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  #31  
Old 08-15-2015, 06:14 AM
rob rob is offline
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Default Nice work, as usual

Nicely done Randy! I do like the level of detail you put into your work.
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  #32  
Old 08-24-2015, 11:55 AM
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Age:32
Sex:male
Strength:18
Constitution: 20
Dexterity:18
Movement: 5
Endurance:16
Accuracy:18
Charisma:12
Psionics: 0
Luck:12
Structure and Blood Points: 460 (Strength x Constitution) + 100 = Structure points / Blood points.
Blood Type: O+
Hostility and Motivation: 12

Kyle is feral, illiterate, and absolutely uneducated .... while not at all a naïve innocent. Kyle is the descendant of children who survived the ending of the modern world without parents. In the beginning some came together with the few outdoor skills from clubs and activities. Kids that survived on small game, rats, cats, squirrels, possum, and any other small mammal. They scavenged homes and businesses for food stuffs and the means to produce them.

Kyle is a master hunter gatherer, the end result of trial and error with fatal results for failure. Kyle is very adept at butchering game on the spot and will make use of almost everything. Meat, fat, marrow, even the brains and organs will be consumed. The hide, bones, and tendons made into tools or material to make tools. Kyle seems to follow a rigorous hunt and process, then rest pattern. Two days from sun up to sun down are spent hunting or gathering, then a day is spent in camp repairing his equipment or processing his gathered material. Kyle also collects seed, together with a compost mixture he will plant small gardens throughout his area. This is either to increase his own gather or to lure game into the area.

Kyle's equipment is mostly bone, hide, and wood. Though some items such as metal pots and knives are obviously pre-War manufacture. Kyle will constantly be working on something if not asleep.

Kyle may be with a group of other ferals or may have struck out on his own to claim a new territory before claiming a wife.
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  #33  
Old 08-24-2015, 04:05 PM
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Age:26
Sex: Female
Strength: 12
Constitution: 16
Dexterity: 16
Movement: 4
Endurance: 14
Accuracy: 14
Charisma: 16
Psionics: 0
Luck: 12
Structure and Blood Points: 292 (Strength x Constitution) + 100 = Structure points / Blood points.
Blood Type: AB+
Hostility and Motivation: 16

Cally is a wanderer. A motivated scavenger she trades what she digs up in the ruins of pre-War cities for food and lodging in villages as she travels. She is literate and carries a Geiger counter to stay out of hot zones. She is a good estimator of trade value. She keeps notes on good salvage and may go back for things she has cached if necessary. He wanderings take her from group to group with her three friends. Bella and Lucille, two mules, that carry most everything; and Katya, a beat up and fully functional AK-47 with four magazines. She trades jewelry and coin for what she needs as that is easy to carry. She will trade for antibiotics with gold as this is welcome in any community. She may be in a towns trader market or on the trail.
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  #34  
Old 08-24-2015, 08:42 PM
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RandyT0001 RandyT0001 is offline
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Default John Stevens

Here is a mailman.
Attached Images
File Type: pdf John Stevens Mailman.pdf (267.1 KB, 35 views)
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  #35  
Old 08-25-2015, 12:45 PM
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Age:32
Sex: Female
Strength: 12
Constitution: 15
Dexterity:20
Movement: 5
Endurance: 18
Accuracy: 18
Charisma: 18
Psionics: 15
Luck: 12
Structure and Blood Points: 280 (Strength x Constitution) + 100 = Structure points / Blood points.
Blood Type: O+
Hostility and Motivation: 16

Everyone that knows her will tell you much the same thing. She is just the sweetest, nicest, and most generous person anyone has ever met. Christine stepped off a trade boat, then into Virginia society, as if she had been there her whole life. The café she bought was run down, poorly maintained, and turned out some passable but, not what you would go out of your way for game meat stew. This woman can cook, moreover, she can teach and direct a kitchen staff to turn out excellent fare.

This makes Christine Van der Holt's café a must go location for the Society mavens of the County. The First Lady and the wives of Cabinet members even attend a luncheon twice a month. A lively discussion and juicy gossip as the ladies compete for pre-eminence on the social pecking order. Descendants of two Cabinet members, this lively society views itself as the legitimate government of the United States due to knowledge of no other claims with higher ranking federal service officers. Truth told though, this claim only exists really in the county. The "Federal" government here is hereditary and projects little power outside of the county. The wealth of weapons, trained personnel, and equipment was squandered in the early years of the catastrophe on power mad ambitions. This power extends from a guarded and heavily controlled former federal installation.

Jessica Steinberg is Christine Van der Holt, with the papers to prove it. Her original intention was to infiltrate this town and build a better cover story for follow on missions. This place wasn't even her original destination, she was going to the coast to gather information on recovery there. That there was not one, but two surviving Cabinet secretaries and the impedimentia called staff was surprising and shocking that the claims were real.

Jessica Steinberg may be the only Project member who can claim they have met and spoken with Bruce Morrow face to face post apocalypse. It was Bruce that directly ordered Jessica to get into the good graces of this government and find all she can on what surviving assets and remaining means of actual control these survivors have on U.S. government assets. Jessica is after whatever files, material, and authority codes these persons or the descendants of the Secret Service possess. Using them may locate and activate assets to aid in the recovery lying dormant.

Juggernaut is Steinberg's code name and an asset cultivated and plucked for the U.S. Defense Intelligence Agency, a former enlisted, former officer, then former civilian counter intelligence agent. Formerly operating in Washington D.C and Arlington; Steinberg moved in society circles looking for foreign agents, turned executives, and domestic conspirators. That is how she came to be aware of the Morrow Project, and became determined to uncover it. That is until a middle aged man brought her for sunday news papers for the first sunday in the following four months and the winning lotto numbers for a few payouts under a million each. That is how she came to know Bruce Morrow, and believe in the Morrow Project.

Steinberg's bolt hole is in the rural Virginia country side with hers and four empty cryosleep chambers that were never used. Unlike most this one was configured for use after the wakeup sequence with living quarters and waste facilities. Steinberg has not returned to it. There is also identities for 6 other persons also with Steinberg's face and fingerprints or other identifying marks. There is equipment that is mostly civilian manufacture versus military to better blend in with a civilian populace. The radio and computer networks are live and recording only when certain keywords are spoken by a person transmitting. This system is in receive only mode currently. She is also one of Bruce's special... a verifiable empath able to sense the emotional states of anyone in proximity telling friend from foe and truth from lies.

Ms. Christine Van der Holt keeps up a regular fitness and dance regimen much to the chagrin of society ladies; and has spawned a peaked interest in athleticism among the younger gentility. That this is becoming popular has led to a tumbling and gymnastics studio in a former city warehouse and another place to glean useful information about the comings and goings of societies personages with clout.

Last edited by ArmySGT.; 08-25-2015 at 02:27 PM.
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  #36  
Old 08-26-2015, 03:14 PM
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Age: 22
Sex: Female
(Attributes are 4d6-4 or 5d6 and remove lowest die)
Strength: 12
Constitution: 14
Dexterity: 20
Movement: 5 (Dex of 0-4=1, 5-8=2, 9-13=3, 14-18=4, 19-20=5.)
Endurance: 14
Accuracy: 14
Charisma: 16
Psionics: 0
Luck: 18
Structure and Blood Points: 268 (Strength x Constitution) + 100 = Structure points / Blood points.
Blood Type: O+
Hostility and Motivation: 13

Meg-ahn..... is a city crawler. One of those that chooses to live in the unclaimed wastes of a former major urban center. She thinks, hunts, and travels in three dimensions.

Meg-ahn is a scrounger, maker, farmer, and huntress in the multi level blocks of her domain. There is tunnels through rubble, zip lines across roof tops, and bridges across former floors, and ladders or old stair wells descending into sub basements and former tunnels. Meg-ahn doesn't need a map.

The greatest achievement and final fallback position is an urban recreation center. Pipes from roof tops collectors and gutters, literally dozens, converge here to fill a former swimming pool. Now a water oasis in a blasted mass of broken or semi intact buildings. Every roof is a garden, pigeon or chicken coop, and watch tower. Heliographs and telescopes allow signals to be sent far.

There are traps and pitfall, spiked pathways, and wire entanglements hedging in the multi-block enclave. Debris from outside was carried in to pack the ground floors of the perimeter building. Sheet metal, brick, block, mud, and clay seal the window up to the third floor. Alleyways and streets are blocked with rusting hulks of cars and torn up sidewalk concrete or street asphalt to create barriers ten or more feet high backing a double moat. This is recessed typically from the intersection to give the defenders three sides to attack anyone approaching such a wall.

Meg-ahn is firmly fixed on her clan of survivors. The sad truth is they are barely surviving. They must trade salvage and food for manufactured goods and kerosene. They badly need an Emdee and a blacksmith. Some persons that are better Makers to repair items.

This clan is respected and only the most vicious or foolish assault their walls. The original inhabitants had built up their safe haven around a police precinct with those firearms protecting them to this day.
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  #37  
Old 08-26-2015, 10:16 PM
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I am just curious if the T2K side resurrects their own threads and shows if anyone has the chops to be a GM.

*gauntlet thrown*
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  #38  
Old 08-28-2015, 06:56 PM
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Lyle Severin roams the county year round only staying in during extended wet periods or deep snows. He knows the location of every village and independent homestead from personal contact. Lyle can sometimes be found at his cabin in the village he lives in crafting arrows, bows, and knives for trade. He trades these for vegetables, salt, and leather goods from locals. Lyle or his wife may be salting meats for the long winter to come. They even feed some of the older villagers that cannot hunt so well anymore.

Tracking game and the occasional lost child has proven he is an exceptional tracker.
Age:42
Sex: Male
(Attributes are 4d6-4 or 5d6 and remove lowest die)
Strength:14
Constitution:14
Dexterity:12
Movement: (Dex of 0-4=1, 5-8=2, 9-13=3, 14-18=4, 19-20=5.)
Endurance:14
Accuracy: 18
Charisma:12
Psionics: 0
Luck: 12
Structure and Blood Points: 296 (Strength x Constitution) + 100 = Structure points / Blood points.
Blood Type: O+
Hostility and Motivation: 13
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  #39  
Old 09-06-2015, 07:51 AM
rob rob is offline
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Default Not exactly an NPC

While not exactly an NPC like ARMYSGT. has done (nicely done too), one of PCs wanted to try playing the game but from a different perspective, that of an escaped slave who encounters the project personnel while on the run. She also thought of doing a character with piloting skills. This lead to me thinking as that the escaped slave idea is workable but not using most of the Project skills, survival skills would be more in order here. As for the pilot, the first thing is the KFS pilots, but how would working a Project member with pilot skills is somewhat difficult unless that skill was taken PRIOR to joining the MP. Thoughts are welcomed.
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  #40  
Old 09-06-2015, 11:19 AM
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Quote:
Originally Posted by rob View Post
While not exactly an NPC like ARMYSGT. has done (nicely done too), one of PCs wanted to try playing the game but from a different perspective, that of an escaped slave who encounters the project personnel while on the run. She also thought of doing a character with piloting skills. This lead to me thinking as that the escaped slave idea is workable but not using most of the Project skills, survival skills would be more in order here. As for the pilot, the first thing is the KFS pilots, but how would working a Project member with pilot skills is somewhat difficult unless that skill was taken PRIOR to joining the MP. Thoughts are welcomed.
I am not following you here.

You have a player that wants to play as a non-TMP 5th generation survivor? Sure. Skills as appropriate to the tech level the PC grew up in. As a general rule, Tech C and steam power.

An escaped slave as a pilot or a TMP member as a pilot? That is where I am confused. In canon, there are "Ballooners" or there is the KFS. No other groups have been identified as having aircraft.

Now, airplanes are very useful. So I can see someone with Tech B possibly keeping some bush plane or small aircraft flying a few times a year.

The Republic of Texas seems the most logical choice with all the petroleum fuel and helium available.
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  #41  
Old 09-06-2015, 11:32 AM
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Another possibility and a far fetched one but, this is science fiction.

The Morrow Project is only one of a few Tech A factions.

Your non-TMP player besides KFS could be U.S. military, Canadian military, U.S. government, Canadian government, Frozen Chosen, or from the Council of Tomorrow.

All of which could have piloting skills from pre-War.

Lastly, you could make and excuse for Soviets..... Soviet equipment is robust and simplistic. Something like an AN-2 Colt could be operational from the Cuba or Nicaragua. So you have a Russian / Spanish speaking slave mechanic as a PC.
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  #42  
Old 09-06-2015, 12:43 PM
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The person could have been the child of a MP team that had a gyrocopter pilot. In B&B the KFS has captured a Science One vehicle. The pilot of the gyrocopter might have escaped initial capture by the SP. Survivor starts a family and begins to teach child the basics of piloting (using mock ups and wooden/paper airplane models). A decade later he and his family are captured by slavers and sold to the KFS. Father dies and because of the child's "aptitude" toward the mechanics of flight the child becomes a mechanic for a retired R5 pilot that has a personal civilian airplane. Several years pass then one morning, after a drunken, rowdy reunion of former pilots in the master's squadron, the slave and plane are gone having flown to the east. A few days later the plane is strafed on the ground by T-bolts from the KFS. The distance precludes a surface action to apprehend the ex-slave. So the child has aircraft piloting skill of 10-15 or so, primarily in small, civilian, general aviation IC airplanes, single engine monoplanes.

Last edited by RandyT0001; 09-06-2015 at 12:55 PM.
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  #43  
Old 01-13-2016, 02:20 PM
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To rough sketch some ideas for an NPC on the fly. Thanks to MattW for this format. I quite like it.

NPC worksheet.pdf
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  #44  
Old 01-13-2016, 07:37 PM
Matt W Matt W is offline
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You guys are too kind. Here's a suggestion for NPC pilot. I know it's much too late to help Rob, but maybe next time



NPC Name Angelina S ("stage name" Angel)
Age:17 Sex: F
Strength: 8
Constitution: 8
Dexterity: 18
Movement: 15
Endurance: 15
Accuracy: 13
Charisma: 16
Psionics: 6
Luck: 11
Structure and Blood Points: (special: see below)
Blood Type: 0+
Hostility and Motivation: (see below)
Location: near the old Route 66


What everybody knows:

Angel is a trapeze artist with the Silicon Circus and is the pilot of the Circus' Paramotor. This is largely because she is a superb gymnast, very pretty and very small: 4 foot 6 inches and 50lb. T{If you look at the picture, that unit she's standing on would be worn as a backpack by an adult male)

What some people know:

She sometimes operates as a scout and/or courier for the Circus. The paramotor is capable of more than low/slow flight and (on a good day) can reach over 2000 meters in height and speeds of over 50kph

Angelina is very quiet when not performing and has no really close friends, but the Circus would be VERY protective if anything threatened her

What very few people know:

The circus found Angelina walking along Route 66. Nobody (including her) knows anything about her family. As far as she knows, her last name really is just the letter "S"

The Medics who travel with the Silicon Circus suspect that Angelina is a mutant. She might simply be affected by something like dwarfism ("Proportionate Dwarfism") but her skeletal structure is surprisingly light. (note: Angelina's SP and BP are both lower than normal). They also worry that her body chemistry and hormone production are affected by her low weight

What nobody knows:

Angelina is a result of experimentation by the Breeders: an attempt to produce a specialised type of worker. The objective was to create a caste of operators that would fit inside machinery and be able to operate with high efficiency (drivers, pilots, and so on). This caste would also be conditioned to ENJOY flight, speed, etcetera. The plan was to save space and weight. In other words, smaller pilot means more payload

Angel never knew who the Breeders were and is not sure whether she was allowed to escape. Her nightmare is that she is simply being observed "in the wild"

Last edited by Matt W; 01-13-2016 at 07:52 PM.
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