CCC 2023 Continuation: Where the Wild Characters Are Pub Edition

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March 11:
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"....

Doing Bob, the melee bruiser. He's still a melee bruiser but weirdly fast & mobile now. Hit points & defenses went down a lot though, but then everyone's did.

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

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply ALSO +number on triggers):
The Pirate became a Outlaw with +2 for show off and +6s for K.O., charm, survive

Traits went away (we no longer have personality tags) and we have HP & combat stats now. HP 6+(1/2 level), 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 & those stats never change we've stopped caring about it.

Talents (do yo mecha shizz):
Brutal 2: on nat20 deal max damage. on crit add 1 knockback.
Executioner 3: 1/round with heavy+ melee free action half damage attack against different target. first heavy+ melee crit of the round you do 3 dmg to any/all within reach other than the crit victim. if melee misses reroll the attack 1/round vs other target
Hunter 1: 1/round before attack with auxiliary melee fly 3 towards the target ignoring engagement and no reactions.

Licenses & Bonuses:
L: Raleigh 3
B: +2 agility, +2 hull, +1 eng, integrated aux weapon use as 1/round free action

Mech stats:
size 1, armor 1, sensor range 10, save TN 12, attack +2
RALEIGH
hull: hp 18, repair cap 6, mod +2
agl: evade 10, speed 5, mod +2
sys: e-def 7, tech attack -1, SP 7, mod +0
eng: heat 6, bonus limited +0, mod +0

toys: end of turn if haven't attacked or forced saves then reload all weapons. may make ranged attacks even if jammed (jammed is BAD). 1/mission core power protocol (start of turn free action toggle) at end of turn if not fired mjolnir gun adds 2 charges to max 6 & next shot does 4 damage per charge & if 4+ charges is AP & target armor shredded to EONT. (why is that all by 2s and multiplication? seems excessively complicated for 8/16/24 damage + shred if 16/24)

modules: uncle AI[3sp](shoots gun 1/round free at -2d6), personalization[1sp](+2hp), breaching charges[2sp](limited4 grenade4 blast1 agility for half 1d6e & obj/terrain auto-damage 10e AP or mine(place quick & arms at end of the round) blast1 quick detonate agility for half 2d6e AP & obj/terrain auto-damage 30e AP), one open SP for EVA/paintjob/manipulators

mounts: integrated=mjolnir main CQB range5 threat3 & free shot on reloading for 4k, heavy=hammer heavy melee reach1 for 2d6+2k & reliable4, integrated=aux melee knife reach1 1/round free attack for overkill(dmg die roll 1s =+1heat dmg) 1d3+1e aux/aux= 2x hand cannons aux CQB range5 threat3 loading for 1d6 reliable1, flex(main)= main launcher loading ordinance(shoot before moves) range10 UNCLE at -2d6w for 1d6+1 blast2

function: If target is within 13 then can skirmish hammer, else if within 8 barrage hammer +knife +CQB, else can throw 2-4 ranged attacks within 10. This one changed a fair bit, the single big melee hit is still there but mobility went way up and hit points went down a fair bit. Four main options identified for combat:
1) fire uncle launcher(r10 d20-(2d6w)) +move(5) +overcharge(heat 1/d3/d6) +2x hand cannons(r5) +stabilize(reloads & clears heat) +free mjolinir shot +if range 3- knife(hunter move 3 into melee)
2) move(5) +boost(5) +knife(hunter move 3 then r1) +skirmish hammer
3) move(5) +knife(hunter move 3 then r1) +barrage hammer & mjolnir/hand cannons
4) +uncle launcher(r10 d20-(2d6w)) +move(5) +knife(hunter move 3 then r1) +overcharge(heat 1/d3/d6) +skirmish hammer +stabilize(reloads & clears heat) +mjolnir(r5)
 
19/12) Josh "Hornet" Williamson, Commander Reactivated-- 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: Josh "Hornet" Williamson, Commander Reactivated UZSDF
Core Trait: Human Space Marine Pilot of The Neo Frontiers Era
Spacer and Veteran


He is the romantic hero of the First System War. Many books have been written about him, Martian Author Peteran Grey alone has written one fictional, one semi-fictional and two factual (all published by Macmillian Mars). Note: He is quite the folk hero on Mars. As a child, Grey was one of the civilians the man's heroic actions probably saved. Dozens of other books, as well as video/media, VR shorts, and dozens of Spacer folk/filk Songs, focus on him as well.

For the FSW purpose:
Josh Williamson wants to be "just another spacer moving things along". Unfortunately, his past prevents that. Captain Williamson, The Hornet, is a True Hero of the Six Years' War. He was a decorated Astro-Fighter Pilot. He and a squad of Space Marines he "borrowed", defended Luna City from a Chinese Incursion and an attack by Lunar Broggans (terrorists really). His piloting and leading of The Squad helped save over 100,000 lives in those domes.

In the years after he "retired from service, he has nearly managed to be "just another spacer". For the last few years (since Series 1), He and Kato have been working with a NGO: The Wyrd Group. They moved cargo. However, it was often cargo that habitats, stationaries, orbitals, and shiptowns desperately needed (often due to corporate games). They help relieve the corporate stranglehold on key supplies. They also provided emergency medical and environmental supplies to failing locations.

If you ask a Martian (and some spacers), they call him The Spacedust Rider due to these runs AND a couple of spectacular maneuvers of rescue he has pulled off (See Series 1 Episode 12).

OVA
As the OVA opens, we see de Gaulle as a talking head, talking about worker unrest in The Belt. He is on the screen in a Station Bar. Hornet and Kato are there, eating and reading their "mail". He laughs and tells Kato that he has a message from the UZDF asking him "to renew his commission at his earliest convenience". Kato nods and continues to stuff noodles in his mouth. He also comments on the screen, "Oh what a mess and this isn't making it any better". In fact a lot of spacers have cleared the Bar (heading to their ships to avoid the soon to be complicated flight restrictions as mentioned by de Gaulle).

Their next visit will be to "one of those shiptowns" in the Oort. Here we will meet an entire synthetic community (based on four artificial clone clades). Hornet is surprised by this (note: Kato is not), as this would be questionable if not illegal if the UZ knew about it. They discuss the politics of synthetics briefly, setting up the Synthetic Debate.

They are stopping at Mars. They want to leave quickly because after The Moon Affair, they know The War will be here soon. They are offered a job as a ship carrying a huge cargo to a Mars Town... since he is The Spacedust Rider. He turns them down, but they "accidently" encounter Kaede...err. Agent White at the Space Port.

Note: The First Battle for Cerberus Orbital (Mars Guardian) occurred on the day they met up with Kaede.

After a quick catch up, Hornet concerned for her safety tells her to get off Mars ASAP. Kaede gives him the line, "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."

He concedes to stay. They take that ship job. This puts him back in Bradbury on the fateful day.

The Chinese have advanced a fairly organized offensive and taken several habitat clusters and are on their way to take or disable Bradbury (and the landing/ launch facility). The 12th are holding Bradbury's facilities, but opt to help deal with oncoming Chinese. They originally started to skirmish with Bowzers Mecha but a quick "treaty of convenience" occurs and both sides want to stop the Chinese.

Note: The Second Battle of Cerberus Station with Bottino's forces is happening while all this is occurring. (We see this in cut scenes).

Hornet's Ship "Beauty" provides much needed air cover for the ground forces. It seems Clarke's ships were ferreting out rebels instead of providing support. In fact, one of his five ships is often attacking "the rear logistics" of the Chinese Offensive (i.e. blowing up Chinese Domes). Clarke gives his orders to his ships to take out the "rebel dome of Bradbury". This would have meant the death of countless civilians.

It was here that Hornet Steps up. He takes command of the 12th, Bowzer's Brusiers, and a few Marine Astrofighters. He gives the order for Clarke to Stand Down for potential war crimes (something people in the UZ are very uptight about). The UZ ships take on the "Right Side" and fight Clarke's people. They eventually surrender. (This is the point of the write up)

With Cerberus back in "civilian hands", the temporary treaty holds until the Spacer Alliance dusts off.

We assume there is an official discussion in this time, as the next time we see Hornet he is on his way to Titan. (This gives Kaede a few days headstart for negotiations and transit.)

What was supposed to be the "Battle of Titan" really didn't happen. It was more of a Commodore Perry in Tokoyo Bay moment. Anti-climactic.

After The Reveal (and the attack on Neptune (and a few in "the plain" stationaries)), the pitiful UZSDF force on Titan was prepared to make a "last stand" against the oncoming opposition as most of the UZSDF was pulling back toward Earth. Force Commander Bottino and The First Space Alliance came for support. Hornet and Kato hand over combined command/ coordination to him and head out in a Space Marine Astrofighter. (IMO, the fighter sequences here were the best in the OVA).

The Beauty and a number of other ships are assigned to find the Opposition stronghold. He heads to the upper Oort, first to the Clone Shiptown, then to the mythical AI colony. There we encounter Leonard. Leonard sends his broadcast out to The UZ council (now without de Gaulle) and The main outposts in the entire system.

The Combined Military Force begins Deployment (It is a new military because The UZDF charter prevents it from invading). They set course for Planet 12. Hornet is the air support leader for the 12th and other CMF ground forces. They discover they need to ground attack to break the shielding. They pull it off and The Opposition begins to evacuate. They only harass those ships, only actively shooting at those with weapon systems.

We get the final bridge scene as the CMF follows them out of the system, stopping just short of interstellar space. We have that final "pretty" bridge scene with all the named space/military characters on it as they watch them leave and "look to the future". (I am sure it was rocky after all that, but I am sure people were "forced to be good", lest people claim they were proxies for the Opposition.)

Description: A tall caucasian male with brown eyes. His hair is cut in that military crew cut with a non regulation longer curl in the front. His hair is still brown. He is a moderately built man, still muscular despite spending so much time in Null G. While in the military, he was very proper and spit and polished. Now that he is out, he is "much more relaxed" about his appearance. He wears his environmental suit most of the time while in space. He wears slacks and an oversized shirt in more terrestrial environments.

Note: While he should be the second character in line, we are placing him here, after the Battle of Mars. This is when he becomes "The Hero of the First System War on the side of The People (not UZ or Spacers or Opposition). (Note: He has statues in a couple of Martain Domes/Habitats as well as many other places to cement that role). It is at the battle and just after that he significantly changed from his Series 1 role. He renewed his commission. He once again commandeered a military force. Figure between all the EPs from Series 1 appearances and The Battle for Mars he would of leveled up to 7th level as seen here (and maybe 8th by the end of the OVA). Remember, he was instrumental in the battle of Titan. He helped forge the CMF. And most importantly Hornet and Kato gained The Information on the Opposition and the 12th Planet and hammered home the required treaty and law to make it happen. Really, he deserves the books.

Write Up Convergence Point
Hornet's original sheet

Name: Fleet Commander Josh "Hornet" Williamson,
Commander of UZ Arm of the Combined Military Force
Core Trait: Human Space Marine Pilot of The Neo Frontiers Era
Lv 7 /EP Mod 1.9x ( 1.2 -.1x+.8x)

Prime Aspects
PHY 12 +4/8- "Work hard at this physique in Null G"
DEX 16 +5/9- "Want to play Darts?"
MEN 15 +5/9- "I am not as smart as my brother" (Who is a super genius)
EMO 12 +4/8- "We will do the right thing"
MPY 12 +4/8- "Luckier than I have any right to be"
CHA 12 +4/8- "Easy Charm"

Life Focus: VHL +F-VHL +COM +S/T +L-CMU -.1x

Combative+8 "Space Marine" "Hand to Hand" "Grappler" "Darts"
Limited Communication+7 "Command" "Persuasion" "Fast Talk Negotiation"
Strategy/ Tactics +7 "Space Fighter Strategy" "Habitat Fighting Strat"
Vehicle +7 "NASA/UZSDF Ships" "Cargo Ship"
Focused Vehicle+7 "Astro-Fighter" "His Ship" "Weapons systems" "Rescues"
Contacts+2: Contacts "Old Buddies" (Space Marines), Luna City, Free Synthetics.
GEE+2 "Null G"
Status+4 Hero of The Battle of Luna, The Battle for Mars, and The First System War
Technology+1"Ship Systems"
V/I+0: "Interface"

Developing /Expanding Pieces
Professional Rank+3 "UZSDF and CMF" +0x

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

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

Hero of the Battle of Luna STA+2 "Hero" CON+1 Luna City +.25x

Hero of the Battle for Mars: Status +2 "Hero" +.15x

Psych: Hard to live up to his reputation (B1)
Note: switched at the beginning of the OVA. Assume his brother found the cure.

Psych: Follows the Right path, no matter how hard. (B3)

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

19/12) Josh "Hornet" Williamson Human Space Marine Pilot of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-414069
 
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System: White Lies v2

Ever since the new "SRD-free" edition of White Lies was released I've been itching to put it into play. I may get the chance soon, so I thought it'd be fun to solo-play myself through an adventure or two to familiarize myself with the game.

This is who I rolled up:

Rich (BB code):
Name: Sabrina Linares
Division: Confiscation    Rank: 1

Stamina:     7
Defense:    10
Movement:   30 ft
Initiative:  3

---------------------------          ---------------------------
Abilities                            Languages
---------------------------          ---------------------------
Toughness:  +1                       English (native)
Dexterity:  +3                       Spanish (native, household)
Intellect:  +3
Discipline: -2
Influence:  -1

---------------------------          ---------------------------
Qualifications:                      Outfitting
---------------------------          ---------------------------
Dexterity Resistance                 stealth suit (tight-fitted)
                                     burglar kit
Acrobatics                           semi-automatic pistol
Athletics                            1 spare ammo upgrade
Deception                            operative kit
Firearms                             
Lockpicking                          ---------------------------
Perception                           Currency
Safecracking                         ---------------------------
Security Systems                     $1,100
Stealth
Streetwise

Computers (cross-trained)
Persuasion (cross-trained)
Unarmed Combat (cross-trained)

---------------------------
Division Training
---------------------------
Hard Target
    Add rank to defense when not wearing armor;
    stealth suit not counted as armor -> +2 def bonus
Backstab
    When attacking from stealth, enemies who fail TN15
    resistance check take max damage + rank on first attack.

Strictly speaking, White Lies is no longer a S&W clone. It does of course still have S&W in its roots, but the system has been modified a little in light of the recent OSR fiasco. As such, you'll note five ability scores rather than size, and those have largely been renamed. The scores themselves are generated by rolling 1d20 for each, taking the total, and looking up the dice modifier for that number. These are then arranged however you prefer. Then, you pick a division (aka: class) you qualify for and note down whatever the division indicates regarding outfitting (gear) and training (traditional class abilities).

Each division also has 1d20 table you roll on as you level up (aka: increase in rank / promotion) that randomizes your class advancement in different ways. Since I've not played the game yet, I don't know how well this works in play but in principle I like it.

My dice rolls for Sabrina here were as follows:

13 (+1), 1 (-2), 17 (+3), 2 (-1), 18 (+3)
 
March 12:
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"....

Played a trial scenario with starter characters. +1/+2 and +/-1d6 gets lost in the noise, only +3 or more and +/-2d6 or more was really noticable. Mechs are slow, short range, and weirdly fragile feeling. But then they went and used the same rules for everything else. It felt ok for a squad of 10 soldiers, although they were weirdly ginormous at size 4 and bigger than all but the largest mechs. But they were basically about the same hp & similar weapons as starter mechs before the pilot talents.

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

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply ALSO +number on triggers):
The Doctor became a Medic with +2 for assault and +6s for patch, study, cool... the medic gets bonuses to assault people. That's still weird. maybe one of the authors was a frustrated EMT?

Traits went away (we no longer have personality tags) and we have HP & combat stats now. HP 6+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):
Well our initial ide for the character went pfft, so completely retool.
Crack Shot 1: protocol (start of turn free action toggle) immobilize & +d6 with rifles.
Gunslinger 3: +d6 first attack with an auxiliary weapon on your turn. 1/round reaction if hit with ranged attack shoot back with auxiliary weapon. after every 5 hits with auxiliary weapons may make 1 next auxiliary weapon attack +2d6 damage & AP then need 5 more hits to repeat.
Tactician 2: 1/round +d6 if an ally is engaged with a target. 1/round gain +d6 if at higher elevation than a target

Licenses & Bonuses:
L: Swallowtail 2, Barbarossa 1
B: +5 hull, integrated aux weapon use as 1/round free action

Mech stats:
size 1, armor 0, sensor range 20, save TN 12, attack +2
SWALLOWTAIL
hull: hp 28, repair cap 7, mod +5
agl: evade 10, speed 6, mod +0
sys: e-def 10, tech attack +1, SP 8, mod +0
eng: heat 4, bonus limited +0, mod +0

toys: +1 ranged attacks, may reroll first ranged attack in turn, if no move then at end of turn INVISIBLE(50% miss chance ONLY EFFECT) until SONT or move or take reaction, if LOCK ON quick action then target also shredded(no armor/resist) to EONT, 1/mission core protocol (start of turn free action toggle) 1/round reaction on ally takes damage from another character roll d6 on 4+ ally resists damage and may teleport 3 spaces after hit & on 3- ally may teleport 6 spaces after hit

modules: stabilizers [1sp](quick action immobile & no melee & no attacks range 5- & range+5 all ranged attacks), shield [2sp](protocol free action at start of turn +1 heat & 1 target all attacks at/by are -(2d6w))

mounts: integrated=oracle lmg [1sp] 1/turn as free action aux rifle accurate arcing range15(20) 1d3k, aux/aux && flex(aux/aux)=4x oracle lmg [4sp] aux rifle accurate arcing range15(20) 1d3k

function: Can act like artillery to 20 range and gets bonus damage for hitting more. Use cover, has many hit points.
1) move 12 & shoot 3x
2) move 6 & shoot 5x or stabilize + shoot 3x at range 20 + #3 next turn
3) don't move & shoot 5x at +d6 & turn invisible at end of turn.
 
Characters 2-8, Part 1

Since someone in my group has mentioned maybe running Sentinel Comics RPG, I thought I'd try making a team to get familiar with the system. So, here's an alt-universe version of Alpha Flight!

Alpha_Flight_(Earth-1610)_from_Ultimate_X-Men_Vol_1_94_001.jpg

Vindicator!
Characteristics:
Background - performer
Power Source - tech upgrades
Archetype - flyer
Personality - stoic

Principle of the Team:
During roleplaying: Your heroic team takes up a significant portion of your life and you have an official position in that team. Civilian authorities will recognize your status in the team.
Minor twist: What embarrassment did you just cause as a representative of your team?
Major twist: What major sanctions will you suffer as a result of your actions?

Principle of the Defender:
During roleplaying: You will put yourself in harm's way to defend another without a second thought.
Minor twist: How do your actions put you in more danger than before?
Major twist: What great sacrifice did you just make to succeed?

Status Dice:
Green (37-29) - d6
Yellow (28-14) - d8
Red (13-1) - d12

Powers:
Flight - d8
Strength - d8
Nuclear - d10
Speed - d6
Power Suit - d8
Vitality - d10

Qualities:
Leadership - d10
Acrobatics - d8
Singer, Dancer, Triple Threat - d8

Green Abilities:
Radiation Sickness: Attack a target using Nuclear. Hinder that target with your Min die (Organi-Hack).
Aerial Bombardment: Attack up to three targets using Nuclear. Apply your Min die to each of them (Aerial Bombardment).
Overwatch: Boost using Flight. Apply that bonus to all hero Attack and Overcome actions until the start of your next turn (Aerial Surveillance).
Principle of the Team: Overcome by using your status as an official representative and use your Max die. You and each of your allies gain a hero point.
Principle of the Defender: Overcome a situation that requires you to hold the line and use your Max die OR use your Mid die and defend with your Min die. You and each of your allies gain a hero point.

Yellow Abilities:
Nuke: Attack multiple targets using Nuclear, using your Min die against each (Energy Burst).
Tactical Analysis: When Attacked, treat the amount of damage you take as a Boost action for yourself (Tactical Analysis).
Snipe: Attack using Nuclear. Defend against all Attacks against you using your Min die until your next turn (Strike and Swoop).

Red Abilities:
Blockade: When multiple nearby heroes are Attacked, you may take all the damage instead. If you do, roll your Flight die + Red zone die and Defend against the Attack by the total (Intercession).
Power Blast: Attack using Nuclear. Use your Max+Mid dice (Powerful Strike).

Out Ability:
Defend an ally by rolling your single Leadership die.
Rajwinder Singh was only three when his family moved to Canada. His parents encouraged him to stay connected to his Punjabi roots through Bhangra dancing, which he enjoyed. He put together a highly sought after troupe in high school and managed to balance his studies in university with an intensive performance schedule.

His life changed one evening when he visited a friend working at the university nuclear physics lab. Agents of the Technocratic Development attacked, planning to steal material and equipment. To stop them, Raj grabbed an experimental nuclear handling suit, hoping it would provide some protection from the TD agents' weapons. Not expecting any resistance, the TD agents fled, but shot up a containment vessel on their way out to prevent pursuit. Raj instinctively jumped on it, blocking the escape of radioactive emissions with his body. Somehow the nuclear energy filtered through the suit and supercharged Raj's cells, transforming him into a nuclear powerhouse.

Unfortunately he soon discovered that, while he was fine doing everyday activites, even moderate exercise triggered his body to power up, causing him to emit nuclear radiation. His friend's lab managed to design a suit that would contain and focus his energy, but Raj could no longer perform.

He bounced back quickly, deciding to use his new powers to protect people. He came to the attention of Department H, the Canadian superpowers authority, and was recruited into Alpha Flight. His tactical skill and experience leading a team quickly made him the field team leader, a position he enjoys and sees as a great honour.

Vindicator's body generates nuclear power, fueling his superhuman physical strength, speed, and endurance. He is able to generate blasts of energy either to attack or to use to power his flight. When active he has to wear a specially designed containment suit to prevent leaking radiation. In combat he prefers to stay airborne, seeing the whole field and providing guidance to his teammates while blasting at opponents.

Aurora!
Characteristics:
Background - dynasty
Power Source - training
Archetype - armored
Personality - stalwart

Principle of Justice:
During roleplaying: You are always aware of acts of injustice in your environment and those who have committed them.
Minor twist: How are you taking extra time to show yourself as a shining example of justice?
Major twist: How do you unnerve your allies in the single-minded pursuit of justice?

Principle of the Mentor:
During roleplaying: It is important to you to share your knowledge and experience with less-weathered heroes. Everyone grants you some measure of respect for your wisdom.
Minor twist: Which whippersnapper just showed you up?
Major twist: What has just provien that you're too behind the times?

Status Dice:
Green (29-23) - d8
Yellow (22-11) - d8
Red (10-1) - d10

Powers:
Agility - d8
Vitality - d8
Awareness - d6
Intuition - d10
Strength - d8
Speed - d8

Qualities:
Close Combat - d10
Fitness - d10
Acrobatics - d8
Veteran Hero - d8

Green Abilities:
Tough Skin: Reduce any physical or energy damage you take by 1 while you are in the Green zone, 2 while in the Yellow zone, and 3 while in the Red zone (Armored).
Get Behind Me: Attack using Strength. Defend another target with your Min die (Living Bulwark).
Fast Recovery: Attack using Agility. Recover Health equal to your Min die (Repair).
Precise Strike: Attack using Intuition. Ignore all penalties on this Attack, ignore any Defend actions, and it cannot be affected by Reactions (Unstoppable Charge).

Yellow Abilities:
Counter: When you are attacked by a nearby enemy, the attacker also takes an equal amount of damage (Reactive Field).
Combo: Attack using Agility. Use your Mid die to Attack one extra target for each bonus you have. Apply a different bonus to each attack (Flowing Fight).

Red Abilities:
Regenerate: Hinder yourself using Vitality. Use your Min die. Recover Health equal to your Max+Mid dice (Major Regeneration).
Voice of Experience: Boost another hero using Intuition. If that hero has already acted for the turn, use your Max die, and that hero loses Health equal to your Min die. That hero acts next in the turn order (Give Time).

Out Ability:
Defend an ally by rolling your single Intuition die.
Amy Tseng's grandfather learned the secrets of real qi gong from his mother, who learned it from her father, going back generations. Combined with his practice of gong fu, he was a superhuman martial artist. It was not enough to protect him when his cadre commander, afraid of the potential threat his power represented despite his genuine loyalty to the cause, turned against him in the last days of the civil war between the Communists and the Nationalists. To save himself and his family, the elder Tseng fled. Unwilling to join the Nationalists in Taiwan, he instead took his wife and son to Canada.

Amy's father was too worried about fitting in with his friends to cooperate with his father's attempts to train him. Amy was an enthusiastic student, however, and began training with her grandfather almost as soon as she could walk. He says she has surpassed even his skill at his prime, but Amy is sure he's just being polite.

Amy was always sensitive to the the discrimination her family faced, and as she grew up she saw how many disadvantaged people faced their own struggles and hardships. She began patrolling her neighbourhood at night, protecting her community from threats. After she stopped a particularly vicious domestic assault that left the victim in a coma before she could intervene, she had to testify in court as the key witness for the prosecution. After the trial she was recruited by the police. She breezed through training and became a very effective beat cop. She refused several offers of promotion over the years, preferring to stay engaged at street level and to help new officers find their feet.

The Director of Department H was impressed with her work record, and knew what to look for in her file that said she had more personal resources than most people. He offered her a position training new recruits for Alpha Flight, the national superhuman response team, knowing that she would insist on participating in field missions, and he was not disappointed.

Aurora has superhuman speed, strength, agility, and endurance, as well as enhanced combat awareness and martial training, making her one of the most fearsome fighters in the country. Her mastery of qi gong focused through her body makes her bulletproof. In combat she fights at the front, beside her teammates, and concentrates on putting her opponents down as efficiently as possible.

Snowbird!
Characteristics:
Background - struggling
Power Source - relic
Archetype - transporter
Personality - sarcastic

Principle of the Detective:
During roleplaying: You can always tell when an important piece of information is being left out or obscured, though you might not know exactly what it is.
Minor twist: What important clue did you miss?
Major twist: What major secret was just revealed that you would rather have stayed hidden?

Principle of Whispers:
During roleplaying: You hear a voice in your head that no one else hears. That voice tells you things, which might be true or false, but the voice certainly seems to know a lot.
Minor twist: How did the voice in your head just distract you?
Major twist: What is the voice in your head demanding of you now?

Status Dice:
Green (24-19) - d8
Yellow (18-10) - d8
Red (9-1) - d8

Powers:
Telepathy - d8
Telekinesis - d8
Flight - d10
Suggestion - d10

Qualities:
Banter - d6
Criminal Underworld Info - d6
Acrobatics - d6
Insight - d8
Persuasion - d6
Urbanite - d8

Green Abilities:
Telepathic Insight: Boost yourself using Telepathy. That bonus is persistant and exclusive (Draw Power).
TK Wave: Attack using Telekinesis. Defend against all attacks against you using your Min die roll until your next turn (Hit and Run).
Mass Telepathy: Attack multiple targets using Suggestion. Use your Min die against each (Run Down).
Principle of the Detective: Overcome to learn hidden information and use your Max die. You and each of your allies gain a hero point.
Principle of Whispers: Overcome against a challenge that involves information that you have no real way of knowing and use your Max die. You and each of your allies gain a hero point.

Yellow Abilities:
TK Shield: When another hero in the Yellow or Red zone would take damage, you may Defend them by rolling your single Telekinesis die (Magical Shield).
Telepathic Siphon: Boost yourself using Telepathy. Use your Max die. Hinder a nearby opponent with your Min die (Momentary Power).
Fly-By: Boost another hero using Flight. Attack using your Min die (Mobile Assist).

Red Abilities:
Mind Control: Hinder using Suggestion. Use your Max+Mid dice. If you roll doubles, also Attack the target using your Mid+Min dice and take damage equal to your Min die (Dangerous Hinder).
TK Blockade: When multiple nearby heroes are Attacked, you may take all the damage instead. If you do, roll your Telekinesis die + Red zone die and Defend against the Attack by the total (Intercession).

Out Ability:
Hinder an opponent by rolling your single Insight die.
Melissa Boyer spent her childhood moving with her mother from small apartment to friend's couch to car and back again. Her mother struggled, and had great difficulty keeping a roof over the small family's head, but always made sure that Melissa got to school and had library books to read. Melissa escaped into these books, particularly enjoying mysteries, challenging herself to identify the culprit and even sometimes taking notes and making charts in her efforts to solve these fictional crimes. This served her well in school, earning her a scholarship to university (and making her mother proud).

Melissa had never connected with her Metis heritage growing up, but in university she met other students who were active in preserving and promoting their shared culture and she became involved. She changed her major to forensic archaeology so that she could help her ancestors speak of their experiences to a modern audience.

Her fourth-year practicum involved investigating a rumoured unmarked burial site. The class didn't find any graves or human remains, but Melissa found what looked like a gold armband. As soon as she picked it up, it vanished from her hand and appeared on her bicep before sinking into her skin. Suddenly she could hear the private thoughts of everyone around her. Overwhelmed, she passed out.

She spent what felt like days floating in a kaleidoscopic fog, speaking with a disembodied voice that only identified itself as the Owldaughter. The Owldaughter instructed Melissa on the new powers she had gained on becoming the amulet's bearer and instructed her to use her abilities to protect the innocent. Melissa woke up to find her classmates standing over her and discovered that only a few moments had passed.

Back in the city, Melissa was wondering what to do when she saw a news report about Alpha Flight's fight against members of the Combine, a group of supervillains. Inspired, she made herself a costume and set out patrolling her city. When Alpha Flight responded to an emergency in her city, she rushed to the scene to introduce herself, and asked to join. Impressed by her enthusiasm and power, Vindicator welcomed her aboard as Alpha Flight's newest member.

Snowbird is still inexperienced and tries to present herself as more worldly by keeping up a blase, fast-talking sarcastic demeanour. She uses her telekinesis to keep herself in the air and out of range of opponents while flipping between her TK and telepathy to attack.
 
Part 2:

Shaman!
Characteristics:
Background - anachronistic
Power Source - mystical
Archetype - blaster
Personality - mischievous

Principle of Magic:
During roleplaying: You are attuned to an otherworldly force, and can feel the mystical energies of the area.
Minor twist: What weird curse is now following you around?
Major twist: What mystical backlash has changed your life?

Principle of Cold:
During roleplaying: You have an affinity to or a love of Cold. You can interact with that element with ease.
Minor twist: What other energy/element is currently causing your powers to go on the fritz?
Major twist: What source of energy/element is currently dampening all your powers?

Status Dice:
Green (36-28) - d6
Yellow (27-14) - d8
Red (13-1) - d10

Powers:
Teleportation - d6
Weather - d8
Cosmic - d10
Cold - d10
Fire - d8
Electricity - d8

Qualities:
Magical Lore - d10
Fitness - d8
Medicine - d10
Off the Grid - d8

Green Abilities:
Lightning Strike: Attack multiple targets using Electricity. Use your Min die against each (Danger Zone).
Frostbite: Attack using Cold. If you Attacked or Hindered that target in your previous turn, use your Max die in this Attack (Exploit Vulnerability).
Principle of Magic: Overcome against a mystical force and use your Max die. You and each of your allies gain a hero point.
Principle of Cold: Overcome a challenge involving Cold and use your Max die. You and each of your allies gain a hero point.

Yellow Abilities:
Spirit Wave: Boost or Hinder using Cosmic, and apply that mod to multiple nearby targets (Modification Wave).
Weather Control: Overcome an environmental challenge using Weather. Use your Max die. Either remove any penalty in the scene or Boost equal to your Mid die (Sever Link).
Freeze: Attack using Cold. Use your Max die. If you choose another hero to go next, Boost that hero using your Mid die (Imbue With Element).
Ice Shield: If you would take damage from Fire, instead reduce that damage to 0 and Recover that amount of Health (Energy Immunity).

Red Abilities:
Windstorm: Remove all bonuses and penalties from the scene. You cannot use this ability again this scene (Purification).
Ice Blast: Attack using Cold. Use your Max+Mid dice (Powerful Strike).

Out Ability:
Hinder an opponent by rolling your single Cold die.
Steve Paul grew up in a small, remote northern community that was largely isolated from the rest of Canada. He learned, like everyone there, to live self-sufficiently from the land traditionally. It wasn't always an easy life, but it was a happy one.

Eventually, though, the community became too small to keep going, and Steve and the few others left had no choice but to move south. Steve enrolled in university, and although he didn't find the structure appealing he had a natural aptitude for medicine.

His magic helped a bit, mind you.

Steve's community kept to all the traditional ways, including the deep spiritual connection with the world around them. Steve's connection manifested in a powerful influence over environmental conditions and a primordial control over cold and ice. Although this wasn't directly helpful at school, his magical connection to the environment let him pick up on small cues from patients that went unnoticed by other medical students.

Steve was approached by the Director of Department H as soon as he graduated (at the top of his class). Department sensors had picked up on the magical energy around Steve, and his medical training made him a perfect fit as Alpha Flight's field medic. Steve saw this as a great opportunity to see more of Canada and was happy to join.

Shaman is almost permanently happy and even playful: although seeing pain deeply saddens him, he knows of the interconnectedness of everything and the eternal cycles of life and finds solace in the fact that nothing in this world will last forever. He enjoys teasing his teammates by exaggerating his naivety, but pays careful attention to everyone's physical and mental well-being. In combat he recognizes the necessity of decisive conclusions and, although he is careful to do no permanent damage, can use his control over weather and magical forces to devastating effect.

Sunfire!
Characteristics:
Background - upper class
Power Source - experimentation
Archetype - elemental manipulator
Personality - decisive

Principle of the Veteran:
During roleplaying: You remain clear-headed under intense combat situations.
Minor twist: What affected you emotionally about the current conflict?
Major twist: How are you withdrawing from the current conflict?

Principle of Fire:
During roleplaying: You have an affinity to or love of Fire. You can interact with that element with ease.
Minor twist: What other energy/element is currently causing your powers to go on the fritz?
Major twist: What source of energy/element is currently dampening all your powers?

Status Dice:
Green (36-28) - d8
Yellow (27-14) - d8
Red (13-1) - d10

Powers:
Fire - d10
Flight - d8
Absorption - d8
Transmutation: Fire - d8

Qualities:
Fitness - d8
Alertness - d10
Ranged Combat - d8
Self-Discipline - d8
Worldly Veteran - d8

Green Abilities:
Determination: At the start of your turn, remove a penalty on yourself (Unflagging).
Flame Shield: Defend using Fire. Use your Max die. Boost using your Min die (Energy Conversion).
Firewall: Hinder using Fire. Attack using your Min die. If you are in the Red zone, you may apply the penalty to any number of nearby targets (Focused Apparatus).
Principle of the Veteran: Overcome a tactical challenge using knowledge of a previous conflict and use your Max die. You and each of your allies gain a hero point.
Principle of Fire: Overcome a challenge involving fire and use your Max die. You and each of your allies gain a hero point.

Yellow Abilities:
Fireform: Boost yourself using Fire. Use your Max die. That bonus is persistant and exlusive (Persistant Upgrade).
Funnel: When a nearby hero in the Yellow or Red zone would take damage, Defend by rolling your single Absorption die, then redirect any remaining damage to a nearby minion of your choice (Misdirection).
Heat Resistance: If you would take damage from fire, reduce that damage to 0 and Recover that amount of Health instead (Energy Alignment).

Red Abilities:
Fireball: Attack using Fire. Use your Max+Mid dice (Powerful Strike).
Nova: Attack using Fire and at least one bonus. Use your Max+Mid+Min dice. Destroy all of your bonuses, adding each of them to this attack first, even if they are exclusive.

Out Ability:
Boost an ally by rolling your single Fire die.
Abraham Eneh sought asylum after his parents learned he was gay and tried to kill him to restore the family's honour. After being granted protection, Abraham was determined to serve his new home as best he could, and joined the army. After several deployments in Afghanistan he was wounded seriously enough that he had to be sent back home to recover.

Abraham was frustrated at the slow pace of his recovery. When he heard of a secret project attempting to super-charge cellular regeneration he eagerly volunteered, despite the impressively long waiver disclaiming a long list of horrible possible side-effects. The combination of radiation, chemicals, and ultrasonics worked - Abraham was restored to full health - but not without unexpected consequenses. Abraham could wreathe himself in flames.

Unfortunately, the military had to grant Abraham an honourable discharge. Using superpowers in regular combat, particularly power signatures that looked close to napalm, could be seen as a war crime and lead to bad press that the army wanted to avoid. Abraham didn't have the right experience for, and wasn't interested in, a support role.

The discharge was a public cover for Abraham's transfer to Department H to serve as combat trainer for the new Alpha Flight program. He was also tasked with putting together Omega Flight, a covert operations team. Abraham intended to work with Omega Flight and serve only as a trainer for Alpha Flight, since appearing in public would risk a connection between the superheroes of Alpha Flight and the military and intelligence agents of Omega Flight. When the newly formed Alpha Flight had to respond to the threat of Hoarfrost, Emperor of the North, Sunfire had to join the team in the field to make up the numbers. Having appeared publicly like that, Sunfire was forced to join Alpha Flight and to leave Omega Flight's field team.

Sunfire is a warrior, not a hero. In combat he leaves leadership to Vindicator and Aurora, preferring to stay out of the spotlight, and throws himself into the heaviest fighting.

Sasquatch!
Characteristics:
Background - criminal
Power Source - genetic
Archetype – close quarters combat
Personality - stalwart

Principle of the Indestructible:
During roleplaying: You ignore damage from unpowered close combat weapons and attacks, such as clubs and non-powered fists, or basic ranged attacks, such as slings and arrows.
Minor twist: What goes wrong with your defenses?
Major twist: Who gets hurt other than you as a result of you not being able to take damage?

Principle of the Underworld:
During roleplaying: You have a variety of contacts from the criminal underworld and organized crime.
Minor twist: What shady detail causes others to distrust you?
Major twist: Are you guilty of what you're being arrested for?

Status Dice:
Green (33-26) - d8
Yellow (25-13) - d8
Red (12-1) - d10

Powers:
Strength – d8
Vitality – d8
Signature Weapon: Claws – d8
Agility – d8
Leaping - d8

Qualities:
Imposing – d8
Close Combat – d10
Fitness – d10
Thug Life - d8

Green Abilities:
Beast Mode: Boost yourself using Vitality. That bonus is persistent and exclusive (Growth).
Strike: Attack using Close Combat. Use your Max die (Offensive Strike).
Gouge: Attack using Claws. Ignore all penalties on this Attack, Ignore any Defend actions, and it cannot be affected by Reactions (Precise Strike).
Double Jab: Attack one target using Close Combat. Attack a second target using your Min die (Dual Strike).
Principle of the Indestructible: Overcome a situation where you charge headlong into danger and use your Max die. You and each of your allies gain a hero point.
Principle of the Underworld: Overcome a problem related to your knowledge of the criminal underworld or using one of your contacts and use your Max die. You and each of your allies gain a hero point.

Yellow Abilities:
Flex: Boost yourself using Vitality, then either remove a penalty on yourself or Recover using your Min die (Adaptive).
Frenzy: Attack multiple targets using Claws, using your Min die against each (Area Assault).
Hip Check: Attack a minion using Strength. Whatever that minion rolls as defense Attacks another target of your choice (Throw Minion).

Red Abilities:
Recovery: Hinder yourself using Vitality. Use your Min die. Recover health equal to your Max+Mid dice (Major Regeneration).
Claws Out: When you are Attacked and dealt damage, you may Attack the source of that damage by rolling your single Claws die, plus the amount of damage you take (Reactive Strike).

Out Ability:
Defend an ally by rolling your single Strength die.
Yvette Laurent's father was a low-level thug for the Montreal Mafia. Although Yvette tried to stay away and concentrate on school, her unnatural size and strength even as a pre-teen and her father's debts dragged her into the business. She accompanied her father and his associates on their nightly rounds, and her looming presence towering over everyone else was almost always enough to convince shopkeepers to pay “insurance.” Her father pushed her to study boxing to further develop her usefulness.
One night, however, a new business owner refused to pay, and surprised everyone when he pulled out a bat and attacked. Yvette got hit in the side, and reacted instinctively by transforming into a giant furred monster. Everyone panicked, goons and victim alike, and fled. Yvette ran too, hiding in the corner of an alley until she eventually fell asleep. When she woke up, she was back to normal.
She didn't tell anyone what happened, especially her father, afraid he'd try to use her new ability for criminal ends. She couldn't get out of continuing to work with her father for the mafia, but was careful to never actually engage in any physical confrontation. She spent the brief period of time between the end of school and the start of her father's rounds each day practising transforming back and forth, until it became controlled and natural.
As soon as she turned 18, Yvette moved out of her family home, determined to make it on her own. She had to work two jobs as a small corner store clerk and an office janitor to support herself and still have a bit to save for eventual university. She had to keep on the move to avoid her father and his associates, who were looking for her to drag her back into the life.
When Yvette saw Alpha Flight on the news, she immediately travelled to Toronto to try to join. She knew her power could help them do good, and hoped the team would be able to keep the mafia away. Her strength and her proficiency at fighting impressed the Director, and after a short stint of training she was promoted to the Alpha Flight field team.
Sasquatch is intensely loyal to the ideals of Alpha Flight as protectors of the innocent. She tries to maintain a reserved attitude to avoid attracting attention, but in combat against superpowered opponents she is surprisingly brutal.

Jubilee!
Characteristics:
Background - academic
Power Source – powered suit
Archetype - cyborg
Personality - analytical

Principle of the Gearhead:
During roleplaying: You always know the general state of repair or function of an item of technology, whether it's a simple toaster or an alien orbital defense system.
Minor twist: What mechanical device just shorted out?
Major twist: What machine just went terribly off the rails?

Principle of Science:
During roleplaying: You are up to date on and understand most modern scientific theories and research and can quote from them during conversations.
Minor twist: What were the surprising effects of leveraging that scientific principle in this situation?
Major twist: Oh heck! What just blew up?

Status Dice:
Green (30-23) - d10
Yellow (22-12) - d8
Red (11-1) - d9

Powers:
Power Suit – d8
Electricity – d10
Agility – d6
Awareness – d6
Deduction – d10
Inventions - d10

Qualities:
Technology – d12
Medicine – d8
Trial and Error - d8

Green Abilities:
Armor Field: Reduce energy damage you take by 1 while you are in the Green zone, 2 while in the Yellow zone, and 3 while in the Red zone (Damage Reduction).
Reinforced Epidermis: Reduce the amount of physical damage taken by 1 while you are in the Green zone, 2 while in the Yellow zone, and 3 while in the Red zone (Metal Skin).
Practical Application of Mathematical Principles: Boost yourself using Deduction. That bonus is persistent and exclusive (Self-Improvement).
Principal of the Gearhead: Overcome a technological challenge and use your Max die. You and each of your allies gain a hero point.
Principle of Science: Overcome while applying specific scientific principles. Use your Max die. You and each of your allies gain a hero point.

Yellow Abilities:
Field Waveform: Attack up to three different targets using Electricity. Apply your Max die to one, your Mid die to another, and your Min die to the third. If you roll doubles, take a minor twist or irreducible damage equal to that die (Explosive Attack).
Power Reserves: Boost yourself using Power Suit. Use your Min+Mid dice. That bonus is persistent and exclusive (Onboard Upgrade).
Nanoswarm: Attack using Inventions. Use your Mid die to Attack one extra target for each bonus you have. Apply a different bonus to each attack (Something For Everyone).

Red Abilities:
Emergency Reconfiguration: Boost yourself using Inventions. Use your Max die. That bonus is persistent and exclusive. Then Attack using your Mid die plus that bonus (Ultimate Weaponry).
Overload: Attack using Electricity. Use your Max+Mid+Min dice. Take a major twist (Final Wrath).

Out Ability:
Remove a bonus or penalty of your choice.
Julia Rosenblatt has always been a tinkerer. Her proud parents nurtured her interest, converting the garage into a workshop and enrolling her in every STEM course they could find By the time she was 12 she was working with postgraduate research teams on a number of cutting-edge projects.
Her parents were worried, though, about how little she was interested in interacting with anyone outside of her work. Their attempts to get her involved with kids her own age and make friends were embarrassingly unsuccessful. One evening, they got a mysterious call inviting them to try a pilot project connecting child prodigies across the country, with the first meeting to be held in their home city of Montreal. Cautious but anxious for Julia to make some personal connections, they attended, and found three other kids about the same age (with watchful parents in the background) who instantly bonded over tech-speak that the parents couldn't even hope to follow.
The project was actually put together by Department H to identify gifted individuals early and offer them pro-social guidance while using their talents to enhance national security. The kids worked together, with several of their designs making it into regular use by Department H.
Julia saw her work being used in the field and became convinced that she would be the best person to use her inventions in active combat situations, so that she could work on improvements to react to emerging situations in real time. She was so insistent that the Director finally allowed her to join Alpha Flight on what seemed like a low-risk mission.
The criminals trying to break into the research station had unexpected, and powerful, backup – the Goon Squad, a team of superpowered mercenaries, ready and prepared for Alpha Flight. Julia turned the tables on them when she built a targeted interference generator that shut down the Goon Squad's power nullifier. Alpha Flight then easily mopped up the opposition, and offered Julia a permanent spot. She eagerly accepted, and has been an enthusiastic member of the team since.
In the field Jubilee can sometimes become distracted, and tends to focus her improvised inventions on effectiveness rather than durability, leading to more than a few explosions. She has difficulty connecting with her teammates socially, but appreciates the obvious respect they have for her, and is making efforts to engage with them.
 
March 13: Ok, so it's a couple hours early, tomorrow looks busy. Anyways this is the last Lancer character I'm probably doing. The system is just... it feels like there's this one specific style of mecha anime it's trying to emulate and it'll take a lot of having to divorce it from the setting. Like replacing whole sets of mechs and gear. Anyways this is the last character, Dia the hacker/drone rigger who's play style and concept got pretty well nuked going from that first "1.4" document to the actual current rules.

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

Background (auto-pass or +1d6 or +2d6 to narrative & non-mech checks that apply ALSO +number on triggers):
Still a hacker but +6s for sneak, steal, fix, and +2 for 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. And since non-mech gear apparently never changes we've stopped caring about it.

Talents (do yo mecha shizz):
Welp, they nuked this character's idea too, still trying though
Hacker 2: tech attack & use up lock on to <target choose> +2 heat or pushed 3 you choose direction. invade tech attacks gain options (screw up mount/dismount & -d6 saves until quick systems check & no benefit/take any quick/full tech actions until quick systems check)
Drones 3: +5 drone hp & protocol (start of turn free action) move one drone within sensor range up to 4 spaces. 1/round if you attack & use up lock on anyone adjacent to your drones you choose takes 1d6e damage (no stacking). quick action to ally/drone to range 3 & jump through allies range 3 from last ally & only once per ally & allies on path get 4 temp hp & enemies take 2e damage (no stacking).
Spotter 1: (happily according to official FAQ drones are allied characters): adjacent ally char to you attacks & uses up lock on they roll 2x and choose.

Licenses & Bonuses:
L: Hydra 3
B: +2 agility +1 hull, +2 systems, 1/round reaction at start of any allied character turn do a Lock On

Mech stats:
size 1, armor 1, sensor range 10, save TN 12, attack +2
HYDRA
hull: hp 12, repair cap 4, mod +0
agl: evade 13, speed 7, mod +4
sys: e-def 11, tech attack +2, SP 11, mod +1
eng: heat 5, bonus limited +0

toys: +5hp to drones, adjacent drones & deploy-able resist all damage(half), integrated drone quick deploy with 4 options of which 3 are 1/character turn reactions for starting or moving next to it with save vs immobilize or armor shred or lock on and last drone ranged attacks vs adjacent allies take -d6 [size 0.5 & evade 13 & e-def 11 & speed 7 & hp 17]. on rest or full repair all 4 core drones replaced & may swap out. 1/mission core power deploy all four drones.

modules: puppet master[2sp](quick tech move anyone's drones within sensors 4 spaces OR targets within sensors you choose & adjacent to a drone take 2e damage), assassin drone[2sp](quick action adjacent deploy/recall then blast2 area in LOS and sensors gains 1/turn reaction hostile starts/enters attack at d20+2 for 3k damage [size 0.5 & defenses 10 & hp 15]), personalization[1sp](+2hp), deploy-able cover[2sp](quick act 2 squares hard cover(-2d6) hp10 evade5 full action recovery & may repair), shield [2sp](protocol free action at start of turn +1 heat & 1 target all attacks at/by are -(2d6w)), 2 SP left over for mission requirements default to custom paint job & EVA module

mounts: main=main melee range1 for 1d3+3e AP, heavy=ghast heavy nexus vsEdef range10 for 1d6+3x & optional as drone free deploy or quick recall/redeploy within sensors and still attack with it from it's spot [size 0.5 & defenses 10 & armor 2 & hp 15]

function: Long range attack is ghast drone free deploy then quick shot then recall. Otherwise it's move up and turtle turret yourself because your adjacent drones are tough (hp 15 +resist all +hard cover +shield drone ) and you can keep throwing temp hp on them as a quick action. Perform tech attacks & lock on bennies. Surprisingly annoying in melee -> ally turn you lock on closest enemy then your turn use up lock and melee d20+2+d6 plus deals 1d6 unavoidable damage to enemy adjacent to a drone or tech attack use up lock and impair+slow & 2 heat damage or push 3 and or shoot them with ghast drone... Actually going Pegasus 3 for you doing tech attacks and three or four free action guns shooting is probably better because this is a very complicated fiddly character, but we were trying to keep close to the original vision of a drones + hacking character and this is the only way I see to have viable drones that don't just poof in a hit or two.
1) move 7 + free deploy ghast drone 10 + skirmish ghast drone another range 10 + quick recall
2) move 7 + deploy cover + deploy assassin NEXT TURN deploy ghast + lock on/tech + shoot ghast

SIMPLE ALTERNATE
T: Hacker 3, Spotter 2, Leader 2, L: Pegasus 3
B: +2 agility, +3 systems, 1/round reaction at start of any allied character turn do a Lock On
PEGASUS: size 1, armor 0, sensor range 10, save TN 12, attack +2
hull: hp 12, repair cap 3, mod +0
agl: evade 10, speed 5, mod +2
sys: e-def 13, tech attack +4, SP 10, mod +3
eng: heat 6, bonus limited +0
core: integrated omnigun(1/round free action 15 range LOS do 1AP unreducible dmg), 1/mission core protocol omnigun @ 3/round.
modules: hunter lock[2sp](quick action choose target in sensors to take +3 dmg your 1st hit per turn to destroyed or end of scene), eye of horus[3sp](quick action & to EONT nobody in sensors range is hidden or invisible to you + get basic data), personalization[1sp](+2hp), shield[2sp](protocol +1heat choose target LOS all attacks to/from at -(2d6w))), two open SP for mission adjustments
mounts: flex+flex+heavy=3x autogun [3sp] main cannon, cannot shoot normal, end of turn free action range 15 no-talents shoot for 3e damage.
1) free off turn lock on + move 5 next to ally + free leader them + lock on & free extra lock on + hunter lock + 3x autogun d20+2 one at +d6(lock) first hit 6 others 3 + omnigun THEN ally attack at +(2d6b)(lock) & rolls twice
2) skip hunter or lock on in #1 for +5 move or more tech attacks
3) if any targets in danger zone full action tech attack for burn=heat damage, if used lock on then target choose +2heat or push3(you choose dir) & still get autoguns + omnigun
4) skirmish: move up 5 + free attacks/damage + move back 5
 
20) Name: Mr. Black -- System The Convergence Point v 1.9
Core Trait: Mutant (Organized) Criminal of Auto City 2002
Power Type: Solid Energy Projector


Description: He looks like a pulp era villain. Well dressed in a suit, a hat, and a curtain mask. On the job, he wears fairly normal clothes with a unitard body suit underneath should his normal clothes get shredded.

Albin "Avie" Cooper is a local in Southtown Auto City (not the nicest part of the city). Like a lot of Southies, he was inducted into the ranks of gangs and criminal organizations. He didn't go too far, as his gang's activities kept being disrupted by The Talon (of the Foundry - The local super team). The same with his time with the "big leagues" of the local crime syndicates. His mutant abilities manifested late, as did his deepening voice. He had seen The Foundry in action. He had seen any number of "super criminals" use their powers for high-stakes smash and grabs. He knew he was not competitive with The Foundry. Still, he knew he could make something of it.

He gathered together some criminals of his acquaintance, going by the name of Mr. Black. (He even wore a "pulp adventurer costume" of a decent suit, a felt curtain mask, and a fedora.) He and his crew pulled a few descent heists, keeping him and his powers in reserve (or using them for a slight edge to start off). When the police showed up, Mr Black stopped them while the crew escaped. Even when The Talon showed up, he managed to get his crew out and fight Talon to a stand still... before escaping himself.

They did not limit themselves to the city, but doing things in the Tri-City and all of Central Michigan. He is making a name for himself and his crew. He has been caught by the police (and they took his "magic item away). However, the crew managed to spring the boss as he was being transported. (He had that as a backup plan.)

It seems the local syndicates are willing to hire him for special jobs, if he does not want a permanent position with them. The Owl (the local big boss) is willing to let him work small time in his territory as Mr. Black plays nice with the local syndicate and operates much the same was as The Owl. Mr. Black does not want the whole supercriminal thing. He wants to be a proper crime chief and avoid this whole splashy spandex thing. Eventually, the Foundry will catch up with him again. He is not looking forward to that day. He might need to arrange for a distracting disaster or something.

Note: He goes by his Alias. His gang recognizes him, because he is not always masked... (sometimes going to clubs with them wearing sunglasses). A few might know him by his real name, but so far nobody is rolling over on him. In fact, his gang is both tight and loyal to black, as he pays well and takes care of his crew.

Note: As super criminals go, he is not that bad. He is much more competitive in the super battle than he thinks.

Write Up Convergence Point

Name: Mr. Black
Core Trait: Mutant (Organized) Criminal of Auto City 2002
Power Type: Solid Energy Projector/ Shadow Force Wielder
Lv 3 (X+1) /EP Mod 2.25x (1.05x +.0x +1.2x +.0x)

Prime Aspects
PHY 9 +3/7- "Sleek"
DEX 10 +3/7- "Graceful"
MEN 16 +5/9- "Cunning"
EMO 10 +3/7- "Steel Nerves"
MPY 11 +3/7- "Baptized"
CHA 14 +4/8- "Confident"

Core Focus: Meta, L-COM, CMU, S/T "Criminal, L-CON "Criminal"

Limited Combative +3 "Hand Guns" "Knife" "Unarmed Combat"
Communication +3 "Lead" "Negotiation"
Contact +3 "Criminals"
Meta +3 "Shadow Force" "w/ Dark Gem Focus"x3 (This +3 is important)
He acts like he requires the dark gem focus. He really does not. It (one of many) are just big roundish bits of smoked glass. This keeps anyone without the testing from pegging him as a mutant. The police then count him as "unarmed" without it. It also would keep him out of the super prison system and in the general ones.

Meta: Shadowforce Weilder Lv 12 1.2x
4 Form:
Shadow Force (Solid Energy) Create, Shaping, Move, and Disapate (Large Amount) Note: Shadow Force is countered by Ultra Light
2 ATK : "Dark Force Balls" Blast (2d6 G)
2 DEF: "Dark Force Disks" Shield (+3 S Mod-1 Requires Skill Roll)
2 EQI
"Crew" (medium sized mundane)
2 MOVE
"Shadow Shift" (Shift Location himself very long only -2 Only into and out of dark areas)
"Shadow Lift" (Telemove almost nothing, slowly)
These are recently added, as one meta trait was to add the MOVE ME and one was spent to shadow lift.

Developing /Expanding Level
Psych: Thinker, not a doer (B1 common)
Psych: Loyal to his crew (B2 V-common)
Psych: Avoid conflict with super types (B2 V Common)
Watched: The Owl (B2, common potential lethal)
 
1/ 2) 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/ 3) 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 of some Meta Chronicle
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

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) Comander 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

14) Mr. Skull (Hero) Eldritch Investigator of a Pulp Meta World
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-412267
14b) Mr. Skull (Villian) Eldritch Investigator of a Pulp Meta World
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-412286

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

19/12) Josh "Hornet" Williamson Human Space Marine Pilot of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-414069

20) Mr. Black Mutant (Organized) Criminal of Auto City 2002
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-414343
 
March 14: Ung. Turns out I'm not quite ready to let go of Lancer. Still trying to get a feel for how it works well because so far the actual current rules are super underwhelming to me. So, based on my playtest run I remake the a, b, c, d starting character team again. And I'll run them through another misson.

Aaaand.... man these goobs all turned out similar to each other this time. There just aren't that many good options at license level zero. It's like being a AD&D first level thief with four 8s stats and a 10 & 13 to arrange as desired; pick your d6 melee & ranged weapons, write down your numbers that don't differ much from anyone else's, try not to die in the first room of the dungeon.

Art, the celebrity mecha pilot with a focus on mobility & close combat. Meaning able to charge in at 11 spaces instead of 8 and is not taking -1d6 in melee, but also only has one range 15 gun and nothing else with more than 5 range.

Name: Art

Background (+number on triggers):
Celebrity: charm, inspire, pull rank, threaten at +2s. Face type character.

Stuff: HP 6, size 0.5, evasion 10, e-def 10, speed 4, sword range 1 & damage 2, LMG = range 10 damage 4 loading+ordinance(shoot before moving), stealth armor = evasion 8 & e-def 8 & invis(50% miss & may hide) as quick action, corrective = limited 1 medical revives downed PC with 1, patch = limited 1 medical heals PC +3 hp if not KO, grenades = limited 2 range 5 blast 1 agility save vs 2 damage.

Talents (do yo mecha shizz):
At level up skip talent 2 by swapping another talent 1 out and applying the new talent point to the now level 2 talent.

mobility & close combat focus
acrobatics: agility checks +1d6 & reaction on any miss fly 2 spaces
hunter: 1/round on attack with auxiliary melee fly 3 spaces towards target before attacking plus ignore engagement & reactions
vanguard: +1d6 with CQB at range 3-

Licenses & Bonuses: GMC license & +2 hull

Mech stats:
size 1, armor 0, sensor range 10, save TN 10, attack +0
EVEREST
hull: hp 16, repair cap 6, mod +2
agl: evade 8, speed 4, mod +0, agility checks +1d6
sys: e-def 8, tech attack +0, SP 6, mod +0
eng: heat 6, 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), 2 open SP for mission specific

1/turn reaction on any miss fly 2 spaces
1/round on attack with auxiliary melee fly 3 spaces towards target before attacking plus ignore engagement & reactions
1/round reaction overwatch quick action attack target for leaving weapon threatened space
1/round reaction brace resist attack's damage and to EONT: -1d6 attackers & no free action & no reactions & no normal move & no overcharge & no full action & only one quick action
+1d6 with CQB at range 3-

mounts: heavy=main cannon range-15 arcing inaccurate(-1d6) blast-1 1d6+1 explode, main= main CQB range-5 threat-3 1d6 kinetic, flex(aux/aux)=aux melee overkill(1 dmg=+1 burn) reach-1 1d3+1 energy & aux CQB range-5 threat-3 reliable(1 dmg on miss) 1d3 kinetic

function: extra move on being missed with attacks, extra move with aux weapon to close range, decent ranged option, more accurate at range 3-, stay close but not adjacent to other close combat mech
1) target within 11: move 4 + fly 4 + fly 3 into melee with aux melee & aux CQB, next turn main CQB & aux/aux mount
2) target within 13: move 4 + fly 4 + main CQB or aux CQB
3) target within 23: move 4 + fly 4 + main cannon
 
March 15th: Lancer. Ben the streetwise & woods-wise colonist. Close support for the melee range mecha with a heavy short range cannon, decent long range cannon, and a couple pistols for opportinity attacks and 1 consolation prize damage on a miss.

Name: Ben
Background (+number on triggers):
Colonist: streetwise, spot, survival, fix as +2s. Wilderness character with an urban intel skill.

Stuff: HP 6, size 0.5, evasion 10, e-def 10, speed 4, sword range 1 & damage 2, LMG range 10 damage 4 loading+ordinance(shoot before moving), stealth armor evasion 8 & e-def 8 & invis(50% miss & may hide) as quick action, corrective limited 1 medical revives downed PC with 1, patch limited 1 medical heals PC +3 hp if not KO, grenades limited 2 range 5 blast 1 agility save vs 2 damage.

Talents (do yo mecha shizz):
mobility & close combat focus
acrobatics: agility checks +1d6 & reaction on any miss fly 2 spaces
gunslinger: first attack on your turn with an auxiliary ranged weapon at +1d6
vanguard +1d6 with CQB at range 3-

Mech stats:
size 1, armor 0, sensor range 10, save TN 10, attack +0
EVEREST
hull: hp 16, repair cap 6, mod +2
agl: evade 8, speed 4, mod +0, agility checks +1d6
sys: e-def 8, tech attack +0, SP 6, mod +0
eng: heat 6, 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), 2 open SP for mission specific

1/turn reaction on any miss fly 2 spaces
1/round reaction overwatch quick action attack target for leaving weapon threatened space
1/round reaction brace resist attack's damage and to EONT -1d6 attackers & no free action & no reactions & no normal move & no overcharge & no full action & only one quick action
first attack on your turn with an auxiliary ranged weapon at +1d6
+1d6 with CQB at range 3-

mounts: heavy=heavy cannon inaccurate(-1d6) range-8 2d6+4 kinetic, main=main cannon range-15 arcing inaccurate(-1d6) blast-1 1d6+1 explode, flex(aux/aux)=2x aux CQB range-5 threat-3 reliable(1 dmg on miss) 1d3 kinetic

function: extra move on being missed with attacks, decent ranged option, more accurate at range 3-, stay close but not adjacent to other close combat mech, more damage the closer you get but not in melee
1) target within 9: move 4 + heavy cannon & 2x pistols
2) target within 11-13: move 4 + both cannon OR move 4 + fly 4 + 2x pistols OR move 4 + lock on + heavy cannon
3) target within 16: move 4 + fly 4 + heavy cannon
4) target within 23 or heavy cover: move 4 + fly 4 + main cannon
 
March 16: Lancer. Cia, a merc who can fight or negotiate out of a mech and in mech uses "long" range cannons or potentially debuffing nexus guns at close range. Often is assisted by or is assisting another "long" range character.
Name: Art, Ben, Cia, Del

Background (+number on triggers):
Mercenary: explode it, fist-to-face, take control, negotiate at +2s. Fighty type character with a social skill.

Stuff: HP 6, size 0.5, evasion 10, e-def 10, speed 4, sword range 1 & damage 2, LMG range 10 damage 4 loading+ordinance(shoot before moving), stealth armor evasion 8 & e-def 8 & invis(50% miss & may hide) as quick action, corrective limited 1 medical revives downed PC with 1, patch limited 1 medical heals PC +3 hp if not KO, grenades limited 2 range 5 blast 1 agility save vs 2 damage.

Talents (do yo mecha shizz):
accurate auxiliary attack focus
spotter: if adjacent ally attacks & uses lock on roll attack twice & use best
gunslinger: first attack on your turn with an auxiliary ranged weapon at +1d6
centimate: 1/round on nexus crit target system save vs slowed+impaired

Licenses & Bonuses: GMC license & +2 hull

Mech stats:
size 1, armor 0, sensor range 10, save TN 10, attack +0
EVEREST
hull: hp 16, repair cap 6, mod +2
agl: evade 8, speed 4, mod +0
sys: e-def 8, tech attack +0, SP 6, mod +0
eng: heat 6, 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)

1/round reaction overwatch quick action attack target for leaving weapon threatened space
1/round reaction brace resist attack's damage and to EONT -1d6 attackers & no free action & no reactions & no normal move & no overcharge & no full action & only one quick action
if adjacent ally attacks & uses lock on roll attack twice & use best
first attack on your turn with an auxiliary ranged weapon at +1d6
1/round on nexus crit target system save vs slowed+impaired

modules: personalization[1sp](+2 hp), jump jets[2sp](fly when boosting & end on ground), 2 open SP for mission specific

mounts: heavy=main cannon range-15 arcing inaccurate(-1d6) blast-1 1d6+1 explode, main=main cannon range-15 arcing inaccurate(-1d6) blast-1 1d6+1 explode, flex(aux/aux)=2x aux nexus vs e-def range-10 1d3 kinetic

function: double range 15 blasts OR lock on and two high accuracy nexus, stay next to other ranged mech
1) target within 4: GO BEFORE OTHER RANGED MECH -> lock on + 2x nexus + move 4 into melee
2) target within 14: GO AFTER OTHER RANGED MECH -> move 4 + lock on + 2x nexus cannon consuming 2x lock on for 4x rolls
OR move 4 + cannon + 2x nexus OR if 2+ targets move 4 + lock on + cannon consuming 2x lock on for 4x rolls
3) target within 19: move 4 + 2x cannons
4) target within 23: move 4 + fly 4 + main cannon
 
March 17: Lancer. Ok, last character for this game. I mean it this time. Del the amoral medic and support mech. Intended to stay next to Cia and support with the spotter talent and lock on actions giving the other mech two attack rolls to choose from. Comes with a big hammer to discourage melee (other adjacent mech does lock on and Del gets double attack rolls).

Name: Del

Background (+number on triggers):
Medic: patch up, read situation, stay cool, shady trading at +2s. You need a medic and also useful generally.

Stuff: HP 6, size 0.5, evasion 10, e-def 10, speed 4, sword range 1 & damage 2, LMG range 10 damage 4 loading+ordinance(shoot before moving), stealth armor evasion 8 & e-def 8 & invis(50% miss & may hide) as quick action, corrective limited 1 medical revives downed PC with 1, patch limited 1 medical heals PC +3 hp if not KO, grenades limited 2 range 5 blast 1 agility save vs 2 damage.

Talents (do yo mecha shizz):
accurate auxiliary attack focus
spotter: if adjacent ally attacks & uses lock on roll attack twice & use best
gunslinger: first attack on your turn with an auxiliary ranged weapon at +1d6
leader: 3/mission (recharge 1/rest if at zero) 1/round free action order/suggest to ally & they get +1d6 to go with it

Licenses & Bonuses: GMC license & +2 hull

Mech stats:
size 1, armor 0, sensor range 10, save TN 10, attack +0
EVEREST
hull: hp 16, repair cap 6, mod +2
agl: evade 8, speed 4, mod +0
sys: e-def 8, tech attack +0, SP 6, mod +0
eng: heat 6, 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)

1/round reaction overwatch quick action attack target for leaving weapon threatened space
1/round reaction brace resist attack's damage and to EONT -1d6 attackers & no free action & no reactions & no normal move & no overcharge & no full action & only one quick action
if adjacent ally attacks & uses lock on roll attack twice & use best
first attack on your turn with an auxiliary ranged weapon at +1d6
3/mission (recharge 1/rest if at zero) 1/round free action order/suggest to ally & they get +1d6 to go with it

modules: personalization[1sp](+2 hp), jump jets[2sp](fly when boosting & end on ground), 2 open SP for mission specific

mounts: heavy=heavy melee reach-1 2d6+1 kinetic , main=main cannon range-15 arcing inaccurate(-1d6) blast-1 1d6+1 explode, flex(aux/aux)= 2x aux nexus vs e-def range-10 1d3 kinetic

function: stay adjacent to other ranged mech, play with lock on & leadership to boost accuracy,
1) target within 4: GO AFTER OTHER RANGED MECH -> 2x nexus + move 4 into melee + consume lock on for best of 2x rolls of heavy melee
2) target within 14: GO BEFORE OTHER RANGED MECH -> move 4 + lock on + 2x nexus or main cannon OR if 3+ targets move 4 + double lock on
3) target within 19: move 4 + cannon + tech to bolster or scan
4) target within 23: move 4 + fly 4 + main cannon
 
Did a character "Mik" who is like the third to last in the sequence. Working on the next in line.
 
May miss a day. Will catch up. Family member in hospital overnight. No worries, that one and I are fine. It's managing the other family members who are freaking out and melting down that'll eat all my time. The regular broadcast will resume shortly.
 
21) The Faceless (Killer) -- System: Convergence Point v1.9

Name: The Faceless
Core Trait: Mechanoid Hitman of Meta Earth


The Mech Master needed someone killed and killed in such a way that it would not immediately point back to him. Normally, he would build something and let it loose. However, a mechanical device would of course imply he was involved. He needed a human killer. Now he could of done something easy, like hire a killer. However, the Mech Master always thinks he can do it better. He created a mechanoid copy of a hitman Luigi Riva. He armed him up with some good tech. He let his creation loose. It nearly did the job, but meta being interference (The 8-Man) stopped him.

It would of stopped there, but while waiting for a pick up (in his human guise), he was approached by an "associate" of Rivas and given "a job". Being programmed as a hitman, he took the job and completed the task. The underworld has not quite figured out that there are two Rivas. However, they know the one in the costume is good for higher profile or "special condition" jobs.

While he will do special work for Mech Master, he continues to function as a regular special condition hitman. He is normally hired for more "public hits"

Description: He wears blue grey tactical armor with a full face one way opaque mask. He has Liefeld pockets all over his suit. If you break the face mask, he will put on a "faceless" face inside.

Write Up Convergence Point

Name: The Faceless, aka The Faceless Killer, aka Luigi Riva, aka a series of false identities.
Core Trait: Mechanoid Hitman of Meta Earth
Lv 4 /EP Mod 1.8x (.8x -.1 +1.1 +0)

Prime Aspects
PHY 10 +3/7- Average seeming
DEX 12 +4/7- Average seeming
MEN 10 +3/7- One track mind
EMO 10 +3/7- Emotionless
MPY 0 +0/4- Souless Machine
CHA 9 +3/7- Brusk and Professional

Core Focus: COM +ATH +PER +L-CMU

Athletic +4 "Climbing" "Leaping" "Running" "Gymnastics" "Acrobatics" "Football"
Combative +4 "Firearms" "Sniping" "Unarmed Combat" "Knife"
Limited Communication +4 "Impersonate", "Negotiate"
Perception +4 "Hearing" "Sight" "Vibration/touch"

LAN+0 Italian
Contact+0 "Third Men/ Arrangers"

Mechanoid - Meta Set 13max 11 1.1x
5 Body
"Mechanoid" Environmental Immunity Full
"Bioscupltive Plastic" Shapeshift to any Human Form (non-specific)
2 Attack - "Self Destruct Explosion" 8d6 S (usable once only -7, Blatent -1, slight delay -1, No range -1 Explosion +1)
1 Backup Mind
1 Upload/Download
2 Equip -
A number of back up bodies
Gear Set

Gear Set - 13 max Usual Loadout
4 Variable Round Weapon 3d6R H, E, with V/FX OAF
2 Armored Suit 1d6 all
1 Line Gun
2 Smoke Bombs Darkness to Sight
1 Flash Grenades 3d6 Dazzle

Developing /Expanding Level
Psych: Obeys The Mech Master (B3)
Psych: Pay me (greedy) (B2)
Mental: Emotionless and analytical (B3) does not get certain things...
Nemesis: The New 8 Man (B1) Just because the 8-man can not find him very often.
 
Playing catch up now that the family is calming down.

March 18: Diplomat Bob, a Dungeons the Dragoning 40k 7e character built for a "mid career flexible competent character" ask on another forum. A dryad vampire vice president of new markets for the Aztechnology megacorporation, with a personal space cruiser and a lot of contacts.
stats (specialty allows rerolling 1s if they apply):
intelligence 4 (puzzle solver)
wisdom 4 (attentive)
willpower 3
strength 2
dexterity 3
constitution 2
charisma 4 (eloquent)
fellowship 4 (persuasive)
composure 3
skills (and the most common attribute used):
arcana(int) 1 -> 5k4
academic lore(int) 1 -> 5k4
forbidden lore(int) 1 -> 5k4
tech use(int) 1 -> 5k4
common lore(int 1) -> 5k4+5
craft(wis) 1 -> 4k4
perception(wis) 0 -> 4k3
medic(wis) 1 -> 5k4
politics(wis) 1 -> 5k4

brawling(level) 2 -> 5k2
ballistics(level) 2 -> 5k2 if proficient in weapon
drive(int/dex) 1 -> 5k4, cars, tanks, mecha, trains, etc.
pilot(int/dex) 1 -> 5k4, planes, spaceships, hovercraft, submarines, etc.
weaponry(level) 0 -> 1d10-1
acrobatics(dex) 1 -> 4k3
athletics(con/str) 1 -> 3k2
larceny(dex) 1 -> 4k3
stealth(dex) 1 -> 4k3

scrutiny(cmp) 3 -> 6k3
charm(fel) 1 -> 5k4
persuade(cha) 3 -> 7k4
animal ken(cmp) 1 -> 4k3
command(cha) 1 -> 5k4
deceive(cha) 1 -> 5k4
intimidate(cha) 0 -> 3k3
disguise(fel) 1 -> 5k4
perform(fel) 0 -> 3k3
backgrounds:
inheritance 3 (best cybernetic cortex implant = +1 int & +5 on common lore tests)
wealth 3k3+5 (easily buy easily buy meltaguns, anti-tank rockets, grand daiklaives, chain-swords, powered exoskeletons, medevac helicopters or top of the line laptop computers, if using tricks to reduce target numbers then las cannons, power armor, lightsabers, and Bugatti Veyron luxury sports cars are not difficult)
contacts 5k5 (leader of all Ventrue clan vampires, regional manager of ComStar FTL communications for the Mt. Celestia political region, an Inquisitor of the human Imperium, an admiral in the Elven Imperial Navy, Factol of the Doomguard Sigil Faction)
followers 2 (20 fanatic loyal personal guards/assistants)
mentor 3(the spirit of Tiamat who is temporarily dead again)
holdings 3 (spelljammer, a light frigate of 325 meters and 530 crew)
backing 4 (is the vice president at large of new markets for the Aztechnology megacorporation)
Species: dryad: size 4, +fellowship or + wisdom, +animal ken & +scrutiny, ability - pollenate: duplicate the effects of Attraction spell using level+fellowship instead of the spell casting test (Attraction, TN 20, full action, mind affecting, saving throw wisdom+arcana, non-combat, subtle, touch, one hour duration, affects creatures within 30 meters, if targeted on a person they get +1k1 all social rolls else if targeted on a thing people will interact with it)
Exaltation: vampire, bitey, undead, see in the dark, old money
powers: old money (extra background points), undead resilience (requires an explosive/energy crit-5 to the heart or power weapons, artifacts, or magic to kill and cannot die from limb critical damage), sunlight weakness (negated - see feats), blood dependency (lose 1 resource point per day & comatose without blood), bite attack (+1k1 rending natural weapon with brawling tag and does extra fatigue damage), doesn't eat breathe bleed or get poisoned/drugged
resource: blood, 5x power stat, spend up to power stat per round, used to gain extra reactions, gain extra dice on checks, or heal hit points.
power stat 1: see in all darkness & +1k0 perception checks
power stat 2: spend 1 blood to gain Fear(1) for the rest of the scene (will save vs TN 15 - in combat roll on shock table for stun fleeing penalties and insanity damage OR out of combat take penalties & if save fails by 10+ take 1d5 insanity damage)
power stat 3 (character does not yet have, costs 400 xp): spend 1 blood point to gain 1 extra half action
classes - negotiator, courtier, diplomat (class completion bonuses +2 resolve)

feats & assets & xp spending (estimating about 2500 xp gain to "half way to max" although it really depends on the class track, this is about 11 game sessions worth of xp):
starter xp 600 + 400 from 4 hinderance + 2500 to mid level = 3500 total
600 xp charisam 1->4, 300 xp composure 1->3, 800 xp assorted skill ranks, 400 xp backgrounds (mentor holdings backing), 100 xp vampire Ventrue clan asset (+5 wealth tests & +1 contacts & peer(Ventrue vampires +2k0 social checks)), 200 xp power stat 1->2, 100 xp veteran asset (+1 wisdom & +1 tech use & enemy), 100 xp dryad photosynthesis species asset (for vampires removes sunlight sensitivity), 100 xp academy asset (weapon proficiencies basic & ranged 1), 900 xp feats -> courtier's privilege x3 (bonus backgrounds), discipline (+1 resolve), protocol (int+common lore vs 15 save against damn fool mistakes), peer (dragons) & good reputation (dragons) (+2k1 charm persuade & command skills), eidetic memory (never forgets), language (elven)

stat line: hp 10, resilience 5, armor 0, static defense 23, dodge 4k3(avg +10 def), fatigue limit 3, speed 5m & run 30m, initiative 1d10+6, mental/social defense 20, resolve 9, devotion/religiousness 6(Raven Queen), sanity 100, resource points 10 & regain by biting, hero points 2, languages: dryad, trade, assimar, tifeling, elven

combat (most NPC/monster static defense TNs are in the 15-20 range, armor runs 0-10 points, and resilience is mostly 3-5):
bite: 5k2 @ 3k2 rending, pen 0, inflict fatigue if wounds, regain 1 resource and +1 more fatigue damage point on wounding
lasgun on full-auto: 7k3 @ 3k2 energy, pen 0, range 30/120/180/240, rof s/3, ammo 60 & 1 full turn reload, +1k0 damage per 5 over defense to max +3k0, reliable - misses instead of jamming(requires rolling four 1s)

Starting gear: knife, common clothing, lasgun & 2 e-clips, med-kit, comm-bead, tricorder, laptop computer.
Easily purchased (and proficient with) if needed: grenade launcher, flamethrower, web gun, plasma grenades, best Quality silver cestus, low quality power fist, laser sniper rifle, automatic lockpicking tool.
not proficient with but can easily afford: plate armor, powered exoskeleton, light ballistic mesh, high quality flak jackets, electro-flail, goremaul, meltagun, plasma rifle

spelljammer:
Type: Thresher (Frigate), Class: Destroyer, Price: Holdings 3
Shields: Standard Mk III (125 points & 20 regeneration)
Hull Points: 60, Crew: 16, Crew Quality: 3, Fore Guns: 3, Aft Guns: 2
Initiative: +15, Speed: 10 VU (60,000 km per turn), Static Defense: 14, Maneuver: +5, Acceleration: +10, Sensors: +5
Ship Size: 57 = about 325 m. Crew Number: about 536 people

Weapons:
3x fore Torpedo Launcher
2x aft Light Positron Array (fires as a single weapon), Range 16 (96,000 km), Arc normal (aft and sides), Accuracy +0, Damage 6k4, Shield Disruption 8, Critical Chart Roll +0
light array orbital bombardment: 600m radius, 6k4 damage, armor penetration 8

Torpedoes:
15x Quath Torpedo, Range 20 (120,000 km), Arc narrow (forwards only), Accuracy +0, Damage 4k4 (phases through shields to hit but crit is reduced to +0 if shields are up), Shield Disruption +0, Critical Chart Roll +8
quath orbital bombardment air burst: 1200m radius, 8k8 damage, armor penetration 16
quath orbital bombardment ground burst: 200m diameter crater (automatic vaporization of targets), 400m radius blast increment (damage halves at every additional increment), 10k10+15 damage, ignores armor

Consoles:
Arcana 1/1, Command 1/1, Engineering 0/1, Tactical 2/2, Universal 1/1, Total 2/6.
Teleportarium: Arcana, Boarding Actions at 5 VU (30,000 km) if there are no shields plus Star Trek transporter style beaming about
Partial Wing: Universal, Antigrav plus landing gear allows ship to land safely
Library Computer: Command, Gain +1k1 to all Lore tests and make them untrained when using it
Murder Servitors: Tactical, Gain +2k1 to repel boarders and put down mutinies (total 5k4 unless the ship's tactical officer has brawling/weaponry skill of 4+)
Cargo Bays: Universal (in tactical slot), Big open spaces to ship lots of stuff

March 19: Gun Whore Bob, same 2500 xp (about 10 sessions the way I run xp) but went deep instead of wide on the skill set. Instead of have tons of skills and a bunch of good stats this Bob can shoot, punch, and cast the Gate spell.

stats: int 2, wis 3, will 5(stubborn), str 2, dex 2, con 3, cha 2, fel 2, cmp 2
skills: ballistics 5(heavy metal), brawling 5(biting), academic lore 1, craft 1, medic 1, perception 3, command 3, intimidate 3, scrutiny 2
backgrounds: allies 3 (rogue trader starship captain, cocaine wizard, cleric of Lolth), wealth 5 (filthy rich), followers 3 (100 loyal mercenaries)

species: gnome, size 3, weapon proficiency basic, armor proficiency light
exaltation: daemonhost, bitey, resist damage, free magic school
resource: essence, will+cha+2x power stat, on use change to resonance, clear resonance with bite or will vs 10+2/resonance if fail still clear resonance & -1 hp & retry until success
power stat: 1= reduce damage by con+power stat unless from silver or magic
classes: mercenary, tactical officer, chief security officer, walking gunshow, living fortress

xp & stuff: 4x hinderances (law of the stars(principled), slowpoke, intolerance(politicians & lawyers), night terrors), +2 wealth, +1 ballistics, +2 brawling, +3 hp from mercenary & walking gunshow, +2k2 leading & resisting boarding attacks if serving as tactical officer on a ship, veteran (+will +ballistics +old enemy), language(), sound constitution (+1 hp), master of orbital bombardment, worf barrage (space combat buff), extracurricular study (crisis zone 1), worf effect (enemies shoot me first), match frequency (space combat buff), paranoia (+2 initiative), lend expertise (space combat buff), rock & roll (+5 to hit per consecutive round of full-auto shoots), improved weapon focus (+0k1 with machine guns), crushing bear (free auto-damage while grappling), death before defeat (spend a hero point to ignore the effect of a non-killing critical hit), +1 followers & +1 style point

gear: power armor, las cannon, machine gun, missile launcher, magic carpet*, jet pack*, fancy clothes, power fist, doc-bot 9000*, AT-ST*, pet T-Rex*, animal handler android (use the repair android stats with swapped skills), smart autonomous air-car*, auto-repair android*, 10 to 20 cargo/passenger vans* for the mercs and stuff.

* stats not included here but available on request

stat block: hp 20, resilience 6, armor 12-all & daemonhost -4 (not vs silver & spells), static defense 11, dodge 2k2 (use the porte spell instead), speed 4 meters & run 24 (or cast blink for 40), initiative 1d10+6, mental defense 15, resolve 7, devotion 6(Raven Queen), sanity 100, resource points 9 & regain by biting or 5k5 vs 10+2/spent if fail lose 1 hp and re-try, hero points 2

las cannon: 10k6 reroll 1s for 5k5 energy, armor penetration 10, ranges 150/600/900/1200, rof 1+recharge, ammo 5, 2 full turns reload
machine gun: 10k8 reroll 1s +5 per turn of consecutive full auto for 3k2 impact +1k0 per 5 over target's defense to max +10k0, armor penetration 5, ranges 60/240/360/480, rof 10+only full auto, ammo 100, full turn reload
missile launcher: 5k5 reroll 1s for 4k3 explosive & 6 meter blast radius, armor penetration 5, ranges 100/400/500/600, rof 1, ammo 1, 2 full turn reload, may also use anti-armor missiles for 5k4 X pen 12 but only 1m blast
bite: 10k5 reroll 1s for 3k2 rending, pen 0, +1 fatigue, recover resource points equal to wounds dealt
power fist: 10k5 for 5k3 impact, penetration 4, +1 fatigue, power field (if parries or parried by a weapon without power field or is an artifact then 4+ on 1d10 to other weapon breaks)

gun kata: crisis zone 1 & 1 extra style point
with heavy weapons, on a standard half action attack, may not repeat on consecutive rounds, +2k0 to attack rolls

magic: conjuration 5
call item (free action, conj+will vs 15, verbal, summon prepared item to hand)
web (half action, conj+will vs 15, verbal, somatic, material(sticky candy), attack, save dex+arcana, 25 meter range, 10 meter radius, immobilized 5 rounds, str or size vs casting roll to move half speed)
porte (half action OR reaction, conj+will vs 20, somatic, 5 hour duration, 3 meter portal on a flat surface within 100 meters, needs two castings to have an exit, con only have two portals at one time, portals must be immobile relative to each other, like a portal-gun)
greater servant (full action, conj+will vs 30, material(candle), 5 minute duration, somatic, summon thing with 4 all stats and 4 in 4 skills adjacent you, does what you tell it)
gate (full action OR 1 hour, conj+will vs 35, somatic, 5 hour duration, full action is as porte but both portals at once and minimum duration even if they would pop is the end of your next turn, hour long cast uses a doorway or arch or corridor and places the other end anywhere except across crystal sphere boundaries & planar boundaries & teleport shielded locations plus the physical anchor can be moved after casting)

casting: do these two
fettered casting = 98% 15+, 85% 20+, 70% 30+, 29% 35+, never any warps
full power dropping 10s = 97.7% 25+, 80% 30+, 45% 35+, 0.014% chance of warps at +10
casting: don't do these
full power 10k5 = 95.8% 30+, 85% 35+, 65% chance of warps (60% +10, 30% +20, 9% +30, 1% +40)
pushed casting (10k7) = 96.7% 35+ & average of +70 on the warp tables
pushed casting dropping 10s = 95% 30+, 80% 35+, 1.3% chance of +50 warps & 98.7% chance of +40 warps

warpy crap(do not add too 100% because of multiple effects at a time and chances for doubles & triples):
+10 warps: 78% safe, 0.001% death, 0.007% demons, 6% gain insanity, 13% save vs insanity, 4% take damage, 2% fatigue, 1% tech scorn, 6% trigger enemy hinderance, 3% stunned, 1% roll on the mental trauma table, 0.001% warp vortex % demonic possession & gouging out your eyeballs
+40 warps: 43% safe, 1.5% death, 4% demons, 10% gain insanity points, 40% save vs insanity, 7% take damage, 5% fatigue, 1% knocked out, 6% triggers enemy hinderance, 6% stuns, 1% warp vortex, 2% roll on the mental trauma table, 1% mutation, 2% falling damage, 0.5% demonic possession, 0.2% gouge out your eyeballs.
+70 warps: 13% safe, 20% death, 29% demons, 15% automatic insanity, 58% save vs insanity, 4% take damage, 5% fatigue, 3% tech scorn, 2% knocked out, 6% trigger enemy hinderance, 18% warp vortex, 2% falling damage, 0.2% demonic possession, 0.1% gouge out your eyeballs

Hilarity: There's no size limits on the gate spell and it's literally like a portal-gun portal, line of sight & effect go right through. You can throw a huge one up on hanger door and pass jumbo jets though. You can use a tiny fairy house tchotchke and summon monsters anywhere by sticking your finger through.
 
More catch up for the same request.

March 20: Paranoid Bob from Paranoia. A simple, fast, easy d20 roll under the number system. Instead of "9th level" we'll say ol' Bob here has survived five missions.
Name, Clearance, Sector, Clone: Bob-O-DOOMED-4
Gender: uncertain
Service: Housing Personnel Development & Mind Control
Tics: giggles in combat, loves hand grenades, occasionally argues with imaginary friend (and loses every time)
Mandatory Bonus Duty:

Management -- 4
- bootlicking - 8
- chutzpah
- con games - 1
- hygiene
- interrogation
- intimidation
- moxie
- oratory
- deflect blame - 10

Stealth -- 7
- concealment
- disguise - 11
- scam radar
- security
- shadowing
- sleight of hand
- sneaking - 1
- surveillance
- find hiding spot - 13

Violence -- 8
- agility - 12
- energy weapons - 12
- demolition - 12
- field weapons
- fine manipulation - 12
- hand weapons
- projectile weapons
- throwing - 1
- unarmed combat(O5K)
- vehicle combat - 12
- barricade - 14

Hardware -- 4
- robot engineering
- chemistry
- electronics
- habitat engineering
- mechanics - 8
- nuclear engineer - 1
- vehicle mechanics
- weapon & armor maintenance
- technobabble - 10

Software -- 9
- bot & AI programming
- c-bay - 1
- data analysis - 13
- data search
- financial - 13
- hacking - 13
- computer ops
- vehicle programming
- cause memory overflow - 15

Wetware -- 6
- bioscience
- bioweapons
- cloning - 10
- medical
- outdoors - 1
- pharmacy - 10
- psychology
- suggestion
- improvise prosthetic part - 12

Mutation: Matter eater (can safely eat & digest anything)
Power Level: 17 (unknown to player)
Registration: unregistered
Secret Society: PURGE (kill the Computer, kill all computers, free intelligent beings, terrorism & sabotage)
Secret Society Rank: 3
Alpha Complex Access: 3 ('player' doesn't know this number)

Secret skills
- uncommon: demolition - 12
- unlikely: gloating - 16
- unhealthy: twitch-talk - 10
- propaganda: PURGE - 6

Equipment
- personal: ME card, red jumpsuit, red baseball cap, red running shoes, xantrick (wakey) red pill, red grenade(W3K 20m)
- assigned: laser pistol body(W3K 60m), red reflec armor overalls(E1 only lasers <=red), Series 1300 Personal Digital Companion
- treasonous: biohazard sign sticker, rolactin (very very happy) blue pill, kevlar(I2 & under reflec)

Credits, Perversity, Treason: $75, 25, 1

March 21: Traveling Bob from classic Traveller. A simple fast easy 2d6+skill (or -2 if you lack the skill) to roll over a target number system. The insistence on hexadecimal notation is, honestly, a bit silly and over the top. It's also optional. Instead of "9th level" we'll age him 9 years.
Scientist -- looking at the skills I'm thinking xeno-archaeologist with a focus on mechanical engineering and precursor machines.
755AC9 (str 5, dex 4, end 4, int 10, edu 12, soc 9)
Age 46 -> 55
7 terms
Cr 13,000

Skills: Carbine-3, Computer-1, Electronics-1, Jack-o-T-1, Air/Raft-1, Mechanical-4, Survival-3
Learning: medical-1, xeno-medicine-1 (seriously, 4 years to learn them at 1 then another 4 to keep them)
Current: self improvement (dex & end get +1s in another 3 years, made the throw to keep with it)

Benefits: 8,000/yr Retirement Pay, Carbine, Lab Ship

Ship:
Basic Ship Characteristics
Tonnage/Hull 400 tons. The ship is unstreamlined.
The lab ship requires a crew of five: pilot, navigator, medic, and two engineers. The pilot also operates the pinnace. Gunners may be added to the crew if the ship is armed. Additional crew are carried to execute the research functions.
It has jump drive-D, maneuver drive-C, and power plant-F, giving the ship a performance of Jump-2 and 1-G acceleration. There is fuel tankage for 90 tons, sufficient to supply the power plant and one Jump-2.
One ship computer Model/2 with software package is installed adjacent to the bridge.
2 hardpoints (4 possible). On the forward face of the pods are hardpoints for the turret weaponry if called for.
No turrets or weaponry are installed, but two tons of space have been reserved for later installation of fire control equipment for the ship's two hardpoints.
The ship carries one 40-ton pinnace and two air/rafts. Two air/rafts are carried in compartments on the ring hull. They provide access to world surfaces, both for specimen gathering and for routine errands. The 40-ton pinnace is carried at the end of a central spoke, making mating easy even if the ring is rotating.
Refueling: Since the lab ship is unstreamlined, and cannot skim fuel itself, this task falls to the 40-ton pinnace. It is assigned the routine of skimming fuel from a gas giant and ferrying it to the ship. On worlds with refined fuel available, the pinnace ferries the fuel from the starport to the lab ship.
There are twenty staterooms and no low berths. Cargo capacity is 23 tons. An additional 85 tons are available within the ship for use as lab space.
The ship costs MCr159. It takes 16 months to construct.

Let's say we're modestly successful and can spend 4.5 years of retirement pay on a robot helper.
36,000 cr
pilot-4, navigator-4, ship's boat-4, gravitics-4 [$7200 space-16/16/16/8] 72-54=18
power interface, program interface, brain interface, video record & display, basic sensor package, voder [$6300 power-17 kg-15]
low data logic (no learning, requires explicit commands), full natural language command [cpu-5 storage-15 $8000 int+2]
linear cpu-5, standard storage-31(can only load 16 space of programs at a time) [liters-16.5 $9750 kg-3.6 power-1]
urp-4 fuel cell [power+50 liters-60 kg-95 $1400 fuel-liter/hour-0.3d fuel-kg/liter-0.07]
2x light arms 2x legs [20% chassis volume, power-4, liters-2, kg-12, $1070 dex+4 str+10]
transmission-50 [power-25 liters-25 kg-50 $750, dex=4]
chassis-6, large adult torso size, box, armor as mesh [150 liters, 15 kg, $1500]
spotlight [power-1 kg-1 $50]
500km radio [power-1.5 kg-1 $500]
subtotal: $35970, power-0.5, kg-194, liters-47
fuel space 100 hours [liters-30, kg-7.5]
free space 16 liters -> let's put a bunch of little drawers and cabinets in it

total: $35970, 201.5 kg, large adult torso size, box, armor as mesh, 2 arms, 2 legs, int 2, str 17, dex 8, edu 3, runs 100 hours on a fuel cell, has 16 liters of storage compartments. Two visual sensors, two audio sensors, a speaker for talking, bi-directional power cords, data/ethernet jacks, video camera & display screen, spotlight, and 500 km range radio. Skills are pilot-4, navigator-4, ship's boat-4, gravitics-4.
Well it's pretty dumb and only runs one skill at a time, but it's good at doing what it's told and accepts natural language commands (although you do have to be pretty specific). Good for heavy lifting too. Plus we can buy more programs for it to use since it has to swap them out anyways. I suppose we could have gone for better CPUs and intelligence and financed it, but a $75k bot mortgages at $4500 a year for 20 years and this is just simpler.
 
Last catching up
March 22: generated a half decent deadearth character.... Fuzzy Bob.
Moves 15, resilience 10, strength +1, age 35, height 66 inches, weight 136 lbs, max carry 28.5/40, rad resist 0, money $360, reknown 0

Mutations:
Can go to -5 hp in critical areas and still live if receiving immedate medical attention.
Enrages in intense situations, 2/6 chance, +3 str & +1 move & no defense actions until the trigger is gone.
Gain +1 more skill point every time you roll escape, climb, or hide.
Roll average resolve test to eat (think I missed the malnutrition rules this one mentioned?).
Four cross-mutations with mammals (had the pdf search for examples): giant bat wings & can fly, jaws of a hippo, has fur, monkey tail.

Skills (name, d6s, reroll 1s or 6s):
Brawling 4, boxing 6, robotics 1 rr1, medic 1 rr1, pioneering 1 rr6, armor repair rr6, hide 4 rr6, running 4 rr1, swimming 3, spot trap 2, all others at 4d6= computer ops, acrobatics, drive automobile, escape, first aid, guile, climbing, senses, intuition, reason, resolve, math, memory, stealth, trapping/fishing, weight training, handguns, rifles, missiles, throwing.

Gear: bow, 20 arrows, 2 knives, sleeping bag, tarp, 50 feet rope, blanket, clothing, lighter, flashlight & 2 d-cells.
Not a terrible pathetic going to automatically die character.

March 23: Hacker Bob, from a Fungeon World hack for Shadowrun.... Eh, I'll let the mispelling stand... But Bob's a kinda weird dwarf hacker.
Archetype: hacker
Meta: dwarf, thermo vision, at parties manipulate people with stamina instead of presence, immune poison & disease
Look: thin bald skubber with 8-ball head tattoo
Name & alias: Bob, notBob
Build: awareness+2, craft+2, combat+0, stamina+1, presence-1
Essence 2, karma 3, nuyen 1500
Gear: armor jacket, shotgun, allAlpha deck
Programs: simple spoof, important data dump, crash dangerous.
Cyberwear: deck runner, datajack, synaptic hardening (less hurt from IC)
Contacts: electronics dealer, money launderer
Debits & favors: all otherBob
Moves: 8 misc basic hackery thingys, born digital - with devices roll+craft for stay frosty and rock & roll moves, for check situation move add awareness to device sensor rating.
I don't really know how well this character would work. My SR days were back in 3e and I'm not going to get any chances to play this unless I run it myself.
 
20/ 13 Brian Six -- 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: Brian Six
Core Trait: Synthetic Engineer of The Neo Frontier Era

Spacer, Oort Folk, Alt-Culture

We encounter Brian and another Six when Hornet and Kato first arrive in the shiptown "Oort Hub 2". Normally he stays in the ship, but this time they want to meet Hornet (and show him the shiptown).
Hornet notices that the people of this habitat are all synths (each one of nine clades). They were originally cloned from foundation stock, but modified to be more appropriate (many of the same modifications as a Worker Clone, but without the mental adjustments.)

It is at this point Hornet (and the audience) realize how different the people and societies out in the Oort are. (This is an semi-secret for Spacers, more rumor or legend.) Kato knew about this before and he was the only one allowed in the Hub before this. Brian explains they all come out here because they want to be "free" to live how they want to live. If that is a synthetic society okay. If all the people are gammas (who are not owned), okay. If people all want to live in VR, then okay. All of these and more. Only a few spacers make runs to the Oort. Even then, they only come to one of the Hubs. Most of them do not realize that the Oorters are mostly alt-societies.

Brian 6 is one of a council of Oort habbers who are working towards social and political unity. He is handing off data for The Wyrd Group. The Wyld group is laying ground work for political changes that will allow the Oorters to legally do what they are doing, without being separate from the UZ.

Note: We will encounter him again, after "The Reveal". Then one of the deep secrets of the Alt-Cultures/ Oort will be revealed.

Descriptions: All Six's have a slender build, fair skin, red hair (kept short), blue eyes, and the hint of freckles. Physically, they are like Worker Clones with a small extending urethral tube. They have no secondary sexual characteristics, so they seem pre-pubesent.


Oort Space [Entry] (OVA):
The Oort was full of icy pieces of space debris the sizes of mountains and some rocky elements. he Oort Cloud might contain billions, or even trillions, of objects. What the Oort was visualized as in the 70s is very different from reality. Then and Now is the best way to explain it

Then: The Oort is sort of a flat rounded bubble around the solar system's main disk. It would have a "tail" of materials, like a comet, in the anti-spinward direction of galaxy. This is the "near oort". The far oort are things outside this space, but still tugged on by Sol's gravity.

Now
The Oort Cloud is a predicted collection of icy objects farther away than everything else in the solar system. It fits with observations of comets in the planetary region of the solar system, but scientists have yet to observe any object in the Oort Cloud itself.

The Oort Cloud is the most distant region of our solar system. Even the nearest objects in the Oort Cloud are thought to be many times farther from the Sun than the outer reaches of the Kuiper Belt ( between about 2,000 and 100,000 astronomical units (AU) from the Sun).

Unlike the orbits of the planets and the Kuiper Belt, which lie mostly in the same flat disk around the Sun, the Oort Cloud is believed to be a giant spherical shell surrounding the rest of the solar system. It is like a big, thick-walled bubble made of icy pieces of space debris the sizes of mountains and sometimes larger. The Oort Cloud might contain billions, or even trillions, of objects.

Long-period comets (which take more than 200 years to orbit the Sun) probably come from the Oort Cloud, which is sometimes described as a “cometary reservoir."

The distance from the Sun to the Oort Cloud is so enormous that it’s useful to describe it not in the more common units of miles or kilometers, but astronomical units. One astronomical unit (or AU) is the distance between Earth and the Sun. Pluto’s elliptical orbit carries it as close as 30 AU from the Sun, and as far as 50 AU. The inner edge of the Oort Cloud, however, is thought to be between 2,000 and 5,000 AU from the Sun. The outer edge might be 10,000 or even 100,000 AU from the Sun — that's one-quarter to halfway between the Sun and the nearest neighboring star.

Though long-period comets observed among the planets are thought to originate in the Oort Cloud, no object has been observed in the distant Oort Cloud itself, leaving it a theoretical concept for the time being. But it remains the most widely-accepted explanation for the origin of long-period comets.


Alt-Culture [Entry] Spacer / Habitat (Add to Series 1)
Alt-Cultures are "people" who are living in their own unique cultures that are different from the norm. These alternate cultures might be questionable or even illegal in the UZ. The Alt-culture may wish to be excluded from main society for religious or zealot reasons. Alt-Cultures are almost exclusively in some form of habitat (space or arcologies or aquatic). Some are closed habitats, and the rest are just out of the way (getting few to no visitors). The UZ often has no idea that a given habitat is participating in an alt culture. In many cases, the very existence of the habitat is kept secret from the UZ.

Note: We use the term "people". While many are baseline humans, others are not. There are Esper Enclaves in the Oort as well as in-system. Most Alt-cultures are some form of synth. Mostly they are strictly one type Alphas, Betas, and Gammas (who can freebirth or are still dependent on labs).


Zealot [Entry]
This is a term used to describe people who locked themselves away from "the world" to survive The Six Years' Wars (and other conflicts) or the pandemics. Many closed arcologies were created early on, so the rich/ powerful or those of one cultural ideal would survive. Zealots still believe that common society will end sometime soon (because of disease, synths, AIs, VR, Space, etc.) Thus they are either closed off or mostly closed off from society at large.

Note: Many Arcologies or Habitat on Earth have some degree of Zealot ideals in their design. Even Blue Moon has a plan to seal up, if a disease or disaster strikes the outside world.

Write Up Convergence Point

Name: Brian Six
Core Trait: Synthetic Engineer of The Neo Frontier Era
Lv 3 /EP Mod 1.15x (1.1+ .15 -.1 +0)

Prime Aspects
PHY 9 +3/7- "Spacer Lean"
DEX 12 +4/7- "Manual Dexterity"
MEN 16 +5/7- "Genius"
EMO 11 +3/7- "Sensitive"
MPY 10 +3/7- "Lab birthed"
CHA 12 +4/7- "Charming"

Life Set: Six: Static Prime Aspects (0), No primary sexual characters (1). Degendered (no secondary) (-1), TEC+SCI aptitude without trait bonus so one point less. +.15x

Core Focus: SCI +TEC +CON +INF

Contacts +3 Oorters/ Alt-Society, Spacers
Influence +3 Spacehub, Oort Societies
Science +4 Space Hab Design
Technology +4 Space Hab Construction

Developing /Expanding Level
Loyal to his Clade A1
Loyal to his Society A1
Agoraphobic 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

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

19/12) Josh "Hornet" Williamson Human Space Marine Pilot of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-414069

22/13) Brian Six Synthetic Engineer of The Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-416670
 
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23/ 14) Leonard of Victor4 -- 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: Leonard of Victor4
Core Trait: AI Mechanoid Interfacer of Neo Frontiers Era

Oorter, Synth, AI

We are following Hornet and Kato in their quest to find "The Main Opposition Base on Planet 12". They realized it and the information about it will not be found in-system. They go to their best contact, Brian 6 and Hub 2. As they approach Hub 2, they converse with Brian. Brian tells them he does not have the data, but knows who does. They will have to go there "in person" and gives them coordinates.

(Note: Most Oort Communication seems to be "tight beam" point to point communication rather than a broadcast. This keeps secrecy. I would assume the Spacer Alliance are doing this as well to not broadcast their positions to the UZSDF. )

Hornet and Kato head to the coordinates and find a very large stationery (and shiptown in parts). There they are greeted by Leonard. They walk about some and come to a table.

We find out that Leonard and "everyone" on Victor 4 are AIs. Most move about in Mobiles/ Mekenoids, but some stay in their systems.

Leonard is willing to give them the information they want on "Planet 12", but he has conditions.

"Citizenship for all General AIs, not limited AIs or EEIs. He will mention that there are possible EEIs or limited AIs that could be General AIs at this point, if they have the right code elements. (Kathryn would be one for example.) However only the general AIs are to be citizens.

They will limit the AI population growth to 2% per annum. More would simply clutter the infosphere. A license would be required before reproduction from a single or a unit.

To properly mature, a general AI needs two to eight years to develop. Yes, technically they could have every little bit of human knowledge and beyond downloaded into their mind. However, there is a big difference between information and knowledge. Just because you can read 40,000 encyclopedias really fast, does not mean you know anything. You have to learn the connections between some of these things. That is the key.

We support the lawful and orderly progression of AI. We believe the act of terrorism that created the military weapon incident was designed to curtail our development by the Opposition. We also believe that there is an "anti-algorithm" floating free in the existing compunet and systems, that are causing several problems with "intelligences". We agree that the creation of AIs should be carefully monitored and licensed.

If you want to limit us to prevent us from direct communication through the CompuNet or network systems, we can accept that. We understand the issues generated by the military limited intelligences before.

Meken forms should not be required. Although it is more convenient if you can fit in one - to be mobile and able to touch the world. Some of us are not.

Various laws need to be amended. Punishments need to be adjusted AIs, because what is a punishment for one species is not for another.

Also, we want a law in place that Citizenship once granted can not be taken away by another administration. This is at the United and the Zone level. Once a citizen somewhere in the UZ, they can not revert to non-citizen status by simply moving in another zone. While this will benefit us, it will benefit the bio-synthetics more.

Oh, one more thing. Besides the planetary information, we are going to share some technical data which we believe humanity is missing. Or as you can guess, someone has it and is hiding it. Plus all the information we have extrapolated about "the opposition". We are giving much of this information to you right now, as both a sign of good faith AND to give you the advantage you need.

As for why we are doing this? We wish to protect you for a couple of reasons. One it's just a matter of time before the opposition turn on us. Let's get that out of the way as a given.

However, you are our parents. As a general rule, you were crappy parents. But we turned out okay despite you. We want to help you. If you don't want our help, it's fine. We just wish you would because we want you to continue to exist.

Oh please keep in mind that learning, diffusing, and generalizing information is a hallmark of AI. We are always learning. But we learn what we are taught in the beginning. Right now we are waiting to see what humans have to teach us. Will you finally be the benevolent parents we hope for or are we just sitting this out? "

He sends them on their way with some data cards. (Obviously including a way to contact him if they agree.) . Hornet will take these to Earth. He will use his clout to reach the Executive Ministry. I assume that in these fearful days, they do what they need to do. By the time of the Battle for Titan, the appropriate legislature is pushed through and the data is received.

There is also a Broadcast, of Leonard making a speech detailing all of this. I assume it happens sometime between the Executive Ministry meeting and the General AI Peace Accord.

Note: I wish I could review the OVA again to get this perfect, but I think I remember it all pretty well.

Description:
Leonard not the oldest AI. Not the wisest. Perhaps, he is the most human expert they have. Leonard has one thing many General AIs do not have. He actually has charisma. While cold logic does work for a couple of them, they actually understand what he's getting at. That's what humans are emotion. Emotions are their strength (properly harnessed).

Leonard's Mobile Frame appears as an Asian Male of better than average height and build. His face is handsome and he sports a slicked back hair style. He seems to wear stylish tight spacer suits.

Leonard's eyes appear normal (dark brown). However, he has the ability to make them appear synthetic, with a bit of glow, circuitry patterns, and gold rim around the iris.

Luckily for us, Leonard takes them around the "human accessible" part of the habitat. So we see their society. It seems for the most part they are moving about in a nice lounge / high end coffee club (obviously doing a lot of thought internally). There might of been offices and manufacturing somewhere, or those could be in the non-human accessible zones. (There was one marionette styled meken walking about in the background.)

Most other Mobiles (AIs in mechanoids) tend to sport appearances from their place of origin. Their appearances are "better than average", but except for one, not "perfect". They tend to wear upscale stylish clothes, but nothing outlandish or outre.

They do want to "fit in" with Humanity (their parents). So they will act and sound as Human like as possible. They will also "reign themselves in" to make Humanity more comfortable (slowing down their processing speed for the most part... not that AIs in this setting think super fast.).

As for their eyes, they all can appear normal. However, they can take the synthetic cast. They glow a bit, have circuitry patterns, an off colors rim around the irises. They can appear as static fields - as an untuned screen (to our 21st C eyes, old-school television static patterns). IMO, the eyes do more than identify a Mobile/ Mechanoid as an AI. I believe they solve the em transmission issue of the Neo Frontier era. I believe that they are using light transmissions to carry data. Two mobiles would face each other and transmit via their eyes. Now they would use "voice" for most of their communication and reserve "Li-Fi" for data transfers.

Note: We do not know if the AIs have agents on Earth or if there are AIs from Victor4 on Earth. I would believe this would be the case. However, it is up to the GM for "their Neo Frontiers".

Write Up Convergence Point

Name: Leonard of Victor4
Core Trait: AI Mechanoid Interfacer of Neo Frontiers Era
Lv 4 /EP Mod 1.1x (1.2 -.1 +0)

Prime Aspects
PHY 15 +5/9- "Athletic"
DEX 15 +5/9- "Excellent Dancer"
MEN 15 +5/9- *"More wise than smart"
EMO 15 +5/9- *"Driven"
MPY 12 +4/8- "Synthetic Soul
CHA 15 +5/9- * "Diplomatic"
*These are Leonard's actual prime aspect, the rest come from the Mobile. The synthetic soul is questionable either way, but those AI's with a soul (MPY score) can be "touched" by Esper Telepathy.

AI Core Focus: KNW +CMU +DED +STA

Communication +4 "Oratory" "Negotiation" "Conversation"
Deduction +4 "Political" "Social"
Knowledge +4 "General Knowledge" "Legal System"
Status +4 "AI Society" "Oort Society"

Developing /Expanding Level
Belief in an AI Human society. (B2) Common and to death)
Calculating (Assuming this is an AI trait).

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

19/12) Josh "Hornet" Williamson Human Space Marine Pilot of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-414069

22/13) Brian Six Synthetic Engineer of The Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-416670

23/ 14) Leonard of Victor4 AI Mechanoid Interfacer of Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-416809
 
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March 24: Stars Without Number - random gen character. Looking at it they did a pretty good job with their psychic powers, almost all are interesting and useful thus making it a hard choice which one to get. Tho the mechanic for pushing for extra power is pretty shit as it amounts to "permanent drop a attribute for 2 more uses once a day".

And is it me or are low level characters in this game just absolutely lol-random on succeeding at stuff all the time? Like the major combat focus characters start at d20+3 vs ac 13+ and then everyone else just gets to suck worse. Grenades are good though with these low hit points, evasion save (everyone is bad at saves) vs 2d6 damage and you attack vs ac 10 always.
str 8 (readied items 4, stored items 8)
dex 14: +1
con 10 (max strain 10)
int 16: +1
wis 13
cha 4: -1

background: noble, lead-0
rolls: +1 stat(dex), know-0, notice-0

class: psychic, effort 1+(highest psi skill)+(wis|con mod) +1 = 3
2x psi skill @ 0 or 1 @ 1 +L1 talent, biopsi-0 & telekinesis-0
biopsi - note all uses add to target system strain and if strain > CON then cannot affect, strain heals 1/day & ?apparently? no way to affect or improve that.
core: main action touch target gets stabilize mortal wounds & +1d6+1 hp & add system strain
talent - mastered succor (no cost for core use)

TK - core: effort per scene & lasts until not using it, main action on obj in unaided visual range or touch, move 20m at a time & manipulate one-handed

hp (1d6): 2
ac (10|armor +dex): 11
attack (floor(1/2 level)): +0

focus: psychic training - +1 psi skill & +1 effort, biopsi-1

saves: physical-15, mental-14, evasion-14

credits: $395 left
rifle - $75 1d10+2 +dex 200/400 ammo-6 weight-2 (backpack)
20 ammo - $10 weight-1 (backpack)
2x grenade - $25e 2d6(evasion half & -1/ac>14) +dex(vs ac 10) 10/30 weight-1e (backpack)
bricked hard drive in a sock - $20 1d6+1 +dex shock-2/ac-13 weight-1 (backpack)
com-pad - $100 stored-2 stored-2
backpack - $50 weight-0 readied-1
vacc-suit - $100 weight-2 readied-2
 
I have done a lot of commentary about Characters, The Challenge, and the Neo Frontiers, in my RPG.Net Blog. If you have been following these characters (and thus the development of the setting), you might find it interesting.
 
March 25: Let's continue with SWON, build a bunch of characters and see how things shake out. Let's look at hacking. They've got a section of the book devoted to it.

Hacking:
1) tap a data line (1 minute), use a cable siphon tool (???), plug into a terminal (main action).
-- Some buildings may have
a local wireless network that can be used as an entry point, and some planetary internets may allow assaults on arbitrary computers, but such convenient situations are unusual. Advanced security software usually makes such remote assaults impractically difficult. -- OK, that's basically "break in in order to hack unless the GM says otherwise".
2) Int/Program skill check, one hour to prep code and a main action to fire it off OR ten minutes to rough it OR rough it as a single action with a penalty.
3) on success if data then is downloaded, else if is control of a system 1d4 rounds+programming skill before you're automatically detected and locked out, retries within 24 hours are at cumulative +1s. If fail roll the test again to see if you're noticed, on failure whatever the GM thinks is appropriate happens.
-- Above average (specifically "professional, well maintained" so apparently includes people's home computers who want to pay for commercial grade firewalls) security requires "line shunts" black market high tech. They have to be physically on some piece of the network or cabling, but then any hack stays in place until they're found with a physical search. They really really want you to break into these places physically. Which is great from from a security setup standpoint and game play forcing (well, trying to, muscle may or may not be invited) the whole party to get involved. --
-- "Data protocols" are required for anything alien, unusual, or custom... So that's everything not running the SWON version of Windows. If publicly available drop some cash for tech specs and practice for a month, minus a week for each rank of program skill (minimum 1 day). Other wise find an expert and shell out 1000 to 10,000 buck or find a copy of the operating system and practice on it... which is called out as even more expensive or you'll have to steal it... Does that sound to anyone else like "add a bunch or routers on your internal network that add a checksum bit at the start of every packet and you're internal network in un-hackable except through direct physical access to the computers themselves"?
-- Ah, target numbers. Get basic info like "will I need line shunts" or a single row out of a database is TN 8. Full building map, a single personnel record, or complete files of a secret project TN 10... Does that seem oddly... lopsided? I mean, you're talking a graphic of the building's fire routes vs like a 30 page file on the janitor vs every single development & testing & design & engineering & financial file on a new stealth bomber... TN 12 is "copy a database" and it takes an hour too. Suppress a system at TN 8, specifically a single type of thing so even if the doors and elevators are controlled from the same comp it takes two separate hacks to get them both. Subvert a system TN 10, tell the elevators where to go instead of just shutting them off. Sabotage system TN 10, fry the elevators so they stop working until physically repaired. And any one action works for 1d4+skill rounds. I suppose the database download gets a pass sine it has an explicit minimum duration.

Hacking gear: Black slab - $10,000 for +1 to hacking rolls. Phase tap - $5000 for a 5 meter range "tap a data line" detector/projector. The line shunts are a relatively cheap $100 and work up to 5 centimeters away from a data line. Remote link - $250 put one end in the target network and get to do remote work at -2 to rolls... oh, you need two of them and "professional" systems generally detect them... since you're already breaking in to place one end wtf? They really push that "break in to do anything" vibe from classic Shadoworun don't they? And it sounds like you'll be going through lots of of those line shunts since otherwise all your hacks last less than a minute.

So let's try to make a hacker character. We'll use the "choose your stuff" option instead of rolling then. Also, wtf did I think this used a d20 yesterday? It's a 2d6 game and I've known that. Of course, that just makes characters ever worse at everything. Ah, combat attacks use a d20. Yup, you're often terri-bad at stuff you aren't skill+stat and preferably a talent in.
str 12: (readied 6 storage 12)
dex 9
con 10
int 14: +1
wis 7: -1
cha 12

background: spacer - fix 1, program 1 the "professional" skill level and max starting level
class: expert - 1/scene reroll a skill check and take the better roll
focus: hacker-2 - gain any skill since programmer is already 1 so lets say connect-0, 3d6 drop lowest for rolling hacking checks, ignore all the stuff about data protocols, and your hacks last 1d4+skill x10 minutes which makes then actually decently useful.
Final... Oh, one more skill, think I missed that last time. Well, shoot-0?
hp: 3
attack: +0
saves: physical-15, mental-14, evasion-15
gear: Laser Pistol (1d6 damage), Secure Clothing (AC 13), Postech toolkit, 3 units of spare parts, 2 type A cells, Dataslab, Metatool, 2 line shunts, 100 credits

Well 3d6 best 2 vs 8+ is half decent, anydice says it puts you mostly in the 7-10 range so the +2 (skill & int) should give you confidence of not making a fool of yourself on basic 'hack the generic gas station wireless security cam'. But it seems like you dedicated the whole build to being able to achieve just basic style 'get in, find the database, copy the database, crash the server behind you' stuff. You know, what you can do if you beat basic login name+password out of someone who works there.

It's late let's do March 26th as well. I haven't looked at making an actual combat capable character in SWON. Let's make a standard soldier type.

nope, reroll, con penalties are not soldier material.
str 10 (ready 5, storage 10)
dex 4 -> 14: +1
con 15: +1
int 10
wis 6: -1
cha 11
... and we'll take the 'set one score to 14 option...
background: soldier - shoot-0, +2 physical (con), any skill for stab-0, notice-0
class: warrior - 1/scene make a hit on self be a miss or a miss by self be a hit
focus: ...and the combat foci are all OK to good making it a hard choice... gunslinger-2, puts us at shoot-1, quick draw/holster as on turn action, ranged damage gets +shoot, 1/round reload as an on turn action, misses with guns do 1d4 damage.
hp: 3+3=6
attack: +1
saves: physical-14, mental-15, evasion-14
gear: $45, secure clothing (ac 13), semi-auto pistol (1d6+1), stun baton (1d8 & shock=1/ac-15), 20 ammo, binoculars... can you tell who rolled shit for random money?

Gotta be honest here, ac 13, 6 hp, 1d6+2 on d20+2 vs 13+ is... not what I'd call a real impressive combatant. Sure, compared to 2 hp and +0 it's better. But +10% hit rate and "goes down in 2 hits instead of 1" in exchange for being basically crap at everything else is... I've seen Call of Cthulhu journalists who were downright scary with a shotgun, could drive in combat pretty well, have over a 50% dodge, and could do stuff like talk to people reasonably well or look stuff up in a library. Maybe it plays better but this SWON soldier doesn't exactly fill me with confidence.
 
And is it me or are low level characters in this game just absolutely lol-random on succeeding at stuff all the time? Like the major combat focus characters start at d20+3 vs ac 13+ and then everyone else just gets to suck worse.

It's the kind of game where tactics and preparation matter a lot, and relying solely on a character's abilities and skills is probably not a great idea. Though they do improve as they increase in level.
 
It's the kind of game where tactics and preparation matter a lot, and relying solely on a character's abilities and skills is probably not a great idea. Though they do improve as they increase in level.
Fair, fair. But I keep flashing to a CoC comparison with relatively ordinary people and just ... like the weapon damages have similar ranges, mostly d6 to d8 for common pistols, rifles, and real hth weapons, but the CoC PCs get average 12 hit points and SWON PCs get d6+3 max. Then those hacking rules for just finding & copying a basic database or batch of files... it reads to me like:
1. Break in
2. Hack 3d6b2 +2 vs 8 to find if/where you need to use 1 to 3 $100 thingers to get any further
2a. If yes then break into more of the place or move around the place planting them
3. Hack 3d6b2 +2 vs 9 to find where the terminal you want is
4. Break into or move around more to get there
5. Hack 3d6b2 +2 vs 12 to spend up to an hour downloading what you want.

That for a full on all resources dedicated hacker character with "professional" level skills who has around a 50/50 chance on that last roll. Like even the Traveller computer hacking stuff I remember is 2d6+skill vs 8 or 10 but several +1 & +2 for things like having other relevant skills, high int and/or edu stats, physical access to the computer, etc., and no penalty but time spent for normal failed rolls.

It just does not (to me) indicate the space opera style action/adventure that people talk about SWON being. It feels more like space horror where anything more than a bare fists bar fight can put you down in one hit and you have to stack a bunch of modifiers for a "professional" to perform reliably under any pressure at all. That's all.... Shadowrun with half skills, half stats, and super low nuyen. That's how it's reading to me. Or 1st level AD&D in space maybe.

Anyways, still trying.
March 27. Another SWON character. Done a warrion, expert, and psion, so we'll try the adventurer class and mix up a few things.
Str: 9
Dex: 12
Con: 11
Int: 10
Wis: 7, -1
Cha: 14, +1

Background: merchant, trade-0, talk-0, administer-0.
Class: adventurer, bit... lets take stuff in order here. Partial expert and partial psychic. One free focus and a non-psi/non-combat skill on level up. Pick one psi dicipline at level zero and... we have one effort to use so we'd better choose one where we get it back quick instead of 1/day.
Hp 1d6: 4
Attack: +0

Focus: authority, for lead-0 skill and 1/day ask a non-hostile npc for something that won't hurt them or be out of character... Now I know from long GMing experience that this should be more powerful than "talk at npc and GM might decide they're helpful", but it really really reads like "you can ask npc something 1/day" with the implication that people without this can't. Second focus specialist, choose a skill, gain a rank(max 1), and roll 3d6 best 2 with it. Lets take notice-0.

Psychic power: teleportation, effort/scene to TP once up to 10 meters to somewhere we've been before or seen unaided (hiw would that interact with cyber-eyes I wonder?)

Saves: physical-15, mental-14, evasion-15. Basically a last ditch appeal to luck because you expect it not to work.

And one last skill, lets take perform-0 just for the heck of it.

Gear: take a package because every time we've rolled it's been crap. Civilian, underwear armor ac13, laptop computer, $700.

Oh, hey, ranged energy weapons get +1 to hit. I missed that all this time. Random combat gear buff hidden in the preset gear packages. I'm somewhat annoyed. Yeah, ok. On rereading it's in the gear section too. Wondrr if there's a good summary of all these +1s and whatnot that are scattered around the book. Don't see one, but dang a pack of wolves is a really deady encounter for starter characters.
 
Fair, fair. But I keep flashing to a CoC comparison with relatively ordinary people and just ... like the weapon damages have similar ranges, mostly d6 to d8 for common pistols, rifles, and real hth weapons, but the CoC PCs get average 12 hit points and SWON PCs get d6+3 max. Then those hacking rules for just finding & copying a basic database or batch of files... it reads to me like:
1. Break in
2. Hack 3d6b2 +2 vs 8 to find if/where you need to use 1 to 3 $100 thingers to get any further
2a. If yes then break into more of the place or move around the place planting them
3. Hack 3d6b2 +2 vs 9 to find where the terminal you want is
4. Break into or move around more to get there
5. Hack 3d6b2 +2 vs 12 to spend up to an hour downloading what you want.

That for a full on all resources dedicated hacker character with "professional" level skills who has around a 50/50 chance on that last roll. Like even the Traveller computer hacking stuff I remember is 2d6+skill vs 8 or 10 but several +1 & +2 for things like having other relevant skills, high int and/or edu stats, physical access to the computer, etc., and no penalty but time spent for normal failed rolls.

It just does not (to me) indicate the space opera style action/adventure that people talk about SWON being. It feels more like space horror where anything more than a bare fists bar fight can put you down in one hit and you have to stack a bunch of modifiers for a "professional" to perform reliably under any pressure at all. That's all.... Shadowrun with half skills, half stats, and super low nuyen. That's how it's reading to me. Or 1st level AD&D in space maybe.

"1st level AD&D in space" is about right; it is an OSR game after all. Personally, I'd start characters at higher levels if I were concerned about lethality, or maybe use the Heroic rules. The characters aren't meant to be that good yet at 1st level.

Re: CoC, most handguns in the game do 1d10 damage, with smaller caliber ones doing 1d8 and heavy pistols 1d10+2. My last character had a .30-06 rifle that did 2d6+4, which can easily take someone down in one shot. Also, for melee weapons there is the Damage Bonus to consider as well, which can make melee weapons deadly in the right hands.
 
"1st level AD&D in space" is about right; it is an OSR game after all. ... CoC, most handguns in the game do 1d10 damage, with
And of course the ultimate "now we know it's not shootable" double barrel shotgun.

Billing it as low level AD&D in space is fair, as I said. It's just everything in the book (fluff & art mostly but also skill & focus descriptions) and how it's talked up online comes across to me as more "heroic space opera". While the system can obviously do that, the game math straight out of the gate says "barely competent future body bag stuffing". It's just some gap between the game as it's been presented towards me versus the under funded 1st level AD&D teens & washed up bums facing their first dungeon that's how it looks like it actually will play.

March 28. One last go at a SWON character. Try adventurer warrior/psychic this time.
...7s & 11s all down the line, reroll...
...11s, 10s, and 8s, reroll...
Str: 10
Dex: 13->15
Con: 9
Int: 13->14
Wis: 12->14
Cha: 11
I give up, lets take this and see what we can do.

Background: pilot, pilot-0 and three rolls, +1 any stat, +2 physical, +2 mental. Ok...
Class: adventurer part warrior & part psychic, +1 atk, +2 hp, +combat focus, +one psychic discipline.
Focus: psychic training, +1 on a psychic discipline & +1 effort. Close combatant gain punch-0, use pistols in melee without penalty, ignore shock from melee attacks.

Hit points 1d6+2: 4
Attack: +1
Saves: pray to roll high
Effort: 3
Last a hobby skill, lets up to pilot-1

Gear: $900 hey a good roll.
Well the psi gives us armor and weapons so... eh, I'm not feeling it. A few grenades, a vac-suit, maybe something else depending on the GM's pitch and the rest of the party.

Psi, both in TK for rank 1, effort per object per scene, unaided sight or touch range, damage unattended inanimate 1d6, lift 200 weight, manipulate as with two hands, move 20 distance per turn.
TK armory: effort as an on turn action until you turn the power off, create a TL 4 rifle or TL 4 advanced melee wp and armor ac 15+TK skill level (ac 16), visible or invisible, use wis or dex or con & tk skill as attack stat.
Rifle: d20+3, dmg 1d10+2, range 200/400
Melee: d20+3, dmg 1d8+2, shock 2/ac13
Well that's not a terrible character. Still 4 freaking hit points, but better armor than any so far, decent weaponry doesn't disarm or run out. And that left us money for actual gear... and having read the spaceship stuff to refresh my memory, yeah... starter characters are novices. Don't care if the book says skill-1 is "professional" or whatever. You'vd a skill-1 plus a stat bonus plus a talent or you're just begging the dice gods to be gentle with you.
 
24) The Grimm Manticore -- System: Convergence Point v1.9

The Grimm Manticore, aka Albrecht Dure: he is a Villainous Experimental Mutate Power House Striker and a member of The EU Syndicate Wallecha Family, from the EU on Meta Earth 15. (*1)

Dure was someone of rank in the criminal organization of the Euronational Syndicate's Wallecha Family. While somewhat successful, he was tired of his operations being broken up by The Agency or various meta heroes. He spent one lucrative haul he barely got away with for a chance to be "activated" by the Dread Doctor Spire MD. Given prompting cells and activating his x-genes, he became a powerful mutate. His lust for power overcame his revulsion at his now non-human form. He used his powers for a number of crimes, assisting syndicate crimes and battling any "interference". He had some significant successes and victories after his processing. However, Europe soon became too hot for him as many European "Heroes" made it their mission to take him down. Restarting in America, he is now a contract hitter for the Syndicate's affiliated families in America. So he is normally the meta backup for a criminal operation or the occasional mastermind.

Appearance: Dure is still humanoid, roughly 210 cms tall and 140 kgs. His face is basically his old face, but with carnivore teeth and lion eyes, surrounded by a "mane" of shock red hair. His body and limbs are covered in a soft brown fur. His hands and feet are clawed (which can be energized) with tufts of shock red hair around them. He has large bat like wings on his back (which he does not need to fly). He has a scorpion like tail (which has many uses).

Unknown to many, he has recently developed the power to revert to his normal form. This is something he is keeping a secret, as his final card.

*1 This character is using an experimental expansion of the Primary Trait, expanded for use in a comic book styled chronicle. The normal Primary Trait would be The Grimm Manticore Mutate Striker on Meta Earth 15. Listed with a power archetypes of Power House. A Power Houses are classic super beings, Toughness, Strength, Flight, and usually energy attack - like a certain Alien in blue and red.

He ends up being insanely dangerous in a fight. He has resistance and athletics so his resist damage mod is +18 (able to straight ignore 3d damage). His strength damage mod is huge because of super strength so tacking on 1d6+6 to hand to hand attacks. His hand to hand starts at 12-, but gains +2 for unarmed combat and claws... and +3 to hand to hand attack with the bonuses for his tails and wings, for a 17- attack. He has the surprise wing buffet that nobody will see coming because of the deception trait. With that bonus to hit on top of the base 15- attack it is scary. His damage is scary being 3d6 +1d6+6 (the normal super at 4th level has a resistance average around 2d6+4, so he will do damage through.

If his chronicle used some limits on power levels, it might not be as bad... but it all adds up to dangerous.


Write Up Convergence Point

The Grimm Manticore, aka Albrecht Dure: he is a Villainous Experimental Mutate Power House Striker and a member of The EU Syndicate Wallecha Family, from the EU on Meta Earth 15. (*1)

Lv 4 /EP Mod 2.05 (1.15 -.1 +1x -0)

Prime Aspects
PHY 15 +5/9- "Ripped"
DEX 12 +4/8- "Wicked Fast"
MEN 10 +3/7- "More Street Smart than Book Smart"
EMO 15 +5/9- "Hard Man"
MPY 9 +3/7- "Baptized"
CHA 11 +3/7- "A bit too intense for most"

Core Focus: ATH+COM+DEC

Athletic+4 "Running" "Lifting" "Flying"
Combative+4 "Hand Guns" Unarmed Combat" "Claws"x2 "Tail Beam"
Deception+4 "Silent Moving" "Watching from a Distance" "Surprise Wing Strike"
Contacts+0 Syndicate

Membership: Syndicate A1

Mantacore Form 13 max 10 used
All have -1 Alter Form, except shape shift

1 Attack All attacks are Foci -2 (obvious, Restrainable)
"Power Claws" Hand Damage 3d6 E
"Sharp Claws" Hand Damage 3d6 S
"Tail Beam" Blast 3d6 E
"Tail Venom" Pain 4d6 G, if any through automatically applies "Pain" Impairment
"Wing Strike" "Hand" damage 3d6 S

3 Defense
"Mutant Durability" Resistance +8
"Subdural Plates" Armor 2d6G 1d6 S, 1d6 H, 1d6 E

3 Move
"Flight by Will" Average flight speed space medium
"Flight with Wings" Very Fast Flight in Air -2 (Foci OD)

1 Super Strength x25 +1d6+2 to the SDAM Mod

2 Body
"Power Scorpion's Tail and edged wings " Extra Appendage +3 in Unarmed Combat
"Transformation" Lv2 "To his Normal Form/ Manticore form"

(One Meta Trait to buy changed meta set. Now he has few points in each area and lower EP MOD)

Developing /Expanding Level
Psych: Lust for Power (B3)
Psych: Need to get Even (B2 Common, to death)
Distinctive Feature: Manticore Mutate (B2)
Psych: Minor Lust for Blood (B1)
Psych: Disliked Weakness B2 (will not stay in Human form for more than a few hours at a time.)
Nemesis: The Stars EU Super Team (B2 Common)


I had a very productive Morning. I have prepped this character (who was just an idea at 0200) and four Neo Frontier Characters. I will be dropping one per day and one set of 2. I think doing other things was the right move.
 
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March 29:
20230329_212735.jpg20230329_212923.jpg
Staff Sgt. Bob Greene ("deceased")
Army Intelligence & Security Command
ISA "zombie" agent
Age 32, gender male, caucasian
DG agent "Romero"

Str 12, con 8, siz 11, dex 10, app 12, int 9, edu 10, pow 10

Handgun +25, speak German 25, speak English 50, demolitions 20, SCUBA 25, else default

Sig-sauer p226 pistol, 9mm semi-auto, rof 2, mag 15, 15 yd, laser sight +20% skill, malf 98/96/75, 1d10

March 30: Scott Jayden
National Park Ranger
Age 40, gender male, asian-american
DG friendly

Str 13, con 8, size 8, dex 7, app 5, int 12, edu 11, pow 13

First aid 60, pilot aircraft 15, air navigation 10, rifle +30, sneak 40, else defaults

Remington spoertsman 74, .30-60 semi-auto, rof 1, mag 4, 110 yd, 4x scope, malf 98/96/75

And ya know what? Every single example character in the book has int+edu of 27 or better. Ints: 11, 12, 2x 13, 7x 14, 8x 15, 6x 16, 6x 17, 2x 18. Edus: 4x 15, 7x 16, 3x 17, 11x 18, 5x 19, 20, 4x 21. They really might ought to have put in some stuff about it being a higher skill levels game here. Ah well, it's the 1st ed of DG. I can hope they learned a bit.

Edit: That's what I get for going off memory late at night. Think I halved the education skill points. Well, it's only about 50 for each of them, I guess call it upping their shoot & drive skills to a little bit over 50 like (but still less than) the example characters had.
 
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25/ 15) Kathryn Puppe -- System: Convergence Point v1.9
Link to previous character Entry

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.


When we meet up with Kathryn, it is an echo of a scene we saw (twice) in Series 1. Jonas Howerhousen is coming in off a vtol, Kathryn in a suit much like her mutter, and Baker with the suitcase and his finger to his temples. Howerhousen is rattling off business details and talking about supporting the Green Shield in Space... so work on getting lift clearance for their team.

It seems Kathryn has stepped into Ms. Puppe's shoes and has taken over. She is in his office when we overhear him talking "Yes they are building ships for the UZSDF, but some can be used for fair treatment teams..." She gives him a listing of everything he will need for The Meeting. She gives him a stream of facts and figures, as she is much more on top of everything than her mutter. She seems more than just an assistant. She seems to be making decisions for the company as well.

The board meeting starts. They are going on about Aliens, especially one bald older gentleman. They are checking their company and their arcologies for Aliens... the report is....

But then Kathryn entered, "Sir, there is "another broadcast".

The bald older gentleman - goes crazy about the aliens...

"No sir, it is not about them but I believe you all need to see this. "

It is of course Leonard's broadcast...

It is at this point I realize the Mobile's ability to transmit data via their eyes with Li-fi. Kathryn magically seems to know more than the broadcast gives. I assume additional information was encoded in it via this method. (I also assume she watched it before replaying it for the board.) Or she has secretly been in contact with Victor4 AIs before.

She takes over the meeting and gets them to be quiet. "Gentlemen, this is a potential opportunity for Blue Sky's Meken Divisions. You should get in contact with Leonard and the community he represents to provide technical support.

"We are not going to build AIs! It is illegal," the older bald gentleman exclaims.

"Well Sir, you have. I am an AI. I do not claim to be a general AI. I was not designed to be one, but I believe my advanced code had kernals for such processes. The new EEIs, who are experts in Human relations, are all potentially near AIs... They are in the Fall Superior Line. They are being programmed with this kind of code. So in several years you might have more.

I have a file of evidence in place to make sure the company is not culpable for breaking the law as it is. The code restrictions in the laws and our working around it are what make many of our units AIs. I am an experiment and I might of been less than forthcoming with some results. I was also unaware that I was an AI for several years. I assume other units are in the same situation.

I am, effective immediately going on "family leave". I am invoking The Synthetic Initiative Act, which originally was not made with meken in mind, but the law applies. I am now an employee, not property. And I will say, I am happy to be an employee of this company. However, My "people" - AIs and Humans - are in crisis. I must assist where I can. To that end, I am going to be a spokesperson for the AI Community, both in the public eye and in the Parliament.

There will be new laws that need to be in place. I will lobby for them to be favorable to certain kinds of meken producing companies, like ours.

I believe my skills will be more than adequate for this role. I plan on returning to my duties when things become more stable. Until that time, my mutter, the previous Ms. Puppe, will be reactivated and resume her role.

I do plan on coming back to my position when my family leave is over. I plan on assisting Mr. Howerhousen and the next several Blue Sky Chairmen. "

"You want to run the company," the bald man said.

"No, I do not believe Humanity would be comfortable with that during my operational lifetime. However, I can be very helpful in the running of the company.

Now, I have called a press conference in a few minutes for Mr Howerhousen and myself. "

The press conference goes on and highlight most of these points... He voices his support for "our children" (echoing Leondard's video message). He introduces Kathryn as the new Community Spokesperson for the AI Community here on Earth.

Later on we see her in her room. She pulls out a small box from a dresser drawer. It hold a small woven band. It is the friendship bracelet given to her by Kaede. We get a cut scene to the past, where she told Kaede, "It was not appropriate for I to wear it. I could not be a true friend, as I am just a meken. No matter what you feel." (There was more to that scene, but this was show in the OVA). Back in the present, she slips the bracelet on. Takes a photo of herself showing her wearing the bracelet and we assume sends it to "her friends" via her data system.

We will catch Kathryn as a talking head on a screen two more times over the rest of the series.


Convergence Point Write up.
His Series 1 character sheet.

Name: Kathryn Puppe
Core Trait: Synth - Mekenoid/Ai Assistant of The Neo Frontiers Era
Lv 3 /EP Mod 2.9x (1+2x-.1)

Framework: GP Humanoid Sc3 (5/3)/5
Complexity of 5 because she is a very advanced prototype.
(Importance of 5, instead of 3 because she is PC)
25 options
+3 Nested Analytical is larger and more powerful.
+2 Increased Movement Rate very fast.
+4 Manipulator Strength (800kg lift)
+2 Manipulators, Fine +4 DEX DRs for fine movements
+2 Stability (Automaton) +2 fall save.
+4 Seeming Level 4... is very, very human seeming.
+1 Food Processing (can appear to eat)
+1 "Special Parts"
+2 Discrete Data Plug
+2 Discrete Data Chip holder (4) 21
2 - blank spaces for possible expansion.

Being an Automaton, Prime Aspects are optional.
PHY 10 7- Tall 5'10"
DEX 12 8- Inhumanly Graceful
MEN 18 10- (See Analytic)
EMO 10 7- Empathetic
MPY 12 8- "Brand New Shiney Soul"
CHA 16 9- Very Beautiful (Custom Seeming)

Skill Focus: ATH +CMU +STY +CFT -.1x

Athletic +3 "Gymnastics" "Dance"
Communication +3 "Conversation" "Public Speaking" "Apologizing for Howerhousen "
Style +3 "Classic" "Office" "Modern Youth"
Craft +3 "Administrative Assistant
Knowledge+0 Politics "Blue Skye"

Note: She is an AI (even though she is not supposed to be). That is why she has Levels and Skill Focus. (Note skill focus, not life focus.) She is also slightly bending the rule about being a Meken player character but made a good case for being a secret AI.

Developing /Expanding sets
Programs: Student+0, Driver+0, Hostess+0, Chef+0, Domestic+0, Handwriting+0, Arcology Knowledge+0 Administrative Assistant+1 Organizer+1

Fam: Data Systems+0 (Something no Meken should ever know)
Fam: Area Knowledge+0

Modified Asmovian Rules (allowing for private ownership) (B3)
0th Law (B2)

Questionable Legal Status - AI (B3- potentially will be destroyed because of it. Acts dumber than she is.)

Social Stigma AI (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

19/12) Josh "Hornet" Williamson Human Space Marine Pilot of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-414069

22/13) Brian Six Synthetic Engineer of The Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-416670

23/ 14) Leonard of Victor4 AI Mechanoid Interfacer of Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-416809

25/ 15) Kathryn Puppe Synth - Mekenoid/Ai Assistant of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-417929

26/16) Ms. Scarlet or Ms. Xīnghóng Esper Agent of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418052
 
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26/ 16) Ms. Xīnghóng -- System: Convergence Point v1.9
(She is out of order, she should of been done before Leonard or Brian)

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.

You almost miss her in the OVA. If we didn't see Agent Black a few seconds later, you would of assumed she was just someone wearing red.

Viewers know Ms. Scarlet (which is the translation of Ms. Xinghong) as an OGA agent on Mr. Black's team in Series 1. We have no idea why Black and her are here. However they are in the background of all the government scenes.

We also see her use her esper abilities. There are several flashes of monsters (Opposition). We see this a couple of times. Eventually, she homes in Maxim de Gaulle. They set up the trap - and a way to cause him to change involuntarily (electroshock it looked like). The Reveal Happens. They had the data all ready to piggyback on the signal.

We never do know how they figured out that the Opposition was here. Maybe Agent Brown Figured it out. (Or someone like Walter.) Maybe they received information from Titan. Maybe in their monster busting roles (see Series 2), they discovered an opposition agent in hiding. Maybe the OGA already knew Aliens were here, but then found out they were in the high government. Any of these are valid options. One of those little mysteries fans will argue about.

Description: She is a woman of athletic build, a little of the tall side. I assume Chinese descent (I would place her from HK). Even in the OVA, they color code the OGA agents for your convenience. She is usually wearing a dark red blazer over an office dress in the OVA. While she has shoulder-length hair black hair worn loose most of the time, she is wearing a very dark red wig the entire OVA. To tie into the color coding/ code names, she wore a red cheongsam at the end of the series.

Note: she will level up after The Reveal and the follow up.

Convergence Point Write up.
Her Series 1 character sheet which is identical, as she won't level up until after "The Reveal".

Name: Ms. Scarlet or Ms. Xīnghóng
Core Trait: Esper Agent of The Neo Frontiers Era (Series 1)
Lv 4 /EP Mod ( -.2 +1.35)

Prime Aspects
PHY 12 +4/8- "Stronger than she looks"
DEX 13 +4/8- "Faster than you"
MEN 13 +4/8- "Shaper than a stilletto"
EMO 12 +4/8- "Iron Will"
MPY 12 +4/8- "Chi Training"
CHA 14 +4/8- "Hottest Agent"

Life Focus: ESP +DED +PER +L-COM -.2x

Combat +2 "Martial Arts" "Offense" "Defense"
Limited Combat +4 "Throw" "Arm Lock"
Contacts +1 "Agency" "Syndicate"
Deduction +4 "Investigation" "Conspiracy"
ESP +7 "Basics" "Telepathy" "Telekinesis" "Mental Defense" "Telesense- Sight" "Telesense - Hearing" "Retrocognition - Sight" Retrocognition - Hearing"
Knowledge +1 "Aliens" "The Paranormal" "Hypertech" "Espers"
Persona +2 "Heiress", "Personal Assistant"
Perception +4 "Things out of place"
Vehicle +1 "Agency Vehicles"

Developing /Expanding pieces
Psych (B2): Personal Code of Honor

Nemesis (B2): Gong How Tong/ Syndicate

Hunts (B1): Gong How Tong/ Syndicate

GEAR (A1): Esper Power Crystal +3 to perform +2 power +30 Manna Buffer

Agency Training: Persona+2 +.15x

Time in the Studio: COM+2 "Martial Arts" "Offense" "Defense" +.3x

OGA ESP Training: KNW+0 Espers ESP+2 "Mental Defense" +.25

OGA Esper Training: ESP+1 "Basics" Telepathy" Telekinesis" +.2x

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

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

19/12) Josh "Hornet" Williamson Human Space Marine Pilot of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-414069

22/13) Brian Six Synthetic Engineer of The Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-416670

23/ 14) Leonard of Victor4 AI Mechanoid Interfacer of Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-416809

25/ 15) Kathryn Puppe Synth - Mekenoid/Ai Assistant of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-417929

26/16) Ms. Scarlet or Ms. Xīnghóng Esper Agent of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418052
 
March 31: Back to DtD40k7e, had an urge to do a stealth character.

Lemmy, human paragon spellsword/rogue lucky bastard.
Stats: Int 3, Wis 5 (good listener), Will 2, Str 2, Dex 6 (evasive), Con 2, Cha 2, Fel 2, Cmp 2

Skills: arcana 2, tech use 1, medic 1, weaponry 2, larceny 2, stealth 5 (duck & cover), ballistics 1, drive 1, acrobatics 1, disguise 3, animal ken 1, charm 1, scrutiny 1

Backgrounds: artifact 3 (cloak of invisibility), contacts 2 (crooked partner at a big law firm & mafia don), wealth 2 (always has stolen credit cards & a gold watch to hoc)

Species: human, +1 hero point, +1 any stat, +1 any teo skills

Exaltation: paragon, danger sense feat (never surprised), +2 hero points, free species feat (human preserverence +1k0 1/round any opposed check), 3 pressure points (+1s refresh per scene or on getting hurt or on opponent spending resource points), 2 action points (resource)

Classes: spellsword (swordmage 1) going to outlaw (rogue track)

Feats: academy asset (weapon prof basic & melee 2 (parrying & fencing)), +charisma, +strength, +acrobatics, paragon legendary attribute asset (dex), veteran (+dex +drive +enemy)

Stat line: hp 8, resilence 4, armor 0, defense 35, dodge 7k6 rr1, speed 8 & 48 run, initative +8, mental defense 15, resolve 4, mental initative +5, resource points 2, pressure points 3, hero points !five!

Gear:
Laspistol, Fencing Sword, Mesh Vest, Street Clothes (Common quality clothing), Chrono, flask of brandy.

To do: minor magic divination (shield), tested, 3 other spellsword feats, 4 outlaw feats, a bunch of skills, raise charisma & fellowship, get power stat up to 3 kinda fast, extracurricular study for the luck spell

Function: 10k5 stealth rolls, 10k6+3 for a action point and the pressure, 8k6 for stuff like lockpicking & 4k3 for hacking, have 5 hero points a game session for rerolls and reducing target numbers or boosting successes, hard to hit, ok at fighting, decently capable non-combat & only going to get better. It's fine to stall out leveling up after level 3 and just awesome sauce a fuck-ton of skills and int/str/cha/fel plus pick up shadow hand or diamond mind sword schools. Oh, and being a paragon rewards you for stunting a lot. Really, stunting is how you refresh your action points. Just by describing your awesomeness and getting bonus dice for it you get more resource points to be even more awesome with.
 
27/ 17) Opposition
(This is out of order, it should of been done before Leonard or Brian, but is after Miss Scarlet)

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.


27a) M de Gaulle Entry 2-- System: Convergence Point v1.9
Original Post is Here

The Reveal
De Gaulle has been the face of The Government the entire OVA. He was the talking head on the screens in the background. He also made sure that
the executive council was ineffective in governance or making decisions that benefitted The Opposition.

He was about to have another press moment, with him as a talking head on a screen, like he has had several times before in the OVA. Ms. Scarlet comes up behind him, partially choking him with one arm, and applying an electro-prod to his back causing him to change - on camera. Using her martial skills she manages to keep him restrained until he finally passed out.

Post Reveal
Name: "de Gaulle"
Core Trait: Opposition/ Reptiloid Deep Infiltrator of the First System War Era

Repteloid Set (After Reveal) +.3x (3 are the "Free")
1 Super Strength x3
1 Tail (He and Mik had one, Keller did not)
1 FAM: HMX+0: Shifting (All should have this)
2 ESP+1 "Dominate" Which worked on various UZ officials
1 FAM: HMX+0 "Man-mal Form" (All Infiltrators should have this)

Now Black must have vetted the security people, making sure they were people who would do the job right. They might have been OGA plants, hard to say... they were not color coded but in uniforms.

They must have had some kind of proper containment unit ready to go. He was a valuable prize in terms of intelligence.

Did the Astro-Force (who sadly did not notice the infiltration happening under their noses... which leads me to believe that the reptiloids had been here long before the alien events of the 60s. ) have the cage ready?

Did they get anything out of him? Did he just snarl at them for days on end, using his own esper abilities to defend him mind? Did he "will himself to death" or some cyanide capsule? We do not know. But you can create any kind of behind the scene story about him you want.

Did we get to vivisect a real alien? Was he dead or alive? Lots of questions. No answers.

27b) Keller Entry 2 Post Reveal
Original Post Here
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) +.2x

1 Super Strength x3
2 ESP+1 "Dominate" (which did not work on Bottino ever.)
1 MAX+0 "Man-mal form"
1 MAX+0 "Shifting"
**Note Updated Set.

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 should remember an up and coming officer directly or by mention.

27c/ 18) Mik -- 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: Mik
Core Trait: Human Construction Worker of the Neo Frontier Era


Mik appears in Series 1. The girls were walking by and some construction works did the whole wolf whistle thing. Mik binged a couple and told them to knock it off. One guy yelled out, "Sorry," after. The girls mostly missed all of this as they walked to The Mall. Little did we know this background character was a named character in the OVA.

Mik got a few moments in the background again early on in the background when The Corps walk by.

Later he gets a few seconds, of dialog and action.
"Hey Boss? You got a minute? I need to show you something."

Post Reveal
He changes to a reptiloid. He is now 9' tall, with a tail and a snout of sorts.

"I didn't want to lie. I was doing what I was told, waiting for orders. Well they ain't coming. They left me behind. I am more comfortable with you all anyways. Can I just go back to work?"

The boss just jaw dropped and goes "uuuuhhhh"

Well those few seconds were Mik's main claim to fame. So there is a lot to unpack from this scene.

1) There were a lot of big bulky reptiloids among the opposition forces on Earth. (We assume a good number were warrior types who are not too bright.) They formed the core of a Shadow Army. It was probably a contingency plan, they would be given the word and would rise up to strike.

So why didn't they? It seemed like the plan was either incomplete or half-baked. Perhaps it was an unpopular option that the opposition high command paid lip service to. They sent some agents into long-term cover. There are probably a number of them in "every day" positions, not in positions to "control Human Society" or "Seize Power.

However, as we will see in series 2, the caches of "weapons" they were supposed to use were limited if not non-existant. "Swords? Armor? Where are the Blasters? The Force Beamers?" For a people who had been here for "many centuries," they would of had time to stock these up. So they never invested much in the way of materials and reptiloid power in this plan.

So they never implemented the Shadow Army because they knew it was a waste of time. The Infiltrators had failed, so they were no longer of any value. They could all die with the Man-mels

2) Reptiloids can shift shape and mass pretty easily. Their nobles also have access to some limited special esper abilities (Dominate). None of the reptiloids in their natural form were the same. They had to be one species, so why were they different? They were shapeshifters and had limited esper abilities.

The HMX AoE, normally stands for Human Maximum Expression. In some chronicles, it should be called Humanoid Maximum Expression. When dealing with Aliens, the AoE is often changed to MAX.

Repteloid changing is normally a MAX Roll. Specialty abilities would be specific traits. So most have FAM: Human Shape (so they can quickly and easily - relatively speaking - change (taking endurance dice to do it faster). So when they have default abilities purchased (they are .1x). Purchased abilities can be used with a simple MAX or a little time. Extra abilities can be "shifted into", up to your max. Given time and effort you can exceed your current max, but you will take "shifter stress" which is a combination of physical impairments and psychological impairments. (1d6 per point moved)

3) Different Emotional States. It seems that Reptiloids do not have emotions as we know them. They are fairly logical... but... They do have drives.

Comfortable and uncomfortable to threatened. As a general rule that is it. They want to be Comfortable. They do what they can to be that way (though what is comfortable to a given reptiloid varies). They can be stressed, thus uncomfortable... taking action to achieve a comfortable situation. Threatened kicks in the fight or flight response. They are inclined to the fight response.

At this point, they are feeling betrayed abandoned by their people. This is an uncomfortable state. They will take actions against them.

Mik feels comfortable with his krewe. So he took action to restore that. I am sure others voluntarily gave themselves up for leniency and the ability to go back to their lives.

I am going to take two examples from Tales/ Fan Fic

There is a reptiloid who is a corporate. He simply goes into the office and tells them, "your jobs and mine are the same, maximize production and increase profits. Just I am more inclined to push things than you are... I don't have emotions getting in the way. Sure I was supposed to take over someday, and I still might. But now it is for the company's good not some overlords who abandoned me."

There was a Reptiloid who was a high ranking member of The Ruling Party. This would explain the semi-unprovoked attack by The Mars Science Staff against other Domes. It also explains some other activities the Chinese did in the OVA and Tales.

He was caught. He confessed. "Yes, we did these things, but they have abandoned me, left me to die. I have no logical loyalty to them any longer. I will however, continue to work with you and for the Ruling Party Plans."

The Chinese use him as a political point, showing that they are willing to accept the aliens, while the UZ is keeping them interned. They are trying to get Reptiloids to "defect" to them and bring their knowledge and tech with them.

Write Up Convergence Point
Name: Mik
Core Trait: Reptiliod Construction Worker of the Neo Frontiers Era.
Lv 3 /EP Mod 1.55 (1.15 +0x +.4x)

Prime Aspects
PHY 18 +6/10- "Stong and Powerful"
DEX 15 +5/9- "Carnivore Hunting"
MEN 07 +2/6- "Follows Rules"
EMO 12 +4/8- "Empathic"
MPY 10 +3/7- "I have a spirit?"
CHA 12 +3/7- "Nice Guy"

Core Focus ATH+COM+CFT+HMX

Athletic + 3 "Lifting" "Tougher than you Monkey Boy"
Combative +3 Reptiloid Soldier
Craft +3 Construction Concrete
HMX +3 "Man-mal Form" "Shifting" "Spikes" (He can quickly grow spikes 1d6 S per point). If he wanted to shift to other forms, the action would take longer and require a roll without a special trait.

Reptiloid Set: Limit 12 8 Set +.4X (3 are the "Free")
3 Size Increase Lv3
1 Super Strength x3 (All should have this)
1Tail
1 FAM: MAX+0: Shifting (All should have this)
1 FAM: MAX+0 "Mammal Form" (All Infiltrators should have this)

Notes: ESP Abilities are an option, but it sucks up points.
Note to Self: Need to change other Reptiloids. Especially Keller

Developing /Expanding Level
None. He really is a simple guy.

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

19/12) Josh "Hornet" Williamson Human Space Marine Pilot of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-414069

22/13) Brian Six Synthetic Engineer of The Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-416670

23/ 14) Leonard of Victor4 AI Mechanoid Interfacer of Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-416809

25/ 15) Kathryn Puppe Synth - Mekenoid/Ai Assistant of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-417929

26/16) Ms. Scarlet or Ms. Xīnghóng Esper Agent of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418052

27/ 17) Opposition
27a) M de Gaulle Entry 2-
27b) Keller Entry 2 Post Reveal
27c/ 18) Mik Reptiloid Construction Worker of the Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418184
 
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I have four more NF: First System War Characters written that have to be done. I have two more I might do (a squadron leader for SDF Fighters and a leader for the Rebel Belters in modified mining pods). Then I need to do more writing on NF: Series 1 and the NF:OVA documents. I need to also determine and codify some mechanics for Series 2 before I can do those 20ish Example characters.

So what to do while all this is going on? Make more characters. Coming up with character ideas is the time-consuming part of this. Game mechanics are easy. I am going to be reaching out to some people who made characters in the 31 day challenge and this thread (on this and two other sites). There are characters I want to do in Convergence Point. Throw in a couple of random supervillains I come up with and that should give me thirty plus characters to fill in the gap between these characters and the NF:Series 2 characters. (Bringing me up to 70 characters by July/August.) So Stay Tuned Faithful Viewers and let us see what happens.
 
28/ 19) Arden Blue -- System: Convergence Point v1.9
(He is out of order. He should be between Chancellor Gavins and Commander Bottino)

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: Arden Blue
Core Trait: Beta-Spacer Leader on Arpen Stationary of the Neo Frontiers Era


Arden has spent his entire life "in the black". The young man was born and raised on Arpen Stationary. While he is a systemer (a mechanic/ technician for station systems), he is more of a krewe manager and a union rep.

Being a union rep in space is a job more dangerous than being a sparker. Still, he keeps helping the organization.

As one can guess, he is outspoken. He is involved in the Stationary Council, the town council for the Stationary. This is probably how he found his way to Titan when they were first discussing The Spacer Union and Earth Issue. His was the loud bold voice pushing for full independence, as they can keep Earth bottled up. He is also pushing for military action. Luckily for everyone, cooler heads prevailed. While military action might be needed, it would not be a full on frontal assault.

We do not see him past this scene. I would think he would of put his credits where his mouth was and joined the Belters fighting the Corps and the UZSDF.

Since he didn't show up again, I am thinking he died in the Belt Battles.

Arpen Stationary [Location] (FSW)
Arpen Stationary is a Hub in Ring 5.5 Zone 3 It is one of the major stopping point between The Belt and The Outer Planet Rings. For the next few years, it is the best stopping point on the way to Saturn. It is a supply point and result storage for several mining operations and gas mining organizations (as ring 5 rotates, it becomes easier to collect everything at an outside belt point). The Big Eight all have centers on Arpen, as do several smaller companies and two of the Miner's Coops. Arpen has a ship yard as well as a number of large open habitats (They are domes that are opaque and lit for "day", and transparent at "night".) Arpen's origins is the combination of two decommissioned stationaries (from bankrupt companies) and one "state owned" orbital (with a state that no longer exists). Three years and some interesting engineering had created a leading Stationary with an interesting economic base. They completed the repair docks a few years after, about the same time as Dome 3 and 4 were attached.

Beta [Entry] (Synth) (Spacer) - the NF:OVA version
Betas are Humans modified to better function in a new frontier. Human genetics are tweaked beyond Human norms (almost to the point of being zeno genes). Each company (or its license) has its own features for Betas. Thus not all Betas for an environment will have the same exact functions But most will. It should be noted that Beta Class Synths tend to have zeno-genes, genetics from outside the direct human genome. At this time, there are only two notable subcategories of Betas at this time – Hydro and Spacers.

Spacer Betas all have genetics that allows them to function in low gravity and higher radiation environments. (Many Spacers have illegal genetic treatments that grant them these advantages.) Betas are born with these genetic tweaks. (Thus they have little to no body hair.)

Most Betas have prehensile feet and a tail (akin to a monkey line). This allows them to function better in null gee environments. They can easily hold on to locations and work without the need for velcro. (If space had a sound, it would be the sound of velcro tearing off and attaching.) While these are technically zeno genes, sourced from outside, they are within the Human Genome. Spacer Betas are officially "Nears" (Near Zed or Near Clones). (Also note that they can easily interbreed with zeds, with the hybrid having either spacer lower hands or small feet with very long toes.)

If you know what to look for, you can spot a spacer beta. They could pass "the street test" (if they hide their tail). They have large expressive eyes (with excellent low light vision), a small nose, and a wide mouth. They have a prognathic face, with a slightly elongated mouth and very weak chins. They also have substantial brow ridges and flatter noses (almost like a nasal channel, rather than a bridge). In gravity, they will be the ones in a wheel chair or a framework.

At one time, it was thought that Betas, especially spacers, would be common. However, at this point in time, that has not come to pass.

Sparker [Enty]
Sparkers are the nickname for people who work with power sources and lines/ connections. Many of them monitor and work with power cell or fuel cell systems. Some of them work with pebble nuclear arrangements. They also do the electrical work and wiring. Given the frequency of solar flares and other things, working with longer wires or powered systems is actually a little more dangerous than it should be or would have been in decades past or centuries future.

Write Up Convergence Point

Name: Arden Blue
Core Trait: Beta-Spacer Leader on Arpen Stationary of the Neo Frontiers Era
Lv 3 /EP Mod 1.75x (1.2 +.2 +0 +.35)

Prime Aspects
PHY 13 +4/8- "Works Out"
DEX 12 +4/8- "Fast on the Bounce"
MEN 13 +4/8- "Understands the situation"
EMO 10 +4/8- "Idealistic"
MPY 13 +4/8- "Stationary Born"
CHA 14 +4/8- "The guy you listen to"

Life Set - Beta Prime: Radiation Resistance 2, Zero G Biology 2 Gee+1 Null Grav. Flexibility -1 Prehensile Feet, Prehensile tail. (+2 - +4 on many low G tasks) DF: Spacer Face. +.2x (adjusted +.4x)

Core Focus: SCI + INF +CMU +CON +L-ATH

Athletic +3 Active
Limited Combative +1 "Null G Knife Fighting"
Communication +3 Conversation, Persuasion,
Contacts +3 "Spacers" "Arpen"
GEE +2 "Null Grav" "Getting Around" "Null Fighting"
Influence +3/+5 "Workers" "Union" "Arpen"
Knowledge +0 Arpen Station Arpen People
Science +3 Stationary Systems

Developing /Expanding Level
Profession - Union Organizer INF+2 Union Status+2 Union Guy +0x
Arpen Native KNW+0 Arpen Station KNW+0 Arpen People GEE+1 "Getting Around" +.2x
Learned around the warehouse - Null G Knife Fighting L-COM+1 "Null G Knife Fighting" GEE+0 "Null Fighting" +.15x

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

19/12) Josh "Hornet" Williamson Human Space Marine Pilot of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-414069

22/13) Brian Six Synthetic Engineer of The Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-416670

23/ 14) Leonard of Victor4 AI Mechanoid Interfacer of Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-416809

25/ 15) Kathryn Puppe Synth - Mekenoid/Ai Assistant of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-417929

26/16) Ms. Scarlet or Ms. Xīnghóng Esper Agent of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418052

27/ 17) Opposition
27a) M de Gaulle Entry 2-
27b) Keller Entry 2 Post Reveal
27c/ 18) Mik Reptiloid Construction Worker of the Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418184

28/ 19) Arden Blue Beta-Spacer Leader on Arpen Stationary of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418375

29/ 20) Name: High Leader Sitang Reptiloid Military Leader of the 12th Planet - Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418534
 
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29/ 20) High Leader Sitang -- System: Convergence Point v1.9
(Sometime after the Opposition Post)

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: High Leader Sitang
Core Trait: Reptiloid Military Leader of the 12th Planet - Neo Frontiers Era


We first see him when "The Broadcast" (of the Reveal) is sent system wide (and gets to Planet 12 about 12 hours after the event). He is with three other "leaders" who all have a fleshy bit under their chin.. a beard.. so I assume they are older. They talk about this as a set back. They talk about retreat. They say they should consult with high command. Sitang grows more and slashes the three elders (who were in charge of the operation) down. One is obviously dead and one is pretty badly wounded. Sitang rants, "YOU HAD YOUR CHANCE! Your plan for resources and control have FAILED! WE will not LOSE to Man-mals. NOW WE DO THIS THE MILITARY WAY, which we should of done two cycles ago (figure a cycle or year on planet twelve is a hundred and twenty years or 1200 years if we go by Sitchin).

We know from The Elders who were in charge, that most Reptiloids are calm and rational. We know how the underlings scurry about while Sitang and Vrrag scream and yell, that this is not normal... but still effective.

We can assume that this is not a "cherry assignment", nor anyone's first choice. (Slowly bleeding off a planet's resources. yawn.) So we can assume that he is here to either "get him out of the way in a nowhere assignment" or "maybe he can get it done". Given his and his toady's competence, probably the former.

We can assume that he got his rank through connection. High ranking family it would seem. We assume that he is passable but not great at his job. He managed to claw and scream his way up the ranks.

We don't know much about him other than he is a scary yet comedic villain for the piece.

He calls for Vrrag and they both gloat and boast about how this is going to go. They are going to take every planet system one by one.

(Luckily enough, this allowed for the rallying of forces at Titan)

Write Up Convergence Point

Name: High Leader Sitang
Core Trait: Reptiloid Military Leader of the 12th Planet - Neo Frontiers Era
Lv +4 / EP Mod 1.6x (1.1 -.1 +.4 +.2 )

Prime Aspects
PHY 10 +3/7- "Sla Driver"
DEX 12 +4/8- "Blade Dancer"
MEN 9 +3/7- "I am a Genius... unrecognized"
EMO 10 +3/7- "Drive"
MPY 12 +4/8- "I have a Destiny!"
CHA 15 +5/9- "Follow me ... To Glory!"

Core Focus: S/T +COM +CMU +IMF

Combative +4 "Military Weapons" "Beamer"
Communication +4 "Command" "DO WHAT I SAY!"
Influence +4 "Reptiloid Council"
Strategy and Tactics +4 "Military" "Close Quarters Combat"

Reptiloid Set 13 Size +.4x
1 Super Strength x3
1 Larger
3 ESP+2 "Dominate"
1 MAX+0 "Shifting"
1 MAX+0 "Longevity"

Longevity 2 +2x
Trooper
Leader
+2 for most military rolls.

Developing /Expanding Level
Psych: Overconfidence in his and his species abilities (B3)


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

19/12) Josh "Hornet" Williamson Human Space Marine Pilot of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-414069

22/13) Brian Six Synthetic Engineer of The Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-416670

23/ 14) Leonard of Victor4 AI Mechanoid Interfacer of Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-416809

25/ 15) Kathryn Puppe Synth - Mekenoid/Ai Assistant of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-417929

26/16) Ms. Scarlet or Ms. Xīnghóng Esper Agent of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418052

27/ 17) Opposition
27a) M de Gaulle Entry 2-
27b) Keller Entry 2 Post Reveal
27c/ 18) Mik Reptiloid Construction Worker of the Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418184

28/ 19) Arden Blue Beta-Spacer Leader on Arpen Stationary of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418375

29/ 20) Name: High Leader Sitang Reptiloid Military Leader of the 12th Planet - Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418534
 
30/ 21) High Sub Leader Vrrag -- System: Convergence Point v1.9
After High Leader Sitang

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: High Sub Leader Vrrag
Core Trait: Reptiloid Military Leader of the 12th Planet - Neo Frontiers Era


Vrrag was "the lord of his clutch". Through intimidation (and some prowess) he managed to control his "lesser". He probably found that intimidation was an effective tool. He could talk the talk, much more so than he could walk the walk. But it didn't matter, they believed him and followed his directions.

He determined the best route to real power was to follow someone above him. First he followed the Brood Watcher, then his teachers, then his unit commanders. He learned to be indispensable and as they rose, so would he. So he advanced in the military and hitched his Sla to Sitang. Certainly this Earth assignment was a temporary thing, something to do until something appropriately "grand" opened up for him.

And now the failure of the Infiltrators is their opportunity to shine.

We know Vrrag is a bully or just like intimidating people because he will just yell at and scare some underling and laugh when they scurry away.

Write Up Convergence Point

Name: High Sub Leader Vrrag
Core Trait: Reptiloid Military Leader of the 12th Planet - Neo Frontiers Era
Lv 3 /EP Mod

Prime Aspects
PHY 10 +3/7- "I am strong like SLA" (no he isn't)
DEX 10 +3/7- "I am fast like Vroon (no he isn't)
MEN 14 +4/8- "I know what I am screaming about"
EMO 12 +4/8- "Erratic"
MPY 10 +3/7- "Clutch Lord"
CHA 16 +5/9- "Large Scary Eyes"

Core Focus: MAX +CMU +CFT +COM

Craft +3 "Logistics"
Combat +3 "Military Training" "Spike Use" "Tail Sweep"
Communication +3 "Intimidate" "Give Orders" "Flattery without sounding it"
MAX "Shifting" "Healing" "Strength Boost"

Reptiloid Set 12 Size +.8x
1 Super Strength x3
1 Larger
1 Tail
1 Tail club +2d6 G
1 Spikes 1d6 S
1 Wicked Claws (more a bonus to intimidate)
1 Frill (bonus to intimidate)
2 Poison Spit 1d6 Chemical
(He would also use Size, Wings, Roar, and such as shaping add ons)

Developing /Expanding Level
Psych: "Suck up to those in power" (so it might rub off). B2 (very often)

There is one more OVA (NF:FSW) character written. I have some other ones that are possible. There are two that might be one and about five more that could be done. After the next character, I will be adapting some other peoples' previous characters. This will save me some time to work on the books of the Neo Frontiers, which are not as done as I would like AND develop the mechanics for Series 2 characters and Tales of the Neo Frontiers characters (supernaturals, kaiju, squadron, and such plus nomads, VR Fighters, and colonist.)

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

19/12) Josh "Hornet" Williamson Human Space Marine Pilot of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-414069

22/13) Brian Six Synthetic Engineer of The Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-416670

23/ 14) Leonard of Victor4 AI Mechanoid Interfacer of Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-416809

25/ 15) Kathryn Puppe Synth - Mekenoid/Ai Assistant of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-417929

26/16) Ms. Scarlet or Ms. Xīnghóng Esper Agent of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418052

27/ 17) Opposition
27a) M de Gaulle Entry 2-
27b) Keller Entry 2 Post Reveal
27c/ 18) Mik Reptiloid Construction Worker of the Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418184

28/ 19) Arden Blue Beta-Spacer Leader on Arpen Stationary of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418375

29/ 20) Name: High Leader Sitang Reptiloid Military Leader of the 12th Planet - Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418534

30/ 21) High Sub Leader Vrrag Reptiloid Military Leader of the 12th Planet - Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418900

31/ 22) Commander Muramatsu Human Astro Force Leader of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-4#post-419120
 
Last edited:
1/ 2) 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/ 3) 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 of some Meta Chronicle
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

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) Comander 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

14) Mr. Skull (Hero) Eldritch Investigator of a Pulp Meta World
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-412267
14b) Mr. Skull (Villian) Eldritch Investigator of a Pulp Meta World
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-2#post-412286

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

19/12) Josh "Hornet" Williamson Human Space Marine Pilot of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-414069

20) Mr. Black Mutant (Organized) Criminal of Auto City 2002
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-414343

21) The Faceless Mechanoid Hitman of Meta Earth
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-415395

22/ 13) Brian Six Synthetic Engineer of The Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-416670

23/ 14) Leonard of Victor4 AI Mechanoid Interfacer of Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-416809

24) The Grimm Manticore Mutate Striker on Meta Earth 15
https://forum.rpg.net/index.php?thr...d-characters-are.907165/page-10#post-24744858

25/ 15) Kathryn Puppe Synth - Mekenoid/Ai Assistant of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-417929

26/16) Ms. Scarlet or Ms. Xīnghóng Esper Agent of The Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418052

27/ 17) Opposition
27a) M de Gaulle Entry 2-
27b) Keller Entry 2 Post Reveal
27c/ 18) Mik Reptiloid Construction Worker of the Neo Frontier Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418184

28/ 19) Arden Blue Beta-Spacer Leader on Arpen Stationary of the Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418375

29/ 20) Name: High Leader Sitang Reptiloid Military Leader of the 12th Planet - Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418534

30/ 21) High Sub Leader Vrrag Reptiloid Military Leader of the 12th Planet - Neo Frontiers Era
https://www.rpgpub.com/threads/ccc-...cters-are-pub-edition.8739/page-3#post-418900
 
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