https://www.mediafire.com/?ca4w7fyal01scumOutlands Industrial Works wrote:Do you seek adventure? Profit? Maybe a little danger? Outland Industrial Works is looking for able bodied men and women to staff a colony on Ares 5. Training will be included in your plan, and equipement, clothing, and housing will be provided. All it takes is a six month commitment, a short interview process, and a space flight to send you to a world you never imagined The Fringe awaits. Will you answer? Call now for a free consultation to find out if you're eligible to sign up!
Stats:
Vitality is your ability to push on. At 0 vitality, taking a hit results in death. Maximum vitality is equal to the character’s level, and it is restored at a rate of 10% every hour spent resting. Points may be put into increasing maximum vitality at character creation, but not after. Note that putting points into vitality does not stack with level based vitality, so putting 2 points into vitality means that the character willl have 2 max vitality until they hit level 3. Vitality points can be spent to increase rolls by a degree of success.
Piloting is your ability to fly ships both in combat and in peacetime. Navigating difficult terrain, Flying combat vehicles, and evasive maneuvers are all piloting.
Combat is your ability as a foot soldier. Firearms, hand-to-hand combat, and gun emplacements are all examples of combat.
Technical is your skill with tools and technology. The Technical stat is used to operate and repair machinery and to engineer creative solutions to problems.
Medicine is your skill with treating injuries. This encompasses all types, from chemical burns to bullet wounds to downright amputations.
Reconnaissance is your ability to take in and process tactical information quickly, and to remain undetected while doing so.
Negotiation is your ability to deal with opposing companies in a more civil manner. It includes negotiating territory ownership, ceasefires, and the like.
Handgun: no penalty to combat when fighting enemies equipped with firearms
Rations (1 Week): will keep the character fed for a week.
Containment Suit: Protects from suffocation and other environmental hazards. Does not protect against firearms, fire, or corrosive agents.
Carry 2 at a time:
Submachinegun: +4 to remain undetected when firing
Combat Rifle: +1 bonus to hit at all times, inflicts a -2 to hit on targeted enemies
Shotgun: +2 bonus to hit when engaged in combat (fired upon in previous turn), bonus hit when engaged for two turns
Marksman Rifle: +2 bonus to hit when not directly engaged in combat (not under fire in previous turn) Bonus damage when not engaged for three turns
First Aid Kit: Necessary for effective treatment (-3 to medicine when not used)
Booster: Short distance jetpack, good for combat maneuvering (upon using jumpjets, enemies receive a -3 to hit. Jumpjets recharge every three turns)
Uplink: Advanced GPS, scanning, radar, and targeting for artillery
Tools: Necessary for effective repairs (-3 to technical when not used)
Rocket Launcher: double use disposable anti-tank weapon. Deals 3 hits of damage. -4 to hit against infantry.
Frag Grenade: Thrown explosives deals 2 hits of damage to clustered enemies. -3 to hit, targets each individually. Come in sets of 2.
Armor: reduces enemy chance to deal damage by 1, absorbs 2 points of damage before being destroyed.
Characters:
Doctor Ramdeep Dundati
Nathan "Full-throttle" Franklin
Marcel Bouchard
Thomas Grant
X-707
James "King" Crimson