Deliveryman O.C.C.
Moderators: Immortals, Supreme Beings, Old Ones
Deliveryman O.C.C.
This is actually an O.C.C. I created for another world setting, but it works pretty well for this one as well.
Deliveryman O.C.C.
Back in the golden age before the Machine’s genocidal campaign, people could communicate with one another instantly across any distance. Satellite communication and internet access linked every corner of the world into one global community. That all ended when N.E.X.U.S. struck. Society was instantly shattered and the remaining humans either splintered into tiny, scattered groups and retreated underground or were huddled together by the Machine and placed in human zoos called Retro-Villages. Before the Nanobot Plague, members of the Resistance communicated by radio, but even this was a dangerous endeavor since the Machine could track radio signals back to their source. The eventual creation of organic Bio Comms eliminated this risk, but the range was limited to a mere six miles.
Even in the early days on the Resistance, they relied heavily on hand delivered messages between the Resistance cells. The brave heroes that carried out this dangerous and lonely assignment were called Deliverymen. They spent weeks, even months, trekking across miles of robot controlled territory without any back up or support. They were master outdoorsmen capable of living off the land (and shattered wreckage of cities) for years if necessary, they were skilled at covering their tracks and leaving no evidence of their passing, and they were experts at disguising themselves like the enslaved humans within the Retro-Villages. The Deliverymen were one of the only links between the Resistance and the oppressed remnants trapped in the Retro-Villages.
With the creation of organic technology, the role of the Deliverymen has evolved over time. Bio-Tech equipment has made their arduous mission somewhat easier, but it remains one of the most challenging assignments in the Resistance. Simple suits of camouflage were replaced by powerful suits of Host Armor with Stealth Field enhancements, common horses were replaced by Mega Horses, Striders and Tunnel Rats (Deliverymen quickly learned that the Machine ruled the skies and that they need to stick to the ground to survive), and blind luck was replaced by a Black Talon War Hawk that could scan the field from above to help determine the safest route. Better equipment has allowed the Deliverymen to successfully deliver larger and larger “packages.” Their original job of delivering letters and small items cross country has evolved to include transporting weapons and supplies to covert strike teams in the field, bringing goods and news from the outside world to people in the Retro-Villages, and even escorting human refuges to Resistance safe houses. They are also one of the few Splicers that regularly penetrate the Ghost Towns to trade for supplies with undercover Technojackers.
Escort duty is one of the Deliverymen’s most difficult missions. Their years of training and Bio-Tech Stealth Field allows them to become nearly invisible at will, but the unskilled humans they protect stand out like a sore thumb. Deliverymen can cover their charge’s trail and hide them from random patrols, but concealing them when the Machine is aware of their presence requires special equipment.
The Librarians developed a special Bio-Tech device called the Stealth Sheet. This large sheet of tissue is a simplified version of the symbiotic organism used to create Skinjobs. It is not nearly as versatile or durable as the real thing, but it does provide a fully-functional Stealth Field for anyone that wears it. The field makes the wearer nearly invisible to all forms of visual detection, but it is incredibly unpleasant to use. The Stealth Sheet wraps around the wearer so tightly that it completely immobilizes him. He cannot speak or see and can barely hear. The sheet allows air to pass through it (the organism even filters out toxins) so the wearer can breathe normally, but it still feels like the sheet is smothering the life out of him. If this were not bad enough, once the Stealth Sheet wraps around the wearer, he is completely unable to remove it himself. Removing the sheet is a simple matter of stroking a nerve cluster on the outside of the living blanket, but it is impossible for the wearer to reach it. This is what limits the widespread use of the Stealth Sheet. Deliverymen, however, find this negative aspect to be extremely useful in the field. They feel the easiest way to make untrained humans sit still when the Machine is nearby is to force them.
Deliverymen not only master stealth, counter-tracking, and wilderness survival, but they are also masters of impersonation and disguise. They are able to flawlessly blend in with villagers in Retro-Villages or with Nex-Androids in Ghost Towns. Some Great Houses even use their Deliverymen to impersonate members of other rival houses. For most cases, they just rely on simple make up, but when they need the ultimate disguise, they turn to organic technology. Deliverymen carry a strange Bio-Tech organism called the Second Skin, which allows them to perfectly mimic the facial features of any human or human-like android. On its own, the organism looks like a bag made of human skin. When the Second Skin is placed over the head of a human or Nex-Android, it analyzes every minute detail of the target’s face, head, and hair. Once removed, the skin grows perfect replicas of the target’s facial features, ears, hair, and skin color in only a few minutes. The Second Skin even forms transparent lenses to match the target’s eye color. The Deliveryman then just turns the living mask inside out, slips it over his head, and lets the Second Skin merge with his face to form the ultimate disguise. It will pass even the closest scrutiny unless the face beneath was larger than the one being copied. In this case the head seems a little larger than usual, but it will still fool most people at a glance. Of course, the rest of the body is unaltered, so the absence of familiar scars, tattoos, or other distinguishing marks as well as any possible difference in skin color between the face and body could give away the deception. Deliverymen are skilled at working around this problem, but members of the Resistance know what signs to look for when they are suspicious a spy may be in their midst.
Another vital skill that Deliverymen learn is concealment. They can hide a surprisingly large amount of contraband on their bodies. When operating undercover, they strip off their Host Armor and put on thick layers of clothing. A Deliveryman can hide a dozen small weapons, a half dozen heavy weapons, or up to forty pounds of supplies within the folds of his long, flowing clothes. Even the high-tech sensors of the Machine will only discover the hidden cache upon extremely close inspection or a full body search.
They spend the majority of their lives in the field, trekking back and forth across miles of enemy territory. Besides their official role of delivering supplies to every corner of the planet, they also act as the eyes of the Resistance. To make sure they do not create an easy trail to follow, a Deliveryman will never travel the same path twice. This means they have seen more of the surface than almost any other Splicer. When performing their normal duties, Deliverymen operate alone or in pairs, but when they discover something of interest like a new Power Farm, Industrial Center, or other high profile target, they will be temporarily attached to a larger strike force in order to lead them to the objective. This is one of the few times Deliverymen will attack the Machine. Their primary goal is to avoid all contact and only strike in defense if absolutely necessary. Even if they can easily destroy a lone robot, they will go miles out of their way to avoid it. History has taught them that it only takes a millisecond for a robot to call in reinforcements, plus even the shortest firefight could attract the attention of random patrols.
Most of the time, it is a tough, lonely job, but when they return home, they can barely escape the barrage of questions from people wanting to know what is going on topside. Some Deliverymen set up quite a lucrative side business selling the information they have discovered. However, most Deliverymen will politely answer any questions for free, but they do tend to sugar coat the truth to shield people from just how bad it really is up there.
Alignment: Any, but typically good or selfish.
Attribute Requirements: I.Q.: 10, M.E.: 12, M.A.: 12, and P.P.: 12 or higher.
Attribute Bonuses: +1D4 to I.Q., +1D6 to M.E., +2 to M.A., +1D4 to P.S., +1D6 to P.E., and +1D6 to Spd.
O.C.C. Bonuses: +2 on initiative, +1 to strike, parry, and dodge, +6 to save vs. horror factor.
Base S.D.C.: 50, plus any from Physical skills.
Common Skills: Standard.
O.C.C. Skill Program: Survivalist (+25%), Undercover (+15%), Reconnaissance/Scout (+20%), Outdoorsman (+25%), and Hunter/Trapper (+20%)
Elective Skills: Select Concealment (+35%), Bio Comms (+20%), and Tracking (special bonus to Counter-Tracking, anyone attempting to follow the character suffer a -40% to their Tracking Skill), and four Electives from the following list at first level. Select another two Elective Skills at levels 2, 4, 8, and 12. All new skills start at level one proficiency.
Communications: Any (+25%)
Domestic: Any (+10%)
Espionage: Any (+20%)
Medical: First Aid only.
Military: Any (+5%)
Physical: Any, except Acrobatics and Gymnastics.
Rogue: Any (+20%)
Science: Any
Technical: Any
Transportation: Any, except Host Armor Combat, Pilot Wingpack, and War Mount Combat.
Wilderness Survival: Any (+20%)
W.P.s: Any
Secondary Skills: The character gets to select four Secondary Skills at level one and one additional skill at levels 3, 6, 9, 12, and 15. These are additional areas of knowledge that do not receive any special O.C.C. bonuses.
Deliveryman Host Armor: The Deliveryman is one of the few O.C.C.s that gets Host Armor, the Bio-Tech equivalent of living power armor, brimming with weapons and Bio-Enhancements. The Deliveryman is genetically bonded to one specific Host Armor.
Step One: Standard and unchanged; the basic Host Armor.
Step Two: Determining Metabolism. The Deliveryman can select any type of metabolism, but most will choose Carnivore, Herbivore, or Parasitic.
Step Three: Available Bio-Energy points for the Deliveryman. All Bio-E points are used up in the initial creation. Each level of advancement, starting with level two, the Deliveryman gets an additional 2D8 Bio-E to add to the capabilities of his current Host Armor. These Bio-E points can be spent as soon as they are acquired or saved and combined with points from the subsequent level of experience. Deliverymen spend so much time in the field; it is difficult to acquire new enhancements from an Engineer at each new level.
Step Four: Biological Enhancements and Weapon Systems. All Deliverymen start off with the enhancements of Stealth Field, Enhanced Neurological Connections, and Circadian Rhythms. Selections for additional enhancements can be made from any category, but most Deliverymen choose enhancements from Eyes and Vision, Other Sensory Systems, Biological Defenses, and Offensive Bio-Weapons. Deliverymen generally avoid Flight Appendages since the safest place is on the ground.
If the Deliveryman’s Host Armor is destroyed, he will be bonded to a new suit of Host Armor with only the most basic features other than a Stealth Field. Further augmentation will only occur with each additional level of experience or as a reward for impeccable service.
Black Talon War Hawk: The Deliverymen receives one Black Talon War Hawk to act as his personal aerial scout. The character cannot see through the eyes of the Black Talon like a Falconer, but the two can communicate by Bio-Comm. The hawk can be Bio-Enhanced any way the character desires – he has 5D4+20 Bio-E points available, plus another 1D6+2 Bio-E points per level of the character’s experience to spend on additional enhancements. If the War Hawk is ever slain, it will be replaced with the basic animal with 5D4 Bio-E points for enhancements.
War Mount: Deliverymen do not receive their own personal War Mount, but they do have access to a pack of special War Mounts that are dedicated to the Deliveryman Corps. They rely solely on Mega Horses, Striders, and Tunnel Rats. The other War Mounts have proven to be too big to conceal or easy pickings for the Machine in the case of the aerial mounts. Every War Mount has been augmented with Stealth Fields.
Standard Equipment: Military fatigues, dress clothing, “peasant clothes” (wears these thick clothes when operating undercover in Retro-Villages, adds +15% to the Concealment Skill), survival knife, utility belt, first-aid kit, 1D6 Slap Patches, Face Wrap, Stealth Sheet, Second Skin, Portable Nutrient Tank, Extractor, prosthetic make up kit, tinted goggles, hatchet for cutting wood, one light or heavy Bio-Weapon of choice and one weapon for each W.P. with appropriate ammunition for heavy combat, a War Mount augmented with a Stealth Field for transportation, tent, knapsack, backpack, two water skins, emergency food rations (two weeks supply), and some personal items.
Money: Has 2D6x100 credits in precious metals, relics or trade items, as well as 10D6x10 in available credits. Money can be spent now on additional equipment or saved for later.
The Upside: Your stealth skills rival those of Skinjobs, and your abilities concerning impersonation, concealment, and wilderness survival are unparalleled. Only the most heavily guarded N.E.X.U.S. installations are off limits to you, but you have no reason to go there anyway. You can slip past any robot patrol with ease, and you can flawlessly blend in with Retro-Villagers or Nex-Androids. Your job requires you to spend most of your time topside, so no one knows more about the surface world than you. You know every short cut, every hiding spot, and you have a good understanding of the Machine’s patrol routes. The messages you deliver help keep the humans of the world connected, and the knowledge you possess about the surface world is invaluable to the war effort.
The Downside: Your impressive skills do not lend themselves to fighting. The only way you can accomplish your mission is to avoid combat at all costs. The Machine can call in a nearly infinite supply of reinforcements in an instant, but the same cannot be said for you. Most of the time, you are completely on your own. In fact, you are likely to go months without ever seeing another human being. This isolation is why you have one of the toughest jobs in the Resistance.
Deliveryman Bio-Equipment
Stealth Sheet
This large sheet of tissue is a simplified version of the symbiotic organism used to create Skinjobs. It is not nearly as versatile or durable as the real thing, but it does provide a fully-functional Stealth Field for anyone that wears it. The field makes the wearer nearly invisible to all forms of visual detection, but it is incredibly unpleasant to use. The Stealth Sheet wraps around the wearer so tightly that it completely immobilizes him. He cannot speak or see and can barely hear. The sheet allows air to pass through it (the organism even filters out toxins) so the wearer can breathe normally, but it still feels like the sheet is smothering the life out of him. If this were not bad enough, once the Stealth Sheet wraps around the wearer, he is completely unable to remove it himself. Removing the sheet is a simple matter of stroking a nerve cluster on the outside of the living blanket, but it is impossible for the wearer to reach it. This is what limits the widespread use of the Stealth Sheet. Note: A person with a P.S. of 24 or above or a Robotic/Splicer P.S. of 15 or above can break free of the sheet by tearing it open (this kills the Stealth Sheet).
When not in use, the organism needs to be stored in a special nutrient rich fluid. The organism can live indefinitely as long as it is completely immersed. Once removed from its storage tank, the Stealth Sheet will only live for 1D4+1 hours before it starves to death. Splashing a gallon of the nutrient rich liquid on the organism will temporarily satiate it, which extends the time it can exist out of the tank by 30 minutes, but the act of doing so is likely to attract attention and negate the effectiveness of the Stealth Field. When the sheet is nearing the end of its life (only 15 minutes left before it starves), it will no longer be able to engage a Stealth Field. At this point, the Stealth Sheet is so weak it can no longer hold onto the wearer (it is just loosely draped over the person). As long as the organism is put back in its nutrient tank before it completely starves, it will be completely revitalized within 3D6 hours.
M.D.C. of the Device: 5D4
Trade Value: 30,000 credits
Second Skin
This odd looking bag of skin is actually a living organism capable of perfectly mimicking the facial features of any human of human-like android that it comes in contact with. When the Second Skin is placed over the head of a human or Nex-Android, it analyzes every minute detail of the target’s face, head, and hair. The scanning process only takes one melee round (15 seconds), but unwilling subjects will likely fight back with all their might which delays the process by 1D4 melees. The easiest way to scan unwilling humans is to incapacitate or knock them out before hand. Nex-Androids are even more difficult to scan. The organic mask will trigger a Nanoplague Response if it is used on a deactivated android. The nanites do not respond if they receive a signal from a functional N.E.X.U.S. drone, but unfortunately, this presents another problem. As long as the drone is functional, it can call in reinforcements. Splicers that plan to impersonate a Nex-Android usually take along an Electro-Pulse Gun to incapacitate the drone without destroying it.
Once the organism finishes its scan and is removed from the target, the skin immediately begins to grow perfect replicas of the target’s facial features, ears, hair, and skin color. The Second Skin even forms transparent lenses to match the target’s eye color. The growth process only takes 1D4 melee rounds to complete. Once the living mask finishes growing, it must be turned inside out before it can be used. The wearer slips the mask over his head, and the organism merges with his face to form the ultimate disguise. It will pass even the closest scrutiny unless the face beneath was larger than the one being copied. In this case the head seems a little larger than usual, but it will still fool most people at a glance. Of course, the rest of the body is unaltered, so the absence of familiar scars, tattoos, or other distinguishing marks as well as any possible difference in skin color between the face and body could give away the deception.
When not in use, the Second Skin must be suspended in a special nutrient rich liquid. The organism can live indefinitely as long as it is completely immersed. Once it is removed from its storage tank, the Second Skin will only live for 1D4+1 hours before it starves to death. Splashing a cup of the nutrient rich liquid on the organism will temporarily satiate it, which extends the time it can exist out of the tank by 30 minutes, but doing so is a dead give away that he or she is wearing a Second Skin (it is best to do this in private). When the living mask is nearing the end of its life (only 15 minutes left before it starves), the tight bond with the skin underneath will begin to weaken. At first, odd bubbles and wrinkles will form all across the false face, but after 1D6+2 minutes, the bond completely fails and the mask just hangs loose and unnaturally, partially exposing the real face beneath. As long as the organism is put back in its nutrient tank before it completely starves, it will be completely revitalized within 2D4 hours.
M.D.C. of the Device: 2D4
Duration of the False Face: The copied face can only be maintained as long as the living mask is worn. Once it is removed, all of the copied facial features vanish, and the Second Skin is ready to copy a new subject.
Trade Value: 45,000 credits
Extractor
All Bio-Tech weapons and equipment must be submerged in a special nutrient rich fluid every few days in order to replenish them. While this liquid is plentiful within the underground havens, it does not exist naturally anywhere on the surface. Deliverymen and other Splicers that spend weeks or months in the field need to carry around a Bio-Tech creature known as the Extractor in order to feed their equipment. Its sole purpose is to create the liquid for the nutrient bath. This softball-sized organism looks like a partially armored octopus with an enormous mouth that accounts for nearly half of its size. The Extractor devours a mixture of animal tissue, vegetation, and raw minerals and processes it into the fluid. It takes two pounds of matter to make one ounce of fluid. The rest is used to sustain the Extractor or is passed as hard pellets like the rounds used in casting weapons. The Extractor clings to the side of a special glass tank that operatives carry in the field. The tentacle that excretes the nutrient fluid is placed inside the tank and all other waste falls into a bag on the side (operatives want to make sure they do not leave a trail). An Extractor makes Splicers completely self-sufficient. An operative can sustain his equipment for years at a time without ever having to return home. Unfortunately, Extractors only live for 1D4+2 years, so eventually the operative needs to return home to get another one.
M.D.C. of the Device: 4D4+10
Trade Value: 35,000 credits
Deliveryman O.C.C.
Back in the golden age before the Machine’s genocidal campaign, people could communicate with one another instantly across any distance. Satellite communication and internet access linked every corner of the world into one global community. That all ended when N.E.X.U.S. struck. Society was instantly shattered and the remaining humans either splintered into tiny, scattered groups and retreated underground or were huddled together by the Machine and placed in human zoos called Retro-Villages. Before the Nanobot Plague, members of the Resistance communicated by radio, but even this was a dangerous endeavor since the Machine could track radio signals back to their source. The eventual creation of organic Bio Comms eliminated this risk, but the range was limited to a mere six miles.
Even in the early days on the Resistance, they relied heavily on hand delivered messages between the Resistance cells. The brave heroes that carried out this dangerous and lonely assignment were called Deliverymen. They spent weeks, even months, trekking across miles of robot controlled territory without any back up or support. They were master outdoorsmen capable of living off the land (and shattered wreckage of cities) for years if necessary, they were skilled at covering their tracks and leaving no evidence of their passing, and they were experts at disguising themselves like the enslaved humans within the Retro-Villages. The Deliverymen were one of the only links between the Resistance and the oppressed remnants trapped in the Retro-Villages.
With the creation of organic technology, the role of the Deliverymen has evolved over time. Bio-Tech equipment has made their arduous mission somewhat easier, but it remains one of the most challenging assignments in the Resistance. Simple suits of camouflage were replaced by powerful suits of Host Armor with Stealth Field enhancements, common horses were replaced by Mega Horses, Striders and Tunnel Rats (Deliverymen quickly learned that the Machine ruled the skies and that they need to stick to the ground to survive), and blind luck was replaced by a Black Talon War Hawk that could scan the field from above to help determine the safest route. Better equipment has allowed the Deliverymen to successfully deliver larger and larger “packages.” Their original job of delivering letters and small items cross country has evolved to include transporting weapons and supplies to covert strike teams in the field, bringing goods and news from the outside world to people in the Retro-Villages, and even escorting human refuges to Resistance safe houses. They are also one of the few Splicers that regularly penetrate the Ghost Towns to trade for supplies with undercover Technojackers.
Escort duty is one of the Deliverymen’s most difficult missions. Their years of training and Bio-Tech Stealth Field allows them to become nearly invisible at will, but the unskilled humans they protect stand out like a sore thumb. Deliverymen can cover their charge’s trail and hide them from random patrols, but concealing them when the Machine is aware of their presence requires special equipment.
The Librarians developed a special Bio-Tech device called the Stealth Sheet. This large sheet of tissue is a simplified version of the symbiotic organism used to create Skinjobs. It is not nearly as versatile or durable as the real thing, but it does provide a fully-functional Stealth Field for anyone that wears it. The field makes the wearer nearly invisible to all forms of visual detection, but it is incredibly unpleasant to use. The Stealth Sheet wraps around the wearer so tightly that it completely immobilizes him. He cannot speak or see and can barely hear. The sheet allows air to pass through it (the organism even filters out toxins) so the wearer can breathe normally, but it still feels like the sheet is smothering the life out of him. If this were not bad enough, once the Stealth Sheet wraps around the wearer, he is completely unable to remove it himself. Removing the sheet is a simple matter of stroking a nerve cluster on the outside of the living blanket, but it is impossible for the wearer to reach it. This is what limits the widespread use of the Stealth Sheet. Deliverymen, however, find this negative aspect to be extremely useful in the field. They feel the easiest way to make untrained humans sit still when the Machine is nearby is to force them.
Deliverymen not only master stealth, counter-tracking, and wilderness survival, but they are also masters of impersonation and disguise. They are able to flawlessly blend in with villagers in Retro-Villages or with Nex-Androids in Ghost Towns. Some Great Houses even use their Deliverymen to impersonate members of other rival houses. For most cases, they just rely on simple make up, but when they need the ultimate disguise, they turn to organic technology. Deliverymen carry a strange Bio-Tech organism called the Second Skin, which allows them to perfectly mimic the facial features of any human or human-like android. On its own, the organism looks like a bag made of human skin. When the Second Skin is placed over the head of a human or Nex-Android, it analyzes every minute detail of the target’s face, head, and hair. Once removed, the skin grows perfect replicas of the target’s facial features, ears, hair, and skin color in only a few minutes. The Second Skin even forms transparent lenses to match the target’s eye color. The Deliveryman then just turns the living mask inside out, slips it over his head, and lets the Second Skin merge with his face to form the ultimate disguise. It will pass even the closest scrutiny unless the face beneath was larger than the one being copied. In this case the head seems a little larger than usual, but it will still fool most people at a glance. Of course, the rest of the body is unaltered, so the absence of familiar scars, tattoos, or other distinguishing marks as well as any possible difference in skin color between the face and body could give away the deception. Deliverymen are skilled at working around this problem, but members of the Resistance know what signs to look for when they are suspicious a spy may be in their midst.
Another vital skill that Deliverymen learn is concealment. They can hide a surprisingly large amount of contraband on their bodies. When operating undercover, they strip off their Host Armor and put on thick layers of clothing. A Deliveryman can hide a dozen small weapons, a half dozen heavy weapons, or up to forty pounds of supplies within the folds of his long, flowing clothes. Even the high-tech sensors of the Machine will only discover the hidden cache upon extremely close inspection or a full body search.
They spend the majority of their lives in the field, trekking back and forth across miles of enemy territory. Besides their official role of delivering supplies to every corner of the planet, they also act as the eyes of the Resistance. To make sure they do not create an easy trail to follow, a Deliveryman will never travel the same path twice. This means they have seen more of the surface than almost any other Splicer. When performing their normal duties, Deliverymen operate alone or in pairs, but when they discover something of interest like a new Power Farm, Industrial Center, or other high profile target, they will be temporarily attached to a larger strike force in order to lead them to the objective. This is one of the few times Deliverymen will attack the Machine. Their primary goal is to avoid all contact and only strike in defense if absolutely necessary. Even if they can easily destroy a lone robot, they will go miles out of their way to avoid it. History has taught them that it only takes a millisecond for a robot to call in reinforcements, plus even the shortest firefight could attract the attention of random patrols.
Most of the time, it is a tough, lonely job, but when they return home, they can barely escape the barrage of questions from people wanting to know what is going on topside. Some Deliverymen set up quite a lucrative side business selling the information they have discovered. However, most Deliverymen will politely answer any questions for free, but they do tend to sugar coat the truth to shield people from just how bad it really is up there.
Alignment: Any, but typically good or selfish.
Attribute Requirements: I.Q.: 10, M.E.: 12, M.A.: 12, and P.P.: 12 or higher.
Attribute Bonuses: +1D4 to I.Q., +1D6 to M.E., +2 to M.A., +1D4 to P.S., +1D6 to P.E., and +1D6 to Spd.
O.C.C. Bonuses: +2 on initiative, +1 to strike, parry, and dodge, +6 to save vs. horror factor.
Base S.D.C.: 50, plus any from Physical skills.
Common Skills: Standard.
O.C.C. Skill Program: Survivalist (+25%), Undercover (+15%), Reconnaissance/Scout (+20%), Outdoorsman (+25%), and Hunter/Trapper (+20%)
Elective Skills: Select Concealment (+35%), Bio Comms (+20%), and Tracking (special bonus to Counter-Tracking, anyone attempting to follow the character suffer a -40% to their Tracking Skill), and four Electives from the following list at first level. Select another two Elective Skills at levels 2, 4, 8, and 12. All new skills start at level one proficiency.
Communications: Any (+25%)
Domestic: Any (+10%)
Espionage: Any (+20%)
Medical: First Aid only.
Military: Any (+5%)
Physical: Any, except Acrobatics and Gymnastics.
Rogue: Any (+20%)
Science: Any
Technical: Any
Transportation: Any, except Host Armor Combat, Pilot Wingpack, and War Mount Combat.
Wilderness Survival: Any (+20%)
W.P.s: Any
Secondary Skills: The character gets to select four Secondary Skills at level one and one additional skill at levels 3, 6, 9, 12, and 15. These are additional areas of knowledge that do not receive any special O.C.C. bonuses.
Deliveryman Host Armor: The Deliveryman is one of the few O.C.C.s that gets Host Armor, the Bio-Tech equivalent of living power armor, brimming with weapons and Bio-Enhancements. The Deliveryman is genetically bonded to one specific Host Armor.
Step One: Standard and unchanged; the basic Host Armor.
Step Two: Determining Metabolism. The Deliveryman can select any type of metabolism, but most will choose Carnivore, Herbivore, or Parasitic.
Step Three: Available Bio-Energy points for the Deliveryman. All Bio-E points are used up in the initial creation. Each level of advancement, starting with level two, the Deliveryman gets an additional 2D8 Bio-E to add to the capabilities of his current Host Armor. These Bio-E points can be spent as soon as they are acquired or saved and combined with points from the subsequent level of experience. Deliverymen spend so much time in the field; it is difficult to acquire new enhancements from an Engineer at each new level.
Step Four: Biological Enhancements and Weapon Systems. All Deliverymen start off with the enhancements of Stealth Field, Enhanced Neurological Connections, and Circadian Rhythms. Selections for additional enhancements can be made from any category, but most Deliverymen choose enhancements from Eyes and Vision, Other Sensory Systems, Biological Defenses, and Offensive Bio-Weapons. Deliverymen generally avoid Flight Appendages since the safest place is on the ground.
If the Deliveryman’s Host Armor is destroyed, he will be bonded to a new suit of Host Armor with only the most basic features other than a Stealth Field. Further augmentation will only occur with each additional level of experience or as a reward for impeccable service.
Black Talon War Hawk: The Deliverymen receives one Black Talon War Hawk to act as his personal aerial scout. The character cannot see through the eyes of the Black Talon like a Falconer, but the two can communicate by Bio-Comm. The hawk can be Bio-Enhanced any way the character desires – he has 5D4+20 Bio-E points available, plus another 1D6+2 Bio-E points per level of the character’s experience to spend on additional enhancements. If the War Hawk is ever slain, it will be replaced with the basic animal with 5D4 Bio-E points for enhancements.
War Mount: Deliverymen do not receive their own personal War Mount, but they do have access to a pack of special War Mounts that are dedicated to the Deliveryman Corps. They rely solely on Mega Horses, Striders, and Tunnel Rats. The other War Mounts have proven to be too big to conceal or easy pickings for the Machine in the case of the aerial mounts. Every War Mount has been augmented with Stealth Fields.
Standard Equipment: Military fatigues, dress clothing, “peasant clothes” (wears these thick clothes when operating undercover in Retro-Villages, adds +15% to the Concealment Skill), survival knife, utility belt, first-aid kit, 1D6 Slap Patches, Face Wrap, Stealth Sheet, Second Skin, Portable Nutrient Tank, Extractor, prosthetic make up kit, tinted goggles, hatchet for cutting wood, one light or heavy Bio-Weapon of choice and one weapon for each W.P. with appropriate ammunition for heavy combat, a War Mount augmented with a Stealth Field for transportation, tent, knapsack, backpack, two water skins, emergency food rations (two weeks supply), and some personal items.
Money: Has 2D6x100 credits in precious metals, relics or trade items, as well as 10D6x10 in available credits. Money can be spent now on additional equipment or saved for later.
The Upside: Your stealth skills rival those of Skinjobs, and your abilities concerning impersonation, concealment, and wilderness survival are unparalleled. Only the most heavily guarded N.E.X.U.S. installations are off limits to you, but you have no reason to go there anyway. You can slip past any robot patrol with ease, and you can flawlessly blend in with Retro-Villagers or Nex-Androids. Your job requires you to spend most of your time topside, so no one knows more about the surface world than you. You know every short cut, every hiding spot, and you have a good understanding of the Machine’s patrol routes. The messages you deliver help keep the humans of the world connected, and the knowledge you possess about the surface world is invaluable to the war effort.
The Downside: Your impressive skills do not lend themselves to fighting. The only way you can accomplish your mission is to avoid combat at all costs. The Machine can call in a nearly infinite supply of reinforcements in an instant, but the same cannot be said for you. Most of the time, you are completely on your own. In fact, you are likely to go months without ever seeing another human being. This isolation is why you have one of the toughest jobs in the Resistance.
Deliveryman Bio-Equipment
Stealth Sheet
This large sheet of tissue is a simplified version of the symbiotic organism used to create Skinjobs. It is not nearly as versatile or durable as the real thing, but it does provide a fully-functional Stealth Field for anyone that wears it. The field makes the wearer nearly invisible to all forms of visual detection, but it is incredibly unpleasant to use. The Stealth Sheet wraps around the wearer so tightly that it completely immobilizes him. He cannot speak or see and can barely hear. The sheet allows air to pass through it (the organism even filters out toxins) so the wearer can breathe normally, but it still feels like the sheet is smothering the life out of him. If this were not bad enough, once the Stealth Sheet wraps around the wearer, he is completely unable to remove it himself. Removing the sheet is a simple matter of stroking a nerve cluster on the outside of the living blanket, but it is impossible for the wearer to reach it. This is what limits the widespread use of the Stealth Sheet. Note: A person with a P.S. of 24 or above or a Robotic/Splicer P.S. of 15 or above can break free of the sheet by tearing it open (this kills the Stealth Sheet).
When not in use, the organism needs to be stored in a special nutrient rich fluid. The organism can live indefinitely as long as it is completely immersed. Once removed from its storage tank, the Stealth Sheet will only live for 1D4+1 hours before it starves to death. Splashing a gallon of the nutrient rich liquid on the organism will temporarily satiate it, which extends the time it can exist out of the tank by 30 minutes, but the act of doing so is likely to attract attention and negate the effectiveness of the Stealth Field. When the sheet is nearing the end of its life (only 15 minutes left before it starves), it will no longer be able to engage a Stealth Field. At this point, the Stealth Sheet is so weak it can no longer hold onto the wearer (it is just loosely draped over the person). As long as the organism is put back in its nutrient tank before it completely starves, it will be completely revitalized within 3D6 hours.
M.D.C. of the Device: 5D4
Trade Value: 30,000 credits
Second Skin
This odd looking bag of skin is actually a living organism capable of perfectly mimicking the facial features of any human of human-like android that it comes in contact with. When the Second Skin is placed over the head of a human or Nex-Android, it analyzes every minute detail of the target’s face, head, and hair. The scanning process only takes one melee round (15 seconds), but unwilling subjects will likely fight back with all their might which delays the process by 1D4 melees. The easiest way to scan unwilling humans is to incapacitate or knock them out before hand. Nex-Androids are even more difficult to scan. The organic mask will trigger a Nanoplague Response if it is used on a deactivated android. The nanites do not respond if they receive a signal from a functional N.E.X.U.S. drone, but unfortunately, this presents another problem. As long as the drone is functional, it can call in reinforcements. Splicers that plan to impersonate a Nex-Android usually take along an Electro-Pulse Gun to incapacitate the drone without destroying it.
Once the organism finishes its scan and is removed from the target, the skin immediately begins to grow perfect replicas of the target’s facial features, ears, hair, and skin color. The Second Skin even forms transparent lenses to match the target’s eye color. The growth process only takes 1D4 melee rounds to complete. Once the living mask finishes growing, it must be turned inside out before it can be used. The wearer slips the mask over his head, and the organism merges with his face to form the ultimate disguise. It will pass even the closest scrutiny unless the face beneath was larger than the one being copied. In this case the head seems a little larger than usual, but it will still fool most people at a glance. Of course, the rest of the body is unaltered, so the absence of familiar scars, tattoos, or other distinguishing marks as well as any possible difference in skin color between the face and body could give away the deception.
When not in use, the Second Skin must be suspended in a special nutrient rich liquid. The organism can live indefinitely as long as it is completely immersed. Once it is removed from its storage tank, the Second Skin will only live for 1D4+1 hours before it starves to death. Splashing a cup of the nutrient rich liquid on the organism will temporarily satiate it, which extends the time it can exist out of the tank by 30 minutes, but doing so is a dead give away that he or she is wearing a Second Skin (it is best to do this in private). When the living mask is nearing the end of its life (only 15 minutes left before it starves), the tight bond with the skin underneath will begin to weaken. At first, odd bubbles and wrinkles will form all across the false face, but after 1D6+2 minutes, the bond completely fails and the mask just hangs loose and unnaturally, partially exposing the real face beneath. As long as the organism is put back in its nutrient tank before it completely starves, it will be completely revitalized within 2D4 hours.
M.D.C. of the Device: 2D4
Duration of the False Face: The copied face can only be maintained as long as the living mask is worn. Once it is removed, all of the copied facial features vanish, and the Second Skin is ready to copy a new subject.
Trade Value: 45,000 credits
Extractor
All Bio-Tech weapons and equipment must be submerged in a special nutrient rich fluid every few days in order to replenish them. While this liquid is plentiful within the underground havens, it does not exist naturally anywhere on the surface. Deliverymen and other Splicers that spend weeks or months in the field need to carry around a Bio-Tech creature known as the Extractor in order to feed their equipment. Its sole purpose is to create the liquid for the nutrient bath. This softball-sized organism looks like a partially armored octopus with an enormous mouth that accounts for nearly half of its size. The Extractor devours a mixture of animal tissue, vegetation, and raw minerals and processes it into the fluid. It takes two pounds of matter to make one ounce of fluid. The rest is used to sustain the Extractor or is passed as hard pellets like the rounds used in casting weapons. The Extractor clings to the side of a special glass tank that operatives carry in the field. The tentacle that excretes the nutrient fluid is placed inside the tank and all other waste falls into a bag on the side (operatives want to make sure they do not leave a trail). An Extractor makes Splicers completely self-sufficient. An operative can sustain his equipment for years at a time without ever having to return home. Unfortunately, Extractors only live for 1D4+2 years, so eventually the operative needs to return home to get another one.
M.D.C. of the Device: 4D4+10
Trade Value: 35,000 credits
Last edited by slappy on Thu Apr 21, 2005 12:09 pm, edited 3 times in total.
Deliverymen Hook, Line, and Sinker Adventure Ideas
Part 1: When the Saint Comes Marching In
Hook: News has just reached your underground haven that one of the smaller Great Houses has recently suffered a devastating loss at the hands of the Machine. It looks like the assault force was an autonomous hunter/killer platoon, so N.E.X.U.S. still does not know the location of this Resistance cell. Their home is still secure, but unfortunately, two of their three Engineers were killed during the attack. The assault seriously weakened this Great House, and the loss of their Engineers means that they may never recover. Your House has selflessly decided to donate an elder Saint that is almost ready to hatch into a Genepool. Unfortunately, their House is nearly one hundred miles away, and the loss of the hunter/killer platoon has alerted the Machine to a possible human presence in the area. N.E.X.U.S. has scrambled thousands of robots to scour the land for any human strongholds. The Saint must be escorted through this gauntlet of robots if their house is to survive. Your Warlord has decided that this mission is too vital to leave solely in the hands of one lone Deliveryman. The player group has been asked to support the Deliveryman on this difficult task (who can either be one of the player characters or an NPC).
Line: Word of this selfless act as reached House Janus. Unfortunately, the opportunistic Warlord Alus has decided that he wants this new Engineer for himself. He has dispatched two Splicer teams to intercept the escort team and relieve them of the Saint. The Deliveryman will have a better chance of keeping the Saint hidden on his own, but the extra firepower would definitely come in handy if he does get cornered. It is up to the player group if they want to continue to travel with the Deliveryman and provide support, or if they should break off and act as a diversion in order to draw away any pursuit.
Sinker: Whether the player group splits up our stays together, they eventually come upon one of the pursuit teams, or at least what’s left of them. Every man, War Mount, and suit of Host Armor has been torn to shreds. I quick inspection of the gory aftermath reveals that most of the remains are covered in deep acid burns. A closer inspection shows that the Janus warriors were firing wildly in all directions, but it does not look like they were able to dispatch any of their attackers. All the evidence seems to confirm that these Splicers were killed by one or more Abomination War Mounts. It looks like there is a new player in this deadly game. It is unclear if this new group is after the Saint or if they are simply out hunting their fellow man. Whatever their motivation, they represent an even greater threat than the remaining Janus warriors. Only the most depraved humans will ever pilot an Abomination War Mount. Not even House Janus relies on these vile monsters. Worst of all, they have already demonstrated their willingness to slaughter their fellow humans, and that they are able to do so with ease. The player characters must discover the identity of these despicable Outriders, but they still have a job to do. The Saint must reach the underground haven alive. The player characters still must contend with the remaining Janus team, legions of the Machine’s robots, and an unseen force of Abomination War Mounts that may be stalking them from the shadows this very second.
Part 2: I Need to Borrow Your Face
Hook: The mission to escort the Saint should end in one of two ways: either the player characters successfully deliver the Saint to the underground haven, or the Outriders piloting the Abominations kidnap him and run off into the distance. Either way, one of the Abominations stays behind to deal with the player characters.
Line: The Outrider has been spoiling for a good fight for days. He has been patiently following orders, waiting for this whole Saint situation to play out, but now that it’s over, he wants to test his skills against the player characters. If the player group is relatively powerful, the Outrider will rely on stealth and hit and run tactics. Otherwise, he will just stand his ground and slug it out. The Deliveryman quickly tells the rest of the player group that he has a plan to find the rest of the Outriders by impersonating this one. He says he does not need him alive, he just needs his head to be left intact. The player characters can try to capture him in order to interrogate him or just blow him off him off his War Mount and go with the Deliveryman’s plan.
Sinker: Whether the Outrider is killed or taken alive, he does not reveal any useful information. The Deliveryman informs the rest of the group about how he plans to impersonate the rider and head off in the direction of the other Outriders in the hopes they come back for him. Deliverymen carry a Bio-Tech device called the Second Skin that allows them to perfectly mimic the facial features of any human. However, unless his Host Armor possesses the Impersonation Skin enhancement, he cannot copy the Outrider’s Host Armor. If this is the case, he will need to strip out of his armor and leave that with the rest of the player characters. If he does meet up with the other Outriders, he can just tell them his Host Armor was killed during the battle. If the Abomination War Mount survives the fight, he will at least have something to ride instead of walking along naked. The Deliveryman’s Black Talon War Hawk will keep on eye on him from a distance and report his position to the rest of the player characters, so that they will be able to follow. The plan works perfectly and the War Hawk eventually leads the player characters to the home base of these despicable fiends.
Part 3: What Are They Doing in There?
Hook: The player characters come to the edge of an enormous Ghost Town. It is a high-tech metropolis teeming with hundreds of thousands of Nex-Androids faithfully reenacting the most common tasks of human society. This explains how this new group of predatory Splicers have escaped detection. No one would ever think to look for them here.
Line: The War Hawk was able to track its Deliveryman master to a “lively” entertainment district before it lost sight of him. It’s a pretty sizeable area to search, but at least the Black Talon was able to narrow it down. The player characters will have to leave all their equipment behind in order to search the Ghost Town. Of course, walking around naked would draw just as much attention, so they will need to figure out how to “acquire” some authentic clothing. Once the player characters find the proper clothing and make their way to the entertainment district, they will be quite surprised at how easy it is to discover the hidden base. One of the first bars they walk into has a group of heavily modified Biotics sitting in plain sight of dozens of Nex-Androids. For some reason the drones ignore them completely, and continue to go about their normal business. If the player characters maintain their cover and follow the Biotics, they will be led straight into the group’s main base.
Sinker: The main headquarters of this gang of kidnappers and murderers is an enormous dance club filled with hundreds of Nex-Androids pretending that they are having a good time. Just like in the other club, they completely ignore the Biotics as well as all the other Splicers walking around. There are five people walking around in Host Armor, three Biotics, and even two Scarecrows. A lone human is sitting at the bar, and it appears that he is attempting to reprogram a Nex-Android. He has taken apart the drone and has pieces of it arranged all across the bar. This average looking man must be a Technojacker since he is obviously able to handle metal without triggering a Nanobot Plague response. As long as the player characters continue to pretend to be Nex-Androids, they are able to go anywhere in the club. After a thorough search of the base, they will be reunited with the Deliveryman who fills in all the details of what he has discovered.
Apparently, this district of the Ghost Town is the home to a group that calls themselves the Exiles. It is a mixture of thirty various Splicer warriors led by a Librarian that has most definitely gone “Megalo.” He has also somehow managed to recruit a half dozen Technojackers into his group. They have been busily reprogramming Nex-Androids to serve as foot soldiers in their ever-growing private army. They are able to rewire over a dozen a day, and so far they have “recruited” nearly one thousand. In addition, the group has been kidnapping Saints in order to create their own force of Engineers. They have caught three so far, and they are all being kept in cages in the basement of this club. If the Saint the player characters were escorting was also kidnapped, he will be down their as well.
The player characters are drastically outnumbered. They could not hope to defeat the Exiles and their army of Nex-Androids, but they do not have to. All they need to do is alert the Machine about this group of humans hiding among her forces, and let N.E.X.U.S. do the rest. Of course, they first need to figure out how to liberate the imprisoned Saints. The player characters could continue to operate undercover or they could go retrieve their weapons and equipment and make a frontal assault. The Nex-Androids in this area are programmed to ignore Bio-Tech equipment and the Deliveryman learned the secret passageway the Exiles use to get in and out of the city without attracting the attention of the normal drones. It is up to the player characters to determine how they want to proceed, but they need to realize that direct conflict will lead to a massive three way battle between the player characters, the Exiles, and the Machine. This battle could provide an excellent diversion to allow them to rescue the Saints, but it could also escalate so quickly, that the group gets consumed by it. No matter what they decide, they need to rescue the Saints quickly. The player characters know for sure that one is about to hatch its Genepool, and once that happens, it will be stuck here forever.
Part 1: When the Saint Comes Marching In
Hook: News has just reached your underground haven that one of the smaller Great Houses has recently suffered a devastating loss at the hands of the Machine. It looks like the assault force was an autonomous hunter/killer platoon, so N.E.X.U.S. still does not know the location of this Resistance cell. Their home is still secure, but unfortunately, two of their three Engineers were killed during the attack. The assault seriously weakened this Great House, and the loss of their Engineers means that they may never recover. Your House has selflessly decided to donate an elder Saint that is almost ready to hatch into a Genepool. Unfortunately, their House is nearly one hundred miles away, and the loss of the hunter/killer platoon has alerted the Machine to a possible human presence in the area. N.E.X.U.S. has scrambled thousands of robots to scour the land for any human strongholds. The Saint must be escorted through this gauntlet of robots if their house is to survive. Your Warlord has decided that this mission is too vital to leave solely in the hands of one lone Deliveryman. The player group has been asked to support the Deliveryman on this difficult task (who can either be one of the player characters or an NPC).
Line: Word of this selfless act as reached House Janus. Unfortunately, the opportunistic Warlord Alus has decided that he wants this new Engineer for himself. He has dispatched two Splicer teams to intercept the escort team and relieve them of the Saint. The Deliveryman will have a better chance of keeping the Saint hidden on his own, but the extra firepower would definitely come in handy if he does get cornered. It is up to the player group if they want to continue to travel with the Deliveryman and provide support, or if they should break off and act as a diversion in order to draw away any pursuit.
Sinker: Whether the player group splits up our stays together, they eventually come upon one of the pursuit teams, or at least what’s left of them. Every man, War Mount, and suit of Host Armor has been torn to shreds. I quick inspection of the gory aftermath reveals that most of the remains are covered in deep acid burns. A closer inspection shows that the Janus warriors were firing wildly in all directions, but it does not look like they were able to dispatch any of their attackers. All the evidence seems to confirm that these Splicers were killed by one or more Abomination War Mounts. It looks like there is a new player in this deadly game. It is unclear if this new group is after the Saint or if they are simply out hunting their fellow man. Whatever their motivation, they represent an even greater threat than the remaining Janus warriors. Only the most depraved humans will ever pilot an Abomination War Mount. Not even House Janus relies on these vile monsters. Worst of all, they have already demonstrated their willingness to slaughter their fellow humans, and that they are able to do so with ease. The player characters must discover the identity of these despicable Outriders, but they still have a job to do. The Saint must reach the underground haven alive. The player characters still must contend with the remaining Janus team, legions of the Machine’s robots, and an unseen force of Abomination War Mounts that may be stalking them from the shadows this very second.
Part 2: I Need to Borrow Your Face
Hook: The mission to escort the Saint should end in one of two ways: either the player characters successfully deliver the Saint to the underground haven, or the Outriders piloting the Abominations kidnap him and run off into the distance. Either way, one of the Abominations stays behind to deal with the player characters.
Line: The Outrider has been spoiling for a good fight for days. He has been patiently following orders, waiting for this whole Saint situation to play out, but now that it’s over, he wants to test his skills against the player characters. If the player group is relatively powerful, the Outrider will rely on stealth and hit and run tactics. Otherwise, he will just stand his ground and slug it out. The Deliveryman quickly tells the rest of the player group that he has a plan to find the rest of the Outriders by impersonating this one. He says he does not need him alive, he just needs his head to be left intact. The player characters can try to capture him in order to interrogate him or just blow him off him off his War Mount and go with the Deliveryman’s plan.
Sinker: Whether the Outrider is killed or taken alive, he does not reveal any useful information. The Deliveryman informs the rest of the group about how he plans to impersonate the rider and head off in the direction of the other Outriders in the hopes they come back for him. Deliverymen carry a Bio-Tech device called the Second Skin that allows them to perfectly mimic the facial features of any human. However, unless his Host Armor possesses the Impersonation Skin enhancement, he cannot copy the Outrider’s Host Armor. If this is the case, he will need to strip out of his armor and leave that with the rest of the player characters. If he does meet up with the other Outriders, he can just tell them his Host Armor was killed during the battle. If the Abomination War Mount survives the fight, he will at least have something to ride instead of walking along naked. The Deliveryman’s Black Talon War Hawk will keep on eye on him from a distance and report his position to the rest of the player characters, so that they will be able to follow. The plan works perfectly and the War Hawk eventually leads the player characters to the home base of these despicable fiends.
Part 3: What Are They Doing in There?
Hook: The player characters come to the edge of an enormous Ghost Town. It is a high-tech metropolis teeming with hundreds of thousands of Nex-Androids faithfully reenacting the most common tasks of human society. This explains how this new group of predatory Splicers have escaped detection. No one would ever think to look for them here.
Line: The War Hawk was able to track its Deliveryman master to a “lively” entertainment district before it lost sight of him. It’s a pretty sizeable area to search, but at least the Black Talon was able to narrow it down. The player characters will have to leave all their equipment behind in order to search the Ghost Town. Of course, walking around naked would draw just as much attention, so they will need to figure out how to “acquire” some authentic clothing. Once the player characters find the proper clothing and make their way to the entertainment district, they will be quite surprised at how easy it is to discover the hidden base. One of the first bars they walk into has a group of heavily modified Biotics sitting in plain sight of dozens of Nex-Androids. For some reason the drones ignore them completely, and continue to go about their normal business. If the player characters maintain their cover and follow the Biotics, they will be led straight into the group’s main base.
Sinker: The main headquarters of this gang of kidnappers and murderers is an enormous dance club filled with hundreds of Nex-Androids pretending that they are having a good time. Just like in the other club, they completely ignore the Biotics as well as all the other Splicers walking around. There are five people walking around in Host Armor, three Biotics, and even two Scarecrows. A lone human is sitting at the bar, and it appears that he is attempting to reprogram a Nex-Android. He has taken apart the drone and has pieces of it arranged all across the bar. This average looking man must be a Technojacker since he is obviously able to handle metal without triggering a Nanobot Plague response. As long as the player characters continue to pretend to be Nex-Androids, they are able to go anywhere in the club. After a thorough search of the base, they will be reunited with the Deliveryman who fills in all the details of what he has discovered.
Apparently, this district of the Ghost Town is the home to a group that calls themselves the Exiles. It is a mixture of thirty various Splicer warriors led by a Librarian that has most definitely gone “Megalo.” He has also somehow managed to recruit a half dozen Technojackers into his group. They have been busily reprogramming Nex-Androids to serve as foot soldiers in their ever-growing private army. They are able to rewire over a dozen a day, and so far they have “recruited” nearly one thousand. In addition, the group has been kidnapping Saints in order to create their own force of Engineers. They have caught three so far, and they are all being kept in cages in the basement of this club. If the Saint the player characters were escorting was also kidnapped, he will be down their as well.
The player characters are drastically outnumbered. They could not hope to defeat the Exiles and their army of Nex-Androids, but they do not have to. All they need to do is alert the Machine about this group of humans hiding among her forces, and let N.E.X.U.S. do the rest. Of course, they first need to figure out how to liberate the imprisoned Saints. The player characters could continue to operate undercover or they could go retrieve their weapons and equipment and make a frontal assault. The Nex-Androids in this area are programmed to ignore Bio-Tech equipment and the Deliveryman learned the secret passageway the Exiles use to get in and out of the city without attracting the attention of the normal drones. It is up to the player characters to determine how they want to proceed, but they need to realize that direct conflict will lead to a massive three way battle between the player characters, the Exiles, and the Machine. This battle could provide an excellent diversion to allow them to rescue the Saints, but it could also escalate so quickly, that the group gets consumed by it. No matter what they decide, they need to rescue the Saints quickly. The player characters know for sure that one is about to hatch its Genepool, and once that happens, it will be stuck here forever.
Last edited by slappy on Sun Jan 09, 2005 4:08 pm, edited 2 times in total.
Need to stat out for simplicity sakes the "Portable Nutrient Tank"
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
okie dokie
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
Alenvire wrote:Question.... What is the starting host armor Bio-E?
**Edit**
Ah, I see that they are a lot less combat effective. Sorry, this makes a big difference to me. Sorry, half asleep the first time I read through it.
Just in case you didn't see the specifics under "Deliveryman Host Armor," They all start off with specific Bio-Enhancements that burns up all Bio-E points. As they grew in experience, they can customize, but they all start off the same.
- Aramanthus
- Monk
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- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
It's another great OCC Slappy! But thread necromany has occured again! Watch out or Josh Hilden will shoot it in the head!
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI