Templar Catch All Thread *

A few good people crusading against the chaos of this broken world.
GM: Consumer
AGM: Mad Dawg
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Consumer
Dimension Master
Posts: 2073
Joined: Sun Sep 13, 2009 2:26 pm
Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
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About Consumer

Post by Consumer »

Name: John Matheis
Hangout: GarrisonBurne
Discord: John#6761
Playtimes: I will attempt to post once every seven days either afternoon or evening, everything permitting. Plus if needed I will post mini-updates as needed throughout. I am available most days via IM, sometimes I accidentally leave it running though so if I don’t get back to you in say 20 minutes just leave me a message or PM me.

About Me: Hi there I am your GM, I go by Consumer, it's an old nickname and it fit when I first decided to become a GM here on PbP RPG in way back 2009. I am a 41 year old male (He/Him) currently living in Akron Ohio. I work as a line cook at a place called Mr. Zub's Deli and have been there for roughly 13 years at this point. I have a variety of hobbies and loves, TTRPGs have been one of them for almost 3 decades by this point. I like to think myself an artist, and have been known to hand draw maps and characters when the mood/need suits me (I do commissions if you're curious). I also play Warhammer 40k, which is a stupid expensive hobby and takes a bunch of time for me to paint my miniatures. I enjoy Sci-fi, Fantasy, hell even normal tv shows. I used to be an avid reader, but time has mostly relegated me to audiobooks at this point. On to the subject at hand, Rifts. I have been playing this game since near it's start, and am very knowledgeable in the lore and the less than stellar game mechanics we all come to love (Stockholm Syndrome I think). So if you have any questions about the game do feel free to ask me, I likely know the answer, or how to find the answer.

Posting on time
The standard on the site is once a week. I won’t lie occasionally I have had problems with that. Life happens, you get busy, your super tired, you forget… No biggie, just let me know if this happens, an IM or PM works wonders, I respond to either media. Now that were past that, we move on to the punishments. If you haven’t posted in a week, and I haven’t heard from you in any way, I’ll send you a message and a warning. The second time in a row will result in being listed as a flake, and all that entails. Now that’s two weeks in a row not a week here and a week there… but there is a caveat to this, If your consistently missing weeks, over a long enough period that I feel that it may be hurting the flow of the game, I will give you a specific kind of warning and stick to it, but that will be a rare case indeed.

Putting in some effort
Like it says above, I need to see a post from you each week. Occasionally a quick and dirty post is acceptable if you are having a bad week, but you should be putting a certain level of effort into at least 1 post per week. If you are regularly posting 1 liners then we will probably be having a talk. I am willing to coach you a bit if needed, and for those who are not native English speakers there will be more leniency, but if I don't see improvement I will recommend you try gaming somewhere else. Nothing personal. I will reward quantity and quality. But at the same time, don't throw a wall of cruddy text up just to score some exp.

Spelling and Grammar
This is closely related to 'Putting in some effort'. With the exception of the non-native English speakers, I expect - make that require reasonably well written posts. This is a game of writing. If you can't write, it's not for you. If you take the time to ensure correct spelling and grammar in your posts, I will notice and reward it.

Note: During exposition, I expect good spelling and grammar. Dialogue is different; using incorrect spelling and poor grammar for character flavor might be entirely appropriate, so long as it is not taken too far. I still need to be able to understand you.

Note, Part II: I can only read American. If you use another language for flavor text and it is something that I need to understand, please make sure you translate it for me.

Consumer’s Post Formatting Rules
All Dice rolls will be made using the Site's built-in dice roller, no exceptions.

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Perception: [roll]1d100[/roll]/Your Percentage.
Just in Case: [roll]1d20[/roll]; [roll]1d100[/roll]
Conditions: Anything affecting your character currently, including abilities that don't require actions.
Perception and JIC rolls must be rerolled following every Main GM post, you do not need to roll new ones after Mini-Updates. If you are a star player, and posting more than one post per week, you may carry over rolls until the next GM post.

Skill Checks need the following info to be valid: Skill Dice roll/Percentage of the skill (The purpose of the skill).

Skill spamming will be ignored, rolling the same skill more than once is ill advised.
Also be sure the skill does what you think it does, many times i have to ignore a roll because it doesn't cover what the player intended.


More Format Notes
Skill Check, Passed: Skill check in GREEN: (Cooking: 50%/70% Pass)
Skill Check, Failed: Skill check in RED: (Cooking: 80%/70% Fail)
Exposition: Regular Font
Spoken Text: Bold and in quotation marks: Bob says, "Howdy, pard."
Radio Communications: Bold and blue: Biggs flicks the switch on his comm. unit and reports, "Red Squadron, standing by."
Internal Monologue: Italics, no quotation marks: Bob nods at Sarah. Nod and smile, nod and smile. They'll never suspect anything. He smiles. It's forced.
Telepathy: Italics and blue: Bob sends a mental message to the waitress across the room: Table 4 could use a drink refill.
Dual Personalities: Color change for secondary personality. Legend at the bottom of your signature file. Do not use GREEN or RED for the different voices, as these are for skill checks. Primary personality should follow the regular text rules (no colour change, please).

Signature Files
Your Signature only really needs a link to your character sheet

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[url=http://www.blablabla.com/PCSheet]Name of PC here.[/url]
From there I can gather any necessary info I need of your sheet. If you want to put more I would prefer it be hidden behind Inline boxes.

OOC Chat
Please post to OOC chat only with your Templar account. This is just a common courtesy.

The Importance Of Fun
This is a game. We are all (even me) here to have fun. Try not to take anything too seriously. If something is a serious problem please let me know ASAP, but do not let little things bother you, its just a game. As a wise man once said. ”Don’t try to take life to seriously, you’ll never get out alive.”

XP Guidlines
These are done by site standard. My AGM and I add additional XP for good posts, and things that stand out.
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Consumer
Dimension Master
Posts: 2073
Joined: Sun Sep 13, 2009 2:26 pm
Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
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Company Information

Post by Consumer »

Mercenary Group Composition
  • Size: Squad (5 to 8 members)
  • Sponsorship: None
  • Outfits: Very Limited
  • Equipment: Very Limited
  • Vehicles: Mobile HQ (Behemoth Explorer), GAW-M113 APC
  • Weapons: Very Limited
  • Internal Security: None
  • Permanent Bases: Farm 1km from Merctown
  • Intelligence Resources: None.
  • Special Budget: None.
  • General Alignment of Personnel: Unprincipled
  • Criminal Activity: None.
  • Reputation & Credentials: Mixed. The Templar have failed some missions but still have a reputation as previously having been a very solid organization and they have more recently been successful in their endeavours.
  • Salary:Profit Share

    Templar Group Funds
    • Templars group fund: 10,763,405 Universal Credits. (5/1/24 ~Consumer)
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Consumer
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Posts: 2073
Joined: Sun Sep 13, 2009 2:26 pm
Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
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Current & Former Members

Post by Consumer »

Current Members:
  • Heavy Mobile Artillery/CO -- Jason Long
  • Foxy Mage -- Rufus
  • Nordic Chef/Shifter -- Dhaltuun Onyxforge
  • Wasteland Preacher -- Father Josiah Reno
  • Big Magic Dwarf -- Rory
  • Psi-Druid Archer -- Teres Barton
  • Human-Plus Tank -- Leo Milton
  • Grizzled Merc -- Travis Murdoc

    Former Members:
    • Living Metal Mechanic -- The Mechanic
    • Native Cat Lady -- Two Claws
    • Short Dapper Dressed Techno Wizard -- Dexter Portlywright
    • Amazing Archer -- Archer
    • Calamari mechanic -- Sifnos
    • Asuka (Sakura) Manjyome -- Princess Ninja
    • Kat Porter-- Miscreant and ne'er-do-well
    • Max the Bear -- Honey Obsessed Ursa Warrior
    • Galan Sharpe -- Abrasive power armour pilot and old friend of Marcus
    • Ramon Ramero -- Scout
    • Lithalomir Nanihr (Aka: The Rivendell Kid) -- Security/Small Arms Asset
    • Emmit Vega -- Demon hating, Noble Psi-Warrior
    • Lu Yu Xing (a.k.a "Cloud Walker") -- Nightbane Sorcerer
    • Aletuilatl (a.k.a. "Al") -- Former Aztec godling with a technological obsession and former Leader
    • Asuka Manjoyme -- Immortal humanoid vegetable D-bee Combat Mage
    • Atticus Jones -- Aardan Tek Battle Magus
    • Bellephoebe Laurelbright -- Elf High magus
    • Connor McVicar -- Super-powered Rogue Scholar
    • Corvus Lightbringer -- Titan Paramedic who claimed to be the son of Zeus
    • Daisy Hunter -- Psi-Slinger
    • Furball -- Wolfen Wilderness Scout
    • Hours Williams -- Human Psi-Slinger
    • Howler -- Robotech/Southern Cross fighter pilot
    • Hunter -- Headhunter
    • Josiah Quartermain -- Human Rogue Scholar with a robot dog and suffering from trauma-induced migraines
    • Kesslan -- Pantheran Paratrooper packing frightening amounts of firepower and sporting that 'healthy glow' -- from radioactivity
    • Kilo -- Ogre Juicer
    • Kovax -- Dwarf Battle Magus Controller
    • Kuriko -- Shifter & Zeery's alcoholic sister
    • Leon Dugal -- Glitter Boy Pilot
    • Marcus -- Mutant Body Fixer
    • Mary Beth -- Ley Line Rifter and rider of a groovy motorcycle
    • Maxamilian IV -- Mutant Poodle Operator
    • Mikhail Kusnierek -- Mystic Kuznya (blacksmith)
    • Nala Hearn -- Human Legacy Scout with a serious obsession with cats (to the point where even her headgear had kitty ears)
    • Natalie Veragon -- Psi-Warrior
    • Niotoan -- Winged wandering wonder who's a wiz with a wrench but a wee bit wonky under the wig
    • Nokie -- Mage
    • Paula Patterson -- Rogue Scholar with a robot dog and an unwisely-financed Big Bertha transport
    • Ravenwing -- Female centaur Tundra Ranger
    • Rex -- Dog Boy tracker of all things supernaturally naughty & former member of the Ishpeming Defense Force
    • Ricardo Alvarez -- Quick-Flex Alien Operator with a penchant for nose candy
    • Sark -- Sea Titan Nega-Psychic from Housewares
    • Sir Benjamin Payne -- horrifically scarred Cyber-Knight
    • Sir Knaru -- Mystic Knight of the White Rose
    • Sir Lascivus Heidegger -- Mutant Chimpanzee Cyber-Knight
    • Solkon -- medic
    • Soul Wolf -- Canine alien Ley Line Walker
    • Sukarno -- D'norr Devilman Rogue Scholar
    • Summer Michaels -- Psi-Druid
    • Turambar (Tur) Nandin -- Columbian Anti-Monster
    • Tyler -- Psi-Tech
    • Wu Jen -- Japanese SAMAS pilot
    • Xill'avin -- Trimadore Mechanic
    • Zeery -- Burster & Kuriko's brother who can't stand sticky things
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Consumer
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Joined: Sun Sep 13, 2009 2:26 pm
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NPCs and Contacts

Post by Consumer »

NPCs

Image
Jacob Philips; Farmer/Handyman
Rasid Bharb (Human/Male; Rogue Scholar) Professor of Pre-Rifts Studies Lazlo University/Archeologist
Kevin McNamara (Human/Male; Mystic) Undergraduate student Lazlo University
Sarah Blankenship (Human/Female; Rouge Scientist) Bio-Chemistry Researcher Lazlo Medical Center, on loan to Lazlo University
Reep (Ratling/Male; Operator) Salvage Expert and Friend of Rasid. Tentatively hired by Lazlo University
Dr. Michele Nguyen (Human/Female; Body Fixer) Medical Doctor from Lazlo Medical Center, on loan to Lazlo University
Bob (Dog Boy (Rottweiler)/Male; Wilderness Scout) Employee of Lazlo University
Beth Milton (Human/Female; Leo's Mother, seems to be in poor health and doesn't talk much)
Violette Milton (Human/Female; Older Sister of Leo, De facto Matriarch of the family.)
Victoria Milton (Human/Female; Another Older Sister of Leo, resident mechanic for the family)
Chase, Brandt, Georgia, and Ruby Milton (Human/Females & Males; Teenage kids of Zeek Milton (Leo's older Brother)
Diana and Ophilia Trask (Human/Females; Pre-Teen Twin Daughters of Leo's Older Sister Coco)
Konnor Milton (Human/Male; Leo's Older Brother, seems to have a certain shadiness to him)
Artemis Milton (Human/Male; Leo's Younger Brother; A scholarly sort)
Chloe Hargrave (Human/Female; Atremis' Fiance; Another scholarly sort)
Fergus (Larmac/Male: Ranch Hand, been with the family since Leo was a kid)
Pardovi (Fenodi/Male: Ranch Hand, been with the family since Leo was a kid)

Contacts

Major Contact of Jason Long & Dhaltuun Onyxforge
Tennessee Jack Crabtree (Human/Male; Headhunter) Head of the Tennessee Headhunter Acadamy;

Contact of the Templar
Brom Ironsides (Human?/Male) Cursed Priest of Odin, former employer, general meddler.
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Consumer
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Joined: Sun Sep 13, 2009 2:26 pm
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Villains

Post by Consumer »

Villains

Individuals
Frittengern Bone-Caster "The Nightwaith" (???/Male) Immortal enemy of Brom Ironsides.
Crimnor Harsk (Human?/Male) Blood Magus mysterious to the core.

Groups

CS 2-21 SOG "The Screaming Devils" A dirty spec ops team nominally controlled by the CS
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Consumer
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Posts: 2073
Joined: Sun Sep 13, 2009 2:26 pm
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Equipment, Weapons, Armor, & Power Armor

Post by Consumer »

Surplus Group Equipment
Post here all items not assigned to or owned by a specific member.
Post here all items which are not currently being stored in a member's room.
Group vehicles are to be posted in the garage.
All items posted are to be posted to Armory standards.

All items owned in common should be colored purple (#4000FF) to denote such.


Weapons/Ammo:
Ammo
  • 56: Standard E-Clips
  • 14: Long E-clips
  • 2: NG-303 Ammunition Drums (200 rounds)
  • 5: HEAT Rounds for 105mm Canon
  • 3: MPAT Rounds for 105mm Canon
  • 40: 9mm Magazine loaded with Silver Bullets (Each holds 13 rounds)
  • 520: 9mm Silver Bullet
Explosives
40 pounds: C4 GMG page 158
20 pounds: NG 6 M.D. Plastique GMG page 159
100 sticks: of Dynamite Merc Ops page 113
120 feet: SDC Cutting charges Merc ops page 113
60 feet: MDC Cutting charges Merc ops page 113
1,000 feet: Detcord Merc Ops page 114
10: pressure fuse Merc Ops page 114
10: pressure release fuse Merc Ops page 114
10: electronic time delay Merc Ops page 114
10 packages: Blasting caps Merc Ops page 114
4: plunger detonators Merc Ops page 114
10: mini-motion detector detonator Merc Ops page 114
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[b]Coalition States Heavy High Explosive Grenade[/b]
[size=85][list][*]Range: 120' thrown
[*]Damage: 4D6 M.D. to 6' AoE[/list][/size]

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[b]Coalition States Fragmentation Grenade[/b]
[size=85][list][*]Range: 120' thrown
[*]Damage: 2D6 M.D. to 20' AoE[/list][/size]

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[b]Coalition States Plasma Grenade[/b]
[size=85][list][*]Range: 120' thrown
[*]Damage: 6D6 M.D. to 12' AoE[/list][/size]

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[b]Coalition States Smoke Grenade[/b]
[size=85][list][*]Range: 120' thrown
[*]Damage: -5 to combat actions in a 20-30' AoE[/list][/size]


Melee Weapons
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[b]Vibro-Knife[/b]
[img]http://pbprpg.org/images/upload/2017/07/12/20170712155317-0a398006.png[/img]
[size=85][list][*]Damage: 1D6 M.D.
[*]Payload: 1 E-Clip will last for approximately 1 hour of use
[*]Weight: 1 lbs.
[*]Features: None
[*]Modifiers: None
[*]Book Reference: p.259, R:UE[/list][/size]

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[b]Vibro-Sword[/b]
[img]http://pbprpg.org/images/upload/2017/07/12/20170712160022-ac48923f.png[/img]
[size=85][list][*]Damage: 3D6 M.D.
[*]Payload: 1 E-Clip will last for approximately 1 hour of use
[*]Weight: 4 lbs.
[*]Features: None
[*]Modifiers: None
[*]Book Reference: p.259, R:UE[/list][/size]

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[b]Neural Mace[/b]
[img]http://pbprpg.org/images/upload/2017/07/12/20170712155733-f8f8eb30.png[/img]
[size=85][list][*]Range: Close Combat
[*]Damage: 2D6+neural shock
[list][*]Neural Shock: save vs. non-lethal toxins
[*]Success: lose initiative & 1 APM
[*]Fail: lose initiative, -8 to all combat bonuses, -50% to spd & APM
[*]If struck 5+ times: 01-42% unconscious 2D4 melees[/list]
[*]Weight: 2 lbs.
[*]Features: W.P. Blunt; M.D.C.: 100
[*]Modifiers: None
[*]Payload: 100 uses per E-clip
[*]Book Reference: p.49, WB13[/list][/size]

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[b]TW Lightblade[/b]
[img]http://pbprpg.org/images/upload/2017/07/15/20170715090707-d05e9c5b.png[/img]
[size=85][list][*]Range: Close combat
[*]Damage: 1D4x10 M.D. (x2 vs beings vulnerable to light)
[*]Weight: 2 lbs.
[*]Features: Fueled by wielder's Hit Points/S.D.C.
[*]Modifiers: +1 to strike and parry[/list]
[u]TW Characteristics:[/u]
[list][*]TW Functions: [insert bulleted sub-list, if needed]
[*]Activation Cost: 30 S.D.C. points or 15 Hit Points (30 M.D.C for M.D. beings)
[*]Device Level: Five
[*]P.P.E. Construction Cost: 300
[*]Spell Chain Needed: Primary Spell: Lightblade (20), Secondary Spells: Blinding Flash (I), Energy Bolt (5), Globe of Daylight (2) and Life Source (2)
[*]Physical Requirements: None
[*]Duration of Charge: 5 minutes
[*]Construction Time: 150 hours
[*]Construction Cost: Unlisted
[*]Book Reference: p.137, R:UE[/list][/size]


Ranged Weapons
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[b]9mm Semi-Automatic Pistol[/b]
[size=85]• Range: 120'
• Damage: 3d6 SDC
• Rate of Fire: Single shots only
• Payload: 13 round box magazine[/size]

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[b]NG-P7 Particle Beam Rifle[/b]
[img]http://pbprpg.org/images/upload/2017/11/08/20171108130544-55f7f119.png[/img]
[size=85][list][*]Range: 1,200'
[*]Damage: 1D4X10 M.D.
[*]Rate of Fire: Single shots only
[*]Payload: 8 shots per E-clip, 12 per LE-clip
[*]Weight: Block I: 21 lbs. Block II: 17 lbs. Block III: 12 lbs.
[*]Features: W.P. Energy Rifle
[*]Modifiers: +50% damage on natural 19/20 critical strikes; vampires, werebeasts and mummies are impervious
[*]Book Reference: p.202, WB33[/list][/size]

5 Naut'yll Particle Wave Rifles

Armor/Clothing:
8 Shoulder Pistol Holster
8 Pistol Magazine Pouch (Holds 4 Magazines)
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[color=#008000][u]"Overland" Harness and Frame Backpack[/u][/color]
[size=85][i]Compact but expandable, external frame, and load-bearing pack. Quick-release connector enables the main pack to be dropped quickly.[/i]
S.D.C.: 50[/size]
• Compass pouch: 
• Utility pouch: 
• Utility pouch: 
• Utility pouch: 
• Side pouch: 
• Side pouch: 
• Side pouch: 
• Side pouch: 
• Side pouch: 
• Side pouch: 
• Main Space (3,000 cubic inches): 
• Daypack Space (500 cubic inches): 


Medical Supplies:

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[b]RMK Robot Medical Kit "Knitter"[/b]
[size=85][list][*]Effect: Repairs external injuries
[*]Paramedic suturing skill of 90%; single-use item
[*]Note: Ineffective against internal injuries, broken bones, or severe wounds
[*]Book Reference: p.263, R:UE[/list][/size]

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[b]IRMSS Internal Robot Medical Surgeon System[/b] 
[size=85][list][*]Effect: Repairs internal injuries  
[*]Medical doctor's surgical skill of 75%
[*]Note: Types of internal injury which they can repair include the removal of blood clots, repairing torn/ruptured veins, internal bleeding, and minor damage to internal organs.
[*]Payload: 4 uses
[*]Book Reference: p.263, R:UE[/list][/size]


Food, Rations, Bedding and survival equipment:
20 Cases of bottled water
1 Month of non perishable food suitable for 8 PCs
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[b]Instant Heat MRE[/b] [size=85](Meal Ready to Eat, just add water, vitamins & nutrients, self-heating, fairly tasty)[/size]


Miscellaneous:
Miniature Fusion Power Plant (see Merc Ops, page 113)
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[b]Wilk's PRC-5 Secure Walkie-Talkie[/b]
[img]http://pbprpg.org/images/upload/2017/07/03/20170703081459-fbfa89e3.png[/img]
[size=85][list][*]M.D.C.: 2
[*]Range: 10 miles
[*]Weight: 1 lb.
[*]Features: 96 hours before recharge required
[*]Modifiers: -25% to crack encryption
[*]Book Reference: p.106, MercOps[/list][/size]

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[b]Portable Language Translator[/b]
[size=85][list][*]Weight: .5 lbs.
[*]Features: Programmed with the nine common languages spoken in North America; 3 hr. recording capacity
[list][*]Accuracy: 98% for one speaker, 78% for multiple speakers[/list]
[*]Book Reference: p.262, R:UE[/list][/size]

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[b]Night Sight Goggles (Passive)[/b]
[size=85]•Weight: 1.43 lbs (0.65kg)
•Amplifies existing light to provide a visible picture. Does not work in pitch black, only low-light conditions.
•Vision range: 1,600ft[/size]

8 Binoculars
Interrogation Toolkit (Physical Interrogation techniques +10%)
24,000 credits worth of salvaged metal and parts that can be used to repair vehicles/body armour/weapons in the future
8 Silver Crosses
6 Naut'Yll Sound Wave Communicators
Broken Nau'Tyll Particle Wave Rifle
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Consumer
Dimension Master
Posts: 2073
Joined: Sun Sep 13, 2009 2:26 pm
Location: GM/DM (The Templar, PW: Galactic Rogues, BTS:OGoA)
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Vehicles and Robot Combat Vehicles

Post by Consumer »

GAW-M113 Improved Armoured Personnel Carrier
Image
Crew: Three; Driver, Gunner & Communications.
Troop Transport: Comfortably seats up to 24 heavy infantry or 14 power armour suits
M.D.C. by Location:
* Turret - 80
* Cupola Rail Gun - 50
* Box Style Mini-Missile Launcher - 10
** Treads (2) – 14 each
*** Main Body – 168
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -2 to strike.
** Destroying one of the treads immobilizes the vehicle and requires 1d6X10+10 minutes to repair with a trained crew or three times as long with an inexperienced crew. Requires a Called Shot, same as above. Two sets of spares are carried
*** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Statistical Data:
Land: 80 mph maximum on most surfaces. Reduce speed by half on ice and in mud deeper than 3'. Speed cross country is usually 45mph.
Maximum Range: 500 miles before requiring refuelling.
Height: 9'9"
Width: 8'4"
Length: 21'2"
Weight: 14 tons.
Cargo: Up to 5000lbs
Power System: Diesel
Weapon Systems:
Cupola Rail Gun
This is a copy of the NG-202. The turret must be manned by a gunner and can rotate 360 degrees and has a 90 degree arc of fire
• Mega-Damage: 1D4*10 M.D. per burst. One round does 1d4 MD
• Rate of Fire: Each burst counts as one melee attack
• Effective Range: 4000 feet
• Payload: 3,200 rounds (80 Bursts). Reloading the drum takes 15 minutes if done by hand. 5 minutes if done with robots and special equipment. One extra drum can be carried inside the vehicle.
Box Style Mini-Missile Launcher
• Mega-Damage: As Per Missile
• Rate of Fire: One at a time or volleys of 2,4 or 6
• Effective Range: 1 Mile
• Payload: 6 Missiles
Systems of Note:
Radio with 50 mile (80km) range.
Passive Night vision with 2000ft (610m) range.

*1 Reload for Railgun. 3 Reloads of standard mini-missiles (Half Frag, Half HE)


EX-5 Behemoth Explorer Robot
Image
Model Type: EX-5
Class: Mobile Medical/Research Robot Vehicle
Crew: Three; one pilot, one copilot, one communications officer and can accommodate 20 to 40 passengers, or up to 60 under extremely cramped conditions.
M.D.C. by Location:
Upper Arms/Shoulders (2)—144 each
Forearms (2) — 240 each
Hands (2 large) — 72 each
*Hands (2 small, retractable) — 36 each
Legs (2) — 300 each
* Main Searchlight (1, lower front, large) - 18
*Side & Arm Searchlights (6) — 6 each
Top Mounted Searchlights (2) —12 each
**Sensor Array Turrets (2, rear) — 36 each
Pilot's Compartment — 240
Observation Deck (Top) — 360
***Main Body — 600
* A single asterisk indicates a small and/or difficult target to strike, requiring the attacker to make a "Called Shot", but even then the attacker is -3 to strike.
** Destroying one sensor turret in the rear has no significant impact on sensor readings. Knocking both out means both radar and sensor systems are gone. Note: The turret is a small and difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then, the attacker is -3 to strike and must be in just the right position.
***Depleting the M.D.C. of the main body will shut the robot down completely, rendering it useless.
Statistical Data
Running: 40mph (64km) maximum.
Leaping: 10 feet (3m) high and lengthwise but counts as two melee actions and makes a profound thump or crashing sound.
Height: 60'
Width: 20'
Length: 82'
Weight: 25 tons fully loaded, but with empty cargo bay.
Physical Strength: Robotic P.S. 40.
Cargo: 15x40x12 storage area. 200 ton limit.
Power System: Nuclear; average energy life is 12 years.

Weapon Systems
Mini-Missile Forearm Launchers (2): Mounted on the side of each arm is a missile launcher.
Range: One mile (1.6km)
Damage: Varies with missile type. Standard issue is fragmentation and plasma.
Rate of Fire: One at a time or in volleys of two, three, or four.
Payload: 48 total, 24 in each arm. Hundreds can be stored inside the robot.
Hand to Hand Combat:
The Behemoth Explorer is not designed for combat so it gets half the number of attacks and reduce bonuses by half. PS 38 for large arms and hands, PS 21 for the small ones.
Large Arms/Claws: 3D6 M.D. punch and tear/pry, 2D6 M.D. crush, power punch 5d6+3 M.D.
Retractable Arms: 1D4 M.D punch and tear/pry. Power punch not possible.
Stomp or trample: 2D6 M.D.
Body Block: 2D6 M.D. with a 70% of knocking one's opponent down of equal size or smaller. Victims of knockdown loose initiative and one melee attack.
Sensor System Note: The Behemoth has some of the best sensory equipment available in a robot vehicle. All standard sensor systems plus the following:
1. Thermo-Imager: 2000' (610m)
2. Infrared and Ultraviolet Optics. Note: The infrared light beam can be seen by anybody who also has infrared optics and can be traced back to it's source. Smoke impairs the infrared beam, making it impossible to see.
3. Infrared Searchlights: 500' (152m)
4. Enhanced Radar: Can identify and simultaneously track up to 96 different targets. Range: 100 miles
5. Multi-Camera System (4): The cameras have telescopic lenses as well as macro-lenses for close work. Range: 4,000' (1,219m)


The massive Behemoth Explorer is an unusual robot vehicle: basically, a giant science laboratory and house trailer on legs .
Typically, the Behemoth will have a laboratory divided into three separate sections, ten separate living quarters that can accommodate 20 to 40 people comfortably (60 or so cramped), a communal dining/lounge/observation area (the glass enclosure on top of the main body) , and storage bay that can hold four small vehicles like hover cycles and a half dozen suits of power armor with room to spare . The pilot and crew compartment is located in the center protrusion on the nose of the robot, between the two huge searchlights. Four smaller spotlight turrets are located on the side of the robot in the front and toward the rear. Two smaller spotlights are on either side of the arms.
The arms are designed for investigation and well suited for grasping. A pair of smaller retractable arms are also housed in the forearms. The robot is used by expeditions, usual ly sponsored by wealthy kingdoms, to explore the wilderness.
The Behemoth has only a mini-missile launcher on the side of each arm as a means of protection. Sometimes, rail guns and laser turrets are added by energetic organizations, but too many weapons are a waste of time and resources, as the Behemoth Explorer is not suited for combat at all!
ImageImageImage


Modified GAW-998 Improved Hummer
Image
M.D.C. by Location:
  • Weapon Turret (optional): 40
  • Ballistic Windows (3:Forward): 12 each
  • * Headlights (6): 3 each
  • * Hardened Tires (4): 6 each
  • Reinforced Pilot’s Compartment: 25
  • Ambulance Canopy: 90
  • ** Main Body: 122

* Requires a called shot at -3 to strike
Statistical Data:
Speed: 90 mph max, 30 mph cruising
Range: 800 miles per tank
Underwater Capabilities: None
Modifiers: None
Crew: 1 pilot, 3 passengers in main cab, +6 passengers
Class: High Mobility Multi-purpose Wheeled Vehicle
Dimensions: 6' high, 9'1" wide, 16' long, 5,060 lbs.
Cargo: 2,500 lbs. capacity [including passengers] (8 items), tow up to 3,400 lbs.
Power System: Conventional Gas Engine
Weapon Systems:
  • None

Features of Note:
  • Roof weapon mount for 1 heavy weapon

Book Reference: p.129-130, MercOps


Modified QPA-102 Violator SAMAS
Image
M.D.C. by Location:
  • * Shoulder Wings (2): 115 each
  • * Shoulder Fins (2): 25 each
  • Main Rear Jets (3, top): 100 each
  • Lower Maneuvering Jets (3; lower): 60 each
  • Jet Intakes (2; top, front): 50 each
  • * Wing Mini-Missile Launchers (2): 25 each
  • * Laser Gun: 60
  • * Hands (2): 25 each
  • Arms (2): 70 each
  • Legs (2): 120 each
  • ** Head: 90
  • Main Body: 312

* requires a called shot at -4 to strike
** requires a called shot at -3 to strike
Statistical Data:
Running: 70 mph max (10% fatigue)
Leaping: 20' up & across, 100' up or 200' across w/booster assist
Flying: from hover to 396 mph max, cruise at 165 mph, 10,000' max altitude; 10 hours max speed flight time or 24 hours at cruise before required cool-down
Underwater: Swim at 4 mph, walk on bottom at 20 mph, 40 mph underwater or 60 mph on surface w/jets; 2,000' max depth
Class: Strategic Armor Military Assault Suit
Crew: One
Dimensions: 10'6" high, 3'7" wide, 16' wingspan, 4'10" long, 680 lbs. fully loaded
Physical Strength: Robotic P.S. 32
Cargo: None
Power System: Nuclear, average life 20 years
Weapon Systems
QR-12A SAMAS Laser Rifle
  • Range: 2,800'
  • Damage: 3d6 M.D. or 1D4x10 M.D. burst
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload: Unlimited
  • Modifiers: -1 to initiative & -10% speed when firing single shots; -2 to initiative, -1 to strike, & -20% to speed when firing bursts

CM-2B Wing Mini-Missile Launchers (2)
  • Range: 1 mile
  • Damage: varies by mini-missile type
  • Rate of Fire: 1 at a time or in volleys of 2, 4, 8, or 16
  • Payload: 16 total, 8 per launcher (8/4 High-Explosive Mini-Missiles 8/4 Plasma Mini-Missiles)

Wing Blades
  • Damage: 3D6 +1 M.D. per 20 mph of speed (max speed: +18)
  • Modifiers: +2 to disarm, +2 to parry; Horror Factor: 12 (when wings used in melee attack)

Vibro-Blade Short-Sword (1)
  • Damage: 3d6 M.D.

Features of Note:
  • All standard features common to Quebec power armor (p.79, WB:22)
  • Multi-optics suite: laser targeting, telescopic, passive nightvision, thermo-imaging, infrared, ultraviolet (all 2,000'), & polarization

Modifiers:
  • Modified Thrusters (+10% Output; Already factored in)
  • ??

Book Reference: p.109-113, WB22


2 NG-220 "Rocket" Hovercycle
Image
M.D.C. by Location:
  • *Rear Hover Rocket Jets (6): 25 each
  • *Front Directional Jets (2): 5 each
  • *Undercarriage Directional Jets (6): 5 each
  • *Forward Headlights (2): 5 each
  • *Forward Ion Blasters (2; disguised as mini-jets): 6 each
  • Windshield (1): 18/0
  • Main Body: 84/31

* Requires a called shot at -3 to strike
Statistical Data:
Maximum Speed: 340 mph; 1,000' max altitude and handle drops of up to same
Range: 600 miles.
Modifiers: -15% to piloting & -30% to sudden stops, sharp turns or stunts. -10% flying 300 mph+
Crew: One rider, and one passenger can sit behind the driver
Class: rocket-propelled combat hovercycle
Dimensions: 12' long, 3' wide, 4' tall, 850 lbs.
Cargo: None
Power System: Electric
Weapon Systems:
Concealed Dual Ion Guns
  • Range: 500'
  • Damage: 3D6 M.D. per blast or 6D6 per dual blast
  • Rate of Fire: single or dual blasts only
  • Payload: 60 shots each

Features of Note:
  • None

Book Reference: p.169, WB34


2 NG-300 "Speedster" Hovercycle
Image
M.D.C. by Location:
  • *Rear Hover Jets (2): 35 each
  • *Front Hover Jet (1): 40
  • *Forward Headlight (1): 5
  • Windshield (1): 15/0
  • Main Body: 75/40

* Requires a called shot at -3 to strike
Statistical Data:
Maximum Speed: 220 mph
Range: 800 miles.
Flying: 120' max altitude and can handle drops of up to 600'
Modifiers: +10% to piloting, +1 to initiative (to take evasive action), +1 to dodge; -5% to piloting to sudden stops, stunts or evasive actions; -5% piloting per 30' altitude
Crew: 1 rider, 1 passenger can sit behind the driver
Class: Hovercycle
Dimensions: 9' long, 4' high, 3.9' wide, 700 lbs.
Cargo: None
Power System: Electric
Weapon Systems:
NG-HL40 Short-Range Light Laser
  • Range: 1,200'
  • Damage: 1D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 40 shots per E-Clip

Features of Note:
  • None

Book Reference: p.169-170, WB34
"All things age. All things die. In the end, our sun burns out. Our universe grows cold and perishes. But the Dark Dimension, it’s the place beyond time."
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Rules Clarifications

Post by Consumer »

Piloting Skill Rolls:

This is how I handle piloting skill rolls and their failures.

If you are behind the wheel of a vehicle, even hovering or sitting at idle, if the engine is on you must roll piloting. If you do not roll piloting I will use your JIC roll. Meaning if I need the JIC roll for something else, or if you fail that it is considered a fail of the 2nd and 3rd rolls. So do this right. You will get 25 XP for doing this. It's considered an essential part of the basic formatting of posts.

If you roll to pilot something and fail, roll again. If you fail that roll, then roll again. So you could be rolling up to three times.
1st Roll Success=Life is good
1st Roll Failure, 2nd Success: Minor Oops, player posts. No damage or anything just got 'er a little squirrely or something. Life is okay.
1st Roll Failure, 2nd Failure: Roll again.
1st Roll Failure, 2nd Failure, 3rd Success: Some badness. GM's post. Life is bad.
1st Roll Failure, 2nd Failure, 3rd Failure: Very bad badness. GM's post. Life sucks.

Silver Lining: You get XP for each of the attempts. They are considered separate skill rolls. IE, one for basic operation, one to recover from the error, one to minimize the severity of the incident.

Essentially:

1st Roll Failure: Whoops! Better recover.
2nd Roll Passed: Recovered, but post an error. Hovercycle is a little wobbly, vehicle was a little slidey or missed a gear. That kind of thing. You can post that. It'll be no big deal, just kind of an oopsie oh sh-t moment.
2nd Roll Failed: Roll again. Something bad will happen though, GM's call. Probably minor.
3rd Roll Passed: Something bad happened. This could be anything from damage to something fixable on scene to ending up somewhere you don't want to be. Who knows. GM will post accordingly.
3rd Roll Failed: Something very bad happens. This is a crash. GM will post and decide what happens.

Examples:

Rufus is flying Marcus' medic pod with Archer's bleeding body in it.
He rolls Pilot: Hoverycles and has a 75% target. He rolls an 88.
He edits his post to roll again and succeeds this time, so he posts a whoops, got a little wobbly there better slow down!

Rufus is flying Marcus' medic pod with Archer's bleeding body in it.
He rolls Pilot: Hoverycles and has a 75% target. He rolls an 88.
He edits his post to roll again and fails. He rolls again and succeeds.
In the weekly GM post, the GM posts that he was going so fast he drifted sideways and scraped the hoverpod against a building and did some damage.

Rufus is flying Marcus' medic pod with Archer's bleeding body in it.
He rolls Pilot: Hoverycles and has a 75% target. He rolls an 88.
He edits his post to roll again and fails. He rolls again and fails.
In the weekly GM post, the GM posts that he was going so fast he missed a turn and careened into a building. Archer and Rufus both go flying and the pod tumbles. It's MDC and will survive, if banged up, but will Rufus and Archer?
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The Farm

Post by Consumer »

Templar Farm
Home & Headquarters of the famous Templar Mercenary Company of Merctown

General description: A three hundred foot long dirt drive leads up to the farmhouse proper. Most of the surrounding edges of the property is covered by trees, but large swaths have been cleared and turned into growing fields for wheat, barley, and hops. The fields are separated with basic barb wire fencing with wooden posts and gates. As a whole the farm is a bit on the small side, sitting on a plot only twenty acres in all, and only fifteen of them are being used for any crops.

Main House: A two story farmhouse that includes a master bedroom on the ground floor, three additional moderately sized bedrooms on the top floor. Also includes small entryway with closet and large communal area that serves as a kitchen and dining room next to a smaller communal area that has a fireplace and several couches and chairs. The house also features a basement with a storm door to access it from the outside. Recent renovations have added an indoor bathroom and running water to it via a new septic system and integrated water pump.
The master bedroom is reserved for the team leader of the Templar while the three other bedrooms are designed to hold two teammates each. The rooms have been furnished with beds, dressers, nightstands, and lockers.
The kitchen has been renovated with newer accoutrements, though it still relies on a wood fueled stove and brick oven. This includes running water from a integrated water pump.

Jaccob’s Place: A small single story house that until recently had acted as a tool shed and storage. This house has two bedrooms, a small kitchen, a bathroom and a larger dining area/living room. The house is linked to the septic system and the water pump.
One of the bedrooms is Jaccob’s while the other has been converted into dormitory style sleeping area with bunk beds and foot lockers to house up to ten farm hands.

Green House: This small greenhouse is made of steel and glass, and is used to grow food during the winter months and herbs during the summer months.

Chicken Coop and Vegetable Garden: A small wood and wire chicken coop resides next to a small vegetable and herb garden that has been reserved for the current chef of the Templar to use and add to as he/she sees fit. All of this is surrounded bat a sturdy wood and metal mesh fence.

Well and Water Pump: A renovated well has both a hand pump and a more modernized commercial water pump attached to it.This pump and well provides all the water the farm uses to operate.

Large Barn: Formerly a horse barn, this building has been renovated to perform a few duties. It acts as a storage place for the crops farmed here. It also acts as a storage place for the farm equipment used here. Finally a third of the building has been converted into a brewing facility, primarily for beer, but other alcohol is able to be produced as well in smaller batches. This includes climate control in at least that portion of the facility.

Hanger: The newest building added to the farm is a hanger-like structure made of mega-damage resistant metal sheeting. Inside the building large enough to house the team’s Behemoth Explorer and a few other robots and vehicles as well. Inside the main hanger is a overhead industrial gantry with necessary catwalks for working on the larger vehicles and robots. The Hanger area has a machine shop and multiple workspaces to perform maintenance on any number of small projects. This building also has three additional rooms that contain a conference room with computer stations and a powerful long range radio, a secured armory with reinforced walls and heavy duty security systems, and finally an office space for the Templar to do important work in.

Current Profit Pool: 218,063 credits. 4/5/23
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Equipment on Loan

Post by Consumer »

Group Gear out on loan:

Daltuun Oxynforge:
1: NG-Super Laser Pistol & Grenade Launcher
Image
• Weight: 13 lbs (5.8 kg)
• Range: Laser 800 feet (224 m), grenade launcher 500 feet (152 m)
• Mega-Damage: Laser 2D4 M.D., grenade launcher 2D6 M.D. to a blast area of six feet (1.8 m) in diameter
• Rate of Fire: Each grenade or laser blast counts as one melee attack
• Weight Penalties: Characters with a strength of 19 or less are -3 to strike firing one-handed, and -1 to strike when bracing it with both hands or on something, whether firing the laser or grenade launcher
• Payload: Laser is 20 blasts, Grenade Launcher carries six grenades hand loaded into the gun plus eight spares that can be loaded into a top-feeding clip by hand
• Reloading the Launcher: Requires one full melee round (15 seconds), to manually reload the grenade launcher. As always, reloading an E-Clip takes about five seconds or equal to one melee
attack.

[*]16: NG-Super Laser Pistol Grenades

1: NG-303 Railgun
• Weight: 27lbs (includes weight of standard ammo drum)
• Range: 2,000ft
• Mega-Damage: 1d4 for a single shot, 10 round burst does 4d6
• Rate of Fire: Single Fire or Burst Fire counts as one attack.
• Weight Penalties: Characters with a strength of 21 or less are -2 to strike.
• Payload: Ammo drum holds 200 rounds. The weapon also is powered by a Long E-Clip that is good for 40 rounds. A backpack mounted ammo drum is available for Cyborgs and others with Bionic or better PS that holds 600 rounds


2: Standard E-Clips
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Anecdote, Quotes, & Stories

Post by Consumer »

Rules wrote:If you think someone said something funny or interesting enough to warrant being written down for all time, post in the OOC chat thread and nominate them. If I or the AGM agree it is worth posting, they get 25XP.
Kilo, Being Eloquent:
"Fuck cool wizard man, fuck cool."-Feb 14/2016
"Kilo like to kill things and look maps."-Mar 21/2016
"Taste is tree sap in bear shit."-April 19/2016
Rufus, Being Himself:
(OOC) Yes, and I'm still wondering if other groups ever run into situations as bizarre as having to square off against bargain-basement Autobot wannabe that's gone totally off its lugnut to the point where it's wanting to serve hemoglobin slushies to one and all.."-June 24/2016
"All things age. All things die. In the end, our sun burns out. Our universe grows cold and perishes. But the Dark Dimension, it’s the place beyond time."
GM of The Templar, Phase World: Galactic Rogues, Beyond the Supernatural: Old Gods of Appalachia
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Re: Templar Catch All Thread *

Post by Consumer »

How Consumer would like to see posts & Combat posts:

Normal non-combat posts need the following info at the top of the post.

Perception: 1D100/Total Perception (Additional extra bonuses that have specific points ie If Magic etc)
Just in Case: 1d20/1d100
Conditions: Things that may be important to the post, like sixth sense or regeneration (with the die rolls)

Any skills your using during the post.

This is all followed by your post.

Combat posts are similar to non combat posts except:
Perception: 1D100/Total Perception (Additional extra bonuses that have specific points ie If Magic etc)
Just in Case: 1d20/1d100
Conditions: Things that may be important to the post, like sixth sense or regeneration (with the die rolls)

Skills rolled (like radio basic and crap like that)

Initiative:
Number of attacks:

Action one-whatever

Parries: if applicable.
Dodges: (and the reason your character would dodge... or I will use this for all attacks towards you eating up your attacks)
No need to post dodges in the action section, I'll take the actions away from the bottom first and work my way up. This gives you possibly more actions than auto sacrificing some for dodges.


Contingencies: If you feel there is a need for extra info.

Your posts fluff goes here.

And that is about it. If it follows this basic template I will have an easy time of following your posts.
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