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> Bug Campaign with new players, I didn't want to hijack.
RedmondLarry
post Sep 16 2004, 11:12 PM
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The following home-made bug additions have been added in various campaigns I've been in. Credit goes to 'Otter' on these boards:

Metaplane quest to a plane where the bugs have thrashed a world, it's dying, almost nothing is left. Characters encounter a 'good' bug (butterfly) in a still-green part of a forest that is dying, and learn that it'll die too when the forest finishes dying. Later they see Ant spirits marching one-by-one (the little one stops to play a drum) or two-by-two (the little one stops to tie his shoe) toward something that is clearly a portal of some sort. The ants enter a glowing circle and 'pop' out of existance. There are thousands of ants in the line. Characters get to kill one or two bugs, talk to a butterfly, and see ants leaving the dying world. You can have the other end of the ant's metaplane gateway be in Chicago if you want. The Johnson for this trip is a powerful free spirit who keeps her own metaplane gateway open for the characters to go through. She says she has to stay on Earth, in order to reopen the gateway for them 6 hours later, while they investigate the situation on that other world and report back to her.

A run within Seattle, to the main metroplex water supply plant, to destroy a device that is adding low doses of some sort of toxin to Seattle's drinking water. Only much later do they learn that the toxin was an insecticide, the Johnson was a Bug, and and the insecticide was making bums and other Seattle people taste bad to the bugs.
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Sijal
post Sep 17 2004, 02:20 AM
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QUOTE (OurTeam)
A run within Seattle, to the main metroplex water supply plant, to destroy a device that is adding low doses of some sort of toxin to Seattle's drinking water. Only much later do they learn that the toxin was an insecticide, the Johnson was a Bug, and and the insecticide was making bums and other Seattle people taste bad to the bugs.

Ok, that is a good one.. I'll have to run them through this when they get out of chicago.. thanks a ton.
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Omer Joel
post Sep 17 2004, 06:33 AM
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This brings quite an evil idea to my mind, especially if one wishes to modify the timeline and to surprise the polayers. Sure, WizKids are done with bugs, but as a GM, you are free to use them in later parts of the timeline.

Now, imagine the shock of the players when a second bug city errupts in Seattle...

(or, to recall an old thread, probably in the previous Forum version, when they enter the Arcology expecting Deus and find Bugs instead! :evil:)
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Sijal
post Sep 17 2004, 12:01 PM
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After everything that I'm going to put my players through, if I trap them in one more bug hive a couple years after they get out of chicago... they'll have me hanging from the tree outside.

I'll stick with duce.. It's the unknown that gets you in the end in the archology. After hunting bugs for so long, the reaction will be "Oh, more bugs.." But when a bunch of little kids start messing with them for no apparent reason.. we'll see where their morals lie.
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GenoSicK
post Sep 17 2004, 12:02 PM
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QUOTE
when they enter the Arcology expecting Deus and find Bugs instead!

That's mean... I love it ! :D
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Johnson
post Sep 17 2004, 12:41 PM
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Grrr bugs I have seen my fair share but they are always cool as you can over whelm the PC's

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Siege
post Sep 17 2004, 01:29 PM
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Cyber-bugs! Controlled by Deus as a weapons project of last resort...

-Siege
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Omer Joel
post Sep 18 2004, 01:36 PM
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One more point about Bugs: They're intelligent; they could climb up walls (atleast in True Form, also in certain Flesh Forms in certain house rules); they know their turf VERY WELL; they have a hive mind. In short, they fight smart, fight dirty, and could be used to scare the hell out of players, even the more bug-experienced ones. A good bug run, IMHO, should be 70% atmosphere/story, 20% tactics and only 10% combat - and VERY intense combat at that. Bugs rarely work alone (except for Mantids, that is) - when you finally DO confront them, this should be the action-climax of the adventure. Other than that, the only combat the players should get would be small, mostly used by the Hive to test their strength and/or achieve specific goals.
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GenoSicK
post Sep 19 2004, 07:45 PM
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QUOTE ("Omer joel")
One more point about Bugs: They're intelligent; they could climb up walls (atleast in True Form, also in certain Flesh Forms in certain house rules); they know their turf VERY WELL; they have a hive mind. In short, they fight smart, fight dirty, and could be used to scare the hell out of players, even the more bug-experienced ones. A good bug run, IMHO, should be 70% atmosphere/story, 20% tactics and only 10% combat - and VERY intense combat at that. Bugs rarely work alone (except for Mantids, that is) - when you finally DO confront them, this should be the action-climax of the adventure. Other than that, the only combat the players should get would be small, mostly used by the Hive to test their strength and/or achieve specific goals.


+1
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