Finally... > Roll To Dodge
Deviation-22, Ch. 2: Way to take a hint.
Draignean:
Spoiler: Extended History. WARNING! Long and based off a short I did a while back, you have been warned. (click to show/hide)For a long time Humanity continued doing the things it did best... Consuming, breeding, and generally ignoring the consequences of their actions. We did great things, we launched terraforming probes, we made leaps in medicine, architecture, and in all things beautiful. Still in the end all the beauty in the world cannot free us from the consequences of our actions. Prices were paid, blood was spilled, and reality came knocking. A slow war broke out, and like the fire that followed in it's wake, it consumed an already starving world. For 50 years world war III burned on, blood and death fueling the most beautiful and magnificent cities the world had seen. The war began to reach a pitch that began to bring people away from their simulated beauty, the war began to destroy what it had fueled. The shining cities began to burn.
In the last decade of the war we were saved by what the greatest scholars have called our greatest evil, our greatest taint, and our greatest weakness. Our ignorance saved us from death even as it damned us. The nations with the power to continue fighting realized that they couldn't end what they had begun, we desired to kill each other too much for that. The tools that our leaders had used to domesticate us would be the ones that we killed ourselves with, we were dogs choking themselves on their own collars. It is in the year 2174 A.D that the Technocracy known as the Church of the Virgin World came to power. The Church of the Virgin World had some of the most brilliant men the world had ever seen, and together they did something extraordinary. They disabled the weapons of nations with a single blow, using a system of satellites that were part of the civilian entertainment network. The technology made to keep secrets out of the hands of the enemy was used to create a peace, for the master stroke of the plan was that the Church of the Virgin World had an army of its own.
They did not burn, they did not kill, they did not plunder. They did something far worse, they patted us on the head and told us to go back to our rooms. They enslaved us with the chains of our own devising, our cities could not be maintained without the knowledge to do so, and most of those had that knowledge were employed by the Technocracy. We became servants to the technology that we created to make our lives better, or rather we became servants to those that still mastered the technology. For a while it seemed that the Technocracy would fall, resources were scarce and things simply could not go on as they were, but the Church of the virgin world had one last ace in the hole. The terraforming attempts made before the war had paid off, and thousands upon thousands were sent to colonies on mars, on the moons of Jupiter, almost everywhere in Sol had a little nook that could support life, even only with great difficulty. It took years, but Earth began to swell to her former glory, augmented by the resources from the colony worlds. The Church of the Virgin World used the colonies as a dumping ground for people that didn't fit into their regime. The protesters, the unwanted, the different, anyone the Technocracy didn't feel like dealing with got a letter congratulating them on getting to be part of a terraforming team.
In 2236 A.D the Church of the Virgin World Presented its third miracle. A quantum gateway, linked to a point roughly ten-thousand miles outside of Epsilon Eridani. They have yet to reveal the source of this miracle, and they have the only ships to navigate the gateway and survive. It was the perfect dumping ground, unless the Technocracy wanted to let a message through, the message would not get though. Terraforming was already underway on one of the more hospitable planets and it was only a matter of time before the first cruiser laden with bright eyed colonists went in, and they were given first class treatment by the Technocracy. The footage was paraded endlessly and more volunteers were called for, people daring to settle an entirely new solar system practically came running. The Technocracy used this to its advantage and slipped a few "additional" ships in, contents unknown.
In 2270 A.D as colonization began to peter out the Technocracy began a more, aggressive approach to colonization candidates. They decreed that earth, the world where life developed and thus the "Virgin World", should house such beauty and purity as to put the universe to shame. It sounded nice, and the Technocracy pitched as a way for the less gifted to have a real chance in life. What it meant was that anyone with a Deviation that the Technocracy did not approve of was subject to induction without choice into the Eridani colonization program. It was used as a tool for blackmail, maintaining political stability, and of course making sure that no one else knew a thing about the systems that supported their lives. The Technocracy gained nigh absolute power on earth, making sure that those who still had power not in their hands were too meek to use it. The omnipresent threat of being found victim of a Deviation kept everyone else in line, the Deviations are listed most everywhere and people are encouraged to report anyone they know that has one.
Deviation 1-3, External Deviations: Malformation, discoloration, etc.
Deviation 4-7, Mental Deviations: Stupidity or being a little to smart for comfort.
Deviation 7-10, Mental Deviations (Complex): Everything from OCD to Schizophrenia.
Deviation 11-14, Social Deviations: Alcoholics and druggies.
Deviation 15-18, Social Deviations (Violent): Rapists and thugs.
Deviation 19-21, Religious Deviation: Everyone who is not us, 19 is private practice, 21 is public with a following.
Deviation 22, Unspecified Deviation
Spoiler: Rules (click to show/hide)Standard RTD except two dice are rolled and then halved, fractions rounded down.
[1] - Complete and utter Failure
[2] - Fail
[3] - Could be worse...
[4] - Success
[5] - Complete Success
[6] - Epic, a little too epic actually...
Spoiler: Factions (click to show/hide)
The Tehnocrats (Aka, The Church of the Virgin World): The controllers, puppet-masters, and managers of the planets. The fact that they control technology is what makes them powerful, without their support entire worlds can go dark. Without their knowledge the gateway to Epsilon Eridani would be unable to be opened. Powerful friends, a pity their regime chafes.
The Unchained: The common name for the freedom fighters that have banded together to form a coordinated resistance to the Technocracy. They try and stay low, but actions on earth are difficult to keep secret. The unchained work together to try and find enough knowledge to take a modicum of control from the Technocrats, their aims are murky and probably far from noble but they'll help most of whatever hurts the Technocrats.
The Colonists: Voluntary colonists are a mixed bunch, some practically worship the Technocrats while others decided to become colonists because they want to get out of the Technocrats direct control. The average colonists are tough, rough, and used to doing what it takes to survive.
The Exiles: Those ripped from their homes by the Technocrats are in many ways more diverse than the Colonists. Some would gladly lick the boots of a Technocrat clean for a chance to be sent home, most, however, are much more likely to put a bullet through head of the Technocrat fool enough to visit an Exile colony.
The General Public: Most Grunt workers, low level technocrats, the majority of the population of the earth, and advanced colonists fall in here. The Church of the Virgin World keeps things in line nicely, and they just have to put in a good days work for what they need, citizens will often feel compelled by duty to defend the Technocrats. It's your religion, and it's your government, any good citizen would defend that... right? You start here.
Independents: Freedom Fighters that haven't been inducted into the unchained, criminals, private security forces, etc. These are the men and women who've rejected both the ideals of the Unchained and the Technocracy, they may align themselves temporarily or curry favors, but they owe their loyalty to neither side. Ranging from anarchist rebels without a cause, to crime barons with their own miniature empires, the Independents span the moral compass from every point.
The Father (The Immortals): An unknown variable in the Eridani conflict, the Father is as enigmatic as he is inhuman. His motivations are unknown, but his methods are ruthless, efficient, and deadly. The Motherless sons number both among his first creations, and his first enemies.
The Motherless Sons (The Conclave): ?
Spoiler: Profession Sheet (click to show/hide)Name: Black Hack
Background: Black Hacks are people who've tried to find out a little bit more about the machines that keep them alive, without the technocrats blessing. They are generally gifted mechanics and while their actions are illegal, they are often well liked by the surrounding area. Their work with existing systems leaves them feeling a little helpless when they don't have a "canvass" of sorts to work with.
Affiliation: -1 Technocrats, +1 General
Skill Bonus: +1 Int, +1 to all repair checks, -1 to crafting checks.
Name: Courtesan
Background: Okay, if we aren't being politically correct, you're a rent-a-buddy. It's an odd job but it's one of the few professions left that's still always private. Your job is to make people feel at ease, at your most basic level you are an untrained psychiatrist. The Unchained often use you as a messenger thanks to your ready alibi.
Affiliation: +1 to the Unchained
Skill Bonus: +1 Empathetics, +1 to all Speech checks
Name: Grunt Maintenance
Background: You carry big heavy things, you set them down. People with more brains than you do stuff with them, you eat lunch. Repeat as necessary. All you really know about machines is that you aren't supposed to touch any of it.
Affiliation: +1 to Colonists
Skill Bonus: +1 Str, -1 Will, +1 one to anything requiring sheer brawn.
Name: Red Maintenance
Background: You pissed somebody off, maybe you looked at them wrong, or asked a question about what you were doing, whatever the reason you get the worst maintenance jobs. You're used to mildly toxic environments, low light conditions, and taking bruises, whatever the job needs.
Affiliation: -1 Managers, +1 Grunt workers
Skill Bonus: -1 Char, +1 End, +1 to Endurance saves
Name: Sympathetic Scanner
Background: You're a low level member of the Technocracy, you make a living making sure everyone else keeps their heads down and their hands in their own business. Of course, members of the resistance know that you hate your job and will overlook the odd thing or two. Still even though the freedom fighters like you the general public is still scared of you.
Affiliation: -1 General, +1 the Unchained
Skill Bonus: +1 Will, Gets a +1 modifier and an additional roll on any chance to detect a lie.
Name: Fabricator
Background: You're a curious soul, not a good trait in these times. Luckily you are a cautious soul as well, and have managed to keep your head down. You like to make things you can see and feel, computers leave you staring blankly while your little machines totter across the floor.
Affiliation: -1 General, +1 the Unchained
Skill Bonus: +1 dex, +1 Crafting, -1 to all software checks.
Name: Freedom Fighter
Background: Okay, you aren't really the most important member of your organization. At all. Most of the time your Freedom fighting involves drinking alcohol with your buddies, and throwing objects at empty bottles down in maintenance. Still, you are loyal to your ideals and the Unchained only need to call and you'll answer.
Affiliation: -2 Technocrats, +2 the Unchained
Skill Bonus: +1 Kinetics, +1 Dex (Quick, Hide the beer!).
Name: Dealer
Background: You're a wetworks man behind a lot of the stuff that the technocrats don't like. You supply fabricators with gadgets, tell people how to contact a hack when they need one, and tell Sympathetic scanners where they need to take heat off the grid. You're a good person, but your work is dark and occasionally brutal, you protect your connections and sometimes it's either you or them. People tend to shy away from that.
Affiliation: -1 Technocrats, -1 General, +2 the Unchained
Skill Bonus: +1 to first strikes, +1 to lying checks, -1 Char
Spoiler: Character Creation Sheet (click to show/hide)Name: (First and Last)
Appearance:
Gender:
Profession(See Spoiler Above):
Skills (See Spoiler Below):
Character Bio:
Stats,
Strength (Str):
Dexterity (Dex):
Endurance (End):
Charisma (Char):
Intelligence (Int):
Willpower: (Will):
Spoiler: Stats and skills (click to show/hide)
You get 25 Points to spend on your stats, for every 3 points in a stat you gain a 1 in 6 chance to get a +1 performing a related ability. So if you had an 9 Str and punched someone and rolled a 4 you would have a 1/2 chance of making it a 5 instead. Where as with 18 Str you would get an automatic +1.
Strength: Increases you base power.
Dexterity: Hand eye coordination, sleight of hand, etc
Endurance: How well you shrug off damage.
Charisma: How convincing you are.
Intelligence: How well you brain, as well as your intuition.
Willpower: Detecting lies, resisting empathetics, as well as determining your psionic ability.
You get 5 points to spend on skills at the beginning, for every point in a skill you get a 1/6th chance to get +1 to affiliated rolls.
Utility,
Talking People talk, you just do it better than most. Talking Splits its bonuses three ways, detecting lies, lying, and gathering information. Only works in Amicable situations.
Diplomacy Honestly, no one wants to get shot. There are times when it is good to be able to get through a situation without resorting to Rambo tactics.
Gather Information: Sometimes people don't want to talk and blowing their kneecaps off just isn't an option. So it's good to know how to phrase a question.
Detect Lie: People suck, this lets you see just how much they suck.
Lying: Just what it says on the tin.
Intuition: You learned young that if it looks like what it is, there's probably something cool behind it.
Mechanics: making broken things work again, hacking, and crafting are all derived from this skill.
Combat,
Brawling: using improvised weaponry and getting dirty in a fight.
Marksman: How well you can aim, this skill only works if you take the time to aim the shot before you fire.
Stamina How well you can keep moving and functioning after being exhausted.
Soaking: How well you can take a hit or deal with pain.
Dodging: Getting out of the way is important, this just makes it easier.
Fighting: Brawlers may get their hands dirty but fighters are the ones who walk away. Fighting splits its bonuses three ways, intuition, soaking, and dodging. Only works in combat related situations.
Melee: Brawlers can hit hard, but only if they hit. Knowing a little about melee can make those rib crackers land more often.
The Psionics list once stood here, now I offer you this more detailed (and more up to date) version, housed on our wiki.
Current players:
1.
Name: Tarran Smith.
Appearance: A rough, charismatic, young man. He has black hair and dark blue eyes. His skin is very slightly tanned.
Gender: Male.
Profession: Freedom Fighter.
Skills: 5 Marksman. 2 Talking 1 Dodging, 5 Passive Kinetics (+4/8ths Dodging)
Character Bio: Originally highly devoted to the Technocracy, in a bout of naughtiness he helped his friends crack into a top-secret channel, and when he listened he realized everything he believed was a lie. He has been against the Technocracy ever since. He's a naturally charismatic man, though he's not really the smartest gun on Earth, nor the strongest. However, he has a natural ability with guns and tends to try out new ones every so and so. He's a Deviation 20, a enemy of the Technocracy. He has killed several Technocracy leaders, unlike most of his "buddies" who tend to do nothing.
Stats,
Strength: 3
Dexterity: 8+1=9
Endurance: 3
Charisma: 9
Intelligence: 6
Willpower: 3
Affiliations: -2 Technocrats, +2 the Unchained.
Special: +1 Kinetics
Perks,
Improbable Aiming Skills: "Did you actually just leap through the air, while firing a pair of pistols, aiming at a camouflaged midget, who was ducking behind a crate on a boat, -a boat that was falling at terminal velocity off a waterfall a mile away- AND HIT HIM?!"
Effect: Roll a luck die before you shoot at any time, 1 Horrible things are going to happen with your shots.. 2-3 No effect. 4-5, all penalties are negated. 6 All penalties are reversed. (Within some reason)
Spoiler: Technocrat File: Smith, Tarran. (click to show/hide)Wanted in connection with the murder of Harold Szero, Prelate of the Virgin World.
Wanted in connection with the murder of Tamika Bock, Scanner coordinater, section 12.
Wanted for assault with a deadly weapon upon Peacemakers, Jason Haginson, Gary Ford, Gabriel Nazkin, Io Ahlkost, Elizabeth White, and Kurdon Fort.
Wanted For Possession of an unlicensed firearm
Wanted for Possession of an Illegal Energy Weapon
Wanted for firing an unlicensed weapon in a secure zone.
13 Counts of breaking and entering
18 counts of tresspassing
43 counts of impertinence.
6 counts of resisting arrest.
2.
Name: Dominique Wakeman
Appearance: A lean woman of average proportions. She's about twenty-four. Her hair is elbow-length and kept in a low ponytail, and her eyes are brown. One of them is usually bruised. Her skin is average in tone. She has a fair amount of scar tissue across her body.
Gender: Female
Profession: Grunt Maintenance
Skills: Stamina 2, Soaking 2, Melee 1, Mechanics 1, Passive Kinetics 4, active Kinetics 3 (+1/8th Fighting, +3/8th active empathetics, 2/8ths passive kinetics, 2/8ths active kinetics, 2/8ths melee, 1/8th str)
Character Bio: Is earmarked as a Deviation for both Abnormal Strength and Violent Behavior, but is otherwise unremarkable. She does her job, and does it well.
Stats
Strength (Str): 9
Dexterity (Dex): 4
Endurance (End): 9
Charisma (Char): 1
Intelligence (Int): 3
Willpower: (Will): 3
Affiliations: +1 the Unchained, +1 Colonists
Special: +1 to brawn checks
Perks,
Valkyrie: "Now awful it is to be without,/as blood-red rack races overhead;/is the welkin gory with warriors' blood/as we valkyries war-songs chanted.
Effect: When performing healing rolls you gain a bonus equal to one tenth of their missing health to the sum of your healing your healing roll, in addition patients immediately lose the Mortally wounded effect while you are actively treating them (They will of course still die if they take damage, they just won't die at the end of a turn), however you also gain a -3 penalty when attacking enemy healers or patients.
Spoiler: Technocrat File: Wakemen, Dominique (click to show/hide) Shows violent tendencies, possible colonization candidate if she becomes a threat to her management. May switch Wakemen to Red maintenence team for a few shifts to see if that will take her edge of.
3.
Name: James Evan
Appearance: A young guy, twenty-two, with golden-brown hair, pale skin, and mostly brown eyes with a little gray at the core of the iris.
Gender: Male
Profession: Sympathetic Scanner
Skills: Detect Lie 2 (Needed to pass by on his job) Melee 3 (He studies fighting), passive kinetics 5
Character Bio: Raised anti-Technocrat, although he disguised it as he entered college. Because he disguised it, he was hired early on by the Technocrats, he absolutely, absolutely HATES his job, and considers the Technocracy corrupt.
He privately worships a branch of the couple-hundred year old Episcopalian branch of Protestant Christianity. Naturally, this makes him a Deviation 19.
Stats:
Str: 15. He had to be strong in his poor childhood, and he's only got more fit since then.
Dexterity: 0. Unfortunately, he's horribly, horribly clumsy.
Endurance: 3. He's pretty tough.
Charisma: 3. He's a nice guy and pretty charismatic.
Intelligence: 3. He is about averagely smart, just a little above.
Will: 7. He was fairly strong-willed before he got his hated job. His job made him even more so.
Perks,
Shadow: You got exposed to an experimental unchained piece of bio-tech used in interrogations, you survived but it had a lingering effect on your subconscious. Your subconscious is self-aware now, a second and more primal version of yourself.
Effect: Even without psionic training the shadow can block an incoming empathetic attack on a roll 4 or better. The shadow however will also increase your aggression and can occasionally warp your actions unless you can make a will save.
Harrowed: You endured torture, repeated, nasty, brutal, and thoroughly unconventional at the hands of the Technocracy. You lived, and what does not kill you makes your stronger. No dumb punk with a gun and an ego has a chance of staring you down now.
Effect: +2 to will saves against intimidation, +1 to intimidating people. You can't stand, or take part in, any form of torture however.
4.
Name: Aaron white
appearance: An tall man in his mid twenties with a curved scar on his cheek.
Gender: Male
Profession: Red Maintenance
Skills: 2 soaking 1 marksman 1 melee
Character Bio: He used to have a promising future as a construction worker, unfortunately he happened to drop a tool on the head of the overseer who, when he could talk and look straight again, sent him away to "work" as a red maintenance
Stats,
Strength: 6
Dexterity: 5
Endurance: 4
Charisma: 4
Intelligence: 3
Willpower: 3
Spoiler: Upgrade Notes (click to show/hide)ALR Broadbeam
Design Notes: The Modified broadbeam fires a horizontally expanding laser pulse, an effective close range weapon but the expansion of the 'blade' causes minimal cohesion at ranges in excess of 30'. Taric thinks that with a few components it might be possible to have the beam reach a lethal cohesion some distance after it is fired, allowing for lethal power at much greater distance. The integration of some simple electronics will allow for the Broadbeam to adjust the focal point to whatever target it is focused on, letting it strike out at extreme range.
Items Needed: Prisms, laser rangefinder, micro-servos, scrap metal, and a Modified Broadbeam.
Reactive Shield Armor
Design Notes: Standard shield armor is powerful, expensive, and difficult to maintain. It is also some of the best protection available to personnel against energy weapons. Taric made some last minute modifications to a suit and found a way to not only upgrade the field but also cause it to reflect the kinetic energy of a physical impact back to its source.
Items Needed: Heavy Capacitors, soldering station, superconductive wiring and Shield Armor
*My first RTD, so go easy on me. :P One does apologize for the walls of text that attack from the spoilers.
Taricus:
Name: Taric Sizier
Appearance: Young male in his early twenties, dark hair with green eyes and fair skin.
Gender: Male
Profession: Black Hacker
Skills: 2 in repair, 3 in marksman.
Character Bio: A young curious colonisation candidate, Taric is a bit too adept with technology to be considered a technocrat (due to age disparity), Is marked as a potential Deviation 6, a high functioning autistic.
Stats,
Strength (Str): 2
Dexterity (Dex): 3
Endurance (End): 2
Charisma (Char): 4
Intelligence (Int): 11 + 1
Willpower: (Will): 3
Draignean:
Spoiler: Lore accumulated (Unsorted) (click to show/hide)
Renfield SMG
Ranged weapon, automatic, 10 round burst.
Standard clip size: 30
1 handed, requires 2 hands to make an aimed burst.
Good at short range, poor at medium, bad at long.
Awful to Good damage.
Caliber: .115
Desciption: The Renfield is often laughed at for its diminutive caliber, it is though a very popular weapon with the Unchained and freedom fighters. The reason for its popularity is that it is one of the most easily maintained weapons available, its magnetic accelerator is a common sturdy model able to be made from scrap fairly easily. The Charge packs it uses are the same ones commanly found in most household appliances and can be recharged in 15 minutes. It fires a 3 inch long spike of ferric metal, the unchained have experimented with putting a bead of potassium into the spike... with devastating effects. Since it uses no explosive propellant the Renfield's only sound when fired is the thin whistle of a 10 incredibly sharp spikes speeding through the air.
Chimera Light Pistol
Ranged weapon, full auto, 15 rounds per turn
Standard Clip size: 15
1 handed
Average at short range, bad at medium, awful at long.
Poor to Great damage.
Caliber: .22
Description: The "Chimera" pistol isn't so much a designation as it is a nickname. Chimera pistols get their name from a mythical beast with the tail of a snake, the body of a lion, and the head of goat sprouting from its back. Chimera pistols got this name from being largely homemade, taking parts from whatever is at hand. The result is a surprisingly lethal firearm, most of them are designed to discharge their entire clip in a brief flash of sound and light, effective but very crude. The Chimera is well liked as a pick up and go weapon for being, cheap, effective, and easy to use.
Damaged Distortion Rifle
Ranged weapon, Single shot
Clip size: 1
2 handed
Average at short range, great at medium, good at long.
Good to incredible damage.
Field generated: 8'' radius
Description: Distortion rifles are weapons that turn gravity against itself on a limited scale, the bubble they generate is a maelstrom gravitational forces quite capable of tearing someone literally into pieces. This one was stolen from a museum restoration room, one of Tarran's buddies fixed it up for him. The damage is still extensive, it can only hold one charge and it takes almost an hour to charge it due to the patch job. Still it is a deadly weapon, and one that Tarran used to great effect during the assassination of Prelate Harold Szero.
Modified Broadbeam Rifle
Pulse
10 Charges
Cohesion Modifiers to damage: +2 close, -2 Medium, -6 Long
Negligible to Great damage
Beam: 3 Inches horizontal upon firing, expanding to a 3ft horizontal blade at maximum effective distance.
Description: Custom made by the unchained these jury rigged weapons prove brutally effective in the short range brawling fights that the unchained favor. Its destructive abilities at anything longer than throwing distance are highly questionable, but for door to door fighting it makes a formidable weapon.
Fenrir Energy Pistol
Ranged, pulse, semi-automatic
Shots per charge: 7
Cohesion excellent at short range, bad at medium, negligible at long.
Medium to Good damage
Description: The Fenrir is a solid energy pistol, designed for close in work is one of the more common energy weapons. It is a particle accelerator and is well known for the brilliant blue light created as the bolt ionizes the air. While it doesn't get many shots per charge it is still quite liked in the shadier communities for being flashy, effective, and leaving no incriminating evidence.
Abassy Heavy Pistol
Semi Automatic
7 Round clip
Range Modifiers to accuracy: +0 close, -1 Medium, -3 Long
Medium to Great damage
Caliber: .50
Description: The Abassy heavy pistol is named for a demon who had teeth of steel, and it lives up to that name. It's comparatively small clip size and dangerously bad accuracy at distance make it a poor choice for a beginning marksman. In the hands of an expert though the Abassy can reliably inflict terrible wounds, coupled with the right kind of ammunition its high caliber can be a threat to lightly armored vehicles. Often chosen as a sidearm for veterans and dumb punks who just wanted a big gun.
Taric's ALR Broadbeam
Pulse
10 Charges
Cohesion Modifiers to damage: -1 close, -1 Medium, -1 Long (+2 all When aimed in/+3 all When aimed in by Taric)
Average to great damage
Beam: Special
Description: An adapted broadbeam made by the Unchained mechanic Taric Sizier. In a standard broadbeam the bolt expands horizontally into blade causing extreme diffusion at range. Taric made a few modifications to the design, placing a second set of mobile prisms outside the barrel that were locked into a Laser rangefinder. The result was an energy weapon that when properly aimed would automatically adjust so that its point of greatest cohesion was the point of impact. The servos are a touch slow for quick shooting, resulting in lower cohesion, but a careful marksman can pick out targets at incredible range.
Irin Combat Shotgun
Pulse
6 Charges
Cohesion Modifiers to damage: +4 close, -4 Medium, -8 Long
Average to Great damage
Spreading pulse
Description: The Irin is a particle weapon that favors raw power of finesse, and it favors it in a big way. At range the Irin is about as dangerous as a popgun, making a pretty flash but nothing else. At close range the expanding mass of super-accelerated particles can tear a man in half, and the intense radiation burst all but negates armor. Well liked by those who like to get close and dirty with their enemies, the weapon has a bad reputation though for incidents where the weapon's core lost containment midshot. Usually killing the wielder and anyone nearby.
Sleipnir SMG
Gauss, Semi and burst fire.
25 round clip, 50 round capacity energy cell.
Accuracy Modifiers: +1 Close, -0 Medium, -2 Long
Poor to good damage
Ballistic
Description: As is common of gauss weapons the Sleipnir requires both a clip and an energy cell to function. The Sleipnir's design is remniscent of older times, but it is still a very modern weapon. Capable at both short and mid range firefights the Sleipnir can switch between single shot and five-round bursts. It's a solid weapon, and is generally standard issue to low tier security forces and mercenary cadets.
Ichneumon Anti-Armor Rifle
Single shot
1 round clip, storage on weapon for one additional round. (+2 to speed reloads when the on weapon storage is used.)
Accuracy Modifiers: -2 close, -1 Medium, +1 Long (-3 to armor roll)
Great to Lethal Damage
Ballistic
Description: The Ichneumon is an old design, an oversized rifle designed to fire a very fast bullet to punch holes in armored targets. The Ichneumon uses a moderated recoil system but it still kicks like a mule. 10 Yards away from the barrel the sabot strips off and fires a second propulsion explosives, accelerating the small round to incredible speed. The weight and length of the weapon make it impractical and difficult to use in close quarters, but that same weight dampens barrel jitters at longer ranges.
Fuath Riot Suppresion Carbine
Spray
8 Second canister
Range: Close and Medium only, -2 at medium.
Damage dependent on load.
Cone
Description: The Fuath is a flexible weapon, when loaded with something like tear gas it is an effective crowd control device. An incendiary load turns the weapon into a small flamethrower. The sheer versatility of this rather indescriminate weapon has made it popular with the smarter pirates, some of the homemade chemical loads are quite vicious.
Jormungandr Assault Rifle
Gauss, Single, 5 round burst, full auto
35 Round magazine, 70 round power cell
Accuracy Modifiers: +1 Short, +1 medium -0 long
Average to excellent damage
Ballistic
Description: Filling the same roll as the Kalashnikov of centuries past the Jormungandr is an effective and rugged weapon, effective at all but extreme ranges. A variety of attachements allow the user to customize the weapon, from simple bayonets to long range scopes and secondary gauss rails. It's only real weakness is its need of both energy cells and .220 gauss slugs.
Satyr Light pistol
Semi-automatic
18 Round Clip
Accuracy Modifiers: +1 Short, -1 medium -2 long
Poor to Okay damage
Ballistic
Description: The Satyr is a fine light pistol, just don't expect it to be anything else. The large clip is useful, but it isn't the kind of gun you want to rely on during a prolonged firefight, the weapon simply doesn't pack enough punch to breach even lighter infantry armor with regularity. The satyr sees use as a sidearm, and concealed weapon, and a shiny trinket for Colonist civilians.
Odei Flechette pistol
Semi-automatic
5 Round Clip
Accuracy Modifiers: +1 Short, -1 medium -1 long
Poor to Great damage
Flechette
Description: Resembling nothing so much as an over-sized revolver the Odei fires a slug that looks a great deal like large metal pill. At 10 inches from the target the canister explodes, firing a dense pack of small razors at a concentrated area. A well placed shot can turn vital organs to slop, but the low ammunition capacity has prevented it from becoming a major sidearm.
Cirri Light pistol
Semi-automatic, energy
20 round cell
Cohesion Modifiers: +1 Short, -1 medium -3 long
Very Poor to Average damage
Laser
Description: A popular little light show the Cirri is only a touch larger than a conventional pistol of the same grade, it fires a brief pulse of green light on an intensely fine point with every shot. It short ranges it can cut through light armor fairly well, and while the enhanced focus does burn more efficiently at range it still suffers from the cohesion loss that plagues energy small arms.
Wolfkin Heavy SMG
Semi-automatic, 3 round burst.
18 round magazine
Accuracy Modifiers: +1 Short, -1 medium -4 long
Average to Great damage
Ballistic
Description: The Wolfkin resembles a shortened shotgun that got on a diet but fell of the wagon half-way through. Firing Immense .50 Caliber rounds the Wolfkin has a lot of Kick, both for the Victim, and the user. The large rounds will pummel their way through armor when they hit, if they hit. A solid weapon for close range encounters when you're not afraid of making some noise.
Hellhound energy SMG
7 second burst.
41 second cell
Cohesion Modifiers: -2 Short, +1 medium, -3 long
Average to good damage
Laser
Description: The hellhound is a surprisingly heavy laser weapon, usually seen on technocracy support teams. Optimized for ranges between 30 and 60 feet the Hellhound is used to protect longer ranged heavy weapons from close range assaults, and it does so with distinction. The Hellhound isn't a lot of good as an all-round weapon, but it excels in its own niche.
Cockatrice Particle Thrower
2 second pulses
4 second power cell.
Cohesion Modifiers: +5 Short, Nil Medium , Nil Long
Good to Incredible Damage
Particle Weapon
Description: Favoring sheer overwhelming force over distance the cockatrice is the quintessence of handheld destruction at a short range. Draining the power cell in just two shots the Cockatrice fires an immense storm of energy, disintegrating pretty much anything that happens to be in front of it. Deadly at a close range, but there are people who can spit farther than it can shoot.
Kapre Light rifle
Semi-automatic
15 round clip
Accuracy Modifiers: +1 Short, +1 medium, -1 long
Average to Decent damage
Ballistic
Description: The Kapre is common light rifle, resisting time with an old .30 caliber bullet that has remained almost unchanged for centuries. It is a common weapon, found on technocracy light teams, colonist militias, and Merc troops.
Piru Gauss rifle
Semi-automatic
5 round clip, 5 round cell
Accuracy Modifiers: +1 Short, +2 medium, -0 long
Average to Good damage
Ballistic
Description: The Piru is the most common type of gauss rifle, it is large, blocky, and inefficient. It also packs a hell of a punch. Firing a .45 ferric slug the Piru is a fair weapon for amateur snipers, though her weight keeps her from being as accurate at close ranges as she could be.
Dybbuk Flechette rifle
Semi-automatic
2 20mm tubes
Accuracy Modifiers: (Laser Guided, -1 canister accuracy)
Okay to Lethal damage
Flechette
Description: The Granddaddy of the Odei the Dybbuk looks like a large, very broad, break action shotgun. When facing the business end, or when broken open the Dybbuk displays a set of over and under tubes. These tubes contain a large 20mm flechette canister when loaded, when fired the canister deploys a tiny set of maneuvering fins and small rocket engine. The canister then rides a laser projected by the rifle itself, flash igniting the rest of its fuel when 10' from the target. The resulting explosion of long razors can take out an entire group of careless opponents. The targeting computer will refuse to fire unless it is aimed in on a target for safety reasons.
Basilisk Pulse Rifle
Semi-automatic
10 round cell
Cohesion Modifiers: +1 Short, +2 medium, Nil long
Decent to good damage
Energy
Description: The Basilisk is a first generation paired pulse rifle. To reduce cohesion loss the rifle fires a pair of pulse that attract one another, actually increasing in cohesion at range. Until the point when the two pulses meet and equalize, at which point they disperse in a flash. The other problem with this is that it uses ammunition at twice the normal rate.
Laelaps Laser rifle
Semi-automatic
12 round cell
Cohesion Modifiers: -2 (+2) Short, +2 (+2) medium, -2 (+2) long (Parentheses for aimed cohesion)
Average to Decent damage
Energy
Description: Instead of mucking about with a complicated adaptive system that could break in the field the Technocracy circumvented the laser cohesion problem by making a Tri-barreled laser rifle and making the focal point different on each barrel. When aimed in the Laelaps will auto find the best barrel, when not aimed the Laelaps defaults to the mid-range barrel.
Gholam Energy Rifle
Semi-automatic
5 round cell
Cohesion Modifiers: +1 Short, +1 medium, -2 long
Special damage
Energy
Description: A focused EMP rifle, the best the Gholam can do to living tissue is induce a mildly painful itching sensation. On anything using vaguely complex electronics the Gholam is devastating. Blowing out computers and pads in a plume of sparks and burning plastics, causing machines to go haywire and generally making all sorts of mechanical mayhem.
Leanashe Assault Rifle
Single, 4 round burst, and full-auto
30 round Magazine
Accuracy Modifiers: +2 Short, +2 medium, -2 long
Below Average to Good damage
Ballistic
Description: A short and stocky assault rifle built in a bull-pup layout the Leanashe is meant for short to mid-range confrontations, and at those ranges it can chew its opponents bloody. Firing a Caseless bullet it can get away with firing a higher caliber round without incurring too great a weight, as well as allowing for a higher than normal magazine capacity.
Drake Beam Rifle
1.5 second beam
15 Second cell
Cohesion Modifer: +2 to selected range, -3 to others. (See description.)
Good to Amazing damage
Beam
Description: The Drake is one of the Rare, expensive, and powerful energy assault rifles. Tricky to maintain, heavy, and undeniably effective. The Drake's beam is hot enough to boils a person's brain in their skull fast enough to make it explode, its strength though lies in a small hardened computer system that allows you to manually select the range that you are going to be firing at, and the rifle will then recalibrate its focus to the selected range. Point, click, and kill.
Name: Makeshift Body Armor
Max Armor: 35
Max Soak: 7
Min Soak: 2
Enc: 3
Special: None
Name: Light Body Armor
Max Armor: 50
Max Soak: 10
Min Soak: 2
Enc: 1
Special: None
Name: Standard Body Armor
Max Armor: 100
Max Soak: 20
Min Soak: 5
Enc: 3
Special: None
Name: Heavy Body Armor
Max Armor: 150
Max Soak: 30
Min Soak: 7
Enc: 6
Special: None
Name: Hazard Suit
Max Armor: 25
Max Soak: 5
Min Soak: 1
Enc: 5
Special: Can be sealed
Name: Hostile Environment Suit
Max Armor: 5
Max Soak: 1
Min Soak: 0
Enc: 0
Special: Can be sealed
Name: Combat fitted Hostile Environment Suit
Max Armor: 75
Max Soak: 14
Min Soak: 4
Enc: 2
Special: Can be Sealed
Name: Reinforced Combat fitted Hostile Environment Suit
Max Armor: 125
Max Soak: 25
Min Soak: 6
Enc: 4
Special: Can be sealed
Name: Carapace (Combat)
Max Armor: 150
Max Soak: 30
Min Soak: 7
Enc: 1 (6)
Special: If the Carapace's armor is reduced to <30 it has been killed, Enc spikes to 6 and it stops boosting your skills. +5 Str +5 Dex, +100 Stamina
Name: Carapace (Psionic)
Max Armor: 100
Max Soak: 20
Min Soak: 5
Enc: 3 (6)
Special: If the Carapace's armor is reduced to <20 it has been killed, Enc spikes to 6 and you lose all benefits from it. +5 Passive Kinetics +5 Passive Empathetics. +200 Stamina, no penalty for up to 2 simultaneous psionic actions.
Name: Shield Armor
Max Armor: 100
Max Soak: 20
Min Soak: 5
Enc: 6
Special: 100 points of shielding that behaves like armor for the armor. 50 Shield points can be recharged with a power cell in 3 combat rounds.
Name: Riot Shield
Max Armor: 30
Max Soak: 6
Min Soak: 1
Enc: 1
Special: Can be held in hand
ORS, Organic Regeneration Supplement
Type: Medical aid
Use: Fast acting emergency retrieval medicine
Description: The ORS is one of the Technocracies most interesting advances in the field of medicine, being an effective treatment for anything from broken bones to third degree burns. The ORS is generally stored as a spike, the spike is actually composed of millions upon millions of dormant bacteria and must be kept in some form of sealed container. On contact with blood or similar rich organic fluid the Bacteria comes out of it's dormant state and begins absorbing the DNA of its host organism. It uses this information to 'map' the hosts correct and normal body structure. The bacteria then begin to absorb dead tissue, as they absorb dead tissue they also replicate. Unlike normal bacteria the don't make copies of themselves, they make copies of the cells that would normally occupy the body. The bacteria will spread using the bloodstream, patching damage as they go. The copies of the cells that they make will in essence patch up most wounds, they are also made to be imperfect and when the wound begins to heal the pseudo-cells will be absorbed back into the host organism to speed the healing process.
Memory foam
Type: Tech
Description: A huge advance over previous iterations of the same technology, modern memory foam is conditioned to display a broad number of characteristics, Heat, texture, firmness, smell, color, etc can be displayed. It is used in medical classes to simulate a body during surgery, in expensive clothing, and in numerous other items. It is somewhat expensive, but it is not uncommon by any means.
Armadillo
Type: Armored Transport
Capacity: 8+driver.
Speed: Acceleration 0-60mph in 6 seconds. Max Speed 80 Mph
Weapons: None
Other: 3 axels, 12 wheels. Low center of gravity. Wheels can raise and lower.
Use: Heavy offroad transport, the flying wedge shape combined with a bit of speed can plow through most of what it can't run over.
Waiting List
1. Spoiler: Talarion (click to show/hide)Name: Alexander Truskarn
Appearance: Alexander is a man of average height, weight and looks. His skin is pale, with a hint of tan, his eyes are hazel, sometimes closer to golden in color. His hair is dark brown, medium length, hanging over his face slightly. He has a faint scar on the palm of his hand, a thin line that stands out as many times paler than the rest of the skin.
Gender: Male
Profession: Freedom Fighter
Skills: 3 Stamina, 2 Fighting
Character Bio: Alexander was born and raised on Earth. His parents tried to teach him to fear the technocrats... but to him, they were always just some guys who tried to boss everyone around. He didn't like being bossed around. As he grew older, his family grew distant. This made Alexander even more disgusted; Not with his family, but with the Technocrats. He saw that they were the cause of this distance. So he did the logical, to him, thing; He searched out a group of 'Freedom Fighters'. Asked to join. Soon enough, he proved himself useful... Alexander isn't exactly quiet, but he isn't loud either. He has some intelligence, sure, but he isn't a super-genius. His main mental asset? The fact that he is stubborn, and prides himself on being able to win a staring contest with anyone he knows.
Stats,
Strength (Str): 3
Dexterity (Dex): 2+1
Endurance (End): 3
Charisma (Char): 2
Intelligence (Int): 4
Willpower (Will): 11---
2. Spoiler: Adwarf (click to show/hide)Name: Zack Henry
Appearance: A young man in his early twenties, and stand about six feet tall. He has Gold hair, and Green Eyes that give an odd sense of depth. He usually wears a hoodie, and something to cover his face due to some scars.
Gender: Male
Profession: Fabricator
Skills: 3 Mechanics, 2 Intuition
Character Bio: Zack is wanted for 758 counts of manufacturing technology without permission from the Technocracy, and for 595 counts of distributing said technology to the Unchained.
Stats:
Strength (Str): 4
Dexterity (Dex): 3
Endurance (End): 6
Charisma (Char): 3
Intelligence (Int): 6
Willpower: (Will): 3
---
3. Spoiler: Son of Orion (click to show/hide)Name: Cody Miesner
Appearance: Cody is 22 years old. His height measures at 5'10", and both his weight and build are average. Cody's skin is tan, his eyes are brown, his black hair is buzzed close to his scalp, and he has a light stubble.
Gender: Male
Profession: Courtesan
Skills: Talking (2), Diplomacy (2), Lying (1)
Character Bio: At a young age, Cody's parents were eliminated by the Technocracy for reasons still unknown to him. He was forced to live on the streets, but after some time, he was taken in by an Unchained cell. As Cody matured over the years, the Unchained noticed that he had a real way with words whenever he spoke to someone. Cody had a knack for reading emotions and choosing just the right things to say to successfully pursuade people. These were perfect skills for a Courtesan, so the Unchained cell, well, 'trained' him to become one. Cody doesn't mind; he helps the faction that protected him from the outside world, and has fun while doing it. The Technocracy has marked him as a Deviation 7.
Stats,
Strength (Str): 1
Dexterity (Dex): 3
Endurance (End): 3
Charisma (Char): 9
Intelligence (Int): 3
Willpower: 6
---
4. Spoiler: Spartan (click to show/hide)Name: Anton Krios
Appearance: Tall and thin. Pale with light blond hair
Gender:Male
Profession:Fabricator
Skills: +2 to Gather Information +1 to Intuition +1 to Marksman
Character Bio: A Fabricator who finally found too much. He became a number one enemy of the Technocrats
Stats,
Strength (Str):4
Dexterity (Dex):4
Endurance (End):4
Charisma (Char):3
Intelligence (Int):6
Willpower: (Will):3
---
5.
Spoiler: Tiruin (click to show/hide)Name: Tyrin Laveros
Appearance: A man in his youth, about nineteen years of age. His skin is a dark tone, complementing his hair and eyes. He sports a thin physique and an angled face, his nose is broken. He wears a blue wristband.
Gender: Male
Profession: Dealer
Skills: Detect Lie(2) ; Diplomacy (2) ; Intuition (1)
Character Bio: Tyrin was born and raised knowing much about Society thanks to his family and friends, this society was organized, utilitarian and overall sound. It was a shame that it was led by much darker powers, as he discovered when 'accidentally' passing the "Employees only" line in one major corporation due to his intuition and curiosity. Luckily, being young, his excuses were valid and he was sent home with a red wristband, marking his misdemeanor. He painted it blue and decided to help out the victims of this 'Society', now knowing the truth that lay behind the mask.
Stats:
Strength (Str): 3
Dexterity (Dex): 3
Endurance (End): 3
Charisma (Char): 3 (4-1)
Intelligence (Int): 6
Willpower: (Will): 6
---
6.
Spoiler: Moose (click to show/hide)Name: Peter Harber
Appearance: A man of entirely unremarkable stature, meaning average height, mass and build, black hair, blue eyes.
He has prominent canine teeth which give his smile something of a predatory feel, a smile he uses altogether too often.
Gender: Male
Profession: "Sympathetic" Scanner
Skills : 2 Talking, 1 Lying, 2 Intuition
Character Bio: Peter never had a very good opinion of humanity in general and always assuming that the people he deals with intend nothing but their own greatest advantage worked wonders in building his ability to see right through people, which got him his job with the Technocracy. He does that well, but is not really the most loyal of the bunch because he is noticing for quite some time now that the scales are slowly tipping in favor of a rebellion against the Technocracy. Therefore Peter, always the opportunist, is currently working to ingratiate himself with the Unchained - they might not be better in the end, but the Technocracy would definitely not keep for much longer.
Stats,
Strength (Str): 1
Dexterity (Dex): 2
Endurance (End): 2
Charisma (Char): 2
Intelligence (Int): 10
Willpower: (Will): 8
---
7. Joben (No Sheet)
Spoiler: Villain Sheet (click to show/hide)
Not everybody is cut out for the good and friendly life of the heroes, there have to be villains and while I control the majority of the opposition a bit of outsourcing can't hurt too badly.
So you want to fight the heroes, well step right up and don't shy. As a villain you get your own character and a small squad of mooks, you'll be set up as mini-boss when I need you. You start with 500 VP (Villain points) and a standard character sheet, you fill out the sheet as normal except for your villain profession which is listed in the spoiler below.
After you've got your character you buy you equipment and mooks.
Spoiler: Villain Professions (click to show/hide)
As the game progresses more villain classes will open up.
Name: Technocracy Captain
Description: You're a captain of the military arm of the technocracy, and you've proved yourself a capable enough field officer to lead more... clandestine missions.
Special: Two free Technocracy troopers.
Name: Technocracy Specialist
Description: You've proven that you can excel with only a few men, a gun, and a mission.
Special: +3 skill points to one skill of your choice.
Name: Technocracy Warpriest
Description: You're a leader of the elite military branch of the church of the virgin world, and as such have access to enhanced resources.
Special: +50 VP at start
Name: Technocracy Operative
Description: You're a proven covert member of the Technocracy forces, skilled at slipping into enemy forces undetected.
Special: Has an alias known only to the operative and the GM, detect lie rolls against the operative are at a hidden -1.
Spoiler: Shop Smart, shop henchmart! (click to show/hide)
You have 500 VP to spend on the following.
Technocracy
Name: Technocracy Deadhead
Cost: 25VP
Description: Filler mooks, mechanical and susceptible to head shots.
Skills: Fighting 1, Melee 1, Soak 1
Attributes,
Strength (Str): 6
Dexterity (Dex): 0
Endurance (End): 9
Charisma (Char): 0
Intelligence (Int): 0
Willpower: (Will): 0
Psionic: No
Name: Technocracy Trooper
Cost: 50VP
Description: Basic Grunts for the Technocracy legion
Skills: Fighting 1, Dodge 1, Marksman 1
Attributes,
Strength (Str): 0
Dexterity (Dex): 3
Endurance (End): 3
Charisma (Char): 0
Intelligence (Int): 0
Willpower: (Will): 3
Psionic: No
Name: Technocracy Sniper
Cost: 75VP
Description: Long range Grunts for the Technocracy legion
Skills: Dodge 1, Marksman 3
Attributes,
Strength (Str): 0
Dexterity (Dex): 6
Endurance (End): 3
Charisma (Char): 0
Intelligence (Int): 0
Willpower: (Will): 3
Psionic: No
Name: Technocracy Acolyte
Cost: 100VP
Description: Elite troops for the Technocracy legion, mild psionics.
Skills: Fighting 1, Dodge 2, Marksman 2, Kinetics 1, Empathetic 1
Attributes,
Strength (Str): 3
Dexterity (Dex): 3
Endurance (End): 3
Charisma (Char): 0
Intelligence (Int): 3
Willpower: (Will): 6
Psionic: Yes
Spoiler: Weapons, armor, and kit. (click to show/hide)
Technocracy
After you've bought your henchmen you buy your equipment for them. Ammo costs for each weapon is 1/10s the total weapon cost for conventional weapons and 3 VP each for energy weapons.
Weapons
Conventional pistols
Satyr, Light pistol 10VP
Abassy, Heavy pistol 15VP
Odei, flechette pistol 20VP
Energy Pistol
Fenrir, close range pistol 15 VP
Cirri, light pistol 15 VP
Conventional SMGs
Sleipnir, gauss 20VP
Wolfkin, heavy SMG 30VP
Energy SMGs
Hellhound, beam SMG 25 VP
Cockatrice, particle thrower 35 VP
Conventional Rifles
Kapre, light rifle 40 VP
Piru, guass rifle 55 VP
Ichneumon, Anti-armor rifle 65 VP
Dybbuk Flechette Rifle 65 VP
Energy Rifles
Basilisk, Pulse rifle 50 VP
Laelaps, laser rifle 60 VP
Gholam, particle rifle 70 VP
Conventional Assault Weapons
Jormungandr, gauss 60VP
Leanashe, standard 70VP
Energy Assault Weapons
Drake, Beam rifle 75 VP
Armor
Light Body Armor 35 VP
Standard Body Armor 50VP
Heavy Body Armor 80VP
Combat fitted Hostile Environment suit 90 VP
Reinforced combat Hostile Environment suit 120VP
Shield armor 180VP
Carapace 200VP
Other
Basic medical supplies (5), 20VP
Advanced Medical kit (5), 40VP
ORS (3), 50VP
Field Surgery Kit (5), 60VP
Taricus:
Edited the post.
Tarran:
Name: Tarran Smith.
Appearance: A rough, charismatic, young man. He has black hair and dark blue eyes. His skin is very slightly tanned.
Gender: Male.
Profession: Freedom Fighter.
Skills: 3 Marksman. 2 Talking.
Character Bio: Originally highly devoted to the Technocracy, in a bout of naughtiness he helped his friends crack into a top-secret channel, and when he listened he realized everything he believed was a lie. He has been against the Technocracy ever since. He's a naturally charismatic man, though he's not really the smartest gun on Earth, nor the strongest. However, he has a natural ability with guns and tends to try out new ones every so and so. He's a Deviation 20, a enemy of the Technocracy. He has killed several Technocracy leaders, unlike most of his "buddies" who tend to do nothing.
Stats,
Strength: 0
Dexterity: 8+1=9
Endurance: 3
Charisma: 9
Intelligence: 2
Willpower: 3
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