuality that
your players go off book. In addition you should have read at least the sections of the
rulebook dealing with Skills, Talents, Combat, Vehicle Combat, and Moments/Interventions.


SETUP:
This adventure takes place in the town of Everside, a farming town that suffered
especially hard after the crash of Newborn. Large sections of the fuel reserve hit the fields
outside of town, rendering the land unusable. This left the town essentially powerless in an
economy based around bringing value to the table. Recently an airship ran by the former
Newborn Noble Charles Gerhard, has parked outside of town and began hiring locals to
preform tests on the soil. One of these locals has apparently learned that the Noble's plan is
two-fold. One, test that both the soil and the fuel within can be salvaged. And two, buy up
the seemingly useless land for cheap, only to salvage the fuel using a device he keeps on
the ship and hire out the workers who once owned the land to work it for him. The players
will play as a group of adventurers hired by locals to infiltrate the airship, and steal the
device. They will in return get to keep a portion of the recovered fuel.

ABOUT THE TOWN:


Around town are a few important places, each with important people. You are welcome
to substitute any of this information, but knowing it will help run a smooth game. More
information on certain locations can be found in the "play" section of the module.

1. The Bottomless Grave Tavern: A local tavern, that once specialized in locally sourced
alcohol made from the crops grown in Everside. These days owner Dev Fairwater pays for
mass produced product by hiring out his sons as body guards on the trade expeditions for
deliveries all over Fall. This wound is especially soar due to the fact that his tavern has
become the favored establishment of Gerhard's hired goons.

Eddie Hewitt (Order #23344169)


2. The Farmer's Market: Once a popular spot for trade amongst the surrounding towns, it
has been almost barren since the crash. Organizer Jim Stewards is the citizen who hired
out the adventurers after learning the information from his childhood best friend, Samuel
Vega.

3. Townhall and Jailhouse: Since Gerhard came to town, he has been paying off Captain
Hanks, the head of town, with various tech for the town guard. In exchange the town guard
has become similar to a private police force. The players would be wise to avoid the town
hall, without a reason to be there. Unfortunately, this is also where one of only two keys to
the safe containing the gadget is held.

4. The Airship: A large three decked wooden ship, similar to what one would find in a
pirate movie. The difference is this one is suspended in air by several large propellers on
its underneath. This is where the gadget is contained and the ultimate destination for the
players.

THE GAME:
Contained in this section is the actual information for running the game. Occasionally
you will see boxes like the one below, that contain things you should say out loud to the
players. Other times you will see boxes containing information about an enemy, or some
other key information for your eyes only. These will be marked as such.

YOU SAY:
"You find yourself huddled in the small attic that serves as your living space for
the few days you're in town. The scent of dust lingers in your nose, as the soft
glow of the light dances off each of your faces. You've been hired to come to this
place in exchange for fuel, one of the more valuable resources on the colony
planet you call home. Here's what you know:
1) A bad guy named Gerhard has a device that will ruin the lives of the citizens of
this town.
2) You're getting paid to steal that device.

In front of you sits the man who hired you, Jim Stewards with a distant look on his
face he speaks, 'Here's the deal. He keeps the device in a safe in his quarters.
You need to find a way onto that ship, and into that safe. Gerhard is out of town
for a few days, if you're going to strike now is the time to do it."

Eddie Hewitt (Order #23344169)


A. The Farmers Market: players are currently in an attic in Jim Stewards' home outside of
the farmers market.

They see: 

1. Jim, upper middle aged man. 

2. Cots, this is where they sleep.

3. The stairs into the main portion of the house.


Jim Knows: Info that Jim can give if asked or led. He doesn't require a skill roll for any of
this unless clarified.

1. Gerhard has a bunch of goons, they like to hangout at The Bottomless Grave Tavern.
They may have a way onto the ship, or information about the ship.

2. If they are looking for gear, the guard's office in town hall may be the best place if they
are willing to steal. He urges however, that the players should avoid the Town Hall, as the
local guard is essentially Gerhard's secret police.

3. The airship is accessed through a lift platform, that requires a code of some sort to
operate.


Allow the players some time to ask questions of Jim, sprinkling in the above information
as you deem appropriate. The players should leave with at least partial knowledge of two
of the above pieces of information. After they speak with Jim and get whatever info they
need, allow them some time to formulate the plan, encourage this to be in character. This
allows Jim and by extension you to be able to have some input. Whenever, you influence
their plans, be sure to be in character as Jim. You may also, as Jim, give them a brief
overview of town similar to the one provided above. Whenever you talk as any character, it
may be a good idea to provide a distinction between you, "The GM", and you, "The
Character".

B. The Bottomless Grave: A large open room, filled with tables.

They See:

1. The room is large, with a bar at one end. It looks like there access to a kitchen behind the
bar. Dev Fairwater, an older man, is cleaning glasses.

2. The only occupied table is a rowdy bunch of dirty fellows, all drinking giant glasses of
beer. They all wear similar uniforms, emblazoned with a logo of a wolf upon their backs.

Eddie Hewitt (Order #23344169)


Dev

1. He is tired of the goons, and even more tired of Gerhard himself. He is willing to give
you help in exchange for getting the goons out of his establishment.

2. He has the door code into the Captains office, which he uses to deliver private
shipments of "The Good Stuff". If players manage to obtain this from him, he will urge that
they find a way to distract the town guard, because if they get caught, they are done for.

Goons

1. They are annoyed that their boss gives tech to the town guard instead of them. And
even, they think he trusts the captain more, as the captain has the only other copy of the
code to Gerhard's safe.

2. They either want the tech, or the guard taken care of. However they are two afraid of
Gerhard to give players access to the ship directly, they are willing to sneak the players
some uniforms and give them the platform code if the players help with either problem.

3. The goons jealousy is strong enough that they can be persuaded with enough drink and
encouragement to try to take care of the guard themselves.


It's very likely players will come up with alternate solutions not involving either the
goons or Dev, but knowing the dynamic between these groups may help you in those
cases. These other solutions could also be great chances to award Moments.

C. Town Hall: A large stone building divided into 3 wings. Left: Jailhouse. Center: Offices.
Right: Guard Barracks


They See:

1. On The Left: The jailhouse is a two story concrete and stone building, connected by a
long hall. There are no doors to the outside, and flood lights keep it well lit.

2. In The Center: Is an ornate double door. This leads into a simple lobby with an empty
receptionist desk*, A painting of the captain, doors two the two hallways, and a wooden
door with "Captain" written on a plaque across it. The door has a keypad, with a key hole
next to it.

3. On The Right: A large bunk room with about a dozen set of bunks, several of which are
occupied with sleeping guards (unless they have been distracted successfully). Two exits,
one to the hall and another outdoors. Each bed has a locked chest*. There is a closet with a
keypad as well*

Eddie Hewitt (Order #23344169)


If the players use any other method other than the code to get into the Captain's office,
have an alarm trip and the sound of guards approach. They should face one less guard than
total players, with a minimum of two guards. These remove the guards from their barracks.

*LOOT:
In the desk: 

1) A note with the keypad to the office.

2) A box with two communicators that can be worn in one's ear. These have a range of 2 miles.


In guards boxes:

1) Tech gloves; give +1 to agile when worn

2) Impact Cape; allows one to slow decent while falling.


In Closet: (Players must pick the lock)
1) Rank 1 Ranged Weapon with the Tough attribute

2) Rank 1 Magic staff with Clever attribute

3) Two Rank 2 armor vests

Ranged Guard Stats


HP: 10

Speed: 30

Guts Dice: 1d8+2

Moves:
Ranged Attack: 1d8+1

Punch: 1d4

Loot: Rank 1 Ranged Weapon

Melee Guard Stats


HP: 10

Speed: 30

Guts Dice: 1d8+2

Moves:
Blade Attack: 1d8+1

Loot: Rank 1 Melee Weapon
Healing Patch: Recover +1d6 HP

Eddie Hewitt (Order #23344169)


C (part 2). The Captains office:

They See:

1. A large rug covers the floor. In addition there is a solid desk made of an exotic wood. A
gun case houses exotic guns*, and a couple chairs are set before the desk as well.

2. On one end of the room is a small bar, containing liquors without labels.

3. A larger version of the lobby painting hangs on one wall. With investigation, this hides a
compartment with a scrap piece of paper containing the code to Gerhard's safe.


*LOOT:
In the gun case:

A broken antique weapon. If fixed it produces a rank 3 moderate ranged weapon.

*Trap:
Painting:

Behind the painting is a web trap that launches as soon as the frame is removed or the picture
is damaged in anyway. Players must make an Agile roll with a DR of 5 to avoid the net. When
the trap is activated a silent alarm is triggered as well. If the players have not already fought the
guards they will be waiting outside the office as the players leave.


A search for the trap has a DR of 5. With a successful search the player learns of the trap by
finding small strands of the web around the frame. These can be removed wit a DR of 7

D. The Airship:
The airship is broken into 3 sections. The Top Deck, which is where the goons hang out
and has access to the captains quarters. The bunk deck, which has two large bunk rooms
and a ladder to the bottom deck. The bottom deck, which is a garage containing several
trinkets and tools as well as two gliders.

If the players have the goons helping them onto the ship, they receive uniforms from
them as well as the code to use the platform, which is a small railed in platform on top of a
smaller propellor used to lift the crew to and from the ship.


Eddie Hewitt (Order #23344169)


Whenever the players enter a new deck with goons on it, they should have to show they
belong somehow. Let the players determine how, and use their methods to set the DR. On
a failed roll, the goon they spoke to will be suspicious. Two fails and they will sound an
alarm.

They see:

1. Top Deck: Two goons man a giant wheel centered in the ship. This controls the elevation
of the ship. Several others work sorting through boxes of soil, scanning them with a device
of some sort. A hatch on the left side of the top deck leads down stairs to the bunk deck.

2. The Captains Room: A bed sits on one wall, as well as a table with dirty dishes. A globe
with a blinking dot showing their current location is attached to the floor in the corner. The
safe sits below a nearby window. In the safe is the device: A Golden and silver rod with an
orb at one end and a handle with a trigger mechanism at the other. When the trigger is
pulled it extracts the fuel from any soil and stores it in the orb.

3. The Bunk Deck: they enter at the end of a hallway, on each side of the hall is a bunk
room, these contain a series of 6 bunks, each room has (1d4) goons asleep in their beds,
each has unlocked foot lockers with more uniforms and clothes in them. There is a ladder
at the other end of the hallway that leads to the bottom deck.

4. The Bottom Deck: Has two goons working on a glider. behind them is a table with a
series of trinkets and tools. They don't immediately notice the players, even if the players
have the device. If the players take a glider they will notice and follow in the other glider.

If at any point the players enter a floor with goons while holding the device, have them
make a skill roll to avoid being noticed or take care of the goons. Let them be creative with
their approach in this case, setting the DR accordingly. This can be a great chance to award
a Moment if they approach creatively or as a team.

Goon's Glider
HP: 25

Armor: 5

Maneuver: Rank 3
Moves:
Crossbow: 2d8+1
Ranged attack 1d8+1

Eddie Hewitt (Order #23344169)


Player's Glider
HP: 35

Armor: 5

Gunner Positions (total players-2):
Moves: Crossbow: 2d8+Agile
Driver Position (1):
Manuever: Rank 3
Platform position: (1)
Player moves and talents are available

If players escape using a glider, and the other glider is undamaged, have two goons
man the other glider to attempt to give chase to the players. Stats for the Glider and the
goons are below.

If the players manage to escape the ship with with the device and return it to Jim
Stewards, he will invite them out to the field to test it out. In payment they receive the first
gallon of fuel he harvests and thanks them for everything, saying that with this the town will
be able to get back on it's feet.

THE END.

Eddie Hewitt (Order #23344169)

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