GLOOM NARUNI ENTERPRISES

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Lars
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GLOOM NARUNI ENTERPRISES

Post by Lars » Sat Nov 11, 2017 2:18 pm


Image

Naruni Enterprises
  • Located across from the main mining and town area is a large warehouse district. Located inside on of the warehouses is a D-Bee NE weapons Rep named Trevor. Located in a discrete metal reinforced ferro-concrete (MDC) building is a Mercs happy dream of weapons and equipment. Several REPO BOTS (Toughness 40 (10) Parry 10) are ever present as Trevor or his associates (rest are human or D-Bee) offer their goods. An alien boss is rumored to live and work in the back office area and on occasion is refereed to as Management. Some of the more interesting things on the shelf is an oversized juicer rig labeled Draygis Mk1. As you come in Tevor places a newborn baby into a nearby crib and bids a bot to take it into the back. He whispers to one of his associates, a Tall man with glowing red eyes who wears a dark suite of crimson full plate armor. "We did send the mighty Draygis Durendal? I wish to have all our debts paid in full." The tall man grunts nodding that it was done. Happily Tevor smiles, "Good, hopefully he appreciates such a legendary sword and does not just keep it as a trophy putting it some where gaudy, like above his bed... Do Brodkil even sleep?" He shakes his head as you approach clearing his mind and pleasantly smiles at you.
    "Welcome friends please take your time and peruse our wares."
    NE Info
    The Naruni Enterprises presented in the Phase World dimension books make the race and company out to be cold hearted bastards who are only out to make a profit even if they have to enslave the galaxy or kill its inhabitants. I have altered the means that the Naruni are looking to make a profit from those races that it makes contact with. They will go to great lengths to make a profit on any world they maintain a presence on. They will not disrupt a local economy to much and cause turmoil that will introduce to much inflation for locals to produce goods and services to trade for Naruni goods. While they are primarily seeking raw materials used in their own manufacturing facilities they are always looking for sale of their high profit margin consumer goods to a burgeoning local economy.

    They may take over a world, but they will not take over all businesses. They will identify key markets in which they can maximize their profits and allow the other industries to be run by the local inhabitants of the planet. However, they will not allow any infringement by the locals into their protected market shares. In these cases the Naruni will use very strong arm tactics to drive the competition out of the local markets. They see the practice of slavery as creating a group of people that can no longer buy their products from them. However, any means to secure a sale are viable from extortion, bribery, and murder. They are the ultimate Lawful Evil in that they always abide a contract, but will do anything that is profitable within the contract. If they are able to "cheat" an uneducated people by getting them to sign a 10,000 page long contract that gives them rights to take 90% of their land in exchange for military equipment and assistance, that is fair game.
GM Note
You the Player Characters of the Black Company are welcome to explore this location and post here. A good story on your parts and I am open to almost anything...

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Humble
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Re: GLOOM NARUNI ENTERPRISES

Post by Humble » Fri Nov 17, 2017 11:06 pm

Humble looks around the place interested in many of the weapons but most especially melee weapons. The sales man a skilled professional picks up that Humble is not one for casual chat let's him be paying close attention four an opportunity when finally Humble says. "Hammers?" understanding the wisdom for what it is, the sales person shows Humble the many options. Missing Humble gets the price of the weapon he wants and heads out.
Humble
Humble
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12+3 (+6 when armored), Vigor d12+2
Charisma: -2; Pace: 7;
Parry: 9* (Normal Sized attackers receive +2 to hit Humble); Toughness: 28 (8)
Skills of Note:
  • Fighting d12
  • Stubbornness (re-trapping of Faith) d6
  • Throwing d6


Edges of Note
  • Dirty Fighter Edge (HJ):
  • Arcane Background Miracles (HJ): Begins with Boost Trait & Warrior's Gift (His faith is one of War, Humble cannot disobey a superior in martial structures or turn away from a reasonable challenge)
  • Invulnerability (Iconic): Humble is invulnerable to Fear and Death. Regenerating instantly even from burning, beheading and dismemberment.
  • Fast Regeneration (Iconic): May make a Natural Recovery roll every turn at Vigor +2 (d12+4 normally)
  • Behemoth (Novice 1): Size 3, +2 to Grappling & Push rolls
  • Brawny (Novice 1): Size 4


RESOURCE TRACKING HERE

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Alecto
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Re: GLOOM NARUNI ENTERPRISES

Post by Alecto » Sat Nov 18, 2017 5:26 pm

Alecto isn't far behind Humble. When she gets into the shopfront she heads over to a counter and sets one of the cartridge pistols and her railgun onto it.

"I need ammunition for these weapons. In bulk, if there is a discount."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

Lars
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Re: GLOOM NARUNI ENTERPRISES

Post by Lars » Sun Nov 19, 2017 6:28 am


Helena
Image
  • The door of the NE shop opens and three Juicers make their way into the weapons shop. Taking up defensive positions the two male Juicers, both look fresh and newly juiced, quietly watch their leader make her way into the room.

    A simple knowledge roll will show that these Juicers are sporting the "colors" of the JAL. The Juicer Army of Liberation.

    The older looking woman Juicer makes her way into the room. Her air of authority and arrogance is palpable. This woman has seen combat, she is a leader, she is a force unto herself, and part of a fanatical mercenary organization that refuses to believe their leader Julian the 1st is dead. On her stolen new style CS armor is the name, Helena, and a rank of Major, next to a squad number of III.

    Trevor, the salesman, whispers, "Shiiiit." From her evident deadliness? Her highly attractiveness? Maybe just because the JAL is a living time bomb of Juicers.

    Stopping near Alecto the Juicer looks at Humble for a moment. Grinning at the big guy she says, "Damn boyo, you should Juice. You'd be a god among Juicers, a real Titan."

    Looking back at Alecto and the others she nods at Alecto.

    "I am Major Helena Hale, Commander of the Third." As she says third the other two Juicers both yell oorah! Continuing she says, "What ever ammo you need can go on our tab, I understand the Black is in a pinch. Blackwell was...good to us. Listen Commander Alecto, JAL saw your broadcast. We are in. I have 200 Juicers under my command, the Third," Again with the oorah! "We are ready, we are set up ... hidden, up in the docks."

    Pulling a hand held radio out Helena hands it to Alecto.

    "When you take down the witch Giest, JAL will be there, just call."

    Looking over at Trevor the Juicer Commander says:

    "Restock their ammo, bill JAL, remember boyo, you Naruni goons better have my reward ready by next week or I burn you all down. I didn't save your last cargo for free."

    Turning about the female Juicer makes to leave.

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Thrudh Zebrem
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Re: GLOOM NARUNI ENTERPRISES

Post by Thrudh Zebrem » Sun Nov 19, 2017 10:53 am

Thrudh strolls in just after the three juicers. He grins behind his cigar. "200 juicers behind us?"
He exhales, a plume of smoke wafts into the air above his head.
"Yeah. That'll do."
He nods at Hale. "Yeah, gonna need ta restock. Bulk, like Alecto said. Thrudh's gonna be busy here real soon." His belly chuckle reverberates through the room, as he gestures towards his shoulder cannon.
Thrudh Zebrem
Thrudh Zebrem
Bennies: 6 (+1 interlude, +1 max post quarter reward, +1 Carlos joker, +1 Humble joker, -1 reroll grenade damage, -1 extra effort OTO QC, +1 LaForge, +1 QC CS prison, -1 EE Gloom QC, +2 for successful 1st round QC, -1 EE notice, -1 EE repair)
Edges: Ace, Combat Ace, McGyver, Quick, Alertness, Steady Hands, Battle Hardened, Nerves of Steel, Brave
Pace: 6
Parry: 5
Toughness: 17(6) Triax T-13
Modified Triax T-13
  • Armor +6
    Toughness +2
    Full Environmental Protection
    Laser Torch
    • Range: 4/8/16
      Damage 3d6 MD, AP 3
      ROF: 1
    Robot arm
    • Reach 1
      Strength d6
      Laser cutter finger: 1d4 damage
    +2 Repair checks
    Targeting system: +2 ranged combat rolls
Weapon in hand: NE-75H Shoulder Cannon
  • Range 50/100/200
    Damage: 3d10, AP 0
    ROF 1, shots 20
    MD, Plasma, Str req d8, Intimidating Weapon, Snapfire, 25 standard rounds
Weapon in tail: NE-45 6 shots
  • Range: 10/20/40
    Damage: 3d8, AP 4
    ROF 1, Payload 6
    MD, Str req d8, Intimidating Weapon, Revolver, 36 CI rounds
Weapon on back: Portable Rocket Launcher
  • Range: 50/100/200
    Damage: 5d6 MD, SBT, AP 6
    ROF 1
Adventure card:
  • Spill the Beans - The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
    Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current "scene” (typically a combat or immediately thereafter).
Mountaineer Mk. 2
  • Light Railgun
    • Range: 100/200/400
      Damage: 2d10+4 MD, AP 10
      ROF 3, payload 45
  • Mini Missile Launcher
    • Range 100/200/400
      Damage: 5d6 MD SBT, AP 6
      ROF 1, payload 12
  • Medium Laser
    • Range: 150/300/600
      Damage: 3d10 MD, AP 10
      ROF 1
Edit Sig

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Hans Greuber
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Re: GLOOM NARUNI ENTERPRISES

Post by Hans Greuber » Sun Nov 19, 2017 10:55 am

General Knowledge 10
Smarts: 1d12 = 5: 5
Wild: 1d6 = 6: 6
Ace: 1d6+6 = 10: 4
Result: 10 - Success with Raise.
"I will be wanting to buy one of those force field and/or deflection field attachments for my armor. What would they cost, and are they compatible with Techno-Wizard conversions and upgrades being done to them?"
Hans Greuber
Main Character: Merlaggon
PPE: 12 / 40
  • Band of Healing: 3 / 10
    Band of Power: 3 / 10
    Wings of Icharus: 9 / 10
    Dreamtime: 0 / 5
Active Powers:
  • Exalted Quickness with Jazz Trapping
  • Greater Armor (+10 MDC Armor)
OOC Comments
Arcane Machinist Gadgets Left: 3/7
Created Gadgets:
  • Boost/Lower Trait Gadget (20 PPE) -> 16 PPE
  • Telekinesis Gadget (25 PPE) -> 20 PPE -> 15 PPE -> 5 PPE

Armor: Dwarven Technosmith (TW) H-1 Combat Armor
  • Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
  • Exceptional Rapid Recharge (1 PPE per 5 Minutes)
  • 4 PPE per Hour to Charge
  • Strength d12+2

Weapon: "Satisfaction" (TW P-40 Particle Beam Cannon)
  • Damage: 3d8+5 AP6 MD.
  • Shots: 40/40
  • RoF: 1
  • Sound (Deafness) Trapping
  • +2 to Shooting
Bennies: 1 / 3
  • +1 due Post Rate
  • +1 due Idea to Ignore the Attacks
  • -2 to re-roll to Ignore the Attacks
  • +1 due Interlude
  • -1 to Extra Effort Notice for Thieves
  • -1 to Extra Effort Telekinesis on Black Beauty
  • -1 to Extra Effort Greater Armor
  • -1 to Soak Demonic Dragon's Breath Weapon


Toughness: 30 (21) MDC / 20 (11) / 13 (5); Parry: 4; Pace: 9 / 7 / (5)

http://savagerifts.com/sr/ucp.php?i=pro ... =signature
http://savagerifts.com/sr/viewtopic.php?f=42&t=380

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Humble
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Location: Black Company

Re: GLOOM NARUNI ENTERPRISES

Post by Humble » Sun Nov 19, 2017 1:03 pm

Seeing all the amazing options, but not knowing how to negotiate it or what fair prices are Humble is relieved to see his friends arriving after him. Humble looks at Hans, at the trader, and back to Hans asking. "You help?"
Then indicating his interest in great weapons, chain swords, pistols, armors and other stuff he hopes his new battle brothers can help.
OOC Comments
Having been repeatedly enslaved humble really had no idea of economics. And even if given a reasonable share of the should from battle it would not mean much to him. Does he have enough for one weapon or ten, he won't know until he starts to learn.
Humble
Humble
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12+3 (+6 when armored), Vigor d12+2
Charisma: -2; Pace: 7;
Parry: 9* (Normal Sized attackers receive +2 to hit Humble); Toughness: 28 (8)
Skills of Note:
  • Fighting d12
  • Stubbornness (re-trapping of Faith) d6
  • Throwing d6


Edges of Note
  • Dirty Fighter Edge (HJ):
  • Arcane Background Miracles (HJ): Begins with Boost Trait & Warrior's Gift (His faith is one of War, Humble cannot disobey a superior in martial structures or turn away from a reasonable challenge)
  • Invulnerability (Iconic): Humble is invulnerable to Fear and Death. Regenerating instantly even from burning, beheading and dismemberment.
  • Fast Regeneration (Iconic): May make a Natural Recovery roll every turn at Vigor +2 (d12+4 normally)
  • Behemoth (Novice 1): Size 3, +2 to Grappling & Push rolls
  • Brawny (Novice 1): Size 4


RESOURCE TRACKING HERE

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Sammy
Posts: 123
Joined: Fri Aug 25, 2017 11:06 pm

Re: GLOOM NARUNI ENTERPRISES

Post by Sammy » Sun Nov 19, 2017 3:50 pm

Sammy comes out dragging a huge case. How did sammy get into the back? How does he ever do these thing. He smiles up at the sale person named Trevor and winks at Humble. The case is cylindrical and about 15ft in length... It could be a weapon case. All that is written on it are the words Red Sun.
" Meow look what the cat dragged out of the back. By the way Trevor was it? That is a nice looking baby you got in the back, true atlantean is it? I seems as if they are just born with a tattoo.". Sammy chuckles and somehow despite his small size slides the case over to Humble. " Well Trevor, it is not every day an honest to god aspect of war comes strolling into your shop. If Humble likes this Red Sun what kind of deal can we expect? After all war and weapons go hand and hand. Humble carries your weapons making war, and we reffer the folks needing weapons to wage said war to your little neck of the woods."
Sammy pulls out a cigar. Meow, these are tastey even when not lit, let us pray you never run out Thurdh.
Sly as a ghost he smiles at Humble and extends a paw, " Well big guy, open it and lets see what kind of smoke wagon it holds."
OOC Comments
Persuation 1d6 = 3: 3 wild 1d6 = 3: 3
OOC Comments
No NPCs were killed in this post...
OOC Comments
Humble if you are up for the lomg game, describe what it looks like and ask Sammy what it does.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat

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Alecto
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Posts: 468
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Location: 1st SET

Re: GLOOM NARUNI ENTERPRISES

Post by Alecto » Sun Nov 19, 2017 4:46 pm

Alecto gives Helena a nod and says simply, "Thank you." She accepts the radio, and keeps taciturn as the rest of the Company shows up, all business as usual.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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Humble
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Posts: 155
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Location: Black Company

Re: GLOOM NARUNI ENTERPRISES

Post by Humble » Mon Nov 20, 2017 8:56 am

Bending over to open the case the cat was dragging Humble cannot imagine any good weapon being light enough for a cat to drag it. But when he opens the case and sees inside the giant size hammer. It is amazing, like a piece of art the hammer has two heads and the shield catch on both is designed to look like the opening mouths of a great predator. When lifted and the grip squeezed the the thing charges with humming energy as the heads both turn red.
Humble's eyes open in awe, this is a true warriors weapon, one fit for kings. Looking down to Sammy Humble smiles and says "Battle brother... Good." It seems like since being brought here he has taken to running his mouth all the time, but he could not say nothing after such an amazing prize was found. He likes this new group and does not want to scare them off with his chattering, but still something had to be said.
OOC Comments
I think something like a NG-B50 Thunderer Combat Hammer but with some awesome style. The the Maul of Ares aesthetically from God of War.
Maul_of_Ares.png
Maul_of_Ares.png (119.59 KiB) Viewed 421 times
NG-B50 Thunderer Combat Hammer (TLPG page 92)
Damage: Str+d10+3d6 mega damage
Weight: 14
Cost: 17,000
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload).
Humble
Humble
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12+3 (+6 when armored), Vigor d12+2
Charisma: -2; Pace: 7;
Parry: 9* (Normal Sized attackers receive +2 to hit Humble); Toughness: 28 (8)
Skills of Note:
  • Fighting d12
  • Stubbornness (re-trapping of Faith) d6
  • Throwing d6


Edges of Note
  • Dirty Fighter Edge (HJ):
  • Arcane Background Miracles (HJ): Begins with Boost Trait & Warrior's Gift (His faith is one of War, Humble cannot disobey a superior in martial structures or turn away from a reasonable challenge)
  • Invulnerability (Iconic): Humble is invulnerable to Fear and Death. Regenerating instantly even from burning, beheading and dismemberment.
  • Fast Regeneration (Iconic): May make a Natural Recovery roll every turn at Vigor +2 (d12+4 normally)
  • Behemoth (Novice 1): Size 3, +2 to Grappling & Push rolls
  • Brawny (Novice 1): Size 4


RESOURCE TRACKING HERE

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Alecto
Silver Patron
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Posts: 468
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: GLOOM NARUNI ENTERPRISES

Post by Alecto » Mon Jan 08, 2018 10:04 pm

Much later on, during the runup to the siege on Scara's Tower, Alecto returns to the Naruni trade outpost.

When one of the blue alien sales reps comes over, she says, "I'm interested in a personal vehicle. Something fast, capable of all-terrain travel. It should be able to withstand small arms fire, and have the capacity to mount one or more weapons. Ideally it will be reasonably stealthy as well."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Humble
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Posts: 155
Joined: Sun Oct 22, 2017 7:37 pm
Location: Black Company

Re: GLOOM NARUNI ENTERPRISES

Post by Humble » Tue Jan 09, 2018 10:55 am

Poking around and looking at everything he can Humble tries to find some armor and a good self targeting weapon. Swinging in to to Naruni shop he finds for some reason the stuff in here looks much nicer than he is used to. "Need big armor, big gun?" Knowing his friends will handle to financial side of the transaction he simply needs armor and weapons good enough to last in battle. This was the fourth shop they had tried today and the TW he had commissioned the armor from did not tell him when it would be done. Maybe more than one suit in case they broke in battle would be good.
After shopping for a while Humble sees the Naruni sales representative has a variety of things, but nothing quite perfect enough for him as he was getting ready to leave the agent stopped him and mentioned. "I normally prefer to sell my own wares, but we do have some left overs from some off other trades that I think can be adjusted for you. The original owner was a little bigger than you." With that he shows him some non-Naruni stuff in the back. "Of course there would have to be a small mark up to get it to fit you correctly, but I am sure that can be worked out."
All said and done the as amount of stuff wanted adds up quickly, with only access to the 200,000 from the two bars Humble watches as his team mate works out some trades for the delta.
Purchases
  • TW Jugernaught Armor
    This Large suit of plate armor designed for giants to augment their natural durability and strength. With the looks giant plate mail and crystals this is an amazing suit of armor to see.
    This ultra heavy suit provides Full Environment Protection, +8 Armor and +2 Toughness. And when charged grants an additional +2 to Vigor Rolls and +2 die types to Strength. It has a Strength Minimum of d12.
    Original Armor
    • C&S Crusader Heavy Combat Armor (55,000 base x2 for Humble = 110,000)
      TW Conversion (+11,000)
      (mx2)+2 Vigor Rolls (+10,000)
      (Mx3)+2 Die Strength (+20,000)
      (M)+20 Internal PPE (+60,000)
      110,000+(101,000 x2 for his profit)=312,000
      Total Cost = 312,00
  • TW-B.A.G. 15 Pulse Inductor
    Designed to convert the normal plasma projection into a ball of ionized Lightning this amazing TW weapon dissipates all heat energy from its target.
    • Special: The inherent targeting system in this weapon provides +2 die type increase is shooting and +2 to Hit.
      PPE: 10 PPE can be used to recharge the weapon.
      Range: 30/60/120
      Damage: 3d10 Mega Damage (Armor Piercing 0).
      Rate of Fire: 3
      Shots: 48
      Weight: 70
      Note: The Shots listed represent how many times a TW ranged weapon can be fired before the wielder has to spend an action pumping 2 Power Points into the gun to “refill” it.
      Original Weapon
      • NG-E15 Pulse Plasma Ejector (92,000 base)
        TW Conversion (+9,200)
        (m)Trapping Change Ball Lightning (+5,000)
        (mx2)+2 Shooting (+10,000)
        (Mx2)+2 Shooting Die (+20,000)
        (M)+10 Internal PPE (+30,000)
        92,000+(74,200 x2 for profit)= 240,400
        Total = 240,000 credits
    Gets a TW conversion on his Impact Hammers
Humble
Humble
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d12+3 (+6 when armored), Vigor d12+2
Charisma: -2; Pace: 7;
Parry: 9* (Normal Sized attackers receive +2 to hit Humble); Toughness: 28 (8)
Skills of Note:
  • Fighting d12
  • Stubbornness (re-trapping of Faith) d6
  • Throwing d6


Edges of Note
  • Dirty Fighter Edge (HJ):
  • Arcane Background Miracles (HJ): Begins with Boost Trait & Warrior's Gift (His faith is one of War, Humble cannot disobey a superior in martial structures or turn away from a reasonable challenge)
  • Invulnerability (Iconic): Humble is invulnerable to Fear and Death. Regenerating instantly even from burning, beheading and dismemberment.
  • Fast Regeneration (Iconic): May make a Natural Recovery roll every turn at Vigor +2 (d12+4 normally)
  • Behemoth (Novice 1): Size 3, +2 to Grappling & Push rolls
  • Brawny (Novice 1): Size 4


RESOURCE TRACKING HERE

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