User:Bill/Rifts Week by Week/Series Three Notes

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Series III Goals and Objectives

My last series for the Week by Week project didn't go as well as I had hoped. There were some fantastic, over-the-top moments, but the entire game was combat centric. For Series III, I want to tighten things back down and put greater emphasis on character development and role-playing. To that end, I am going to build the entire campaign around a small band of Atlanteans from a custom clan of my own creation, Sharin, and its efforts to establish itself in the hostile environment of Rifts Earth.

Character Development

To support character development, I am requiring that the players construct a cast of characters. Each player will name a number of NPCs related to their characters, see below, which I will then include in the course of the game as appropriate. The process of naming these characters and defining their relationship to the player character will flesh out their backgrounds and give me many more hooks to work with that are directly related to the PCs.

In addition, I will endeavor to introduce a small cast of recurring NPCs. This will enable the players to develop rapport between the NPCs and their own characters, helping them to better understand the PC's persona.

Role-Playing

Basic role-playing will be emphasized by awarding bonus experience points for good role-play every session. Addionally, bonuses to die rolls will be awarded to players in the moment to reinforce the desired behavior.

Setting Notes

Continuing my commitment to support the sales of new Palladium Books products, the game will be set on the Yucatan Peninsula; featured in the Vampires Sourcebook (release date pending). Until it is released, I will be working off of the material presented in the original Vampire Kingdoms book and the recently released Vampire Kingdoms Revised and Expanded. This will may result in some contradiction between what I am writing and what will be included in the new sourcebook. I'll deal with that after I see the book, but odds are my material will supercede the printed material; which, given the tone of Palladium products, is how it should be.

The clan seeks to gain a foothold on Rifts Earth by taking advantage of the peninsula's co-planar status to avoid detection by the Spulgorth and other aggresive forces until they have built up enough power to repel would-be invaders. The clan has set up camp in the overgrown ruins of Merida and are in the process of restoring the Dzibilchaltun pyramid. Once it is fully operational, the leadership of the clan intends to use its power to take control of Uxmal, Chichen Itza, and Coba. After securing these three most powerful nexuses, they will turn their attention to the demons and vampires controlling the lower peninsula, and ultimately the rest of the world. The clan and its allies risk much by basing themselves close to a Pyramid. If the Splugorth were to discover their plan, they would surely use it to transport an army to Dzibilchaltun and destroy them.

Atlanteans of Clan Sharin

Clan Sharin is a degenerate extended family of Atlanteans who, in their hubris, have dabbled in the darkest of arts and come away scarred by it.

Leadership of the Clan

Queen Pycel

The leader of Sharin is Queen Pycel, a woman of extraordinary beauty and blackest villainy. Her profane magic demands not only the sacrifice of sentient beings, but that she devour their flesh. Under her leadership, Sharin delves into the most vile of secrets and aligns itself with hidden powers that can drive weak minded individuals mad. Ostensibly, Sharin continues to seek the destruction of alien intelligences and vampires. However, Pycel hungers for more than mere flesh. In her dreams she dominates all life and rules the multiverse as an immortal goddess, exacting her tribute in life itself.

Ankara

Ankara is the queen’s sister. As much as anyone more than a century younger is able to be a sibling, that is. While Pycel lusts for power and seeks to dominate all that she beholds, Ankara looks for the momentary amusement. Her prowess as a dimensional traveler makes her useful to Pycel though, so she indulges her sister beyond what might be expected. Ankara enjoys playing the fool, but she harbors greater aspirations. Ankara recognizes the path that the Sharin are on as self destructive. She hopes to redeem her family and persuade them, one at a time if necessary, to abandon their relentless pursuit of power. Her small retinue of followers is made up of like-minded cousins and retainers that have pledged their loyalty to her because of her goodness rather than out of fear.

Malik

Malik the Mystic is the Queen’s lover. This jumped up cousin of hers tries to play the games of powers, but his efforts are clumsy. Malik gathers around him young and idealistic members of the clan and invites powerful members of other races to his retinue. In spite of his relative inexperience, Malik understands that his position is both tenuous and temporary at best. If he does not wish to end up as a meal for the Black Widow of Sharin, he must gather enough power and value to himself that he cannot be easily disposed of. This leads him to pursue almost any avenue that presents itself. Rumor, conjecture, lies; in his desperation, Malik will chase after almost any lead.

Sevrin

Sevrin, the priest, professes to be under to sway of benevolent spirits that will protect the clan from its enemies and see it prosper. He is one of Pycel’s favorites, not because of his fawning adoration, but because his powers serve her purpose. Sevrin is a fanatic though and he seeks to aid the clan whether it is in his queen’s interest or not. His unsanctioned activities may one day find him on Pycel’s menu.

Stelmet

Stelmet, the tattoo master, is one of the few Sharin older than Pycel. He represents a force for tradition and as such stands in opposition to Pycel’s ambition from time to time. She would undoubtedly have had him killed by this point, if not for his importance to the clan as a whole. Stelmet insists that good members of the clan must seek out and destroy those forces that would prey upon mankind. He advocates equality and justice, in opposition to Pycel’s autocratic regime. Pycel makes a point to seduce and corrupt each of Stelmet’s apprentices, and looks forward to the day when she may finally be rid of the troublesome tattoo master.

Yakutz

Yakutz, in contrast to Sevrin, makes of himself a perfect picture of the toady. Serving as Pycel’s advisor and spymaster, he caters to her every whim while feeding her information on every member of the clan, as well as its enemies and allies. Unbeknownst to his mistress, Yakutz is engaged in a variety of very risky spy games though. His activities typically use agents and catspaws to advance his agendas, usually gathering information and acquiring assets, but it is possible that his work could expose the clan.

Other Members of the Clan

More than 200 members of clan Sharin answered Pycel's call to recolonize the homeworld. Many come seeking power, but even among a clan known for its unscrupulous nature there are idealists who believe that the clan's reputation can be redeemed or that the ancestral homeland can be restored.

Minions of the Clan

As clan members mature and begin to take part in the political power games that have in no small part resulted in its unsavory reputation, they are likely to court the favor of whatever group that they perceive to be most useful and/or powerful. As such any single member of the clan is likely to be accompanied by anything from a single bodyguard up to an entire army; from a horde of near mindless monsters to a single super intelligent being. Anyone or group that advances his or her goals is likely to become a companion of the Atlantean. The few members of the clan that lack these power-hungry ambitions still seem to gather around themselves powerful companions, but more often adventurers and idealists rather than villains and monsters.

Player Characters

In addition to the standard Week by Week guidelines, bear in mind the following when you create your character.

1. For the most flexible character, it is recommended that you construct a True Atlantean of the Sharin clan using the rules presented in Rifts Atlantis. True Atlanteans may be of any class, but frequently gravitate towards psychic and magically oriented classes. The Sharin have no particular affinity to one class or another, nor do they have any exclusive classes. The Sharin are distinguished by their ambition and lack of boundaries more than any specific knowledge base. As such, the more unusual and exotic the class the better.

2. Other races are permissible, but players must accept that their characters will not have the same opportunities available to them. Other races will act as servants, minions, or companions to another player character Atlantean. And, as such, other races will frequently be treated as inferior to members of the Sharin clan and other Atlanteans. Any race may be selected. However, do not exceed 200MDC.

3. Playing an Atlantean from another clan is also an option. However, doing so will place your character at the center of many more political machinations while simultaneously limiting his or her access to information and resources available to the Sharin.

Contacts & Companions

Characters in this game are heavily defined by their associations. Your character is aligned, either publicly or secretly, with one of the six NPCs described above; unless you have opted to play something other than a True Atlantean. In that situation, you are aligned with one of the other player characters, who is aligned with one of the six NPCs described above. If you are particularly ambitious, you may attempt to play a double-agent and select two of the important NPCs to be aligned with. Be sure to decide who your true allegiance is to, even if it’s only yourself.

In addition to this association, please make a list of nine names.

  • Three names are to be allies, people that can offer you aid in one fashion or another. Be sure to describe what the person does and what it will cost you. Bear in mind that nothing in this world is free.
  • Three names are to be family members. Describe where they are and what they do. Also describe whether you are on good terms with that person. Remember that the point of this is to create a colorful and detailed back-story that will provide lots of good plot hooks for everyone, so it’s not always beneficial or desirable that your character’s relationship is good.
  • The final three names are to be enemies. This can be particularly challenging, but very fulfilling. Consider carefully who the enemy is, whether the enmity is shared, and what events have already transpired in your feud. Each enemy should be powerful enough that you cannot confront and defeat them directly, but not so powerful that they can eliminate you without significantly harming themselves.

Goals & Motivations

Please create one short-term goal and a greater motivation for your character. These should inform your role-playing during the course of play and give you a direction to move in even when there doesn’t seem to be an obvious choice. Motivations should not be something that will be easily achieved in a few sessions of play, and they may be so great that it is impossible to achieve them.

Sample Goals

Aid a family member

Capture a rune weapon

Find an ally

Gain a new magical tattoo

Gather information on an enemy

Sample Motivations

Take over the clan

Destroy Splynn

Redeem the clan's reputation

Murder Pycel

Become a Tattoo Master