Heroes for Hire Catch-All Thread

The community's very first group of intrepid adventurers. Led by Sir Ronith Turand.
GM: Underguard
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Zoe
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Heroes for Hire Catch-All Thread

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Heroes for Hire AGM

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Heroes for Hire History

Thank you, Ronith and Beltin, for putting this record together. More to be added soon, I suspect.

Last updated: 25NOV2014.
H4H History.txt
Dolgroth's info wrote:Evidence recently salvaged. There is evidence that he has worked in conjunction with numerous bad actors across the megaverse:
  • Faldiare the Black Great Horned Dragon--known to inhabit the Silver Range Mountains in the Old Kingdom in the Palladium pocket dimension.
  • Loki, Norse God of Deceit
  • Lord Splynncryth, Ruler of Atlantis on Rifts Earth
  • Nyarloth, a True Naruni who specializes not only in the eons-old enterprise of weapons dealer, but who also enjoys dabbling in the high-risk, high profit black markets of countless worlds.
  • Thraxus, an enigmatic figure on Center in the Phase World Dimension
  • Princess Afzal Sheherezad, a ruler in the Atorian Empire in the Heroic Earth Dimension
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Zoe
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Re: Heroes for Hire Catch-All Thread

Post by Zoe »

Heroes Haven Storage

Vault Storage
Secure Universal Card: 550,000 credits (Zoe: 150,000 credits given to Ben, Raga and Bogdan. 11/14/14.)

Garage Storage/Vehicles

NG-HC2000 Skybunker Hover Carrier

(2; His & Hers) Pedal Bicycles (Beltin & Marit's)

(There are six CityCycles in the garage for the use of anyone who needs transport in the city. Courtesy of Beltin.)
CityCycle
Image
Model Type: NG-EM3
Class: Electric Motorcycle.
Crew: One pilot with room for one passenger.
M.D.C. by Location:
* Headlight – 5
* Tires (2) – 5 each
** Main Body – 60
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike (-8 when shooting at the tires of a speeding vehicle).
Destroying either one of the tires reduces the bike’s speed by 90% and may damage the bike more by riding on the rim. Destroying both tires renders the bike immobile.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 65 mph maximum.
Maximum Range: 350 miles; electric only. Best suited for city streets and dirt roads. Woodland environments and thick underbrush are completely impassable by this bike unless there is a well-traveled path to take and even then the ride will be difficult; maximum speed is likely to be less than 8 mph.
Penalties: None on pavement or smooth surfaces. -10% to piloting skill on dirt roads and in stony deserts, -20% on gravel and snow deeper than two inches, and -40% shattered roads, and tall grass. Forest and any wilderness environments are likely to be absolutely impassable. Cannot ride across sand as the motors become clogged, rendering the bike immobile within 1D6 melee rounds.
Statistical Data:
Dimensions: 3' high, 2' wide, 5' long, 110 lbs.
Cargo: Two zip-up “saddlebags,” each able to hold about 10 lbs. of small items.
Power System: Electric battery only. Completely recharges in less than 15 minutes.
Special Features: The internal gyroscope keeps the bike upright under virtually all conditions. It is actually difficult to tip a CityCycle
over even if one tries. Built-in proximity sensors will slow or stop the bike if they sense traffic or other objects, and at times the CityCycle seems to drive itself. As a result, no Piloting skill is necessary to use a CityCycle.
Modifiers: +16% to Motorcycle skill, and even those with no training can ride at the base skill of 46%.




MI-3000 Firefly Hovercycle
Image
MDC by Location
* Rear Hover Ball Jet Housing (1) — 12 / 40
* Forward Directional Jets (4) — 4 each
* Undercarriage Directional Jets (4) — 4 each
* Forward Headlights (2) — 3 each
Reinforced Windshield (1) — 12 / 15
Main Body — 14 / 72
* Small target to hit requires the attacker to make a "called shot," at -4 to strike. The driver, hunched down, low to the body of the hovercycle, is equally difficult to hit.
Statistical Data
Crew: One rider, and one passenger can sit behind the driver, but it makes for a cramped ride and is not comfortable even on short trips and imposes a -5% piloting skill penalty.
Maximum Speed: 190mph
Maximum Altitude: 60' and can handle drops of up to 400'
Maximum Range: 800 miles
Power Plant: Electric engine (non-functional)
Dimensions: 5'6" long, 330 lbs.
Modifiers: +10% bonus to his piloting skill and +1 to dodge
Weapons
None


NG-300 "Speedster" Hovercycle (Beltin's)
Image
Vehicle Type: Hovercycle
Crew: One rider, and one passenger can sit behind the driver, but will not be comfortable on long trips.
M.D.C. by Location:
* Rear Hover Jets (2) – 35 each
* Front Hover Jet (1) – 40
* Forward Headlight (1) – 5
Windshield (1) – 15
Main Body – 75
(* means called shot must be made at -3 to strike)
Statistical Data
Vehicle Type: Hovercycle
Crew: One rider, one passenger (cramped)
Modifiers: +10% bonus to his piloting skill, +1 on initiative (to take evasive action) and +1 to dodge; -5% on piloting skill rolls when making sudden stops, trick moves and elaborate stunts or evasive actions. The hovercycle is not designed to be a flyer and suffers a -5% piloting penalty for every 30' above the ground.
Maximum Speed: 220 mph
Maximum Altitude: 120' and can handle drops of up to 600'
Maximum Range: 800 miles
Engine: Electric engine.
Dimensions: 9' long, 4' high, 3.9' wide, 700 lbs.


NG-300 "Speedster" Hovercycle (Marit's)
Image
Vehicle Type: Hovercycle
Crew: One rider, and one passenger can sit behind the driver, but will not be comfortable on long trips.
M.D.C. by Location:
* Rear Hover Jets (2) – 35 each
* Front Hover Jet (1) – 40
* Forward Headlight (1) – 5
Windshield (1) – 15
Main Body – 75
(* means called shot must be made at -3 to strike)
Statistical Data
Vehicle Type: Hovercycle
Crew: One rider, one passenger (cramped)
Modifiers: +10% bonus to his piloting skill, +1 on initiative (to take evasive action) and +1 to dodge; -5% on piloting skill rolls when making sudden stops, trick moves and elaborate stunts or evasive actions. The hovercycle is not designed to be a flyer and suffers a -5% piloting penalty for every 30' above the ground.
Maximum Speed: 220 mph
Maximum Altitude: 120' and can handle drops of up to 600'
Maximum Range: 800 miles
Engine: Electric engine.
Dimensions: 9' long, 4' high, 3.9' wide, 700 lbs.



Armory Storage
Scroll of Superhuman Strength (4) • Equivalent to 6th level caster, written in American

Motorized Ceramic Water Sawed-off Shotgun
• Range: 75'
• Damage to Vampires: 4D6 H.P. (75% chance to hit a secondary target if within 5' of primary target)
• Rate of Fire: Single blasts only
• Payload: 10 blasts
• Weight: 5 lbs.


Motorized Ceramic Water Sawed-off Shotgun
• Range: 75'
• Damage to Vampires: 4D6 H.P. (75% chance to hit a secondary target if within 5' of primary target)
• Rate of Fire: Single blasts only
• Payload: 10 blasts
• Weight: 5 lbs.


Motorized Ceramic Water Rifle
• Range: 150'
• Damage to Vampires: 3D6 H.P.
• Rate of Fire; Single blasts only
• Payload: 12 blasts
• Weight: 6 lbs.


(2) boxes of (100) .44 caliber Silver bullets
(4) Bags of (100) balloons
(2) Silver-plated knives (1D6)

Ammo
(10) Belts of AP Grenades (For WI-GL20, 200 each)
(10) Belts of Frag Grenades (For WI-GL20, 200 each)

Assorted flavor MREs (x400)

Assorted vehicular stowage webbing & secure straps

Overland Harness and Frame Backpack (x8)
• S.D.C.: 50
• Description: p.252, NG2


All-in-One Utility Belt (x7)
• Description: p.251, NG2

NG-S2 Basic Survival Pack (x6)
Image
☞ A very popular item among adventurers and other travelers, the NG-S2 survival pack contains all the basic things someone traveling through the wilderness could need.
☞ S.D.C.: 50
☞ Weight: 10 lbs.
☞ Page 187 Game Master Guide for full details


Moon Bowls
Image

Rare Enchanted Items
Matched pair of enchanted bowls that enable communication during full moons.
Magic Features
• Communication: During a full moon, if one of the bowls is filled with water the matching bowl will grow warm and glow with the light of a moon. If the other bowl is then filled with water the two who possess the bowls can see and hear each other in the bowls. Only the user initiating the communication needs to be in the presence of a full moon.
• Message: During a full moon, if one of the bowls is filled with water the matching bowl will grow warm and glow with the light of a moon. If the other bowl is not filled, the user who started the communication can ring the bowl. After the bowl has been rung, it will glow and receive the visual and audio message to be delivered to the other bowl once the other is filled with water. The bowl receiving the message will remain warm and glow until the message has been delivered. The receiving bowl can be filled at any time.
• Range: unlimited
• Weight: 8oz each


Note wrote:Hello future Hero for Hire,

If you've found this dusty box hidden on a back shelf, times must be dire indeed. I do not know danger lies ahead for you, but I hope these trinkets of magic will aid you in your endeavor. Each talisman can be used but three times before they are exhausted. Each should have a label of what spell is stored and the activation word.

Good Luck!

Grant Latham
Talisman of Armor of Ithan
Image
Talisman
Magic Features
  • Armor of Ithan
  • Duration: 5 minutes
  • M.D.C.: 50 (1/2 damage from magical fire, cold, and lightning)
  • Charges: 3

Book Reference: p.150, BoM



Talisman of Cleanse
Image
Talisman
Magic Features
  • Cleanse
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Sustain
Image
Talisman
Magic Features
  • Sustain
  • Require no food, water, or breath, need only 2 hours of sleep/night. Can survive almost all environmental conditions
  • Duration: 5 days
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Invulnerability
Image
Talisman
Magic Features
  • Invulnerability
  • M.D.C.: 50
  • Impervious to cold, disease, drugs, gases, energy, poison, and toxins
  • +10 vs magic, psionics, & horror factor
  • Duration: 5 melees
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Impervious to Energy
Image
Talisman
Magic Features
  • Impervious to Energy
  • Duration: 10 minutes
  • Charges: 3

Book Reference: p.150, BoM


P.P.E. Battery Talisman
Image
Talisman
Magic Features
  • P.P.E.: 60 (50 Max on recharge)

Book Reference: p.150, BoM


Talisman of Breathe without Air
Image
Talisman
Magic Features
  • Breathe without Air
  • Impervious to natural and man-made gases
  • Duration: 15 minutes
  • Charges: 3

Book Reference: p.96, BoM


Talisman of Invisibility to Sensors
Image
Talisman
Magic Features
  • Invisibility to Sensors
  • Cannot be detected by high-technological devices or alarms.
  • Organic beings using technology can save vs magic to see with natural vision
  • Duration: 10 minutes
  • Charges: 3

Book Reference: p.15, MA


Talisman of Mystic Invisibility
Image
Talisman
Magic Features
  • Mystic Invisibility
  • Undetectable by psionics or magic. Includes Psi-Stalker/Dog boy or similar. No aura.
  • Duration: 25 minutes
  • Charges: 3

Book Reference: p.17, MA


Talisman of Fly as an Eagle
Image
Talisman
Magic Features
  • Fly as an Eagle
  • Speed: 50 mph
  • Bonuses: +1 Parry, +2 Dodge, +2 Damage from diving attack
  • Duration: 100 minutes
  • Charges: 3

Book Reference: p.115, BoM


Talisman of Power Bolt
Image
Talisman
Magic Features
  • Power Bolt
  • Damage: 5d6+10 M.D.
  • Dodge: 20+
  • Charges: 3

Book Reference: p.113, BoM


Talisman of Lightblade
Image
Talisman
Magic Features
  • Light Blade
  • Damage: 1d4x10+9 M.D. (Double Damage to those vulnerable to light)
  • Duration: 9 minutes
  • Save: Parry/Dodge
  • Can parry energy blasts (no special bonus)
  • Charges: 3

Book Reference: p.117, BoM








CS Mark VII "Slayer" APC (Heavily Modified)
Image
Crew: Pilot, co-pilot, communications, and four gunners.
M.D.C. by Location:
Side Laser Turrets (4): 60 each
Smoke/Gas Dispensers (2; rear): 15 each
*Sensors (4; two front, two rear): 30 each
*Eye Windshields (2): 80 each
*Eye Sliding Metal Coverings (2; as needed): 100 each
Main Outer Hatches (3; sides and rear): 140 each
Main Inner Hatches (3; sides and rear): 80 each
Concealed Escape Hatches (2): 80 each
Puncture Proof Wheels (8): 8 each
Forward Headlights (6; top front): 5 each
Reinforced Crew Compartment: 100
Armored Turret (1): 200
Retractable Sensor Pod (1): 25
Ram Prow (1): 375
** Main Body: 500
* Attacker must make a "called shot" to hit @ -3 to strike.
Destroying the four sensor bubbles (two front, two back) means the pilot must rely on his own vision and instruments; radar and targeting (and accompanying bonuses) are lost.
** Depleting the M.D.C. of the main body will shut the APC down completely, rendering it useless.
Destroying two wheels reduces speed by 20%. Destroying three on one side reduces speed by 40% and induces a penalty of -40% to the piloting skill. Destroying four wheels on one side reduces speed by 60%; same penalty.
Statistical Data
Speed: 80 mph maximum
Dimensions: 18' tall, 15' wide, 44' long, 42 tons unloaded
Cargo: 34' long troop bay with a ceiling height of 17'
Power System: Nuclear; average energy life is 20 years
Weapon Systems
C-4T Dual Laser Turrets (4)
  • ☞ Each is manually-operated and capable of 360° rotation
    ☞ Range: 4000'
    ☞ RoF & Damage: 4D6 M.D. per single blast or 1D4x10+8 per simultaneous dual blast. A simultaneous double blast counts as one melee attack.
    ☞ Payload: Effectively unlimited

Retractable NG-404 Heavy Rail Gun
  • ☞ Range: 6,000'
    ☞ Damage: 1D6x10+6 M.D. per burst
    ☞ Rate of Fire: 20 round bursts only
    ☞ Payload: 600 rounds

C-MV12 Vertical Retractable Mini-missile Launchers (2)
  • ☞ Each is manually-operated and capable of 360° rotation
    ☞ Range: one mile
    ☞ Damage: As per missile type
    ☞ Rate of Fire: single, or in volleys of 2, 4, or 6
    ☞ Payload: 10 per launcher

Retractable Sensor Pod
  • ☞ Radar system
    ☞ Radiation detector
    ☞ Radar detector
    ☞ Motion detector and warning system
    ☞ Gyro-compass
    ☞ Explosives detector

Smoke Dispenser (2)
  • ☞ Payload: Twenty total, ten each. The usual mix is 14 smoke and six tear gas.

Sensor System of Note
☞ All the basic features as a standard robot combat vehicle.
☞ Eight high impact, puncture proof tires, designed and imported from Triax.
☞ Automatic locking hatches opened by voice recognition and/or number code punched in on an eight digit key pad.
☞ Homing beacon and long-range UHF radio communications (Range: 40 miles).
Storage:
IRMSS Internal Robot Medical Surgeon System (for the squad)
RMK Robot Medical Kit or "Knitter" (for the squad)
Heroes for Hire AGM

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Ronith
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Re: Heroes for Hire Catch-All Thread

Post by Ronith »

Ronith's Room
Character Sheet

TW Lightblade
Image
• Damage: 1D4x10 M.D.
• Duration of Charge: 5 minutes
• Activation Cost: 30 S.D.C. points or 15 Hit Points
• Modifiers: + 1 to strike and parry
I am better than you. You just don't know it.
Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent)
| BOM 109 | 10 days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +6/8 to auto-dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
ISP- 95/97; PPE- 47/57; MDC- 93/93 (self), 96/96 (cyber-armor)
Frostfang Heals: 0/4. Talismans: AoI (3/3); Invulnerability (3/3); Cleanse (3/3)
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Beltin Delhomme
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Joined: Wed Sep 07, 2011 2:24 pm
Location: Heroes for Hire - PC
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Re: Heroes for Hire Catch-All Thread

Post by Beltin Delhomme »

Beltin's Room
Character Sheet

Code: Select all

[b]Military-Durability Tablet Computer[/b] [size=85](Standard programs, M.D.C.: 5)
[list][*]Reference Libraries: Biology, Chemistry, Chemistry: Analytical, Botany, Astrophysics, Xenology, Zoology, Excavation, History: North America, History: Coalition, Law (General)
[*]Note: Not a substitute for documented skills.
[*]Modifiers: Chance of successfully performing a skill on library info alone is half base skill rating (+300% time required); +5% to skill check if already skilled (+50% time required)
[*]Book Reference: p.186-187, GMG[/list][/size]

Code: Select all

[b]Portable Laboratory[/b]
[size=85][list][*]Features:
[list=1][*]Microscope in a protected housing
[*]12 specimen slides and 12 specimen trays for storage and transportation of items
[*]Incubation chamber, Refrigeration chamber, Isolation chamber
[*]4 burners, Instrument tray with variety of common tools
[*]Chemical cabinet holds several dozen chemicals commonly used in analysis
[*]Centrifuge Device, Dosimeter, Micro-computer, Digital camera
[*]Toxic analyzer analyzes & identifies 380 toxins dangerous to humans[/list]
[*]Weight: 58 lbs.
[*]Book Reference: p.263, R:UE[/list][/size]

Code: Select all

[b]Portable Scan Dihilator[/b]
[size=85][list][*]Features:
[list=][*]Radar/Sonar (5 miles)
[*]Dosimeter, radar detector, heat, infrared, ultraviolet, microwave, and energy sensitive instruments (all identify, locate source, and record)
[*]Long-range, wide-band radio with scrambler (40 miles)
[*]Detachable short-range (hand-held) radio (3 miles)[/list]
[*]Weight: 50 lbs.
[*]Book Reference: p.263, R:UE[/list][/size]

Code: Select all

[b]Portable Robotics Tool Kit[/b]
[size=85][list][*]Features:
[list=][*]Heavy briefcase w/mechanical, electronic, & welding/soldering tools, & diagnostic computer
[*]Used to locate & identify problems & repair armor, make simple modifications, & do routine maintenance
[*]Supplies to repair up to 35 M.D.C. damage & 1 complete system (i.e. arm or leg)
[*]Supplies to repair up to 35 M.D.C. damage & 1 complete EBA system[/list]
[*]Weight: 22 lbs.
[*]Book Reference: p.187-188, GMG[/list][/size]
Exotic Multi-Function EBA (Hanging up somewhere / On display)
Image
Type: Fully Environmental Armor Mesh Battle Suit
M.D.C. by Location:
☞ Helmet: 75
☞ Arms: 100 each
☞ Legs: 125 each
☞ Integrated Jet Pack: 50
☞ ※ Armored Fuel Line: 10
☞ ※ ※ Armored Rocket Thruster Fuel Tanks: 20
☞ Cape: 50
☞ Multi-Function Utility Belt: 20
☞ Main Body: 200

※ Very small, concealed target: -6 to Strike & requires a called shot
※ ※ Concealed target only visible from behind: -4 to Strike & requires a called shot

Features:
• Weight: 20 lbs.
• Modifiers: None
☞ External Targeting Rangefinder
(+2 to Aimed Shots with modern ranged weapons)
☞ Broad-Band Antenna (+10% to Radio: Scramblers & +20% to Radio: Basic)
☞ Integrated Fire Control Battle Computer (+1 to Strike with modern ranged weapons)
☞ Macrobinocular Viewplate with Infrared Scanner (Range: 2000')
☞ Internal Commlink (Connects to linked radio frequencies, range depends on frequency used)
☞ Multi-Function Utility Belt (has attachments for up to 2 sidearms and 10 E-clips or magazines)
☞ Integrated Motion and Sound Sensor System (+2 to Perception Rolls)
☞ Turbo-Projected Magnetic Grappling Hook (60' Lanyard, +15% to Climbing with a successful strike)
☞ Integrated Jet Pack (Jet-assisted leaps of up to 100' across or high; assisted leaps cost 2 actions)
⁂ ⁂ Armored Rocket Thruster Fuel Tanks (If destroyed will do 3D6x10 M.D. to wearer)

☞ Integrated Directional Thrusters and Gyro-Stabilizers (+15% to Sense of Balance, +2 to Roll w/Impact)
Integrated Weapon Systems
☞ Integrated Mini Concussion Rocket Launcher
(Damage: 1D6x10 M.D., Range: 500', 1-shot weapon, manual reload)
☞ Integrated Wrist Lasers (Damage: 2D6 M.D., Range: 200', RoF: single shots only, up to 10 blasts per hour, self-recharging)
☞ Fibercord Whip with Grappling Device (+3 to Disarm or Entangle when used in this capacity)
☞ Knee-Pad Rocket Dart Launchers (Damage: 1D6 M.D., Range: 100', 1 shot each, manual reload)
☞ Integrated Miniature Flame Projector (Damage: 5D6 M.D., Range: 50', Payload: 6 blasts)
⁂ ⁂ Armored Fuel Line for Flame Projector (Destroying or igniting this will cause the Rocket Thruster Fuel Tanks to explode)


(8) 8 Void Grenades (stashed inside various dresser drawers)
• Detonation makes its victim(s) vanish for 1d4 melee rounds. Upon returning they are disoriented for 1d4+1 melee rounds, reduce attacks by one, speed and all combat bonuses and skill performance are reduced by half.
• Blast Radius: 5 foot radius


(2) 2 Nexus Grenades (stashed inside a dresser drawer)
• Disrupts the flow of magic energy at a ley line nexus. See Merc Ops pg 151 for affects.
• Activation: 45 P.P.E or 80 I.S.P.
• Blast Radius: 500 feet along the ley line
• Duration: 1d4+1 seconds
• Note: only works on or near (within 500 feet) a ley line nexus point


Cylindrical canister containing the most complete maps of the Colorado Baronies that exist outside the Baronies themselves. (leaning against a dresser)

Shipwright's Adze (1D6 tool) [gifted to Beltin from Marit's father] (sitting atop the dresser)

Charcoal sketch on treated deerskin canvas of landscape outside Torstrand [drawn by Beltin with a 9/70% Art] (sitting atop the easel gifted to Beltin for helping frame their house. Delivered by Marit on behalf of her father)

Collection of winter sweaters and jackets from Kingsdale quartermaster. (inside closets and dressers)
Last edited by Beltin Delhomme on Wed Nov 20, 2019 5:35 am, edited 3 times in total.
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Barracuda
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Location: Heroes For Hire - PC

Re: Heroes for Hire Catch-All Thread

Post by Barracuda »

Barracuda's Room
Character Sheet

Stored in room:
Wilk's Laser Sword (On loan from Ronith)
Image
☞ Damage: 5D6 MD
☞ Duration: 15 + 5D6 minutes per E-Clip
☞ Modifiers: cannot parry with this weapon


CP-40 Pulse Laser Rifle (On loan from Heroes For Hire)
Image
• Range: 2000'
• Damage: 2D6 M.D. per single laser blast or 6D6 M.D. burst
S.D.C. Damage: The weapon can also be set to fire a single S.D.C. blast that does 3D6 S.D.C. damage or a rapid-fire pulse that does 1d6x10 S.D.C. Thirty single S.D.C. blasts use up the equivalent energy of a single M.D. blast, while six S.D.C. pulse blasts count as one M.D. blast.
• Rate of Fire: Single shots or 3-shot bursts only
• Payload: 21 blasts per E-Clip, 30 blasts per long E-Clip, 60 blasts per E-canister.



Stored in drawer:
  • 4 pairs of boot cut jeans
  • Button up shirts
    • 3 purple
    • 3 black
  • 5 solid t-shirts
    • 1 black
    • 1 purple
    • 1 dark blue
    • 1 white
  • 1 pair of boots
Celestial Medal
Image
Description
Comprising of a medal and two lapel pins, the Celestial Medal is awarded by the City of Houstown to those who have shown outstanding courage in the face of personal harm to save the lives Houstowners and great aid to the City in dire need. Grants an honorary membership in the Celestial society. Known members are given at least a 10% discount in most of Houstown and by many who have been similarly awarded who travel the world. Anyone familiar with the award will generally react well to the character displaying the star.
Last edited by Barracuda on Fri Aug 21, 2015 7:55 am, edited 3 times in total.
Barracuda
Benjamin "Barracuda" Berry, Lord of the Bay
SDC: 121/121
HP: 23/23
Critical Strike: 18-20



Amulet of Protection Against The Supernatural: +2 vs. Horror Factor and Possession
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Grant Latham
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Re: Heroes for Hire Catch-All Thread

Post by Grant Latham »

Grant's Room
Character Sheet




Alien Sub-Machine Gun (on Lanyard)
Image
• Range: 600'
• S.D.C. Damage: 2D6 | 6d6+3 (5 Round Burst)
• M.D.C. Damage: 1D4 | 4D4 (5 Round Burst)
• Rate of Fire: Single Shot or Burst
• Payload: 30 Round Clip | 90 Round Drum
• Modifiers: +1 to Strike
• Notes: Has 2 Clips of SDC Ammo, 2 Clips of Silver SDC Ammo, 1 Drum of MD Ammo. Ammo is 10mm Case-less


Fishing line rolled on a stick with 3 lures
8 Days travel rations
Bottle of iodine tablets
Bottle of waterproof matches
Food seasonings
Travel snacks
Metal cup, plate, utensils, big spoon, big knife
Canteen

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Cooking Pan
• Space: Large Notebook
• Space: 100' Cord and Grappling Hook
• Space: 1 Large and 4 small sacks
• Space: 6 Wooden Stakes and Mallet
• Space: Bedroll - top of pack
• Space: Hand Axe - side of pack
• Space: Set of Clothing - Semi Formal, slacks, dress shirt, socks, shoes, sport coat, bow-tie, belt
• Space: Set of Clothing - Semi Formal, slacks, dress shirt, socks, shoes, sport coat, bow-tie, belt
• Space: Set of Clothing - Semi Formal, slacks, dress shirt, socks, shoes, sport coat, bow-tie, belt

MP-6 Firebolt Pistol
Image
  • Range: 800'
  • Damage: 1D6 M.D. (TK) +2d6 M.D. (fireball)
  • Rate of Fire: Single shots only
  • Payload: 10 blasts per charge
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: +1 to strike on aimed shots

TW Characteristics:
  • TW Functions:
  • Activation Cost: 15 P.P.E. to recharge
  • Book Reference: p.146, MercOps


6'x6' Rolled Mat with various handholds/tie down straps (slung over shoulder)


Dimensional Bag 1
Image
Uncommon Enchanted Belt Pouch
• Effect: Dimensional Pocket (8.3 Years, 30 lbs. Max Weight)
• Weight: .5 lbs.
• Modifiers: Ley-Line Nexus Crafted
Source: BoM pg.247
Contains
• 8 Talisman: Armor of Ithan (Shield) in a labeled velvet bag
• 8 Talisman: Breath without Air (Triangle) in a labeled velvet bag
• 1 Talisman: Sustain (Hollow Triangle) in a labeled velvet bag
• 8 Talisman: ??? (Star) in a labeled velvet bag
• 11 Talisman: PPE Storage (60 P.P.E.) (Pyramid) in a labeled velvet bag
• 0 Talisman: Invulnerability (Square) in a labeled velvet bag
• 8 Talisman: Impervious to Energy (Hollow Square) in a labeled velvet bag
• 8 Talisman: Invisible to Sensors (Disc) in a labeled velvet bag
• 8 Talisman: Mystic Invisibility (Hollow Disc) in a labeled velvet bag
• 0 Talisman: Cleanse (Cube) in a labeled velvet bag
• 2 Talisman: Talisman (Sphere) in a labeled velvet bag

• 24 Shield charm/pendant in a labeled velvet bag
• 24 Star charm/pendant in a labeled velvet bag
• 24 Disc charm/pendant in a labeled velvet bag
• 24 Hollow Disc charm/pendant in a labeled velvet bag
• 24 Triangle charm/pendant in a labeled velvet bag
• 24 Hollow Triangle charm/pendant in a labeled velvet bag
• 23 Square charm/pendant in a labeled velvet bag
• 24 Hollow Square charm/pendant in a labeled velvet bag
• 24 Oval charm/pendant in a labeled velvet bag
• 24 Pyramid charm/pendant in a labeled velvet bag
• 24 Wire-frame Pyramid charm/pendant in a labeled velvet bag
• 23 Cube charm/pendant in a labeled velvet bag
• 24 Wire-Frame Cube charm/pendant in a labeled velvet bag
• 16 Sphere charm/pendant in a labeled velvet bag
• 24 Half-Sphere charm/pendant in a labeled velvet bag
• 17 Silver ring with different colored stones (cheap stuff, quartz and the like) in a labeled velvet bag
• 288 lengths of silver chain of varying length to be able to make a bracelet or a necklace in a labeled velvet bag
• 7 empty small velvet bags


Dimensional Bag 2
Image
Uncommon Enchanted Belt Pouch
• Effect: Dimensional Pocket (8.3 Years, 30 lbs. Max Weight)
• Weight: .5 lbs.
• Modifiers: Ley-Line Nexus Crafted
Source: BoM pg.247
Contains
Celestial Medal
• Flashlight
• Mini-Binoculars
• Magnetic Compass
• Cross


Dimensional Bag 3
Image
Uncommon Enchanted Belt Pouch
• Effect: Dimensional Pocket (8.3 Years, 30 lbs. Max Weight)
• Weight: .5 lbs.
• Modifiers: Ley-Line Crafted
Source: BoM pg.247
Contains
• Physical Map of North America with known cities and ley lines in a 2 M.D.C. waterproof case. (Back up copies of maps and pictures stored in safe deposit box in MercTown.)
• Dozen Pens/Dozen Pencils
• Lined Paper
• Small Mirror
• Wax
• Roll of Twine


Celestial Medal
Image
Description
Comprising of a medal and two lapel pins, the Celestial Medal is awarded by the City of Houstown to those who have shown outstanding courage in the face of personal harm to save the lives Houstowners and great aid to the City in dire need. Grants an honorary membership in the Celestial society. Known members are given at least a 10% discount in most of Houstown and by many who have been similarly awarded who travel the world. Anyone familiar with the award will generally react well to the character displaying the star.
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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Weiss
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Re: Heroes for Hire Catch-All Thread

Post by Weiss »

Weiss and Zac's Room

Unsecured Universal Card: 1,985,950 (salvage) (Zoe 5/ 11/ 2018)

Wilk's 320 Laser Pistol --CURRENTLY WITH ZAC
Image
  • Range: 1,000'
  • Damage: 1D6 M.D.
  • Rate of Fire: single shots only
  • Payload: 20 shots per E-clip
  • Weight: 2 lbs.
  • Features: Superior balance
  • Modifiers: +2 to strike on aimed shots
  • Book Reference: p.204, WB14
http://www.pbprpg.org/forums/vi ... 86&t=16132

HP: 32
SDC: 54

Active:
Clock calendar
Gyro Compass
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Ashlynn
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Re: Heroes for Hire Catch-All Thread

Post by Ashlynn »

Ashlynn's Room

NG-33 Laser Pistol Block II - Given to her by one-time companion Hagbard
Image
• Weight: 4 lbs (1.8 kg)
• Range: 800 feet (244 m)
• Mega-Damage: 2d4 M.D. per blast
• Rate of Fire: Each shot counts as one melee attack
• Payload: 20 shots
Last edited by Ashlynn on Mon Apr 16, 2018 6:55 am, edited 2 times in total.
Ashlynn
AKA Mega KillRocket Superstar

H.P.: 45/45
S.D.C.: 68/68


TFRC-02 FreeRunner Combat Exoskeleton
OOC Comments
M.D.C. by Location:
  • Helmet: 45/45
  • Arms: 40/40 each
  • Legs: 45/45 each
  • Main Body: 42/100

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)
  • Infrared & thermal masking


N-F20A Medium Force Field (integrated into FreeRunner Exoskeleton)
OOC Comments
M.D.C. by Location:
  • Force Field: 75

Features:
  • 10 hour duration per E-clip
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Zoe
Assistant Game Master
Posts: 283
Joined: Mon Jul 14, 2014 7:17 am
Location: AGM: Heroes for Hire

Re: Heroes for Hire Catch-All Thread

Post by Zoe »

Salvaged Gear (stored in APC)

Ammo
(2) E-clips
(3) LE-clips
(24) Rifle Frag Grenades

Misc. Gear
Non-Secure Universal Card (H4H): 23,410 credits

Hardened Crate
• M.D.C.: 100
580 stamped gold coins. (The value of such coin will vary considerably according to location & the market demands present at such locations. The Barter skill is vital in negotiating a good price.)


(1) Wilk's PRC-5 Secure Walkie-Talkie
Image
☞ Weight: 1 lb.
☞ M.D.C.: 2
☞ Range: 10 miles
☞ Battery Life: A rechargeable battery provides 96 hours of continuous operation before needing to be recharged.
☞ Note: attempts to crack the encryption suffer a -25% modifier.

(200) Meal Bars
(60) MREs
(2) Pencil Flare Launchers
(10) Pencil Flares
TW Create Air Pump: Activation cost 6 P.P.E., will inflate for up to 5 minutes, or until the item is fully inflated.
(1) TW Shelter (medium) (Dinosaur Swamp p. 98)
(1) TW Self-Inflating Rubber Raft
  • Each raft has (5) MDC and is large enough for six passengers. Auto-inflation/deflation 6 P.P.E. will inflate or deflate the raft completely in 15 seconds (one melee). This is the only way to inflate or deflate the raft. When deflated the raft folds into a 1'x1'x6" square and weighs 15 lbs. Each raft also comes with 4 plastic oars.
Field Medic Kit (MercOps p.118)
Universal E-clip recharger (MercOps p.118)

Weapons
(2) Lynx Laser Rifle
• Range: 1,800'
• Damage: 2D6 M.D. from a single blast or 4D6 M.D. from
a dual, simultaneous blast (counts as one melee attack)
• Rate of Fire: Each blast counts as one melee attack
• Payload: 20 shots per E-Clip
• Weight: 6 lbs.

TW Enforcer Gauntlets (when EBA is not being worn)
Image
• Effect: Turns wearer's P.S. into equivalent Supernatural P.S.
• Duration: 2 minutes per charge
• Recharge Cost: 15 P.P.E. or 30 I.S.P.
Heroes for Hire AGM

Please Do Not PM This Account, PM Underguard Instead

╭∩╮(✿◠‿◠)╭∩╮
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Beltin Delhomme
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Re: Heroes for Hire Catch-All Thread

Post by Beltin Delhomme »

Purchase request:
Ring/necklace of constant tongues ((purchase for Marit))

Beltin's Room
Character Sheet

Code: Select all

[b]Military-Durability Tablet Computer[/b] [size=85](Standard programs, M.D.C.: 5)
[list][*]Reference Libraries: Biology, Chemistry, Chemistry: Analytical, Botany, Astrophysics, Xenology, Zoology, Excavation, History: North America, History: Coalition, Law (General)
[*]Note: Not a substitute for documented skills.
[*]Modifiers: Chance of successfully performing a skill on library info alone is half base skill rating (+300% time required); +5% to skill check if already skilled (+50% time required)
[*]Book Reference: p.186-187, GMG[/list][/size]

Code: Select all

[b]Portable Laboratory[/b]
[size=85][list][*]Features:
[list=1][*]Microscope in a protected housing
[*]12 specimen slides and 12 specimen trays for storage and transportation of items
[*]Incubation chamber, Refrigeration chamber, Isolation chamber
[*]4 burners, Instrument tray with variety of common tools
[*]Chemical cabinet holds several dozen chemicals commonly used in analysis
[*]Centrifuge Device, Dosimeter, Micro-computer, Digital camera
[*]Toxic analyzer analyzes & identifies 380 toxins dangerous to humans[/list]
[*]Weight: 58 lbs.
[*]Book Reference: p.263, R:UE[/list][/size]

Code: Select all

[b]Portable Scan Dihilator[/b]
[size=85][list][*]Features:
[list=][*]Radar/Sonar (5 miles)
[*]Dosimeter, radar detector, heat, infrared, ultraviolet, microwave, and energy sensitive instruments (all identify, locate source, and record)
[*]Long-range, wide-band radio with scrambler (40 miles)
[*]Detachable short-range (hand-held) radio (3 miles)[/list]
[*]Weight: 50 lbs.
[*]Book Reference: p.263, R:UE[/list][/size]

Code: Select all

[b]Portable Robotics Tool Kit[/b]
[size=85][list][*]Features:
[list=][*]Heavy briefcase w/mechanical, electronic, & welding/soldering tools, & diagnostic computer
[*]Used to locate & identify problems & repair armor, make simple modifications, & do routine maintenance
[*]Supplies to repair up to 35 M.D.C. damage & 1 complete system (i.e. arm or leg)
[*]Supplies to repair up to 35 M.D.C. damage & 1 complete EBA system[/list]
[*]Weight: 22 lbs.
[*]Book Reference: p.187-188, GMG[/list][/size]

(8) 8 Void Grenades (stashed inside various dresser drawers)
• Detonation makes its victim(s) vanish for 1d4 melee rounds. Upon returning they are disoriented for 1d4+1 melee rounds, reduce attacks by one, speed and all combat bonuses and skill performance are reduced by half.
• Blast Radius: 5 foot radius


(2) 2 Nexus Grenades (stashed inside a dresser drawer)
• Disrupts the flow of magic energy at a ley line nexus. See Merc Ops pg 151 for affects.
• Activation: 45 P.P.E or 80 I.S.P.
• Blast Radius: 500 feet along the ley line
• Duration: 1d4+1 seconds
• Note: only works on or near (within 500 feet) a ley line nexus point


Cylindrical canister containing the most complete maps of the Colorado Baronies that exist outside the Baronies themselves. (leaning against a dresser)

Shipwright's Adze (1D6 tool) [gifted to Beltin from Marit's father] (sitting atop the dresser)

Charcoal sketch on treated deerskin canvas of landscape outside Torstrand [drawn by Beltin with a 9/70% Art] (sitting atop the easel gifted to Beltin for helping frame their house. Delivered by Marit on behalf of her father)

Collection of winter sweaters and jackets from Kingsdale quartermaster. (inside closets and dressers)
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Daisuke
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Re: Heroes for Hire Catch-All Thread

Post by Daisuke »

"Big Dog" Super-Mastiff
M.D.C. by Location:
  • Hands (2) - 250 each
  • Forearms (2) - 350 each
  • Upper Arms (2) - 240 each
  • Legs (2) - 360 each
  • Feet (2) - 320 each
  • Missile Launchers (4, chest) - 100 each
  • * Forearm Mini-Missile Launchers (2) - 80 each
  • * Belly Gun Turret (1) - 50
  • * Sensor Eye (2; chest and Center Beam between lights) - 60 each
  • * Shoulder Searchlights (2; giant, top mounted) - 50 each
  • * Cameras and Electronic Eyes (8; concealed) - 2 each
  • ** Main Body - 850
  • Reinforced Pilot's Compartment - 100
* Requires called shot at -3 strike; destroying the chest sensor eye has no effect, but knocking out both the chest and the one above it between the searchlights takes out radar, long-range communications, and reduces optics and sensor range by 60%
**Depleting the MDC of the main body will shut the robot down completely, rendering it useless.

Statistical Data:
Running: 30 mph (no fatigue)
Leaping: Not possible
Underwater Capabilities: 7.5 mph; max. depth: 10,000'
Class: Heavy Infantry Assault & Rescue Robot
Crew: 3; Pilot, co-pilot/comms, one gunner. Can also squeeze in one additional passenger.
Dimensions: 30' high, 20' wide, 16' long, 36 tons
Physical Strength: Robotic P.S. 61
Cargo: Enough for each occupant to stow a couple rifles, two backpacks and basic gear.
Power System: Nuclear; 20 year life

Weapon Systems:
    • Range: 3000'
    • Damage: 4D6 M.D. per single shot or 1D4x10 per dual blast (either counts as one attack)
    • Rate of Fire: Each blast counts as one melee attack/action
    • Payload: Effectively unlimited; tied to the robot's power supply.
    • Details: Mounted on the belly, barely noticeable under an exhaust fan, is a light laser turret. The turret can rotate 180 degrees and has a 45 degree arc of fire, up and down.
    • Range: Varies by SRM (1-5 miles) or MRM (40-80 miles) type
    • Damage: Varies by SRM or MRM type
    • Rate of Fire: Single shot or volleys of 2, 3, 4, or 6.
    • Payload: 48; 12 missiles each
    • Details: Located on both sides of the chest are a pair of missile launchers capable of launching short and medium-range missiles.
    • Range: 1 mile
    • Damage: Varies by mini-missile type
    • Rate of Fire: Single shot or volleys of 2, 3, 4, or 6.
    • Payload: 32; 16 mini-missiles each

Hand to Hand Combat: per Robotic P.S. 61
Features of Note:
  • All standard features common to robot vehicles (p.81, CE)
Modifiers: None
Book Reference: p.86-88, CE
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Grant Latham
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Re: Heroes for Hire Catch-All Thread

Post by Grant Latham »

NG-HC2000 Skybunker Hover Carrier
Image
Model Type: NG-HC2000 Skybunker
Class: Armored Hover Personnel Carrier
Crew: Four; pilot, co-pilot, communications/sensor operator and gunner
Troop Transport: The troop compartment can hold 30 troops, plus 18 paratroopers or nine troops in light P.A. In the alternative, the Skybunker can transport supplies or building materials. or 12-18 troops plus 4-8 vehicles.
M.D.C. by Location:
Main Jet Thrusters (4; rear) - 90 each
* Hover Jets (10; undercarriage) - 15 each
* Laser Turrets (3) - 65 each
Main Cargo Door (1; rear). 110
Extendable Cargo Ramp (1; rear) - 80
Side Cabin Door (1) - 80
* Searchlight (1; mounted on top; optional)-30
* Headlights (4) - 10 each
* Other Lights (4; top and bottom) - 5 each
* Window Slit (1; forward) - 22
Reinforced Crew Compartment - 120
** Main Body-410
* All items marked with a single asterisk are small and difficult targets to hil, and even a character making a Called Shot is
-410 strike.
** Depleting the M.D.C. of the main body will knock the bird out of the sky! Roll under piloting skill-45% for the pilollO manage a crash-landing fTom which he and the crew don't take any damage (the aircraft is scrap, but they survive inside the reinforced crew's compartment). Likewise, a successful crash-landing means troops or cargo inside suffer only 1D4x10 M.D. each (Otherwise they each take 3D4x10+30 M.D. from a crash).
Speed:
Driving on the Ground: Not possible, but can hug the ground at up to maximum flying speed.
Flying: Hover stationary, VTOL or fly at a maximum speed of 280 mph. Cruising speed is considered to be 50-80 mph
Maximum Altitude: Limited to about 4,000'
Flying Range: Its nuclear power supply gives the Skybunker more limn fl decade of life, however the hover jets require cooling after 6-8 hours of continuous use.
Statistical Data:
Dimensions: 17' high, 23' wingspan, 44' long, 34 tons
Cargo: Up to 10 tons. Additional cargo may be strapped to the outside of the APC and troops may also ride on top of it, but maximum speed is 40 mph. Going any faster will knock soldiers off the roof and has a 01-30% chance of tearing away cargo strapped to the vehicle (roll for every 15 minutes).
Power System: Nuclear, average energy life is 13 years.
  1. Radar: Simple radar can identify and track up to 48 targets simultaneously at a range of 30 miles (48 km).
  2. Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.) of the pilot’s helmet. It is tied to the targeting computer.
  3. Targeting Computer: Assists in tracking and identification of enemy targets, 30 mile range (48 km).
  4. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike when using long-range weapons. Does not apply to hand to hand combat or power armor.
  5. Radio Communication: Wideband directional radio communication system with an effective range of about 500 miles (800 km).
  6. Built-in Loudspeaker: 80 decibels.
  7. External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.4 m) away.
  8. Spotlights: Most robots will have at least one or two spotlights. Typical range is 600 feet (182 m).
  9. Ejector Seat: In case of an emergency, the pilot and crew can be instantly ejected (1,000 feet/305 m) and parachute to safety.
  10. Self-Destruct: A last resort measure to prevent one’s robot from being captured by the enemy. The explosive damage is fairly self-contained, destroying most of the internal systems with 2D6x10 M.D. However, it is very likely, 01-89% chance, that the nuclear power system is spewing forth deadly levels of radiation!
  11. Voice Actuated Locking System: The robot’s access hatch is sealed by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
  12. Reinforced Environmental Pilot Compartment: Seating in a pilot compartment can vary widely from robot to robot, and typically ranges from just the pilot, to the cockpit for the core crew (usually 2-4 people). It is reinforced to protect the people inside from injury when the robot’s main body M.D.C. is reduced to zero or below. It is airtight, pressurized and suitable for use in all hostile environments, including underwater (maximum depth is 800 feet/244 m unless stated otherwise) and even in outer space. Note: A reinforced pilot compartment means that even when the main body of the robot vehicle is reduced to zero or below, the inner pilot compartment inside the robot is protected. Systems are dead and the compartment is revealed and vulnerable to subsequent attacks (so get out!), but the pilot (and crew?) are safe for the moment. This compartment is where the pilot, and often core crew members (copilot, communications officer) sit and operate the robot. It is only when the main M.D.C. is gone that the reinforced pilot compartment is revealed and vulnerable to further attack. If no reinforced pilot compartment is indicated, it means there is none, but this is uncommon among NG, CS, Titan and Triax robot vehicles. Note: Gunners who sit inside turrets or away from the pilot’s cockpit do not have such protection.
  13. Computer controlled life support system.
  14. Internal cooling and heating/temperature control.
  15. Air purification and circulation systems, gas filtration and a humidifier/dehumidifier automatically engages when needed.
    Can recirculate breathable air for up to four weeks before getting too stale to breathe.
  16. Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
  17. Insulated, high temperature resistant shielding for up to 400 degrees centigrade (752 F). Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
  18. Radiation shielded.
  19. Polarized and light sensitive/adjusting tinted windows and viewports.

Cost: 28.5 million credits. Fair availability at Ishpeming and MercTown, poor everywhere else. The high demand for this product has caught Northern Gun by surprise and it cannot keep up with demand.
Weapon Systems:
1. Laser Turrets (3):
Three double-barreled laser turrets are mounted on the top of the vehicle. There arc two in the forward section, behind the cockpit, and one at the rear. These arc defensive weapon systems, operated by the gunner and/or co-pilot (or, in a pinch, a passenger) 10 engage enemy aircraft. Each turret is capable of rotating 360 degrees and has a 45 degree arc of fire up and down.
Effective Range: 2000'
Damage: 406 M.D. per simultaneous dual blast.
Rate of Fire: Each blast counts as one of the gunner's melee attacks.
Payload: Effectively unlimited.
2. Door Gunner:
There is a strap and harness at the two side doors (one on each side of the vessel) and three at the rear cargo door in which a soldier in M.D.C. body armor or power armor or can "strap-in," open the door and fire at enemy targets in the air or on the ground using any type of handheld weapon.
3. Troops: As a troop transport, one of the vehicle's potential, optional weapons is the very troops it carries. Infantry troops can be "dropped" at a landing zone while those on rocket bikes, hovercycles, or clad in flying power armor can be disembarked in midair while the vehicle is in full flight.[
4. Robot Crew
  • NG-W9 Light Labor Drone
    Image
    Alignment: N/A; simple intelligence
    Disposition: N/A; simple intelligence, can only respond to simple questions
    M.D.C. by Location:
    • *Hands (2): 8 each
    • Arms (2): 20 each
    • *Laser Finger (1 each hand): 2
    • Legs (2): 40 each
    • *Head: 40
    • Main Body: 100

    * Requires a called shot at -4 to strike
    Statistical Data:
    Running Speed: 50 mph max
    Leaping: 12' up or across, +10' w/running start
    Underwater Capabilities: walk on bottom at half speed, swim at 10 mph; 1,000' max depth
    Dimensions: 6.6' high, 3' wide, 2.5' long, 800 lbs.
    Physical Strength: Robotic P.S. 24
    Power System: Nuclear
    Weapon Systems:
    Laser Finger Gun:
    • Range: 100'
    • Damage: 6D6, 1D6x10, or 1D4 M.D.
    • Rate of Fire: Single shots only
    • Payload: unlimited

    Combat Bonuses: 4 APM
    Features of Note:
    • Basic optical systems (visible light, infrared, ultraviolet, & polarized filters)
    • Short-range radio (5 miles)
    • Amplified Hearing
    • Military Combat Program: Climb 96%/86%, Computer Operation 96%, General Repair & Maintenance 80%, Intelligence 85%, Land Navigation 90%, Math: Basic 96%, Military Etiquette 96%, Parachuting 90%, Pilot: Boat, Motor Type 86%, Pilot: Hover Craft 96%, Radio: Basic 96%
    • Weapons Program: W.P. Paired Weapons, W.P. Blunt, W.P. Knife or W.P. Sword, W.P. Rifles, W.P. Energy Pistol, W.P. Energy Rifle or W.P. Heavy M.D. Weapons
    • Specialized Labor: Mechanics: Aircraft Mechanics 70%, Automotive Mechanics 80%, Basic Electronics 85%, Basic Mechanics 90%, Computer Operation 90%, General Repair and Maintenance 90%, Salvage 75%
    • 1 (max) additional programs

    Modifiers: +1 to initiative, +3 to strike (melee), +4 to parry, +4 to dodge, +5 to dodge (running), +2 to disarm, +2 to roll w/impact, +2 to pull punch; +3 to strike (ranged), +4 to strike on aimed shots, +1 to strike with bursts; +4 to strike & +6 to parry (w/knives or swords)
    Book Reference: p.246-248, WB34
  • NG-W9 Light Labor Drone
    Image
    Alignment: N/A; simple intelligence
    Disposition: N/A; simple intelligence, can only respond to simple questions
    M.D.C. by Location:
    • *Hands (2): 8 each
    • Arms (2): 20 each
    • *Laser Finger (1 each hand): 2
    • Legs (2): 40 each
    • *Head: 40
    • Main Body: 100

    * Requires a called shot at -4 to strike
    Statistical Data:
    Running Speed: 50 mph max
    Leaping: 12' up or across, +10' w/running start
    Underwater Capabilities: walk on bottom at half speed, swim at 10 mph; 1,000' max depth
    Dimensions: 6.6' high, 3' wide, 2.5' long, 800 lbs.
    Physical Strength: Robotic P.S. 24
    Power System: Nuclear
    Weapon Systems:
    Laser Finger Gun:
    • Range: 100'
    • Damage: 6D6, 1D6x10, or 1D4 M.D.
    • Rate of Fire: Single shots only
    • Payload: unlimited

    Combat Bonuses: 4 APM

    Features of Note:
    • Basic optical systems (visible light, infrared, ultraviolet, & polarized filters)
    • Short-range radio (5 miles)
    • Amplified Hearing
    • Military Combat Program: Climb 96%/86%, Computer Operation 96%, General Repair & Maintenance 80%, Intelligence 85%, Land Navigation 90%, Math: Basic 96%, Military Etiquette 96%, Parachuting 90%, Pilot: Boat, Motor Type 86%, Pilot: Hover Craft 96%, Radio: Basic 96%
    • Weapons Program: W.P. Paired Weapons, W.P. Blunt, W.P. Knife or W.P. Sword, W.P. Rifles, W.P. Energy Pistol, W.P. Energy Rifle or W.P. Heavy M.D. Weapons
    • Specialized Labor: Mechanics: Aircraft Mechanics 70%, Automotive Mechanics 80%, Basic Electronics 85%, Basic Mechanics 90%, Computer Operation 90%, General Repair and Maintenance 90%, Salvage 75%
    • 1 (max) additional programs

    Modifiers: +1 to initiative, +3 to strike (melee), +4 to parry, +4 to dodge, +5 to dodge (running), +2 to disarm, +2 to roll w/impact, +2 to pull punch; +3 to strike (ranged), +4 to strike on aimed shots, +1 to strike with bursts; +4 to strike & +6 to parry (w/knives or swords)
    Book Reference: p.246-248, WB34

5.

IRMSS Internal Robot Medical Surgeon System
  • Effect: Repairs internal injuries
  • Medical doctor's surgical skill of 75%
  • Note: Types of internal injury which they can repair include the removal of blood clots, repairing torn/ruptured veins, internal bleeding, and minor damage to internal organs.
  • Payload: 4 uses
  • Book Reference: p.263, R:UE


6.

RMK Robot Medical Kit "Knitter"
  • Effect: Repairs external injuries
  • Paramedic suturing skill of 90%; single-use item
  • Note: Ineffective against internal injuries, broken bones, or severe wounds
  • Book Reference: p.263, R:UE


7.

Wilk's PRC-5 Secure Walkie-Talkie with Throat Mike and Earpiece
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  • M.D.C.: 2
  • Range: 10 miles
  • Weight: 1 lb.
  • Features: 96 hours before recharge required
  • Modifiers: -25% to crack encryption
  • Book Reference: p.106, MercOps


8.

Universal E-Clip Recharger
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  • Weight: 15 lbs.
  • Features: 12 year energy life; adapters for all types of E-Ammo
  • Payload: 8 recharging ports, 1 hour to recharge a standard E-Clip
  • Book Reference: p.118, MercOps


9.

Explorer EBA
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M.D.C. by Location:
  • Helmet: 50
  • Arms: 20 each
  • Legs: 25 each
  • Main Body: 70

Weight: 20 lbs.
Modifiers: -5% to climb and swimming, -12% to other physical skills
Features:
  • All features standard to environmental armor

Book Reference: p.56, WB34


10.

NG-S2 Basic Survival Pack
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  • A very popular item among adventurers and other travelers, the NG-S2 survival pack contains all the basic things someone traveling through the wilderness could need.
  • S.D.C.: 50
  • Weight: 10 lbs.
  • Source: P.187 GMG


11.

Portable Robotics Tool Kit
  • Features:
    • Heavy briefcase w/mechanical, electronic, & welding/soldering tools, & diagnostic computer
    • Used to locate & identify problems & repair armor, make simple modifications, & do routine maintenance
    • Supplies to repair up to 35 M.D.C. damage & 1 complete system (i.e. arm or leg)
  • Weight: 22 lbs.
  • Book Reference: p.187-188, GMG


12.

Wilk's 1000 Pulse Laser Cannon
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  • Range: 3000'
  • Damage: 5D6+3 M.D. per shot or 3D4x10 M.D. per 3-pulse burst
  • Rate of Fire: Single shots or 3-pulse bursts only
  • Payload: 240 shots with a portable generator
  • Weight: 40 lbs.; portable generator weighs 70 lbs.
  • Features: W.P. Heavy M.D. Weapons; Generator recharges at 8 shots per hour; 1 hour to charge when connected to nuclear power supply
  • Modifiers: None
  • Book Reference: p.104, MercOps


13.


NG-101 Rail Gun Block III
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  • Range: 4,000'
  • Damage: 1D4 M.D. per shot or 6D6 M.D. per burst
  • Rate of Fire: Single shots & 30-round bursts only
  • Payload: 300-round belt
  • Weight: 90 lbs.
    • Power Pack: 80 lbs.
    • Ammo-Belt: 25 lbs.
    • 3 Case of six belts: 160 lbs.
    • 1 Case of two belts: 60 lbs.
  • Features: W.P. Heavy M.D. Weapons; None
  • Modifiers: None
  • Book Reference: p.209, WB33


14.

NG-Super Laser Pistol & Grenade Launcher
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  • Range: Laser 800'; Grenade Launcher 500'
  • Damage: Laser 2D4 M.D.; Grenade Launcher 2D6 M.D. to 6' AoE
  • Rate of Fire: Single shots only
  • Payload: 20 shots per E-clip; 6 grenades (1 melee to reload)
  • Weight: 13 lbs.
  • Features: W.P. Energy Pistol & W.P. Heavy Military Weapons
  • Modifiers: -1 to strike; -3 to strike if firing 1-handed if P.S. >20
  • Book Reference: p.191, WB33


15.


NG Smoke Grenade x20
  • Range: 120' thrown
  • Damage: creates a smoke screen that covers a 40' AoE


NG High Explosive Grenade x20
  • Range: 120' thrown
  • Damage: 3D4 M.D. to a 6' AoE


NG Plasma Grenade x20
  • Range: 120' thrown
  • Damage: 4D6 M.D. to a 12' AoE


16.

Vibro-Sword
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  • 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


17.
  • 10 ounces Gold (10th ounce pieces)
  • 10 ounces Silver (10th ounce pieces)


18.

NG NM-9 Plasmore Mine
  • Weight: 4 lbs.
  • Damage: 1D4x10 M.D. <12', 1D6 M.D. 100' cone (120° arc)
  • Features: Manually detonated or sensor (human size target, up to 6' away)
  • Book Reference: p.96, MercOps
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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