Tag Archives: alternity

Two New Alternity “The Lighthouse” Session Summaries Posted

In these two sessions, we go through the Alternity hosejob called “The Last Warhulk.”   I think we’re starting to regret not going with more combat-monster characters, or at least as monstery as we could be at such low levels.

Sixth Session – A holographic yet stabby and underage prospective lover appears in Ten-Zil Kem’s room.  When she’s rejected, a huge warship appears and pulps the Lighthouse and her destroyer contingent.  The command staff shuttles over to beg for our lives, and we are tentacle-raped by warbots as the ship departs into drivespace.

I don’t mind losing, but the space combat took such a long time to resolve – and all there was to resolve was us being pounded for two rounds.  Apparently it wasn’t supposed to be a totally one sided shellacking; in games where levels etc. count less it can be hard to estimate a good challenge level.

Seventh Session – We determine the crazy AI in charge of this ship has to go.  Happily, we have popguns and level 2-3 characters to pit against the well armed, armored, and sensored robot legions.  But then we find some plastic explosives and it’s BOOM time!  Oddly, the female alien on the ship’s crew does not find herself irresistibly drawn to Captain Takashi, to everyone’s disappointment.

We manage to pull this off, but the only way to hurt the warbots is by using whole clusters of 6 energy grenades at a time (seriously) liberated from dead robots.  Did I mention I have all of one rank in Pistol and carry a little laser pistol?

This session was more fun than the last one since we had a lot more people to spread around and the crazy AI and the aliens were entertaining to interact with.

This scenario showcases some of the worst spots of Alternity, sadly.  All the technical skills needed to open doors etc. took minutes to use.  So when a robot firefight broke out, you couldn’t have people dramatically closing blast doors or hacking computers to help.  That sucks.  And then the difficulty scaling was an issue.  We all started at level 1 recently and a level 1 Alternity character can’t hit crap.  Which is fine, but everything we fight (pretty much in all the sessions) has Good armor and really heavy arms.  Paul’s used a couple of the printed Alternity adventures so far and they’re all like this, assuming you have heavily armed, armored, and skilled PCs at all times.  So of course we have to resort to bandoliers full of grenades and plastic explosives.  And then it’ll be hard to have a normal fight with normal opponents if we get acclimated to generating huge explosions with impunity.

I’m still enjoying the campaign, but session 6 was very un-fun and the continued trend of needing uber combat is sad – I’ll just have to bring my Warlion on every adventure instead of the Captain.

Fifth Alternity “The Lighthouse” Session Summary Posted

Sadly, I was out of town, but the rest of the guys seem to have had a good time in the fifth session of our Alternity campaign.  Our other “B team” characters (ambassadors and other space station hangers-on) swing into action, attending a lovely Void*Corp charity ball and hobnobbing with the rich and famous and buying them drugs.  Meanwhile, our “A team” Concord command staff characters get cut to bits by mutated alien croath thingys down on Meribel.  Then, they spread the plague up to the Lighthouse itself!

Really, a game session that has both strippers and PowerPoint presentations…  How can you resist?

Read the Full Session Summary

Fourth Alternity “The Lighthouse” Session Summary Posted

In the fourth installment of our Alternity science fiction campaign, we rescue the ground troops and sesheyan VIPs off the pirate base before the Void*Corpers pummel it into plasma, and get a turncoat spy in the bargain.

Then the space station command staff, in true Star Trek fashion,  heads to Meribel to investigate a murder at a terraforming outpost, which goes all District 9 on us real quick.  A mad doctor in a big ol’ diving suit gives us problems until we run 1.21 gigawatts through him.  Then, the alien plague!!!

Read the full session summary!

Alternity “Lighthouse” Session Summaries Posted

We’ve completed two more sessions of our space opera Alternity Star*Drive campaign!

Second Session – After warming up with a bar fight against Old Series Klingons (aka Scotsmen) we misjump into a system right as a VoidCorp warship shows up.  Tense diplomacy ensues as they have been “requested” to come quell some local “pirates”.  We send some destroyers with them, and the more scurrilous characters sneak aboard the pirates’ space station to steal things and get glory for their nations!

Third Session – Sadly, I missed this one, but Bruce made it and did a session summary. The party engages in an exciting parallel space combat (with one set of characters) and ground combat on the space station (with the other set).  Without their resident warlion and Thuldan, the guys on the ground are really bad off, but the space combat went really well!

Alternity Campaign Gets Underway!

We ran an early first session of our new Alternity sci-fi campaign, The Lighthouse.   Let’s meet the characters!

We only had three players, and each player has two PCs but only plays one at a time.  For this demo session, our heroes were:

Dr. Adun Zelnaga, the head of the xenobiology and treatment wing of the Galindus Medical Center on Deck 196 of the Lighthouse.  Adun is a fraal, a psionic alien race that look like traditional Greys.  He’s a gifted surgeon and xenomedicine expert, in addition to his psychic abilities.  The doc is played by Peco, a new player to the group.

Ten-zil Kem, VoidCorp ambassador, a corporate asset assigned to protect the interests of Voidcorp in the verge.  VoidCorp is a stellar nation that’s a huge evil corporation, like Microsoft meets Time Warner meets… every other evil corporation.  Kem is also a mole for the upstart VoidCorp competitor, Insight.  He’s a bit of a rich playboy (think Tony Stark).  With a bit of a hacker side to him.  Ten-Zil Kem is played by Chris, long term fan favorite.

Kem has risen through the Voidcorp ranks by latching on lamprey style to rising stars, then stepping aside when those careers faltered. Described as vapid, greedy, and treacherous by his rivals in the Voidcorp diplomatic corps, Kem has managed to instill respect if not like in his subordinates as well as his opposites in the diplomatic community.

Distinguishing characteristics:

  • Barcode on left side of face, cheek. Left-over from the “prove your loyalty to VoidCorp” fad/craze/McCarthyistic pogrom of 10 yrs ago.
  • Dresses in the latest fashions, sometimes pushing the boundaries into “pimpdom”.
  • Attracted to bright, shiny, expensive objects.
  • Attracted to bright, shiny, and occasionally expensive members of the opposite sex.
  • Buys expensive toys, plays with them, gets bored with them, and re-gifts them.

Markus Oroszlan, bartender of the Corner, the biggest, bestest bar and casino for locals on the Lighthouse.  He’s also a Thuldan warlion.  Thuldan warlions are human mutants engineered by the Thuldan Empire and crossed with lion DNA to be powerful shock troops.  Markus did his time there and has retired to the Lighthouse and the Verge to tend bar.  Well, and to traffic in arms.  The Concord tries to keep weapons out of the Verge, which means they are extremely lucrative.  Markus is my character!

Besides looking a bit like a lion, Markus has a huge “IX” tattooed on his chest to indicate his former membership in the IX Legion (Rapax).  Scars of various vintages criss-cross his hugely muscled body.

In our adventure, Markus,  Ten-Zil, and the doc take leave of the Lighthouse for a lovely beach vacation on Bluefall, in the Aegis system.  Then we’re beset by cyborgs, warlions, and sharks with FRICKIN’ LASER BEAMS ATTACHED TO THEIR HEADS!!!!  Read all about it in The Lighthouse, Session 1!

Next Campaign: Alternity!

Next campaign, we’re taking a break from D&D.  We always play a variety of games in our gaming group – in fact, we have a loosely afiliated group of quite a few people so there are a number of simultaneous campaigns on differing schedules with different attendees.  I attend the Sunday game slot, which is really two campaigns that alternate weeks.  One game has just concluded, a homebrew called Savage Worlds: Empire of Ashes, and is launching Savage Worlds: Legends of Steel this weekend.  The other, Curse of the Crimson Throne using the Pathfinder RPG rules, will be finishing up soon.

We play other stuff (most recently Mutants & Masterminds, GURPS, Silhouette, Champions…) but usually have one D&D and one non-D&D game running at a time.  We’re taking a D&D break though.  The new Pathfinder final rules won’t be out till August, and our DM’s judgment and word on the street is that the next AP, Second Darkness, kinds sucks.  One group is running the new  Legacy of Fire AP, but we decided to do some Alternity!

Alternity, if you don’t know, is a science fiction game TSR put out at the end of its life.  It was only around a couple years but they put a lot of material out for it, it had its own “Living Verge” RPGA campaign, etc.  Its Wikipedia entry sums up the ruleset.  It was mainly notable for a very in depth skill system.

Paul, our GM, has an idea for a troupe-style game set on the space station called the Lighthouse in the Star*Drive universe.  He envisions it as a Babylon 5/Deep Space Nine kind of deal.  I always liked Alternity and Star*Drive.  We will each play two characters, one member of the space station command staff, and one “other”  from a crowd of diplomats and other power players.

I’m working up my characters now.  One is the Star Force captain who is the military commander of the station (he reports to the Concord Administrator who’s the civilian head of the station,though).  The other is the bartender of The Corner, the liveliest bar/restaurant/casino on the station.  More to come on them and the game!