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  1. - Top - End - #1
    Pixie in the Playground
    Join Date
    Feb 2015

    Default Starfinder Horror

    Hey peeps, hoping to get some feedback.

    I'm putting together a game based on the old(ish) sci Fi movie Pandorum, with some lovecraftian mystery mixed in.

    The players will wake up without any memories, and will basically just have to survive and escape.

    Blurb to the Players- pick any class or race (-android) in the core rulebook
    You have no memory of who you are, where you are, or where you're going.
    The only "skills" you have are brought about by muscle memory, you may know HOW to do a thing, but you don’t know why you know it or why you know it.

    You will gain memories by leveling up (think remembering how to do something instead of learning something new with each level)
    You will also gain memories through performing actions or discovering items​ connected to specific memories.

    You will discover your memories as we go, so at the beginning simply make choices and actions that make sense to you. As memories are uncovered/revealed you will have to reconcile who you think you are with who you were.
    This is a serious rp heavy game

    Map note-
    Will be using roll20, so dynamic lighting (limited view) and background noises ( creaking hull and other ambient noise) will add to the setting and suspense.
    Intro game

    Intro
    The team wakes up slowly to a darkened cryo storage room. With only their name and designation, the team sets out to find more information about themselves and what happened to them. Perception
    - 1-5 - the darkness and confusion of cryo prevents you from seeing anything of import in the din
    - 6-11- you notice that the majority of the cryo pods in the bay are still active, and can imply there is at least some emergency power is active.
    - 12-16- you notice that you also see that several pods are deactivated, some of which are open and empty while others clearly have unfortunate passengers still entombed within.
    - 17-20+- there is a pod that’s been clearly torn apart. With shattered glass, bloody remains, and sizeable clawmarks in the interior of the pod, the thing is a sight to behold. They will also see an air vent that may be big enough for someone to wiggle through.
    Upon further inspection of the bay you find a torn notebook (see pages column, entry one), a single flashlight, a fire extinguisher, a screwdriver, and some assorted wires and circuit boards that can be pulled from broken pods. If seen, shards of broken glass can be taken from the fractured pod for impromptu weapons.
    The players will find a locked door as the only obvious way out.
    Possible exits and afterward
    - Override the doorlock using the battery of the flashlight and some spare wire, or other tech skill
    ○ The door opens to a dark hallway. Both directions are unmarked and fairly unassuming, until a swarm of rodents emerges from the right, sprinting across the adventurers path. After the critters pass an eyrie silence settles for just a moment, after which a blood curling scream emits from the direction in which the rat swarm emerged. The scream is cut off with an abrupt snapping sound.
    ○ If the crew chooses to run towards the danger, they will die.
    ○ If the crew runs from the noise they will pass by several doors (other cryo bays, a storage closet (items inside), and a broken elevator.
    ○ Nearby emergency exit stairs will lead them to a abandoned hangar deck.
    - Use the screwdriver to pull the vent grate off and crawl through
    ○ The vent exits thee doors to the left of original cryo bay door. They can open the door from the other side for the crew
    - Blow a hole in the wall/floor (I don’t know how they would do this, but I wouldn’t put it passed this group)
    Hangar Bay
    - this will be the stopping point. The crew would need to turn the power on and open the bay doors to leave, will expand later
    Endgame Goals
    - Uncover more journal pages
    - Discover one of the crew is the research assistant that wrote the journal
    - Discover The creatures are experimented on passengers
    - escape
    Any feedback or tips would be appreciate

  2. - Top - End - #2
    Barbarian in the Playground
     
    NecromancerGuy

    Join Date
    Jan 2010
    Location
    Delaware
    Gender
    Male

    Default Re: Starfinder Horror

    Ok so it seems like a good start but it needs some work. First off it's very railroady. You shouldn't only have one way to leave each room you should have a few options. One that they can do with minimal resources if the pass a high skill check and two more that will take more and more resources.

    If you want to add journals or audio logs you should put more rooms in the party can explore - like a med bay that got overwhelmed. You could have other survivors who woke before them - maybe a while before them who have lost their minds from isolation.

    As for the beginning where you kill the party members who look in the rat room - keep in mind vermin swarms are terrifying for unarmed pcs. You shouldn't plan to just write in you're going to kill the characters.

    Consider this - start off by having the vermin be terrifying - like rats with human faces. Have them carrying a body like ants taking food back to a hive - this establishes that they are dangerous.

    If they make it past this have them enter a room where a pipe has been torn from a wall and is billowing steam. Have them half see a horrible monster on the other end of the room obscured. Describe it as a thing with its head large enough to touch the ceiling. It has all the worst features of an insect and a reptile and you get the impression what you see is only the tip of the iceberg. It tosses a dismembered body of an armored space marine that clatters to the feet of the pc. This establishes the unequipped pc is in over their heads. Let them run and slam the door shut

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