Bastion Sneak Peek: Cadre Robot Hunter OCC

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Bastion Sneak Peek: Cadre Robot Hunter OCC

Unread post by Guy_LeDouche »

I'm plugging away at the Bastion write up; 20+ pages and counting. The board has been pretty slow, so I thought I would throw up a little sneak peek at what I've been working on.

The OCC is complete, the equipment and a few items are a little vague because they are still being tweaked and ironed out. It should still give a good idea of what's coming.

As always, constructive criticism and feedback are always welcome. Enjoy and interested in what the board thinks.

The Bastion

“In the final days of the Great Purge, humanity was forced to make a last, desperate stand and the Bastion was created. Guess we all know how it turned out.”

Tales and rumors of The Bastion have been around as long as anyone in the Resistance can remember. These stories vary wildly from one version to the next: some claim that the Bastion holds the cure of the nanoplague. Others that the Bastion houses an AI rival of N.E.X.U.S. herself and the two are locked in a decades long power struggle. Still others insist the Bastion is little more than a humble myth, wishful thinking or a simple tale told for amusement. Even the most learned scholars and historians disagree on the true nature of the Bastion and its inhabitants.

What is generally accepted as factual is the little information gleaned from various historical sources. According to the few known records, the Bastion once housed to the greatest military and civilian minds of the Great Purge. While the designs and specifics have never been discovered, it is known that the Bastion was outfitted with all manner of amazing technology. Cloistered in its safety, the best and brightest of humanity were able to work, experiment, and exchange ideas. Beyond this scant information, the Resistance hasn’t been able to find any other data or records regarding the project or its populace. The Bastion and its inhabitants would simply fade into the history of bygone days, if it weren’t for an area dubbed by the Resistance as the “N.E.X.U.S. Siege Zone”.

An expansive area located several miles from a nearby ocean, the Siege Zone has been completely circled by N.E.X.U.S. forces for as long as anyone has known. Legend states that the Bastion is located somewhere within the Siege Zone. The Machine’s obvious interest in the area adds additional weight to the legend and has caused many to reconsider the old Bastion folklore. While considered to be comparable to suicide, a few individuals have been lucky, brave, or daring enough to enter the Siege Zone and return. These adventurers tell of numerous low, square buildings resembling large warehouses. The Zone itself appears almost completely decimated and consists of little more than impact craters, ravaged foliage, spent ammunition casings, and other signs of intense combat. Much of the landscape has been nearly flattened from long term firefights. The debris of Machine forces are scattered across the entire area; in some places, destroyed Machine troops are literally piling up on each other. More baffling are the multiple accounts of beings attacking N.E.X.U.S. forces with advanced technology, military grade vehicles, and even what appear to be robotic troops. Who this faction is or where they originate from is completely unknown. As far as anyone knows, no one has been successful in establishing any type of contact and no House or group claims to have troops in the Bastion.

Along with the Siege Zone, stories about beings claiming to be from the Bastion have always been around. Much like the Bastion itself, these stories are usually considered to be little more than folk or tall tales; filled with such outlandish details that they are dismissed as wild exaggerations. If these stories were to be believed, Bastion dwellers look human, yet they are able to safely handle metals. Others claim they are robots, yet they exhibit ingenuity, abstract thinking, and emotional responses that clearly indicate a human presence. And the most outrageous claims are that the Bastion is home to magic wielding sorcerers, able to hurl energy bolts from their bare hands and create items and objects out of thin air.

In the last few years, these encounters have become more and more frequent, often from high ranking individuals with reputations above reproach. Marked with clear details and sometimes corroborating evidence, the stories of the Bastion dwellers are becoming harder and harder to dismiss as mere tall tales. Clearly, something is stirring in the place known as the Bastion; something ready to makes its presence known.
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Re: Bastion Sneak Peek: Cadre Robot Hunter OCC

Unread post by Guy_LeDouche »

Cadre Robot Hunter

“80% of candidates wash out in less then six weeks; there’s far more to it than simply pulling a trigger. Anyone can shoot at robots. Like any predator, we must study our prey.”

The Robot Hunters are a growing elite group within the Cadre that have become specialists at combating the drones and robots of N.E.X.U.S. Using their mechanical aptitude and in-depth understanding of robotics and Artificial Intelligence, Robot Hunters are experts at tracking, countering, and destroying robots of all kinds. Though vastly outnumbered and outgunned, these men and women have sworn to hunt the robots into extinction and reclaim the world for humanity. Among the Cadre, Robot Hunters fill a prestigious role as both elite soldiers and far-ranging hunters who spend days and weeks at a time on the surface, wiping out as many robots as they can before returning home.

A special breed of soldier, Robot Hunters combine brains and firepower into a deadly package. Hunters are notoriously cunning and resourceful soldiers who specialty is technological combat and tactics. Training for Robot Hunters is intensive and as much mental as it is physical; candidates have to be physically fit and intellectually sharp. All are trained as much in robotics and AI theory as they are in countermeasures, sabotage, surgical strikes, and hit and run operations.

Skilled in warfare, a Hunters greatest asset is their prodigious knowledge of their mechanical foes. Hunters constantly study their “prey” to learn the strengths and weaknesses of every type of robot they can observe. Physical designs, weight, speed, blind spots, weapon and ammunition requirements, and mechanical deficiencies are all rigorously studied and used to combat robot antagonists. When combined with their daring, this knowledge gives them a unique insight and an edge in combat. Most can anticipate and outthink robot constructs, taking advantage of known weaknesses and programming limitations. The depth of their study and experience gives them a feel for strategy and tactics against robots that is arguably unsurpassed elsewhere.

In combat, Robot Hunters prefer to strike with precision; no wasted movement, no unintended sound or energy blast. Their preferred weapons combine both accuracy and power and attacks come hard and fast. Away from combat, most Hunters are passionate technophiles and spend much of their free time studying computers, robotics, artificial intelligences and other mechanical statistics.

Cadre Robot Hunters O.C.C.
Alignment: Any, although many lean toward Anarchist.
Attribute Requirements: I.Q. and M.E. of 12 or higher. A good P.S. and P.P. are always helpful, but not mandatory.
O.C.C. Skills:
    Literacy (+30%)
    Math: Basic (+15%)
    Math: Advanced (+10%)
    Basic Electronics (+10%)
    General Repair & Maintenance (+15%)
    Computer Operation (+20%)
    Radio: Basic (+10%)
    Surveillance Systems (+10%)
    Find Contraband (+10%)
    Demolitions (+20%)
    Demolitions Disposal (+20%)
    Camouflage (+20%)
    Climbing (+10%)
    Land Navigation (+16%)
    Lore: Robots and N.E.X.U.S. (+30%)
    Sniper
    Tracking (+30%, Robots only)
    Wilderness Survival (+20%)
    W.P. Knife
    W.P. Energy Rifle
    W.P. Heavy Energy
    W.P. Two Modern skills of choice.
Hand to Hand: Expert can be changed to Martial Arts or Assassin (if evil) at the cost of one "other" skill.

O.C.C. Related Skills: Select two other skills from the list below at levels 1, 3, 6, 10 and 14. All new skills start at first level proficiency.
    Communications: Any (+10%)
    Cowboy: None
    Domestic: Any
    Electrical: Any
    Espionage: Escape Artist only.
    Mechanical: Any (+5%)
    Medical: First Aid only.
    Military: Any (+5%)
    Physical: Any, except Gymnastics and Wrestling.
    Pilot: Any (+10%)
    Pilot Related: Any (+10%)
    Rogue: Any
    Science: Any (+5%)
    Technical: Any (+10%)
    W.P.: Any, but prefer modem, high-tech weapons
    Wilderness: Any

Secondary Skills: Choose a total of four Secondary Skills from the previous list. They are limited by the categories listed, but do not receive any of the bonuses listed in parentheses. These are additional areas of knowledge and start at the first level of proficiency.

Special Robot Hunter Skills:
1. Robotics Knowledge:
All Hunters have an in-depth understanding of the design, function and military use of N.E.X.U.S. robots and drones. The character likely knows various robots’ maximum capabilities, limitations, strengths and weaknesses — i.e. depth tolerance underwater, speed, any difficulty in handling a particular type of terrain, ammunition capacity/payload, power source and any features that might be vulnerable: exterior conduits, cables, exposed or weak joints, design flaws, and similar things. They are also able to make at least an educated guess on foreign and alien robots but at a -35% skill.

At a glance, the character is able to assess damage, wear, electrical or mechanical problems. They also know how a particular robot or group of robots is typically deployed and used in combat, what other mechanized units or troops may be used in conjunction with it, what type of operations it is normally assigned to, means of transportation, and similar.

Important Note: This statistical knowledge is not the same as genuine engineering knowledge and abilities. The character may know that destroying a sensor pod will blind the robots electronics, or that a damage to a specific joint will impair the machine, but he cannot cross wires, disconnect a power supply, and similar highly skilled acts without the proper Robot Engineering skills.

Base Skill: 54% +3% per level of experience. A successful roll means the character is able to use the bonuses provided by the “Robot Combat” and "Robot Slayer" skills detailed below. Additionally, the character remembers details and pertinent data about known, "common" robots; information that may be valuable in avoiding, combating, or destroying robot. A failed roll means that the character makes a mistake, misjudges or, in the heat of the moment, forgets one or more important details or facts. Special Bonus: Adds a +5% to the following skills: Robot Electronics, Robot Mechanics, Weapon Systems and Computer Repair. Penalties: -35% when dealing with uncommon robots and -40% to evaluate, understand and operate extremely rare, alien or never before seen robots.

2. Robot Combat: On a successful “Robotics Knowledge” roll, the character is able to accurately guess and predict the actions and tactics of their mechanical enemies. The character effectively knows what their enemy is going to do before they do it. Initially, the Hunter receives the following bonuses against one primary robotic opponent per melee round (player’s choice). This number increases by an additional opponent for every other level of experience starting at 3rd (two opponents at 3rd, three at 5th, etc.) Note: These bonuses only apply against robotic foes, not organic beings, power armor, cyborgs, etc.
    • The Robotic opponent(s) are -3 to strike, parry and dodge the Hunter’s attacks, and lose 2 melee attacks/actions trying to compensate for the Hunter’s skills and awareness.
    • +6 initiative
    • +2 attacks/actions per round.
    • +3 to strike, parry, and dodge.
    • +4 to “Automatic” dodge
    • Triple damage against robots when a "natural," unmodified 18, 19 or 20 is rolled.


3. Robot Slayer: Robot Hunters are experts at finding and exploiting the various weaknesses of robots. Given time, the character can study a robot and determine the best way to inflict maximum damage in a single attack. If the character is able to observe an opponent for three full melee rounds (no other actions possible) they may make a "Robotics Knowledge" skill roll. If successful, the Hunter gains a damage bonus on all attacks for one round equal to their Robotics Knowledge skill percentage. After this round, the character’s concentration and focus are broken. Once broken, the Hunter must again take 3 rounds to restudy the target.

4. Cadre Training: The Robot Hunter has the added benefit of receiving additional training from the Cadre. At 3rd, 6th, and 9th level, the Robot Hunter may choose one of the following additional Cadre abilities: Advanced Aim, Advanced Weaponry, Advanced Armor, Burst Fire, Dodge, Double Tap, Far Shot, Precision Shot, Quick Draw, Quick Reload, Ricochet, Stealth, and Wilderness Guide.

5. O.C.C. Bonuses and Modifiers: +2D6 to S.D.C., +1D4 to M.E. and +1 to P.P., Impervious to Horror Factor when involving robots or similar mechanical looking opponents.

6. Genetic and Nanotech Modifications: Any

Standard Equipment: "Stalker" or similar body armor, light environmental contamination suit (10.M.D.C.), at least one Disrupter energy weapon, one weapon for each W.P. and four complete reloads for each, 1D4+1 explosive charges of various sizes, 2D4+2 grenades of various types, two smoke grenades, two flares, survival knife, distancing binoculars, medical kit, utility belt, uniform, dress uniform, combat boots, canteen, and an additional non-energy weapon of choice.

Equipment Available Upon Assignment: Any type of body armor, grenades, access to heavier explosives if demolitions is a known skill and necessary for the mission, any types of weapon, extra ammunition, optical enhancements, camera or surveillance equipment, and food rations for weeks. Non-regulation weapons, armor, equipment and vehicles may also be issued, mainly for the purpose of disguise and infiltration. In addition, the character has access to most Bastion facilities. The exact type of equipment will depend on the mission, the commanding officer and availability of items at the Bastion or any outposts. Robot Hunters are considered an elite class of soldier and typically have medium to high levels security clearance. Experienced and trusted veterans will have top clearance.

SAMPLE WEAPONS AND EQUIPMENT:

Typical Bastion Containment Armor
M.D.C. by location:

    Main Body-400
    Arms (2)-150
    Legs (2)-200
    Head-250 (Requires a called shot at -3 penalty.)
Physical Strength: 50, considered Robotic/Splicer strength
Speed: Running: 150mph. Leaping: 25 feet high or across. Jet assist to 100 feet high or 200 feet across.
Bonuses: +1 attack/actions per melee round, +2 initiative, +1 to strike, parry, and dodge.
Environmental Protection: The suit is an entirely self-contained environment for the wearer. While wearing the suit, a character is 100% safe from outside pathogens, including the nanoplague. There is little fear of a “leak” until the M.D.C. of the suit is reduced by 80%. Most characters will wear an additional lightweight containment suit underneath.
Weaponry: The standard armor comes unarmed, but may have weaponry or accessories installed.

Disrupter Weapons: Disrupters are energy weapons unique to the Bastion. Disrupter weapons literally rupture the atomic bonds that hold the molecules in compounds together. The damage is incredible as even the toughest alloy is split like wet tissue paper. Unfortunately, as powerful as the weapons are, they are completely ineffective against pure metals or materials; a Disrupter will make short work of the strongest of alloys only to be rendered completely useless by even the thinnest sheet of pure lead or aluminum. Additionally, Disrupter weapons cause no damage against force fields or similar immaterial barriers. Disrupter weapons inflict both S.D.C. and M.D.C., depending on the nature of the target.

Shimmer Grenade: Shimmer grenades are used as a deterrent and screen, preventing lasers from being fired in its area of effect. Composed of a dense layer of artificial crystals around an explosive central detonator core, shimmer grenades explode into a cloud of smoke and sparkling reflective particles. The smoke and particles redirect and diffuse laser light shot at or through the cloud. One grenade covers a roughly 20 foot radius. The cloud and particles remain for 1d3+6 rounds and in windy conditions for 1d3+1 rounds. Targets within the cloud are unaffected by lasers or similar light-based attacks. Normal visibility in the cloud is limited to roughly 5 feet. Targets within 5 feet have only half the usual bonuses to strike, parry, and dodge. Targets beyond 5 feet receive no bonuses (straight roll of the die) and have almost total concealment.

Nanotech Implant-Fear Diffuser: The Fear Diffuser is one of the most common nanotech implants used by the Cadre. The Diffuser implant acts to dull certain electric impulses in the brain arising from danger situations, in effect controlling and diffusing fear and terror. Characters with the implant are barely frightened or disturbed, allowing them to operate in combat more effectively. Even if intellectually realizing they are in grave danger or facing a terrible monster or situation, the character is still able to think and act clearly. The Diffuser grants a +1 bonus to Initiative rolls, and a +4 bonus to saves vs. Horror Factor, panic, or similar.
Last edited by Guy_LeDouche on Sun Dec 09, 2012 3:56 am, edited 1 time in total.
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Re: Bastion Sneak Peek: Cadre Robot Hunter OCC

Unread post by Blindscout »

Keep up the good work, Guy! :ok:
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Re: Bastion Sneak Peek: Cadre Robot Hunter OCC

Unread post by Shark_Force »

awesome write-up, these guys are looking to be pretty interesting :)

i presume they're going to have some sort of explanation as to why the plague doesn't work on them... i'm sure you're keeping that one for later, though ;) (although at present, my money is on them having their own nanobots to fight the plague off).

that said, i compulsively proofread. no offense :P

you have two different modifiers for the same situation in robotics knowledge. in the main body of the skill, "They are also able to make at least an educated guess on foreign and alien robots but at a -35% skill.", but then, later on, you have: "Penalties: -25% when dealing with uncommon robots and -40% to evaluate, understand and Operate extremely rare, alien or never before seen robots."
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Re: Bastion Sneak Peek: Cadre Robot Hunter OCC

Unread post by Guy_LeDouche »

Shark_Force wrote:awesome write-up, these guys are looking to be pretty interesting :)

i presume they're going to have some sort of explanation as to why the plague doesn't work on them... i'm sure you're keeping that one for later, though ;) (although at present, my money is on them having their own nanobots to fight the plague off).


Yes, got it covered. I didn't want to give everything away just yet.

Shark_Force wrote:that said, i compulsively proofread. no offense :P


Proof read away; an extra pair of eyes is always welcome. Normally, I'll print a hard copy and look it over first. Amazing how many things you see on paper and miss on the PC. In this case, bypassed that step before I posted.

I made some edits based on what you found. Thank you!
Fairy tales begin with "Once upon a time". Southern fairy tales begin with "Y'all ain't gonna believe this s**t!!"

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Re: Bastion Sneak Peek: Cadre Robot Hunter OCC

Unread post by Ziggurat the Eternal »

pulled me out of the lurking abyss. good on ya.
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Re: Bastion Sneak Peek: Cadre Robot Hunter OCC

Unread post by Guy_LeDouche »

Ziggurat the Eternal wrote:pulled me out of the lurking abyss. good on ya.


Zig, hooray!! Too long absent from the boards.

I'm plugging away. The "fluff" text about the Bastion's backgrounds, groups, NPCs, etc. is done and I'm stating out the various types of modifications now. From there, it will be the rules and details regarding the "super tech" they have at their disposal.

The OCCs will be last. And then flood the boards with it. For some reason, (personal gripe here), the Rifter is anti LeDouche-verse, despite my best efforts. :x
Fairy tales begin with "Once upon a time". Southern fairy tales begin with "Y'all ain't gonna believe this s**t!!"

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Re: Bastion Sneak Peek: Cadre Robot Hunter OCC

Unread post by Blindscout »

Count me as waiting anxiously. :D
Guy_LeDouche wrote:Any experiment of any kind that starts with "hold my beer" should make the property owner immune to frivolous lawsuits.

Mack wrote:Oh, and if the POTUS evey gave me a nuke, I think I'd aim it at Bieber.


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--...-L-[]IIII[]-
.^._.^.-===-
()_) ()_)-o-)_)

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Re: Bastion Sneak Peek: Cadre Robot Hunter OCC

Unread post by Ziggurat the Eternal »

Blindscout wrote:Count me as waiting anxiously. :D

Same
Balabanto wrote:Well, something called The Devastator should Devastate things. 1d6x10 couldn't devastate your mother in Rifts.

amodernheathen wrote:If, in one posting, I can increase the hellish chaos of even a single planet seven-fold, then I believe that I have done my duty as a Game Master to the widows and orphans of that world. By increasing their number. Drastically.
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Re: Bastion Sneak Peek: Cadre Robot Hunter OCC

Unread post by Guy_LeDouche »

Blindscout wrote:Count me as waiting anxiously. :D


Ziggurat the Eternal wrote:
Blindscout wrote:Count me as waiting anxiously. :D

Same


Thanks guys. I took a break for Christmas (which was awesome) and will jumping back in this evening. I'm ALMOST finished with the "Nanite Modifications" for the OCCs. From there, it will be to the equipment, OCCs, and ironing out the rules for Nanonite use.
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Re: Bastion Sneak Peek: Cadre Robot Hunter OCC

Unread post by Aramanthus »

Very nice concept. I like it.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

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