Friday, February 14, 2020

Their Finest Hour- New Complications

Unsurprisingly the world of the Blitz is a dangerous and complicated place. Will the pressures of sudden death, foreign foes, and the co-opting of the entire civilian population to the war efforts prevent adventurers from participating in Their Finest Hour?

Belligerent ARP- You don’t see eye to eye with the Air Raid Precautions volunteers in charge of your neighborhood.  They may be overly enthusiastic, strict, corrupt, or simply be out to get you from a prewar grudge, but you really wish they didn’t have authority over you during a blackout.

Bombed Out- A direct hit from a bomb chewed up and swallowed your home and all of your worldly possessions, leaving you with a crater and the clothes on your back. You rely on friends, relatives, or temporary government housing in a Rest Center (mostly schools, theaters, and churches filled with persons displaced by bombs) for a place to live.

Deep-Shelter Mentality- Subterranean places give you a sense of security, and you spend as much time as possible underground. You still go about your everyday life, but your eyes watch the skies waiting for the bombs to fall every moment you spend on the surface. The world underground is safe. Stay underground.

Enemy Alien- Whether it shows in your face, accent, or name, your lineage descends from a nation of the Axis powers. At worst, the German, Italian, and Japanese communities in Britain face internment and deportation. At best, open hostility and suspicion.

Old Injury- The war’s taken a toll on your health. You recovered from a serious wound in the recent past, but it still acts up a bit. Choose two attributes when you take this complication. At the beginning of a fight or other dramatic moment, perform a Fortitude or Resolve test with 3 black dice. If failed your old injury flares up. Temporarily lower the chosen attribute scores by 1 for the rest of the scene. Canny players may use their sudden weakness towards a social or tactical advantage.
Possible symptoms of your old injury include:
Strength- Fever, terrible back pain,
Dexterity- Hand uncontrollably clenched into a fist, loss of balance
Fortitude- Coughing fit, shallow breathing
Presence- Temporarily slurred speech, bodily tremors
Wits- Ringing in the ears, mild memory loss,
Resolve- Horrific headaches, confusion

Refugee- After the war took away your homeland, you settled in a new country to struggle for a better life, wait out the war, or strike back. Your new home’s ways are strange to you, as are yours to the locals. Work is scarce, pity and sympathy even scarcer.

Sprog- As the new man in a military unit, you fall at the bottom of the totem pole. When the higher-ups hand out duties, the worst jobs fall to you. As an untested outsider, you’ll have to earn the respect of your squad, but for now, even your mates wait for stupid mistakes and consider your inexperience a danger to their side.

Unpatriotic- You speak your mind, and your mind does not agree with the war. If you’re not careful, sharing your unpopular views on Isolationism, Pacifism, Communism, or Fascism, leads you into all sorts of trouble.

UXB- An unexploded bomb fell near your home. Your property only sustained slight damage, but the authorities forbid anyone from approaching the danger zone until it's safe. Any attempt to return home requires some pull with the local officials, artful sneaking, or an excellent explanation, not to mention some very cautious steps.

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