GI Joe Strike Force Alpha OOC thread

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catsi563
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GI Joe Strike Force Alpha OOC thread

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Welcome all to the Catsiverse and the world of Heroes Unlimited. Where anything is possible and heroes truly are unlimited.

Welcome to the Special Operations group Delta aka GI Joe the best of the best. youve been chosen from hundreds of candidates from all walks of life military and Civillian. You went through some hard stuff to get here. Either Sgt Slaughters 2 months of hell boot camp where he and his marauders tested not only your skills and physical fitness but also your courage dedication will to succeed and drive for excellence. And for some you got in through direct recommendation from a senior member of GI Joe and bypassed the training by proving yourself in the field in some fashion. ALL of you were affected by Cobra in some way and know the dangers of that organization and its plans for world conquest.

So suit up, grab your gear, and weapons and get ready to take the fight to Cobra wherever in the world they may rear their masked heads. lets do it YO JOE!!

--ooOoo--

So here we go this is the OOC thread for the Strike Force Alpha game.

listed here will be house rules and characters ideas and general OOC chatter. If needed new recruitment will happen here as well

--ooOoo--

Active Roster

Breach Jack Reacher style butt kicker by corrigon
Ghost Raven Shadowy Sniper by Eternal Phoenix
Relic Two fisted adventurer by arkite
Toymaker former MARS empoyee turned good by spectrum
Cowboy Ken Texas sharpshooter and maniac driver by Dr Malsyn

Inactice roster
Warsaw Officer/tactics expert by shock

Guest stars and NPCs

Reaper: Kathrine "Kate" McCloud (Elite Commando/Infiltrator) part time cook and all around badass

Scarlet Original Joe Warrior and Master of Intelligence
Snake Eyes The original Commando, Super Ninja and all Around Bad Ass Supreme

Dial Tone Comm expert and new team liason

White Shadow: Colleen Wing Female (Commando Infiltrator) Samurai enthusiast and swords woman
Rain: Michael Black Wolf Male (Commando Sniper) former swat sniper
Cypher 9: Rayna Caine??? Female (commando spy) shady lady with a dark past who knows more than she should
Trajectory: Mikai Reed Male (Infantry artillery) former baseball player turned infantry prodigy with tank guns and artillery strikes
Red Hawk: Rhea Hawk Female (Infantry Mechanized) Helicopter ace capable of insane maneuvers
Patch: Marcus Cole Male (infantry Medic) adventurous medical prodigy capable of patching even lethal wounds
Deep dive: Gideon Lane Male (Officer Battlefield Psychologist) FBI profiler and psychologist
White Tigress: Catherine "Kallen" James Female ( Ranger Beastmaster) Former Genetic experiment with genetically enhanced tiger pet
Dolphin: Alicia Curry female (Ranger Predator) Navy Seal and underwater beast
Jaguar: Elena Rodiguez Female (Ranger scout) sneaky forest and jungle tracker bear and wolf rescuer
Blindside: Leon Johns male (Renegade Tank) former army football lineman turned protector
Chaser: Chance Boudreaux male (Renegade Blitzer) Cajun US army ranger and hard charger
Roughhouse: Wayne Briggs male (Renegade Door Kicker) Swat officer and door kicker who ran afoul of cobra
White Rabbit: Calliann Lowry female (Tech expert) Computer hacker extraordinaire Boxer and Motorcycle enthusiast
D.VA: Hana Song Female (Tech Expert) Drone pilot and gamer enthusiast
Scavenger: Sam Carter female (Tech Tinkerer) Expert scavenger and diamond in the rough finder
Knight: Misty Knight Female (Vanguard Body guard) former secret service protector disgraced after arresting her protectee
Inferno: Erica Deveraux Female (Vanguard heavy weapons) heavy weapons fanatic who loves the big machineguns bit of a nutcase for them

JOE Vehicles
JUMP Jet pack system

PACRATS

THE PIT
lay out and map

The Oktober Guard

General Brehkov overall team leader and tough cookie
Red Guardian Field Leader and russian patriot
Daina Sniper Pilot and All-around Jill of all trades
Ursa Major Genetically engineered Tank bear of a man with bear pet
White Rose Spy and intel analyst
Vanguard Armored Door Kicker
Stormavik Mechanized infantry pilot and driver
Dragons Fire Armed and armored tech weapons expert
Shruge Advanced Engineer and thinktank
Doc Field medic and Doctor

Scar Squad
Faceless Cobra officer with secrets
AWOL Viper faceless muscle
BEEF Wanna be saw viper
Recluse Spider enthusiast with friends
QR Televiper and opportunists
Grease Wheel Motoviper


COBRA

Cobra Recruits and Troopers
Cobra Apprentices
Cobra Vipers
Cobra Officers

Cobra Sci-Tech

Tele-Vipers
Techno-Vipers

Specialists

Cobra B.A.T.s (Robot Mooks)

Aero Vipers (Cobra Ariel pilots)
Alley Vipers (Urban Warfare specialists)
Aqua Vipers aka Sea Snakes (Cobra Aquatic vehicle pilots)
Cobra Eels (Cobra underwater warfare specialists)
Cobra Lampreys (Cobra Elite Sea Pilots)
Boomslangs (Cobra Snipers)
Desert Vipers (Cobra Desert warfare specialists)
Frag Vipers (Grenade lobbers)
Flak Vipers (Anti-air specialists)
Flame Vipers (Flamethrowers) aka Pyro vipers
HEAT Vipers (Anti-Tank Specialists)
Hydro Vipers (Underwater Elite troops)
Ice Vipers (Cobra artic warfare pilots)
Jungle Vipers (Cobra Jungle warfare specialists)
Laser Vipers (Cobra Experimental Weapons specialists)
Medi Vipers (Cobra Doctors and Field Medics)
Moto Vipers (Cobra Ground vehicle pilots)
Night Vipers (Cobra Night assault specialists)
Range Vipers (Cobra Scouts and rangers)
Rock Vipers (Cobra Mountain Warfare specialists)
Saw Vipers (Cobra Fire Support troops)
Snow Serpents (Cobra Artic Warfare specialist)
Star Vipers (Cobra space warfare specialists)
Strato Vipers (Elite Pilots)
Swamp Vipers (Cobra Amphibious warfare specialists)
Toxo Vipers (Cobra Hazardous Environmental troops) aka the leaky suit brigade

The Crimson Guard aka Siegies

Crimson Guard Cadet
Crimson Guard Soldier
Crimson Guard Immortal

The Red Ninja Clan

Red Ninja Scout
Red Ninja Archer
Red Ninja Striker
Red Ninja Master

the Night Creepers

Night Creeper intern
Night Creeper partner
Night Creeper senior board member

Zartan and the Dreadnoks

Dreadnok Trainee
Dreadnok Bruiser
Dreadnok Scrapper
Dreadnok Incinerator

DreadnokVehicles

Motorcycles
Hydro Boats
Swamp fire
Thunder machine

Cobra Vehicles

Cobra COIL (Armed scout and attack Motorcycle)
Cobra Asp (mobile artillery or anti-air or anti-tank platform)
Cobra CLAW (Jump Jet pack)
Cobra COIL (Armed scout and attack Motorcycle)
Cobra Dragon (Flame tank)
Cobra Fang (Iconic Attack helicopter)
Cobra Firebat (light assault jet and hight speed courier)
Cobra HISS (Iconic Tank)
Cobra Hurricane (next gen fighter craft)
Cobra Hydro Sled (2-man water skimmer)
Cobra Ice Snake (Artic Warfare vehicle)
Cobra Mamba (Dual head attack helicopter)
Cobra Moray (Hydofoil aquatic assault craft)
Cobra Night Raven (Advanced Stealth and attack aircraft)
Cobra Puff Adder (Transport Copter)
Cobra Python (Armored APC)
Cobra Rattler (Heavy ground assault aircraft)
Cobra Sea Ray (Airborne Submersible attack craft)
Cobra Scorpion (Fast attack desert vehicle)
Cobra SNAKE (new tech powered armor suit)
Cobra Stinger and MK2 (Fast attack vehicles)
Cobra Stun (Fast assault and attack vehicle)
Trouble bubbles (Aerial Assault Craft)
Cobra Vulture (Heavy transport aircraft)
Cobra Water Moccasin (fast attack watercraft)


Supporting Links

GI JOE IC thread
Prelude welcome to the PIT
Part 1 Blackout
Part 2 Faceless invasion
Part 3 Battle in the motorpool
Part 4 Face to Chase

Interludes

Chapter 1: The Emerald Oubliette
Part 1 A Scaly Shopping list
Part 2 Shipping and Handling
Part 3 International Waters
Part 4 Within the Oubliette

Interludes
Part 1 Fun with Reaper
Breach
Cowboy Ken
Ghost Raven
Relic
Toymaker

Chapter 2: Operation Cold Iron
Part 1: Slithering About
Part 2: Rig Up
Part 3: From Oktober, with love
Part 4: Panic in the North Plains




Catsiverse Role Call thread

Catsiverse Setting thread

Renegade games current FAQ as needed

House rules and information
Brief Rules summary for those without the books

Rules are actually fairly simple. you have the 4 Ss or essences Strength Smarts Speed Social which represent pretty much what you might expect.
each one has a set of skill attached to it which may or may not overlap a different essence due to circumstances or character abilities with intimidation or martial arts or knife fighting being examples
skill checks are made with a single D20 and a sliding scale up or down depending on skill ranks or lack thereof and circumstances which can shift skills up or down depending. once all those are take into account a roll is made with the D20 + any skill dice and the number added together to come up against a target number
A specialization such a Infiltration (Stealth) lets the PC roll ALL dice available and take the best one.
And its possible for the Shifts to hit an auto success and even an auto critical or an auto failure or auto fumble
Also you cna gain an EDGE or a SNAG on rolls which lets you roll a 2nd D20 and either take the better of the two (edge) or the worst of the two (snag)

combat runs along the same lines skills tests to hit against the appropriate defense aka Toughness Evasion or Cleverness or Wlllpower with success causing the normal damage
If the roll to hit the target exceeds it defense by 10 or so you boost the damage and criticals either boost the damage again or can have other effects
The neat thing is the equipment phase of the game, basically everyone receives a base line loadout thats essentallyfree. they can then requitision new or upgraded equipment by making a skill test of different intensity to see if the new stuff is available. furthermore they can work off hours with the equipment guys to make a protorype equipment that can become a regular load out for them such as snake eyes mask or scarlets crossbow and so on
Lastly theres story points which the team gets a pool of and they can be used to alter rolls alter scene and so on and so forth.

Story points allow you to do the following

Re-roll any dice result of a 1, any roll below 10 is treated as a 10
roll a skill test as if specialized
Add a +5 to defense before Dice are rolled or a +1 to defense after theyre rolled
gain temporary access to a minor piece of equipment or tool needed for the scene
get a clue or inspiration from the GM
some perks may require a story point be spent
Some scene editing may also be allowed subject to GMs approval
May recover from A condition instantly once per scene
May surge for another action once per turn

Errata for off hand attacks

"Attacking with an off-hand weapon, like a parrying dagger in your off-hand or going in with two pistols blazing, is a type of Multi-Weapon Attack. Without training to wield two weapons accurately, your primary attack suffers a ↓1, and your off-hand attack suffers a ↓2. You make one off-hand attack when taking the Attack action."

General Perk list
Acute Sense
Aggressive driver
All out Attack
Always alert
Animal pet
Battle-hardened
Basic training
Be a Hero
Boot Licker
Creat Chaos
Cross trained
Connected aka I know a guy
Cybernetics
Cyborg
Dig Deep
Dodgy
Educated
EMT crash course
Engrafted Mutation
Enhanced Part
Evasive Fighting
Evolving mutation
Fast
Faceless
Field Test Expert
Goon sweeper
Green
Hacker
Heavy Armor training
Kung Fu Grip
Linguistics
Matured
Medium Armor training
Mentor
Money Talks
Mutant
Nose for trouble
Optimized Part
Outright mutation
Pack Mule
Peerless Pilot
People Person
Perimeter Defender
Photographic memory
Profit Director
Razor Tongue
Robot Pet
Scavenger
Sea legs
Sharpshooters Grace
Split Focus
Snap Shots
Super Heavy Armor Training
Sustained Fire
Team Players
Terrifying Presence
Thick hide
Tongues
Toxicologist
Trusted Contacts
Used to the darkness
Veteran
Venemous
Weapons training

New Perks to be added as theyre made or needed

Goon Sweeper or Gun Kata, ranked 2, Prerequisite: Finesse or might or Targeting D6
when it comes to goons such as cobra troopers or vipers or dreaknok scrappers you are like a scythe cutting through the chaff and nothing can stand against you. When you successfully defeat a target with a TL less then your own you may make an immediate attack against a new opponent within 5 feet of you, you may do this too any number of opponents within 5 feet that meet this description as long as they are defeated. if you dont defeat them the Goon Sweep ends. With a second rank in this perk you may make an attack against anyone in your move range and may go for as long as you keep defeating opponents. Any opponent with a name is exempt from this but does not stop you from using it against other non named individuals in the range.
current house rules
Current house rules more as needed

GI JOE RPG house rules

All PCS start with 1 general perk must meet requirements
All PCS gain +1 rank Conditioning skill every at lvl 1 and every 4 levels after 4/8/12/16/20 can be combined with additional ranks as chosen by players
All PCs gain a general perk ever 5th level 1/ 5/ 10/ 15/ 20
All PCs start with 4 skill points free distribution as desired Total skill points should be 24 with role and origin
Performance starts with auto specialization art of choice
PCs can have one free specialization at game play based on origin and concept

PCs can improve essences and skills by training and or successful use of skills during adventures via critical success or failures or gain new ones via education or training with a mentor including new specializations.

temp HR 1 skill point can be spent to gain three specilizations split amongst any skill desired but should try to keep them within the attribute line

Additional perks can be gained via play or gms choice as desired

Starting PC loadout for each mission All free no requisition required automatic unless changed
Battle Fatigues (boots gloves pants jacket helmet goggles facemask)
Hand gun (Socom AT 45 pistol)
Assault rifle or shotgun (AT 20Joe Rifle) , Remington 800 shotgun
Knife and or snap baton
1 Conc grenade, 1 Frag Grenade

1 HBBT Access Pad
1 Tac-Comm Radio

1 base GI Joe Survival kit
Tactical Backpack
Rations 1 weeks worth or more per mission
local currency purse 500$ worth or more per mission guidelines
Smartphone (unused prepaid)
Gas Mask
Flexicuffs x12
1 First aid kit with antidote shot x1
Monocular
entrenching Tool
Multi-Tool
6 Glowsticks
2 Emergency Flares
1 GPS Emergency Beacon

Socom AT 45 Pistol (Targeting)
Range: 25/80, 1 Sharp damage
Hand: 1
Traits: Ballistic

AT 20 Joe Rifle (Targeting)
Range: 60/100, 1 Sharp damage, (2 Sharp damage -2 down)
Hands: 2
Traits: Ballistic, Reload

Remington 800 Combat Shotgun (Targeting)
Range: 20/60, Buckshot: 1 sharp damage - multiple targets 2 15ft cone, Alt Slug shot: 2 sharp damage (-1 down)
Hands: 2
Traits: Ballistic, Reload

HK-MP 5J SMG (Targeting ) Req brawn 1D2
Range: 20/80 ft 1 sharp damage; alt 2 sharp damage [1down], 1 sharp damage [1 down] 3 targets 15ft cone)
Hands 1
Traits: Ballistic, Reload

Joe K1 Combat and utility knife (Finesse or Might)
Range: Reach, 20/30 thrown Req targeting D4, Sharp 1
Hands: 1
Traits: Sharp, Martial arts, Silent

Joe B1 Combat Snap Baton (Finesse or Might)
Range: Reach, 1 Blunt damage, Alt: 1 Stun damage -1 down
Hands: 1
Traits: Blunt, Martial arts, Silent

new equipment options

Limited Utility Belt
Description: You have a Utility Belt attached to your armor, giving you extra pouches for equipment.
Availability: Limited
Prerequisite: -
Benefit: You can carry 3 extra Hands of Sidearm sized weapons.

Restricted Utility Belt
Description: You have a Utility Belt attached to your armor, giving you extra pouches for equipment.
Availability: Restricted
Prerequisite: -
Benefit: You can carry 6 extra Hands of Sidearm sized weapons.

HTB Access pad

a hands free network communication and research device HTB access pads allow instanteous communication anywhere in the world with the rest of your squad and main base while on a mission. The pad is built with quaver microphones and Hiss Filters that are keyed to the wearers biometrics and voice and can pick up a whisper allowing for stealthy communications as needed, the padd also comes with a keypad that allows instant text messaging and text to talk. HTB pads also have both a secure internet feature for investigation and interest checks and triple secure access to the PITs data archives and information network allowing identifiction ofpersons of interest or locations of note, including also chemical scans and other research topics with time to access the information depending on complexity of the topic,

The padd comes in a variety of form most often a wristbracer with a projector turning your forearm into a HUD display and screen and virtual keyboard. It can also be integrated into a Helmet or goggle or visor HUD screen or even a drone or vehicles systems while remaining quiet and out of the way
Absolute Silencer as a Limited Upgrade for Medium (or larger) two-handed Ballistic weapons.

Skill Dice Shift Ladder

Auto Critical Success
Auto Success
[3D6]
[2D8]


1D12
1D10
1D8
1D6
1D4
1D2

[Single 1D20]

[Auto Fail]
[Auto Fumble]



Quick shots of the Combat flow chart for the game to make play easier for those without the books

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Weapons listing and ratings
Spoiler
Automatic

Unarmed Combat Finesse or Might integrated melee Punches, kicks, headbutts, knifehand chops, brass knuckles Natural weapons or simple wearable weapons that hit with blunt, basic impact.
Reach 0 hands 1 Stun 1 Blunt Damage (-1), maneuver (-1)
Blunt, Martial Arts, Silent

Standard

Close combat blade Finesse or Might side melee Boot knife, hand axe, cleaver A sharpened edge that turns a simple punch into a dangerous attack.
Reach 1 hand Sharp Damage
Martial Arts, Sharp, Silent

Close combat bludgeon Finesse or Might side melee Bat, baton, stick, wrench History's oldest weapon: A bludgeon that hits harder than a punch.
Reach 1 1 hand Blunt Damage 1 Stun (-1)
Blunt, Martial Arts, Silent

Pistol Targeting side projectile Hand gun, revolver A standard one handed firearm.
25ft/80ft 1 1 Sharp Damage
Ballistic

Rifle Targeting medium projectile Bolt-Action rifle, lever-action rifle The modern standard of two handed firearms.
100ft/400ft 2 1 Sharp Damage
Ballistic, Martial Arts, Sniper

Shotgun Targeting medium projectile Pump-action shotgun, combat shotgun A short range firearm that discharges shells in bursts
20ft/60ft 2 hands 1 Sharp Damage - Multiple Targets (2, 15ft cone), Alt Slug shot: 2 sharp damage (-1 down)
Ballistic, Reload

Frag Grenade Targeting side explosive Golf ball grenade, stick grenade A hand held thrown explosive about the size and aerodynamics of a baseball.
20ft/50ft 1 hand 1 Sharp Damage
Blast (10ft radius)
Consumable, Wrecker

Concussion Grenade Targeting side explosive Pineapple grenade, stun grenade A grenade designed to confuse or disable targets .
20ft/50ft 1 1 hand Stun Blast (10ft radius)
Consumable

Limited

Close combat heavy blade Finesse or Might medium melee Fire axe, machete A sharpened edge that can deal strong blows
Reach 1 or 2 hands 1 Sharp Damage, alt 2 Sharp Damage (two hands)
Martial Arts, Sharp, Silent

Close combat heavy bludgeon Finesse or Might medium melee Cudgel, sledgehammer History's oldest weapon: A bludgeon that hits harder than a punch.
Reach 1 or 2 hands 1 Blunt Damage, and 1 Stun, 2 Blunt (two hands)
Blunt, Martial Arts, Silent

Short blade Finesse or Might sidearm melee Cuma Tak-Ri, balisong, knives Small well-made blades.
Reach 1 1 hand Sharp Damage
Martial Arts, Sharp, Silent

Medium blade Finesse or Might medium melee Katana, khopesh, rapier Sword or axe large enough to serve as a primary weapon.
Reach 1 1 hand Sharp Damage
1 Sharp Damage - Multiple Targets (2, Reach, -1)
Martial Arts, Sharp, Silent

Long blade Finesse or Might long melee Claymore, nodachi, scythe A sharpened blade with a longer reach
Finesse or Might d4, Reach x2, 2 hands, 1 Sharp Damage, 1 Sharp Damage - Multiple Targets (3, Reach, -1)
Martial Arts, Sharp, Silent

Short bludgeon Finesse or Might sidearm melee Nunchaku, escrima sticks Blunt weapons designed to swing with the attacker's strikes
Reach 1 1 hand Stun 1 Blunt Damage (-1)
Blunt, Martial Arts, Silent

Long bludgeon Finesse or Might medium melee Chain whip, kanabo, monk spade, taiaha, staff Reach weapons with versatile application
Finesse or Might d4 Reach x2 2 hands 1 Blunt Damage 1 Stun (-1)
Blunt, Martial Arts, Silent

Thrown blade Targeting sidearm projectile Throwing knives, throwing stars Tiny projectiles, usually sharp, that require an expert hand to handle and throw.
Targeting d4 20ft/30ft 1 hand 1 Sharp Damage -
Martial Arts, Sharp, Silent

Thrown bludgeon Targeting sidearm projectile Boomerang, discus, shotput Small, heavy projectiles that require a trained hand to throw.
Targeting d4 20ft/30ft 1 hand1 Stun 1 Blunt Damage (-1)
Blunt, Martial Arts, Silent

Projectile launcher Targeting medium projectile Crossbow, bow Projectile weapons that require precise handling to hit the mark.
50ft/100ft 2 hands 1 Sharp Damage
Martial Arts, Sharp, Silent, Snipe

Small thrown weapon Athletics sidearm projectile Rock, throwing knife A simple object that can be lethal when violently thrown.
Brawn d4 10ft/20ft 1 1 Blunt or Sharp Damage
Blunt or Sharp, Silent

Large thrown weapon Athletics medium projectile Pinga, spear, throwing axe A large or heavy object that lands with an impact.
20ft/40ft 1 1 hand Blunt or Sharp Damage
Blunt or Sharp, Martial Arts, Silent

Assault rifle Targeting medium projectileM4, AK-47, FN FAL Rapid fire firearm of manageable weight and kickback.
60ft/100ft 2 1 Sharp Damage 2 Sharp Damage (-2)
Ballistic, Reload

Long range rifle Targeting long projectile Marksman rifle, sniper rifle A scoped precision long rifle made famous by snipers
Alertness d6 150ft/600ft (min 30) 2 hands 1 Sharp Damage 2 Sharp Damage (-1), 3 Sharp Damage (-3)
Ballistic, Mounted, Reload, Sniper

Machine gun Targeting long projectile SAW, FN Minimi, M60 Powerful automatic weapon that fires rifle rounds.
Brawn d2 40ft/160ft (min 10ft) 2 hands 1 Sharp Damage, 2 Sharp Damage (-1 ), 1 Sharp Damage - Multiple Targets (2, 30ft cone, -1)
Ballistic, Reload

Element jet Targeting medium element Flamethrower, frost cannon Point and discharge weapon that blankets an area with one specific element.
15ft 2 hands 1 Element Damage Blast (15ft cone)
Intimidating Element, Reload

Directed element rifle Targeting long element Laser rifle, incendiary blaster Concentrated energy beam firearm.
Technology d2 75ft 2 hands 1 Laser Element Damage
Computerized, Element

Artillery lobber Targeting long explosive Grenade launcher, mortar A portable, indirect fire explosive, used for blasting behind cover.
Science d2 100ft/200ft (min 30ft) 2 hands, 1 Sharp Damage Blast (10ft radius) and Trip
Anti-Tank, Indirect, Reload, Sharp, Wrecker

Element Grenade Targeting sidearm element EMP bomb, nitrogen grenade, thermite grenade A grenade that explodes in a burst of one specific element.
20ft/50ft 1 hand, 1 Element Damage Blast (10ft radius)
Consumable, Computerized, Element

Restricted

Power tool Finesse or Might medium melee Chainsaw, power cutter Trade tools turned deadly weapons.
Reach x2 2 hands 2 Blunt or Sharp Damage (-2), Alt Intimidating
Anti-Tank, Blunt/Sharp, Reload

Energized close combat weapon Finesse or Might side element Taser, flame stick Melee weapons that generate or are encased in one specific element.
Reach 1 1 hand Element Damage, alt Intimidating
Computerized, Element, Reload

Heavy machine gun Targeting heavy projectile "Ma Deuce" 50 cal, steady-cam machine gun Destructive, belt-fed machine gun with incredible kickback.
Brawn d4 100ft/400ft (min 10ft) 2 hands, 2 Sharp Damage, 3 Sharp Damage (-3), 1 Sharp Damage - Multiple Targets (5, 30 ft cone, -3)
Anti-Tank, Ballistic, Mounted, Reload

Submachine Gun Targeting side projectile Uzi, machine pistol Hand held automatic firearm capable of discharging a clip with a single squeeze.
Brawn d2 20ft/80ft 1 hand 1 Sharp Damage, 2 Sharp Damage (-1), 1 Sharp Damage - Multiple Targets (3, 15ft cone, -1)
Ballistic, Reload

Long range automatic rifle Targeting long projectile SASS rifle, FN SCARA scoped long rifle with rapid reloading that simulates automatic fire with noticeable kickback.
Brawn d2, Alertness d2, 150ft/600ft (min 30ft) 2 hands, 2 Sharp Damage
Ballistic, Mounted, Sniper

Rocket launcher Targeting heavy explosive Bazooka, RPGA ground-to-ground shoulder-fired missile weapon.
Brawn d2 100ft/200ft (min 30ft) 2 hands, 2 Sharp Damage Blast (20ft radius)
Anti-Tank, Mounted, Reload, Sharp, Wrecker

Grappler Finesse long melee Whip, lasso An extended weapon that binds a target.
Fitness d2 Reach x3 2 hands Maneuver, alt Intimidating
Martial Arts, Silent

Smart grenade Targeting side explosive Remote grenade A technologically advanced grenade designed to lock onto a target.
20ft/50ft 1 1 hand, Element Damage (-3)
Consumable, Computerized

Artillery cannon Targeting long projectile Howitzer, light attack cannon A modern cannon, ideal for punching through armor or blasting a group on foot.
Brawn d6 300ft/600ft (min 30ft) 2 hands, 2 Sharp Damage, alt 2 Sharp Damage Blast (20ft radius) (-1)
Anti-Tank, Ballistic, Mounted, Reload, Vehicular, Wrecker

Missile Targeting long explosive Ballistic missile, guided rocketA self-propelled explosive with built in targeting system.
Brawn d6 500ft/1000ft 2 hands, 1 Element Damage Blast (50ft radius), alt 2 Element Damage, alt 2 Element Damage Blast (20ft radius)
Anti-Tank, Computerized, Consumable, Mounted, Element, Vehicular, Wrecker


Weapon upgrades
Spoiler
Standard

Ammo Belt A row of bullets or other ammunition, wearable for easier access. Standard Weapon with the Reload trait Once per scene, reload this weapon as a Free action instead of a Move action.

Aerodynamic Thrown weapon shaped for improved distance. Standard Grenade or thrown weapon Double the range of the weapon

Extended A particularly long version of a melee weapon. Standard Weapon with a range measured in Reach Add 1 to the weapon's Reach modifier (Reach becomes Reach x2, Reach x2 becomes Reach x3)

Flashlight A modular flashlight attachment. Standard Medium or larger weapon Weapon includes a built-in flashlight.

Laser Sight a targeting tool attachment. Standard Ballistic weapon trait Aiming with this weapon provides an additional 1 shift.

Lead Lined Protective coating to shield Computerized Equipment from electromagnetic effects. Standard Weapon with the Computerized trait Weapon cannot be targeted as if it is Computerized.

Modular Standard Weapon A second weapon attachment built into the primary weapon. Standard Medium or larger weapon Choose a standard weapon. When wielding a weapon with a modular standard weapon upgrade, the weapon counts as both the upgraded weapon and the chosen weapon. For example, a rifle upgraded with a modular close combat blade can be used as either a rifle or a close combat blade without needing to switch weapons.

Nonlethal Ammunition designed to slow and injure rather than permanently harm. Standard Weapon has a Blunt or Sharp damage effect The weapon's Blunt or Sharp damage effect can deal an equivalent amount of Stun damage as an alternate effect.

Scary Deco or modification designed to trigger flight instincts. Standard Weapon without the Intimidating trait The weapon gains the Intimidating trait.

Scope A telescope attachment. Standard Projectile weapon with range measured in feet Double the ranges of the weapon

Silencer A muzzle to minimize the sound of using the weapon. Standard Ballistic sidearm without the Silent trait. The weapon gains the Silent trait

Sling A leather strap to ease carrying larger weapons Standard Medium or long weapon Draw a long weapon as a Move action, or a medium weapon as a Free action.

Time Bomb This explosive is planted instead of thrown, detonating when time runs out. Standard GrenadeThe grenade's range becomes Reach. Setting a bomb is a Standard action. When a time bomb is set, designate a number of turns and an Initiative count for the device. On that Initiative count in that many turns, the time bomb detonates. When a bomb detonates, whoever planted it makes a Technology (Explosives) Skill Test against anyone in the bomb’s blast radius. This does mean that if the person who set the bomb gets caught in the bomb’s blast radius, they attack themself.

Waterproof Modification to make a weapon function underwater. Standard Weapon without the Aquatic trait The weapon gains the Aquatic trait.

Weatherproof Modification to make a weapon function in hostile conditions. Standard The weapon ignores the penalties for use in a chosen environment.

Limited

ABSOLUTE SILENCER A muzzle to minimize the sound of using the weapon.
Prerequisite: Ballistic weapon without the Silent trait.
Benefit: The weapon gains the Silent trait.

Amphibious Modification to make a weapon useable equally on land and underwater. Limited Weapon without the Amphibious trait The weapon gains the Amphibious trait.

Balanced Grip Grip modified to line up with specific physical training. Limited Might or Finesse weapon Use Athletics instead of the weapon's normal skill.

Blazing Engulfs the weapon in fire. Limited Melee weapon without an Element trait The weapon gains the Fire trait.

Corrosive Tip Coats the weapon with acid. Limited Melee weapon without an Element trait The weapon gains the Acid trait.

Eruptive An especially large explosion. Limited Explosive The blast radius of the explosive's effect doubles.

Deadly Modified to increase the weapon's lethality. Limited Weapon has a Sharp effect The weapon's Sharp effects deal an additional Damage on a successful hit.

Explosive Rounds Ammunition that explodes on impact. Limited Weapon with the Ballistic trait The weapon gains a 1 Damage Blast (10ft radius) alternate effect.

Frigid Chemically freezes the weapon's edge. Limited Melee weapon without an Element trait The weapon gains the Cold trait.

Galvanized Redesigned to disrupt Computerized Equipment. limited Melee weapon without an Element trait The weapon gains the Electromagnetic trait.

Lingering This weapon's effect leaves a longer lasting impression. Limited Weapon effect measured in turns, like Stun 1 and Cover 1Increase the duration of the effect by 1 turn.

Locked A password, fingerprint, or other key is required to activate this weapon. Limited A requirement of your choice is added to the weapon. It can be anything, such as a Skill minimum, retinal scan, using a G.I. Joe dog tag as a key, etc.

Manipulative Modified to reposition the target rather than harm them outright. Limited Weapon without a Maneuver alternate effect and without a Balilistc Trait The weapon gains Maneuver as an alternate effect.

Microtech Weapon Advanced technology allows for a familiar design in a smaller package. Limited Weapon sized Side or larger Reduce the size of the weapon by one step: Heavy to Long, to Medium, to Side, to Integrated. You can apply this upgrade to the same weapon multiple times. Each time reduces the weapon’s size by another step, but counts as an additional Limited upgrade against your upgrade budget and for determining the weapon’s availability.

Modular Limited Weapon An uncommon second weapon attachment built into the primary weapon. Limited Medium or larger weapon Choose a limited weapon. When wielding a weapon with a modular limited weapon upgrade, the weapon counts as both the upgraded weapon and the chosen weapon. For example, a rifle upgraded with a modular flamethrower can be used as either a rifle or a flamethrower without needing to switch weapons.

Piercing Ammunition that ignores armor. Limited Weapon with the Ballistic trait The weapon gains the Armor Piercing trait.

Plate Piercing Ammunition that ignores plating .Limited Weapon with the Ballistic trait The weapon gains the Anti-Tank trait.

Proximity Bomb This explosive is planted instead of thrown, detonating when someone comes close. Limited Grenade The grenade's range becomes Reach. Setting a bomb is a Standard action. Starting after the end of the turn the proximity bomb is set, if any time a character enters the bomb’s area of effect, the proximity bomb detonates. When a bomb detonates, whoever planted it makes a Technology (Explosives) Skill Test against anyone in the bomb’s blast radius. This does mean that if the person who set the bomb gets caught in the bomb’s blast radius, they attack themself.

Radiant The latest in close combat laser technology. Limited Melee weapon without an Element trait The weapon gains the Laser trait.

Refined Grip Grip modified for more delicate handling. Limited Might or Athletics weapon Use Finesse instead of the weapon's normal skill.

Reinforced Grip Grip modified to hold up to more brutal swings. Limited Athletics or Finesse melee weapon Use Might instead of the weapon's normal skill.

Tasing Sparking with shocking energy. Limited Melee weapon without an Element trait The weapon gains the Electric trait.

Rumbling Reverberates on impact. Limited Melee weapon without an Element trait The weapon gains the Sonic trait.
Smasher Even when this weapon misses, it hits something. Limited Weapon with blast or area effect The weapon gains the Wrecker trait.

Restricted

Ammo Feeder The same principle as a revolver's barrel, but on a much larger scale. Restricted Weapon with the Reload trait The weapon loses the Reload trait.

Automated An operating system computerizes this weapon. Restricted Weapon that uses a skill other than Technology Use Technology instead of the weapon’s normal skill. Weapon gains the Computerized condition.

Automount Folding legs allow for quick deployment of a bipod or tripod. Restricted Weapon with the Mounted trait The weapon loses the Mounted trait.

Bewildering A weapon with concussive force designed to derail a target's thoughts. Restricted Weapon with the Blunt trait On a Critical Success, the weapon deals 1 damage to the target's Social. If this weapon has both the Bewildering and the Traumatic upgrade, the attacker chooses which takes effect on a critical hit.

Cryo Tank This Element weapon is retrofit to also spew liquid nitrogen. Restricted Weapon with range measured in feet, with an Element trait other than Cold The weapon gains the Cold trait. This is in addition to any other Element trait.

Detonator Bomb This explosive is planted instead of thrown, detonating when a detonator is triggered .Restricted GrenadeThe grenade's range becomes Reach. Setting a bomb is a Standard action. The bomb triggers when someone (usually the person who planted the bomb) presses a detonator button. Designate the detonator when setting the bomb. Multiple bombs can be set to be triggered by the same detonator. Using a detonator is a Free action. The detonator must be in hand in order to use it. When a bomb detonates, whoever planted it makes a Technology (Explosives) Skill Test against anyone in the bomb’s blast radius. This does mean that if the person who set the bomb gets caught in the bomb’s blast radius, they attack themself.

Electromagnetic Pulse Generator An element weapon modified to deal with living and automated targets. Restricted Weapon with range measured in feet, with an Element trait other than Electromagnetic The weapon gains the Electromagnetic trait. This is in addition to any other Element trait.

Ignition Tank A flame throwing mechanism is added to this element weapon. Restricted Weapon with range measured in feet, with an Element trait other than Fire The weapon gains the Fire trait. This is in addition to any other Element trait.

Maiming A blade that debilitates a target's mobility. Restricted Weapon with the Sharp trait On a Critical Success, the weapon deals 1 damage to the target's Speed. If this weapon has both the Maiming and the Surgical upgrade, the attacker chooses which takes effect on a critical hit.

Modular Restricted Weapon A second, rare weapon attachment built into the primary weapon. Restricted Medium or larger weapon Choose a restricted weapon. When wielding a weapon with a modular restricted weapon upgrade, the weapon counts as both the upgraded weapon and the chosen weapon. For example, a rifle upgraded with a modular chainsaw can be used as either a rifle or a chainsaw without needing to switch weapons.

Quake Maker This element weapon is equipped with a concentrated vibration generator. Restricted Weapon with range measured in feet, with an Element trait other than Sonic The weapon gains the Sonic trait. This is in addition to any other Element tra

Ray Generator A laser scope that can be dialed up to a second weapon option. Restricted Weapon with range measured in feet, with an Element trait other than Laser The weapon gains the Laser trait. This is in addition to any other Element trait.

Seeking Through either magnets or radar, this ammo finds its mark. Restricted Weapon with range measured in feet The weapon gains the Indirect trait.

Surgica A delicate blade sharp enough to perform surgery with. Restricted Weapon with the Sharp trait On a Critical Success, the weapon deals 1 damage to the target's Strength. If this weapon has both the Maiming and the Surgical upgrade, the attacker chooses which takes effect on a critical hit.

Swift Rare, light but durable material makes using this weapon twice as fast without sacrificing accuracy. Restricted Weapon with range measured in feet One of the Weapon's non-blast Effects gains Multiple Targets (2, 10ft radius), or one of the weapon's Multiple Targets effects increases by 1 Target.

Traumatic A blunt weapon designed to cause head trauma. Restricted Weapon with the Blunt trait On a Critical Success, the weapon deals 1 damage to the target's Smarts. If this weapon has both the Bewildering and the Traumatic upgrade, the attacker chooses which takes effect on a critical hit.

Vitriolage Tank A caustic spray valve added to this weapon's primary weapon. Restricted Weapon with range measured in feet, with an Element trait other than Acid The weapon gains the Acid trait. This is in addition to any other Element trait.

Voltage tankA secondary barrel emits electric bolts. Restricted Weapon with range measured in feet, with an Element trait other than Electric The weapon gains the Electric trait. This is in addition to any other Element trait.

Thermal Scope Sights have been adjusted to scan for thermal signatures. Restricted Targeting Weapon Weapon ignores concealment and other penalties for firing through smoke or darkness.

Prototypical

Banshee This experimental technology turns a standard firearm into a sonic weapon. Prototypical Weapon with range measured in feet, without an Element trait The weapon gains the Sonic trait.

Breacher This experimental technology turns a standard firearm into an electric weapon. Prototypical Weapon with range measured in feet, without an Element trait The weapon gains the Electric trait.

Broiler This experimental technology turns a standard firearm into a fire weapon .Prototypical Weapon with range measured in feet, without an Element trait The weapon gains the Fire trait.

Caustic Clip This experimental technology turns a standard firearm into an acid weapon. Prototypical Weapon with range measured in feet, without an Element trait The weapon gains the Acid trait.

Disruptor This experimental technology turns a standard firearm into an electromagnetic weapon. Prototypical Weapon with range measured in feet, without an Element trait The weapon gains the Electromagnetic trait.

Ice Rounds This experimental technology turns a standard firearm into a cold weapon. prototypical Weapon with range measured in feet, without an Element trait The weapon gains the Cold trait.

Reactor This experimental technology turns a standard firearm into a laser weapon. Prototypical Weapon with range measured in feet, without an Element trait The weapon gains the Laser trait.

Smart Scope A computerized scope which accounts for range, wind, weapon drift, drop, digital magnification, night vision, and other benefits. Prototypical Targeting Weapon The weapon gains the Computerized trait if it does not already have it. Increase effective range by 1.5 and long range by 2. The weapon suffers no penalties for firing in darkness.

Battledress and Upgrades
Spoiler
Automatic

Clothes Fatigues, gi, formal wear Non Armo rA simple layer of clothing. Not armor, but clothes qualify for certain armor upgrades.- +0 Silent

Standard

Tactical Armor Bulletproof vest, stab protection mesh, leather jacket Light Armor Layered soft armor known for its versatility through modularity.-Toughness +1 Deflective

Ballistic Armor Body shield, Osprey Mk 4 body Armour Medium Armor Soft goods reinforced with bullet resistant plating.-Toughness +2 Deflective

Hard Body Armor Boron carbide jacket, chainmail Heavy Armor Stiff, thick armor designed for specific tasks that require more protection than mobility, but can be retrofit for more general purposes.-Toughness +3 Deflective

Limited

Impulse armor Reactor Suit Delta Light Armor Lined with vibrating proximity sensors, giving wearers advanced warning to jump for cover.-Evasion +1 Computerized

Momentum armor Reactor Suit Theta Medium Armor Advanced Reactor Suit design with gyroscopic joint braces that propel the wearer out of harm’s way.-Evasion +2 Computerized

Equilibrium armor Reactor Suit Sigma Heavy Armor Pulse powered technoweave with all of the kick of Reactor Suit Theta but none of the bulk.-Evasion +3Computerized

Stronghold Armor Gyrotonic armor, full plate Super Heavy Armor A mix of miniaturized mech suit technology and medieval mail.-Toughness +5 Deflective

Tanker Armor Platinum plate, Barricade armor Super Heavy Armor Hard body armor with plates built from tank armor. Brawn d2Toughness +3 Plating

Restricted

Hexmesh Electrokinetic field generator, repulsar armor Medium Armor Tactical armor with built-in kinetic shield generating hardware. Evasion +1, Toughness +1 Computerized, Deflective

Mechanized Armor Accelerator Suit Heavy Armor This armor’s bulk is comprised of equal parts plating and computer hardware that increases the wearer’s physical capabilities. Evasion +2, Toughness +2 Computerized, Deflective

Exoskeleton Reactor Suit Upsilom Super Heavy Armor By inverting the Reactor Suit sensors, the Reactor Suit Upsilom reacts to and enhances the wearer’s movement. Evasion +5 Computerized

Marauder Armor Nanomech suit, magnetorheological liquid armor Super Heavy Armor Fully mechanized tactical suit of armor, bringing vehicular technology to its smallest wearable scale. Brawn d4 Toughness +4 Plating
Upgrades
Spoiler
Standard
Anonymous Masks and layers obscure any identifying marks. Standard — You are resistant to abilities that have a different effect when used multiple times against the same target, such as the Inundation Perk from the Officer Battlefield Psychology Focus

Handling Wire mesh padding protects against animal bites and other natural weapons. Standard Natural attacks suffer a Snag on attacks that target you.

Heavy Holster Your armor includes oversized storage options for larger weapons.
Standard — You can draw and stow a Medium weapon as a Free action instead of the usual Move action

Insulator A non-conductive coating protects your electronic equipment. Standard — Electromagnetic attacks gain only 2 against you for using computerized equipment, including your cybernetic alterations, rather than the normal ^3

Perch Straps and rests allow your pet to ride you.Standard Perk that grants an animal petYour Small animal pet can sit comfortably on your equipment. Because they use less energy on missions, they gain an additional Move action on the first turn of combat.

Sentry System A compact operating system to power and control upgrades. Standard Not Computerized The battledress gains the Computerized trait.

Silent Noisy elements spaced out or muffled to minimize noise. Standard Not Silent The battledress gains the Silent trait.

Standard Alteration AccommodationClasps and additional sleeves allow for the unusual shape of cybernetic parts and
mutations.Standard — You can wear the Battledress over a Standard Alteration with a cost that restricts your Battledress options

Uniform By covering the wearer’s face and skin, this Battledress makes them harder to identify. Skill tests to identify you individually suffer 1, and an additional 1 per ally within line of sight who also has the Uniform Battledress Upgrad

Weather Gear Environmental protections to increase comfort and protect from harsh climates. Standard Choose an environment. Ignore the penalties for wearing inappropriate attire in the chosen environment.

Limited

Acclimating Temperature regulation software. Limited Computerized Ignore the penalties for wearing inappropriate attire in your current environment.

Adjustable Faceplate A convertible piece of armor that protects the face or allows greater field of vision. Your helmet includes additional armor with two settings, providing different benefits depending on the setting—Closed: Your helmet protects your most vulnerable organs from blasts and debris. Gain +1 to Toughness; Open: You gain a better view of incoming threats. Gain +1 to Evasion

Air Supply Clean air pipes into your mouth through filtered tubes. You can survive for an hour in an airless environment. you gain Resistance to Inhaled poisons

Ceremonial Ornate armor that puts form before function. As a Free action, you gain ^1 on Persuasion Skill Tests until the end of your turn

Dielectric A coating that polarizes currents protects your electronic equipment You’re especially protected against EMPs. Electromagnetic attacks gain only ^1 against you for using computerized equipment, including cybernetic alterations, rather than the normal ^3

Docking Charger Your equipment includes a port in which your drone can recharge.Your drone pet can sit comfortably on your equipment. You get 1 on Skill Tests to repair your drone while it’s docked. requires pet Drone

Dome Generator A personal shield generator for added protection in an emergency. Limited Computerized As a Free action once per scene, double the battledresses effect until the beginning of your next turn. This upgrade can be taken multiple times, increasing the number of times it can be used.

Energy Resistant Protective layer geared towards a specific energy. Limited Choose an Element. You are Resistant to Damage of that Element.

Limited Alteration AccommodationModifications to this Battledress design allow for more intrusive Alterations

Poison Resistance A sterilized rubber layer protects against poison exposure You are Resistant to poison effects.

Radar Tempered Camo A silver sheen printed onto battledress that confuses radar. Limited While wearing this armor, you appear invisible on radar location devices.

Reflexive Additional rig to increase the effects of reactor battledress technology. Limited Evasion bonus Increase the Evasion bonus granted by this battledress by 1.

Softshell More metal means more protection. Limited Toughness bonus Increase the Toughness bonus granted by this battledress by 1.

Terrifying The armor design sends a threatening message.LimitedAs a Free action, the wearer gives themself a 1 on Intimidation Skill Tests until the end of their turn.

Spiked Sharp metal studs strategically installed into the battledress. Limited When an enemy target you with an attack with range measured in Reach (not Reach x2), they must make the attack 1 or let you make an immediate Attack with your battledress spikes. Battledress spike Attack can be made with Might or Finesse, and deal 1 Sharp Damage on a successful hit.

Restricted

Advanced Alteration EmulatorNear perfect recreation of an Alteration in a worn format

Energized An offensive defense. Restricted Computerized Choose an Element type. Your battledress generates an aura of that element. When an enemy targets you with an Attack with range measured in Reach (not Reach x2), they must make the Attack 2 or let you make an immediate Attack with your element aura. Element aura attacks can be made with Might or Finesse, and deal 1 Element damage, on a successful hit.

Grasshopper Braces Localized reactor battledress technology to add a spring to your step away from danger. Restricted Gain Evasion +1, in addition to the battledresses normal effect. Your jump distance is doubled while wearing this armor.

HUD A camera and screen or transparent monitor lenses gives additional details that help you with your mission. Smart goggles, radar earphone, or other sensory guidance give you insight beyond what your senses detect. Choose a skill. As a Move action once per turn during combat, you can give yourself ^1 to that skill until the end of your turn computerized

Life Supporting Monitors track the wearer’s vital signs and can even save their life in an emergency If you would be Defeated after being reduced to 0 Health, you immediately regain 1 Health. You can’t use Life Support again until you succeed at a DIF 20 technology Skill Test that takes 10 minutes computerized

Microtech battledress Advanced technology allows for a familiar design in a smaller package. Restricted Medium or heavier battledress Reduce the classification of the battledress by one step. From Super Heavy to Heavy, to Medium, to Light. The battledress counts as both its old classification and its new classification, whichever is more beneficial to the wearer. For example, if you apply the Microtech battledress to Ballistic battledress, you are trained to wear it even if you are only trained to wear Light battledress, but you can still apply upgrades that can be applied to Medium battledress but not Light battledress.

Reinforced Modular armor pieces that can be worn over standard battledress. Restricted The armor gains +1 to Toughness, in addition to the battledresses normal effect. This upgrade also adds the Deflective trait to the battledress.

Restricted Alteration AccommodationExtensive redesign lets this battledress provide its normal benefit and allow for Alterations

Stealth Techniques made to silence regular battledress, applied to battledress that is already silent. Restricted Silent The wearer gains 1 when making Infiltration Skill Tests.

Prototypical

Autonomous Your armor can be commanded to operate with some independence. Prototypical Computerized, Perk that grants a drone pet Your armor becomes a Standard drone pet with the Wearable drone upgrade. In addition to armor upgrades, it can gain drone upgrades.

Digital Camo Stealth technology usually reserved for fighter jets. Prototypical Computerized, Silent The wearer can make Infiltration Skill Tests to hide and sneak even when they don't have cover to hide behind.

Plating Plating generally reserved for vehicles that can be worn over standard battledress. Prototypical This armor gains +1 to Toughness, in addition to the battledresses normal effect. This upgrade also adds the Plating trait to the battledress.

Weapon System Mecha tech on a soldier scale. Prototypical Computerized Choose up to four hands of standard weapons, three hands of limited or less weapons, or two hands of restricted or less weapons you have access to on this mission. Those weapons are treated as Integrated weapons as long as you are wearing this battledress on this mission. You can requisition this upgrade more than once.
Shields
Spoiler

STANDARD
Arm guard
A steel plate in the forearm that reinforces natural defenses.
Light Armor— Evasion +1 Toughness +1
Shield

Buckler A metal disk the size of a dish from the mess hall; its small size is its strength and weakness.
Light Armor— +0 Evasion or Toughness +1
Shield

LIMITED

Dispersion A rounded surface that disperses energy.
Light Armor— Evasion +1 Energy Resistance
Deflective

Riot shield A durable sheet of armor, usually transparent or with eye slits to maximize field of vision.
Light Armor— Toughness +1 Evasion +2
Shield

Ballistic shield Bulletproof metal barrier to offer maximum protection.
Medium Armor— Toughness +1 Toughness +2
Shield

RESTRICTED
Repulsor A force field that slows or redirects incoming projectiles.
Light Armor— Evasion or Toughness +1 Evasion and Toughness +1
Computerized, Shield

Portable WallA shield large enough for the wielder to hide behind.
Heavy Armor— Toughness +1 Cover Shield
Last edited by catsi563 on Mon Jan 15, 2024 1:24 am, edited 66 times in total.
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Re: GI Joe Strike Force Alpha OOC thread

Post by catsi563 »

And were off please post your characters here when ready

for the IC thread a format like this should be good

Codename (real name optional)
Health: X ; Story Points: X
Conditon: (stunned, frightend etc)

regarding story points I will at the bottom of each IC thread post have something like this

Hero Story point pool: 6
this is the pool of points you guys draw from for storypoint useage ill also award personal points for various things such as hangups coming into play or personal enemies showing up etc.

Ill be using GMs fiat instead of the games Villain pool but the effects will be the same and when i do youll get a story point for the pool unless i deem otherwise and give personal ones to all involved

also ill be doing interludes some ill let you guys have fun with. Some i may provide you a location and some keywords, completing any such interlude is worth a PERSONAL story point for your use

regarding character advancement ill PM everyone who doesnt have the book their level gains as needed or requested

thats all i can think of for the moment ill have the IC thread up soon

as always if you have any questions let me know and thanks for joining me :)
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Re: GI Joe Strike Force Alpha OOC thread

Post by Spectrum »

Toymaker

Image

Image

It's rare to get such a high level defector. Or one that is so genuinely remorseful for their actions. The man known as the Toymaker is a bit of an odd case. He was high up in MARS Industries' R&D labs, specializing in robotics and artifical intelligence. Several of his developments have been used against GI Joe in the past, at times too successfully. He claims that he wasn't aware of what his breakthroughs were being used for. Watching him work, completely oblivious to anyone and everyone around him, it might even be true. While we don't trust him, it's better to have him working for us with some direction rather than working for somebody else. Seems that MARS agrees given their attempts to kill or kidnap him. One of those attempts nearly succeeded. Instead, he bonded with one of his 'toys'. Scary enough, it seems to have humanized him, made him more stable. For now, we're keeping an eye on him. He genuinely offers too much just to put him in the deepest hole we can find- and we can keep an eye what toys he creates.

Ht: 1.5m
Wt: 105kg
Hair: None (remains hooded)
Eyes: Behind sunglasses- not natural?
Age: 35 years
Sex: male

Languages: English, Scotts Gaelic (N), Russian, Chinese, Korean, Persian/Arabic, (Sierra Muerte), (Darklonia)
Statblock
Level 2
Role: Technician
Focus: Think Tank
Origin: Scientist

Influence: Checkered past, Specialist
Checkered Past
Perk: You think outside the box compared to traditional Joe thinking, and you gain an Edge on Smarts Skill Tests when looking for weaknesses, flaws in security, or hidden items.
Hangup: distrust from authority figures- what will he unleash upon the world next?
Bond: horrified about how past advances have been misused

Specialist: Technologist
Perk: When you choose this Influence, select a skill you have a Specialization in. Once per encounter when using that skill outside of combat, you gain an Edge
Bond: I frequently forget to eat, sleep, or care for myself when I’m in the middle of research or a challenging problem.
Hangup: Your natural gifts and vast experience in one thing have left you knowing virtually nothing about other skills. Once per session when you would roll with a Snag, you automatically fail instead. You can suggest when this comes into play, but it is your GM’s call.

Origin: Scientist- Technologist
EXPERT KNOWLEDGE
When you choose this Origin, select an area of study covered by a Smarts skill. When you succeed on a Skill Test in your area of study, you gain an additional benefit (such greater information, additionaltional healing, more potent effects) as if you rolled a critical success. If you critically succeed in your area of study, you gain two additional benefits instead of one.

Essences:

Strength: 3
Athletics: +1d2
Brawn: +1D2
Conditioning: +2

Speed: 3
Driving (Land vehicles) +1D2
Initiative +1D2
Targeting: +1d12 (Integrated Weapon Systems)** **Targeting based on Tech

Smarts: 9
Alertness: +1D4
Culture: +1d4
Science +1D8
Technology: (Advanced Tech, Robotics) +1D12
Adding note because I keep having to look it up: Advanced Technology: Knowing what to do when faced with unusual and advanced technology, such as the high tech equipment of G.I. Joe and Cobra

Social: 2
Streetwise: +1D4

Languages: English, choose 4 more

Perks and Abilities:

influence perk: once per session gain edge on special skill (Technology), Gain edge on smarts skill test when looking for flaws and weaknesses
Origin benefit Expert Knowldge (Robotics) gain additional benefit on success, gain +2 benefits on critical
Origin Skills and Essense (Smarts+1, Technology, Health 1, Move 30)
Quick Study 1 per scene use free action to learn Tough/Eva/Will/Clever of target you can see
Training (+1 Smarts, +1 Spd)
Role Skills (Technology, Initiative)

SUPPORT: At 2nd level, you can grant an adjacent ally the benefits of one of your Upgrades as a Free action. These benefits last until the start of your next turn.

Equipment Qualifications:
Light +Computerized, Impulse Armor, Heavy Armor
Ballistic, Element, Explosive weapons

Yo Joe! (+1 health, Standard issue equipment, All Land Air Sea Vehicles, Battle Cry +10 move)

Primary Tech Armor

Gain a suit of standard or limited lt med or heavy armor as personal gear
Choose one standard armor upgrade as free upgrade
gain one standard sidearm as integrated weapon systems when wearing primary tech armor



Focus Perks (Think Tank)
Brain Power (Smarts +1, technology, Targeting may use tech instead)

General Perks:

Cyborg: You embrace your mechanical side.
As a cyborg, you are Resistant to mindaffecting effects and effects that exclusively affect the living, like poison. You are susceptible to effects that affect machines, such as the Electromagnetic element. Your damage can be healed by Science Skill Tests or fixed by Technology Skill Tests.

Drone Pet

Equipment:

HTB access pad
TacComm radio

1 base GI Joe Survival kit


Combat:

Health: 5

Move: 30ft

Toughness: 12
Evasion: 13
Cleverness: 18
Willpower: 12
Hard Armor
Hard Armor
Toughness:+3 (Defelective) +
Traits: Sentry System (Computerized)
Integrated Pistols

Cyclone Advanced Drone system

Drone Land Movement 30ft alt 30ft flight system
Common Size
Str 4 Spd 5 Smarts 2 Social 1
Athletics +1D4
Brawn +1D4

Initiative +1D4
Targeting +1D4

Alertness +1D4


Traits: Robot

Health 2

Toughness +4, Evasion +2

Upgrades: 10 points worth per tech skill

Vehicular can be ridden as a motorycle +5 upgrade
Wearable Can be worn as armor by self or designated person +2 upgrade
Basic Defense x 2 (toughness +1 Evasion +1) +2 upgrades
Flight Mode +1 upgrade

Integrated Rifle weapons system
Last edited by Spectrum on Thu Dec 07, 2023 12:29 am, edited 3 times in total.
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Re: GI Joe Strike Force Alpha OOC thread

Post by EternalPhoenix »

Ghost Raven
Esmerelda Ravenwood
Fluff
Background: Henry Ravenwood was (and is, he’s quite alive) a professor of archaeology at Johns Hopkins University. He’s one of those archaeologists who’s in the field as much as he is in the classroom. And not just in the field, but often deep in the field. Slashing through jungle in search of forgotten ruins. The kind of adventurer that modern archaeology tries to…gently discourage after so many imitated a certain Dr. Jones’s adventures throughout 30s-50s and it did not go nearly as well for them. Henry, however, was a different breed. Like Dr. Jones, he’s got the knack for it. On one such adventure, deep in Vietnam (Henry was unaware of crossing the border at the time; his trip had actually started in Cambodia), he chanced upon a small fishing village. Or rather, what was left of it. He had discovered the artifact he sought. Unfortunately, so had Cobra. A small detachment, to be sure. They didn’t know the value of what they had. So, Henry, well, took it back. With the surprising aid of the village’s sole survivor. A little girl. Henry’s devious efforts attracted the attention of the rest of Cobra’s forces in the area, which then proceeded to attract the attention of GI Joe’s forces in the area. And the Vietnamese military. Resulting in…well. You know. A real fun time was had by all, to use some sarcasm.

At any rate, Henry adopted the little girl who aided him, and named her Esmerelda. She was with him on ever subsequent trip, and was otherwise homeschooled by the staff at Johns Hopkins. She learned much from Henry, her father. Shooting. Wilderness survival. And of course, archaeology. GI Joe isn’t in the business of forgetting people, so they checked in every now and again. When Henry told them that his Esme was now in the Army and undergoing Ranger training down at Fort Benning, their eyebrows shot to their hairline. GI Joe doesn’t miss opportunities at unique individuals like this. After some checking, Corporal Ravenwood (having graduated both Ranger and sniper training at the top of her class thanks to her field experience) found herself reassigned to GI Joe.
Mechanics
Level 2
Role: Commando
Focus: Sniper
Origin: US Army Ranger Sniper
Ht: 5' 4"
Wt: 120lbs
Hair: Black
Eyes: Dark Brown
Age: 23
Sex: Female


Essences:

Strength: 3
Athletics (Running): +1D4
Brawn: (Endurance) +1D2
Conditioning: +1
Might: +1d2

Speed: 7
Alertness: (Visual) +1D6
Finesse: +1D2
Infiltration: (Stealth) +1D6**
Targeting: (Sniper) +1D6**

Smarts: 5
Culture: +1d2
Science (Sniper Operations) +1D4
Science (Archaeology) +1D2
Survival: (Hunting, Tracking) +1D4
Technology: +1D2

Social: 2
Deception: +1D2
Streetwise: +1D4

Languages: English,

Perks and Abilities:

Origin Skills and Essense (Spd +1,Targeting, Health 2, Move 35)
All Warfare is Deception (1/turn may reroll stealth or deception)
Training (+1 Spd, +1 Soc)
Role Skills (Infiltration, Streetwise)

Equipment Qualifications:
Light + Tactical Armor
Grenades, Finesse + Silents weapons, SMGs, All weapons (non-unique)

Yo Joe! (+1 health, Standard issue equipment, All Land Air Sea Vehicles, Battle Cry +10 move)

Sneak Attack: +1 Damage 20 ft range
Expertise: Infiltration, Targeting (+2 up on skills) **
Friend of Darkness: See 30 as if in dim light on Dif 10 athletics test

Focus Perks (Sniper)
Spotters Scope (speed +1, -Alertness is speed skill, Targeting skill Qualified Sniper Weapons, Gain access to Limited Sniper weapon and limited upgrade for it)

General Perks:

Sharpshooters Grace: (no snag on ranged attacks outside weapons normal range +2up on ranged attacks on targets further than 30+feet away)
Think Fast: You can use Deception or Infiltration in place of initiative
Mobility: Once per turn, you may now Sprint or Hide as a free action.

Equipment:

Joe K1 Combat and utility knife (Finesse Blades D2 or Might D2)
Reach, Thrown 20/30 Ft 1 sharp damage
Hands: 1
Traits: Sharp, Silent, Martial Arts

Socom 45 Specops Pistol (Targeting D4, D8 if target more than 30 feet away)
Range: 25/80 Ft 1 Sharp Damage
Hands: 1
Traits: Silenced, Ballistic

HK-MP 5J SMG (Targeting D4, D8 if target more than 30 feet away) Req brawn 1D2
Range: 20/80 ft 1 sharp damage; alt 2 sharp damage [1down], 1 sharp damage [1 down] 3 targets 15ft cone)
Hands 1
Traits: Ballistic, Reload

Remington M40A9X Sniper Rifle (Targeting D8, D12 if more than 30 feet away, Req Alertness D6)
Range: 375/1200Ft (Min 30ft), 1 sharp damage, Alt: 2 sharp damage -1 down, 3 Sharp damage -3 down)
Hands: 2
Traits: Ballistic, Mounted**, Reload, Sniper, Smart Scope, Computerized
No penalties for firing in darkness
** no tripod or mount needed but must use at least one free action to brace

Tactical Armor Light armor (+1 toughness) Silent

HTB access pad
TacComm radio

1 base GI Joe Survival kit
Tactical Backpack
Rations 1 weeks worth or more per mission
local currency purse 500$ worth or more per mission guidelines
Smartphone (unused prepaid)
Gas Mask
Flexicuffs x12
1 First aid kit with antidote shot x1
Monocular
entrenching Tool
Multi-Tool
6 Glowsticks
2 Emergency Flares
1 GPS Emergency Beacon


Combat:

Health: 4

Move: 35ft

Toughness: 13, +14 (Armor)
Evasion: 16
Cleverness: 15
Willpower: 12
Last edited by EternalPhoenix on Sat Dec 09, 2023 6:08 pm, edited 3 times in total.
The Phoenixverse (A 2e OC 'verse!)
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The Phoenixverse 3E Conversions
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Doctor Malsyn
Posts: 8220
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Re: GI Joe Strike Force Alpha OOC thread

Post by Doctor Malsyn »

Cowboy Ken
Mizuki Kenshiro
Fluff
Image
Artist
"There's a snake in America's boot, and I aim to snuff it out!"

Here he comes racing down the track on his trusty motorbike of justice, the man that never hesitates to tilt his hat to every passing boy or girl, the one, the only, Cowboy Ken! See him as he dons his trusty black Stetson, and though black bands tie around his eyes and mouth, you needn't fear him some common cattle rustler. No sirree, Ken wears the gold star of a proper Joe true and blue!

Even when he draws his trusted Big Iron, rest easy knowing that this is a man who never misses his shot when it counts most, who always makes to take in his quarry right peaceful-like. When duty calls and the real Big Guns come out, this man among men will stand proud and firm until the last shell drops smoking.

Good ol' Cowboy Ken, that Vigilant Vaquero, the great Texan Wrangler himself. So say it with me folks, Go Jooooooo-!
-------------------------------------
At least, that's what Mizuki Kenshiro wants the world to believe.
In reality, the man under the behind the mask is a middle-aged Japanese man who tried to follow his dreams by moving to America with hopes of owning his own ranch. The world isn't like how it was in his movies, however, and there wasn't a chance in samhell some frumpy old codger without a lick of good sense was coming out on top. So he was forced to go back to doing as he'd always done. Put on his suit, combover his hair, and check in at the office.
It was a nicer company then what he'd been a part of back in Japan, but just because they weren't expecting him to sleep at his desk didn't make the work any less stressful. Pressure mounted at the back of his mind, and he fueled it into one of the few passions becoming an American citizen had granted him. The right to bear arms.
He had a talent, people at the range would often say. A real knack at hoisting his gun and making each shot count. Yet it all felt hollow to the man, like it was only the barest hint of what he'd been promised by childish dreams far too large for a man like him to fill. Even entering the occasional marksmanship competition here and there did nothing to truly fill that void.
Then there was that flash of a knife, the cry of help, and finally, a shot in the dark.
Something sparked in him then, after he had just a taste of providing an ounce of his own vigilante justice upon a criminal wannabe. He may not've been born with a gun in his hand or a spurs on his foot, but he could adopt those. The world, chaotic as it was, always seemed in need of an extra hero or two.
Statblock
Level 1
Role: Infantry
Focus: Mechanized Infantry
Origin: Civilian
Influence: Small Town roots
Bond: I act on what's right not necessarily what's best for the mission

Ht: 5'5 ft.
Wt: 150 lb.
Hair: Black
Eyes: Dark brown
Age: 42
Sex: Male

Essences:

Strength: 3
Athletics: (Rodeo) +1d4
Brawn: +1D2
Conditioning: +1
Might: +1d2

Speed: 6
Driving (Land vehicles) +1D8
Initiative +1D4
Targeting: (Pistols) +1D8

Smarts: 4
Alertness: +1D2
Culture: (Texas) +1d4
Science (Business) +1D4
Survival: +1D2
Technology: (Vehicles) +1D4

Social: 3
Deception: +1D2
Persuasion: +1D4
Streetwise: +1D4

Languages: English, Japanese, Spanish, French

Perks and Abilities:

influence perk: once per session when making choice may ask GM which choice is best and get straight answer.
well rounded (choose one gen perk)
Origin Skills and Essense (Spd +1, driving, Health 1, Move 30)
In my sights 1 per combat may spend story point to reroll all targeting dice on a single attack, must use new roll & may crit on D2
Training (+1 Str, +1 Spd)
Role Skills (Athletics, targeting)

Equipment Qualifications:
Light + Medium Amror + Heavy armor
all weapons

Yo Joe! (+1 health, Standard issue equipment, All Land Air Sea Vehicles, Battle Cry +10 move)

Fighting Style (Akimbo receive +1 Up on off hand attack when using two pistols or pistol and SMG)

Focus Perks (Mechanized Indantry)
At Home behind the wheel (+1 Spd, Driving skill, gain +2 Up on driving skill tests)

General Perks:

Snap Shots (when attacking with a pistol you may spend two free actions to get an additional Attack with same type of weapon once per turn)

Peerless pilot (gain edge on Initaitve while piloting a vehicle you are specialized in, may always auto pass skill check for emergency disembark from a vehicle you pilot)

Gallantry: Any aeffect that would cause the Frightened Condition that targets you suffers a Snag. If they are successful the effect only last half as long if the duration is until the end of your next turn. The effect ends at the beginning of your turn instead.

Custom Gear: You can requisition light or medium armor once without spending one of your requisition attempts. Additionally, you can choose one free Limited Armor Upgrade and one free Limited Weapon Upgrade.

Equipment:

HTB access pad
TacComm radio

1 base GI Joe Survival kit

Joe K1 Combat and utility knife (Finesse or Might)
Range: Reach, 20/30 thrown Req targeting D4, Sharp 1
Hands: 1
Traits: Sharp, Martial arts, Silent

2x Colt revolver action 45 Pistol (Targeting)
Range: 25/80, 1 Sharp damage
Hand: 1
Traits: Ballistic, Fast draw grip +1 up on initiative to fast draw only
May draw and fire one shot and re-holster as one standard action.

Tactical Armor Light armor (+1 toughness)


Combat:

Health: 3

Move: 30ft

Toughness: 13(14)
Evasion: 16
Cleverness: 14
Willpower: 13
Last edited by Doctor Malsyn on Fri Dec 08, 2023 6:21 am, edited 2 times in total.
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Arkrite
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Re: GI Joe Strike Force Alpha OOC thread

Post by Arkrite »

Relic
Jacob "Jake" Fraser
Fluff
History:
Jake grew up with parents who travelled the world, going from dig site to dig site, country to country. It was the only life he knew and one that he enjoyed. He was the unofficial mascot, and sidekick.
As he grew up he broke off on his own, leading his own expeditions around the world. Adventures, hidden treasures, fighting treasure hunters, bandits, even corrupt military forces. Globe hopping adventure was his entire life.
But the world felt like it was getting smaller year. There were less expeditions, less hidden treasures, more oversight, and less money.
He had a very specific skill set that didn't open itself up for making money, at least not without a more criminal mindset.
Approached by a friend he'd worked with before, he was offered a spot with GI Joe, assuming he could pass the training. Ignoring the dig at his age, he passed the training and has been working with them ever since.
It allows him to travel, leverage his life's experience, and keeps him in the adventures he craves.
His biggest hope is that one of these adventures will take him past one last lost treasure that will allow him to retire to a tropical island to retire.
Nobody, not even Jake, believes that retirement is something he would be able to handle.


Description:
At one point in time in his youth Jake was the very spitting image of an 80's action movie star. Chiseled physic like that of a Greek god.
That was some time ago. While still quite muscular and strong, he has a pronounced stomach, and now looks more like a larger competitor for the World Strongest Man competition. Or a walking wall of meat.
His light brown hair has started to grey at the temples and a strip of white can be found in his beard. He denies that he dyes his hair for this effect.
Statblock
Code Name: Relic
Real name: Jacob "Jake" Fraser
Height: 6'2"
Weight: 254lbs
Hair: Light brown, greying
Eyes: Blue
Age: 48
Sex: Male

Origin: Scientist (archaeology)
Role: Renegade
Level: 1
Focus: Blitzer
Influences: Adventurer, Professional



Str 4
Athletics +1d2
Conditioning +1
Might (Two fisted Brawler, Swords) +1d6

Spd 4
Acrobatics (maneuverability) +1D4
Driving +1D2
Infiltration (Tomb Raiding) +1D4
initiative +1D2
Targeting (pistols) +1D4

Smarts 6
Alertness (Investigation) +1D6
Culture (History, linguistics) +1D4
Science (archaeology) +1D6
Survival +1D4

Social 3
Deception (Bluff) +1D4
Performance (Art) +1D2
Persuasion +1D2
Streetwise (black market) +1D2

languages English choose 5 more ((see tongues perk))

Influence perks
So many stories (gain an edge on Soc or Smarts tests once per scene by sharing an adventure story)
Wanderlust (suffer snag n soc or smarts test, from staying in one place for more than 3 days)
Archaeologist (gain edge on smarts or soc tests when performing tasks related to your career)

Origin perks +1 smarts, Science skill,
English + 5 languages
Expert Knowledge (archaeology) gain additional benefit on success, gain 2 benefits on Critical success

Role Perks
Aggressive 1 per turn spend story point to move full movement in addition to move action ignore rough terrain and no contingency attacks
training +1 str +1 spd, Skills athletics and Initiative

Additional Health: +1 health
Beast of Burden: Gain Up2 on all might rolls to push, drag, or lift


Light armor, qual tac armor
might melee weapons, thrown, shotguns, smgs

Yo Joe
+1 health
Standard issue equipment qualification
qualified all land air sea vehicles
Battle cry add +10 to move if first action in combat is a move
Reckless abandon 2 times (+2 up on str skill tests, bonus health +1)
may end as free action, lasts for 1 minute or until no enemies present or you are defeated

focus perks

Wind sprints str +1, skill Might move +15

General Perks

Tongues choose half languages at start of scene, declare rest during mission as needed

Health: 4
movement: 45ft

Toughness +14, Evasion +14, Cleverness +16, Willpower +13





Customized Mateba heavy 357 Revolver
Range: 25/60ft, 2 Sharp Damage
hands: 1
traits: Ballistic, Deadly

Kopesh - Medium blade (finesse or might medium melee)
reach, 1 sharp damage, alt 1 sharp damage multiple targets (2 reach -1 down)
hand 1
Traits: martial arts, Silent, Sharp





Last edited by Arkrite on Sat Jan 13, 2024 2:48 am, edited 2 times in total.
Corrigon
Posts: 465
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Re: GI Joe Strike Force Alpha OOC thread

Post by Corrigon »

Obviously not quite finished

https://i.pinimg.com/originals/68/dc/bd ... 39af27.jpg

Code Name: Breach
Real name: Michael Clifton
Height: 6'7"
Weight: 240lbs
Hair: Dark Brown
Eyes: green/blue
Age: 27
Sex: Male

Origin: Soldier
Role: Vanguard
Level: 2
Focus: Juggernaut
Influences: Professional - Former Police Officer
Greenshirt

Hangups


Attacks


Movement: 35 - movement is not reduced by wearing heavy armour or carrying a heavy load
Health: 7

Strength 8
Toughness 24/26
10+8 essence + 0 perks + 6/8 armour
Athletics D4
Brawn D4 (D8 - Pack Mule) d12 for armour and weapon requirements
Conditioning D8 +4
Intimidation D4
Might D8 (Martial Arts)

Speed 3
Evasion 13
10+ 3 essence, +0 perks +0 Bonus
Initiative D6
Targeting D8 (Shotguns)

Smarts 3
Willpower 13
10+ 3 essence, +0 perks +0 Bonus
Alertness D6 - Investigation

Social 3
Cleverness 13
10+ 3 essence, +0 perks +0 Bonus
Persuasion D4
Streetwise D4

Perks and Abilities
Yo Joe! (+1 health, Standard issue equipment, All Land Air Sea Vehicles, Battle Cry +10 move)
Pack Mule
Iron Hide P107
Personal Shield - P108 - 2 uses, +2 to toughness and evasion
the heavy +2 toughness when wearing hvy or super hvy armor brawn +2 up for armor and weapon requirements
inspiring words 2x per combat once per turn move action to grant ally one temp health or remove condition other than defeated or +2 up on next skill test
Fighting Style - close quarters combat

Background Bonds


Training and Qualifications
Trained in all weapons
Qualified in all armour

Languages
English
Spanish
Chinese
Russian

Weapons 6/9 hands taken
Socom AT 45 pistol Range: 25/80, 1 Sharp damage
Hand: 1
Traits: Ballistic

Remington 800 shotgun Range: 20/60, Buckshot: 1 sharp damage - multiple targets 2 15ft cone, Alt Slug shot: 2 sharp damage (-1 down)
Hands: 2
Traits: Ballistic, Reload

Joe B1 Combat Snap Baton (Finesse or Might)
Range: Reach, 1 Blunt damage, Alt: 1 Stun damage -1 down
Hands: 1
Traits: Blunt, Martial arts, Silent

Concussion grenade
Frag Grenade

Armour
Marauder Armour - Super Heavy Armour - Toughness +4, Plating

Gear
Battle Fatigues (boots gloves pants jacket helmet goggles facemask)
1 HBBT Access Pad
1 Tac-Comm Radio

1 base GI Joe Survival kit
Tactical Backpack
Rations 1 weeks worth or more per mission
local currency purse 500$ worth or more per mission guidelines
Smartphone (unused prepaid)
Gas Mask
Flexicuffs x12
1 First aid kit with antidote shot x1
Monocular
entrenching Tool
Multi-Tool
6 Glowsticks
2 Emergency Flares
1 GPS Emergency Beacon
Battering Ram

Description
First thing normally said is "Bloody hell, we hired Jack Reacher!"
Breach is big and built like the side of an outhouse and moves like one too.
He is the first one through a door, having usually broken it down first, providing protection to those following in behind.
Subtlety and finesse are not his strong suits, but when not on mission, Breach makes a surprisingly decent investigator. This of course leads to more Jack Reacher comments. This just usually elicits a look.
What surprises everyone most is when he speaks. He tends to talk slowly and methodically, but the British accent completely throws everyone.


Background
Breach is from SPECIAL INVESTIGATIONS BRANCH (SIB) of the RMP. A British citizen,
He had two roles in the RMP, one as an investigator of serious crimes relating to the British Military. The other when required to operate independently as a unit was to be the first to breach a room in SWAT style situations.
A foray into the UK by Cobra was investigated by the RMP, which ran into a group of Crimson Guard backed up by Cobra troopers. Several of his unit were injured, including his commanding officer, leading to GI Joe assistance being requested. Breach was seconded to GI Joe when Lady Jaye led a team to take over. After tossing a couple of Cobra Troopers into (and through in one case) walls, Lady Jaye was impressed and recommended him for GI Joe. Eager to prove himself against the group who injured his squad, he accepted.
Last edited by Corrigon on Tue Dec 05, 2023 10:22 pm, edited 2 times in total.
Shock
Posts: 2985
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Re: GI Joe Strike Force Alpha OOC thread

Post by Shock »

Code Name: Warsaw
Real name: Albert Anders
Ht: 5'11"
Wt: 209
Hair: Brown
Eyes: Blue
Age: 26
Sex: M

Level 1
Role: Officer
Focus: Grandmaster
Origin: US Army Officer
Essences:

Strength: 4
Athletics: +1D2
Brawn: +1D2
Conditioning: +1
Might: (Boxing) +1d2

Speed: 4
Driving +1D2
Initiative +1D4
Targeting: +1D2

Smarts: 4
Alertness (Situational Awareness) +1D2
Culture: +1d2
Science (Tactics, Strategy) +1D6
Survival: +1D2
Technology: +1D2

Social: 4
Deception: +1D2
Persuasion (Command) +1D6
Streetwise: +1D2

Languages: English, Polish, Russian, German

Perks and Abilities:

if it shoots (trained in all weapons except unique)
Origin Skills and Essense (Smarts +1, Alertness, Health 2, Move 30 + Swim Speed 30)
Benefits of Command (may spend 1 story point on a teamate to give an edge during requisition phase)
Training (+1 Smarts, +1 Soc)
Role Skills (Alertness, Persuasion, Insight)

Equipment Qualifications:
Light + Medium Amror
Grenades, Ballistic weapons + explosives

Yo Joe! (+1 health, Standard issue equipment, All Land Air Sea Vehicles, Battle Cry +10 move)

Battlefield Commander may give edge to one allies first attack during Yo Joe

Plan of Action as move action may grant ally in line of sight a +1 up on skill test on their next turn

Rouse may as a standard action during combat add a story point to the teams pool with a Dif 15 persuasion test

Focus Perks (Grand Master)
Knights Jump +1 Spd, Initiative skill, once per turn as move action may choose two teamates to swap initiative order can result in one teamate getting an extra action

General Perks:

Team player when lending assistance in combat you generate a story point if action is successful

Equipment:

HTB access pad
TacComm radio

1 base GI Joe Survival kit

Combat:

Health: 4

Move: 35ft

Toughness: 14
Evasion: 14
Cleverness: 14
Willpower: 14


Albert Władysław Anders is the son of a Polish Immigrant/Refugee and was an officer in the US Army before joining the GI Joe team. His mother and father fled Poland to escape the Iron Curtain in the 1980s and the stories he has heard has Albert determined to fight that kind of oppression wherever he finds it. He graduated with high honors from West Point and his ability to recognize his own soldiers' strengths and exploit enemy weaknesses got him near perfect scores in tactics. His strong early career in the Army got him noticed by Joe leadership and they expect his optimism and persistence to compliment his tactical knowledge as he starts to train with the best of the best.
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catsi563
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Re: GI Joe Strike Force Alpha OOC thread

Post by catsi563 »

And there we go everyones here thanks for joining me on this fun i hope journey

couple quick reminders

Critical rolls can come from either a Nat 20 on the D20 and or from rolling the max number on your skill dice. Crits can be either boosted damage or some additional effect.

A nat 20 is always a success of SOME sort even if the success doesnt come into play on the spot. that said as always you wont be taking down the terrordrome with a thrown rock. Some common sense must prevail

A fumble will only come on a nat 1 on the D20 and only if i dictate the fumble is cinematic in nature. IF you fumble a story point will be awarded to the team, IF you choose to take the fumble when i dont think its needed then you will get the story point AND a personal one so consider carefuly

Story points allow you to do the following

Re-roll any dice result of a 1
roll a skill test as if specialized
Add a +5 to defense before Dice are rolled or a +1 to defense after theyre rolled
gain temporary access to a minor piece of equipment or tool needed for the scene
get a clue or inspiration from the GM
some perks may require a story point be spent
Some scene editing may also be allowed subject to GMs approval

again ill be doing this for SP at the bottom of each IC post
Hero Story point pool: 6
thats it for now if you have any questions let me know and ill have the IC thread up soon
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Spectrum
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Re: GI Joe Strike Force Alpha OOC thread

Post by Spectrum »

Been thinking about an into scene, but this can also be a general question.

How understood/outdated is PYTHONTech? What is the current cutting edge tech?
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Shock
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Re: GI Joe Strike Force Alpha OOC thread

Post by Shock »

catsi563 wrote: Thu May 04, 2023 7:28 am

Critical rolls can come from either a Nat 20 on the D20 and or from rolling the max number on your skill dice. Crits can be either boosted damage or some additional effect.
Doesn't this give a weird advantage to skills that use smaller dice? If I have a 1d2 skill, that's a 50/50 chance of a crit
Spectrum
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Re: GI Joe Strike Force Alpha OOC thread

Post by Spectrum »

d2 looks to be the only die that doesn't happen with.

But yes, smaller dice tend to explore more often- which is kinda weird.
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catsi563
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Re: GI Joe Strike Force Alpha OOC thread

Post by catsi563 »

Spectrum wrote: Thu May 04, 2023 2:55 pm Been thinking about an into scene, but this can also be a general question.

How understood/outdated is PYTHONTech? What is the current cutting edge tech?
Ok Python tech worked out well enough for Cobra to utilize it and integrate it into their next generation of Vipers

So you get Frag Viper Laser Vipers SAW vipers HEAT vipers and so on

its solid tech but not as cutting edge as it used to be and the Joe have caught up to it and in some ways surpassed it

In fact toymakers Defection and rescue helped the Joes get ahead of the curve

Current cutting edge tech is some neat stuff mini exoskeletons may be on the battlefield soon though the US is keeping them under wraps to avoid setting off an arms race. the SNAKE armor is currently the only known Cobra tech that comes that close

the Joes are pretty much on the bleeding edge since their reincorporartion with some new next gen fighter craft, and helicopters upgrades to the MOBAT and Mauler tanks and so on

Also upgrades to personal battlegear are fully possible and achievable as well Reaper for example her suit is advanced personal stealth armor with reflex upgrades and environmental resistance and her mask utilizes banshee tech which is what makes it so frightening to the enemy. Im even retconinf it in that toymaker was responsible for building it
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Doctor Malsyn
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Re: GI Joe Strike Force Alpha OOC thread

Post by Doctor Malsyn »

So long as he ges himself two revolvers and a motorcycle, I recon Ken'll be pleased as punch even without all that fancy smancy tech.
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catsi563
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Re: GI Joe Strike Force Alpha OOC thread

Post by catsi563 »

Shock wrote: Thu May 04, 2023 4:45 pm
catsi563 wrote: Thu May 04, 2023 7:28 am

Critical rolls can come from either a Nat 20 on the D20 and or from rolling the max number on your skill dice. Crits can be either boosted damage or some additional effect.
Doesn't this give a weird advantage to skills that use smaller dice? If I have a 1d2 skill, that's a 50/50 chance of a crit

Yeah D2s dont explode unless they have an ability that lets them do so,

what im doing with crits is basically you can crit on a nat 20 or a explode of the dice, hero crits take precedence and a nat 20 basically beats all.

yeah it is a bit weird but seems to be built into the system its also why only a nat 1 on the D20 is a fumble
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