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AnimOuch! Examples These examples are thumbnail sketches for you to use and develop your own games from, giving fully detailed worlds for each of these backgrounds would require hundreds more pages. Similarly most of the characters haven't been given any skills as the needs of your campaigns may be different to ours.
Wanderer's World This is an example background showing part of Wanderer's world. It is given as a sketchy outline for you to use and tailor to your taste.
The worshippers of the Flame are the descendants of a bunch of absolute nutters who decided that nuclear bombs were the closest thing on Earth to an all-powerful god. Because of this belief they were hounded out of the cities and into the mountains where they set up camps and bases, and a large fallout shelter.
They were vindicated on the day the bombs fell, the day that marked the end of `Before'.
After the war, and the effects of the nuclear and biological weapons used in it, the Temple of the Flame (as they came to be known, previously they were the Tadami Survival Club) were the most organised group in the Fukushima region.
Two generations of suffering later the world had changed drastically from that of Before. The Priests of the Flame had effectively become the hereditary rulers of the area and instituted many changes. The Temple was split up into two sections, the Divine Flame group were the administrators and organisers, the Cleansing Flame were the military wing. The High Priest was in regular contact with the government in New Tokyo and had initiated trade with them, food for medicines and equipment.
Fukushima was off-limits to Tokyo residents and there was a small military force in Utsunomiya to enforce this. They rarely had anything to do as the rumours of mutants and strange powers in Fukushima kept most people's interest low.
The problems lay in communicating their reasons, they just weren't trusted by the majority of the population. Although their worship of the flame had been institutionalised as the official local religion there were many who still adhered to Shinto and Buddhism. The Sisterhood members in outlying areas tended to rule by fear rather than logic due to it's efficiency. Their choice of outfits (found in an old magazine called `Girls in Uniforms') didn't help in many areas.
One of the first changes was the taking of the first daughter from each family to the shelter in Mt. Bandai, the Temple, as initiates. Here they were safe from the poisons in the air and could develop safely through puberty without becoming sterile. They were given names from old books, to help remove them from their previous lives, and a fairly good general education. Once they were of childbearing age they were returned to the outside world as nuns of the Sisterhood. They went to different areas to those they had come from in order to help spread genetic variety.
In many areas the local population tried to protect their children from the "obviously cruel" Sisters by disguising them as boys. This led to harsher and harsher punishments by the Sisters who failed to understand what the problem was.
Lesa's death was at the height of the problem. Merci, the local
As chronicled in Wanderer's Genesis this decision proved to be one too many. Wanderer came out of the wastes to the East like an avenging angel to attack Crystal Lake. After `freeing' the village Wanderer picked friends to help him in his quest. Satori and Zhuvar became his henchmen and many of the other men from the area joined him. They became a guerrilla force fighting the Sisterhood and the agents of the Temple
Role-playing this setting is more fulfilling than purely running it as a series of combat scenes. Emphasise the confusion as Wanderer's friends realise the loss to the region as they cripple the power of the Temple. Gradually they will realise they are not necessarily the good guys and are destroying the area.
Central Fukushima
The whole area consists of rolling hills covered in light woods. The areas around communities are cultivated with rice paddies and pasture fields. Mt Bandai is the largest mountain in the region and is often used as a navigational marker.
The Badlands are areas that were devastated during the war. Even the hills and mountains were twisted by the power of the bombs. The natural life there was killed or twisted into mockeries of their original forms. The ruins of Koriyama and Sukagawa are no longer radioactive, but they are still dangerous places to visit. There are many savage creatures and mutants living off each other. Many say this is Hell on Earth, comparing the life there to the demons of old legends.
Wanderer's Genesis This is an example episode running from small encounters with the nuns up to a serious fight with the local sister for control of Wanderer's home town.
Crystal Lake is a small frontier village consisting of predominantly wooden buildings surrounded by paddy fields and woods.
The village is primarily oriented towards producing enough food for it's own survival. The inn is the only major source of external trade. Many prospectors base themselves there for trips into the badlands. The Sisterhood keep a larger than normal presence here to inspect finds the prospectors bring in.
The small Sisterhood presence increases at midsummer with visitors for the festival.
Up until year 73, Solaku was a prospector. He worked on the Eastern Frontier searching for mineral lodes and artefacts from Before. He was considered by most to be the best in the area, famous for his bravery in daring the badlands.
On the eve of midsummer he returned to his hometown of Crystal Lake. He was in a jubilant mood having just made one of his greatest finds, an intact military arsenal from Before. He was so preoccupied that he almost failed to see the figure of Kolas, his neighbour, standing in the middle of the road a couple of kilometres from the village.
Kolas had grave news for Solaku. Solaku's wife, Lesa, was dead.
Solaku went mad. Lesa and Lesu were gone. What was the point in life any more?
Kolas spent the next few hours calming down Solaku and thought he had succeeded when Solaku climbed back into his truck and headed back to the badlands.
A year later Wanderer attacked Crystal Lake.
He came out of the badlands, straight down the main road. Just before the checkpoint he got out and circled round to attack it.
The Encounters Each of these encounters should be run in sequence as Wanderer and Jengar make their way into the village wreaking vengeance on the Sisterhood.
Wanderer has time between encounters to heal, but Jengar doesn't.
a Three nuns of the flame on duty at the checkpoint.
b Two squads of nuns of the flame coming to investigate the shooting.
c Merci, the local sister and her assistants. They are in the village for the festival, surrounded by villagers. Major Characters in Wanderer's World Guerrillas Name Wanderer Type Hero Initiative 3 Avoidance 2 - Danger Sense 100 Toughness 12 Healing 2 70 Wounds 10 Luck 3 130 Movement Run 12" Fly 0" 12 Swim 0" Leap 4" 8 Attacks Shotgun (P) 6I 0K 12"R 2A 2"D 120 Sword (P) 5I 0K 0"R 3A 0"D 40 Swords (P) 4I 0K 0"R 1A 1"D 24 Skills Lvl Skills Lvl
Characteristics Wanderer is the charismatic, and totally insane, leader of the guerrilla forces in the Fukushima region. Sent over the edge by the loss of his wife and daughter he is bent on revenge and nothing is going to get in his way. Total 504
Name Jengar Type Toughie Initiative 2 Avoidance 3 (P) 55 Toughness 16(P) 8(E) Healing 0 60 Wounds 6 Luck 0 60 Movement Run 16" Fly 16 Swim 8" Leap 6" 20 Attacks Bite (P) 4I 0K 0"R 2A 0"D 24 Skills Lvl Skills Lvl
Characteristics Found by Wanderer in the Sukagawa ruins, Jengar is a mutated dog of some kind. He has been fitted with biomechanical armour and add-ons that allow him to survive combat in the Badlands. Unknown to Wanderer Jengar has his own motives. He is addicted to the scents of fear and blood and will do all in his power to cause death and mayhem without being caught. Total 235
Name Zhuvar Type Toughie Initiative -3 Avoidance -1 -70 Toughness 12 Healing 0 60 Wounds 4 Luck 0 40 Movement Run 5" Fly 5 Swim 2" Leap 1" 4 Attacks Rifle (P) 4I 0K 24"R 1A 0"D 64 Axe (P) 3I 0K 0"R 2A 0"D 18 Telekinesis (M) 20"Flight 0I 0K 10"R 0A 0"D 70 Skills Lvl Skills Lvl
Characteristics Mutant Guerrilla. Zhuvar is one of Wanderer's closest friends. His ability to use telekinesis is often used by the guerillas for surprise attacks. Unfortunately he is very fat and slow due to a glandular instability. He is unlikely to survive past middle age. Total 191
Name Kolas, Tarvel & Bessit Type Plebs Initiative 1 Avoidance 1 30 Toughness 5 Healing 0 25 Wounds 4 Luck 0 40 Movement Run 8" Fly 0" 8 Swim 2" Leap 3" 8 Attacks Rifle (P) 5I 0"K 24"R 1A 3"D 170 Knives (P) 3I 0"K 0"R 1A 0"D 12 Skills Lvl Skills Lvl
Characteristics Kolas, Tarvel & Bessit are one of the standard guerrilla teams working for Wanderer. Total 293
Sisterhood Name Dular Type Hero / Villain Initiative 3 Avoidance 2 80 Toughness 10 Healing 2 60 Wounds 6 (Reflects Mental) Luck 2 200 Movement Run 12" Fly 0" 12 Swim 0" Leap 4" 8 Attacks Assault Rifle (P) 6I 0"K 18"R 1A 0"D 60 Sword (P) 4I 0"K 0"R 2A 0"D 24 Sonic Wave (E) 12I 0"K 0"R 0A 9"D 2S 60 Skills Lvl Skills Lvl
Characteristics Dular is the High Priest of the Divine Flame and also the titular head of the Fukushima region. He is the direct descendant of one of the original survival club members and has received a very good education. He is currently suffering from stress due to the pressures of keeping the region together. Total 504
Name Merci Type Toughie Initiative 2 Avoidance 1 50 Toughness 10 Healing 0 50 Wounds 8 Luck 0 80 Movement Run 10" Fly 0" 10 Crystal Lake Attacks Rifle (P) 4I 0"K 18"R 1A 0"D 52 Sword (P) 4I 0"K 0"R 3A 0"D 32 Bee Swarm (P Def) 10I 0"K 0"R 0A 7"D 1S 40 Skills Lvl Skills Lvl
Characteristics Merci is the sister in charge of the Crystal Lake region. When she is not performing her official duties she helps run her family's pig farm. She has a very nasty temper and despairs of trying to educate the locals who seem uninterested in preparing for the future. Total 322
Name Patrol Type Plebs Initiative 1 Avoidance 1 30 Toughness 8 Healing 0 40 Wounds 6 Luck 0 60 Movement Run 8" Fly 0" 8 Swim 0" Leap 3" 6 Attacks Rifle (P) 5I 0"K 24"R 1A 0"D 68 Sword (P) 4I 0"K 0"R 1A 0"D 16 Skills Lvl Skills Lvl
Characteristics This is a standard patrol squad of nuns. These squads perform the duties of both police and army in Fukushima. Occasionally they have a vehicle, but usually they are on foot due to the scarcity of working vehicles. Total 228
Name Nuns Type Plebs Initiative 1 Avoidance 1 30 Toughness 8 Healing 0 40 Wounds 6 Luck 0 60 Movement Run 8" Fly 0" 8 Swim 0" Leap 3" 6 Attacks Rifle (P) 5I 0"K 24"R 1A 0"D 68 Sword (P) 4I 0"K 0"R 1A 0"D 16 Flame Thrower 5I 0"K 8"R 1A 3"D 180 (E Unheal) Skills Lvl Skills Lvl
Characteristics This is a standard attack squad of nuns. These squads are used to attack specific targets. Total 408
Name none Type Plebs Initiative 1 Avoidance 0 20 Toughness 8 Healing 0 40 Wounds 2 Luck 0 20 Movement Run 0" Fly 0" 0 Swim 0" Leap 0" 0 Attacks Sonic Attack 3I 0"K 6"R 0A 0"D 30 (E Grapple) Skills Lvl Skills Lvl
Characteristics Robot sentries are used to protect the Sisterhoods important sites. They use the grapple attack to freeze intruders then notify the sisters of the intrusions. Total 110
Name 5 Novices Type Civvies Initiative 1 Avoidance 0 20 Toughness 8 Healing 0 40 Wounds 2 Luck 0 20 Movement Run 8" Fly 0" 8 Swim 0" Leap 3" 6 Attacks Pistol (P) 2I 0"K 12"R 0A 0"D 16 Knife (P) 2I 0"K 0"R 0A 0"D 4 Skills Lvl Skills Lvl
Characteristics The novices are the youngest members of the Temple. Occasionally they leave the Temple to go on field trips. They are armed for self defence and will only use their weapons if threatened. Total 114
Meanwhile, in the city a short distance away...
Near Future The world is in decay, destroyed by man's greed. Many areas have been devastated by environmental disasters, others by warfare. Some areas still continue to function with high technology, others are reduced to barbarism.
Many cities survive or have been rebuilt, though overcrowding and crime are major problems. There is a huge gap between the haves and the have nots, a gap that is continually growing.
Many different power groups exist. The governments, the multi-national corporations, secret societies, organised crime. Each is disdainful of the others and alliances, when they occur, are usually broken as soon as one side sees an advantage.
In the `civilised' areas technology is often an evil as well as a blessing. Those with power and money can live virtually for ever, through the use of organ and memory transplants. There is a huge underground trade in people and organs to support the lives of the rich. Robots and androids break their programming (often with the help of someone who sees a possibility for personal advancement) and go berserk. Power groups use civilians for tests of new weapons and drugs. Open warfare between the groups occurs often. The media are used by all sides to push their causes, finding the truth behind the glitter is not easy.
These samples have mainly been set up for games set in one of these cities, such as New Tokyo, involving the police and vigilantes against criminals, corporations and each other.
Standard Weapons and Equipment Knife (P) 1I 0"R 0A 0"D 2cp or 200yen Sword (P) 3I 0"R 0A 0"D 6cp or 600yen Shuriken (P) 1I 6"R 0A 0"D 8cp or 800yen Pistol (P) 1I 12"R 0A 0"D 14cp or 1400yen Shotgun (P) 3I 8"R 0A 2"D 42cp or 4200yen SMG (P) 2I 18"R 0A 2"D 66cp or 6600yen Rifle (P) 4I 24"R 0A 0"D 64cp or 6400yen Assault Rifle (P) 4I 24"R 0A 3"D 128cp or 12800yen Machine Gun (P) 5I 30"R 0A 3"D 160cp or 16000yen Laser (E) 8I 20"R 1A 0"D 72cp or 7200yen Heavy Laser (E) 8I 40"R 1A 0"D 112cp or 11200yen Rotary Cannon (P) 9I 24"R 2A 0"D 126cp or 12600yen Missile (E) 9I 20"R 1A 4"D 228cp or 22800yen
Sentry Gun, a common automated point defence system Toughness 10 Wounds 2 Avoidance 1 80 Machine Gun (P) 5I 30"R 0A 3"D 160 Total 240cp or 24000yen
Kevlar vest +1 avoidance +2 toughness (P) 15cp or 150yen
In the middle of this are the police, pulled in different directions by the needs of the politicians (protecting their votes), the corporations (protecting their assets); and the man in the street (protecting their lives). Regularly new approaches to police work appear: better technology, heavier weapons, more armour. Just to add to the chaos facing the police are private police and security forces that have jurisdiction over many areas of most cities.
Name Patrol Squad Type Plebs Initiative 0 Avoidance 1 10 Toughness 6 Healing 0 30 Wounds 2 Luck 0 20 Movement Run 6" Fly 0" 6 Swim 0" Leap 2" 4 Attacks Pistols (P) 3I 0K 12"R 0A 0"D 18 Night-sticks (P) 2I 1K 0"R 0A 0"D 5 Skills Lvl Skills Lvl
Characteristics This is your average couple of patrol cops, whether public or private, found either walking the beat, or patrolling in their car. They are not heavily armed as their function is predominantly one of preventing crime by their presence. Total 93
Name Response Squad Type Plebs Initiative 0 Avoidance 1 10 Toughness 6 Healing 0 30 Wounds 2 Luck 0 20 Movement Run 6" Fly 0" 6 Swim 0" Leap 2" 4 Attacks Pistols (P) 3I 0K 12"R 0A 0"D 18 Night-sticks (P) 2I 1K 0"R 0A 0"D 5 Shotguns (P) 4I 0K 8"R 0A 2"D 48 Skills Lvl Skills Lvl
Characteristics Another couple of patrol cops, but this time they've got their shotguns out as they would have when responding to a report of a violent crime in progress. Total 141
Name Assault Team Type Plebs Initiative 1 Avoidance 2 40 Toughness 10 Healing 0 50 Wounds 2 Luck 0 20 Movement Run 6" Fly 0" 6 Swim 0" Leap 2" 4 Attacks Pistols (P) 3I 0K 12"R 0A 0"D 18 Night-sticks (P) 2I 1K 0"R 0A 0"D 5 SMG (P) 4I 0K 18"R 1A 2"D 104 Skills Lvl Skills Lvl
Characteristics These are the guys that get called in when things get rough. Armed to the teeth, these guys are used whenever the situation involves or requires armed violence. They are experts at the more subtle applications of force, preferring to sneak up to their target and use surprise to gain a tactical advantage. Total 247
Name Dave Type Pleb (with an attitude) Initiative 1 Avoidance 2 40 Toughness 7 Healing 0 35 Wounds 1 Luck 0 10 Movement Run 6" Fly 0" 6 Swim 0" Leap 2" 4 Attacks Pistol (P) 1I 0K 12"R 0A 0"D 14 Night-stick (P) 1I 1K 0"R 0A 0"D 3 Heavy Rifle(P) 4I 0K 24"R 1A 0"D 64 Skills Lvl Skills Lvl
Characteristics Marksmen support the assault teams as they go in, usually from a position with a good view of the target area. They stay in contact with the assault teams and are often the first to fire during a raid, distracting the target from the appearance of the assault teams. Total 176
Name Nakura Type Toughie Initiative 1 Avoidance 3 50 Toughness 10 Healing 0 50 Wounds 2 Luck 0 20 Movement Run 7" Fly 0" 7 Swim 0" Leap 2" 4 Attacks Pistol (P) 1I 0K 12"R 0A 0"D 14 Night-stick (P) 1I 1K 0"R 0A 0"D 3 Assault Rifle(P) 4I 0K 24"R 1A 0"D 64 Missile (E) 9I 0K 20"R 1A 4"D 1S 57 Skills Lvl Skills Lvl
Characteristics When things get too rough for the SWAT teams it's time to call in ESWAT. These guys are not the people of choice for subtlety, preferring to go in guns blazing and sort out the mess later. Nakura has a one shot missile launcher as well as an assault rifle and is generally considered underarmed by ESWAT standards. Total 269
Name Toni Type Toughie Initiative 0 Avoidance 2 20 Toughness 15 Healing 0 75 Wounds 2 Luck 0 20 Movement Run 7" Fly (Parachute) 10" 1S 15 Swim 0" Leap 5" 10 Attacks Missile (E) 9I 0K 20"R 1A 4"D 228 Heavy MG (P) 3I 0K 24"R 1A 3"D 150 Punch (P) 6I 0K 0"R 0A 0"D 12 Skills Lvl Skills Lvl
Characteristics The armour of choice for ESWAT. The Tactical Powered Armour suits offer high protection with good mobility and a good variety of firepower. These suits are called out only when the situation requires it as they are easily capable of causing so much collateral damage that it would have been better not to have called for them in the first place. Total 530
Name Duncy Type Hero Initiative 2 Avoidance 4 80 Toughness 10 Healing 2 60 Wounds 3 Luck 3 20 Movement Run 8" Fly 0" 8 Swim 0" Leap 4" 8 Attacks Kick (P) 3I 0K 0"R 2A 0"D 18 Assault Rifle(P) 6I 0K 24"R 1A 0"D 72 Assault Rifle(P) 4I 0K 20"R 1A 4"D 168 Skills Lvl Skills Lvl
Skills Lvl Skills Lvl Drive (car) 3 Armour Design 4 16 Design clothes 2 Weapon Design 3 9 Physical know 4 Energy know 4 20 Basic tech 3 Basic design 2 9 Information (library) 3 6 Characteristics Seely is the daughter of an eminent scientist who inherited his work, his plagiaristic capacity and his fortune on his death. She runs a fashion shop as a cover for her life's work: destroying his killers.
Cool and calm usually, Seely runs the group from her home, having provided all the money and technology they need to function. She is constantly sudying research papers to see if there is any new technology she can steal for the benefit of the group.
The group do freelance mercenary work, though only if they have no moral objections to the contract. They also work for no pay where they feel something has to be done. Total 680 Name Kriss Type Hero Initiative 3 Avoidance 4 100 Toughness 15 Healing 2 85 Wounds 5 Luck 2 70 Movement Run 15" Fly 20" 1S 45 Swim 0" Leap 7" 14 Attacks Cannon (P) 8I 0K 20"R 2A 2"D 180 Needler (E) 12I 0K 3"R 3A 0"D 3S 81 Kick (P) 8I 0K 0"R 4A 3"D 80 Skills Lvl Skills Lvl Drive (m/bike) 5 Play guitar 5 30 Sing 4 Compose 3 16 Basic Tech 2 Awareness 3 9 Dance 3 Info (street) 3 12 Characteristics A borderline psychopath (on the wrong side of the border), Kriss is the most gung-ho member of the team, often going into a destructive rage. She tends to 'think' with her emotions rather than her brain and is a great supporter of lost causes. Off duty she is the lead singer for a thrash rock band, where she often causes more damage than she does in action. Total 725
Name Linny Type Hero Initiative 3 Avoidance 3 90 Toughness 15 Healing 2 85 Wounds 4 Luck 1 50 Movement Run 15" Fly 20" 2S 45 Swim 0" Leap 7" 14 Attacks Laser Sashes (E) 10I 0K 0"R 2A 2"D 100 Power Punch (E) 12I 0K 0"R 3A 0"D 3S 48 Kick (P) 8I 0K 0"R 4A 0"D 80 Cannon (P) 6I 0K 15"R 2A 0"D 81 Skills Lvl Skills Lvl Characteristics Duncy is an ex-military marksman who drifted into ESWAT. Her previous training and experience make her devastating in combat. She often works undercover as a detective on the more dangerous cases. She has little regard for her own mortality and seems convinced she is at least bullet-proof. Total 434
Name Duncy Type Hero Initiative 1 Avoidance 3 50 Toughness 15 Healing 2 85 Wounds 3 Luck 3 60 Movement Run 10" Fly (Parachute) 10" 1S 18 Swim 0" Leap 8" 16 Attacks Punch (P) 6I 0K 0"R 1A 0"D 24 Heavy Rifle (P) 9I 0K 30"R 2A 0"D 144 Heavy Rifle (P) 3I 0K 20"R 1A 3"D 130 Skills Lvl Skills Lvl
Characteristics When the going gets tough, the tough put on their powered armour. Duncy has her own customised suit that, although it slows her down, is not as bad as the normal suit. Total 527
Name Beergut Type Hero Initiative 1 Avoidance 4 60 Toughness 12 Healing 2 70 Wounds 4 Luck 2 60 Movement Run 14" Fly 0" 14 Swim 0" Leap 8" 16 Attacks Punch (P) 6I 0K 0"R 3A 0"D 48 Heavy Rifle(P) 9I 0K 30"R 1A 0"D 96 Heavy Rifle(P) 3I 0K 20"R 1A 3"D 130 Skills Lvl Skills Lvl
Characteristics Duncy's partner, and some say lover, is a fully fledged cyborg. He walked in front of a truck after leaving a bar and the army paid for his body to be replaced. They have been together for years, though often disagree on their future careers. Beergut is the more stable of the two (now that alcohol no longer affects him) and very protective of Duncy, the only time he will take chances is to save her. Total 494
Vigilantes When things get too bad vigilantes appear in New Tokyo to make things better or worse, putting their personal views before those of the police. This group are very popular in the city as they are seen as being able to deal effectively with problems the police are neither trained nor equipped to deal with. No matter how much collateral damage they cause in their fights (and it's often awesome!) their fans still support them and clamour for the police to recruit them.
Name Seely Type Hero Initiative 3 Avoidance 3 90 Toughness 15 Healing 2 85 Wounds 6 Luck 2 80 Movement Run 15" Fly 20" 75 Swim 0" Leap 7" 14 Attacks Cannons (P) 8I 0K 20"R 3A 2"D 216
Acrobatics 5 Dance 4 25 Basic Tech 2 Awareness 2 6 Characteristics The most athletic member of the group. Linny is a professional fitness instructor and loves to show off her body. Highly empathic, she finds it easy to make friends, though this often leads her (and the rest of the group) into trouble. Total 633
Name Nana Type Hero Initiative 3 Avoidance 3 90 Toughness 15 Healing 2 85 Wounds 4 Luck 1 50 Movement Run 15" Fly 20" 2S 45 Swim 0" Leap 7" 14 Attacks Cannon (E) 8I 0K 20"R 2A 2"D 180 Needler (E) 12I 0K 3"R 3A 0"D 3S 81 Kick (P) 8I 0K 0"R 4A 0"D 80 Special Scanner 30 Sensors Range x2 Sensitivity 3 20 Skills Lvl Skills Lvl Drive (m/bike) 3 Drive (car) 2 9 Info (computer) 5 Info (radio) 3 21 Awareness 4 Acrobatics 2 13
Characteristics A computer hacker turned cop. Nana is the eyes and ears of the team in more ways than one. At work she is continually on the look out for information the group can use. In combat she mans the electronics warfare gear, scanning, intercepting and jamming enemy transmissions when necessary. At other times she delights in spreading rumours and will make them up if she feels the need. She is the least combat worthy of the team. Total 718
Corporations The corporations are very powerful, running most of New Tokyo in secret and continually attempting to take it over completely. At times the various corporations are competing with one another to be the most powerful in the city, at others they combine forces against the city and police. Their resources and manpower make them very powerful adversaries indeed.
At the same time there are many powerful individuals in the corporations, they are often competing with each other for control of their own corporations. At times it seems that this constant internal strife is the only thing that keeps New Tokyo from becoming just another corporate suburb, albeit a large one.
For corporate security use the values given for patrol and response cops, possibly replacing the shotgun with a machine pistol.
Name Miller Type Villain Initiative 0 Avoidance 1 10 Toughness 4 Healing 2 30 Wounds 1 Luck 2 30 Movement Run 6" Fly 0" 6 Swim 0" Leap 2" 4 Attacks Pistol (P) 2I 0K 12"R 0A 0"D 16 Punch (P) 2I 0K 0"R 0A 0"D 4 Skills Lvl Skills Lvl
Characteristics Miller is your typical cold blooded corporate manager, secure that his power and position in the corporation puts him above the law. He is usually protected by at least one (and usually more) biomech bodyguards camouflaged as normal humans. Total 100 Name Miller Type Villain Initiative 1 Avoidance 2 40 Toughness 18 Healing 2 100 Wounds 2 Luck 2 40 Movement Run 8" Fly 0" 8 Swim 0" Leap 8" 16 Attacks Machine Guns (P) 9I 0K 30"R 2A 2"D 240 Punch (P) 6I 0K 0"R 1A 0"D 24 Skills Lvl Skills Lvl
Characteristics Never one to buck a trend Miller has had his techies build him a set of powered armour. Miller's suit is especially heavy and overarmed. Total 468
Name none Type Toughie Initiative 1 Avoidance 1 30 Toughness 15 Healing 0 75 Wounds 6 Luck 0 60 Movement Run 10" Fly 0" 10 Swim 0" Leap 5" 10 Attacks Assault Rifle (P) 6I 0K 24"R 1A 0"D 72 Assault Rifle (P) 4I 0K 20"R 1A 4"D 168 Punch (P) 8I 0K 0"R 1A 0"D 32 Special Camouflage 30 Skills Lvl Skills Lvl
Characteristics The standard android. Androids are mechanical representations of human life. Although fitted with a limited artificial intelligence they are generally restricted in their behaviour and responses to stimuli. Usually they are camouflaged as normal humans. They are UNFAIR ODDS?
Big fight reported on top of the Research Centre. One lone figure versus five escaped biodroids. Latest score:-Lone figure 3,Biomechs 0
Editors Comment: It just goes to show that all this messing around with genetics and biomechanics ain't got nothing compared to one dedicated human in thick armour with a big gun.
Initiative 2 Avoidance 3 70 Toughness 25 Healing 0 125 Wounds 8 Luck 0 80 Movement Run 10" Fly 16" 58 Swim 0" Leap 5" 10 Attacks Machine Gun (P) 8I 0K 20"R 1A 3"D 180 Punch (P) 10I 0K 0"R 2A 0"D 60 Cannon (P) 12I 0K 24"R 2A 0"D 144 Skills Lvl Skills Lvl
Characteristics This is a specialised type of combat biomech. Their range of rational thought has been restricted to those thoughts required for combat. Because of this they often make mistakes as they fail to notice unusual threats. Total 727 Civilians These are the poor people that get trampled on, are used as targets by rogue biomechs, die in cross fire etc. They don't have such a nice time of it in New Tokyo.
Name Phil Type Civvy Initiative 0 Avoidance 0 0 Toughness 3 Healing 0 15 Wounds 1 Luck 0 10 Movement Run 6" Fly 0" 6 Swim 0" Leap 1" 2 Attacks
Skills Lvl Skills Lvl
Characteristics This is your average peaceful civilian. Total 33 Name Jim, June & the kids Type Civvy Initiative 0 Avoidance 0 0 Toughness 3 Healing 0 15 Wounds 3 Luck 0 30 Movement Run 6" Fly 0" 6 Swim 0" Leap 1" 2 Attacks
Skills Lvl Skills Lvl
Characteristics This is an average peaceful civilian family group. Total 53
Name Nanma Type Hero Initiative 0 Avoidance 5 50 Toughness 8 Healing 2 50 Wounds 3 Luck 2 50 Movement Run 8" Fly 0" 8 Swim 0" Leap 4" 8 Attacks Kick (P) 10I 0K 0"R 3A 0"D 80 Punches (P) 8I 0K 0"R 2A 2"D 80 Special Illusion (not voluntary) 0 Skills Lvl Skills Lvl
Characteristics Nanma is a very good martial artist who changes between male and female every time he gets soaked. Total 326 Name Banda Type Hero Initiative 0 Avoidance 4 40 Toughness 10 Healing 2 60 Wounds 4 Luck 2 60 Movement often used as assassins in hit teams as they can be programmed to explode if their mission fails or they are captured.
Occasionally they go rogue, wandering through the streets causing mayhem, though this is usually the result of them trying to complete a mission that has gone wrong. Total 487 Name none Type Toughie Initiative 2 Avoidance 2 60 Toughness 20 Healing 0 100 Wounds 6 Luck 0 60 Movement Run 10" Fly 24" 2S 46 Swim 0" Leap 5" 10 Attacks Laser (E) 8I 0K 20"R 1A 0"D 72 Punch (P) 10I 0K 0"R 2A 0"D 60 Laser Cells (E) 6I 0K 5"R 0A 2"D 51 Special Camouflage 30 Skills Lvl Skills Lvl
Characteristics The general purpose biomech. Biomechs are combinations of biological and artificial lifeform. Unless being used as obvious labourers they are usually camouflaged as normal humans. Used for tasks that are not deemed possible, safe or legal to be performed by humans. It is often rumoured that people are abducted to be used in biomech production and possibly as spare parts.
Occasionally they go rogue, rampaging through the streets using their built-in construction equipment as weapons. These guys are often used by their owners to test the oppositions' responses and weaponry. Total 489
Name none Type Toughie Initiative 2 Avoidance 2 60 Toughness 20 Healing 0 100 Wounds 6 Luck 0 60 Movement Run 10" Fly 24" 2S 46 Swim 0" Leap 5" 10 Attacks Laser (E) 8I 0K 20"R 1A 0"D 72 Punch (P) 10I 0K 0"R 2A 0"D 60 Laser Cells (E) 6I 0K 5"R 0A 2"D 51 Cannon (P) 9I 0K 24"R 2A 0"D 126 Special Camouflage 30 Skills Lvl Skills Lvl
Characteristics The result of a biomech picking up a heavy weapon, this combination is devastating and will generally result in a large amount of death and destruction. Total 615
Name none Type Toughie Initiative 2 Avoidance 2 60 Toughness 30 Healing 0 150 Wounds 10 Luck 0 100 Movement Run 10" Fly 24" 2S 46 Swim 0" Leap 5" 10 Attacks Tentacles(P) 12I 0K 0"R 0A 10"D 264 Punch (P) 10I 0K 0"R 2A 0"D 60 Cannon (P) 9I 0K 24"R 2A 0"D 126 Special Camouflage 30 Skills Lvl Skills Lvl
Characteristics Not only has this biomech picked up a heavy weapon, it also has tentacles for local area defence. This biomech should be handled very carefully as it's destructive potential is great. Total 846
Swim 0" Leap 4" 8 Attacks Kick (P) 12I 0K 0"R 3A 0"D 48 Punches (P) 9I 0K 0"R 2A 2"D 90 Special Illusion (not voluntary) 0 Skills Lvl Skills Lvl
Characteristics Nanma's father. Banda is an even better martial artist who changes between human and panda every time he gets soaked. Total 304
Name Rengar Type Toughie Initiative 0 Avoidance 3 30 Toughness 7 Healing 0 35 Wounds 3 Luck 0 30 Movement Run 8" Fly 0" 8 Swim 0" Leap 3" 6 Attacks Sword (P) 12I 0K 0"R 3A 0"D 48 Kicks (P) 6I 0K 0"R 2A 2"D 60 Special Illusion (not voluntary) 0 Skills Lvl Skills Lvl
Characteristics Rengar is a very good martial artist who changes between human and a random mammal every time he gets soaked. Total 217
Criminals Name Jalko & Jinko Type Plebs Initiative 0 Avoidance 1 10 Toughness 5 Healing 0 25 Wounds 2 Luck 0 20 Movement Run 6" Fly 0" 6 Swim 0" Leap 2" 4 Attacks Pistols (P) 3I 0K 12"R 0A 0"D 18 Knives (P) 2I 0K 0"R 0A 0"D 4 Skills Lvl Skills Lvl
Characteristics These are your average low level crooks that are used to boost up the numbers in criminal gangs. Total 87
Name Headhunter Type Toughie Initiative 0 Avoidance 1 10 Toughness 6 Healing 0 30 Wounds 2 Luck 0 20 Movement Run 8" Fly 0" 8 Swim 0" Leap 3" 6 Attacks SMG(P) 4I 0K 12"R 1A 0"D 40 Knife (P) 2I 0K 0"R 2A 0"D 12 Skills Lvl Skills Lvl
Characteristics Headhunter is a professional hitman. He works for whichever organised crime group will pay him the most. Total 126 Name acutecat & anuthacat Type Toughies Initiative 1 Avoidance 1 30 Toughness 15 Healing 0 75 Wounds 10 Luck 0 100 Movement Run 10" Fly 0" 10 Swim 0" Leap 5" 10 Attacks SMGs(P) 6I 0K 12"R 0A 3"D 96 Knives (P) 8I 0K 0"R 2A 0"D 48 Skills Lvl Skills Lvl
Characteristics The cat sisters are a pair of near-identical (they know the difference) androids. Originally designed to work in bars they now run rampant on their bosses orders spreading devastation. Total 369
Name Dante Type Villain or Hero Initiative 2 Avoidance 2 60 Toughness 6 Healing 0 30 Wounds 5 Luck 0 50 Movement Run 8" Fly 0" 8 Swim 0" Leap 4" 8 Attacks Pistol(P) 5I 0K 15"R 3A 0"D 100 Knives (P) 3I 0K 0"R 4A 0"D 30 Skills Lvl Skills Lvl
Characteristics Dante is a bit of an enigma. He is the head of a large criminal organisation, but is as likely to work against other criminals as against the public or the police. It is likely that he has his own agenda and that it requires public opinion to support him. He earned his nickname when, as a hitman, he left a copy of Dante's Inferno with each of his victims. Total 286
Vehicles Name Pursuit Car Type Toughie Initiative 0 Avoidance 0 0 Toughness 15 Healing 0 75 Wounds 2 Luck 0 20 Movement Run 30" Fly 0" 30 Swim 0" Leap 0" 0 Attacks
Carry Capacity 2 10 Skills Lvl Skills Lvl
Characteristics Heavily armoured two seater sports car used by ESWAT as a fast response vehicle due to it's speed and handling. Total 135
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