Would Necrols embrace Splicers?

Organics, nanotech, and intrigue...discuss your thoughts on the new Palladium RPG here.

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
krispy
Hero
Posts: 910
Joined: Fri Sep 28, 2007 11:12 pm
Comment: Luck favors the prepared
Location: Down Under

Re: Would Necrols embrace Splicers?

Unread post by krispy »

when i first got Splicers, i though of the same dynamic.

whether there is a kinship between the 2 factions is entirely up to you. and it also depends on who they make contact with.
the Necrons do abhor synthetic technology, and will kill any who utilise it...and they are evil.
Splicers developed organotech out of necessity not by choice, and many would like to go back to that way of life...and their alignment is quite diverse....so a benevolent House may not wish to be allies with the Necrons, because they would want to kill not just NEXUS, but Technojackers as well.
while a more malevolent House that is hell bent on world domination and desire the rid the planet of all traces of synthetic tech would probable accept the Necrons with open arms

always remember that the Splicerverse is void of LeyLines making it magically neutral, if any crossover occurred from other dimensions, there will be issues.

instead you could choose to have them already exist in the Splicerverse, you could tweak the Necrons history to be similar to that of Splicers, except that they are further along the path and have left their planet. they could then be the guardians of the galaxy or conquerors
connecting the dots
User avatar
The Galactus Kid
Palladium Books® Freelance Writer
Posts: 8800
Joined: Tue Jul 20, 2004 4:45 pm
Comment: THE SPLICE MUST FLOW!!!
Location: Working on getting Splicers more support!!!
Contact:

Re: Would Necrols embrace Splicers?

Unread post by The Galactus Kid »

krispy wrote:when i first got Splicers, i though of the same dynamic.

whether there is a kinship between the 2 factions is entirely up to you. and it also depends on who they make contact with.
the Necrons do abhor synthetic technology, and will kill any who utilise it...and they are evil.
Splicers developed organotech out of necessity not by choice, and many would like to go back to that way of life...and their alignment is quite diverse....so a benevolent House may not wish to be allies with the Necrons, because they would want to kill not just NEXUS, but Technojackers as well.
while a more malevolent House that is hell bent on world domination and desire the rid the planet of all traces of synthetic tech would probable accept the Necrons with open arms

always remember that the Splicerverse is void of LeyLines making it magically neutral, if any crossover occurred from other dimensions, there will be issues.

instead you could choose to have them already exist in the Splicerverse, you could tweak the Necrons history to be similar to that of Splicers, except that they are further along the path and have left their planet. they could then be the guardians of the galaxy or conquerors

I like this.

Necrols would probably not mind the Splicers. The Splicers may not like them.
Image
Ziggurat the Eternal wrote:I'm not sure if its possible, but if it isn't, then possible will just have to get over it.

Ninjabunny wrote:You are playing to have fun and be a part of a story,no one is aiming to "beat" the GM, nor should any GM be looking to beat his players.

Marrowlight wrote: The Shameless Plug would be a good new account name for you. 8-)

ALAshbaugh wrote:Because DINOSAURS.
User avatar
Slight001
Hero
Posts: 856
Joined: Tue May 19, 2009 5:52 pm

Re: Would Necrols embrace Splicers?

Unread post by Slight001 »

krispy wrote:They could then be the guardians of the galaxy or conquerors


why limit yourself to one concept? why one or the other? Just as my players are discovering the heroic and the dastardly sides/elements of my AU Coalition States. Why not do the same with these AU Necrols? :twisted:

Example 1:
Early in the campaign I had the team (the players) assigned to a company that was doing a sweep and clear on a shanty town of mostly mutant humans and a near human d-bee's. The commanders orders were to clear the residents out and remove them from CS territory. The PC's knew of these orders and were expecting a blood bath. Yet the CS commander instead surrounded the town, made it clear that the residents were being moved he also made it clear that unless the residents attacked his men they were under strict orders not to attack, hinder or harm the residents in anyway. After the shanty town was packed up and a convoy organized the company ran escort and on several occasions fought off and defended the convoy. They even remained on site for several days at the new location providing protection for the shanty town residence before returning to base. My players (and there characters) were tense for the entire event and confused as they believed the CS were just mindless killing machines that may have once been human before their humanity was ground down to nothing.

Example 2:
While we were running my AU version of The Siege on Tolkeen the player group found themselves in a bitter and savage guerrilla war with local's with ties to the FoM. These people (barely qualified...) were actively attacking not only the CS elements but also the civilian elements... rarely a night went by that didn't include the displaced screams of poor souls being slowly and deliberately mutilated kept alive by magic curses that would kill them only when there were witnesses. As a counter and to secure the location the CS sent the 666th "Hellborn" battalion. Most previous elements were withdrawn as the Hellborn went to work, but the PC's were commandeered by the Hellborn commander to fill in for a squad he'd yet to replace with 'proper' soldiers. The Hellborn fought fire with napalm and locked the town down isolation fields that essentially displaced the designated area to pocket dimension. By time the Hellborn were done most of the town was in ruins and the population either dead, insane, or insanely loyal to the CS. The players were disgusted and tried to raise hell about what they'd seen only to be ordered to forget the whole thing because the 666th doesn't exist and they weren't there.


After words just the suggestion that the 666th might need to be called in usually got the PC's motivated and looking for solutions that were atypical... which was what I had hoped they'd have learned from the 666th event just as I'd hoped they'd learn not to make assumptions from the shanty town event... that last one didn't work out so well.
"If your plan relies upon chance to succeed, then you've already failed."
"Sometimes to achieve the greatest good, one must commit great evil."
Post Reply

Return to “Splicers®”