|
Post by gamedave on May 20, 2012 9:15:14 GMT -5
All characters, as part of the New Millennium team, gain the Equipment 1 Advantage to use for the following equipment:
Encrypted Commlink (2 pts)
plus 3 pts from the following:
Communications: Encrypted Smart Phone (3 pts) Encrypted Computer and Peripherals (3 pts) Miscellaneous: Handcuffs (1 pt) Restraints (1 pt) Surveillance Gear: Binoculars (1 pt) Night Vision Goggles (1 pt) Survival Gear: Encounter Suit (Immunity to Environmental Conditions of Cold, Heat, and Radiation) (3 pts) Flash Goggles (1 pt) Flashlight (1 pt) Gas Mask (1 pt) GPS (1 pt) Multi-Tool (1 pt) Rebreather (1 pt)
|
|
|
Post by gamedave on May 20, 2012 9:24:29 GMT -5
The Millennium-2 is an advanced technology, VTOL-capable, high-performance, super-sonic stealth aircraft. It has priority FAA clearance for flight operations over U.S. airspace.
The Millennium-2 is kept in a specialized hangar in the lower half of the launch deck on the upper floors of New Millennium Tower.
MILLENNIUM-2 TRANSPORT Advanced Technology Aircraft (Upgraded Private Jet) Size: Colossal Strength: 12 (100 tons) Speed: 9 (1000 mph/Mach 1.5) Defense: -5 Toughness: 11 Features: Navigation System, Stealth Mode (Concealment from radar/sensors and normal hearing), Benefit (priority FAA clearance) Cost: 30 pts
Characters may spend their own Equipment points from taking a level of the Equipment advantage during character creation to improve the Millennium-2. However, it is already nearly maxed out as a piece of Equipment. Check with the GM to see if an upgrade is allowable.
|
|
|
Post by gamedave on May 20, 2012 9:40:58 GMT -5
New Millennium's headquarters is located in the top ten floors of New Millennium Tower in downtown Sunrise City, California. It has a private section of the building's underground garage. It has dedicated, secure express passenger and cargo elevators from the garage and lobby levels.
The upper 3 floors are a single enclosed atrium with swimming pool, indoor garden, and a block of apartments for living quarters. The atrium level also allows access to the upper level of the exterior launch pad, which extends outwards from the tower. The launch pad in turn incorporates an aircraft elevator connecting to the hangar in the lower level of the structure. The upper level also doubles as a scenic balcony.
The lower seven floors of the headquarters contain the service and support areas of the headquarters, including a communications suite, super-computer and server farm, fully equipped gymnasium, infirmary, laboratory, workshop, and back-up generators.
The entire headquarters is protected by security systems, fire prevention systems, and advanced technology less-than-lethal defense systems.
In addition to the New Millennium team itself, the headquarters also houses its own small support staff, to maintain and oversee the headquarters, and provide technical support to the team.
NEW MILLENNIUM TOWER HEADQUARTERS Top 10 floors of New Millennium Tower Size: Huge Toughness: 12 Features: Communications, Computer, Defense System, Fire Prevention System, Garage (in basement), Gym, Hangar, Infirmary, Laboratory, Living Space, Personnel, Power System, Security System, Workshop Cost: 20 pts
NOTE: As with the Millennium-2, characters may dedicate Equipment points from levels of the Equipment Advantage taken with character advancement to improve New Millennium Tower. However, also as with the Millennium-2, the tower is already nearly maxed-out in several areas. Consult with the GM about making upgrades.
|
|
|
Post by gamedave on May 20, 2012 11:11:09 GMT -5
ADMINISTRATOR Emerson Quaid is the administrator for New Millennium. He performs the routine paperwork, supervises the support staff, handles public relations, and acts as liaison with the government and other organizations. He has the appearance of a typical business executive in his mid-40s. He does not discuss his private life or his past before New Millennium, and can seem a bit distant and mysterious at times. He has a vaguely British accent, common among both the British-born with long residence in America, and the traditional Anglophilic "Eastern Establishment" of the United States.
Emerson Quaid PL 6 Abilities STR 0, STA 0, AGL 0, DEX 0, FGT 0, INT 6, AWE 6, PRE 6 Equipment Encrypted Smartphone, 22 points of other miscellaneous equipment Advantages Assessment, Benefit 8 (Cipher 5, Security Clearance, Wealth 2), Connected, Equipment 5, Fearless, Jack-of-All-Trades, Skill Mastery 9 (all trained skills) Skills Deception 8 (+14), Expertise: Administration 10 (+16), Expertise: Law 8 (+14), Expertise: Politics 8 (+14), Insight 8 (+14), Intimidation 8 (+14), Investigation 8 (+14), Perception 8 (+14), Persuasion 8 (+14) Offense Initiative +0 Unarmed +0 (Close Damage 0) Defense Dodge 6 Fortitude 2 Parry 6 Toughness 0 Will 10 Power Points Abilities 36 + Advantages 26 + Skills 37 + Defenses 18 = 117 Total Complications Non-Combatant: Emerson Quaid has no (known) combat skills.
CHIEF OF SECURITY Marcus Colby, a former U.S. Marine, is the chief of security for New Millennium Tower. He is a no-nonsense professional who takes his responsibility for the safety of the Tower and its staff very seriously. Colby is a well-built, physically fit African-American man in his 30s who carries himself with a military bearing.
Marcus Colby PL 6 Abilities STR 3, STA 3, AGL 3, DEX 3, FGT 6, INT 3, AWE 3, PRE 3 Equipment Encrypted commlink, blaster rifle, body armor (Impervious Toughness 4), 8 pts of other equipment Advantages Accurate Attack, Close Attack 1, Defensive Roll, Equipment 6, Improved Initiative, Power Attack, Ranged Attack 1 Skills Acrobatics 2 (+5), Athletics 6 (+9), Close Combat: Unarmed 2 (+9), Expertise: Military 6 (+9), Expertise: Security 8 (+11), Expertise: Tactics 6 (+9), Insight 8 (+11), Intimidation 8 (+11), Investigation 6 (+9), Perception 8 (+11), Stealth 4 (+7), Technology 4 (+7), Treatment 2 (+5), Vehicles 4 (+7) Offense Initiative +7 Blaster Rifle +4 (Ranged Damage 8) Unarmed +9 (Close Damage 3) Defense Dodge 8 Fortitude 6 Parry 8 Toughness 4/3 Will 6 Power Points Abilities 54 + Advantages 12 + Skills 37 + Defenses 13 = 116 Total Complications Once a Marine, Always a Marine: Colby can be abrasive and impatient with "civilians" and "amateurs" until they prove they can meet his standards. He is a spit-and-polish Marine, and expects others to be just as serious and exacting as he is. Semper Fi: Colby takes views his duties and responsibilities as chief of security for the facility as literally a matter of life and death. He will not allow anything to interfere with them.
COMPUTERS AND COMMUNICATIONS New Millennium's computer and communications specialist is a young woman known only as "Control." She monitors emergency situations and provides communications and computer support and coordination to New Millennium from her control room, where she seems to live. Control is a pretty Caucasian woman in her late teens. She frequently varies her "look" from goth to emo to punk to retro and back again.
Control PL 6 Abilities STR 0, STA 0, AGL 1, DEX 3, FGT 0, INT 6, AWE 3, PRE 1 Equipment Encrypted commlink, 133t computer gear (13 pts) Advantages Benefit 2 (Cipher 2), Contacts, Eidetic Memory, Equipment 3, Favored Environment (Teh Interwebz), Second Chance (Expertise: Computers, Technology), Skill Mastery (Expertise: Computers, Technology), Well-Informed Skills Deception 6 (+9), Expertise: Computers 10 (+16), Expertise: Teh Interwebz 8 (+14), Insight 2 (+5), Investigation 6 (+12), Perception 2 (+5), Technology 10 (+16) Offense Initiative +1 Unarmed +0 (Close Damage 0) Defense Dodge 7 Fortitude 2 Parry 6 Toughness 0 Will 10 Power Points Abilities 28 + Advantages 13 + Skills 22 + Defenses 21 = 84 Total Complications Control Issues: Control is only comfortable in environments and situations where she is in control. She rarely ventures from her computer control room, and spends almost all of her downtime online and in virtual environments. Non-combatant: While her computer kung fu is superior, Control has little real-world combat skill.
ENGINEER New Millennium Tower's facilities engineering and maintenance is provided by a self-aware android named Edison. A former Technocracy experiment (serial number ED1S), the android's heuristic software turned out to be drastically inadequate for combat or other purposes for which the Technocracy intended him. After being captured by COUNTERForce, he was turned over to the Challenger Institute for study, who in turn helped him to achieve independence and find "gainful employment" with the Prometheus Foundation. He (Edison finds referring to himself as a male makes dealing with humans easier) is quite happy in his new job, maintaining the New Millennium Tower facilities and the team's equipment. It has also given him the opportunity to observe human behavior in a natural environment, which he finds fascinating.
Edison (ED-1S) PL 6 Abilities STR 6, STA -, AGL 0, DEX 9, FGT 0, INT 8, AWE 0, PRE 0 Powers Armored Skin: Impervious Protection 6 * 12 pts Construct: Immunity (Fortitude effects) * 30 pts Processors: Quickness 10 (Mental tasks only) * 6 pts Sensors: Visual Senses 9 (Analytical 2, Extended 1, Infravision, Low-Light Vision, Microscopic 1, Rapid 2, Ultravision), Auditory Senses 7 (Accurate, Analytical, Extended 1, Rapid 2, Ultra-Hearing), Radio Senses 8 (Accurate, Analytical, Extended 2, Rapid 2), Miscellaneous 3 (Direction Sense, Distance Sense, Time Sense) * 27 pts Wi-Fi: Communication 2 (Radio, Short Range, Rapid 2, Subtle), Comprehend (Machines) * 13 pts Advantages Assessment, Diehard, Eidetic Memory, Fearless, Improved Initiative, Improvised Tools, Skill Mastery (Expertise: Engineering, Technology) Skills Expertise: Engineering 8 (+16), Expertise: TV 8 (+16), Insight 2 (+2), Investigation 4 (+12), Perception 10 (+10), Technology 8 (+16), Vehicles 4 (+13) Offense Initiative +4 Unarmed +0 (Close Damage 6) Defense Dodge 6 Fortitude immune Parry 6 Toughness 6 Will 6 Power Points Abilities 36 + Powers 88 + Advantages 8 + Skills 22 + Defenses 18 = 172 total Complications I, Robot: Edison is still coming to terms with what it means to be an independent android in a world of humans - and the world is still coming to terms with what it means to have independent androids in it. This sometimes causes conflicts in both directions. Three Laws Safe: Edison has incorporated Asimov's Three Laws of Robotics into his heuristic programming. He may not injure a human being or, through inaction, allow a human being to come to harm. He must obey the orders given to it by human beings, except where such orders would conflict with the First Law. He must protect his own existence as long as such protection does not conflict with the First or Second Laws.
PILOT Christine Firecloud is former COUNTERForce agent who was paralyzed from the waist down in a meta-human battle. She is the Millennium-2's primary pilot, using the aircraft’s experimental cybernetic pilot interface. Fireclous is a striking Navaho woman in her late 20s. Prior to her injury, she was an accomplished athlete and kick-boxer, and still maintains a rigorous regimen of physical exercise.
Christine Firecloud PL 6 Abilities STR 2, STA 2, AGL 0, DEX 4, FGT 6, INT 3, AWE 3, PRE 3 Equipment Encrypted commlink, blaster pistol, flight suit Advantages Defensive Roll 2, Equipment 3, Ranged Attack 2, Second Chance (Vehicles), Skill Mastery (Vehicles) Skills Acrobatics 4 (+4), Athletics 6 (+8), Close Combat: Unarmed 4 (+10), Deception 2 (+5), Expertise: COUNTERForce Agent 6 (+9), Insight 4 (+7), Intimidation 4 (+7), Investigation 6 (+9), Perception 4 (+7), Persuasion 4 (+7), Stealth 4 (+4), Technology 4 (+7), Treatment 2 (+5), Vehicles 12 (+16) Offense Initiative +3 Blaster Pistol +6 (Ranged Damage 5) Unarmed +10 (Close Damage 2) Defense Dodge 5 Fortitude 6 Parry 8 Toughness 4/2 Will 6 Power Points Abilities 46 + Advantages 9 + Skills 33 + Defenses 14 = 102 Total Complications Disabled: Christine Firecloud has a sever spinal injury and is confined to a wheelchair. Before her injury, she had an Agility of 3.
|
|