Mission: Velkar Arms, District 05, Sector 080, Level 009
You arrive at the mission briefing that the mission offering stated you needed to attend, some having gone and gotten weaponry. The Second-in-Command of the base soon arrives, and details the path through the tunnels that will be the shortest for you to take to get near the objective, before detailing what is known.
"The factory is a larger complex, comprising of four individual factory floors and two warehouses stacked on top of each other so that each connects to two of the floors. Before you reach that though, there is a wall surrounding the place, with what is supposed to be two killing fields approximately 30 meters wide. However, the owner decided to expand the size of the factory complex interior, reducing the field there to a 10 meter section, as well as recently allowing the workers to be able to construct some slums that they have to pay rent on, though it is less than the primary quarters. These slums cover the entire area, which will allow for an approach without detection. In addition, there are several housing complexes that were originally for the workers, who, by moving down into the slums, have mostly left abandoned. One of them to the east of the southeast corner has a series of vantage points on floor 14, rooms 1489 to 1496, that would allow a sniper to be able to cover near the entirety of the factory's exterior."
"Inside the factory, there are approximately 27 guards arrayed in nine towers, one at each corner, one equidistant from each of the corners, and one in the center that reaches to the bottom of the next city level. In the towers along the walls are three automatic weapons space 60 degrees from each other, only one facing inside per tower, though. In the center tower there are no automatic weapons, but there are three snipers. After you get past the walls, there are 20 guards, four per factory floor and two in each warehouse, and three officers that oversee the whole thing. Forces are primarily Forlikar. To those of you who have not heard that term, think slightly stronger versions of the Rilker. The overall commander is a Wolkash, think smarter Traviks. Try and capture it if possible, there is likely some high level intelligence inside its mind. Beyond that, grab as many weapons as possible, and burnout the inside, but don't get overexcited. We don't want to burn down the slums. You should note that there may be a few less guards, a recent raid was pulled off exceptionally well, and some of the guards may have been moved elsewhere. Discuss your plan of attack, equip and head out when you are ready. Good luck."
With that, the Second-in-Command begins to leave, but pauses to say, "While there are a lot of shiny weapons there, focus on getting components, so Julia can build something that we can make ammo for." After that, he continues leaving to speak to the other people going out on missions, leaving your group be.
Mission: Recruitment, District 05, Sector 079
You go up and see Old Lig about where you are going. He gives you directions to take you through the streets, and explains the political situation around there is a bit...volatile. The area is primarily civilian and is one of the ones more controlled by criminal organizations. It is so volatile that the guards sent to patrol the area are only seen holed up in the sector's factories or along walls that were built up to hold it in. Though, they do let anyone through, it is difficult getting out, so he tells you about a small ring that can get you out. He tells you that it would be a bad idea, since the organizations would pull up a lot of trouble in them, when you ask why you don't use the tunnels. Lig does say one final thing, this area could prove to be a good resource if something gets set up properly over there, though it would have to contest with likely a few of the organizations over there in addition to the Collective forces. After that, he bids you farewell as customers start to fill up the diner, which was previously empty except for you, Old Lig, and a few other resistance members getting some food.
Mission: Gareth Medical offices, District 05, Sector 082, Level 040
You enter the medical facility and ask around for 'the Doc'. You hear a voice call down from above you, and notice a Kal'vish that looks somewhat akin to a young adult glide over from what appears to be a makeshift office, landing on a nearby table somewhat clumsily. You notice what appears to be glasses on his nose. The Kal'vish responds, somewhat nervously, "Lig made a joke about all doctors needing to have spectacles. And I...I thought he was stating a fact. By the time I learned it was a joke...it was a little too late. Anyway, why have you come here? You don't look wounded. Or are you? Am I missing something? I am aren't I?" You calm down the panicking Kal'vish by saying that no, you are not wounded, you're here to take up the mission he had requested. "Oh. Oh! That's good. I've been looking for someone to take that up for awhile." You ask about what you are going to need to do there. "I heard there was a...a. Oh what was it? Great someone finally comes along and you forget what you wanted them to get." You patiently wait as he stammers on until he slowly remembers. "Oh right! There's a new chemical they had developed and its gotten to be released in the upper levels. It speeds up the regeneration of limbs, causing bullet wounds to seal over, but in the reverse of how the wound was made, causing it to push whatever was inside out. I don't know what they are using it for up top, but if I could get a few bottles of that then I could heal more of our soldiers. They don't sell any down here, and trying to get some from the smuggling rings has it cost far too much, so the only option is to get some from the company itself. I don't know how to get up there, but I think Old Lig knows." You thank him for the information, and then talk to Old Lig, who provides you with the best route up to where you need to go, and also tells you to speak with either Julia or the Distributer to get a recommendation on what you should equip.
Mission: Sabotage to Distract
You go up to the leader and ask if an attack on a Shipyard would prove a good distraction. After some mulling over the subject, he tells you that it may work, and tells you to go ahead and try it. A Rilker overhears your idea and causes you to stumble by giving you a 'Sticky' Pistol. She laughs a bit at your stumbling then says, "You'll be wanting that. I overheard you were going to raid a shipyard. Mind if I come along? I know how to pilot those skiffs they have flying around there, and the way to one nearby."
Name: Redak
Race: Rilker
Gender: Male
Age : 23
Personality: Confident, Charismatic, Honest, Trustworthy, Loyal.
Background: Redaks family were smugglers, remembering friends still trapped in the pits they had used what small influence they had to slip in and out delivering small comforts to old friends and over time had gained help from others like them and began to deliver those goods to a wider variety of pit dwellers until finally they got greedy and were executed.
Redak being young had grown up hearing the rumors of revolution that sprang up around humans and having joint his parents in trips to the pit several times he had several human friends himself.
Learning from his parents mistakes he began small delivering higher quality foods and listening to what the humans had to say. In time he began to deliver messages to different groups spread around the pit allowing them to organize discreetly using his smuggling as cover.
Then he began discreetly making friends with dealers who could supply small arms and funneling it to the rebels as well so they could fight back.
AT first ti was a simple business arrangement they provided useful services to him and he did the same for them but he made the mistake of listening to them one time to many and began to believe in the revolution himself.
AT first he kept to the shadows providing the scattered groups with some much need organization and co-ordination without becoming actively involved but little by little he was drawn into the revolotion until finally he joint a group in earnest.
Inventory (0/30)
Combat-Oriented Statistics:
Strength: 3
Stamina: 3
Relexes: 3
Noncombat-Oriented Statistics:
Intelligence: 7
Wisdom: 7
Charisma: 7
General Statistics:
Luck: 5
Skills:
Above the Pits (able to move freely around the Pits and Lower Towers)
Rilker Hearing (Able to hear all movement noise despite any level of ambient sound)
Smuggling Family (Able to get better deals on goods from the smuggler)
Name: Valk'ovish
Race: Valdorans
Gender: Get giggy with the trees
Age: 48
Personality: The progress of Valdorans kind can grow in kind to be strong, and Valk'ovish wishes to play its part in sowing those seeds that can profit it well. Ambitious, devoted to selflessness - after Valk'ovish has secured for Valk'ovish's future of course.
Background: being the sole gardener of a shrinking Valdorans clinic, gardening has earned Valk'ovish the perfect guise to pursue his own agenda. Slavery under the collective has been beneficial in so far as Valk'ovish had once had the pleasure of having a large clientel base of various peoples, at least whilst the business was still good. News of the human resistance has inspired the romance of rebellion in the hearts of all, Valk'ovish is not without exception. The collective, and indeed Valdorans loyal to the collective would not suspect Valk'ovish when Valk'ovish must talk to the plants Valk'ovish cares for, or listens to the secrets whispered by the limbus vine, no? For now, it is best that Valk'ovish see who will survive the next century. Valk'ovish is patient. In the meantime, the lack of business in visiting sick Valdorans, sick trees or prospecting buyers of Moguhe flowers has been made up for those willing to buy secrets, to buy information. It may be the only way to stay afloat in such difficult times.
Age: 48 full circles lie beneath Valk'ovish's eyes.
Inventory (30/45)
Silenced Assault Rifle (6 shots/round) (Hit:15 Crit:20) (1d6/hit)
5 ammo clips (42 rounds/clip)
2 Fire-starters
Combat-Oriented Statistics:
Strength: 5
Stamina: 4
Relexes: 7
Noncombat-Oriented Statistics:
Intelligence: 4
Wisdom:8
Charisma: 3
General Statistics:
Luck: 4
Skills:
False Decoration (if you were not seen to have moved, you appear to be a decorative tree and are ignored in many situations)
Commune with Plants (able to 'speak' with plants to learn more about an area. ex. when a guard last went past the area)
Agricultural Employment (Able to move freely around areas with plants under the pretense of caring, if illusion is upheld and proof of employment is given)
Name: Bubku
Race: Valdorans
Gender: Male
Age: 58
Personality: Unpredictable, Resentful, Team Player, Cynical, Introverted, Broken Spirit, and Sadistic.
Background: Bubku wasn't always the biggest Cynic among his people. He was usually care-free and sometimes weird Valdoran, taking delightment of stealing peoples food for a day and then returning with an even larger portion later. He was punished for nuisances by usual imprisonments of which he mocked the guards and even those passer-byes who trew rotten fruit, trash, and other things at him as public punishment. That all changed when the Collective enslaved his people. His nuisances were met with lashes against him and his family. They was made to watch as his friends and neighbors were dipped into acid when he had boasted out loud about how they couldn't break him. He became distant afterwards and resentful against his captive until he heard about the uprising. Even if this is just a trap he still wants to take some kind of revenge against those who would hurt his people.
Inventory: (40/70)
2 Machine Pistols (9 shots/round) (Dual-wield penalty: -4) (Hit:12 Crit:17) (1d4/hit)
10 Clips (45 shots/clip)
Remote Detonator
3 Remote Explosives (6d6 upon detonation)
Combat stats:
Str: 8
Stam: 6
Reflx: 6
Non-Combat:
Intel: 2
Wisd: 5
Char: 3
General Statistics:
Luck: 5
Skills:
False Decoration (if you were not seen to have moved, you appear to be a decorative tree and are ignored in many situations)
Commune with Plants (able to 'speak' with plants to learn more about an area. ex. when a guard last went past the area)
Ex-Thief (+2 to sneak and pickpocketing)
Name: Steve Winsley
Race: Human
Gender: Male
Age: 47
Personality: Shy, Protective, Defensive
Background: Steve was an engineer working at CERN when the aliens came. He slipped through the cracks, with his skills eventually being recognized by the Resistance. He rediscovered his less legal skills, such as hacking and demolition.
Inventory (30/40)
1 Silenced Handgun (2 shots/round) (Hit: 8 Crit:14) (1d4/hit) (Dualwield penalty:-3)
5 Clips (10 shots/clip)
1 'Sticky' Grenade Pistol (1 shot/round) (Fires and detonates Sticky Gernades)
3 Sticky Gernades (4d4 upon detonation) (Remote detonated)
Combat Stats:
Str: 4
Stam: 4
Reflx: 4
Non-Combat Skills:
Int: 7
Wis: 7
Char: 5
General Stats:
Luck: 6
Skills:
Engineer (+2 when using explosives or working on a machine)
Name: Kilanii Ketarii. Currently just going by Killy, for the most part.
Race: Dragon, mofos Kal'vish
Gender: Female
Age: 24
Personality: Violent, with a cunning born of wickedness. She's definately fond of food - that's one thing she doesn't miss from prison.
Background: She was born with a violent soul: fighting was the only thing that interested her. Schooling in some squalid shack - who cared about that? She was having fun climbing buildings, stealing and vandalising, and pissing off the collective Enforcers. A combination of bad friends and bad decision meant she would never get employer as one of the lowly enforcers of the collective, a job she would have thrived at. She was in prison for arson and murder from her 17th to her 22nd birthdays - and she loved it. The power plays, the violence, ripping out the throat of a guard with her teeth... they never did know it was her who killed the guard in that prison riot. She broke out one day with a bunch of others, scattered to the stars. Turns out you can makes bombs out the stuff they gave the prison labourers, some fermented food and spite. Who knew? A cargo ship brought her to Prometheus, and it turned out a old prison 'buddy' was there to help her into the rebellion by a promise of one hell of a fight - and maybe some chances to use some big-boom tech.
Inventory (20/55)
Shock harness (Hit:12 Crit:17, then Hit:0) (1 round of 1d6, then 5d3/round, latter is doubled vs vehicles)
2 Batteries (30 rounds of combat charge)
25 Homing shots
(A deviation of statistics is possible of within 2 or less of the racial basic, though for each addition, you need to make an equivalent subtraction.)
Combat-Oriented Statistics:
Strength: 5 (+)
Stamina: 6
Reflexes: 6 (++)
Noncombat-Oriented Statistics:
Intelligence: 5 (-)
Wisdom: 2
Charisma: 4 (--)
General Statistics:
Luck: 5
Skills:
Small Form (able to fit into tighter spaces than other races)
Glider (you have the ability to cross distances without touching the ground if you 'hit' enough updrafts)
Pyromaniac (+2 to making improvised bombs and starting fires)
Name: Inric Raffman
Race: Human
Gender: Male
Age: 48
Personality: Sneaky, Confident, Resourceful, Zealous, and occasionally Rash.
Background: Back on Earth, he was one of the best mercenaries around. He was also one of the most stalwart defenders. He did everything he could to defend his home-world. Eventually, he was only captured because he was lucky enough to be knocked unconscious by falling debris. It was in one of the great sieges, at the fortress known to the humans as Mamor. During the seige, he could often be found leading precision counter-strikes against the Collective. One attack, when he was returning with his squad, a Collective rocket hit the threshhold above him, blowing it apart. The resulting debris came down around him. That was the final assault on Mamor. Coincidence? Maybe. Hours after the battle ended, a few Collective soldiers cleared out the rubble and found him barely alive. But alive nonetheless. They send him out to Prometheus, where they thought he couldn't cause anymore trouble.
Inventory: (0/50)
(A deviation of statistics is possible of within 2 or less of the racial basic, though for each addition, you need to make an equivalent subtraction.)
Combat-Oriented Statistics:
Strength: 6
Stamina: 4
Reflexes: 7
Noncombat-Oriented Statistics:
Intelligence: 6
Wisdom: 3
Charisma: 5
General Statistics:
Luck: 6
Skills:
ExMercenary (+2 to combat and movement rolls)
Inventories and Skills have been updated. As said before, you still have clothing if your race wears that, I'm just not listing it or any IDs, but do know you still have them.
Just so you know, Julia is the name of the resident weaponsmith.
Also, the Distributer is the Travik in charge of the weapon supplies. They are not two separate people. I just noticed the ambiguity of that list, and my attempt at describing the Distributer made it look as if they were two different beings.