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eraser

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Posts posted by eraser

  1. name:vincent gambino aka:rat

    age:27

    hair:brown, short and all over

    position:2nd, after sarge. entry team

     

    stats:

    bod:6/9, ref:10, ma:7, tech:8, int:7, cool:8/9, luck:4, attr:4, emp:6/5(6)

     

    skills:(2 trips spec opps training and buds)

    combat sense:5, awarness:5, brawling:1, stealth:7, endurance:7, firstaid:1, heavy weapons:5, rifle:7, handgun:4, demo:5, wilderness survival:2, weaponsmith:1, exp:tactics:2, sambo:6, athletics:2, nuscuba:3, swimming:5, under watter survival:2, underwatter weapons:2.

     

    pickups:

    streetwise:4, basic tech:3, electronic security:5, drive:2, smg:3.

     

    personal kit:

    militech dragon light asault weapon:700, scope sight w/low light:300, supressor:100, det cord:900, 3 point sling:15.

     

    web gear:

    http://www.blackhawkindustries.com/cgi-bin....75.2112

    6 rif mags, 6 pistol mags, utility poutches, hydrastorm 3 liter

     

    starting cash:12,140eb

    cash left: 6,855eb

     

    vincent grew up in jersey to a family that was "connected", we'll leave it at that. the heat came down on his pops and he wanted to steer clear of the whole thing, so he went to the military. he figured himself a badass, so he picked the seals.

     

  2. name:orlando johnes aka:tank

    age:27

    hair:shaved bald

    position:rear guard

     

    stats:

    bod:10/13, ref:8, cool:6/7, tech:5, ma:7, emp:6/5(6), attr:7, luck:5, int:6

     

    skills: (2 trips special opps training+buds)

    combat sense:5, awarness:4, brawling:1, stealth:4, endurance:7, firstaid:1, heavy weapons:5, rifle:7, handgun:5, basic tech:2, athletics:4, wilderness survival:3, expert tactics:2, watter vehicles:2, weaponsmith:2, pilot; av:4, swiming:4, nuscuba:3, underwatter survival:2, underwatter weapons:2, sambo:3.

     

    pickups:

    gen education:2, seduction:4, streetwise:4, drive:2, persuasion/fast talk:2

     

    personal gear:

    militech mk-4 asault rifle:800, 25mm grenade launtcher:255, computerized sight w/thermo:700, supressor:100, 3 point sling:15.

     

    web gear:

    http://www.blackhawkindustries.com/cgi-bin....75.2112

    12 grenades, 12 mags, poutches&packs, 3 liter hydrastorm

     

    starting cash:12,140 eb

    cash left:7000eb

     

    mister johnes takes up the rear position in the team, covering to the rear. he grew up in detroit michigan, the son of a steel worker. he is actualy the gentle giant type, but he can turn on a mean attitude if the situation warrents.

     

  3. name:chris baine aka:sarge

    age: 30 (13 years in service)

    hair: black, short&neat

     

    stats:

    tech:5, bod:8/11, cool:8/9, emp:7/6(7), attr:4, luck:5, int:7, ma:7 ref:9

     

    skills: (3 trips spec opps training and buds)

    combat sense:6, awarness/notice:6, brawling:1, stealth:6, endurance:8, swiming:5, firstaid:2, wilderness survival:4, heavy weapons:5, melee:2, rif:6, tactics:5, sambo:4, watter vehicles:3, handgun:6, leadership:6, underwatter survival:2, underwatter weapons:2, nuscuba:3, interrogation:4.

     

    pickups:

    athletics:2, drive:2, weaponsmith:2, teaching:3, resist torture/drugs:3, seduction:2, human perception:2

     

    personel kit:

    militech mk-4 asault rifle:800, computerized sight w/thermo:700, 25mm grenade launtcher:255, supressor:100, 3 point sling:15.

     

    web gear:

    http://www.blackhawkindustries.com/cgi-bin....75.2112

    12 mags, 12 grenades, plus utility poutches day packs(2) and hydra storm 3lieter canteen

    starting cash:16,060

    cash left:10,920

     

    the sarge is a tough old soilder and the immeadiat commander of the seal operators. he can come off as a hard ass at times, but once he knows you and you respect him, he's a cool and collected guy. he joined up at age 17 with a waiver from his parrents, went marines force recon, then seals.

     

  4. name: Jack Cutter aka: LT

    age:32

    hair:short&neat, brown

     

    stats:

    bod:7/10, int:9, ref:10, cool:10/11, tech:7, attr:6, ma:8, emp:7/6(7), luck:6

     

    skills:(3 trips through spec opps training+ buds dive school)

    combat sense:8, awarness:5, brawling:1, stealth:6, endurance:6, firstaid:1, heavy weapons:6, rifle:8, athletics:4, handgun:6, interrogation:4, leadership:9, expert;tactics:5, wilderness survival:5, sambo:4, swimming:5, nuscuba:3, underwatter survival:2, underwatter weapons:2, resist torture:3, hide evade:3

     

    pickups:

    teaching:3, basic tech:2, weapons smith:2, streetwise:2, seduction:3, persuasion/fast talk:3, gen education:4

     

    peraonal gear (in adition to standard kit):

    militech mk-4 asault rifle:800, 25mm pump grenade launtcher:255, computerized sight w/ thermo:700, supressor:100, 3 point sling:15, cell phone:400, black book minicomp: 250.

     

    vest type:http://www.blackhawkindustries.com/cgi-bin/storenew.pl?page=/new/product.html&setup=1&ida=836&idp=1196&his=0|1196&cart_id=8872375.2112

    12 mags, 12 grenades

     

    starting cash: 43,280 eb

    cash left: 37,490 eb

     

  5. unit history:

     

    lets start at the begining. first there was jack cutter. jack came from a line of special forces operators that streached back to wwII where his grandfather was a frogman that went on to become a udt in korea and finaly was rolled over to the tac staff tasked with training the fledgling seal teams. his father followed his example and served with the teams with destinction in vietnam, desert storm, urgent furry, just cause, enduring freedom and other missions that never made the headlines. his father retired from the service and now works on the training staff for militech's special opps teams based in night city. that brings us to jack, 32 year old 3rd gen special forces trooper with lots of history in the special forces. joined at 18 and went ranger right off the bat, then went seal 4 years later rose in rank to a high of lieutenant comanding a squad of the finest soilders in the nations arsonel. then, came one of the dreaded R.I.F.'s (reduction in force), and his team was one of the units on the chopping block (each regional comand had to loose 1 team, and team 8 gave his boys the axe since they were the least senior of the teams). this move wasent totaly unexpected, jack had sensed it comming years before and had planned for this eventuality. he instructed his team to stash away 10% of their checks so that when they got downsized they could go private and earn some real money. when the RIF hit, the teams first move was a fund raising junket, arranged through jacks father. the team was hired to probe militech facilities security systems durring scheduled evaluations for 3 months for which they received 2 months salary and the rest in militech ammo at a discounted rate (the batches were tested to ensure it wasent bad ammo). the team had working capitol and ammo and militech had training experience and video of a seal team in action, the better to repulse sutch an atack should the government step in. now, equiped and funded, the team is looking for a score to take to cash in after years of meager government pay.

  6. few disclaimers first off, 1. theese guys are 2d and lacking my usual backgrounds. reason? i had to make 13 of them in a short period of time, i'll flesh them out in game. 2. theese guys are stacked with heaps of skill. from whence did they come? home of the brave's rules for special forces training and dive school rules from firestorm:stormfront. could this be considered muntchkin? yes, but i was given permission to do so, deal with it. 3. you'll notice they have lots of biowear armor. thats because thumpers game does not utilize armor layering penalties, and after investing years of training into theese guys the military doesent want to loose their investment to a lucky shot.

     

    ok, with all that out of the way, please feel free to use these guys as the wrecking crew against your players or for whatever other perpouses you want.

     

    standard kit:ka-bar combat knife:70, vision gogles w/thermo, magnafier, immage intensifier:650, nylon helmet (sp20):100, light armor jacket (sp14):150, gibson jeans (sp16):30, gibson t-shirt (sp10):10, black bdu's;pants (sp16):40, jacket (sp16):70, baclava (sp12):30, turtleneck (sp12):35, jungle boots (sp16/sp20 shank):50, marine mastoid commo w/ecm scrambler and tech-tronics modulation chip:195, travel kit:150, verry large carry bag:10, web gear (varries by specialty):100, 3 trauma 1 slap patches:180, auto-mapper:200, thermite in a tube:90, entrenching tool:50, everest grapple line:60, colt amt 2000:500, colt supressor:100, gun belt w/ retention lanyard:50.

    total cost:3270

     

    standard cyber: (took cyberwear signing bonus option and received intensive care therapy)

    sp 12 skinweve hc6

    muscle and bone lace +3 hc3

    processor hc6

    chip socket hc1

    nasal filters hc2

    enhanced antibodies hc 2

    torso armor sp18 hc8

    total hc after therapy:14

     

    chips in socket:

    language;russian +3, language;azeri +3, russian culture +3, azerbajain culture +3, expert: sov-oil corperation +3, stress chip, adrenelin/endorphine surge, ambidextry chip, thamoc MA chip +3, facedown chip

     

     

  7. the prices are high because domestic supply is low. petrochem lost the second corp war to sov oil, thus they now controle less than 20% of the worlds oil. sov oil has more oil than they know what to do with but petrochem doesent. its an economic thing, supply and demand. besides, the supply's are supose to run dry in 2050 (corp book 3), everybody's trying to milk that cash cow while its still around.

  8. thumper, i've got a question for ya. i was browsing over your home page the other day and i noticed the 2 links under the armor section about how to use armor without panalty, and i also took note that the examples compounded normaly, without the v2.1 modifications (which were extreemly harsh and totaly unrealistic i might add, but thats just me). question is, whill you be running armor the same way for this game, where sp's just add together? that would be cool, and would save us the trouble of having to pack a heavy trench just to shake off a 9mm. anyways, please let us know.

  9. thumper, i've got a question for ya. i was browsing over your home page the other day and i noticed the 2 links under the armor section about how to use armor without panalty, and i also took note that the examples compounded normaly, without the v2.1 modifications (which were extreemly harsh and totaly unrealistic i might add, but thats just me). question is, whill you be running armor the same way for this game, where sp's just add together? that would be cool, and would save us the trouble of having to pack a heavy trench just to shake off a 9mm. anyways, please let us know.

  10. <<cut: "Shrap?  Tell the lady." >>

     

    "right, well first off we need mastoid commo units. secondly we need them fitted with ecm comm-scramblers and finialy if you could toss in teclectronics modulation chips we should be all set. obviously we need them to be syncronised, and i belive the solo has a privatly owned unit, we'd like the same mods done on it and to have it synced with the rest. do you have that kind of equiptment? ohh, and we'll need the frequency keys so after we leave here we can change frequency settings as needed. that should do the trick, assuming rat has the pockets to bankroll them that is."

     

     

  11. "well, i dont know about the rest of you, but i'm going in. got to make shure the tech dealer doesent screw us with sub-standard gear..." shrap looks over to rat "and i need make shure our man rat doesent get cheep on us and forgo encription units...we need at least 2 encryptors rat, fyi"

     

    shrap exits the van and waits for rat.

  12. btw, node doesent have dive school info up, so here's the low down for people lacking stormfront.

     

    training lasts aprox 6 weeks. (btw. pre-requesit stat numbers for acceptance are bod 5, int 4, cool 5. no weeklings, morons or psychopaths). the training grants the player with 12 points to use as follows, with no more than 4 points in any one skill:

     

    underwatter weapons

    endurance (min+2)

    swimming (min+2)

    underwatter survival(min+2)

    at least 3 points in either:

    nuscuba (scuba diving with air tanks, rebreathers, etc.)

    or pilot:hardshell/evpa (underwatter power armor for deep dives, extreemly expensive gear.)

     

     

     

     

  13. btw, node doesent have dive school info up, so here's the low down for people lacking stormfront.

     

    training lasts aprox 6 weeks. (btw. pre-requesit stat numbers for acceptance are bod 5, int 4, cool 5. no weeklings, morons or psychopaths). the training grants the player with 12 points to use as follows, with no more than 4 points in any one skill:

     

    underwatter weapons

    endurance (min+2)

    swimming (min+2)

    underwatter survival(min+2)

    at least 3 points in either:

    nuscuba (scuba diving with air tanks, rebreathers, etc.)

    or pilot:hardshell/evpa (underwatter power armor for deep dives, extreemly expensive gear.)

     

     

     

     

  14. in case some of you dont know about this site, a place called node 16 has a large compelation of official info from almost every cyberpunk supplement made, weapons, cyber, gear, new rules introduced along the way, and all the alternate character gen stuff. for those that dont have many books, this is a verry good resource. the link is http://www.node16.co.uk/

     

    go to the data tab, then scrole down to the online cyberpunk refference guide. its in pdf, so you might need to download the file reader first.

     

  15. in case some of you dont know about this site, a place called node 16 has a large compelation of official info from almost every cyberpunk supplement made, weapons, cyber, gear, new rules introduced along the way, and all the alternate character gen stuff. for those that dont have many books, this is a verry good resource. the link is http://www.node16.co.uk/

     

    go to the data tab, then scrole down to the online cyberpunk refference guide. its in pdf, so you might need to download the file reader first.

     

  16. more prefferable to that, everybody dig out firestorm:stormfront and acquire the 12 points in aquatic skills by saying you worked for a corporation as a diver, or whatever, for a short stent. not durring the war, just whenever it fits your background. knowing how to dive might prove usefull for an incursion or god forbid, if we get driven into the sea.

  17. more prefferable to that, everybody dig out firestorm:stormfront and acquire the 12 points in aquatic skills by saying you worked for a corporation as a diver, or whatever, for a short stent. not durring the war, just whenever it fits your background. knowing how to dive might prove usefull for an incursion or god forbid, if we get driven into the sea.

  18. thumper, i was just flipping through my copy of corp book 3 yesterday to brush up on sov-oil a bit. it's pretty obvious fans wrote some of it, because i was agast when i got to the npc section. they have typical soilders with 4 10's in stats and close to 70 stat points, and more skill points than morgan blackhand. worse yet, there's supose to be 300,000 of these guys spread across the country on guard duty and sutch.

     

    do you plan to bring petrochem npc's back into the relms of reality for this game? i only ask because you mentioned we might get involved with them somehow. thanks

  19. thumper, i was just flipping through my copy of corp book 3 yesterday to brush up on sov-oil a bit. it's pretty obvious fans wrote some of it, because i was agast when i got to the npc section. they have typical soilders with 4 10's in stats and close to 70 stat points, and more skill points than morgan blackhand. worse yet, there's supose to be 300,000 of these guys spread across the country on guard duty and sutch.

     

    do you plan to bring petrochem npc's back into the relms of reality for this game? i only ask because you mentioned we might get involved with them somehow. thanks

  20. i have a question for you actualy.  is the economic situation simmilar to today in Azerberjan?

     

    just in what i've picked up i show GDP per capita at aproximatly $3,000.00, un-employment rate of 20%, etc.

    is that about on par with your future version of it or has the situation shifted up or down since?

     

    btw, i'm getting theese numbers from the cia world fact book, located at odci.gov, for your refference.

     

    oh, stupid question, but is it still land locked? i wouldent put it past someone to try and link the seas to the ocean, would save billions in shipping costs. thats all for now.

  21. i have a question for you actualy.  is the economic situation simmilar to today in Azerberjan?

     

    just in what i've picked up i show GDP per capita at aproximatly $3,000.00, un-employment rate of 20%, etc.

    is that about on par with your future version of it or has the situation shifted up or down since?

     

    btw, i'm getting theese numbers from the cia world fact book, located at odci.gov, for your refference.

     

    oh, stupid question, but is it still land locked? i wouldent put it past someone to try and link the seas to the ocean, would save billions in shipping costs. thats all for now.

  22. well, i'd love to run the team of comandos, seems like a cool idea. can you give me any perticulars to work with, like are we talking aquatic raiders, mercs, current/former corprat team? do you just want them to fight, or also be able to use heavy ship board ordinance. also, minimum/maximum # of guys? just as a working thesis, i'm thinking 2 teams of 4-5 guys each, so 8-10 total, plus the comander (me). then having those team members specilize to a degree (recon, hvy weapons, 2 grunt rifle men, demo/bretchers. possibly 1 rifleman cross trained with decent first aid just in case). sound good?

  23. well, i'd love to run the team of comandos, seems like a cool idea. can you give me any perticulars to work with, like are we talking aquatic raiders, mercs, current/former corprat team? do you just want them to fight, or also be able to use heavy ship board ordinance. also, minimum/maximum # of guys? just as a working thesis, i'm thinking 2 teams of 4-5 guys each, so 8-10 total, plus the comander (me). then having those team members specilize to a degree (recon, hvy weapons, 2 grunt rifle men, demo/bretchers. possibly 1 rifleman cross trained with decent first aid just in case). sound good?

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