Welcome Guest [Log In] [Register]
Welcome to Pacific Lockup. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
Morrow Project 2.0; Because the old thread was a mess.
Topic Started: Jul 8 2014, 10:33 PM (996 Views)
OvaltinePatrol
Member
[ *  * ]
EQUIPMENT

Morrow Project Basic Load - Individual Standard Issue (circa 1990 v 1.5)

Morrow Project Issue Resistweave Coveralls, CBR w/hood and gloves (1) [Provides DR 6 vs Ballistic]
M7A1 Protective Mask (1)
AN/PRC-68 Personal Communicator w/headset (1)
Morrow Project Identity Card (1)
Multipurpose Pocketknife, 4-blade (1)
Web belt w/ammunition pouches, musette bag, and holster (1)
KCB-70 knife/bayonet (1)
Rechargeable Flashlight (1)
1L Canteen w/cup (1)
Morrow Project Personal Medikit w/First Aid Kit (1) [A Medkit starts with 7 doses of each of the following: Antitoxin, Antibiotic, Coagulant, Pain Reliever, Depressant, Stimulant)
Medium ALICE Pack w/frame (1)
Personal Effects Bag (1)
Morrow Project Field Survival Guide 3rd Ed (1, published 1987)
Mess Kit (1)
Waterproof Poncho (1)
Toiletries Kit (1)
Resistweave Armor Repair Kit (1)
Field Repair Kit (1)
Set of Underwear (2)
Pair of Socks (2)
Pair of BDU Pants (2)
Pair of BDU Shirts (2)
Morrow Project Beret w/Unit Patch
50m Roll of Nylon Cord (1)
Compass (1)
Sleeping Bag (1)
Waterproof Ground Cloth/Poncho Liner (1)
Universal Small Arms Cleaning Kit (1)
Portable Stove (1)
Fuel Tablets (24)
Flares w/Launcer: Red, White, Green (3 of each)
Box of Windproof Matches w/50 Matchsticks (3)
Water Filtration Handpump (1, with 3 spare filters)
MRE-style rations (14 days)
Disposable Ballpoint Pen (2)
Blank Notebook (1)

Explanation of MP Drugs: Antitoxin allows the user to make another save versus an ongoing poison effect with a +4 equipment bonus, Antibiotic allows the user to make another save versus an ongoing disease effect with a +4 equipment bonus, Coagulant allows the user to immediately end an ongoing bleed effect, Pain Reliever allows a character to ignore penalties from Ability Score damage for 4 hours or to remove the sickened condition, Depressant allows the user to end any extreme emotion effects such as Rage, Stimulant allows the user to awaken an unconscious character, all nonlethal damage and enough lethal damage is healed to bring the subject back to 1 HP if necessary the user must make a DC 15 Fortitude save or be sickened for 10 minutes.
Morrow Project Basic Armament - Individual Standard Issue

Browning High-Power Marks 3S (1) [Damage: 2d6 Ballistic, Critical: 20/x2, Range Increment: 30', Rate of Fire: S, Weight: 2 lbs, Magazine: 13 box]

Extra 13-round Magazine (3)

M26A1 Fragmentation Grenade (4) [Damage: 4d6 Slashing (20' burst, DC 15 Reflex for half.), Range Increment: 10', Size: Tiny, Weight: 1 lb.]

(Everyone gets the above, in addition choose one of the following Basic Loads below)
Basic Load #1 (SMG/Close Range)
9mm Parabolic Micro-Uzi (1) [Damage: 2d6 Ballistic, Critical: 20/x2, Range Increment: 40', Rate of Fire: S, A, Size: Medium, Weight: 5 lbs., Magazine: 20 box]

Extra 20-round Magazine (12)

M7A3 CS Gas Grenades (4) [Damage: Special (p.105), Range Increment: 10', Size: Small, Weight: 2 lbs.]

Basic Load #2 (Assault Rifle/Medium Range)
5.56mm M4 Carbine (1) [Damage: 2d8 Ballistic, Critical: 20/x2, Range Increment: 70', Rate of Fire: S, A, Size: Large, Weight: 7 lbs, Magazine: 30 box]

Extra 30-round Magazine (8)

M26A1 Fragmentation Grenade (4) [Damage: 4d6 Slashing (20' burst, DC 15 Reflex for half.), Range Increment: 10', Size: Tiny, Weight: 1 lb.]

Basic Load #3 (Sniper/Long Range)
7.62mm WA-2000 (1) [Damage: 2d10 Ballistic, Critical: 20/x2, Range Increment: 100', Rate of Fire: S, Size: Large, Weight: 18 lbs, Magazine: 6 box. Due to its high quality manufacture, this weapon is mastercraft: bonus +2 on attack rolls]

Extra 6-round Magazine (8)

M72A3 LAW (1) [Damage: 10d6 (10' area, DC 18 Reflex for half. Ignores 10 Hardness on target struck.) Critical: 20/x2 Range Increment: 150' (Minimum 30') Rate of Fire: 1, Size: Large Weight: 5 lbs., Magazine: 1 (Disposable)

Basic Load #4 (Shotgun/Short Range)
12ga Pancor Jackhammer (1) [Damage: 2d8 Ballistic, Critical: 20/x2, Range Increment: 50', Rate of Fire: S, A, Size: Large, Weight: 11 lbs., Magazine: 10 box]

Extra 10-round Magazine (8)

M7A3 CS Gas Grenades (4) [Damage: Special (p.105), Range Increment: 10', Size: Small, Weight: 2 lbs.]

Basic Load #5 (Machinegun)
5.56mm M16A2 LMG (1) [Damage: 2d8 Ballistic, Critical: 20/x2, Range Increment: 80', Rate of Fire: A, Size: Large, Weight: 13 lbs., Magazine: 30 box or 100 link]

Extra 30-round box (4)

Extra M16A2 Barrel (1)

M72A3 LAW (1) [Damage: 10d6 (10' area, DC 18 Reflex for half. Ignores 10 Hardness on target struck.) Critical: 20/x2 Range Increment: 150' (Minimum 30') Rate of Fire: 1, Size: Large Weight: 5 lbs., Magazine: 1 (Disposable)

(Finally, choose from one of the following armor options. These options may be worn in conjunction with your resistweave. You are considered proficient with these armors, but not other armors in the same category unless you have the appropriate feats.)

Armor Option #1
Undercover Vest (1) [Concealable, Equipment Bonus: +3, Maximum Dex Bonus: +5, Armor Penalty: -2, Speed: 30', Weight: 3 lbs.] This vest can be worn under resistweave or other clothing, but is easily noticeable. Observers get a +2 to Spot checks to notice you're wearing it.

Armor Option #2
Concealable Vest (1) [Concealable, Equipment Bonus: +4, Maximum Dex Bonus: +4, Armor Penalty: -3, Speed: 25', Weight: 4 lbs.] This vest can be worn under resistweave or bulky outerwear but is very easily noticeable. Observers get a +4 to Spot checks to notice you're wearing it.

Armor Option #3
Light-duty Vest (1) [Tactical, Equipment Bonus: +5, Maximum Dex Bonus: +3, Armor Penalty: -5, Speed: 25', Weight: 8 lbs.] This vest can be worn over your resistweave.

Armor Option #4
Tactical Vest (1) [Tactical, Equipment Bonus: +6, Maximum Dex Bonus: +2, Armor Penalty: -5, Speed: 25', Weight: 10 lbs.] This vest can be worn over your resistweave. It is the heaviest Morrow-issued armor that is appropriate to be worn all day outside of combat situations.

Armor Option #5
Special Response Vest (1) [Tactical, Equipment Bonus: +7, Maximum Dex Bonus: +1, Armor Penalty: -6, Speed: 20', Weight: 10 lbs.] This heavy armor incorporates groin and neck protection, it is inappropriate to wear for a long duration outside of combat.

Vehicle: V-150 [Wheeled APC. Crew:2 Passengers: 10. Payload: 2600 lbs (the initial load of equipment listed below does not count against this, passengers and additional cargo does.). Top Road Speed: 55mph. Max Water Speed: 5mph. Weight: 21517 lbs (Unloaded)]

The workhorse of the Proect is a 4x4 armored car with bulletproof tires. The APC version can carry 10 people besides its crew of 2. The V-150 is fully amphibious without special modification or preparation. It is powered by a miniature fusion reactor that is rated to provide 18 months (540 days) of "regular" use without refueling. It can also be used to recharge the battery operated equipment used by the Project.

Contents of/Equipment in V-150:
Armament:
M2HB/QCB (1) [Damage: 2d12 Ballistic Critical: 20/x2 Range Increment: 110', Rate of Fire: S, A Size: Huge (5'5"), Weight: 84 lbs., Magazine: Linked, Ammunition: .50in Browning]
Spare Barrel (1), 105 round belt of .50in Browning (20)
M72A3 LAW (4) [Damage: 10d6 (10' area, DC 18 Reflex for half. Ignores 10 Hardness on target struck.) Critical: 20/x2 Range Increment: 150' (Minimum 30') Rate of Fire: 1, Size: Large Weight: 5 lbs., Magazine: 1 (Disposable)
Case of 5.56x45mm NATO Ball (1, 1640 rounds)
Case of 7.62x51mm NATO Ball (1, 920 rounds)
Case of 9x19mm NATO Ball (1, 2880 rounds)
Case of 12ga 00 Buckshot (1, 500 rounds)
Case of M26A1 Fragmentation Grenades (1, 30 grenades) [Damage: 4d6 Slashing (20' burst, DC 15 Reflex for half.), Range Increment: 10', Size: Tiny, Weight: 1 lb.)
Case of M34 White Phosphorous Grenades (1, 15 grenades) [Damage: 2d6 Fire (20' burst, DC 12 Reflex for half.), Range Increment: 10', Size: Small, Weight: 2 lbs.]
Case of M7A3 CS Gas Grenades (1, 15 grenades) [Damage: Special (p.105), Range Increment: 10', Size: Small, Weight: 2 lbs.]

AN/TVS-5 Infrared Binoculars (2), Intercom Headset/Handset (2), CP-7 Laser Rangefinder (1), Vehicular Computer w/Disk Array (1), AutoNav Unit (1), AN/PRC-70 Vehicular Radio (1, Dismountable), Multi-Band Radio Scanner (1), Multi-Band Radio Transceiver Set (1, AM/FM/Shortwave/Police/Marine/Civilian), Radio Direction Finder (1), Mk IV Transportable/Manpack Radio Mast (1), Electronic Compass (1), Radiation Counter/Chemical Monitor (1, Hull Mounted), Air Conditioner/Heater (1), Fire Extinguisher (3), Water Filtration Kit (1)

Armament: M2HB/QCB (1) [Damage: 2d12 Ballistic Critical: 20/x2 Range Increment: 110', Rate of Fire: S, A Size: Huge (5'5"), Weight: 84 lbs., Magazine: Linked, Ammunition: .50in Browning]
Spare Barrel (1), 105 round belt of .50in Browning (20)

Vehicular Tools (1, Externally Mounted see below)
Steel Box: stainless steel [painted OD] axe (1), stainless steel sledgehammer (1), stainless steel shovel (1), stainless steel mattock w/handle, machete (2), heavy duty bolt cutter (1), light duty bolt cutter (1), pry bar (1)

Steel Box: 20m tow chain (1, breaking strength 5.25 tons), tow bar (1), crowbars (2), block and tackle (1), rope assembly (1), davit (1), electric chain saw (1)

Vehicular Tools (1, Internally Mounted, see below)

General Repair Kit (1, zippered OD tool bag): folding multi-tool knife (1), screw driver (10, various sizes and types), pliers (4, various sizes and types), socket wrench (1), Allen wrench (1), Hacksaw (1), File Set (1), Ball Peen Hammer (2), various spare parts (screws, pins, cotter pins, wire, screw clamps, etc.)

Electronics Repair Kit (1, zippered OD tool bag): electrical multimeter (1), soldering iron (1), clip heat-sink (2), needle-nose pliers (1), side cutter (1), wire clamp tool (1), electrical tape (1 roll), set of clamps (1), set of tweezers (1), solder (1 roll), flux (1 bottle), rolls of wire (4, stainless steel and brass)

Oil bottle (1), slip-lock pliers-vehicle (1), punch set-vehicle (1), large cross tip screwdriver-vehicle (1), large flat tip screwdriver-vehicle (1), adjustable wrench-vehicle (1), fuze canister (1), clamp assembly (1), socket wrench adapter (1), measuring guage (1), grease gun (1), grease gun recharge (1), variable speed electric drill w/complete set of drill bits, disks, and rotary brushes (1, plugs into vehicle)

Weapons cleaning kit (1, zippered OD tool bag): weapon spare parts kit (1), bore brushes (2, stainless steel and brass), pull through (2), cleaning brushes (4, stainless steel and brass, various sizes), 5 piece cleaning rod (1), 500 ml bottle of CLP [Clean, Lubricate, Protect] (2), 2"x4" cleaning patches (500), weapon combo tool (1)

Miscellaneous, Stored Externally: 10m x 10m Cam Net (2), 4 man OD tent (1), 10m x 10m rubberized nylon OD tarp (2)

Miscellaneous, Stored Internally: 75m electric extension cord (1), 2 burner portable electric stove w/10m cord (1), Large pot w/lid (1), medium pot w/lid (1), small pot w/lid (1), large ladle (1), medium ladle (1), large fork (1), medium spoon (1), rechargeable flashlight (2), tire chain (4), stakes (20), wooden mallet (1), 100m 1/4" OD paracord (1), 100,00 candle power electric hand-held spotlight (1)

Trade Pack (1, Alice AC-2 pack w/frame weighs 16kg when full): gold double eagle coin (50), silver double eagle coin (50), 1 liter hip flask w/whiskey (6), sewing kit (6), comb and brush set (6), toiletries kit (6), box of 50 cigars (1), disposable lighters (6), hunting knife (6), pocket knife (6), rock candy package .5 kg package (6), fishing kit (6), writing kit w/2 pens, 2 pencils, 1 notebook (4), steel mirror (4), waterproof blanket (4)

Vehicle Medical Kit (1, 10kg when full): eye shield (4), sterile gloves (24 pairs), signal mirror (2), pill vials (6), box of 250 q-tips (2), pocket mask with valve (1), snake bite kit (1), survival blanket (12), flashlight (1), hemostat: mosquito (4), nail clippers (1), needle holder (1), pickups w/teeth (1), scalpel handle (1), scalpel blades - #15 (4), #11 (4), #10 (4), scissors (1, straight mayor), razor blades (6), needles - 18g (2), 20g (2), safety pins (25, assorted sizes), suture 3-0 Dexon (1) and 4-0 Nylon (3), disposable syringe (50), thermometer (2), tongue depressor (25), toothbrush (1), air splint (4), alcohol wipes (10), betadine ointment (6), 4oz betadine prep (1), betadine wipes (10), dial soap (4), assorted band-aids (24), box of cotton balls (1), eye dressing pads (4), battle dressing (6), carlyle dressing (6), pressure dressing (6), 1" roller gauze (2), pack of 2 sponges (4), 1" silk tape (1, wrapped on matchstick stored in 35mm film can), triangle bandage (2, 1 38" side, 54" hypotenuse, 1 36" size, 50" hypotenuse), Vaseline tube (1), burn ointment tube (1), benadryl 50 mg/cc ampoule (4), epinephrine 1:1000 ampoule (6), lomotil (48), xylocaine-1% plain 20cc (6), adult aspirin (250), neosporin ointment (1), oil of cloves (1), adult tylenol (250), maalox (250), rehydration salts (50)
Offline Profile Quote Post Goto Top
 
OvaltinePatrol
Member
[ *  * ]
STORY

(OOC:You recovered the following from your bolthole's computer as well as the the drive in your V-150. There appears to be reams of missing and expunged information. The bolthole computer was fried upon completion of the stasis wakeup and the charging of the V-150.)

The first part of the recovered data is reams and reams and reams of data from your time in stasis. It's mostly dry bits of code with some notes interspersed.


BOLT HOLE #14159 - Kilo-Romeo 12 {STATUS GREEN} 1.1.90
STANDBY---
Bolt Hole 14159 -MP Desig. 499902-00-12. /cvert,,,gosig1914-rm-r;;;;///nof in*et(Ublogoats) cafir///...sig. Team KR-12
Status Check...
Last cache check and equipment update by Morrow Project Command personnel:

Status Check...seeref=14159-13
-Jul.1, 90 0901:24 hrs. -by NMV. (MPSR=E-10 000652-114) No update.
Bolt Hole 14159 -Team KR-12 {Current Status - Green}

(OOC:There's a ton of this kind of thing. A successful Computer Use, Decipher Script, or Research skill check may reveal more interesting things among the many years of accumulated data. Specific inquiries might also bear fruit.)

RE: Team KR-12
X
Team: KR-12 Recon, assigned to Southern Idaho/Northern Nevada/Northern Utah/Eastern Oregon area of operations. (*STOP-L4)
X
Freeze Date=January 1, 1990. (*STOP-L4)
X
Location of KR-12 Bolt Hole=Grid ID-L-3 (as per Auto-Nav-P36/37) in the Soldier Mountain Range. App. 8 miles east of the town of Featherville, Idaho. (*STOP-L4)
X
Order of Command and Operations are as follows:
TEAM KILO
Operation Area: Southern Idaho/Northern Nevada/Northern Utah/Eastern Oregon
Kilo-Alpha 1: Command (10).
Kilo-Mike 2: MARS (12).
Kilo-Mike 3: MARS (12).
Kilo-Sierra 4: Science (10).
Kilo-Zulu 5: Contact (10).
Kilo-Uniform 6: Engineering (10).
Kilo-November 7: Medical (10).
Kilo-Tango 8: Agricultural (12).
Kilo-Romeo 9: Air Recon (8).
Kilo-Romeo 10: Recon (8).
Kilo-Romeo 11: Recon (8).
Kilo-Romeo 12: Recon (-).
Kilo-Zulu 13:(*STOP-L4)
X
MISSION OBJECTIVES FOR KILO TEAM - LONG RANGE
Establish contact with other Team Kilo elements in order to perform the following:
*Establish Morrow Project Power Station Kilo and subsidiary facilities.
*Secure base of operations in the Operation Area.
*Make contact with surviving indigenous personnel in the Operation Area and determine the viability of allowing such personnel access to Morrow Project Kilo-class information, equipment, and non-Recon/MARS members.

Utilize Morrow Project training and equipment to assist in the creation of a permanent community based around Power Station Kilo and subsidiary facilities.

Ensure the survival of Morrow Project and its goals.
X
MISSION OBJECTIVES FOR KR-12 - SHORT RANGE
*Establish contact with KA-1.
*Establish contact with KM-2 or KM-3.
*Establish contact with any other element of Kilo Team.
*Establish contact with Prime Base.
*Establish contact with Secondary Prime Bases
*Establish contact with any other Morrow Project Team.
*Secure Morrow Project Power Station Kilo.
*Secure any and all other Morrow Project facilities.
*Proceed to Twin Falls area and determine the viability of utilizing the surviving indigenous personnel for establishment of a permanent community.
*Provide aid and comfort to surviving indigenous personnel encountered to the best of team's ability without endangering primary and/or secondary objectives.
X
IN THE EVENT OF EMERGENCY/BREAKDOWN OF COMMUNICATIONS OR COMMAND STRUCTURE: Kilo-Romeo 12 is authorized to use whatever means at its disposal to ensure primary and secondary objectives.

THIS DATA IS CLASSIFIED - DO NOT ALLOW THIS DATA TO FALL INTO NON-MORROW PROJECT HANDS!
Offline Profile Quote Post Goto Top
 
OvaltinePatrol
Member
[ *  * ]
(RESERVED)
Offline Profile Quote Post Goto Top
 
TheTyrantOfTyrus
Newbie
[ * ]
Michael Michealson

the Charismatic Hero

White Collar Occupation : Lithographer

Ex: 1400


Hit Points: 5

Str. 10 Modifier : 0
Dex. 12 Modifier : +1
Con. 13 Modifier : +1
Int. 14 Modifier : +2
Wis. 10 Modifier : 0
Cha. 16 Modifier : +3

Bluff (Cha) 2
Craft (visual art, writing) (Int) 2
Diplomacy (Cha) 2
Disguise (Cha) 2
Gather Information (Cha)2
Handle Animal (Cha)2
Intimidate (Cha)2
Knowledge (civics) (Int)3
Perform (Slideshow) (Cha)3
Profession ((White Collar: Lithographer)) (Wis) 3
Read/Write Language (chinese)2
Speak Language (chinese)3

Feats:
Trustworthy
Benefit: The character gets a +2 bonus on all Diplomacy checks and Gather Information checks.
Point Blank Shot
Benefit: The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.

Equipment:
*Basic Load #2 (Assault Rifle/Medium Range)
5.56mm M4 Carbine (1) [Damage: 2d8 Ballistic, Critical: 20/x2, Range Increment: 70', Rate of Fire: S, A, Size: Large, Weight: 7 lbs, Magazine: 30 box]

Extra 30-round Magazine (8)

M26A1 Fragmentation Grenade (4) [Damage: 4d6 Slashing (20' burst, DC 15 Reflex for half.), Range Increment: 10', Size: Tiny, Weight: 1 lb.]

*Armor Option #4
Tactical Vest (1) [Tactical, Equipment Bonus: +6, Maximum Dex Bonus: +2, Armor Penalty: -5, Speed: 25', Weight: 10 lbs.] This vest can be worn over your resistweave. It is the heaviest Morrow-issued armor that is appropriate to be worn all day outside of combat situations.

*Shoebox
*Typography Textbook
*Printing Press mechanical blueprint
*Rise and Fall of the Roman Empire
*Art of War
*Twelve Caesars
*How to Kill a Mockingbird
*Walkman
*A lot Abba fan mix songs.
*Kokoro
*Beserk Manga Volumes 1-4
*Savage Dreams series
*The Ravaging of Julia
*Revenge of Julia
*Insidious Desires
*Mr. and Mrs. Jack Hammer
Offline Profile Quote Post Goto Top
 
Wabbajacked
Newbie
[ * ]
Pierre Kirby
Posted Image
The Fast Hero

Athlete Occupation: Martial Artist/Exploitation Film Actor

Age: 27

Hit Points: 9

Str. 16 Modifier : +3
Dex. 16 Modifier : +3
Con. 12 Modifier : +1
Int. 8 Modifier : -1
Wis. 8 Modifier : -1
Cha. 12 Modifier : +1

Skills:
Escape Artist (Dex) 3
Hide (Dex) 2
Listen (Wis) 2
Move Silently (Dex) 4
Speak: Cantonese (N/A)
Spot (Wis) 2
Bluff (Cha) 2

Permanent Class Skills:
Drive +1
Climb +1
Tumble +1

Feats:
Brawler (+1 Attack Rolls/1d6 + Str Mod when Unarmed)
Simple Weapon Proficiency
Personal Firearm Proficiency
Stealthy (+2 Hide/+2 Move Silently)
Defensive Martial Arts (+1 Dodge against Melee attacks)

Talents:
Evasion

Equipment:
Browning High-Power Marks 3S (1) [Damage: 2d6 Ballistic, Critical: 20/x2, Range Increment: 30', Rate of Fire: S, Weight: 2 lbs, Magazine: 13 box]

Extra 13-round Magazine (3)

M26A1 Fragmentation Grenade (4) [Damage: 4d6 Slashing (20' burst, DC 15 Reflex for half.), Range Increment: 10', Size: Tiny, Weight: 1 lb.]


Basic Load #1 (SMG/Close Range)
9mm Parabolic Micro-Uzi (1) [Damage: 2d6 Ballistic, Critical: 20/x2, Range Increment: 40', Rate of Fire: S, A, Size: Medium, Weight: 5 lbs., Magazine: 20 box]

Extra 20-round Magazine (12)

M7A3 CS Gas Grenades (4) [Damage: Special (p.105), Range Increment: 10', Size: Small, Weight: 2 lbs.]

Armor Option #1
Undercover Vest (1) [Concealable, Equipment Bonus: +3, Maximum Dex Bonus: +5, Armor Penalty: -2, Speed: 30', Weight: 3 lbs.] This vest can be worn under resistweave or other clothing, but is easily noticeable. Observers get a +2 to Spot checks to notice you're wearing it.

Shoebox:
"Ninja" Headband, Taekwondo Green Belt, VCR Copy of "Ninja Untouchables," Handcuffs (Fuzzy), Personal Makeup Kit, Plastic Fine-Tooth Comb, Straight Razor, Shaving Cream
Offline Profile Quote Post Goto Top
 
Manbearpig
Member Avatar
Administrator
Admin
Rutherford Bradshaw

Posted Image
Charismatic Hero
Hit Points 5
Hit Die: 1d6
Action Points: 5
Str. 10 Dex. 14 Con. 9 Int. 14 Wis. 11 Cha. 16
Profession: Dilettante
Class Skills:
(4)Knowledge current events (+1 Bonus)
(2) Read/Write Language (French, Italian)
(2) Speak Language (French, Italian)
(4) Diplomacy
(4) Bluff
(4) Gather Information
(2) Knowledge popular culture
(2) Escape Artist
(4) Intimidate
(4) Knowledge Business
(2) Disquise

Feats:

  • Personal Firearms Proficiency
    Benefit: The character can fire any personal firearm without penalty.
    Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms.

  • Surface Vehicle Operation (Heavy Wheeled)
    The heavy wheeled class includes all kinds of semi-trucks and tractor-trailers, as well as wheeled construction vehicles (such as earth movers) and wheeled armored vehicles (such as some armored personnel carriers).
    Benefit: The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class.

    Normal: Characters without this feat take a –4 penalty on Drive checks made to operate a surface vehicle that falls under any of these classes, and to attacks made with vehicle weapons. There is no penalty when you operate a general-purpose surface vehicle.

    Special: A character can gain this feat as many as five times. Each time the character takes the feat, he or she selects a different class of surface vehicle.

  • Armor Proficiency (light)
    Benefit: When a character wears a type of armor with which he or she is proficient, the character gets to add the armor’s equipment bonus to his or her Defense. Also, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks.
    Normal: A character who wears armor with which he or she is not proficient adds only the armor’s nonproficient equipment bonus to his or her Defense. Also, he or she suffers its armor check penalty on attack rolls and on all skill checks that involve moving.

  • Armor Proficiency (medium)
    Prerequisite: Armor Proficiency (light).

    Benefit: See Armor Proficiency (light).

    Normal: See Armor Proficiency (light).

  • Simple Weapons Proficiency
    Benefit: The character makes attack rolls with simple weapons normally.
    Normal: A character without this feat takes the –4 nonproficient penalty when making attacks with simple weapons.

  • Point Blank Shot
    Benefit: The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.

  • Trustworthy
    Benefit: The character gets a +2 bonus on all Diplomacy checks and Gather Information checks.
Talents

Charm (Ladies): The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Charismatic level.

A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile.

This ability can be taken more than once (for another gender).

Equipment

Shoebox contents: Bottles of Liquor, Monocle, Cigars, Top Hat, Atlas Shrugged, Lighter, California Raisins Figurines, Walkman w/ mixtapes, Back to the Future Laserdisc

Morrow Project Basic Load - Individual Standard Issue (circa 1990 v 1.5)

Morrow Project Issue Resistweave Coveralls, CBR w/hood and gloves (1) [Provides DR 6 vs Ballistic]
M7A1 Protective Mask (1)
AN/PRC-68 Personal Communicator w/headset (1)
Morrow Project Identity Card (1)
Multipurpose Pocketknife, 4-blade (1)
Web belt w/ammunition pouches, musette bag, and holster (1)
KCB-70 knife/bayonet (1)
Rechargeable Flashlight (1)
1L Canteen w/cup (1)
Morrow Project Personal Medikit w/First Aid Kit (1)
Medium ALICE Pack w/frame (1)
Personal Effects Bag (1)
Morrow Project Field Survival Guide 3rd Ed (1, published 1987)
Mess Kit (1)
Waterproof Poncho (1)
Toiletries Kit (1)
Resistweave Armor Repair Kit (1)
Field Repair Kit (1)
Set of Underwear (2)
Pair of Socks (2)
Pair of BDU Pants (2)
Pair of BDU Shirts (2)
Morrow Project Beret w/Unit Patch
50m Roll of Nylon Cord (1)
Compass (1)
Sleeping Bag (1)
Waterproof Ground Cloth/Poncho Liner (1)
Universal Small Arms Cleaning Kit (1)
Portable Stove (1)
Fuel Tablets (24)
Flares w/Launcer: Red, White, Green (3 of each)
Box of Windproof Matches w/50 Matchsticks (3)
Water Filtration Handpump (1, with 3 spare filters)
MRE-style rations (14 days)
Disposable Ballpoint Pen (2)
Blank Notebook (1)

Morrow Project Basic Armament - Individual Standard Issue

Browning High-Power Marks 3S (1) [Damage: 2d6 Ballistic, Critical: 20/x2, Range Increment: 30', Rate of Fire: S, Weight: 2 lbs, Magazine: 13 box]

Extra 13-round Magazine (3)

M26A1 Fragmentation Grenade (4) [Damage: 4d6 Slashing (20' burst, DC 15 Reflex for half.), Range Increment: 10', Size: Tiny, Weight: 1 lb.]

Basic Load #4 (Shotgun/Short Range)
12ga Pancor Jackhammer (1) [Damage: 2d8 Ballistic, Critical: 20/x2, Range Increment: 50', Rate of Fire: S, A, Size: Large, Weight: 11 lbs., Magazine: 10 box]

Extra 10-round Magazine (8)

M7A3 CS Gas Grenades (4) [Damage: Special (p.105), Range Increment: 10', Size: Small, Weight: 2 lbs.]
Offline Profile Quote Post Goto Top
 
Nolan Fitzpatrick
Member Avatar
Newbie
[ * ]
James McGrath

Posted Image
Age: 35
Height: 5'11"
Weight: 169 lbs

Shoebox: November 1989 issue of Field and Stream, Worn Oklahoma Sooners Baseball hat, Family photo

HP: 14 (+3 with toughness)

S 13 (+1)
D 14(+1)
Co 16 (+2)
I 12 (+1)
W 11
Ch 10

Class: Tough Hero
Talents: Fire Resistance
Occupation: (Adventurer) Big game hunter
Skill Points: 8
Skills: Spot(4), Survival(4), Swim(4), Intimidate(4)
Bonus Feats: Personal Firearms Proficiency
Surface Vehicle Operation: Heavy Wheeled Vehicles
Simple Weapons Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Feats: Far shot, Toughness

Basic Load #3 (Sniper/Long Range)
7.62mm WA-2000 (1) [Damage: 2d10 Ballistic, Critical: 20/x2, Range Increment: 100', Rate of Fire: S, Size: Large, Weight: 18 lbs, Magazine: 6 box. Due to its high quality manufacture, this weapon is mastercraft: bonus +2 on attack rolls]

Extra 6-round Magazine (8)

M72A3 LAW (1) [Damage: 10d6 (10' area, DC 18 Reflex for half. Ignores 10 Hardness on target struck.) Critical: 20/x2 Range Increment: 150' (Minimum 30') Rate of Fire: 1, Size: Large Weight: 5 lbs., Magazine: 1 (Disposable)

Armor Option #3
Light-duty Vest (1) [Tactical, Equipment Bonus: +5, Maximum Dex Bonus: +3, Armor Penalty: -5, Speed: 25', Weight: 8 lbs.] This vest can be worn over your resistweave.

XP: 500
Offline Profile Quote Post Goto Top
 
Cerebralz
Member Avatar
Swagon (Swag Dragon)
Admin
Benjamin Greene

Posted Image

The Smart Hero

Academic Occupation! "Community College Professor" (Knowledge, Research Computer Use skills)

Age: 26

Hit Points: 12
Experience: 1420 exp
Level 2

Str - 9
Dex - 10
Con - 11
Int - 18
Wis - 13
Cha - 10

Skills: I GOT 65 POINTS HOMIES (FORMERLY 52)
Research 4 (I WANT 6)
Computer Use (4)
Knowledge 4 (Physical Sciences) (I WANT 6)
Craft (Chemical)4 (I WANT 6)
Demolitions (4)
Repair (4)
Navigate (4)
Search (4)
Investigate (4)
Decipher Script (4)
Disable Device (4)
Forgery (3)
Craft (electronic) (4)
Knowledge (technology) (4)
Drive (Costs 2 points)
Treat Injury (costs 2 points)

Feats:
Studious! +2 bonus on all Decipher Script checks and Research checks.
Gearhead! +2 bonus on all Computer Use checks and Repair checks.
Vehicle Expert! +2 bonus on all Drive checks and Pilot checks.

Talents:
Strategy Talent Tree
EXPLOIT WEAKNESS


Gear And Shoebox!

Basic Load #2 (Assault Rifle/Medium Range)
5.56mm M4 Carbine (1) [Damage: 2d8 Ballistic, Critical: 20/x2, Range Increment: 70', Rate of Fire: S, A, Size: Large, Weight: 7 lbs, Magazine: 30 box]

Extra 30-round Magazine (8)

M26A1 Fragmentation Grenade (4) [Damage: 4d6 Slashing (20' burst, DC 15 Reflex for half.), Range Increment: 10', Size: Tiny, Weight: 1 lb.]

Armor Option #2
Concealable Vest (1) [Concealable, Equipment Bonus: +4, Maximum Dex Bonus: +4, Armor Penalty: -3, Speed: 25', Weight: 4 lbs.] This vest can be worn under resistweave or bulky outerwear but is very easily noticeable. Observers get a +4 to Spot checks to notice you're wearing it.

Shoebox:
Letters from students
Fathers dog-tags
Picture of his mother and him when he was a boy
Set of fancy playing cards, jesters removed
Awesome Mix Volume 2 (cassette tape)
Afro-Pick
Super-sonics cap
Offline Profile Quote Post Goto Top
 
Cerebralz
Member Avatar
Swagon (Swag Dragon)
Admin
First session EXP bonuses!

All players that participated are rewarded 150XP

Brief Summary: We awake from the cryosleep to a lack of air, and hastily escape our bolthole. After traveling to a nearby town and exchanging words with the resident old man, and hooking up our radio, we learn a few things about the society.

- Slavers exist, and use radios to communicate with "trucker" slang. Another group of cargo carrying trucker gypsy's exist, which seem peaceful (if they are connected it is unknown right now?)

- A village was built over our bolthole and subsequently destroyed before we awoke.

- An old man revealed the route causes of the 'apocalypse', which is actually militant groups rising up and being mysteriously armed with extremely dangerous weaponry. No nuclear war between nations established.

- Boise to the west is full of slaves and we are currently heading there, it has power. New Twin Falls also has power, how amiable they are is unknown.
Offline Profile Quote Post Goto Top
 
Christopher Niehaus
Member Avatar
Newbie
[ * ]
Posted Image

Cort Mosley

Strength: 10 (+0)
Dexterity: 13 (+1)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 11 (+0)
Dedicated Hero
Health: 7
AP: 5
SP: 28
Talents [Healing Talent Tree]: - Healing Knack (+2 bonus on all Treat Injury skill checks)
Military
Class Feats: Medical Expert, Advanced Firearms Proficiency [Bonus] Personal Firearms Proficiency
Skill Feats: Craft (pharmaceutical, visual art, writing) (Int),[1] Gamble (Wis), Investigate (Int), Knowledge (Current events) (Int),[1] Listen (Wis)[2], Profession (Wis) Sense Motive (Wis)[1], Spot (Wis), Survival (Wis)[1], and Treat Injury (Wis)[4].
- Class Skills: Knowledge (tactics)[1], Demolitions[1]
Equipment:
Armor
Light-duty Vest (1) [Tactical, Equipment Bonus: +5, Maximum Dex Bonus: +3, Armor Penalty: -5, Speed: 25', Weight: 8 lbs.] This vest can be worn over your resistweave.
Weapons
Basic Load #2 (Assault Rifle/Medium Range)
5.56mm M4 Carbine (1) [Damage: 2d8 Ballistic, Critical: 20/x2, Range Increment: 70', Rate of Fire: S, A, Size: Large, Weight: 7 lbs, Magazine: 30 box]

Extra 30-round Magazine (8)

M26A1 Fragmentation Grenade (4) [Damage: 4d6 Slashing (20' burst, DC 15 Reflex for half.), Range Increment: 10', Size: Tiny, Weight: 1 lb.]
Equipment
Morrow Project Issue Resistweave Coveralls, CBR w/hood and gloves (1) [Provides DR 6 vs Ballistic]
M7A1 Protective Mask (1)
AN/PRC-68 Personal Communicator w/headset (1)
Morrow Project Identity Card (1)
Multipurpose Pocketknife, 4-blade (1)
Web belt w/ammunition pouches, musette bag, and holster (1)
KCB-70 knife/bayonet (1)
Rechargeable Flashlight (1)
1L Canteen w/cup (1)
Morrow Project Personal Medikit w/First Aid Kit (1)
Medium ALICE Pack w/frame (1)
Personal Effects Bag (1)
Morrow Project Field Survival Guide 3rd Ed (1, published 1987)
Mess Kit (1)
Waterproof Poncho (1)
Toiletries Kit (1)
Resistweave Armor Repair Kit (1)
Field Repair Kit (1)
Set of Underwear (2)
Pair of Socks (2)
Pair of BDU Pants (2)
Pair of BDU Shirts (2)
Morrow Project Beret w/Unit Patch
50m Roll of Nylon Cord (1)
Compass (1)
Sleeping Bag (1)
Waterproof Ground Cloth/Poncho Liner (1)
Universal Small Arms Cleaning Kit (1)
Portable Stove (1)
Fuel Tablets (24)
Flares w/Launcer: Red, White, Green (3 of each)
Box of Windproof Matches w/50 Matchsticks (3)
Water Filtration Handpump (1, with 3 spare filters)
MRE-style rations (14 days)
Disposable Ballpoint Pen (2)
Blank Notebook (1)

- 2 packs of old, dusty cigarettes?
Offline Profile Quote Post Goto Top
 
Jake Harper
Member Avatar
Member
[ *  * ]
The Other Tough Hero (LEVEL 2)

Jackson "Jack" Woods

Occupation: Construction Work and Medical School Dropout

Age: 24

AP: 5

BAB: +1

ST: Fort +2 0 0

Hit Points: 1d10x2 +3(Con-Mod)+ 1(Robust)x2 +3(Toughness) = 28

350XP+920XP=1270XP

Ability Scores:
Str - 12
Dex - 14
Con - 16
Int - 10
Wis - 13
Cha - 11

Skills: (12 Points)
Concentration 3
Treat Injury 1 (2)
Climb 2
Ride 2
Drive 1
Spot 3

Bonus Feats:
Bonus Feats: Personal Firearms Proficiency
Surface Vehicle Operation: Heavy Wheeled Vehicles
Simple Weapons Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Advanced Firearms Proficiency

Feats:
Alertness: +2 Spot/Listen
Toughness: +3 HP
Advanced Firearms Proficiency

Talents:
Unbreakable Talent Tree:
Robust: Extra +1 HP/Tough Level.

Gear:

Morrow Project Issue Resistweave Coveralls, CBR w/hood and gloves (1) [Provides DR 6 vs Ballistic]
M7A1 Protective Mask (1)
AN/PRC-68 Personal Communicator w/headset (1)
Morrow Project Identity Card (1)
Multipurpose Pocketknife, 4-blade (1)
Web belt w/ammunition pouches, musette bag, and holster (1)
KCB-70 knife/bayonet (1)
Rechargeable Flashlight (1)
1L Canteen w/cup (1)
Morrow Project Personal Medikit w/First Aid Kit (1) [A Medkit starts with 7 doses of each of the following: Antitoxin, Antibiotic, Coagulant, Pain Reliever, Depressant, Stimulant)
Medium ALICE Pack w/frame (1)
Personal Effects Bag (1)
Morrow Project Field Survival Guide 3rd Ed (1, published 1987)
Mess Kit (1)
Waterproof Poncho (1)
Toiletries Kit (1)
Resistweave Armor Repair Kit (1)
Field Repair Kit (1)
Set of Underwear (2)
Pair of Socks (2)
Pair of BDU Pants (2)
Pair of BDU Shirts (2)
Morrow Project Beret w/Unit Patch
50m Roll of Nylon Cord (1)
Compass (1)
Sleeping Bag (1)
Waterproof Ground Cloth/Poncho Liner (1)
Universal Small Arms Cleaning Kit (1)
Portable Stove (1)
Fuel Tablets (24)
Flares w/Launcer: Red, White, Green (3 of each)
Box of Windproof Matches w/50 Matchsticks (3)
Water Filtration Handpump (1, with 3 spare filters)
MRE-style rations (14 days)
Disposable Ballpoint Pen (2)
Blank Notebook (1)

Basic Load #2 (Assault Rifle/Medium Range)
5.56mm M4 Carbine (1) [Damage: 2d8 Ballistic, Critical: 20/x2, Range Increment: 70', Rate of Fire: S, A, Size: Large, Weight: 7 lbs, Magazine: 30 box]

Extra 30-round Magazine (8)

M26A1 Fragmentation Grenade (3) [Damage: 4d6 Slashing (20' burst, DC 15 Reflex for half.), Range Increment: 10', Size: Tiny, Weight: 1 lb.]

Armor Option #4
Tactical Vest (1) [Tactical, Equipment Bonus: +6, Maximum Dex Bonus: +2, Armor Penalty: -5, Speed: 25', Weight: 10 lbs.] This vest can be worn over your resistweave. It is the heaviest Morrow-issued armor that is appropriate to be worn all day outside of combat situations.

Shoebox:
Walkman
Stairway To Heaven Tape
German Chocolate Bar
Offline Profile Quote Post Goto Top
 
Manbearpig
Member Avatar
Administrator
Admin
Alright we are liberating some slaves and uprisings are great, but there are a few steps we need to take to avoid creating a quagmire out of the aftermath. I'm writing this in case I cannot attend the MP session where we conquer Boise. In a few steps I will outline my proposal for reconstructing the slaver city. With my character's background this is definitely in his wheelhouse.

Few basic guidelines.

1. Don't relocate the slaves, leave them where they are. Moving mass groups of people into new communities has been disastrous in the past as you disrupt a great deal of social networks. It is better to help them where they are instead of relocating them to new locations. This is one of the many reasons public housing projects fail when they are implemented.

2. Don't give the slaves free stuff. If we give things away they will have no appreciation for the items and will trash them. Again look to public housing as an example of what not to do. Instead we should sell them the land they are on, and better housing at reduced prices. This has been shown to be more effective in alleviating poor living conditions in slums. Even if we sold housing and land at a 10th of its fair value the psychological act of paying for these things has been shown to be powerful.

3. Don't interfere, let the market work. Once we've distributed land to everyone there will be growing pains as the command economy gives way to free association. During this time we will be tempted to interfere and help to support the slaves. We must resist this and allow ground up solutions to form for the social ills that arise. Our involvement must be minimal, we can create a system of laws and enforce them, but we mustn't step in and interfere with voluntary arrangements. The market will find a way if we allow it time.

I don't want to dictate specifics to the MP group, I just want to have my opinions here to help advise the team. Ultimately the people playing will have to decide what is best given the situation on the ground. These are my tips that come from the research I've done into programs for the poor.
Offline Profile Quote Post Goto Top
 
Nolan Fitzpatrick
Member Avatar
Newbie
[ * ]
4. don't force the slaves to take on new names
Offline Profile Quote Post Goto Top
 
OvaltinePatrol
Member
[ *  * ]
Some notes for session 2: Everyone's XP total should be at 500. The V-150 has taken some damage from being used as a ram. LMG has used 2 of his 7 doses of Stimulant. CP has used 1 of his 7 doses of Stimulant. The V-150's M2HB was fired last night, using 2 of 50 rounds in the belt. Upon inspection, you need to make use of particular feats in order to benefit from the weapon's autofire capabilities. Since the gun was used to no real consequence last night, I'm retconning it to have fired single shots.
Offline Profile Quote Post Goto Top
 
OvaltinePatrol
Member
[ *  * ]
Some notes for session 3: Everyone's XP total should be at 1420. The V-150 suffered extensive damage from heavy machine gun fire and requires repairs before it will drive again. Wabba used 2 Fragmentation grenades. Blue used 1 Fragmentation grenade. The V-150's M2HB was fired, using 4 of the 48 rounds in the belt.

There is now a map, check it out HERE.

PROTIP: Someone really needs to be qualified at operating the radio/computer systems of the V-150.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · General chat · Next Topic »
Add Reply