Alpha Omega: Difference between revisions

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Nunchaku (1d8+1 damage, 3 attacks/seg, 4 Exertion, +1 attack when no allies within 1 SIM, -1 when allies within 1 SIM, defensive counter rolls by enemy made at -2 penalty)<br>
Nunchaku (1d8+1 damage, 3 attacks/seg, 4 Exertion, +1 attack when no allies within 1 SIM, -1 when allies within 1 SIM, defensive counter rolls by enemy made at -2 penalty)<br>
Tonfa (2d4 damage, 3 attacks/seg, 4 Exertion, +1 to defensive counter rolls when using 1, +3 when using two)<br>
Tonfa (2d4 damage, 3 attacks/seg, 4 Exertion, +1 to defensive counter rolls when using 1, +3 when using two)<br>
====Elite Mooks====
Unnamed characters-but that doesn't mean they aren't hardcore!


'''SRT''': A member of a corporate or government special response team (i.e. SWAT). Geared up to their eyeballs with bioware, cyberware, and firepower. Often Lesser Nephilim, sometimes Bioengineered. Also they cost a ridiculous amount of money to train and equip.<br>
'''SRT''': A member of a corporate or government special response team (i.e. SWAT). Geared up to their eyeballs with bioware, cyberware, and firepower. Often Lesser Nephilim, sometimes Bioengineered. Also they cost a ridiculous amount of money to train and equip.<br>

Revision as of 11:59, 16 April 2009

This page is for players in MJ12's Alpha Omega game. Players should put their characters on the wiki and link them below.

Houserules

All player characters start with double starting cash (i.e. 5,000 T). It should be enough to get a decent weapon or two, a not-bad set of armor and some ammo. Windfall cash bonuses are also doubled.

All armor has its Melee Kinetic DT and DR increased by 2 each if it possesses either. This is due to the extreme prevalence of armor penetration on melee weapons. Finally, crossbows don't do more damage, at a longer range, than most shotguns, while at half the price. These changes should be reflected in your character stats.

Hollow-point/AP ammunition cost 100% more per round instead of 1T more per round.

Weapons tweaks listed below.

Player Characters

Whisper

Savage

Custom Gear

Weapons Tweaks

Making suboptimal weapons useful for stylistic purposes!

Cyclical Eclipse: Exertion Rating 4, Max Fire Rate 3 rds/Segment
Cyclical Sabre: Built-in laser sight (it's a LASER assault rifle), 20 rounds per cell
Misca Screamer MASR: damage 1d20 + 2, Armor Penetration 1
Misca Annihilator: damage 2d6 x 2, uses 10 rounds per burst, fires 6 bursts/segment (60 rds/segment)

Cyberware

Horsepower!

Ground Speed Booster
The Telan Blitzkrieg is the latest in movement enhancement technology, using a combination of leg and pelvic reinforcement as well as state of the art artificial muscle to leave its competitors in the dust. Unlike normal cyberlegs, the Blitzkrieg increases speed without the need to replace the entirety of your legs with metal and plastic. The net result of these enhancements greatly increases ground speed.

Effect:
Level 1-Walk, Run, Sprint, and Monkey Run Movement Rates multiplied by 2-2,000 T
Level 2-Walk, Run, Sprint, and Monkey Run Movement Rates multiplied by 3-4,500 T
Impurity Rating: 3/level

Rifles

Raust AK-112
It's been over 300 years since the first AK-47 was built, but something like a few nuclear wars, aliens appearing, and three generations of science haven't made it any less deadly. The Raust AK-112 is based on the AK-47 but chambers common 7mm rifle ammunition instead of the now rarer 7.62mm. Great for anyone who needs a rifle but can't spring for something expensive.
Field: Small Arms
Skill: Rifles and Shotguns
Ammunition: 7mm Rifle
Weight: 3.1 kg
Damage: 2d6
Magazine: 30 rounds
Max Rates of Fire: 3 rds/segment (semi-auto), 5 rds/segment (full-auto)
Exertion Rating: 5
Range Rating: 4
Maximum Effective Range: 400 meters
Minimum Effective Range: 2 meters
Reload Time: 4 segments
Special: None
Approximate Cost: 2,000 T
Structural Integrity: 40

Miscellaneous

NPCs

Feel free to add some. You might get points for it.

Mooks

Mooks are generally non-important characters with no real level of skill.

Human Extra: The goons all action movie heroes get sent after them. Not very bright or personable, but numerous!.
Core Qualities: Strength 11 (5d4), Agility 11 (5d4), Conditioning 11 (5d4), Vitality 11 (5d4), Discipline 8 (4d4), Intelligence 8 (4d4), Charisma 8 (4d4)
Secondary Qualities: Athleticism 11 (5d4), Physical Acumen 11 (5d4), Fitness 11 (5d4), Will 10 (5d4), Wisdom 8 (4d4), Wit 8 (4d4), Presence 9 (4d4)
Tertiary Qualities: Reaction 10 [Active in Segment 3], Phsyis 10
Defense Rating: 5
Endurance: 19
Health Pool: 22
Drawbacks: Oblivious To Danger (-2 to Reaction rolls, +2 to Fear checks)
Fields:
Core Fitness 2 (Running, Swimming, Climbing, Throwing, Tumble)
Melee Combat 2 (One-Handed Melee, Two Handed Melee, Unarmed Melee, Grapple)
Small Arms 2 (Pistols/SMGs, Rifles/Shotguns, Bows/Crossbows)
Skills:
Intimidation 3
Street Smarts 3
Armor:
Armored Clothing (DR 1 vs High-Velocity, Energy, and Chemical damage, DR 3 vs Melee)
Weapons:
One of-
SPAS-12 (2d10 damage/2d12+1 at point blank, up to 2 shots/segment, Exertion 8, Spread 2, 40 m eff. range, Range Rating 2)
Uzi (2d4 + 1 damage, 4 shots semi-auto, 8 shots auto/segment, Exertion 4, 175 m eff. range, Range Rating 2)
Raust PD-3 Mini (1d6 damage, 4/8 shots semi/fullauto, Exertion 3, 150 m eff. range, Range Rating 2)
Plus one of-
Club (1d10 damage, 3 attacks/seg, 5 Exertion)
Brass Knuckles (1d6 damage, 5 attacks/seg, 4 Exertion)
Dagger (1d6 + 1, 4 attacks/seg, 4 Exertion, can be thrown at -2, AP 1)


Ninja: A ninja! Rather more awesome than the average Nameless Mook. (Note that these are the stats for one ninja, not a ninja that is part of a group :p)
Core Qualities: Strength 12 (6d4), Agility 12 (6d4), Conditioning 12 (6d4), Vitality 12 (6d4), Discipline 12 (6d4), Intelligence 12 (6d4), Charisma 12 (6d4)

Secondary Qualities: Athleticism 12 (6d4), Physical Acumen 12 (6d4), Fitness 12 (6d4), Will 12 (6d4), Wisdom 12, Wit 12 (6d4), Presence 12 (6d4)

Tertiary Qualities: Reaction 12, Phsyis 12

Defense Rating: 7
Endurance: 24
Health Pool: 24

Abilities:
Quick Reflexes (+5 to all Reaction Scores, +1 to Defense Rating, and +5 to all Resist Checks based on Agility.)

Fields:
Core Fitness 2 (Running, Swimming, Climbing, Throwing, Tumble)
Melee Combat 2 (One-Handed Melee, Two Handed Melee, Unarmed Melee, Grapple)
Espionage 2 (Theft, Stealth, Escape Artist, Deceive. Defeat Security)
Alertness 2 (Sense Action, Read People, Concentration, Detection)

Skills:

One Handed Melee 2
Throwing 2
Stealth 2

Armor:
Stealth Suit w/ armoured clothing (+3 bonus to stealth checks, DR 1 vs High-Velocity, Energy, and Chemical damage, DR 3 vs Melee.)
Spider Climb boots w/ stealth boot tech (+6 to climbing skill checks, +2 to Quality checks involving tests of balance, +3 to all stealth checks involving attempts at silence.)

Weapons:
A number of-
Shuriken (1d6+1 damage, 3 throws/segment, Exertion 5, 20m eff range, 2m min range, range rating 1, AP 1)
Throwing Knives (2d6 damage, 2 throws/segment, Exertion 6, 25m eff range, 3m min range, range rating 1, AP 1)

Plus one of-
Dagger (1d6+1 damage, 4 attacks/seg, 4 Exertion, AP 1, can be thrown at -2)
Kama (1d8 damage, 3 attacks/seg, 5 Exertion, AP 1)
One Handed Sword (2d8 damage, 3 attacks/seg, 7 Exertion)
Nunchaku (1d8+1 damage, 3 attacks/seg, 4 Exertion, +1 attack when no allies within 1 SIM, -1 when allies within 1 SIM, defensive counter rolls by enemy made at -2 penalty)
Tonfa (2d4 damage, 3 attacks/seg, 4 Exertion, +1 to defensive counter rolls when using 1, +3 when using two)

Elite Mooks

Unnamed characters-but that doesn't mean they aren't hardcore!

SRT: A member of a corporate or government special response team (i.e. SWAT). Geared up to their eyeballs with bioware, cyberware, and firepower. Often Lesser Nephilim, sometimes Bioengineered. Also they cost a ridiculous amount of money to train and equip.
(Lesser Nephilim/Human)
Core Qualities: Strength 14 + 3 (2d6 + 4d4), Agility 15 + 2 (2d6 + 4d4), Conditioning 16 + 2 (3d6 + 3d4), Vitality 14 + 2 (2d6 + 4d4), Discipline 15 (1d6 + 4d4), Intelligence 12 (6d4), Charisma 11 (5d4)
Secondary Qualities: Athleticism 15 + 2 (2d6 + 4d4), Physical Acumen 16 + 2 (3d6 + 3d4), Fitness 15 + 2 (2d6 + 4d4), Will 15 + 1 (2d6 + 4d4), Wisdom 14 (1d6 + 5d4), Wit 12 (6d4), Presence 13 + 1 (1d6 + 5d4)
Tertiary Qualities: Reaction 14 + 1 (1d6 + 5d4), Physis 14 (1d6 + 5d4)
Defense Rating: 8
Endurance: 31
HP: 30 + 4
Damage Modifier: Melee + 1, Ranged + 1

Abilities:
Fearless (+5 to fear checks)
Steady Hands (+1 to Physical Acumen checks)

Augmentations: Max Impurity 7
Level 2 Total Fitness Augmentation (+2 to Vitality, Conditioning, and Agility)-Impurity 3
Torso Sleeve (+2 Melee and +1 High Velocity Damage Threshold)-Impurity 2
Cybereyes w/Infrared, Flash Suppression, Low-Light capability-Impurity 1
Gorilla Blend (+3 Strength)-Impurity 1

Fields:
Military Theory 4
Alertness 8
Technology 4
Small Arms 9
Melee Combat 9
Core Fitness 10
Operate Vehicle 9

Skills:
Pistols and SMGs 10
Rifles and Shotguns 10
Heavy Assault Weapons 10
Running 10
Ground Vehicle 10

Armor:
Medium Body Armor (2/3/1/2/1 HV/Melee/Energy/Chem/Void DTs, 5/6/3/3/2 HV/Melee/Energy/Chem/Void DRs, Durability 90)
Helmet w/Respirator (Protection vs. Airborne Toxins)

Weapons:
Raust AK Unlimited (30 rd. magazine, 3d6 - 1 damage, 3 shots semi-auto, 5 shots auto/segment, Exertion 6, 550 m eff. range, Range Rating 4, can do half-damage when fired to bypass cover with CRCH rounds) + Optical Sight (+1 to attacks made beyond 15 m)
Mantis Punisher (8 rd. magazine, 2d10 damage, 2 shots semi-auto, Exertion 10, 33 m eff. range, Range Rating 2) + Laser Sight (+2 to attacks made at 20 m or less)