A bit of historical background:
Following the economic downfalls of the end of the 20th century, the nations of the world began organising themselves into huge economic conglomerates. These eventually merged to create the World Economic Consortium. It is now the closing months of 2195. The WEC holds a seemingly undisputed sway over the entire world, as well as its off-world colonies. Civil liberties are few and far between, taxes are well over 90%, and the government has no qualms about using the military to suppress any dissent. Things such as freedom of the press are a distant memory, and actual power and wealth rests only with the WEC elite. Actual uprisings are rare - the last was Petra declaring its independence from the WEC, and ended in a bloodbath. It was meant as a show of force, but it instead taught the new generation that such overt actions are a poor idea - thus the present-day Resistance, a seemingly small and underequipped rag-tag band of fighters, but carrying on a guerilla campaign against the WEC with effectiveness that is becoming more and more troublesome for the ruling classes.
A note on technology:
Firepower: The present day offers a wide selection of tools with which people can be sent to the hereafter. Ballistic weapons are still going strong, from handguns and SMGs all the way to automatic shotguns, but alongside them are multi-rocket launchers, laser rifles, plasma rifles, and even more exotic weaponry. Add to this explosives ranging from spider bombs all the way to small man-portable fusion charges... Also, bear in mind that personal firearms are gene-locked to a particular user or group of users, rendering weapons captured off killed enemies useless for immediate combat - though such protection can be overcome with special equipment and expertise.
Protection: The most common protection still comes in the form of bullet-proof vests, but solid, full-body armour suits are making a return, used for the time moment by the WEC's more elite formations. Aside from those, personal body shields are also seeing more and more use, with more basic models capable of stopping bullets, up to experimental models that can stop anything short of an explosion.
Robotics: Semi-autonomous robots are fairly present in everyday life - mainly as a security presence. Ranging from little treaded models with little offensive capability to lethal weapons platforms carrying RPG launchers and worse, they're something every Resistance fighter is bound to come up against eventually. True artificial intelligence, however, is still a project in the works.
Transport: Privately-owned vehicles are a distant memory if you're not a senator or something of the sort. High-speed railways and other forms of public transport are in far greater use. And then there are the teleport networks - think of it as an internet for transferring people. These are actually one of the more common means of launching attacks used by the Resistance, thanks to their hackers, letting them appear directly inside a target location without having to worry about any security present outside. Of course, there are still some hazards associated with the process, but it remains the best option available to the Resistance, all things considered.
Further Information of Note:
Ammunition Types:
Armour-Piercing: As the name suggests, rounds designed to pierce armour, coming in Semi AP for pistols, and full AP for rifles. SAP rounds ignore armour up to half the number of their weapon's damage dice, rounded down. AP rounds ignore armour up to the number of their weapon's damage dice.
Chemical: Tranquilisers or poisons in bullet form. They are poor at piercing armour and so count as Soft-Target (ST) rounds, treating all armour as double its actual value. Chemical rounds stopped by armour obviously do not deliver their payload.
Discarding Sabot Armour Piercing: DSAP rounds are a more advanced type of anti-armour ammunition, used only in high-velocity weapons, converting the damage to Super-AP type. Super-AP damage ignores armour up to double the number of its weapon's damage dice.
Buckshot: Buckshot is the default shotgun ammunition. When used, it allows the weapon to ignore Dodge dice modifiers, but counts as Soft-Target damage.
Flechette: An improved version of buckshot, it also allows the firer to ignore Dodge dice modifiers. It also allows the user to roll an extra damage die, discarding the lowest die. However, they perform poorly against armour and so count as Soft-Target rounds.
Slug: These rounds can be used in place of buckshot, forgoing the bonus to hit dodging targets in return for treating armour at its normal value. They are not particularly aerodynamic and so do not change the range of the weapon.
High Explosive: These rounds are designed to explode once they penetrate the target, but do not perform well against proper armour. Thus, they count as Soft-Target rounds, but do an additional 2 points of damage per damage die.
High Explosive Armour Piercing: These rounds make up for the relatively low velocity by using a shaped explosive effect to overcome armour. They count as armour-piercing (AP), and do an additional die of damage.
Payload Types:
Flashbang: Designed to stun targets, rather than killing them. Whether using light and noise (flashbang) or mostly noise (concussion), they deal one-quarter base damage in a stun attack, the effects of which persist for 2d6 rounds.
Fragmentation: The standard anti-personnel charge, aside from base damage in its normal radius it also does half its damage further away from the blast zone. However, armour counts at double value against frag rounds.
Gas: A gas charge will fill twice its listed radius with its given type of gas, which will hang around for 1d6+6 rounds. Payloads may vary, from tear gas, through tranquiliser, to nerve gas.
High Explosive: The basic rocket payload used. Armour counts as double against it, except in the case of a direct hit.
High Explosive Armour Piercing: HEAP charges have a reduced blast, and so their radius is halved, but targets suffering a direct hit are subjected to a full-AP attack. Other targets receive half the weapon's base damage.
Illuminating: Flares of various shapes and sizes for use in lighting up a dark area. The light they shed is brighter than daylight, but is harsh and can confuse the eye.
Incendiary: Incendiary rounds cause fires to burn for 10 to 120 seconds, and flammable materials in their area of effect (this includes things such as people and clothing) to catch fire.
Shaped Charge: Although they have a relatively small blast radius, on a direct hit these rounds will go through armour like nobody's business. They cause half-damage to targets within the blast radius, and have a Super-AP effect on a direct hit.
Smoke: Similar to gas payloads, smoke charges fill an area with thick smoke, reducing visibility to 0.5 m and granting concealment. Of course, it does nothing to protect against stray shots.
Current Mission Map:
(http://img.photobucket.com/albums/v476/XanderMorhaime/PlayByForum/FH1.gif)
Setting-Specific Weapons:
Small Arms:
Name Range Skill Damage Mag Auto Recoil Cost Mass Ammo Cost
BA-40 Pistol Pistol 3d6-3 20 No 1 200 1 kg 50
BA-41 Pistol Pistol 3d6-3 20 2 2 400 1.2 5kg 50
RP-22 Assault Rifle 3d6 SAP 60 2 1 800 2.5 kg 100
RP-32 Assault Rifle 3d6 SAP 60 4 1 900 2.5 kg 100
SG-A1 Shotgun Shotgun 4d6 8 No 2 400 3 kg 40
AC-88 Shotgun Shotgun 4d6 12 4 2 800 3.25 kg 60
BA-40 "Patriot" Semi-Automatic Pistol: A standard side-arm in use by SecOps personnel and the occasional civilian, uses .40 caseless rounds. Plentiful and easy to get hold of. Special ammunition available: Anti-Armour (SAP), Chemical (ST), Flechette (ST).
BA-41 "Peacemaker" Semi-Automatic Pistol: A slightly improved design in use by MilOps, offering a burst-fire mode in return for slightly increased weight and recoil.
RP-22 "Conciliator" Assault Rifle: The standard SecOps police rifle, also occasionally issued to civilian conscripts and wealthy sportsmen. Typical options include a shoulder-sling and bipod-mount, and the weapon itself can be fitted with optical or electronic sights. Fires a .30 caseless round, capable of burst and automatic fire.. Relatively common. Special ammunition available: Anti-Armour (AP), Chemical (ST), Sabot (Super-AP), Flechette (ST).
RP-32 "Pacifist" Assault Rifle: The standard infantry weapon of all WEC military forces, boasting an improved rate of fire over the police RP-22.
SG-A1 "Conformer" Shotgun: Typically used for riot control and urban security, the standard round being a 13-gram fragmenting shell in an internal magazine. Special ammunition available: Buckshot (ST), Slug, Explosive (ST), HEAP (AP), Flechette (ST).
AC-88 "Reaper" Riot Gun: One of the more devastating anti-personnel weapons in the WEC arsenal, the Reaper is a semi-automatic, burst-capable version of the SG-A1, feeding rounds from a separate box magazine, rather than an internal one.
Heavy Weapons:
Name Range Skill Damage Mag Auto Recoil Cost Mass Ammo Cost
SW-404 Rocket Launcher 6d6 8 2 1 3,000 3.25 kg 550
GL-303 Rocket Launcher 9d6 10 No 2 2,400 8 kg 500
BK-16 Assault Launcher 7d6 SAP 10 No 0 3,600 6.75 kg 600
LNR-81 Rifle Launcher 8d6 SAP 8 No 1 4,000 6.5 kg 700
SW-404 "Spitfire" AP-MRL: The Anti-Personnel Multiple Rocket Launcher uses a unique canister round that, immediately after discharge, ablates to release 3 self-propelled micro-missile rounds which take off from their point of origin in a "fan" formation encompassing an arc of roughly 45 degrees. As a result, the weapon is somewhat lacking in terms of precision. The canister itself is a 63mm round, with 8 rounds fitting in a single magazine, while individual missiles are 50x30mm. Experimental and not yet released for general use, capable of short burst fire. Available payloads: High Explosive (ST), HEAP (AP).
GL-303 Grenade Launcher: The most common support weapon in the WEC arsenal, used from MilOps fireteams to police and anti-terrorist units. The standard 92mm round combines concussive and incendiary capability. Generally highly accurate. Available payloads: Fragmentation (ST), High Explosive (ST), HEAP (AP), Gas, Illuminating (Flare) Incendiary, Shaped Charge (Super-AP), Smoke.
BK-16 "Crystallizer" Molecular Inhibitor: One of the most advanced projectile weapons to date, the BK-16 fires a unique 120mm cartridge that, upon impact, creates a field that inhibits all molecular motion within an area conforming tightly to the target's shape, creating a "freezing" effect comparable to several minutes' exposure to absolute zero. Human flesh subject to this becomes extremely brittle, while servomechs may suffer massive damage to circuitry and hydraulics. Of course, such a weapon is not going to be just left lying around.
LNR-81 "Liquefier" Catalytic Cartridge: This weapon fires cartridges carrying a highly classified, wide-spectrum chemical catalytic agent, designed to break down complex organic molecular bonds, dispersed through a powerful, localised concussive charge which ignites upon impact. Lethally effective against human targets, but also useful against servomechs as it triggers rapid transmutation in the alloys and synthetic materials used in their construction. Again, not something likely to be found just lying around.
Energy Weapons:
Name Range Skill Damage Auto Recoil Cost Mass
PA-21 Pistol Energy 3d6 AP No -2 1,000 1.25 kg
PA-31 Rifle Energy 4d6 AP 4 -1 2,500 2.25 kg
PL-1 Assault Energy 6d6 AP 6 -1 3,000 3.75 kg
EM-4 Pistol Energy 5d6 AP No -2 2,200 4.5 kg
UV-9 Assault Energy 9d6 AP No 0 8,000 5.75 kg
KP-5 Rifle Energy 7d6 AP No 0 6,000 6 kg
PA-21 "Arbitrator" Laser Pistol: Typically issued to officers and senior NCOs in WEC "lightning teams," among other things. Like all other energy weapons, it is powered from an external battery or similar power supply.
PA-31 "Adjudicator" Laser Rifle: Issued to at least one trooper in every WEC infantry squad. In addition, the WEC maintains special forces "lightning teams" where all the troops carry the PA-31 as their standard armament. Typically used for anti-armour duties, attacks on armoured emplacements, and other special missions. Provides an improved rate of fire over the PA-21, as well as a burst fire mode.
PL-1 "Unifier" Plasma Rifle: The WEC's only plasma-based rifle, firing a pulse of superheated plasma along a condensed magnetic field. Capable of literally disintegrating a non-shielded human target, highly effective against vehicles and servomechs. The weapon is fully automatic and is typically issued to special forces and police SWAT teams.
EM-4 "Vortex" Electromagnetic Pulse Rifle: Designed specifically for use against servomechs, the concentrated EMP burst it fires interferes with the guidance systems of all standard servomechs, nullifying their offensive capability, while sustained blasts may cause a systems blowout and overload. While against live targets the weapon is only marginally effective, capable of causing low-grade burns, it is highly effective at disrupting personal shields.
UV-9 "Pulsar" Ultraviolet Rifle: Although still in development, the UV-9 is generally viewed as the single most destructive personal weapon designed by humanity to date. It generates and fires a pulse of concentrated ultraviolet energy, capable of literally burning all the flesh and organs off an unarmoured human target within seconds, as well as wreaking havoc on personal shields. At present, the UV-9 is not standard issue for any regular WEC forces.
KP-5 "Broiler" Microwave Projector: This experimental weapon fires an intense and tightly concentrated microwave pulse, powerful enough to liquefy the flesh of an unprotected human target. The intense heat also poses a considerable threat to servomechs, capable of disrupting and destroying most electromagnetic processes.
Additional Equipment:
Shields & Power Cells:
Type Capacity Cost
Chemical 2,500 300
Fission 5,000 1,500
Fusion 10,000 5,000
Type Mass Cost
Ionic 1.25 kg 1,000
Plasma 3.25 kg 3,000
Graviton 5 kg 10,000
Power Cells: Power cells keep soldiers' energy weapons and personal shields running, as well as powering any additional equipment as might be necessary. They are typically worn attached to body armour and generally weigh in at around 1 kg. While they do not recover a charge on their own, they can be refilled by accessing a power charger terminal or through the use of an energy cube. Be advised, however, that subjecting a shield to electric, electromagnetic or UV discharges will cause an overload of the cell/shield system, draining 2,500 power units for each discharge suffered. Intercepted solid projectiles drain 10 power units per round, thermal charges (such as from most energy weapons) drain 25 units per hit, and other sources (such as the BK-16 and LNR-81 cartridges) drain 50 units. Note that shields generally do not provide protection from the concussive force of an explosion, from open fires and similar environmental dangers, radiation or hazardous substances in the air.
Ionic Shield: Visually showing up as a shimmering blue-white field at the point of impact, the ionic shield is capable of absorbing the kinetic energy of ballistic projectiles, thereby greatly reducing their lethality. Often used by police and riot control units. Protects against solid rounds.
Plasma Shield: Worn on a web harness or built into rigid armour, the plasma shield shows up as a flickering red field at the point of impact. It is capable of more effectively absorbing the kinetic force of ballistic projectiles, as well as dispersing the charge of energy weapons. Protects against solid rounds, as well as thermal and electric charges.
Graviton Shield: A highly experimental device surrounding the wearer in what can be best described as a localised space-time distortion. While it offers almost complete protection against most battlefield hazards, the high cost and extreme power drain make it presently impractical for general use, limiting it to VIP protection and special missions. Can be built into a special vest or rigid armour. Protects against solid rounds, thermal and electric charges, and other types of projectiles.
Body Armour:
Resistance Field Uniform: The standard outfits issued to all Resistance fighters, for use on the base. It features light ballistic protection and can be fitted with ionic shields. Protection: 2, Mass: 1 kg
Resistance Tactical Uniform: Standard issue for Resistance fighters out on assignment, it features a ballistic vest and additional protective pads, as well as a helmet with HUD. It can be fitted with ionic and plasma shields.Protection: 3, Mass: 2.5 kg
SecOps Uniform: The catch-all term for police and security uniforms, with light ballistic protection and a helmet with HUD. They can also be fitted with an ionic shield.Protection: 2, Mass: 1.5 kg
MilOps Uniform: Used by the various branches of the WEC military on general assignment, it provides a ballistic vest and protective pads for the limbs along with a helmet with HUD. It can also carry an ionic shield. Protection: 3, Mass: 3 kg
GyroNBC Armour: Full-body black armour worn by WEC stormtroopers, protects against airborne and contact toxins as well as against bullets. It can also be fitted with any kind of shield. Protection: 8, Mass: 8 kg
GyroNBC Plex Armour: Slightly different in design but still black, this armour is worn by elite Special Forces units. Provides slightly better protection over the standard GyroNBC suit and can be fitted with any kind of shield. Protection: 9, Mass: 8 kg
Enforcer Armour: Used by the best of the WEC's conventional forces. Less rigid than the armour worn by Special Forces troops, but providing excellent protection from gunfire and toxic substances all the same, and capable of mounting any kind of shield. Protection: 12, Mass: 5 kg
Silencer Armour: Coloured a unique bright red, this rigid full-body armour is worn by the ultimate WEC soldiers - the Silencer Corps. It can be (and generally is) fitted with any kind of shield and provides superb all-round protection. If you see someone wearing this, you should already be performing a tactical retreat. Protection: 16, Mass: 8 kg
Explosives:
Type Damage Radius Mass Cost
Grenade By Type 3 m 0.5 kg 80
DetPack 4d6 AP 4.5 m 1 kg 300
Limpet Mine 3d6 AP 3 m 0.25 kg 200
Spider Bomb 4d6 AP 4.5 m 0.5 kg 400
Bouncing Betty 6d6 / 3d6 6 m 1.5 kg 700
Grenades: Nothing too far out of the ordinary to speak of here. Available payloads: Flashbang (Stun), Fragmentation, Gas, Illuminating (Flare), Incendiary, Smoke.
DetPack: The standard-issue WEC military satchel charge, the DetPack is a two-piece unit consisting of the actual explosive and a remote detonator. The range is admittedly quite limited - no more than 50 metres in open terrain. Generally plentiful, and useful for ambushes, controlled detonations, and breaching sealed doors.
Limpet Mine: Capable of being affixed (by means of an electrostatic charge) to any reasonably flat, smooth surface. Once placed and activated it will detonate when any sufficiently large moving object approaches within about 0.5 m. Used for territory denial where time or other constraints do not allow for placing of larger mines.
Spider Bomb: A remote-controlled bomb that literally walks to its target on mechanical legs. This makes it possible for it to be released from cover and guided to its detonation zone. They are quite fragile and susceptible to gunfire, though, if seen coming sufficiently soon.
Pocket "Bouncing Betty": Designed for ambushes, this small device will, upon activation by a remote control, scatter around four smaller charges before detonating itself, causing considerable damage. The control module has a limited range, however, similar to that of the DetPack.
BlastPack: Used in situations where a DetPack doesn't pack enough punch, a well-placed BlastPack can bring down a building, take a refinery offline, or even blow up a space station. They are, however, not available on the open market and generally only issued on missions where such power is necessary.
FusionPack: A pocket nuke, pure and simple. It has a limited yield and range, but is still generally enough to wipe any installation off the map. Because of the threat posed by such devices, they are not available on the market and issued only in the rarest cases - and even when issued, the arming sequence is not carried out by the people carrying it to its destination, but their commanders by remote and from a long way away.
Other Equipment:
Name Mass Cost
Detonator 1 kg 500
Disruptor 1.5 kg 2,000
Inhibitor 0.75 kg 1,500
VIR Chip - 300
Data Pick - 450
Medikit 0.5 kg 250
Energy Cube 0.25 kg 150
Radiation Shield 0.5 kg 800
Universal Detonator: A single-use device that, when activated, triggers the detonation of all susceptible explosive devices within its area of effect. Typically used for clearing away mines, both buried and floating, but can also effect spider bombs and DetPacks.
Teleport Pad Disruptor: A small, portable teleport denial system. Simply place on a designated pad and anyone arriving on it will get their electrons scrambled and be reduced to fleshy goo in an extremely unpleasant way. The device powers itself from the teleport pad's grid and can be picked up and reused at another location with ease.
EMP Inhibitor: A defensive weapon that works by emitting a tuned, high-powered electromagnetic pulse which will temporarily cause all standard-model servomechs to cease to function. Usually used only on special operations due to heavy power consumption. Activation cost: 500 power units / use.
VIR Chip: Designed specifically to spot electronic tripwires, this handy little device connects smoothly to any HUD unit, such as that of a standard-issue helmet. Activation cost: 5 power units / round (6 seconds).
Data Pick: The dream of every hacker in the field, this inconspicuous little device will convince any one lock that its owner possesses all the necessary clearance to get past. However, its internal power cell only lasts for a single use, though it can be supplied by an external source as well. Additionally, it is not effective against the protection systems that every computer terminal is supposed to have. Activation cost: 500 power units / use.
Field Medikit: This item is an electronically augmented field dressing - when activated it seals wounds and injects anesthetics, stimulants, antibiotics and anti-shock medications, and is also effective at countering the effects of several common respiratory and contact toxins. Its effect is not so much to heal the user, but to keep them alert and functioning until they can accomplish their mission and get proper medical care. Overuse may lead to some side effects, such as delayed reaction times, and so it is recommended that it not be used outside of the most extreme situations. Each unit has an internal battery providing enough power for one use, but they can be supplied from an external source as well. Activation cost: 500 power units / use.
Energy Cube: A disposable, non-rechargable energy storage unit. While equipment cannot directly run off the energy cube itself, it can be used to replenish the charge of a proper battery that is beginning to run low. The catalytic reaction they trigger in power cells restores roughly a third of the cell's full charge per use (833 power units for chemical, 1,667 for fission, 3,333 for fusion).
Radiation Shield: A simple device capable of protecting its wearer from the effects of most kinds of radiation present in industrial environments. However, it is not designed for combat and causes a considerably higher drain on a power cell while active. Activation cost: 50 power units / round.
Data Link: Typically carried by members of WEC Special Forces units, this device takes the form of a console typically worn on the armour of the left forearm or a special strap there. The Resistance has also started making extensive use of the devices and has made them standard-issue for field agents. A Data Link performs the functions of a communication device, electronic notepad and tactical computer. In the field it is typically used to store mission objectives and acquired data. When linked to more advanced armour, it can also collect information on the environment, such as atomsphere composition, radiation levels, etc. Also allows for finer control of spider bombs and related devices. Shielded from EMP charges and most often provided with a genetic lock.
"I'm Roshal, mustered out of the WEC MilOps after two long terms of service there as an infantryman. Don't get me wrong man; I loved my job, hard as it was throughout all the campaigns and such, but after having to follow order after order of keeping honest folks silent about what the Consortium wanted, I wanted out, I just wanted out. Can't get good sleep at night for the last few years. Could've left earlier, but hell, I needed those benefits... times are hard to eke out a living these days, especially if you're not exactly a whole-hearted WEC supporter nor one of those socialites who hang around the WEC elite. Luckily, I've got some old friends out there who de-mobbed earlier than me, and they've rigged me with a job as a worker building machine parts at a factory. Can't say I like that job -- damn pay sucks -- but at least it's honest. But after a while, it gets a little monotonous -- damn bag of bones crave for some action. Same friends who rigged me with the job told me later about some underground Resistance going on, trying to wrest some control away from the bloated WEC. I heard those folks are doing the whole guerilla thing, you know, fighting from the shadows, but they ain't exactly got a lot of people doing the right thing. Well, I suppose a former MilOps Corporal can at least do something different instead of sitting around machining parts all day."
Character data:
Name Roshal Lambert
Age 30
Homeworld:
1. High Technology
2. High Population
Characteristics:
Score DM
Str 7 +0
Dex 7 +0
End 6 +0
Int 6 +0
Edu 10 +1
Soc 3 -1
Skills:
Athletics (endurance) 0
Comms 1
Computers 0
Drive (wheeled) 0
Explosives 0
Fly (rotor) 1
Gun Combat (slug pistol) 2
Gun Combat (slug rifle) 1
Heavy Weapons (launchers) 0
Medic 1
Melee (blade) 0
Navigation 0
Recon 1
Streetwise 0
Finances:
Pension 0
Debt 0
Cash on hand 2111 (after taxes)
Armour: Rating
Resistance Field Uniform 3
Equipment:
Equipment Mass Notes
Resistance Field Uniform 2.5 Light ballastic protection + helmet
Data Link
- Mission Area Map
Blast Pack 1 Assume same weight as DetPack
Blast Pack 1
Blast Pack 1
Blast Pack 1
Weapons:
Range Mod
Weapon Attack Damage P C S M L V D Notes
Blade Melee (small blade) 2d6 +0 -1 X X X X X
BA-41 Ranged (pistol) 3d6-3 -1 0 0 -2 -4 X X [10/[20|20|20|20|20|20|20|20]]/20 (Auto 2, Recoil 2)
Career History:
Career Branch Events Rank Title
Army Infantry 2 Corporal
Citizen Worker 1 -
[Ed: Updated based on new equipment.]
Matt "Mad" DeReeve
"Mad" used to be the lead guitarist of a popular around common citizens progressive rock band called "The Deranged". Unfortunately, being a rocker these days isn't easy at all. WEC is actually watching every your move, seeking for any one word of sympathy for resistance in your songs and performances.
The Deranged were under the scope since their early beginnings - they started off with a smashing debut song "Through the Streets of Babylon" at The RagnaRock 2184 festival, quickly becoming well-known around.
Mad himself never was a WEC well-wisher. It can't be otherwise when you are watching since early childhood how your parents are overdrived in an arms factory. This bitterness has found an escape in The Deranged's texts. No wonder that MilOps men were willing to get young DeReeve - he is hiding since they have visited his apartment with an order to arrest him. It's a miracle he actually managed to escape the raid. And after publishing the song "Slaying the Tzar" being a flagrant critique of the government, Matthew is a criminal, and a criminal wanted dead. Luckily, he somehow managed to survive for a few years with a prize over his head.
But good luck is never constant. Somebody had been paid for an information about the band and the rest of the crew got slaughtered while they were playing in some bar on friday evening. This is why Mad has joined the Rebels - to avenge his parents driven to martyrdom, his friends slain, his ideals he saw raped.
Name : Matt "Mad" DeReeve
Age : 29
Home region : High population, high technology.
Characteristics :
Str : 10 (+1)
Dex : 13 (+2)
End : 6 (0)
Int : 14 (+2)
Edu : 7 (0)
Soc : 5 (-1)
Skills :
Survival 0
Streetwise 1
Drive 0
Computer 0
Advocate 0
Art (Guitar) 2
Art (Singer) 0
Carouse 1
Deception 1
Persuade 1
Steward 0
Athletics (Co-ordination) 1
Stealth 1
Gun Combat (Slug Pistols) 1
Explosives 0
Wealth : cr 9,850 (taxes applied)
Equipment :
-Resistance field uniform;
-BA-41 "Peacemaker" Semi-Automatic Pistol;
+6 clips;
-Blade;
-Guitar (electric; built-in amplifier);
+Set of spare wires;
-Audio-visual neural comm implant;
-Other pieces of standard equipment.
-4x BlastPack
-DataLink
Career history :
Entertainer (Performer) - Rank 4
Events :
-Prize (RagnaRock 2184 top award.)
-Disaster ! (MilOps raid.)
-Critique ("Slaying the Tzar")
Viggo Bearson
Whatever you have seen, I've seen it for a thousand times. And don't try to prove me wrong, kid.
You know, there are some places in this world one would call a 'hellhole'. Overcrowded, constantly in state of starvation or plague, forgotten by everyone, even WEC... at times, that is. I hail from one of these. To survive there, you need to be tough and smart. For if you're not, then only God can save you, and even He not always.
Well I was both tough and smart, and hell, I still am. So I thrived. Killed a few people, maimed more. Blew some stuff up. Good times. But it was still Middle East. Still a hell-hole. But I have drawn attention of those infinitely greater that I am by all those petty acts of wanton destruction.
WhenWEC recruiters came to me, I thought that I have earned my passage to heaven. In a manner, I did, for I was drafted to the air forces. Ha! They gave me big guns, and a freedom to use them on living targets. Some resistance folks at first. Good times.
They have, however, issued way to many orders. In the place I was born, there was no ruler. No government. Nothing, just you. Having to fight for your life daily was a good price for it, and if you think otherwise, go back to your safe and pleasant hell, for I have no interest in talking with you. Real life is gritty, full of death and joy. None of it exists within WEC. But I did not realize what it back when I enlisted. I was young and stupid, after all.
I think that I have noticed that there is something wrong with my life when a particularly vengeful Resistance unit caught my unit in an ambush. It was a bloodbath, I am telling you. Made me feel that I am alive as never before.
It did not end up well, though. My squad was wiped out to the men, and I got shot in the head. Yes, I was surprised to survive too. It would appear that man stubborn enough can survive about anything.
Well, after that I was sent on a very early retirement- it took me a good few years to return to a decent shape. But, I must admit, that this whole pointless ambush with more than hundred pointless lives lost opened my eyes a bit. As I said, this world is a false one, and WEC is crucial to keeping it as false as it is. So, well, it appears to be a good idea to bring WEC down. So I have joined the Resistance. You're a bunch of a reasonable folks, I must admit. Maybe you will even achieve something, someday. We will see. I am not young any more, but I am not going to pass away from mortal realm soon. I want to see this world collapsing into chaos.
And if the Resistance don't cause it, then, hell, someone else will. And will do anything to help him.
Age: 49
Home Region: High Population, Low Technology
Str: 6
End: 7/8
Dex: 11
Int: 11
Edu: 8
Soc: 3
Skills:
survival
engineer
medic
athletics (running)
melee (unarmed)
streetwise
stealth
gun combat (slug rifle) 1
mechanic 1
reckon 1
gun combat (slug pistol)
gunnery 2 (artillery)
vacc suit 1
gambler
explosives
1.8k credits (after taxes)
Ira
Born to a drunk mother and an incompetent father, Ira was slow to learn of life; afflicted with grievous harm from her mother's unabated alcoholism during pregnancy.
Brought through life by a repentant act of self-sacrifice from her dying mother, she sold out herself to attempt to repair the damage inflicted upon her daughter; in her dying days, she educated her child with simple distinctions between right and wrong; when the woman passed on, Ira was left to fend for herself.
Easily swept away by corporate propaganda, she quickly joined what she believed was the good fight; having almost nowhere left to turn.
After many years she failed to realize what was truly happening; her uneducated idealism leading her astray at many turns, but through pure luck; she was set upon by a rebellious sort, this left her in a state of doubt; after asking some penetrative questions and being turned away; she came to realize the world was not as black and white as her mother painted.
Ignoring her fear and sense of preservation; she did what she felt was right, desert.
Name: Ira
Age: 25
Home Region: High Population, High Technology
Characteristics:
STR : 9 (+1)
DEX : 10 (+1)
END : 9 (+1)
INT : 7 (+0)
EDU : 5 (-1)
SOC : 9 (+1)
Navy: Flight
Rank: Ensign
Skills:
Gun Combat (Energy Weapons) : 1
Gun Combat (Slug Pistol): 1
Explosives: 0
Flyer: 1
Computers: 0
Streetwise: 0
Pilot: 1
Vacc Suit: 0
Zero-G: 0
Gunner: 0
Mechanic: 1
Melee (blade): 1
Credits: 6000
Equipment:
Laser Pistol
Resistance Tactical Uniform
BA-41
5x BA-41 Clips
4x BlastPack
Datalink