Game system: SF2K (Jan. 2001 release) Number of player slots: Any (ideally 6-8) House Rules: No need to buy equipment Character Generation Rules: SF2K Estimated length of Time: 8-10 Hours Pre-Gens: Will be provided (Given the nature of this series, teasers are kept deliberately short to avoid revealing too much information!) You've unwittingly activated an ancient Clikk device on a forgotten world. Now, in a realm of twilight and shadows, the Clikks have returned and are bent on creating their own version of reality, and you're a part of their plans. Can you outwit your insidious captors? Can you stop them from fulfilling their twisted designs? Can you escape from this strange new realm and make it back INTO THE LIGHT?
System: KnightHawks Players: 2-15 House Rules: These scenarios take place many years before the SW II era depicted in the standard KH rules; extensive house rules and some custom tech will be used and will be provided via email to players prior to the con. Characters: None required (personalities of the era will be depicted but roleplaying stats will not be required/used). Duration: 2-15 hours Note: "Fire in the Sky" is a series of five KnightHawks scenarios linked to form a complete campaign. Each scenario can be played seperately, is designed for 2-3 players and can be expected to run about 2-4 hours. Earlier scenarios in the campaign will play out more quickly than later scenarios. Teaser: ARCHIVE SEARCH: "FIRE IN THE SKY" DISPLAY FIRST DATA RECORD: RECORD DATE: 4 PF RECORD HEADER: Excerpt from a speech to the Frontier Assembly on Gran Quivera, by Ambassador Rozestvenski of the Truane's Star Republic RECORD TEXT:In the 8 years since an alien invasion fleet was driven off from Volturnus, the Truane's Star Navy has kept the peace in the Zebulon Arm of the Frontier. Let the other worlds talk of forming a new "federation of planets" - history has proven that might, not diplomacy, will bring the colonies of the Frontier together under strong new leadership. Two decades ago, the Frontier was threatened by a pirate armada assembled by Hatzck Naar. Did Pan-Galactic Corporation's mighty Defense Fleet rise to the challenge and eradicate this threat to the Frontier's planets? No - only after Frontier planets assembled their own Common Muster was the threat to peace removed. After the crisis ended, only Pale and a few other planets were foresighted enough to organize their militia into a standing navy. The rest still blindly trusted PGC to defend them from external threats. In the years since, Truane's Star has proven the wisdom of maintaining its navy - absorbing New Pale into the Truane's Star Republic; founding a new colony on Volturnus; crushing the rogue pirate government of Laco in the Dixon's Star system; and fighting off aggressor ships from PGC attempting to interfere with Truane's Star trade. Truane's Star may have its critics on the Frontier, but few risk voicing their empty accusations in public - and none would dare to oppose the Truane's Star Navy on the field of battle. Those reports of strange ships sighted in the outer reaches of Zebulon's Arm systems? Just rumors - probably pirates or PGC-funded privateers; it is only a matter of time before the TSN roots them out once and for all. For 19 years the TSN has defended the Truane's Star Republic from all enemies foreign and domestic. This is a duty the Navy will continue to fulfill - against any conceivable enemy that cares to sacrifice its ships to the TSN's guns. Any captains who stand against us will find only FIRE IN THE SKY. *END RECORD*
System: SF 2000 (January 2001 revision) Players: 4-8 House Rules: House rules for damage (hit location effects) will be in effect; these will be provided at con and will be available via email to players prior to the con. Custom tech items will also be used (details provided at con). Characters: Designed to be run with pregenerated PC's due to the nature of the scenario; players may request exceptions prior to the con from the GM at kveldulf@aol.com. Duration: 6-10 hours (estimated) Teaser: FNN NEWSWIRE, FY 59 [BEGIN TRANSMISSION] "Good evening - this is Yakub ap-Noris reporting for FNN... Top story tonight: the unthinkable has happened on Clarion - a coup led by the planet's leading genetics researcher has toppled the centuries-old ruling family of Leotus. Professor Karza, one of the most brilliant medical minds of the Frontier, first rose to prominence with the creation of the "Body Lottery", a program designed to offer advanced medical treatments to the poor of Clarion using a lottery to allot limited medical resources. Despite rumors that the lottery was fixed and in fact biased towards the wealthier noble families of Clarion, Karza gained immense popularity among the general population and members of both the 100-seat Parliament and the People's Assembly. Recent unrest related to the embargo against the Streel Corporation and the alienation of the people from the monarchy have strengthened Karza's position as head of the Royal University in Valentina, which has administered the Body Lottery. Karza broke with the monarchy just last year, openly criticizing the Royal Family and several leading noble houses for high taxation of the poor and limited funding for health care. With the death just days ago of King Leotus XIX, Karza joined opposition leaders in Parliament calling for an end to the monarchy. Less than 12 hours ago, reports from FNN correspondents in the capital city Valentina reported that Liberation Party forces had seized the Parliament building and were fighting to take control of the sprawling royal palace. Rumors indicate that the heir to the throne, Leotus' daughter Leotia XX - popularly known by her birth name "Mari" - has been spirited out of the Throne City along with her half-brother Argon by the Royal Guard. Loyal factions of the Clarion Royal Militia are believed to be trying to smuggle Leotia and Argon off-planet for fear of reprisals. Unconfirmed reports indicate that Professor Karza has been awarded the honorary title of "Baron" in an emergency session of Parliament and nominated as de facto ruler until a new government can be chosen. Some observers believe Karza's Liberation Party backers' next step may be to vote him dictator for life. For now, the rest of the Frontier can only watch and wait..." [END TRANSMISSION]
Rules System: SF2K (January 10 2001 release) Other optional rules: Albin Johnson's martial arts rules, modified melee weapons rules, some goofy action-hero schticks Player slots: 5 (I can add one or two more if there's a lot of interest) Playing time: 2 hours (This is a silly pulp adventure intended to fill in some spare time over the Con) PC generation: Pregenerated PCs only (will be provided) Teaser: Place: Port Loren, Gran Quivera Time: FY 50, a warm summer evening Your old friend, scientist Dr. Felix Greton, calls you to report a terrible occurence: His beautiful daughter has been kidnapped! To make matters worse, she is also a scientist and is the only person alive who knows the secret of the Sub Atomic Particle Oscillator - a terrible new weapon with the potential to devastate the Frontier! Of course, Dr. Greton suspects his longtime scientific rival Dr. Pelam Kronn, a brilliant Yazirian madman with no morals and limitless ambition... Can you Kill the Bad Guy, Rescue the Girl, and Save the World? (Do NOT expect a "serious" gaming experience, just a lot of gunplay, action-hero roleplaying, and hopefully lots of laughs.)
Ten years ago, a corporate research vessel, The FCS Harlequin, disappeared on a deep-space exploration assignment. Subsequent investigation of its last known coordinates turned up no evidence of wreckage or any indication of where it might have gone. After several months of searching, the starship was declared lost. A month ago, long-range scanners on the Rim picked up a damaged and drifting starship hulk on the fringes of Frontier space. Sensor information has identified the vessel as the Harlequin. Sensors also confirmed energy signatures on the starship, despite its damaged condition. You are part of a team of corporate scientists and Starfleet personnel who have been tasked with examining the Harlequin and determining if it is safe to bring back into the Frontier. If possible, you are also tasked with finding out exactly what happened to the starship. Ten years is a long time...anything could have happened to her. Time: approximately 2 hours Characters: pre-gens will be provided Rules System: SF2000
"ADRIFT" For 1 or 2 players. Setting: The Battle of Zebulon at the beginning of SWII. The Sathar feint turned out to be a devestating blow to UPF forces. Fleeing the carnage in a damaged fighter (single-seater or two-seater), the characters are chased by Sathar vessels in a hair raising escape from destruction. But evading the pursuit is just the first nightmare in this odessy of survival. Oxygen is running low and a safe haven must be found before time runs out... 1/2 Pre-Gens ONLY. That is - skills are pre-set as players are recent Gollwin Academy grads, but race and abilities can be chosen. No shopping for equipment necessary as standard fighter pilot gear is handed out. Mr. Retro rules - out of the box AD and KH rules with special puzzles. It's an all day job. The first scenario is a critical puzzle that is designed to be REPLAYED should the players fail. It is an active, fluid, changing puzzle that takes about an hour to play in an of itself. BONUS: Two optional endings: Can be closed out at the Con or continued as PBeM. ============================================ "La Femme Nikita" Campaign A series of short original adventures inspired by the TV show. Ever wonder what caused that hydra to attack the zoo keeper? You could find out if you ran this series of little adventures. Has a Mission Impossible theme, but with less glitz and grandure. These adventures are tougher than the ADRIFT adventure. They emphasize not only puzzle solving, but also judgement. Characters won't be much on paper because skills won't save your life in these adventures - only quick thinking, clever insights and nerves of steel will get you out alive. WARNING: may require being finished as a PBeM. Characters: Stock AD characters. No shopping for equipment. Equipment is handed out specific to character skills, mission objectives, and ENCUMBERANCE restrictions (characters will never carry more kg than 1/2 their strength). Mr Retro is using straight out of the box AD and KH rules again for the base. This game is HEAVILY augmented by CUSTOM puzzles, maps, and specialized character equipment. Knowing how to read the maps and how to get the equipment to work to solve the puzzles is part of the challenge. Most KH action is "in vacuum" but not "spaceship combat." The whole series is 5 or 6 major encounter segments long. While any encounter segment can be played as an isolated mission, the fit nicely together as a campaign. Of course, we'd be hard pressed to run 6 missions in a day. ============================================ Final Disclaimer: These adventures are really difficult. Those players not willing to accept a failure or setback in one segment, and move on to recoup their losses and forge ahead in another segment, really shouldn't be signing up.
For all submissions, questions, comments, etc contact AL JOHNSON at ajohnson@sc.rr.com