Children With Dynamite: A Hot Plasma, Cold Dames story (Tens

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Arthur_Tuxedo
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Children With Dynamite: A Hot Plasma, Cold Dames story (Tens

Post by Arthur_Tuxedo »

Hi all, I am recruiting for my new HPCD game using the Tensided system. For those of you not familiar, Tensided is a classless, levelless, skill based system structured around the d10. Hot Plasma Cold Dames is a sci-fi / noir setting based on the premise that an alien empire established contact with Earth in 1945 after the detonation of the atomic bombs attracted their attention and history would never be the same.

Here's a synopsis for the campaign:
The year is 1950. Following the disaster in San Francisco and the second Vesuvian visit, the menace of the Children of Dashakla was revealed to the nation. With the death of the criminal Red Wolf, no more blasters have turned up lately in criminal hands, but the international stage has heated up. The Soviet Union has angrily demanded that the United States give up the fighter craft and dozens of blasters now in its possession in the interest of world stability. Certain that the Soviets are themselves in possession of alien technology, President Truman has put together a special commission to find out what the Reds have, where they have it, and what they might do with it. You are a member of that commission.
There will be three sets of characters involved in this story that we will switch between at intervals of a few sessions.

The planners: These individuals are the decision makers for the special commission on keeping Vesuvian tech out of Red hands. They will not be in conflict and so we do not need character sheets for them, just a name and a general idea of who this person is. Remember that these are high-ranking military and political people, so their age and background should reflect that.

The operatives: These are the lucky folks who get to operate inside the Soviet Union, uncovering Iron Joe's secrets. They take their orders from the planners.

The coppers: Back in San Francisco, things have been pretty quiet since the shakeup last year. Special Unit 17 has left on a space ship as ambassadors from Earth, so command formed Special Unit 18 to make sure things stay quiet regarding alien tech. These people have nothing to do with the other two groups... or do they?

Game will be played late morning to early afternoon on a weekend, probably Sundays at 11 AM to 1 PM, or some other agreeable time. We need 4 to 6 players for this one. Please go here if you're interested.
"I'm so fast that last night I turned off the light switch in my hotel room and was in bed before the room was dark." - Muhammad Ali

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