Magical DESTRO Adventures

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The First Adventure: Hard Training

Hard Training

The Second Adventure: The White Death

Concept

Concept: post-apocalypse transhumanist future tactical operator kinetic sneaking mission. Islamic Mexican Ultranationalism Mode. (Plasma Pompadour still switched on)

The world has fallen.

Between the increasingly decadent corporations, ultranationalist uprisings, renegade weapons projects and increasing desperation and lawlessness, it's a wonder that it lasted as long as it did. Then the corporate masters left, taking their penthouses into geostationary orbit, far from the crime, poverty and warfare on the surface. However, they left a surprise behind them - the DESTRO system, an incredibly sophisticated AI ordered to clean the slate on Earth and restore its environment back to a once again profitable status. As far as our best scientists have been able to determine, it went completely batshit insane at some point during that. No surprise there.

We are the Resistance, the last force that stands for freedom from all the ridiculous bullshit that history has seen fit to pile upon our planet. You are a team of our elite operatives, for what meaning the word has these days - a group of special forces that is sent to do the most dangerous and daring of operations. Operating. Operationally.

This time, we are sending you to Illinois, in the old United States. According to our intelligence, DESTRO has created a vast prison complex built within Mont Blanc - the relic of a deranged corporate project "to just put all the famous mountains in one big theme park for convenience". Since so far DESTRO has preferred to just immediately murder any human that it got its manipulators on, we want to know where the change of heart came from, and if feasible at all, to rescue those who are being held there.

This is a mission deep within DESTRO-controlled territory - you can expect to be surrounded by the enemy. Not that this is news to you, though. General Morden has procured local support, which you should be meeting upon your arrival in the area of operations and which will aid with the extraction.

Godspeed, soldiers. We're counting on you.

Characters

This is the far future of transhumanity gone wild and mildly deranged; viable character concepts can range anywhere from normal - or genetically modified - humans, cyborgs, robots, corporate clone-soldiers left behind on Earth, cyborgs who can transform into motorbikes and have plasma cannons in their nanotech-enhanced pompadours, AIs controlling swarms of poisonous spiders and who knows what else. Freedom is the keyword here.

There are four fundamental stats that you have 21 points to distribute amongst:

  • Physical
  • Mental
  • Social
  • Will

Physical and Mental stats represent your overall abilities in those areas, while Social represents both how generally sociable you are and how good at convincing others you are. (yes, this may actually end up used in this) The last stat, Will, represents how overall driven you are – the strength of your spirit, determination etc. It is also used to defend against hacking and suchlike.

Your character also has one Speciality, something which they are exceptionally good at, which adds one dice and lowers the target difficulty by one on all relevant rolls.

On top of that, describe the traits and weaknesses of your character in your profile; the target number for these should be 5 or so. These define what your character can do, as in, the special abilities they may possess. Being a swarm of robot spiders or having a plasma cannon in your cyber-pompadour would fit here, for instance.