Wyrmknave

F.A.B Global Rescue

Jun 4th, 2015
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  1. “We are Global Rescue.
  2. We belong to no land.
  3. We answer to no-one.
  4. We preach no ideology.
  5. We save lives.”
  6. Global Rescue Motto
  7.  
  8. In F.A.B - Global Rescue, you take on the role of an agent of the eponymous organisation – a privately owned and funded crew, headquartered out of any government's reach and dedicated to responding to emergency situations and saving as many people as possible. Your character is a highly-trained rescue operative, with a storied past in specialist fields.
  9.  
  10. Each character has 5 Stats:
  11.  
  12. Strength – How much you can lift and how hard you can strike
  13. Endurance – How long you can push your body to the limit
  14. Dexterity – How graceful you are and how finely you can manipulate things
  15. Brains – How smart you are and how quick your mind works
  16. Charisma – How good you are at influencing others
  17.  
  18. When creating a character, number each Stat from 1 to 5, with higher numbers being the areas your character is proficient at. This is how many dice you'll roll when that Stat is put to the test.
  19.  
  20. Characters also have Training – areas of expertise and experience. Training is rated from Basic, to Advanced, to Expert. In tests where you have no relevant Training, you roll d6s. Basic Training allows you to roll d8s, Advanced d10s, and Expert d12s. At character creation, you get 3 Training Points to spend, which can be used to acquire a new kind of Basic Training, or advance Basic Training to Advanced or Advanced to Expert. While there is no limit but what your GM sets, some suggested Training areas are given below:
  21.  
  22. Paramedics Nuclear Physics
  23. Bomb Squad Arctic Exploration
  24. SWAT Offshore Drilling
  25. Air Force Rodeo Clown
  26. Race Driver Astronaut
  27.  
  28. Each player also has at least one Machine to pilot to the scene of disasters. These Machines come into one of four classes:
  29.  
  30. First Response – First to the scene, First Response Machines have high speed but minimal utility. Their job is to get to a disaster as quickly as possible, assess the situation, and give what aid they can.
  31. Deployment – Larger, slower vehicles, Deployment Machines take the information gathered by First Response and use it to prepare the equipment needed to save the day. Deployment Machines often also carry short-range Specialist Machines and serve as vehicles for evacuation.
  32. Specialist – Specialist Machines, as the name implies, are built for specific purposes, and usually a team fields multiple Specialist Machines to be prepared for any eventuality. Usually Specialist Machines will be short-range, so can't be dispatched directly, and must be taken to the scene by a Deployment Machine.
  33. Overwatch – Usually either a reclusive station or a satellite in geosynchronous orbit, Overwatch Machines are the team's eyes and ears. It's their job to monitor worldwide communications on constant alert for distress signals, and keeping the ground team constantly updated on the progressing situation.
  34.  
  35. Co-ordinate with your fellow players on who will be piloting what kind of machine. A second First Response Machine is usually redundant, and dedicated Specialist Machine pilots should have a diverse enough set of skills that they never get left behind. Additionally, as Overwatch is a much less active role, it is recommended that players either relieve one another of Overwatch duty, or allow the role to be filled by an NPC, deciding how the Overwatch Machine should be upgraded communally.
  36.  
  37. At character creation, each player gets 50 Engine Points to spend on their Machines. Creating your first Machine costs 0 EP, and each additional Machine costs an extra 5 EP (So your second Machine costs 5 to create, your third costs 10, etc.) You are encouraged to give your Machines cool and ridiculous names.
  38.  
  39. The basic attributes of Machines are as follows:
  40. Speed: The higher a Machine's speed, the faster it arrives on the scene. When it heads for a disaster, the GM rolls a d20. If the result is greater than the Machine's Speed, the disaster will worsen somehow by the time the Machine arrives. For great distances, more than one roll might be required. Overwatch Machines usually have no Speed as they are not required to arrive at the scene, and Short-Range Machines are incapable of travelling far enough to warrant a Speed attribute.
  41. Passenger Capacity: Passenger Capacity is simply how many people can be carried by the Machine other than the Pilot.
  42. SRM Capacity: SRM Capacity is how many short-range Machines can be carried by the Machine.
  43. Response Speed: Usually exclusive to Overwatch Machines, Response Speed is how quickly the Machine is informed of a disaster. As with Speed, the GM rolls a d20 against the Machine's Response Speed to see if the disaster worsens before the Machine is alerted to it.
  44.  
  45. First Response Machines are created with a Speed of 3 and a Passenger Capacity of 2.
  46. Deployment Machines are created with a Speed of 1, a Passenger Capacity of 10, and an SRM Capacity of 2.
  47. Specialist Machines are created as Short-Range and with a Passenger Capacity of 1.
  48. Overwatch Machines are created with a Response Speed of 1.
  49.  
  50. ===First Response Machine Options:
  51.  
  52. Attribute Upgrades:
  53. Speed – The cost of upgrading a First Response Machine's Speed by 1 is equal to the upgraded value in EP
  54. Passenger Capacity – Each additional Passenger Capacity in a First Response Machine costs 3 EP.
  55.  
  56. Mode (Choose one):
  57. Flying (0 EP) – Machines with Flying travel through the air
  58. Land-Bound (-3 EP) – Machines with Land-Bound travel on the ground.
  59. Aquatic (-4 EP) – Machines with Aquatic travel through water
  60.  
  61. Modifications:
  62. Heat Scanners (5 EP) – Spending a turn to observe the heat scanners reveals all heat signatures in a 30 foot radius of the cockpit. You can upgrade this feature indefinitely to extend its range by 10 feet for 1 EP.
  63. Lifesign Scanners (7 EP) (Requires Heat Scanners) – Spending a turn to observe the Lifesign scanners reveals all living creatures in half the radius of the Machine's Heat Scanners. If upgraded for 3 EP, the scanners also give an assessment of each creature's health as Unharmed, Harmed, or Critical.
  64. VTOL (3 EP) (Requires Flying) – Machines with VTOL capabilities do not need runway space or other special preparations to take off, can lift off and land on the spot.
  65. Morphing (5 EP) – Each time a Machine gets this Modification, choose a different Mode. It's pilot can spend a full turn switching it to that mode.
  66. Versatile (10 EP) – Each time a Machine gets this Modification, it gains an extra Mode.
  67. Carrier (10 EP) – A First Response Machine with this Modification can carry one specific Short-Range Machine. Unless this modification is upgraded for 5 EP, carrying that machine reduces the First Response Machine's Speed by 2. A First Response Machine can only receive this Modification once.
  68. Stowed Equipment (5 EP) – A Machine with this Modification carries a specific set of equipment for one person. This can be anything from a biohazard suit, to welding gear, to a first aid kit. The equipment must be specific and chosen when the Modification is taken. This Modification can be upgraded for 1 EP to increase the amount of people the equipment is available for by 1. This Modification can be taken multiple times.
  69.  
  70. ===Deployment Machine Options:
  71.  
  72. Attribute Upgrades:
  73. Speed – The cost of upgrading a Deployment Machine's Speed by 1 is equal to the upgraded value in EP +1.
  74. Passenger Capacity – Each additional Passenger Capacity in a Deployment Machine costs 1 EP.
  75. SRM Capacity – Each additional SRM Capacity in a Deployment Machine costs double the upgraded value in EP.
  76.  
  77. Mode (Choose one):
  78. Flying (0 EP) – Machines with Flying travel through the air
  79. Land-Bound (-3 EP) – Machines with Land-Bound travel on the ground.
  80. Aquatic (-4 EP) – Machines with Aquatic travel through water
  81.  
  82. Modifications:
  83. Rescue Platform (4 EP) – A Deployment Machine with this modification can lower a platform from its hull that can hold up to 5 people. This Modification can be upgraded for 1 EP to increase its capacity by one person, up to a maximum capacity of 25. This Modification can be taken twice, and must be upgraded seperately.
  84. Mobile Platform (6 EP) (Requires Rescue Platform) – Gaining this Modification allows a Rescue Platform on a Deployment Machine to be extended from a set position on the Machine and moved on an articulate arm.
  85. On-Board Medbay (5 EP) – A Deployment Machine with this modification has enough medical equipment to serve a quarter of its Passenger Capacity at a time, rounded up. This provides an extra d10 to all tests made to treat patients currently served by the medbay. This Modification can be taken multiple times, with each time doubling the fraction of the Passenger Capacity the medbay can serve.
  86. Life Support Systems (10 EP) (Requires On-Board Medbay) – When this modification is gained, characters submitted to the medbay may be put on life support, causing them to automatically stabilize. Initially only 3 people may use the life support at a time. This Modification can be upgraded for 1 EP to increase its capacity by one person, up to a maximum of your medbay's capacity.
  87. Reserved Pod (5 EP) – Choose one particular Short-Range Machine when you take this Modification. That Machine can be carried in the Deployment Machine with this Modification without counting as part of its SRM Capacity. This Modification can be taken twice.
  88. Stowed Equipment (4 EP) – A Machine with this Modification carries a specific set of equipment for one person. This can be anything from a biohazard suit, to welding gear, to a first aid kit. The equipment must be specific and chosen when the Modification is taken. This Modification can be upgraded for 1 EP to increase the amount of people the equipment is available for by 1. This Modification can be taken multiple times.
  89.  
  90. ===Specialist Machine Options:
  91.  
  92. Attribute Upgrades:
  93. Speed – Specialist Machines begin as Short-Range by default. The cost of upgrading a Specialist Machine with the Long-Range Modification's Speed by 1 is equal to the upgraded value in EP.
  94. Passenger Capacity – Each additional Passenger Capacity in a Specialist Machine costs 2 EP
  95.  
  96. Mode (Choose one):
  97. Flying (-5 EP) – Machines with Flying travel through the air
  98. Land-Bound (-8 EP) – Machines with Land-Bound travel on the ground.
  99. Aquatic (-9 EP) – Machines with Aquatic travel through water
  100.  
  101. Modifications:
  102. Long-Range (10 EP) – Specialist Machines with this Modification become Long-Range Machines with a Speed of 1. This Modification can only be taken when the Machine is created.
  103. Nesting (6 EP) – Specialist Machines with this Modification gain an SRM Capacity of 1. Machines with the Nesting Modification cannot be held inside other Machines with the Nesting Modification.
  104. Rescue Spotlight (1 EP) – Specialist Machines with this Modification can project a beam of intense light in a set direction. This light makes objects in the dark of night or caves visible, and allows objects to be seen through light fog or smoke. This Modification can be taken multiple times, and different Spotlights must be upgraded separately.
  105. Rotary Spotlight (1 EP) (Requires Rescue Spotlight) – Gaining this Modification allows one Rescue Spotlight to be rotated in place to direct its beam of light.
  106. Mobile Spotlight (3 EP) (Requires Rotary Spotlight) – Gaining this Modification allows one Rotary Spotlight to be moved on an articulate arm.
  107. Penetrating Spotlight (2 EP) (Requires Rescue Spotlight) – Gaining this Modification increases the intensity of a spotlight's beam. It can now illuminate objects in the darkness of the ocean floor, and can allow objects to be seen through thick fog or smoke.
  108. Articulate Arm (3 EP) – Specialist Machines with this Modification gain a moveable arm with a claw at the end, 20 feet in reach and large enough to grasp a refrigerator. This Modification can be upgraded for 2 EP to increase the arm's reach by 10 feet. This Modification can be taken multiple times, and different arms must be upgraded seperately.
  109. Industrial Claw (4 EP) (Requires Articulate Arm) – Gaining this Modification increases the size and strength of an arm's claw, allowing it to grasp objects as large as a truck.
  110. Gentle Claw (4 EP) (Requires Articulate Arm) – Gaining this Modification increases the precision and degree of control an arm's claw has. This allows it to hold living beings and delicate objects without risk of harming them, and perform more intricate tasks.
  111. Stable Arm (4 EP) (Requires Articulate Arm) – Gaining this Modification allows an arm to be locked in place, effectively making it one solid object rather than a series of moving parts. This can be used to hold objects in place and support structures.
  112. Grapple Lock (3 EP) – Specialist Machines with this Modification can deploy spikes or hooks from a chosen part of their exterior to grip a hold of a surface. This will only work on surfaces that can be penetrated by metal. A successfully locked Machine will resist efforts to move it from the spot.
  113. Ranged Grapple (1 EP) (Requires Grapple Lock) – Gaining this Modification allows a Machine's Grapple Lock to be deployed from a distance. This Modification can be taken multiple times and increases the maximum distance a Grapple Lock can be deployed from by 10 feet each time.
  114. Variable Grapple (2 EP) (Requires Ranged Grapple) – Gaining this Modification allows the cables of the Machine's grapple to be winched in and out, up to the maximum distance they can be deployed from. This means the grapple can be deployed from a distance and the Machine winched in to the grappled surface, or deployed on the surface and the Machine winched outwards.
  115. Magnetic Lock (4 EP) Specialist Machines with this Modification can activate a powerful electromagnet from a chosen part of their exterior to grip to any magnetic surface. A successfully locked Machine will resist efforts to move it from the spot.
  116. Vacuum Lock (6 EP) (Requires Magnetic Lock) - Specialist Machines with this Modification can activate a powerful vacuum seal from a chosen part of their exterior to grip to any surface. A successfully locked Machine will resist efforts to move it from the spot.
  117. Stowed Equipment (3 EP) – A Machine with this Modification carries a specific set of equipment for one person. This can be anything from a biohazard suit, to welding gear, to a first aid kit. The equipment must be specific and chosen when the Modification is taken. This Modification can be upgraded for 1 EP to increase the amount of people the equipment is available for by 1. This Modification can be taken multiple times.
  118.  
  119. ===Overwatch Machine Options
  120.  
  121. Attribute Upgrades:
  122. Response Speed – The cost of upgrading an Overwatch Machine's Response Speed by 1 is equal to the upgraded value in EP +1.
  123.  
  124. Mode:
  125. Remote (0 EP) – Machines with Remote are hidden installations
  126. Base (-5 EP) – Machines with Base are part of the team's home and headquarters
  127. Orbital (5 EP) – Machines with Orbital are space stations or satellites in geosynchronous orbit
  128.  
  129. Modifications:
  130. Rations (5 EP) – An Overwatch Machine with this Modification can support itself and its pilot for a year without being restocked.
  131. Self-Sufficient (7 EP) (Requires Rations) – An Overwatch Machine with this Modification can support itself and its pilot indefinitely, and never needs to be restocked.
  132. Satellite Camera Access (3 EP) – An Overwatch Machine with this Modification can immediately gain a visual on most areas, and gains information about the geography and layout of the area when it reports a distress signal, as well as any details that would be immediately visually obvious.
  133. Visual Analytical Software (4 EP) (Requires Satellite Camera Access) – An Overwatch Machine with this Modification will provide information not immediately obvious from satellite imagery, such as the composition of the ground and any buildings, structural integrity, risk of developing dangers such as fire or explosion, and any other information that might be extrapolated.
  134. Target Painting (5 EP) – An Overwatch Machine with this Modification can interface with the team's other Machines to allow the pilot to highlight a particular object or person as an action. This adds a d10 to all tests to locate the painted target, and a d4 to all other tests concerning it. This Modification can be taken multiple times, and each additional instance allows an additional target to be highlighted at any given time.
  135. Global Communications Array (6 EP) – An Overwatch Machine with this Modification can request open communication with almost any entity on the globe. However, their call will not necessarily be answered immediately or at all. This Modification may be upgraded for 3 EP, allowing all pilots to join the call rather than just the Overwatch pilot.
  136. Forced Communication (7 EP) (Requires Global Communications Array) – An Overwatch Machine with this Modification can immediately open communication with almost any entity on the globe, whether they accept the call or not.
  137. Cloaking Device (8 EP) – An Overwatch Machine with this Modification is invisible to the naked eye.
  138. Masked Signals (6 EP) – An Overwatch Machine with this Modification cannot have any signals it produces traced back to it.
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