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=Campaign Qualities= As this is a horror game with a lot of action and mayhem, I've decided to go with the following Campaign Qualities: '''Bleak''' (+75 XP) PCs begin with 2 fewer action dice per session and their action dice never explode ''Ash: I admire its purity. A survivor, unclouded by conscience, remorse, or delusions of morality.'' ''Parker: Look, I am-I've heard enough of this, and I'm asking you to pull the plug.'' ''Ash: Last word.'' ''Ripley: What?'' ''Ash: I can't lie to you about your chances, but...you have my sympathies.'' ''- Alien (1979)'' '''Bloodbath''' (+0) Threats are automatically activated as critical hits by PCs and special NPCs ''Hicks: Remember: short, controlled bursts.'' ''- Aliens (1986)'' '''Fast Growth''' (+0 XP) XP required to gain a level is 1/2 normal ''Chris Redfield: There are only three S.T.A.R.S. members left now. Captain Wesker, Jill and myself. We don't know where Barry is.'' ''- Biohazard, AKA Resident Evil (1996)'' '''Fragile''' (+0 XP) After Level 1, PCs gain only 2 vp per career level (d8 vitality die), 3 vp per career level (d10 vitality die), or 4 vp per career level (d12 vitality die) ''Sheriff McClelland: Good shot! OK, he's dead; let's go get 'im. That's another one for the fire.'' ''- Night of the Living Dead (1968)'' '''Fragile Minds''' (+25 XP) A campaign with this quality features horror lurking around every corner, testing the boundaries of human sanity. The campaign uses this product’s expanded stress damage rules. ''Dr. Blair: You guys think I'm crazy! Well, that's fine! Most of you don't know what's going on around here, but I'm damn well sure some of you do! You think that thing wanted to be an animal? No dogs make it a thousand miles through the cold! No, you don't understand! That thing wanted to be us!'' ''- The Thing (1982)'' '''Gritty''' (+100 XP) The cost to activate a critical injury inflicted on a player or special character decreases by 1 action die (minimum 0). Further, the range of damage at which a Fortitude save must be made to avoid a critical injury becomes 16-25, and the threshold at which a Fortitude save must be made to avoid dropping to -9 wound points become 26+. Finally, the DCs of all Medicine checks increase by 5, and the error ranges of all such checks increase by 2. ''Beth: I'm an English teacher, not fucking Tomb Raider.'' ''- The Descent (2005)'' '''Hard-Boiled Investigators''' (–25 XP) In a campaign featuring this quality, characters quickly become accustomed to cinematic terror. Once a character makes a successful Will save against a horrifying event, he need never make another Will save against the same event; he is simply immune to witnessing that event again. ''Hicks: We're all in strung out shape, but stay frosty and alert. We can't afford to let one of those bastards in here.'' ''- Aliens (1986)'' '''Hybrid''' (+0 XP) PCs can be Faction or Freelance ''Dr. Millard Rausch: This isn't the Republicans versus the Democrats, where we're in a hole economically or... or we're in another war. This is more crucial than that. This is down to the line, folks, this is down to the line. There can be no more divisions among the living!'' ''- Dawn of the Dead (1978)'' '''Shoe String Budget''' (+0 XP) The Caliber of available gear selections is reduced by 1; if this reduces the Caliber to 0, the PC or NPC loses that pick ''Spence: Please, I wouldn't wanna shoot you. I might need the bullets. Back off!'' ''- Resident Evil (2002)'' '''Violent''' (+50 XP) Threat ranges of any attack check increase by 2 ''Sergeant Harry Wells: We are now up against live, hostile targets. So, if Little Red Riding Hood should show up with a bazooka and a bad attitude, I expect you to chin the bitch.'' ''- Dog Soldiers (2002)'' I have also chosen to adopt the '''Stockpile System''', introduced in The Big Score PDF supplement. The revised Possessions chart, ''already adjusted for Shoe String Budget'', is presented here: Possessions 1: 1/I Possessions 2: 1/I Possessions 3: 2/I Possessions 4: 2/I Possessions 5: 2/I, 1/II Possessions 6: 3/I, 1/II Possessions 7: 3/I, 2/II Possessions 8: 4/I, 2/II Possessions 9: 4/I, 3/II Possessions 10: 5/I, 3/II Possessions 11: 5/I, 3/II, 1/III Possessions 12: 5/I, 4/II, 1/III Possessions 13: 6/I, 4/II, 1/III Possessions 14: 6/I, 4/II, 2/III Possessions 15: 6/I, 5/II, 2/III Possessions 16: 6/I, 5/II, 3/III Possessions 17: 6/I, 6/II, 3/III Possessions 18: 6/I, 6/II, 3III, 1/IV
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