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D E S T R O Y E R
O F
W O R L D S
A N D R E W
E . C .
G A S K A
l e a d
w r i t e r
Andrew E.C. Gaska
g a m e
d i r e c t o r
Tomas Härenstam
i l l u s t r a t i o n s
Martin Grip, Gustaf Ekelund
g r a p h i c
d e s i g n
Christian Granath
V e h i c l e s
&
w e a p o n s
a r t
e d i t o r s
Tomas Härenstam, Dave Semark
Team Comfort & Adam
m a p
d e s i g n
p r o o F r e a d i n g
Brandon Bowling, Scott Middlebrook
Christian Granath, Andrew E.C. Gaska
a d d i t i o n a l
w r i t i n g
B r a n d
m a n a g e m e n t
Dave Semark, E.L. Thomas
Joe LeFavi/Genuine Entertainment
p l aY t e s t e r s
Ally Semark, Connor Clarke, Matthew Tyler-Jones, Morgan Semark and Tony Semark
s p e c i a l
t h a n K s
t o
Clara Fei-Fei Čarija
i s B n
978-91-89143-05-0
™ & © 2020 20th Century Studios, Inc. All rights reserved
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“Now I am become Death, the destroyer of worlds.”
—ROBERT OPPENHEIMER
The mission was a manhunt, the objectives clear—track down
four fugitives, recover any assets they may have made off
with, and keep ‘em all out of enemy hands. Go find them on
a frozen moon full of hostiles and get it done on the eve of
war.
Nothing you couldn’t handle.
But what it is that these bastards stole—and how the hell it
got inside them—is another thing altogether. It’s all above
your paygrade, marine—but somehow you’re the one who’s got to
deal with it.
Of course, now there’s an invasion fleet incoming, and there’s
something else, too—something much worse. Something out there
hates you—hates everyone. Something big and ugly. Something
with metal teeth—and you’re pretty sure it ain’t alone.
Yeah, the mission was supposed to be a simple manhunt. Instead
it turned out to be just another glorious day in the corps.
Destroyer of Worlds
is a complete Cinematic
Scenario for the ALIEN roleplaying game. It
requires either the ALIEN RPG corebook or
the boxed Starter Set to play. In this scenario,
players take the roles of Colonial Marines. The
scenario is designed for 3–5 players plus the
Game Mother, and it’s a gauntlet of one hell
after another. Expect it to take at least three
sessions to complete.
FOR MOTHER’S EYES ONLY
This entire booklet is solely for the GM, to be
read before the game begins. Players should
NOT read the scenario text beforehand to
avoid spoiling the mystery of what is in store
for them.
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CHARACTERS
This scenario comes with seven pre-generated
characters for the players to choose from—a
four-person Colonial Marine squad plus a two-per-
son support team and the field commander
Captain Silva. The PCs are stationed at the Fort
Nebraska space elevator ground base on the
moon Ariarcus when the colony is locked down.
Located on the United Americas/Union of Pro-
gressive Peoples border in the Outer Veil, the
colony is about to become a warzone. When the
shit hits the fan, the PCs need to finish their mis-
sion and get the hell off-moon.
C H A R A C T E R S H E E T S :
Filled-in character
sheets for these PCs can be found in this boxed
set. Let the players choose who they want to
play. The leftover PCs become NPCs under your
control, who ride along in the squad’s APC, as
backup. If any of the PCs should die during the
scenario, you can use these NPCs as replace-
ments.
G E T T I N G S TA R T E D :
Place the large map of
the Ariarcus colony from this boxed set in the
middle of your table, and let your players choose
their starting PCs. When they have familiarized
themselves with the character sheets, read the
boxed text entitled “What’s the Story Mother?”
out loud (page 11). Finally, give each player their
Personal Agenda for Act I to kick off the action.
PERSONAL AGENDAS
Each character has a Personal Agenda for
each of the three Acts of the scenario. These
Agendas are printed on playing cards includ-
ed in this boxed set. At the start of each Act,
give each player their new Agenda for the Act
about to start, and tell them not to reveal it to
the other players.
E VA L U AT I N G A G E N D A S :
At the end of
each Act, collect the Agendas from the players
and evaluate them individually. If you feel a
player has actively advanced their PC’s Agen-
da despite significant personal risk or sacrifice,
announce this and award them one Story Point
(see page 61 of the ALIEN RPG core rulebook
or page 35 in the Starter Set rules for more on
spending Story Points). Don’t reveal the actual
Agendas to the entire group, they should re-
main hidden until the end of the scenario.
STORY CARDS
Destroyer of Worlds
introduces a new element
to Cinematic scenarios for the ALIEN RPG: Story
Cards. A Story Card is similar to a Personal
Agenda, but is handed out to a player when a
specific event in the scenario triggers it. The
player is not allowed to share the information
on the Story Cards with the other players—in-
stead, the player should act in accordance with
the Story Card. At the end of each Act, Story
Cards are evaluated just like Personal Agendas.
If you feel a player has introduced the content of
their Story Card into the game in a meaningful
way during the Act, the player gains one Story
Point, in addition to any Story Point gained from
following their Personal Agenda.
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SCENARIO OVERVIEW
As nearby systems fall to an enemy power, the PCs
assume the role of a ragtag Colonial Marine squad
assembled on an oil-rich moon about to break out in
rebellion. Their goal: hunt down four fugitives—rogue
marines who are defecting to the Union of Progres-
sive Peoples (UPP) with stolen classified intelligence.
Operating out of the moon’s military base, the PCs
are sent out into a hotbed of disgruntled wildcat-
ters and insurgents. The clock is ticking—the UPP is
invading this sector of space and the military will not
evacuate the colony until the threat is neutralized.
A C T I :
The PCs soon learn that the fugitives are far
deadlier than expected. Accidentally impregnated
with alien embryos while on base, the errant marines
were then injected with an unstable vaccine intended
to kill the parasites. The results were mixed at best.
While one of them goes into remission, two contin-
ue growing the aliens inside them and the fourth
actually starts becoming one herself. The PCs engage
the fugitives across the colony, finally confronting the
last one at a hidden insurgent compound.
A C T I I :
The UPP invasion begins just as the
PCs achieve their objective. The colony quickly
becomes an active warzone. Ordered to return to
base for immediate evacuation, the PCs head for
the now locked down fort—until an unseen entity
bombs the colony with a deadly pathogen, killing
UPP and colonial marine forces alike, and trans-
forms the moon into a monstrous wasteland.
A C T I I I :
The PCs realize they must break into
the sealed military base and use the space eleva-
tor there to leave the poisoned moon. But the fort
wasn’t locked down to keep enemies out—it was
to keep the threat inside contained—the base has
been overrun by aliens. Within the fort, the PCs
have to make their way through the alien nest,
restore power, set some nukes to blow the colony,
free the locked elevator, and get the hell off-moon.
As the PCs climb to orbit, they discover the
space station on the other end of the elevator has
been destroyed—the tether now caught in the
wreckage of a massive space battle that had no
victors. The only way to survive is to gain control
of an escape craft floating amongst the orbital
debris field and get the fuck out of dodge before
everything goes nuclear.
Easy, right?
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