10-14-2009, 01:53 PM | #1 |
Join Date: Oct 2009
Location: Denmark
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A Fallout'esque Post Apocalypse Campaign
Hi everybody,
I'm new to these boards, but seeing the impressive level of commitment and enthusiasm here, I thought I'd throw in my current campaign to get suggestions and critique. I've done this a couple of times on other boards with other systems with great success. :) Inspired by Fallout (having only played it a little bit though, so while I've been inspired and used names and such, the flavour is mostly my own), we decided to create some sort of post apocalypse campaign. They also decided that they wanted something pirate-ish. They decided that they wanted an airplane and be sky-pirates. Well, at least some of them did, 'cause they went and created some really differing character concepts with little or no link to their plan. Anyway, we've played through the first adventure (which involved stopping a small militia of raiders from acquiring an orbital nuke launcher, down in a bunker occupied by the decendents of the original soldiers manning the bunker. The raiders wanted to nuke a city where two of the PCs lived - see the PC description coming up). The PCs are currently: #1: Garred Spyker: Disgraced son of one of the leaders of "The Pitt", a gang-run city in the northern parts of the land. Recently got bitten one of his legs off by a bunch of mutated crocodiles, after which he got shot his other leg clean off by a burst of 7.62mmNato. So, he's the party cripple. He's using the hover-unit from a scrapped robot to move around, and is planning to have some sort of hoverchair built. He has piloting skills, and a son (Ally) with similar abilities. Hates killing, but having been forced to during the campaign has made him slightly nuts (Split Personality). He's the party 'face'. #2: George Goodman: Lone mutant-hunter wandering the land, searching to avenge his dead father (killed by mutants) using his power armour (sucky quality) and rifle (OICW). Has some sort of obsession with cybernetics, and is trying to become a full cyborg (received exoskeletal plates on the head during play). He's the party 'tank'. #3: "The Panther"*: Low-TL 'primitive' warrior from the northern savage parts. Primarily melee, using flails, chains and hammers. He's the team "ninja" although not very sneaky - primarily climbing/acrobatics, etc... He's the one who provided the airplane (and old WW2 era flying boat). He's the party 'melee guy', but doesn't really serve a true purpose. More like Search And Rescue of incapacitated friends and such, thanks to his movement and movement skills. *The PC isn't generally very enthusiastic, I'm not sure exactly why he keeps playing with us. He's a cool guy though. #4: "Indy": Old military character with amnesia. My plan with him is to have him be part of an original Infinity Scout team that got wiped out by Centrans. He was abandoned as dead, but later recovered by natives, who took him to his village. He recovered, went out to see where he was and to try to get his memory back. He didn't, but he got two friends for life (Allies), and when he returned to the village, raids by neighbouring mutant raiders forced them all to make for more peaceful areas - he found the bunker where the other PCs were, and made an agreement to settle his 30 villagers there. He's the party 'supporter', with RoF 20 (and an ally with RoF 20 too). --Used to play PC#1's bodyguard, but got killed by the BBEG in the first adventure. #5: T.O.A.D. #229: Pre-war military experimental super-soldier, using a 90% cyborg with orbital drop capabilities. Has amnesia, as he recently crashed to the earth from his orbital station (where he lay dormant) along with his team. Technical failure caused them to scatter, but he was picked up by a Steel Circle* team and along with them is trying to figure out who he is and where he comes from. He's convinced that he's an angel and has a 'divine' purpose. He just doesn't know what... He's the party... well, he has all kinds of abilities, but no real focus. *Brotherhood of Steel/Mechanicus Techpriests kind of paramilitary religio-scientific organisation. Significant NPCs & Allies:
The adventure they just finished involved shooting up a bunch of raiders wanting to nuke The Pitt. They'd been tricked into this by Centran agents (trying to move the world closer to Centrum), who had convinced their ancient leader to do this by making up a false insult from the city's leaders. The Centrans are actually trying to kill Spyker (he apparently has some sort of destiny) - they don't know which one (the PC's father, the PC, or the PC's son), so they're trying to kill all three. An strike team was just dispatched to try to ambush the PCs and kill the Spykers, but they failed, with 3 casualties and 2 escapees. The survivors will try to cripple their plane so they can't escape easily (their in a swamp-jungle-thing near the bunker). Currently, the Steel Circle team wants to go and investigate a "nearby" bunker complex similar to this one, which apparently should be holding clues to all this orbital mayhem related to both the orbital nuke system, but also the TOAD (Tactical Orbital Angel Droptrooper) character. The latter character is 'ingame confused' about how the world has changed, so he's mainly just exploring everything. The Goodman character (Power Armoured guy) is secretly trying to find a way to get rid of a mutation he has acquired over the years (retractable spines), so he's willing to explore any area with pre-war technology (most of which are controlled by the Steel Circle, so he's trying to befriend them). Indy, being originally high TL, is happy to finally have people around him with access to high tech, and hopes that he can get Silvius & Co. to upgrade a couple of his things. Spyker is trying to figure out why he's being shot at all the time, and he's also trying to sell the loot they got from the bunker. But mainly, he's confused. The same goes for the "Panther". But he's mainly just following the majority, while offgame bitching about how many weapons he can carry ingame. Not arguing, just bitching... :/ Pheeeew... Long read, huh? My point with writing and posting all this is to see if you guys have any comments, positive or negative, feedback, ideas, suggestions, etc... I'd love to hear how you'd see this campaign evolving? Should I introduce the whole multiverse thing already, or rather have them work out this Steel Circle/orbital tech -thing first? I'd like to give them to opportunity to help Marcus Silvius and be rewarded (if he succeeds in becoming leader - there's currently none, as the old one died of natural causes uttering the words "look to the skies for our salvation"), but all the PCs seem very concerned with their own personal plots and stories (or too confused to give a damn). Any comment appreciated! Cheers, Thomas aka Tema Last edited by Tema69; 10-14-2009 at 02:13 PM. |
10-14-2009, 01:58 PM | #2 |
Join Date: Sep 2009
Location: The top of a skyscraper downtown
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Re: A Fallout'esque Post Apocalypse Campaign
If you plan to make the campaign interdimensional at some point, drop a hint or give them some kind of clue that gets them wondering now. It doesn't have to be obvious; but if you "blindside" them later and they're single-world focused, they might resent the campaign "turning on them."
If they're a really flexible group though, or they trust you and won't be bothered, never mind. Last edited by The_Nightwatch; 10-14-2009 at 04:53 PM. Reason: Fixed a typo |
10-14-2009, 02:12 PM | #3 |
Join Date: Oct 2009
Location: Denmark
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Re: A Fallout'esque Post Apocalypse Campaign
Good idea mate, thanks.
Some of them are flexible, others are less so. But the whole Centrum vs. Infinity thing might not come to the PCs attention as interdimensional in the beginning. How would you suggest dropping such a hint? |
10-14-2009, 04:49 PM | #4 | |
Join Date: Sep 2009
Location: The top of a skyscraper downtown
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Re: A Fallout'esque Post Apocalypse Campaign
Quote:
"I thought I'd be able to use the Luger the big guy dropped, but it's in 9mm Bayard. Wonder where he found a gunsmith to modify it for that?" "Look what I found in the one guy's pocket, a rabbit's foot - but it's six inches/12 centimeters long! One crazy rabbit!" "Hey, the Secretary of the Treasury's name is mispelled on this twenty that guy tried to pay with before he ran off. Too bad for him -it'll be valuable!" "A map of New Amsterdam? Where's that?" Or the good old Heinlein one - let them find a book in English, but all the j's in the book are i's. Something like that. :) |
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10-15-2009, 08:31 AM | #5 |
Join Date: Sep 2005
Location: Canada
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Re: A Fallout'esque Post Apocalypse Campaign
I would agree that blindsiding your players could lead to some dissatisfaction. Make it apparent that there is a group behind some of the stuff that is going on (but not all of it...you've got to keep them guessing), and slowly educate them to the larger universe.
Would you mind posting the character sheet (or an outline) of the TOAD character? I'd be interested to see how he's built.
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Secret: Not a Gnome. (Actually a Dwarf with Dwarfism). |
10-15-2009, 08:48 AM | #6 | |
Join Date: Oct 2009
Location: Denmark
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Re: A Fallout'esque Post Apocalypse Campaign
@ Nightwatch: Good ideas, thanks. The thing is, it's already an alternate timeline. But I'll figure something out. :)
@GnomesofZurich: Thanks for the suggestion, I agree. And of course I'll post it. :) TOAD (Tactical Orbital Angel Droptrooper) Infantry – Biotech Specialist ST12 (HP7) [12]; DX10; IQ12 (Will9, Per12) [25]; HT8 (FP15) [1] Basic Speed: 5 [10]; Basic Move: 6 Appearance: Unattractive [-4] Unnatural Features (Eyes, “Tattoo”/Code/Number, Jaws, Artificial limbs) -5 [-5] Advantages & Disadvantages: Gigantism (Size Modifier +1, lets you buy ST cheaper and gives you Move+1, -2 to Disguise/Shadowing, +1 to hit you in combat) 0pts You're 2,5 metres tall, and weigh 450 lb. Tech-Level 10 20pts Reputation +4 (Steel Circle) 10pts Innate Attack (4d6 burn (2), 100/100 Range, Acc 6, RoF 15, Rcl 1, Shots 30 (5) [Low Signature, Emergencies Only, Limited Use 60shots/day]) 22pts You have a forearm-mounted automatic laser weapon. Healing (Limited Use 3/day, 1min Preparation, 1hour Recharge, Costs Fatigue) 8pts Your body produces biochemical medicine that can be applied on others (gauntlet mounted). Ally (50%, Constantly there) 8pts Steel Circle cultist that's fanatically devoted to you. Flight (Cannot Hover, 30ft. Ceiling, Small Wings, Costs 1 Fatigue, 5 sec Recharge) 16pts Jump-pack-style thing. 2 Extra Arms (No Physical Attack, ˝ ST) 4pts Wings fold down to function as arms. DR 30 (Semi-Ablative, Cannot Wear Armour, -3 Reaction Rolls) 30pts Exoskeleton covering the whole body, including the head & face (not the eyes). DR 10 (Semi-Ablative, Front Torso Only, Cannot Wear Armour) 10pts Heavier breastplate. Nictitating Membrane (DR11 Eyes, +11 HT eyes, Full Power in Emergencies Only, Temporary Disadvantage: No Peripheral Vision) 7pts Twin visors covering the eyes. Can only activate one of them under routine conditions (DR5/+5HT), but if in danger, the other visor can be used also (giving DR11/+11HT). Using the visors restricts vision greatly. Enhanced Move (Ground, Road Only, -2 DX, Costs Fatigue, must recharge for 3x the amount of time used) 4pts Rollerblades that can be activated, but require internal repairs after use. Sealed (Limited Use 1/day) 9pts You drop from orbit. You better be sealed. Less Sleep 8 pts Only need 4 hours sleep/day Telecommunication (Radio, Costs 2 Fatigue, 5sec Recharge) 8pts You have a radio communicator inside your head/helmet. Proud (uncorrupted human) & Dislikes (scum) & Alcohol Intolerance & Horrible Hangovers & Sexless 5pts Striker (Jaws, Thr+1 imp (2), Cannot Parry, Front Arc Only) 6pts You have a nasty set of jaws that can bite pretty hard... --- Unhealing (Partial) & Maintenance (1 Mechanic, twice daily) -20 pt & -20pts To use Surgery or First Aid on you, one needs to have the Bioengineering (Biotech) skill. Your exoskeleton is in poor shape after all those 300 years in orbit. Amnesia & Nightmares -10pts & -5pts You don't remember jack ****. ...and what you do remember is kinda scary. Cannot Float & No Sense of Taste/Smell -1pt & -5pts You're mainly made of metal... Killjoy & No Sense of Humour -15pts & -10pts Feels no pleasure. What? It ain¨t funny... Delusions (Severe) & Megalomania & Obsession (Major) -15pts & -10pts & -10pts You are an angel! You were sent from the skies to accomplish some great task. For which great task have you fallen to this earth, what is your divine mission? Dead Broke -25pts You ain't got no money. Sense of Duty (United States) -10pts Everything you have been taught has been for the good of your country. You must protect it, and its population. When you realized what happened to your country (apocalypse, lack of a nation), you decided that criminals, bandits, thugs and raiders did not deserve your protection. Skills: Bioengineering (Biotech)/TL10 +2 [12pts] Parachuting/TL10 +1 [2pts] Mechanic (Cyborg)/TL10 +2 [8pts] Beam Weapons (Pistols)TL10 +3 [8pts] Aerobatics +2 [12pts] Soldier/TL10 +1 [4pts] Tactics +1 [8pts] Intimidation +2 [8pts] That's about it. Oh, and his background story that I wrote in fifteen minutes... Quote:
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10-15-2009, 12:20 PM | #7 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: A Fallout'esque Post Apocalypse Campaign
Hm. Why does a jump pack cost Fatigue to operate?
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10-15-2009, 12:45 PM | #8 | |
Join Date: Sep 2009
Location: The top of a skyscraper downtown
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Re: A Fallout'esque Post Apocalypse Campaign
Quote:
- Vision to notice that the face on the money has a mustache instead of being clean-shaven, - History skill to realize what was said/written isn't how things actually developed, - Language or Linguistics to realize the word/grammar/etc. isn't what it should be. Something like that. |
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10-15-2009, 01:04 PM | #9 |
Join Date: Oct 2009
Location: Denmark
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Re: A Fallout'esque Post Apocalypse Campaign
@Ragitsu: Hey mate, good to see you in my thread. :)
A lot of his stuff costs FP because it supposedly drains his energy and transforms it into power for the jumppack. It was the players idea, to combine biological and technological aspects into a single theme. Thus, a lot of his abilities are powered by FP. @Nightwatch: Sure thing about the money. I used the Fallout currency of Bottlecaps for the campaign. I already included a hint by saying that the bottlecaps found in the BBEG's (who had been tricked/convinved to attack the bunker to gain access to the nuke) HQ/lair were all supershiny, clean, and didn't have any logos on them. Supposedly, the Centran agents had them made back home. Problem is, the PCs didn't really seem to mind... |
10-15-2009, 01:10 PM | #10 | |
Join Date: Sep 2009
Location: The top of a skyscraper downtown
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Re: A Fallout'esque Post Apocalypse Campaign
Quote:
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campaign, fallout, fallout post apocalypse, post-apocalyptic |
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