Conspiracy X
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Conspiracy X is an Urban Fantasy RPG rooted in Conspiracy Theories, specifically relating to alien invasions and secret government plots. The basic idea is that players take the role of agents of AEGIS, a secret American government agency created after the Roswell Incident in 1947 proved that aliens existed and they were on Earth, serving as the true explanation behind many supernatural and paranormal phenomena. As an agent of AEGIS, you are charged to seek and destroy the alien menace, whilst keeping Americans ignorant to the true weirdness behind the world.
1st Edition[edit | edit source]
The first edition was originally published as a 224-page softcover book by New Millennium Entertainment.[4] Eden Studios acquired the rights, their first RPG, and continued to use the first version, which went through several printings, with the Third Printing – Revised carrying a copyright date of 1997.
Many supplemental books were produced for this line including books detailing alien technologies and races, books for dealing with the supernatural (as it is defined in the Conspiracy X world) and books on the governmental agencies featured in the core book (AEGIS and Black Book, also called the NDD), as well as a book on how to create conspiracies and the Bodyguard of Lies series, three books with miscellaneous additions to the world and rules as well as missions to roleplay.
This edition features an original rules system. Character generation is via a "point-buy" system, where players are given 100 points to divide amongst basic abilities as well as skills and resources. The player can also purchase more points by adding disadvantages to the character. For example, adding "Wanted by the Law" to the character nets another 20 points to spend.[4]
Players then act communally to plan "the Cell", the base of operations they will be using for the adventure, including details of location, facilities, staff, and equipment.[4]
Actions are resolved with one of only four probabilities:
Easy (100%) – Automatic Success (if your skill exceeds the difficulty level) Medium (58.3%) – Success on rolling 7 or lower on 2d6 (if your skill is equal to the difficulty level) Hard (16.7%) – Success on rolling 4 or lower on 2d6 (if your skill is a single point lower than the difficulty level) Impossible (0%) – Automatic Failure (if your skill is more than a single point lower than the difficulty level) There are also resolution systems for non-skill actions, competitive actions, extended actions such as research, and use of specific powers and abilities using the core resolution system as a base. Difficulties range from 1 to 5, and sometimes higher for very difficult actions.
Players can also try to use their character's psychic abilities by utilising Zener cards (square, star, cross, wave or circle). If a player wants to use his character's psychic ability, perhaps to foretell the future, the player names one of the symbols; the gamemaster draws a number of cards corresponding to the character's psychic ability and turns them over. If one of the cards is the symbol predicted by the player, the psychic action succeeds.[4]
1e Supplements[edit | edit source]
The first edition was very well supported, with a number of supplements:
- The Aegis Handbook (1997) – Player's Guide to Aegis.
- The Hand Unseen (2002) – Player's Guide to the NDD, or Black Book.
- Nemesis (1999) – Grey sourcebook.
- Atlantis Rising (1998) – Atlantean sourcebook.
- Exodus (1999) – Saurian sourcebook.
- Forsaken Rites (1997) – Supernatural sourcebook.
- Shadows of the Mind (1999) – Psi sourcebook.
- Cryptozoology (1997) – Dossier of the Unexplained.
- Sub Rosa (1999) – Conspiracy Creation sourcebook.
- Gamemaster Screen (1996) – with adventure module included.
- Bodyguard of Lies series:
- Psi Wars (1998) – Introduces Dreaming, New Creditials, Trait and Resources, Alternate Weapon Ranges, Compilation of Alien Technology Resource Points and Psionics, New Informational Sources, Fear and insanity Rules, Manifestations, Biological, chemical, and radioactive menaces. The majority of the supplement is Psi-Wars, a complete Conspiracy X scenario.
- Mokole (1998)
- Synergy (1999) – Introduces Rules for Toxins and Poisons. The majority of the supplement is Synergy, a complete Conspiracy X scenario.
2nd Edition[edit | edit source]
Conspiracy X 2.0 was published in 2006 (features the Unisystem rules) and was nominated for an ENnie Award Best RPG for 2007.[5] This edition presented conversion guidelines for players of the 1st Edition of the game (although no GURPS conversions are provided). Since the release of Conspiracy X 2.0, the following supplements have also been produced:
- Extraterrestrials Sourcebook (PDF in May 2010, successful Kickstarter in November 2011 for a print edition).
- The Paranormal Sourcebook (print and PDF editions via Kickstarter funding January 2012).
- The Conspiracies Sourcebook (print and PDF editions via Kickstarter funding July 2012).
GURPS Edition[edit | edit source]
Another version was published in 2002 using the GURPS rules-set. This was the second Powered by GURPS licensed game to be produced outside of Steve Jackson Games. In addition to GURPS rules it provided conversion guidelines for players of the first Conspiracy X. The GURPS variant is part of the "Classic" Edition line and features the same cover art.