CCC 2023 Continuation: Where the Wild Characters Are Pub Edition

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7 /2 Nevel Walsh aka Mr Walsh -- System: Convergence Point v1.9

All this set of characters are based on the "OVA" of The Neo Frontiers Series. Like all the Neo Frontiers Stories, it will not focus on any particular character but follows several characters throughout the course of the series. Although each one gets to be a star in one episode, some just continue to follow their life. They will be at the level of when they first appear.

Name: Nevel Walsh aka Mr Walsh
Core Trait: Human Corporate Troubleshooter of Neo Frontiers OVA


Nevel Walsh will be one of the great unsung villains of the First System War. Not much is known of his past, which he arranged. That means either he has something hide and protect OR he simply did not want people to know he came from nothing. He works for [@insert mining corp]. however, he probably takes orders from the Corporate Council. His job was two fold: To protect corporate assets and profits and to discredit the spacers/ belters (to eliminate their negotiating power and provide incidents to cause the UZ to react). There were certain "irregularities" in the information the belters had access to. It was also filled with "obfuscations" about who made how much and why. That information also prevented the belters/ spacers from going through civilian channels to the government. By causing the belters to lash out militarily, he would eliminate their ability to negotiate and force the UZ to enact certain laws favorable to the corporations for space operations.

In the beginning, his machinations seemed to work. Though things seemed to get out of hand, as other spacers with ideas of independence and representation got involved in his "little incidents", the UZ had to crack down and limit Spacers. He seemed to achieve his goals (and step 1 and 2 of the Opposition's). We thought he was lost, but was seen "saving face" for the corporations towards the end of the series.

Walsh could of been considered an agent, but his approaches and tactics are more of a cyberpunk "suit". A suit willing to do underhanded business practices to get the goal done, while an agent would apply any means necessary. It was hard to tell if he is an opposition agent, just one from the corporation, or the corporate council.

Write Up Convergence Point

Name: Nevel Walsh aka Mr Walsh
Core Trait: Human Corporate Troubleshooter of Neo Frontiers OVA
Lv 3 /EP Mod .95x (1.05 -.2 -0x)

Prime Aspects
PHY 10 +3/7- "Too much time in space"
DEX 10 +3/7- "Too much time in space"
MEN 14 +4/8- "Cunning"
EMO 10 +3/7- "Sociopath"
MPY 10 +3/7- "Lucky in schemes"
CHA 15 +5/9- "Charming"

Core Focus: BUS + INF + S/T +CON

Business +3 "Operations"
Contacts +3 "Corporate" "Mercenaries" "Criminals"
Influence +3 "Corporate" "Media"
Strategy/ Tactics +3 "Scheming"

Developing /Expanding Level
Profession: Rank 2 - Corporate Employee -0x
Psych B2: Sociopath
Patron A1: The Council (Corporate - and indirectly the opposition)


6/1) Maxim de Gaulle Human UZ Administrator of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...-characters-are-pub-edition.8739/#post-407995

7/2) Nevel Walsh Human Corporate Troubleshooter of Neo Frontiers OVA
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-408628

So Far I am on track 7/14 days = 3.5/ week or 1/2 days (.5/day)... targeting 163 (adjusted for holiday) at this trajectory. My expected 2 a week with some gap week trajectory puts me at 96 for this thread, 127 total for 2023. Since I am aiming for 70.. I should rock.

Some on people... time to get on the ball and do at least 11.
 
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Feb 14 & 15: missed a day for family illness (minor), doctor visit (the sick one), day surgery (in-laws), and panic attack (not mine). Oy.

Ok, for the 14th .. ah, the "that wall punched me!" build.
Gnome wraith druid/monk stealth-fu brawler

Stats: will 1(need to raise asap), int con cha fel cmp 2s, strength 3, wis & dex 4s.

Skills: brawling & perception 3s, craft tech & academic lore 1s, deceive charm acrobatics athletics & animal ken 2s, stealth 1(want to raise soon).

Backgrounds: mentor 2 (ghost of jackie chan), allies 2 (one living descendent exalt & one dead ancestor exalt), contacts 3 (DEATH, an old testament angel, your coroner).

Species: gnome, weapon proficency basic, armor proficency power armor (just in case you score a set).

Exaltation: wraith, really good undead immunities, spirit world access, different crits, phasing.

Classes: ovate (druid 1 then you died), brother & disciple (monk 1 & 2)

Feats & stuff: druid's oath (reroll warps for transmutation & healing spells), heightened senses (hearing), animal companion, improved animal companion for completing ovate, unarmed warrior (+brawling dmg), fleet of foot (running boost), wholeness of body (mystic armor = wisdom), discipline (+1 resolve), catfall, +1 wob armor for completing brother, transmutation magic 1 (blood wind, tn 15, unarmed/natural attacks gain reach = 5 meters per character level). Hunted (ghostbusters), ugly (social penalty), child (misc social & money penalties with 200xp buyoff), illiterate (200xp buyoff).

Gear: you don't really care but it needs to be all dark and emo with lots of skulls.

Stat line: hp 6, resilience 4, armor 5 (all), defense 28, dodge 6k4, speed 7 & 84 (always fleet of foot because we're immune to fatigue), mental defense 15, resolve 4, resource points 4, hero points 2.

Punch: 5k3 for 5k1 impact, penetration 0, brawling (inflicts fatigue if it wounds).

Notes: what's this character doing in a sword school example set? It's a legal starting character and has direct access to three unarmed combat boosting hilarity abilities plus ghost phasing.

Wraith phasing spends 1 rp to phase into solid objects for rounds=resolve & +10 on stealth rolls (raise willpower & composure asap for resolve and more resource points). Transumutation magic 1 is bloodwind & 2 is magic fang (bonus unarmed damage). Setting sun 2 is unarmed special attacks and +1 fatigue on anyone hit. Shadowhand 2 is delay effect and notice of being hit for up to a minute, and SH 3 is adding another 5m of reach per style point. It's all 1300 + willpower & composure & buyiff xp away, but frikken hilarity when it's all there. Punch people 5 times from inside a wall 30m away, they never notice until they manifest all the damage & fatigue at once.

15th is... gnome heavy weapons bullet hose
Stats: wis & con 4, dex & will 3, sll else 2s.

Skills: ballistics 4, barwling 3, medic tech craft command acrobatics deceive & academic lore 2s.

Backgrounds: inheritance 2 (squad assault weapon (mwchine gun)), artifact 3 (belt of necrometal SAW ammo), contacts 2 (gun runner & model major general).

Species: gnome, wp basic, ap light.
Exaltation: paragon, danger sense (never surprised), tinker (1/scene sub in craft+int & a one use gadget for another skill), +2 hero points.

Classes: mercenary, tactical officer, heavy weapons guy (level 3)

Feats & stuff: sound constitution, another language, veteran, worf barrage & master of bombardment (spaceship combat bonuses), extracurricular activity (crisis zone gun kata), steel rain (dodge vs your full auto is penalized by 2x number of shots fired), ugly, impatient, bad luck, enemy (ex-pirate captain), crisis zone gun kata ranks 2 & 3.

Gear: SAW & 2 belts ammo, artifact ammo belt, Laspistol, Fencing Sword, Mesh Vest, Street Clothes (Common quality clothing), Chrono, flask of brandy.

Stat line: hp 10, resilience 4, armor 4(body), defense 25, dodge 5k3, speed 5 & 30 run, mental defense 15, resolve 5, resource points 4 & 3 pressure points, hero points 4.

Trick shots: 1) with any heavy weapon using suppressing fire +1k0 to hit and hit targets lose a half action & can't take a full action (typically means only one half action & a reaction on their next turn). 2) same as #1 but with overwatch action instead of suppressing fire.

Generic SAW full auto: 8k4 (9k4 with necrometal ammo) and -20 to dodge (assuming full 10 round bursts) for 3k2 impact, penetration 5, range 120m (+1k0 to hit at 60m or less & -1k0 to hit at 240m plus), rate of fire 10 (full auto only 'cause SAW has no single shot mode), ammo 100, reload 1 full turn, if using necrometal ammo add toxic (on hit target tests con 15 vs an extra wound) & tearing (if any damage passes armor the hit does minimum 1 wound.
 
Feb 16: lucky atlantean sheriff shotgun sniper
Stats: dex 5, wis 4, will 3, others 2s.

Skills: ballistics 6 (sniping & syrnth), command 4, pilot(syrnth) medic(syrnth) perception 3s, brawl 2, scrutiny 1.

Backgrounds: inheritance 3 (custom gun), backing 2 (law enforcement group), contacts 3 (pick some people).

Species: assimar, size 5, jaded & fearless feats.
Exaltation: atlantean, free magic school, roll 2 keep 1 for warpy crap, three skills can go to 6s.

Clssses: deputy & sheriff (sheriff class track level 2).

Feats & stuff: academy (weap prof basic & ranged 2), armor prof light, common sense, improvised weapons, peer (law enforcement group), law of the stars (principled), intolerance (criminals), hunted (assassins), grim servant of death (designated plot bitch). Clay pigeon gun kata rank 2 & divination magic school rank 2. Note this is a 1200xp character & over the initial max start by 200xp, drop the gun kata & divination to 1 & 2 hinderances to get a better starting game legal character.

Gear: Laspistol & 2 energy cells, Fencing Sword, Mesh Vest, Street Clothes (Common quality clothing), Chrono, flask of brandy. Custom gun & 2 clips.

Custom gun: ordinary rifle, accurate, scatter, ap rounds, less ammo. 3k2 impact, penetration 1, range 40m, rof 1, ammo 3, 2 full turn reload, accurate & scatter.

Stat line: hp 10, resilience 5, armor 4(body), defense 27, dodge 5k5, speed 7 & 42 run, mental defense 15, resolve 5, devotion 6 (sigmar), resource points 6, hero points 2.

Gun kata trick shot: with ordinary weapons on a standard attack, no armor penetration (-1 style point), may reload the weapon as a reaction (1 style point), +2k0 to hit (2 style points).

Fighty: 1) draw weapon & cast Luck spell (6k4 vs tn 20 = 75% +1d & 45% +2d at 1.6% warps with about 90% safe warp effects).
2) aim & shoot w/trick shot = 2-20m range at 10k7 rr1 (10k8 if 2 luck dice) for 3k2 +3k1 per 10 on to hit roll over target's defense.
At 21-80m range it's 10k6 rr1 on to hit (but only needs 1 luck die to get to 10k7) and only +1k1 per 2 raises. 81-120m is no change in to hit (but needs 2 luck dice again) and double the target's armor effect. 121-160m is 8k6 rr1 to hit and double armor effectiveness.

Most npcs are upper teens to low 20s defenses and 10k7 rr1 is 70% 50+, 50% 56+, 30% 63+. Even vs a 30 defense the 2-20m range shot is doing 9k5 damage (70% 36+, 50% 42+, 30% 47+) or more 70% of the time. Stuff with that sort of defense has mostly 4-8 hp, 0-4 armor, and 3-4 resilience. It'll be taking minimum 8 wounds 70% of the time. Stuff with 10-12 armor, 8-12 hp, and 6 resil maxxes around 20 defense after dodging and wound take 10k7 damage, meaning you still do around 30+ damage or 5+ wounds with a single shot. This is pretty massive overkill (yeah yeah, no such thing) for reasonable starting adventures.
 
8/ 3 Major Smith -- System: Convergence Point v1.9

All this set of characters are based on the "OVA" of The Neo Frontiers Series. Like all the Neo Frontiers Stories, it will not focus on any particular character but follows several characters throughout the course of the series. Although each one gets to be a star in one episode some just continue to follow their life. They will be at the level of when they first appear.

This would have been out sooner, but I had a data accident where things were erased and closed before they could be saved and I had to redo everything.

Name: Major Smith
Core Trait: Human Space Ranger of Neo Frontier Era


Given the action in The Six Years' War (and the Matins and Vesper conflicts) there are a large number of military veterans in the Neo Frontiers Era. However for those with "that special skill set", there was less and less chance of employment (proper or mercenary). Many forgot their military ways, while others without a military became private military contractors - excuse Security Action Specialists.

He is not a bad guy. He is not a good guy. He is just a guy who is doing what he is paid to do. If he had qualms about Mr. Wash's Plans (or goals) he never expressed them. (Maybe he drank the kool-aid and believe the Belters were taking advantage of their employers.) He and his forces were there for all of the early incidents of The First System War. I am sure they defended certain corporate assets from all comers in the War itself. They even seemed to join up (or their equipment did anyways) for the Combined System Force at the end.

It is an odd thing. It seems Major is his first name. Major should not be his rank given his military. He would no longer have it, except as an honorary, since he is a vet anyways. The one subordinate who talked to him called him "Commander" and "Sir". Could this just be a misunderstanding in translation?

Useful OVA NOTE
We all know that there are a lot of veterans of the Six Years' War. We've also had notes that many of them haven't changed to a civilian archetype either.

We know that there was space activity and space warfare during the Six Years' War. Hornet is the poster child for this kind of character. It seemed fairly limited, at least from the Series 1 point of view.

Now give me the events of the OVA, there must have been a great deal of space-related warfare. The number of people who are competent soldiers on both sides is pretty significant. I mean they could have had the veteran gift. They could have had military training gifts and sets. Or they never change their archetype from their military one, even though they have civilian roles now.

Simply put, the number of pilots and miners with military training is pretty extreme. They're able to field really effectively armies/ platoons of soldiers.

So the conclusion is that there was a lot more space military action than was implied by series 1. Or that they're just sort of veterans he stepped up and all of a sudden had space abilities. Or they just sort of ignored that factor and just went with large numbers of people so it could be spectacular space battle scenes in the OVA.



Write Up Convergence Point

Name: Major Smith
Core Trait: Human Space Ranger of Neo Frontier Era
Lv 4 / EP Mod

Prime Aspects
PHY 15 +5/9- "Buff"
DEX 15 +5/9- "Lethal"
MEN 10 +3/7- "Just a Guy"
EMO 10 +3/7- "Just a Guy"
MPY 8 +2/6- "Faith is for people who don't believe in themselves"
CHA 12 +4/8- "Powerful Voice"

Core Focus: ATH +COM +L-CMU L-DED +L-GEE +L-S/T

Athletics +5 "Fitness" "Still buff in null grav"
Combative +6 " Military Weapons" "Sniping" "Unarmed combat" "Knife"
Limited Communication +4 Command, Leadership
Limited Deduction+4 "Other Sides Plans"
GEE +2 "Null G"
Limited GEE+4 "Null G" "Acceleration"
Limited S/T+4 "Military Planning"
Technology +1 "Ship Systems"
Vehicle+1 "Military Vehicles" "Mining Vehicles"
FAM+0 Augment Suit

Developing /Expanding Level
Military Training COM+1 "Military Weapons" ATH+1 "Fitness" +.1x (.3x Adjusted)

Old School Space Training: GEE+2 "Null G" TEC+1"Ship Systems" +.3x

Advanced Military Training FAM-0 Augement Suit, COM+1 "Sniping" VHL+1 "Military Vehicles". +.1x (.3x Adjusted)

Veteran COM+1 CON+1 Old Buddies +.25x

Employment RANK 2 "Corporate"

6/ 1) Maxim de Gaulle Human UZ Administrator of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...-characters-are-pub-edition.8739/#post-407995

7/ 2) Nevel Walsh Human Corporate Troubleshooter of Neo Frontiers OVA
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-408628

8/ 3) Major Smith Human Space Ranger of Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409124
 
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Feb 17: non-combatant with a bodyguard. How many systems can you fully-in-rules do that in? Supers where there's powers for multiple bodies that can be always on, yes. Not sure what else.
Stats: int wis will fellowship 4s, composure 3, dex & con 2s, str & cha 1s. Todo - buy up charisma soon.

Skills: arcana & academic lore 3s, at 1s are; common lore, forbidden lore, medic, politics, drive, pilot, acrobatics, stealth, persuade, command, charm, deceive, animal ken, scrutiny, disguise.

Backgrounds (including some xp spent): inheritance 3 (best cyber cortex implant), backing 3 (cocaine wizard guild or cult or tezeench), holdings 3 (cyber yeti juicer bodyguard with power fist).

Species: tau, size 4 (human ~2m), on melee dodge success move half speed for free.
Exaltation: atlantean, roll 2 pick 1 warpy crap, free magic school, because you want easy access to healing magic and at power stat 2 you can boostyour casting.

Languages: tau, trade, yeti, <???i

Classes: apprentice & aspirant (sorcerer 2), eventually in to cleric for level 3.

Feats & stuff: implement focus, spell power, perfect memory, foresight, tested, veteran, abjuration magic rank 1, will to live, all thumbs, night terrors, loco (if under half hp then half result on physical stat & skill tests for 1d5 hours).

Gear: knife, autogun & 2 mags, voidsuit, wand, tezeench bobble head charm, sunglasses, good clothing.

Stat line: hp 12, resilience 4, armor 0, defense 20, dodge 3k2, speed 3 & run 18, mental defense 20, resolve 7, resource points 7, devotion 6, hero points 2.

Spells: shield other (may take wounds for other person) & shield (casting roll as parry attempt). Todo: mage armor, death ward, cure light wounds ASAP.

CYBER-YETI JUICER BODYGUARD

Very Rare monthly WEALTH test or a HOLDINGS 2[3 w/Power Fist](may not be supported with FOLLOWERS) or a ALLY 1[2 w/Power Fist] & Uncommon (twice per month or call) WEALTH test for drugs.

STR 5(r1 on pull someone from danger), CON 4(+2k0 vs inhaled), WIS & WILL 3s, ELSE 2, LEVEL 2, INIT +5

brawling 5k3, perception 5k3(9k3 hearing), athletic 5k3(NO SWIM & +1k0 lift/push/grasp), stealth 4k2, ballistic 3k1 (use full-auto), medicae 4k3, intimidate 5k2, scrutiny 4k2, YETI don't have vocal chords, languages: yeti sign/clap/snap & trade sign & hear+R/W trade

WEALTH 2, BACKING 1(Assassins Guild or Lucifer Insurance Company), CONTACT 2(other yeti juicer bodyguards & an employment service)

Active Stuff: Danger Sense (never surprised), GUARDIAN (parry a melee attack aimed at another & take the hit if the parry fails), Sturdy, Power Attack (-2k0 to hit & +2k0 to dmg), Weapon Prof(Basic), Armor Prof(Light), Jaded(immune to normal fear), Blind Fighting, Furious Assault (on hit & wound with an All Out Attack then repeat the attack once), Cyber Arms, Cyber Legs, Injector Rig (HALF ACTION & 1 each Detox Slaught Stimm), Machinator Array, Bionic Respiratory System, Augmented Cyber-Ears.

Gear: Leather Vest, Com-Bead, 3x Detox (end drug effects & reduce withdrawal by 1), 3x Slaught (Rare), 4x Stimm, 2x Autopistol (FAB 5k2 @ 2k2 I p0 30m -/6 12a 1f), Brawling weapon [good cestus OR standard Power Fist], fanny pack, cheap book (mystery or spy novel), text & sign-language-to-speech Data-Slate.
 
Feb 18: cyborg, mega drug addict, speed freak, kleptomaniac, death knight, egg-sucking daemon kobold warp-wizard
Stats: dexterity 6, intelligence wisdom constitution 4s, all else 1s. Min/max out the wazoo.

Skills: weaponry, arcana, & academic lore at3s, ballistic 2, acrobat, drive, pilot, larceny, craft, tech, any 4 socials all at 1s.

Backgrounds: inherit 4(drug rig & drugs & MIU), artifact 3(wraithbone spear), wealth 3. You really are an antisocial bastard aren't you?

Species: kobold, size 2, sacrifice 2 hp for 1 resource point.
Exaltation: deamonhost, free magic school (transmutation), bitey, takes less damage, can have stats at 6 with power level 2.

Classes: spellsword (sword mage level 1), aspirant (sorcerer level 2)

Feats & stuff: academy (weapon prof basic & melee 1(spears & shields & flails)), armor prof light, minor magic (illusion), arcane blade, arcana mark, veteran, -1 spell casting target numbers when using an implement for completing spellsword class, all thumbs (bad with tech & machines), enemy, big britches (wisdom test to refuse a dare/bet/etc.), bad luck (can't use hero points for rerolls), daemonhost asset greed (+1 backgrounds stolen from someone).
Result: triple enemy set (bahamut cult & tiamat cult & dragon council) from veteran + enemy + daemonhost greed asset.

Gear: inheritance = Mind impulse unit (datajack) +1k0 tech pilot drive, good drug injector rig 5x & programmable, 10x detox (end current drug effects & reduce withdrawal by 1 step), 10x drive (moderate/3 days & +1 mentals & fail perception), 10x slaught (moderate/3 days & +1 dex for scene then +2 fatigue), implanted flashlight). Wraithbone spear (2k2 rending, penetration 3, 2-hands, reach weapon, deliver touch spells with weapon attack). Autopistol, Fencing Sword, Mesh Vest, Street Clothes (Common quality clothing), Chrono, flask of brandy.

Stat line: hp 10, resilience 3, armor 4(body) & -6 dmg (not vs silver/magic), defense 36 +3drugs+(3/5/7)blur =~low-mid 40s, dodge 7k6(+1k1 on drugs) =~ +20(+23) defense, speed 7 & 42 run (8 & 48), mental defense 10, resolve 2, resource points 6, devotion 6, hero points 2

Function: In combat dose dex & move, dose mental & RP+blur = 8k5 = 85% 25+ = def 46 & 8k6 dodge, later pick up necromancy of touch attack spell or higher transmutation with polymorph or enlarge/shrink. Out of combat hard fail in social situations, tech & machine stuff is stuck at 4k4 which is actually pretty good anyways.
 
Feb 17: non-combatant with a bodyguard. How many systems can you fully-in-rules do that in? Supers where there's powers for multiple bodies that can be always on, yes. Not sure what else.

Hero and Gurps and BESM all allow you to buy a follower for moderately cheap. T20 had a feat for something similar. Duplication is normally too expensive and you would have two non-combatants and no body guard.
 
Bowzer -- System: Convergence Point v1.9

All this set of characters are based on the "OVA" of The Neo Frontiers Series. Like all the Neo Frontiers Stories, it will not focus on any particular character but follows several characters throughout the course of the series. Although each one gets to be a star in one episode some just continue to follow their life. They will be at the level of when they first appear.

Name: Bowzer
I am sure he has a legal name but he never goes by it. In fact most Spacers, especially those who "left Earth behind" seem to go by "working names".
Core Trait: Human Belt Miner of the Neo Frontiers OVA era

Bowzer is just another belter. He did his time in the military like most guys, but decided to hit space after the wars to make a better living. He works hard for a smaller subcontractor to bigger mining corps, doing recovery and loading. He knows how to run a mining pod, but he is more expert with a shifting pod (a scooper/ bulldozer in space) and a loader/ constructor (a humanoid shaped vehicle/ working device). Sure he drank a lot after his shift with the krewe and everybody liked him, even though he dealt with the Union stiff and the corp suit (who the hell wears a suit in null G). He even joins in the mine ball game in either his lifter or his pod when he can. Nothing too special about him.

That is until the suit unveiled the new contract and "safety rules". No fraken way we were working under that. Then they (and we know it was them) roughed up the Union scruff and our director. We were not taking this sitting down. Fraken Earth Corps have exploited us for too long and UZ don't give a fresher vac. (Think give a squat in spacer speak.) We are taking it to them.


Write Up Convergence Point

Name: Bowzer
Core Trait: Human Belt Miner of the Neo Frontiers OVA era
Lv 3 /EP Mod 1.75x ( 1.15 -0 +.6)

Prime Aspects
PHY 10 +3/7- "Pretty Buff for being out here on The Belt all this time"
DEX 16 +5/9- "Give me the Controls"
MEN 9 +3/7- "Didn't do well in class"
EMO 13 +4/8- "Tougher than those rocks"
MPY 11 +3/7- "Blessed Saint Barbara and Joseph (of Cupertino) help me
CHA 15 +5/9- "I am everybody's Guy"

Core Focus: L-COM +CMU +CON +GEE +VHL -0x

Athletic+1 "Fitness"
Combative +3 "Military Weapons" "Main Gun" "Brawler"
L. Combative+3 "Darts" "Mining Laser" "Brawler"
By taking brawler for limited combat, he gets that additional +3 for limited combat and +1 for the brawler trait on combative.
Contact "Veterans" "Miners" "Union" "Corp punks" "The Pub"
Gee "Null Gee" "Acceleration"
Vehicle +4 "Military Vehicles" "Tank" "Augment Suit" "Mining Pod" "Mecha (*1)"

Developing /Expanding Level

Addiction: Alcohol, Minor (B1)
Psych: "Rowdy/ Hooligan" (B1)

Miner Training GEE+0 "Null GEE" VHL+1 "Mining Pods" +.1x

Military Training COM+1 "Military Weapons" ATH+1 "Fitness" +.1x (.3x Adjusted)
Tanker Training FAM-0 Augement Suit, COM+1 Main Gun VHL+1 "Military Vehicles" "Tank". +.15x (.35x Adjusted)
Veteran COM+1 CON+1 Old Buddies +.25x (this really needs adjustment)

*1) The original book lists call then Vehicles and loaders and construction walkers, but you can not seem to stop players calling them mecha. So they use that term on their sheets and in conversation, even if they use "loader" or "builder" in character.


6/1) Maxim de Gaulle Human UZ Administrator of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...-characters-are-pub-edition.8739/#post-407995

7/2) Nevel Walsh Human Corporate Troubleshooter of Neo Frontiers OVA
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-408628

8/ 3) Major Smith Human Space Ranger of Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409124

9/ 4) Bowzer Human Belt Miner of the Neo Frontiers OVA era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409781
 
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Hero and Gurps and BESM all allow you to buy a follower for moderately cheap. T20 had a feat for something similar. Duplication is normally too expensive and you would have two non-combatants and no body guard.
All honesty I hadn't bothered to do the math of double body vs follower type stuff. Followers, to me signals, more mooks & assistants than a bodyguard. But like I said, point buys are relatively OK with them.

Now, since my last four days have been completely overwhelmed with being... <shudder> social... and this is my first quiet time, let's play catch-up.

Feb 19: just a regular joe apprentice wizard caught in a horrible accident caused by a cocaine wizard (who thought it was hilarious) and reanimated as a (smaller) zombie-golem with an electronic brain, glowing rune encrusted obsidian heart, and a chip on it's shoulder. but the nice druids took it in and treated it well.
Stats: int & dex 5, will & con 3, str fel cha 2, wis & composure 1.
Skills: brawl 2, ballistic 3, acro 1, pilot 1, academic lore 2, arcana 3, tech 1, craft 1, forbidden lore 1, scrutiny 1, animal ken 3
Backgrounds: inherit 3(best cortex implant), mentor 2(archdruid Bob), backing 1(druid council), contact 1(renegade sorcerer)
Species: halfling, size 2, use dex x6 for defense instead of wis+dex x3
Exaltation: promethian, worse at non exalt socials with people, had to kill, many immunities from robot/zombie type body
Classes: apprentice (sorcerer 1) ovate (druid 1)
Feats & stuff: spell power, implement focus, photographic memory, foresight, illusion magic (blur), low of the stars (code of honor), druid's oath, intolerance (cocaine wizards), veteran
Gear: Hand Weapon, Las Pistol, Knife, Quilted Vest, Robes (Common quality clothing), Implement, book of Poetry
Stat line: hp 12, resilience 3, armor 4(all), defense 40, dodge 6k5, speed 7 & 42 run, mental defense 10, resolve 4, resource points 3 @ 1/hour, devotion 6, hero points 2
FUNCTION @ combat start blur fettered 3k3 = 65% +3(43) def & 15% +5(45) def
session 3+ full action wildshape = -2 hp, 16/96(quad) speed, 46 defense, 7k6 dodge
session 5+ wildshape & blur w/SF = 90% +7(53), 80% +9(55), 60% +11(57), 20% +13(59)
illusion: 7k5 & reroll 1 die & SF+5, 90% 28, 80% 31, 60% 35, 20% 41 @ 1% warp rates
VETERAN: bad eyes (your rotten eyeballs in those sockets give you half dice on perception & long range shooting rolls)

Feb 20: many skills vampire assimar starts bad at social stuff, has no weaknesses after 5 sessions, can do anything, also a pretty good starship captain
Stats: wis & dex 4, int will con cha 3, sre fel cmp 1
Skills: brawl 2, ballistics 3, acrobat 1, drive 1, pilot 1, stealth 1, larceny 1, command 3, persuade 2, disguise 1, deceive 1, perform 1, animal ken 1, medic 1, tech 1, politics 2, perception 1, craft 1
Backgrounds: backing 3 & holdings 3 (spelljammer & group), followers 2 (loyal mooks), inheritance 3 (best quality brain implant)
Species: assimar, size 5, jaded & fearless(angry) = immune to fear & pinning but has anger issues
Exaltation: vampire, undead, bitey, addicted to blood, bad sunburns, see in darkness
Classes: Scholar
Feats & stuff: veteran, vampire clan asset toreador (+power stat to craft & perform rolls), academy (weapon profs basic & ranged 1), speak language, eidetic memory
Gear:
Heavy Wrench (club), Las Pistol, Knife, Flak Vest, Combi-Tool, Data Slate, Torch, Bag of Random fiddly bits, Good Quality clothing).
Stat line: hp 14, resilience 4, armor 0(or 5 flak everywhere but head), defense 24(or 19 if armored), dodge 5k4, speed 5 & 30 run, mental defense 10, resolve 5, resource points 5 & +bite, hero points 2
TODO: session 1 = +mental skills & expanded knowledge
session 2 = skill focus(lore) & exit scholar(+2 specialties) & enter tactical officer & +brawl
session 3 & 4 = exit tactical officer & enter captain
session 5 to 7 = +fel +com & exit captain into free study
session 8 to 13 all stats to 3s, one stat at 4, train 4 skills
FUNCTION: almost no drawbacks & will have all skills trained & all stats 3+
VETERAN: pick a HUNTED, you used legalese & history & crap to weasel your spelljammer off them
 
I blame the sick. I noticed I screwed up a section of Bowzer. I also forgot a piece he should have. I think I have him all fixed now.

If you want to see and read the updated Bowzer click here. (I can edit that page for a longer time, than on The Pub.)
 
Feb 21: ok, last DtD40k7e character for a while. After this I'll try pushing on Lancer to see what I can get from that game.

Balanced semi-speed run to healing magic 5 w/ lots if rerolling warpy crap. Basic, plain human atlantean druid
Stats: wisdom 5, willpower & dexterity 3s, all others 2s.

Skills: brawling 5, animal ken 4, medic, acrobat, scrutiny 3s, ballistics 2, tech use 1.

Backgrounds: artifact 4 (wraithbone heart = reroll warp crap and choose one), backing 2 (druid council), holdings 2 (small living robot saber tooth tiger).

Species: human, size 4, freedom of choice, +1 hero point.
Exaltation: atlantean, free magic dot (healing = cure light wounds), easy resource recovery, roll all warp crap twice and choose one or both.
Classes: ovate & oak knower (level 2 druid).

Feats & stuff: veteran, law of the stars (hippocratic oath), all thumbs (-1k0 tech & machines), will to live (-2k0 vs pinning & save vs surrendering if down or out), clueless (worse offensive social combat), academy (weapon prof basic & ranged 1), druid's oath (reroll & choose warps if casting transmutation or healing spells if acting druidy), high senses (+2k0 hearing), animal companion, improved animal companion (for completing ovate class), healing magic rank 2 (regenerate limb or death ward), spell focus healing (+5 result if succeed casting the spell), wild empathy (may social with animals), wild shape (full round action to shift 1 dot of physical stat around & gain quadraped or crawler or amphibious).

Gear: street clothes, flashlight, charm, medkit, space suit, tricorder, shock glove (common brawling weapon 1k1 impact, pen0, con 15 vs stun 1 turn if it wounds), primitive stun gun (primitive pistol, 2k2 energy, pen0, range 30m, rof 1, ammo 1, reload 1 fulk turn, con 15 vs stun 1 turn if it wounds & con 15 vs toxic inflicts fatigue if any damage passes armor).

Stat line: hp 10, resiluence 4, armor 0, defense 20, dodge 6k3, speed 5 & 30 run, mental defense 15, resolve 5, devotion 6, resource points 6, hero points 3.

Punch: 7k5 rr1 for 4k2 impact, penetration 0, brawling & shocking.
Taze: 4k2 for 2k2 energy, penetration 0, 30m, rof 1, ammo 1, reload 1 full, toxic & shocking.

900xp remaining feats to get to level 5, 200xp animal ken skill to 5, 900xp healing magic to rank 5.

Animal companion: Ferocious Creature from book 1 p.345 with +1 con & sound constitution (+1 hp).

Sabertooth driod... actually came out really similar to the animal companion. Less defense & dodge offset by 10 armor & machine immunities. I'd be strongly tempted to just make it a machine version of the animal companion, trading some dodgyness for armorness.
 
Starting that dive into Lancer. Gonna do 4 pilots then level them up. Starting pilots are... limited. Severely. Basic ranged to hit is Aim vs Evasion, at start that's d20+0 vs ... check example opponents... 8, 10, 12, 12, 7, 11, 7, 8, 10, 12, 11, 10, 14... hilariously bad. Melee attack is melee mod vs evasion, that's based on the mech's hull value which at start is +/-1. You're digging for various +d6s to hit to get anything but a silly whiff fest for combat. Also there's some question (haven't looked for advice anywhere yet) about wtf you do with blast weapons.

Feb 22: Amy, Bob, Cal, & Dia will be our pilots. Start with Amy, the brave talky ex-soldier martial artist
Amy.
Background: soldier (martial artist), auto pass or +1d6 or +2d6 to narrative & non-mech checks that match up.
Traits: Brave, erudite, greedy, same effect as background plus acts as narrative hp.
Talents: duelist - if making one attack with a main/auxiliary melee weapon get +2d6 to hit. Lancer - if you boost (double move) then at the end make one melee attack. Martial artist - if you attack action with 2+ main/auxiliary melee weapons the first two attacks are at +1d6 to hit.

Mech: GMS STANDARD PATTERN I (“EVEREST”)

2x main melee weapons, reach, 1d6 kinetic
Main rifle (integrated), range 12, 1d6 kinetic
+1 armor (reduce all incoming damage by 1)
jump jets: may fly (straight line, ignore terrain, land/fall at end) when boosting
deployable cover: action to place a line-4 light cover barrier (-1d6 scan/attack/e-war)

Hull 11: melee atk +1, hp 11, repair rate 3
Agility 10: evasion 10, speed 5
Systems 9: sensor & e-war checks -1, sensor range 9, e-war defense 9
Engineering 10: heat cap 10, cooling 5 (takes an action), repair cap 5 (hp per mission).

Function: double move (optional fly) & attack once melee d20+1+2d6 for 1d6 dmg. Then melee attacks main d20+1+1d6 & second d20+1+1d6 & gun attack d20-1d6, all do 1d6 kinetic.
 
10) The Animate -- System: Convergence Point v1.9
Core Trait: Reanimate Henchman of the Meta World
Doing a character based on how I feel.

Much like Adam, the most famous of the Reanimates, The Animate combines several corpses and a variation on the Frankenstein Process. This grants him the expected near immortality, near invulnerability, and such. Unlike most reanimates of the Frankenstein process, he has not grown more intelligent (and alive) over time. He is one of several created by (The) Mercurian, an alchemical villain. Unlike the rest of those "mooks", he survived the inevitable meta being encounter and somehow leveled up. While somewhat intelligent for a general reanimate, he is generally considered mindless. He will follow "his leader figure", whoever that is now. (He has "changed hands" a couple of times now.) Thus he is a reoccurring named "henchman". He actually has his own 'name title" in the comics.

Description: A slightly taller than average man. He has very pale skin with a greenish tinge and white hair. His chest and abdomen are covered in scars that do not bleed, but do not look completely closed. He expression tends to be blank and his eyes look lifeless. He is currently dressed in an old ill-fitting suit from Salvation Army, which has seen some wear and tear due to his violent uses.

Like all reanimates, he is nigh unstoppable... he can suck up damage because no stun effects are available against him.

Write Up Convergence Point

Name: Animate, The
Core Trait: Reanimate Henchman of the Meta World
Lv 5 /EP Mod 1.15x (.9x +.0 +.65 -.4x)

Prime Aspects
PHY 10 +3/7- "Slightly Dead"
DEX 10 +3/7- "Well he is dead"
MEN 10 +3/7- "Instinctive Intelligence"
EMO 10 +3/7- "Instinctive Intelligence"
MPY 10 +3/7- "Alchemical Soul"
CHA 10 +3/7- "Unnerving"

Life Set - Reanimate: CHA Trait "Unnerving" MPY Trait "Alchemical Soul" 2pts, adjusted to 0 pts

Meta Set: Reanimate Lifeset Max 14 .65x (Common Meta)
Reanimates are technically a kind, and a meta-kind at that (like Kryptonians and Atlanteans). Note: He has three meta traits left to spend, after spending one to enhance the meta set with buffers.

1 Trauma Shift - Reanimate - Removes most stun effects and Disabiling/ Killing is now a 7/5 impairment. (only required ME for meta life set).

1 Super Strength x4 Strength +4 SDAM (total of 1d6+9 G)
3 Super Endurance (simple)
4 Super Regeneration (Lv2)

3 Buffer Stun (15 stun before applied to the character) Not that stun effects him, but it keeps his earned impairments down.
1 Buffer Wounds (5 wounds before applied to the character)


Core Focus: ATH+COM+CFT
Athletic +5 Tougher than any reanimate
Combat +5 Hand to Hand, Grab x3
Craft+5 "Warehouse" "Moving" "Security Guard"

Developing /Expanding Level
Body: Cognitively Slow Processing (B2)
Emotional: "Follows strong leader type" (B3)

Note: He has four level traits saved for some kind of "radiation accident", to buy off existing burdens. It would be next level at the earliest.
 
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Feb 23: where we continue the Lancer dive with Bob, the charismatic ex-pirate heavy melee mech specialist.
Name: Bob

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply):
pirate - intimidation, starships(piloting), weapons(melee)

Traits (+1d6 to narrative & non-mech checks that apply, also work as hit points): charismatic, loyal, lazy

Talents (do yo mecha shizz):
Bonded: choose an ally (Amy), if adjacent then +1d6 to hit with attacks
Executioner: with primary attack is heavy+ melee weapon attack 2 targets
Tactics: +1d6 to hit if ally is in melee with the target

Mech:
GMS Standard Pattern 1 "Everest"

Modules:
heavy melee weapon (takes both hands), range=reach, 2d6 kinetic (4ep)
+1 armor: -1 damage taken each hit (1ep/2ip)
personalization, +2hp (1ep)
main rifle, integrated (no hands needed), range=12, 1d6 kinetic (2ep/1ip)
smoke grenades, range=throw-10, blast-3, smoke from end of turn for 3 turns, light cover (-1d6 to hit)
free 1ip (internal point of space)

Mech stats:

Hull 11/+1: melee atk +1, HP 13(ARMOR 1), repair rate 3
Agility 10/+0: evasion 10, speed 5
Systems 10/+0: sensor range 10, e-war defense 10
Engineer 9/-1: heat cap 9, cooling (action) 5, repair cap (per mission) 5

FUNCTION:

Try to stay adjacent to Amy for +1d6 to hit with any weapon, in melee primary attack big sword 2 targets at d20+1+1d6 for 2d6 damage & secondary gun for d20-1d6 for 1d6 damage. Deploy smoke while advancing to melee if useful.
 
1+31) Christopher Bell Human Rust Rider of Blackbird Era Mars
https://www.rpgpub.com/threads/ccc-...-characters-are-pub-edition.8739/#post-405050

2) The Quiet Mist Dammed Criminal Mastermind of Seaboard City META World 21
https://www.rpgpub.com/threads/ccc-...-characters-are-pub-edition.8739/#post-405208

3 +31) John Carson Esper Kid of Helium Chronicle/ Silver age Colonial
https://www.rpgpub.com/threads/ccc-...-characters-are-pub-edition.8739/#post-405820

4) Bley Oaks Satyr Barrista of Some Chronicle
https://www.rpgpub.com/threads/ccc-...-characters-are-pub-edition.8739/#post-406482

5) Agent Masters and Ranger
https://www.rpgpub.com/threads/ccc-...-characters-are-pub-edition.8739/#post-407498

6/1) Maxim de Gaulle Human UZ Administrator of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...-characters-are-pub-edition.8739/#post-407995

7/2) Nevel Walsh Human Corporate Troubleshooter of Neo Frontiers OVA
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-408628

8/ 3) Major Smith Human Space Ranger of Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409124

9/ 4) Bowzer Human Belt Miner of the Neo Frontiers OVA era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409781

10) The Animate Reanimate Henchman of the Meta World
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-410518
 
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Feb 24: more Lancer with Cal, the calm lying scuzzball gun-nut doctor.
Name: Cal

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply):
doctor - biology, medicine, persuasion(diplomacy)

Traits (+1d6 to narrative & non-mech checks that apply, also work as hit points):
calm, rational, deceptive

Talents (do yo mecha shizz):
Crack Shot: guns +1d6 to hit targets not under cover
Gunslinger: if firing 2+ auxiliary guns +1d6 to hit with them
Vanguard: if firing CBQ guns at range <=5 then +1d6 to hit

Mech: GMS Standard Pattern 1 "Everest"

Modules:
remove arms, can't lift things, all weapons must be integrated, +3ep, +3ip, (no cost)
8x auxiliary CQW pistols, integrated (no hands needed), range=10, 1d3 kinetic, only primary can crit (8ep/8ip)
personalization, +2hp (1ep)
grapplers, +1d6 on grapples, use 2 weapons in a grapple (1ep)
custom paint job, ignore the first roll on the crit chart (1ep)
OPTION: drop the grapplers and one pistol to sub in the r12&1d6k standard rifle

Mech stats:
Hull 10/+0: melee atk +0, HP 12, repair rate 3
Agility 11/+1: evasion 11, speed 6
Systems 10/+0: sensor range 10, e-war defense 10
Engineer 9/-1: heat cap 9, cooling (action) 5, repair cap (per mission) 5

FUNCTION:
Ideally run to 5 squares away from someone who isn't in cover for eight attacks of d20+[3d6 best] for 1d3 damage each and just ablate the fuck out of their hit points. Even light cover (-1d6) and 6-10 range is straight d20 vs evasion because the gunslinger talent +1d6 negates the -1d6. Be the dice spam.
 
11/ 5) Chancellor Gavins -- System: Convergence Point v1.9

All this set of characters are based on the "OVA" of The Neo Frontiers Series. Like all the Neo Frontiers Stories, it will not focus on any particular character but follows several characters throughout the course of the series. Although each one gets to be a star in one episode some just continue to follow their life. They will be at the level of when they first appear.

Name: Chancellor Gavins
Core Trait: Esper Chancellor of the Neo Frontiers OVA Era

I am unsure if this is his first name or last name. I am going to do some world building off this that some would think is reaching.

First the Encyclopedia Entry
Titan and its Outposts are the true hub of the Outer System. It is also the nexus for many "close" out system outposts.

The outpost was set up because of the Saturn Gas Mines. This continues to be a growing industry with six different corporations with gas mining operations on Saturn - some with associated habitats on the other moons (the Saturn archipelago belt is the new term.). Once expected only to be found in Jupiter's "Gas Seas", alleged "signs of life" in the Saturn "Gas Sea" layers. While actual life has yet to be found, it started the trend towards science and academia on Titan.

The various science stations for research best conducted "off earth" were set up on Titan (and other archipelago moons). The most noted is now called called "The Insitute for Psionic and Esper Studies. Here scientists of all stripes studied the Esper Phenomena, in a more Esper inclusive Spacer Environment. The IPES works with Espers, Esper training/techniques, Esper Biology, Neotic Physics, Subtle Field Physics, and Psi-Tech. (It is interesting to note that they have generated more "useful" results than MagiTech's research.) Espers who were scientists or just acting as subjects made their way to Titan. In fact, The Institute is one of the reasons Titan (and the rest of the archipelago) has such a high Esper Population.

The next most noted is the Hyperon Shipyards and associated A.A.-sponsored Space Propulsion Lab and Technology Center on Titan. (Note: Travel between Saturn's Moon archipelago like an early 21st C jet flight, common, cheap, and fast.)

There are other science stations set up ranging from Biologic Science, Bionics, Data Intelligence Studies, ICT work, M Space physics, Advanced Engineering, and the much hyped, but largely ignored, Center for Zeno Biologic studies - as no real zeno biologic entity has yet to be discovered.

Eventually, all of these science centers were consolidated under The Universities of Titan (an Oxford annex). The Chancellor of the University helped oversee and coordinate the knowledge work and the actual teaching of classes (rather than just educational apprenticeships). Thus the Chancellor and their office influences over 70% of the population of Titan.

The corporations have sponsored (or partially sponsored) research locations around Saturn. They wish to tap the academic resources (and the established habitats/ outposts) in the outer system. Most of the projects and eventually schools were initially sponsored by NGOs and non-profits of various stripes. They continue to be contributors to The Finest University off Earth. (The University of Luna, the Athena Univesity (of Mars), and Ignatius University and School of Divinity (on Mars) are the other locations that compete for the title.)

It should note that the University of Titan has several general academic areas (History, Philosophy, and Language), business, and law programs as well, though those are not as well attended as their science programs.

There is a Habitat Manager for each dome cluster (on Titan and often for ones on other moons in the archipelago). There is Carlton Fontes, the Habitat Director who oversees each manager. These people are in charge of operations for their respective areas. Yet is the College Chancellor (supported by the Chancellor Council - especially the three senior chairs) that seems to hold all the real power. Not only do they control most of the resources of the Habitats, they seem to be "the thought leaders" for the Titan population - if not all Espers who are spacers). This tradition will undoubtedly continue on for the foreseeable future beyond Gavins administration.

It should be noted that the Chancellor is quite tied to The Institute and almost considers it to be the primary function of The Universities.

It should also be noted that Espers were "welcomed" on Titan after the Tokoyo Incident (and during the "complicated times of fear and misunderstanding after it). This was not just those associated with The Insitute, but shop keepers, construction workers, and other non-academics as well.


The Character
Chancellor Gavins has been in The Saturn System since the first days of the Life Quest Project (which became Center of ZB). He is a medical doctor and researcher by training, a lifelong learner by calling. He helped organize and coordinate the resources and knowledge of all the various projects as they came to Titan (and the archipelago). He also was one of the main researchers when the Esper Lab, eventually the IPES, was set up. He had a special interest in the Esper Project, as he was the oldest "activation" of esper abilities on record (and still is). (He activated at 42 not long after came to Titan.) Chancellor Gavins has been the guiding beacon for academic studies on Titan, inviting any number of academics to teach or research here. He arranged for the Oxford connection and the university's initial organization council. In short, he IS the University.

Undoubtedly they will name everything possible after Gavins after his death or retirement which will not be for a couple of decades yet.

He is also the reason why Titan became the "safe haven" for Espers who were no longer welcome on Earth, Luna, and L5 (who had their own Tokoyo incident). Not just for his own safety, but because "it was the right and proper thing to do".

He has a wife of fifteen years (Ann Margret) and two children (Rhea (14) and Chance (7)). The entire family are active espers

Description: Tall, thin, pale male, with a receding hairline. Sharply dressed in the tight jacketed suits favored by Low Gee People. Sometimes wears Oxford robes to official occasions. Always has Senior Chairs and his staff in his wake.

The OVA
It seems the Titanese are willing to embrace the System Revolt (first part of the First System War). They provide rhetoric and legal support to the revolutionary cause. They also provide telepathic communication for the Revolutionary Forces. Later on, they seem to turn on the revolt, willing to reconcile and even surrender to the UZSDF. Then they make sure that as much of "the revolutionary forces" joins the Combined System Defense Force as possible. This makes them seem very pragmatic, going which way the "winds of the war" blow. One can not discount that. This would be the common fan view.


Spoiler Alert - from the view of having seen the entire OVA
However, think about it. Titan has not just the highest Esper Percentage of any Outpost, but simply the largest number of Espers in one place. How many Uniques are there? (Though Spacer Espers have a lower percentage, a good number. However, more importantly, How many skilled precogs are there? How many can The Institute provide? How many would The Chancellor (or Chancellor's council - the unofficial ruling body of Titan (and the Saturn Archipelago) have access to? We can see what Kaede can do at this point, imagine someone who does nothing but hone their talents.

While you think on that, also consider that "The Opposition" had been working plans against Espers... to discredit them by making them seem the inciting group for the revolt among The Spacers. Why is that part of the plan? Well Espers, especially stronger Espers, can see The Opposition for what they are (given a little understanding and belief). Espers also have stronger psionics than The Opposition. However before "The Reveal", anyone talking about secret people living among us would be considered a crazy person or a believer in conspiracies and fables (Walter, we once again look at you).

So the Titanese have a properly measured response to "the real situation". They are trending carefully. They need everyone and they need better outcomes. They might know The Opposition is among us. But they can not reveal it without discrediting themselves. They might know about Opposition (or some cabal's) plans for Espers. They know the Corporation's plans for Spacers and how they are proxies for The Opposition. The people of Titan would be pro the revolutionary goals of the Free Spacers. Not only does this ensure their freedoms, but it also opens up local resources for local people. However, they should know there were legal ways to obtain this. No, they know the future. All legal changes were stymied if not actively blocked by The Opposition, their proxies, and the Corporations (who may or may not be proxies). They know they need to have a united Solian front. They know the possible concessions for various citizenships the UZ would have to make. In addition, they could see the various option. They actually took the best plan to ensure Solian victory and the best outcome for people (not corporations).

While we have the unsung villain of the First System War, The Chancellor is the unsung hero of the First System War.

Write Up Convergence Point

Name: Chancellor Gavins
Core Trait: Esper Chancellor of the Neo Frontiers OVA Era
Lv 4 /EP MOD 1.7x (1.15 -0 +.55x)

Prime Aspects
PHY 10 +3/7- "Was Quite Robust years ago"
DEX 11 +3/7- "Never one for a scalpel"
MEN 18 +6/10- "Top of my class naturally"
EMO 14 +4/8- "Nerves of Steel"
MPY 16 +5/9- "Esper of Saturn"
CHA 15 +5/9- "Strong Clear Voice"

Core Focus: ESP +L-CMU +KNW +INF +SCI

ESP +3 "Basic", "Clue", "Telepathy", "Sense Esper energy"
Limited Communication +3 "Oratory"
Contact +2 "School Buddies" "Espers"
Knowledge +3 "College" "Bioscience"
Influence +3 "The University", "Academics" "Espers" "UZ Gov"
Science+3 "Medicine", "Psionic Studies"

Developing /Expanding Level
Psych: "Careful Planner" B2 (-2 to any "snap decision" roll, potential lethal)
Psych: "Feels all Espers are his "children"/ must take care of them. B2
Veteran B1 "occasional flashback to his firefight days and the atrocities of the Matin Conflict he was part of. "
Nemesis: Magitech (B1)

College Graduation KNW+1"College" CON+1"School Buddies" +.25x
Institute Student "ESP+2 and two traits CON+1 "Espers" +.3x

Note: He has retired his Esper negative reputation, replace with Espers are his children.

6/1) Maxim de Gaulle Human UZ Administrator of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...-characters-are-pub-edition.8739/#post-407995

7/2) Nevel Walsh Human Corporate Troubleshooter of Neo Frontiers OVA
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-408628

8/ 3) Major Smith Human Space Ranger of Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409124

9/ 4) Bowzer Human Belt Miner of the Neo Frontiers OVA era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409781

11/ 5) Chancellor Gavins Esper Chancellor of the Neo Frontiers OVA Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-410749
 
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Feb25... and sure, Feb 26, because it's late: We'll do Dia, the last of our four Lancer characters and then start leveling them up.

Dia the friendly, nervous hacker electronic warfare mecha pilot
Name: Dia

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply):
hacker - hacking, research, criminal(forgery)

Traits (+1d6 to narrative & non-mech checks that apply, also work as hit points):
easygoing, friendly, nervous

Talents (do yo mecha shizz):
Hacker: if invade systems action roll is 20+ deal +1d6 heat
Infiltrator: +[1d6 best] to hide (action)
Drones: +5 sensor range

Mech:
GMS Standard Pattern 1 "Everest"

Modules:
Hull 9/-1: melee atk -1, HP 12, repair rate 2
Agility 10/+0: evasion 10, speed 5
Systems 11/+1: sensor range 16, e-war defense 11
Engineer 10/+0: heat cap 10, cooling (action) 5, repair cap (per mission) 5

FUNCTION:
Electronic warfare all the way right now. Lock on then EW or hide or "brace" (action, no attacks, -[1d6 worst] to be hit, reduces crit effects) while the drones deal 7-9 damage every turn.

And level Amy up to 2 for that first license and... not much really.
Name: Amy

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply):
soldier - weapons(military), athletics, martial arts

Traits (+1d6 to narrative & non-mech checks that apply, also work as hit points):
brave, erudite, greedy

Talents (do yo mecha shizz):
Duelist: if only one attack with main/auxiliary melee weapon +[2d6 best] to hit
Lancer: if boost (double move, takes action) then at end make one melee attack
Martial Artist 2: if attack action with 2+ main/auxiliary melee weapons then +[1d6 best] to hit for first two. if melee attack critical (20+ result) deal +1d6 damage.

Mech:
GMS Standard Pattern 1 "Everest" & SSC Mourning Cloak License 1 (+1agl +4hp)

Modules:

2x main melee weapons, range=reach, 1d6 kinetic (4ep)
miniaturize: one of the swords switches from main to auxiliary size (1ip)
jump jets: may fly (straight line, must land at end, ignore terrain) when boosting (1ep/1ip)
+1 armor: -1 damage taken each hit (1ep/2ip)
main rifle, integrated (no hands needed), range=12, 1d6 kinetic (2ep/1ip)

FUNCTION:
Boost into melee (flying option) one melee attack at d20+1+[2d6 best], then flail around in melee swords 2x d20+1+[1d6 best] & secondary gun d20-[1d6 worst] all at 1d6 damage. On a melee attack critical (20+ result) deals +1d6 damage
 
Feb 27: level Bob up to 2, netting us a sword, 4hp, and some minor 5% imrovements.

Name: Bob

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply):
pirate - intimidation, starships(piloting), weapons(melee)

Traits (+1d6 to narrative & non-mech checks that apply, also work as hit points):
charismatic, loyal, lazy

Talents (do yo mecha shizz):
Bonded: choose an ally, if adjacent then +[1d6 best] to hit with attacks
Executioner: with only melee attack is heavy+ melee weapon attack 2 targets. With only melee attack is heavy+ melee weapon and attack crits (rolls 20+) then all targets in melee reach take 1d6 damage.
Tactics: +[1d6 best] to hit if ally is in melee with the target

Mech: GMS Standard Pattern 1 "Everest" & IPNS Blackbeard License 1 (+1hull +4hp)

Modules:
nanocarbon sword heavy melee weapon (takes both hands), range=reach+1, 2d6 kinetic, -[1d6 worst] to hit, does highest of 2 crit chart rolls (3ep)
+2 armor: -2 damage taken each hit (2ep/4ip)
personalization, +2hp (1ep)
main rifle, have to swap with sword, range=12, 1d6 kinetic (2ep)
smoke grenades, range=throw-10, blast-3, smoke from end of turn for 3 turns, light cover (-[1d6 worst] to hit) (1ip)

Mech stats:
Hull 12/+2: melee atk +2, HP 18(ARMOR 2), repair rate 4
Agility 10/+0: evasion 10, speed 5
Systems 10/+0: sensor range 10, e-war defense 10
Engineer 9/-1: heat cap 9, cooling (action) 5, repair cap (per mission) 5

FUNCTION: Try to stay adjacent to Amy for +[1d6 best] to hit with any weapon & +[1d6 best] to hit in the same melee scrum, in melee only attack big sword 2 targets at d20+2-[1d6 worst] (if self & Amy is adj then +[1d6 best] or if Amy not adj or not in scrum but other ally is then no +/-) for 2d6 damage. On a melee attack critical (20+ result) all targets in reach take 1d6 damage. Shoot or deploy smoke while advancing to melee if useful.
 
12/ 6) Rodolfo Bottino -- System: Convergence Point v1.9

All this set of characters are based on the "OVA" of The Neo Frontiers Series. Like all the Neo Frontiers Stories, it will not focus on any particular character but follows several characters throughout the course of the series. Although each one gets to be a star in one episode some just continue to follow their life. They will be at the level of when they first appear.

In the order of appearance, Bottino (and Keller his aide) should be right after Bowzer. He simply has a more complicated backstory and related elements.

Name: Commander Rodolfo Bottino aka Force Commander Bottino
Core Trait: Human Grand Captain of Neo Frontiers OVA ERA
Commander of the First Space Alliance Force.
High Admiral of the Combined Military Force


For information on his earlier life and career, see any number of biographies written about him.

For the FSW purpose: Bottino was an Admiral in The Navy of a South American Old Country. The Navy was responsible for both Azul/ Blue (Sea) and Preto/ Black (Space) forces. While he was primarily a sea captain, coming up that ladder, he had space understanding.

Following a familiar pattern, his country devolved into a set of military fiefdoms. Most of it was eventually absorbed into The UZ. As a man without a country, he like so many veterans turned to space.

He was a captain of a freight mover for a good sized ship company. In only a few short years he became the company's fleet master (of logistics).

Over the years, he had many run-ins with pirates. You know, Space Pirates, those people the UZ states "do not exist". While he succeeded with superior tactics and improvised weapons, others were not so lucky. When he took on the Company Fleet, he did more.

UZ policy stated that no civilian vessel had a need for "weapons class" technology. Once in a position of influence inside the company, he arranged that all the ships had access to "tools" that could be used as a weapon. These projectors (for tow lines), flare pods, and disposable speed assisters, soon became "standard issue". In fact, Bottino helped to found Polycron space production yards that made and mounted these devices. He also made sure that concealed "emergency weapon systems" might be available.

Like many Spacers, he shared bad opinions of the Big Eight (Major Corporations based on Earth) and less than stellar opinions of other Earth Corps. When the Corps began to militarily strike against smaller companies and allegedly habs with civilians, he could not stand idly by.

He joined in the discussion and while others talked about freedoms, liberty, and economic prosperity, his military mind went toward defending the people. When the Spacer Council had gotten around to showing they are serious and defending Space, he was already there with a plan and a loose coalition of ships.

He collected a number of ships and proceeded to Earth as a "Projection of Force" and a protest. Just to show The Earth Governments that they were "a force to be reckoned with". He was not expected to meet an armed response, but it had not been ruled out. The UZSDF fired first, a shot off the bow so to speak. The UZSDF was operating under the UZ's council's delusion that no system ship needed to be armed and they had no weapons (because Space Pirates are a fairytale). The First unloaded with their "makeshift" and hidden weapons. The first wave of the UZDF force was crippled, which was The Commander's intent. He signaled for a retreat - to return to the safety of spacer controlled zones of band 4- because the UZDF could easily field a large second wave against them. A few ships from his hodge-podge force broke ranks and decided to attack other "Grounder" ships in the area and the incoming UZDF forces. (They would of gone after L1 Oneil, but that was a pipe dream.) Despite stringent and somewhat desperate communications from The Commander, these ships "flushed with success" attacked the civilian ships and the UZDF response. They were of course destroyed by a real military response. Note: The First was able to put distance between them and the Earth Response and the UZDF Cruiser pulled in from The Belt. (Aren't orbital mechanics (and successful nav rolls) fun?)

The Battle of L1 was not the first battle of The First System War. It was, however, the most telling. The UZ (and other Earthbound Zones/Countries) were now "on notice" that this was not just "some odd worker dispute in the belt", it was a conflict that could easily include them.

Most of the First System War was a cat and mouse game of feints and counter-feints. Neither side wanted to engage for political and social reasons, but neither side wanted to give up its military position either.
CMDR Bottino led The First (and The Second) Spacer Forces to a number of victories against the UZDF in near space, far space, and the famed Battle of The Ring (well above the system disk in Oort Space).

Then Events occurred. The Opposition was revealed. The Uranus base was attacked. The dominos were set into motion.

As part of the conditions for the "alliance", CMDR Bottino lead The CMF (Combined Military Force) against The Opposition. He coordinated and led the Defense of Titan and the Attack of The 12th Planet.

If you wish to know more of what happened after The Military Action with Bottino, the Council, and the UZ Central Council, it is covered in many biographies, but "The Sea Leopard Vol III" by the Martian Author Peteran Grey (Macmillian Mars, 2141) is recommended.

Write Up Convergence Point

Name: Commander Rodolfo Bottino aka Force Commander Bottino
Core Trait: Human Grand Captain of Neo Frontiers OVA ERA
Lv 5 /EP Mod 2.2x (1.2 -0 +1)

Prime Aspects
PHY 11 +3/7- "Desk Jockey"
DEX 11 +3/7- "Good at the Helm"
MEN 15 +5/9- "Brilliant"
EMO 13 +4/8- "Nerves of Steel"
MPY 12 +4/8- "Hunches
CHA 16 +5/9- "Salt and Pepper Hair (since his 20s)"

Core Focus: CMU +CON +KNW +L-Sci +S/T -0

Athletic +1 "Fitness", "Scuba Diving"
Combative +2 "Military Weapons" "Pistols"
Communication +6 "Commands" "Rousing Speeches"
Contacts +7 "Other Officers" "Military Buddies" "Spacers"
Craft +1 "Shipman" "
GEE+2 "Aquatic", "Null G"
Knowledge +5 "(Earth) Oceans" "Spacer Outposts" "Docking/Landing Spots"
Limited Science +6 "Navigation"
Strategy and Tactics +6 "Military" "Logistics" "Space"
Technology +2 "Ship Systems" "Retrofitting" "Sparker"
Vehicle+1 "Seacraft", "Submarines" "System Ships"

Developing /Expanding Level
Psych: "Loyalty to His People/ Command" (B2)
Psych: "Minimal Casualties on both sides" (B1)


Military Training: COM+1 "Military Weapons" ATH+1 "Fitness" +.1x (.3x Adjusted)
Special Navel Training Aquatic Training: VHL+1 "Submarines" "Seacraft" ATH+0 "Scuba Diving" GEE+0 "Aquatic" +.25x
Sailor CFT+1 Sailor, TEC+1 "Ship Systems" .1 (.25x adjusted)
Officer's Training: CMU+1 "Command" S/T+1 "Military" CON+1 "Other Officers" .15x (.3x adjusted)
Old School Space Training: GEE+2 "Null G" TEC+1"Ship Systems" +.3x
Veteran COM+1 CON+1 Old Buddies +.1x (.25x adjusted)

Employment: Rank+2
Free Space Alliance: Rank+2

6/ 1) Maxim de Gaulle Human UZ Administrator of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...-characters-are-pub-edition.8739/#post-407995

7/ 2) Nevel Walsh Human Corporate Troubleshooter of Neo Frontiers OVA
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-408628

8/ 3) Major Smith Human Space Ranger of Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409124

9/ 4) Bowzer Human Belt Miner of the Neo Frontiers OVA era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409781

11/ 5) Chancellor Gavins Esper Chancellor of the Neo Frontiers OVA Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-410749

12/ 6) Commander Rodolfo Bottino Human Grand Captain of Neo Frontiers OVA ERA
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-411673
 
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If you were reading the Neo Frontiers Book, these would be there for you to find in the encyclopedia. But since you are not. Here.

Pirates, Space [Entry]:
Mostly considered a tall tale by those in the Earth System, they do exist. Perhaps in lower numbers than the stories go. However, any number of ships are attacked and cargo taken. Most often the crew is killed and the ship taken. It should be impossible to travel through space and take ships unaware. Yet pirates manage it. Most of them have radar dampening or radar invisibility technology. (It has been determined that this is Opposition Technology.) Some Pirates are just thieves with ships. Most successful pirates (the ones with the radar tech) think they are privateers - pirates who are drawing paychecks and taking orders from (and hoping for some immunity when they get caught) from a Big 8 Corp or some country/zone. They often operate out of "ship towns" of their own or abandoned mining habs.

It is unclear of all pirate operations were Opposition fronts or if the Corporations had some hand in it. (Some will simply claim Proxies inside the corporations set them up.) There is a case to be made for one crew of Chinese-backed Pirates to go with the Chinese-backed "rebels" on Mars.

This could be made into a Mode, if you want to make pirates more important to an OVA era chronicle or want a simple Spacer Chronicle in Series 1.


The Big Eight [Entry]
These are the major mining/ resource/manufacturing corporations based on Earth that do most of their business in Space.
Guess I will need a list of them for people to hate.

Free spacers [Entry]
One of the names for the rebel factions who want to be completely independent from the UZ. Most of the demands from the spacer rebels (and there are several different kinds of rebels) are just anticorporate and anti-monopoly. Some are anti-Earth altogether.

However you can do that without going to war. But it to a vote saying yes we succeed. You then become a non-administrated zone, responsible for everything. Depending on your connections to the UZ, you will either be economically isolated or have any friendly allied status.

Most of the demands by the spacers are actually completely legal within the UZ Constitution. Somebody has been misinforming them. Somebody has modified databases. (Several corporations should be in trouble for this, but they (and we) are going to blame the opposition. Where have they wanted to vote themselves out or separate off they could do it. They just need to have a certain amount of population. They have to pay off the ownership of said ship or space from whatever organization has that or be gifted it. And it's all good. Spacers were specifically badly informed. Just to set up incidents.

The 12 Planet [Entry]
The 12th planet was the Opposition Stronghold in The Sol System.

It is called the 12th planet by The Opposition and by some ancient cultures (Sumarians primarily). "The twelfth planet", sometimes called Nibiru, is the 12th planet because of Ancient (and Opposition) views that the Solar System counted all eight planets, plus Pluto, the Sun, and the Moon.

This 12th planet has a 3600 earth year orbit. Ancient Human legends, like the Sumerian, said that species of great power lived there.

It is clear the Opposition did not evolve on The 12th planet. They however have been using it as their "staging base" for Activities in The Sol System for a while, possibly millennia.

Note: The 12th Planet was an ancient astronaut theory that occurred in the early 70s. Nibiru allegedly collided catastrophically with Tiamat (a goddess in the Babylonian creation myth the Enûma Eliš), which he considers to be another planet once located between Mars and Jupiter. This collision supposedly formed the planet Earth (or added mass to it), the Moon, the asteroid belt, and many comets. It was also speculated that Pluto was originally a satellite of Saturn but Nibiru's gravity perturbed it, sending it to the outer Solar System and giving the body its peculiar orbital path, intersecting the orbit of Neptune.
 
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Feb 28: Moar Lanzer macha wahwah bla. Translation -> level Cal the gun bunny doctor up to level 2 and make minor minor changes.

Name: Cal

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply):
doctor - biology, medicine, persuasion(diplomacy)

Traits (+1d6 to narrative & non-mech checks that apply, also work as hit points):
calm, rational, deceptive

Talents (do yo mecha shizz):
Crack Shot: guns +[1d6 best] to hit targets not under cover
Gunslinger: if firing 2+ auxiliary guns +[1d6 best] to hit with them
Vanguard 2: if firing CBQ guns at range <=5 then +[1d6 best] to hit, ignore ALL cover with cqb weapons at range <= 5

Mech: GMS Standard Pattern 1 "Everest" & SSC Mourning Cloak 1 (+1agl +4hp) [tortuga3, metalmark 1]

Modules:
3x auxiliary CQB pistols, integrated (no hands needed), range=10, 1d3 kinetic, no crit (3ep/3ip)
personalization, +2hp (1ep) OR netting containing smoke grenades & pancake mines
2x auxiliary(mini mod) CQB shotguns, in hands, range=5, 1d6 kinetic, only primary crits (4ep/2ip)

Mech stats:
Hull 10/+0: melee atk +0, HP 16, repair rate 3
Agility 12/+2: evasion 12, speed 6
Systems 10/+0: sensor range 10, e-war defense 10
Engineer 9/-1: heat cap 9, cooling (action) 5, repair cap (per mission) 5

FUNCTION:
Ideally run to 5 squares away from someone who isn't in cover for five attacks of d20+[3d6 best] two at 1d6 and three for 1d3 damage each and just ablate the fuck out of their hit points. Even light cover (-1d6) and 6-10 range is straight d20 vs evasion because the gunslinger talent +[1d6 best] negates the -[1d6 worst]. Be the dice spam.
 
Feb 29: Lamecr character Dia attains 2nd level and... gets more sensor range and trades a drone for letting the other three not get totally hosed by armor. So slightly more change and improvement than the others got, but still not a whole lot.

Name: Dia

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply):
hacker - hacking, research, criminal(forgery)

Traits (+1d6 to narrative & non-mech checks that apply, also work as hit points):
easygoing, friendly, nervous

Talents (do yo mecha shizz):
Hacker: if invade systems action roll is 20+ deal +1d6 heat
Infiltrator: +[1d6 best] to hide (action)
Drones 2: +10 sensor range & drones gain the AP (ignore armor) tag

Mech:
GMS Standard Pattern 1 "Everest" & H Goblin 1 (+1sys +4hp) [swallowtail]

Modules:
Hull 9/-1: melee atk -1, HP 16, repair rate 2
Agility 10/+0: evasion 10, speed 5
Systems 12/+2: sensor range 26, e-war defense 12
Engineer 10/+0: heat cap 10, cooling (action) 5, repair cap (per mission) 5

FUNCTION:
Electronic warfare all the way right now. Lock on then EW or hide or "brace" (action, no attacks, -[1d6 worst] to be hit, reduces crit effects) while the drones deal 5-7 damage every turn.
 
13/ 7) Chief Lt João Keller -- System: Convergence Point v1.9

All this set of characters are based on the "OVA" of The Neo Frontiers Series. Like all the Neo Frontiers Stories, it will not focus on any particular character but follows several characters throughout the series. Although each one gets to be a star in one episode some just continue to follow their life. They will be at the level of when they first appear. In the order of appearance, Bottino (and Keller his aide) should be right after Bowzer.

Keller did not get to star in an episode. He was important in a number of scenes.

Name: Chief Lt João Keller
Core Trait: Human Provocateur of the First System War Era

(instead of the OVA Era)

Most of his life is quiet and fairly standard. He did military service in an Old South American Country before it fell into balkanization. He did sea duty but had fallen into space duty before the end of things. He was somewhat unremarkable in his career.

He found his way onto Bottino's command just as "events" were occurring "in the belt". He was here to talk him into "taking actions" Bottino was already known for anti-pirate tactics and actions, as well as having spacer sentiments.

It seemed his "kicking about" after discharge allowed Keller to meet any number of krewes and groups. Many of which would be cores of various organizations. His use of the native language plus the Commander's loyalty to those of his commands (current or previous) ensured him a spot on the ship (and the "rebel" leadership).

He was Bottino's connection with other Spacers willing to deal with these problems. He was Bottino's main lieutenant/ support officer for most of the First System War. He is respected and seemed to do a good job.

Write Up Convergence Point
Name: Chief Lt João Keller
Core Trait: Human Provocateur of the First System War Era
Lv 3 /EP Mod 1.6x (1 -.2 +.8)

Prime Aspects
PHY 10 +3/7- "Non-descript"
DEX 10 +3/7- "Non-descript"
MEN 12 +4/8- "Smarter than you" (mammal"
EMO 10 +3/7- "Ice Cold"
MPY 10 +3/7- "Reptiloid Aura/ Strange Aura"
CHA 12 +4/8- "Talker"

Core Focus: CMU +CON +CFT +S/T

Athletic +1 "Fitness" "Scuba"
Combative +1 "Military Weapons" "Unarmed Combat" "Knife"
Communication +4 "Command", "Conversation", "Rabblerouse"
Contacts +5 "Other Officers" "Spacers" "Belters"
Craft +3 "Shipman"
ESP+1 "Dominate"
GEE+2 "Aquatic" "Null G"
Strategy/ Tactics +4 "Military" "Provocateur"
Technology+1 "Ship Systems"
Vehicle +1 Sea Craft Submarines System Ships

Developing /Expanding Level
Military Training: COM+1 "Military Weapons" ATH+1 "Fitness" +.1x (.3x Adjusted)
Special Aquatic Training: VHL+1 "Submarines" "Seacraft" ATH+0 "Scuba Diving" GEE+0 "Aquatic" +.25x
Officer's Training: CMU+1 "Command" S/T+1 "Military" CON+1 "Other Officers" .15x (.3x adjusted)
Old School Space Training: GEE+2 "Null G" TEC+1"Ship Systems" +.3x

Post Reveal Spoiler alert
It is hard to tell if his past life story was true or a fiction made up. He had contacts with other groups as Keller. The Portuguese elements may be added at the end.

Name: Keller
Core Trait: Opposition/ Reptiloid Provocateur of the First System War Era

Repteloid Set (After Reveal) +0x
Super Strength x3
ESP+1 "Dominate" (which did not work on Bottino ever.)

His last big scene:

The Commander and his staff were in the navigation area of his bridge watching the video of data burst. He is doing his standard steepled fingers under his nose.

There are murmurs of discussion around it about how "it is fake". "If they can be there". "It is a psych warfare piece". "Yet if it is true, it explains" "Can we just ignore this?" "Can we afford to?"

The communication officer (who is always there. He gets lines, but is just listed as "Communication Officer 1" in the credits), speaks over them. He tells him that there is additional data on known "Opposition", known "Opposition" projects... and sir Pirates are on that list, and how to make an "Opposition detector".

In the background, lot of random shouting and some name calling.

"Order Please", The commander says over the discussion.

"Well, we are not going to panic or even worry about this. First, Communications, make sure that the data is distributed to our fleet and every outpost, habitat, ship town, and ship, in the outer system and Oort. After that make sure it gets to spacers in the inner system.

Mr Hinode, while I doubt "the opposition" has infiltrated everywhere, I want you to make sure we do a quiet, but systematic check. If you can build one of these "detectors" please do so.

Keller asks, "How do you know? They could be EVERYWHERE!"

Bottino calmly pulls his sidearm and aims it at Keller, "No, just one or two places. Maximum effect, less chance of discovery". "Lt Martin, Lt Chiel, please escort Chief Letenient Keller to the Brig."

"What? I have been with you since the beginning. I am loyal. Don't you see this is to divide us"

"Three things. I was aware that information was leaking from the fleet. Not a surprise really given its rag tag nature, but it was from high up. Two your advice was always on the provocative side. Now that could be just you. But it was not always aggressive, just complicated. Lastly, you do not drink your cafezinho (1) properly, your Portuguese has an accent, and none of my dear old (military) friends know you. And this is the final piece.

At this point. Keller realizes the gig is up. He begins to morph to have the advantage of "opposition"/ reptiloid form. Two shots slow him down and Martin and Chiel take him to the brig. The medical staff is to meet you there. (We are unsure if he makes it or not... we don't see him ever again.)

"Oh, Communications, once he rebroadcasts and confirmations have occurred, I would like a secure beam to Titan and I think the leadership of the UZSDF. "

1) Okay this is fixed. The original : You drink coffee wrong, you have an accent, and none of my dear old friends know you. I think this was mistranslated. Cafezinho is a Brazillian coffee drink everyone drinks. Portugues is the language there. Thirdly, if he checked up on him while official records might contain Keller, the unofficial memories of the military would remember an up and coming officer directly or my mention.

6/ 1) Maxim de Gaulle Human UZ Administrator of the Neo Frontiers OVA Era
https://www.rpgpub.com/threads/ccc-...-characters-are-pub-edition.8739/#post-407995

7/ 2) Nevel Walsh Human Corporate Troubleshooter of Neo Frontiers OVA
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-408628

8/ 3) Major Smith Human Space Ranger of Neo Frontier OVA Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409124

9/ 4) Bowzer Human Belt Miner of the Neo Frontiers OVA era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409781

11/ 5) Chancellor Gavins Esper Chancellor of the Neo Frontiers OVA Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-410749

12/ 6) Commander Rodolfo Bottino Human Grand Captain of Neo Frontiers OVA ERA
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-411673

13/ 7) Chief Lt João Keller Human Provocateur of the First System War Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-412106
 
March 1: Lancer still. Amy the twf sword mecha soldier levels up to 3 and gets real choices plus an actual meaningful combat boost. Finally. Suggestion: if you aren't playing with novices, start or fast track your game to level 3. Those first couple levels are freaking whiff fests.
Name: Amy

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply):
soldier - weapons(military), athletics, martial arts

Traits (+1d6 to narrative & non-mech checks that apply, also work as hit points):
brave, erudite, greedy

Talents (do yo mecha shizz):
Duelist: if only one attack with main/auxiliary melee weapon +[2d6 best] to hit
Lancer: if boost (double move, takes action) then at end make one melee attack
Martial Artist 3: if attack action with 2+ main/auxiliary melee weapons then +[1d6 best] to hit for first two. if melee attack critical (20+ result) deal +1d6 damage. if melee hit 20+ & >=5 over target evasion then sever a limb (leg=half spd, arm=less wield wp) or integrated weapon (destroyed) as a reaction (1/round).

Mech: Yay, your first real big kid mech.
SSC Mourning Cloak & SSC Mourning Cloak License 2 (+1agl +6hp +1aim +1 melee)

Modules:
GMS main melee weapon, range=reach, 1d6 kinetic (2ep)
variable knife auxiliary melee, 1d3+1, ARMOR PEIRCING, may attack targets in total cover (2ep)
jump jets: may fly (straight line, must land at end, ignore terrain) when boosting (1ep/1ip)
+2 armor: -2 damage taken each hit (2ep/4ip)
main rifle, integrated (no hands needed), range=12, 1d6 kinetic (2ep/1ip)
GMS shield system, take 1d6 heat & choose direction off mech, all ranged attacks -[1d6 worst] to/from that dir, change facing as action

Mech stats:
Hull 11/+1: melee atk +2, HP 17(ARMOR 2), repair rate 4
Agility 13/+1: evasion 13, speed 7
Systems 10/+0: sensor range 10, e-war defense 10
Engineer 10/+0: heat cap 10, cooling (action) 5, repair cap (per mission) 5
AIM +1, 9ep, 8ip, size 1

FUNCTION:
Boost into melee (flying option) one melee attack at d20+3+[2d6 best], then flail around in melee 2x d20+3+[1d6 best] for 1d6 & 1d3+1 AP & secondary gun d20-[1d6 worst] at 1d6. On a melee attack critical (20+ result) deals +1d6 damage & 1/round reaction if pass target evasion by 5+ sever a limb or destroy an integrated weapon.
 
1677783222872.png
Atticus Doom from Mezco He is the inspiration for this character.


14) Name: Mr Skull -- System: Convergence Point v1.9
Currently: Braden Chase Formerly Chase Fenton
Core Trait: Spectral Investigator of a Pulp Meta World (Chronicle yet to be determined)
Power Archetype: An occult investigator infused with Eldritch


Once a dabbler in both mysteries (as a classic English Detective) and the occult (quite by accident, but once you have seen the occult it has seen you), Chance Fenton lived a high life. Alas, things caught up with him and he died.

Well died as a mortal.

Because of the items he had in possessions, he became an eldritch being - able to switch between the mortal and the eldritch near realms. Since he had his murderers prosecuted, he needed to stay dead. Thus he moved to America, taking on the identity of Branden Chace. Since the turn of the century, he has become a scholar of the strange darkness, wielder of arcane magic, and aligned with the Eldritch Watchers.

Description: In Eldritch mode, he has a full glowing skull as a head on a mortal body (with a green glow of the bones inside). He tends to wear an overcoat and waist code from early Eduardian.

In his mortal guise, he is in a very nice, but dated suit.

Write Up Convergence Point

Name: Mr Skull
Currently: Braden Chase Formerly Chase Fenton
Core Trait: Spectral Investigator of a Pulp Meta World (Chronicle yet to be determined) .05 per meta
Power Archetype: An occult investigator infused with Eldritch

Lv 3 /EP Mod 1.65x ( 1.15 -0 +.4x +.1x) (3000 EP BONUS, next at 3300)

Prime Aspects
PHY 10 +3/7- "Quite Fit"
DEX 12 +4/8- "Fast Hands"
MEN 12 +4/8- "Clever"
EMO 12 +4/8- "Strong Willed"
MPY 14 +4/8- "Touched"
CHA 13 +4/8- "Charming"

Core Focus: DED, PER, COM, ATH -.0x

Athletic +3"Tougher than most"
Combative +3 "Unarmed Combat", "Hand Gun", "Fencer"
Deduction +3 "Criminal" "Eldritch"
Perception +3 "The out of place"
Power+3 "Eldritch" "Eldritch Knowledge (-2 to DR)"
Note: Instead of taking knowledge AoE or familiarity, he tagged the knowledge of magic/ supernatural on to his Power AoE. The GM accepted this, so the roll is MEN+POW with the -2 wrong AoE MOD, which grants him a net +1 at this time)

Meta Set: Eldritch +.4x
3 POW "Eldritch" "Eldritch Knowledge"
1 ATK
>Eldritch Colts 2d6 E (power) ranged
>>Eldritch Colts linked +2d6 H Ranged
4 Body ME
>Phase: Ability to shift back and forth between Eldritch Near Realms and The Earth Realm
>Shape Shift: Mortal Form and Back
>Insensible Visual all sight.

Has 1 meta traits saved

Developing /Expanding Level
Distinctive Feature (B2): Eldritch
Psych: Must protect the innocent (B1)
Psych: Hunts Eldritch Cults (B2)
Psych: Drive for Justice (A2) +1 when appropriate

Owner of the Philosopher’s Oculus Perception of Eldritch, Perception of Magic, Perception of time (past or forward only with scenes with an eldritch tag) Limited Reputation +2 +.1x
Owner of A Blade of Zion 2d6 Power/soul Damage linked with 2d6 E with no range, strength requirement, and Rep+1 "Blade Weilder" -.0x

Various Items of power "magic items" are floating around an Eldritch chronicle. The Owner Developing Pieces allow you to use said independent items, but also makes you known as the owner. As a gift, you have/ asset the item with minimal complications. As a flaw/ burden, it means the item brings more trouble into your life (often as those who would take said item). Developing Sets give one an EP Mod impact, which is usually zeroed. (Giving you the item and a reputation for having said item). Your EP MOD will change as the item is with you and no longer with you.
 
I swear I was going to do nothing but supervillains. I sort of reflexively made Mr skull into a hero. Consider this a patch to fix that.

Mr Skull - The Villain. (a dark anti-hero at best)

The first part is all the same. He is still the same young noble of good title with out as much wealth. He was doing the same thing at the turn of the century that 20s British detectives would do or Sherlock Holmes did earlier, passing away the time by solving crimes.

He eventually encountered cases that had no mortal explanation. He was exposed to The Eldritch. Once you can see it, it can see you. That aside, he solved the Unusual cases with as much aplomb as he did the Human ones.

Eventually, he discovered someone who managed to get away with it. Even with all his skills, he couldn't prove it because the man had gotten rid of the evidence before he could get to it. So of course, he took Justice in his own hands. He cleverly killed the man in such a way that nobody should know that he did it. And to be honest no one does.

He continued on his streak finding criminals of all sorts. Those he could prove in court would be arrested. Those he knew did it but could not be proved (or proved without destroying an innocent) were of course removed.

This brings us to a supernatural source of death. An Eldritch was killing someone with his followers. It was all part of a plan to gather back his wealth and properties that had passed on two generations back. He managed to stop him and the dastardly plan in a most unusual way. It cost him his mortal life. The Eldritch of the Cult was unprepared for him, especially as an even fight. Thus he finished him. He arranged for someone to solve his own death, neatly tying up the cult. He had to give up his mortal life and stay dead.

Because of the items he had in his possession, he became an eldritch being - able to switch between the mortal and the eldritch near realms. Since he had his murderers prosecuted, he needed to stay dead. He moved to America and took on the identity of Branden Chace. Since the turn of the century, he has become a scholar of the strange darkness, a wielder of arcane magic, and aligned with the Eldritch Watchers. He officially is a licensed private investigator.

A step beyond the hunters of the Eldritch, he continues on to the Americas. He is a bit more freely killing those who think they got away with it. Or to be honest, those who simply abuse their power and position. Really, he kills or destroys anyone who offends his whimsical sense of fair play. Using Eldritch edges against the unsuspecting is usually a way to offend his sense of fair play, but sometimes not. For the challenge, he does take on Eldritch who has been sloppy and has managed to be discovered.

To do this also requires a shifting of Developing Gifts/ Flaws (Assets and Burdens in TCP speech)

Distinctive Feature (B2): Eldritch
Psych: Whimsical sense of fair play (B1)
Psych: Needs a challenge (B2)
Psych: When serving "justice"/ sense of fair play +1 in appropriate actions. (A2)

--- -0- ---

Okay, the rest of my writing this afternoon got hijacked. Mr Bones and the Eldritch are just too interesting.

So I put it here....
 
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March 2: Lancer, in which Bob attains level 3 and suddenly becomes competent with a sword and noticably tougher than average. I tried a bit of rolling level 1 & 2 characters against the "starter" opponents in the pdf. Even against something a full step or two mechanically weaker it was a freaking whiff fest with everything feeling basically lol-random.
Name: Bob

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply):
pirate - intimidation, starships(piloting), weapons(melee)

Traits (+1d6 to narrative & non-mech checks that apply, also work as hit points):
charismatic, loyal, lazy

Talents (do yo mecha shizz):
Bonded: choose an ally, if adjacent then +[1d6 best] to hit with attacks
Executioner 3: with only melee attack is heavy+ melee weapon attack 2 targets. With only melee attack is heavy+ melee weapon and attack crits (rolls 20+) then all targets in melee reach take 1d6 damage. On first hit with a heavy or super heavy melee weapon all targets in melee take 1d6 damage. +1 reach.
Tactics: +[1d6 best] to hit if ally is in melee with the target

Mech:
IPNS Blackbeard & IPNS Blackbeard License 2 (+1hull +6hp +1melee +1aim)

Modules:
nanocarbon sword heavy melee weapon (takes both hands), range=reach+1+1=+2, 2d6 kinetic, -[1d6 worst] to hit, does highest of 2 crit chart rolls (3ep)
+3 armor: -3 damage taken each hit (3ep/6ip)
personalization, +2hp (1ep)
main rifle, have to swap with sword, range=12, 1d6 kinetic (2ep)
Synthetic Muscle Netting, +[1d6 best] to grapples and larger stuff gets no bonus for grappling you (1ip)
GMS grapplers, +[1d6 best] to grapple and can use any size wepon in a grapple (1ep)

Mech stats:

Hull 14/+4: melee atk +5, HP 22(ARMOR 3), repair rate 5
Agility 12/+2: evasion 12, speed 6
Systems 8/-2: sensor range 8, e-war defense 8
Engineer 10/+0: heat cap 10, cooling (action) 5, repair cap (per mission) 5
AIM +1, 10ep, 7ip, size 2, reach+1

FUNCTION:
Try to stay adjacent to Amy for +[1d6 best] to hit with any weapon & +[1d6 best] to hit in the same melee scrum, in melee only attack big sword 2 targets at REACH+2 d20+6-[1d6 worst] (if self & Amy is adj then +[1d6 best] or if Amy not adj or not in scrum then no +/-) for 2d6 damage. On a melee attack critical (20+ result) and on the first heavy+ weapon hit all targets in reach take 1d6 damage. You also get +[2d6 best] to grapple, bigger mechs get no bonus to grapple you, and you can use your big sword in a grapple, use this on buggers who try to run away.
 
March 3: Cal, gun bunny doc hits level 3 and gets way more guns, a couple bigger guns, and is less of a paper bag. Still kind of crappy shooting at d20+1, but piling on the advantage dice & ignoring cover close in helps, and you're spamming lots of attacks. The law of big numbers is in your favor.
Name: Cal

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply):
doctor - biology, medicine, persuasion(diplomacy)

Traits (+1d6 to narrative & non-mech checks that apply, also work as hit points):
calm, rational, deceptive

Talents (do yo mecha shizz):
Crack Shot: guns +[1d6 best] to hit targets not under cover
Gunslinger: if firing 2+ auxiliary guns +[1d6 best] to hit with them
Vanguard 3: if firing CBQ guns at range <=5 then +[1d6 best] to hit, ignore ALL cover with cqb weapons at range <= 5
V3=BREACH protocol: 1d6 heat (self): Until the start of your next turn as a reaction, attack any target that moves or enters 5 range with a CQB weapon. You can repeat this reaction, but each time take cumulative -[1d6 worst].

Mech:
SSC Mourning Cloak & SSC Mourning Cloak 2 (+1agl +6hp +1aim +1melee) [tortuga3, metalmark 1]

Modules:
remove arms, can't lift things, all weapons must be integrated, +3ep, +3ip, (no cost)
5x auxiliary CQB pistols, integrated (no hands needed), range=10, 1d3 kinetic, no crit (5ep/5ip)
personalization, +2hp (1ep)
3x auxiliary(mini mod) CQB shotguns integrated, range=5, 1d6 kinetic, only primary crits (6ep/6ip)

Mech stats:
Hull 11/+1: melee atk +2, HP 19, repair rate 4
Agility 13/+1: evasion 13, speed 7
Systems 10/+0: sensor range 10, e-war defense 10
Engineer 10/+0: heat cap 10, cooling (action) 5, repair cap (per mission) 5
AIM +1, 9ep, 8ip, size 1

FUNCTION:
Ideally run to 5 squares away from someone who isn't in cover for eight attacks of d20+1+[3d6 best] three at 1d6 & five for 1d3 damage each and just ablate the fuck out of their hit points. Even light cover (-1d6) and 6-10 range is straight d20 vs evasion because the gunslinger talent +[1d6 best] negates the -[1d6 worst]. Be the dice spam.
 
March 4, Lancer Dia the drone rigger and hacker levels to 3. Also looks like I screwed up formatting the previous entry got Dia. The only real cange from L1 to L2 was a couple +5%s, another +5 sensor range, basic invasions doing +1d6 heat. However at L3 here we're surprisingly dangerous. Lock on at up to 26 squares is almost double the range of most weapons, 5d3 armor peircing autohit at end of round is pretty decent, hiding can't fail as long as you don't have 2+ difficulty dice, and you'll damqge every turn until they break the lock on.

Name: Dia, level 3

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply): but it never changes so we've stopped caring about out of combat junk.

Traits (+1d6 to narrative & non-mech checks that apply, also work as hit points): but it never changes so we've stopped caring about out of combat junk.

Talents (do yo mecha shizz):
Hacker: if invade systems action roll is 20+ deal +1d6 heat
Infiltrator 3: +[1d6 best] to hide (action) & first attack from hiding gets +[1d6 best]. Reserve power instead of shutdown mode (when forced or as an action), evasion=10 & half speed & do nothing that gains heat, counts as total cover for opponents to lock on and invade & all scans on you auto fail (scan is how they find you when you hide), clears all system attacks and associated conditions & end as free action. If mech is size <=1 & you have no -[1d6] on the roll then auto-succeed any hiding check (still need cover) and first attack from hidden is at +[1d6 best] plus causes target to roll on the crit chart.
Drones 2: +10 sensor range & drones gain the AP (ignore armor) tag and... level 3 is nuke your drones for 'meh damage with a save? Nope.

Mech:
HR Goblin & HR Goblin License 2 (+1sys +6hp +1aim +1eDef)

Modules:
remove arms, can't lift things, all weapons must be integrated, +3ep, +3ip, (no cost)
5x drone nexus, drones do automatic 1d3 AP (ignore armor) damage at the end of the round to a target the mech has a lock on (10ip)
invasion rig, invasions in non-exposed do 1d6 heat and exposed condition doesn't end automatically (1ip)
scan 1, +5 sensor range (1ip)
GMS rifle, main integrated range 15, 1d6 damage, (2ep 1ip)
grapplers, +[1d6 best] to grapple & can use any size weapon grappling (1ep)
custom paint job, ignore the first roll on the crit chart (1ep)
personalization, +2hp (1ep)
manipulator arms, 4 delicate manipulator arms, not for heavy lifting (1ep)
NOTE: lock on is a e-war action, needs LOS & in sensor range, sensors vs e-war defense, lasts until LOS or range is broken, does break stealth to make but not to maintain. Hiding is another action, needs cover, e-war & sensor actions don't break stealth, DRONES don't break stealth, can find with sensor scan (action), like D&D invis - they know where you are but can't target you directly.

Mech stats:
Hull 9/-1: melee atk +0, HP 17, repair rate 3
Agility 12/+2: evasion 12, speed 6
Systems 14/+4: sensor range 26, e-war defense 15
Engineer 9/-1: heat cap 9, cooling (action) 4, repair cap (per mission) 4
AIM +1, 7ep, 10ip, size 0.5

FUNCTION:
Electronic warfare all the way. Lock on at d20+4 vs e-defense then EW or hide or "brace" (action, no attacks, -[1d6 worst] to be hit, reduces crit effects) while the drones deal 9-11 damage every turn. Inflict lots of heat damage with repeated EW hits. Has some backup options.
 
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15/ 8) Capt August Fall, UZSDF -- System: Convergence Point v1.9

All this set of characters are based on the "OVA" of The Neo Frontiers Series. Like all the Neo Frontiers Stories, it will not focus on any particular character but follows several characters throughout the series. Although each one gets to be a star in one episode some just continue to follow their life. They will be at the level of when they first appear.

Name: Capt August Fall, UZSDF
Core Trait: Human Space Marine of the Neo Frontiers Era


Captain Fall is a lifer. He enrolled right after secondary school and joined the USMF (as his country had become a zone). He was a young space marine under Hornet's command many years ago. He serviced up and eventually went to officer school. He has gone up the ranks since then. He did not want to reach "high command", he is right where he feels he is needed - command of a Space Marine Unit.

His personality is what makes him memorable. He is a straight-up honest guy who believes in honor of the corp, the vow of commitment, and the beliefs behind the UZ and UZMDF. He does his job, but asks questions and clarifications. He knows he is in the right. That clarity of mind and vision is why his marines love him and will follow him to The Oort and back.

He was also hoping that the Space Marine no longer needed to see military action in the Neo Frontiers Era (beyond being security and the occasional boarding action).

Yet he and the 12th were ready, should they be needed. He was ready to go against the Soviets or the Chinese Zones. He could deal with pirates if he ever found some. He was not ready for "rebels", especially those who had a point.

Description: He seems sort of vaguely Japanese, other than a very sharp jaw and nose. Then he rips his shirt and you see a very compact well defined body.


OVA This is going to be more "future history" from this point on.

The 12th is the most active and decorated Space Marine Unit in the First System War (by the UZSDF, Free Martians, and the CMF). It is comprised of four teams Blue, Oro (Gold), Plata (Silver), and White (Weiss). His second was Blu, in the "Hey Blu" phrase. Blu was the teams lead of Blue Squad. Blue Squad was special weapons and "odd tasks" unit.

Notes: Blu always sounded feminine to me. However, all we ever see is a Blu with two stars their helmet and two eyes behind visors. Also given the strange nature of the Blue Team, they were the PCs of the 12th.

The 12th was on the Moon during the Luna Conflict. They didn't do much beyond secure Tycho Landing.
Note: Moon and Luna are used interchangeably in the anime.

They were in the Belt for a few engagements. He mostly lost in conflicts when Spacers were using Mecha. (His reports probably pushed for the creation of UZSDF Mecha.) Luckily for the UZSDF, the mecha were not numerous and there was ship to ship and in-habitat combats.

They were on Mars to defend The Domes. As the Chinese advanced, they temporarily allied with Free Spaces and Free Martians. He and Bowzer were on the same side. (We got the scene where the Mecha ran while carrying Blu, The Blue, and their big gun, to help finish them off.)

There is a cool bit here, as Bowzer overhears Clarke's orders. "Damm, I liked being on the same side." Fall says, "We still are.... The Right Side".

This is where Hornet took over and "recommissioned himself". Having been in Hornet's command and questioning Clarke's Orders, he did the right thing saving a good half million people in Bradbury.

The next day, "The Temporary Alliance" was over and they went back to shooting at each other.... after the Free Spacers left Mars.

The 12th was the speartip for most of The Greater Battle of the Belt. While they were given the UZSDF's new "mecha" which were really just larger augment suits, they were still at a disadvantage against the Spacer's improvised mecha suits. Still, The Belt was pacified and order was restored.

To be honest, The Belt was never pacified. However, the major forces of the Free Belters were destroyed. The Corporate retributions were stopped.

We know that The 12th were on Titan soon after. They were there when the Titanese "surrendered".

Then there was "The Reveal". The rough conflicts on Titan quickly ended. The Combined Military Force first became a reality on Titan.
Note: The White squad was wiped out in the Greater Battle of The Belt. It was rebuilt when CMF mecha from Bowzer's Unit came on board. It brought along the Steelers (Grey) another mecha group that fell under Bowzer's old command. A few of the 12th picked up mecha at this time.

They were right in place for The Battle of Titan. There was limited ground combat on the Battle of Titan, mostly they were picking off spacecraft that came too close to the Domes. Still, they took down more than their fair share of Opposition craft and ground drones.

After the Battle of Titan, the CMF was patrolling and also looking for Opposition Base. This is where we get Hornet and Kato talking with the Synthetics in the Oort. We also get Rachel's new ambassadorship.

The 12th was the primary drop troops for the Assault on Twelve. They dealt with batteries and shield generators as the Fleets went at it in the sky. They had their "moment in sun" when they managed to breach a shield generator, allowing for ships to come down.

I am sure he becomes some bigwig in the Defense Force after this. However, I could see him telling them NO. He used a favor or two to become an instructor at the Defense Force Officer Training School. He is the poster child for "Do the Mission, but never compromise the principles of the Defense Force."

Now, this was the last Great Battle against The Opposition. We can assume there were some "clean-up operations" (or Vesper Battles). With Mecha as backup, they went power suit fighting corridor to corridor with The Opposition in Shiptowns and Orbitals until the last "nest" was cleared.

Comments
People think he is an Alpha. (The player too I would think). However, he would be too old to be one. However, he could be a natural Alpha, the human side of Human Maximum Expression. All he would need is the x3 strength and memory. So he just has greater than average stats and the character is loved by the writers and the GM, so they do so much more than you would expect. So he does things that normal characters can not seem to do. Related to that, his Karumijitsu, the art of lightening the body for great leaps (and strikes) seems more at home in a Samurai Chambara Movie than a Science Fiction Anime. I opted for a jumping/ leaping trait rather than Karumijitsu. Your choices may vary.

The 12th were "The Military Heroes" for the OVA. However, I have a cynical view. The 12th was there every time the UZDF was there because they didn't want to design and animate new characters and more importantly to pay other Voice Actors. Sidenote: The voice actor of Blu was the voice of the ever changing commander of the UZ SDF force in that episode.


Write Up Convergence Point

Name: Capt August Fall, UZSDF
Core Trait: Human Space Marine of the Neo Frontiers Era
Lv 4 /EP Mod 1.7 (1.15 -.0 +.55)

Prime Aspects
PHY 12 +4/8- "Zero G Gym Rat"
DEX 12 +4/8- "Faster than you"
MEN 12 +4/8- "Doesn't seem as bright as he is"
EMO 12 +4/8- "Believes in himself and the UZ"
MPY 11 +3/7- "Not an Esper"
CHA 12 +4/8- "Likable"

Core Focus: ATH +COM +PER +S/T -.0x

Athletic +5 "Fitness" "Leaping" "Augment Suit"
Combative +6 "Military Weapons" "Close Combat" "My Weapon"
Communication +1 "Command"
GEE+1 Null G
Perception +4 "Sight" "What is that over there"
S/T +5 "Military" "Habitat"
Contacts +1 "Other Officers" "Other Soldiers"
Vehicles+1 "Military Vehicles" "Mining Pods"

The FAM-0 Augment Suit can be used one of three ways. Just not attached to an AoE, just so you can use a suit without penalties. Attached to VHL, which would give you the ability to quick repair it as well. VHL rolls would be made for tricky maneuvers. Attached to ATH, gives that bonus to tricky actions rolls. There is no quick repair built in though. However, most characters have Athletics.

Developing /Expanding Level .55x
Basic Military Training COM+1 "Military Weapons" ATH+1 "Fitness" +.1x (.3x Adjusted)
Space Marine: COM+1 "Close Combat", FAM-0 Augment Suit, VHL+1 "Military Vehicles" GEE+1 Null G. +3x (.4x adjusted)
Officer's Training: CMU+1 "Command" S/T+1 "Military" CON+1 "Other Officers" .15x (.3x adjusted)

Marine's Code (A2) +1 when certain he is following the code
Duty: UZ Space Defense Force, Marines (B2)

6/ 1) Maxim de Gaulle Human UZ Administrator of the Neo Frontiers OVA Era
https://www.rpgpub.com/threads/ccc-...-characters-are-pub-edition.8739/#post-407995

7/ 2) Nevel Walsh Human Corporate Troubleshooter of Neo Frontiers OVA
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-408628

8/ 3) Major Smith Human Space Ranger of Neo Frontier OVA Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409124

9/ 4) Bowzer Human Belt Miner of the Neo Frontiers OVA era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409781

11/ 5) Chancellor Gavins Esper Chancellor of the Neo Frontiers OVA Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-410749

12/ 6) Commander Rodolfo Bottino Human Grand Captain of Neo Frontiers OVA ERA
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-411673

13/ 7) Chief Lt João Keller Human Provocateur of the First System War Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-412106

15/ 8) Capt August Fall Human Space Marine of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-412718

16/ 9) Commander William Clarke Human Officer of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-412849
 
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March 5: A bit more Lancer. I think I'll do 4th level on the four characters then... 7, 10, 13? See how things stack up. That said, lets take a quick break and look at the longest range artillery I could build in the system. This is a level 10 character, the next two levels should pick up 3 in the two licenses that are at 2s to give more internal hard points and an AI option.

FUNCTION: take two rounds to plop you butt, shoot a 70 foot diameter blast arty shell up to 850 feet away probably every turn (heat should on average be negated each round). If someone gets close start moving to overheat and roast them with the flamethrower. Scavenge a decent melee weapon at some point during the mission.
10th level character, nothing about the character's non-combat stuff affects mech combat and nothing about the character's mech combat stuff affects non-combat. Never the twain shall meet.

Talents:
drones 2: +10 sensor range +drones=AP
siege 3: +1 blast, targets make agility skill check or be knocked prone, special siege mode as an action = 1/2 speed and cannot boost, fly, or climb & the range of your cannon and launcher weapons is increased by +10 & you can move and fire ordnance weapons with +1 Difficulty and all your weapons lose the inaccurate or unreliable properties.
duelist 1: attacks with only a single main or auxiliary melee weapon and no other melee weapons, gain +2 Accuracy on melee attacks
Nuclear Cavalier 3: if in overheat first hit per round does +1d6 heat damage, if in overheat do +2d6 damage with first energy weapon attack to hit, Fuel Rod Gun Auxiliary CQB (unique) Range 8 &, 1d3 energy damage + 1d6 heat damage When you fire this weapon hit or miss reduce your current heat by 1d6 Limited (6)
technophile 1: AI is zero ip to install & may be friendly
scrounger 2: install one intact weapon from destroyed mech for free & limited(1d6), remove optics - worse of 2 crit rolls & do no scans & +2ep & +2ip
combined arms 1: ignore the light cover penalty for melee engagement

Licenses: Barbarossa 3, Genghis 2, Deaths Head 2, Metalmark 1, Dusk Wing 1

+26 hp, +2 engineering, +3 agility, +3 aim, +4 heat capacity, +1 speed, +5 range on ranged attacks, +1EP +1IP,
HARRISON GENGHIS-PLATFORM Core
Size: 2
Hull: 10, melee +0, mod +0, hp 38, repairs 6hp
Agility: 13, speed 8, mod +3
Systems: 10, e-defense 10, sensors 20, mod +0
Engineering: 15, heat 19, cooling 8, repairs count 8
Armor: 3
Aim: 3
EP/IP: 12/11


GUN: barbarossa 3: siege cannon, super heavy, 5ep, 3d6 X blast-3, range 30, cannon indirect ordinance loading, 2d6 heat
TALENTS: +1 blast, +10 range, [ordinance -inaccurate & -unreliable]
MODS:
metal mark 1: 1ip, +5 range, barrel
dusk wing 1: 2ip, +1d6 damage +unreliable, ammo
barbarossa 1: 1ep/1ip, -loading, exterior ammo bin
deaths head 2: 2ip UNIQUE, +10 range, stabilizer, takes an action
FINAL STABILIZED SIEGE MODE (2 actions & speed=0): +3+[optional +2d6 best on first roll -2d6 worst on others] to hit, 85 range, 4d6 X blast-4 & agility or prone, indirect ordinance, end of turn reload), 2d6 heat, -8 heat end of turn IFF no move & no overheat & took no damage (not even zero damage)

The real fucker is that you have four or five different firing modes for your main gun and you'll probably need to stat them all out and re-stat them every time you change equipment like if you need to add a zero-g maneuver module.

STUFF:
barbarossa 3: 1ep/2ip, +3 armor
barbarossa 1: 1ep/1ip, action & no move = +base weapon range
ghengis 2: 1ip, UNIQUE system, end of round if no move, take no damage (not even zero damage), no overheat, then do cooling
dusk wing 1: 1ip, +2d6 first shot of turn for -2d6 all subsequent attacks
flamethrower: heavy, 3ep, 1d6 E + 2d6 heat (overheat = 3d6 E + 3d6 H), cone-6, CQB
personalization: 1ep, +2hp
dummy plug: 0ip, not an AI but does the same thing
 
16/ 9) Commander William Clarke, UZSDF -- System: Convergence Point v1.9

All this set of characters are based on the "OVA" of The Neo Frontiers Series. Like all the Neo Frontiers Stories, it will not focus on any particular character but follows several characters throughout the series. Although each one gets to be a star in one episode some just continue to follow their life. They will be at the level of when they first appear.

Name: Commander William Clarke, UZSDF
Core Trait: Human Officer of the Neo Frontiers Era
Proxy


Commander Clarke has been with The Space Defense Force since before it was the Space Defense Force. It was simply called Space Force back then, with lots of system controllers, just a couple of Null G Trained Soldiers and few Fighter Pilots trained on Space Planes. Of course, he was working for the country back then. He was disgusted by how "easily" it broke apart. He became a patriot for the United Zone Cause and joined as his "zones" joined.

Description: He is a man who seems bigger and taller than he is. He has a brown flat top, with grey temples, and a toothbrush mustache just under his nose. He has an impeccable uniform and a chest full of ribbons.


OVA
He, like most of the SDF's Strategic Council, was aghast that the First Space Alliance managed to cripple their response. (Of course, he was on the side of a full assault instead of the required warning shots.) However, they quickly realized they had a real military conflict in space on their hands, not just some jumped-up miner union rowdies.

New Strategies and operations were put into place.

Since he had field experience, he was to spearhead the "Battles of Luna" to ensure no active enemy forces were on Earth's Moon.

There were always Space Marines stations on Luna. Most were in The Fort, a hab cluster that was near the Chinese Lunar Research City. The rest and those in training, were in the Tyco Defense Base at Tycho Station and Port. Everyone was mobilized with the seeming act to enter every outpost and habitat (to search for "rebels"). This was to draw out any Spacer Sympathizers (which Luna had many).

The Луна or Soviet Moon station on the Dark Side was destroyed by Clarke's personal ship (and select crew). They stated they were attacked by Soviets and responded. No evidence was found to dispute that.

The UZSDF also "intercepted" several "terror craft" on their way to Earth, L1, and L5. This leads them to The Mars Campaign.

This is where the narrative will meet up with Kaede, Hornet, and Kato.

We realize after he gave orders to take down Bradbury's dome and his ships were going after the Chinese Outposts what happened on The Moon. Clarke can justify his actions as threats to The Union.

It is unclear which group's agenda Clarke was supporting. It could of been the Corporate Council's, making space more amenable for business. It could of been the Opposition, removing threats to their control. We see him as a proxy of some kind, because everyone who is "evil" in The Neo Frontiers tends to be a proxy of one of the shady cabals (Corps, Opposition/Reptiloids, or Vampires -series 2).

Yet, he could have just had an intense and misplaced patriotism for the UZ, exceeding UZ ideals for "the unity and security of The Earth". He did his duty as he saw fit. He was going to destroy "future problems" when he could. Of course, this zeal made him easy to manipulate.


Encyclopedia

Proxy: Works for Opposition goals, even if they do not know it.

Solians or Soler: people who live from the Oort cloud in. And by people we mean everybody GAI and biosynthetics of an accepted nature. Include espers.

Free spacers: One of the names for the rebel factions who want to be completely independent from the UZ. However that has been determined, you can do that. Don't have to go to war. But it to a vote says yes we do it. You then become a non-administrated zone. Responsible for everything. And depending on your connections to the UZ you will either be economically isolated or have a friendly allied status.

Write Up Convergence Point
Name: Commander William Clarke, UZSDF
Core Trait: Human Officer of the Neo Frontiers Era
Lv 3 /EP Mod

Prime Aspects
PHY 10 +3/7- "Fighting Trim"
DEX 10 +3/7- "I can reach the button first"
MEN 12 +4/8- "In a battle of wits you are unarmed"
EMO 15 +5/9- "Hard Man"
MPY 10 +3/7- "Lucky"
CHA 15 +5/9- "You Will Remember Me"

Core Focus: CMU +CON +CFT +S/T +INF

Athletic +1 "Fitness"
Combative +1 "Military Weapons" "Hand Gun"
Communication +4 "Command", "Rhetoric"
Contact +4 "Military Officers" "Former United States Military"
Craft +3 "Bureaucracy"
GEE +1 "Null G" "Acceleration"
Influence +3 "UZDF" "UZSDF"
Strategy/ Tactics +4 "Military" "Space Conflict"
Technology+1 "Ships systems"
Vehicle+1 "Military Vehicles" "Augment Suit"

Developing /Expanding Level
Psych: SoB (B2)
Psych: Will do what must be done (B2, lethal)
Patron: Unsure - Military Cabal, Corporate Council, or Opposition (A1)

Military Training: ATH+1 "Fitness" COM+1 "Military Weapons" .1x (.3 adjusted)
SDF Training: GEE+1 "Null G" FAM+0 Augment Suit, VHL+1 "Military Vehicles", TEC+1 Ships System .2x (.4x adjusted)
Officer's Training: CMU+1 "Command" S/T+1 "Military" CON+1 "Other Officers" .15x (.3x adjusted)

Employment: RANK 3 UZSDF -0x

6/ 1) Maxim de Gaulle Human UZ Administrator of the Neo Frontiers OVA Era
https://www.rpgpub.com/threads/ccc-...-characters-are-pub-edition.8739/#post-407995

7/ 2) Nevel Walsh Human Corporate Troubleshooter of Neo Frontiers OVA
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-408628

8/ 3) Major Smith Human Space Ranger of Neo Frontier OVA Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409124

9/ 4) Bowzer Human Belt Miner of the Neo Frontiers OVA era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409781

11/ 5) Chancellor Gavins Esper Chancellor of the Neo Frontiers OVA Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-410749

12/ 6) Commander Rodolfo Bottino Human Grand Captain of Neo Frontiers OVA ERA
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-411673

13/ 7) Chief Lt João Keller Human Provocateur of the First System War Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-412106

15/ 8) Capt August Fall Human Space Marine of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-412718

16/ 9) Commander William Clarke Human Officer of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-412849
 
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So it turns out that the "Lancer 1.4 most current" PDF that I found isn't in fact the actual current and finished rules. Fraking interwebs. I now have the current rules (with pictures, six times the file size, less readable on a phone of course) and I'm seeing some differences. Like characters actually get better at non-mech stuff as they level up, not everything is tied to which mech licenses & talents you take, some caps may have been removed, and the +d6/-d6 system has been replaced by flat bonuses in some places because apparently someone noticed that 1d20+Xd6(best) vs 10+ is still super swingy and lends itself more to slapstick than to "I'm actually good at something". Let's rebuild our peeps at first level then skip them straight to level 4 using the current rules rather than whatever playtest I first found that called itself "current"....

commentary on the read through
Differences from the previous versions... leveling up a bunch of the basic mech bonuses have been moved from mech licenses to plain pilot bonuses... pilots get +2 per "trigger" previously their traits and can increase them by +2 or get new ones and four instead of three, a straight upgrade in non-mech ability instead of the pilot being permanently static... starting with mech skill bonuses and swapping out talents, licenses and core bonuses on level up basically potentially doing partial mech-ability rebuilds every level... says you you get mech skill points but doesn't say anything about them in the pilot character creation section yet they may modify some stuff from there?... they use these tiny icons everywhere and there are two types of blast weapons differentiated only by the icon, I despise... oh hey, we got rid of strict sizes and distances but humans are still size 0.5 same as small mechs so it hasn't really changed from 10 foot across squares/hexes... weapon mounts and 'system points' replace external and internal hard points, I guess that didn't want the small mechs having giant guns anymore?... core power is apparently a 1/full repair thing that lets you do stuff... structure points are a full set of hp after you run out, four times, but they come with a special damage chart roll, replaces critical damage rolls, seems like a weird way to do it but we'll see... they did the same with heat and overheating rolls as with the structure stuff for damage, still weird... double hp for hull plus half your character level rounded up, probably because they pulled the hp boosts off of the licenses, something about taking 10+ level 1 licenses for +40hp caused issues?... extra system points (used to be internal hard points) equal 1/2 systems rating, pulled that off the license levels too I guess... oh hey, +1 use of limited stuff per 2 engineering rating, well the limited weapons were pretty pfft before, had to do something to make them worthwhile... adding half level to a bunch of stuff... can push basic skill checks if you failed in order to try to succeed with consequences, nice since non-mech stuff is still very lol-random at low levels or outside out specialty... npcs don't roll in narrative play... lost of examples, that's really good... npcs don't have stats, taking them out in non-mech combat is just a roll but possibly risky or heroic or such... downtime actions, did the borrow from pbta type stuff?... op op, we do get the traditional 10 foot cubes per square, but there's an option for bigger action having "bigger" spaces except that nothing else changes so apparently your mech can go from 20' size to 100' size because a battle is bigger and needs more narrative room?... bracing became a reaction and did overwatch which is your opportunity attack... thou shalt never stop moving in anyone else's space ever sez the word of gawd... falling 3 armor piercing damage per three spaces fallen... melee and tech/systems/e-war attacks ignore cover... rules over electronic warfare significantly changed, scan and lock on are just designations you make now... ah, move and one weapon mount attacks or don't move and two weapon mounts attack, well that sounds like it nukes the 'lots of little attacks' style, but that was a reaction to the insane low accuracy at starting levels anyways... no using the same half action twice so they included special full actions to use tech actions twice, clumsy but understandable and probably the best compromise... the stabilize full action clears all heat or full repairs and has other bennied, good because that was kinda iffy last version... overcharge changed, increasing heat costs reset by a full repair downtime thing, guess they found an overcharge & heat dissipation build they didn't like... the brace reaction is decent but basically nukes your next turn & movement & reactions until after your next turn, and no free actions either... ahh, its a move and two half/quick actions or no move and a full action, that wasn't perfectly explained above but it's a very minor quibble... ok, wait, the flowchart is again saying you get a move an a full action, confused now... status changes, danger zone is half or more heat, exposed is overheating and takes double damage, but as soon as you go over full heat you take a heat stress and it all goes away so, um, example please?... lock on can be used up by anyone hostile to the target, that might screw with some stuff... ahhh, exposed from overheating is a result on the overheating chart, not an actual status, nice to clear that up... full repair is 10+ uninterrupted hours in a secure location or in a base you can just reprint the mech with completely different mods and all... cloning, life after death, with complications, that's nice and I skimmed so I assume there's "issues" with running around with multiple clones active all at once, but it's all narrative and you only get one character at a time so it doesn't mechanically matter much eh?... hey, weapons in a table by license, much better, big improvement... well fuck you too, yhry only did the nice logical table for the base gms stuff... dang, less flexibility on weapon mounting but the frames get actual bennies beyond just their stats, nice... turns out there's an issue with some of the integrated weapon mounts that talents give you, you can only full action fire two weapon mounts and you get, ah there it is, there are mechs that only get one mount and some where you could take a superheavy weapon and want another weapon... hey, bonuses aren't capped any more, although level is now max 12 so your +attack mod is still capped at +6, but agility & systems aren't capped any more... engineering stat lost much importance... everyone is easier to hit... ooh, armor might be capped at 4? yup... inconsistent use of icons vs keywords, inconsistent use of tags, annoying... weapons have less range, ranged does less damage, melee does more (sometimes), less defensive options, more side effects on attacks, WAY fewer sensor range boosts... of course HP are less too... excuse me, why did you put a goddamn skirt on a mecha? it's not armor and you make me wonder about your perversions... there's a lot, and I mean A LOT of fiddly exceptions bits and "targets can only be affected once by this" sort of stuff, gives me a headache... um, there's no intro adventure or example opponents in this one, I have no idea what sort of stuff the characters are expected to go up against... they really really really want everything to stay within 30 squares/hexes don't they? I think you can get up to maybe 50ish if you try super hard?... there's about twice as many goodies, talents, and bonuses for melee weapons as for ranged weapons... it's a much more fiddly & limited game now, can't snipe disable exterior mods & weapons & limbs... actual mech shape doesn't matter at all, ball with tentacles is the same as a biped isvthecsame as a walking tank is the same as a one leg hopper with a single arm as far as rules work... feels much less flexible or adaptable to other genre of mecha/giant robots without massive rewrites...

Name:
Amy, level 1

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply ALSO +number on triggers):

Still a soldier but +2s for assault, explode it, pull rank, leader

Traits went away (we no longer have personality tags) and we have HP & combat stats now. HP 6+grit, size 0.5, evasion 10, e-def 10, speed 4, and gear might actually matter so... one armor, two weapons, three misc.

Modern knife: range 1, damage 1 kinetic. Modern gun: range 5, damage 2 (pick type).
Armor: ... meh, lets say everyone takes stealth? I dunno. invisibility is pretty good. Although I suppose that the flat damage rates and the 'armor 2' of the heavy armor does make you immune to the light and medium personal scale weapons. Grenades(range 5, blast 1, agility vs 2 dmg, 2 uses), smart scope, other thing

Talents (do yo mecha shizz):

Duelist 1: 1st main melee wpn atk at +d6.
Combined Arms 1: in melee you & adjacent allies get soft cover (-d6).
Vanguard 1: +d6 with CQB weapons <= range 3.

Licenses & Bonuses:

L: none
B: +2 agility

Mech stats:

size 1, armor 0, sensor range 10, save TN 10, attack +0
EVEREST
hull: hp 12, repair cap 5, mod +0
agl: evade 10, speed 5, mod +2
sys: e-def 8, tech attack +0, SP 6
eng: heat 6, bonus limited +0

toys: 1/scene quick action as free action. at rest 1 repair = 1 structure. core power [1/full repair] protocol (start of turn free action toggle) for rest of scene +d6 all attacks check saves & 1/turn free action boost(move speed)

modules: paint job[1sp](1/6 chance 1/full repair ignore 1 structure dmg & +1 hp), personalization[1sp](+2 hp), shield[2sp](protocol (free action toggle at start of turn) +1heat pick target in LOS & you<->them -2d6 all attacks), jump jets[2sp](fly when boosting & end on ground)

mounts: heavy=main CQB range5 threat3 1d6, main=main melee range1 1d6+2, flex(aux/aux)=aux CQB range5 1d3(min1 even on miss) & auc CQB line5 2 energy

function: shield & zoom up to melee where you get soft cover, d20+d6 on the melee weapon, CQBs at same if range 2-3 or straight d20s in melee, lacks long range option, consider a heavy gun?
 
17/10) Agent White -- System: Convergence Point v1.9

All this set of characters are based on the "OVA" of The Neo Frontiers Series. Like all the Neo Frontiers Stories, it will not focus on any particular character but follows several characters throughout the course of the series. Although each one gets to be a star in one episode some just continue to follow their life. They will be at the level of when they first appear.

Name: Agent White aka Kaede Tanaka
Core Trait: Esper Agent of NF: First System War Era

MU Rated Active Esper

When we first saw her, she was a reserved and polite sophomore going to the principal's office. Over the course of Series 1 she developed into a strong and loyal friend and family member. While all the girls were probably level 3 on their way to 4 by the time they ended the series, Kaede was at least 4th and I would say 5th. Kaede was "the star" in more episodes than anyone else and a supporting player in most of the episodes. Whenever there was a fight it was Racheal and Kaede up front, with Katheryn standing between danger and all the other goods - protecting them like a good bot should. She picked up a lot of experience points over series one.

Dressed like Agent Black, including cool sunglasses and white tie/scarf, with all white hair, we can tell what she has been doing since high school. She is a "color coded for your convenience" OGA Agent now. We know that a few years in the OGA, especially Black's team is worth some experience. She is probably the youngest level 7th character ever to my experience, being about 21 . Since it is unlikely a precognitive of her ability will encounter an untimely end, she has a long career to look forward to.

An interesting bit is that she will call Agent Black "Uncle" later on in the pre-Mars Episode, showing that is showing respect to an older member of her "mentally " extended family.

When we encounter her on Mars (with "Uncle" Hornet and Kato) they have a lovely catch up. When Hornet tells her she should leave because Mars is not safe, she gives him the knowing smile.

"I am doing errands for both my other uncles. As long as you are here on Mars, I feel perfectly safe. But I need to stay here on Mars for a couple of days to complete some errands. I think it is a good idea for you to stay around for those day, just so I can feel safe. Then I will be on my way to Titan."

Hornet knows Kaede pretty well at this point, she did spend a lot of time at Simone's house (which he seemed to visit once every couple of weeks). He also knows she is a notable pre-cogntive.

This may be why Hornet says, "Well if it makes you feel better and you think it is a good idea, we will stay here for a couple of days. Kato, I guess we will take that side run after all."

It ended up being a good thing for Mars and the entire solar system he did.

So we assume she is doing errands for both Stirling and Black. I am sure she is talking to various Espers to ensure their safety and views for Stirling. She is probably also evaluating things that population and others for Black. She is a courier for Black giving The Chancellor a small package (probably much of the info in "The Reveals" data dump). She probably relaying things for Stirling as well. (Plus she can bodyguard The Chancellor as well.)

We will see her again in Series 2.

Description: She is the only one that looks ethnically Japanese. (Here home zone is never stated, but is assumed to be Japan because of Cherry Trees, Tori Gates, and many other Japanese things.) Her hair is now completely white. (dyed? naturally changed? Response to supernatural?). She has a very adult physique, even from her growth by the end of the series. She still has that serene look on her face, with her large eyes and the Mona Lisa smile all the time.

Again, she is wearing a stylish suit with the same kind of glasses as Stirling. She wears a white tie loosely (obviously because she has to, but does not want to) with an open collared shirt. She is wearing some stylish low shoes as well. The interesting thing is she is wearing a single white stone earring on the right side. I would think she has an Esper Power Stone. This would give her an ESP DR starting in the 22- range and a power level of around 11! more if she loses her calm. There are Comic Styled characters who use the PSI Pow AoE in chronicles I know that would kill for rolls and numbers like that. This means her casual TK and Telepathy is stronger than most

Normally you are only allowed 3 burden traits in most chronicles. You are allowed to take one more burden every three level (which gives her access to two more). She started with the Student Trait. This allowed her one free "Archetype Change". (Also a small shift of traits). It should also be noted that the GM treated her as an Unique because of the Tanaka Blood. (Or the GM for their chronicle was very lax about certain rules... which given that this is a "fiction adaption" not a chronicle... is probably the real excuse.


Write Up Convergence Point
(If you want to compare the before and after, here is her original sheet.)

Name: Agent White aka Kaede Tanaka
Core Trait: Esper Agent of NF: First System War Era
Lv 7 /EP Mod 2.95 (1.05-0x+1.9x)

Prime Aspects
PHY 10 +3/7- "Average"
DEX 12 +4/8- "Graceful"
MEN 12 +4/8- "Bright"
EMO 10 +3/7- "Calm Demeanor"
MPY 19 +6/10- "Esper"
CHA 14 +4/8- "Charming"
Notice: Like many of the core girls, she did not take youth, so her prime aspects stayed the same as she "grew up".

Life Focus: ESP + KNW + SCI +CON

Persona +2

Combative +2 "Martial Arts" Handgun"

Contact +8 "Extended Family" "OGA" "Spacers" "Outsiders"

ESP+9 (+3 to DR+5 PL) "Basic" "Clue/Hunch", Telekinesis, Psi-Slash, Cross Sense Vision, Cross Sense Hearing, Foresight, Far Senses, (Potential - Sense Category) ** "Mental Defense" "Technique: Unnoticed use"
**She has all these cross senses but we will mostly see her use TK. And PSI BLADE) However she always has the knowing smile, so we can imply she knew certain things would happen these ways.

Knowledge +9 "General Knowledge" "Espers" "Aliens" "The Paranormal" "Hypertech" "Earth", "Moon", "Mars", "Spacers", "Stationaries"
L-Knowledge +10 "Sol System" "Spacers (+1)" "Some of those secrets spacer things they don't tell you in school"

Science +7 "Data Systems" "Forensics" "VR"

Vehicle +1 "Agency Vehicles" "Motorcycles"

FAM: GEE+0 "Null G

Developing /Expanding Pieces
DF: White hair (B1)

Monitored by OGA (B2) - High ranked esper, associated with Network and Syndicate, and always in the wrong places - plus she has foresight.

Loyalty to Family, Friends, Team (who are family you choose) - (common and to death) (B2)

Strong Esper Blood (MPY+2) +.2x
Tanaka Esper Line L-ESP+3 (Power Level)- Only when Emotionally Stressed (-2) (So failing calm roll) +.05x

OGA Complication: Always considered to have Divided Loyalties (B2)
Psych: Ignore Orders and do what is right and needed (B3) "Uncle Black Says"

Ally (A1): Boyfriend (Werewolf - series 2)
GEAR (A1): Esper Power Crystal +3 to perform +2 power +30 Manna Buffer

Agency Training: Persona+2 +.15x

Combat Training with the Team: COM+2 "Martial Arts" Handgun" +.3x

OGA ESP Training: KNW+0 Espers ESP+2 "Mental Defense" +.25
Note: She really did not need Esper Training from the OGA.

OGA Training: KNW+1 "Aliens" "The Paranormal" "Hypertech" VHL+1 "Agency Vehicles" CON+1 "Agency" +.45x

Vast Travel Experience : FAM: KNW+0 Earth, FAM: KNW+0 Moon, FAM: KNW+0 Mars, FAM: KNW+0 spacers, FAM: KNW+0 Stationaries GEE+0 "Null G +.3x

Talking with "Uncle Kato" L-Knowledge+1 "Sol System" "Spacers" "Some of those secrets spacer things they don't tell you in school" +.2x

6/ 1) Maxim de Gaulle Human UZ Administrator of the Neo Frontiers OVA Era
https://www.rpgpub.com/threads/ccc-...-characters-are-pub-edition.8739/#post-407995

7/ 2) Nevel Walsh Human Corporate Troubleshooter of Neo Frontiers OVA
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-408628

8/ 3) Major Smith Human Space Ranger of Neo Frontier OVA Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409124

9/ 4) Bowzer Human Belt Miner of the Neo Frontiers OVA era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409781

11/ 5) Chancellor Gavins Esper Chancellor of the Neo Frontiers OVA Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-410749

12/ 6) Commander Rodolfo Bottino Human Grand Captain of Neo Frontiers OVA ERA
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-411673

13/ 7) Chief Lt João Keller Human Provocateur of the First System War Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-412106

15/ 8) Capt August Fall Human Space Marine of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-412718

16/ 9) Commander William Clarke Human Officer of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-412849

17/10) Agent White aka Kaede Tanaka Esper Agent of NF: First System War Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-413342
 
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Continuing to rebuild our Lancer peeps at first level then skip them straight to level 4 using the current rules rather than whatever playtest I first found that called itself "current"....

Name: Bob, level 1

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply ALSO +number on triggers):
Not a pirate become a Outlaw with +2s for show off, K.O., charm, survive... that's weird...

Traits went away (we no longer have personality tags) and we have HP & combat stats now. HP 6+grit, size 0.5, evasion 10, e-def 10, speed 4, and gear might actually matter so... one armor, two weapons, three misc.

Modern knife: range 1, damage 1 kinetic. Modern gun: range 5, damage 2 (pick type).
Armor: ... meh, lets say everyone takes stealth? I dunno. invisibility is pretty good. Although I suppose that the flat damage rates and the 'armor 2' of the heavy armor does make you immune to the light and medium personal scale weapons.
Thermite(plant a mine, quick detonate, blast 1, eng vs 3 ap dmg), "infoskin" disguise thingy, other thing

Talents (do yo mecha shizz):
Brutal 1: on nat20 deal max damage.
Executioner 1: 1/round with heavy+ melee free action half damage attack against different target.
Spotter 1: adjacent ally attacks & use up lock on roll twice & choose.

Licenses & Bonuses:
L: none
B: +2 agility

Mech stats:
size 1, armor 0, sensor range 10, save TN 10, attack +0
EVEREST
hull: hp 12, repair cap 5, mod +0
agl: evade 10, speed 5, mod +2
sys: e-def 8, tech attack +0, SP 6
eng: heat 6, bonus limited +0

toys: 1/scene quick action as free action. at rest 1 repair = 1 structure. core power protocol (start of turn free action toggle) for rest of scene +d6 all attacks check saves & 1/turn free action boost(move speed)

modules: paint job[1sp](1/6 chance 1/full repair ignore 1 structure dmg & +1 hp), personalization[1s0](+2 hp), shield[2sp](protocol +1heat pick target in LOS & you<->them -2d6 all attacks), jump jets[2sp](fly when boosting & end on ground)

mounts: heavy=heavy melee range1 2d6+2, main=main cannon range15 arc -d6 blast1 1d6+1, flex(aux/aux)=2x aux nexus range 10 vsEDEF(default8) 1d3

function: squidge up to melee to slap at d20 with a big stick + half damage free duplicate and then lock on granting ally to-hit bonuses (if no adj ally then nexus shoot instead of lock), long & mid range gun options ok
 
March 8:

Continuing to rebuild our Lancer peeps at first level then skip them straight to level 4 using the current rules rather than whatever playtest I first found that called itself "current"....

Cal the close combat gunbunny doctor's concept got nuked but I found a somewhat similar path. Just starts out kinda long range snipery and then gets eventually five or six long range machine gun attacks.

Also, there's way less combat options this version except do/prevent hp damage & statuses. No more disabling modules or sniping off legs. Plus there's a real emphasis on adding more melee combat stuff & bennies than ranged.

Name: Cal, level 1

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply ALSO +number on triggers):
Not a doctor become a Medic with +2s for patch, assault, study, cool... the medic gets +2 to assault people? Wtf?

Traits went away (we no longer have personality tags) and we have HP & combat stats now. HP 6+grit, size 0.5, evasion 10, e-def 10, speed 4, and gear might actually matter so... one armor, two weapons, three misc.

Modern knife: range 1, damage 1 kinetic. Modern gun: range 5, damage 2 (pick type).
Armor: ... meh, invisibility or heavy.
Corrective(medical, 1 use), patch(medical, 1 use), other thing

Talents (do yo mecha shizz):

Well our initial idea for the character went pfft, so completely retool.
Crack Shot: protocol (start of turn free action toggle) immobilize & +d6 with rifles.
Gunslinger 1: +d6 first attack with an auxiliary weapon on your turn.
Walking Armory 1: limited 6 main gun option 1/round knockback OR adjacent take 1 AP dmg OR arcing.

Licenses & Bonuses:
L: none
B: +2 agility

Mech stats:
size 1, armor 0, sensor range 10, save TN 10, attack +0
EVEREST
hull: hp 10, repair cap 5, mod +0
agl: evade 10, speed 5, mod +2
sys: e-def 8, tech attack +0, SP 6
eng: heat 6, bonus limited +0

toys: 1/scene quick action as free action. at rest 1 repair = 1 structure. core power protocol (start of turn free action toggle) for rest of scene +d6 all attacks check saves & 1/turn free action boost(move speed)

modules: paint job[1sp](1/6 chance 1/full repair ignore 1 structure dmg & +1 hp), personalization[1s0](+2 hp), 2x deployable cover[4sp](quick act 2 squares hard cover(-2d6) hp10 evade5 full action recovery & may repair)

mounts: heavy=hv rifle range20 +d6 loading ordinance (must shoot before movement happens) AP 2d6, main=main rifle range10 1d6(min2 even on a miss), flex(aux/aux)=2x aux nexus range 10 vsEDEF(default8) 1d3

function: shoot two rifles when possible, if long range reload and shoot at d20+d6 every other round, if close apply cover & shoot more
 
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March 9: Continuing to rebuild our Lancer peeps at first level then skip them straight to level 4 using the current rules rather than whatever playtest I first found that called itself "current"....

Dia the hacker/drone rigger has suffered serious issues in build. Much changed and you can't effectively do both, not least because all the tech actions are limited by sensor range, there are very few mechs with long sensors and no way I've seen to increase that. Also, everything but movement (and sometimes even that) breaks hiding, which makes hide & hack non-viable.

Name: Dia, level 1

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply ALSO +number on triggers):
Still a hacker but +2s for sneak, steal, fix, invent

Traits went away (we no longer have personality tags) and we have HP & combat stats now. HP 6+grit, size 0.5, evasion 10, e-def 10, speed 4, and gear might actually matter so... one armor, two weapons, three misc.

Modern knife: range 1, damage 1 kinetic. Modern gun: range 5, damage 2 (pick type).
Armor: ... meh, invisibility or heavy.
Cyborg hacker rig thing, omninet terminal, other thing

Talents (do yo mecha shizz):
Welp, they nuked this character's idea too, still trying though
Hacker 1: tech attack & use up lock on to <target choose> +2 heat or pushed 3 you choose direction.
Infiltrator : may start hide in plain sight & exit cover not reveal & pass through enemy spaces & retain hidden if end turn in cover or out of LOS.
Drones 1: +5 drone hp & protocol (start of turn free action) move one drone within sensor range up to 4 spaces.

Licenses & Bonuses:
L: none
B: +2 systems

Mech stats:
size 1, armor 0, sensor range 10, save TN 10, attack +0
EVEREST
hull: hp 12, repair cap 5, mod +0
agl: evade 8, speed 4, mod +0
sys: e-def 10, tech attack +2, SP 7, mod +2
eng: heat 6, bonus limited +0

toys: 1/scene quick action as free action. at rest 1 repair = 1 structure. core power protocol (start of turn free action toggle) for rest of scene +d6 all attacks check saves & 1/turn free action boost(move speed)

modules: deployable cover[2sp](quick act 2 squares hard cover(-2d6) hp10 evade5 full action recovery & may repair), 2x turret drones[4sp](6x NO RECOVER quick launch to in range hp10 def&eDef10 & YOU GET a reaction turrets/round if ally within range10 of turret hits and turret had LOS do 3 dmg to target), personalization[1sp](+2 hp)

mounts: heavy && main=2x main cannon range15 arc at d20-d6 blast1 1d6+1, flex(aux/aux)=2x aux nexus range 10 vsEDEF(default8) 1d3

function: at this level turrets are practically additional mecha just with shit guns so launch & deploy cover then arty away or hide & tech attack... no wait hiding changed, any active effects on enemies break it as do all reactions & boosts, I guess it's just a scouting thing then since drone gives you the reaction that will break hiding. Anyways as you can only take one reaction per character turn AND the turrets need to see someone hit BUT they themselves aren't range limited, jeezeum, well it's a +3 damage on any ally turn (you are not your own ally) as many times a round as you have drones out and positioned. Non-recoverable is shit though. Stick one next to Cal or on his cover.
 
18/ 11) Name: Eugene "Kato" Lunan --System: Convergence Point v1.9

All this set of characters are based on the "OVA" of The Neo Frontiers Series. Like all the Neo Frontiers Stories, it will not focus on any particular character but follows several characters throughout the course of the series. Although each one gets to be a star in one episode some just continue to follow their life. They will be at the level of when they first appear.
Core Trait: Esper Navigator of the Neo Frontiers
Active Esper Gamma Rating, Spacer, Lunan Raised

Name: Eugene "Kato" Lunan
Core Trait: Esper Navigator of the Neo Frontiers
Spacer, Lunan Raised (Different Defaults)


Eugene was in the first cadre of Lunans, spacers born on the moon. He has been Hornet's co-pilot. (Ever since the man saved his family, he has been indebted to the man.)

In Series 1, he was quiet and definitely the sidekick. He was quite competent in the two spacer related plotlines. He was interesting in that he incorporated his basic esper abilities into his ship operation. (Techniques - using esping abilities to enhance tasks.) He used ESP abilities to help him dock the ship by "knowing" where things were and nudging with telekinesis. More impressively is his "flight" in zero G.

In The OVA, Hornet and Kato were the heroes of the story - the dominant characters in an ensemble cast. They were in the first scenes and the last. If it was important (and right), they were right there in the thick of it. It is their skills and special knowledge that "save the day". Now it could be same thing as The 12th, where a character of the story should be involved in the story (not requiring new characters to be introduced and animated). However, it makes sense that these two "pull it off". They have the skills and the backgrounds. It is believable that they seemingly do the "impossible". To quote, "No, not impossible, just very difficult".

Note on characterization:
In The OVA he has changed a great deal. He was confident, active, and more an equal of Hornet, rather than just a sidekick. It came across in the first scene he was in (and every other scene). It seemed the series writer came up with a better idea for him. In gaming context, you could explain it one to three ways; A new player took over the character and took it in a new direction, the old player finally "found their groove of the character", and the character leveled up. (To be fair, he probably did level up once by the end of Series 1.) So I have opted for the third option and you can decide if the first or second was used.


Description: He is a short man of very light build. His hair is honey blonde and kept short in a mop style. His skin is pale. His eyes are blue-ish green. He is a jump suit/ work suit kind of spacer. His colors are black with green. His off-duty wear looks a lot like a Karate Gi. A GI mixed with Luke Skywalker's outfit. (Note: We see other people in the background of OVA the Spacer Bar scene wearing similar things). He is always wearing flat basic shoes (ballet styled flats) that ankle tie to his feet (to ensure they stay on). These shoes have velcro bottoms.


Convergence Point Write up.
His Series 1 character sheet.

Name: Eugene "Kato" Lunan
Core Trait: Esper Navigator of the Neo Frontiers
Lv 4 /EP Mod 1.45x (1.2 -.1 +.35)

Prime Aspects
PHY 10 +3/7- "Resistant to Cabin Crud"
DEX 12 +4/7- "I played Piano"
MEN 12 +4/8- "I am a Lunan, you are either smart or you're dead."
EMO 12 +4/8- "I. WILL. NOT. GIVE. UP!"
MPY 12 +4/8- "Esper"
CHA 15 +5/9- "Cute"

Life Focus: L-VHL +ESP +TEC +SCI -1x

ESP+4 "BASIC" "Esper Skill/ technique - awareness around the craft (VHL/SCI)" "Esper Skill/Technique (GEE) - 0G Flight"
Science +5 "Navigations" "Ship Systems" "Power System"
Technology+4 "Ship Repair" "Polyglue will fix anything"
Limited Vehicle+4 "Shuttle" "Cargo Ship"

Contacts+1 "Spacers" "Espers (Kaede especially)
L-Knowledge+1 "Sol System" "Spacers" "Some of those secrets they don't tell you in school"

Developing /Expanding pieces
PHY: Genetic Gravity Treatment (A1)
Mattingly University - School of Navigation L-KNW+1 "Sol System" SCI+1 "Navigation" +.2x
Hung at the Space Port CON+1 "Spacer" KNW+0 "Spacer" +.15
Psych: Loyalty to Cpt Williamson - undying (B3)
Member Lunar Independence Party (B1)

6/ 1) Maxim de Gaulle Human UZ Administrator of the Neo Frontiers OVA Era
https://www.rpgpub.com/threads/ccc-...-characters-are-pub-edition.8739/#post-407995

7/ 2) Nevel Walsh Human Corporate Troubleshooter of Neo Frontiers OVA
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-408628

8/ 3) Major Smith Human Space Ranger of Neo Frontier OVA Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409124

9/ 4) Bowzer Human Belt Miner of the Neo Frontiers OVA era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-409781

11/ 5) Chancellor Gavins Esper Chancellor of the Neo Frontiers OVA Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-410749

12/ 6) Commander Rodolfo Bottino Human Grand Captain of Neo Frontiers OVA ERA
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-411673

13/ 7) Chief Lt João Keller Human Provocateur of the First System War Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-412106

15/ 8) Capt August Fall Human Space Marine of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-412718

16/ 9) Commander William Clarke Human Officer of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-412849

17/10) Agent White aka Kaede Tanaka Esper Agent of NF: First System War Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-413342

18/11) Eugene "Kato" Lunan Esper Navigator of the Neo Frontiers
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-413792
 
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March 10:
Continuing to rebuild our Lancer peeps at first level then skip them straight to level 4 using the current rules rather than whatever playtest I first found that called itself "current"....

The Amy character... well not much really ever changes out-of-mech on a mechanical level. The game really is about the boardgame/table top skirmish mech combat, nothing in noncombat mode affects mech mode & vice versa. So 1/3rd of the way to max level and the character is basically static except their mech is better in combat.

Checking limits. HP are base hull + (2x hull skill) + (1/2 level) + personalization(1SP for +2) + IPNS bonus(license3+ for +5) = +25. Armor is base + IPNS bonus(license3+ for +1) = +1. Sensors are base frame + nada Evasion is base + agility skill + SSC bonus (license 3+ for +2) = +8. And e-def is base + systems skill + Horus bonus (license 3+ for +2) = +8. Since skills max at 6 (total to 15) and level max out at 12 we can have IPNS level 6 + Horus level 3 + SSC level 3 for something like... hp 37, ap 4, ev 20, ed 20, sensor 20, of course you aren't getting all that on any one mech. Given that we're looking at maximums like d20+6+1d6 those are pretty good. Well except that armor piercing stuff is all over the place and most stuff mounts one or two weapons that can do about 5-10 damage a hit so 37 vs 24 hp is at most 3 hits. Best is something like hp 24, ap 1, ev 20, ed 18, sensor 15 + invisible 50% miss chance (invis does nothing else). The numbers are very tightly constrained and the d20 is a major player in everything you do.

Name: Amy, level 4 (well "license level" 3), "grit" +2 (hp for person & mech, mech physical attack rolls, & mech system points)

Background: Still a soldier but +2 assault & +6s for explode it, pull rank, leader

Traits went away (we no longer have personality tags) and we have HP & combat stats now. HP 6+grit(2), size 0.5, evasion 10, e-def 10, speed 4, and gear might actually matter so... one armor, two weapons, three misc. And since non-mech gear apparently never changes we've stopped caring about it.

Talents (do yo mecha shizz):
Duelist 1: 1st main melee wpn atk at +d6.
Combined Arms 2: in melee you & adjacent allies get soft cover (-d6). no -(d6) to ranged shoots for being engaged in melee.
Vanguard 3: +d6 & targets get NO cover with CQB weapons <= range 3. may overwatch(opportunity attack) with CQB for any movement within the CQB weapon threatened area.

Licenses & Bonuses:
L: Tokugawa 2, Saladin 1
B: +3 agility, +2 hull, immune to impaired & +2 heat

Mech stats:
size 1, armor 0, sensor range 10, save TN 12, attack +2
EVEREST
hull: hp 18, repair cap 6, mod +2
agl: evade 11, speed 5, mod +3
sys: e-def 8, tech attack +0, SP 8, mod +0
eng: heat 8, bonus limited +0, mod +0

toys: 1/scene quick action as free action. at rest 1 repair = 1 structure. 1/mission core power protocol (start of turn free action toggle) for rest of scene +d6 all attacks check saves & 1/turn free action boost(move speed)

modules: personalization[1sp](+2 hp), jump jets[2sp](fly when boosting & end on ground), external batteries[2sp](energy weapons +5 range or +1 reach & unit explodes self dmg 1d6AP on first structure damage), enclave shield[2sp](quick action burst3 dome until EONT self=immobilized attacks_into=-d6 reaction 1/rnd +2heat(self) target resists all damage from attack)

mounts: heavy=main launcher [1sp] arcing range15(20) & never has -d6 on final roll for 1d3+1e , main=annihilator main CQB +2heat range5(10) threat3 for AP 1d3+2e, flex(main)=torch main melee +2heat reach1(2) for overkill(dmg die roll 1s =+1heat dmg) 1d6e+3burn

function: Move into melee for good damage, will need to pull back for stabilize sometimes to clear heat, can trade long range shots vs foes avoiding close combat, try to make good use of cover. Overall the character stayed much the same, mobile melee combatant, but there's less focus on a bunch of melee attacks at high accuracy.
1) long range & much difficulty attacking target: move then shield up & launch missiles
2) move 5 + boost flight 5 + shoot 10 for AP 1d3+2 or advantage melee at reach 2 for 1d6(overkill) & 3 burn
3) close combat: move to range 2 for shoot & melee at advantage
 
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