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 Post subject: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:28 pm 
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Location: Cayey, Puerto RIco
Las Zonas de Mériga de Gamma Rifts
Un escenario Post-apocalyptico creado pro The Master of the Game for Games & Ideas – 2009.04.26

Las “Zonas” de Mériga son mi escenario para mi mundo de Gamma World al cual llamo Gamma Rift por la influencia recibida del juego de Palladium en la misma. Pero de la misma forma podría llamarlo Gamma-Apocalypse, ya que los “escenarios apocalípticos” son mis segundos escenarios de ciencia ficción favoritos después de “mundos alternos”. Y miren que he tomado información para crear este escenario en el cual he trabajado desde que compré los primeros manuales de ambos juegos en los alrededores de 1991. Cada “zona” puede ser desde un pequeño poblado, ruina o nido de criaturas hasta un territorio controlado por uno de los nuevos imperio. Vamos a ver un resumen:

Gamma World
De este juego tomo el Imperio Bomparr, los Rambling Woods, muchos de los Unaligned Cities, las reglas, mutaciones, equipo, etc. Básicamente es el “core” de mi mundo aunque las house rules están diseñados para balancearlo un poco y añadir una raza y profesión más.

Rifts
Del juego de Paladium y sus suplementos tomo nuevos equipos, la mágia, la Coallition, un modelo para los Magic Lands (aunque los desarrollé con mis propias ideas), los Xixiticlik y los Vampire Kingdoms (también desarrollados con mis propias ideas de películas post apocalípticas.

Cadilacs & Dinosaurs
Convertí a Canada en la región de este interesante aunque limitado juego. Traduje criaturas y personajes.

Películas
Existen zonas en mi mundo sacadas de películas y combinadas entre ellas o con otras ideas. Entre ellas están (pero no son limitadas a): Zardoz, Resident Evil, Vampire Hunter D, Logan’s Run, Mad Max, Planet of the Apes, Chery 2000, The Postman, City of Ember, Naussica, I am legend, Waterworld, y cuanta película “B” que presentara road warriors o cyborgs post apocalípticos recordé.

TV
De series y películas para TV tengo algunas también: Thundarr the Barbarian, Genesis II, Planet Earth, Planet of the Apes (The Series) y algunas de anime que ya no recuerdo los nombres. Algunos capítulos de Dr Who y de Buck Rogers in the 25th Century también aportaron.

Comics
De aquí el más que influenció mi creatividad fue Kamandi: The Last Boy on Earth de donde cree a Sackers, Alexandrian Empire of Tigors y United States of Lions entre otros.

Bueno espero que disfruten el contenido en aventuras individuales o en campañas más largas.

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Everyone thinks I'm half crazy, but they know only half of the truth.
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Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:29 pm 
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Location: Cayey, Puerto RIco
Alexandrian Empire of Tigors
Tech Level: (V) some Sidearms(VI): they like to use swords and spears as melee weapons.
Main Races: Mutated Tigers, other mutated animals and plants.
Zone Size: One main city and 9 towns.
Political Views: Tigers are the higher race, other mutated animals and plants have the same citizen status. There is a leopards community of seamen in the coastal towns. All kind of humans (mutated or not) are animals that need to be contained and can’t be allowed to wield weapons. Animals can be domesticated by experts. Animals have to be controlled and neutered. Mutations and Magic are accepted.
Military Organization: (Excellent) The Legions of Tigors are organized in groups of 100 tiger’s legionaries each. There are about 12 of these legions in active duty at any time. They have a limited cache of laser pistols and rifles found in an ancient’s vault that are used for the Emperor’s guard. The rest of the army use machine guns and pistols.
General Description/History: These mutated tigers have modeled their civilization using ancient Roman Empire as their inspiration. Their leader is named “Caesar” and has a Senate of different races as advisors sharing the burden of managing the empire. The ruling races have rewrite history to place the Legendary Ancients as their ancestors. [COMIC: Kamandi]
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Everyone thinks I'm half crazy, but they know only half of the truth.
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Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:35 pm 
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Location: Cayey, Puerto RIco
Ape Lands
Tech Level: (III) Sidearms (IV)
Main Races: Mutated Apes
Zone Size: 1 city and 3 towns
Political Views: Apes are the higher race, other mutated animals and plants are tolerated but have no citizen status. All kind of humans (mutated or not) are animals that need to be contained and can’t be allowed to wield weapons, they have to be controlled and neutered. Mutations and Magic are tolerated.
Military Organization: (Good) The gorilla army is in charge of police work and the military. They have up to 500 gorillas active at any time. They have bolt action and revolver technology in their sidearms.
General Description/History: A big group of mutated apes of all kinds separated from the Bomparr empire when the Ranks of the Fit’s policy against humans lessened. They believe the Bomparr has become weak and founded their own nation with their own culture. The nation is divided into castes where each type of ape has a task. Gorillas are warriors, Chimpanzees are scientists and craftsmen, Orangutans are politicians, etc. They have a basic social, moral and religious code that begins with “Ape should not kill ape.” And ends with “Don’t let the human beasts grow and multiply or it will scorch the land and darken the sky.” Their sciences are very advanced but they have limited resources to explore them. The ruling races have rewrite history to place the Legendary Ancients as their ancestors. [MOVIE: Planet of the apes]
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_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
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Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:36 pm 
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Location: Cayey, Puerto RIco
Ascension City
Tech Level: (III)
Main Races: All races are present
Zone Size: 1 city
Political Views: Business is first and everyone that can buy or sell a good or service is welcome.
Military Organization: (Average) A small police force in charge of the streets and the defense of the city.
General Description/History: Even when Ascension is a TL III city characters can sell and buy items of tech level up to VI. This is a free city full of members of all races that isn’t part of the Bomparr Empire. [RPG: Gamma World]
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_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
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Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:37 pm 
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Location: Cayey, Puerto RIco
Atlantis
Tech Level: VIII
Main Races: Spluggort, Atlantean, all other races.
Zone Size: 2 cities
Political Views: Varies
Military Organization: (Excellent)
General Description/History: The original atlanteans travelled to another dimensions thousand of years ago only to discover the world destroyed by the great disaster when they came back about 200 years ago. To make things worst, the continent was already raised from the waters and in control of another race of interdimensional beings, the Spluggort. A war between the two races exists since them.
The atlanteans are altered humans with only mental powers that are usually of the Esper or Arcane classes. They look like beautiful tall humans dressed in simple clothes adorned with shells and crystals. They have advanced vehicles and weapons that are powered by magic crystals instead of batteries and look like flying boats shaped like sea animals. These crystal batteries can power anything from an energy weapon to an aircraft and gives the atlantean 4 extra mana points per level and/or a bonus of +1 per level in Metal Mutations. The atlantean appear to be civilized people but they despise all lesser forms of life including post apocalyptic creatures.
The spluggort also have the same combinations on powers and classes but their machinery is bioengineered instead of built. The spluggort are slavers that use their outpost in atlantis to collect specimens of different exotic races from all around the world and sell them to interdimensional arenas. The spluggort use cybernetics (bionetics) to enhance their slaves and themselves. Their batteries are made of living parts that are added to their own bodies. They are a cruel race. [RPG: RIFTS]
The Splugorth are evil, trans-dimensional conquerors that are reminiscent of supernatural entities described in the works of H. P. Lovecraft. They are huge, tentacled monstrosities with a giant eye atop their massive, amorphous bodies. The Splugorth rule through the use of subject races enslaved by Bio-Wizardry, a form of mysticism that involves the use of parasites and symbiotes to enhance one's abilities. The Splugorth are also masters of Rune Magic (such as the creation of the fabled rune weapons), an offshoot of Bio-Wizardry. They are an evil power that spans many dimensions and are the sworn enemies of the True Atlanteans who have been banished from Atlantis. The Splugorth minions are a particular threat on the coast lines of adjacent North and South America, conducting slave raids against human and D-Bee settlements to feed the insatiable hunger of the Atlantean slave markets, and in some cases, the hunger (often literal) of Atlantis' extradimensional visitors.
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Spluggort Slaver
Number: 1
Percept: 14
Stealth/R.U.: +3
AC: 28
MD: 20 (30 while in platform)
Health: 20 (30 while in platform)
Speed: 12
Level: Esper: 5
Hit Dice: 18 (90)
THAC: Bite(+11) / Tentacles(+15) / Energy Mace(+11) / Large Laser Pistol(+8)
Attacks: Bite(1d10+4) / Tentacles(1d8+4)+Grab / Energy Mace(1d8+4+) / Large Laser Pistol(3d8)
Int: 18
Morale: 11
Size: large (4m)
XP Value: 3000
Frequency: Rare
Organization: Feudal
Activity Cycle: Day and night
Diet: Omnivorous
Tech Level: VIII
Artifacts: Large Energy Mace (Dam:1d8+, energy adds +4d10, THAC:+5, Charges:10, Cost:3600, Weight:2, TL,Complex: VI,10)
Climate/Terrain: Spluggort dimension (wherever that is)
Physical Mutations: Carapace(10) Heightened PS, Tentacles, Size Change (Large).
Mental Mutations: Mind Shield
Special Powers: Given by bioengineered science Heightened Senses

WEAPONS OF THE SPLUGGORT
Large Energy Mace (Dam:1d8, energy adds +4d10, THAC:+5, Charges:10, Cost:3600, Weight:2, TL,Complex: VI,10)
Laser Rifle-IR (Dam: 4d6, THAC+5, Range:60, RoF:1, Shots:16, AvgCost:7500, Weight:4, TL,Complex:VII,11)
Large Laser Rifle-IR (Dam: 4d8, THAC+5, Range:120, RoF:1, Shots:32, AvgCost:14000, Weight:8, TL,Complex:VII,14)
Fragmentation Micro-missiles (Dam:3d6, THAC:+6, BlastRadius:30, Range:30, Cost: 1200, Weight:1, TL,Complex: IV,8)

Slave Girl Hunter
Number: 1-4
Percept: 16
Stealth/R.U.: +8
AC: 17
MD: 16 (26 while in platform)
Health: 16 (26 while in platform)
Speed: 14
Level: Enforcer:4/Scout:4
Hit Dice: 15 (60)
THAC: Energy Brazalet Fist(+11) / Laser Rifle(+13) / Frag. Micro-missiles (+16)
Attacks: Energy Brazalet Fist(1d8+4+) / Laser Rifle(3d6) / Frag. Micro-missiles (3d6)
Int: 14
Morale: 12
Size: Medium
XP Value: 1000
Frequency: Rare
Organization: Feudal
Activity Cycle: Day and night
Diet: Omnivorous
Tech Level: VIII
Artifacts: Energy Brazalet Fist (Dam: +1d6 per charge used, THAC:+3, Charges:10, TL,Complex:VII,15) Laser Rifle-IR (Dam: 4d6, THAC+5, Range:60, RoF:1, Shots:16, AvgCost:7500, Weight:4, TL,Complex:VII,11) Fragmentation Micro-missiles (Dam:3d6, THAC:+6, BlastRadius:30, Range:30, Cost: 1200, Weight:1, TL,Complex: IV,8)
Climate/Terrain: Masked City
Physical Mutations: Appearance (Special)
Mental Mutations: None
Special Powers: Given by bioengineered science Heightened Senses, Heightened PS, Heightened DX.
Description: Originally humans, the now Slave Girls have their will subjugated to their Spluggort masters. They are implanted with special bioengineered enhancements that make them deadly opponents. They are normally silent, swift and cruel.

Demon Orb (Bioengineered Robot)
Number: 4-12
Percept: 20
Stealth/R.U.:+8
AC: 15
MD: N/A
Health: N/A
Speed: 20
Level: N/A
Hit Dice: 40
THAC: Energy Beam(+8) / Tentacle(+6)
Attacks: Energy Beam(3d6) / Tentacle(1d6+2)+grab
CPU/Int: Interpretative/10
PS, DX: 15, 15
Tech Level: V/18
Morale: 12
Size: S (1/2m)
XP Value: 150
Description: These small sized robot-like floating spheres serve to track targets and as guardians. They have a direct telephatic communication link with the Slaver and the Slave Girls thru the Slaver Platform biocomputer. Their tentacle allows them to carry a creature up to large size. Skill: Tracking:+10

Slaver Platform
Num.Seats: 2-10
Cargo in Kg: 6000
Max Speed: 100/280
Man.Class: D
Hit Points: 100
AC: 18
Avg,Cost: ---
TL, Complex: VIII, 20
Force Field: 100
The slaver plataform has an interdimensional cargo hold that stores up to 20 prisoners of medium size that will be place in stasis once inside the cargo hold. The plataform gives bonuses to the Spluggorts MD, HT of +10 and maintains a Mind Link between his four slave girls and orbs.

_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
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Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:37 pm 
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Location: Cayey, Puerto RIco
Bomparr Empire
Tech Level: (III) with the beginning of TL:IV weapons.
Main Races: All mutated animals have the higher status, followed by mutated plants and the lower castes are humans (mutated or not).
Zone Size: 4 main cities and about 40 towns. Almost every mutated animal stock type (specially mammals) has their own home town or city. Jospen (capital), Defiance, Elda, Finlay, Fortain, Green Village, Lemay and Moonsec.
Political Views: Mutations and Magic are accepted.
Military Organization: (Good)
General Description/History: [see RPG: Gamma World suplement]

_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
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Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:38 pm 
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Location: Cayey, Puerto RIco
City in the Sea
Tech Level: Varies
Main Races: Altered Humans and Altered Fish
Zone Size: about 12 hamlets and settlements, 1 underwater city, ruins of many coastal cities.
Political Views: Varies
Military Organization: (Poor) usually a defense force of 20% of the population armed with croosbows and spears.
General Description/History:
Shell Town - People that live in the tops of the submersed cities of the east coast. They sell their fish and any artifact they found to the United States of Lions or Sackers. In some seasons they travel to the open sea to hunt bigger fish. They won’t tell about the real city on the sea unless sure that the visitors are peaceful. They look like TL II. [COMIC: Kamandi.]
The city in the sea - A big secret city underwater that is known only to the races that can breath underwater. This city has more technology like cyber-dolphins and submersibles but they maintain the illusion of salvages on the surface. They have TL: VI. [COMIC: Kamandi.]
Pirates - A third group is compose of marauders and pirates that attack the settlements. [MOVIE: Waterworld, Pirates of the Caribeean]
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_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:39 pm 
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Location: Cayey, Puerto RIco
Coalition States
Tech Level: VII
Main Races: True Humans
Zone Size: 3 cities, Chi –Town (capital).
Political Views: Humans are the original people of this planet. Mutations and Magic are destroyed.
Military Organization: (Excellent) Mecha, Powered Armors, Laser Weapons and Military Vehicles are part of the organization of the Coallition Army. Up to 10 armies of 50 soldiers each are active at any time.
General Description/History: Technological titan of Meriga, the Coalition States depends on the awesome firepower of their Hellraisers (foot soldiers) and other mighty war machines. Dedicated to the eradication of magic and the doctrine of human supremacy, Coalition forces exterminate all sorcerers, mutated animals and aliens they encounter. One-on-one, the Coalition States might defeat any other military force on the continent. But flanked by many enemies, they have refrained from doing so. Emperor Karl Prosek has ruled the Coalition for 35 years. "We are human! We are the people of Earth! This is our world! Ours alone!"
The people of the Coalition States are mostly human with members of other races as slaves. They have a pre-cataclysm military factory at their disposal but it works at only 25% of it’s capacity. The high tech weapons of the coalition are very limited and expensive to build. Their way of living is also expensive, trying to maintain the pre-cataclysm machines working to sustain a way of life of the past. Babies who are born with “curses” (mutation) are killed. [RPG: RIFTS]
The Arks are mutated dogs trained as slaves by the coallition. Some escaped and organize their own bands. [see GAMMA WORLD creatures section]
Image
SOCIAL ORGANIZATION:
The coalition society is a martial one divided in citizens and non-citizens with different rights and duties. They have a medieval organization in the way they dress and act when off duty. Their city is built around the giant factories that can built war machines and keep them living like the ancients did centuries ago.
First Class Citizens – This class include the higher ranking of the military and important government officials, including the Emperor and his family. They have all privileges and the higher responsibilities in the coalition.
Second Class Citizens – This class include all other military personal, low level government officials and all people that work in science, medicine and technology.
Third Class Citizens – This class include everyone else, from the factory workers, low level technicians to the farmers that work in the fertilizer domes. The Psi-Cops are third class citizens.
Non-Citizens – Also know as the “noncis” are pure strain humans that live outside the city and are trying to be allowed in to be part of the coalition. If they pass all the tests and are allowed in, they become third class citizens unless they have a special scientific or technical skill that places them as second class citizens.
Slaves – Altered Humans, Animals and Plants that aren’t killed. They are marked with a bar code and used as slaves. The Psi-Hounds are an example of this class and so are the robots who are considered slaves and not citizens.
Mutants – Any altered humans, plants, animals, demons, dragons, etc, etc, etc. Everyone that is not a pure-strain human in the true sense. Many times they are shot on sight, persecuted, tortured, used as slaves or in experiments by the cruel scientists of the coalition.

THE COALITION STATE FORCES

Coalition Grunt “Dead Boy”
Number: 2-12
Percept: 11 (13 with helmet)
Stealth/R.U.: +1
AC: 17
MD: 11 Health: 12
Speed: 12
Level: Enforcer:2 Hit Dice: 13 (45)
THAC: Power Batton (+4)/ Laser Rifle-IR (+7)
Attacks: Power Batton (1d6+2)/ Laser Rifle-IR (4d6)
Int: 10 Morale: 10
Size: Medium XP Value: 500
Frequency: Rare Organization: Dictatorship
Activity Cycle: As ordered Diet: Omnivorous
Tech Level: VII Artifacts: Combat Armor Mark-I (With Short Range Comm and Perception mod+2) , Metal Batton(electricity Dam:+1d6), Laser Rifle-IR (Range:60, Shots:8)
Climate/Terrain: CHI –Town, Coallition State
Physical Mutations: None Mental Mutations: None Special Powers: None

Coalition Mecha “Skull Head”
Number: 1
Percept: 11 (15 with sensors)
Stealth/R.U.: -8
AC: 22
MD: 11 Health: 14 (sealed systems)
Speed: 50/140
Level: Enforcer:2 Hit Dice: Pilot: 13 (45), Mecha: (150)
THAC: Metal Fist (+8)/ Laser (+11)/ Missile (+14)
Attacks: Metal Fist (1d8+7)/ Laser (4d8)/ Missile (5d6)
Int: 10 Morale: 12
Size: Large XP Value: 1500
PS: 25(+7)
Tech Level: VII Artifacts: Metal Fist(electricity Dam:+1d8), Large Laser Rifle-IR (Range:120, Shots:16), Fragmentation Missiles (x6).
The Mecha is a Large Armored robot like construction that counts as a Vehicle in many ways, the skill used to attack melee is the Drive/Pilot skill of the Pilot.
Mechas have a comm. system tied to the base and can call for reinforcements.

Psi-Cops are Coalition Grunts with some mental powers like Telephaty and Mind Blast. They are in charge of the Psi-Hounds. They are raised as second class citizens and their “improvements” are declared as been “scientific advancements” done to them by coalition scientist to improve on their “war on mutants”.

Combots are security robots of different sizes and shapes used to help as cannon folder for the army.

Psi-Hounds are Arks (p.143) with the following equipment: Combat Armor Mark-I (AC;+6, THA:C+1, With Short Range Comm and Perception mod+2) , Power Baton (Dam:1d6, electricity Dam:+1d6), Laser Rifle-IR (Dam: 4d6, THAC+5, Range:60, Shots:8) They are genetically altered to have more mental powers, like Detect Mutations and Detect Life. They are treated as slaves and are controlled and trained by Psi-Cops.

S.A.M.A.S. are Coalition Grunts with a special integrated equipment package in their combat suit and a Large Laser Rifle-IR (Dam: 4d8, THAC+5, Range:120, Shots:16). Thruster Flying Pack (No.Seats:1, Cargo:100, Max Speed:120/335, Man.Class:D, HP:20, AC:--, Avg Cost:950, TL,Comp:V,14) Fragmentation Micromissiles (x2).

WEAPONS OF THE COALITION STATE
Power Baton (Dam:1d6, electricity adds +1d6 per charge, THAC:+2, Charges:10, Cost:900, Weight:1, TL,Complex: VI,10)
Energy Mace (Dam:1d6, energy adds +4d10, THAC:+5, Charges:5, Cost:1800, Weight:1, TL,Complex: VI,10)
Laser Pistol-IR (Dam: 3d6, THAC+3, Rage:20, RoF:1, Shots:8, AvgCost:5000, Weight:2, TL,Complex:VI,11)
Laser Rifle-IR (Dam: 4d6, THAC+5, Range:60, RoF:1, Shots:8, AvgCost:7500, Weight:4, TL,Complex:VI,11)
Large Laser Rifle-IR (Dam: 4d8, THAC+5, Range:120, RoF:1, Shots:16, AvgCost:14000, Weight:8, TL,Complex:VI,14)
Huge Laser Cannon-IR (Must be mounted on vehicles) (Dam: 4d10, THAC+5, Range:240, RoF:1, Shots:32, AvgCost:28000, Weight:16, TL,Complex:VI,16)
Fragmentation Grenades (Dam:3d6, BlastRadius:15, Cost: 500, Weight:1/2, TL,Complex: IV,6)
Fragmentation Micro-missiles (Dam:3d6, THAC:+6, BlastRadius:30, Range:30, Cost: 1200, Weight:1, TL,Complex: IV,8)
Fragmentation Missiles (Dam:5d6, THAC:+3, BlastRadius:60, Range:60, Cost: 1200, Weight:1, TL,Complex: IV,8)

OTHER EQUIPMENT AND VEHICLES
Armored Car (TotAp.33) Improved to carry more troops armed with a Huge Laser Cannon-IR,
Fancycle (TotAp.38) An anti-gravity motorcycle armed with a Large Laser Rifle-IR.
LML Mark XV-A (TotAp.40) Armed with missile launchers and other weapons. Only 2 available in all the Coalition.
Rover (TotAp.41) Military all-terrain vehicle armed with a Huge Laser Cannon-IR.

_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
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Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:39 pm 
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Joined: Tue Jun 01, 2010 4:13 pm
Posts: 4371
Location: Cayey, Puerto RIco
Domed City
Tech Level: VII
Main Races: Humans
Zone Size: 1 domed city
Political Views: Everything is death outside the dome. Everyone lives a life of luxury until it’s 30th birthday were they are renewed. Run by a computer.
Military Organization: (Excelent) Sandmen Police Force of 200.
General Description/History: Las personas pasaban por tres etapas diferenciadas por el color de un cristal en su mano izquierda de nombre "roseta". Al llegar a la edad correspondiente las personas se dirigían, mayoritariamente de forma voluntaria, para ser inmoladas en un espectáculo público en un lugar de nombre "el carrousell".
A dystopian future society in which population and the consumption of resources is managed and maintained in equilibrium by the simple expedience of demanding the death of everyone upon reaching a particular age (30 years), thus avoiding the issue of overpopulation.
The people of the dome are kept in parties and drugs all the time by the computer to keep them happy and are ignorant of life outside. Humans who are born with mutations are disposed as birth or if they live unnoticed they later escape to a section called Cathedral. The Sandmen hunt without questioning any outsider that enters the city, specially mutated ones.
[MOVIE: Logan’s Run]
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Everyone thinks I'm half crazy, but they know only half of the truth.
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Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:39 pm 
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Location: Cayey, Puerto RIco
Ember, City of
Tech Level: III
Main Races: True humans but some altered humans have began to appear.
Zone Size: 1 underground city.
Political Views: Fear of anything non-human. Unknown of the outside post apocalypse surface world.
Military Organization: (None) Small 12 people police force.
General Description/History: The City of Ember is a fully-contained city built underground to house a human community for 200 years as a shelter from the great war. A box has been provided which automatically opens after 200 years, and contains a tool and instructions for returning to the surface. Mayors of Ember keep the box a secret and only disclose its existence to their successors in office. When a mayor suddenly dies while still in office, the box is lost and unnoticed by anyone when it automatically opens as designed, the 200 years pass and become much more than what the city is designed to last. Ember's food supplies are becoming depleted and blackouts are increasingly frequent and longer-lasting, as the hydroelectric generator that powers the city has deteriorated. Much of the knowledge and technology from the city's near-mythic Builders and earlier generations has been lost.
Some people witnesses the city's decay and learns that the Pipeworks are held together with increasing amounts of patchwork. Nobody knows in detail how any of the city's systems work. After a major malfunction of the generator during the city's annual celebration, some people conclude that Ember is in danger of imminent collapse. With the city's adult population either largely ignorant of their plight or cowed by the corrupt Mayor Cole Murray, only some mutated (outcast) children are searching for the clues left by the Builders showing the citizens of Ember how to save themselves. Mayor Cole, understanding the gravity of the city's situation, has been stockpiling food in a secret bunker to guarantee his own survival. [MOVIE: City of Ember]
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:40 pm 
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Location: Cayey, Puerto RIco
Forbidden City
Tech Level: II, Atomic Bomb(VI)
Main Races: Altered Humans
Zone Size: 1 ruined city with an underground settlement.
Political Views: The Altered Humans are the new race of the world. All other must be destroyed.
Military Organization: (Good) These mutants have trained themselves to “team-up” their mental mutations and use them to attack their enemies from a distance. Their leader’s mutation power score is modified by 1 per each mutant that helps him.
General Description/History: These mutants hide their true horrific faces to appear humans but they despise their “true selves” who they think are the “scars of the old way”. They think that their God is the way of the new way. They are the founded of the Radioactivists. They have the last atomic bomb the Alpha-Omega capable of destroying all Meriga as their God. [MOVIE: Planets of the apes]
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:41 pm 
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Location: Cayey, Puerto RIco
Gary
Tech Level: I
Main Races: Altered Humans
Zone Size: 1 ruined city with a settlement in it
Political Views: Followers of Klavier. None Followers are scarified to Klavier so that they go to the Sattelitez in the Sky.
Military Organization: (Poor) maybe 50 mutants attack with stones, spears and physical mutations.
General Description/History: See addendum on the Followers of Klavier.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:42 pm 
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Location: Cayey, Puerto RIco
Gilead, City of
Tech Level: IV
Main Races: Humans
Zone Size: 1 underground city
Political Views: Mutations and Magic are destroyed.
Military Organization: (Poor) an army of 100 soldiers called the Angels.
General Description/History: The remnants of civilization has gone into the "downunder", a subsurface setting, with artificial sunlight, hydroponic bays, biospheres (with similarities to the Eden Project) and even functional, living forests. Gilead is one such underground city and is fashioned in a mockery of 1950s rural innocence and brave-new-worldian madness. Gilead solves its need for exogamous reproduction by forcibly extracting fluids from sperm donors with machines and artificial insemination, yet the subterranean city with its limited population is still running low on viable donors. Anybody who refuses to comply, or shows any disregard to the committee whatsoever, is sent off to "the farm", and is never seen again. Even when someone becomes no longer useful to the society, they are sent there. "Heart attacks" and "farming accidents" are given as reasons for the unexplained disappearances. However, the inhabitants of the underground city are so brainwashed that they either do not realize, or do not protest. [Movie: A boy and his dog]
Pollution has rendered 99 percent of the female population sterile and fertile men and women are transformed into a Handmaid; a concubine for one of the privileged but barren couples who run the country's fundamentalist regime. Although she resists being indoctrinated into the bizarre cult of the Handmaids, which mixes the Old Testament orthodoxy and misogynist cant with 12-step gospel and ritualized violence. The Handmaid's Tale takes place in the Republic of Gilead, a country formed within the borders of what was originally the United States of America after nuclear, biological, and chemical pollution rendered a large portion of the population sterile and a staged terrorist attack killed the President and Congress. After the attack, a revolution occurred which deposed the United States government and abolished the US Constitution. New theocratic governments, including the Republic of Gilead, were formed under the rule of a military dictatorship.

Social groups
People are segregated into categories and dressed according to their social functions. The main non-white ethnic group mentioned are Blacks, who are called the Children of Ham; Jews are called Sons of Jacob, which is also the name of the fundamentalist group which rules the Republic of Gilead. The Jews were offered a choice of converting to Christianity or emigrating to Israel. Most chose to leave, but in the epilogue the lecturer mentions that many were simply dumped into the sea on the way over in boats, as a result of privatization of the "repatriation program" in order to maximize private profits. It is an underpinning assumption of the book that the reproductive value of white women is privileged over that of others. The sexes are strictly divided. Women are categorised “hierarchically according to class status and reproductive capacity” as well as “metonymically colour-coded according to their function and their labour”. The Commander makes it clear that women are considered intellectually and emotionally inferior. Women are not permitted to read and girls are not educated.
The complex sumptuary laws serve to distinguish people by sex, occupation, and caste. Women are especially visually segregated; men are too, but they are equipped with military or paramilitary uniforms, constraining but empowering them. All classes of men and women are defined by the colours they wear (as in Aldous Huxley's dystopia Brave New World), drawing on color symbolism and psychology. All lower status individuals are regulated by this dress code. All non-persons banished to the colonies, men or women, wear grey clothing. Only rare civilians (increasingly persecuted) and Commanders seem to be free of sumptuary restrictions.
Men
Males who engage in homosexuality or related acts are declared "Gender Traitors", and either executed or sent to the Colonies to die a slow death. Men have their particular roles and duties to carry out:
Commanders of the Faithful - the ruling class. Because of their status, they are entitled to establish a patriarchal household, with a Wife, a Handmaid if necessary, Marthas (servants) and Guardians. They have a duty to procreate but many are possibly infertile, as a possible result of exposure to a biological agent in pre-Gilead times. They wear black to signify superiority. They are allowed cars.
Eyes - the internal intelligence agency who attempt to discover those violating the rules of Gilead.
Angels - soldiers who fight in the wars in order to expand and protect the country's borders. Angels may be permitted to marry.
Guardians of the Faith - soldiers "used for routine policing and other menial functions". They are unsuitable for other work in the republic being "stupid or older or disabled or very young, apart from the ones that are Eyes incognito". Young Guardians may be promoted to Angels when they come of age. They wear lime-green uniforms.
Women
The division of labor between women engenders some resentment between categories. Marthas, Wives and Econowives perceive Handmaids as sluttish, and Econowives resent their freedom from domestic work. The narrator mourns that none of the various groups are able to empathize with the others; women are taught to hate and fear other women. Seven legitimate categories and two illegitimate ones are described.
Wives are at the top social level permitted to women. They are married to the higher-ranking functionaries. Wives always wear blue dresses, presumably as a reference to the traditional depictions of the Virgin Mary. After the death of her husband, a Wife becomes a Widow and must dress in black.
Daughters are the natural or adopted children of the ruling class. They wear white until marriage. The narrator's daughter has been adopted by an infertile Wife and Commander.
Handmaids (handmaid for historical parallels) are fertile women whose social function is to bear children for the Wives. They dress in a red habit with a white head-dress that obscures their peripheral vision, both to keep them from seeing the world around them and to prevent their being seen and possibly tempting men. Handmaids are produced by re-educating fertile women who have broken the gender and social laws. Owing to the need for fertile Handmaids, Gilead gradually increased the number of gender-crimes. The Republic of Gilead justifies the nature of the handmaids through the biblical stories of Jacob's wives (Gen. 30:1-2) and Abraham (Gen. 16:1-6).
Aunts train and monitor the Handmaids. The Aunts attempt to promote the role of the Handmaid as an honorable one and seek to legitimize it by removing any association with gender criminality. They do the dirty work of the men running Gilead—being an aunt is the only way these unmarried, infertile, often older women may have any autonomy. It is also the only way to avoid going to the "colonies" for such women. Aunts dress in brown. They are also the only class of women permitted to read.
Marthas are older infertile women whose compliant nature and domestic skills recommend them to a life of domestic servitude. They dress in green smocks. The title of "Martha" is based on a story in Luke 10:38-42, where Jesus visits Mary, sister of Lazarus and Martha; Mary listens to Jesus while Martha is preoccupied "by all the preparations that had to be made".
Econowives are women who have married relatively low-ranking men, meaning any man who does not belong to the ruling elite. They are expected to perform all the female functions: domestic duties, companionship, child-bearing. Their dress is multicoloured red, blue, and green to reflect these multiple roles.

Outside of mainstream society exist two further classes of women:
Unwomen are sterile women, widows, feminists, lesbians, nuns, and politically dissident women, all women who are incapable of social integration within the Republic's strict gender divisions. They are exiled to "the colonies", areas of both agricultural production and deadly pollution, as are handmaids who fail to produce a child after three two-year assignments.
Jezebels are prostitutes and entertainers, available only to the Commanders and their guests; some are lesbians and attractive, educated women unable to adjust to handmaid status. They have been sterilized, which is illegal for other women. They operate in unofficially state-sanctioned brothels, and they seem to exist unbeknownst to most other women. Jezebels, whose title comes from the Biblical character, dress in the remnants of sexualized costumes from "the time before" viz. cheerleaders' costumes, school uniforms, and Playboy Bunny costumes. While Jezebels have some degree of freedom in that they can wear makeup, drink alcohol, and socialize with men, they are still tightly controlled by Aunts. Once their usefulness for sex is over, they are sent to the Colonies.
Babies
Unbabies, also known as "shredders", are babies that are born physically deformed or with some other birth defect. They are quickly made to vanish; Ofglen does not know exactly how, and she comments that she does not wish to know. Having an Unbaby is a constant fear among pregnant Handmaids, as they do not know whether they are carrying one until after birth. In the Republic of Gilead, there is no need for amniocentesis, ultrasound, or other modern prenatal health detection techniques, since abortion is not a legal option and medical doctors were executed and their corpses displayed on The Wall for performing abortions in the pre-Gileadan era.
Defects have become increasingly common, probably as a result of the cause or causes that have rendered many people infertile.
Keepers are babies that are born alive with no defects.
[Movie: The handmaid’s tale.]

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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:43 pm 
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Location: Cayey, Puerto RIco
Knights of Generic Purity (Bastion)
Tech Level: II, sidearms(VI)
Main Races: True Humans
Zone Size: 1 city and some small towns, Bastion (Capital)
Political Views: All mutants and animals most be slaved or destroyed.
Military Organization: (Good) An army of 50 Knights.
General Description/History: Supplied with tech VI bean weapons by the Coallition States, this small kingdom of racists organized as knights are trying to eradicate all mutated creatures. They even kill their own newborn altered ones. [See more info on the RPG: Gamma World manual]

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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:43 pm 
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Location: Cayey, Puerto RIco
Libria City
Tech Level: VI
Main Races: True and mutated humans
Zone Size: 1 underground city
Political Views: People must be controlled to maintain peace. Emotions are what make the people uncontrollable. Emotions are evil.
Military Organization: 200 Grammaton Clerics.
General Description/History: After the war ends, the leaders fear that the human race cannot possibly survive a Fourth World War, and so set about building a new society which is free of conflict. Believing that human emotion is responsible for man's inhumanity to man, the new leaders ban all materials deemed likely to stimulate strong emotions, including art, music, and literature. These materials are rated "EC-10" for "emotional content", and are typically destroyed by immediate incineration. Furthermore, all citizens of Libria are required to take regular injections, called "intervals," of a liquid drug called Prozium, collected at the distribution centers known as "Equilibrium". Libria is governed by the Tetragrammaton Council, which is led by a reclusive figurehead known as "Father". Father never interacts with anyone outside the ruling council, but his image is omnipresent throughout the city in a strong cult of personality. The Tetragrammaton Council strives to create identical lives for all Librians and uses its police state apparatus to enforce unity and conformity. At the pinnacle of Librian law enforcement are the Grammaton Clerics, who exist for the purpose of locating and destroying EC-10 materials and for pursuing, apprehending, and, if necessary, terminating "sense-offenders"—people guilty of feeling emotions.
Despite the efforts of the police and Clerics, a resistance movement exists in Libria, known as "The Underground". Members of this movement are responsible for terrorist activity against Libria, specifically against the Prozium factories. The leaders of the Underground believe that if they can disrupt the production and distribution of Prozium for a short period of time—even a single day—then the Librians will rise up and destroy the Tetragrammaton Council. The Underground operates within Libria itself, but also has contact with resistance groups residing in "The Nethers", the ruins of cities destroyed during World War III. These outsiders hoard objects and artifacts from the old society before World War III, including art and literature. Subsequently, they are the targets of Librian death squads composed of police and Clerics. [MOVIES: Equilibrium]
The Tetragrammaton Council has to control a big population and even when energy production is working fine after all these centuries, food production is very slow. They know of the outside world but are afraid that people will leave Libria if they know about it. Overpopulation has rendered insufficient the underground fungus farms used to process the food. A Zero Population Growth Law has been implemented. The resistance has notices that people disappear and the government does nothing about these disappearances. [MOVIES: Aeon Flux, Ultraviolet, Soylent Green, Zero population growth]
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:45 pm 
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Location: Cayey, Puerto RIco
Magical Lands of Tolken
Tech Level: III without gunpower.
Main Races: All Magical Races: Centaurs, Dragons, Elves, Fairies, Unicorns, Ogres and Orks.
Zone Size: 7 cities Alfheim, Dastino, Dragonar, Fier, Isl, Moran and Morgan.
Political Views: Magical Forces are the New World Order.
Military Organization: 1 army per city of 100 soldiers each is active at any time. The army can be upgraded to 300 in less than a month.
General Description/History: The Federation of Magic is a hodgepodge of differing factions, races, and ideologies with one common bond: Magic. Welded into a cohesive force, Federation sorcerers would pose a grave danger to neighboring civilizations. Their Battle Magi, Mystic Knights, and giant Automatons are supplemented by demons and many other fiendish servants.
Alistair Dunscon has declared himself as the leader of the "True" Federation of Magic, reviving his father's dream of a magical empire, to topple the Coalition States. Consorting with demons and other evil forces, Dunscon represents the vilest embrace of the supernatural. "I will sacrifice them to creatures of darkness, sending their souls to eternal torment as I increase my own power!"
For many years, Tolkeen was a large and peaceful kingdom where magic and technology, humans and aliens, existed side-by-side. All of that changed when hostilities with the Coalition States began to escalate and war became inevitable. The people of Tolkeen, applying their skills and resources to warfare, have discovered that they are very, very good at it. The sorcerers of Tolkeen are prepared to unleash magical terrors the likes of which have never before been seen on Earth.
The Council of Twelve, Tolkeen's advisory body, is comprised of human wizards, dragons, demons, godlings and members of all magical races. Although they rule together with King Creed, Council members have the resources to carry out their own grand schemes, and do so with increasing frequency now that war looms on the horizon. Warlord Uxluth has stepped forward as a leading proponent of blending magic and technology in ways never before imagined to defend and preserve Tolkeen from its enemies. "We will not withdraw, for this is our home. We will not surrender, for surrender means death. We will fight the Coalition with every means at our disposal." [RPG: RIFTS. USER]

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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:45 pm 
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Location: Cayey, Puerto RIco
Masked City
Tech Level: III with sidearms(VII)
Main Races: Masked People, any other race
Zone Size: two cities one inside the other.
Political Views: All races are allowed to live and commerce in the outer city. No member of any race other than the Masked People can enter the inner city.
Military Organization: (Good) A police force armed with energy maces and other strange devices of 200 masked people.
General Description/History: The Mask City was the home of the Masked people for many time but no outsider was allowed to enter. The Masked People repelled all intents of invasion by Wasteland Marauders and other attackers but eventually allowed others to built the outer city and be under their protection. They charge the inhabitants of the outer city and use that wealth to buy what they need to the same merchants. The people of the outer city live protected from crime by the people of the inner city. [TV: Buck Rogers in the 25th Century]
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:45 pm 
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Location: Cayey, Puerto RIco
O-HI-O
Tech Level: III
Main Races: Altered plants.
Zone Size: 1 ruined city, two settlement inside the ruins
Political Views: All animals are dangerous and must be contained.
Military Organization: (Poor) An army of 50 plants with mental and plant mutations.
General Description/History: Dog Town is a marauders town of mutants in the surface of O-HI-O but there is another city that is home to the altered plants that rule the city. Those who enter their area are captured and are placed in human plantations where they are feed and later their fluids returned to the earth to serve as food for the plants.

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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:46 pm 
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Location: Cayey, Puerto RIco
Olympus City
Tech Level: Olympians(IX), all the rest(I)
Main Races: Olympians are the dominant race. They are about 12 of them only.
Zone Size: 1 city, some minor towns and settlements
Political Views: Olympians are goods and mortals must serve them.
Military Organization: (None) Olympians defend the city using their powers.
General Description/History: The Olympian valley was once Zardoz dome. The inhabitants were scientist survivors that prepared for the great war and continued their advanced studies until they created a super computer called “the Oracle”. The Oracle found a way to make his protected people immortal and the scientist ordered the Oracle to do so and hide itself so that no one could destroy the oracle and kill them. Many centuries passed and a traveler was able to damaged the Oracle and many immortals died in the process of repairing it. Now there are only 12 that have more power than the old ones and have mortals as slaves. The technology that makes them immortal and powerful is so advanced that duplicated arcane powers of 100 points of Mana. [MOVIE: Zardoz]

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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:46 pm 
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Location: Cayey, Puerto RIco
Omega City
Tech Level: VIII
Main Races: Robots.
Zone Size: 1 secret underground city
Political Views: Living creatures are slaves.
Military Organization: (Average) 100 robots.
General Description/History: Beneath the fields lies an ancient military bunker of the old American Empire; a vast installation built by Cyberworks before the time of the rifts. Inside is "Archie Three", the ultimate supercomputer. Archie's human masters and creators have been dead for centuries now. Without their instructions, Archie has spent trillions of cycles computing what to do with himself and the self-contained production complex at his disposal. Meanwhile, he has created a legion of robotic soldiers using the secrets of lost, pre-rifts technology. As war erupts on the surface, Archie Three has recently computed that action is required. The technology and production resources at Archie Three's disposal provide him with military power the equal of any who style themselves "Kings" of Rifts Earth. Now that he has decided to take a hand in world affairs, he may even decide to conquer it all. "But how do you have 'fun' when you're a god? Will ruling the Earth be 'fun'?" For his computing power he uses a super ability enhancement system that gives him mental mutation powers. For these to work he needs living people that he connects to his mainframe in a virtual environment that resembles 20th Century Earth. These people’s mental capacity is what helps him manipulate to higher levels the mental mutations powers of his captives. [RPG: RIFTS, MOVIE: Matrix]

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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:47 pm 
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Location: Cayey, Puerto RIco
Paradise
Tech Level: I
Main Races: Eloi and Morlocks
Zone Size: 1 Town
Political Views: Enjoy life.
Military Organization: (None)
General Description/History: Paradise was a vacation resort for the rich that was isolated during the war. The rich descendants are the Eloi and the workers descendants are the reclusive Morlocks that live underground and care for the Eloi. Everything is taken care for them, food, clothes, shelter. They only need to live like lambs, playing and multiplying. But there’s a catch: The Mordock eat the Eloi. [NOVEL: The Time Machine.]

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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:47 pm 
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Location: Cayey, Puerto RIco
PAX City
Tech Level: VII medicine and science
Main Races: All
Zone Size: 1 secret underground city
Political Views: Help to rebuild civilization.
Military Organization: (None)
General Description/History: PAX is a scientifically based society dedicated to restoring civilization and peace to the world. The PAX control a subshuttle, a vehicle that can travel long tubes which connect settlements (these were built during the early 1990s, before the final conflict of the 20th century). The Subshuttles were a rapid transport system that utilized magnetic levitation transports. They operated inside vactrain tunnels that ran at hundreds of miles per hour. The tunnels were comprehensive enough to cover the entire globe. The PAX organization has inherited the still working system and utilize it to dispatch their teams of troubleshooters. PAX members are the descendants of the NASA personnel and they are explorers and "scientists" who preserve what little information and technology survive from before the Conflict, and who seek to learn and acquire more in an effort to build a new civilization. [MOVIE: Planet Earth, Genesis II]

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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:48 pm 
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Location: Cayey, Puerto RIco
Sackers
Tech Level: III
Main Races: Any Race.
Zone Size: 1 Port City
Political Views: Bussssinessss.
Military Organization: (Poor) Mostly pirates and mercenaries.
General Description/History: The most powerful merchant of all Meriga is Sackers and he has his main headquarters here. Rat and Gorilla mercenaries guard his warehouses full of valuable items of all tech levels. Sacker allows any person of any race in his port. His fleet of merchant vessels travel are the only ones who venture into Atlantis. [COMIC: Kamandi]
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:49 pm 
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Location: Cayey, Puerto RIco
United States of Lions
Tech Level: IV with biplanes
Main Races: Altered Lions, other mutated animals and plants are accepted, humans and altered humans are tolerated but not allowed weapons.
Zone Size: 4 cities, New Boston (Capital).
Political Views: Lions have the mission of rebuilding civilization.
Military Organization: (Excellent) 9 packs of 12 liosn each compose an army. The lions have five of these active at all times.
General Description/History: The lions where not happy by the Bomparr’s actitude against other races and separated to go north. They took what is left of the east coast and created their own civilization modeled on the thirteen original American colonies just after the revolution war. Taking information from the ancient’s ruins the lions have advanced more than Bomparr and have petrol vehicles and more advanced weapons. They have built the first flying attack force known to the east of Meriga with biplanes. The force is called “The Griffins”. [COMIC: Kamandi]
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:49 pm 
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Location: Cayey, Puerto RIco
Valley of the Father City (L.V.P.U.R.)
Tech Level: III
Main Races: True and Altered Humans, a few Altered plants and animals exist.
Zone Size: One domed (underwater) valley with five small towns.
Political Views: No life exists outside the Valley.
Military Organization: (None) Small police groups of less than 20 each.
General Description/History: When the cataclysm came a group of people banded together with their families in a giant underwater park on one of the great lakes. These park was named Lake Valley Park Underwater Reserve. One of them was Doctor Sinh a brilliant scientific with a doctorate in engineer. He decided that the atomic generator could be running and the people alive for many years and created a culture of peaceful towns living from controlled farming and hunting. The nature of the valley and the outside world was lost in time and after Dr. Sinh died only his nickname “Father” was remembered. The generator was nicknamed “Dragon” and the energy production facility that hided the exit to the surface world, was called “The Labyrinth”. Mutated humans, animals and plants exist in very small numbers and are seen as creatures of myth. After all these years the energy plant is failing and each year less heat and oxygen enters the dome. Plants are dying and so are animals. A group of people tried to enter the Labyrinth to speak to the Father about the problem only to be escorted outside the dome by robots for knowing the true nature of the valley. A year later they returned with the means to repair the generator and save their people. Now, the underwater city of LVPUR, with control of the computer and generator, is trading with the outside world and fishing in the lake. [USER]

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Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:49 pm 
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Posts: 4371
Location: Cayey, Puerto RIco
Vampire Kingdoms
Tech Level: II
Main Races: The undead, other races exists as slaves (or food)
Zone Size: 7 towns with a castle each
Political Views: Vampires are lords of the living.
Military Organization: (poor) Armies of zombies plague the land in control of the vampire lords. Groups of up to 50 can be found everywhere.
General Description/History: The lands of the vampire lords are a place of death and undead. Those who enter there never returned and those who can return came back changed. [MOVIE: Vampire Hunter D, RPG: RIFTS]
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:49 pm 
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Posts: 4371
Location: Cayey, Puerto RIco
Warlords & Warlocks
Tech Level: Varies
Main Races: Varies
Zone Size: 1 town, city or fortress depending on the resources, it could also be a moving army
Political Views: Acquisition of power.
Military Organization: 100 to 500 active soldiers or mercenaries.
General Description/History: See info.
[The Carrions (Tyrants) are a good source of warlocks using as reference the movie Dark Crystal]

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Everyone thinks I'm half crazy, but they know only half of the truth.
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Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:50 pm 
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Posts: 4371
Location: Cayey, Puerto RIco
Wasteland Tribes
Tech Level: III sidearms and IV vehicles
Main Races: Altered Humans, Animals and Plants
Zone Size: at least 12 towns or settlements (exact number unknown)
Political Views: The stronger survive.
Military Organization: (Poor) each tribe has it’s own small army of about 25 to 100 soldiers.
General Description/History: The tribes, towns, settlements or hamlets that survived using anything they could from the ruins of the ancient’s and passing the knowledge of how to repair them from one generation to another. They are located in different parts of Meriga and mostly live by attack different cities or towns and stealing from them.

CarWall
A town of mechanics mainly true humans but any other race is allowed. They trade in TL IV artifacts and repair TL IV vehicles.

Cheer, The
Like Lester’s the Cheer is a band of nomadic mutant cannibals but this group is compose of women of all races dressed like cheerleaders. They are TL:0.

Cybermutants
Half-machine, half-mutant, these dangerous marauders have their base in an ancient’s cybernetic hospital and implant themselves with cybernetics that they harvest from their captives. They also implant themselves as parts of vehicles and mecha. They still have TL:II weapons with cybernetics of TL:VI. [MOVIE: The Adventures of Spacehunter on the Forbidden Zone]

Holnist Army
A neofascist army run by General Bethlehem, who take supplies and conscripts. They train the prisoners in the army and he learns that they are a remnant from the armies of centuries ago led by a farmer-turned-general, Nathan Holn. Invoking 'rule number 7' any member of the army can challenge Bethlehem for leadership of the Holnists. Is compose of any race. They use horses and firearms. [MOVIE: The Postman]

Hawkoids
The hawkoids are robbers and mercenaries that attack caravans of Bomparr and other neighbor areas. They use TL IV weapons. [see GAMMA WORLD creature seccion]

Hissers
The hissers are dangerous desert dwellers that can use TL: IV weapons and equipment. [see GAMMA WORLD creature seccion]

Humungus
The Humungus move from place to place attacking anyone and leaving no one alive. They are mostly altered humans and have TL petrol based vehicles and use spears, axes, clubs and croosbows as weapons. [MOVIE: Mad Max]

Gorks
The gorks are tribes of brute mutants that look like strong men with the deformed head of a gorilla. They live in some areas taking everything they want and destroying what is left. Groups of up to 100 has been spotted wandering near the Magical Lands, Bomparr and Coallition States. They are TL: 1 and move on foot.

Kreeg (The 29th)
Enemies of the City of PAX a group of mutant humans known as the Kreeg live by emulating 20th Century armies in their old vehicles converted to steam power. They use croosbows and swords. Kreegs and Serfs form alliance from time to time and have been known to have the same leaders in certain times in their warlike history. [MOVIE: Planet Earth, Genesis II]

Lester’s
The Band of Lester dress and live if they were a trailer park on vacation. Only that their BBQ are made with their victim’s meat. They are Altered Humans that live in trailers and move from place to place capturing people, They have to pull the trailers with horses and are very efficient with their TL II weapons. [MOVIE: Cherry 2000, The hill have eyes]

Nowhere Town
A group of steam powered vehicles of gigantic proportions that carry the complete tribe with them. They have TL:III weapons. They move from place to place and sometimes are traders other times are marauders depending of the person in charge. It’s inhabitants are of all races.


Paradise Lost Town
A trading post in the middle of nowhere that is available to anyone who can trade in any good of any tech level. All races are welcome.

Rippers
Tank Girl, and the altered kangaroos control these area that is rumored to be underground. She has a war tank and less than 50 soldiers but manages to attack the Coallition supply caravans and escape back to her hideout. [MOVIE: Tank Girl]

Serfs
The serfs are organized in tribes called “harmis” and their leader is called a “Ginerar”. The “harmis of 8” is the most organized and dangerous of the serfs armies and is composed of about 100 serfs. They travel by foot and in mounts. Kreegs and Serfs form alliance from time to time and have been known to have the same leaders in certain times intheir warlike history. [see GAMMA WORLD creature seccion]

Silver Beard
A group of mutated amphibians and fish that attack the ships and settlements on the east coast of Meriga. They have some magic and TL III weapons. [MOVIE: Pirates of the Caribbean: Death’s man chest.]

Spider Women
Spider women live in caves in small groups. They mate with any other compatible race and them kill them. They have TL:II weapons and sometimes ride to move from place to place.

Smokers
A group of human and altered humans that attack the settlements of the City on the Sea. They have TL IV weapons and a limited supply of petrol in an old tanker ship. [MOVIE: Waterworld]

Thundarrians
The barbaric thundarrians are altered humans (with physical mutations) that have a stock of vibroblades, energy maces and other high tech melee weapons that the use to defend themselves against invaders. They are TL:0 in everything else. They thrust and share their territory with the Ice Beasts, a tribe of Altered Apes with bad temper. [TV: Thundarr The Barbarian]

Thunderdome
These town of traders of water and petrol know how to defend against intruders. There are all types of races but the government is run by true humans that have a few TL IV vehicles and weapons. Almost all of them are armed with TL III weapons. [MOVIE: Mad Max Beyond Thunderdome]

_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:51 pm 
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Posts: 4371
Location: Cayey, Puerto RIco
White City
Tech Level: 0
Main Races: Whites
Zone Size: 1 lost city
Political Views: Eat everyone that is not a white.
Military Organization: (Good) all members of the tribe are cannibals.
General Description/History: During the war, and the destruction that came after, the city fall into a fissure or the lands shifted around it until it was almost completely covered. The city has many artifacts of the ancients but is also home to a tribe of cannibalistic monsters that eat everyone who enter the city. They fear light but there are less than 4 hours of light in the city each day.

_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:53 pm 
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Posts: 4371
Location: Cayey, Puerto RIco
Xenozoic Jungles
Tech Level: III
Main Races: Varies
Zone Size: Varies cities and towns (see below)
Political Views: Varies
Military Organization: Varies
General Description/History: After the cataclysm, the area now known as the Xenosoic Jungles reverted
[RPG: Cadillac’s and Dinosaurs]

Trenaldar City (aka Confederacy of Ruth)
Tech Level: II with VII sidearms
Main Races: Altered amazone humans
Zone Size: 1 city
Political Views: Women are superior to men.
Military Organization:
General Description/History:
H.E.R.A. -
Dink - Derogatory term used by "The Women of Ruth" for human males. Dinks are bought and sold like animals. They are trained or exterminated. All Dinks must obey the rule of silence, and keep their eyes down. A Dink does not have a proper name, unless his mistress gives him one.

Aerians
Tech Level: V
Main Races: Aerians (Altered Humans with Wings)
Zone Size: 1 city
Political Views: Technocracy.
Military Organization: (Good)
General Description/History: (See below)

Fall People
Tech Level: II
Main Races: Pure Strain Humans
Zone Size: 1 city
Political Views: Tribal.
Military Organization: (Average)
General Description/History:

Lemurians
Tech Level: VII
Main Races: The Lemurians are Atlanteans
Zone Size: 1 city
Political Views: Monarchy
Military Organization: (Poor)
General Description/History: The Lemurians separated from the Atlanteans when the Atlantean-Spluggort War started.

Man Apes
Tech Level: 0
Main Races: Man-Apes (Cavemen, De-evolved Pure Strain Humans)
Zone Size: 1 city
Political Views: Tribal, highly primitive.
Military Organization: (Poor) but there are many of them.
General Description/History:

Pterons
Tech Level: I
Main Races: Pterons (Mutated Pterodactyls)
Zone Size: 1 city
Political Views: Monarchy
Military Organization: (Average)
General Description/History:

Sun People
Tech Level: II
Main Races: Sun People (Pure Strain Humans)
Zone Size: 1 city
Political Views: The Sun People are the ones who should dominate the savage lands. Theocracy.
Military Organization: (Good)
General Description/History:

Swamp Men
Tech Level: 0
Main Races: Swamp Men (Pure Strain Humans)
Zone Size: 1 city
Political Views: Tribal
Military Organization: (Poor)
General Description/History:

Tree People
Tech Level: II
Main Races: Tree People (Altered Humans with Prehensile tails)
Zone Size: 1 city
Political Views: Tribal
Military Organization: (Poor)
General Description/History:

Zebra People
Tech Level: II
Main Races: Pure Strain Humans
Zone Size: 1 city
Political Views: Tribal
Military Organization: (Poor)
General Description/History:

Calhorn Copper Mines
Tech Level: IV
Main Races: True Strain Humans and others.
Zone Size: 1 city
Political Views: Keeping the mines open to sell the copper and other minerals to the United States of Lions, The Boomparr and event the Knights of Generic Purity.
Military Organization: (Poor)
General Description/History:

Kadillax
Tech Level: III
Main Races: Pure Strain Humans and others.
Zone Size: 1 city
Political Views:
Military Organization:
General Description/History:

The Garage
Tech Level: IV
Main Races: Pure Strain Humans
Zone Size: 1 Hamlet
Political Views: “I fix it if you can pay for my work, otherwise this is my credit office (pointing to his shotgun) and that is the exit.”
Military Organization: (Good) but small. He has some robots and trained creatures to defend the complex.
General Description/History:

Thera
Tech Level: II
Main Races: True Humans and Altered Humans and Animals
Zone Size: 1 city
Political Views: Monarchy
Military Organization: (Good)
General Description/History:
[COMIC: Warlord]

_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Mon Mar 25, 2013 11:54 pm 
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Posts: 4371
Location: Cayey, Puerto RIco
Xiticlix Territory
Tech Level: VI
Main Races: Xiticlix
Zone Size: 1 city
Political Views: Unknown
Military Organization: (Excellent) an army of 1000 soldiers
General Description/History: Giant humanoid insects from another world, Xiticix numbers have grown from a few dozen to almost four million in only 50 years! The Xiticix have no allies; they exist solely to breed, conquer, and terraform the Earth into a world suitable only for them. Apparently more intelligent and advanced than their "bug-like" appearance would at first suggest, many foolish adventurers have dismissed the Xiticix as non-sentient, only to end their days staring down the barrel of a Xiticix-manufactured glop rifle or rail gun. No communication with the Xiticix has ever been achieved by conventional, magic, or psychic methods. The Elder Queens remain a complete enigma to outsiders. The Coalition States and other governments adopted a war-footing against their hives, believing total extermination of the Xiticix is the only option. [RPG: RIFTS]
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Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Sun Apr 21, 2013 1:53 pm 
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Posts: 4371
Location: Cayey, Puerto RIco
Miacholin
Tech Level: III with IV weapons and vehicles
Main Races: Dark Emperor Birds (p.147)
Zone Size: 1 city
Political Views: Tyrany
Military Organization: (Excellent) an army of 1000 soldiers
Description: See Gamma World manual p.178

MIACHOLIN CARAPACE FORCE POLICE

Miacholin Carapace Soldier
Large Altered Crab
Number: 2-12
Percept: 9 Stealth/R.U.: -2
AC: 22
MD: 11 Health: 12
Speed: 10
Level: Enforcer:2
Hit Dice: 13 (45)
THAC: Pincer (+4) Attacks: Pincer (1d8+2)
Int: 6 Morale: 10
Size: large XP Value: 500
Artifacts: Helmet, Uniform
Physical Mutations: None Mental Mutations: None Special Powers: None

The Miacholin troops are organized like Nazi Soldiers mounted in Model-T cars that look like low-tech Army Jeeps. The Carapace Soldier’s Head is shaped like a nazi helment and the gunner’s uniform like a WW2 german’s uniform.

Miacholin Carapace Gunner
Small Altered Duck
Number: 2-12
Percept: 13 Stealth/R.U.: +1
AC: 17
MD: 11 Health: 12
Speed: 10
Level: Enforcer:2
Hit Dice: 10 (35)
THAC: Bite (+4)/ Assault Rifle (+7) Attacks: Metal Batton (1d6+2)/ Laser Rifle-IR (4d6)
Int: 10 Morale: 10
Size: Small XP Value: 500
Artifacts: Assault Rifle [Dam:3d6, THAC:+2/+4/+8, Range:40, RoF:2/3/5, Shots:20, Cost:4000, Weight:4kg, TL,C:IV,13] w/Bayonet
Physical Mutations: None Mental Mutations: None Special Powers: Non

_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Sun Apr 21, 2013 1:54 pm 
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Joined: Tue Jun 01, 2010 4:13 pm
Posts: 4371
Location: Cayey, Puerto RIco
Cybermutants
Half-machine, half-mutant, these dangerous marauders have their base in an ancient’s cybernetic hospital and implant themselves with cybernetics that they harvest from their captives. They also implant themselves as parts of vehicles and mecha. They still have TL:II weapons with cybernetics of TL:VI. [MOVIE: The Adventures of Spacehunter on the Forbidden Zone]

Cybermutant
Number: 4-24
Percept: 11
Stealth/R.U.: +1
AC: 15
MD: 12
Health: 16
Speed: Walk: 14, Bike: 32, Centaur: 24.
Level: Enforcer:2/Examiner:2
Hit Dice: 16 (60)
THAC: Bite(+10) / Cyberweapon (+10) / Croosbow(+8) / Net (+8)
Attacks: Bite(1d6+4) / Cyberweapon (1d8+8)+grab / Croosbow(1d8)+paralyzing poison(10) / Net (Grab)
Int: 11
Morale: 11
Size: Medium
XP Value: 1000
Frequency: Wastleands
Organization: Tribal
Activity Cycle: Day and night
Diet: Carnivorous
Tech Level: II with VI cybernetics
Artifacts: Cybernetic implants that give them strength, armor special melee attacks and locomotion. Their cyberweapons are claws, axes, maces or sword. Cyberweapons cannot be disarmed. They also use these as melee weapons.
Physical Mutations: Heightened Strength, Energy Blast (10), Electrical Projection (10) or
Mental Mutations: None
Special Powers: Adaptation to cybernetics.

Wasteland Battle Trucks
Num.Seats: 2-10
Cargo in Kg: 6000
Max Speed: 100/280
Man.Class: D
Hit Points: 100
AC: 18
Avg,Cost: ---
TL, Complex: IV, 17

Wasteland Battle Bikes and Buggies
Num.Seats: 1-2
Cargo in Kg: 50
Max Speed: 120/335
Man.Class: B
Hit Points: 30
AC: 15
Avg,Cost: 10k
TL, Complex: IV, 15

_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [ZONES] The Zones of Meriga
PostPosted: Sun Apr 21, 2013 1:59 pm 
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Joined: Tue Jun 01, 2010 4:13 pm
Posts: 4371
Location: Cayey, Puerto RIco
Serfs
The serfs are organized in tribes called “harmis” and their leader is called a “Ginerar”. The “harmis of 8” is the most organized and dangerous of the serfs armies and is composed of about 100 serfs. They travel by foot and in mounts. Kreegs and Serfs form alliance from time to time and have been known to have the same leaders in certain times intheir warlike history. [see GAMMA WORLD creature seccion]

Servs (GWp.161)
The name Servs comes from “Army Reserves” and they are organized in tribes called “Brigades”. Their leader is called a “Commander”. [see GAMMA WORLD creature seccion]

Powers: Not all Servs has the same mutations. Their position on the Army depends on the mutations they have:
Soldier: Poison (Claws): Intensity (8) 1d6 of damage per each 5 points over HT (round down).
Communicator: Telephaty(12)
Demolitions: Death Field Generation(12)
Engineer: Photokinesis(13)
Intelligence: Mental Blast(15)
Morale Officer: Density Control, Others(14) : Gives a +7 THAC and Melee Damage to other Servs.
Officer: Fear Generation(12)
Scout: Heightened Sense, Sonar, Detect.

Brigade Name: The Army of Juan
Leader: Commander Juan One
Motto: “Kill all that you can kill!”
Equipment: M-16 broken and converted to a modified Heavy Croosbow [Dam:2d8, Range:15, RoF:1, Shots: 2, Cost:110, Weight:9, TL:II] with Bayonet [1d6+4, double damage on charge]
Description: Ranks tattooed on arm. Piercings in face. Dressed in fatigues and boots.

Brigade Name: Holnist Army “The 8”
Leader: Commander Bethlehem
Motto: “We follow the rule of 8.”
Equipment: Armed with swords and flintlock rifles, and mounted in horses or mutated mounts.
Description: An army derived from Commander Holn since the Time of Troubles. They have 8 rules that govern their actions. Number 7 allows any member of the brigade to challenge their leader to a duel for the position.

Brigade Name: Kreeg (The 29th)
Leader: Commander Klin Gon
Motto: “This we’ll revenge!”
Equipment: M-16 broken and converted to a modified Heavy Croosbow [Dam:2d8, Range:15, RoF:1, Shots: 2, Cost:110, Weight:9, TL:II] with Bayonet [1d6+4, double damage on charge]
Description: Enemies of the City of PAX this brigade of servs are known as the Kreeg and also live by emulating 20th Century armies. They have old vehicles converted to steam power that have armor and heavy croosbows or net-throwers installed. Like the other Servs they use swords and heavy croosbows as side weapons. The Kreegs and other tribes of Servs have formed alliances from time to time and have been known to have the same leaders in certain times in their warlike history. [MOVIE: Planet Earth, Genesis II]

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Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
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