Private Mane

The 40-4th Coalition States Special Operations Group.
GM: CS High Command
AGM: Merchant of Death

Moderators: Game Masters, Group Leaders

Private Mane

Postby Mane » Wed Feb 13, 2013 1:45 am

Player Name: Matt
YIM Handle: matt.olfson@rocketmail.com

Character Name: Mane
Alias: 357
Rank: Private
Race: Free-born Battle Cat (African Lion)
O.C.C.: Headhunter Techno-Warrior (WB 20, pg 110)
Alignment: Unprincipled
XP Level: 9
XP Points: 77,121 XP (01OCT2018 - MaA)
Next Level @ XP: 96,401 (for lv. 10)
Sentiments/Non-Humans: Conditional tolerance. D-bees do not belong here, but it is not their fault. Treats them reasonably well, distrusts those he doesn't know, but may consider a D-bee he knows and likes as a trusted friend. Monsters and demons are usually "kill on sight" unless the situation dictates caution or restraint.
Sentiments/Coalition: Respectful but wary. Knows the CS is capable of greatness but is also aware of their dark side. Has heard a great many things about the Coalition, and generally has favorable leanings about the CS, but overall is still in the process of deciding which paradigm he will ultimately adopt.
Disposition: Tough Guy - Cocky and self-reliant. Tends to be the strong silent type. Rarely brags about his accomplishments or abilities, but is also slightly arrogant in that he knows he's the best in the room... he just doesn't feel compelled to rub it in other people's faces (too often). Being a bit of the curious type, he loves to learn new things and study what he can, even occasionally things outside his understanding. When it comes to being sociable, he prefers the company of ladies, be they Humans, d-bees, or mutants, usually with the objective of having his way; however, he is professional enough not to play games with those he considers his colleagues in work.
Insanity: Fascination with death in all its forms. The character examines and studies ways one can die and kill, as well as implements of death, how the human (and non-human) body reacts/responds to the threat of death/fear, tolerance to pain, survival responses, and even the philosophical concepts of death, the soul, life after death and so on. It is interesting to note that the character is not afraid of death and is not morbid about it. He is simply fascinated by it. Others may find him to be disturbingly callous and ghoulish. He will be fascinated by Juicers, and may also find the undead/vampires of interest (or as abominations who defy the natural order of life). --- Presently in Remission

ATTRIBUTES
I.Q.: 12
M.E.: 12
M.A.: 19 (55% trust/intimidate)
P.S.: 42 (Supernatural) (+27 SDC; also see Combat Data below)
P.P.: 19 (+2 parry/dodge & +2 strike)
P.E.: 26 (+8% save vs coma/death & +2 save vs poison/magic)
P.B.: 14 (20% charm/impress)
Speed: 38 (25.9 mph, 570'/melee; see Racial Ability #8; x2 speed when sprinting)

PHYSICAL DATA
P.P.E.: 12
I.S.P.: 76
H.P.: 123
S.D.C.: 122
Natural A.R.: 12
Age: 9
Sex: Male
Height: 7'1"
Weight: 415 lbs. (roughly 40 lbs. overweight)
Description: Mane is a pale haired (not truly white, but often mistaken as such) mutant lion with a hulking, muscular frame. While his short-fur coat masks numerous scars of his youth and upbringing, the scarring on his left eye is obvious to all but the blind. Within that scarred eye is a mechanical cybernetic replacement telling of past battles. True to his name, his mane is intentionally grown out and styled with a few braids and golden beads, but is mostly free-flowing. As of late he has put on a few pounds, resulting in a slight paunch to his belly and a fuller frame.

Natural and Racial Abilities
Perception Bonus: +2 (+10%) [Factored into OCC and AT-IFF Skills below. See IFF Perception below under CQB Advanced Training for different bar]
Charm/Impress: 20%
Invoke Trust/Intimidate: 55%
Max. Encumbrance: 410.3 lbs
Max. Carrying Weight: 2,000 lbs
Max. Lifting Weight: 4,000 lbs
Max. Jumping Ability: 60 feet across or 30 feet high; 24 and 12 feet respectively from a standing position (CA-6EX armor adds +10 feet to the length & height of leaps)

1) Sense Psychic & Magic Energy: Same ability as Dog Boys, but not as developed. 30% (+5%) base.
  • Half when multiple sources are scattered throughout sensing range.
  • Roll once every 400 feet to see if hunter is still on the trail. A failed roll means the scent is lost.
  • Cannot recognize psychic scents like a dog boy can.

Range: 40 feet (+5 feet) against psychics or magic when target's power is not actively being used; 300 feet (+20 feet) when target's power is in use.
ISP: None, automatic ability.

2) Sense Supernatural Beings: Same as Dog Boy ability, but not as developed. 54% (+2%) to ID specific types/race of paranormal creature and includes alien intelligences, gods, demigods, demons, vampires, dragons, and supernaturally possessed individuals.
Tracking by this sense: 10% (+2%) base, or 23% (+3%) base if the supernatural being is also using psionics or magic.
Range: 100 feet per level when target is not using any special, magic, or psychic powers, or 1,000 feet (+100 feet) when powers are in use.
Duration: Automatic and constant.
ISP: None, automatic
  • Close proximity to ley lines and nexus points disrupt the psychic senses.

3) Excellent vision and passive night sight: All felines have excellent, 20/20 color vision with a field of vision of 220 degrees. In addition, their eyes work like passive light amplification optic systems that enable them to see in the dark - cats can see in darkness 6-7 times better than humans. However, just like a starlight scope or an owl, the cats must have some degree of ambient light (from the moon, stars, the dim reflection of night clouds) in order to see. In total darkness, they are as blind as a human, except they can use their sense of smell, keen hearing and long, sensitive whiskers (like antennae) to negotiate in the darkness better than humans (2-3 times better; penalties for blindness are -4 to strike, parry and dodge). A cat's vision is its most important sense.

4) Excellent sense of hearing: The mutant feline can hear into a higher range of sound and can register sounds of 25,000 vibrations per second compared to 20,000 in humans, though not as high as 35,000 in dogs. However, they have even greater control over their ears than dogs. Like external sound receivers, they can prick and swivel to focus in on the sound of a noise. Cats have approximately 30 ear muscles.
  • Has the ability to discriminate between two sounds separated by an angle of five degrees with an accuracy level of 75%.
  • A feline can hear sounds up to two octaves higher than the highest note humans can hear, a half octave higher than a dog.
  • Judge Distance & Precise Location of Source: 80%+2% per level of experience. Reduce the level of accuracy -10% for every 50 yards/meters (roughly 150 ft/45.7 m) between the feline and the sound source/prey.
  • Recognize & Identify Prey by Sounds: 72%+2% per level of experience; -20% when dealing with artificial sounds (bots, 'Borgs, the whine of a jet pack, the rumble of a hovercycle, etc.). This ability enables the mutant cat to identity the animal (or machine) making the noise (rabbit, raccoon, snake, cat, buffalo, dog, Dog Boy, Simvan, human, etc., or in the case of a machine, an NG-Turbo, CS Rocket bike, SAMAS or two or five, Skelebot, etc.). Reduce the level of accuracy by -10% for every 50 yards/meters (roughly 150 ft/45.7 m) distance between the feline and the sound source/prey.

5) Fair to good sense of smell: Most cats (but not all) have an olfactory ability about twice as good as a human's, but nothing compared to a canine's. A tiger relies primarily on its vision and hearing, so its sense of smell is on par with a human's.

6) Natural climbers: All cats can climb at the base skill of 60%/40% (plus 5% bonuses for African Lions); +10% AT bonus.

7) Natural Swimmers: All cats are fair swimmers with a base skill of 50% (plus 10% bonus for African Lions).

8.) Sprinters: The mutant cat can run at double his normal speed for 1D4 minutes before dropping back to normal speed.

9) Sensitivity to Ley Line energy: Ley lines and nexus points obliterate the mutant cat's psychic and supernatural sensing abilities and gives it a headache. They try to avoid these places. This means the character cannot use his psychic sensing abilities to locate magic or supernatural prey, or to sense their presence when on a ley line or near a nexus. However, the creature's normal physical senses, especially sight, are not affected and the other psychic abilities are enhanced (as usual). Most mutant cats are leery around places of magic and often show uncharacteristic signs of being nervous and on edge. Cats are not vulnerable to ley line storms like canines.

10) Lion's Roar: A lion's roar can be heard up to one mile (1.6 km) away.

11) Mutations Gone Wrong: >>> Suffers from Insanity >>> Psychosis >>> Fascination with death in all its forms. (See Insanity above).

OCC Special Abilities
1) Recognize Weapon Quality: The ability to accurately determine a weapon's durability, reliability, and quality by physically examining it. This includes knowing which manufacturers are reputed to make the best weapons, the ability to recognize damage or signs of misuse, modifications/customization or wear and tear, whether the weapon can be made as good as new with a little repair work and/or cleaning, hether it is a cheap "knock-off' (copy/imitation), and so on. The character can also recognize if the weapon is stolen (serial numbers filed away, etc.), new, old, and if it has any other special features or properties, as well as know what the fair price should be.
Base Skill: 40% (+5%)
  • Reduce the skill ability by half if the item is not actually handled; seen but not touched/examined.

2) Headhunter's Find Contraband: These able soldiers will have a strong idea where to find and how to locate smugglers, weapon dealers, and Body-Chop-Shops. Likewise, they are skilled at recognizing and contacting such illegal operators. This makes the skill a variant of the standard Find Contraband, Weapons & Cybernetics skill, only it is much more narrowly focused on technological contraband, particularly bionics and weapons, to the exclusion of all else (drugs, magic, etc.). This means the Headhunter will have a good idea where to go to find arms dealers, weapons or bionics smugglers, body chop-shops, Cyber-Snatchers, and underground Cyber-Docs, as well as how to spot and approach them. The character is also familiar with their practices, hang-outs, gang or criminal ties, general practices, code of conduct, fees, pricing and modes of operation. Likewise, he has a good idea of what Black Market weapons and cybernetics should cost and what these people pay for contraband items (typically only 20% of the retail market price). Furthermore, he knows the penalties for being caught with an illegal weapon, implant or bionics (not that Headhunters care). In all CS cities and most other societies, M.D. weapons, concealed weapons and sidearms are forbidden inside large population centers.
Base Skill: 53% (+3%)
  • This skill should be considered separate and apart from Streetwise and the more broad Contraband skill. It is available only to Headhunters and a few select others.
  • This skill cannot be used to identify or locate drug dealers, assassins, smugglers of other items (such as books or magic), practitioners of magic, guilds, sects or other secret societies or operations — only those dealing in the making, selling and smuggling of weapons, armor, vehicles, cybernetics, bionics and advanced technologies.

3) Contacts: The character starts with none, other than a few rumors regarding possible contacts. With time, the Headhunter is likely to develop a network of "contacts," particularly with arms dealers, weapon smugglers, Operators/Mechanics, Cyber-Docs and the operators of Body-Chop-Shops and similar criminal operations. If he is a regular client, the particular "dealer" is likely to offer to sell him additional information and other goods. Where a good relationship is established, the contact is likely to offer the character a 10%-20% discount and first right of refusal to rare, experimental and powerful (stolen) items. This may also apply to various other criminal or underground groups, thieves, safe-houses, and scoundrels (forger, safecracker, assassin, etc.).
  • G.M.s, use your discretion. Role-playing should be required.

Bionics & Cybernetics
Reinforced MDC Metal Skeleton
    Subject's bones have been replaced with a humanoid skeleton made of MDC Ceramics and other non-metallic materials. Bones are considered unbreakable by normal means.
Scrambled CS Radio Receiver & Transmitter
  • 3 mile range; transmits standard CS radio encryption. The encryption can be updated via a hand computer and the included headjack.
  • Can tell the time and date down to the 100th of a second.
  • Automatically diminishes potentially damaging sounds with filters and/or earplugs. Sounds are muffled to protect the character from deafening or disorienting levels of sound.
  • Will allow information to be transmitted to the cybernetic eye.
RVB-31 Concealed Vibro-Blade, Silver Plated (right arm)
  • Damage: Standard, human-sized blade (sabre type): 2D4 M.D.
RVB-31 Concealed Vibro-Blade, Silver Plated (left arm)
  • Damage: Standard, human-sized blade (sabre type): 2D4 M.D.
Multi-system eye socket (Left)
  • Allows for use of interchangeable bionic eyes.
Multi-Optic Eye (one); Removable
  • Telescopic: 4-8x30 magnification | Range: 6000’
  • Macro Lens: 2x to 8x magnification | Range: 3’
  • Passive Nightvision: 2000’ range
  • Thermo-Imaging: 2000’ range
  • Light Filters: Reduces glare
  • Targeting Display: +1 to strike w/ ranged weapons
  • Fitted to Multi-System Eye Socket
Recon Eye; Removable
  • Passive Nightvision: 2000' range
  • Cyber-Camera Eye, Broadband (one): Porvides 20/20 sight, but is also a digital video camera that records and/or transmits everything the character sees and normal audio. Transmission range is 40 miles (64 km) in the city, 120 miles (192 km) in the wilderness, unless hampered by some sort of interference. Live-feed is most common, but up to one hour of filming can be recorded and stored on a memory chip.



Commando Ear


Psionics
Major Psionic
See the Invisible (4 ISP)
Object Read (6 ISP)
  • Impressions 56% (2%)
  • Images 48% (2%)
  • Present 38% (2%) - cost an additional 4 ISP
Telemechanics (10 ISP) [EP bonus ability]
Total Recall (2 ISP) [EP bonus ability]

Advanced Training: Close Quarters Battle
(Note: Paid for with Lv. 9 OCC & Related skills and one OCC & one Related skill acquired through EPs)
  • Friend or Foe Perception Rolls (special AT ability; success on a 90% perception roll [55% base + 25% IFF bonus + 10% Natural bonus]): Dynamic entry and snap decision making is necessary in close quarters combat. Whether it is used to clear a room, swarm a vehicle or rescue hostages, the assault is a rapid and aggressive attack using overwhelming force, the element of surprise and probably multiple entry points. And it requires making lethal force split-second decisions every step of the way. +5 (+25% under House Rules) to Perception Rolls to differentiate between friend and foe at a glance, within line of sight. This is the practiced ability to make a snap judgement in identifying the enemy vs teammates, hostages, civilians and other noncombatants no matter how intermingled the enemy may be among them. Commando-style raids are designed to take down all hostiles fast. Starting with the most immediate enemy threat followed by the greatest potential danger and then all the other bad guys in the room. This is a snap judgement that take considerable training and awareness of one's surroundings. Lethal force is used, so unless enemy targets drop their guns and fall to their knees or bellies, hands empty and arms outstretched, they are targeted for termination ! No questions asked.
  • I.D. Enemy in Disguise: Metamorphed or Shape-Changed (special AT ability): CQC specialists can, like the Demon Hunter,detect enemies and monsters in disguise or shape-changed by their behavior and reactions (see CS Demon Hunter AT for details). Unlike the Demon Hunter, however, the CQC specialist makes this determination via Friend or Foe Perception Roll BUT with the reduced bonus of only +2. Looking for visual cues that suggest the individual is not what he appears to be.
  • Advanced Hand to Hand: Upgradle for Established Characters; level for level change to Hand to Hand Commando from Jujitsu.
  • Bonus Skills (listed under Related Skills below):
    • Climbing/Rappelling (+I0%; bonus to natural climbing skill)
    • Detect Ambush (+15% bonus to existing skill)
    • W.P. Ancient: Spear (from 9th level)
    • W.P. Modern: Energy Rifle (from 9th level)
  • SDC Bonus: 2d6 (factored in)
  • Initiative Bonus: +2 (for offense/surprise situations only)

O.C.C. Skills
Perception [House Rule] 25% (+3%) [Also see AT-IFF]
Language: American (Native) 80% (+1%)
Language: Spanish 60% (+3%)
Lore: Demons & Monsters 35% (+5%)
Lore: D-Bees 35% (+5%)
Lore: Faeries & Creatures of Magic 35% (+5%)
Radio: Basic 60% (+5%)
Electronic Counter Measures 40% (+5%)
Detect Ambush 40% (+5%, +15% AT)
Detect Concealment 35% (+5%)
Tracking (people) 45% (+5%)
Land Navigation 46% (+4%)
Wilderness Survival 40% (+5%)
Computer Operations 50% (+5%)
Weapon Systems 50% (+5%)
Sensory Equipment 40% (+5%)
Pilot: Military - Tanks & APCs 46% (+4%)
Pilot: Hovercycles, Skycycles & Rocket bikes 80% (+3%)
Pilot: Motorcycles 70% (+4%)
Pilot: Jet Packs 52% (+4%)
W.P. Energy Pistol
W.P. Handguns
W.P. Heavy MD Weapons
W.P. Knife
W.P. Paired Weapons (melee)
Hand to Hand: Commando

O.C.C. Related Skills
Kick Boxing
Seduction 20% (+3%)
Paired Firearms
Sharpshooting (with Energy Pistols)
  • Can dodge, roll or somersault and come up shooting (normally a wild shot), no bonuses or penalties to strike; straight roll of the dice.
  • The Sharpshooter's "Called" Shot: The Sharpshooter's "aimed" shot bonuses are NOT applicable when using this special "Called Shot." Instead the sharpshooter uses the following superior bonuses: +1 to strike with a P.P. 18 and for every additional three (3) P.P. points above 18.
Literacy: French 35% (+3% [from Lv. 6])
Climbing/Rappelling (+I0%; bonus to natural climbing skill [from 9th level])
W.P. Ancient: Spear (from 9th level)
W.P. Modern: Energy Rifle (from 9th level)
Boxing (from 9th level; EP buy)


Secondary Skills
Literacy: American 40% (+5%)
Sewing 45% (+5%)
Leather Working 45% (+5%)
Skin & Prepare Animal Hides 30% (+5%)
Mathematics: Basic 45% (5%)
W.P. Energy Rifle
Body Building & Weights
Running
Mathematics - Basic 45% (+5% [from Lv. 6])
Navigation - Pilot Related 40% (+5% [from Lv. 6])
General Repair & Maintenance 35% (+5% [from Lv. 6] EP bonus skill)
Basic Electrioncs 30% (+5% [from Lv. 6] EP bonus skill)

Combat Data
HTH Type: Commando
Number of Attacks: 7, 8 with Melee & Energy Pistols +1 RCC, +6 HtH, +1 boxing (melee only), +1 sharpshooting (E-pistols only)
Initiative Bonus: +7, +8 with Energy Pistols (+1 OCC, +2 RCC, +4 HtH, +1 Sharpshooting)
Strike Bonus: +6, +9 with knives (+2 PP, +2 RCC, +2 HtH)
Parry Bonus: +10, +14 with knives (+2 PP, +3 RCC, +2 Boxing, +3 HtH)
Dodge Bonus: +7 (+2 PP, +2 Boxing, +3 HtH)
Auto Dodge Bonus: +3 (+3 HtH)
Bonus to Roll w/Punch/Impact/Fall: +5 (+1 Boxing, +4 HtH)
Bonus to Pull a Punch: +10 (+3 OCC +7 HtH)
Bonus to Disarm: +2 (+2 HtH))
  • +1 to disarm on a "called" shot with any weapon proficiency - OCC
Bonus to Body Flip/Throw: +3 (+3 HtH)
Bonus to Maintain Balance: +1
Hand to Hand Damage: +2 Damage (factored in)
Critical strike on a natural 18-20
Claws: 3D6 MD* (see RUE 341, "Attacker Rolls Damage: ---> Supernatural P.S.")
Bite: 1D6 MD
Restrained Punch: 1d6x10+29 SDC
Full Strength Punch: 6d6+2 MD
Power Punch: 2d4x10+2 MD (uses 2 attacks)
Karate Punch: 2d4+2
Roundhouse Kick: 3D6+2 MD
Axe Kick: 2D8+2 MD MD
Knee Strike: 1D8+2 MD
Leap Kick: 3D8+2 MD (uses 2 attacks)
Kick Attack: 2D4+2 MD
Snap Kick: 1D6+2 MD
Body Block/Tackle
Backward Sweep Kick (rearward take-down attack)
Death Blow on a Natural 18-20
Boxer's KO on a Natural 20 (need not be called; 1d6 minutes unconscious)


Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Energy Pistol: +5 to hit
W.P. Handguns: +4 to hit
W.P. Energy Rifles: +2 to hit
W.P. Heavy MD: +3 to hit
W.P. Knives: + 3 to strike, +4 to parry, and +3 to hit when thrown (strike & parry factored in above)
W.P. Spear; +1 to strike & +1 to parry (AT: from 9th level)
W.P. Energy Rifle +0 to strike (AT: from 9th level)

Saving Throw Bonuses
Coma/Death: +18% (+10% OCC, +8 PE)
Magic (varies): +2 (+2 PE)
Lethal Poison (+): +2 (+2 PE)
Non-Lethal Poison (+): +2 (+2 PE)
Disease: +4 (+4 RCC)
Insanity (+): +0
Psionics (varies): Saves on a 12, +2 vs all mind control
Horror Factor: +9 (+1 OCC, +6 RCC, +2 HtH)
Possession: +0
Last edited by Mane on Sat Aug 25, 2018 8:35 pm, edited 34 times in total.
Mane, driver of the big ugly bus.

Song in his heart: Aquarius/Let the Sunshine In

Stats and Gear
Quick Stats:
ISP: 14/64
HP: 118/118
SDC: 100/110
Armor: CA-6EX
MDC by Location:
  • Main Body: 200/200
  • Head/Helmet: 100/100
  • Legs: (R) 120/120, (L) 120/120
  • Arms: (R) 100/100, (L) 100/100
Weapons:
Wilk's 237 "Backup":
  • Damage: 3D6 MD single / 6D6 MD double blast; Range: 500'
  • Payload: 16/16 double blasts per long e-clip
Q1-02 "Stopper" Ion Pistol:
  • Damage:4D6+4 MD; Range: 200'
  • Payload: 24/24 blasts per long e-clip
Bandit 5050 "Papa Bear" Enhanced BigBore Medium Rail Gun:
  • Damage: 2D4 M.D./single, 4D4 M.D./burst of three, 5D6 M.D./burst of six, plus Knockdown Effect; Range: 2,000'
  • Payload: 240/240 Big Bore shotgun shells
Munition Reserve:
  • Long E-Clips: 6/6
  • Big Bore shotgun shells: not carried on person
Conditions:
  • None at this time
User avatar
Mane
Ruby Level Patron
Ruby Level Patron
 
Posts: 308
Joined: Sat Feb 09, 2013 1:11 am
Location: CS 110th - PC

Mane's Gear

Postby Mane » Wed Feb 13, 2013 3:38 am

Equipment

KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
Image
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 5,000'
• Damage:
• • vs M.D. Organic Target: 1D12x10 M.D. + target cannot bio-regenerate (same rules as for DU rounds)
• • vs M.D. Inorganic Target: 1D12x10 M.D. + 1 roll on Optional Robot Combat Damage Tables (GMs, consult p.353-354, R:UE)
• • vs S.D.C. Organic Target: 1D8x10 + 1d8 direct to H.P. + target is bleeding from that wound
• • vs S.D.C. Inorganic Target: 1D12x10 + 1 roll on Optional Robot Combat Damage Tables (GMs, consult p.353-354, R:UE); automatically defeats all armor ratings
• Penetration Value: 10 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: Single shots only; each shot requires 2 APM
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
Features:
• • Laser Targeting
• Modifiers: +1 to Strike at ranges over 500', Two-handed weapon
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.




CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
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Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

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Coalition Gear

CA-6 EX Body Armor
[img]X[/img]
M.D.C. by Location
• Helmet: 100
• Arms: 100 each
• Legs: 120 each
• Main Body: 200
• Bonuses: The exoskeleton adds the following bonuses to the attributes of the soldier who wears it: +8 to P.S., +14 to spd, +10 feet (3 m) to the length and height of leaps, and reduces the rate of fatigue by 50%.
• Special Features: The following optical and sensor capabilities are built into the CA-6 helmet and linked to the secondary computer and HUD system:
    1. HUD Multi-Screen: A Heads Up Display (HUD) that can project data, charts or transmissions on the visor of the helmet for the wearer to see. As many as six different HUD viewing sections/images can be projected without impairing the vision of the wearer.
    2. Computer & Video Link: The helmet can be patched into computers, televisions, cameras, monitors and sensory equipment. This means video transmissions and encoded audio or video signals can be displayed directly on the HUD. This requires "plugging in." Located in the ear section of the helmet is a universal headjack.
    3. Optical Enhancements: Passive nightvision (2000 ft/610 m range), telescopic (lOx magnification, 6000 ft/1830 m range), macro-lens (6x magnification), thermo-imager (1000 ft/305 m range) and light filters.



Grenades:
• 2 Fragmentation, CS:
    Damage: 2d6 M.D. to a 20 foot (6 m) area.
• 2 Flash/Bang, CS:
    Effect: The victims of a stun/flash grenade are -8 to strike, parry and dodge, -1 on initiative and lose one melee attack/action for the next 1D4 melee rounds (15 to 60 seconds). Even those in armor should be momentarily distracted for 1D4 seconds and lose initiative.



Sidearm: C-5 Pump Pistol with 4 speed loaders
• Weight: 5 lbs (2.25 kg)
• Range: 800 feet (224 m).
• Mega-Damage: 4D6 M.D. per shot.
• Rate of Fire: Equal to the hand to hand attacks of the shooter. Each shot counts as one melee action/attack.
• Payload: 5 shots, loaded manually one round at a time. A speed loader will load all five rounds in four seconds (has 4 speed loaders).



Non-lethal Option: Electro Stun-Spear
• Weight & Size: 4.4 lbs (2 kg); 6 ft, 6 inches (1.95 m) long.
• Range: Reach
• Damage & Effect: Three energy settings:
    Physical Damage: 2D4+2 S.D.C. damage plus P.S. attribute bonus when used as a clubbing weapon; 1D6 S.D.C. when used as a jabbing weapon.
    1. Light shock: 1D6 S.D.C./hit point damage.
    2. Moderate: 3D6 S.D.C./hit point damage.
    3. Strong (lethal): !D4xlO S.D.C./hit point damage plus a 01-65% chance of stunning human, D-bee and small animal victims for 1D4 melee rounds; 01-20% against giant or inhumanly powerful animals, including Kill Hounds who have supernatural endurance.
  • Stunned victims are -8 to strike, parry, and dodge plus reduce the character's speed and number of attacks per melee round by half. The accumulative affect on the nervous system of the body being repeatedly shocked may knock the victim unconscious, even if he has previously saved. After being shocked on the "strong" setting more than three times, or when hit points are below half (S.D.C. gone), the character may be stunned into unconsciousness for 2D4 melee rounds. When he recovers, he will suffer the stun penalties for one minute. If all S.D.C. are gone and hit points are reduced to 12 or less, there is a 01-70% likelihood that the character will lapse into cardiac arrest and die within 1D4 minutes unless CPR is applied immediately (or roll to save vs coma and death). The heart is likely to be started again with minimal effort but the victim will feel like he was run over by a truck and suffer the stun penalties for 2D4xlO minutes.
  • Duration of Stun Effects: 1D4 melee rounds. The duration of the impairment is increased 1D4 melee rounds for every hit by the Electrostunner in which the character does not save.
  • Save vs Electric Shock: 15 or higher. The character must save each time he or she is struck with a strong/lethal shock, the lower settings will not cause the stun response or cardiac arrest. A successful save means the character takes half damage, loses initiative and one melee
    attack/action that round but is otherwise okay.
• Payload: 50 lethal blasts or 100 moderate — rechargeable.
• Special Features: The spear is an M.D.C. structure and can be used to parry M.D. attacks from mega-damage animals (bites and claws), vibroblades, 'Borgs, 'bots and power armor. It has 80 M.D.C.
• Limitations: The Electro-Stun Spear is ineffective against environmental, M.D.C. body armor, power armor, bots and 'Borgs, but is effective against Dog Pack riot armor and half suits, or body armor without a helmet (not fully environmental without the helmet attached).



Primary Weapon: CTT-P40
• Weight: 89 lbs (40 kg)
  • Using the weapon one-handed requires a P.S. of 24 or greater and even then one-handed shooting has a penalty of -2 to strike, unless a Terror Trooper or Super SAMAS.
• Range: 2,000 feet (610 m).
• Mega-Damage: 1d6x10 M.D. per single blast.
• Rate of Fire: Equal to the number of hand to hand attacks per melee round.
• Payload: 40 particle beam blasts — virtually the entire back half of the giant rifle/cannon is a rechargeable energy cell.
• Special Features: Mounted on the top of the rifle is a box laser targeting system and passive nightvision scope with telescopic capabilities (20x magnification; 3000 foot/910 m range).





Mercenary Gear

Thunder Hound Power Armor
[img]X[/img]
Model Type: NG-DX-001
Class: Armored Infantry Assault Suit.
Crew: One.
M.D.C. by Location:
* Head – 90
Arms (2) – 60 each
Legs (2) – 100 each
Jump Jets (4 per lower leg) – 10 each
Hard-Shell EBA Backpack – 35
* UEL Cables (2) – 6 each
* Vibro-Blades (2, one each forearm) – 30 each
** Main Body – 185
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike. Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human (or other) senses without any of the bonuses granted to him by the Robot Combat skill. If the helmet is destroyed underwater, the wearer suffers from exposure to deep sea pressure at depths greater than 220 feet (67 m), and takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half.
** Depleting the M.D.C. of the main body will shut the armor down completely, making it useless.
Speed:
Running: 90 mph (144 km) maximum. Note that the act of running does tire out its operator, but at 10% of the usual fatigue rate for Dog Boys even at maximum speed. (That’s 20% for human at high speeds, but fatigue is reduced to 10% when maintaining a speed of 50 mph/80 km or less.)
Leaping: The powerful robot legs can leap up to 20 feet (6.1 m) high or across unassisted by the jet boosters, increase by 50% with a running start (30% for humans). A jet booster assisted leap can propel the Thunder Hound suit up to 60 feet (18.3 m) high or across; increase by 50% with a running start (30% for humans).
VTOL Leaps Upward: The Thunder Hound has a limited jet jump system built into the lower legs to provide additional lift and distance when running. They are designed to enable the armor to leap straight and down or at an angle to reach floors and rooftops above street level and to pounce upon giant monsters and opponents.
Power Jumping Travel: Not possible.
Flying: None. Even momentary hovering above the ground is not possible.
Cat-Like Landings from Heights: The Thunder Hound can drop or leap down, using its back and leg thrusters to land without risk of damage, from heights as great as 200 feet (61 m), using its thrusters to slow its descent, land softly on its feet and be ready for action. Drops from heights greater than 200 feet (61 m) up to 400 feet (122 m) are trickier. The power armor is likely to survive the landing but may take damage. Roll 1D20 to determine the success of the landing. On a roll of 1-10 the suit hits the ground hard, takes 4D6 M.D. and the operator loses 1D4 melee actions/attacks before he’s
back up on his feet. On a roll of 11-20 the pilot sticks the landing, and can continue to move/jump/run without damage or delay. Drops from greater heights are not possible without potentially life-threatening damage: 2D6x10 M.D. to the power armor, 1D4x10 S.D.C./Hit Point damage to the wearer inside the armor, and the operator is stunned for 1D4 melee rounds before he recovers from the fall and is able to take action again.
Water: The power armor is not designed for use in the water, but can swim at 12 mph (19 km or 10.3 knots) or walk along the bottom of a body of water at 10 mph (16 km or 8.6 knots). Maximum depth is 500 feet (152 m). The act of swimming or walking underwater does tire out its operator, but at 10% of the usual fatigue rate for Dog Boys, 20% for humans.
Statistical Data:
Height: Man-sized, 5.6 to 8 feet (1.7 to 2.4 m) depending on the size of the wearer.
Width: 3-4 feet (0.9 to 1.2 m) depending on the size of the wearer.
Length: 2-4 feet (0.6 to 1.2 m) depending on the size of the wearer.
Weight: 440 lbs (198 kg).
Physical Strength: Robot P.S. of 28.
Cargo: None.
Power System: Nuclear; average energy life is 12 years.
Weapon Systems:
1. Forearm Vibro-Blades: Each forearm has a retractable Vibro-Blade concealed in the forearm for hand to hand combat.
  • Range: Primary Purpose: Close Combat.
  • Secondary Purpose: Defense.
  • Range: Arm’s reach/melee combat.
  • Mega-Damage: 1D6 M.D. per strike in hand to hand combat
  • Silver-Plated: Since the wearer is likely to be engaging in combat against the supernatural and creatures of magic, the blades are silverplated and inflict double damage to creatures vulnerable to silver.
2. NG DX-011 Vibro-Chainsaw Sword:[The Thunder Hound’s signature weapon is a three foot (0.9 m) long, handheld, M.D.C. chainsaw sword with silver-plated teeth. It is used for fighting Xiticix and other monsters, as well as slicing open M.D.C. locks, hatches, hive walls and the hulls of vehicles. It is usually worn on the back or hung from the hip.
[list][*]Primary Purpose: Assault and Anti-Monster.
[*]Secondary Purpose: Anti-Armor and Defense.
[*]Range: Melee combat, three feet (0.9 m) beyond arm’s reach.
[*]Mega-Damage: Slash: 4D6 M.D. Power Strike (pressing it hard against the target): 1D4x10 M.D., but counts as two melee attacks.
[*]Rate of Fire: Each attack counts as one melee action.
[*]Payload: Effectively unlimited when connected to the UEL system. One hour of use with one standard E-Clip.[/list]
3. Handheld Weapons: A handheld NG side arm (energy pistol) and NG laser or ion rifle are a standard part of the Thunder Hound’s gear. Additional or alternative weapons and side arms such as a Vibro-Sword, Neural Mace, shotgun, grenades, flares, anti-monster weaponry, wooden stakes and mallet (actually the power armor is strong enough to pound in a wooden stake with its own hand), magic items (not officially encouraged by NG) and
other weapons and equipment may be carried on one or two belts around the waist, or in a carrying bag or backpack. Rifles with a strap can be slung over the shoulder.
UEL – Universal Energy Link (2, one in each forearm): The Universal Energy Link is concealed under a layer of forearm plating. When needed, the plate opens and extends enough for the EClip connector of the UEL and cable to be removed and plugged into the weapon. The plate armor snaps back into place and a thin cable runs from the back of the forearm, near the wrist, to the weapon in hand. This provides unlimited payload when plugged into any energy weapon that takes an E-Clip and does 1D6x10 or less per attack. The Thunder Hound has one UEL in each forearm.
4. Hand to Hand Combat: Rather than use a weapon, the wearer can engage in Mega-Damage hand to hand combat. All the Dog Boy’s usual bonuses apply, plus he gets the following bonuses from this power armor: +1 attack per melee round, +1 on initiative, +1 to strike, parry, dodge and disarm, and +1 to roll with impact. Note: The usual bonuses of Basic or Elite Ground-Based Power Armor Training on page 351 or 352 of Rifts® Ultimate
Edition do not apply to MOST Dog Boys because the mutants are NOT given such training. In the rare case that a freeborn Dog Boy is able to learn this skill, ignore the bonuses listed above and use those from the power armor skill. Damage is based on the Robotic P.S. of 28.
  • Restrained Punch – 1D4 M.D.
  • Full Strength Punch – 1D6 M.D.
  • Power Punch – 2D6 M.D., but counts as two melee attacks.
  • Kick – 2D4 M.D.
  • Leap Kick – 2D8 M.D., but counts as two melee attacks.
5. Sensor Systems and Features of Note: All the features common to power armor.



Titan Plate Armor
Image
M.D.C. by Location
• Helmet: 70
• Arms: 80 each
• Legs: 100 each
• Main Body: 195
• Modifiers: For wearers with a normal P.S. of 40+ or a supernatural P.S. of 25+, reduce speed by 10% and the character is -15% to prowl and -5% to other physical skills. Weaker characters reduce speed by 40% and are -30% to prowl, and -15% to other physical skills. Characters weaker than P.S. 25 normal or P.S. 20 supernatural can not wear this armor.



Sidearm #1: NG-45LP Long Pistol
Image
• Weight: 5 lbs (2.25 kg)
• Range: 1,200 feet (366 m)
• Mega-Damage: 5D6 M.D. per shot
• Rate of Fire: Single shots only
• Payload: 8 shots



Sidearm #2: Q1-02 Stopper Ion Pistol
• Weight: 4.5 lbs (2 kg)
• Range: 200 feet (61 m).
• Mega-Damage: 4D6+4 M.D. per single blast. Can't fire bursts.
• Rate of Fire: Semi-automatic. Equal to the hand to hand attacks of the shooter. Each shot counts as one melee action/attack.
• Payload: 12 shots per standard E-Clip or 24 shots per long E-Clip.



Primary Weapon: Bandit 5050 "Papa Bear" Enhanced BigBore Medium Rail Gun
• Weight: Gun 27 lbs ( 1 2 kg), including the weight of the E-Clip. Standard ammo pack ( 1 80 rounds) weighs 42 lbs ( 19 kg). The cyborg ammo pack (240 rounds) weighs 64 lbs (28.8 kg).
• Range: 2,000 feet (61 0 m); the E-Clip provides the extra "zip" for range.
• Mega-Damage: 2D4 M.D. per single shell, 4D4 M.D. per short burst of three shells or 5D6 M.D. for a long burst of six shells.
• Rate of Fire: Each shot or burst counts as one melee attack, but the bursts are less controlled and less accurate (so all shells fired do not hit the intended target).
• Payload: 80 BigBore shotgun shells for a standard ammo drum backpack. A cyborg ammo drum with 240 rounds can be substituted provided he has the P.S. to handle one. The E-Clip can fire 240 bursts before needing to be replaced.
• Bonus: Laser targeting standard; + 1 to strike on Aimed shots.
[*] Knockdown Effect (Shotgun): Human and human-sized D-Bees must roll a 20 sided die with a -6 penalty to stay standing. The roll must equal or surpass the attacker's natural roll to strike. A successful save vs knockdown means the character is staggered, feels like he was kicked by a mule and loses the initiative. A failed roll means the victim is knocked off of his feet and flung 8- 10 feet (2.4 to 3 m) before hitting the ground! The victim loses
initiative, is momentarily dazed (reduce all combat bonuses by half for one melee round per each blast endured), and loses one melee attack/action!
Knockdown Note: Even characters in M.D.C. body armor are knocked down and suffer the penalties above. Those in power armor or who are full conversion cyborgs, man-sized robots (11 feet/3.3 m or smaller), lesser supernatural beings and lesser creatures of magic (including Dragon Hatchlings) are +6 to save vs knockdown. If knocked down they are staggered with each shot and lose initiative. True Giants (20 feet/6. 1 m and larger), giant
robots ( 1 2 feet/3.7 or larger), Demon Lords, deific level supernatural beings and powerful, giant creatures of magic such as adult and ancient dragons and Greater Elementals take damage only. They do not lose initiative, nor do they suffer knockdown or related penalties.



Grenades: 2 Fragmentation, 2 Flash/Bang
• NG Fragmentation -- Damage: 2d4 M.D. to a 20-ft (6.1 m) area
• NG Flash -- Effect: The grenade makes a loud exploding boom and emits a bright flash followed by a shower of white-hot sparklets and some white smoke. The flash, burning sparks, and smoke should blind and startle any character without environmental armor or protective goggles. The victims of a stun/flash grenade are -8 to strike, parry and dodge, -1 on initiative and lose one melee attack/action for the next 1D4 melee rounds (15 to 60 seconds). Even those in armor should be momentarily distracted for 1D4 seconds and lose initiative.



Silver-plated Vibro Knives (one pair):
• Mega-Damage: 1d6 M.D. per strike


Undercover Formal Wear
DS-45AT Reinforced Custom Fitted Tuxedo
IFF Tag: 5D65-7665 (Mane), CSSE, Pvt (E-1) PSI
Image
Weight: 5 lbs. (3.2 kg)
Mobility: Superior; no movement penalties of any kind.
M.D.C. by Location:
• Arms (left): 5/5
• Arms (right): 5/5
• Legs (left): 8/8
• Legs (right): 8/8
• Main Body: 15/15
Features:
    • 1. Built-in Tracking Device: To aid in retrieval, the soldier can activate the built-in tracking beacon and strobe light for friendly forces to find them easily. Both subsystems can be activated independent of each other, or together, as needs dictate.
    • 2. Access Panels: The suit can be configured to allow access to bionic weaponry without tearing the fabric.

Undercover Harness: Concealed as suspenders on the front and by an armored plate in the jacket on the back.
Concealed Holster containing: (Requires Perception at -30% to spot)
    CP-20 Laser Pistol (Small of Back, on dominant side)
    Image
    • Range: 800'
    • Damage: 2d6 MD
    • Rate of Fire: Single shots only
    • Payload: 21 shots per E-clip or 30 shots per LE-Clip
Pistol Ammo Pouch: 2/2 Pistol E-Clips (small of back; non-dominant side)

Undercover Leg Sheath Containing:
    Covert Slim Vibro-Knife (Dominant Side)
    Damage: 1D6 M.D.

Stored at Armory
DS-1U Reinforced Duty Uniform
IFF Tag: 5D65-7665 (Mane), CSSE, Pvt (E-1) PSI
Image
Weight: 5 lbs. (3.2 kg)
Mobility: Superior; no movement penalties of any kind.
M.D.C. by Location:
• Arms (left): 5/5
• Arms (right): 5/5
• Legs (left): 8/8
• Legs (right): 8/8
• Main Body: 15/15
Features:
    • 1. Built-in Tracking Device: To aid in retrieval, the soldier can activate the built-in tracking beacon and strobe light for friendly forces to find them easily. Both subsystems can be activated independent of each other, or together, as needs dictate.

Utility Belt: (4 lb)
    Canteen (half gallon).
    Walkie Talkie Pouch: Communicator (with 10-mile range and 72-hour continual use battery)
    Compass/inertial mapper.
    Firestarter kit (solar-powered lighter and flint & steel).
    Flashlight/signal light (with bright halogen and infrared options).
    Mini first aid kit (+1 Healing check, only one use).
    Power bars (three, each can sustain a normal human for a day).
    Hip Holster containing:
      C-20 Laser Pistol
      Image
      • Range: 800'
      • Damage: 2d6 MD
      • Rate of Fire: Single shots only
      • Payload: 21 shots per E-clip or 30 shots per LE-Clip
    Knife Sheath Containing:
      Vibro-Knife
      Damage: 1D6 M.D.
    Pistol Ammo Pouch: 2/2 Pistol E-Clips
    Rifle Ammo Pouch:
      Empty
Combat Boots - Boot-Sheath
    Survival Knife
    Damage: 2D4 S.D.C.

Backpack
CS-S2 Basic Survival Pack
Image
• Two Person Tent (Folds up to the size of a paperback book; good for -40 degrees, Water filtration +20% to water supply)
• Sleeping Bag
• Flashlight with Concealed Pocket Knife (1D4 S.D.C.) and 6 Batteries (48 hours per battery)
• Compass/Inertial Mapper (+10% Land Navigation) Mirrored for use as signal mirror.
• Short Range Radio (Range: 5 Miles)
• Mini-First-Aid Kit (Roll of Gauze, 48 Adhesive Bandages, Roll of Medical Tape, Small Scissors, Pocket Knife (1D4 S.D.C.) Tube of Protein Healing Salve (doubles natural healing rate))
• Hunting/Fishing Kit (Wires, Fishing Line, Several Hooks, Pulleys)
• Saw Wires (3)
• Fire Starter (Pocket Cigarette Lighter, Flint Striker (with 6 extra Flints))
• Survival Knife (1D6 S.D.C.), Small Hatchet (1D6 S.D.C.), Wooden Cross, 4 Signal Flares.
• 30 feet lightweight climbing cord, climbing gloves, 4 ceramic spikes, small mallet.
• Personal Hygiene Kit, including a bar of soap & washcloth
• Canteen & Food Rations Bag.
• Air filter and Gas Mask
• Extra CS uniform
• Dress CS uniform




Secure Universal Card: current balance
Last edited by Mane on Sat Aug 25, 2018 8:09 pm, edited 16 times in total.
Mane, driver of the big ugly bus.

Song in his heart: Aquarius/Let the Sunshine In

Stats and Gear
Quick Stats:
ISP: 14/64
HP: 118/118
SDC: 100/110
Armor: CA-6EX
MDC by Location:
  • Main Body: 200/200
  • Head/Helmet: 100/100
  • Legs: (R) 120/120, (L) 120/120
  • Arms: (R) 100/100, (L) 100/100
Weapons:
Wilk's 237 "Backup":
  • Damage: 3D6 MD single / 6D6 MD double blast; Range: 500'
  • Payload: 16/16 double blasts per long e-clip
Q1-02 "Stopper" Ion Pistol:
  • Damage:4D6+4 MD; Range: 200'
  • Payload: 24/24 blasts per long e-clip
Bandit 5050 "Papa Bear" Enhanced BigBore Medium Rail Gun:
  • Damage: 2D4 M.D./single, 4D4 M.D./burst of three, 5D6 M.D./burst of six, plus Knockdown Effect; Range: 2,000'
  • Payload: 240/240 Big Bore shotgun shells
Munition Reserve:
  • Long E-Clips: 6/6
  • Big Bore shotgun shells: not carried on person
Conditions:
  • None at this time
User avatar
Mane
Ruby Level Patron
Ruby Level Patron
 
Posts: 308
Joined: Sat Feb 09, 2013 1:11 am
Location: CS 110th - PC

Merc Gear [Remove tag when done]

Postby Mane » Fri Feb 15, 2013 1:19 am

Original Equipment Archive
Equipment

Personal Gear
Body Armor:
CA-6EX
Carried Weapons:
Wilk's 237 "Backup"
Q1-02 "Stopper" Ion Pistol
Bandit 5050 "Papa Bear" Enhanced BigBore Medium Rail Gun

Carried Gear:
6 long e-clips for energy pistols

Survival knife
RMK and IRMSS kits
Canteen (single pint)

Money and Salary info:
Salary: 1500 credits/month (CSHC 2-23-13)
Secure Universal Card: 3100 credits (CSHC 2-23-13)
Non-Secure Black Card: 100 credits
Tradeable/salable black market items: 6,000 credits





Stored in APC
Extra Weapon:
C-200 "Dead Man's" Rail Gun
Extra Ammo:
2 normal ammo and 2 silver ammo short clips for the C-200
Box of Bandit "Big Bore" Shotgun shells (48 shells remaining out of 144)




Stored in Base in MercTown
none as of yet.



Bandit 5050 "Papa Bear" Enhanced BigBore Medium Rail Gun
• Range: 2,000'
• Damage: 2D4 M.D. per single shell, 4D4 M.D. per short burst of three shells or 5D6 M.D. for a long burst of six shells; damage is in addition to Knockdown Effect (see below)
• Rate of Fire: Each shot or burst counts as one melee attack, but the bursts are less controlled and less accurate (so all shells fired do not hit the intended target).
• Payload: Cyborg ammo drum holds 240 rounds; an E-Clip can fire 240 bursts (rounds instead of bursts? [probable typo]) before needing to be replaced.
    Ammo Count: 0/240
• Modifiers: Laser targeting standard; + 1 to strike on Aimed shots.
• Knockdown Effect (Bandito Big Bore shotgun shells): Human and human-sized D-Bees must roll a 20 sided die with a -6 penalty to stay standing. The roll must equal or surpass the attacker's natural roll to strike. A successful save vs knockdown means the character is staggered, feels like he was kicked by a mule and loses the initiative. A failed roll means the victim is knocked off of his feet and flung 8- 10 feet (2.4 to 3 m) before hitting the ground! The victim loses initiative, is momentarily dazed (reduce all combat bonuses by half for one melee round per each blast endured), and loses one melee attack/action!
On a shoulder/back strap, muzzle down, that permits use when needed and is on the back and out of they way when not (much like the Soviet/Russian carry method of the AK-47/74).


Wilk's 237 "Backup"
• Range: 500'
• Damage: 3D6 per single blast or 6D6 per double blast
• Rate of Fire: Single shots only
• Payload: 8 double shots with E-clip, 16 shots with LE-clip 0/16 Shots remaining
• Modifiers: +2 to Strike with an aimed shot
In a quick draw holster that attaches to the utility belt and legs.


Q1-02 "Stopper" Ion Pistol
• Effective Range: 200'
• Mega-Damage: 4d6+4 MD
• Rate of Fire: Single shots only
• Payload: 12 shots with standard E-clip; 24 shots with long E-clip 12/24 shots remaining
In a quick draw holster that attaches to the utility belt and legs.


C-200 "Dead Man's" Rail Gun
• Range: 4000'
• Damage: full 20 round burst does 4d6 MD. a single round does 1d4 MD
• Rate of Fire: equal to the characters HTH attacks per melee
• Payload: 200 rounds per short clip. 600 rounds per light drum. 2000 rounds per heavy drum
• Modifiers: laser targeting, telescopic and nightvision scope. +1 to strike
Stowed in locker on APC; On a shoulder sling when in use


CA-6EX Armor
Weight: 60 pounds (27 kg).
Bonuses: The exoskeleton adds the following bonuses to the attributes of the soldier who wears it: +8 to P.S., +14 to spd, +10 feet (3 m) to the length and height of leaps, and reduces the rate of fatigue by 50%.
Mobility Penalties: Good; -30% to prowl, but only -10% to swim, perform acrobatics and similar physical skills/performance, and no penalty to climb.
M.D.C. by Location:
Head/Helmet —85/100
Arms (L) — 75/100
Arms (R) — 89/100
Legs (L) —103/120
Legs (R) —97/120
Main Body — 155/200
Armor Features
HUD Multi-Screen: A Heads Up Display (HUD) that can project data, charts or transmissions on the visor of the helmet for the wearer to see. As many as six different HUD viewing sections/images can be projected without impairing the vision of the wearer.
Computer & Video Link: The helmet can be patched into computers, televisions, cameras, monitors and sensory equipment. This means video transmissions and encoded audio or video signals can be displayed directly on the HUD. This requires "plugging in." Located in the ear section of the helmet is a universal headjack.
Optical Enhancements:
Passive Nightvision: Range:2000 ft
Telescopic (l0x magnification, 6000 ft range)
Macro-Lens (6x magnification)
Thermo-Imager (1000 ft range) and light filters.
Laser distancer: Effective range: 1000 feet Maximum range: 2000 feet with a 20% margin for error.
Laser Targeting: +1 strike. Range: 1000 feet


Favorable Contact within Merctown
Sammy Marconi - proprietor of the Visions of Delight club (MT pg 102)


Allocation of Weapons, OCC Items, and Personal Effects
Worn on Person
Silver Cross necklace
12' roll of duct tape
Disposable Lighter
Small knife, skinner (SDC)
Vibro-Knife (strapped to leg)
2 fragmentation grenades (affixed to chest)
High-impact sunglasses
Combat boots

Tactical Leg Holsters; one on each leg
Left Leg: Wilk's 237 "Backup"
Right Leg: Q1-02 "Stopper" Ion Pistol

Shoulder Strap Rig & Load Bearing Harness
Two (2) large fighting knives, silver plated (secured under arms for rapid access)
Bandit 5050 "Papa Bear" Enhanced BigBore Medium Rail Gun
  • Secured to back and can be pulled forward into firing position with one hand, much like a sub-machine gun.
  • Steel loops to attach an ammunition drum on the lower back are presently unused.

Utility Belt
Six (6) empty long e-clips for energy pistols
Four (4) empty pouches (used to be for C-200 short-clips)
Survival knife
RMK and IRMSS kits
Canteen (single pint)

Backpack
Saddlebags (separate item, carried on shoulder or vehicle)
Knapsack
NG-S2 survival pack
Small knife (SDC)
Gas mask and air filter
Hatchet for cutting wood
Insect Repellent
Canteens (single pint)
Freeze-dried combat rations (4-week supply)
2 sets of clothes (sturdy)
Personal hygene kit
1 set of street clothes
1 set of wilderness clothes
1 set of dress clothes
Camouflage outfit for covert operations
Black paint stick
Seamstress kit (needles and thread spools)
Leather-working kit

Credits/Valuables:
Salary: 1500 credits/month (CSHC 2-23-13)
Secure Universal Card: 3010 credits (CSHC 3-19-13)
Non-Secure Black Card: 100 credits
Tradeable/salable black market items: 6,000 credits
  • Shoe-box full of CREAP cords (usable in power armor, bionics, and robot vehicles.
  • Data-disk collection of the pre-rifts Star Trek franchise in its entirety, movies, series, and books.
  • Two boxs of 48 silver slugs - .45 caliber; slugs only; no shell casings, primers, or powder.
  • Flash-tube for a Wilk's 320 laser pistol.
  • Xiticix bug juice - one 8 oz bottle.
  • Complete "Death Dancer Saga" book series on one disk.
  • 36 one-oz. 99.9% pure silver coins


Extra Equipment

Bandit 5050 "Papa Bear" Enhanced BigBore Medium Rail Gun
• Range: 2,000'
• Damage: 2D4 M.D. per single shell, 4D4 M.D. per short burst of three shells or 5D6 M.D. for a long burst of six shells; damage is in addition to Knockdown Effect (see below)
• Rate of Fire: Each shot or burst counts as one melee attack, but the bursts are less controlled and less accurate (so all shells fired do not hit the intended target).
• Payload: Cyborg ammo drum holds 240 rounds; an E-Clip can fire 240 bursts (rounds instead of bursts? [probable typo]) before needing to be replaced.
    Ammo Count: 0/240
• Modifiers: Laser targeting standard; + 1 to strike on Aimed shots.
• Knockdown Effect (Bandito Big Bore shotgun shells): Human and human-sized D-Bees must roll a 20 sided die with a -6 penalty to stay standing. The roll must equal or surpass the attacker's natural roll to strike. A successful save vs knockdown means the character is staggered, feels like he was kicked by a mule and loses the initiative. A failed roll means the victim is knocked off of his feet and flung 8- 10 feet (2.4 to 3 m) before hitting the ground! The victim loses initiative, is momentarily dazed (reduce all combat bonuses by half for one melee round per each blast endured), and loses one melee attack/action!
On a shoulder/back strap, muzzle down, that permits use when needed and is on the back and out of they way when not (much like the Soviet/Russian carry method of the AK-47/74).


Papago charm necklace (eliminates psychic irritation from ley lines)
Image

Kittani Head in a Box (trophy to be worked on for taxidermy collection)
Image

Kittani Double-Bladed Plasma Axe
• Weight: 20 lbs. 9kg)
• Damage (on e-clip power only): 4d6 MD (est.) per slice or blast; 1d4 MD as a blunt weapon
• Maximum Effective Range: Close combat as melee weapon, or 200 ft. (61m) with blast
• Payload: One hour using a standard e-clip, or 6 blasts (pro rata, each blast uses 10 minutes of power)

Additional Personal Effects
• Silver spikes for armor
• Holy Bible
• Cross pendent??? (I forget if Mane acquired an cross in that town or not)

Rest of Gear Here
Last edited by Mane on Thu Feb 21, 2013 12:17 am, edited 2 times in total.
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Re: Private Mane

Postby Mane » Tue Jul 24, 2018 12:42 pm

Backstory:

The story of Mane begins a generation earlier with his parents, Kimba and Rosetta. Kimba was a proud CS Battle Cat, ever loyal to his duties and was assigned to a seek & destroy unit based out of Lone Star City. Rosetta had already seen her fair share of action in the field and was allowed to serve in a less active capacity as an assistant in the psi-hounds’ nursery. It was strange fate that the two mutant lions’ paths even crossed at all one late night in a dog boy-friendly bar. But meet they did. Some would call it love at first sight, while Kimba suspected it was just him who was stricken given how hard he had to pursue Rosetta from then on. This, however, was not the case as Rosetta also fell in love that night, but knowing their relationship was forbidden by Coalition mutant protocols, she was much more guarded and cautious. Over the following year, every time Kimba would come back from a mission in the Pecos Badlands, he would stalk Rosetta and pester her till she agreed to see him in secret. Though the two could not see each other much, the forbidden relationship they slowly built was passionate one that burned hotter than the sun.

One October day Kimba returned from a hunt, and as usual managed to arrange a secret meeting with his beloved. Rosetta sent word to meet at their usual place. When Kimba arrived, he was greeted by a quartet of Kill Hounds and a very irate human sergeant. Kimba was arrested on the spot for violating Section 24 of the mutant criminal justice code: unauthorized copulation. Kimba was stripped of many of his privileges and a citation was placed in his record, ruining his chances for the promotion he was hoping for. After being released from custody and facing hard labor duties for the next month, one of Rosetta’s friends delivered a message to him, asking him to meet her one last time. Kimba wasted no time and raced to back alley where Rosetta was waiting. This time there was no trap set for him, but there was a surprise waiting just the same. Rosetta told him she was pregnant with his child, and because they were caught, there was no way to have it in secret. She was to report to Lab 163 immediately to have the pregnancy terminated. Confronted with not only the end of his relationship with the woman he loved, but also the death of his unborn child, Kimba could not bear the heavy yolk of Coalition oppression any longer. Taking Rosetta’s hand, they fled the city and escaped into the Pecos Badlands where he previously made as many friends as he had enemies. Though things would be hard at first, there was the promise of a better tomorrow to be had out in the desolate badlands.

In a month’s time, Kimba and Rosetta finally managed to shake the team of dogs who were hunting them. Though not the most popular being in the Pecos Badlands, Kimba managed to make it to a family of Cactus People he managed to save from raiders (not to mention his own CS buddies) and took refuge with them. While there, he worked their land busting dirt for their crops in the day, while making contacts for work more befitting his skill-set in the nearby town at night. By February 14, not only did Kimba find work with a team of local bounty hunters, but his son was born unto the world. Delivered by the thorny hands of a Cactus Person midwife, the two renegade Battle Cats named their free-born son Mane in deference to the freedom of the free-flowing mane of hair a proper lion should always have. “Live free or die.” Kimba took to saying form that day forward, and that is exactly what they did.

Mane was raised on a small ranch by the Rio Grande, learning his future trade from his ex-soldier parents and the ruffians they kept company with. While Kimba put his tracking skills to work collecting local bounties (ranging from local criminal scum to vampires), Rosetta split her time between raising her son and acting as an unofficial sheriff, keeping the peace and settling disputes in the local community. Occasionally the two would take a job with a mercenary troupe as a team, bring Mane alone with them for the educational experience. Though it was a violent life, Mane seemed to not mind whenever he was exposed to the ugly side of the business. His mother suspected there was something not entirely right with her boy. The troupe’s leader, Captain Zedediah Enfield, developed a rapport with the two warriors and lent a hand in the education of little Mane. Sometimes Enfield would sit the cub down to teach him the simple fundamentals of reading, math and his personal philosophy on honor, ethics, and living by a code. Other times the Captain would have one of his men instruct the cub in advanced fighting styles and how the handle a variety of weapons. A few times, they caught Mane with the camp cook, helping the cook butcher livestock for that night's dinner with the young cub taking special interest in killing process and studying the various methods the animals died and could be killed in the process. As far as Kimba and Rosetta were concerned, Enfield was a Godsend and quickly came to be regarded as Mane’s uncle. In time, as the cub matured into a young adult lion, Mane’s education became increasingly more hands-on as he learned the soldier-for-hire trade inside and out. For his fifth birthday, he was allowed to take his first kill in combat; a Simvan cattle rustler with an overinflated opinion of what he was entitled to in this world. By Mane’s sixth birthday, he had already fought scores of others and killed a dozen beings, including two wild vampires.

One particularly memorable mission involved the troupe ambushing a supply line. They were hired to put an end to a pirate smuggling route into Old Bones said to have strong ties to the Federation of Magic (allegedly). While Mane still wasn't allowed operate solo, he and the two merc's with him were tasked with the job of covering the troupe's rear as the majority of them took care of business. But as the rest were occupied, springing their ambush, a pair of pirates were spotted making their escape. Mane and the two merc' soldiers went in hot pursuit, and thought they were making headway. That is until the two pirates used their ambition against them and lured them into an impromptu ambush of the pirates' own. The fighting was fierce from the start. The merc' soldier to Mane's right was the first to go as they stepped into the trap, his head being blown off by a well-placed ballistic grenade. Pressing forward, Mane found himself in single combat with a human of incredible speed! With his partner engaged with the other pirate, Mane was effectively all by himself for the very first time in his life. The lightning-fast pirate moved in quickly, blasting away with a pistol and closing in to do damage with a vibro-saber. Mane's counter moves were coming up short and the pirates was making short work of him. It wasn't till Mane caught a lucky break in the fight, when the pirate's pistol ran dry and he had to come in close to finish the job, screaming profanities in French all the way. Using the close in moves pounded into his head for years, Mane managed to press his advantage of strength and training. The French-speaking pirate did his best, evading most of Mane's attacks with one impossible dodge after the next, but all it took was one slip for Mane to sink his claws into the man's throat. As the pirate's blood sprayed all over Mane, his old curiosities about death resurfaced. Upon examination of his dying victim, the young lion discovered a concealed network of IV tubing and a bio-comp system; his Old Bones dancing partner was a juicer! That Mane found to be even more fascinating; a man who embraced death to be the ultimate warrior, now owning up to that fate. As the juicer pirate finally died, Mane wanted to always remember this special death, so he took the fallen pirate's pistol as his own (a Q1-02 "Stopper" Ion Pistol). Not so much as a trophy, but more of a memento.

While Mane’s education and upbringing left him little time for little else, he did have some free time now and then. That time was mainly filled with discovering his main hobby: women. Growing up in a community where he and his parents were the only ones of their kind, Mane developed a wide sense of acceptability of others regarding race and species in this regard. In fact with his distinct features and bushy mane of hair, he turned out to be quite the ladies’ man with all the young girls in town… girls of all sorts. His relationships rarely lasted though; though good at heart, many found his fascination with death off-putting and creepy. Still, there were some who looked past his quirks. Of the many loves he had in his youth, the one that he always remembered the most fondly was a N’mbry Gorilla Man girl named Misty and the cute way she would get mad every time her disapproving parents would split them up. And then there was Gina, an ordinary human who loved to play with his mane. That was the summer he had corn-rows and pig-tails every which way all over his head. Overall, Mane developed a broad appetite in the development of “his type” of female companionship, but always preferred the thrill of the hunt and the chase of courtship than any of the relationships he developed. Maybe it was the cat in him… maybe he was just a tramp. Either way, Mane developed a bit of a reputation for being the Don Juan DeMarco of the Rio Grande.

In time Mane became his own man and felt ready to strike out on his own. Armed with the skills passed down to him by dozens of expert teachers, Kimba and Rosetta arranged for him to join a Captain Enfield’s mercenary troupe full-time while they worked jobs elsewhere. By that time, Mane was a capable warrior, wiser in the ways of battle, calm under fire, but still with much to learn. He even managed to find a new outlet for his "peculiarities" as he learned to apply himself artistically through taxidermy (though his subjects were still sometimes gruesome and disturbing). Enfield took Mane under his wing and helped forge the mutant lion into a solid mercenary through the school of hard knocks. Mane often sustained cuts and bruises and broken bones in the course of his continuing on-the-job training, but he never once complained. Instead the big cat continued to get bigger and stronger. While Rosetta showed concern over how rough it looked when Mane would occasionally visit home, he always reassured his mother it was nothing he couldn’t handle. His assurances sometimes fell on deaf ears, especially the time he came home to convalesce with two broken legs, but he always brought home a thoughtful gift (commonly a stuffed animal or d-bee he made himself).

As Mane became more capable, the Captain felt increasingly comfortable with entrusting him with tougher responsibilities. This led to the time when Mane was given an assignment where he came across a bothersome Flooper who managed to infiltrate one of the troupe’s client camps. The Flooper was mainly a con-man and a petty thief, but managed to get into serious enough trouble for the client to ask for assistance. Mane and two others were given the task of running the bothersome clown off, but when confronted, the Flooper used his powers of teleportation to vanish and then suddenly appear behind them, slashing one of the other’s throat out with a vibro-razor. The scuffle instantly went from mundane to lethal in a heartbeat. Main and his living partner managed to finally get the upper hand on the Flooper, but not before the d-bee slashed out Mane’s left eye and broke a leg in four places. The Flooper's head was stuffed and mounted on a nice cherry-stained backboard, complete with the deactivated vibro-razor.

After his wounds were stabilized, the Captain sent Mane to see a Cyber-Doc on contract to the troupe to see to the group’s cyber/medical needs. There Mane was given a number of options for his mechanical replacement. Being enamored with the wide variety of eyes to choose from, he had a hard time picking just one. He ended up choosing a modular eye socket that could accept any number of adapted cybernetic eyes, and started his collection of eyes with a well-rounded multi-optic model. After the surgery, Mane talked to the doctor about other options he could do with his body. While pointing to his broken leg, it didn’t take much effort on the doctor’s part to sell the mutant cat on the idea of “better living through augmentation”. While Mane didn’t want to sacrifice his natural strength, he and the doctor discussed a number of possibilities at length. Being tired of broken bones and the fear of eventually having one of his limbs cut off in battle, Mane opted to start his path of elective procedures with a big one: MDC reinforced metal bones. The procedure was as expensive as it was painful, but it was oh so worth it! On his very next mission out, the steel bones came to be very useful indeed, stopping a Brodkil from chopping off a leg at the shin. From then on Mane was hooked on the cyber-life and started planning for one procedure and cyber-goodie after the next. It didn’t take long before the Captain had to cut him off from the doctor. Mainly because though Mane paid part of the bills (a moderate co-pay), the procedures were getting too costly for the mercenary troupe.

In his time with Captain Enfield and the mercenaries, Mane obtained a sense of belonging with the troupe. They accepted him for who he was, and he regarded them as part of his family/pride. He started to get a sense of what it must have been like for his father and mother before they ran away from the CS. But in time, those feelings started to take a turn towards the bitter. If this was what it was like to be part of a troupe of a few dozen, Mane could scarcely imagine what it must have been like to be part of an entire army. And that was when it struck him; in a sense, Mane was denied his birthright as soldier in the Coalition States Army. While he was aware he mostly likely would have been terminated as a fetus, the sense of denial of being part of something grand stayed with him. He talked it over with Enfield, and the man was surprisingly understanding. So much that Enfield revealed a secret to the free-born mutant; Captain Zedediah Enfield was not his real name! It was actually Lt Colonel Jon McMorris, and he was in fact a covert agent of the CS all along, along with about a quarter of the troupe’s members. All of the mercenary troupe’s missions served the Coalition in once capacity or another, whether its members knew it or not. What was more was McMorris extended Mane an offer; repatriation with no repercussions, and the option to work in another similar team as the mercenary troupe they were presently in. Sensing it was his destiny to reclaim his heritage, Mane jumped at the opportunity on the condition that his parents were to be taken off the list of fugitive CS mutants. To that condition McMorris said he’d see what he could do.

Mane was escorted to Lone Star City by McMorris and the small portion of the mercenary troupe who turned out to be covert Coalition Special Forces. They were expected as McMorris cleared things ahead over a secured channel on the radio. Though the experience was exciting and new, Mane found his “feral reclamation orientation” classes somewhat confusing. The classes were geared towards the minds of feral dog boys more than him, playing up to their pack mentality. And while he and his African Lion kin were more sociable than other mutant cats, the collectiveism of it all seemed almost cult-like. Eventually as he progressed to the one-on-one individual orientation with a dedicated human councilor (parole officer of sorts really), he discovered that was just the kind of culture the dogs responded best to, and wasn’t fully expected of him; not with his experience and background. His councilor was well-versed on the behaviorisms of Battle Cats and treated Mane accordingly to help bring him into the fold. In time Mane was fully acclimated to the Coalition and sent out on a few missions to help cement his cohesion to the CS. For Mane it was everything he expected, bonding well with his unit, and sensing the bond between his unit and other units as well. It was like a family of families… a pride of prides… a nation.

Having done well for himself and proving his newfound loyalty to the Coalition states, Mane was assigned to unit operating in MercTown. …




Personnel Record
Name: Mane (no aliases or family name)
Service Branch: Coalition Army
Service Number: LSF2-313-103-5D65-7665
Pay Grade: E1
Rank: Private
Date of Birth: 02/14/103 PA
Date of Enlistment: 27 January 110
Primary Specialty: Soldier (MOS: Close Quarters Battle)
Military Education: Mutant Animal Reclamation Orientation (MARO-Lone Star)
Basic training: N/A (All training by non-sanctioned personnel, off site from any Coalition facility - all listings for equivalent courses; competency certified by MARO-Lone Star)
  • Communication School, Basic
  • Computer Systems Training Course, Basic
  • Monster Identification and Elimination Training Course
  • Faerie Identification and Elimination Training Course
  • Military Police School
  • Tracked Vehicle Maneuvering and Combat Course, Basic
  • Motorcycle Maneuvering Course, Basic
  • Skycycle Maneuvering and Combat Course, Basic
  • Heavy and Emplaced Weapons I Training Course
  • Close Quarters Combat School
  • Reconnaissance Awareness Training Course
  • Wilderness Survival Training Course
  • Tracking and Counter-tracking Training Course
  • Psionic Orientation and Selectivity Course

Decorations, Medals, Badges, Citations, and Campaign:
  • Special Commendation for Bravery - 10 June 109

Disciplinary data and court martial record: No record of Court Marshals or any disciplinary actions.

Comments and Notes:
S-Spec Mane 7665 possesses superhuman strength. According to records, so did his sire. Subject's psychological profile suggests a fascination with death. Not a deathwish, but rather a fascination with dealing death. Useful, if channeled correctly. Careful watch should be maintained so as to avoid it escalating further.
Lt. Colonel Karen Sharpe, MARO-Psychologist
S-Spec Mane is among the most insubordinate and unruly mutant cats I have ever had the displeasure of working with. It is my view that the creature should have been put down, not reclaimed for service in the Coalition. His overall attitude is one of superiority. He does not work well in a squad of mutant animals or with just humans. Recommend he be put down.
Lt. Harold Jones
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Re: Private Mane

Postby Mane » Fri Sep 07, 2018 11:36 pm

Northern Gun ICMN Mercenary Report
Under Cover Persona

Name: Kitteon Snow
Callsign or Nicknames: Black Claw
Rank: Private
ICMN ID Number: 5487-54GR-T75T-86G8
Specialty: Melee Specialist, Close Quarters Battle, Mechanical Repair
Trained: No formal training.
Experience: 3 years OJT with current PMC
    Evaluation: Kitteon has come a long way since Captain Rivers (now deceased) won him in a poker game. Suspected to be a feral freeborn, Kitteon has learned much by assiociating himself with the various members of the merc' crew. The mutant cat has proven himself to be quite capable; though, despite his great strength, he still requires body armor in combat.
Extra-Martial Accolades: pending

Best Suited for: Urban Operations, Seek & Destroy Missions, Vehicular Maintenence, Body Guard, Driver.
Mane, driver of the big ugly bus.

Song in his heart: Aquarius/Let the Sunshine In

Stats and Gear
Quick Stats:
ISP: 14/64
HP: 118/118
SDC: 100/110
Armor: CA-6EX
MDC by Location:
  • Main Body: 200/200
  • Head/Helmet: 100/100
  • Legs: (R) 120/120, (L) 120/120
  • Arms: (R) 100/100, (L) 100/100
Weapons:
Wilk's 237 "Backup":
  • Damage: 3D6 MD single / 6D6 MD double blast; Range: 500'
  • Payload: 16/16 double blasts per long e-clip
Q1-02 "Stopper" Ion Pistol:
  • Damage:4D6+4 MD; Range: 200'
  • Payload: 24/24 blasts per long e-clip
Bandit 5050 "Papa Bear" Enhanced BigBore Medium Rail Gun:
  • Damage: 2D4 M.D./single, 4D4 M.D./burst of three, 5D6 M.D./burst of six, plus Knockdown Effect; Range: 2,000'
  • Payload: 240/240 Big Bore shotgun shells
Munition Reserve:
  • Long E-Clips: 6/6
  • Big Bore shotgun shells: not carried on person
Conditions:
  • None at this time
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