Saturday, February 16, 2013

FATE Wars: Session III

The party receives a holocall from Zorbo the Hutt, to go to the planet Khomm, an agricultural world in the Deep Core that specializes in algae production. They're to steal a large sample of L-4 as well as the dataplans for it. The hyperspace travel takes two weeks, with a temporary interruption of being knocked out of hyperspace because of a gravity storm; nearly instigating violent attack from the planet, Calligrattica, they ended up in orbit while they attempted to reorient their location. There's a bit of eyebrow raising at the sensors picking up signals of beetles the size of mountains on the planet's surface, concerned that attack might be reminiscent of the scene from Starship Troopers. Thanks to allaying debate, they keep the territorial natives from opening fire, and continue on their way.

Upon reaching Khomm, they pose as wealthy patrons wishing to purchase L-4, and are greeted by one of the nobles upon a litter. He presents an ornate litter for the party to use, flippantly killing a number of slaves to provide higher quality ones when the opportunity arises.

As they ride toward the L-4 facility, the noble provides a tour of the planet and their algae producing ways, all in an attempt to ingratiate himself for the chance at profit. Due to the distances involved, the party stays the night in one of the palaces, where the grounds prove to be exceedingly heavy in slaves. The two most perceptive members of the party (Sorbin & Daquan) are able to notice, but the servants move entirely through secret passageways, using innumerable hidden hatches and doors to clean and refill food trays when their heads are turned. A couple occasions, one of the doors leads to a different room than before, the entire palace having been built semi-modular such that a dedicated team of servants below can operate the cranks to subtly rotate the rooms in relation to each other.

Just before dawn, Sorbin notices an armed individual sneaking into the room through one of the hidden doors, to which he knocks out the intruder with a blaster shot to the chest. The noble enters out of concern from the noise, and questions where the blood came from, blithely not acknowledging the body even when the party points at it; in fact, the noble starts to feel ill, leaves for a moment to retch. He returns to a clean carpet (the body is over Imriel's shoulder) and apologizes for his behavior, as he cannot recall what the concern even was, but is glad that the guests aren't concerned about the noise. Providing the privacy they asked for, the party dumps the body in the tub and do a little first aid after disarming him entirely. There is a fresh glass of ice water when they decide it to be time to wake him, and Imriel is creeped out by her boots already being cleaned of the blood without her noticing.

The intruder is a revolutionary, and points out the 'mysteriously' appeared torture implements next to Imriel when he starts to withhold information. Proper applied pain gets him spilling beans. His mission was to sabotage some of their gear and scare them away as customers to harm the nobles. Seeing the opportunity, Daquan offers to help the cause by telling him to find a way to get more nobles to the L-4 facility, and they will be rewarded.

Later that morning, Imriel and Sorbin state a need to make a holocall and to obtain some of the credits for the upcoming purchase, and are given a litter and mobile chef for their breakfast. Meanwhile, Pradeque & Daquan are carried to the facility. L-4 is an acidic algae that will dissolve metal, and metal alone, and works much faster with a specific alloy; a trait that must be tweaked on request.

While delaying for time, a high noble named Lord Nirsal and several other nobles arrive for highly esteemed guests, only to be blasted by a surprise arrival of the Closest Shave. It lands near the ruined crater of an entrance, in which Imriel & Sorbin pour out to kill the guards. It's a heated fight with the 30 soldiers, and Pradeque calmly picks up the L-4 containers and walks by, ignoring their attacks the entire time. The sales-noble is devastated before slain on the spot by Imriel when it's all said and done, and the party leaves the planet with their spoils.

At the station, they drop off the L-4 tanks and the data, noticing that Zorbo's accountants have been replaced with Imperial Givin and the ship has been repaired drastically faster than expected (nearly two months ahead of schedule). With a shrug, they continue toward the far off moon with the Chadra-Fan for their next mission.

Thursday, February 14, 2013

Wilati the Rat King



Wilati the Rat King
Male Human Rogue 3/Sorcerer 5
Wilati is a former fire-breather, petty thief, and hedge-mage for a traveling troupe. This changed when he jilted a witch, who cursed him to forever be as socially and physically repugnant as she saw him.


Description
A broken Keleshite, aged far beyond his years, isolation having left his mind as addled as his body. Stained stage jewelry adorns him in mockery of a king while his only vassal, his rat familiar, sits atop his shoulder. His teeth and breath are rotten from years of fire-breathing, supplemented by the powerful curse.

Notable Gear
Wilati always keeps at least one potion of fire substituted shocking grasp on his person, modified to be expelled through his breath rather than hands (statistically unchanged).

Motivations/Goals
His first goal is staking out a domain in the dredges of civilization where his liege can live comfortably. He defends his right to rule, and seeks riches that befit his imagined status to fill his coffers. Wilati harbors no small amount of resentment towards circus folk and many traveling entertainers after being run out by his troupe due to the curse, which readily turns to thoughts of vengeance.

Schemes/Plots
No stranger to a reputation ruined, Wilati is skilled at sabotage and levying accusations towards his mark. Sample tricks include disguising as his target and performing some public misdeed or planting stolen goods to sully their reputation. If his target sleeps unguarded, replacing the contents of their potions or otherwise tampering with their equipment is of particular effectiveness. There is little he can do about his odor, which leaves a clue for the party to follow once they notice the pattern of events.

Adventure Hooks
* While too proud to truly follow anybody, Wilati is easily manipulated by those that play to his delusions and resentments, directing him towards the party.
* Deciding that his 'kingdom' needs to expand, Wilati begins a campaign of terror amongst the beggars and vagrants, extracting tithe wherever possible; until one of the unwanted beseech aid against the almost demonic ruler.
* A man is found burned to death in an adjacent room to the party, with an uncomfortable odor about him and the window. The news devastates the four other people in the inn, who hadn't seen each other since their traveling troupe disbanded shortly after that terrible curse was afflicted on their fire-breather.

Tuesday, February 12, 2013

Thaumaturgical Trinkets: Part II


Final Blot
Aura moderate transmutation; CL 7th
Slot -; Price 17,280 gp;Weight - lbs.
Description
A well-used and expertly made painter's brush. The handle is of carved darkwood and the bristles are from a barghest's tail.
With a command and with a touch upon a surface, all surfaces in a 20' radius are cleansed and sanitized. Objects are bleached white, all writing and inscriptions are subject to erase, and any sources of infection for diseases or poisons are rendered inert. This does not cure the afflicted and the cleaned surfaces can be reinfected normally.
Creatures in the area are also affected. The brush will automatically dispel and remove modifiers to morale and any fear effects. It will also end a rage (including a golem's berserk) and the confused condition (Will DC 16 negates). This does not prevent the subjects from being subject to the conditions or modifiers again.
The brush can be used twice per day.
Construction
Requirements Craft Wondrous Item, erase, calm emotions; Cost 8,640 gp




Horn of World's End
Aura moderate abjuration and transmutation; CL 10th
Slot none; Price 56,000 gp; Weight 1lb.
Description
Carved from stone found in the highest peak of the world, this large horn emits a deep tone that can be heard from miles away. A character can blow into the horn as a standard action, creating a 360’ cone of windstorm wind strength blowing outward. The winds last for 1 hour. See Environment for details.
The horn can be blown like this once per day with no risk. If it is used more frequently, there is a 20% cumulative chance per usage that day that it cracks and shatters into uselessness.
The wearer is never checked or blown away by winds of windstorm strength or less.
Construction
Requirements Craft Wondrous Item; cloak of winds, control winds; Cost 28,500gp

Thursday, February 7, 2013

Thaumaturgical Trinkets


Balor's Salve
Aura strong evocation; CL 15th
Slot none; Price 4,000 gp per dose; Weight
Description
This substance is thick, unctuous, and always warm. This magical contact poison has a one minute onset time, after which the victim must make a DC 20 Fortitude save or be the center of a fireball (15d6, Reflex DC 20 half). The victim does not get a Reflex save to resist the fireball.
Construction

Requirements Craft Wondrous Item, fireball; Cost 2,000 gp



Hand of Eternal Remorse
Aura moderate necromancy; CL 7thSlot hand; Price 70,000gp; Weight
Description

This ebon gauntlet has a single blank eye in its palm, filled with hatred and drawn to suffering. The wearer can open the gauntlet’s eye to curse those around him (one target per round) as a gaze attack, except that the wearer must take a standard action, and those merely looking at the eye are not affected. Those failing a DC 16 Will save are cursed to be unable to heal naturally; any attempt to magically heal the creature must succeed on a DC 16 caster level check or the spell does not function. Successfully cursing someone grants the wearer fast healing 1 for one minute.
The wearer will see calamity after calamity, with the sick and dying plaguing their existence like a literal disease.The Crime modifier is increased by +4 for any community the item is in. In addition, the Danger value of the settlement, for the character, is increased by +10. See Settlements for details.
Construction

Requirements Craft Wondrous Item, bestow curse, vampiric touch; Cost 35,000gp



Mandolin of Ooze Hail
Aura moderate conjuration and evocation; CL 7th
Slot -; Price 32,250 gp; Weight 50lbs
Description
This appears to be an ordinary mandolin, but if the possessor learns the proper tune, he can call upon a storm of ooze. With a successful DC 15 Perform (string instruments) check, ice storm is cast upon the chosen area, dealing 4d6 acid damage instead of the normal damage; in addition to having the [acid] subtype rather than [cold].
After the first round, an amoeba swarm is called and follows the player's telepathic commands for as long as the mandolin is played. If for any reason the player ceases playing, the swarm disappears. The Perform DC increases by +5 each time the ooze hail is successfully called.
Construction
Requirements Craft Wondrous Item, ice storm, summon monster II; Cost 16,125 gp

Sunday, February 3, 2013

FATE Wars: Session II


And so, the players spend some time deliberating on the plan of action, especially since the one for Lambert is absent for this and the next one or two sessions. One is made, and the mission has begun, to Nal Shadda. Sorbin's reason for running to the Empire and becoming just a pilot was because he lost very valuable cargo he was smuggling for a Hutt named Bozzo, who happened to run a very profitable casino/pawn establishment on Nal Shadda; the very place they are headed. Sorbin is currently wearing a face concealing helmet to avoid suspicion, & checks with his connections to know when Bozzo isn't at the business.

They enter the foyer, mind tricking the staff at the front to let them bring their weapons inside and to not get in the way of any soldiers that come in later. They take a table near the back, where the wookie appraiser mans the vault/money-changing desk, and play a few rounds of Pazaak. While playing, the dealer realizes what Imriel is; and happens to be an Imperial spy, so he starts cheating on her behalf. When one of the other patrons at the table accuses Imriel of cheating, the dealer pulls out a blaster, loudly denouncing his insolence before a Sith Lady.

The head bouncer walks over, a Talani human with a light-foil, just before the dealer tosses his gun into Sorbin's hands to claim innocence. The bouncer tells Sorbin to put down the gun and come with him, to which Sorbin points out it isn't a gun, his long barrel sniper rifle is a gun. The bouncer's head explodes from the point-blank shot, the rest of the place erupts into chaos.

Imriel and Pradeque charge the wookie in the back, the omwati calls up her disc blades and telekinetically goes like a blender on the various guards, and Sorbin unloads a couple patrons of their valuables. Imriel attempts to lightning down the second main bouncer, the brother of the Talani who also wields a light-foil (duel duelists), who manages to absorb/deflect the attack long enough for Sorbin to also blast his head off. Pradeque wrestles down and bashes in the head of the wookie (some Imperials rumour that he's Massassi-caste). After the fight ends, Pradeque and Imriel's soldiers enter the place to keep any remaining patrons and surrendered guards pacified while the group begins to make their Santa sacks.

While working, 23 people materialize around the party, all wielding vibro-swords. They seem solid and real, but occasionally flicker as if afflicted with computer static. They demand that the party surrenders and tells them their future destination, to which the party unloads incredibly high rolls to my low rolls and blasts them all; except Imriel's lightning misses completely. Sorbin sees them for what they are, extreme concentrations of Dark Side energy manifesting into solid, if fragile, constructs.

The dealer, loyal and eager to please the first Sith he's met, abandons his undercover mission to assist Imriel. Joining her, he informs her of an escape route that Bozzo uses when wanting to evade pursuit when leaving the planet.

They supplement their theft with the resources provided by the Empire to go before Zorbo the Hutt, a 'legitimate businessman', owner of a rather large shipyard in the fleet, and nemesis of Bozzo the Hutt. With a bit of work, they manage to convince him to use his shipyard and a few materials to repair the ship, on the condition they perform two services. The first is to attack another of Bozzo's assets in about a week and a half, the second is to utilize the force of the capital ship on a location as its maiden voyage. Agreeing, the party returns to Khem Tal on their mission.

Upon arrival to the Sphere of Logistics, they discover that the position has been replaced with Darth Newton, who admonishes Imriel for her in inefficiently selected dress. Absolving the party of any responsibility with Zorbo's requested use of soon repaired capital ship, he provides a new mission to the party. Providing coordinates, their mission is to arrive and just start murdering. The details and reasons are deigned unimportant for their role, and they are dismissed. On the way out, another sith Givin stops by the party to provide passcodes that should prove useful during their mission.

Curious as to the nature of their mission, they look into it with some research. Sorbin calls in a fellow smuggler (in the eyes of non-Imperials), who is currently really tired from drastically increased workload by the new Sphere of Logistics. The destination is a remote moon colony that used to be owned by the Jedi for its lightsaber crystals, and was the site a number of battles during the Galactic Civil War. Due to its resources being uneccesary to the Jedi, and the Sith unable to maintain control or even a large enough Force-sensitive population to justify the need to make new lightsabers (reusing old ones is preferred), it's currently an independent colony of agrarian Chadra-fan (child-sized people with bat-like heads).

Saturday, January 26, 2013

FATE Wars: Session I

The party exits hyperspace alongside two other gunship to an out-of-the-way sector of space where at least two escort vessels lay in ruins and an invasion-quality flag ship floats with severe damage.



A small fleet of 2 metre tall pyramid-shaped fighters have already been deployed, and one of the Sith fleet is destroyed on approach. With some fancy flying, the blind pilot takes out a couple while X uses her telekinesis to wipe most of them from the bridge; this clears the way sufficiently for them to forcefully board the enemy ship.

They're the second to board, the first having already unleashed their cargo of murder and slaughtering the crew on-board  As the primary hall is full, they take one of the more narrow corridors, and shrug off the trap. They throw a couple of their minions into the fray as they fight their way into the larger crew and real masters of the ship.



Hacking the systems, they find the panic room and subdue the gold-scaled captain of the ship after gunning down his three elite bodyguards. Moving their way up to the bridge with the saurian-body shield, they force a surrender and lock the crew in the brig.

And thus begins the slow trek to planet Khem Tal after slapping down a heavy amount of engine tape as well as faith in the Force. During the two week journey, they investigate the ship for causes of its damage, and discover that it was a systemic power anomaly throughout the mundane systems after a surge in the entechment capacitors.

In addition, week one, three of Pradeque's soldiers run past him down one of the halls in terror. He stops two of them, demanding an explanation, and kills the one who stated "we were surrounded and fled for our lives." The second one gave a better response of feeling that the forces before them seemed like a worthy fight for their master and did not want to waste resources with a fruitless charge into their death without his command. The word given was that the four of them were on break (fourth was unaccounted for at this point) at the mess hall, when they heard chanting surround them and felt unimaginable terror and evil.

At the mess hall, the missing fourth marine lay face down in a puddle of his own blood, a finger used to draw out an inexplicable equation onto the floor with his vital fluid before expiring. The wounds were nonexistent  seemingly bled out from all available orifices. Calling upon Jon Seer to help with his Force sight, they determine that an intense point of the Dark Side manifested in the area and entered the marine, eventually leaving in its equally inexplicable manner.

At Khem Tal, they're given the next mission by one of the Dark Council, the Sphere of Logistics herself. A stern, madame-esque human. Her focus is in supplying resources for the Empire is through prostitution, slave-trafficking, and drug smuggling; which means the connections for overt military resources are constrained. As a result, the party's new mission is without much in the way of aide. They are to find a shipyard large enough to handle something scale of their capture, friendly enough to allow two overt Sith oversee the procedure for the month or two long process, and to get it fully repaired and operational.


Before getting further details on the next step, two scenes happen. Lambert calls upon his connection to solve the equation, and contacts a Givin he gave assistance in transporting A.I. modules from ship-nav system to interested buyers. The givin examines the equation, and declares it to be an integral formula describing the shape and mass of an ovoid ship, along with an energy distribution of a fission-based drive (matching their capture on all points). The equation uses the following numbers: 4, 8, 9, 15, 23, 111.

Meanwhile, the Force sensitives of the party go planet-side to meet Darth Newton, whom they've been told has developed a new technique for drawing upon much greater quantities of Dark Side energy than typical. Pradeque and Imriel are less than impressed, disgusted and dismissive even, of the givin's technique. They describe his approach as both obvious and too Vulcan in approach, focusing on the precise; claiming that when picturing someone to hate to draw Dark Side energy, you must focus specific aspects as determined by their species (brow of a human, nose-hole of a givin, etc), as well pointing out intricately precise angles for each finger when using Force Lightning.

Darth Newton

Saturday, January 19, 2013

FATE Wars: The Crew


Lambert
Species: Twi'lek
Power Level (Refresh): Trouble (6)
Stress: 5
Consequences
Mild (-2)
Moderate (-4)
Severe (-6)
Aspects
1. Been to Every Port 6. Anything Worth Doing Worth Doing for Money
2. Pleasure Station Outlook 7. Do You Know How Much This Cost?
3. Bloodhound of the Keepers 8. Don't Shoot the Messenger
4. Could Sell Shoes to a Hutt 9. Should've Read the Fine Print
5. Apprentice to Mentok 10. Talk the Talk, Walk the Walk
Skills
+1 - Endurance, Intimidation, Investigation, Resolve, Empathy
+2 - Telepathy, Telekinesis, Gambling, Deceit
+3 - Mind Control, Rapport, Trading, Contacting
Stunts
Forced Presence [Telepathy] When using a Fate point for social effects, gain a +3 instead of a +2
Mental Shield [Mind Control] No -3 penalty while resisting Dominate
Merchant Prince [Trading] Finding buyer for material or trade goods to sell at +2
I Know a Guy [Contacting] +2 to make contact in area without any
Insider [Contacting] Use Contacting instead of Leadership when dealing with bureaucracies
Feather Touch [Telekinesis] Fine motor control
Gear (Resources +2): 
Little Black Datapad [Contacting in place of Academics, Aspect: Sensitive Phone Numbers, AI (Deceit, Empathy), Miniaturization, Holosystem, Craftsmanship (Contacting)]
Rich Man's Shield [Armor 3, Hard to Detect]
Suit [Aspect: Very Professional]
Blast Pistol [Damage 2, Accuracy 4, Range 2; Aspect: Prototype]

Lord Pradeque
Species: Sith Pureblood of Korriban
Power Level (Refresh): Trouble (6)
Stress: 8
Consequences
Mild (-2)
Mild (-2)
Moderate (-4)
Severe (-6)
Aspects
1. Holy Crap Did You SEE That Guy?
2. That's Lord Pradeque
3. Peace is a Lie
4. I Will Claim a Sith Sword
5. You Won't Get Past Me
6. Through Strength I Gain Power
7. Screw You, Darth Tail Head
8.
9.
10.
Skills
+1 - Alertness, Contacting, Leadership, Mind Control, Survival
+2 - Control Energy, Intimidation, Weapons
+3 - Resolve, Athletics
+4 - Endurance, Might
Stunts
Wrestler [Might] Use Might in place of Fists in combat
Absorb Energy Weapons [Control Energy] Make a Block vs energy weapons, rolling Athletics and Control Energy (use higher result). For a FATE point, absorb up to 4 Stress from one attack as a passive defence.
(2) Minions [Leadership]
Gear (Resources +1)
Tremorsword (Damage 4)
Cortosis Power Armor (Armor 3, Cortosis, +2 Might rolls)

Sorbin
Species: Miraluka of Alpheridies
Power Level (Refresh): Trouble (6)
Stress: 5
Consequences
Mild (-2)
Moderate (-4)
Severe (-6)
Aspects
1. Space Jew
2. Blind as a Miralukan Bat
3. Looking for Excitement
4. Never Leave a Job Unfinished
5. It Wasn't My Fault
6. What Do You Mean 'Your' Chair...right
7. If you want it done right
8. Hot-shot pilot
9. Only job I could get
10. I see...said the blind man
Skills
+1 - Stealth, Contacting, Resolve, Endurance (Tireless), Medicine
+2 - Artillery, Systems, Engineering (Greasemonkey)
+3 - Alertness (Sharp Eyes), Trading
+4 - Pilot (Walk Away from It, One Hand on the Stick), Guns (Long Shot)
Stunts
Tireless [Endurance] Endurance (+0 diff, +1/night) to resist need for sleep without penalties
Greasemonkey [Engineering] +1 with vehicles and reduced one time step
Sharp 'Eyes' [Alertness] +2 notice important clues
Walk Away From It [Pilot] Party can stagger out of your crashes at cost of half FATE points
One Hand on the Stick [Pilot] No penalty to action while also piloting
Long Shot [Guns] +1 range on guns
Gear (Resources +2)
Blast Sniper Rifle (Damage 3, Accuracy 2, Range 4)
Battle Screen (Armor 3)
Engineer's Toolbox (+0)
Star Suit (Aspect: Airborne Alacrity, Controlled Flight in Low G)
Medic's Field Kit (+1 Medicine rolls, +2 medicine on field wounded)

Name: (Sanada)
Species: Omwati of Thyferra
Power Level (Refresh): Trouble (6)
Stress: 4
Consequences
Mild (-2)
Moderate (-4)
Severe (-6)
Aspects
1. Run Like Space Gazelle
2. Easier In Than Out
3. These Ears Aren't for Show
4. Her Name is Betsy
5. I know all the hidey-holes
6. I'm sure they're nice deep down...way deep
8. Last of her kind?
9. Could sell ice to a wompa
Skills
+1 - Resolve, Telepathy, Academics, Investigation, Systems
+2 - Stealth, Medicine, Empathy
+3 - Alertness, Athletics
+4 - Telekinesis, Rapport
Stunts
Feather Touch [Telekinesis] Fine motor control
Mind Shield [Resolve] Negate -3 penalty while resisting Dominate
Environmental Immunity (Endurance)
Regeneration [Combat] Heal consequences at x3 speed, Fate to regain 1 stress/round if stationary and not attacked
Gear (Resources +1)
Dual Discblades [Damage 2/3shield, Return to Sender, Powerful, Indirect Fire, Range 1, Anti-Armor]
Battle Screen [Armor 3]

Imriel
Species: Human of Dromund Kaas
Power Level (Refresh): Trouble (6)
Stress 4
Consequences
Mild (-2)
Moderate (-4)
Severe (-6)
Aspects
1. Peace is a Lie
2. Imperials...Everywhere
3. Politics & Cocktail Parties
4. Stanback, I Got This
5. Sorry Master, He Looked Sturdy
6. What's Better Than One Lightsaber
7. Sorry Master, He Looked Healthy
8. Nobody Wakes the Captain
9. Ship, Crew, Everyone Else
10. Last Pilot Struck by Lightning
Skills
+1 - Might, Rapport, Empathy, Deceit, Alertness
+2 - Endurance, Intimidate, Leadership
+3 - Weapons, Athletics
+4 - Telekinesis, Move Self, Control Energy
Stunts
Force Momentum [Telekinesis] When using Fate point for physical action, gain +3 instead of +2
Move Self [Telekinesis] Can fly at Mediocre (+0) quality
Force Lightning [Control Energy] Stream of lightning (4 Damage) against target in same zone. If hit, can spend Fate point to add 'Electrocuted' aspect or a minor consequence. Armour provides no defence to stress caused.
Close at Hand [Weapon] No supplemental to draw, blocking action at -2 penalty
Aura of Menace [Intimidating] 1/scene/target, FATE point to intimidate as a free action
Minions
Gear (Resources +1)
Dual Sabers [Damage 4, Energy, Weapon skill defend vs projectiles, unblockable vs melee unless cortosis, ignore physical armor unless cortosis)

Honey Badger
Size 4 (Advanced)
Structural Stress 5
Systems Stress 5
Skills
+1 Ship Systems, Flight Bay (Planetary Shuttle), Beam Weapon, EWS (Advanced)
+2 Beam Weapon, Ablative Armor, Energy Shield (Overload)
+3 Hyperdrive, Maneuver
Aspects I've Got a Vornskr (Miralukan Mastiff) in my Hold & I'm Not Afraid to Use It, Seen Plenty of Action, Needle in a Haystack, She's Completely Unarmed...Oh Bugger
Closest Shave (Shuttle)
Medium (3; 2 crew, 12 passengers)
Structural Stress 3
System Stress 3
Skills
+1 - Targeting Computer, Beam Weapon
+2 - Maneuver (Atmospheric Entry)
Aspects: Hottest Damn Thing Flying, Turn on a Credit, BFG (Spinal Weapon Mount)