Starcraft Campaign Booklet.pdf

(4355 KB) Pobierz
C:\MyFiles\RPG\Alternity\Starcraft\booklet.wpd
Campaign Booklet
161038887.006.png 161038887.007.png
INTRODUCTION
The StarCraft Edition of the Alternity Adventure Game introduced the science fiction
setting of the StarCraft computer game into the world of roleplaying games. The StarCraft
RPG uses the “Fast-Play” rules of Alternity: a streamlined, simpler version of the full game
rules. This allows new players to easily learn the basics of the Alternity game while
adventuring in a setting they are familiar with: StarCraft. Once the players have learned the
basics of the Alternity system, they may want to take the game a step further by playing with
the full version of the Alternity game rules. Likewise, experienced players of Alternity will
undoubtably wish to use the full game rules when adventuring in StarCraft universe. This
document is intended to bridge the gap between the Fast-Play and full version Alternity
rules in the StarCraft setting. However, this document does not restated core information
provided in the Alternity: StarCraft Edition boxed set and is NOT intended to act as a
replacement for that product. To take full advantage of these expanded rules, you will still
need the StarCraft Edition of Alternity.
A Word on Conversions
For simplicity and sheer product size limitations, many elements of the StarCraft
computer game were not included in the StarCraft Edition of the Alternity game. In order to
implement the expanded StarCraft setting, the additional creatures and war machines are
added here. Other elements were rewritten as needed to take full advantage of the
Alternity rules. This includes things like careers, detailed psionics, expanded unit
descriptions, and more.
Wherever possible, the rules and statistics given in the Alternity: StarCraft Edition game
are used. For example, all creatures have the same ability scores, durability, and skills.
Damage, armor, and some details have been changed to fit the full Alternity rules. For new
creatures and units described here, the Hit Point, Armor, Shield, and Attack scores from the
StarCraft computer game are used. These have been compared to units detailed in the
Alternity: StarCraft Edition boxed set, and the ratio comparisons used to create the Alternity
stats. This helps make the roleplaying game as consistent as possible to the computer
game. (One exception occurs with Protoss energy shields, which in these expanded rules
have been separated from the armor ratings of Protoss units.)
When an item has a near identical facsimile already outlined in the Alternity rules, the
original rules for that item are simply used in the conversion. Examples include the
statistics for PL 6 powered attack armor (PHB p. 188) used for the Terran marine’s CMC-
300/400 Powered Combat Suit or the Dragon 3 Heavy Flamer statistics (Star*Drive Arms &
Equipment Guide p. 62) used for the firebat’s plasma-based Perdition Flame Thrower.
SPECIES
There are three sentient species in the StarCraft game: Terran, Protoss, and Zerg. Of
these two, only the Terran and Protoss can be chosen as Heros. (One exception is the
Mutate, explained below.) This document will not give the backgrounds of these species.
For histories, see the Alternity: StarCraft Adventure Game or the StarCraft computer game
manual. The advanced game details of these species appears below.
Terran
Terran are the human race originating from earth. Their statistics and details are fully
described in the Alternity Player’s Handbook . The history of the Terrans in the StarCraft
universe can be found in the StarCraft computer game manual . The military plays a strong
role in the Terran culture. Many player characters will be individuals who were “adopted” by
the military in youth, often orphans, and trained all their life for a military career. Others will
Alternity: StarCraft Expansion Page 1
161038887.008.png
be criminals or other humans who are unable to fit into society. The military takes these
troubled Terrans and, through vigorous mental and physical “reconditioning” training,
shapes them into deadly fighting machines.
Protoss
All Protoss are inherently psionic. This means
that even those who are not full mindwalkers
(zealots and dark templars, for example) are still
talents. Protoss communicate with each other
psionically, telepathically emitting their thoughts to
those around them. For simplicity sake, assume
the effective distance of telepathic communication
is the same as a human voice could carry.
Although they have trouble with some sounds,
Protoss can speak verbally when needed. Protoss
have the following minimum/maximum ability
scores:
STR:
7 - 15
DEX:
4 - 11
CON:
8 - 14
WIL:
9 - 16
PER:
4 - 11
Special Abilities
Psionic Ability : All Protoss possess some level of psionic ability. Any hero who does
not choose the Mindwalker profession will automatically be a talent. The Protoss have
learned to harness this psionic ability in nearly every facet of their lives, communicating
entirely through telepathy. They have learned to integrate their psionics with technology,
powering some weapons and armor with psionic power (see the psionic blades and Protoss
power suit for details). Like the Fraal, the Protoss possess a higher level of psionic power
than other races, earning 1.5 x their Will score in psionic energy points for Mindwalkers,
and psionic energy equal to their Will score for talents and Diplomats with Mindwalker as a
secondary profession.
Unique Tech : The Protoss have a very unique technology. This technology is designed
to take advantage of the Protoss’ physical structure, two-thumb/two finger hands, and in
some cases, psionic ability. For this reason, all Protoss suffer a +3 penalty any time they
attempt to use Terran technology. On the other hand, Terrans and mutates suffer a +3
penalty using Protoss technology. Protoss tech that uses psionic energy, such as their
shields or psi-blades, are designed specifically to Protoss psionic brain patterns, and are
completely unusable by other species... even if the member of that species is a mindwalker .
Protoss rarely carry ranged weapons, but instead prefer to use psionic ranged attacks or
cybernetic subdermal weapons. At the GM’s discretion, some ranged weapon effects of
Terran technology can be used as a subdermal cybernetic implants for Protoss. For
instance, a Protoss could have a subdermal laser pistol without incurring the +3 step
penalty.
Mutate
In the StarCraft Adventure Game, the character Sistask is a mutate: a being part Zerg
and part human. Mutates came about through genetic engineering of Terran scientists.
The mutates are primarily human in appearance, but have had the genetic code of the Zerg
imprinted in their DNA. In game terms, the mutate hero is created by simply using the
Alternity: StarCraft Expansion Page 2
INT:
4 - 14
161038887.009.png 161038887.001.png
mutant rules found in the Alternity Player’s Handbook. Players and GMs who own the
Alternity: Gamma World game can use the vastly expanded list of mutations found there.
Players should design a mutant keeping in mind appropriate mutations that could come
from the genetic engineering and splicing of Zerg DNA. Dermal armor, acid touch, and
natural attack are all good examples, but almost any mutation could be attributed to Zerg
genes.
CAREERS
Dark Templar
(Protoss Free Agent Career)
The Dark Templar are a mystery, even to the Protoss. Dark Templar have developed
the innate ability to bend light around themselves, making them virtually invisible. This
causes them to show up as a nearly imperceptible humanoid-shaped distortion in the air.
This gives them a +3 resistance modifier against both melee and ranged attacks and a -3
step bonus to Stealth-sneak/hide skills. Dark Templar are able to turn off this ability and
make themselves visible when they wish. This ability to bend light is negated by most
equipment or armor a dark templar wears (that is, the carried items are not invisible),
therefore dark templar rarely wear armor or carry any other weapon other than their psionic
blade. However, their light Protoss shield does not affect this ability. While permanently
cloaked, there are some defenses that can see through the Dark Templar’s cloaking. The
Protoss observer can detect cloaked individuals and psionically communicate their image to
nearby units. Likewise, the Terran have some devices, such as missile turrets, that detect
cloaked units and digitally project the 3D image in the “heads up display” (HUD) of marines
and other units. And finally, Zerg overlords can also mentally project the images of cloaked
enemies to the Zerg units under their control. Cloaking of both the Dark Templar and Ghost
also bends light of the infrared spectrum, so infrared detection devices alone are not
enough to detect these cloaked beings. As with all Protoss, Dark Templars must choose to
be a psionic talent.
Skills Package: Melee Weapons- blade ; Stealth- sneak , hide ; Interaction- intimidate
Signature Equipment: Protoss light shield, psionic blade
High Templar
(Protoss Mindwalker Career)
The High Templar have sacrificed the principles of martial training to concentrate on
their innate psionic abilities. The templars are able to wield massive psionic abilities unique
only to Protoss, such as the psionic storm.
Skills Package: Awareness- intuition ; Resolve- mental ; Telepathy-
psionic storm , hallucination
Signature Equipment: Protoss light shield, Khala Prayer Book
Firebat
(Terran Combat Spec Career)
Occasionally, instead of direct rehabilitation of a criminal, the
military will opt to “refocus” the aggressive tendencies of
criminals into the training of a firebat. This makes firebats
ruthless opponents, often reveling in the destruction of their
enemy. All firebats are required to take the skills and signature
equipment listed below.
Skills Package: Armor Operation- powered ; Heavy Weapons-
Alternity: StarCraft Expansion Page 3
161038887.002.png 161038887.003.png
direct fire ; Stamina- endurance
Signature Equipment: CMC-660 Heavy Combat Suit, Perdition Plasma-based Flame
Thrower
Suggested Perks: Tough as Nails
Suggested Flaws: Criminal Record
Zealot
(Protoss Combat Spec Career)
Zealot is probably not a strong enough term for this Protoss warrior. Zealots are willing
to do anything for the good of the tribe, and will relentlessly pursue their goals. Zealots
normally attack with two psionic blades, inflicting devastating melee damage to opponents.
The goal of all Zealots is to reach the upper levels of the Khala. The psionic blades of the
Zealot are actually cybernetically installed into their forearms. All Protoss must be psionic
talents.
Skills Package: Melee Weapons- blade ; Armor Operation- powered ; Stamina- endurance
Signature Equipment: Protoss Power Suit, Khala Prayer Book, 2 psionic blades
Suggested Perks: Faith, Ambidextrous
Suggested Flaws: Obsessed
Cybertech: Good subdermal weapon mounts (x2 for blades)
Ghost
(Terran Free Agent Career)
When a Terran shows some type of psionic ability, they are
often trained as “ghosts”. The StarCraft computer game rules
indicates that the military suppresses this psionic ability,
refocusing it to improve the overall effectiveness of the ghost. In
RPG game rules, this means the ghost is required to be a talent.
In turn, they should have the flaws wild talent and implant (the
implant being a psionic restraint implant). The points they gain
from this should be used in some type of Perk than enhances
their abilities or some other physical aspect.
Ghosts employ a psi-stealth cloak that bends light, similar the
innate ability of a Dark Templar. The cloak is powered
psionically, using the psionic energy points of the Ghost. The
cloak offers a +3 resistance modifier against both melee and
ranged attacks and a -3 step bonus to Stealth-sneak/hide skills.
It uses one psionic energy point per ten minutes of operation
(GMs can use the consumption rate of one energy point per
game scene of operation for simplicity.)
Skills Package: Ranged Weapon, Modern- Rifle ; Stealth; Demolitions- Set Explosives
Signature Equipment: Hostile Environment Suit, demolitions pack, stealth cloak,
psi-restraint implant, 25mm C-10 Canister Rifle
Suggested Perks: Increased ability, Observant, Psionic Awareness
Required Flaws: Implants, Wild Talent
Alternity: StarCraft Expansion Page 4
161038887.004.png 161038887.005.png
Zgłoś jeśli naruszono regulamin