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Post by thagema on Oct 13, 2006 1:13:02 GMT -5
I know Dakota would be eager to jump into a game featuring Omega Shield. Well, as it turns out, I have a great idea for a game that's perfect for OS agents.
This time though, I'll bypass the standard training scenario and jump into the action.
Brief Background: Omega Shield was created as a sort of mercenary operation after it was no longer useful to the U.S. government. The original OS was designed as a special anti-super terrorist unit. Eventually the project was disbanded, but a few years later it reformed through unknown backing and has survived by basically taking mercenary type jobs. The OS has been hired by private citizens, corporations and governments around the world, but it's done discreetly. Many of the U.S. black ops are done by OS agents, as least in part.
Without giving away too much information, this game would take place in Century Station. If you don't have the source book, that's OK. I can post any information you may require as long as it doesn't violate the Palladium Books rules about posting their property online. Also, we can talk through emails to avoid violating that policy.
I know it isn't much to go off of, but Dakota will vouch for my last game, which ended abrubtly.
So, what do you say Dak? You want to revive Shroud? Any other takers?
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Dome
Resident
Game Master
Posts: 5,371
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Post by Dome on Oct 13, 2006 7:36:12 GMT -5
what site did you run your game on? Just wondering, as it sounds familiar.
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Post by dakota on Oct 13, 2006 12:37:21 GMT -5
3 words sum up my answer... Where and When ?
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Post by thagema on Oct 13, 2006 17:43:28 GMT -5
Isamu: The game was originally ran in Yahoo Groups. It ran for just over a year before it ended suddenly. I received emails from all the players about how disappointed they were, but I swore I'd never resurrect that game. So, I'm just going to start a new one using the same organization.
Dakota: I'm up for running it here. It would make it easier for me since I'm playing in one game here. That way I don't have to go somewhere else. That is, if there's enough interest in another HU game.
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Dome
Resident
Game Master
Posts: 5,371
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Post by Dome on Oct 13, 2006 20:24:52 GMT -5
I'm in. I was in a game on yahoo groups that dried up and died with no info from anyone, which had a great storyline. I just thought this might have been from another site i applied to, but never got into.
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Post by dakota on Oct 13, 2006 23:02:26 GMT -5
Boards set up. any chance any of the other originals might be interested?
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Post by thagema on Oct 14, 2006 0:07:33 GMT -5
The only one I'm still in contact with is Logan (Patriot), but he's assigned to a ship now (he's in the Navy if you didn't know) and his schedule can get very hectic. He can and will disappear for a few weeks at a time. The only old player will be you and I imagine you'll want to take up the Shroud mantle again. You may as well since I'll be using Mr. Alexander again.
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Post by dakota on Oct 14, 2006 0:21:47 GMT -5
Was planning on it. Have to brush up on my Irish posting...
Oh, and since no one mentioned it, OS is an HU game.
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Post by dakota on Oct 18, 2006 4:48:05 GMT -5
And here I thought Shroud would be the old vet brought in...
Too bad about Logan's unavailability, the verbal sparing was entertaining. I still had Natethe's (Tiger) address, so I dropped a line, see if there's any interest.
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Oct 18, 2006 22:07:20 GMT -5
Just the stats:
I upgraded her Revolver Sharpshooting skills to "gunfighter/hardware" level rather than selecting a new martial arts power. I edited equipment a little, I will post some more equipment ideas later and update the background later too (don't worry, I won't post everything).
Tiger Character Sheet Description: Her eyes are big and blue, bombardier’s eyes. Her plain brown hair would fall to her knees if she did not keep it in four braids to keep it out of the way. A young girl, looks to be barely older than eighteen years old. Small and skinny, she is only 5’3" and has a lithe, sprightly frame. Experience Levels: 4th lvl Wandering Free Agent O.C.C. Experience Points: 9,000 I.Q.: 15 M.E.: 14 M.A.: 21 (70% trust/intimidate) P.S.: 22 (+7 to damage) P.P.: 31 (+8 to Strike, Parry and Dodge, Legendary Martial Artist and Gunslinger) P.E.: 13 P.B.: 20 (60% charm/impress) Spd.: 43 (30mph)
Scrupulous Good Alignment
Skills: 4th lvl Basic Mathematics 98% Read/write American 98% Speak American 98% Fu-Chiao Pai- Tiger Claw Kung Fu Skills: Gardening 62% +3/lvl Cooking 74% +6/lvl Fasting Wilderness Survival 45% +5/lvl Tracking 50% +5/lvl Climbing 98% +8/lvl +25% Gymnastics Back Flip 98% +8/lvl See Acrobatics Prowl 72% +4/lvl +10% Swimming 82% +8%/lvl See Oriental Culture Program for Chinese W.P. Sword – 1st lvl Weapon Kata: W.P. Claws Weapon Kata: W.P. Revolver Gunfighter Paired
Oriental Culture Program:
Chinese 95% +5/lvl +20% Japanese 85% +5/lvl +10% Vietnamese 80% +5/lvl +5% Dance 69% +6/lvl +5% Mountaineering 65% +5/lvl +5% Spelunking 80% +5/lvl +5% Select a new Language at 3rd, 7th, 11th, and 15th lvls.
Basic: Physical Program:
Acrobatics Sense of Balance 80% +5/lvl Walk Tightrope or High Wire 80% +5/lvl Climb Rope 88% +2/lvl Fearless of Heights See Gymnastics Boxing Running Wrestling
Basic: Advanced Pilot Skill Program Radio: Basic Communications 80% +5/lvl+10% Pilot Airplane 98% +4/lvl +15% Pilot Tank 72% +4/lvl +6% Offensive Driving 56% +5/lvl +6% Orbital And Interplanetary Navigation 65% +5/lvl +10% Weapons Systems 68% +2/lvl +10% (+2 to Strike)
Espionage: Assassin Skill Program Detect Ambush 70% +5/lvl +10% Detect Concealment 65% +5/lvl +15% Escape Artist 55% +5/lvl +5% Optic Systems 75% +5/lvl +5% Sniper +4 ( includes additional +2 to strike) Surveillance Systems 80% +5/lvl +15% Tracking 45% +5/lvl +10% W.P.: Energy Rifle (additional +2 to strike) W.P.: Bow (additional +3 to strike, rate 3) W.P.: Pistol (Revolver & Auto Pistol) (additional +2 to strike) Cover: Horse Racing Professional Acceptance: 88% +2/lvl Locating Friend: 45% +5/lvl Accidental Discovery: 26%
Military: Advanced Infantry Skill Program The background of a military officer, the ability to command over 100 soldiers in war. It also provides skill in most infantry weapons and equipment. Demolitions 87% +3/lvl +15% Detect Concealment (see Espionage) Interrogation 65% +5/lvl +5% Land Navigation 66% +4/lvl +10% Pilot Automobile 98% +3/lvl auto, 98% +4/lvl manual +5% W.P.: Rifle/shotgun W.P.: Sub-machinegun W.P.: Sharpshooting: Sub-machinegun W.P.: Sharpshooting: Sub-machinegun W.P.: Sharpshooting: Bow W.P.: Sharpshooting: Bow
Gizmoteer: Weapon Construction Skill Program Basic: Gizmoteer 58% +2/lvl Pistol sized, short-range, flamethrower Add a flash suppressor Single-shot, simple trigger weapon Blackpowder firearms from scratch.
Armorer 95% +5/lvl +20% Basic Electronics 65% +5/lvl +5% Mechanical Engineer 80% +5/lvl +15% Weapons Systems +15% See Military for Demolitions W.P.: Black Powder W.P.: Paired Energy Rifles W.P.: Paired Sub-machineguns W.P.: Sharpshooting: Revolver W.P.: Sharpshooting: Revolver
Contacts: Has lived in Japan, China, Vietnam, Australia, Iceland, Pakistan, The United States, and the Netherlands on Heroes Earth. 15% contact anywhere on Heroes Earth. Has lived North and South America, and Atlantis on Rifts Earth. 5% contact anywhere on Rifts Earth.
Secondary Skills: select a new secondary skill at 4th, 8th & 12th lvl. Computer Operation 60% +5/lvl Computer Programming – 45%+5 1st lvl First Aid 60% +5/lvl Pilot: Motorcycle 66% +4/lvl +2 to Dodge Boats: Sail 66% +4/lvl Read Sensory Instruments 50% +5/lvl Advanced Mathematics 80% +4/lvl Art 38% +4/lvl Language: French 65% +5/lvl Language: American Sign 55%+5 -2nd lvl
None of the usual conversion/transition skill penalties.
Combat Information Hand to Hand Combat Fu-Chiao Pai- Tiger Claw Kung Fu: Chi: 13 H.P.: 29 S.D.C.: 57 Natural Armor Rating: none. P.P.E.: 10 Leap 6ft high, 13ft long, +2ft/lvl Boxing Knockout on a natural 20 for 1D6 melees (does not have to be declared) Wrestling Pin/Incapacitate on an 18,19 or 20. Wrestling Crush/squeeze does 1D4 Wrestling Body Block/Tackle 1D4 and Knockdown M.A.: 21 (70% trust/intimidate) P.S.: 22 (+7 to damage) P.P.: 31 (+8 to Strike, Parry and Dodge, Legendary Martial Artist and Gunslinger) P.B.: 20 (60% charm/impress) Spd.: 43 (30mph Running!)
Hand to Hand: Fu-Chiao Pai- Tiger Claw Kung Fu
• Initiative: +11 Quick Draw • Damage: +8 +1 Kicks • Actions/Attacks: 4 +1 Sharpshooting • Range: +80ft +20ft/lvl • Leap: +2 Leap 10ft high, 23ft long, +2ft/lvl • Strike: +9 +2 Kicks +2 Weapon Systems, +2 Claws • Parry: +11 +1 swimming • Dodge: +11+1 swimming +2 Motorcycle • Roll w/Punch, Fall, or Impact: +11 • Save: +0 • Critical Strike 18 or better
Sharpshooting: Karen has Sharpshooting skills in the Bow, Paired Sub-machineguns, and Paired Revolvers. Her skills with bows, energy rifles, and pistols are further developed by her Espionage Assassin program and she also has an advanced Sniper skill (with an additional +1 to strike from the Espionage skill program) which she can apply rifles on a single aimed shot. Bonus Attack +1 with Bows, Sub-Machineguns, and Revolvers. Bow Rate: 4 The Revolvers, Sub-Machineguns, and Energy Rifles are Paired Weapons. The Revolvers are a Weapon Kata and can be used seamlessly with Kung Fu. Sharp Aimed Shot: aimed shot or aimed bursts • +8 Sub-machinegun • +11 Bow • +9 Revolver • +9 Energy Rifle (not a Sharpshooting Skill) Sharp Called Shot: uses two attacks, aimed shot only • +10 Sub-machinegun • +12 Bow • +11 Revolver Gunfighter Quick Draw: +11 Sub-Machinegun: leap, roll, somersault, backflip and come up shooting, no bonus or penalties. Bow: accurately shoot while moving or riding. ½ bonus, no called shot. Revolver: accurately shoot while moving or riding. ½ bonus, no called shot. Revolver: Double Shot. Two shots, one after the other with no discernable gap between them- appears to strike two targets at the same time. Uses same strike roll, can only be used every other action.
Fu-Chiao Pai- Tiger Claw Kung Fu: Escape Moves: Roll w/Punch/Fall/Impact, Maintain Balance, Leap, Backflip. Attack Moves: Leap, Roll, Backflip. Basic Defensive Moves: Dodge, Parry, Automatic Parry. Advanced Defenses: Multiple Dodge, Power Block/Parry/Claw 1D6 w/ successful parry. Hand Attacks: Power Punch 1D10, Backhand 1D4 without turning around, Claw Hand 1D6, Palm Strike 1D6, Duo-Claw Strike (2D6, cannot parry entire melee). Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks, Crescent Kick, Wheel Kick, Backward Sweep, Reverse Turning Kick (combination Dodge/Kick), Drop Kick (combination Fall/Dodge/Kick). Jumping Foot Attacks: Jump Kick. Special Attacks: Death Blow, Leap Attack, Combination Strike/Parry. Body Hardening Exercise: Kick Practice or Chagi - Power Kick: 2D6 M.D.! (Mega-damage worlds only) Modifiers: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Behind. Weapon Katas: W.P. Claws, W.P. Paired Revolvers. The major unique moves in Fu-Chiao Pai – Tiger Claw Kung Fu are:
Maintain Balance, Backflip, Multiple Dodge, Power/Block/Parry/Claw, Backhand 1D4 without turning around, Duo-Claw Strike, Reverse Turning Kick (Combination Dodge/Kick), Drop Kick (Combination Fall/Dodge/Kick), Tripping/Leg Hooks, Backward Sweep, and Death Blow.
Maintain Balance: roll to save versus knockdown attack, if used the character cannot Roll w/Punch/Fall/Impact.
Backflip: Escape: If used in place of an attack, this moves the martial artist out of hand-to-hand combat range, requiring an opponent to use actions/move to close the distance. Gives the martial artist the initiative.
Backflip: Attack: can backflip and use backhand to attack an opponent behind the martial artist. Must be the first attack, Use backflip bonus only, Cannot Death Blow or Knock-out.
Multiple Dodge: Can dodge every attack targeting the martial artist, even attacks from behind.
Power/Block/Parry/Claw: Unique to Tiger Claw Kung Fu. First roll to parry, then if successful roll to strike for 1D6 damage. No bonus to strike. The attacker/victim cannot Parry, but can Roll w/Punch/Fall/Impact. No bonuses!
Backhand: 1D4 without turning around.
Duo-Claw Strike: 2D6, cannot parry entire melee round.
Reverse Turning Kick (Combination Dodge/Kick): Make roll to dodge. If successful, roll to kick. Opponent can defend normally. Uses up one attack. Kick attack 1D8. No bonuses!
Drop Kick (Combination Fall/Dodge/Kick): Uses one melee action, used in place of a dodge. No Bonuses! First roll to dodge, if successful, roll to kick (either Kick Attack 1D8 or Crescent Kick 1D10). Opponent can defend normally. Note: martial artist falls to the ground no matter if the move is successful of not, takes no damage from fall.
Tripping/Leg Hooks: No damage. Knockdown. Cannot be parried, dodge only.
Backward Sweep: Only can be used on opponents behind the martial artist. No damage. Knockdown. Cannot be parried, dodge only.
Death Blow: While its basically the same as the Heroes Unlimited Death Blow, there is a bit more detail. Double damage, plus damage bonus, direct to hit points (no S.D.C.). Death blow must be announced before rolling to strike. A defender can parry. A defender can try to Roll w/Punch/Fall/Impact by rolling over the attackers strike. An unsuccessful death blow inflicts 1D6 damage. The actual effect is the immediate stopping of the heart. In other words, it simulates a massive heart attack. All the damage is to the victim’s hit points, not to S.D.C. If CPR-type resuscitation is available, the victim may be mobile in less than an hour. Roll to save vs. Coma/Death.
Martial Arts Powers: • Karumi-Jutsu Zenjoriki Power • Body Hardening Exercise: Kick Practice • Special Kata: Weapon Kata: W.P.: Claws • Special Kata: Weapon Kata: W.P.: Paired Revolvers Karumi-Jutsu Zenjoriki Power • The mystic ability to reduce her weight by 85%. Since Karen is already very light at about 111lbs, this ability only reduces her weight to 20 lbs or so. This only works on her own body, not on any possessions or clothing. Second, it only works when invoked, and does not work if unconscious (requires concentration). If concentration can be maintained, Karen could execute one Karumi-Jutsu move using one of her melee actions/attacks (ie one leap, a few seconds of climbing, etc). • Falling: can fall from 2,000ft (610m) and land without suffering more than 2D4 damage. Greater distances will do one point of damage for every additional 20ft (6.1m) of height. • Jumping: can jump great distances, up to 10 times normal jumping distance. In Karen’s case this is 100ft high and 230ft long (plus 20ft/lvl). • Climbing: can climb any surface without fear of failure/falling. • Treading Lightly: can walk across delicate surfaces, or extremely fragile bridges, without fear of collapse. Can walk on objects as delicate as china teacups without causing damage or disturbance. Body Hardening Exercise: Kick Practice or Chagi • Repeated kicks at all heights. Flexibility to do the “splits,” to kick straight up over the head, and to jump up, kick something directly overhead, and return to a standing position. Power Kick: 2D6 M.D.! (Mega-Damage worlds only)
Special Kata: Weapon Kata: W.P.: Claws • Allows her to use a particular weapon with a martial art form. Automatically gives her the Weapon Proficiency skill. Allows the use of the weapon with the usual moves and bonuses. Special Kata: Weapon Kata: W.P.: Paired Revolvers • Allows her to use a particular weapon with a martial art form. Automatically gives her the Weapon Proficiency skill. Allows the use of the weapon with the usual moves and bonuses.
Items of Note: • Trigun Harrier Custom Revolver .454 Casull 4D6/1D6x10, 200ft, 6 rd • Colt 1860 Army Custom Twin Revolvers 3D6/1D4x10, 200ft, 6 rds • Ruger Twin Old Army Survivor Revolvers 1D6 to 1D4 x 10, 100ft, 5rds, silencers • Incendiary Hand Grenades AN-M14 TH3 up to 1D100+20 (1 M.D.), does 1D10 at 120ft away, burns 10 melees • Camouflage Armored Battle Fatigues AR20, 50 SDC, 13lbs, -3% prowl • Customized Body Armor (Patchwork or Repaired). Environmental, Hat 10, Helmet 35, Arms 12 each, Legs 16 each, Body 55, no penalties • Armored Black Cloak: +8 Arms, +10 Legs, +20 Body, no penalties • MP5K 9mm Sub-machinegun (6 total, 3 briefcases) 2D6, 15 or 30rds, 660ft, +1 strike • Robinson Arms VEPR II “Holly Double Dealer” (10 total) 4D6 or shotgun, 1,000ft/150ft, 30rds/8rds • Dragunov Sniper 7.62mm Longshot (10 total) 4D6, 20rds, 4,265ft, +3 strike (4,000ft), suppressor -25% range • Aurora Sunglasses See Aura, Chance of Empathy curse each hour. • Vibro-Claws- 2D6 Retractable. • L-6 Super Tool Katana • BTR-80 Armored Wheeled Recovery Vehicle (and trailer) Armoured, NBC shielded, All-terrain, Amphibious, firing ports • Gizmoteer tools and workshop, Medical equipment, Comm equip., Ammunition • Mercedes-Benz 300 SL Gull Wing Racecar AR12, 700 SDC, 240mph, 250 miles, nightvision, coded operation • Honda Valkyrie Rune with racing engine, structurally reinforced. • PBY-5A Catalina, seaplane with retractable landing gear. • $1.4 million dollars in accounts • Access to at least $16.5 million worth of military vehicles, weapons and equipment (typically older, retired equipment through her military connections). May not be immediately avaibable.
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Jul 27, 2007 17:12:59 GMT -5
In the storyline, the Magician was going to be transferred out of the team and someone new was going to be brought in.
If anyone would like to join the (jump started) Omega Shield campaign, please submit your characters to me
-Albatross
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Mar 14, 2008 20:18:06 GMT -5
I have walked a mile in Thagema's shoes and they work Ok, but I thought I'd like to get my own shoes back.... So here goes.
There are two possible story lines stemming from the Omega Shield: Century Station adventure.
First, I intend to leave the Labyrinth (mostly) unconquered. So there could be a 'taking over the Labyrinth' adventure. Unfortunately, I'm not very interested in walking in those shoes anymore, so if someone wants to run more Omega Shield: Century Station we have an excellent setup. Patriot (who due to the absence of Logan is an NPC at this point) will be calling the office of Minotaur Publishing in Los Angeles every week and a nice lady will give him his phone messages which just happen to be GPS points where the Minotaurs snipers will be retreating from that week. Food and water to the section will be cut off, and the heroes will be tasked with dealing with whatever crawls out. To preserve continuity, the Minotaur as he appears in the first adventure (Tiger's father) and his minions cannot actually be killed. If you don't know why that wouldn't work, just ask.
Second, I intend to run a new adventure which will depart from Century Station to far off lands, slightly alter Omega Shield (sorry Thagema, I'll use a different org later if need be), will be called the Unfinished Mission. In the Omega Shield game I will create a lead up to this adventure for any and all of the present cast who wish to participate and also there will be some openings for new characters so submit them to me today.
There will also be a short questionnaire for that adventure, but I suppose I will wait to see who is interested before posting that.
Wow! Fun! Wow!
- Albatross
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Post by Renekin Skywalker on Mar 15, 2008 7:17:13 GMT -5
This... is... a suprise, to say the least.
What's wrong with keeping Century Station? Why not maintain a continuity that does not require the mass-extermination of Century Station residents?
In any event, why should a bunch of crime-fighters-for-hire become either monkey assassins, or treasure hunters?
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Post by dakota on Mar 15, 2008 7:51:55 GMT -5
Whatever works. As long as I get to keep playing Shroud
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