Cold Place: Chapter 2: The Threats

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If they take the gauntlet they will have five real threats:

  1. The road conditions/weather. Wheel piloting check (-80 rough) / Skimmer piloting check (-30 uneven). The weather is high winds at times and poor visibility (1-4km), 20% of the time a piloting check maybe needed (-20)
  2. Tundra-tunnel Worms, they are an export good for this world. They are a 3-5 meter worm that burrows through the icepack eating minerals – roads and structures are minerals to these critters. Watch for potholes or thin/missing roadway. (5% pothole 1m in size / 1% missing road / 3% thin-wheeled only)
  3. Villain #1: Animal Activist (first 3rd of road only – 30% encounter) 7 activists wearing Street 2 armor & carrying BS2 laser pistols and 4 shock sticks.
  4. Villain #2: Black market Merc team (first 2/3rd of road – 40% encounter) “Scottish Killers” is a 4 Orion team out of Browser to the east, there driving an armored skimmer sedan. They will ram if need be to win.
  5. Villain #3: Big game hunters (last 3rd only, plus they are the most likely to intercept if they take southern path – 75% main / 35% southern) Two hunters and three barriers that are used for tracking and setting up informants.

NPCs for Cold Place

Villain #1: Animal Activist. There are 7 activists in the group, and they are wearing Street 2 armor & carrying BS2 laser pistols or shock sticks. There all Gen-humans with average stats (65) and 3 levels of standard skills. There driving a wheeled semi-tractor in a super cab with no trailers and they will use it to attack the van or support vehicles.

Villain #2: Black Market Merc Team. “Scottish Killers” is a 4 Orion team out of Browser to the east, there driving an armored skimmer sedan. They will ram if need be to win.

  • Hanna McGregor (Leader of Merc Team)
  • Gregory Riley (Driver)
  • Panous O'Carroll (Sniper)
  • Marten O'Donnald (Exotic Weapons)
  • Skimmer Sedan THR 4 AI: 165/95 SP: 225kph Turn: B

Villain #3: Big Game Hunters. Two hunters and three barriers that are used for tracking and setting up informants. They will pay the locals for info and leads to there quarry, and they will even buy off officials and the local law to find and detain there target.

  • Edenfi (Eridani Hunter)
  • Hoidoni (Eridani Hunter)
  • Barriers (Orion Henchmen)

NPCs for Cold Place


The Southern path, other then the extra mileage and vast more towns and traffic the party wont find anything to dangerous. There are plenty of places to stop and stay at, fuel and other needs are easily found.

BM's Note: There's only 3 hazardous areas to watch out for on the Southern path.
  1. Is between Fit’s and Tanus. Villain #1: 30% chance if the party gets to talkative of there route while loading the cargo or at stops before Fit's.
  2. The stretch is between Last Out and Bonners Pride there's a 2% random car-jack by 6 ‘high’ Orion’s (their living in a Blue coca haze).
  3. The last area covers the distance from Bonners Pride to target delivery area where Villain #3 has a 20% chance of hitting the group.

NPCs for Cold Place


Back to:
Cold Place: Chapter 1: Players Intro

Next:
Cold Place: Chapter 3: Map

Return to: Cold Place

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