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Ratwalk

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  1. Doghead raced in on all fours to rush the 5 miles down in a matter of minutes, running at top speed through the sides of I-495. The immediate smell of spent gasoline, blood, and gunshot residue gives him caution. The amount of it makes him rub his face. He eventually slows as he approaches the scene, getting back on two legs as he takes a stand next to Solar, a bit later to the scene.
  2. Something like this in terms of appearance. Though definitely wearing patented Dreadnought Underwear.
  3. Down below in the very vestibule of Dreadnought was their Big Red Buttons or Ascendants that were not 'label friendly' and could cause more problems than they solved. Among the very first cages taking the high-speed elevator down is what looks like a large wolf sleeping in a low indigo light enclosure. "Doghead." The creature rose up in response to the lab coat, rising to its bipedal stature and woke up next to the calm cool water of its enclosure, kept under tight surveillance. It was the cold voice of Dr. Stride, one of the handlers at the basement level. "What do they want me for? " Doghead turned to look at the Dr. Stride from the other side of the reinforced non-Newtonian glass made to contain him. He took a piece of well-worn bone and cleaned his teeth with it before crushing the fragments and pulled his entire body out with a yawn that shook the entire containment. "Again, we need to run tests after the incident you had near Mission Viejo." Dr. Stride cut to the chance, queen of numbers as she was always known to be. "I'll consent to the tests once I get my gear back, and I get a coffee machine down here. And also, get me in a box that isn't next to Frank." He shuddered even mentioning the name of the amorphous cthulhu-esque next door neighbor. "No coffee machines until we know it won't cause a reaction." "Reaction Schmaction, they've dumped entire loads of sedatives on me just to get me here. A cup of coffee isn't gonna kill me." "But a well-mixed mocha could." There was a very brief pause. "Fine. I consent to your stupid tests, anything to stop hearing Frank talk about the 'Madness of the Sultan' and the 'House mourned by twelve distant stars' for the hundredth time. " As if on cue, the amorphous blob began to make various gurgles and quotes from turn of the century literature. Doghead was allowed through, and he followed through the pass way to the testing bay ahead full of strange machines that made his eyes hurt. OOCIt was never easy being a cryptid half time, it was never going to be easy doing it full time, either.  
  4. Heads up, my response times will be a bit extended: I'm working on a few projects this week and the beginning of next.
  5. Those oysters look wonderful! I've seen lots of different wild varieties when I hike. How do you do it?
  6. The character will likely settle for standard issue, and use whatever equipment is given.
  7. Also, will we be receiving standard equipment at the start of the mission, or are we encouraged to find a weapon that suits said character? Because if not, I elect the SIG P228 or P229, the shorter, more durable cousins of the standard issue SIG Sauer P226 which is in use for the British Army. Fires standard 9x19 Parabellum as well, but also exists for .40 S&W, and .357 SIG for its P227 variation. Also honorable mentions to the Glock patterns, specifically Glock 17 and Glock 19 models. Not sure how common certain rifles will be, but perhaps a way to alleviate some of the stress of making every individual weapon, instead make families that are based in the same pattern of firearm (e.g. all of the AK rifle clones in the same family for example, with minor tweaks for each in the style of customization).
  8. Rule Set for Low Technology and Gritty Iron Age Settings Material Strength and rolls for Durability   Attack rolls determine the weapon discipline of the user. Untrained, and unconditioned warriors will likely break their weapons when compared to trained fighters. A critical hit represents perfect discipline on a hit, and as such does not detract from weapon durability. A critical failure, in turn, is a failure of discipline on the part of the warrior. On a natural 1, the weapon takes durability points equal to the damage the hit would have dealt. More force means more stress, and eventually means more likely to break. Broken weapons can still be used, but lose properties associated with their size and weight. For example, a wooden halberd loses the ‘Reach’ property as it is split in half. The DM may even change the weapon depending on the actual breakage (a stone maul is now a club or light hammer). All broken weapons have a -1 to attack and damage rolls until repaired.       Whetstone Common, Ordinary (less than 2 cp) While whetstone is not a weapon in and of itself, it is essential for the maintenance of metallic grade weaponry to sustain itself to prevent bending, chipping, and other negative effects. Whetstones grant a +3-durability bonus on weapons of bronze grade and higher, but +6 if you’re proficient in the weapon. However, you must sharpen the weapon in a 5-minute preparation time prior to using it. After this, the bonus is gained for an attack or use against an object. Whetstones have 15 uses before they are no longer usable.   Bone weapons Common, Ordinary (less than 1 gp) Bone tends to be constructed from either animal or human remains such as teeth, fangs, claws, or jawbones. Weapons made of bone have 18 durability points and have normal stats. This weapon material cannot be used for the following weapons: Whips, flails, swords (long and short).   Stone weapons Common, Ordinary (less than 1 gp) Stone is not an ideal material for weaponry due to the likelihood of damage to the weapon. If it is used, the stones tend to either be kneaded into a wooden core (such as a macahuitl) or be a fairly small weapon to begin with (such as a stone dagger). Weapons of stone have limitless durability points, but due to their mineral state, are prone to fracture. Fracture causes rock fragments to fly off on rolls below a 5 with the weapon. Any creature within 5 feet of the weapon fracture will take 1 point of bludgeoning damage and lose their bonus action for the duration of the turn it was broken on. This weapon material cannot be used for the following weapons: Whips, flails, swords (long and short).   Wooden weapons Common (1-5 sp) Wood is an excellent material for those who lack the resources to shape metal. Normal wood varies in density but tends to make fine bludgeons. Wooden weapons cannot produce slashing effects, only piercing or bludgeoning. Weapons of wood have 27 Durability Points. Wood weapons also have the added effect of being the easiest to imbue with magic. The cost of enchanting a wooden weapon or item with magic is half of what it would be for other materials. Wooden weapons kneaded with stone do not experience fractures. Instead, the durability points take the form of individual rocks.   Bronze weapons Mundane (Base price) The premier metal of the ancient world, bronze was discovered when firing native copper with byproduct metals like tin, forming a malleable metal that could be shaped into incredible figures. For this reason, bronze weapons are the most complex, and therefore have no restrictions on the type of weapon they can be molded into. Bronze weapons have 36 Durability Points, and like all metals can be sharpened to achieve a temporary +1 to attack rolls. Bronze weapons do not fracture, but instead bend or chip out of shape, causing -1 to attack rolls, as the weight of the weapon is off balance.   Iron weapons  Mundane (Base price) Native iron is a rarity, but business is booming for any who can find a large enough vein. Iron is the heaviest of the metals used in weapons and must be melted down from oxides to create the proper material. Iron produces sharp, durable, and costly weapons. Iron is not as malleable as bronze, however, and certain weapon shapes are impossible with less sophisticated processes.  Iron weapons have 45 Durability Points, and like all metals can be sharpened to achieve a temporary +1 to attack rolls. Due to iron’s alchemical properties, magical attunement to iron is costly (roughly 100 more gp than base price). Exotic weapons (such as those used by monks) cannot be made of iron.   Steel weapons Uncommon (2x base price) Steel is the latest of alchemical research, and a heavily guarded secret, producing weapons, tools, and items of unmatched precision. While most carbon steels are heavy, indecipherable from iron, and not nearly as light as bronze. Royalty and noblemen tend to carry these weapons. Steel weapons have 60 Durability Points and have a +1 to attack and damage rolls. The weapons require both a smith, and a metallurgist to create. Sharpening steel weapons increases their damage by the character’s proficiency bonus. Exotic weapons cannot be made of steel. Steel can be bent out of shape by extreme forces or melted.   Damascus Steel Rare (10x base price) Damascus is named after the ancient city from whence this steel was created. Lost to time, these weapons are known for their mythical sharpness, keeping a honed edge despite years, even centuries of wear and tear. Only ancient crypt walkers or long dead royalty still possess these blades. Damascus weapons have 75 Durability Points, and a static +2 to attack and damage rolls. Melting appears to be the only way to destroy these weapons.   Native Adamantine Legendary (100x base price) Adamantine is an unyielding, unbreakable metal said to form near Lodestone and Diamond deposits by Northern natural philosophers. Alchemists have tried and failed to replicate its properties. Only one mortal has ever successfully melted adamantine, Asclepius of Hellas, and he has been rumored dead. This blade requires an investigation into a vein of Adamantine, an Alchemist to ready a fire powerful enough to mold the metal, a master Metallurgist to separate the impurities, and a competent smith to shape the metal into mold, or Sorcerer to Fabricate the metal into shape. Adamantine has unlimited Durability Points, a +3 to attack and damage rolls, but is not immune to magical means of destruction. Asclepius’ Acid is the only substance capable of melting Adamantine otherwise.   Celestial Bronze Legendary (100x base price) Also known as arsenical bronze, Celestial Bronze matches the versatility of Bronze and infuses it with the properties of the Killer of Kings, the most toxic native metal known to man, Arsenic. It inflicts a horrific agony upon cutting and is said to poison the blood upon a severe enough wound. Natural 20s with these weapons ensure a poisoned condition, and the weapon has a +3 to attack and damage rolls. The weapon deals 1d4 poison damage, which further enhances other poisons applied to this blade, making it as though the poison is magical, overcoming resistance and turning immunity into resistance. Any poison on this weapon increases to the next highest damage dice to maximum of d20. It is a pity that the smiths who forge such beautiful weapons are driven lame or insane by the vapors produced in the forging process.  
  9. Variant Rule-Set for Armors Armor Cost AC Strength Speed Stealth Feature Weight   Light Armor   Leather 10 GP 11+ Dex - - Adv. - 5lbs Gambeson 20 GP 12 + Dex - - - Advantage against cold environments 10lbs Studded Leather 30 GP 12 + Dex - - Adv. - 15lbs Chain Shirt 100 GP 13+ Dex - - Disad. -1 Non-Magical Slashing Damage 20lbs Mage Robes: Silken 100 GP - - - - +1 extra AC when using Mage Armor 2lbs Mage Robes: Runic 300 GP - - - - +2 extra AC when using Mage Armor 3lbs Mage Robes: Warband 500 GP - - - - +3 extra AC when using Mage Armor  4lbs Spider Silk Armor 750 GP 14+ Dex - - Adv. Drow cultivated armor from Giant Spiders. Will burn away if alit with fire. 5lbs   Medium Armor   Hide 15 GP 12 + Str/Dex (Max Mod 3) - - - Advantage against cold environments 25lbs Scaled Lorica 50 GP 13+ Str/Dex (Max Mod 3) - - Disad. - 30lbs Spiked Armor 75 GP 14 + Str/Dex (Max Mod 3) Str 13 -5 Disad. Dwarves Only.  Grapple for 1d4 Non-Magical Piercing Damage. Damage occurs when grapple is kept. 30lbs Chain Mail 150 GP 15 + Str/Dex (Max Mod 3) Str  13 -5 Disad. -2 Non-Magical Slashing Damage 40lbs Breastplate 200 GP 15 + Str/Dex (Max Mod 3) Str 15 -5 Disad. -2 Non-Magical Slashing & Piercing Damage  30lbs   Heavy Armor   Ring Mail 150 GP 16 Str 16 -5 Disad. -3 Non-Magical Slashing Damage 40lbs Splint Mail 200 GP 17 Str 16 -5 Disad. +5 HP to hitpoint maximum when wearing this armor. 45lbs Banded Mail 250 GP 18 Str 17 -10 Disad. Resist Non-Magical Piercing Damage 50lbs Half-Plate 600 GP 19 Str 18 -10 Disad. Resist Non-Magical Slashing Damage 60lbs Full-Plate 1,500 GP 20 Str 18 -10 Disad. Resist Non-Magical Slashing & Piercing Damage 65lbs   Shields   Wooden Shield 5 GP +1 - - - Weak to fire. Light and allows for Spellcasting & Shillelagh can be cast on this shield 3lbs Buckler 10 GP +1 - - - Light and allows for Spellcasting. Bonus Action Shield Bash for 1d4 Bludgeoning. 5lbs Nylon Sash 20 GP +1 - - - Light and allows for Spellcasting, can be equipped as a cape. 1 lb Steel Shield 20 GP +2 Str 14 - - Heavy. Can’t cast spells in shield hand. Bonus Action Shield Bash for 1d6 Bludgeoning.  8lbs Tower Shield 30 GP +3 Str 18 - - Heavy. Can’t cast spells in shield hand. Bonus Action Shield Bash for 1d8 Bludgeoning (no modifier). Use an Action to grant yourself Half-Cover. 30lbs   Kudos to ReyTakashi for this set of armors and defensive items, Retooling Strength as usable for medium and heavy armors, and speed penalties inspired by earlier editions.
  10. @Civit I am willing to go at it alone as a refresher for the system.
  11. I've also posted a sheet for the above character, simplified the story.
  12. M.I.6 Agent Dossier   Name Current Cover Gregory Mayhew   Appearance Height Weight Striking 5'9 223 lbs. Strength Dexterity Willpower Perception Intelligence 14 10 5 10 7 Speed Stamina Running Carry HTH Damage 2 28 hours  25 minutes 211-280 lbs. C Fields of Experience Economics, International Law, Political Science Profession: Freelance Operative (4 years)             Skill (Level) Formula Primary Chance Cryptography (1) INT+SL 8 Boating (2) Piloting (2) Riding (2) (PER+DEX)/2+SL (PER+WILL)/2+SL 12 12 10 Demolitions (2) INT+SL 8 Evasion (1) (STR+DEX)/2+SL 10 Fire Combat (2) (DEX+PER)/2+SL 12 Diving (1) (STR+DEX)+SL 9 Hand-to-hand Combat (3) STR+SL 17 Interrogation (1) INT+SL 8 Stealth (1) WIL+SL 7       Abilities PC Weaknesses Special Equipment Connoisseur 20 Dependence on Liquor   First Aid 20     Photography 20 Fame   Experience Points 65   Wound Status     LW MW HW INC     Weapon PM S/R Ammo DC Close Long Con Jam Draw RL                                                                
  13. Name: Gregory A. Mayhew Background: His grandfather and grandmother were a property manager and business associate respectively for a submersible/submarine dismantling operation in the South China Sea, based in Japan. The entire operation was unfortunately taken control of by hostile takeover by a puppet company in a conglomerate. This unnamed conglomerate was owned by a mysterious bad actor who sold the property off and in bad faith gave his grandfather's associates false claims. They assassinated Dr. Mayhew in his own estate outside of Tokyo. His survival and experience of what should have been a fun family vacation changed the young Gregory, who proceeded to grow up quite counter to his mild-mannered family, enlisting first in the British Army, but failed to make much for himself within it and frustrated by its ineffective nature, joined a private military contractor versed in counterterrorism, in which his skills and creative cruelty were much more appreciated. He was scouted by SIS for internal intelligence and was transferred to MI6 shortly after. Age: 31 Hair: Brown Height: 5'9 Build: Stout
  14. I'm intrigued and excited by this as a longtime fan of the series, never thought I'd see this system in play, since it's quite rare. If there is still room, I'd also like to drop an application.
  15. I found a few powers I liked from some of the other archetypes, I've reached the point cap, so this is officially the first draft. Ready for review.
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