Archive for the ‘Campaign Settings’ Category

WHISTLEBLOWER

DESCRIPTION:
In a Universe filled with corporate intrigue you have taken it upon yourself to expose the secrets, lies and corruption that make up the very fabric of the Corporations who rule day to day life between the stars. While the big companies have expert legal teams to wrangle their way out of any litigation that is brought against them, that doesn’t stop you leaking information to the general public either through pirate broadcasts, smuggled magnetic tapes or even mass printed pamphlets if it comes down to it. Most people dismiss you as a hack or a deluded lunatic, however sometimes you hit paydirt and bring the full scope of Corporate retribution against you, making life very perilous indeed.

KEY ATTRIBUTE: Wits

KEY SKILLS: Mobility, Comtech, Observation.

CAREER TALENTS: Beneath Notice, Investigator, The Long Haul.
(These talents are the same found in the entries for The Kid, Colonial Marshal and Roughneck respectively.)

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PERSONAL AGENDAS:

You’ve witnessed first hand the atrocities that have been committed in the name of Corporate greed and are determined to bring their misdeeds to light. Pick an organisation (Alien Core Rulebook page 338) you are hell bent on exposing their secrets to the rest of the universe, no matter the cost.

A close friend, loved one or family member has been silenced by a Corporation, either through assassination or kidnapping. You have vowed to find out why.

You are currently on the run, having caught the attention of a corporation after exposing some of their darkest secrets in the past. You are being hunted at every turn.

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APPEARANCE:

Haunted look in your eyes.
Elegant if slightly rumpled suit or formal wear.
Black Sunglasses.
Bug out backpack.

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SIGNATURE ITEM:

A grainy photo of something indistinct you swear is an alien lifeform.
An old dog eared notebook.
A letter from a loved one.

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GEAR: D6x$100 in Cash.

Pocket Stunner or  Riot Spray.*
Seegson C-Series Magnetic Tape Recorder or  Seegson System Diagnostic Device.
Hi-beam flashlight or  Binoculars.
Seegson P-Dat or  Samani E-Series Watch.

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*NEW EQUIPMENT:

Pocket Stunner:
The Pocket Stunner functions as a Stun Baton (Alien Core Rulebook page 126) though it is a smaller and more easily concealable weapon. Due to reduced battery capacity this weapon only has a POWER of 3 and a COST of $40.

Riot Spray:
Bonus: -, Damage: Special, Range: Short, Weight 1, Cost: $25

A mixture of foul and noxious chemicals held in a pressurised handheld dispenser. On triggering the spray the target is hit by a stream of burning stinging liquid aimed at the head area. On a successful hit the target must take a successful STAMINA roll or lose all their actions for the next round. In addition for the next D6 rounds all dice rolls that rely on vision are at -2 due to the target being partially blinded, until the liquid can be washed away by a substantial amount of water or similar harmless fluid. If the STAMINA roll is successful the target suffers no ill effects. 

Any protective equipment that covers both the face and eyes worn by the target renders them immune to this weapon. Certain Xenomorph types are also immune due to having no eyes or a non standard respiratory system. This weapon uses standard AMMUNITION rules, however it cannot be Reloaded.

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This entirely unofficial career requires the rules from the Alien RPG Rulebook from Fria Ligan also available as a PDF from Drivethrurpg which at time of writing is currently 50% off!

The Finites

You’re a Time Bomb. Literally.

You wake up. There’s an unfamiliar tightness around your throat, a strong chemical after-taste on your tongue. With a shaky hand you press your fingers against your neck and find a segmented metal collar securely fastened there. “I wouldn’t do that if I were you,” says an unfamiliar tinny sounding voice. It takes a moment to realise that the voice is emanating from the collar itself.

They come from all walks of life. From the most dangerous criminal to the average citizen on the street. Abducted and pressed into service by a faceless organisation whose ultimate goal is unclear. They are charged with all manner of tasks, from petty theft to assassination. Refusal is never an option because of one important fact:

The Clock is Ticking.

(more…)

So. You’re a big fan of a popular roleplaying game world. Suddenly there’s a new Games Master on the scene and he or she wants to do something a little bit different while keeping the overall theme of your beloved setting. Do you:

A) Make suggestions as to how they can incorporate their ideas into the game world.

B) Tell them they’re doing it ‘wrong’ and they should stick rigidly to the ideas presented in the ‘vanilla’ setting.

If your answer was A) then you and I are on the same page. I see game worlds as toolboxes, not straightjackets. Much like getting inspiration from media, books and movies I think you should pick and choose aspects that you (the GM) and your players will enjoy. You want to do an alien invasion in Forgotten Realms? Go for it. Octopus Cavalry in Ravenloft? Why the hell not. At the end of the day, if all involved are having a good time it doesn’t really matter how it was accomplished. I look at RPGs a lot like reading a book. If you lined up ten people, got them to read the same book, I bet you’d have close to ten different mental images about what the protagonists look like. Does that mean nine people got it wrong? I don’t think so.

Frankly if you have enough weird and wonderful ideas that don’t fit a published setting easily, perhaps you could have a go at creating your own. It’s a lot of work but can prove to be very rewarding. Then no one can tell you you’re doing it wrong. 🙂

Now certainly, there are those well versed in a game worlds lore who could provide invaluable advice and direction for your campaign or adventure idea based there. There might be a way to seamlessly incorporate your idea into the setting with a minimum of change and that’s great.

But at the end of the day it’s YOUR campaign. So do it your way.