The Glass Ninja
The High Tower's Guard
November, 1981.
Leonid Brezhnev is the leader of Russia, Reagan was recently elected and Margaret Thatcher is prime minister in the UK. Three nations, two long standing allies and their enemy to the east - a joint effort between the three is almost unthinkable.
The Eruption of Mt. St Helens in the US the year before, however, brings about a strange meeting in secret. The Russians contacting their western counterparts and bringing strange information to light; a Siberian research base focused on experimental weapons technology, headed by former SS science teams, had gone dark for several weeks before the volcano erupted, and all Spetznas teams, and a full company of the Red Army sent to investigate had never returned nor reported coherently to their superiors - frantic radio transmissions only giving up garbled screams and mutterings about evil.
It was with reluctance that the Russians released this information, the KGB acting independently of the greater Soviet command structure - whispering of strange goings on in Moscow when asked why, which had been coming to a head in the last few months. The Reagan administration, reeling from the news that the USSR might have caused the St. Helens disaster, was ready to begin a full scale attack - its NATO allies almost certain to follow them into the breach and the nuclear firestorm to follow; but the military minds privy to this information wished for another course of action before any retaliation to a potential Soviet Superweapon other than the atomic bomb - investigating the supposed source of origin.
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Players act as agents of the NATO powers, and the limited KGB contingent who have risked life and limb to bring vital information to the west - even if reluctantly. Special forces operatives, spies, and in desperation even occultists, priests and the odd magician or medium picked up from the street and given rudimentary training and a gun. They wanted their team to be ready for anything.
The game may have a high level of lethality, so teamwork and coordination are key. With minimal behind the scenes stats, mostly handled by the GM. The majority of the game will be narratively focused.
Character sheet coming soon.
Leonid Brezhnev is the leader of Russia, Reagan was recently elected and Margaret Thatcher is prime minister in the UK. Three nations, two long standing allies and their enemy to the east - a joint effort between the three is almost unthinkable.
The Eruption of Mt. St Helens in the US the year before, however, brings about a strange meeting in secret. The Russians contacting their western counterparts and bringing strange information to light; a Siberian research base focused on experimental weapons technology, headed by former SS science teams, had gone dark for several weeks before the volcano erupted, and all Spetznas teams, and a full company of the Red Army sent to investigate had never returned nor reported coherently to their superiors - frantic radio transmissions only giving up garbled screams and mutterings about evil.
It was with reluctance that the Russians released this information, the KGB acting independently of the greater Soviet command structure - whispering of strange goings on in Moscow when asked why, which had been coming to a head in the last few months. The Reagan administration, reeling from the news that the USSR might have caused the St. Helens disaster, was ready to begin a full scale attack - its NATO allies almost certain to follow them into the breach and the nuclear firestorm to follow; but the military minds privy to this information wished for another course of action before any retaliation to a potential Soviet Superweapon other than the atomic bomb - investigating the supposed source of origin.
______________________________________
Players act as agents of the NATO powers, and the limited KGB contingent who have risked life and limb to bring vital information to the west - even if reluctantly. Special forces operatives, spies, and in desperation even occultists, priests and the odd magician or medium picked up from the street and given rudimentary training and a gun. They wanted their team to be ready for anything.
The game may have a high level of lethality, so teamwork and coordination are key. With minimal behind the scenes stats, mostly handled by the GM. The majority of the game will be narratively focused.
Character sheet coming soon.
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