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I'm not saying it's aliens, but....

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OFTHEHILLPEOPLE

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« on: <11-01-12/1656:55> »
So I'm thinking of working in Aliens into my story and I'm wondering if there are any resources that cover this with Shadowrun.  I'm thinking of the aliens being strongly themed from "Buckaroo Banzai" with the Red and Black Lectroids.  How would you build these characters if you could?
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Reaver

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« Reply #1 on: <11-01-12/1720:51> »
No real source material for aliens.... It's not really a topic for noir/dystopian/punk games.... And it's been forever since I saw or read buckaroo bonzai....

For custom things like this, you have to stat them out as you feel is appropriate.
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ArkangelWinter

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« Reply #2 on: <11-01-12/1855:56> »
I would say that, to keep the mood, use a choice or combination of Alien xenomorphs, Lovecraftian horror, and/or Bugs from the StarShip Troopers novel (not the movie). Alien motives, alien technology and biology, but still a believable threat that could have mana, tech, and sentience.

SunRunner

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« Reply #3 on: <11-01-12/1934:23> »
Or you could go all out and use the Shadowrun universe built in Horrors. Just look them up in Earth Dawn. Right now the horrors cant really reach earth as the mana tide is not high enough and a couple doors have not opened yet that need to be opened but last I read the fluff Aztlan is running pretty fast and hard towards the cliff of opening earth back up to the Horrors its one of the reasons Harlequin and some of the great dragons have such a hard on for smacking Aztlan and blood magic down as they know its one of the 1st and easiest doors to be opened for the Horrors to get a foot hold on the planet again. And if you cant find too much on them just think of them as Insect spirits on crack. Basically take insect spirits and cross breed them with shedim and shadows, and I mean in the nasty totally unfair they get all the powers AND lose disads in the process and you end up about right. In earth dawn they crub stomped multiple empires that fielded entire platoons of mages that any one of them could go toe to toe with a great dragon and have a reasonable expectation of wining. If you want some idea what level these guys operated on look up Harlequin in street legends and then realize he was a bad ass even back then but he was the elite captain of the guard time guy not the OMFG he can level entire cities and their AAA mega corp arcologies if he really decides he wants to cut lose. At this point Lofwyr and the great dragons are pretty much the only people on the planet that he cant just roll over if he feels like flexing.

OFTHEHILLPEOPLE

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« Reply #4 on: <11-01-12/2127:45> »
So you think I shouldn't really hit the "these guys look like us but really if you look at them this way they look way different.  Oh did I mention they have super strength, alien tech, and a desire to rip a whole of dimensions using the wavelength that mana closely matches?" route?  In this world they're not up to par with fighting the way Runners do and could easily get owned hard, so they're more like corporate string pullers who can get what they need if certain people fall and their assets hit the market.
Looking for a game (local or online) --Austin, Texas--

Reaver

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« Reply #5 on: <11-01-12/2313:36> »
Personally, I feel there is already a vast host of canon 'badguys' to throw up against your runners without having to try to custom build and stat your own...

Bug spirits
Shadow spirits
Toxic shamans/mages
Free spirits
Policlubs
Racist organizations
Eco terrorists
Religious terrorists
Black cabals
Vampires
Corporations
Gangs
Dragons
Paranormals
Human self interest
Psychos
A.Is
Matrix entities
Drug lords
....

Did I miss anything???
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

beowulf_of_wa

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« Reply #6 on: <11-02-12/0314:07> »
NERPS!!!
Carpe Noctem (seize the night)
Carpe per Diem (seize the pay), Carpe Dentum (seize the teeth), Carpe Denim (seize the pants)
Carpe Panem (seize the bread/capital)

no, i won't "just get over it."

NERPS!! for idiocy! NERPS!! for the minty fresh feeling! NERPS!! for gods! NERPS!! for guard duty!

Medicineman

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« Reply #7 on: <11-02-12/0343:37> »
Aliens, Timewarp and Teleportation(as Spells) are  officially No-Gos in Shadowrun.
They've been that way since SR1
This should'nt stop You from integrating them in Your group but You won't find anything officiall

He who Dances with Aliens
Medicineman
« Last Edit: <11-02-12/0345:38> by Medicineman »
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Reaver

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« Reply #8 on: <11-02-12/0947:16> »
NERPS!!!


Crap... forgot IC from the list.










<now go eat a "new improved" carmel apple lemon twinkie!!! with all the sugar and twice the daily recommended dosage of sawdust!>
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

DaveDaveDaave

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« Reply #9 on: <11-06-12/1546:46> »
Sort of like aliens but not... The Metaplanes leak such wonderful Tourists into our plane such as Shedim etc. It might be easier to have MIBs and Greys etc as localised incursions from Elsewhere. Might be a chance to use Pales from Dark Conspiricy, creepy, mysterious and well dressed. 8)
An Awful lot of people believe a lot of very strange things indeed for no valid reason I can see. They can`t all be right but it is quite likely they all can be very wrong.

Valashar

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« Reply #10 on: <11-07-12/0948:14> »
The idea that I'm running with for my own campaign is this: The Horrors haven't just been hitting Earth, but rather any world with a manasphere. Some of those other worlds have had folks already in residence. And in some places, the Horrors won big and became the folks in residence. Most of the time this just gave them a world in the physical plane as a new playground... until they won on a world with enough of a tech level to make arkship-type interstellar travel feasible. Of course, the Horrors need a strong mana environment to hang around (some of them can function just fine in lower mana if they've got a host), so the style of arkship that the PCs in my campaign will have showing up at their Earth is going to be basically a Neptune-size planet that's been hollowed out and filled with a biosphere. The Horrors-as-aliens are going to be a primarily biotech-based threat; conceptually a cross of the Bane from Tabula Rasa and the Yuzhon Vong from Star Wars. Short term (this campaign) will eventually be dealing with their arrival and the initial big brawl. Long term (future campaigns) will go beyond that once I've had a chance to really sit down and decide how things will or won't change for various folks in my SR setting.

I will note that this campaign wasn't originally put together for Shadowrun, but was rather brought into SR from d20 Modern when 4th edition came out because it was an easier-to-use system and the existing SR timeline was close enough to the one we'd put together that it didn't really need any tweaking at the level the PCs would be aware of. But it has been fun thinking about how all the various power groups of the SR world would react to this kind of outside incursion, especially when certain folks realized that the Horrors were the power behind it.

From a design standpoint, I haven't really needed to come up with anything overly radical or which deviates too far from what's already within SR (the PCs aren't exactly going to be the ones making frontal assaults on the worldship or taking them on in space dogfights, after all). Horrors, bug spirits, shedim, and the like are all represented at serious threats and will only become moreso once the new guys show up and start making friends. The shock troop and leader types of the new threat are unique to our campaign and are a serious enough threat by themselves to make a solid team of combat runners come through barely breathing.

So it is possible to introduce an alien threat to a SR campaign, just remember that you're working within a living setting with its own history, personality, and an internal logic that extends to the entire universe it exists in. Magic isn't just some strange way to view higher physics, it's something that permeates all states of existence in this setting. So I'd highly recommend making your alien threat not only aware of it but adept in its useage. Pick a couple of the things magic can't do in normal Shadowrun and think of a way for these guys to bend or even seemingly break this rule (my favorite for my new threat is that they can violate the 'no line of sight for spells through technology' rule by using what is basically a biotech-grown brain as the core of a kind of sensor drone that one of their initiates then mindlinks to... it gives them a distinctive advantage that can still be overcome by observant and creative players).
« Last Edit: <11-07-12/0950:35> by Valashar »
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