Thursday, July 19, 2018

Merctown Boosterboys


Heist WIP by TD-Vice on DeviantArt

Merctown Booster Boys

Lead by Davey Boy, they run the best car theft ring in Merctown.   They boosted a truck with 125mil in goods from the player group.

Based on p87 of Merctown source book.
Tactics, Techniques, and Procedures include sending in 2 green spotters to find and guard the mark, followed by one regular and one vet to boost the vehicle, with the elite nearby in case they need extraction.

The group has encountered Greens on bikes and Quckflex Normals during the truck jacking where they lost one of their Trucks and Towjam.

Later they countered Normals on a towtruck towing a red devil vehicle.
Lastly the group faced the main battle tank with a Elite, Vet, and normal booster boy inside.


Green Human City Rats (ages 12-18) Regular Quick-Flex Alien Professional Thieves Veteran D'norr Devilmen Techno Wizard Elite Kremin Cyborg
IQ 16 12 13 14
MA 9 16 20 22
ME 12 16 20 22
PS 10 14 24 35
PP 17 20 23 25
PE 8 16 20 24
PB 14 6 10 12
Spd 14 55 30 120
HP/SDC
ARMOR
15/20/30SDC leathers armor
Wastelander Motorcycle
25/40/90SDC Huntsman light body armor +90 sdc light naruni forcefield generator +/- 1-50% depending on computer hacking roll

50/100/450 TWCyborgshell +medium naruni forcefield 180sdc +/- 100% depending on computer hacking roll
NG Hover Tow-Platform

150hp/300sdc /1250 sdc alien borg armor
Naruni Heavy Hovertank

PPE/ISP20 4 150 3
# Actions
Melee 
4 6

Strike 


+3/+1 Bikegun
+4/+2 Weapons systems roll
Vibroknife +1



+6 hth
+7 knife
+8 grenades
+6/+4 epistol
+6/+4 heavy
+7/+5
Bike Weapons Systems 40%





TWNG Particle Beam Rifle 1d4x10MD/10shots

Tow Truck Magnet Hook
NG 6shot Hanheld AP mini missle launcher

2 carpet of adhesion grenades
2 plasma grenades 5d6md/15d6 sdc
1 Naruni 115 mm Heavy Particle Beam Cannon 5d6MDx10 rng 9.3miles commander

2 Coaxial  Rail Gun: 2d4x10

Coupla railgun 3d4x10

x8 medium missiles
x48 minimissiles

(also in tank)
1 vet gunner
1 normal gunner
1 TMAN commander


2 heavy fusion blocks

Parry +3/+4 knife +5/+7 knife

Dodge +3 +6 auto

Initiative+3 amp hearing +3

Vs. Magic/
Poison/psi

0

Combat Actions
Bike HMG 7d6SDC/burst# ramjets, 100rnd clip

Vibroknife
10mm SMG

Bike HMG
7d6 MD Ramjet, 100rd box clip
Vibroknife 1d6md/3d6SDC
2 frag grenades 2d6md/6d6sdc
2xNG Ion Pistoles 3d6MD 10shots/6 eclips




1st 3th 8th 12th



Green Cyber: Amp Hearing, Headjack, Ear Implant and Radio, Prerifts Cyberdeck +2% computer hacking
Green skills: hth basic athletics computer operation programming hacking radio basic basic electronics basic mechanics jury rig surveillance systems literacy technocan streetwise combat driving WP Knife WP Heavy WP SMG Weapons Systems pilot motorcycle pilot auto

Normal Cyber : Breathing Tubes, Bionic Lung and Air filter, Radio Scrambler, Amp Hearing, MO Eye +1 str, NG Cyberdeck NG-7 +5 computer hacking
Normal Combat Skills of note: Weapons Systems 40% Prowl 45% HTH Assassin WP Paired WP Targeting WP E pistol WP Heavy Energy WP Heavy Combat Driving WP Quick Draw
Computer Hacking 45%  Pilot Motorcycle, Auto, Truck, WP Knife +1s/+2p

Vet Cyber: Alien Slicer Droid X-1 Headimplant (computur hacking AI+10% to rolls 2ata), Naruni Cyberdeck N-100 +7 % computer hacking
Elite Kremin Full Cyborg, Built in Kremin K-1 Cyberdeck +9% computer hacking Alien AI

Green Roll
Normal Roll +4


Torren Abderhalden


Torren is the Merctown Red Devil member assigned to make sure the party gets to the ritual on time.

In the previous session Scarlet made a deal with the group, in exchange for protecting Merctown during the eclipse the Red Devils will teleport the group back to Tolkeen.  Torren is assigned to make sure that happens.

Occupation Mind Melter
Alignment Unprincipled
Hit Points 10 SDC 30
Exp Level 4 9000 XP
IQ 22+2 Age 3
ME 19+2 Sex Male
MA 12 Height 6' 3"
PS 10 Origin Illegal biolab, Swiss German border
PP 15 Env
PE 10 Sentiments Hates psi hunters
PB 14 Sentiments Dislikes full cyborgs
SPD Language Swiss German, English
Insanity Schizophrenia Phobia Obsession
Phobias Confinement Basements Obsessions

Skills:
Language Swiss German, English
Math Basic 20%
Athletics
Streetwise +15
Land Navigation
TBD Pilot skill1
TBD Pilot skill2
WP SMG +4 aimed +2 burst


6 chosen occ skills +1 at lvl 4

1 Biology 
2 Detect: Concealment +5
3 computer operations+10
4 Detect Ambush +5
5 6 (Takes two skills) Hand to Hand: Martial Arts
7 Computer Hacking gained at lvl 4 +2%
Paramedic  Mind melters can only take up to Firstaide
Acrobatics per mind melter specifically says "physical any except acrobatics"


6 2nd Skills
1 WP Energy pistols +4 aimed +2 bursts
2 Mathematics: Advanced 
3 Computer Programming
4 Running
5 Wilderness Survival
6 First Aid
7 Art learned @ lvl 3
+2 TBD learned @ lvl 3


Major Psionics ISP 3d6x10 +ME +30xp from being lvl 4

Implant: Unknown Psi Focuser (Brain)
Lvl 1 Master of Psionics starting powers
Alter Aura 
Mind Block 
See Aura 
Sixth Sense
Resist Fatigue
Bio-Regenerate
Psychic Purification
Physical1
Physical2
Physical3
Telepathy
Presence Sense
Sensitive3
Telekinesis (super) 400ft range 8min 10isp/100lb 1ptMD/100lb +3strike +4 parry
Telekinetic Force Field 100 MDC 240ft range 4min duration -6 dodge 30ISP
Mind Bolt 40 ISP 2d4MD +4strike 50ISP 2d4MD +8 strike
LVL2 1
LVL2 2
LVL2 3
LVL2 Bio-Regenerate (super)
Lvl3 1
lvl3 2
lvl3 3
lvl3 super
lvl4 super
lvl4 super

Weapons
TX-25 Ion Blaster 4d6+4MD 200ft 12shots/eclip 24 long eclip
HK MP5 2d6SDC 300ft 10shots/clip
German combat knife
Equipment
Sleeping bag
Backpack
Utility belt
Canteen
Sunglasses
Food rations
Ion blaster charges
MP5 magazines
9mm HP ammo
Light ceramic armor 70SDC/35MDC

Hand To Hand Martial Arts 
5 attacks/melee
+3 strike
+4 parry 
+4 dodge
+4 initiative
+3 roll/pull punch
+2 disarm +4 vs posession +2 vs mind control +3 vs magic illusions +3 vs horror factor
1d6 Attacks: Punch,Elbow, Kick, Knee, Disarm, Dodge, Entangle, Block/tackle, Body Flip/Throw, power punch, power kick (x2 dmg) 
Karate Kick 2d6