1
Fan-Stuff / XcomFiles RPG Campaign (Using Dark Heresy 2nd Edition ruleset)
« on: September 17, 2021, 07:15:29 am »
Hello everyone! I hope that this thread will not be in vain, but I feel that it would be entertaining for others, and perhaps useful as well, to share my campaign and player's progress in an XComFiles Styled Dark Heresy campaign.
About a year ago I discovered XComFiles, an already avid player of Xpirates I was eager for a new an interesting challenge. I was not disappointed. Since that first game where I admittedly got to promotion II then got myself creamed by Sectoids, I was remined of an old game I tried to run. An Xcom Game using the Contact Tactical Alien Defense Role Playing Game.
A little spoiler, Contact's ruleset is absolutely terrible and suffers from failure to properly translate from German. Sadly enough it took only one session between me and my players to realize that the system was at its center, unusable. Fortunately for the system it had a lot of good ideas, from world building to little subsystems like its fully usable Base Building, research, engineering mechanics, rules for dogs, AI, and even playable aliens! These things I kept.
I then made efforts to convert the Dark Heresy 2E ruleset to an Xcom flavored setting. Dark heresy for those unaware is the inquisitor gamebook for Fantasy Flight Game's Warhammer 40k run of RPGs, using a d100 system set in the dark future of the 41st millennium.
This conversion took a while as I had to build the weapons, the equipment, and item lists from scratch, translate the character generation to something that was in lore, and using crude methods of extraction, copy the UFOpedia from XcomFiles as best I could to cobble together encounters using entirely home brewed encounters (Until I discovered the wiki for Xcomfiles and felt really dumb). I took inspiration from the video game Mercenaries and have made a ranked hierarchy of officers for a faction for my party to fight against, or deal with as they see fight in the name of Omega and Earth.
I don't know what I'm trying to accomplish with this thread, maybe I want suggestions, validation, or to be told its not worth my time and to leave you all alone. But perhaps its to have an audience outside of my gaming group of friends, and to share my homebrew resources with other enthusiast of tabletop gaming. If anyone has any request to see my work to use in their own campaigns, have questions, or perhaps just to tell me how much I suck at game mastering (Which by the way, I suck at a lot) feel free. I'll be happy to discuss and learn from others.
Without further ado, This is Season 1, the prologue.
About a year ago I discovered XComFiles, an already avid player of Xpirates I was eager for a new an interesting challenge. I was not disappointed. Since that first game where I admittedly got to promotion II then got myself creamed by Sectoids, I was remined of an old game I tried to run. An Xcom Game using the Contact Tactical Alien Defense Role Playing Game.
A little spoiler, Contact's ruleset is absolutely terrible and suffers from failure to properly translate from German. Sadly enough it took only one session between me and my players to realize that the system was at its center, unusable. Fortunately for the system it had a lot of good ideas, from world building to little subsystems like its fully usable Base Building, research, engineering mechanics, rules for dogs, AI, and even playable aliens! These things I kept.
I then made efforts to convert the Dark Heresy 2E ruleset to an Xcom flavored setting. Dark heresy for those unaware is the inquisitor gamebook for Fantasy Flight Game's Warhammer 40k run of RPGs, using a d100 system set in the dark future of the 41st millennium.
This conversion took a while as I had to build the weapons, the equipment, and item lists from scratch, translate the character generation to something that was in lore, and using crude methods of extraction, copy the UFOpedia from XcomFiles as best I could to cobble together encounters using entirely home brewed encounters (Until I discovered the wiki for Xcomfiles and felt really dumb). I took inspiration from the video game Mercenaries and have made a ranked hierarchy of officers for a faction for my party to fight against, or deal with as they see fight in the name of Omega and Earth.
I don't know what I'm trying to accomplish with this thread, maybe I want suggestions, validation, or to be told its not worth my time and to leave you all alone. But perhaps its to have an audience outside of my gaming group of friends, and to share my homebrew resources with other enthusiast of tabletop gaming. If anyone has any request to see my work to use in their own campaigns, have questions, or perhaps just to tell me how much I suck at game mastering (Which by the way, I suck at a lot) feel free. I'll be happy to discuss and learn from others.
Without further ado, This is Season 1, the prologue.
"Omega was formed in 1982 in response to a drastic uptick in cult activity, villages disappeared, politicians were assassinated, a 1,000% increase in strange creature sightings, and over a hundred confirmed UFO sightings.
Omega's roots are in the OSS, on the Eastern front with intelligence sharing between Russia and America, including the deployment of a division of commandos. With their assistance, several vital, but downplayed engagements went splendidly for the Russians, resulting in an estimated million lives saved for the Russian war machine.
Since that day, a small but strong link has been forged between the east and west where vital but secret information was shared for everyone's betterment. One of those subjects was the supernatural and unexplained. In an atmosphere where a mistimed rocket launch could spell doom for earth, knowing when even the other side didn't know about an object could bring a deep sigh of relief.
Now, however, they take supernatural and cold cases, secretive even to the UN, answerable only to the security council and immediate circles. They have gained great political power after their warnings that disastrous political upheaval will strike the Soviet Union. Their words were prophetic, and as the smoke settles, the situation grows more grim.
You are a fresh recruit, taken in during a great influx of personnel to the rapidly growing organization."
Omega's roots are in the OSS, on the Eastern front with intelligence sharing between Russia and America, including the deployment of a division of commandos. With their assistance, several vital, but downplayed engagements went splendidly for the Russians, resulting in an estimated million lives saved for the Russian war machine.
Since that day, a small but strong link has been forged between the east and west where vital but secret information was shared for everyone's betterment. One of those subjects was the supernatural and unexplained. In an atmosphere where a mistimed rocket launch could spell doom for earth, knowing when even the other side didn't know about an object could bring a deep sigh of relief.
Now, however, they take supernatural and cold cases, secretive even to the UN, answerable only to the security council and immediate circles. They have gained great political power after their warnings that disastrous political upheaval will strike the Soviet Union. Their words were prophetic, and as the smoke settles, the situation grows more grim.
You are a fresh recruit, taken in during a great influx of personnel to the rapidly growing organization."