Jump to content

Marooned: A Virtual Tabletop RPG Campaign


keira

Recommended Posts

It was a day much like any other aboard the subspace cargo freighter Porter-14. Twenty-thousand units of pressurized cargo and a handful of crew and passengers that, for whatever reason, chose not to travel using conventional means. As it has for most of its nondescript life, the ship cuts its way through subspace on a path between two nameless systems.

 

An explosion rips through the vessel, breaking apart the monotony of the day. Sirens blare and the freighter heaves and groans as the autopilot drops from subspace into the nearest star system. The ship shakes as more explosions strain the hull. Passengers and crew stagger towards the escape pods, not knowing what has caused the disaster, but well aware that the ship's minutes are limited.

 

A solid thump sounds through the stale air of Pod 2 as clamps release it from the freighter. A handful of survivors huddle inside, peeking out the narrow portholes to see what has befallen their vessel. Before them the ship splits in two, tongues of flame reaching out into the darkness before the last air escapes into the void. They watch in silence for a minute as the last lights flicker out on the broken freighter, the three other escape pods remaining clamped to the ruined hull. Nobody else had made it.

 

Attention turns to the ship itself as a beep emits from the scantly-equipped pilot's console. A dusty display lights up, the system autonomously plotting a path towards a planet far, far below. The lifeboat jolts as the crude thrusters fire up.

 

---

 

Meanwhile, a bored town guard looks up at the stars, sighing. He leans back against the squat stone gatehouse guarding the entrance to the city, his hand resting on the pommel of his beaten-up sword. The night is silent except for the faint buzzing of the flickering lightbulb in the guardhouse.

 

The priests had warned of danger tonight, omens of old demons returning. He snorts. The only danger he faced tonight was the sound of his squadmate's snores from inside the guardhouse.

 

As his eyes return to the farmers' fields, a falling star streaks across the silent sky far above.

 

And there it is. A small band of survivors, marooned on a strange, deserted planet. A world of new magic and old technology, long-separated from civilization as we know it. Marooned will take place using the Savage Worlds system. if you don't have a set of the rules, a preview is available here (As Lilith did for TBS, I won't be expecting anyone to shell out money for this if you don't have the rules--we'll make it work). Characters will start out Novice with 0xp.

 

As far as campaign length goes, I'm leaving that mostly up to the players. I'm guessing between 20-30 sessions, depending on how things go. This is relatively open-ended, I'm establishing the setting and content, but where it goes is up to the players. Will you find some way of returning home? Or set yourself up with a new life in a new world?

 

Same Page for those of y'all into that sort of thing:

 

Do you play to win?

B ) Good play isn’t a win/lose kind of thing

 

Player characters are:

B ) expected to work together; but major conflicts might erupt but you’ll patch them up given some time

 

The GM’s role is: (somewhere between these :p)

B ) The GM preps a map with NPCs and/or monsters. The players have their characters travel anywhere they can reach on the map, according to their own goals.

c ) The GM has no plan – the GM simply plays the NPCs and has them act or react based on their motivations

 

The players’ roles are…

B ) …to set goals for their characters, and pursue them proactively

 

Doing the smartest thing for your character’s survival…

B ) …sometimes isn’t as important as other choices

 

The GM’s role to the rules is…

a ) …follow them, come what may. (including following house rules)

 

After many sessions of play, during one session, a player decides to have her character side with an enemy. This is…

c ) …something the player and the GM should have set up ahead of time.

 

A fistfight breaks out in a bar! The details of where everything is – tables, chairs, where everyone is standing is something that… (see below for more)

a ) …is important and will be displayed on a map or grid, perhaps using miniature figures.

B ) …is something the GM will describe and you should ask questions to get more information.

 

In order to really have fun with this game, the rulebook is something that…

d ) …everyone at least should know the basics of the rules.

 

 

 

As for a medium, this will most likely take place on the CalRef XMPP chat (Roleplay room). A CalRef account is not required as any xmpp account (read: if you have a google account you have this) will work (as well as outside clients if cadence isn't your thing, instructions here (warning: me explaining something out of the scope of SW)).

 

Like with TBS, we'll be starting things off with a 'tutorial session' for everyone to learn the ropes, think on characters, and such. Have ideas for your character, but don't feel obligated to stat them up yet.

 

If you are interested in participating in this campaign, please fill out the following whenisgood: http://whenisgood.net/iAmInterestedInPlayingMarooned

 

If you have any questions or comments, feel free to PM me here or on CalRef. I'm also Telaverin on aim, and you can email or xmpp me at sylae@calref.net

Link to comment
Share on other sites

Okay, it looks like the best time for tutorial session will be Wednesday, June 17 2015, at 5:00 PM MDT. Apologies for anyone who can't make it, due to scheduling conflicts I just went for the most people present option that had me able to be there (sorry weekend warriors!)

 

Again, it'll be in xmpp://rp@conference.calref.net. Get your character ideas ready :)

Link to comment
Share on other sites

Hey, we have some characters!

[spoileralt=Anatoli Shulda (Nalyd)]

Lieutenant Anatoli Shulga

Race: Human

Occupation: Psi Officer

Alignment: The Corps Is Mother, The Corps Is Father

Rank: Novice

XP: 0

 

Attributes

Agility: d6

Smarts: d8

Spirit: d6

Strength: d4

Vigor: d6

 

Derived Statistics

Charisma: 0

Pace: 6

Parry: 4

Toughness: 11

Power Points: 10

 

Skills

Fighting d6

Notice d6

Piloting d4

Psionics d8

Shooting d6

Stealth d6

Swimming d6

Taunt d4

 

Hindrances

  • Arrogant (Major) - Anatoli doesn’t think he’s the best—he knows he is. When it comes to psionics, few compare to his skills and he flaunts it every chance he gets.
    Winning just isn’t enough for him. He must completely dominate his opponent. Anytime there is even a shadow of a doubt as to who is better, he must humiliate his opponent and prove he can snatch victory any time he wishes. He is the kind of man who disarms an opponent in a duel just so he can pick the sword up and hand it back with a smirk.
    Arrogant heroes always look for the “boss” in battle, attacking lesser minions only if they get in the way.
  • Loyal(Minor) - Anatoli may not be a hero, but he’d give his life for his friends. He can never leave a man behind if there’s any chance at all he could help.
  • Vengeful (Minor) - Anatoli always attempts to right a wrong he feels was done to him. He usually seeks vengeance legally. The type and immediacy of his vengeance varies by character, of course. Some plot and scheme for months to extract what they see as justice. Others demand immediate results.

 

Edges

Psionic(Smarts) - Allows Power purchase

Geared Upx2 - +$20,000

 

[spoileralt=Powers]

Fear

Rank: Novice

Power Points: 2

Range: Smarts x 2

Duration: Instant

Trappings: Intense Paranoia

This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.

 

Mind Reading

Rank: Novice

Power Points: 3

Range: Smarts

Duration: 1

Trappings: Mental Invasion

Mind reading allows a character to read another’s thoughts. This is an opposed roll versus the target’s Smarts. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.

 

Confusion

Rank: Novice

Power Points: 1

Range: Smarts x 2

Duration: Instant

Trappings: Nausea, Hallucinations, Blurred Senses

Instilling confusion in enemies is a powerful aid in combat, and this power provides that ability. On a success, a target must make a Smarts roll at –2 or be Shaken, and on a raise, the roll is made at –4.

Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

[/spoileralt]

 

Cyberware 6/6 Strain

  • Retractable Energy Weapon, Melee - The character has retractable claws or blades attached directly to the bones in one forearm. The blades may be extended as a free and instant action, and cause Str+d6 damage. Energy Weapon: A weapon with a blade of pure energy or high frequency vibration. It increases the weapon’s damage by one die type and grants +4 AP in addition to any other special abilities of the base weapon. Energy weapons have no minimum Strength limitation and count as a Heavy Weapon.
  • Subdermal Armorx2 - Subdermal plates or fibers have been placed beneath the character’s skin, granting him +2 Armor all over. This stacks with normal Armor, but not Heavy Armor (use the higher value).
  • Aquatic Package - The recipient is fitted with gills and collapsible webbing is installed between his fingers and toes. He can breathe in any oxygen-filled liquid (most lakes, rivers, or oceans), and his underwater Pace is equal to his Swimming skill.
  • Communicator - A small radio has been built into the character’s skull. It has a range of five miles and can communicate with standard radio equipment.

 

Gear

  • $10
  • Uniform
  • Smart Suit - Reduces the effective weight of anything that can be carried by 20%. +2 Armor and +2 to rolls made to resist heat, cold, thirst, or starvation. +1 to Stealth rolls.
  • Camouflage Poncho - Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2.
  • Retractable Energy Blades - Melee DamageStr+d8 AP4 Heavy Weapon
  • Plasma Pistol - 12/24/48 Damage2d10+2 AP2 RoF1 SA Shots8/8 Weight7 Heavy Weapon, Affects Least-Armored Area
  • Energy Packx5 Weight .5Each
  • Medi-Gelx2 - +2 to Healing rolls made to heal fresh wounds or stabilize someone who’s bleeding out. Contains 10 uses each. 10/10 10/10
  • Water Purification Filter: These can-sized containers clean even the most toxic water of sediment and impurities (which are drained out the bottom). It produces 12 ounces of clean drinking water in about one minute. Weight 1
  • 3D Printer

 

Description

Lieutenant Anatoli Shulga is a short man in his mid-thirties, of medium build and conspicuous inconspicuousness. He has brown hair, neatly combed to the side, brown eyes, and a few more lines on his face than you would expect of a man his age. He wears an intimidating all-black uniform over his smartsuit, complete with leather gloves and jackboots, and with no evident insignias or signs of rank. His plasma pistol is a very large, twisted mass of tubes and malignantly glowing panels, and openly holstered at his hip. His retractable energy blades are about two feet long, a brilliant, burning white, and emerge from the base of his palm. The rest of his equipment is carried in a black leather messenger bag.

 

Backstory

Lieutenant Anatoli Shulga is an officer in the Yrda-Syfari Czardom's Psi Corps. The YSCZ is a repressive, expansionist, autocratic government controlling several star systems, originating from the union of the heavily populated planets in the Yrda-Syfari binary system. Outwardly a simple militarist dictatorship, the YSCZ is secretly ruled by its Psi Corps, an organization that very few even know exists. Through their terrifying abilities, the YSCZ Psi Corps maintains agents everywhere and controls every aspect of the regime and public life. Anatoli, in the false persona of a naval officer part of a diplomatic mission, was en route to a new assignment to infiltrate a nearby independent system. Unfortunately, the ship crash-landed, and Anatoli was the only member of his "delegation" to survive.

[/spoileralt]

 

[spoileralt=Advisor Scireretus (Tridash)]

Name: Advisor Sciruretis

Profession: Diplomat (Advisor to Delegate for Scirus IV)

XP: 0 (Novice)

Wounds: 0

Fatigue: 0

 

Backstory

The combination of a fairly benign government and a population with a little too much spare time leads inevitably to the occasional conspiracy theory. Most are the same across the galaxy, and many of them are true. Perhaps a shadowy organisation controls the destiny of a world. Perhaps the government uses illegal psionics to control those who oppose them. Perhaps planetary autonomy is merely a facade convenient to the sector-spanning Councils.

 

Advisor Sciruretis is a diplomat at one of these Councils, assisting the delegate for the Scirus system. He moved up from planetary politics a decade ago. Despite his unremarkable career before entering sector politics, he expressed a certain dissonance between his past and future career trajectories during his initial Council naming evaluation. He rose quickly to the rank of Advisor but has made little progress since then. It is unclear whether this caused his alcoholism or if it was the other way round, but his habit means he has little hope now of promotion.

 

Attributes

Agility: d4

Smarts: d8

Spirit: d8

Strength: d4

Vigour: d6

 

Derived Statistics

Charisma: 2 (0 base, +2 from Charismatic)

Pace: 6

Parry: 3 (2 base, +1 from Rapier)

Toughness: 9 (2 base, +3 from Vigour, +4 from Armour)

 

Hindrances

Habit (Major, Alcoholism)

Delusional (Minor, Previous Life)

 

 

Edges (1 base, +1 for major hindrance)

Command

Charismatic

 

Skills (15 base, +1 for minor hindrance)

Persuasion: d10

Intimidation: d10

Notice: d6

Shooting: d4

Stealth: d4

Survival: d4

Knowledge (Galactic Politics): d4

 

Equipment

  • Laser Pistol ($250, 2lb)
  • 4 x Energy pack ($20, 1/4lb ea)
  • Rebreather ($250, 1lb)
  • Body Armour ($200, 4lb)
  • Medi-Gel ($20, 6oz)
  • 10 x Nutri-Bar ($5, 4oz ea)
  • (Ceremonial) Rapier ($150, 3lb)

[/spoileralt]

 

[spoileralt=Referi (Trenton)]

Name: Referi

Race: Human

Sex: Male

Age: 24

Occupation: Historian

Rank: Novice

XP: 0

 

CORE STATS

Agility: d6

Smarts: d8

Spirit: d4

Strength: d6

Vigor: d6

 

Skills

Fighting: d6

Shooting: d6

Streetsmarts: d8

Survival: d6

Tracking: d4

Lockpicking: d6

Repair: d8

 

Hindrances: Curious(Major), Loyal(Minor), Delusional(minor)

Edges: Brawny, Luck, Great Luck

 

Gear

  • Money:$0
  • Comm link
  • Energy Weapon - Spear
  • Power pack*2
  • Body Armor

 

He loved history. Ever since he was a lad, he was fascinated by it. Referi spent most of his free time exploring history, whether it was through the massive volumes written on the subject, what he had learned in his schooling, or even from the friends he made. No questions were spared. He learned about the people of old, their culture, and the way they behaved. He learned about plenty of the weapons that they used throughout the ages. He even picked up picking a variety of locks for sport. It was becoming clear that he had a thirst that could never be sated.

 

After a long time, and a degree, Referi became a teacher. Referi taught for a few years, but he always longed for something a little more... exciting. Adventure! So, after hearing about a new planet discovered in a system far from his, that was just beginning to teem with intelligent life, Referi quickly packed his bags, collected funds, and set out for a new history to explore. Little did he know that he'd find that adventure sooner than he thought. Referi heard an explosion, as he was jolted out of his thoughts. far, far below, a planet loomed...

[/spoileralt]

 

[spoileralt=Nabila Rai (BM)]

Nabila Rai, Wandering Psion Diplomat.

 

Agility d6

Smarts d10

Spirit d6

Strength d4

Vigor d6

 

Skills

Persuasion d10

Shooting d6

Psionic d10

Notice d6

 

[spoileralt=Psionic Power]

- Force Bolt (Bolt)

Bolt of kinetic energy slams into target, chance to stun.

 

- Guidance (Boost/Lower Traits)

Path of Victory on.

 

- Combat Premonition (Deflection)

Dodging everything by the power of premonition

[/spoileralt]

 

Hindrance

Curious- Nabila is always curious, why would you do that? What is that strange monument? Where would you-

Loyal- Loyalty is a rare thing to find.

Pacifist- Although capable of defending herself, Nabila prefers to solve her problems without harming anyone.

 

Edges

Arcane Background-Psion - Nabila is gifted with the power to see glimpse of the future, she swears that she will use this power well.

Gear up - Being a junior diplomat, procuring funds for her travels is easy.

 

Inventory

  • Clothing - Standard Sriwijijayan Diplomatic attire.
  • Scoped Precision Particle Accelerator Rifle (1300) - Customized with added scope and prediction algorithm.
  • Ammo 5pack (100)
  • Combat Armor (800)
  • Energy Tent (200)
  • Comm link (100)
  • Nutri Bar (50)
  • Binoculars (2250)

 

Cyberware

Attribute Increase-Vigor (2)

Attribute Increase-Smarts (2)

200

 

Backstory:

 

A junior diplomat slash guard being sent home for "vacation" thanks to ongoing scandal, Nabila decided forgo usual traveling method in order to avoid the presses.

Everything went smooth until the ship explodes and now she stuck here in the middle of nowhere.

 

Appearance:

Dark skinned with long black hair usually tied to bun, green eyes.

[/spoileralt]

 

[spoileralt=Clarissa Leung (Lilith)]

Clarissa Leung

 

Agility: d6

Smarts: d8

Spirit: d8

Strength: d4

Vigor: d6

 

Fighting: d6

Healing: d8 (+2)

Investigation: d6

Knowledge (Biology): d8

Notice: d6

Persuasion: d6

Swimming: d4

 

Pace: 6

Parry: 5

Toughness: 5 (+4)

 

Edges: Healer, Martial Artist

Hindrances: Heroic (Major), Bad Eyes (Minor), Pacifist (Minor)

 

Gear:

  • medi-scanner ($600)
  • body armour ($200)
  • comm-link ($100)
  • first aid kit
  • prescription eyeglasses
  • 4 medigel packs (40 doses total) ($80)
  • 4 nutri-bars ($20)

 

Background

Clarissa was the ship's doctor, back when there was still a ship. Her homeworld was a small arid planet, once rich in rare metals but now in decline thanks to resource depletion. Performing routine medical checkups on the freighter's crew might not have been the most exciting career path in the world, but it paid well and had better prospects for advancement than staying back home. Her ambitions were modest enough: after saving up some money she hoped to settle down on a nice green world and start her own clinic. Now she's stranded on an unknown planet and all she can hope for is to keep herself and the other survivors alive.

[/spoileralt]

 

[spoileralt=Anna Velrath (Dantius)]

Dr. Anna Velrath

Chief Science Officer

 

Smarts: d12 (+4)

Agility: d6 (+1)

Spirit: d4

Strength: d4

Vigor: d4

 

Knowledge (Science): d12 (+5)

Shooting: d8 (+4)

Repair: d8 (+3)

Healing: d8 (+3)

Investigation: d8 (+3)

Stealth: d6 (+2)

 

 

Hindrances:

Elderly (Major): Dr. Velrath is very, very old. Nobody but her knows exactly how old, but she's easily over 100, and it shows.

Quirk (Pedant, Minor): A consummate scientist, she cannot stand factual errors or common misconceptions, and will immediately try to correct them upon hearing them.

Cautious (Minor): A ship's officer is a dangerous position with a high mortality rate, and you don't survive a century at it by acting in a stupid or rash fashion.

 

 

Edges:

Geared Out (x2): A century of scientific and medical services on the edge of the galaxy pays very well, and Dr. Velrath enjoys nothing more than spending that cash on the most cutting-edge tech on the market. +$20,000 initially.

Jack of All Trades: Dr. Velrath has picked up a lot in her travels. There's very little she doesn't have at least a passing familiarity with. All Smarts rolls are automatically d4 minimum.

 

 

Implants ($16,000):

Subdermal Weave ($3k): A network of carbon nanofibers lies a few millimeters below 95% of the epidermis, granting +2 to Armor.

Subdermal Plating ($3k): Thin-shell cementite plates covering vital organs and arteries, providing a further +2 to Armor.

Autodoc ($10k): A network of autonomous nanites flows through the bloodstream, providing automated healing of wounds, resistance to poison and disease, and hinders bleeding out.

 

 

Equipment ($2,500):

  • [EQUIPPED] Clothes ($0): A standard crew working uniform, covered with a spotless white lab coat.
  • [EQUIPPED] Knife ($0): A standard 6" titanium utility knife.
  • [EQUIPPED] Body Armor ($200): A brand new suit of lightweight body armor, worn under her clothes. +4 armor, negate 4 AP.
  • [EQUIPPED] Custom GyroJet Pistol ($300 + $500): Advanced tracking algorithms precision-guide the projectile to weak spots. +2 AP on all shots. Loaded (10/10), Rocket projectiles
  • Camoflague Suit ($250): A lightweight cloak that can be used to camouflage movement or actions.
  • Energy Skin ($500): A shiny, reflective cloak that can be worn over armor to provide protection against lasers.
  • GyroJet Ammo ($400): 100 rounds for the Gyrojet: 40x Rocket, 30x AP, 30x Heat Seeker.
  • Comm-Link ($100): A standard-issue comm link.
  • Binoculars ($250): A pair of standard-issue binoculars.
  • Scientific Package:
    • 1x Sensor Suite, Small ($500)
    • 1x Personal Data Drive ($500)
    • 1x Medi-Scanner ($600)
    • 10x Medi-Gel ($100)
    • 5x Adhesive Patches ($100)
    • 20x Nutri-Bar ($100)
    • 1x Mineral Detector ($100)
    • 1x Energy Tent ($500)

 

Dr. Velrath is the current chief science officer aboard the Porter-14, a post she has served at for two months, and the 537th such post she has served during her career. Whatever her other faults (and there are many), she is a survivor and does not intend on letting something as minor as a crash landing on an unexplored and possibly hostile planet with no known means of escape crimp her style.

[/spoileralt]

 

It looks like the best time for everyone will be on Wednesday, July 1 at 5PM MDT. Look forward to seeing everyone there!

Link to comment
Share on other sites

  • 2 weeks later...
  • 2 weeks later...
  • 1 month later...

Kind of update: Job is lovely, but it seems right now heads are up asses as far as scheduling goes (as in, i've had surprise work shifts twice in the last week). I dunno if people are okay with less than a week's notice for sessions (and even then...), but until things settle down it might be the only option.

 

Thoughts?

Link to comment
Share on other sites

  • 2 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...