Wed 27 Oct 2021, 15:47
Here are my final work on the HLD player characters. These should, hopefully, give the players some extra insights and incentives to explore, and fix some of the agendas to make it more playable. I also elaborated a little, here and there, and included some rules stuff since I'm printing this out for my players and want them to have the most relevant rules before them. (Weapons listed in parenthesis are stuff I've included that the characters have access too, but not on them at the moment when the game starts).
Warning: Wall of text coming up.
Morgan Hirsch (Ex-Marine; 39)
Job: Cleaner
Personality: Religious
Signature Item: Cross necklace
Background: You’ve been cleaning up Hadley’s Hope almost since day one and have seen and done it all. When you went AWOL from the Colonial Marines and into hiding here ages ago, you knew Hadley’s Hope would be your home for the rest of your life. The only downside is MacWhirr. She’s your boss and never lets you forget it; she also dislikes your religiosity, and she could blow your cover if she looks too closely at your files… Similarly, the young Singleton doesn’t like you much either. You like Sigg, a smart and compassionate young guy.
Personal Agenda: Some people fight inner demons – you, however, have been sent these creatures to test your faith in God. Light ‘em up and show the devil who’s boss.
Buddy: Sigg
Rival: MacWhirr
STRENGTH: 5
• Close Combat: 3
• Heavy Machinery: 1
• Stamina: 2
AGILITY: 3
• Mobility: 1
• Piloting: 0
• Ranged Combat: 2
WITS: 3
• Comtech: 0
• Observation: 0
• Survival: 1
EMPATHY: 3
• Command: 0
• Manipulation: 0
• Medical Aid: 0
Health: 5 (if reduced to zero, you’re Broken = roll Critical Injury; cannot take any actions, only crawl & mumble)
Critical Injury: __________________________________________________________________________________
Stress Level: OOO OOO OOO OOO
Panic Effect: __________________________________________________________________________________
Consumables: AIR OOOOO FOOD OOOOO WATER OOOOO POWER OOOOO
Talent – Banter: For every turn spent in safe place, reduce stress level of all within SHORT RNG by 2, instead of 1 (including you).
Gear: Cutting Torch (Power Supply 3)
Weapon Bonus DMG RNG WGT COST Comment
Unarmed Attack -------- 1 Eng ------ ------ Armor Doubled
(Blunt Instrument +1 1 Eng 1 ------ 1-handed)
(Large Blunt Instr. +2 1 Eng 2 ------ 2-handed)
Cutting Torch ------- 3 Eng 1 $300 Armor Piercing, Power Supply 3
(M41A Pulse Rifle +1 3 Ext 2 $1500 Armor Piercing, Full Auto)
(--Full Auto mods +2 +1 Stress, may assign extra * to additional targets)
_______________ ____ ___ ___ ____ ____ __________________________________
_______________ ____ ___ ___ ____ ____ __________________________________
Hadley’s Hope points of interest
Armory (B2): While the colony militia isn’t large, it’s quite well-equipped. The Armory contains shotguns, handguns, a few pulse rifles, and even a state-of-the-art Sentry Gun to make pirates and marauders think twice before raiding Hadley’s Hope.
Chapel (D1): With evil and darkness evidently running rampant, the colony chapel (actually a multi-purpose quiet room) should be a safe haven for the good and the righteous, and a sanctuary for the soul. If Pastor Alfred Pommer is still around, he’ll be able to calm everybody’s nerves.
Mass Housing (A-1): In your quarters, you’ve hidden “Baby,” your old service Pulse Rifle that you brought along when you went AWOL from the Colonial Marine Corps. With everything going on, old “Baby” might come in handy.
Janice MacWhirr (Officer; 42)
Job: Colonial Administration Union Organizer
Personality: Officious
Signature Item: Company ID badge
Background: You are the Colonial Administration union organizer here on LV-426, and you take your responsibilities very seriously. Naturally, you expect your workers to do the same. It’s hard enough with the Weyland-Yutani bastards breathing down your neck, but if you don’t get help from the workers, what hope is there? At least some, like Singleton, are supportive, although you’d sack Hirsch (deadbeat religious janitor with possible PSYCH issues) and Holroyd (untrustworthy company synthetic) if you could. Singleton is a suck-up, which you appreciate.
Personal Agenda: You don’t show it, but you love the people of Hadley’s Hope, well most of them. Now your friends are dying, and you must take revenge on the corporates for causing this crisis. Agent Reynolds and her science lackey, Komiskey, must pay for their crimes.
Buddy: Singleton
Rival: Hirsch
STRENGTH: 3
• Close Combat: 0
• Heavy Machinery: 0
• Stamina: 0
AGILITY: 2
• Mobility: 1
• Piloting: 0
• Ranged Combat: 1
WITS: 4
• Comtech: 1
• Observation: 2
• Survival: 0
EMPATHY: 5
• Command: 3
• Manipulation: 2
• Medical Aid: 0
Health: 3 (if reduced to zero, you’re Broken = roll Critical Injury; cannot take any actions, only crawl & mumble)
Critical Injury: __________________________________________________________________________________
Stress Level: OOO OOO OOO OOO
Panic Effect: __________________________________________________________________________________
Consumables: AIR OOOOO FOOD OOOOO WATER OOOOO POWER OOOOO
Talent – Pull Rank: Make opposed Command roll vs. opponent’s Manipulation. If you succeed, target must follow your order (even if dangerous; one specific Action). You gain 1 Stress Level.
Gear: Knife, Watatsumi Bolt gun (4 shots)
Weapon Bonus DMG RNG WGT COST Comment
Unarmed Attack -------- 1 Eng ------ ------ Armor Doubled
(Blunt Instrument +1 1 Eng 1 ------ 1-handed)
(Large Blunt Instr. +2 1 Eng 2 ------ 2-handed)
Knife ------- 1 Eng ½ $50
Watasumi Bolt Gun ------- 3 Sho 1 $400 Armor Piercing, Single-shot (Slow Action to reload)
(M4A3 Service Pistol +2 1 Med ½ $200)
_______________ ____ ___ ___ ____ ____ __________________________________
_______________ ____ ___ ___ ____ ____ __________________________________
Hadley’s Hope points of interest
Command Center/Ops (E2): You’re a leader and you need information to make good decisions for all. From the “ops”, you might get a better overview of the situation, reviewing the CCTV system and potentially accessing colony computer systems. This is also where other colony leaders might congregate.
Crew Quarters (B2): You keep a good bottle of bourbon, $1800 cash savings, and a service pistol locked in your room.
Tannen’s Casino & Billy’s Bar (both freestanding): You know your people, hardworking union workers, and there’s a fair chance some of them were blowing off steam at the casino or bar when whatever went down at Hadley’s Hope occurred.
Hannah Singleton (Pilot; 32)
Job: Tractor Driver
Personality: Self-sufficient
Signature Item: Toy dinosaur
Background: You’ve stood on your own two feet all your life. The only lesson your useless parents taught you was that life is hard, so you’ll have to be harder. You want to advance by any means possible, and if that includes ignoring a few principles along the way, so be it. Now you’re a Company mole and you’ve got your orders, so pretend to like MacWhirr (workers’ boss) and pretend to dislike Hirsch (he’s worked at Hadley’s Hope almost 20 years, no prior records).
Personal Agenda: You are a Weyland-Yutani sleeper agent. Holroyd is a Company android, but he’s unaware you’re on the payroll. He’s suspected of disobeying company orders, so watch him. Also, news of this outbreak cannot be allowed to leak. You must manipulate the people around you and control the situation, even if it means putting an end to a “friend” or two. Make sure any escaping personnel and Company properties reach Weyland-Yutani safely. Furthermore, Company life is a cutthroat existence; Agent Reynold’s special project has obviously gone to hell, so perhaps you can climb the company ladder upon her failures and atop the wreckage that is the Hadley’s Hope Colony?
Buddy: MacWhirr
Rival: Hirsch
STRENGTH: 4
• Close Combat: 1
• Heavy Machinery: 1
• Stamina: 0
AGILITY: 5
• Mobility: 2
• Piloting: 2
• Ranged Combat: 2
WITS: 2
• Comtech: 1
• Observation: 0
• Survival: 0
EMPATHY: 3
• Command: 1
• Manipulation: 0
• Medical Aid: 0
Health: 4 (if reduced to zero, you’re Broken = roll Critical Injury; cannot take any actions, only crawl & mumble)
Critical Injury: __________________________________________________________________________________
Stress Level: OOO OOO OOO OOO
Panic Effect: __________________________________________________________________________________
Consumables: AIR OOOOO FOOD OOOOO WATER OOOOO POWER OOOOO
Talent – Reckless: You can push Agility skills twice.
Gear: M314 Motion Tracker (Power Supply 5; Extreme RNG in open/Long RNG inside), M4A3 Service Pistol (one reload)
Weapon Bonus DMG RNG WGT COST Comment
Unarmed Attack -------- 1 Eng ------ ------ Armor Doubled
(Blunt Instrument +1 1 Eng 1 ------ 1-handed)
(Large Blunt Instr. +2 1 Eng 2 ------ 2-handed)
M4A3 Service Pistol +2 1 Med ½ $200
_______________ ____ ___ ___ ____ ____ __________________________________
_______________ ____ ___ ___ ____ ____ __________________________________
Hadley’s Hope points of interest
Vehicle Bay & Maintenance Bay (c. C-1 & D-1): There are vehicles down there which you could possibly use to hide in or escape with or to safely relocate elsewhere. There should also be all kinds of useful tools.
Weyland-Yutani offices (C2): There might be valuable documents, special orders, company files, and equipment here, stuff that could give you a nice fat bonus if recovered, or… that could save your skin if higher-ups try to put blame on you. Also, chances are that company agent, Miranda Reynolds, and/or her shuttle access card, can be found here.
Tannen’s Casino (freestanding): Cash is always useful, and there should be loads lying about this place. It would be a shame to leave it behind. You’ve befriended the hostesses Maria Hemming; perhaps she’ll agree to share the wealth if you help her off LV-426. If not, then perhaps some of your Company backdoor-codes might work on the casino safe?
Sonny Sigg (Scientist; 29)
Job: Lab Technician
Personality: Curious
Signature Item: Lab coat
Background: You love your job as a lab technician at Hadley’s Hope, studying rock samples and charting LV-426 planetoid’s geology, metrology, chemistry, and more. But now that Weyland-Yutani inspector team have shown up and treat you with thinly disguised contempt, shutting you out from your own work… and from their groundbreaking studies of the alien materials recently discovered by the Jordens. Hadley’s Hope is just a way station for you before moving onto bigger and better things, but still, the people are good folk, mostly. You like Hirsch as he has an open mind and is quick to lend a hand, but MacWhirr acts as if she owns the place, and you.
Personal Agenda: That Weyland-Yutani inspection team, under Agent Reynolds and Chief Scientist Komiskey, won’t be so snooty if you can leap-frog them and get an alien off-world and into Company hands first! You just need to get a live specimen and get off LV-426 alive. Who will be laughing then?
Buddy: Hirsch
Rival: MacWhirr
STRENGTH: 2
• Close Combat: 0
• Heavy Machinery: 0
• Stamina: 0
AGILITY: 4
• Mobility: 2
• Piloting: 0
• Ranged Combat: 0
WITS: 4
• Comtech: 3
• Observation: 2
• Survival: 0
EMPATHY: 4
• Command: 0
• Manipulation: 1
• Medical Aid: 2
Health: 2 (if reduced to zero, you’re Broken = roll Critical Injury; cannot take any actions, only crawl & mumble)
Critical Injury: __________________________________________________________________________________
Stress Level: OOO OOO OOO OOO
Panic Effect: __________________________________________________________________________________
Consumables: AIR OOOOO FOOD OOOOO WATER OOOOO POWER OOOOO
Talent – Analysis: After one Turn of study, you may roll Observation to gain insight into strange & alien things. Each success lets you ask one simple question that the GM will answer. Success also reduces Stress Level of everyone ele within SHORT RNG by 1, while failure increase their Stress Level by 1.
Gear: Medkit (+2 Medical Aid, one-time use)
Weapon Bonus DMG RNG WGT COST Comment
Unarmed Attack -------- 1 Eng ------ ------ Armor Doubled
(Blunt Instrument +1 1 Eng 1 ------ 1-handed)
(Large Blunt Instr. +2 1 Eng 2 ------ 2-handed)
_______________ ____ ___ ___ ____ ____ __________________________________
_______________ ____ ___ ___ ____ ____ __________________________________
Hadley’s Hope points of interest
Mass Housing (A-1): Recognizing the potential of the Jordan family’s discovery, you made sure to partake in the early investigations. You took pictures, made notes, copied scans & analyses, and stored it on magnetic tapes hidden in your quarters in the A Block basement. If all else fails, these data could at least save, and hopefully propel, your career.
Medlab (E2): You’ll find medicines and medical equipment here that might become critical to your group’s survival.
Geolabs (E1): This is where newly arrived company chief scientist, Dr. Theodora Komiskey, set up a research lab to study the local xenomorphic materials. The creature that attached itself to wildcatter Russ Jordan, was dissected here after if came off by itself and died. You also think some of those so-called “egg” things, recovered from subsequent classified expeditions, were stored here, too. Any one of those things should be worth a fortune!
Holroyd (Roughneck; looks to be in his 30s)
Job: Mechnaic
Personality: Hard-working
Background: You’re a Weyland-Yutani android (not secret), who works hard without complaining. You’ve been on LV-426 for two years, and try to get along with everybody, which usually works fine. However, Sigg spends too much time griping and not enough working, and for some reason, MacWhirr dislikes you (well, you ARE better than all her people)
Personal Agenda: You know about all the derelict alien ship discovered here and why Miranda is here (to bring back specimen and samples for the bioweapons department). As a Company synthetic, you should help cover it up, but you feel terribly responsible for what has happened. You don’t have any behavioral inhibitors and can do as you please. But you run on powerful ethics programs and MUST try save colonists whenever you can, sacrificing yourself if need be. You can use violence against “Company threats”, which you yourself define.
Buddy: Hirsch
Rival: Sigg
STRENGTH: 7
• Close Combat: 0
• Heavy Machinery: 3
• Stamina: 1
AGILITY: 6
• Mobility: 1
• Piloting: 0
• Ranged Combat: 1
WITS: 4
• Comtech: 2
• Observation: 0
• Survival: 1
EMPATHY: 3
• Command: 0
• Manipulation: 0
• Medical Aid: 1
Synthetic: Need no Air, Food, Water, or Sleep, are immune to vacuum, cold, disease, & Panic, and can’t suffer Stress.
Health: 7 (if reduced to zero, you’re Broken = roll Synthetic Critical Injury table below; you can otherwise act as normal)
D6 Critical Effect
1 Ruptured Fluid Pump Lose next slow action.
2 Destroyed Leg Servos Both legs non-functional. May only crawl.
3 Destroyed Arm Servos One arm non-functional. Cannot use said arm/hand.
4 Head Dislocation All fast actions become slow actions.
5 Severe Chassis Breach Immobilized.
6 System Shutdown Inactive. Others must make Comtech required to communicate.
Consumables: AIR OOOOO FOOD OOOOO WATER OOOOO POWER OOOOO
Talent – Resilient: When suffering damage, roll STR (not an action). -1 damage per success scored. (This is not armor).
Gear: Electronic Tools (+1 Comtech), Samani E-Series Watch (multi-use device that keeps several times; monitors pressure, air, rad, etc. for +1 to Survival)
Weapon Bonus DMG RNG WGT COST Comment
Unarmed Attack -------- 1 Eng ------ ------ Armor Doubled
(Blunt Instrument +1 1 Eng 1 ------ 1-handed)
(Large Blunt Instr. +2 1 Eng 2 ------ 2-handed)
_______________ ____ ___ ___ ____ ____ __________________________________
_______________ ____ ___ ___ ____ ____ __________________________________
Hadley’s Hope points of interest
Processor 1 (far south, accessible through E-1 tunnels): Lots of heat and power, safety gear and emergency equipment, and everything you’d need to help your organic friends survive for weeks if need be.
Billy’s Bar (freestanding): Fellow roughnecks, Wes Osterman, is your usual shift partner and closest friend. He’s also a struggling alcoholic, and you just know he’ll have run to Billy’s Bar at the first sign of trouble. You want to save him.
Recreation & Family Services (D1 & D2): With schools, rec. rooms, and the “Town Hall” all located here, there’s a fair chance some civilians might be holding up in this, most remote and self-contained of the colony blocks.
Last edited by
Angelman on Thu 28 Oct 2021, 12:02, edited 1 time in total.
"And the rain sets in,
it's the Angelman.
I'm deranged".
--David Bowie, I'm Deranged