, AO-QuickStartGuide, Darmowe RPG, dtrpg, do druku 

AO-QuickStartGuide

AO-QuickStartGuide, Darmowe RPG, dtrpg, do druku
[ Pobierz całość w formacie PDF ]
q u i c k s t a r t g u i d e
W
elcome to Alpha Omega!
Alpha Omega is a role playing game
where the players find themselves in
a richly detailed, post-apocalyptic
Earth where mankind stands on the
brink of extinction. Our planet is
about to become the battleground
for otherworldly creatures of
incredible power as they wage an
ancient war. The End of Times seems
to have arrived. Are angels and
demons walking among us, or is there
a larger chain of events unfolding?
All is not lost...
Alliances are forming and
mankind is learning to evolve and
unlock its hidden potential...
Heroes are emerging...
Walled City
he Badlands
World View
1.0
planet. It is a dangerous world, reclaimed by the primal
forces from which it sprang and no longer subject to
the will of humanity. It is a world stalked by monsters,
marked by the gleaming towers of humanity’s ingenu-
ity, and home, once again, to the angels and demons of
the ancient world-long forgotten, un-Earthly creatures
of incredible power. Earth is a world shaped by incred-
ible shifts in science, culture, and the environment.
he 21
st
century nation states are no more, and
the human population on Earth has declined dra-
matically. Most of the planet’s surface is wilderness,
inhabited only by those brave, foolish, or desperate
enough to risk the terrors of the New World’s nature.
Known as Freezones, these incredible expanses of wil-
derness are pockmarked with the remnants and ruins
of the Old World, evidence that humanity’s reign over
the natural world has ended.
Most Humans, and the other intelligent species
with which they now share the Earth, have retreated
into the Arcologies, massive city complexes scraping
the very edge of space. he civilized world is controlled
by powerful organizations spawned from the cor-
porations, religions, criminal syndicates, and secret
societies of the 21
st
century.
You are about to enter a world built on the imagination
of visionaries who pushed the limits of human ingenu-
ity, and who stood fast in the face of Mother Nature’s
ire-full cleansing of the Earth. It is an exciting world,
home to countless adventures, epic heroes, vile vil-
lains, and unimaginable monsters. It welcomes you,
and urges your imagination to develop it further.
he world has been remade, cast from the ires
of war, plague, and the vengeance of a long-abused
Technology & the Net
2.0
Science and Living
Among all the hardship, wars, natural disasters,
and disease, mankind never slowed developing new
technologies to improve our life. Within the cities,
breakthroughs in medicine and engineering allowed
more people to live together. Some corporations and
organizations took this to the extreme and built their
own arcologies—self contained cities inside monstrous
complexes. he advance of technology doesn’t just
touch every aspect of daily life—it touches life itself.
State of the art cybernetics and genetic engineering
have advanced to the point of creating custom humans
and mobile sentient artiicial intelligent beings.
Communications
Spread across the globe, tiny satellites creating swarms
provide communication between individuals virtually
anywhere on the planet. Small and ultra-portable, per-
sonal communicators, or P-comms, are ubiquitous and
able to pass audio-visual and mixed data between indi-
viduals, computer systems, and a multitude of devices
broadcasting their own datastreams.
he Net
Once just used to connect computers together across
a vast network, the Net now interconnects a variety of
systems and provides access to a seemingly limitless
supply of information. Individuals can immerse them-
selves in the virtual reality of the Net to experience a
multitude of new entertainment, training, and social
interaction. Some things never change, and the proof
of this is evidenced by the occasional hacker that can
bend these virtual environments to their will for their
own nefarious purposes.
So do not fear, for while the Wilds may be a place
of darkness, the cities and arcologies of man are using
technology to build a better and brighter future!
Wielding
3.0
While the wielding system is open ended and allows
players to design their own efects, the Quick Start
Guide limits the efects to the following examples for
demonstration purposes:
Wielding is the gathering and manipulation of
universal energies to impose the user’s will on the sur-
rounding environment. hose able to accomplish this
incredible feat are a rare and powerful breed known as
Wielders. heir powers are the result of Innate ability,
Arcane study, or Spiritual devotion.
Wielders can tap into and harness one or more
sources of energy from the Alpha Omega Cosmology.
hese sources are Elemental, Energy, Void, Being and
two special sources of Alpha and Omega. For the pur-
poses of this Quick Start Guide, we will be using the
Elemental source for our examples.
Unlike many of the wizards from iction,
Wielders do not need to memorize spells or read from
large tomes to achieve their efects. Shaping the ener-
gies of the universe merely takes concentration to bend
them to the Wielder’s Intention. Intentions describe
the purposes to which the Sources are shaped to cre-
ate various efects. he possibilities are only limited
by the imagination of the player and the GM. Some
examples of Intentions are Agony, Creation, Control,
and Salvation.
agony
is used to channel energies to inlict
pain and damage upon living creatures.
creation
can
be used to create matter or energy where none previ-
ously existed. Most elements will dissipate when their
duration expires, except ire, which will spread to
combustible materials and continue to exist as long as
fuel exists for it to burn.
control
allows the Wielder to
manipulate any element of matter or energy comprised
of the chosen Source as if it were a puppet.
Salvation
allows for efects that create protective barriers around
a target to protect it from damage of a similar type.
By combining a Source and Intention, the
Wielder is able to perform amazing feats. he diiculty
in doing so is determined by a number of factors. By

control elementS (control):
Used
to control any of the basic elements (earth,
air, ire and water). he Wielder needs to
concentrate during the duration to properly
control the efect. If used to create a wall
or barrier, the target can make a Strength
Resist Check against the Wielder’s ability
to break through the barrier. RtT + AoE +
Dur. Note that the element must already be
in existence to attempt control, it does not
include creating the elements needed. For
that, see
create elements
below.
create Barrier (Salvation):
Used to
create a protective barrier to absorb damage
from a speciic Element. he barrier will last
until the duration expires or the Structural
Integrity is lost from damage. RtT + NoT +
SI + Dur
create elementS (creation):
he
Wielder may create any of the basic elements
(earth, air, ire and water). RtT + AoE + Dur



Damage health pool (agony):
Whether it is a ireball, blast of air, crushing
stone, or drowning, Agony efects are used
to damage and kill other living creatures.
RtT + (AoE or NoT) + Dmg. Note that by
using either Area of Efect or Number of
Targets, the same efect may be used to
attack individual targets or a group of tar-
gets in a speciic area.
selecting the appropriate values for each factor of the
efect, the Wielder (or GM) is able to determine how
diicult it will be for the Wielder to bend his will to
achieve the desired efect. he variables shown in this
Quick Start Guide are:






Area of Efect (AoE)
Damage (Dmg)
Duration (Dur)
Number of Targets (NoT)
Range to Target (RtT)
Structural Integrity (SI)
See the Game Concepts section for more information
on game terms used here and actually determining the
outcome of a Wielding attempt.
[ Pobierz całość w formacie PDF ]
  • zanotowane.pl
  • doc.pisz.pl
  • pdf.pisz.pl
  • dodatni.htw.pl