Group Catch-All Thread

Merctown Armored Recon Services: A multipurpose small unit built around the idea of reconnaissance, infiltration, retrieval (of persons or items), and information and intelligence gathering.
GM: Sum of All Fears
AGM: Clear and Present Danger
#6 POST RATE

Moderators: Game Masters, Group Leaders

Group Catch-All Thread

Postby Tyrannosapiens Rex » Mon Feb 18, 2019 10:36 am

User avatar
Tyrannosapiens Rex
Game Master
 
Posts: 516
Joined: Thu Dec 02, 2010 2:13 pm
Location: GAME MASTER (No Portfolio)

Re: Group Catch-All Thread

Postby Tyrannosapiens Rex » Mon Feb 18, 2019 10:38 am

MercTown Armored Reconnaissance Service (M.A.R.S.)

Contract Details
1.0 - General Guidelines
    1.1 Statement of Purpose: The MercTown Armored Reconnaissance Service (M.A.R.S.), hereafter referred to as the Company, is a multipurpose small unit built around the idea of reconnaissance, infiltration, retrieval (of persons or items), and information and intelligence gathering. Composed of two elements, the Company works to accomplish it's goals with a combination of firepower, trickery, and subtly. The first element is a mobile infantry element composed of heavy and light infantry meant to move quickly and quietly. This element covers infiltration, recovery, and HUM-INT gathering. The second element is an armored cavalry unit built around fast, but powerful vehicles and robots able to punish the enemy with withering fire, while giving the mobile infantry element time to do their job. This element is also involved in recovering SIG-INT and providing long ranged recon.
    1.2 - Operating Guidelines
    The Company shall act in accordance to the wishes of Paragon Acquisition and Holding Service, Incorporated (hereafter known as the Contracting Firm). In exchange for all net profits from the Company's Missions, the Contracting Firm shall provide the Company with all of its equipment, personnel, and its full resources to fulfill it's missions. Hereafter are listed other aspects of behavior desired by the Contracting Firm.
      1.2.1 - Responsibility: All Company objectives will be pursued with good moral character and shall not endeavor to worsen the situation for any innocents, bystanders, their employers, or any member of the Company. The Company shall also be judicious in it's use of force.
      1.2.2 - Integrity: The Company will not knowingly work for slavers, death cults, or any organization like these. If the Company finds out later it is working for one of these, the Company shall consider the mission operational contract void and act accordingly. What actions will be taken will be decided by the Company Commander at that time, or the Company Advisory Board, if not in a Hostile Zone. Neither will the Company allow the sale of sentients, the use of death magic, or any related technology, magic either by its membership or by associates of the Company.
      1.2.3 - Loyalty and Obedience: All members will follow commands issued in any Hostile Zone without question. This does not mean without comment (and indeed it is the duty of a loyal member to remind his or her superiors if they are making a poor or misinformed decision), but a commander in a military situation doesn't always have the time to explains his or her orders. The Advisory Board can take any action it chooses (preferably after the Company is back in safe territory), including reprimanding or replacing the specific commander if the members of the Board so choose. Not following orders in a Hostile Zone can lead to unwarranted deaths of innocents and allies and transgressors are therefore subject to discipline once out of the Hostile Zone. All Commanders are forewarned, however, of not being able to adequately defend their orders, and should always act for the good of the Company, the good of its Employers, and the good of those innocents that are nearby. If the Advisory Board doesn't like the specific commander's explanation, they are within their rights and duty to remove the offending commander. A commander serves his or her troops as much as, if not more than, those troops serve the needs of the company.
      1.2.4 - Respect: All members will respect the beliefs of all other members, especially if they don't agree with them. As long as the activities are not grossly illegal, does not violate any part of this contract, and are not banned by unanimous decision of the Advisory Board, they are considered permitted.
2.0 - Definitions and Clarifications of Terminology
    2.1 - Hostile Zone: Any location in which members of the Company are engaged in combat, acting in support of hostile actions (including infiltration and recon duties), could be engaged by the enemy, or might be in credible danger is considered a "Hostile Zone."
    2.2 - Mission Reward: Mission reward is defined as any all moneys paid by the client, plus the value of salvaged equipment, and items of value. If there is dispute among the membership of the group, a simple majority vote among the Advisory Board shall break any impasses. If the vote is tied, then the item shall be considered not a part of salvage.
    2.3 - Company Advisory Board: Made up of the Executive Board of the Contracting Firm. Acts as upper management for the Company and appoints all officers and hands out all fines, suspensions, and expulsions as detailed in section 6.1 of this contract. The Chairperson of Contracting Firm's Executive Board will act as the chairperson of the Advisory Board for the Company.
3.0 - Mission-Based Company Positions: It is difficult to assign one set of parameters to every mission. Infiltration missions are very different than Garrison missions, and require different styles of leadership. To facilitate this, M.A.R.S. will adopt a variable organizational approach.
      3.0.1 - Position Assignment: At the beginning of each contract, the Company Advisory Board shall determine the number of Squads necessary for the completion of the contract. Each squad must number at least two people, and must have a Squad Commander (see below) directly responsible to the Company Mission Commander (see below). One of the Squad Commanders shall be elevated to Mission Executive Officer. The Mission Commanding Officer will accompany another Squad besides that which the Mission Executive Officer commands. A simple majority vote by the Advisory Board is required to change who has what position. Each mission, the Advisory Board will also appoint a Company Contract Negotiator and a Quartermaster, and designate Company Support Specialists for that mission.
      3.0.2 - Paramilitary Chain of Command: The following ranks (and the associated positions) are provided for determining what the chain of command is when in the field. When not in a hostile zone, all disputes are settled via the Advisory Board or arbitration. (In descending order.)
        Company Advisory Board
        Commander:Mission Commanding Officer
        Lieutenant: Mission Executive Officer
        Sergeant: Mission Squad Commander (in order of seniority)
        Sergeant: Mission Quartermaster
        Trooper: Mission Squad Members (in order of seniority)
    3.1 - Company Contract Negotiator: This individual will act as a good faith negotiator for the Company. While authorized to make decisions and determine the outcome of the negotiations, final approval still requires a majority vote from the Company Advisory Board. The Company Advisory Board appoints this person. This position is mostly used for negotiating Mission Operating Contracts, but could be called on to negotiate any contract in which the company might get involved. This person is also the public contact point for the Company, and all members shall direct any questions not directly pertaining to their job to the Company Contract Negotiator.
      This position holds no Paramilitary rank. This person is provided free of charge to the Company by the Advisory Board.
    3.2 - Company Treasurer: This person acts as bookkeeper and accountant. The individual will identify where the monetary resources are being spent, and by who. Provides detailed analysis to the Commanding Officer and XO to determine who and where the monetary resources should go.
      This position holds no Paramilitary rank.
      This is an unpaid position provided by the Contracting Firm.
    3.3 - Mission Commanding Officer: When the Company is deployed to hostile zone, this person retains complete control of the Company until the Company returns to home base or some other safe location. In the pursuit of their Company assigned duties, the Mission Commanding Officer shall obey the commands of the Company Advisory Board, The Company Negotiator, and the Customer (in that order), in accordance with paramilitary tradition, under penalty of punishment, as detailed in Section 6.1.
      This individual holds the paramilitary rank of "Commander."
      This is not a paid position.
    3.4 - Mission Executive Officer: When the Company is deployed to hostile zone, this person acts as the right arm of the Commanding Officer, enacting discipline, acting as a advocate for the members of the Company, and acts as second in command for the purposes of chain of command. In the pursuit of their Company assigned duties, the Mission Executive Officer shall obey the commands of the Mission Company Commander, in accordance with paramilitary tradition, under penalty of punishment, as detailed in Section 6.1.
      This position holds the paramilitary rank of "Lieutenant."
      This is not a paid position.
    3.5 - Mission Squad Commanding Officer: When the Company is deployed to hostile zone, this person acts as commander of the squad they are assigned to, assuming neither the Company Commanding Officer nor the Company Executive Officer are present. In the pursuit of their Company assigned duties, the Mission Squad Commanding Officer shall obey the commands of the Mission Executive Officer, and the Mission Company Commander, in accordance with paramilitary tradition, under penalty of punishment, as detailed in Section 6.1.
      This individual holds the paramilitary rank of "Sergeant."
      This is not a paid position.
    3.6 - Company Quartermaster: Whether in times of peace or conflict, the Quartermaster is responsible for the gathering of food, supplies, ammunition, and all other sundries the Company will need to complete it's objectives. In the pursuit of their Company assigned duties, the Company Quartermaster shall obey the commands of the Mission Executive Officer, and the Mission Company Commander, in accordance with paramilitary tradition, under penalty of punishment, as detailed in Section 6.1.
      This individual holds the paramilitary rank of "Sergeant."
      This is not a paid position.
    3.7 - Company Support Specialist(s): In times of both peace and conflict, the Support Specialist will provide whatever support care they can for the vehicles, assets, gear, and personnel of the Company and its members. The support specialist will make their services available to all members of the Company. In the pursuit of their Company assigned duties, Company Support Specialists shall obey the commands of the Mission Executive Officer, and the Mission Company Commander, in accordance with paramilitary tradition, under penalty of punishment, as detailed in Section 6.1.
      This position holds no Paramilitary rank.
      All support specialists will receive payment at the going market rate for their services, minus 10%. The Company shall pay this fee.
    3.8 - M.A.R.S. Squad Memebers: All individuals designated Squad Members will work to pursue the objectives of the Squad they are assigned to. In the pursuit of their Company assigned duties, Company Squad Members shall obey the commands of their Squad Commander, the Mission Executive Officer, and the Mission Company Commander, in accordance with paramilitary tradition, under penalty of punishment, as detailed in Section 6.1.
      This individual holds the paramilitary rank of "Trooper," unless they hold a higher position of responsibility.
      This is not a paid position.
4.0 - Salvage, Support, and Payment
All salvage, payments, and equipment belonging to the company shall be combined into a single fund of equipment and moneys. After all vehicle and equipment repairs, upgrades, upkeep, as well as medical treatments, payments, and other costs are covered, the company shall offer the balance to the Paragon Acquisitions and Holding Service as payment for the use of it's equipment and
    4.1 - Mission Payment: Payment to the Contracting Firm shall be the entire mission reward minus any costs involved in the maintenance, upkeep, upgrade of the Contracting Firm's vehicles, assets, or gear, plus the medical care of the Contracting Firm's personnel, and the payment of any Support Specialists and Outside Support Contractors. If the Company cannot pay a cost up front, it may request the Contracting Firm do so. If the Executive Board of the Contracting Firm approves it, that money must be paid back first, as part of covering costs, before payments to any other source.
    4.2 - Salvage: All salvage shall be held first for the use of the company on its current mission, then sold for trade and resale value to pay the mission rewards when the mission is done. If, by majority vote of the Company Advisory Board, an item is deemed to be best suited as the property of the Company, then it falls under the sole ownership of the Contracting Firm. If a member of the company requests a specific piece of salvage, the appraised value of the item(s) will be deducted from their pay for the mission. If two or more members of the Company request the same item(s), whoever is willing to forgo the most from their pay will receive the item(s). Any further unclaimed Salvage given as part of the payment shares will default to the company after a period of 30 days.
    4.3 - Support/Repairs/Replenishment: All members of the team shall receive the labor for medical treatment from the Company Support Team and any outside contractors the company employs, and labor for repairs from the Company Support team at no additional charge to the company. These services shall be rendered as part of their overall pay for the mission. Payment of supplies for these services shall depend on the status of company funds, and shall be at the discretion of the Advisory Board by a simple majority vote. Ties will default to a negative decision. It should be noted that this clause is for the repair and maintenance of personnel and equipment, not upgrades or labor. Such projects would require negotiation with the appropriate parties, and separate payment.
      4.3.1 - Support personnel may obtain equipment for their personal projects through the company and at whatever rate the company pays. Projects for the Company's benefit (and projects owned by the Company) will be funded entirely by the Company. The outcome of these projects shall be the property of the Company.
5.0 - Legal
    5.1 - Lease of Equipment and Personnel
    The Company Agrees to enter into an exclusive Lease Agreement with the Contracting Firm, as detailed in the attached lease.
    5.2 - Indemnify and Hold Harmless. To the fullest extent permitted by law, the Company agrees to defend (including attorney’s fees), pay on behalf of, indemnify, and hold harmless the Paragon Acquisition and Holding Services (Contracting Firm), its elected and appointed officials, employees and volunteers and others working on behalf of the (entity) against any and all claims, demands, suits or loss, including all costs connected therewith, and for any damages which may be asserted, claimed or recovered against or from the Company, its elected and appointed officials, employees, volunteers or others working on behalf of the Company, by reason of personal injury, including bodily injury or death and/or property damage, including loss of use thereof, which arises out of or is in any way connected or associated with this contract. This includes, but is not limited to, the actions of the Contracting Firm in support of the objectives of the Company. Individual Contractors acting outside of their orders are not protected by this agreement.
6.0 - Organizational Details
    6.1 - Discipline: All personnel shall be subject to military discipline when in a Hostile Zone. Any and all disputes shall be taken up the chain of command, starting at the lowest level. Any disputes that cannot be finalized in this manner shall be resolved via independent arbitration, at the expense of the parties directly involved. Disciplinary action shall include:
    • Fines of up to 25% of the individual's mission payment (per mission; average individual fines are in the 1-10% range). If an individual is being fined more than 25% of their pay, they should be considered for suspension. All fines go to the advertising and charitable giving fund of the Contracting Firm and are not included in the determination of bonus pay.
    • Punitive Duty (digging latrines, cleaning bathrooms, scrubbing the APC out, etc)
    • Required Formal Apologies
    • Suspension, and in extreme cases, Expulsion (requires unanimous assent of the remainder of the Company Advisory Board).
    Fines, suspensions, and expulsions are only assigned by the Advisory Board, while punitive duties are assigned by the Company Commanding Officer, Company Executive Officer, or Company Element Commanding Officer, requiring no further permission from the board.
      6.1.1 - Removal of Personnel in the Field: The Advisory Board has the right to remove any officer from that position. This action may be done in a Hostile Zone, but not while under direct fire. In a Hostile Zone the next highest officer takes over in the vacated position, and all other officers increase their rank to fill the now vacated positions. An open squad leader position should be filled at the same time as the removal of the offending officer. Please note that officers removed do not abdicate their position as a member of the company, a member of the Advisory Board, or to their fair share of their pay. Only Expulsion can do this.
      6.1.2 - Expulsion of Personnel from the Company: The Advisory Board may, at their discretion, remove a member of the Company from the Company. Doing so requires a unanimous decision of all other members of the Advisory Board. It may only be done in a non-Hostile Zone. (OOC: This is really only in for completeness; players only leave if they choose to, they flake, they are requested to by website management, or their character dies)
      6.1.3 - Advisory Board makeup for disciplinary meetings: Anyone who is up for discipline by the Board forfeits their vote on the Board for that issue. This can change the number of voting Board members, and may change whether the Chairperson can vote. Those being considered for discipline do not, however, forfeit their chance to speak or be heard in the debating of their discipline.
7.0 - Modifications of the Company Formation Contract
    7.1 - New Members: The Company Advisory Board members may nominate any person for membership into the company. The Advisory Board then votes on the nominated individual and decides if their employment by the Company is worth the expenditure of another share of Mission Payment. Once accepted, the Advisory Board may then offer the new hire membership on the Advisory Board.
    7.2 - Modifications of the Contract: Any changes to this agreement must be approved by a 2/3 majority of the Signatory members, and the new changes only take effect once all current signatory members sign onto the new agreement, or opt out of it entirely, therefore forfeiting their share of any further rewards from that point on.
    7.3 - Duration of the Contract: This contract shall operate for a period of one year from the date of approval, and will require a simple majority vote of all members of the Advisory Board at an official board meeting to retain approval and usage. If the company is operating out in the field when the contract expires, it is upheld by convention until a formal meeting of the Advisory Board can be called.

I hereby agree and affirm the Contract forming and upholding the formation of the MercTown Armored Reconnaissance Service.
Signed: Samantha Beckett
Signed:
Signed:
Signed:
Signed:
Signed:
Signed:
Signed:
Signed:
Signed:
Charles Brewster Esq., MercTown Attorneys at Law (Witness)

Code: Select all
I hereby agree and affirm the Contract forming and upholding the formation of the MercTown Armored Reconnaissance Service.
[b]Signed[/b]: [u]name here[/u]
User avatar
Tyrannosapiens Rex
Game Master
 
Posts: 516
Joined: Thu Dec 02, 2010 2:13 pm
Location: GAME MASTER (No Portfolio)

Re: Group Catch-All Thread

Postby Tyrannosapiens Rex » Mon Feb 18, 2019 10:50 am

Group History
Written and maintained by Marion, Kat, and …?

Details
Paragon Acquisition Services was formed by the association of Iacchus Nikeophorus, Beanpole, Dakota, Kat Porter, Draekon Vanes, Dr. Branimir Zhuko, and Blake Mertylson in the Hub's National Park and Botanical Gardens over pizza and beer on Christmas Eve 109 PA.
From there, the fluctuating cast has varied, and the missteps of adventure have been many. One of the first to leave was Iacchus. The new leader, Sardonis, managed to acquire a contract to rescue a princess. The kidnappers base was all the way up in Canada.
On the way, near the edge of the Magic Zone, the group encountered a village. While there, a group of monstrous spellcasters, known as the Corrupt, attacked. For some reason they sought out a boy named Josh, whose parents had been killed that way. After this battle, Beanpole parted ways with P.A.S. permanently(so far). The group escorted Josh to his living relatives in Lazlo.
Kat Porter had left the group due to differences with the leader. But she recruited a fresh batch of reinforcements and met the main group in Lazlo, just in time for Sardonis to be banished to some inhospitable dimension. After a lengthy restructuring, the group headed further north.
They first encountered a group of Skelebots under command of a PA pilot, and defeated them. After a false start and being captured by the Diabolist who they were supposed to rescue the princess from, the group was freed by a tattooed woman named Dez. They managed to rescue the princess (who believed Magnus the Diabolist was in love with her).
Returning to MercTown to sell off their gear and find a new job, PAS makes quite a scene in the Swap Meet.

(More to Come)

Members Past & Present:
Marion Hayha – Human Rogue Scholar, retired with leave in Lazlo
Sir Sardonis Lamir- Drunk Human Cyberknight and former leader, banished to alien dimension (Alumni of Badgerbold's Cartographers).
Beanpole– Glitter Boy Pilot, retired without leave en route to Lazlo after skirmish with Corrupted. (Later Joined AA Protection Services).
Blake Mertylson- Human Burster, retired without leave before leaving MercTown due to conflicts with Sardonis.
Tanner- Human Mercenary(?), retired with leave en route to Lazlo under condition of passing message to Kat Porter.
Dr. Branimir Zhuko- Polzinik Cyberdoc, missing after fleeing skirmish with Corrupt.
Iacchus Nikeophorus- Titan Magus and former leader, disappeared at the Quiet Warrior Inn(Later joined Heroes for Hire, helped found group).
Alexander- Titan Juicer, killed during a bounty hunt in the MercTown National Park & Botanical Gardens (provisional charter member)
Sicahowa Istamnihapi We, 'Cries Tears of Blood' – Lakotan (Souix) Fetish Shaman, retired with leave in Lazlo
Gryx, 'El Poqueno' – Crazy Goblin, retired without leave in Lazlo
Dreakon Vanes, 'Drake' – Human Operator, retired with leave in Lazlo
Kyle Edwards, 'Kid' – Human Shifter, retired with leave after first mission
Magellan Piangi - Human Mutant, MIA in MercTown during the Greenskin conflict
Rudderick, 'Ruddy, Rudd'- Dwarf Full Conversion 'Borg, torn to pieces by Demons while trying to rescue Kat's mother.
Ezekiel, 'Easy'- Auto-G, semi-retired to lead Greenskins under new identity.
Ailith Aya'asti 'Dakota'- Cherokee Pure One Elemental Warrior, retired after Iacchus disappeared, returned after Sardonis left, left after returning to MercTown after Inculta.
Alexandria Westing, 'Alex' – Phlebus Mind Melter, retired after Inculta due to personal reasons.
Katherine Porter, 'Kat' – City Rat, retired after Inculta due to personal reasons.
Pieter Dravnos – Human Technowizard (MARS XO)
Thoar Darksbane – Asgardian High Elf Ley Line Walker (MARS CO)
Dr. Coleson Daniels, 'Cole'- Rogue Scientist
Samantha Beckett 'Quantuum'- A.T.A.C. Pilot (PAS Chairwoman)
Sun Yi, Martial Artist and Strategist
Hans Kauz, Combat Cyborg
Rocky Rhodes, Psi-Ghost
Sazzir Rawat, Freeborn Battle Cat
Mithias Liomenoasimi, True Atlantean Drifter
Lucien Laurent, Human Enforcer

Noteworthy Battles in Chronological Order:
-Bine Bounty Hunt in MercTown National Park
-Fight with wierd tentacle monster thing on a hilltop outside the gates.
-Skirmish with Corrupt
-Skirmish with Skelebots
-Against the Diabolist
-Dust up in the Swap Meet
-War against the Greenskins
-The Taking of the Star Heart (Rescue the MercTown Prisoners, War on Inculta)
User avatar
Tyrannosapiens Rex
Game Master
 
Posts: 516
Joined: Thu Dec 02, 2010 2:13 pm
Location: GAME MASTER (No Portfolio)

Re: Group Catch-All Thread

Postby Beanpole » Mon Feb 18, 2019 10:53 am

Beanpole's Room
User avatar
Beanpole
 
Posts: 348
Joined: Wed Jul 01, 2009 5:42 pm
Location: AAPS - PC

Re: Group Catch-All Thread

Postby Ernstweavel » Mon Feb 18, 2019 10:53 am

Ernstweavel's Room
User avatar
Ernstweavel
Diamond Level Patron
Diamond Level Patron
 
Posts: 83
Joined: Tue Mar 28, 2017 4:33 pm
Location: gamenoid420

Re: Group Catch-All Thread

Postby Minerva » Mon Feb 18, 2019 10:54 am

Minerva's Room

Armor
N-F20A Medium Force Field (x4)
Image
M.D.C. by Location:
  • Force Field: 75
Weight: 10 lbs.
Modifiers: none
Features:
  • 10 hour duration per E-clip
Book Reference: p.122, DB2


N-F50A Superheavy Force Field x2
Image
M.D.C. by Location:
  • Force Field: 160
Weight: 15 lbs.
Modifiers: none
Features:
  • 6 hour duration per E-clip
Book Reference: p.122, DB2


NE-BA-26 Special Body Armor
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90
Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
Features:
  • All standard NE environmental armor features (p.35-36, DB8)
  • HUD Visor Allows 6 different screens to be viewed without impairing vision.
  • Deluxe Weapons Package
    • Twin Retractable Energy Blade (Right Forearm)
      • Damage: 4D6 M.D.
    • Plasma Encased Garrote Strangle Cord (Left Wrist)
      • Damage: 5D6 M.D.C. per melee
    • Particle Beam Blaster
      • Range: 2,000'
      • Damage: 1D4x10 M.D.
      • Payload: 10 Shot (E-Clip)
    • NE-28R Micro-Missile Wrist Launcher
      • Range: 1 mile
      • Damage: 6D6 M.D.
      • Payload: 2 missiles
  • Robotic Exoskeleton
    • Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
    • Restrained Punch: 6D6, Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
  • Built-In N-F50A Force Field
    • M.D.C.: 160
    • Voice Activated
  • Laser Distancer & Targeting
    • +1 to Strike with Hand Held Ranged Weapons
    • Range 2,000'
  • Optics Enhancements
    • Passive Night Vision: 3,000'
    • Telescopic Vision (up to 20x Magnification): 1 mile
    • Macro-Lens (6x Magnification)
    • Thermo-Imager: 2,000'
    • Light Polarization
  • Integrated Sensor Pod
    • 360° scanning capability
    • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
  • Advanced Communication Package
    • Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
    • Range: 30 miles
  • IFF & Targeting Computer
    • Computerized recognition and identification system similar to the Wilk's PC-2020 Field Identifier System
    • Can Identify up to 6,000 targets with 92% accuracy
Book Reference: p.37-39, DB8


NG-A8 Scout Armor
Image
M.D.C. by Location:
  • Helmet: 35
  • Arms: 25 each
  • Legs: 40 each
  • Main Body: 50
Weight: 12 lbs.
Modifiers: -5% to physical skills
Features:
  • Non-environmental
Book Reference: p.51, WB 34


NG-A15 Peacekeeper Armor (x2)
Image
M.D.C. by Location: (With tactical armor addition)
  • Helmet: 50
  • Arms: 25 (50)
  • Legs: 35 (55)
  • Main Body: 40 (85)
Weight: 16 lbs., +11 lbs. for tactical armor addition
Modifiers: -5% to Physical Skills; -15% to Physical Skills with Tactical Armor addition.
Features:
  • Non-environmental
  • Built-In Radio: Range is about 12 miles in urban areas and 30 miles in the wilderness; a signal booster can increase that range by 50% at a cost of 5,000 credits.
  • Vital Signs Monitor: An integral, miniature life signs monitor built into the suit that monitors the wearer’s heart rate, blood pressure, respiration, body temperature and other vital signs. It is tuned to the specific life signs of the armor’s owner, so that if these drop below registered norms, the system automatically sends a request for backup using the internal radio to other officers or a mobile command center, the police department, army garrison, etc; all calls are routed to a designated location or monitoring unit.
Book Reference: p.57-58, WB 34


NG R33 Viper Ride Armor
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 25 each
  • Legs: 38 each
  • Main Body: 60
Weight: 16 lbs.
Modifiers: -10% to physical skills/performance, -2% on evasive maneuvers and stunt driving
Features:
  • Heads-Up Display
  • Directional, short-range radio built into the helmet. Range: 5 miles
  • Polarized visor
  • External audio speaker
  • Upgrade: Language Translator
  • Upgrade: Helmet Lamp
  • Upgrade: Head Cam
  • Upgrade: Gas mask/air filtration unit
  • Upgrade: Independent Oxygen Hookup
Book Reference: p.47, WB 34


NG Stalker Suit
Image
M.D.C. by Location:
  • Helmet: As per separate helmet
  • Arms: 5 each
  • Legs: 7 each
  • Main Body: 12
Weight: 3 lbs.
Modifiers: None.
Features:
  • Non-environmental
  • Thermal Reduction: The fabric and strategic padding of the Stalker Suit is specially designed to dissipate the wearer's IR heat signature, making him more difficult to detect with thermal-imagers and similar heat detection equipment. All attempts to detect the Stalker Suit with thermal systems suffer a penalty of -20% to the Read Sensory Equipment skill.
Book Reference: p.58-59, WB 34


TFRC-02 FreeRunner Combat Exoskeleton
Image
M.D.C. by Location:
  • Helmet: 45
  • Arms: 40 each
  • Legs: 45 each
  • Main Body: 100
Weight: 25 lbs.
Modifiers: +5% to prowl, +6 to P.S., +4 to P.P., +1 APM, +3 to initiative, +1 to parry and dodge, +3 to disarm, and +6 to roll w/impact, -10% to electronic perception
Features:
  • All Features of Triax EBA
  • Molecular Adhesion Pads on hands and feet
  • Impact Absorbing Systems (p.89, MercOps)
  • Triples wearer's speed, fatigue reduced to 20% usual rate
  • Increase leap ability by 50%
  • Infrared & thermal masking
Book Reference: Kraus Imported Arms


Melee Weapons
Martel
Image
Very Rare Enchanted War Hammer
Damage: 3D4
Magic Features
  • Indestructible: Cannot be destroyed by any means, save alchemy.
  • Thunder Hammer: Applicable only to blunt weapons, excluding ball & chain types. The weapon inflicts an extra 2D6 damage and lets out a booming thunderclap each time it strikes or is struck.
  • Turns Holder Fire Resistant: Normal fire does half damage (magic fire does full damage), four times daily. Duration: 20 minutes.
Curse: None
History: Legend has it that Martel was named after the lover of its first wielder, Sir Dalamir, a Paladin of the Court of Seven. Sir Dalamir is said to have been the lover of the King’s eldest daughter, Martel, who was to be wed to another. When the King found out about their forbidden love, he exiled Sir Dalamir and stripped him of all rank and title. The legends say that Sir Dalamir would sneak into the Kingdom to see his lover, and use the war hammer's loud thunderclap to send a signal to Martel. Over the years that same thunderclap has inspired others to continue to fight for what they love. During Tolkeen’s war with the Coalition, Martel’s booming thunderclap was a battle cry that rallied those around to take up arms against the Coalition.


NG MD Grenade Knife
Image
  • Range: 30'
    • Damage:
    • Vibro-Blade: 1D6 M.D.
    • Secondary Explosion: 4D6 M.D. to target & 1D6 M.D. to 4' AoE
  • Rate of Fire: single use item
  • Payload: single use item
  • Weight: 1 lb.
  • Features: Secondary explosion occurs 1 melee action after a successful thrown strike
  • Modifiers: none
  • Book Reference: p.214, WB33


TW Lightblade
Image
  • Range: melee
  • Damage: 1D4x10 M.D. (x2 vs beings vulnerable to light)
  • Weight: 2 lbs.
  • Features: Fueled by wielder's Hit Points/S.D.C.
  • Modifiers: + 1 to strike and parry
TW Characteristics:
  • TW Functions: [insert bulleted sub-list, if needed]
  • Activation Cost: 30 S.D.C. points or 15 Hit Points
  • Device Level: Five
  • P.P.E. Construction Cost: 300
  • Spell Chain Needed: Primary Spell: Lightblade (20), Secondary Spells: Blinding Flash (I), Energy Bolt (5), Globe of Daylight (2) and Life Source (2)
  • Physical Requirements: None
  • Duration of Charge: 5 minutes
  • Construction Time: 150 hours
  • Construction Cost: Unlisted
  • Book Reference: p.137, R:UE


Vibro-Sword
Image
  • Damage: 3D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE


Ranged Weapons
CN-1 Net-Gun
Image
  • Range: 40'
  • Damage: none
    • Takes two melees to cut free with M.D. blades
    • Entanglement: 1d4 minutes for normal person, 3d4 minutes for animals, 1-2 melees for those with supernatural P.S.
  • Rate of Fire: One-shot weapon
  • Payload: one net canister; propellant enough for 6 shots before recharge is required
  • Weight: 10 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.51, WB13


MM-16 “Coffin” Pepperbox Man-Portable Multiple Mini-Missile Launcher (Black Market, page 147) Armory Submission Pending.

NG-45LP Long Pistol
Image
  • Range: 1,200'
  • Damage: 5D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 8 shots per E-clip
  • Weight: 5 lbs.
  • Features:
  • Modifiers:
  • Book Reference: p.157, GMG


NG-E12 Heavy Plasma Ejector
Image
  • Range: 2,000'
  • Damage: 1D6x10 M.D.
  • Rate of Fire: Single shots only
  • Payload: 6 shots per E-clip, 12 per LE-clip, 42 with Power Pack (regenerates 4 blasts per hour)
  • Weight: 30 lbs.; 20 lbs. for power pack
  • Features: None
  • Modifiers: None
  • Book Reference: p.204, WB33


NG-IR5 Ion Rifle
Image
  • Range: 2,000'
  • Damage:
    • Low Power: 2D6 M.D.
    • High Power: 4D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 20 low power shots per E-Clip, 36 low power shots per LE-Clip; (1 high power shot = 2 low power shots)
  • Weight: 11 lbs.
  • Features: none
  • Modifiers: none
  • Book Reference: p.199-200, WB33


Wilk's-Remi 104 Derringer
Image
  • Range: 300'
  • Damage: 2D4 M.D.
  • Rate of Fire: 2 simultaneous shots
  • Payload: 4 shots; a special connector allows for the use of an E-clip recharger to power up the empty weapon.
  • Weight: 10 oz.
  • Features:
  • Modifiers:
  • Book Reference: p.207, WB14


Munitions
HE Mini-Missile (24) (5D6 M.D. to 5' AoE, 500 mph, 1 mile range)
Plasma Mini-Missile (12) (1D6x10 M.D. to 15' AoE, 1,200 mph, 1 mile range)


Misc
Bedroll
Motorcycle Goggles
Survival Kit
One week's rations
Flowers (Weekly flower delivery featuring Dahlias, Marigolds and Ranunculus; covers a wall in her room; paid until July 111)
(12) Los Alamos Riesling (Wine; cheap; 20 credits/bottle)
(4) Quebec Riesling: Aprogine 10 year cask (Wine; 200 credits/bottle)
Lazlo Malbec: Vintage (Wine; 2000 credits/bottle)
German Riesling (Wine; 5,000 credits/bottle)
Golden Age Malbec (Wine; probably not pre-cataclysmic but obviously very old; 20,000 credits/bottle)
Talisman of Commune with Spirits
Image
Talisman
Magic Features
  • Commune with Spirits (10th level)
  • Charges: 3
Book Reference: p.150, BoM


Talisman of T-Dep
Image
Talisman
Magic Features
  • Time Deprivation (4th level)
  • Charges: 3
Book Reference: p.150, BoM
User avatar
Minerva
Diamond Level Patron
Diamond Level Patron
 
Posts: 157
Joined: Sat Jun 03, 2017 11:55 pm

Re: Group Catch-All Thread

Postby Saul » Mon Feb 18, 2019 10:54 am

Saul's Room

Various books
Spanish Language Primer
An assortment of books on Demonology, the demongogian language, and Monster taxonomy and ecology
Codices on Magic, including a post-rifts history of magic, an encyclopedia of circles and runes, an encyclopedia of various types and forms of enchantment
Codices on psychic phenomena, including some general works enumerating known psychic abilities, and several niche treatises on the effects and forms of meditation
An atlas of known stable ley lines and nexi
A treatise discussing the effects of ley lines and nexi on magical effects
An encylcopedia of philosophical precepts
Last edited by Saul on Thu Sep 19, 2019 5:29 am, edited 2 times in total.
Saul
 

Re: Group Catch-All Thread

Postby Salomón » Mon Feb 18, 2019 10:54 am

Salomón's Room

Staff of Life
Image
Ultra-Rare Millennium Tree Item
  • Damage: 2D6 (does M.D. damage vs vampires)
  • Dimensions: 8' long, 8 lbs.
  • M.D.C.: 800
Magic Features
  • Staff: 40 P.P.E.
    • Can be used by its owner or others of a good alignment with owner's permission, and if intentions are good
  • The staff regenerates all lost M.D.C. and P.P.E. after 24 hours have elapsed
  • Can do superior healing per day equal to number of buds (1D6 H.P./S.D.C. per bud)
    Additional Spell Magic: can cast spells per day equal to number of buds (10th level spell strength)
    • Globe of daylight, Breathe without air, Negate poisons
    • Cure minor disorders, Cure illness, Purification of food/water, Water to wine
  • Restoration: restores severed limbs & brings the comatose to consciousness & healed to 2 H.P. (consumes 4 buds)
  • When all buds are gone, staff disappears
Modifiers: +2 to save vs toxins & +5% to save vs coma
Book Reference: p.20, WB3
Last edited by Yojimbo on Wed Jan 08, 2020 11:12 am, edited 1 time in total.
User avatar
Salomón
Diamond Level Patron
Diamond Level Patron
 
Posts: 116
Joined: Sun Jul 29, 2018 4:54 pm

Re: Group Catch-All Thread

Postby Tyrannosapiens Rex » Mon Feb 18, 2019 12:16 pm

Decision Gear
(unused & unclaimed equipment to be sold--this is where loot goes!)

Unsecure Universal Card: 25,000 credits (Augur 2/20/2019)
Unsecure Universal Card: 100,000 credits (Augur 02/18/2019)
Unsecure Black Card: 81,363 (Augur 2/20/2019)
Unsecure Black Card: 165,000 credits (Augur 2/20/2019)
Unsecure UTC Card: 2,600,000 UTC


(250) .45 ACP rounds (silver)
(64) .45 ACP rounds
(100) 10mm (silver)
(88) NE-001PC Plasma Cartridges
(363) NE-002PC Plasma Cartridges
(318) NE-003PC Plasma Cartridges
(29) E-Clips
(7) LE-Clips
(2) P.P.E. Clips
(38) Mini-Missiles (AP)
(4) SRMs High Explosive
(2) SRMs High Explosive
(2) SRMs Plasma/Napalm
(2) SRMs Fire Retardant
(2) SRMs Smoke (White)
(3) 2-man tents (arctic-rated)
(6) Sleeping bags
(6) Winter Jackets
(2) Thermal Jackets
(6) Winter gloves
(6) Scarves
(6) Hat, fur with ear coverings
(7) Thermal Suits
(7) Arctic Trooper Hats
(13) Thermal Arctic Boots w/ batteries
(7) Winter Survival Kit
(7) Polarized Goggles
(7) Winter Ski Mask
(7) Battle Dress Utility: Arctic Weight
Backpack
PSE-8000 Medical Scanner (p.107, DB6)
(3) cans of Quick-Clot
Portable Bio-Scan & Bio-Lab
Palm Bio-Unit
(10) tubes Protein Healing Salve
Micro-Scale
Suture Kit (gun, 200' suture, 5 rolls tape)
RMK Robot Medical Kit
RAU Robot Antiseptic Units
IROU Internal Robot Oxygen Unit
IRMSS Internal Robot Medical Surgeon System (4 uses each, 8 total)
Wilk's Laser Scalpel
Bio-Comp Monitor
(9) First-Aid kits
(2) Boxes Surgical Gloves & Hand Sanitizer
Portable Tool Kit
M.D.C. plate: 10 M.D.C.
M.D.C. materials for internal framework
Wiring
M.D.C. plating for external casing and heat jacket/dispersal system
Cooling system
(40) lbs. Gold
(50) lbs. Silver
(15) carats Diamonds
(10) carats Emerald
(150) carats Chrysophase (quartz)
(12) carats Ruby (deep red)

C-27 Light Plasma Cannon
Image
  • Range: 1,600'
  • Damage: 6d6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 blasts per E-canister
  • Weight: 12 lbs.; 4 lbs. for an E-canister
  • Features: Telescopic and laser-distancing scope (x20 magnification, 2 miles)
  • Modifiers: +1 to strike on an aimed shot
  • Book Reference: p.93, WB11


L-20 Pulse Rifle (2)
Image
  • Range: 1,600'
  • Damage: 2D6 M.D. or 6D6 M.D. burst
  • Rate of Fire: single shots & 3-shot bursts only
  • Payload: 40 shots per E-Clip or 50 per LE-Clip
  • Weight: 7 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.270, R:UE


Laser Wrist Blaster
Image
  • Range: 1,200'
  • Damage: 2D6 M.D.
  • Rate of Fire: up to 5 shots per melee
  • Payload: 60 shots, back-pack recharges completely in four hours
  • Weight: 6 lbs.
  • Features: Splugorth design
  • Modifiers: None
  • Book Reference: p.152, WB2


Lightning Rod (2)
Image
  • Range: close combat or 1,200'
  • Damage: 2D4 M.D. or 1D6 M.D. per lightning bolt
  • Rate of Fire: 4 lightning bolts per melee max
  • Weight: 5 lbs.
  • Features: Wielder is impervious to energy attacks (when activated)
  • Modifiers: +1 to strike in melee combat, +2 to strike with lightning bolts
TW Characteristics:
  • TW Functions: [insert bulleted sub-list, if needed]
  • Activation Cost: 15 P.P.E.
  • Device Level: 5
  • P.P.E. Construction Cost: 150
  • Spell Chains Needed: Call lightning (15)
  • Physical Requirements: iron rod, gold or copper plating
  • Duration of Charge: 5 melees
  • Book Reference: p.320, BoM


Mental Incapacitator
Image
  • Range:180'
  • Damage: Affects 1D8 people in a 45' AoE
  • Rate of Fire: up to 2 blasts per melee
  • Payload: 10 blasts
  • Weight: 4 lbs.
  • Features: Splugorth design
  • Modifiers: fires wisps of confusion (p.126, BoM)
  • Duration of Effect: 50 minutes; no effect if saving throw vs magic is successful
  • Book Reference: p.153, WB2


NG-57 Heavy-Duty Ion Blaster (2)
Image
  • Range: 500'
  • Damage: 2D4 M.D. or 3D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 shots per E-Clip
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.199, WB33


NG-IP7 Ion Pulse Rifle
Image
  • Range: 1,600'
  • Damage: 3D6 M.D. or 1D4x10 per pulse burst
  • Rate of Fire: single shots or 3-pulse bursts only
  • Payload: 2 E-clips; 15 shots per E-clip
  • Weight: 7 lbs.
  • Features: Dual E-clip holder
  • Modifiers: None
  • Book Reference: p.129, WB33


NG-P9 Heavy Particle Beam Rifle
Image
  • Range: 1,600'
  • Damage: 1D4x10 M.D. per blast, NAT 19-20 does +50% damage
  • Rate of Fire: Single shots only
  • Payload: 6 shots per E-clip, 9 per LE-clip
  • Weight: 12 lbs.
  • Features: Laser targeting
  • Modifiers: W.P. Energy Rifle
  • +1 to strike on aimed shots
  • Vampires, Werebeasts and mummies are impervious
  • Book Reference: p.202, WB33


Plastic-Man EBA
Image
M.D.C. by Location:
  • Helmet: 30
  • Arms: 15 each
  • Legs: 22 each
  • Main Body: 35
Weight: 13 lbs.
Modifiers: -10% to physical skills
Features:
  • All features standard to environmental armor
Book Reference: p.58, WB 34


Skorblade Pole Arm
Image
  • Damage: 3D6 M.D.
  • Weight: 9 lbs.
  • Features: excellent balance and craftsmanship
  • Modifiers: 2-handed, +1 to strike and parry
  • Book Reference: p.152, MercOps


Skorblade Short Sword (2)
Image
  • Damage: 1D8 M.D.
  • Weight: 3 lbs.
  • Features: excellent balance and craftsmanship
  • Modifiers: +1 to strike and parry
  • Book Reference: p.152, MercOps


TW Jolt Gun
Image
  • Range: 1,000'
  • Damage: 2D6, 4D6, or 1D4 M.D. per blast
  • Rate of Fire: Single shots only
  • Payload: 20 blasts per charge
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None
TW Characteristics:
  • TW Functions: [insert bulleted sub-list, if needed]
  • Activation Cost: 30 P.P.E. to recharge
  • Book Reference: p.153, WB2


TX-30 Ion Pulse Rifle
Image
  • Range: 1600'
  • Damage: 2D6 M.D. or 6D6 M.D. per burst
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload: 20 shots per E-clip, 50 shots per FSE-clip
  • Weight: 7 lbs
  • Features: None
  • Modifiers: -2 to strike one-handed, +1 to strike two-handed
  • Book Reference: p.145, WB5


Vibro-Knife (5)
Image
  • Damage: 1D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 1 lb.
  • Features: none
  • Modifiers: none
  • Book Reference: p.259, R:UE


Vibro-Sabre
Image
  • Damage: 2D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 3 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE


Lightning Axe
Xiticix Spear (2)
TW Animal Repellent
TW Lantern Pole
TW Watchguard Pole
User avatar
Tyrannosapiens Rex
Game Master
 
Posts: 516
Joined: Thu Dec 02, 2010 2:13 pm
Location: GAME MASTER (No Portfolio)

Re: Group Catch-All Thread

Postby Tyrannosapiens Rex » Mon Feb 18, 2019 3:30 pm

Parking Lot

Rocky's Ride
QV-119 Lynx Hover Jeep
Image
M.D.C. by Location:
  • *Directional Hover Jets (6): 30 each
  • *Rear Jets (2): 85 each
  • *Forward Fixed Lasers (2, recessed): 25 each
  • *Radio & Sensor Package (rear left): 20
  • *Infrared Searchlights (2, hood): 8 each
  • *Headlights (4, small): 4 each
  • *Window Light: 4
  • *Tail Lights (2, rear): 4 each
  • Retractable Canopy: 20
  • Windshield: 15
  • Main Body: 228
* Requires a called shot at -3 to strike; -10% speed with loss of a directional jet (effects cumulative); -20% with loss of a rear jet
Statistical Data:
Maximum Speed: 220 mph, cruising speed 80 mph
Range: up to 96 hours continuous use
Flying: max altitude is 800'; VTOL capable; retractable landing gear
Underwater Capabilities: 110 mph over surface, 40 mph underwater, max depth of 200'
Modifiers: [If Applicable]
Crew: 2; 1 pilot, 1 copilot/gunner. 2 passengers
Class: Military Transport
Dimensions: 6' tall, 6' wide, 14' long, 2 tons
Cargo: 3 cubic feet (4 items)
Power System: Nuclear (20 year life)
Weapon Systems:
Forward Lasers (2)
Fixed forward and recessed; controlled by pilot or co-pilot
  • Range: 2,000'
  • Damage: 2D6 M.D. per blast or 4D6 M.D. per dual blast
  • Rate of Fire: single shots or dual blasts only
  • Payload: unlimited
Features of Note:
  • Combat Computer & Radar: identify 72 & track 32 targets simultaneously; range: 30 miles
  • Laser Targeting: +1 to initiative, +1 to strike with integrated ranged weapons
  • Communication System: 500 mile (HF band) range; 10 mile (VHF band) range; built-in loudspeaker (80 db)
  • ECM Suite: disrupts all radio signals in a 100 mile AoE
  • Voice Actuated Locking System
  • Infrared Searchlights: 300° rotation, 30° vertical arc, 1000' range
Book Reference: p.53, WB22


Original Group Ride
[code]Legion Armored Snow Lion APC
Image
M.D.C. by Location:
  • Forward Windows (4 large; front cab): 25 each
  • *Headlights (4): 2 each
  • *Rear Lights (4): 2 each
  • *Small Spotlights (2; top of cab): 10 each
  • Cab Hatches (2; 1 on side, 1 top rear): 60 each
  • Large Bay Doors of Side Compartment (2; front & back): 120 each
  • *Large Hatch (1; rear of small passenger compartment): 100
  • Tractor Treads (2): 90 each
  • *Side Mounted Laser Turrets (2): 100 each
  • *Top Mounted Grenade Launchers (2): 100 each
  • Short-Range Missile Launcher (1; driver's side): 150
  • Reinforced Pilot's Compartment: 50
  • Main Body: Forward Cab Section: 150
  • Side Passenger Compartment: 220
  • Main Body: 300
* Requires a called shot at -3 to strike
Statistical Data:
Maximum Speed: 60 mph, 40 mph cruising; 20 mph max in deep snow & very rough terrain; -30% with loaded trailer
Range: based on power plant; choose from options below & note here
Modifiers: None
Crew: 2-4
Class: All-Terrain Personnel Carrier
Dimensions: 12' tall, 14' wide, 20' long, 10 tons; trailer: 20' long, 6 tons
Cargo: 18 passengers; 20 tons max cargo; +100 tons w/trailer
Power System: choose from options below & note here
Weapon Systems:
Side Laser Turret:
Controlled by the driver, 360° rotation, 90° horizontal arc
  • Range: 2,000'
  • Damage: 5D6 M.D. per blast
  • Rate of Fire: single shots only
  • Payload: 20 shots per E-clip; unlimited if tied to a nuclear power system
Top-Mounted Grenade Launchers (2):
  • Range: 1,600'
  • Damage: 4D6 M.D. per grenade
  • Rate of Fire: single shots only
  • Payload: 60 each; 120 total
Short-Range Missile Launcher (1; left side):
  • Range: varies with missile type
  • Damage: varies with missile type
  • Rate of Fire: 1 at a time or volleys of 2, 4, or 6
  • Payload: 18
Features of Note:
  • Radiation shielded: to 400 rads
  • Cab & cargo sections can independently seal
  • Air purification, purge and circulation system can scrub breathable air for 14 days
  • Digital HUD with passive nightvision & auto-range-finding (1,500')
Book Reference: p.190-191, WB20




Minerva's Rides
NG-CM12 Streetwolf Motorcycle
Image
M.D.C. by Location:
  • *Headlights (2, small): 4 each
  • *Storage Compartment (rear, small): 20
  • *Plexiglass Windshield: 15
  • **Tires (2): 5 each
  • Main Body – 80
*Requires a Called Shot at -4 to strike
**Requires a Called Shot at -8 to strike; -90% if a tire is destroyed
Statistical Data:
Maximum Speed: 240 mph maximum; -50% on dirt roads, -30% on rough terrain
Range: 1,800 miles per charge (2 hours to fully charge)
Flying: None
Underwater Capabilities: None
Modifiers: +1 to dodge and +5% to piloting on smooth surfaces only; -5% to piloting on grass, -15% on gravel, -20% on rough terrain or mud/snow deeper than 2", -30% in tall grass, or snow/mud up to 6", sand is impassable
Crew: One pilot
Class: Motorcycle
Dimensions: 3' high, 2.6' wide, 7' long, 240 lbs.
Cargo: None
Power System: Electric Battery
Weapon Systems:
  • None
Features of Note:
  • None
Book Reference: p.204, WB34


Road Boss Combat Chopper
Image
M.D.C. by Location:
  • Catapult Cannon: 75
  • * Wheels (2): 30
  • * Mini-missile launchers (2): 20 each
  • * Lasers (3): 5 each
  • Main Body: 200
* Requires called shot at -3 to strike
Statistical Data:
Maximum Speed: 185 mph
Cruising Speed: 90 mph
  • Acceleration (0-60): 4.4 seconds (rocket assisted)
  • Braking (60-0): 90'
Range: 725 miles
Flying: [If Applicable]
Modifiers: +10% to piloting skill and execution of jumps, tricks, and special maneuvers (for augmented humans)
Crew: 1 rider
Class: Motorcyle
Dimensions: 3'10" high, 4'4" wide, 16' long, 1,850 lbs.
Cargo: None
Power System: Flex-fuel internal combustion
Weapon Systems:
W.I. "Catapult" Assault Cannon
  • Range: 4,000'
  • Damage: 1d6x10 M.D. to a 3' AoE
  • Rate of Fire: Once per melee round only
  • Payload: 20 armor-piercing, explosive shells
Mini-missile Launchers (2):
  • Range: 1 mile
  • Damage: Varies with mini-missile type
  • Rate of Fire: 1 at a time, or volleys of 2, 3, or 4
  • Payload: 16 total; 8 per launcher
Variable Lasers (3):
  • Range: 4,000
  • Damage: 1d6+6 M.D. or 4D6 M.D. per 3-blast burst
  • Rate of Fire: Single blasts or 3-blast
  • Payload: 30 blasts per E-clip
    Note: cannot fire at speeds 90 mph+
Features of Note:
None
Book Reference: p.82-83, WB10


MBT-300 Black Talon Motorcycle
Image
M.D.C. by Location:
  • *Headlight (1, small concealed under weapon): 6
  • *Storage Compartment (3, rear, small): 20 each
  • *Plexiglass Windshield: 25
  • *Front-Mounted Weapon (1 or 2): 25 each
  • **Armored Tires (2): 15 each
  • Main Body: 125
*Requires a Called Shot at -4 to strike
**Requires a Called Shot at -8 to strike; -90% if a tire is destroyed
Statistical Data:
Maximum Speed: 220 mph; 180 mph on dirt roads and stony deserts, 72 mph or less on rough terrain
Range: 2,000 miles per charge (takes two hours to charge to full capacity)
Flying: None
Underwater Capabilities: None
Modifiers: -10% to piloting skill on gravel and grass, -15% on shattered roads, tall grass, and snow deeper than 3"; sand is impassable
Crew: One pilot, with room for one passenger
Class: All-Terrain Combat Motorcycle
Dimensions: 3.5' high, 3' wide, 7' long, 420 lbs.
Cargo: Saddlebags with limited storage space. A rifle can be attached to the bike’s side.
Power System: Electric Multi-Battery System
Weapon Systems:
BT-50 Laser Blaster (1, fixed forward)
  • Range: 2,000'
  • Damage: 3D6 M.D. per blast
  • Rate of Fire: Single shots only
  • Payload: Unlimited if powered by Nuclear or Solid Oxide, 1% of charge per blast if electric
Features of Note:
Book Reference: p.201, WB34
User avatar
Tyrannosapiens Rex
Game Master
 
Posts: 516
Joined: Thu Dec 02, 2010 2:13 pm
Location: GAME MASTER (No Portfolio)

Re: Group Catch-All Thread

Postby Tyrannosapiens Rex » Mon Feb 18, 2019 7:29 pm

Knarr barges are cheap, light, mystical, hover vehicles with almost nothing to them. Most are flatbed barges with simple ley line systems with hover propulsion backups. There is nothing fancy about them and almost no expense has been put into their construction. Knarr barges have no electronic sensors, no on-board weapons, very little protective plating, and run on mystical engines, combined with rechargeable batteries instead of nuclear power packs. In shape, they look like a long, flat platform with an engine on the back and a small control cabin and engine housing. Modular additions, such as covered pilot compartment, box cargo container, railings, heated compartment, cargo crane, armored shielding with gun ports, weapon mountings, weapons, and so on, are extras that can be built onto the vessel. The industrious Dwarven engineers of the colonial army have transformed some of these simple hover barges into gunboats, locally known as Karvi, by adding armored plates, manned gunner positions, magical weapon turrets, and contragrav or TW flight systems. Armored plating is often made to look like wooden banding and other artistic flourishes like monstrous mastheads are sometimes added. However, Karvi are relatively rare since the parts are expensive or time consuming.

Knarr Colony Ley Line Barge
Image
M.D.C. by Location:
  • Pilot House: 90
  • Engine: 125
  • Contra-Gravity Lifts (3): 25 each
  • Engine House: 130
  • *Gunner Stations (5): 50 each
  • *Weapon Turret: 50
  • Main Body: 250
  • **Force Field: 60 (double on a ley line)
* Requires a -3 to strike on a called shot to strike a gunner
** Armor of Ithan can be activated up to three times per 24 hours; covers entire ship
Statistical Data:
Maximum Speed: 100 mph; max altitude: 15'
Range: Unlimited on ley line; 168 hours with batteries; anti-gravity plates reducing range by half
Modifiers: -20% to piloting at 40 mph+
Crew: 1 pilot, 1 helmsman, 1 gunner, room for dozens of crewmen & passengers
Class: Civilian Mystical Hover Vehicle
Dimensions: 20' high, 60' wide, 120' long, 4 tons
Cargo: can haul 30 tons (66 tons with gravity plates on)
Power System: TW ley line engines with electric battery back-up
Weapon Systems:
V-81 Volcano Mark I Plasma Discharger
Mounted in the front top left nacelle, controlled by a gunner in the cabin.
  • Range: 4,000' (concentrated) or 2,000' (wide)
  • Damage:
    • Concentrated: 1D6x10 M.D. per blast
    • Wide: 4D6 M.D. or 2D6x10 M.D. across a single 30' surface
  • Rate of Fire: single shots only
  • Payload: 48 shots; charges 1 shot per minute until fully charged
WI-23 Missile Launcher
Mounted in the rear top right nacelle, controlled by a gunner in the cabin.
  • Range: 1 mile
  • Damage: varies by mini-missile type
  • Rate of Fire: single shots only
  • Payload: 30 mini-missiles box magazine (15 minute and tools to reload magazine)
  • Features: multi-optic scope (telescopic magnification x20, 2 miles; infrared, 2,000'; passive nightvision, 2,000'; laser targeting)
Gunner Stations (4)
  • Range: Varies
  • Damage: Varies
  • Rate of Fire: Varies
  • Payload: Varies
Features of Note:
  • Contra-Gravity System: 3 Contra-Gravity Lifts provide a total of 36 tons of lift
Book Reference: based on Colony Riverboat; p.115-116, DB14




Kittani ABW-4 Basic Work Drone
Image
Alignment: None; not sentient
Disposition: None; passive
M.D.C. by Location:
Antenna: 35
Chest Spotlight: 2
Arms (2): 50 each
Lower Hover Jets: 110
Main Body: 200
Statistical Data:
Running/Flying Speed: stationary hover to 100 mph; max. altitude: 1,000'
Dimensions: 6.6' tall, 3.5' wide, 1400 lbs.
Physical Strength: Robotic P.S. 40
Power System: Nuclear (10 year life)
Weapon Systems:
  • None
Combat Bonuses: 4 APM; +1 to strike, parry, and dodge
Features of Note:
  • Sensors & Optics: Multi-optics system: thermo-imager, infrared, ultraviolet, passive nightvision, telescopic, laser targeting; motion detector, heat & radiation sensor, enhanced hearing, multiband radio transceiver
  • Skills Programs: Languages: American, Dragonese/Elven, and French all at 92%; Math: Basic 96%, Computer Operations 96%, General Repair and Maintenance 90%, Pilot Hovercraft (Ground) 90%, and Pilot Truck 92%, Cooking 85%, First Aid 90%, Housekeeping 90%, Preserve Food 90%, Radio: Basic 90%, Recycling 92%, Sewing 92%, and Wardrobe & Grooming 92%


Cargo
(2) Mechanical Engineering Toolkits
Basic EVA Suit
User avatar
Tyrannosapiens Rex
Game Master
 
Posts: 516
Joined: Thu Dec 02, 2010 2:13 pm
Location: GAME MASTER (No Portfolio)

Re: Group Catch-All Thread

Postby Tyrannosapiens Rex » Wed Feb 20, 2019 8:00 pm

NPCs
Image
Of all the things encountered in the Megaverse, the most vile and evil are not the demons, or Alien Intelligences. No, even the Old Ones pale in vileness to the Human Tyrant King. For, only he treats his own kind, every day of his life, with the kind of careless attitude the Old Ones treated the so-called lesser races.
User avatar
Tyrannosapiens Rex
Game Master
 
Posts: 516
Joined: Thu Dec 02, 2010 2:13 pm
Location: GAME MASTER (No Portfolio)

Re: Group Catch-All Thread

Postby Consumer » Fri Sep 13, 2019 6:48 pm

Stored in Group Vehicle

From Daphne:
Code: Select all
Armor Piercing Mini-Missile [size=85](1D4x10 M.D. to 2' AoE, 1,400 mph, 1 mile range, x2 damage on N18-19, x3 damage on N20)[/size]
2 90 round Ammo Drums (505 Rail Gun Ammo)
16 Bot-Stopper Plasma Mini-Missile [size=85](Range: 2,500', Damage: 2d4x10 M.D.)[/size]
600 Rail Gun rounds (standard)
450 Rail Gun rounds (silver-plated)
450 Rail Gun rounds (wood)
2 Moisture Condensers [size=85](condenses & filters ambient moisture to produce drinkable water; 5 gallons/8 hours; 1 E-clip per 96 hours of use)[/size]
200 Instant Heat MRE [size=85](Meal Ready to Eat, just add water, vitamins & nutrients, self-heating, fairly tasty)[/size]
SleepSafe Personal Field Shelter [size=85](Man-sized, locks from inside, battery operated nightlight, alarm links to Sensor Sentry; M.D.C.: 25; 6 lbs.)[/size]
[b]SleepSafe “Sensor Sentry” Warning System[/b]
[list][*]Dimensions: 1x3x5" in size, 2 lbs.
[*]Laser-Motion Sensor, Infrared Camera, Visual Camera (all have 100' range in a fixed 90° arc)
[*]Audio Detection System: audible detection range varies according to decibel of noise, Warning system (1.6 mile transceiver range)
[*]Duration/Payload: 192 hours use per E-Clip
[*]Book Reference: p.253-254, WB34[/list]
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

Medals
ImageImageImageImageImageImageImage
User avatar
Consumer
Game Master
 
Posts: 1278
Joined: Sun Sep 13, 2009 2:26 pm
Location: Phase World GM (Galactic Rogues)

Re: Group Catch-All Thread

Postby Sum of All Fears » Sun May 24, 2020 11:37 am

Signature Expectations:

Minimum:
  • Link to Character Sheet
  • Character Max HP/MDC/SDC/PPE/ISP
  • Any active Effects that will never change (This one can be omitted if always posted at the beginning of your post)


Additional Items that may be useful
  • Weapons Carried with Max ammo noted
  • Current Armor worn with MDC listed
  • Any other information you feel is necessary for your character.

I would recommend using the OOC tags to help keep your signatures small.
M.A.R.S. GM

"Any problem can be solved with the judicious application of high explosives."

Other Accounts: The Apothecary (AAPS/Atlantis/Spooks AGM); Wolf Whitaker (Roughnecks PC); Keiko (H4H PC); Raz I'Syul Arro (GR PC)
User avatar
Sum of All Fears
Game Master
 
Posts: 66
Joined: Mon Apr 27, 2020 2:24 pm

Re: Group Catch-All Thread

Postby Augur » Mon Jun 01, 2020 9:54 am

I have organized and vastly expanded the number of channels on Discord.
EU's Discord server set-up now mirrors that of Hangouts, only better.
Every group and game has its own channel.
Come join us! https://discord.gg/MhfX6hD
Palladium Books Internet Policy
"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
ImageImage
To help support this site, use paypal.me/LloydRitchey
Medals
ImageImageImageImageImageImageImageImage
User avatar
Augur
Admin
 
Posts: 5702
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail


Return to M.A.R.S. (Independent, 0 Openings)

Who is online

Users browsing this forum: No registered users and 0 guests