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AO-QuickStartGuideAO-QuickStartGuide, Darmowe RPG, dtrpg, do druku
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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 ] |
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