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Nameless Echoes: Day 1 — The Council of the Erased

Gen Con 2025 – Madison, Wisconsin, 1985


Epic Premise

The city teeters on the edge: reality itself glitching, the Nameless straining at its cage. The murder of Prince Tori Redford and Elder William Burke has torn the Pact. You—the Council—must solve the mystery, stop the ritual, and decide the fate of the world. But echoes of yourselves are at war with your choices, and even the gods who once sealed the Nameless are only watching—unless summoned...


Game Structure:

Hour 0: Arrival & Setup

  • Players check in, receive character sheets, a single clue (see below), their Echo Token, and name badges.
  • Ambient: static, synthwave, flickering lights. Table is set to evoke both council chamber and echoing cosmic ritual.
  • Quick introduction to Echo Tokens, council debate rules, and detainment vote mechanic.

Hour 1: The Pact Echo (Opening Ritual)

Prologue:

  • The ST narrates the evocation of the ancient Pact: Jay Dee, Gahara, Lilith, Gaia, Lucifer, Malkav, and Sol. Each is present in spirit, their voices echoing warnings and regrets.

    “We are watching, council. Echoes never end, unless someone breaks the pattern. It is your hands that hold the world’s fate tonight.”

  • Players may attempt to “evoke” one of these founders by ritual, invocation, or desperate plea during the session—GM improvises their intervention. Otherwise, they simply watch, influencing fate only through glitches or omens.
  • All players receive an Echo Token for surviving the Pact Echo.
  • ST meets with each player for secret-swapping and allegiance declaration (Digi-8, Nameless, or Wild Card). Encourage players to “edit” secrets for an Echo Token.

Hour 2: Council Convenes — Debate & The First Clues

  • Each player brings one clue to the table. Encourage in-character explanation of “how they know.”
  • Debate begins:
    • What do the clues mean?
    • Who can be trusted?
    • What does the council do next?
    • Alliances, accusations, and bargaining encouraged.
  • Faction Interruption #1 (30 min): Kindred — Borislava Konev

    “Our Prince is dead. If the Nameless breaks free, there will be no city left to rule. I demand justice and stability.”

  • Detainment Vote can be called: If 2 players call for it, a vote is held—majority detains. Detained player draws a new character and rejoins play (see rules below).

Hour 3: Tensions Rise — Further Debate & New Warnings

  • Factions form, secrets spill, council drama intensifies. Players may use Echo Tokens to flashback, reroll, or “remember” hidden truths.
  • Faction Interruption #2 (60 min): Garou — Alexander Carver

    “We hold to the old Pact. But the caern’s spirits howl in warning. Should you fail, war will come again.”

  • Meta/Radio Static Event: A glitch or number sequence appears:

    “You have been here before. Loop 1.36791013192342. Reality is thinning.” Award an Echo Token for creative in-character reaction.

  • Detainment Votes may be called as above.

Hour 4: Downtime & Action

  • Each player takes 1 downtime action for the 12-hour in-game period before midnight:
    • Investigate a murder site.
    • Seek out an NPC or spiritual ally.
    • Set magical wards.
    • Sabotage a rival.
    • Contact their echo self.
    • Echo Token: Spend for extra action, flashback, or to “bypass” a paradox roll.
  • Faction Interruption #3 (90 min): Wraith — Gahara

    “Each new murder tears at the Shadowlands. If the ritual completes, the Nameless will feast on the living and the dead.”

  • Faction Interruption #4 (120 min): Fae — Lord Elian Arawn

    “The Dreaming falters. All memory and meaning risk erasure. Do not let another story die.”


Hours 5–6: The Confrontation — Echo Self Showdown

  • Players face their Echo Selves (twisted past/future) at murder/ritual sites (locations as per clues).
    • Combat, persuasion, merging, or other creative solutions allowed.
    • Echoes may plead, bargain, or try to overwrite the original.
    • Each Echo “sacrifice” brings the ritual closer to completion.
    • Echo Tokens: For scene rewinds, memory edits, or breaking the loop.
    • Defeated players may become Echoes, spirits, or new characters (ST discretion).

Hour 7: Resolution, Fallout, and Day 2 Setup

  • Council reconvenes for a final tally:
    • Was the ritual stopped, partially succeeded, or failed?
    • What sacrifices were made? What secrets remain?
    • Has the Kronovore gained power? Is the Nameless’s cage open, cracked, or holding?
  • Radio Static Finale:

    “Some echoes fade, others endure. Tomorrow, the Kronovore stirs. Will you break the pattern—or become another echo?”

  • Each player shares their favorite moment or something their character “almost remembers.” Award Echo Tokens for most “echoic” moments.
  • Tease Day 2: visions of the Kronovore, Digi-8’s domain, or the collapse of the Dreaming.

Clue Pool (1 per Player, Randomly Assigned)

  1. The next ritual is in 12 hours (midnight). How you know: overheard chant, decrypted message, or psychic flash.
  2. There are 13 more murders planned. How you know: vision of 13 candles, ledger, or ritual pattern.
  3. Location of 7 murders: Peace Park, Dreaming Echoes Freehold, Arboretum, The Wreck, Capitol Node, Bascom Hill, New Eden Server Farm. How you know: contacts, spirits, or surveillance.
  4. Location of 3 murders (Peace Park, Dreaming Echoes Freehold, Arboretum). How you know: fae/umbra sources.
  5. Location of 3 murders (The Wreck, Capitol Node, Bascom Hill). How you know: Kindred/Technocracy sources.
  6. Echoes are attacking, equal to number of councilors: How you know: intercepted message, astral sign, or dream.
  7. Jay Dee’s Echo will be at the Capitol Building: How you know: Hermetic sigils, prophecy, digital forecast.
  8. Sacrifice of the Echo is the final trigger for the spell (cryptic): How you know: old ritual text, dream, or glitch: “The sacrifice of the self unlocks the cage. When the echo dies, the gate opens.”

Detainment Vote Mechanic (Town of Salem–Style)

  • Can be called by any 2 players during council debate.
  • Procedure:
    1. Two players accuse; each states suspicion in-character.
    2. The accused defends briefly.
    3. All others vote (open or secret). Majority = “detain” (tie = no detainment).
    4. If detained: Character is “removed” from council (magically, legally, ritually), and player immediately draws a new pre-gen, echo, or spirit to rejoin the council.
      • Detained player gets an Echo Token for their new role; accusers get one for shifting the council.
    5. May not detain the same character again for 30 minutes (or after a major event).
  • ST Note: If a key character (like Jay Dee) is detained, their echo or another major NPC may be “summoned” as a replacement, or the balance of power shifts dramatically.

Echo Token Economy

  • Given for: Changing a secret, catching meta-glitches, creative RP, breaking a loop, sharing evocative “echo” memories.
  • Spent for: Scene rewind, flashback, extra downtime action, bypassing a paradox check, remembering an alternate event, or asking a question their character “used to know.”

NPC Interruptions (Every 30 min, Total 4):

Time Faction NPC Sample Message
20 min Kindred Borislava Konev “Our Prince is dead; we demand justice and order.”
40 min Garou Alexander Carver “The caern’s spirits warn us—fail and war returns.”
60 min Wraith Gahara “The Shadowlands tear; the Nameless feeds on murder.”
80 min Fae Lord Elian Arawn “Dreaming cracks; do not let memory die tonight.”

Lilith, Gaia, Lucifer, Malkav, and Sol: Only appear if summoned, otherwise watch in silence—intervene only through omens, glitches, or if the council enacts a great ritual.


GM Tips

  • Set alarms/timers for interruptions and detainment votes.
  • Encourage meta and in-character debate—reward creativity with Echo Tokens.
  • Use atmospheric cues (static, number sequences, mirrored reflections, déjà vu).
  • Detained characters should immediately “re-enter” as new faces, echo selves, or even NPCs to keep everyone playing.
  • Encourage cross-faction alliances—shifting alliances create drama and surprise.

Summary

  • Epic, mythic start with Pact evocation and ritualized council.
  • 1 clue per player, each with “how you know.”
  • Faction interruptions every 30 min, each advancing the drama and plot.
  • Town of Salem–style detainment for social deduction.
  • Echo Token mechanics for flashbacks, scene edits, and dramatic powers.
  • Echo Self confrontations (combat or merging), outcome shapes Day 2.
  • GM improvises legendary NPCs only if truly evoked—otherwise, they’re mythic observers.
  • Debrief and favorite moment closes Day 1, with radio static and Kronovore foreshadowing Day 2.