Almost any Northern Gun or Titan Industries product can be requested and sent to Outpost 46 for the expedition. However not all requests will be approved, and the more high value the request is, the greater the scrutiny.
TL:DR -- Use the rarity rolls below on items which will be used to help determine if requests are approved or denied. Personal requests cannot be made by others (No skill sharing).
NG Bush Pilot Armored Jumpsuit
Cost: 18,000 credits; uncommon availability at NG retail outlets, unavailable elsewhere
Top
Invoke trust/Charm & Impress* Trust 25%
1d100: [89] = 89Charm and impress 40%
1d100: [27] = 27 needed one got it
NG-RA15 Cannonball Ride Armor
Cost: 22,500 credits; common availability
[*]Upgrade: Helmet Lamp
Cost: 1,200 credits
CODE: SELECT ALL
[*]Upgrade: Head Cam
Cost: 3,500 credits
[*]Upgrade: Gas mask/air filtration unit
Cost: 1,000 credits
NG-B50 "Thunderer" BigBore Combat Hammer
Cost: 17,000 credits; common availability across North America
M.D. shotgun shells: 1,200 credits for box of 20, or 100 credits each
Wooden Shells: 5 credits each (slug or buckshot)
Silver-Coated Shells: 500 credits each
NG-B40 Big Bangstick BigBore Anti-Vampire Weapon
Cost: 8,000 credits; common availability across North America
• M.D. shotgun shells: 1,200 credits for box of 20, or 100 credits each
Wooden Shells: 5 credits each (slug or buckshot)
Silver-Coated Shells: 500 credits each
BB Shotgun Rounds (2D4 M.D)
Cost: 16,000 credits for a box of 144 shells; common availability in Black Market outfits, uncommon availability elsewhere in North America
Invoke trust/Charm & Impress* Trust 25%
1d100: [98] = 98Charm and impress 40%
1d100: [30] = 30needed one got it
Last edited by Arvid Hammerson on Mon Sep 04, 2023 5:26 pm, edited 5 times in total.
Description: Large,7-foot, handsome, male shoulder length blonde hair. jovial, smiles, (What does he have to fear, and he comes from the ruling class of Asgard) Muscles(Yes, his muscles have muscles and he is not trying to show off) Wears boots up to his knees. Hooded, light tan, surcoat with light blue pipping and, a Bear Skull, hooded Polar Bear Cape. Around his neck is a pendant with a large sapphire. Smiles, friendly, 20-ish looking, real age about 100.
Horror Factor:10 When they realize what they are up against
PPE: 126
MDC: 449
ISP:160
Racial Abilities
See the Invisible
Resistant to toxins, fire, cold (half as effective/damage)
Nightvision (200')
Regeneration: 1D6x5 M.D.C. per minute
Max. Encumbrance: Supernatural P.S.: 100% of Body Weight
Max. Carrying Weight: 2150 lbs.
Max. Lifting Weight: 4300 lbs. above its waist for one minute per P.E. point.
Max. Jumping Ability:
Length 51 feet/Hight 25.5 feet
MDC: 449
OOC Comments
Electrified Body Protection: 24 MDC
Armor: Helmet: 35
Arms: 15 each (+15 to each shoulder)
Legs: 27 each
Main Body: 42 (+10 to the chest and neck area)
Carried/In Hand NG-B40 Big Bangstick BigBore Anti-Vampire Weapon
Worn on Person NG-RA15 Cannonball Ride Armor Air Elemental Symbol (Large Sapphire)
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Sleeping bag
• Space: Canteen
• Space: Universal Energy to Matter Converter
• Space:MH-550 Armored Huntsman’s Choice Jumpsuit or Fatigues
• Space: Set of clothing
• Space: BB Shotgun Rounds 102
• Space: Food rations
• Space: Boots
• Space: Elemental symbol
• Space: First-aid kit
[b]NG-AT46 "Mammoth" APC and Cargo Transport[/b]
[img]http://pbprpg.org/images/upload/2018/12/20/20181220092819-ee1a357f.png[/img]
[size=85][u][b]M.D.C. by Location:[/b][/u]
[list][*]Rear Gate-Ramps (2): 150 each
[*]* Side Hatches (2): 120 each
[*]* Roof Hatch: 40
[*]* M.D.C. Armored Wheels (4): 100 each
[*]* Rearview Mirrors (2): 5 each
[*]* Headlights (4): 10 each
[*]* Roof Spotlights (2): 15 each
[*]* Pilot’s Cockpit: 100
[*]* Winches (2, front and back): 15 each
[*]* Laser Turret (1, nose): 75
[*]* Rail Gun Turret (1, roof): 150
[*]* Side Hatch Guns (2): 20 each
[*]* Ram Prow Bumper: 250
[*]* Reinforced Troop Compartment (1, lower level only): 100
[*]* Reinforced Crew Compartment: 100
[*]Main Body: 445
[*][inline=Armor Notes]* Requires a called shot at -3 to strike[/inline][/list] [u][b]Statistical Data:[/b][/u]
Maximum Speed: 90 mph on ideal terrain, 45 mph in sand, water, or snow to 5'. See entry for further details.
Range: [color=#FF0000]choose from options below & note here[/color]
Modifiers: -5% to piloting skill on sand & mud to 2'; -10% in water or snow 6'+, or on ice
Crew: 5; 1 pilot, 1 co-pilot, 1 communications engineer, 1 gunner, +1 passenger in crew compartment
Class: All-Terrain Armored Personnel Carrier and Cargo Transport
Dimensions: 23' high, 16' wide, 38' long, 12 tons empty
Cargo: open-air cargo bay (32 tons), additional cargo can be strapped externally; 40 ton towing capacity. See entry for further details.
Power System: [color=#FF0000]choose from options below & note here[/color]
[u][b]Weapon Systems:[/b][/u]
[list][*][inline=NG-AT326 Rail Gun Turret]
[list][*]Range: 5,000'
[*]Damage: 1D6x10 M.D. burst
[*]Rate of Fire: 60 round bursts only
[*]Payload: 12,000 rounds
[*]Features: Mounted on roof, 360° horizontal rotation, 45° vertical arc[/list][/inline]
[*][inline=NG-AT126 Laser Turret][list][*]Range: 2,000'
[*]Damage: 5D6 M.D.
[*]Rate of Fire: Single shots only
[*]Payload: Unlimited
[*]Features: This weapon is mounted on the front nose next to the pilots compartment and can rotate 180° with a fire arc of 45° up and down.[/list][/inline]
[*][inline=NG-AT226 Ion Hatch Turrets]
[list][*]Range: 1,400'
[*]Damage: 4D6 M.D.
[*]Rate of Fire: Single shots only
[*]Payload: Unlimited
[*]Features: 1 mounted above each of the side doors, 90° horizontal arc, 30° vertical arc[/list][/inline]
[*][inline=Ram Prow]
[list][*]Damage: Bump/Swipe: 2D6 M.D., Low-Speed Ram: 4D6 M.D. (2 APM), High-Speed Ram: 1D6x10 M.D. (40+ mph, 3 APM)[/list][/inline][/list][u]Features of Note:[/u]
[list][*]All standard features common to Robot Combat Vehicles (p.273, R:UE)[/list] Book Reference: p.231-233, WB34[/size]
NG-P9 Heavy Particle Beam Rifle
Cost: 45,000 credits; uncommon availability in Northern Gun, rare elsewhere in North America
135,000 credits outside of Ishpeming
This small, personal jet pack is a Wilk’s “knock-off” that NG has been selling for years as the NG-WJ10 Speedpack. The jet pack has a backpack-like harness as well as modular connectors that hook up to most NG body armor and power armor. It also comes with a helmet, neck support, short-range radio (3 miles/4.8 km), and a compass.
Crew: One.
Maximum Speed: 120 mph (192 km).
Maximum Range: Combustion: 400 mile (640 km) range and electric: 800 miles (1,280 km). Solid Oxide and nuclear are unlimited, although any version of the pack may overheat if used continuously for more than four hours (01-40%). Overheating will burn out the internal systems, destroying the machine. The jet pack should be allowed to cool for two hours after every two or three hours of continuous use. For power armors, the Speedpack can be wired to draw upon the power supply of the armor itself for unlimited flight capabilities and range. However, 96% of those who use a jet pack require it to be a separate removable, even disposable, piece of equipment to be used as necessary, not a permanent part of the armor.
Maximum Altitude: 1,400 feet (426 m). Size: 3 feet (0.9 m), 45 lbs (20 kg).
M.D.C. by Location: Main Body: 30.
Black Market Cost: 38,000 credits gasoline engine or 60,000 credits for electric, 350,000 for Solid Oxide or 875,000 credits for nuclear with a 10 year life. Weapons: None built into the pack, but normal handguns and rifles can be used in flight.
Not in Armory so unsure of availability. Will take whatever version they are willing to get or have available.
NG-AT26 Road Buster
Space for Fenry Wolf
Short Range Radio (4 miles)
Engine Readout Display
Weapon Mount (rear window) - chainsaw mounted
Winch and Cable (Front and Rear; 100’ cable.)
Computer Atlas Program - known North America (see the map of rifts - USA)
Laptop Mount
Oversized Armored Wheels (Aqua wheels - pg 183 NG 2)
Carry Boxes (2 on the roof) - 1 in each fender / main pack on the roof
Armor Worn:Mage armor Weapon(s) Carried and Locations: WI-SR15 Sniper Rifle with Kisentite bayonet (slung over left shoulder), NEMA Automag (AMT) Pistol (on CAF Elite Corps Load-Bearing Chest Rig), Kisentite Cutlass with silvered basket (strapped to left hip in a scabbard), Nuhr Rune Grappling Hook & Line (Tied to right hip), BigBore "Buccaneer" Breech-Lock Pistol (L-R)/TW Firebolt Pistol (R-L)(on old style baldric)
Nightvision 300 feet
Sharp vision (doesn’t deteriorate with time)
Augmented P.S.
Superior endurance (fatigues at 1/4 normal rate)
Max. Encumbrance: 108 lbs
Max. Carrying Weight: 460 lbs
Max. Lifting Weight: 920 lbs
Max. Jumping Ability: Leap 5' long X 4' ft high
Swimming: can swim 69 yards/meters per round for 88 rounds
Special Abilities
Dimensional Rift Home
Can always find his way home from another dimension.
Can always dimensional teleport home at the cost of a paltry 75 P.P.E.
Only applies to himself and his familiar as well as gear carried and not anybody else (a full rift or dimensional portal is necessary to take others with him).
Uses 1 melee action
Rifting on same world - 1/2 ppe of dimension rift home
Limit - must have visited location before or use communication rift
Will appear on nexus near desired location (or stone pyramid)
Can even use on ley line to move along it or jump to a nearby ley line
Sense Rifts
Range - within 90 miles +20 miles per level
Will detect new rift if it opens along the line I am on, regardless of distance (will know where rift is as well as size)
Can detect teleports and other dimension disturbances at 45 miles +10 miles per level
He will also instantly know what general direction the rift is located and whether the rift is big or small.
Note: This sensing ability specifically relates to dimensional portals/rifts and not ley nexuses and ley lines.
Dimension Sense - 49% (+5%)
Concentrate for 1d6+2 mins to know: type of dimension, if it supports human life, its magic Level, how it was created, if it will close soon, its frequency of opening, any dimensional monsters nearby or in portal (-10% skill), plus unusual characteristics, just by reading portal or meditating after stepping thru
See O.C.C. description for further details
Dimensional Travel
[/list]Cost: 125 P.P.E. for familiar and caster / +25 P.P.E. per person / remains open for 1 min
When targeting a random dimension - can open anywhere / drawn to locations rich in P.P.E.
When targeting home dimension - 100% random location appearance
When targeting dimensions visited - will appear in random, but hospitable location
Can use Re-Open Gateway or Dimensional portal at 1/2 P.P.E. in ritual / takes 1d6x10+15 min / open for 1 min per level (4th lvl = 4 mins), close it at will, manipulate size at will (max 10 ft tall x 10 ft wide per level)(4th Lvl = 40 ft tall x 40 ft wide)[/list]
Communication Rift
P.P.E.: on or within 1/2 mile of nexus - 50 P.P.E. / on or within 1/2 mile of ley line - 100 P.P.E. / anywhere else away from ley line - 200 P.P.E.
Duration: 1 min per level (4th = 4 mins)
Success ratio 34% +5% if done as ritual gives +20% success
Time to open: 1d4 rds / as ritual: takes 1d6x10+15 min
If fail but within 20% will contact correct location but not necessarily the right target
Send familiar - must return in time or trapped until a portal can be opened (x1 per 24 hrs)
Familiar Link
Linked to – Marcella the Osprey (monsters and animals pg 158-159)
Mentally and physically linked with familiar
Familiar is linked to the shifter and obeys his every command, verbal and mental.
If the familiar is killed, the shifter will permanently lose 10 hit points; see description for full consequences.
Summoning
Battle of wills - roll above my MA +ME bonus; 3 out of 5x (if fail is subservient)
If save - roll init....if I win close rift / if fail creature appears and might attack
If beat creature - use pact
If lose to creature - the shifter might be attacked or the being escapes
Max # of Minions: 2 lesser (4 sub demons) - sub demons or imp-like minor being, poltergeists or haunting entity = 1 lesser/2 lesser beings = 1 greater