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''Sessions are every other Saturday from 1200 to 1700 hours, GMT +1.  This makes them 600 to 1100 hours Eastern time.''
 
''Sessions are every other Saturday from 1200 to 1700 hours, GMT +1.  This makes them 600 to 1100 hours Eastern time.''
  
Next ''Official'' Session:  February 16th.
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Next Session:  January 19th
  
 
==Basic Campaign Data==
 
==Basic Campaign Data==
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*Strange Radiation effects:  Radiation can effect characters far differently than is listed in the book.  (More rules to come later)
 
*Strange Radiation effects:  Radiation can effect characters far differently than is listed in the book.  (More rules to come later)
  
=Equipment, Locations, NPCs, etc.=
 
 
==Important Locations==
 
==Important Locations==
  
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*Hubtown
 
*Hubtown
 
*[http://wiki.rpg.net/index.php/The_Complex_Redding Redding]
 
  
 
*The Tribes
 
*The Tribes
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[[Elizavetta Trump]]
 
[[Elizavetta Trump]]
  
[[Tai James Parry]]
 
 
'''NPCs'''
 
 
Jeremiah Redtree
 
  
 
==Monsters and Animals==
 
==Monsters and Animals==
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*Note:  +1 to Reaction rolls at any level for buying/selling, +2 to reaction rolls if at level 20
 
*Note:  +1 to Reaction rolls at any level for buying/selling, +2 to reaction rolls if at level 20
  
'''Mr. Fixit:'''  The expert on mechanics, machinery, and tools-making.  Good for maintenance of your equipment, and good for reviving that bit of lost tech that you just found.  Highest attribute IQ, levels of High Manual Dexterity help.  Skills Armoury/Body Armor/TL 7 @ IQ [2], Armoury/Small Arms/TL 7 @ IQ+1 [4], Electrician @ IQ [2], Electronics Ops/Communications @ IQ [2], Electronics Repair/Communications @ IQ [2], Mechanic/Diesel Engine @ IQ [2], Mechanic/Automobile @ IQ [2] Machinist @ IQ+1 [4], Scrounging @ IQ+1 [2]
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'''Mr. Fixit:'''  The expert on mechanics, machinery, and tools-making.  Good for maintenance of your equipment, and good for reviving that bit of lost tech that you just found.  Highest attribute IQ, levels of High Manual Dexterity help.  Skills Armoury/Body Armor/TL 7 @ IQ [2], Armoury/Small Arms/TL 7 @ IQ+1 [4], Electrician @ IQ [2], Electronics Ops/Communications @ IQ [2], Electronics Repair/Communications @ IQ [2], Mechanic/Diesel Engine @ IQ [2], Machinist @ IQ+1 [4], Scrounging @ IQ+1 [2]
  
Total: 22 points
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Total: 20 points
  
 
'''Scavenger:'''  All that's important to the Scavenger is to find items that are useful, whether for personal use or for selling.  Of course, being able to actually fix what he gets doesn't hurt.  Scavenging is often dangerous work, and you never know what might reside in old ruins...
 
'''Scavenger:'''  All that's important to the Scavenger is to find items that are useful, whether for personal use or for selling.  Of course, being able to actually fix what he gets doesn't hurt.  Scavenging is often dangerous work, and you never know what might reside in old ruins...
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*Lizard:  This regenerative drug accelerates cellular regeneration; anyone using it regenerates 1 HP per 4 hours.  Each dose lasts one day, but a week should elapse before another dose is taken.  If not, roll vs. HT+2 for second dose, HT+1 for third, etc.  Failure means that the user's natural ability to heal without the drug is permanently damaged; user gains Unhealing (Partial).  He may still use Lizard, however.  $100 per dose.
 
*Lizard:  This regenerative drug accelerates cellular regeneration; anyone using it regenerates 1 HP per 4 hours.  Each dose lasts one day, but a week should elapse before another dose is taken.  If not, roll vs. HT+2 for second dose, HT+1 for third, etc.  Failure means that the user's natural ability to heal without the drug is permanently damaged; user gains Unhealing (Partial).  He may still use Lizard, however.  $100 per dose.
  
*SuperLizard:  This drug acts much like Lizard, only it works much faster.  Heals 1 HP every 2 hours.  HT roll starts at HT instead of HT+2. Also, the accelerated healing also increases one's appetite; double eating and drinking times in it's duration. $500 per dose
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*SuperLizard:  This drug acts much like Lizard, only it works much faster.  Heals 1 HP every 2 hours.  HT roll starts at HT instead of HT+2. Also, the accelerated healing also increases one's appetite; double eating and drinking times in it's duration.
  
 
*Radpurge:  heals 5d temporary Rad damage, and 1d Permanent rad damage.  Comes as an injection. $300 per dose.
 
*Radpurge:  heals 5d temporary Rad damage, and 1d Permanent rad damage.  Comes as an injection. $300 per dose.
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*Bulk:  A super-steroid drug, this drug can justify quick increases in ST.  Only meant to be used for a few weeks; afterwards, one dose of Bulk should be used per 2 weeks along with normal exercise regimens.  If abused, can lead to serious side effects (physical and mental).
 
*Bulk:  A super-steroid drug, this drug can justify quick increases in ST.  Only meant to be used for a few weeks; afterwards, one dose of Bulk should be used per 2 weeks along with normal exercise regimens.  If abused, can lead to serious side effects (physical and mental).
 
==Session Logs==
 
[[Session 1]] 01/19/08 [Editor: Jonas]
 
  
 
==Resources==
 
==Resources==

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