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Certified

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  1. https://www.youtube.com/watch?v=uPE2oBnzROY
  2. Chimera Religious cult, tech thieves, biomechanical terrors? This only scratches the surface of Chimera. Led by the Prophet Adam Pride and operating from their suborbital fortress Transunification it is hard to comprehend the motivations of Pride or the Chimera. The organization has changed radically since its first appearances in the 1970s. The modern Chimera have evolved into a strange techno cult whose doctrine espouse the ideal of forced human advancement at any cost. Originally tech thieves Chimera used stolen scientific data to push the field of cybernetics and human augmentation in the 70s and 80s. Today they blend their mastery of cybernetics with gene splicing science years ahead of any mainstream research. For over two decades the world had thought Chimera was defeated. After the Sinking of the Transunification the organization simply disappeared. It would turn out years later that what Chimera had been doing during this period was terrifying. Monitoring white papers and sending spies into scientific symposiums over the decades Chimera recruited like minded scientists tired of the shackles of ethics and safety. The machine men of the 70s were like a distant, pleasant, dream, compared to the nightmare army that landed on Zero Island in 2004. This was the first appearance of the modern Chimera. Mutated shock troops capable of spontaneous evolution as needed rushing from the mouths of gigantic dragon like creatures that seem to fuse beast and machine in a way that was impossible to separate where the organic began and the inorganic ended. These were not petty thieves or spies, but zealots in a new holy war for racial superiority. According to Chimeran propaganda, their leader, the Prophet Adam Pride, was created in 1998 using a team of researchers from around the world. Chimera claims that he is the ultimate example of genetic perfection taking the best traits from numerous animal species and that all other advancement comes from his wisdom. While Pride displays Ultrahuman abilities his true genetic heritage remains a mystery outside the inner circle of Chimera. After the raising of the Transunification it has become nearly impossible for security forces to predict when and where Chimera will strike. It seems that this new Chimera is as interested in its own propaganda as it is any decisive victories. Broadcasts from the Transunification can be found online showing some tortious experiment, or break through as if designed to both disgust and lure people to their cause at the same time. Chimera Troops The shock troops and foot soldiers of Chimera are terrifying, almost alien things. Speculation Around the Drifters is that they were genetically designed and only maintain a passing resemblance to humans. As for the Slither Tanks, not even the world’s top scientists have been able to present solid theories as to how these monstrosities are created. Drifter (Low Powered Mutant Shock Troops + 3 Templates) A fresh Shifter appears around six feet in height with a greenish-blue skin and four bisected eyes. When engaged in a battle some become shorter with condensed features and thick muscles giving them incredible fortitude. Their skin forms calcium deposits and bone spurs as they mutate. Others become wiry with vine like limbs, lithe and agile. In this state the Drifter seems to be able to exhale powerful pheromones that sap victim's strength. Other variations have been seen during engagements but these “Goblin” and “Elf” alterations seem to be the most common. Basic Roll: 6 + 2d6 Stamina 4 Defense Genetic Toughness 10 Armor 2 Dice 3 Offense Concussion Blaster 10 Dice 3 Range Long Damage 8 Wounds Offense Claws 10 Dice 3 Damage 4 Wounds Drifting: After the first Turn of Combat a Drifter may spend 1 Turn to become a Goblin or Elf. This transformation requires 1 Turn. Goblin Drift (Low Powered Mutant Shock Troops + 5 Templates) Basic Roll: 6 + 2d6 Stamina 8 Defense Calcified Skin Plates 14 Armor 6 Dice 3 Offense Concussion Blaster 10 Dice 3 Range Long Damage 8 Wounds Offense Bone Spurs 10 Dice 3 Damage 6 Wounds Elf Drift (Low Powered Mutant Shock Troops + 5 Templates) Basic Roll: 6 + 2d6 Stamina 4 Stealth 10 Dice 3 Defense Genetic Toughness 10 Armor 2 Dice 3 Offense Concussion Blaster 10 Dice 3 Range Long Damage 8 Wounds Offense Claws 10 Dice 3 Damage 4 Wounds Offense Pheromones 10 Dice 3 Range Short Damage 4 Wounds Notes Defended by Mental and Fortune Characteristics. Tactics: Drifters are deployed in powers of 3. Rarely will fewer than 9 Drifters be used in an attack, or raid. Drifters make staggered shifts leaving only a third of the strike teams vulnerable. A team of 15 Drifters would Drift 5 at a time. GM Note: Don’t be afraid to deploy Elf or Goblin Drifters for specific tasks. This represents a foreknowledge of the challenges they may face. For example: Breaking into a lab is not Goblin work, Chimera may send three Elves though. Also, be aware that without the time required for a shift Drifters are a far tougher challenge. Slither Tanks (High Powered Personnel Carrier + 5 Templates) If the Drifters are to be considered Elves and Goblins then here there be dragons. The Slither tank is part APC and part reptile. Capable of spewing forth up to twenty four Drifters not to mention a bath of chemical fire the Slither Tank is a terror on the battle field. First seen on Zero Island Slither Tanks have been reported with wings, or aquatic variations. How these aquatic variants are deployed from the Transunification remains a mystery. Basic Roll: 12 + 2d6 Stamina 28 Defense Metallic Scales 8 Armor 12 Dice 3 Offense Fire Breath 20 Dice 3 Range Short Damage 16 Wounds Offense Bite and Claws 20 Dice 3 Damage 12 Wounds Note Defense Value reduced by 20 due to size.
  3. https://petitions.whitehouse.gov/petition/maintain-true-net-neutrality-protect-freedom-information-united-states/9sxxdBgy
  4. Turning to Tom, Franks paused considering the question. “Currently we have no intel on operators working under the names Warrens.” Pausing again, he looked to the briefings on the table. “There are the Warrens, a supposed underground district. After the rebuilding of Bay City began, large areas of the old city were covered over. The area was expected to flood. There have been reports for years of people living in these abandoned areas. Local police do not patrol this area.” Franks looked down. His face expressionless as always. “There are a large number of unknown variables in scenario. Normally, I would not send anyone into a situation without more data. However, we know lives are not just at stake but literally thrown away.” Franks looked up and across the table.
  5. http://www.imdb.com/title/tt0085701/?ref_=nm_flmg_act_98
  6. Bureau of Metahuman Affairs (BMA) Founded in 1966 the BMA was charged with the tracking of Metahuman development inside the US. Since their founding, the BMA’s charter has been expanded to include a national registry of Metahumans, defense litigation for registered Metahumans and Empowered Normals working under the Metahuman Crime Prevention Act (1984 MCPA), and prosecution of unregistered Metahumans who violate the 1984 MCPA. Almost from the beginning the BMA has been subject to accusations of abuse of power and corruption. The F-Board, an online community for low level mutants there are countless posts about strong arm tactics and Metahumans targeted for some minor talent that was deemed a risk to national security. An infamous 2007 thread details harassment of a F-Board poster 2Locked a minor Ferrokinetic who had a talent for disarming locks. In November 2007, 2Locked, real name Jon Lancaster was arrested by the BMA for a suspected burglary of a BMA building. Despite evidence to the contrary the Ferrokinetic was sentenced to twenty five years in Black Mountain prison. Many F-Board posters continue to advocate 2Locked’s incarceration was designed as a test of his powers. The reality of the BMA is not black and white. they partner with Homeland Security and the NSA to identify high risk Metahuman targets. They have also pushed for both technological and scientific innovation to help combat super powered threats. The BMA’s Metahuman Advancement Program, MAP, helped to create a team of super soldiers comparable to Harbinger’s Nu-Men. The BMA exists somewhere in the grey. Their actions often seem counter intuitive to someone on the outside and the details are not likely to be shared. They maintain incredible political power and a deep wealth of resources. Heroes may find themselves fighting alongside Paragon Troops one day and on the wrong side of a MAP rifle the next. Division M Perhaps one of the least understood groups of the BMA, Division M appears to be an investigatory branch. Although, they have been known to directly interevent in hostile environments. One notable distinction, beyond the plain black suits is that Division M seems to be comprised entirely of Metahumans. Although, members of MAP are also Metahumans members of Division M seem to show a wider variance in powers implying they were recruited and not augmented by the BMA, Division M Investigators Members of Division M are exceptionally well trained, and in addition display a wide range of powers. However, this diversity is masked by plain suits, bland haircuts and characteristic sunglasses. The following Background Characters make up a three man team. When introducing Division M Investigators GMs should be ready to turn any Background Characters into fully developed Characters. Projector (Low Powered Super Agent + 3 Templates) Basic Roll: 6 + 2d6 Stamina 4 Defense Hidden Kevlar 10 Armor 6 Dice 3 Offense Energy Creation (Select an Element) 10 Dice 3 Range Long Damage 8 Wounds Offense Energy Boxer 10 Dice 3 Damage 4 Wounds Protector (Low Powered Super Agent + 3 Templates) Basic Roll: 6 + 2d6 Stamina 8 Defense Unbreakable Skin 14 Armor 8 Dice 4 Offense Handgun 6 Dice 2 Range Short Damage 4 Wounds Offense Super Brawler 10 Dice 3 Damage 6 Wounds Offense Grapple 10 Dice 4 Damage 0 Wounds Notes Any Actions taken by the target suffer a 5 point Penalty. Value includes Grapple Penalty. Offense Crush 20 Dice 4 Damage 8 Wounds Notes Target must be Grappled Provoker (Low Powered Super Agent + 3 Templates) Basic Roll: 6 + 2d6 Stamina 4 Defense Hidden Kevlar 10 Armor 6 Dice 3 Offense Handgun 6 Dice 2 Range Short Damage 4 Wounds Offense Mind Wrack 10 Dice 3 Range Short Notes Close Area Meddling Power applies - 3 for 1 Turn. Offense Psychic Hold 9 Dice 2 Range Short Damage 4 Wounds Notes Traps Target Psychically with an Armor 4 Stamina 2 Barrier Metahuman Advancement Program (MAP) During the first invasion the BMA targeted humans with a known genetic potential for superhuman mutation. Using research salvaged from Zero Island and the Atlas Group the BMA initiated MAP, the Metahuman Advancement Program. Designed to create the ultimate Metasoldier. Map soldiers have been genetically reengineered to perform above human potential. There is speculation that the BMA keeps these troops in a cold storage sleep similar to RRX-001 the Red Juggernaut. To date this rumor has not been proven. MAP Soldier (Classic Metasoldier + 4 Templates) Genetically designed to be superior in every way MAP soldiers undergo intense psychological conditioning to ensure their loyalty. Since the First Invasion MAP has been out of the news and has become the BMAs dark ops team. MAP Soldiers are unremorseful and extremely dangerous. Basic Roll: 9 + 2d6 Stamina 6 Defense 15 Armor 3 Dice 2 Offense M-16 Assault Rifle 15 Dice 3 Range Long Damage 12 Wounds Offense MAP Combat Training 15 Dice 3 Damage 9 Wounds Offense Power Punch 14 Dice 4 Damage 13 Wounds Paragons, Troops (Classic Power Armor Police + 3 Templates) The Paragons make up the enforcement arm of the BMA.The latest iteration of Paragon Armor has removed many of the flaws seen in past generations. Able to be dispatched around the country in a moments notice the Paragon Troops assist local law enforcement in the apprehension and detention of Metahuman threats. Paragon armor is durable and equipped with both lethal and nonlethal systems. It is important to note that legally the FBI and specifically the MCPD are charged with Metahuman acquisition. Because of jurisdictional and legal conflicts members of the BMA are often on hand to deflect other law enforcement. The Paragons are perhaps one of the most notorious groups operating within the US. Rumors persist of those arrested never going to trial or being seen again. Basic Roll: 9 + 2d6 Stamina 12 Defense Paragon Armor 15 Armor 9 Dice 3 Offense Plasma Cannons 15 Dice 3 Range Long Damage 12 Wounds Offense Adhesion Pellets 15 Dice 3 Range Long Damage 6 Wounds Notes Traps Target in fast sealing adhesive with an Armor 4 Stamina 3 Barrier
  7. Though the giant monsters were always intended to be computer generated, all of their designs were expanded from the notion that they could be "worn as suits," like in traditional kaiju films.
  8. Hey everyone, Fractured Kingdom is conward bound! http://www.fk.housedok.com/2014/04/fractured-momocon/
  9. Distraction: The Character may attempt an Expression 10 + Distraction 10 roll against an Opponent's Defense + 10 or Mental + 10 whichever is higher. On a Successful roll the Character may make their next Attack against the Opponent’s Surprised Defense. Repeated attempts increase the Difficulty by 10.
  10. http://www.imdb.com/name/nm0191520/?ref_=tt_cl_t9
  11. http://www.merriam-webster.com/dictionary/consequences
  12. http://www.dorkly.com/comic/58905/why-captain-america-is-perfect
  13. Fighting Styles Value Zaidan 15 - Wisdom/Support Secondary Role: Offense MA - Full Role MA Secondary Role: Defense MA - Full Role MA Zaidan came before all others. Before Zaidan there was only barberism. It is the foundation of all martial study, the perfected style. Over the centuries it has been fragmented and forgotten. Only those that master the Thirteen Cuts are selected by the Zaidan Monks to learn the one true style. There is no judgement of character, only a desire to seek perfection. Cost: 17 + 6 + 6 + 6 + 6 = 41
  14. Master Sword Slash 55 (Wisdom 15, Zaidan 15, Kenjustu 10,Sho-Shin Katana 15) Dice 3 Energy 4 Damage 15
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