Altered Time
Line Reference Area
1. Altered Timeline Intorductory Narrative
2. Party and World Info
3. Starting Equipment
4. Starting Enhancements
Altered Timeline Intorductory Narrative
On Nov 15th, 2017, at 12:35pm a massive
communications software glitch in the main East-Central United States
communications center caused 100% of its telecommunications computers
to fail. Switching stations in outlying regions were unable to
cope with the strain of the added load they were required to carry and
shutdown in order to prevent damage to their systems. The
shutdowns spread to virtually every switching station and
communications center in North America wiping out all ground and
satellite based communications across North America within 7 minutes of
the original problem.
At 12:46pm, CONDOR (Computer Operated Naval Defense
OpeRations) instructed all United States submarines on active duty to
fire all missiles at all hostile targets. Minutes later,
retaliatory launches from US targets across the world fired their
arsenal at all their targets.
By 1:20pm, Nov 15th 2017, more than 6.5 billion
people perished in nuclear fire, with another .5 billion dying from
radiation poisoning shortly there after. Within 2 years another
300 million died in the nuclear winter that ensued.
There were survivors… those lucky (unlucky?) ones
that managed to stay away from both the initial atomic blasts and the
radiation that followed. These survivors lived in a wasteland,
relying on finding caches of food left over from before the apocalypse
as well as bits of edible plants that were far enough away from missile
targets to survive.
Surprisingly, the earth healed itself faster that
scientists had thought possible. By 2021, the skies had cleared
and although there was still a fair amount of radiation plants were
starting to grow again, even in areas that had been cleaned away by
nuclear blasts.
Small enclaves of people starting forming – eking
out a living using a few working relics from the past plus new hand
made implements. Granted, the planet wide human population had
dipped to 23 million, but mankind was on its way back.
By 2030, it was clear that the radiation had serious
adverse effects. Babies were born with mutations… strange and
unexplainable mutations. Some were disfigured and not capable of
full thought. But others were gifted with powers beyond what
science could explain.
Early in 2034, trouble started for the 24 million
humans still walking the planet. Animals not seen since before
the war were now appearing in numbers. But they weren’t normal
animals, these were larger, almost human sized animals with a brain
cavity the size of a humans. And they were vicious…. and
armed…. typically with well made swords and guns of unknown
origin. Strangely, these animals lived for only about a month
before mysteriously dying. To make things stranger still, the
weapons the animals carried didn’t last much longer than the animals
that carried them. Usually, they would begin to corrode about 1
week after the animals died and would be completely unusable within 2
weeks.
In late 2034, two important discoveries were
made. The first was that there was a small number of military
personnel that had been living underground since the apocalypse –
surviving in relative comfort compared to those above ground.
They were well supplied with both food and offensive and defensive
military equipment. The second discovery was that the new animals
that were appearing were being engineered in factories and released
into the wild to make trouble for the humans. Attempts were made
to enter these facilities to gather information but the people that
ventured in never returned.
In 2038, the future of mankind became very
grim. Robots, mechanical “killing machines”, of unknown origin
slowly started appearing, attacking and killing any human they could
find. But these robots were not using swords and guns like the
engineered animals, they used energy weapons.
By 2042, the worldwide human population was down to
about 6 million. The military had come out of hiding and were
100% engaged in hostile actions with both the animals and the
robots. Although the animals were easy to take care of, the
robots took a lot more firepower to take down.
In early 2043, one man emerged as a leader both the
military and the now mutated remnants of human kind. His name was
Richard Rinn. He organized successful raids on weapons
manufacturing plants and outfitted many people with the latest in
offensive weaponry. He smashed defense grids and with the help of
the few remaining scientists, reprogrammed some of the engineering
plants to produce animals that were not inherently predisposed to
wanton destruction and the death of humans everywhere. He also
discovered that the animals were engineered to have a critical
dependency on a specific chemical that was not available outside the
cloning plants. He removed this dependency, and in turn gave
animal kind a human like life span.
Within 3 years, Rinn was leading animal and human
kind against what was now understood to be the common enemy – the
robots. And doing it quite successfully. The tide was
finally turning. Usually every raid on a manufacturing
plant resulted in the recovery of some state of the art weaponry.
Research facilities were infiltrated, stripped of their information and
then destroyed. Robot manufacturing plants were being destroyed
too, preventing the killing machines from ever stepping foot on the
earth.
The current date is April 3rd, 2046. Robots
are being made stronger, faster, larger and more deadly. But man
and animal kind are keeping up - at least as far as being more deadly
is concerned. Who will emerge victorious to inherit the scorched
earth? Only time will tell….
Party and World Info
Party Information
You know general information about the recent
past. There are no real artifacts… most everything is known, or
can be explained by someone. There are however unknown science
objects and information – these map directly to the examiner’s skills
where it’s not old things that can’t be understood, but rather new
things that have never been seen before. In this light, the
examiner is more of a “scientist” than anything else. The animals
in the party were created in one of the first cloning plants Rinn
modified. All animals in the party are about 3 years old; the animals
are cloned, engineered to grow to full size in a very short time and
then imprinted with some basic survival skills. Rinn’s
modifications to the cloning process also gave you full and moderately
unique personalities.
You have all been in the militia fighting the robots
for some time and have seen a fair amount of combat. You have all
showed outstanding courage and skill during your military careers and
were promoted up through the ranks until you were singled out for
special ops duty.
You have also encountered your fair share of
radiation… which is where you got your mutations from.
Special OPS
Your unit name is “Joshua Company” and there is no
rank or specified leader. One person is chosen per combat mission
to lead the team. Everyone else follows the leaders’ orders for
the mission. People can give suggestions, but the leader must
always be obeyed.
Occasionally Joshua Company will work with 1 or in
some cases other 2 special ops units in order to achieve a common goal.
Common Character Modifications
- everyone gains (150- MAX HP)*33% hit points
- cryptic alliances – essentially do not exist. There will be
sufficient exp given out to cover what you may have gained if you had
done things within your cryptic alliance. Note that you can still
mutate – and there is no reason the character may not want to.
Basic Equipment
- Plastic Breastplate (+4 AC, 2kg)
- Plastic Helmet (+2 AC, 2kg)
- 1 Fully Charged Chemical Cell
- 1 of either a master craft short bow (with your strength mods)
& 40 mastercraft arrows or a mastercraft long sword
World Notes
- Durraloy was never invented
- Most weird creatures from the old time line do not exist
- It has been generally assumed that CONDOR became sentient and
decided that mankind was the enemy. Somehow it caused the
telecommunications glitch and in the ensuing panic instructed the subs
to fire their missiles. With little to no communications
available, no one knew what was going on until it was too late.
No one knows how CONDOR because sentient… or why it wants to kill
mankind. Since the apocalypse, CONDOR either developed new
technologies, or found the information somewhere that it used to
further it’s cause; cloning factories, metallurgy, advanced robotics,
energy weapons, specialized fields (antigrav, force fields)… all these
things were new to the world.
Starting Equipment
Weapons (batteries not included, with the exception of #4)
- (Roger) Maser Rifle –
4D10, +5 thac, 100m short range, 2 shots/round (requires full action),
8 charges, 3kg
- (Bruce) Energy Mace –
d6+4d10 electrical, +5 thac, 1 charge/round, 4 charges, 1kg. Only
expends charge when hits.
- (Michelle) 4 high
explosive grenades – 4d8 in 40m radius. UV laser pistol – 3d8, +3
thac, 30m short range, 1 shot/round, 6 charges, 1kg.
- (Ron) Sub-dermal head
mounted FIR lasers (x2) – d8, +5thac, 80m short, 3 shots/2 rounds, 5+CN
charges. Can shoot either 1 or both at 1 target (each 1 fired
uses 1 charge). Uses body as fuel source to charge internal
battery. Recover charges at 1/hour.
- (Doug) Vibro dagger –
3d6, +6 thac, 1 charge/3 rounds, 6 charges, .5kg. IR laser pistol
– 3d6, +3 thac, 20m short range, 1 shot/round, 8 charges, 2kg.
Special Equipment
- (Bruce) Invisibility
Shield - Has an internal battery that can be recharged. Battery
holds 10 charges. Once a charge is expended, it is gone.
One charge renders one human sized person invisible to the naked eye
and regular light scanning devices for one hour. It can be
toggled on and off during the hour.
- (Doug) Force field
generator - Has internal battery that can be recharged. Battery
holds 4 charges. Once a charge is expended, it is gone. One
charge gives one human sized person a regenerating 25hp force field (2
hp/round) for 10 minutes. Air is captured in the unit as part of
the expenditure of the charge. The field is transparent.
- Energy detector - This hand held detector has a range of
20m. It has a small viewscreen that will show electrical fields,
force fields, and pressor beam fields. This is solar powered (has
rechargeable internal battery for night use).
- (Roger) Remote hand -
This metal glove has a control panel with many buttons and an
electronic readout. When activated, it allows the wielder to
grasp and manipulate objects at a distance using projected force
fields. The range is 15 m and has a PS of 10. The DX is
that of the wielder. The glove will only work with if there is an
unobstructed line of sight. It doesn't work through any solid matter
(walls, glass, curtains, etc) or other force fields.
- (Ron) Camouflage
Unit- Has internal battery that can be recharged. Battery
holds 10 charges. Once a charge is expended, it is gone.
One charge will allow one human sized person to appear as though they
were part of what they are standing in front of. This item only
works when the person is within .5m of a wall or crawling along the
ground. If a viewer is within 5m, this unit adds 10 to a persons
hide ability. If the viewer of further than 5m away, the unit
adds 20 to the person’s hide ability. This is usable against the
naked eye and regular light scanning devices. Once charge lasts
for 3 hours. It can be toggled on and off during the hour.
- (Mich) Float Belt Has
internal battery that can be recharged. Battery holds 5
charges. Once a charge is expended, it is gone. One charge
gives one human sized person (up to 200kg) the ability to float in the
air for 20 mins. Without any means of propulsion, they will
slowly decend to the ground. If a means of locomotion is
available (being pulled, or moving along a wall), the person can move
horizontally or vertically as the want.
General Equipment
- (Mich) Hydrogen Cell
- (Ron) Universal locator -
will give location down to the m of the location on the earth.
Will give building info if there is (was) one in the current
location. Will give height above ground or depth below ground
relative to ground level and sea level.
- Medikit - fully charged d12 kit
- Universal Adhesive - 10 applications - will bond anything to
anything else at the molecular level. Strength of the bond is
that of the material. 1 application covers 1 4cm square area.
- (Doug) Universal solvent
- 10 applications - will dissolve any form of matter. 1
application will dissolve up to .5 litre worth of matter.
- (Roger) Binocs - Infinite
magnification (not useful at really long distances unless the binocs
are on a stand). Solar charged.
- (Bruce) Minibrace - .5 m
2kg pole. Can extend up to 4m and has umbrella like end (for
placing on floor or wall). When set, will prevent up movement of
up to 1000kg worth of weight.
Genral Equipment 2
- (Michelle) Stimulant -
con – add 20% max HP for 1 hours + 20% of max HP for 2 hours
- (Roger) Healing stick –
10 hp
- (Bruce) Enhanced Healing
stick – 20 hp
- (Ron) Liquid Speed –
always get initiative – 4 hours
Starting Enhancements
Your Character Mod
Members of special ops teams always receive the best
technology retrieved from raids. Sometimes it’s weapons and
sometimes it’s a special science package – but it all gets equally
distributed amongst the special ops teams.
Some time ago, a raid on a research laboratory
resulted in the following science package being discovered.
People who had not yet received an enhancement drew lots and you were
the winner.
Healing Systems - Michelle - Senga -
Enforcer
Muscular & Skeletal - Ron -
Czin - Scout
Vision & Hearing - Roger -
Strider - Scout
Combat Aug - Doug - Shitake - Esper
Skinweave - Bruce - Dunkin - Examiner
Healing Systems
This science package simply contains a nana bot delivery system.
These particular nano bots work with and enhance the users immune and
repair systems. The nano bots are initially injected into the
body with a syringe. Using basic elements and compounds found
naturally in the body, they replicate themselves until they reach an
“ideal” number which is based on the size and weight of the
individual. As they are replicating, they learn the unique
physiology of the user and customize themselves to that user.
This takes about ones days time during which the user feels extremely
hungry and somewhat tired. After the one day of replication and
acclimatization, the nano bots become fully functional. Since
they are specifically tailored to work in the users body, they cannot
be transferred to another person. If any leave the body, via a
wound for instance, they quickly deactivate and then disintegrate in a
very short time.
The benefits of the Healing System are as follows:
- Radiation affects you as though it is 5 intensities lower
- Poison affects you as though it is 5 intensities lower
- Tissue repair is enhanced so that you recover 1 point of damage
every 5 minutes. The nanobots will repair up to CN hours worth of
damage. If they hit this limit, they will shut down for one full
day and will not restart repair until a very large and varied meal has
been eaten. Regardless of whether the CN limit has been reached,
the user will find themselves to be more hungry than usual and prone to
snacking. This does not have to interfere with game play, the
character will simply have learned to carry more food and eat more
often when the nano bots are active.
Muscular & Skeletal
Enhancement Systems
This science package is comprised of a single deployment unit that
contains a medical computer and materials bay. This package
requires the use of a medium sized medical scanner, which is not
included with the package. Once the medical computer is connected
to the scanner, it starts to take detailed readings of the users body.
Once the scans have been completed and analyzed, the materials bay is
placed at the base of the neck on the users back. The packages’
computer then begins sending out guided micro filaments into the users
body. During the first hour of installation, these filaments are
added to existing muscle tissues, which will allow the user to react
faster and with more precision, while at the same time allowing them to
perform better under strain. The next 2 hours are used to add
filaments to existing bone tissues, allowing them to carry a much
larger load. During the last 15 minutes of installation, certain
paths in the brain are modified to carry signals to the enhanced
muscles much faster than is normally possible. The package cannot
be removed during installation – doing so could seriously harm and even
kill the user.
The benefits of the M&S Enhancement systems are as follows:
- +10 STR
- +6 DEX
- +4 CON (enforcer hp bonuses are retroactively added up to 2
levels back)
Vision & Hearing Enhancement
Systems
This science package contains a nano bot delivery system that delivers
“one time use” nano bots along with all the materials they require to
enhance a users vision and hearing. The nanobots are delivered
via syringe in three separate injections each no less than 3 and no
more than 4 hours apart. Once in the body, the nanobots will
begin building specialized sensing equipment in one of the users
eyeballs and a sound discriminating computer just behind the users ear
along the inside of the skull. The installation of the visual
sensing equipment renders that eye essentially blind since the sensing
equipment is physically in front of the rods and cones that the user
normally uses to see with. The nanobots attach the visual sensing
equipment to the users brain overriding the old signal coming in from
that eye. The sound discriminating computer is also attached to
the users brain and is used to enhance the users ability to hear.
The benefits of the V&H Enhancement Systems are as follows
- When not actively in use, the user has regular 20/20 binocular
vision (normal mode).
- In monocular mode, the user can flip through the following ranges
and produce an understandable image: normal, UV, IR, FIR, radio, sonar,
radar, magnetic, electric (can see the fields created by moving
electrons), sound and gravity. This mode can detect anything
within 30m and has a maximum effective range of 200m with only the
strongest sources being able to be detected at that range.
- The user can superimpose color coded traits over normal
vision. These color traits are based on the field strength and
can be set as gradients (gradient mode) or only field that pass a
certain threshold (threshold mode).
- In monocular sensing mode, the user can see into stone up to a
depth of .75m, or into hard & soft metals up to about .5m.
The user can see into wood and earth up to 2m. This mode has an outer
limit of 5m.
- Changing modes does not require a game action, but does require
active thought. The user can change modes once per round and can
move through 2 ranges once per round.
- Vision enhancement does not extend the distance a person is able
to see.
- When not actively in use, the user has normal hearing.
- When sound computer is activated the user can hear into the
subsonic and supersonic ranges.
- Unlike the vision system, this enhancement decreases the minimum
audible db level by a factor of 100.
Note: There is no perception increase as a result of installing this
Enhancement. When activated, the vision systems do not give a
perception increase. When activated, the hearing systems give a
+8 perception increase.
Combat Augmentation
This science package is a head mounted scanning and imprinting
device. Essentially, it is a helmet that when worn will imprint a
given knowledge set or skill set onto its wearer. These devices are
“one use only” and render themselves useless after the imprinting has
completed. To initiate the imprinting, the helmet is placed over
the users head and a visor is lowered to completely cover the users
eyes. Images are shown on the screen and the unit keeps track of
how the information is processed and stored by the brain. When
the scanning phase is complete, the unit artificially activates the
areas of the brain to store new information as though it was being
learned by the user. These new “memories” are permanent and can
be remembered as though they really happened. They will fade over
time, as do normal memories. Time to imprint depends on what is
being imprinted.
This particular helmet was set up to imprint a Combat Augmentation
skill set. This skill set requires the helmet to be worn for 2
hours in order for full imprinting to occur. The skills learned
by the user are as follows:
- Open handed damage is d10+d8+str. Also can do same damage
with feet, elbows, knees, etc.
- When using open handed attacks, you are able to exploit weakness
in your opponent’s defenses, allowing you on a critical hit (natural
20), double damage on a 14, triple damage on a 18 and quadruple damage
on a 22 (roll modified by GH # as usual).
Skinweave Augmentation
This science package is comprised of a single deployment unit that
contains a medical computer and materials bay. The medical
computer simply takes dermal scans of the user. Once the scans
have been completed and analyzed, the materials bay is placed on the
users stomach. The packages’ computer then begins sending out
guided microfilaments into and through the living dermal layer of the
users body. These microfilaments are a carbonate fibre and are
actually woven together covering 100% of the surface area of the
body. The entire process takes 12 hours to complete and there
will be slight discoloration of the skin due to bruising. The
bruising will disappear within one week of installation, leaving no
outward indication of the augmentation.
The benefits of this augmentation are as follows:
- Radiation affects you as though it is 5 intensities lower
- Contact poison affects you as though it is 2 intensities lower
- All smashing, cutting and piercing damage received from exterior
wounds is reduced by 5 points (to a minimum of 1) per hit