XCOM Base

A group of modern day convicts are revived in the year 2043 to find they've been used as test subjects by the XCOM Project, in a failed attempt to thwart an alien invasion. A tabletop RPG campaign inspired by the X-COM/XCOM computer games. Savage Worlds (Pinnacle Entertainment Group)

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nemarsde
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XCOM Base

Post by nemarsde »

In its very earliest incarnation, the US Defence Intelligence Agency unit that would form the basis of XCOM was based aboard the USS Pathfinder survey ship. After a roadmap for XCOM was finalised by the Council, the Antfarm started construction in the Sand Hills, Nebraska, USA in 2008, becoming operational in 2012. The naval origins of XCOM were evident in the standard equipment issued to its soldiers.

During the war, the Antfarm served as the XCOM's main base. An Exalt-backed assault took place in 2016, and it was finally shutdown after the Elders' detonated Yellowstone in 2017.

By 2043, ex-USAF General Van Dorn, aka "The Livonian" had reactivated Operation: Vulcan's Hammer, the XCOM contingency plan for organised Earth Resistance. This new, dirtier XCOM was based out of Vulcan Mansion in the Convergence, with its facilities hidden and spread across the city.

Within a matter of months, the Advent Government had discovered the Vulcan's Hammer network and struck the base underneath the Energen Plant. However, by then the Resistance had relocated its most crucial facilities to the Meros Platform in the Gulf of Mexico. This was later revealed to be the launch platform for the Avenger mobile base, built into the hull of a large alien spacecraft.

Genetic Lab
Cybernetics Lab
Psi Lab
Mission Control
nemarsde
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Genetics Lab

Post by nemarsde »

There was a fully functional Genetics Lab underneath the Energen Plant in the Great Dismal Swamp, south of the Convergence.

Using alien Meld technology, freedom fighters could be upgraded with Gene Mods. Refer to Savage Worlds Super Powers Companion for more details.

PCs had 5 power points to spend in the first tranche, or could remove all super powers and gain one free Edge. Modifiers could be purchased where applicable (and affordable), except for "Requires Activation" and other Generic Modifiers. Another 5 power points were released in the second tranche, after the Vulcan Hammer network was reactivated.

Trappings are given in parentheses.

Aquatic (Osteichthys adaptation)
Awareness (Bioelectric skin)
Extra Actions: Up to one extra (Motorneurone enhancement)
Fearless (Neural damping)
Gifted (Nootropic gland)
Heightened Senses (Hyper reactive optics, olfactory boost)
Immunity: Disease and poison only (Hardened microbes)
Leaping: Up to 2" V, 4" H (Muscle fibre density)
Parry: Up to +6. Note that you're better off increasing Fighting to d12 before taking Parry (Adrenal neurosympathy)
Regeneration: Every hour only (Adaptive bone marrow)
Speed: Up to Pace ×2 (Engineered locomotion)
Super Attribute
Super Edge: Combat Edges only
Super Skill
Toughness: Up to +2 (Cellular-level self-toning)
nemarsde
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Cybernetics Lab

Post by nemarsde »

A Cybernetics Lab was available in the Eugene Freeman Clinic in the Virginia Beach district of the Convergence.

Cybernetic augmentation is incompatible with both Gene Mods and Psi Abilities.

PCs choosing to undergo cybernetic augmentation have 15 power points to spend. Or can remove all super powers and gain one free Edge. Modifiers can be purchased where applicable (and affordable), except for "Requires Activation" and other Generic Modifiers.

Trappings are given in parentheses.

Aquatic (Artifical Gill)
Armour: Except Heavy Armour (Shock-Absorbent Armour)
Attack, Melee
Attack, Ranged
Awareness (Automated Threat Assessment)
Construct (Mechanised Exoskeletal Cybersuit)
Darkvision
Deflection (Distortion Field)
Extra Actions: Up to one extra (Overdrive)
Heightened Senses
Immunity: Disease and poison only
Leaping: Up to 4" V, 8" H (Jetboot Module)
Parry: Up to +6. Note that you're better off increasing Fighting to d12 before taking Parry
Regeneration: Every hour only (Repair Servos)
Speed: Up to Pace x4
Super Attribute
Super Skill
nemarsde
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Psi Lab

Post by nemarsde »

Dan Ishkaran recreated the Psi Lab in a rundown tenement in Nansemond.

Psi testing takes 10 days. Psi abilities are incompatible with cybernetic augmentation. Cyber-augmented PCs attempting psi testing automatically fail and must make a -2 Vigour roll or acquire a decaying disease, resulting in Death in 1d6 days.

Psi testing requires the PC succeed at a Dramatic Task (SWDE, p96), using Smarts over 7 rounds.

PCs with psi abilities have 5 power points to spend. Modifiers can be purchased where applicable (and affordable), except for "Requires Activation" and other Generic Modifiers.

PCs who can undergo psi testing but choose not to, are granted a one-time experience award of two Advances. This may take them up to the next Rank.

Trappings are given in parentheses.

Animal Control
Awareness
Fear
Fearless
Gifted
Illusion: Must have Targeted Modifier
Jinx
Mind Control
Mind Reading
Parry: Up to +6. Note that you're better off increasing Fighting to d12 before taking Parry
Speak Language
Stun: Must have Smarts Modifier
Telepathy
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Mission Control

Post by nemarsde »

The android, Pavise functions as Central Officer for the 'Excalibur Squad'. Since Energen Plant was raided, Mission Control has been moved to the Meros Platform in the Gulf of Mexico.

Available Missions
  • Assault the Alien Mothership [Main Mission]
  • The Alien Chemist. Find and extract Rornad from Lake Victoria Base. Includes Bonus Objective: Combat Stims
  • Blood Money. Win Darb's high stakes gladiatorial death match and earn a fortune. Includes Bonus Objective: Power Blades
  • Cultists. Seek and destroy the Cult of Sirius leadership, gaining the loyalty of grassroots religions. Includes Bonus Objective: +1 to Resistance Mass Battle Rolls
Main Missions Completed
  1. Rescue Dr Vahlen
  2. Reactivate Elerium Generator powering Vulcan Hammer network
  3. Rescue Michael Bradford
  4. Steal the Gollop Chamber Resonator
  5. Make pact with Chilong and Asaru Ethereal
  6. Recover Outsider Shard/Skeleton Key from sea floor
  7. Recapture Hyperwave Beacon
Bonus Objectives Completed
  • Convergence Underground. The PCs have gained Val Ramirez and the homeless, non-citizens living beneath the city as an ally. +1 to Resistance Mass Battle Rolls
  • The Friendly Cyberdisc. The PCs allowed Buddy to reconfigure and merge with Earth's Internet. +1 to Resistance Mass Battle Rolls
  • Gene Lab. The PCs brought the Gene Lab back online at the Evonet Plant. Gene Mods are now available.
  • Extropians. The PCs have gained the Extropian political party as an ally. +1 to Resistance Mass Battle Rolls
  • Psi Lab. The PCs brough the Psi Lab back online at Ishkaran's apartment. Psi Mods are now available
  • Lifetree. The PCs have gained gazillionaire, psionic guru and Exalt insider, Sam Shavak, as an ally. Mind Shield now available
  • Stalker Virus. The PCs unleashed Troy Carter Morgan's psiber-virus and disrupted ISC ops. -2 to Alien Mass Battle Rolls
  • Proteus. The Visori fleet has been drawn away by the emergency on Proteus. -2 to Alien Mass Battle Rolls
Bonus Objectives Failed
  • Annette Durand. The PCs failed to gain super-psionic Annette Durand as an ally
Selected gear currently available to the Excalibur Squad (PDF)


Last bumped by nemarsde on 25 Mar 2016, 12:46.
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