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  #1  
Old 08-16-2011, 08:58 PM
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Age 35
Sex Male
Strength 16
Constitution 16
Dexterity 14
Movement 4
Endurance 18
Accuracy 18
Charisma 12
Psionics 0
Luck 10
Structure and Blood Points 356
Blood Type O+
Hostility and Motivation 10
Location:


Nigel has been Miltia since he was 14 start out as a Runner. Now he is a Sergeant with a Squad. Aggressively Patrolling their territory for bandits, other Towns Militias (same thing!), and maybe to direct Trade away from rival towns to their own. He is an expert on the terrain for the county his town resides in. If pursued by the Team he will take his squad into terrain impassable to vehicles to split up and reduce his pursuers. He will seriously covet the new equipment worn by the Team; as his and the Squad he leads, has a mishmash of 150 year old uniform items all likely surplus at some point.

It is any high tech equipment that may cause Neil to switch from friend to foe. The Teams personal radios and especially night vision would make him a very important man in his town, maybe into an Officer. Nigel is fiercely loyal to his town but, not to any higher political unit. As he is Militia, he will be friendly to MARS and Recon teams for he respects their skills. Nigel will be in awe of them, if beaten in a fight. However he will be deferential to Science Teams. They make the powder and explosives for fighting and the chlorine that makes water safe. Scientists make things and this is how his town is strong.

His town keeps others in check by firepower as they can manufacture mercury fulminate for primers. Make a reliable smokeless powder (10% dud rate), and have a bullet swaging system making new bullets from lead coil and thin walled copper tubing. The squads can be counted on to have many full magazines.

The squad is nine and will break up into three man teams fighting in a coordinated manner as long as in earshot.
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  #2  
Old 08-17-2011, 06:36 PM
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Age 25
Sex Female
Strength 14
Constitution 14
Dexterity 16
Movement 4
Endurance 14
Accuracy 15
Charisma 16
Psionics 0
Luck 10
Structure and Blood Points 296
Blood Type O+
Hostility and Motivation 14
Location:

Chelle like the other women of her village spends one week a month in the Guard. Theirs is a coal town and the Men are underground digging the Seam. This leaves Women, Children, Old Men, and Men with the black lung to protect the village. The KFS buys the coal and the kerosene is traded with other villages for foodstuffs. Friendly to the KFS but wary of them too.

The Villagers only knowledge of the Morrow Project is from the KFS, unless a Contact Specialist or a Mail Man has come ahead with new information.

The KFS grudgingly supplies new made ammo and batteries for this Villages aging National Guard equipment because the coal is vital to them and this village puts out many times the quota that a KFS mine does on a good day.

Which ever way initial contact with the Team goes the Village will send a Rider to the nearest KFS outpost. If only for the good will and the Bounty for an MP team next time payment is negotiated for coal and coke.

Chelle will have contacted "Base" via a PRC 70 hooked to massive (40lb) batteries on a cart outside. The batteries are linked to the radio by wire. No longer a "Man Pack" there are no other limits. The batterie are recharged by generators turned by steam engines.

Bachelors that are healthy and fit are in short supply. Boys start in the mines around 12 then they may die at 25 with a lungful of coal dust. Children are precious and there are so few from the high levels of heavy metals in their parents bloodstreams. A bachelor "taking one for the Team" may indeed save the Team as they will likely be warned of the approaching danger. The KFS will be on the way to investigate a Morrow sighting in at least platoon strength.
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  #3  
Old 08-17-2011, 07:27 PM
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Age 28
Sex Female
Strength 14
Constitution 14
Dexterity 16
Movement 4
Endurance 16
Accuracy 15
Charisma 18
Psionics 0
Luck 15
Structure and Blood Points 296
Blood Type O+
Hostility and Motivation 16
Location:

Becky is the sweet and friendly face that makes "Contact" for her groups territory. There are others in the tree line or using camouflaged spider hole to back her up. She assesses travelers and reports back if she feels they are a threat, sick, or to poor to trade with. She can represent a village or a trade network sponsored by the KFS or Boatmen. She is bubbly and talkative but, a PC trained in intelligence gathering will note (successful roll!) she asks a lot of questions that are hard to answer with just yes or no.

"Wow, what a big group! How where did you go come from?"
"Look at all the new faces! Every body must tell me their names."
"That machine is huge ! How much alcohol does it burn just getting here?"
"Ooooooooo Radios! Was that you calling us? We heard somebody." Lie. That s just to know if your radios work.
"Oh Patches! I got one too! See this one was Infantry. What does yours mean?"

If you allow, Becky may even be wearing a radio with an open mike. This way her people can here the conversation too. The Team will know if someone is on the vehicles RDF (make them mention it).

Last edited by ArmySGT.; 08-17-2011 at 08:11 PM.
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  #4  
Old 08-17-2011, 08:42 PM
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Age 22
Sex Female
Strength 15
Constitution 15
Dexterity 14
Movement 4
Endurance 14
Accuracy 14
Charisma 16
Psionics 0
Luck 12
Structure and Blood Points 325
Blood Type O+
Hostility and Motivation 14
Location:

Katy is a guard on a trade wagon. She started as a cook but, killed a Guard that tried to rape her. Her claim to his gear was upheld by witnesses that came to the screaming, his and hers.

She was made a Driver until the Trade Boss felt she could do the part as a Guard. Learning weapons and skills from the other Guards that get amusement out of their fierce little sister. The Trail Boss was skeptical but Katy can go right into places other women can go. Some villages get really wierd about Men and Women together. So this pair of eyes can be helpful.

Katy longs to just be a woman again but loves this new job (and the silver) to go back. Feminine items from the trade pack will make her very happy and open to the Team. However Katy is terrified of getting pregnant, this would end her job as a Guard. So she won't engage in sex for fun or trade. This makes her a little sad and lonely. She is saving her silver to buy a home in a good village to get a man and have some children. Therefore she won't help the Team for free, even information costs.
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  #5  
Old 08-24-2011, 07:13 PM
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Age 35
Sex Male
Strength 16
Constitution 16
Dexterity 16
Movement 4
Endurance 15
Accuracy 18
Charisma 15
Psionics 0
Luck 15
Structure and Blood Points 356
Blood Type
Hostility and Motivation 14
Location:

Khan is a 22nd Century Mercenary. He goes by Khan and most of his past employers only know him by that name. Khan thinks of his work as business and really strives to make sure that actions are not personal. His Forte' is Militias or really creating and training one. Some years have been lean and Khan has worked for just his food and shelter for winter. Other times have been good and Khan may have Tech level A equipment. Khan won't take a contract that would jeopardize future jobs; such as being paid to raid a village, he was once paid to protect. This doesn't mean he won't go up against a previous employer. He has both worked for and against some, just not in something that was counter to previous work. He would work for the KFS attacking river pirates and protecting trade boats, but not then take a job to attack those same trade boats. You won't find Khan in the employ of Slavers or Razers as he finds both philosophies repugnant. He enjoys a good military action against the Krell Warriors, and has lost more Troops to these actions. He likes fighting the Krell because all the Krell do is fight. They are worthy adversaries though not noble. Khan has learned a bit about European Chivalry and may apply some of the concepts if it is beneficial to him and his employer.

Ali Rashid bin Sala Hadin AKA Khan could be followed by a loyal retinue of an Emdee, a cook, and some porters.
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  #6  
Old 08-25-2011, 07:57 PM
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Age 60
Sex Male
Strength 8
Constitution 12
Dexterity 12
Movement 3
Endurance 8
Accuracy 8
Charisma 10
Psionics 0
Luck 10
Structure and Blood Points 196
Blood Type O+
Hostility and Motivation 12
Location:

Roy, now Old Roy is the Speaker. He greets anyone coming into the village. He took this job years ago after losing an arm and an eye in a farming accident. Slavers don't want him, and cannibals only eat healthy people. Roy is not the Mayor but, can speak for him on trade. Roy has several non-verbal cues to alert the villagers some of whom will be watching.

Dropping his hat may mean = Bad Trade, The villagers won't bring out much and will feign poverty. This means that Roy doesn't believe the Trader has anything valuable.

Holding his hat behind his back = Cannibals, the villagers will get ready for a fight.

Slapping his hat against his left leg = Raiders, the villagers will hide things of value including women and children while preparing for a fight.

Turned sideways to the road with his arm extended and his hat in hand upside down = Good Trade, Roy thinks these Traders have some things thevillage would value. The villagers will bring out goods to trade.

Roy will be a source of information for other groups and encounters in the area. He retains alot from speaking with passers through.
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  #7  
Old 09-04-2011, 02:11 PM
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Luck
Structure and Blood Points
Blood Type
Hostility and Motivation
Location:

The Greens, whatever their ancestors pre-War names were have been discarded. Everyone isa member of the "Green" family. They trade both locally and in their region for new seed stock, livestock, draft animal farm implements, and wind or water powered machines like water pumps. They do not have any electrical or motor driven equipment. They will even refuse any as a gift. The do trade for copper tubing and sheeting as well as stainless steel. This is used in their "Lab". The Team will not be invited into the lab and will see some member of the Greens come and go..... The lab is a distillery and produces modest amounts of methanol and ethanol. This is used for preserving or making extracts that are traded as perfumes or medicinals. There is another purpose for the "Lab".

Thier Razers! They use their network of contacts to scout out "polluters, destroyers of nature, and those that would bring the bad times back". The "Lab" produces nitroglycerin and Trinitrotuloene which is traded or given to other "Defenders of Gaia". Some will go on a "Mission" to destroy technologies or to destroy a library in September through December, then April through June. This avoids the worst of winter and their around spring and summer for working the Farm. Normally they do not operate a "Mission" within a days journey of the "Green Farm". However the appearance of a Team with fusion power, radios, and a vehicle may push them to act. A Science team or Ag team would hold the Greens in a endless debate, where as Recon or MARS team member operating in the area would be acted against quickly. They can summon other Razers from outside the region but messages are sent by runner or a rider. Assembling could take two to three weeks. They will not participate in any Project programs that use Industrialized technology.

Last edited by ArmySGT.; 10-12-2013 at 09:10 PM.
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