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Towering behemoths borne of flesh, steel, and surplus riot gear, these people are not to be taken lightly. If members of the gang are pinned down with no chance of escape, if the residents of The Square or Flatline are protesting food shortages and living conditions, if there is no hope for survival, the bulwarks are called in. Sporting a mix of pre and post-flash riot gear, LMGs, and heavy shields, these members are the key to turning the tide of battle. If you see a shield wall of bulwarks pointed in your direction, you have two options. To run, or to pray.
TBW.
Skulls who opt for a little more explosive flair to their work that they call art, "Boom Boys" are just that: pyrotechnics and grenadiers who take a certain kind of fondness to their craft. So fond, in fact, that they handle every type of ordinance you can think of! From explosive to aerosol; they have it all!
The Boom-Boys are the go-to role in the Chromeskulls when it comes to demolition work and breaching. They yield vast power with explosives, flamethrowers and a menagerie of other useful equipment.
You will be the go-to role for any sort of demolition or pyrotechnical work (ie flamethrower, breacher, etc... .)
You can use maximum 2 grenades in a server, almost exclusively for AOD (area of denial.)
The amount you can use in a HOST or scheduled event is up to the hoster.
Military-grade explosives (eg. M32 frag, MCP Incendiary, etc...) are not allowed. Stick to wasteland classics such as Molotov Cocktails, Pipe bombs, etc...
You can swap out a primary or secondary for a Under/Over barrel Grenade Launcher (SMOKE/GAS IS THE GO-TO, H.E. IS EVENT EXCLUSIVE), or a Cloudburster.
For the love of God, if you're going to ask if you can use XYZ, explain what it does. Please...
You must follow the above restrictions to a tee.
You can represent Pipebombs/Molotovs through the current in-game grenade tools, but CANNOT use them as actual military-grade explosives.
Boom-Boys must keep track of how many grenades and other equipment they use at all times. Using more than you have could result in the removal of your role.
Boom-Boys must not be reckless with their equipment. Needlessly flaunting and brandishing their tools around is improper, and moderatable.
Boom-Boys must realistically roleplay the effects of their weapons, and should not powerplay with them.
Not abiding by these conditions will lead to your Boom-Boy role being removed and moderation within the Chromeskulls faction. You must follow these set conditions when using Boom-Boy gear and equipment.
They fly now?! They fly now! Flyboys are in charge of everything drone related within the Chromeskulls, being compiled from the top dogs of Hyenas and Techies. They procure intelligence information for other Fanatics, as well as large gang-wide operations; conduct cache drops for deals with other criminals; or head backline operations by assisting frontline combatants with aerial support. Their equipment is cheap and replaceable, but widely modular and fit for any situation thrown at them.
Flyboys may utilize drones from the RELISTORE Item Catalogue, with each drone having differing use cases and abilities. To use a drone, the character must have a Flyboys Drone Wreath, which works somewhat like a VR headset, immersing the user into the drones POV, at the cost of them being unable to do anything relating to their physical body while the headset is active.
All drones will work off 1 of 3 bases; each with their own unique characteristics and features. These bases can be upgraded with unique items in the RELISTORE. Alternatively, Flyboys can use any in-game drone but without upgrades.
Drone slots act as customization presets that apply to the drones within within that slot (E.G, having a Buzzard drone in a slot would make the customization apply to all four of your Buzzards, as well as replacement Buzzards for when they get destroyed.)
Flyboys begin with 1 drone slot, but can earn a max of three through host rewards or the RELISTORE.
The max drone count determines how many times a drone can be deployed during a host. You can still only control one drone at a time unless specified otherwise.
If all your drones are destroyed, you cannot deploy any more drones but can repair them outside of combat. You can only use one of your drone slots each host.
All drones start without any upgrades and a basic camera that can be seen out of through a wreath or other piloting device. Most drones have a relatively short battery life, and tend to need a recharge after a combat encounter.
Drones have a certain max weight they can allot for upgrades, with almost every upgrade adding some amount of weight to the drone. Drones have no inherent limit to upgrades, but the carry weight imposes a loose restriction.
It’s important to balance between upgrades and carry weight, as you have the potential to completely handicap your drone. Going 150% over the weight limit causes the drone to fold in on itself and instantly be destroyed.
A drone at 25% or below of max weight will make your drone move at max efficiency (+1 to dodging in D20, better at dodging in DTB)
A drone at 50% or above of max weight reduces movement efficiency (-1 to dodging in D20, worse at dodging in DTB)
A drone above at 75% or above of max weight will make the drone extremely slow and inefficient (-2 to dodging in D20, terrible at dodging in DTB)
Reaching 100% weight capacity will make your drone completely immobile, all melee attacks made against the drone instantly succeed and ranged attacks made against the drone have a +5 roll bonus.
At 125% weight the drone breaks and needs to be replaced.
The connection between a Flyboy and their drone is special, drones are often customized cosmetically, giving them their own flair to make them unique, It isn't uncommon to see Flyboys personifying their drones, going as far to give them names or refer to them as a he or a she, rather than an it. When their drone is destroyed, a Flyboy may mourn for days, they're truly the most peculiar clique out of all the Fanatics.
Drones may be visualized with rigs that float by your character, a separate save slot that HAS the rig, or simply just the in-game drones such as the CAM, SCARAB, or Swarmer.
Drones are big bulky chunks of plastic and metal, it would make sense that they're not an easy target to miss, and the destruction of drones is a regretful reality for Flyboys everywhere, provided they're using a Droning Wreath, that is. If the drone wreath is active while the drone is destroyed, the user will suffer an experience not too dissimilar to a seizure due to the sudden loss of connection between both the individual and the projectors/neurotransmitter that the wreath utilizes. Some Flyboys opt to believe that to be a true Flyboy, it has to happen to you at-least once.
If this ends up happening continually, the individual will suffer drawbacks such as brain damage, amnesia, or the progression of OCS (Overchrome Syndrome).
Every drone has the amount of damage they need to sustain to be destroyed listed on their respective section in Off-The-Shelf. Things such as EMPs will disable the drone for a limited time, but this does not count as a destruction. Drones do not need OOC permission to be destroyed, as they are not an extension of your character, rather a separate entity entirely. (You may have your drone passively fly next to you.)
Self-destructive drones like the Trimmer/Mockingbird are an exception to the drawbacks, and have the reasons as to why listed on their respective section.
You may only use one drone at a time, unless utilizing an upgrade that allows for it.
To use a Chromeskulls drone specifically, your character must have a Flyboy Droning Wreath, Phoenix ARD, or any other RELISTORE item that allows for the control of a drone.
Keep in mind that your drones are not invincible, and do not require any permissions to be destroyed as long as the means of destruction were reasonable.
There are mental and physical drawbacks to losing a drone while your wreath is active, if these are not roleplayed properly or are disregarded entirely it will result in a role removal.
You must follow the clauses for every item, failure to do so will result in your item being revoked.
Not abiding by these conditions will lead to your Flyboy role being removed and moderation within the Chromeskulls faction. You must follow these set conditions when using Flyboys gear and equipment.
The natural advancement of the Techie, these people have refined their skills in mechanics, and have thus been approved to oversee the Chrome Skulls motor pool. Car nerds overall, most tend to avoid them unless they want an earful about a car that hasn’t been in production for a hundred years, but they’re kept around because of their most notable benefit: their driving skills. Getaway drivers, smugglers, arms traffickers, all rolled into one neat job. They don't sit in while you're running it down. Some don't even carry a gun!
The Greasers act as the main operators of the wider Chromeskull motor pool. They preform all modifications, maintenance, and further mechanical needs for the Motor Pool. Greasers are essential for many of the operations and stunts the faction pulls, whether it be driving-by other criminal gangs, having them act away as get away drivers after committing crimes, or whatever else the faction needs. Below is a list of the limited access of vehicles the Greaser role has access to, along side other rank restrictions within the Chromeskull motor pool.
The expanded Greaser Guide will better detail the restrictions behind each vehicle within the Chromeskulls' motorpool.
It's not a button because google sites sucks ass and won't let me have a button in a m.f. collapsible section.Any time a vehicle is in use it should have its colors changed to properly match the faction's color scheme. Reds, Grays and other neutral tones are satisfactory. Cool colors are also fine, but should be more muted in tone.
Operating a vehicle does not give you the permission to negate any in-game rules, or any Chromeskull faction rules.
Greasers should always know where their vehicle is, and if stolen or lost will lead to IC punishment and a loss of their Greaser role.
Greasers should not be reckless with the vehicle, attempting to crash into buildings or people with it due to the highly limited stock of Chromeskull vehicles.
Greasers should be called upon for any driving related purpose within hosts rather than a faction rank such as an SR.
Not abiding by these conditions will lead to your Greaser role being removed and moderation within the Chromeskulls faction. You must follow these set conditions when using Greaser gear and equipment.
The world is an ocean, and there’s always a bigger fish. Torrentors are the bigger fish. Only the most advanced techies are given this job. Their equipment is top-notch, and their skills even more so. They're the go-to goons when you need a droid, door, security system taken out of the picture. They wield some of the most fearsome EMP weapons on the isles.
All hacks need the hacking device to be connected to another device to affect it, either through a wireless or wired connection. Once a hack is performed, you will need to roll the dice described by the hack to determine the amount of turns before the hack is complete. To progress a hack a turn, you need to use your combative action without being hit. Each hit you take reduces your progress by 1, and going over the number of the initial roll will cause the hack to fail, except for when you have made no progress on a hack (first action). Once you complete all the turns, the hack succeeds and is put into effect. At minimum, all hacks will require at least 1 action regardless of modifiers.
Outside of combat quickhacks will passively progress for each action you do, meaning you do not need to dedicate the action to hacking. Being outside of combat means not actively engaged in ranged or melee combat, if you engage in combat or are engaged then you need to go back to using your combat actions to progress a hack.
Wired connections need to be done through a Troj-Wire, to successfully connect you need to complete the action of plugging it in (winning a D20 dice roll, opponent failing to defend in DTB, or plugging it in manually outside of combat), once connected you can perform wired or wireless hacks. A wireless connection requires 1 successful action to be completed and can only perform wireless hacks.
Additionally, Wireless hacking and wired hacking can be done without a PPD or Troj-Wire, but at the cost of hacks requiring 1 more turn to complete Titanium and above hacks (everything above copper.)
I roll a D4 for the hack, and get a 4. I then need to dedicate 4 actions to hacking, and cannot attack if I want to progress the hack.
My opponent attacks me, we both roll a D20 and I win the dice roll, meaning I progress the hack by 1 turn and now only have 3 turns left.
They attack me again and I fail the dice roll, meaning I not only don’t progress the hack, but also lose 1 turn of progress, putting me back at 4 turns.
I lose another dice roll, and because I went over the initial 4 turns and into 5 turns, my hack fails.
I have to dedicate my combat action to the hack, it cannot be the passive action.
If they are unable to hit me, I progress the hack by 1 turn by dedicating my combat action to progressing the hack. If they do hit me, I lose 1 turn of progress. You cannot defend and hack at the same time, so your best bet is to try to dodge or remain outside of melee distance.
Sleeves are digital inventories stored on a custom PESTERCHROME application; TUNIC; to allow ease of access for uploading hacks, or "ports". Unlike most other PESTERCHROME applications, TUNIC is exclusive to the legions of Torrentors, and does not require a direct connection to the PESTERCHROME servers to function.
There are 3 tiers of sleeves, with each having its own limit on how many times you can use hacks in each tier. Each sleeve can connect to a certain amount of devices and hack them at the same time, but each hack progresses at it's own speed, meaning you cannot progress multiple hacks with the same action. All torrentors start with an Aluminum sleeve by default.
There are 4 tiers of hacks, with copper being the weakest, and platinum being the strongest. Copper hacks have no use limit, and can be used an infinite amount of times unlike other hack tiers. Once you run out of uses on a tier of hacks, you need to wait until after the host to use any hacks in that tier again. You lose a use whenever you initiate a hack, regardless of success or failure.
Your uses determine how many times you can use any hacks in your sleeve of a tier, from any hack in that tier. You can use the same hack multiple times if you wish.
3 aluminum tier hack uses
Can connect to 2 targets at once
5 aluminum tier hack uses
2 titanium tier hack uses
Can connect to 3 targets at once
7 aluminum tier hack uses
3 titanium tier hack uses
1 platinum tier hack uses
Can connect to 4 targets at once
Though their hacking capabilities and their wide array of fearsome viruses are what the Torrentors are notorious for, there are the odd few Torrentors who opt out of using the TUNIC system for a more down-to-Earth technology. Improvised Electromagnetic Pulse Devices, or IEPDs, are common amongst the wasteland. These loathsome technologies are built for a wide variety of uses, though are most notably found in the hands of Torrentors for their espionage. The full list and specifications of IEPDs will be on the Off The Shelf Storage page, looped in with The Vault.
The IEPD is thrown and used like a grenade, with a 1 turn delay before activation (2 turns total, 1 to throw and 1 to detonate.) Some IEPDs fry electronics where some only stun, the effects are wild and varied.
IEPDs have a radius, anyone caught within that radius at the time of detonation will need to roll a 10 or above to not be affected by the IEPD and suffer its effects.
Torrentors can sacrifice 2 of their hack uses for 1 IEPD, but otherwise have no carry limit. There are several available for purchase in the RELISTORE. Once you purchase a type of IEPD, you can use it freely.
DATA RECOVERY
Connection: N/A
Dice Type: 1 turn
TUNIC temporarily ceases writing functions from a drive, and reconstructs lost data using whatever remains it can find. Its effectiveness is up to the hoster.
TOGGLE
Connection: Wireless
Dice Type: 1 turn
Toggles the 'on' state of devices like lights and simple electronics (turns them off.)
MENDING
Connection: Wireless
Dice Type: Coin-Flip (Heads is 1 turn, tails is 2 turns.)
Establishes a rudimentary firewall in a target that blocks a hack, it cannot be administered on yourself unless by another torrentor, and blocks an attempt at creating a wireless connection to the target.
VEIL
Connection: Wireless, Target must have a digital visual feedback (cameras, optics, etc.)
Dice Type: Coin-Flip (Heads is 1 turn, tails is 2 turns.)
Makes the target see your face as a glitching blurred mass of pixels, similar to a holomask. Can only affect 1 target at a time.
DISCONNECT
Connection: Wireless
Dice Type: Coin-Flip (Heads is 1 turn, tails is 2 turns.)
Forcefully disconnects another Torrentor from a person, device, or system.
SIGNAL TRACE
Connection: Wireless
Dice Type: Coin-Flip (Heads is 1 turn, tails is 2 turns.)
Allows the user to trace radio signals, such as TUNIC hacks, or wireless connections. Does not show the information that's being sent, only that they're connected.
INTERJECTION
Connection: Wireless
Dice Type: D4
Infects the target with a simple virus, inhibiting use of an inorganic limb of choice for 2 turns.
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ILLUSION
Connection: Wireless
Dice Type: Coin-Flip (Heads is 1 turn, tails is 2 turns.)
Injects a virus that creates large scale visual distortions in the optics, heavily obscuring the target’s visibility and severely reducing accuracy.
DEFLECTION
Connection: Wireless
Dice Type: Coin-Flip (Heads is 1 turn, tails is 2 turns.)
Used as a reaction to another hack. Upon initial use it captures the signal of a hack and stores it while you attempt to perform the hack. Upon success, the hack is reversed and put upon whoever performed it. On a failure, the hack is released and continues as normal.
SHELL
Connection: Wireless
Dice Type: Coin-Flip (Heads is 1 turn, tails is 2 turns.)
Protects yourself from a hack from an outside source, and blocks up to 3 attempts at others creating a wireless connection to you.
UNVEIL
Connection: Wireless
Dice Type: Coin-Flip (Heads is 1 turn, tails is 2 turns.)
Reveals the location of a nearby electrical device (prosthetics, cameras, laptops, droids, etc.) Can also let you see through the hacks VEIL, CLOAK, and FADE-OUT.
SYSTEM OVERRIDE
Connection: Wired
Dice Type: D4
Loads a rootkit into the connected system and bypasses security measures such as firewalls and antivirus software, establishing full administrative control to the torrentor. Ask the hoster before bringing it to a host.
SIGNAL JAM
Connection: Wireless
Dice Type: D4
Jams up radio frequencies, preventing wireless communication and hacking while disabling nearby devices. Must be coordinated with the hoster before using, so a server message can be sent out to alert the server of the range. This works with either the range of the PPD, or the range of the device you are connected to, if via wire.
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OVERTIME
Connection: Wireless, Target must be suffering a hack-inflicted status effect
Dice Type: Coin-Flip (Heads is 1 turn, tails is 2 turns.)
Extends the duration of status effects on the target inflicted by hacks for 1 extra turn.
OVERCLOCK
Connection: N/A
Dice Type: Coin-Flip (Heads is 1 turn, tails is 2 turns.)
Reduces the turn dice of the next hack used by 1. (D8 -> D6, D6 -> D4, D4 -> Coin Flip, does not work on a hack with a Coin Flip turn dice.)
BLACKOUT
Connection: Wireless
Dice Type: D4
Completely disables the visual feedback of the target’s optics (including cameras), blinding them entirely for 2 turns.
OVERHEAT
Connection: Wired
Dice Type: D4
Installs a virus that disables cooling functionality and spikes RAM usage inside a device (including prosthetics), causing it to quickly overheat. Skin in contact with the device incurs 3 degree burns, and droids suffer from heavy fatigue.
CONFUSION
Connection: Wired
Dice Type: D4
An improved version of Illusion, afflicts the target’s optics with bright colors, sped-up animations, and corrupted still-frames that rapidly flash across the visual feed. They become blinded and then fall into a seizure after 1 turn. It cannot be used at the same time as another hack for as long as you use it.
PARASITE
Connection: Wired
Dice Type: D6
Utilizes a Remote Access Trojan to gain full control over any mechanical limbs (prosthetics, droids, etc.) The wireless connection causes a significant input delay, incurring a -3 to any rolls taken while controlling the limb. Requires PTC from the target.
CLOAK
Connection: Wireless, Target must have a digital visual feedback (cameras, optics, etc.)
Dice Type: D8
Disguises your body in a shifting mass of glitching pixels to up to as many targets as your sleeve can connect to, at most 4. The effect is stronger on your face, making it unrecognizable.
MASS EXPORT
Connection: Wireless
Dice Type: D12
Taps into data storage of any devices you are connected to, and uploads a hyper-compressed zip file of up to 5 terabytes of files into the Tunic. Actions are spent downloading the information, and progress cannot be reversed, only paused temporarily or cancelled by the torrentor. The downloaded information can optionally be uploaded onto another device as a zip-bomb and cause a long-term freeze, but doing this will lose all the data.
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BURNOUT
Connection: Wired
Dice Type: D6
Overheats the optics to the point of combustion, completely scorching the internals, melting the plastic, and burning surrounding flesh. Optics are destroyed from the inside and skin is left with gnarly burns. Requires PTC from the target, and needs a full replacement of the optics to fix.
FADE-OUT
Connection: Wireless, Target must have a digital visual feedback (cameras, optics, etc.)
Dice Type: D6
Utilizes an artificial intelligence software attached to a transmittable virus to make the user somewhat invisible to the target by replacing their figure with a generated image matching their surroundings. The software has limited memory, as such movement causes the effect to generate slightly differently, causing a shifting ‘shimmer’ effect that increases with movement. Standing completely still will offer the best results, but even the slight movement of breathing can cause it to shift. Must be rewarded to be used.
BLIGHT
Connection: Wired on initial target, spread is wireless
Dice Type: D8 (MINIMUM 2 TURNS)
Deploys a digital worm that does nothing alone, but when paired with any other TUNIC hack spreads itself and the hack to any other system the device, droid, or neural port is connected to directly. It’s especially powerful against ALMA droids, as each one is connected to a localized subroutine, or “hivemind.” Upon successful completion, Blight will spread to anything the Torrentor is connected to. On the next turn, it spreads to anything connected to those initial targets, and continues this pattern each turn at the Torrentor's discretion. Must be rewarded to be used, and permission from the hoster is required.
OBLITERATE
Connection: Wireless
Dice Type: D10 (MINIMUM 4 TURNS)
Overheats the neuralport of the user’s targeted’s prosthetics, superheating it rapidly by cutting off all reactionary attempts by the system to prevent so- while simultaneously directing as many firmware and hardware allocated resources to the neuralport’s programming. Shortly thereafter, the neuralport shorts out and explodes, causing fire to burst from the target’s optical and other facial openings. Takes places over 4 turns, and requires PTK/PTSK to use. Must be rewarded to be used, and cannot be used as your first or second attack in an encounter.
SYSTEM COLLAPSE
Connection: Wired
Dice Type: D10 (MINIMUM 4 TURNS)
Begins to fry the target's mechanical and nervous systems, beginning with the limbs and ending with the heart and total brain-death. In the case of droids, it slowly fries the droid, ending with the motherboard. The process is done over 3 turns and requires PTK/PTSK to use. Must be rewarded to be used and cannot be used as your first or second attack in an encounter.
As with anything nice, there are some terms and conditions we must lay out. This is a trusted tool that we are granting you access too. If you abuse it, you will be reprimanded and potentially be locked out of the Torrentor role and it's perks.
PTK and PTC rules still apply outside and inside of hosts. Certain hacks are directly listed if they will cripple or kill the afflicted.
You must have permission to use hacks on unaffiliated user's prosthetics outside of Chromeskull affiliates.
Electromagnetic Pulses (EMPS) are strictly PTC if they are used to disable a droid limb or prosthetic or to cause permanent damages. If they are used to temporarily stun assailants then PTC is not required.
While it requires no permissions to do so: keep in mind that while you are in a RF jammer's affected range, you are unable to use hacks, or TUNIC as a whole.
To hack, Torrentors must use direct connection, or attempt to connect wirelessly. This is established via a single roll of 8+. From there, hacking is almost entirely D20 rolling against the person you are attempting to hack. Some hacks may provide a roll bonus for uploading your hack.
If someone does not want to agree to PTK/PTSK and/or PTC you must respect there wishes however are free to discuss with them to find a alternative to the conditions set by the hack.
All approved rewards for hacks must be logged in the Chromeskulls logging spreadsheet under the Misc. Log.
Not abiding by these conditions will lead to your Torrentor role being removed and moderation within the Chromeskulls faction. You must follow these set conditions when using Torrentor gear and equipment.
An obscure, cog-like role, Strays are exactly as they sound; Skulls straying from the "traditional" views of the Chromeskulls. They operate on a paid basis as specific Chromeskull mercenaries who work for other factions, though only if they aren't negatively aligned with the Chromeskulls as a whole. Most Strays also choose to equip themselves with more... "obscure" weapons, at-least to the typical Chromeskull.
Strays are a mercenary, almost cog-like role within the Chromeskulls, working in-tandem with other factions and groups. Their place in the gang often gets them of being in it for the money or uncaring for the Chromeskin movement, often leading to ridicule from their fellow Skulls.
Strays can go to hosts, startups, and events in other neutral or positive aligned factions, including UFFs, with permission from an HR+ in the faction and the Chromeskulls. Strays also must request permission from the faction HR+ if they intend on use any stray-locked weapons, and must swap their weapons out if asked.
Strays can only carry 2 extra magazines for their stray-locked weapons, and can only carry small-arms and melees in the respective secondary and melee equipment slots. Strays should also have knowledge of what their weapons do and how to RP the effects. The weapons entrusted to Strays are not given by the Chromeskulls, meaning they are entirely responsible for them. Losing one of these expensive and rare guns can often be catastrophic to the Strays funds, and replacing them is exceedingly difficult.
You cannot become a stray if you have any valid (in the last 6 months) powerplaying or CRP related moderations.
Strays are a high trust role, abuse of any of it's weapons will lead to an immediate blacklist from the role, and potentially other LR1 roles.
When you request permission to participate in another faction you must also inform them of any Stray locked weapons you intend on using. If they tell you to change it, you must abide.
Stray weapons are a privilege, hosters reserve the right to make you use a non-stray locked weapon at their discretion.
Weapons locked to strays can only be used by strays, regardless of rank.
Stray weapons have limited magazine capacity due to the elusiveness and rarity of their weapons and ammo types, at most a stray can have 2 magazines/reloads, unless said otherwise in the Stockpile.
When using Stray weapons, you should attempt to make them look scrappy still. Despite the power and rarity found in the stray's arsenal, they are still low in quality and frequent in malfunctions.
Not abiding by these conditions will lead to your Stray role being removed and moderation within the Chromeskulls faction. You must follow these set conditions when using Stray gear and equipment.