ERRANT: Cleaning AgencyAfter a botch attempt at breaking into the UFO hunting business, the Paramilitary group ERRANT has now converted into an agency offering extra-legal solutions to all manner of problems.
As an agent of ERRANT, you are a mechanic and a cleaner. You could be bringing justice to people that the law cannot or will not pursue. Or you could be making money from blood, profiteering from the demand for violence and vengeance in the world. ERRANT doesn't care either way, it just brings you the contracts.
You are a professional hired to solve problems. Agents are expected to be discreet, precise and blameless in conduct. Any mistakes on the job could cost you your life or freedom.
The game revolves around relatively short contract missions, which can be played by 1-4 players per mission. We can be flexible with the player limit, but there are built in disadvantages to large teams... And I'm willing to run multiple missions at once, In separate threads.
You start with a level 0 character with no money. You don't roll out with a professional soldier character with an edge in combat, but with proper planning and the element of surprise, you're expected to pull through and get the job done. You can take up to 2 negative levels. And up to 4 initial positive levels. Having a negative 2 in explosives or medical means you'll probably kill yourself if you go anywhere near those rolls. A veteran mechanic or a lone wolf would want to have no weak links.
Combat system will be the one built on ERRANT. It's a heavily modified ER-style RTD... that tracks hand grenades down to individual shrapnel.
Blank Character Sheets:Use this tool:
http://parisbre56-phpexperiment.rhcloud.com/character_creation.htmlName:
Description:
Strength:
Dexterity:
Endurance:
Charisma:
Mind:
Fate:
Intuition:
Engineering:
Shooting:
Melee:
Explosives:
Auxiliary:
Medical:
Science/Gen. Knowledge:
Inventory:
TLDR of mechanics:Strength - strengthy things. also for weapon requirements.
Dex - rolling to dodge. Not an auto-saver. also grenade throws
Endurance - rolls to resist critical wounds, increases hitpoints
Charisma - stops riots, charms women, etc. Can be used to negotiate contracts and manipulate people you meet.
Mind - roll for morale checks, if you get interrogated, you also roll on this to see if you blab.
Fate - to see if god loves you
Intuition - for reaction checks
Engineering: Improv field fortifications and devices, etc.
Shooting: It shoots
Melee: *whack*
Explosives: *boom*
Auxiliary: Driving and computers
Medical: Fixing People and Medical Malpractice
Science (Gen. Knowledge): !science! I'm not that sure what I want to do with this yet. If you need to conjure technical knowledge, you'll use this. Also used for operating high-tech machinery, like sabotaging an x-ray machine to deliver loads of medical malpractice, or to place IEDs in high-tech machines.
If you use the power of friendship and teamwork, you can try to specialize and Synergize your skills. The more friends on a team, the higher the odds of picking up heat when just one of you makes a mistake.
Contract Levels and payout:Agents may request to take contracts with a higher level of morality at any level.
Payment for each contract is half upfront, half on completion. You also get a level up for each contract, regardless of difficulty.
There is a bonus for completing contracts without being detected or by staging convenient accidents.
Contract payments are for the entire contract, regardless of how many people participate in it.
Contract levels are rated according to risk, complexity and prominence of the target.
Level 0:Standard Pay: 7,000
Entry-Level Mechanic Work. At this price you could be working for anyone and everyone with a grudge. Some lower-risk jobs at level 0 could include private investigative work or rent-a-cop work for more unusual jobs.
At this price your main problems are not being able to afford partners and support services. You'll be doing everything yourself.
Level 1:Standard Pay: 30,000
Contracts that are known to be bought at this price could be people like common witnesses or low-level mobsters. Targets have some basic security.
This is considered the minimum pay for a mechanic or a small team of them to do a thorough job.
Level 2:Standard Pay: 100,000
Contracts known to have gone for this price include high-profile policemen. In our simulation they could also include troublesome lawyers, high ranking mobsters and high-profile witnesses.
Level 3:Standard Pay: 250,000-1,000,000
Federal judges have known to go for a million dollars. Contracts that have gone at this price also include high-profile businessmen, criminals and politicians.
Level 4:
Anything above a million tends to be in the realm of black-ops. You could be destabilizing a country somewhere or re-arranging the criminal underworld with your actions.
Level 5: If you survive to this stage, we'll start giving you contracts on super-heroes. (or super-villains)
Combat rules:Semi and burst fire get the following number of shots/bursts:
3 at melee range
2 at short
1 at Medium and above
Firing at targets in the open: 1d6 + [skill bonus]
Firing at targets in "full" cover: 1d6 + [skill bonus] + [-4]
Full cover is cover that completely conceals most of the body. Like a good trench, wall or corner.
Firing at targets in "half" cover: 1d6 + [skill bonus] + [-2]
Half cover is any cover in the area that soldiers automatically find. It only works in one direction.
Firing at a sprinting target: 1d6 + [skill bonus] + [-target's dex]
Firing after sprinting: [-2] penalty
Suppression: [-3] to shooting and actions requiring concentration.
Spray and Pray: Unloads the magazine in the general direction of the target for [-3] for automatic weapons, [-4] for semi-automatics. There will also be a small chance to hit, especially at close distances.
Melee: [intuition] roll if ambushed.
[Melee+dex] vs [opponents' Melee+dex] for striking and dodging.
[Melee+strength] vs [opponents' Melee+strength] for binding, grappling.
Binds can force opponents into locks unless the opponent successfully disengages.
Binds prevent dodging or easy withdrawals from the melee.
Successful player in the bind scores an attack. Losing combatant rolls strength to block or dex to parry/disengage. Both blocking and parrying are just saving throws.
Critical Wounds and medical system:
Bodychart: 1d10
1-2: L/R legs
3-4: L/R arms
5-8 Hips to upper chest
9-10: neck and head.
Base chance of arterial bleeding from all wounds: 20%
Base chance of thoracic cavity punctures from chest wounds: 75%
Base chance of organ damage from chest wounds: 50%
We roll for Bleeding, Organ crits, Other crits, skeletal damage, in that order.
Endurance is used to resist critical wounds.
Previous test run and documentation:
http://www.bay12forums.com/smf/index.php?topic=156916.0Other MechanicsEvidence: Cleaners are expected to dispose their tools after each job. You should also take care to leave no traces, collect spent catridges, wipe fingerprints and do everything possible to prevent yourself from being traced. Disposing of used weapons is also considered a common practice in this business. If more than one person participates in a mission, the mistakes of one character becomes the mistakes of all the characters, and can be used against them.
Some things to consider are:
Do not remove your gloves for any reason at all while working.
Ideally, get the target to a place and setting where you are alone with him.
Clean up after yourself even if the initial act goes undetected, even if just to buy time before it is detected.
Everything used on a job is disposable. Including and especially vehicles.
If you get positively identified or noticed in any way that could link you to the job, call it off. A (good) employer would appreciate your discretion.
Don't attract unnecessary attention, or let your accomplices attract attention.
If caught, you can divulge name, rank and serial number, but absolutely no personal information. Ask right away if you are being formally charged with a crime. If you are not, there is a legal amount of time that you can be held for. You will also be a model prisoner if you are ever caught. It is up to the law to prove that you did the crime, not up to you that you to prove that you didn't do it. That being said, zealous cops and prosecutors will put you away for anything that can get you on, just because they can. So, get good lawyers. Entrapment by law enforcement, while illegal, is also a thing.
Stealth and Logistics: In the civilian world you can't open carry a big gun in most places. Wearing a tactical vest would also draw attention to yourself. While we won't have hard ceilings on what you can stuff in your pockets, the more and the bigger the stuff you bring, the more conspicuous you will be. Moving weapons without getting caught or traced also poses its own set of problems. You can still own a vault full of guns, but you'll probably leave most of it at home and bring only the tools you need.
You pay for everything: The agency doesn't cover overheads. You get billed for everything from the motel room you rent, your plane tickets, the cost of moving your tools about, and even the food you eat.
Homework: Cleaning is not something that can be done guns-blazing (well it can, but that leaves an awful mess that would affect your reputation and safety). You want to collect as much information as possible before performing the deed at the most ideal time and place. With proper planning, you might even avoid a combat situation altogether.
Some things to consider when doing homework are:
The physical makeup of the target: This can include his ability to defend himself and any health conditions you can exploit.
The emotional makeup of the target: This can inform you of potential social situation he might be in, family or friends that could possibly interfere with the job.
The lifestyle of the target: His movements and routines, the traffic in the places he visits, habits, sexual pastimes, the security of his neighborhood,
Other notes: Most pre-1990s literature I found on the subject were written before the era of widespread asymmetric encryption usage - which has been a major game-changer in the world of organized crime.
Armory:Free/Standard Issue: Torsion Bar and lockpicks
Agency Services:Weapon Shipments:$200 for pistols, the .22 takedown rifle and miscellaneous packages of other small items
$500 for carbines and larger
Body Bags: 50 each - used to hide bodies, but can add weight and decrease the stealth of agents.
Body disposal: 1,000 per bagged body undiscovered by the public/police, 2000 per other undiscovered body.
Leftover catridges disposal: 100 per undiscovered casing.
Weapon disposal: 1,000 per weapon
Crime-Scene cleaning: 5,000+, available only if the crime-scene is undisturbed/undiscovered. Price varies with complexity.
Convenient Alibis: 10,000 per witness testimony.
Defense lawyers: Varies, do your job right and you shouldn't need them.
Medical services: Varies, charges a premium for discretion and privacy.
Other notes: We also handle your living expenses and bill you for it.
Other Useful Gear:Bugging Devices: $200 for a listening device set. $50 per extra penny sized bug.
RFID trackers: $50 per bug. Penny sized.
Basic set of identity documents:Cost: 1000
Includes: Passport, Driving License and other basic ID.
Functional Credit cards for a basic ID:Additional Cost: 5000
Advanced identity documents:Cost: 20,000
Includes: Passports with valid biometric RFID chips, Professional and Academic qualifications, Functional Credit Cards
Car Rentals:Cost: 100 a day for a cheap low-profile car.
Stolen or false car plates:Cost: 100
Cleaning Tools:Guns used for cleaning tend to be on the cheap side, because most operators would dispose of them after each job. We can find you the tools at all budgets.
Ruger Mark 3 PistolCost: 362
Caliber: .22 Rimfire
Feed: 10 round Magazine, semi-automatic blowback
Firing: Semi-automatic, 3 rounds at melee distance, 2 rounds at short range. (0)
Damage: 3x2 (hp rounds)
Range: Range: Melee: 0 Short: -1 Medium: NA
Requirements: None
AR-7 Takedown gunCost: 250
Caliber: .22 Rimfire
Feed: 8 round Magazine, semi-automatic blowback
Firing: Semi-automatic, 3 rounds at melee distance, 2 rounds at short range. (0)
Damage: 4x2 (hp rounds)
Range: Melee: -1 Short: 0 Medium: -1 Long: NA
Requirements: None
.22 Rimfire disposable silencer
Cost: 100
Ammunition: $0.10 for each hollow point round.
Beretta Model 92 Compact MCost: 700
Caliber: 9×19mm Parabellum
Feed: 8 round single-stacked Magazine, semi-automatic blowback
Firing: Semi Automatic (0)
Damage: 6x2 (over-pressured hollow points), 6 (over-pressured Armor Piercing, AP 20)
Range: Range: Melee: 0 Short: -1 Medium: NA
Requirements: None
9mm disposable silencer:
Cost: 200
Ammunition: $1 for +p+ JHP, $2 for +p+ AP
CDR-15 Concealable Takedown Tactical CarbineCost: 2200
Caliber: 5.56x45 NATO
Feed: 5, 20 or 30 round STANAG Magazine, gas operated-rotating bolt
Firing: Semi-automatic (0), or 3 round burst fire (-1) or Spray and pray (-3) - receiver modifications required for burst and automatic fire.
Damage: 20/3, 6 vs flesh
Range: Melee: -1 Short: 0 Medium: -1 Long: NA
Requirements: 0 strength
Notes: Fits snugly into a briefcase or tactical hardcase with room for about 3 STANAG magazines.
Receiver Modifications for the AR-15/CDR-15
Cost: 500
Enables burst and fully-automatic fire.
Disposable Silencers: $200
Ammunition: $0.35 for hollow points (x2 damage on flesh), $1 for AP (negates 20 resistance)
M762 Concealable Takedown Battle RifleCost: 3250
Caliber: 7.62x51 NATO
Feed: 5, 20 or 30 round STANAG Magazine, gas operated-rotating bolt
Firing: Semi-automatic (0), or 3 round burst fire (-1) or Spray and pray (-3) - receiver modifications required for burst and automatic fire.
Damage: 35/3, 12 vs Flesh
Range: Melee: -1 Short: 0 Medium: 0 Long: -1 Extreme: -2
Requirements: 1 strength
Notes: Fits snugly into a briefcase or tactical hardcase with room for about 3 STANAG magazines.
Receiver Modifications for the M762
Cost: 500
Enables burst and fully-automatic fire.
Disposable Silencers: $300
Ammunition: $0.50 for hollow points, $2 for AP (negates 20 resistance)
Kivaari 338 Concealable Takedown Sniper RifleCost: 6900
Caliber: .338 Lapua Magnum
Feed: 10 round box magazine
Firing: Semi-automatic (0)
Damage: 68/3, 23 vs flesh
Range: Melee: -1 Short: 0 Medium: 0 Long: 0 Extreme: -1
Requirements: 1 strength
Notes: Fits into briefcase with 2 magazines.
Disposable Silencers: $500
Ammunition: $2.50 for hollow points. $5 for AP (negates 20 resistance)
Tomahawk hatchetCost: 150
Damage: ~12
Combat KnifeCost: 150
Damage: ~10
M112 C4 Block chargeCost: $30 per block, $20 for the detonator.
Payload: 0.56 KG of C4, 3,752 damage at blast center. Degrades at 4/3 PI * r^3
Notes: Preparing traps like car bombs rolls on the explosives skill. You can leave prints on blown-up cars if you touch them without gloves. Car bombs may sound easy, but they make very loud bangs, which means authorities would be alerted immediately.
Traps and IEDs can be made from all manner of inconspicuous objects, not just cars. In the first world, explosives have been used in places like computer screens and shower-heads.
Self-Aid medical consumables: (from ERRANT UFO defense)Morphine in a syringe: 20 per shot
Adrenalin in a syringe: 20 per shot
Hemostatics: 10 per dose per bandage
Nausea Medicine: 5 per shot - use after throwing people out of aircraft when they fail endurance rolls.
Universal antidotes: 20 per shot, contains charcoal as the main active ingredient.
Poisons and Offensive drugs:Sodium Thiopental: Fast acting GA. $20 per dose
Blowfish Poison: $20 for a whole blowfish, the bladder fills 5 hollow point bullets or 10 darts.
Heroin: $500 for an over-lethal 2g dose.
Extra Syringes and Needles: $10, disposable kit
There are several other poisons used in the trade, but I need to find out how they are supplied. Many mechanics make their own plant-based poisons from first-principle, so it's not so easy to put a price on exotic stuff.
Notes: Preparing poisons rolls on the medical skill.
Level IIA Ultra-Slim Concealable Vest:Cost: 200
Performance: 30 Ablative Hitpoints, 2 Resistance, 90% chest coverage.
Notes: Extreme-Lightweight and bodyfitting armor, intended to save your life from a few pistol rounds, you may also buy this as a precaution if you're not planning to engage in a serious firefight. Can be hidden in any type of clothing.
Level II Concealable VestCost: 500
Performance: 50 Ablative Hitpoints, 3 Resistance, 90% Chest Coverage
Notes: Concealable Body Armor with medium performance. Can be hidden under a jacket, suit or baggy clothings.
Level IIIA Concealable VestCost: 1000
Performance: 80 Ablative Hitpoints, 4 Resistance, 90% Chest Coverage
Notes: Sturdy combat armor, can be hidden under a windbreaker, or heavy jacket. This is the limit of what can be discreetly worn without attracting immediate attention.