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Post by brunop on Jan 25, 2022 18:07:06 GMT
Having read throug most of the rulebook, I am now ready for my first campaign.
Here is the Star of the show: Matthaius is a religious zealot, believing to be a prophet serving God and he wants to clean the universe from corroption and aliens. Only basics are pure. Psy and enhanced are an abomination. As are synthetics.
Profile: Name: Matthaius
Race & Gender: Basic Male
Profession: Religionist
Rep: 5 People: 5 Savvy: 4
Attributes:
1. Poser
2. Cruel
Weapon: None Armor: None
Year 1, january:
Matthaius is walking down the street in sector 7 (roll of 7) (Pubs and Recs) during daytime (roll of 1) when he see two joe labors that are being robbed (roll of 6) by a human male. They are resisting, and Matthaius, wanting to accomplish his holy mission intervenes in the confrontation:
Matthaius, rep 5, no weapon Joe Labor 1, basic, rep 4, no weapon Joe Labor 2, basic, rep 4, P-1
against Human male, rep 4, B-2
Surprised by Matthaius intervening, the robber hesitate and we have the advantage (roll of 1) and we act first (2d6 vs 1d6)
JL2 shoot and the robber duck back (pass 2d6, damage of 4). Matthaius and JL1 charges into melee. Since the robber has ducked back, he can't return fire.
In melee: Matthaius pass 2d6 JL1 passes 1, rolls a 6 and is out of the fight Attacker pass 2d6.
So -1rep to Matthaius and the attacker.
Round 2 of melee: Matthaius pass 2d6 and the attacker pass 0. Out of the fight.
Matthaius retrieve the weapon of the attacker (B-2) and decide to do some proselytizing and recruit both Joes to his cause.
Interacting with them, he is ignored, but by sweet talking, he does get a positive reaction. Further interacting with them, he convinces them to join him on his crusade.
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Post by infierno on Jan 25, 2022 18:18:41 GMT
Lol, was Poser a randomly rolled Attribute or did you pick that one? Either way, perfect attribute for a self-proclaimed prophet! Cool stuff, I like the idea for religious extremist profession in NB.
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Post by brunop on Jan 25, 2022 19:13:43 GMT
Poser was randomly rolled, but I agree it's perfect.
For the extremist, I got the idea when I saw the Religionist job.
I expect he's gonna fail miserably in his self declared crusade.
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Post by Ed the Two Hour Wargames Guy on Jan 25, 2022 19:41:01 GMT
Perfect example of how the game is played. Very interested in this one with the unique Star.
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Post by crinklechips on Jan 27, 2022 21:54:42 GMT
Great fun. Look forward to more! Never underestimate a passionate man with a cause
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Post by brunop on Jan 28, 2022 20:15:11 GMT
Matthaius January, Year 1 part 2
Our hero has recruited the two humans from the previous encounter: Defining the recruited characters, Joe Labor 1 is a female mechanic who has the rage attribute. Joe labor 2 is a female laborer with the crack shot attribute.
Matthaius welcomes his first disciples and he gives them new names since they are leaving behind their ancient life: Mara and Artemis.
Year 1 - January - Voluntary encounter
Having recruited his first converts, Matthaius now needs someplace that will serve as his temple. He decides to go on a chillin' encounter in the hope of finding something suitable.
He chooses Lower Polaristan (roll of 9) for it's proximity to the City Hall, where he hopes to gain some influence. They go during the night. Strolling through the streets they encounters a Tavern (roll of 7 +1) called the Silent Angel which would be perfect.
Outside, they encounters A ZhuZhu Joe Labor (Rep 4, people 4, savvy 3 armed with a B-2). Mara met him before and had a positive reaction but she's now convinced that aliens are impure and refuses to acknowledge him.
Inside they have two encounters (1+roll of 1).
First Encounter:
1 Human Criminal element (rep 5, people 5, savvy 4) armed with a B2 with hard body armor. Mara having been there a few times already knows him. He's the owner of the tavern
They interact with him (+2d6 for the cruel attribute and outnumbering). Matthiaus passes 3 against 0. And gets a favorable result. The owner is aggreeing with Matthaius. Further interacting with him (3d6 passed against 2d6), Matthaius convinces him to join his cause. However, he is not yet ready to turn over his business to Matthaius.
It will be a people challenge to convince him to turn his tavern into a temple. It will be difficult (-1). Pass of 1d6, the owner is not yet convinced and Matthaius press him a bit further (pass 2d6) and he is convinced. The Silent Angel will become Matthaius's temple.
Second encounter:
2 criminal element Razor R1 - Rep 5, people 4, savvy 6, B-2, no armor R2 - Rep 4, people 4, savvy 4, P1, heavy armor
On friend of foe table, I roll a 11. I interpret this as them having overheard our discussion with the Owner and being a bit angry.
Since it's now our temple, Matthaius want the non-humans to leave and goes to interact with the razors to try and get them to leave. The interaction is 2d6 vs 2d6, but they already had a hostile disposition toward me, it means I passed 1d6 less. So we go to confrontation. They are not happy at all about our takeover and our anti-alien stance.
Mara and Artemis are there with Matthaius. Our new recruit, Isaac, will also fight with us.
The razors attack first and have the advantage
The leader shoot at Matthaius and Artemis, and the other one shoots at Isaac. The leader hits both targets: Rolls a 1 (+2 no armor) against Matthaius, he ducks back. And a 4 (+2) against Artemis, Obviously dead.
The second miss his shot.
On the will to fight, Matthaius pass 2 and continue the fight and so does the razors.
Matthaius recover from duck back while Isaac shoot once at each razor. 1d6 passed, targets in cover so both return fire.
The leader pass 2d6, and the other too. Isaac is taken out of the fight. Meanwhile Mara charges the leader. Both pass 2d6, so -1rep to each. Again both pass 2d6, -1rep. And again both pass 2d6, -1 to rep. Both pass 1d6, so -1 rep. Mara reaches a rep of 0 and is out of the fight.
Will to fight: Both teams pass 2d6, the fight continues. Matthaius will not abandon his new found temple.
We are now on the second round of fighting. Police is called and will arrive in 2 turns.
Fueled by his faith, Matthaius has the advantage despite his loss. And he acts first. He shoot once at each target and hit both. A 4 (+2 no armor) against the leader (obviously dead). And 1 against the other razor, who ducks back.
Hearing the police is coming, both parties are unwilling to continue fighting and leave. Outside, he bumps into a lone Hishen mercenary, but run away without interacting with him.
Having lost Artemis, Matthaius has now a special hatred of Razors. He almost lost everything because of them. His other 2 recruits were left behind and he now needs to rescue them. Were they taken by the police or are they now prisoners of some crime boss? And who is in control of the Silent Angel now?
Time for the MOnthly Rep d6. Balance is -4 Rep D6 because of the friends abandonned during the fight. Matthaius rolls at least a 1, so his rep decrease to 4.
NOTE: While it's not the easiest rulebook to understand and it could be better, I'm having a lot of fun playing this game so far. There is not a lot of control over what's happening, but it's great to create interesting stories. The rules tells you if you have an encounter, gives you and outline of who you meet, and tells you if you have a positive or negtive interaction, but explaining what's happening and why is up to you and it's just so much fun. Thanks Ed!
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Post by crinklechips on Jan 29, 2022 10:02:13 GMT
Don’t forget that the rules and the game as a whole are there for your enjoyment. It is absolutely encouraged that you should make adjustments for your own style of playing. If you want more control, take it! I’m not sure what you are referring to specifically but lets say you don’t enjoy involuntarily encounters. You could pick one from the list instead of rolling or ignore them entirely. I see that you rolled for a location. Feel free to just pick one instead. The way that Ed writes a ruleset makes it easy to pick and choose what you like and even slot in bits from his other games. Believe me, we all do it. Glad you’re having fun. Keep going
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Post by Ed the Two Hour Wargames Guy on Jan 29, 2022 17:36:21 GMT
Lo0oks like you're getting it and yes, tweak it as desired. It's your game, as I like to say.
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Post by brunop on Jan 30, 2022 16:00:35 GMT
Matthaius has been lurking in Lower Polaristan since the fight during the Silent Angel takeover, planning the rescue of his disciples. He'll need them to retake control of the Temple.
INVOLUNTARY ENCOUNTER:
Roll of 1, I have been burglarized… roll of 2, while I am not at home. Law level 3, 0d6 passed, so 4 decreasing rep d6.
VOLUNTARY ENCOUNTER- Find
Despite his aversion to aliens, Matthaius decides to search for Sudakoo, the Hishen mercenary he bumped into while fleeing. He might have seen what happened to his disciples.
He was last seen (roll of 5) in Lower Hope. Travelling there, he passes through 4 area (roll of 3, 1d6 passed, encounter in Lower Gaia, pickpocketing (roll of 1).
It is nightime and 1 Basic male, r4 P3 S4 with P1 tries to pickpocket Matthaius. Both pass 1d6. The pickpocket passes by but does not attempt anything.
In Lower Hope:
FIND encounter:
2 PEF
1st PEF:
2 Joe Service Xeog.
1- R4-P3-S4
2- R4-P4-S4, P-1
Matthaius tries to talk to them, and using sweet talking (-1 rep d6) he gets a positive reaction (+1 rep d6). Further interacting Matthaius gains 1 clue (+1 Rep d6) but it'S not enough to find Sudakoo.
2nd PEF:
2 Basics Criminal Elements
1- R3-P2-S3, B-2, SB
2- R4-P3-S4, A-3, HB
Criminals should know something, so Matthaius interact with them. They recognize Matthaius and draw their guns. Confrontation!!!
They have the advantage but Matthaius act first and shoot once at each. He hits the leader and miss the other guy. The leader ducks back. Then they flee the battle board.
Continuing his search, it appears that Sudakoo was seen in Gaia Heights recently. No travel encouters during his transit to Gaia Heights.
There is 1 PEF in Gaia Heights. A Human exotic (R4, P3, S4, B-2 and SB).
Matthaius interact with him and the exotic ignores him, so using his sweet talk skills (-1 rep d6), he manages to get a positive reaction (+1 rep d6). He questions him and gain a clue (+1 Rep d6) about Sudakoo but it's still not enough to find him. However it does lead him to Lower Gaia. Luckily, there is no encounter during transit.
In lower Gaia there is only 1 PEF.
1 Zhu zhu Joe labor, (R4, P5, S3, unarmed)
Matthaius gets a positive reaction (+1 rep d6) and further questionning him, gains a 3rd clue. Still not enough to find Sudakoo but he should look in the spaceport. He has an encounter during transit: a confrontation.
2 Joe labor Zhuzhus
a- R3 P2 S3, unarmed
b- R4 P5 S3, unarmed
Matthaius has the advantage and act first. He shoot at both Zhuzhu. Hit the first who his killed (+1 rep d6), but miss the second who ducks back. Matthaius flee the scene before the police arrives.
In the spaceport, Matthaius manages to find only one PEF.
2 Exotic humans
A- R4 P3 S4 B-2
B- R3 P3 S2 A-3, HB
Matthaius tries to talk to them and gains a positive reaction (+1 d6 rep). He sweet talks (-1 rep d6) them into giving him a clue (+1 rep d6). He finally find Sudakoo at the spaceport.
Their first meetingm last month left a bad impression on Sudakoo, but Matthaius tries to question him nonetheless.
He gains a positive reaction (+1 rep d6) and Sudakoo does know (+1 rep d6) where Mara and Isaac were taken. They are prisoners of the Crystal Snakes, whose base is in Lower Polaristan.
Matthaius goes home to plan his rescue.
Matthaius finishes the month with +4 rep d6. And manages to raise back his Rep to 5.
NOTE: The Find encounter was quite long and a bit repetitive. I think next time I could rely less on the random tables and add more narration to make it more interesting. I'm suprised Matthaius hasn't been killed so far. He is quite lucky in the fights.
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Post by Ed the Two Hour Wargames Guy on Jan 31, 2022 16:01:04 GMT
Find Encounter can be quick if you roll the 1d6 result equal to the Clues you've found. Having a good People Skill lets you Interact with NPCs quicker as well.
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