Lancer: Dustgrave

From RPGnet
Jump to: navigation, search

Lancer: Dustgrave[edit]

SZtim9.jpg


Links[edit]

Recruitment
OOC
IC

The Setting[edit]

Far from Union's core space is a mining world, owned and operated by IPS-Northstar. Havelburg.

Once a warm and vibrant world, with lush jungles and verdant fauna; in the last ten years, temperatures have dropped considerably, jungles have turned into rotting swamps and the plants are dying.

Ten years ago, the IPS-N mining station Ganymede 362-5 exploded in orbit. And the resultant case of Kessler syndrome dropped massive amounts of debris onto the planet, creating massive plumes of dust that combined with volcanic ash resulting in massive dust storms that persist to this day. The locals called this the Disaster.

The dustfalls have changed the planet to the point where eye protection and breathing apparatuses are as commonplace as umbrellas are on a world where rain regularly falls. While the Disaster spared most of the urban regions on the planet, the resultant dustfall has caused several cities that couldn't be properly sealed to be abandoned to the new elements.

The locals call these abandoned, ruined places Dustgraves.

You're a mercenary team of Lancers. Cosmopolitans, just passing through enroute to work elsewhere. You've finished up a corporate security gig in the orbitals, and now it's time to move on. Recruiters from another world have heard of your talents, and offered a contract over the omninet. You've booked passage on the Dynast's Embrace, which should be leaving within the next day. Time to bid this dusty planet adieu.

Our story opens with our heroes walking through ankle deep sediment on the outskirts of Port Conroy, heading towards Dynast's Embrace for a meeting with Captain Lyran Stavros regarding their passage...


Characters[edit]

The current cast and their currently printed mechs:

Jan Rayburn // Icefisher // Perjurious Discourse
SCHEHERAZADE // The Genie's Bottle
Billie "Doc" Hardin // Darling // Dealer

Clocks[edit]

Current clocks in play:
Lyran Stavros
10 Clock 6.png
Horton Creighton
10 Clock 10.png
Juan Tismon
10 Clock 7.png
Magenta Red
10 Clock 7.png

Dust Market[edit]

Table One
These results are interesting items, utility gear, or pilot gear. Upon receiving an item from this table you gain it permanently.
1 You are robbed in a dusty back-alley; you lose one item important to you that you had on you at the time.
2 A pack of local cigarettes from before the Disaster, hard to come by these days.
3 A scenic postcard depicting a popular pre-Disaster Havelburg vacation spot, addressed to “Ricardo” and signed with a kiss.
4 An old and well-worn cowboy hat with an intricate pattern of circuitry on the inside. Putting it on your head gives you a slight jolt.
5 A small amount of Ferillian quartz spice, a highly addictive and illegal substance popular during the SecComm era. Quartz spice is banned throughout Union space. It gives users enhanced reflexes and speed for a short period of time. Sustained use can lead to addiction and permanent damage to the user’s nervous system.
6 A small feline abandoned in a dust-choked ruin, in need of medical attention.
7 Panacea Plus Red in tablet form. Incredibly rare to find outside Graham’s World. Only two pills remain in the container. PPR is able to cure most known illnesses and has strong regenerative properties on hair follicles, alleviating baldness.
8 A bulky and well-worn prosthetic arm, obviously artificial. The word “KILL” is scratched, letter by letter, into the knuckles. A repossession notice is attached to it and dried blood still covers some of the ports where the arm would attach to a human.
9 An armored and tightly locked briefcase. Both facial and DNA scans are required to safely open it. If opened by any other means, a pair of integrated short-burst torches will incinerate all contents.
10 A robotic parrot that has seen better days. It occasionally squawks about buried treasure and loot. Likely a children’s toy, though something seems off about the bird.
11 A swarm of specialized single-use whitewash nanites stored in a container with a display attached. The nanites are programmable via the display and able to give mechs any desired paint job within an hour.
12 Access codes to a clandestine omninet chatroom. Upon logging in, you’ll interrupt a steady stream of messages written in symbols you don’t recognize. The messages will abruptly stop upon your arrival.
13 A pre-Disaster hoverbike painted bright red. Hover technology has widely fallen out of use on Havelburg due to the amount of dust displaced by such vehicles.
14 Enough VIP passes to the Velvet House for the whole group, including one free drink per person.
15 Military-Grade Jetpack: Can be attached to any hardsuit, allowing the wearer to fly when they move or BOOST.
16 Incendiary Ammo (Pilot-Scale): changes a pilot-scale weapon’s damage type to BURN.
17 Pneumatic Enhancer: Your pilot-scale HEAVY A/C weapons gain the following: On hit: target is knocked PRONE.
18 Sniper Scope: Your pilot-scale signature weapons gain +5 RANGE.
19 Devastator Grenades: Your Frag Grenades deal +2 damage.
20 Junker Exo-Rig: You gain +1 ACCURACY to JOCKEY.

Table 2
These results count as Reserves that can only be used once in mech combat before being lost. Upon receiving an item from this table, you may either install it on your own mech or give it to someone else
1 Crash Cushions When you become STUNNED, you may activate this to not become STUNNED.
2 Personal Cloak As a protocol, you become INVISIBLE until the start of your next turn.
3 Precision Targeting Software After hitting with an attack, you may activate this to make the attack critical.
4 Frostfang Servos BOOST as a free action.
5 Gyro Stabilizers As a protocol, treat all of your weapons as if they aren’t ORDNANCE for the rest of the turn.
6 High-Speed Loader Reload all weapons as a free action.
7 System Flayer After hitting with INVADE, you may activate this to deal +4 Heat.
8 Emergency Coolant Reservoir Clear EXPOSED as a free action.
9 IC Blinkpack As a protocol, you may teleport whenever you move for the rest of your turn.
10 Explosive Knuckles After hitting with a RAM, you may activate this to deal 6 explosive damage.
11 Ultra-High Penetrator Rounds After hitting with a ranged attack, you may activate this to declare that the attack’s damage can’t be reduced.
12 Run-Off Energy Converter When you use your CORE POWER, you may activate this to generate a BURST 4 aura of lightning. Hostile characters in the area take 4 energy damage.
13 System Backup When forced to perform a save or check you may activate this to automatically succeed.
14 “Field Marshal” Comp/Con As a quick action, up to two allied characters within SENSORS may each immediately perform a single quick action as a reaction.
15 Retractable Slab Shields As a protocol, you become IMMOBILIZED until the start of your next turn and gain RESISTANCE to all damage for the same duration.
16 Automated Reflex Suite When you are hit by an attack, you may make the attack a miss as a reaction.
17 “Bubble” Active Personal Shield As a protocol, gain 4+GRIT OVERSHIELD.
18 Thermal Optics As a protocol, you may activate this to ignore cover until the end of your turn.
19 Strain-Resistant Actuator When you BRACE, you may activate this to suffer no detrimental effects from doing so.
20 Hyper-Spec Fuel Canister As a protocol, you may activate this to gain +1 ACCURACY on all attacks, saves, and checks until the start of your next turn.

Exotic Gear[edit]

Notable NPCs[edit]

Key figures that the PCs have met.


Locations[edit]