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FACTION: The Cybertech Initiative

The Cybertech Initiative: Improving you to improve the galaxy. accepting volunteers for human augmentation (with contracts with penal and judicial systems for violent or redeemable criminals with behavior control chips).
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nice, now you need an Iconic Defender.
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let's see if i figured this right STEP 1 - The Faction Cybertech Initiative or C.T.I is a faction who's goals are the collection of technology and using it to augment troops and scientists and gather intelligence. While many members have volunteered for the augments, the C.T.I. are not above using criminals to fill it's ranks or as expendable assets, (neural implants monitor criminals to insure they don't endanger the faction or become a liability). Unbeknownst to all but the upper echelon all members have neural implants designed to monitor, track, and collect information to be studied and used on later dates and projects, or for sale (should the need arise). Earlier, cheap, and non essential augments have a weakness to electric shock as it can disrupt or damage circuits. Rumors persist that many have self-destruct devices installed to prevent tech or intelligence from falling into wrong hands, of course the higher ups deny this. * Each Faction is created with 40 [build points] (just like a character). * Factions do not have ability scores. * Factions gain levels as the player earns XP for game sessions. * Factions advance in level by gaining 10 build points. * As with Characters, the maximum Ranks of any Faction Traits cannot be higher than the Faction's level. * All Characters created from a Faction are equal level to the Faction. * All Characters from the Faction have get to take it's Shared Attributes (see below) for free, in addition to their own build options. * Characters will have access to other traits of the Faction based on their Ranks in the Organizational Ties trait, including traits like Wealth, Resources, Mecha, and Kaiju. Every Faction should have the following Traits 1. Patron Benefits (cost 1/rank), represents the Faction's reach and involvement. At low ranks the Faction may only have minor influence on a small continent or space station. They may not always be able to help out their agents in the field, especially if they are far away. Sometimes a Faction is powerful and controls many colonies across multiple worlds, but they just don't involve themselves strongly in the Alliance and won't lend much aid to an agent. This Trait sets the cost for Organizational Ties taken by the characters from this Faction (rank 4 Patron Benefits will mean which a character must pay 4/rank for Organizational Ties). SET RANK TO 2 (2 POINTS SPENT) 2. Resources (cost 3/rank), represents access to manpower, land, food, fuel, and materials as well as the financial strength of the Faction. This becomes important when the Faction is trying to expand their reach in the system or develop new technologies. This trait reflects the general status of a Faction and it can be temporarily lowered by KIAJU attacks and other catastrophes such as floods, famine, wars, etc. A Faction's Resources also determines the maximum Ranks which the faction can grant in each of Personal Gear, Wealth, Flunkies, Item of Power and any other "tangible" attributes. SET RANK TO 2 (6 POINTS SPENT) 3. Iconic Defender built with either Own A Big Mecha (cost 8/rank) (8 POINTS SPENT) POINTS USED SO FAR 16/40 STEP 2 - Shared Attributes Once you have a basic framework for your Faction you need to start looking at how it will affect your character. Each Faction has Shared Attributes which it grants to all the agents it sends out to work with the Alliance. Your characters all get these Traits and Flaws in addition to their own build options. Some of the most common Attributes granted by Factions are; * Enhanced Ability (cost 1/rank), choose one ability score to raise by two points per rank, to a maximum of 20. Once a character's ability score reaches 20 this Trait becomes SUPER ABILITY and only increases the ability score by one point per rank. SET TO 4 (4 POINTS SPENT) * Highly Trained (cost 1/rank), all agents from the Faction are trained in a specific chosen skill, gaining a bonus equal to their level. SET TO 3 (3 POINTS SPENT) * Feats (cost 2), all agents from the Faction possess or are trained in a specific chosen Feat. SET TO 2 (4 POINTS SPENT) * Personal Gear (cost 2/rank), choose items of gear assigned to all agents from the Faction. This attribute is limited by the Faction's Resources Trait. SET TO 2 (4 POINTS SPENT) * Background (cost 4) all agents from the Faction share a specific chosen Background. Backgrounds offer two Trained Skills and one Feat. (0 POINTS SPENT) * Flunkies: Technical (cost 1/rank), limited by the Faction's Resources. SET TO 1 (1 POINT SPENT) * Flunkies: Combat (cost 2/rank), limited by the Faction's Resources. (0 POINTS SPENT) * Special Attack (cost 4/rank), all agents from the Faction posses a specific designed attack either from a trademark weapon, cybernetic system. SET TO 2 (8 POINTS SPENT) * Armor - Military Organizations * Attack Combat Mastery - Warlike * Computer Scanning - Technological [Cybran Salvagers] CURRENT POINTS 40/40 STEP 3 - Bonus Points You probably ran out of build points without being able to get all the cool stuff you wanted for your Faction. It happens all the time. But you can recover some bonus points by taking FLAWS (also called Disadvantages or Defects). FLAWS can be assigned to a Faction as a Shared Attribute in which case it will grant bonus points and affect all agents from the Faction. Other FLAWS are associated with specific Traits and reduce the cost of those traits. These flaws can never reduce the cost of a trait to zero or less Build Points, and they always reduce the total cost, never the cost per rank. * SKELETON IN THE CLOSET * CONDITIONAL OWNERSHIP defect on Gear and Mecha and Monsters. * OWNED * RED TAPE let me know if i have to fix or change anything
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That is awesome! This post made me realize how badly that Faction section needed a re-write. 
It's OK I didn't even notice it until today I thought after a certain point it was all blank papers until I scrolled back through it for the third time then notice more and the copy right information. So just let me know what to change.
will do. 
Cybertech Initiative Faction Level 1 [40 Faction Points] No Flaws [0 BP], Unspent Points2 Faction Traits [38 FP] Patron Benefits [rank 2/ cost 16 FP] Faction Resources [rank 2/ cost 6 FP] Iconic Defender - Own a Big Mecha [rank 2/ cost 16 FP] Shared Attributes [16 points of Patron Benefits] Feat/Trait - Cybertaker [rank 2/ cost 4] All Agents of the Cybertech Initiative have been conditioned to accept more cybernetic implants than average living creatures. The maximum number of cybernetic attachments they can have without suffering negative levels increases to 3+ Constitution modifier. Item of Power - Neural Interface Uplink [rank 2/ cost 8] All agents are implanted with a Neural Interface Uplink which counts as one cybernetic system but grants many advantages as long as the Agent can access the Cybertech Initiative Computer Grid. (Each rank of Item Of Power grants 5 points of abilities so at rank 2 there are 10 points). Feat - Gearhead [rank 1/ cost 2] grants a one step bonus to Tech: Computer Use , Tech: Electrical, and Tech: Mechanical skill checks. Highly Trained [rank 1/ cost 2] grants a “trained” bonus equal to the Agent’s total character level to all Tech: Computers skill checks. Highly Trained [rank 1/ cost 2] grants a “trained” bonus equal to the Agent’s total character level to all Know: Galactic Lore skill checks. Highly Trained [rank 1/ cost 2] grants a “trained” bonus equal to the Agent’s total character level to all Know: Tactics skill checks. Features [rank 2/ cost 2] Galpos device, long range communication system. Cybernetic Enhanced Ability - Strength [rank 1/ cost 1] and Constitution [rank 1/ cost 1] Due to cybernetic augmentation all Agents are granted a +2 bonus to their Strength and +2 bonus to their Constitution. This counts as one cybernetic system. Personal Gear [rank 1/ cost 2] All Agents are granted a service pistol, light armor, trauma pack, and field survival kit or tool kit of choice. Each Agent is granted use of a standard light vehicle owned by the faction.
<a href="http://wiki.evageeks.org/Evangelions" rel="nofollow">http://wiki.evageeks.org/Evangelions</a> source info for the mech i want to build we can change what we need to.
How should I build this thing off of the kaiju or the mech? Should I build a pilot too?
I have read up on the wiki, and watched some youtube videos. And I have no conclusive answer. It seems they just made a Giant Robot film and wanted to make the robots bleed and have guts and intestines, for the sole purpose of graphic violence in the battle scenes. I could be wrong.&nbsp; I would guess that if it requires a pilot, then you should probably use Own a Big Mecha [8 CP / Rank].&nbsp; If it acts on it's own impulses and has to be controlled or directed, like an animal, then use Own a Pet Monster [6 CP / Rank].