Showing posts with label 1899. Show all posts
Showing posts with label 1899. Show all posts
Friday, March 17, 2017
The New Flesh Part 1
When the first Triskelion fell to Europan guns, the Lodge swooped in and exercised their carrion rights. Upon autopsy there isn't mush to Martian physiology beyond a highly developed central nervous system. With a limited range of tissues to use, most Martians yield a limited crop for ripping and many are incompatible with human physiology.
Atavistic Avenger (-2) Unique
The most common Triskelion pilots belong to the warrior caste, dubbed Myrmidons by the Lodge. Invasive surgery and aggressive breeding programs suppresses higher thought and privileges autonomic function. What maybe considered a direct hit to the control nest may not eliminate a Triskelion piloted by one of these buggers. A flurry of claw attacks often heralds the war machine's collapse and a particularly reckless ripper can get those bits grafted onto their brain.
Location: Brain
Donor: Martian Myrmidon
When the Ripper is knocked unconscious they make a Fighting check against every target on hand with a d8 Wild Die. This includes allies.
Crystalline Pineal (-3) Unique
Martian Masterminds are rarely seen in the theater of war as they prefer to watch from afar. But some operations are too delicate to entrust to Myrmidons, so they wade into combat themselves. However a Triskelion armed with an Ego Extractor and Heavy Armor gives away the pilot's caste. Often displaying a wide range of psychic powers, only some parts of the Mastermind's brain is compatible with a human's.
Location: Brain
Donor: Martian Mastermind
The ripper may use the telekinesis power against a target in line of sight. The ripper rolls her Spirit die opposed by the target. She may suffer a fatigue level to increase her Spirit die on a 1 for 1 basis. The power drops if the line of sight is broken. The fatigue penalties do not apply until the power drops, though the ripper is at risk of falling unconscious.
Synaptic Relay (-1)
Four-armed giants have recently been spotted roaming the hinterlands of north Africa and the Middle East. Armed with glowing rifles and large scimitars, they can be extremely dangerous in the natural environment. Autopsies revealed their arms are managed through dense clusters of nerves along their spine allowing an inhuman degree of coordination among its limbs.
Location: Spine
Donor: Tharks
The ripper reduces the multi-action penalty by 1, as long as they're only using their arms.
Analytics Engine (-2)
The Serpent employs a wide range of minions, but Talos are the only monsters sought out be the Lodge. Bronze Age automatons, their inner workings beyond what the Grand Alliance and the Lodge are able to produce. Every piece of their body is put to use, the braincases are used in computation, while the more concrete parts are either implanted in rippers or outfitted with supports and straps as prosthetics for Alliance soldiery. There's a growing concern that the Talos' inorganic origin signals a limited population to harvest. The analytics engine is a Talos eye, often the left one, which computes and predicts outcomes of visual data. It can't process abstract input, only concrete variables in the vicinity.
Location: Eye
Donor: Talos
With the analytics engine, the ripper can now calculate and predict future enemy actions. After making a Smarts roll at a -4 the ripper can declare the future actions of an enemy in line of sight. The action must make sense for them to perform at the GM's discretion. With a raise the ripper can still act. With an analytics engine in each eye they can declare the actions of two enemies.
Friday, February 24, 2017
Martian Footfalls
The mainstay of the Martian excursion is the Triskelion. A mobile artillery piece on 3 telescoping legs strides through the ocean and across all terrain, held off by the great walls and guns of Fortress Europa. Its versaitility allows it to take on a range of missions - search & destroy, harvesting, field testing, take & hold, etc.
The Grand Alliance holds onto the hope that there's a finite number of the machines. A hope that may be in vain as Martian offensives slowly ramp up, with varying numbers and load outs. No two Triskelions are equipped the same, some carry chemical payloads, some fly, and others seek out Earthling experts to harvest their psyches.
Martian Triskelion
Attributes: Agility d4, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Shooting d10
Pace: 11 Parry 6 Toughness 12 (Armor 6)
Special Abilities:
Armor - Armor 6
Susceptible to Magic - Suffers -2 to Armor and rolls opposing Magic.
HUGE -Size + some number. It has telescoping
Fearless - Immune to Intimidation, and being Shaken twice does not cause a wound.
Heat Ray - 2d6,AP 2, Heavy, deals +1d6 vs organic targets.
Claws - Strength +d8, AP 3
Modules -each Triskelion is equipped with 1-3 modules, outfitting them with special abilities.
Advanced Sensor Suite - no penalties for darkness, can detect footfalls.
Ego Extractor - This is used to harvest the brightest minds on Earth and force them to do Martian work. The Triskelion must grapple its foe. The victim must make an opposed Spirit roll or become brain dead as their psyche is stored in a special container.
Fertilizer - As a free action the Triskelion can unleash a cloud of nano machines that breaks down organic matter and spreads the Red. This fills a large template. Any Shaken Marstouched within the template automatically recover and act on their Action Card. Anyone else must make a Vigor roll at -2 or suffer a wound. A Red patch is left behind.
Heavy Armour - Armor 10, Heavy. Pace becomes 8 and Pace die becomes d4.
Jet Engines - Requires Levitator. Flight becomes 13 and gains Pilot d8.
Levitator - The Triskelion gains Flight 5
Mutation Agent - A pressurized hose sprays a bright blue fluid that fills a flamethrower template. Anyone hit by it needs to make a Vigor roll or gain the Marstouched quality.
Psychic Scream- Gain Intimidate at d10 and able to affect anyone within 6".
Self Repairing - Make a natural healing roll at the end of every round.
Slag Cannon - A vertically fed cannon that fires super-heated scrap metal. Damage 2d10 , AP 4, Heavy, has to reload after 2 shots.
Terrible Claws- Claw damage is Strength +d10, AP 5, and Heavy.
Wednesday, February 1, 2017
Escape From Red London
1897
Then.
Martians pulverized London, the greatest city in the world, with meteors. Blotting out the sun and providing a staging ground for sustained invasion.
A series of fifty foot walls were erected and Continental armies encamped facing Britain. The containment enjoys middling success, repelling smaller Triskelions but eroding under the constant siege of the Red. A noxious weed that feasts on human flesh and exhales poison.
The Rippers and Cabal came together to form the Lodge and emerged from the shadows to aid the Grand Alliance. Their advanced scientific and mystical knowledge a glimmer of hope. They are mainly tasked with combatting the Crimson Court, monsters flush with the alien parasite and their own aims worming their way through the Continent.
1899
Now.
Since the sky darkened, everything touching the the northern Atlantic is lost under a Red carpet. Paris is besieged and King Edward of Britain now rules from Egypt. The fortifications have magnified but hope is now a luxury as Martian Triskelions test Europan defenses more brazenly each day.
With the Crimson Court broken, the British government has unleashed the Lodge to wage total war against the Invaders. Many advances in Rippertech and Black Science show promise when applied on a large scale. Pursuing one such path of inquiry Dr., Jekyll, the Lodge’s lead scientist, was field testing a weapon in the Red Zone before contact with his aerodreadnought, the HMSS Revenant, was lost.
We have reason to believe that he survived the crash. You’ve been tasked with recovering the good doctor and his notes, destroy the prototype if it isn’t already ruined. You will be inserted via capsule launched by the Cairo Gun Club, this is a one way trip. Your extraction will be from the last standing tower of St. Paul’s Cathedral in 12 hours after you are fired from the Great Cairo Gun.
Be aware that there are those still trapped in Britain and none can vouch for their civility. They have forged their own societies, surviving anyway they can from the wreckage that was. The rules are simple: once you go in, you may not come out.
Tastes Like: Blood Pudding and baked beans with Newcastle Brown
Sounds Like: Carpenter Brut’s Trilogy
Subscribe to:
Posts (Atom)