;; lars.txt ; -*- outline -*- * Lars `Hans' Schmitt 25 year old human male S.W.A.T. (trainee) Blond hair and beard, trimmed short, 6'1", fair skinned, blue eyes, tall, large frame, medium build, 97kg. faith: 0 | 0 willpower: 9 | 6 Humanity: 7 | 7 PSI: 10 | 7 Initiative: 7 Move: 5/17/35 . * Health: healthy bruised hurt (-1) - injured (-2) wounded (-3) mauled (-4) crippled (-5) incapacitated . * Experience Points ??? . * Assets Attributes(4x) and Abilities(2x) Strength: 3 Brawl 2 Might Heavy Weapons 1 Dexterity: 5 Athletics: 3 Drive: 1 Firearms: 5 Legerdemain Martial Arts Melee: 4 Pilot Stealth: 3 Dodge: 3 Stamina: 4 Endurance Resistance Perception: 2 Awareness: 3 Demolitions Investigation: 1 Artillery Navigation Intelligence: 2 Academics: Astrophysics: Bureaucracy: Computer: Engineering: Intrusion: 2 (security) Law Linguistics: 1 Medicine: 1 Military Sci. 1 Police Proc. 1 Politics Science: Survival: 1 Wits: 2 Arts Gunnery 1 Meditation Rapport Appearance: 2 Intimidation 3 Style Manipulation: 4 Subterfuge: 2 Command 2 (leadership) Charisma: 3 Etiquitte Instruction Perform Savvy 0G movement: 2 0G Combat: 1 Com/sensors: 1 ** abilities descriptions *** Zero-G Movement: 1 tells you how to move when in space, usually combined with your dex score to note whether or not you can move from point a to point b. *** Zero-G Combat: 1 lets you fight in space, when you have to deal with floating objects, no leverage, and no atmosphere. *** Gunnery (Spaceship): 1 allows you to use the guns on the ship your going to take to Jupiter *** Communications and Sensors (Space): 1 the basics of using Radio, Radar, and other communications media in space. *** Survival (Space): 1 you know how to use a space suit, airlock, and escape pod. ** BioMod abilities *** Celertiy 2 (pp 161) *** Fortitude 2 (pp 163) *** Potence 1 (pp 164) *** Invisibility 1 *** Dominate 5 (pp 161) **** 1 Command the Wearied Mind one-word command, must be obeyed instantly. Ambiguous words result in temporary confusion. Manipulation+Intimidation (diff: subject's Willpower) More successes force the subject to act with greater vigor **** 2 Mesmerize Implant suggestion into the unconscious mind of a subject roll Manipulation+Leadership (diff: subject's Willpower) less than 3: do `normal' things less than 5: do non dangerous things 5 or more: do nearly anything **** 3 The Forgetful Mind Wits+Subterfudge vs willpower rating 1 Memory loss lasts for a day 2 May remove, but not alter memory 3 Make slight alterations 4 May alter or remove entire scene from subject's memory 5 Whole periods of subject's life may be reconstructed **** 4 Conditioning over time, condition someone so that they are unable to resist domination **** 5 possession opposed rolls: target willpower vs. Charisma+Intimidation (both diff. 7) Attacker wins cause willpower pool loss. Defender wins give bonus die to next roll. Attacker botch renders target permanently immune. *** Auspex 3 (pp 158) one of these two allows ``see invisible'' **** 1 Heightenend Senses **** 2 Aura Perception **** 3 The Spirit's Touch (pp 159) Perception+Empathy := object read **** 4 Telepathy (marginal) int+subterfudge ** PSI +1 STA, +1 CHR, ~> base psi 7 ; Electrokinetic ; ; Electromanipulation ; - Stun ; - Disruption ; - Static Shield ; - Control 4 ; Feedback ; Photokinetic 4 ; Controll Illumination 15 ; +3 PSI 10 ; +5 Willpower 7 ; Mode Natural (Electromanipulation) ; 6 ; Thermal Screen (Cryo) ? ; Flame Immunity (Pyro) (bought during play) 6 ; Tow (Telekinetic) ; 6 ; Strong Template 4 ; Detached * Advantages advancement: 1x current ** backgrounds Ally/mentor: 1 ** Merits/flaws acute vision acute hearing fast learner (3pt (wasted :) aptitude merit) . * Combat systems ------------------------------------------- | Type Power Points Techniques | ------------------------------------------- | Athletics: 6 | | Brawl: 4 | | Dodge: 6 | | Melee: 8 4 | | Firearms: 5 | ------------------------------------------- ** Athletics: 6 1 jump 1 kippup 3 breakfall . ** Brawl: 4 1 head butt 2 heel stamp 1 throw . ** Dodge: 6 2 Evasion 2 deflecting punch 1 punch defense 1 kick defense . ** Melee: 8 2 dazing blow 2 disarm 1 parry 1 thrust 1 smash 1 great blow 1 bash . ** Firearms . * Equipment ** kevlar jacket armor rating: soak +4 dex difficulty penalty: -3 ** weapons 2 Heckler&Koch MP5 (diff 6 dmg 5 rate 3/3B clip 30 rng 50) init+1 acc+1 1 m16a1 (diff 7 dmg 7 rate 30/full clip 30 rng 150) acc+1 Uzi (diff 6 dmg 4 rng 50 rate 3/3B clip 40) acc+1 2 Colt 45 (diff 6 dmg 5 rate 3 clip 7 rng 35) acc+1 1 Glock 17 (diff 6 dmg 4 rate 4 clip 19 rng 25) init+1 acc+1 Light Antitank Weapon (diff 7 dmg 12 rng 200) init-2 acc+1 1 Legion/Lumen Laser Rifle +2 clips ammo crate 26 MP5 10 M16A1 12 colt 45 12 Glock 17 knives (x2) (diff 4 dmg str+1) brass knuckles (dmg punch+1) baseball bat (diff 4 dmg str+2) (special: haymaker 169) broadsword (diff 6 dmg str+6) kevlar *** Hong Kong 2 inc, 2 smoke, 2 flashbang 4 colt 45's 2 kinfe ** misc breather, space suit, maneuver pack (5 burn) light enhancing goggles all weapons have flashlights MP5 have laser scopes (+2d attack on aimed shots) mini-toolkit sub-vocal throat mike, earbud - helmet w/ LCD HUD and video camera patch/seal kit rescue beacon grapnel & cord (2 burn) - backpack utility belt/harness ** `big gun' diff: 7, dmg 4d/7 ** equip rules Full auto: use entire clip (need half), difficulty +2, add 10 strike pool semi auto: diff +1, add 3 strike pool spray: full auto attack, difficulty 5+1/yd, divide evenly but 1/2 for 1 ** bag o' bloodvials used: 2 . * Notes ** police Belame' Sanders - guy who changed the #s on the cellphone: academy class one up from ours, 2nd in class (behind Julie), SWAT team Jack Halligan - UN Internal Affairs Marshal Bill Waln - UN Internal Affairs Johnathon Hal - Otherworld mentor, buddy Two Eldridge - leader of the peers (commish) Laurence F. Bourne - Aerodyne VP ** german train Andreas Bourne, bank of london, 3, 200# ** ships HMS Prince Albert (strike carrier, local flagship) Captain Mactaggart (may have been `involved' with Queen) 12 fighters HMS Servitude (missile) LaSalle, Trailan (sp?), scuttled HMS Falklands (missile) HMS Venture (destroyer) HMS Volaire ** Jupiter story Admiral Carrol ordered the Jupiter (under Captain Wells). ship attacked by monsters during trip. Lars: Lt. Bill Waln Scott: Captain Jim Scott Mara: Nurse Laura Redfern Chris: Sailor Frank Jones Ed: Sailor Ted WIlliam Lars2: Ensign Michael Waln Tor: Midshipman, Trond Lekven Anders Whitecloud Gainsboro Pilot Lt Engineer Warrant Officer Engineer Warrant Officer 2 Jan 2101, called to Jupiter. (7 months, very little heavy thrust) `monster' found on board *** Interrogation Crew Commander Nice Chief Carlstrom ** Mimas notes Dr. `Sa-thE-A' with Admiral McTaggart's group. password: `William of Orange' Captain Halligan, guard captain of some rank ** Relentless Story Kinniard converted to our side Kin shows up (one external, one in Ed) Kin of the Relentless Paradise Station Infection(s) running around earth Where's MacTaggart? almost all infected people rounded up, disinfected MUADA removed from everyone Lars and Ed remain infected . * Family in Berlin Michael and Katrine Stamppe -- Dora and Kari are staying with them. . * Aeon in Flux Irene Mullen, assistant to Nevile Archer Aeon foundation, stayed behind the scenes for the last hundred years or so. Founded during Great War (191x). Best minds of the generation came together to attempt a peaceful end to the war. Made up of people on both sides. Since then, more of a charitable foundation (sponsors Red Cross). Foundation now funds Aeon Corporation, which works to benefit society. 3 divisions, used to be 4 (`The Director' used to run the 4th): Information Gathering Administrative Arm (Archer, Mullen) Operations * Scientific Research (had Ops group) - `outside' threats, folded in Pay: very good for nonprofit, strong benefits HQ in Chicago, but world-wide. Global employment is ~50k, associates is ~500k. ------------------------------------------------------------------ Is there a splinter of 4th division? yes Do governments know? Believe that most governments know, but don't understand. ------------------------------------------------------------------ Associate Dir. Frank Walters, in Proteus (Ops). Neptune is Admin, Triton is Intel. alternate id's ------------------------------------------------------------------ COMA-357, light neurotoxin dev'd by US military. Can be used to render people unconscious, sluggish, or, in very large doses, dead. There is an antidote that can be used beforehand, but must be used shortly (1-2 hours) beforehand. Tor and Lars accept offer to work for Aeon. ** Mission to Hong Kong Sent to Hong Kong to investigate `wierd' murders. Sent along with normal equipment, two bio grenades with pre-apply antidote, and two prototype laser pistols, 13 charges each, use with caution. Cover ID: Karl Glock At site of first victim, run into 3 others: Jenwa, Yin Shay(sp), and Roberto. Try to stop, they start shooting, then calm down. `disappear' my gun, and eventually our cop-guide shows up. Eventually, each group goes their own way. ------------------------------------------------------------------ Lars (Karl) and Tor (Bjorn) in Hong Kong. Go to investigate second crime scene. In run-down area, but well-kept. Lots of high-quality equipment (computer, music, radio). Thought to be organizer for local drug ring. Tor finds funky computer board in computer equipment; takes. Lars tries to `see invisible' and sees `outline' on the wall of a person, hands/arms shielding face, with concentric waves radiating out/converging in. Secretly, Mifune and cohort go to Lars&Tor's hotel, break in, rifle through stuff. Third crime scene: shack on top of building. Outline of half of a body, with large blood stain. Search around, find small scrap of note in fire, with visible part ``nt Marie'', in block hand-printing. On way out, we see someone from the other side. Small chase ensues; Tor goes into ambush, gets trapped, disappears (talks to mage). I contact AD, fill in, go back to hotel. Tor reappears, meets at hotel. We wait in hotel for agents from Aeon, get isntead met by Mifune, Hector, and ???. We talk to them about crimes, about Bolade, etc. They leave, and then we lose our memories. We notice, and Lars writes himself a note ``being mind controlled'. Aeon agents arrive (Mark, Kyle, ???), Lars finds note and gives note to Mark. Mark and Lars contact AD, get ordered back to Chicago. En route, meet with Bolade, who 'ports us to Africa. She gives us the psi schpiel, and we sign up. We're making plans to go back to Aeon when we get the call from the AD that we're needed back in Hong Kong, so we go, meet replacement agents, and prepare to capture/kill the psi serial killer. ** Mission to China Contacted by Mullen, offered an assignment. ``Pack warmly''. Shows us picutre of cracked pyramid. `Wah!' Found in museum storehouse, they want us to investigate. We're off to Beijing. Met at airport by Jonathon Cage (Chinese, dark suit, medium build, average chinese height). Ministry of Internal Affairs. In Museum office, we find picture of excavation of pyramid. Present in picture is Chris, and maybe platt. General Deng Li enters, introduces himself. Me go to museum, talk a bit about raid (~30 people, mostly `possessed'). Examine broken pyramid - cracked all over with teeny cracks, with one face having a large gap and a second having a smaller. Chinese rana battery of tests, barely any response. Even broken, still incredibly resillient. I try to `activate', get knocked back in a flash of light; pyramid has blue letters now. ** quote Oh Lord, bless this thy hand-grenade but with it thow mighty blow thy enemies to tiny bits in thy mercy. -Monty Python's Holy Grail ** fight Willpower: -3 Health: -4 Psi: 8 9 points | 7 Dex + brawl