Exigency: Worldcarrier Sigma [ EDIT ]

This game has been retired! That means it's no longer being run.
A Worldcarrier. A gargantuan phasecraft, over twenty miles long. Worldcarriers are the lifeblood of Alpha Sector, forever shifting cargo from the outworlds to the heartworlds. Each and every one is precious, a phenomenally expensive giant operating on barely understood technologies, and each and every one of them is essential to some small (or not-so-small) chunk of the Sector.

This particular Worldcarrier goes by the designation Sigma. Worldcarrier Sigma is currently orbiting Camblyr: not quite a city-planet, but densely populated all the same. Positioned on an important trade route, Camblyr is one of the central worlds, formerly part of Ploror territories but independent as of the Conglomerate's collapse. Torn between the syndicates and supercorporations, Camblyr nevertheless enjoys a fairly peaceful and prosperous existence.

Until unknown forces assault Sigma and damn near blow it up.

You had been dispatched to perform a simple hit-and-run. But then the mission went sour and your "allies" try to kill you: this was no heist, it was a hijacking. The prize was the Worldcarrier itself, far more valuable than even its millions of tons of cargo. You were there to take the fall.

Except you killed all the hijackers. In self-defence, obviously. And you're all pushed into the spotlight. The crippling of such a massive and rare craft is very newsworthy. Two interplanetary syndicates degenerate into infighting (and outfighting) and the corps responsible for the carrier's security are subjected to a PR supernova. You're stuck in the middle. Are you heroes, villains, or something else entirely? The media can't make up their minds but they're damn sure you make for great ratings.



Exigency: Worldcarrier Sigma will be the second playtest campaign of the Exigency system on Gamers' Plane! The current version's rules are available here: https://docs.google.com/document/d/17j-AbwHgFl5vSsqbPktobrbuh57DwGtBRYdInG-Hf4A/

The prior campaign in the series, The Old Guard (as well as some fluff in the setting sub-forum) can be found here: http://gamersplane.com/forums/267/.


You can also read the WIP setting/background document here:
https://docs.google.com/document/d/1PBC-iIZPTAy8Pi4ovzKqoYD6z0XDjwri-2ZRl11ckRE

Your party of five or six will start at Level 5 (25XP), with 5 aspects and up to 3 Resources (across 5 slots).

To begin with you'll play through the initial mission onboard Sigma, even though you know how it ends! Your PCs are already part of a team: you know each other and have worked together a few times already.

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You can find a character creation outline in the Quick-Start Guide in the first page of the rulebook.

You can present your character's stats however you prefer, but if you'd like a suggestion:

Name: and a title if you like, e.g., Bob Bobson the Berserker
Biography:

VIT:
STR:
AGI:
FOC:
WIL:
KNO:

Hit Points: (VIT+MND)/2 + 5
Edge Points: 3

Talents: The skill equivalents. You'll select a couple out of Bio, Combat, Insight, Mobility, Psi, Social, Stealth, Tech.

(Remember that a talent is a broad bonus and can represent your equipment or your approach to a problem as much as your actual skill set. The Exigency system assumes competency: even a single point in a Talent is a pretty big deal, and you certainly don't NEED a talent rank to attempt an action.)

Aspects: What other systems sometimes call feats or perks. Mix and match from the role sheets: but if you'd like a custom aspect, come up with a catch names and a vague idea of what you want them to do and we'll see if we can work something out

Resources: 5 slots spread amongst (up to) 3 Resources. Resources act as origins or sources for your character's abilities: inventory, backgrounds, special training. E.g., Assault Rifle [3] and Former Miner [2].

(The greater the number of slots, the higher their impact in both a positive and negative sense. Losing your knife is very different to losing your robotic limbs!)

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