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  #1  
Old Nov 18th, 2023, 10:53 PM
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Alien RPG: Stranded


Game SystemAlien RPG

Themeexploration, hard choices, getting along, dealing with stress

Flavourfirst two Alien movies, I don't like the rest

Plot SummaryOn your regular cargo run to Umbra Station, your ship gets stranded, because the universe cares not for your plans and problems. A solar flare from the system's sun prompts management to close up, which means no opening of the hangar for a few months.

Umbra Station is big. It has several sections big enough to be cities unto themselves, all sealed up for later use. They are supposed to be unused and empty. But, then, what are those station-wide vibrations and thumps coming from them?

Spend time with the resident team, survive the challenges of a harsh universe, and discover what's hidden where nothing of note should be.

Welcome to Umbra!

Umbra StationQuinn - Colony OPS Manager, M/32. He is a quiet man, and rarely seen at all outside of his office. He regularly runs meetings with Dillon and Jillian.
Dillon - Colonial Marshall, M/51. Represents law and justice on site. He is meticulous, precise and expects everyone to act like that when dealing with him. Hard drinker.
Jillian - Corporate Exec, F/38. Elegant, charming representative of Lasalle Bionational and its interests. No-one trusts her, everyone fears her, and almost everyone covets her power.
Jesse - Corporate Scientist, M/43. Resident distributor of 'recreational substances', and generally of everything that can be sold. Has an annoying habit of analysing others' behaviour and expected reactions. He's unnervingly correct most of the time.
Ivanova - Corporate Secretary, F/28. Slim, loyal and efficient, she is Jillian's lapdog, with all of the status' advantages and disadvantages. She's desperate to make friends, obviously hates her boss.
Paxton - Station Chief Mechanic, A/?. Always level-headed, always sympathetic, always curious. Most people agree he(?) is a jovial guy for an android.
Holmes - Medical Doctor, M/47. Everything has its proper procedure, not just professionally. There's a proper way to make coffee, to drink coffee, to court a woman, to arrange your furniture, etc. Many people owe their lives or physical ableness to him. He likes to remind others of that.
Dutch - Salvage Expert, F/23. She's a magician with discarded machine parts, but finds it hard to focus. She's got a tendency to 'get creative' with jobs, meaning the result is far from what required, but has numerous positive side effects. Some love her works, some avoid her like fire.
Rasczak - Mercenary, M/34. Gun for hire, though none really needs that on site. He does odd jobs, and runs the Spirit Sanctuary.

The Spirit Sanctuary - The prominent watering hole, if you want rumors wild or solid, you should find it here. Also Jesse makes this his unofficial office, talk to him to buy stuff.
The Office/The Lair - Quinn's Lair, as folks call it. Very few people saw its inside. There's talk about super secret procedures and documents stowed away in there, and there's talk about Quinn being an eccentric recluse and simply hiding in there from personal contact. Jillian and Dillon are the exceptions, and they say that any rumor about strange things in there is ridiculous. This only fuels conspiracy theories.
The Vats - The laboratories of Lasalle, led by Jesse, give work and livelihood for sixteen people. The single largest space apart from the hangar, it is the focus of the company's activities here. According to the employees, there are no actual vats.
The Guts - The processing space for planet - orbit cargo and passengers. They come in, get processed, and get ejected. The name stuck immediately when someone used it first in the Sanctuary.
The Velvet Cushion - Self-styled lounge bar and cocktail heaven. Not much more elite than the Sanctuary, but you can actually relax in quiet and soothing music for a +10% price. Jillian comes rarely but exclusively here. At those times people usually try to get favors from her, which she is very generous to provide - for a later undefined return favor.

Game InfoPlayer number: 3-5
Post frequency: 2-3 times a week
Standard character creation
Campaign play: no preset agendas, no preset buddies / rivals, no PvP please, no random PC death
Application period: until Dec 3
By the book: no exceptions, no third party stuff, I'd like to try the game as it is
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Last edited by junction; Nov 26th, 2023 at 01:38 PM.
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Old Nov 18th, 2023, 11:10 PM
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im interested

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Old Nov 18th, 2023, 11:44 PM
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Welcome.
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Old Nov 19th, 2023, 02:06 AM
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Don't have any books.

But if I play I like being chs like Hicks(Michael Bien)
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Last edited by BlackDragon0; Nov 19th, 2023 at 02:08 AM.
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Old Nov 19th, 2023, 07:14 AM
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I can offer a pre-made character from the book, or you can create a character easily at this official site.

Last edited by junction; Nov 19th, 2023 at 07:16 AM.
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Old Nov 19th, 2023, 08:08 AM
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CM Most of your friends will never see another world... but not you. As soon as you were old enough, you signed up for the USCMC. The pay is crap and the food is worse, but you've always got a bunk to sleep in and you get to shoot all sorts of weapons at all sorts of things. Life in the corps is never dull-but the luster has begun to fade. You've seen things that you'll never be able to forget, and plenty you wish you could.


Character Name: Sgt.John Stone

Career: Colonial Marine

Backgrond; Temporarily stationed on station, While awaiting a unit assignment.

stats
Health: 5

Encumbrance (How many Items you can carry): 10

Key Attribute: Strength

Key Skills: Close Combat, Stamina, Ranged Combat


Key Attribute: Strength (Max of 8 in Key Attribute and 7 in others)
Points: 0
Max Points: 14

Strength: 5
Agility: 4
Wits: 3
Empathy: 2

(Strength - Heavy Machinery, Stamina, Close Combat, Max Health, Encumbrance
Agility - Mobility, Ranged Combat, Piloting
Wits - Observation, Comtech, Survival
Empathy - Command, Manipulation, Medical Aid)

(3 - Skills - 10 Points, upto 3 points in Key Skills and upto 1 in others
Key Skills: Close Combat, Stamina, Ranged Combat
Points: 0
Max Points: 10)

Close Combat: 3
Heavy Machinery: 0
Stamina: 1
Ranged Combat: 2
Mobility: 0
Piloting: 1
Observation: 1
Survival:1
Comtech: 0
Command: 1
Manipulation:0
Medical Aid: 0

[4 - Talents - Start the game with 1 talent, 1st Talent must be a Career Talent (can't take Career talents from other Careers) or indicated by Marine Speciality]

Talent 1:
Colonial Marine - Overkill <Starting trait

Talent 2:
Colonial Marine (CMOM) - All-Terrain Driver

Talent 3:
Colonial Marine (CMOM) - Heavy Weapons

Talent 4:
Colonial Marine (CMOM) - Bypass



(5 - Gear - Choose a Signature Item and 2 other items
Cash: d6 x 100 dollars)[Dice Roll:
1d6 4
x 100= 400]

Signature Item:
Colonial Marine - Bullet that you survived

(Starting Gear:Choose 2 from: M41A Pulse Rife or M56A2 Smart Gun, M314 Motion Tracker or 2 G2 Electroshock Grenades, IRC MK.35 Pressure Suit or M3 Personnel Armor, Signal Flare or Deck of Cards)

M41A Pulse Rifle

M3 Personnel Armor

notes1.You don't run and hide when the going gets tough. Instead of panicking in the face of mortal danger, you can turn your fear into aggression and use it as a weapon against your enemy. You can trigger the Overkill effect when you make a Panic Roll.

2.Almost anyone can drive a tractor or APC, but with this talent you have experience driving all-terrain vehicles over rough terrain whilst minimizing damage to the vehicle. You get a +2 modification to PILOTING when driving a wheeled or tracked vehicle built for off-road travel.

3.The military uses a variety of heavy weapons, from plasma guns to tactical missiles and tank guns. You get a +2 modification to RANGED COMBAT when firing such weapons, and +2 to HEAVY MACHINERY when attempting to unjam or fix a heavy weapon.

4.You are qualified to set up, control and repair remote sentry guns and other remotely controlled battlefield devices, and to pilot remote vehicles and Pups. Receive +2 to COMTECH rolls to carry out these tasks. The correct equipment is needed in all cases. A portable uplink terminal, for example, is needed to remote pilot a dropship, EVAC fighter or APC.


backstory John Stone, born John Anex Stone. Had a good life good parents. His father a former ColonialMarine turned company security. His mother captian of a company mining ship. But the good life doesn't last. When he was 16 his parents ship disappeared. Leaving him homeless and orphaned. He joined the Colonial Marines, partly to follow in his father's foot steps. And mostly to have a home. A year later the Weyland company found bits abd peices of his parents ship blown up. Not enough forthewhole but enough for them to all be declared dead, by the company. That was 10 years ago. Now a sergeant in the Colonial Marines John Stone,
AKA the 'Battlestone' is on a station awaiting his next assignment.
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Last edited by BlackDragon0; Nov 19th, 2023 at 06:41 PM.
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Old Nov 19th, 2023, 10:19 AM
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I have never played this before. But I am interested
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Old Nov 19th, 2023, 12:15 PM
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@Cheshire
Welcome. How much do you know about the game?
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Old Nov 19th, 2023, 01:29 PM
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@junction. I am looking at the pdf core rules. That is about all I got so far. I played the videogame so I think I have a basic idea of what the game is about. I am using a character generator to make my character.
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Old Nov 19th, 2023, 04:56 PM
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Character Name: Corporal Marcus Santos
Career: Forward Observer

Stats
Health: 3
right-aligned image

How many items you can carry: 6
Key Skill: Wits
Key Skills: Observation, Mobility

Max points: 14
Strength: 3
Agility: 4
Wits: 5
Empathy: 2

Skills:
Close Combat: 1
Heavy Machinery: 0
Stamina: 1
Ranged Combat: 2
Mobility: 3
Piloting: 0
Observation: 3
Survival: 0
Comtech: 0
Manipulation: 0
Medical Aid: 0

Talents:
Stealthy- You get +2 modification to Mobility when using the skill to move undetected.

Gear: Signature Item: Lost Friend's dog tags
Specialty Gear: M41A Pulse Rifle, F3S Spotter Scope, Suppressed Pups, Ghillie Suit


OOC This is the basics of what the character generator made for me. Not sure what else you may need so let me know and I will add it.
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Last edited by Cheshire; Nov 26th, 2023 at 09:45 PM.
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Old Nov 19th, 2023, 06:43 PM
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Sorry if I done more than you were expecting but your ad didn't detail your expectations. So I just had fun with it.
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Old Nov 20th, 2023, 06:10 AM
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No, that's fine. Detailed characters are ok.
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Old Nov 21st, 2023, 12:10 AM
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I am interested. I'm going to set up a character tomorrow, I have no experience with the system but I'll read what I can online and go from there
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Old Nov 21st, 2023, 02:10 AM
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On movie 2 atm...
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Old Nov 21st, 2023, 09:53 PM
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Character Name: Diana Day

Career: Colonial Marshal

Backgrond; Was on her way to be deployed to her planet to Marshall when she was laid up in Umbra station

[Fieldset=stats]
Health: 2

Encumbrance (How many Items you can carry): 4

Key Attribute: Wits

Key Skills: Observation, Ranged Combat, Manipulation


Key Attribute: Wits(Max of 8 in Key Attribute and 7 in others)
Points: 0
Max Points: 14

Strength: 2
Agility: 4
Wits: 4
Empathy: 4

(Strength - Heavy Machinery, Stamina, Close Combat, Max Health, Encumbrance
Agility - Mobility, Ranged Combat, Piloting
Wits - Observation, Comtech, Survival
Empathy - Command, Manipulation, Medical Aid)

Skills(3 - Skills - 10 Points, upto 3 points in Key Skills and upto 1 in others
Key Skills: Close Combat, Stamina, Ranged Combat
Points: 0
Max Points: 10)

Close Combat: 0
Heavy Machinery: 0
Stamina: 1
Ranged Combat: 3
Mobility: 0
Piloting: 0
Observation: 3
Survival:0
Comtech: 0
Command: 0
Manipulation:3
Medical Aid: 0


Talents
[4 - Talents - Start the game with 1 talent, 1st Talent must be a Career Talent (can't take Career talents from other Careers) or indicated by Marine Speciality]

Talent 1:
Colonial Marshall - Investigator <Starting trait
-You see what others miss and are skilled at noticing small details and making sense of them. When you spend a turn in a room or similar location, you can roll for OBSERVATION. Only one attempt is allowed. For each 6 you roll, you may ask the GM one of the following questions. The GM must answer truthfully, but she is allowed to give vague or incomplete information. What happened here? Is there anything hidden here and if so, where? Are there any details here that are out of place, something that's out of the ordinary?

Talent 2:
Quick Draw
-You can draw your weapon so quickly it doesn't cost you an action.

Talent 3:
Hothead
-You don't like being told what to do. You get a +2 modification to opposed rolls for MANIPULATION whenever someone tries to give you orders. This talent can also be used to resist the Officer's career talent Pull Rank

Talent 4:
Fast Reflexes
-You can draw two initiative cards instead of one during the initiative draw. Choose the one you want to use and shuffle the other one back into the deck before others draw their cards.



Gear
Cash: d6 x 100 dollars)
Dice Roll:
1d6 3


Signature Item:
marshall - Photo of a Loved one ( photo of girlfriend back on her home planet)

.357 Magnum Revolver

Personal Medkit




Backstory
born on LS-64, Diana grew up with only limited choices. go to school, or work in the mines, join the USMC or go work in the mines. Join the USMC or get married. Diana but her all into the application, and while she wasn't the the strongest one there. Her speed and tenacity allowed to her time to find her opponent's weakness. Being told no had always goaded her as she pushed back and pushed hard. She was given the boot when she failed out of the USMC boot camp.

But it gave her the space away from her home planet to look for new opportunities, She joined up with the Colonial Marshals, proving her place there when she was finally assigned her first duty she left behind the small life and boarded the ship to her new life. With a small lay over at Umbra Station.





Last edited by Nomad240; Nov 22nd, 2023 at 02:51 PM.
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