Common Group Goals

First off

How bad is the crisis:

  1. X Minus 10 months: The Frankenstein Crisis is a manageable threat. Society is intact but you get attacked, here and there, by rogue robots. Basically, this is a superhero game with one or two Frankenstein fights. The threat of a Frankenstein outbreak is very very small. This works best when the Frankenstein are fairly cognizant and act as a kind of villain.
  2. X Minus 10 days: The Frankenstein Crisis is a serious threat: Frankenstein fleets float through the system and are even choking off some planets. The campaign is set in wartime, though not necessarily in a warzone. There’s plenty of role-playing opportunities that aren’t directly affected by the Frankenstein Crisis. The Frankenstein in this setting are mostly intelligent drones. They choose the best options for attack, but they don’t have personalities as such (though some might).
  3. A Day Called X: The Frankenstein Crisis is spinning out of Control. It is the day when all hell breaks loose. This is Night of the Living Dead with Robots. Campaigns set in this stage of the crisis, generally start off normal and go terribly wrong, quickly. The emphasis is on the crisis’s ability to spread. There may be still hope, at this point, to bring things back to normal. The Frankenstein in this scenario are probably best thought of as “fast zombies.” They’re about as smart as wild dogs.
  4. X plus 6 months. The Frankenstein Crisis is out of control. Dawn of the Dead or Walking Dead. You have survivors here and there. Social structures have mostly broken down. If there are holdouts, they are bubbles of civilization within a wasteland. Every place that has survived has a manner of dealing with the Crisis. At this point, there is little hope that things will go back to normal. It’s best at this point to play the Frankenstein as slow zombies. They move around. If they suspect a living thing, they attack by slowly looking for an opening.
  5. X plus 2 years. The struggle against the Frankenstein Crisis is hopeless. Nothing that resembles the old social structures remain. Campaigns set at this stage of the Crisis emphasize the feral nature of survival. There are no centers of civilization to go to. No space bars. No asteroid colonies. Nothing. Chances are, your struggling to not get killed while avoiding the Frankensteins and your fellow survivors. The Frankenstein basically drift along. If a big drift hits you, you’re screwed. Here and there are packs of Frankenstein who barely move unless provoked.
  6. X plus 5 years: You are a sole survivor. It is extraordinary rare for you to meet another living soul. The model for this is Day of the Dead. The Frankensteins are everywhere, they don’t need to move so they don’t. Either there are hordes of them, or, alternatively, the ruins themselves pop into consciousness long enough to kill and then fall back asleep.
  7. X plus 10 years: It is a Frankenstein Victory. You are probably playing a robot. No life remains except for robots and they have all gone Frankenstein. Possibly the Galactic Federation has sent in teams by this point… or maybe the Crisis has spread. The system looks frozen and lifeless but present any sign of life, and boom, it gets downright dangerous.

Group Goals

Second, What are the Group’s Goals (the suggested state of the Frankenstein Crisis follows in the parenthesis):

  1. Survive (A Day Called X; X Plus…)
  2. Escape to Civilization (A Day Called X)
  3. Escape from Civilization (A Day Called X; X plus 6 months)
  4. Attack the Source (A Day Called X)
  5. Someone’s in Charge (X Minus…)
  6. It’s all a front! (X Minus…; A Day Called X)
  7. Gain Power (X Minus…)
  8. Gain Political Power (X Minus…)
  9. Secure Resources (X Plus…)
  10. Find a Cure (X Minus 10 Days; A Day Called X; X Plus 6 Months)
  11. Deliver the Cure (X Minus 10 Days; A Day Called X; X Plus 6 Months)
  12. Deal with Everyone Else (Any)
  13. Prevent Escalation (X Minus…; A Day Called X)
  14. Old Rivalries (X Minus…)
  15. Alien Goals (Any)

Survive:

Your story centers around your simply trying to make it through the day (or week). Something might be trying to get you, a new crisis within the crisis, such that the adventures aren’t just “same horrible shit, different horrible day.” The characters start off with a plan for making their survival less difficult (or learn important information in the first adventure).

Escape to Civilization:

You are located behind enemy lines. You know that Core City is somewhere out there, and you’d love to get to it, but the Frankensteins are everywhere. You and your group are trying to survive and get away from these monsters. The characters start off with a plan on how to get to civilization (or learn important information in the first adventure).

Escape from Civilization:

You are located in a place with a lot of other people and that’s a problem. Their numbers have made them complacent. You want to find a place that’s remote enough that you can sit out this problem and wait for the Galactic Federation. The character start off with a destination and a plan on how to get there (or learn important information in the first adventure).

Attack the Source:

You know what caused this. Now, it’s time to go to the heart of the problem and shut this down! The characters start off the game with knowledge of the source of the Frankenstein Crisis and a good reason to believe that they can attack it (or learn important information in the first adventure).

Someone’s in Charge:

This isn’t magic. Guy Y/Group Y is doing this. It’s time to take them out. The characters start off with an idea about how Guy Y/Group Y is/are (or learn important information in the first adventure).

It’s all a front!

Between Luddites, Archons, Aliens, and the Galactic Federation, it’s entirely possible that the Frankenstein Crisis is just one big distraction from what’s really going on: a secret plan so big that all of the people living in the Prometheus system are expendable. The characters begin the game knowing about the conspiracy and how to deal with it (or learn important information in the first adventure).

Gain Power

The goal of your group is to seize more powers for themselves. Better Biomechanical stuff. Better tech. Better serums. If you’re going to handle this crisis, you need to be decked out. Or maybe you just want the juice. The characters begin the game with some idea about how to get more powerful (or learn important information in the first adventure).

Gain Political Power

In times of crisis, new leaders rise. It might as well be you. After all, it won’t do to have the entire system in chaos when you’re trying to fight a nigh-unstoppable robots. The characters begin the game with an idea about how they might become leaders in the system (or learn important information in the first adventure).

Secure Resources

Sometimes the difference between survival and annihilation is a big store of bullets. The characters begin the game knowing where they can get more resources (or learn important information in the first adventure).

Find a Cure

It is said that on the fourth moon of Ganymede, there is a tech who… Can you believe that there’s some possibility of curing this thing? All you have to do is Y. The characters begin the game knowing what Y is (or learn important information in the first adventure).

Deliver the Cure

The cure has been found. The problem is, you still have to deliver it. This goal can come in many forms. Maybe you cure the robots. Maybe you make places immune to the Crisis. The characters begin the game with the cure and a plan on how to disseminate it (or learn important information in the first adventure).

Deal with Everyone Else

You have rivals for whatever it is you’re trying to do. They want you dead. The characters begin the game knowing who their rivals are (or learn important information in the first adventure).

Prevent Escalation

It’s bad. It could be worse. You have a plan to keep it from going to the next step. The characters begin the campaign with that plan (or learn important information in the first adventure).

Old Rivalries

The impending chaos is the perfect cover to attack the political enemies of the organization to which the characters are allied. Galactic Federation fight Ludd. Some aliens hate each other. With the system embroiled in a robot zombie war, who’s going to stop you? Characters should have a plan of attack at the beginning of the campaign (or learn important information in the first adventure).

Alien Goals

Most of the aliens living in Prometheus have their own agenda. The characters goals have aligned with the goals of one of these races. The characters needn’t be members of this race for this to work. Characters should start the game knowing what these goals are (or learn important information in the first adventure).

Common Group Goals

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