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Operation: Snakebite - CERULEAN CITADEL

Operation: Snakebite - CERULEAN CITADEL

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Operation: Snakebite - CERULEAN CITADEL

A Ready to Roll module for Operation: Snakebite, a Forged from GRAM saga of military espionage action, where the stakes have been raised and failing to act is no longer an option.

You’ve heard of beer-and-pretzel gaming, but this is more popcorn and candy gaming. Operation: Snakebite is an over-the-top world of soldiers and spies and action tempos set by repeated explosions. This is the summer movie blockbuster campaign, and CERULEAN CITADEL is the newest high-octane installment. In this episode, mercenaries from Misery & Co have assaulted and secured the OSB installation designated QJR8R, which was used for both weapon research and data analysis. One of the agencies critical analysts, FROSTBITE, is still at the location but remains uncaptured. The agency has dispatched the team not to secure the base as much as rescue the analyst and bring them in. The players aren’t given much more direction that that, or any further voersite. They can blow up whatever they want, operate however they feel, as long as FROSTBITE is extracted. This is the perfect module for taking a night off and having fun, breaking up lengthy serious play, or enjoying a stand-alone session when you’ve otherwise been too busy to run a campaign. The GRAM Role-Playing Game is great for quick pickup games and this scenario doesn’t require much planning or thought to get into and start having fun.

Ready to Roll!

The Ready to Roll series is a line of all-inclusive products, where each module contains the setting information, scenario, and pre-created Iconic characters, so that you can quickly prepare for a session even if you're unfamiliar with the GRAM Role-Playing Game or inexperianced with RPGs in general. All you need is one of these scenarios and the short copy of the rules and you're ready to start!

This product only contains the scenario content, and requires the Ready to Roll - Rules & References product to play!

About The GRAM Role-Playing Game

Named after Odin's sword, the GRAM Role-Playing Game focuses on telling narrative-focused sagas worthy of the eddas.

  • The game mechanics are easy to understand as both a player and as a GM and math has been minimized as much as possible making it ideal for younger audiences and players who are new to the hobby. Players need only a single twenty-sided die, a character sheet, and a one page reference sheet to have everything they need (and never need the rule book), the GM also has a second reference sheet and shares a deck of playing cards with the table.

  • Characters are built as a personality first, statblock second and are created by selecting from a diverse range of abilities instead of structured classes that highlight teamwork, utility, and alternative problem-solving paths which allows and encourages players to bring their unique concept to life, from sniper-mages to rap gods to sentient barrelfolk.

  • Players earn rewards for invoking their character concepts such as quirks and relationships which lends to players staying more in character, interacting with their party, and participating in the story and less time metagaming and rules-lawyering.

  • The game engine and the characters are created to be flexible and adapt as play progresses; characters can evolve and their character sheet changed. There are no strict archetypes forming a dedicated path to power or destiny and no one way to ”win.”

  • Conflict is resolved through competitions which are fast paced and engaging, using a deck of playing cards. There is no dedicated set of skills, but attribute tests using twenty-sided dice against static numbers or compared to an opponent’s roll when opposed. These options come into play more frequently than combat, which when it does happen takes place on a grid and is quickly but tactically resolved.

  • Creativity is encouraged for players and GMs with customization suggested in the form of tips and tricks from the development team on how to make the game your own from renaming and tweaking abilities to borrowing from pop culture, and including anecdotes about real-play experiences.

  • Nearly 30 different campaign sagas have been played to date, from classic fantasy to near-modern horror; from contemporary modern day to far-reaching sci-fi. This includes both original campaigns and “fanfiction” mock ups of worlds from popular shows, movies, and books. These have all been detailed to provide options to get started and inspiration for you to build your own worlds!

Are you ready to FORGE YOUR OWN SAGA?

 
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Product Information
Artist(s)
Rule System(s)
Pages
18
File Size:
6 MB
Format
Original electronic
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File Last Updated:
November 29, 2018
This title was added to our catalog on September 17, 2018.