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BaseRaiders

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Teapot:
I'm thinking about retiring my con/intro game "Origin Story" and doing a sequel tentatively titled "Blood In" about getting the trust of the Underground. The idea is to take the pre-gens from Origin Story, add a couple points to them and have the Underground set them up to prove their loyalty.

In this case, The local Underground wants to send them to extract some dwarven engineers from an airship an alternative Earth. For some reason this Earth is easy to scry on and the local Underground have been watching the adventures of the HMS L-585, The Cloud Fortress, the way some people watch Game of Thrones. But the air ship is destined to be destroyed in battle with a French cruiser and the Underground want to save their favorite extras. Their favorite, dashing lieutenant Alisha Char eloped with her lover to the free city of Koffee.

The PCs will be magicked into the airship and from there make their way through the developing battle, convince the engineers to join them and make their way to their entry/exit point within one hour. Along the way there are plenty of chances to loot diesel-punk contraptions and sorcerous items from the invading musketeers and defending marines. It's also a bit squicky since the Underground are apparently spying on people for amusement and now playing god with them.

Also one of the available Pre-gens will be an Underground observer, this will let me make a mutant type character and vary the choices a bit.

[World notes, like our world but full of magic and nonsense in 1916 the spirits of mist rolled in, claiming everything under 3,000 feet in elevation and more than 5 miles from the sea, salt apparently is a weakness. World War I ended and the survivors used their magicly augmented tech to begin again with the world vastly changed. The history would likely sound less silly with soaring music behind it. I like it a bit and think I'd put a base there sometime in the mists where horrible spirits dwell etc.]

So how is this for a second game? The first one is mostly about making bad choices in the pursuit of power. This one is about outright nonsense and running face first into outlandish situations and trying to bring back some profit.

clockworkjoe:
Hahaha, I love it. Throwing base raiders into another universe to basically save Truman Show extras is a great premise for a scenario. Maybe have the clients keep scrying on the PCs as they do their job and have them do extra side jobs for fate points "Oh I hate that guy, go kick his ass!" etc/

Teapot:
So I think I've got the goal thing figured out, you pay for trappings not lines right? Anyway here are three I did, are they right? Did I miss any trappings they'd need? The clinic and the startup revolve around a healing vat the party stole in the first game.

Edit: So I added the milestones too.

Establish a New Ideal (30 pts, global tier, 8 milestones)
Wealth + Unusual, Security, Workspace, Transport, Information, Research, Networking, Minions + Unusual, Esteem
Milestones
-Branding, the team has to come up with a unified look/name/message
-Disaster relief, the team must respond to a natural disaster like situation, huge fire, bridge collapse etc. If they hired someone to keep a lookout for this they can get directions to the most photogenic heroics available.
-Inroads, the PCs need to establish trust and build relationships with local authorities up to the state level.
-Halting Evildoers, the team must publicly stop someone with powers mid-crime.
-Reach and grasp, the team must respond to a disaster or major super crime in another country. The authorities don't have to be happy but the outcome has to be good.
-Bloating, the team must add members, these new heroes must be reasonably popular or photogenic or fill some kind of publicity/security need.
-Not the last part? The team must publicly save the world. The saving needs to be believable and the threat needs to be imminent.
-Shake hands with, the team needs to get the blessing of or come to an Ideal like truce with the powers that be.

Get the Clinic up to Superspeed (10 pts, national tier, 6 milestones)
Examine, Information, Research, Treatment [physical], networking, guile
-Clean the basement in secret, the PCs have to move the massive healing vat into the clinic with nobody seeing
-Figure out how to turn it on, through research, favors or buying the PCs need the manual
-Retool, the PCs need to set up power for the vat and make it accessable.
-In high places, the PCs need to find ways to silence or make complicit any local players who might learn about their operation.
-And error, the PCs need to run trials of the machine to make sure it works. These might mean disposing of a few ratbominations.
-Restock, healing vats still need healing juice, the clinic can't make it but the Ideal built it somewhere, go hopefully find a renewable source.

Startup Dreams from Magic Machines (15 pts, national tier, 6 milestones)
Dismantle, Repair, Workspace, wealth, networking, esteem, convince, guile, research, information
-Find a base, not for raiding but for setting up your workshop.
-Find the value, the PCs have to figure out which elements of the healing vat can be stealth patented without tipping the feds off.
-Bring on the investors, the PCs must find some VC's or other sources of huge piles of cash
-Brand it, the product has to be explained to the FDA, the public, the investors...
-Secrets and, the product has to be distanced from base raiding
-Defend the patent, the PCs must protect their investment from rivals

clockworkjoe:
Looks fine to me. Shaping up to be a decent length campaign if they get all three goals completed!

The Wizard Burke:
So, uh...first time posting. I'm working on a Base Raiders campaign I'm gonna be running in a few months using my homebrew powers setting. The first session is going to be the players going to be getting their powers, all of which I've designed and run by the players.

So one of the characters is a completely normal guy whose "powers" are the fact that he's mystically tied to a animatronic cowboy powered by the Platonic Western Hero, named Rusty Sprocket. Sort of a Johnny Thunder thing but with a magical robot cowboy instead of a genie. My question is how I should set Rusty up? My thought is to build him as a Companion, with a good bit of refresh dumped into him. But maybe I should also include some Strange skills with a snag making it so that only Rusty can use the powers? Y'know things to reflect superhuman gunfighting skill, and such.

Also, since I'm new to the system (gonna run some one shots before the campaign proper to give everyone a feel for it, including me), if there's any advice regarding the other powers or just in general, I'd be happy to hear it.

The rest of the powers for the party of the campaign (tentatively titled Ripple Effect)

A telepath/supergenius whose powers are fueled by sleep deprivation (they get smarter and more powerful the longer they go without sleep)
A guy possessed/bonded with the spirit of a dragon overlord from another, fantasy-esque timeline (so lots of super strength, super-charisma, nothing subtle just sheer inhuman force.)
A guy who can turn into a psychic nanotech demon (superfast brute with penance stare like claws fueled by personal indulgence)
A girl who can turn into a psychic nanotech angel (just a flying mass of wings, with psychic artillery fueled by music.)
The guy with Rusty Sprocket
And a girl with magical girl powers based on the Fool card. (So blending together the luck power from the core with some stuff from Saber Antimony.)

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