Normal Topic The Foundry (Read 1269 times)
dsumner
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The Foundry
Apr 20th, 2010 at 3:06am
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The Foundry


The Foundry is a criminal organization that specializes in producing hi-tech weapons systems for its clients, namely some of the world's leading criminal organizations. Very little information is available on the Foundry's origins, or its mysterious leader, being simply known as, The Craftsman. What is known is that the Foundry first began production during the early 1960's, and  since then, it has continued to provide some of the most advanced weapon systems known to man. How they produce them, or where there production facility is located remains unknown. What's unknown to everyone, is that the designs are primarily based on reserved engineered alien technology, first discovered by the organization's founder, The Craftsman.

Despite numerous attempts, by law enforcement officials, to infiltrate the organization, so far, they have all proved unsuccessful. The Foundry has also been the target of multiple infiltration attempts by other organizations, such as The Consortium, as they're extremely interested in a number of weapon designs recently fielded by the group. As a result, the Craftsman has taken implemented a number of security precautions. To ensure that captured Foundry personnel can't, or won't, revel any information about their employer, a telepathic block and several hypnotic suggestions are placed within their minds. If captured and forced to talk, the block will stop all but the most powerful mind probes, and the suggestions will force them to forget everything since their employment.

The Craftsman

Identity: ?
Side: Evil                    Sex: Male
Age: 87                       Level: 13   
Training: Intelligence

Powers:
1. Ares Battle Armor (B): 109 ADR
a) Life Support: 36 Hours
b) Heightened Senses: 4x Detect Hidden/Danger
c) Force Field: 1 charge expended per 2 points damage stopped. 
2. Heightened Intelligence (B): +19
3. Heightened Charisma (A): +9
4. Animated Servant: (See below)
5. Teleportation Device (Armor Failsafe System): Will teleport him to safety in the event he's rendered unconscious.   
6. Mutation: Scientific Genius: Due to his exposure to alien technology, he has 3x his normal amount of Inventing Points
7. Physical Handicap: Advanced age, without his armor's life support system, The Craftsman wouldn't be able to function do to his age.

Armor Weapons Systems
1. Ion Beam: Attacks as Disintegration Ray, 1d20 damage. 1 charge per shot, R=18"
2. Tractor Beam: Attacks as Telekinesis,1 charge per turn, R=18", maximum lifting capacity = 1,300 lbs.
3. Stun Beam: Attacks as Paralysis Ray. 1 Charge per sot, R=18"
4. Computer Uplink: Allows him to control any of "The Rock's" computer systems, or drones.

The armor has a separate power supply for its weapons systems with 60 charges.

The Rock


The Rock is the Foundry's base of operations, and production facility. In reality it's an asteroid in orbit around Mars. It appears that at one time the asteroid was some sort of alien manufacturing facility, and is stocked with a wide range of alien technology. It's equipped with a Life Support System, Artificial Gravity generators, Force Fields (to protect critical areas), a mainframe computer system, shuttle bay, a Teleportation system (capable of internal transport and allowing travel to several locations on Earth), a Brig with Power Damper cells (the cell's security screens inflict 2d8 electrical damage when touched, and vents eject sleep gas - victim must save vs. Constitution or fall unconscious for 1d4 hours), a security system (motion sensing cameras, ultrasonics, lasers, force screens), and various other devices.

**Note**


GM's should feel free to use their imagination when designing security devices, and other equipment. Basically use whatever suits your fancy.
« Last Edit: Apr 20th, 2010 at 3:09am by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

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