Showing posts with label Mutated soldiers. Show all posts
Showing posts with label Mutated soldiers. Show all posts

Wednesday, March 29, 2017

The Drowned War #8: Flotilla City Pacifica

Our second installment in the major Flotilla City States: Pacifica

General rules

1. The Flotilla City States have a central section that the governing body inhabits
2. The City States all have a unique culture and are often influenced by preexisting corporations or their involvement with the Science and Research divisions of the World Navy (7 Helix)
3. Each City state will be made up of segments (miniature city blocks or townships) and all segments will contain a mess hall, engineering room, Security station, and Med station.
4. Some Segments will contain special properties like recycling or heavy guns and defense.
5. All Flotilla States have a Military base of operations and several depots along the perimeter.


Pacifica

Player knowledge: In the wake of the terrorist attack and the subsequent spill of genetic soup, Pacifica found a large portion of its population mutated. Civil unrest grew and it seemed as if Pacifica would implode. The city council quickly requisitioned several segments and quarantined the mutated population. Labeled Green Town the area, by comparison, is a slum. Dirt and rat are common as is a thriving black market of smuggled goods. Pacifica declared war on Oceania but found there their forces were outclassed. That is until the Pacifica military saw the merit in recruited mutated citizens. Mutated soldiers might be treated poorly within the city, but they've earned the respect of their squads.
Too bad that doesn't translate to respect within the city borders. 

Unique Features:
1. Population of mutated citizens, genetic apartheid
2. Black Market and smuggling operations
3. Mutated soldiers
4. Active science and genetic research facility
5. Non-invasive police force. Dress code relaxed.


The City council are as follows:
1. Dagmar Sears - Mayor
2. Julius Dean- City Manager
3. Robert Garrett – City Commissioner
4. Sherri Roberson -City Attorney
5. Patrick Wilkerson -Head of Mutant Affairs

GM Notes: (Players Beware)Pacifica hides a dark secret. The science and research division of the World Navy (7-Helix) moved the bulk of its staff to Pacifica during the Anthropocene. Decades of genetic research and manipulation affected the scientific staff and they were driven insane. Suffering a shared auditory hallucination the staff formed the Cult of the Green Blood (after genetic soup). The secret cult spliced and twisted their genes in an attempt to become hosts for their ancient Gods.

1. The City council are members of the Cult of the Green Blood, they're responsible for genetic experiments on the population and want to push human forward in evolution. The cult of the Green Blood is known to separate segments from the city proper and experiment on the population.

2. Green Town is a slum, mutated citizens are forced to live there and pure gene humans must be scanned for defects upon entering and leaving the area.



3. Poly-form mutations can occur, as can mental instability. Pacifica has a series of unsolved murders; the Police department isn't forthcoming with details. Those that know of the case believe they are looking for a poly-form labeled “The Taffy Man”.

Monday, January 9, 2017

The Drowned War #2: Mermaids


Sorry Folks, it's been a while.
Returning to the Drowned War this month's entry is a remnant of the World Navy, Mermaids. With advancements in the study of genetics, Military scientist discovered a method of creating a terrifying strike force by combining elite soldiers with Apex predators. 

Mermainds


Mermaids were first created by combining genetic shark soup with hand picked Naval and Marine soldiers. After several failed attempts (and horribly mutated corpses) it was discovered the male genome was incompatible with the Shark soup, but the female DNA was a perfect fit. Soon the oceans were filled with half shark half woman soldiers. Housed within their underwater bases these elite teams protected the coasts and explored the depths.

Unfortunately, when the World Navy fell apart in the Anthropocene the Mermaids lost contact with command. Now several years into the Drowned War they live within their flooded derelict bases, humanity lost.

With no males as part of their species mermaids venture to the surface intent of finding men to be used for breeding. These poor souls are dragged underwater and used to repopulate the mermaid ranks.

Mermaid bases are filled with treasure and horror; weapon caches and vehicles, but also floating half eaten bodies stored in nooks and crannies.



Mermaid Grunt (Normally 4 in a Squad)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6, Stealth d4, Swimming d6

Charisma: -4; Pace: 6; Parry: 5; Toughness: 7
Gear: Combat wet-suit, Spear-gun (use crossbow from deluxe)
Special Abilities
- Aquatic: Swimming d6, Pace 6.
-Biological Imperative: Mermaids are bloodthirsty and territorial, they will attempt to kill female opponents and kidnap male opponents for mating purposes (unless aquatic, they are drowned in the process)
-Bite/Claws: Str+d6.
-Infra-vision: (While underwater)
-Mutant: (same as Construct or Undead, but add Outsider hindrance)

Mermaid Squad Leader (WC)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Shooting d8, Stealth d6, Swimming d8

Charisma: -4; Pace: 8; Parry: 6; Toughness: 10(2)
Gear: Combat wet-suit, Spear-gun (use crossbow from deluxe)
Edges: Fleet-footed (applies to swimming as well), Command
Special Abilities
-Armor +2: Thick skin.
-Aquatic: Swimming d6, Pace 10.
-Biological Imperative: Mermaids are bloodthirsty and territorial, they will attempt to kill female opponents and kidnap male opponents for mating purposes (unless aquatic they are drowned in the process)
-Bite/Claws: Str+d6.
-Fleet-footed: 
-Infra-vision: (While underwater)
-Mutant: (same as Construct or Undead, but add Outsider hindrance)