Scum & Villainy with GameMaster's Apprentice: An Enemy Returns, a Friend Goes
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Scum & Villainy with GameMaster's Apprentice: An Enemy Returns, a Friend Goes

Duncan Thomson

Finishing off the solo adventures of the White Dwarf crew. Scum and Villainy using GameMaster's Apprentice (GMA) as my oracle and random tables. Following on from the Starging Scenes.

Scum & villainy solo - intro | start | partway | finishall rolling solo

Disclosure - I'm a DriveThru RPG affiliate

Thoughts on Scum & Villainy

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Adding to previous the Thoughts on Scum & Villainy.

The game loops of Scum and Villainy are fun, and I wanted to play more...But I found less motivation over the Xmas and New Year period. Combined with S&V needing more concentration from me than other RPGs, I didn't play as much as I wanted.

However I've enjoyed S&V and intend to run it for my RPG group (joining Troika, Warlock! and Dragonbane).

I'll also look at the latest Blades in the Dark expansion, Deep Cuts, to see if there's any improvements to add. Deep Cuts is a large expansion with lots of modular rules updates / changes that can be pulled into S&V. Also lots of lore which I can ignore for S&V

Using GameMaster's Apprentice

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Building on previous thoughts. All still working smoothly.

I went and had a look at the only 2nd Edition GMA set so far (Cyberpunk GMA). It has traits for the NPCs and more details for the scenario. Those were the only bits I really thought could be improved, so I look forward to more 2e GMA decks when they come out.

Adventures of Gwydion and Crew of the White Dwarf

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Continuing on from Partway Scenes.

The narrative character is Gwydion Lister, the spacer Mystic of the crew.

Scene 12 - The Nightspeakers Call (Free play; Basset - Stress 2, Sapphire - Stress 1, Gwydion - Stress 1)

HappyBall and Shimmer?

While group are at the Shimmer temple, a masked Nightspeaker arrives, calling in a debt. Has Venkant and his thugs in tow. Group asked to capture an undesirable coming to visit the Shimmer Gate.

Gwydion finishes (extra downtime action to complete long-term project) studying the Shimmer Gate. Finds it leads to a place of death, where ships have ended up, but the gate itself isn't dangerous. To break a group impasse over who to help, Gwydion uses the Way, getting visions of precursor archives among wrecks of ships beyond the Shimmer Gate.

Decide to help the Nightspeakers. Shimmer Cult agree to wait and get hold of storage devices for eventual expedition. But won't wait forever (start new clock)

Target is a member of Ashen Knives, carried by the Maelstrom ship Rimmer, which the White Dwarf encountered in it's 2nd job. Group intent to ambush the ship after it comes through the jump gate, pretending they are there to pick up the target.

Scene 13 - Rimmer's Revenge (Job 5 - Rimmer Round 2; Basset - Stress 2, Sapphire - Stress 1, Gwydion - Stress 1)

We waited at the Jump Gate, our masked hirer in another ship within hailing distance Venkant and his thugs were with us, as well as Sapphire and her hirelings. We were surprised when the Rimmer arrived and accepted our story and let us near. But not so surprised when the Nightspeaker betrayed us, alerting the Rimmer to our plan. Luckily we had come prepared...

(Engagement Roll - Miss) [Flashback - Sapphire and Gwydion getting hold of a (Acquire Asset, Quality 3) mining drill and attaching it to the White Dwarf - Gambits 1]

The White Dwarf breaches the side of the Rimmer, but is damaged in the process (Helm Roll by Sapphire)

[Flashback - Suited-up Basset is on outside of White Dwarf] From outside, Basset directs the attack (Study roll) as the drill goes into cargo hold and the White Dwarf grapples the Rimmer!

Sapphire takes her hovercar and thugs into the cargo hold of the (Helm roll with assist from Gwydion) Rimmer.

In the White Dwarf, some of Venkant's thugs are part of betrayal. But at the bridge they are surprised to find Gwydion in command, and he quickly stuns first few with his psy-blade (Scrap roll). Finds some are disguised crew of the Rimmer. Contacts Venkant and calls him back to deal with his rebels. (Command roll, critical, Gambits - 0). Venkant returns from supporting Sapphire and quickly helps put down betrayers. Then agrees to throw in lot with Gwydion and abandon Nightspeaker employer.

On the Rimmer, small flyers are about to be launched. [Flashback - Basset controls their recon drone, waiting at Jump Gate] Basset finds place to stop pirate fighters coming out (Study roll), but the recon drone is glitching and no longer functioning properly. As lock opens on the Rimmer, it is faced with Basset hurling explosives (Scrap roll with assist from Sapphire). The external door is jammed but Basset (harm 2 - resisted to 1) caught in the blast.

Sapphire drives hovercar through mounds of scrap in the cargo bay, aiming to go into the heart of the Rimmer. (Scrap roll) But resistance is fierce and they have to abandon their vehicle. Sapphire directs her thugs among the wreckage, blasters blasting. (Command roll - lead action, Gambits - 1). They push back crew of the Rimmer and take control of the cargo bay.

Scene 14 - Battle on the Rimmer (Job 5 - Rimmer Round 2; Basset - Stress 5, Sapphire - Stress 4, Gwydion - Stress 4)

After we put down the attempted mutiny, I left Art in charge of the White Dwarf. She's barely said anything since we rescued her [Job 1], but she's all we got. With Venkant and his couple remaining thugs we made a new hole in the enemy ship.

(Rig roll, Gambits - 2) Getting into the Rimmer, Gwydion leads the boarding action with his psy-blade (Scrap roll, Gambits - 1) carving more holes and cutting down Rimmer pirate. Working with Venkant, makes way toward bridge (Scrap roll, Harm 2 which resists, Gambit - 0) overcoming more pirates but taking a wound to one arm. Rimmer crew start to panic as realise might be outmatched.

From outside, Basset takes in information of two attack parties, Art on the White Dwarf and what the drone found. Set up a plan to overcome last of the Rimmer defences. (Study roll). Drained and all in place, but notices at last moment a starfighter has him in sights (Desperate position)

Gwydion leans into Basset's plan leading Venkant and co to the bridge, supported by Sapphire and her crew. (Command with assist from Sapphire and 2 NPC groups - Gambit 1). The crew of the Rimmer have had enough, their captain gone and many down. The crew of the White Dwarf secure the pirate ship.

Outside, Basset boosts away, ducking into a crevice for safety. (Scramble, Gambit - 0). In the cockpit of the fighter sees captain of the Rimmer. Basset is marked by them for revenge, but they flee in their fighter back toward the Jump Gate. (Start clock - Maelstrom come after Basset and the White Dwarf).

Scene 15 - Goodbyes (Downtime and Free Play; Basset - Stress 7, Sapphire - Stress 5, Gwydion - Stress 7, Heat - 5 in Iona, 0 in Rin)

A moment of insight

Maelstrom are angry but bounty hunters of the White Dwarf congratulated for overcoming an pirate ship (+2 heat, Rin system). Salvage some valuables from the capture ship (+10 credits). Soon after turn down a job offer from Ashtari Cult to hunt down a renegade urbot. Their name is getting around.

Group all indulge their vices of HappyBall, faith of the Shimmer and a luxurious spa weekend. (Sapphire - overindulges). Sapphire boasts of their pirate hunting skills (+2 heat to Heat 4 in Rin system). Then Sapphire and Basset hire back on Venkant and his mercenaries (Quality 2), find a mystic to ply depths of the Shimmer (Quality 2) and get afterburners (Quality 2) for their ship. Gwidion steps back and takes a rest.

Hear news that Maelstrom is planning something big. And then Gwydion reveals he's been challenged by a renowned HappyBall player. He's decided to go pro, step down as captain and go his own way. Others congratulate him on decision.

Have messy leaving party on a luxury cruiser. Sapphire has been made official captain, and Venkant is taken on as a permanent partner in place of Gwydion (Human Muscle). They make their final plans to go through the Shimmer Gate...

End.

Epilogue

Gwydion has 48 hours before his first professional HappyBall match, fully streamed to multiple worlds. But first he surveys the Shimmer Gate, and reaches into the depths of the Way to open it up.

He watches his old crewmates on the White Dwarf fly into the rainbow patterns of the Gate. Captained by Sapphire, guided by Basset, with Venkant ready for trouble, he hoped they were ready for the deathly surprises that awaited in the Precursor Archives.

(Engagement roll - 6, Sapphire) My captaincy of the White Dwarf is starting smoothly. Beyond the Shimmer Gate we've found...

Character and Notes

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Crew Notes and Clocks

Heat 4 (Rin), 5 (Iota). Creds - 0

  • Someone comes for the Urbot Head (Pirate Hunter). ☑☑☑☐☐☐
  • Maelstrom come for Basset and rest of Crew. ☑☑☑☑☑☑☐☐

Gwydion Lister

Spacer Mystic, vice of Gambling. From an asteroid mining family (crystals). Brash, addicted to HappyBall and turned pro. Stash 8

Attune 3, Command 1, Consort 1, Rig 1, Scramble 1, Scrap 3

Abilities - The Way, Psy-blade, Kinetics

Friends (Close) Hicks, a mystic good supplier (crystals); (Rival) Blish, a fellow mystic; Laxx, xeno; Rye, unrequited love; Horux, former teacher.

Sapphire

Manufactured (urbot) Speaker. vice of Luxury. Brought up by a reclusive noble as their heir. Prefers a low profile, Stash 8

Command 2, Consort 2, Hack 1, Helm 2, Skulk 2, Doctor 1

Abilities - Air of Respectability, Commander (Pilot ability), Favors Owed

Friends (Close) Arryn, a noble; (Enemy) Je-Zee, a diplomat; Manda, guild member; Kerry, doctor; Limbo, matchmaker and fixer

Basset

Xeno (Caninite) Scoundrel. vice of Faith (always trying a new one). Aliens species with a suspicious similarity to dogs. Troublemaker, convert to the Shimmer, Stash 8

Attune 1, Scramble 1, Scrap 1, Skulk 3, Study 2, Sway 2

Abilities - Serendipitous*, Tenacious, Devil's Own Luck

Friends (Close) Rhin, a smuggler with solid contacts; (Pain in the ass) Battro, a bounty hunter looking for Basset; Nyx, moneylender; Ora, info broker; Jal, ship mechanic.

(Basset was going to have dog-themed xeno powers, but after looking at the sparse guidelines I stuck with just the scoundrel abilities)

The White Dwarf

Cerberus-class ship. Daring reputation. Gambits - 2*, Cat Mascot "Zola" with Shimmer fur.

Crew 1, Comms 2, Engines 2, Hull 1, Weapons 1

Upgrades; Long-range scanners, jump drive, grappler arm, particle cannons, nexus link, brig, stun weapons, recon drone, crew quarters.

Abilities: Deadly

Crew Gear: Recon Drone

Favourite contact - Lix, a Caninite xeno who smells out people with bounties

Other contacts - Stacey Weathers, reporter; Arlox, syndicate leader and former assassin; Ishi, weapons dealer; Jezri, fixer.

Factions and NPCs

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NPCs

  • Akippe. Glutton, huge red eye implant, HappyBall player beaten by Gwydion
  • Art. Mysterious ur-bot, follows Basset, silent, inherited from first job
  • Limbo. Matchmaker, urbot and fixer on Indri (contact of Sapphire)
  • Sephua. Sibling of Cobalt Syndicate leader. Thug, daring, envious, gambler,
  • Venkant. Thug leader from Warren, grumbling (joined crew as a Muscle)

Factions and Faction Clocks

The factions are the most important part of the game world. So here's a brief overview of them in the White Dwarf setting.

  • Cobalt Syndicate (+2), Rank I. Labour union turned to smuggling. Allies with Maelstrom and Cult of Shimmer, enemies of Ashen Knives.
    • Unify Labour Force ☑☑☑☑☑☑☐☐☐☐
  • Cult of Shimmer (+2), Rank I. Factory workers from an asteroid with a Precursor ruin. Try to spread worship of the entity they've found there. Allies of the Cobalt Syndicate. Have managed to unlock access to a jump gate but don't know where it goes.
        • Control Shimmer Gate ☑☑☐☐
  • Nightspeakers (+0), Rank II. Sinister mystics seeking particular Precursor artifacts.
          • Quietly gain Aleph Key ☑☑☑☐☐☐☐☐
  • Ashen Knives (+0), Rank III. Decadent syndicate focused on gambling, drugs and pleasures of the flesh. Allies of the Maelstrom, Enemies of the Cobalt Syndicate.
  • Acolytes of Brashkadesh (-1), Rank I. Wear same garb and take same name. One to convert a power plant to their religion. Enemies of the Ashen Knives.
  • The Maelstrom (-3). Rank III, Band of ferocious space pirates hiding in a mysterious nebula. Allies of Ashen Knives, Cobalt Syndicate and Nightspeakers. Powerful enemies and also dislike the crew of the White Dwarf. The Rimmer is one of their ships, dislikes the White Dwarf.
    • Seize Jump Gate ☑☑☑☑☑☐
  • Ashtari Cult (-1). Rank III. Precursor worshippers claiming Ur descent. Messing with artifacts and visions from gases.

Finishing Up

Well that was different to get away from fantasy. 2025 looks good for solo gaming.

Next up is the very exciting Electric Bastionland, continuing the non-medieval fantasy run.