Friday, June 12, 2015

E.B.S.I.S. O.C.C.: Spetsnaz спецназ

Spetsnaz, the umbrella name for Soviet "Special Purpose Forces" (abbreviation for Войска специального назначения, tr. Voyska spetsialnogo naznacheniya), roughly equivalent to the RDF's Military Specialist or SC's Recon Escort Patrol.  With one of the most grueling training programs in the world, injuries (and even the occasional death), are commonplace among the trainees selected for this elite unit.  Graduates are some of the most versatile soldiers around, seemingly able to absorb pain w/o effect and survive in the most inhospitable conditions.

Depending on their specialty, the E.B.S.I.S. use these troops for sniper teams, intelligence gathering, forward observation,sabotage, hostage recovery or effectively any operation where it would require skills above and beyond a traditional soldier.*  Mecha piloting skills are available to Spetsnaz as the large, powerful vehicles are excellent for 'clearing' campaigns as well as recovery operations of enemy (iow RDF/SC/Zen) mecha. RDF Destroid/SC Battloid piloting/combat can be taken at the cost of two 'other' skills ea. 
*Note: the Infiltration Operative in 'Strike Force' is similar to a Spetsnaz soldier except they are under the Political Office (KGB) while Spetsnaz are under the military (GRU).

S.D.C.: Base 35
Attribute Requirements: I.Q. 10, P.E. 10
O.C.C. Skills:
Intelligence (+ 20%)
Detect Ambush (+10)
Detect Concealment (+10)
W.P. Auto Pistol (Macross & S.C. Era)
W.P. Semi and Fully Automatic Rifle (Macross Era)
W.P. Laser Pistol (S.C. Era)
W.P. Laser Rifle (S.C. Era)
Hand to Hand Martial Arts
Other Skills: Select 18 other skills; at least 4 must be espionage, 2 -
physical, and 2 additional W.P.
Communications: Any
Domestic: Any
Electrical: Basic Electronics only
Espionage: Any (+ 15%)
Mechanical: Auto or Aircraft Mechanics only
Medical: First Aid or Paramedic only ( + 5%)
Physical: Any (+ 10% on any skill percentages, like prowl)
Pilot: Any (Mecha as noted above)
Pilot Related: Any
Science: Mathematics basic
Technology: Any; including demolitions, + 15% on Demo
W.P.: Any (Macross era: Energy weapons at a cost of 2 'Other' skills)

Standard Equipment (Macross Era): Semi-auto handgun w/ 2 magazines,  AK series rifle rifle w/ 2D6 magazines, 4 camo uniforms, 2 camo caps, boonie cap, helmet, binoculars, flashlight, bayonet style knife, canteen,web gear w/ pouches, back pack.Mecha teams will have a regularly assigned Destroid/Battloid.

 Heavy weapons/explosives,Mecha,  firearms, body armor,various uniforms, and optical/surveillance equipment are often issued upon assignment.  Energy weapons are rarely available.
Standard Equipment (Southern Cross):
Same as above except substitute NM-30 Pulse Rifle for AK series rifle and add E.B.S.I.S. Field Plate Armor.



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Wednesday, June 10, 2015

PFRPG 1st Ed Campaign: The Temple of the Eldren

Continuing the adventure from here

The hermit had told the group about a cave that would offer clues as to the nature of our quest.  Locating the entrance, it initially looks to be a natural cavern but further investigation leads the party into an area that had been intricately designed and older than any of them had ever seen before.  A series of traps and puzzles confounded the party for a time but they were eventually able to overcome them discovering some clues as to its builders and a prophesy of doom to come.  Soon a battle ensued against the recent inhabitants of the temple, a magic-user of some sort and a few inexperienced fighters, who were quickly dispatched.  Further exploration discovered the fact that the building was in fact a temple of an ancient race, previously unheard of,  known as the Eldren, destroyed during the Great Battle against the Old Ones. Some of the temple was inaccessible, reacting strongly to several attempts to penetrate deeper.  Much gold and several magical items were recovered. One item being a sentient sword created by the Eldren known as Ahn-Sehm (Servant of Sehm) that was assembled from pieces discovered in the temple. The sword, a sarcastic creature, became bonded to Frederick the Cleric.


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Monday, June 8, 2015

E.B.S.I.S. O.C.C: Battloid Pilot (водитель робот)

The cream of the Soviet armor corps is the Battloid Pilot (водитель робот: voditel' robot) These highly trained and dedicated individuals are taken from the top soldiers of the conventional tank brigades and schooled in the operation and tactics of the giant war machines that dominate the modern battlefield.
Macross Era:  Soviet designed mecha are still in their infancy so a Macross Era battloid pilot is as likely to be trained on former RDF mecha as an E.B.S.I.S. battloid in the early years but the RDF/Zen. mecha become less common as the years go by.  Only a few pilot the rare VF battloids or modified Zentraedi Battlepods.(G.M. may opt to allow Pilot:Veritech/Mecha Combat Veritech (Battloid Mode Only and/or Pilot/Mecha Combat Zen. Battlepod at costs of 2 'Other' Skills ea.)

Southern Cross Era:  Only a few RDF/ Zen mecha remain in the Soviet arsenal and even most of the T-99's are gone w/ only a few dozen remaining.  The Soldier, Juggernaut, and Destroyer Battloids are the norm.

S.D.C.: Base 30
Attribute Requirements: I.Q. 9; high P.P. and P.S. is preferred, but not a prerequisite.
O.C.C. Skills:
Pilot Tank (+ 10%)
*Pilot Mecha: E.B.S.I.S. Battloids (+ 20%)
*Mecha Combat: E.B.S.I.S Battloid
Weapon Systems (+15%)
**Hand to Hand: Expert
W.P. Semi & Fully Automatic Rifle (Macross)
W.P. Energy Rifle (Southern Cross)
* Additional Mecha pilot and combat can be chosen under 'Other' skills. Limited to RDF Destroids.
** This can be upgraded to Martial Arts at the cost of one 'Other' Skill.

Other Skills: Select 14 other skills; 2 must be additional Pilot skills.
Communications: Radio skills only
Domestic: Any
Electrical: Basic Electronics only
Espionage: Detect Ambush, Detect Concealement, Land Navigation only (+5%)
Mechanical: Auto mechanics only (+5%)
Medical: First Aid only
Physical: Any
Pilot:  Ground vehicles, Mecha, boats only. (+15% land vehicles)
Pilot Related: Any (+ 20%)
Science: Mathematics; basic only
Technology: Computers skills only
W.P.: Any (Energy Weapons NOT available in Macross Era)
Standard Equipment (Macross):

One, regularly assigned Battloid, 4 sets camo uniforms, 2 field caps, helmet, binoculars, food rations (two weeks), firstaid kit, 3 signal flares, canteen, 2 gallons of water stored and cooled in the Mecha, sleeping bag, flashlight, AK series rifle, 2D4 magazines, Survival knife, web gear w/ pouches, back pack.
Heavy weapons/explosives, firearms, body armor, and optical gear are often issued upon assignment.  Energy weapons are NOT available.
Standard Equipment (Southern Cross):
Same as above except substitute NM-30 Pulse Rifle for AK series rifle and add E.B.S.I.S. Field Plate Armor.





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Sunday, June 7, 2015

PFRPG 1st Ed Campaign: The Woods (enter Strongbow)

The GM ran a few sessions to acclimatize new players into the system.  I was not present but what occured was that the group formed and explored a cabin that turned out to be the recently abandoned lair of an evil witch.  Clues were discovered as to the whereabouts. 

The Woods (enter Strongbow)
Following the map discovered in the hut, the party traveled through the northern Timiro woods, on the way enlisting the aid of an Elvish Longbowman to bolster their firepower.  They soon encountered a mad hermit who managed to slip a drug into their food while rambling on about the evil witch they are attempting to locate.  Upon awakening in the morning, they found the desiccated corpse of the hermit, looking as if he’d been dead a hundred years.  The body had a tattoo of a strange and unknown (at least to the party) symbol:
palladium map photo TimiroKingdom.jpg

Palladium Fantasy 1st Ed. Campaign: The Ancient Dread


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