Alpha Omega

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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)

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)