Stuff:
So, this is going to be a serious, though quiteunrealistic in terms of historical accuracy , WWII Guerrilla game. This game will be pretty complex for a suggestion game, since I am treating it as an experiment in case I decide to release a multiplayer version of this game. It will be dice-based, and I will be using a 20-sided die through the Random Number Generator. So, read ahead, and enjoy!
Story:
April 14, 1942
The Frenchman sits ahead of you at his desk. He has a mustache, smokes a pipe, and has a name-tag that reads Luis Marquis. You shift around in your seat. You have only heard about the Knights of International Liberation & Freedom recently. At your request, mysterious figures drove you to the base of the KILF in Geneva, Switzerland. But why are you here? For starters, the Nazis and SS have labeled you and your family as Jews, and as such you have been prosecuted. You have been separated, starved, beaten, perhaps even tortured or raped. Instead of being one of the unfortunate souls to succumb to the Nazis, you had a variety of skills which you used to escape. You thought you might stay in Switzerland until the war ends. Then you discovered the KILF, and you have decided it would be nice to paint your hands red in Nazi blood.
Luis looks up from his paper-work and smiles at you. "Well, I have signed ze dossier. Now, you vill just need to add your information, and we can get started." Looking at the document below you, you click your pen...
Skills:
Skills are the central RP system that this game revolves around. Skills determine your characters strengths, and the type of missions he/she will go on. All actions in this game will be decided using a 20-sided die. Combat revolves around a friendly 20-sided die, versus an enemy 20-sided die. Skills are treated as smaller dices that are rolled, such as a 6-sided die or an 8-sided die, which will be added to the original 20-sided roll. Skills can be revolve around anything, as long as they aren't useless. So 'Nose-licking' is not a skill you can learn. Things like 'Firearms', 'Lockpicking', 'Brawling' and 'Swimming' are treated as skills. The more specific a Skill is, the bigger the bonus die is. For example, 'Firearms' gives you a D3 bonus when using any firearms. If the skill is 'Sub-Machine Guns', then the bonus will be a D5 that will only apply to using sub-machine guns. If it is something very specific, like the 'MP40 Sub-Machine Gun' skill, than it will be a D8 bonus.
Skills can also be learned and trained. The best ways to do these are: 1. Training in the area of the skill. 2. Doing actions that involves the skills. 3. Researching the skills, like in books or manuals. The fastest way to build skills is a combination of doing all three. The more experience you gain in an area, the bigger bonus-dice you will get. However, it will get harder and harder to progress as the dice get higher. (Getting a D1 skill is easy, but getting a D10 skill means you'll have to possess the ability to preform it without using your hands. While you are sleeping.)
Lastly, allies and enemies also have Skills. They can either inform you of them, or you can discover what they know.
~The Dossier~
Name:
Gender:
Age:
Appearance:
Biography: ((Only two rules about this: 1. You character must be Jewish by Nazi standards, which means at minimum your character must be 1/8th Jewish on his/her mother's side. 2. You must have escaped some form of Nazi imprisonment. This could be prison, a Ghetto, a concentration camp, etc.))
Skills: ((Your character starts out with 4 skills. Have your skills cover multiple areas for maximum effectiveness.))