Your name blares over the ship's intercom. "Please come to the bridge." You wonder what they could possibly want. There's nothing nearby, so a mission is highly unlikey. You haven't done anything that would warrant disciplinary action (at least, nothing they could have found.) So what could they want?
You make your way to the bridge, passing by many of your shipmates, who bear a look somewhere between sadness and distrust. As you enter onto the bridge, four armed soldiers flanking the entryway immediately converge on you, bashing you, forcing you to your knees. You look at your commanding officer with confusion, his face alight with rage.
He stands in front of you, sputtering, furious. "You have done something unforgiveable! I am transferring you off of my ship!"
You vainly attempt to exclaim that you have no idea what he is talking about, but as you open your mouth, the guards on either side of you bash you about and you lose consciousness.
As you awake, you find yourself strapped into a crash seat, with a display dimly blinking in front of you. You reach over and tap a key on the controls, and it comes to life, displaying a growing green planet. As you groggily watch the display, you realise that the planet isn't growing; you're approaching it! You quickly assail the control board, bringing up the relevant information on the planet, but what it responds with induces despair. An entirely uncolonized planet. Lush jungle, no military presence whatsoever.
You attempt to access any other information on the computer, but the only thing you can find is your transfer data. You were transferred from your previous post for "grievous insubordination and traitorous actions." This is an outright lie!
Your ship begins shaking as it begins reentry into the atmosphere, and it is too dangerous to use the controls any longer; all you can do is hold on until it finishes. Minutes pass by, then an hour, and your body can't take it; you pass out again. When you awake, the computer in front of you is dark, but you can make out a lever. Unstrapping yourself, you turn the lever. The door opens and find yourself in the middle of a jungle. Three other people are standing in a group, staring into the jungle. What life awaits those unfortunate enough to be found here?
You climb out, and prepare yourself to battle for your life.Howdy! This is going to be a game based on a universe I've been making (and... attempting to write novels for). Well, more like it takes place on a very limited spectrum of the universe. This will be a game for multiple players and will be based on survival. At the start there'll be room for 4 players and potentially more later on, depending on how I and my Co-DM feel. Speaking of Co-DM, Remuthra has agreed to assist me on running this!
You'll be crash landing on a planet via drop pod. Each drop pod can hold 4 people. You'll be able to assign a few points and choose a few skills, but your character customization will be limited (at least for this run of the game.) If you feel like there should be more choices, suggest them! If they can fit with the game, I am open to including more options; the main reason I don't have more is because I couldn't immediately think of more.
I am expecting and hoping for this game to have a high mortality rate! If you don't make it in time, don't fret! I plan to kill off a character or two, so you are likely to be introduced in a timely manner anyway. For those who do make it in time, and unfortunately have your characters killed off, please don't be sad. You are welcome to make a new character and join in the future when a slot opens up!
Oh, and the way armour works is: damage is deducted from your armour before it is deducted from your health! You do heal your health slowly, but armour does not.
Welcome! You have had the misfortune of being transferred to an unpopulated, highly dangerous planet. Whether you survive, or die, is entirely dependent on your abilities. You'll have a list of various objects you can buy, although I doubt your remaining funds will be sufficient to truly outfit yourself with anything of consequence. Working together with your fellow transferees will be paramount, as failure to do so will result in a swift and painful death. If you succeed in surviving, you can expect to build up a nice little base of operations for yourselves, eventually creating the bare bones facilities you might expect in an actual military base. Victory is decided by a military complex capable of defending itself indefinitely, while defeat will be determined when there we find that there is nothing gained by transferring more people here.
Construction is handled entirely by Droids. It is a very streamlined process, as they are capable of breaking down base material in order to build just about anything. The only schematic that is incorporated into Droids, however, is the Base Garrison. Once a Droid has constructed the Base Garrison, you'll have more options available to you, as well as a theoretically infinite source of really, really bad food. No, you can't outfit a Droid with guns! Do you
want to create a force of naturally durable, highly analytical, uncontrollable murderbots? Neither do we! So stop trying!
This is all dependent on your skills and abilities, however! Who are you? What are you capable of?
Name:
Age:
Gender:
Personal Appearance:
Health: 5 + half your Constitution score!
Stats: Distribute 25 points freely!
Strength: Weight Capacity, Melee Damage.
Agility: Travel Rate, Physical Activity.
Dexterity: Accuracy, Technical Ability
Constitution: Health, Resistances
Intelligence: Knowledge, Problem Solving
Perception: Sight, Hearing
Skill Selection: Choose 2!
You start with Basic Firearms and Basic Physical Training! This cannot be removed, and if you omit these two, you do not get to choose other Skills to replace them! Some skills require other skills to obtain. Any skill with a "-" behind it requires the baseline skill above it.
Basic Firearms : +2 to hit at range with firearms.
Basic Physical Training : +2 to Constitution checks
Personal:
Advanced Physical Training : +1 to Constitution checks and can attack while walking without penalty.
-Strike Force Training : Can attack while hustling without penalty. +1 to Constitution checks.
Suppression Fire : Waste bullets, cow enemies.
-Depression Fire : Take extra damage, deal extra damage.
Weapon:
Advanced Firearms : +1 to hit and +1 to damage with firearms.
-Gone Fishin' : -1 to hit and +3 to damage with Shotguns.
-Classic : +2 to hit with Rifles.
-I Said They're RAIL GUSN : +1 to hit and +1 to damage with Accelerators and Rail Guns.
-Ooh, Shiny : +2 to damage with Lasers.
Interpersonal:
Medical Training : Bonus when healing others.
-Toxin Treatment : Remove toxins from allies.
Call Shots : Allies get +1 to hit. Doesn't apply to self, doesn't stack.
-It's Called Teamwork : Allies get +1 to AC. Doesn't apply to self, doesn't stack.
Technical:
Pressin Buttons : Can use Intelligence to operate Droids.
-Whatever Works : Operate Droids in half the time.
-Nerd Music : Program Droids to work together. Also use one action to program multiple Droids.
-Jack of all Nevermind : +2 to avoid critical failures when programming Droids.
Vehicle:
Tight Controls : Maneouvre through enemy zones at normal speed.
Soup and Sandwich : Vehicles driven have a temporary increase in stats.
Coffee: Bonus to perception checks in a vehicle.
Cigarette Tray : Bonus to constitution checks in a vehicle.
You also start with 3000 credits. Use this to shop from the Equipment section! It is highly recommended you get a decent set of armour.
Your melee accuracy is, by default, half your Dexterity and a quarter of your Strength, minus 2.
Your melee damage is, by default, d3 + half your Strength. You'll quickly find that this is a risky business, considering the effectiveness of ranged combat. Being capable of falling back on a melee attack isn't necessarily a bad thing, but it's probably a better idea to never get into melee.
Your ranged accuracy is, by default, 2 less than half your total Dexterity and Perception.
Your base chance to dodge an attack is, by default, 10 + half your Agility.
If you attack while moving, your accuracy decreases!
Walking = -1
Hustling = -2
Running = -4
Sprinting = -8
Equipment:
Standard Issue Combat Suit:
Cost: 800 credits
Armour: 20
Damage Reduction: 1
Special Operations Suit:
Cost: 600 credits
Armour: 10
Damage Reduction: 1
Other Bonus: +3 to Perception
High Density Combat Suit:
Cost: 1000 credits
Armour: 10
Damage Reduction: 3
Shocktrooper Exoskeleton:
Cost: 1200 credits
Armour: 20
Damage Reduction: 2
Other Bonus: +1 to Agility
Basic Combat Rifle:
Cost: 400 credits
Damage: 2d6
Attacks per Round: 2
Uses Ammo.
Automatic Combat Rifle:
Cost: 700 credits
Damage: 2d6
Attacks per Round: 3
Uses Ammo.
Other Malus: -2 to hit
Expanded Combat Rifle:
Cost: 700 credits
Damage: 2d6
Attacks per Round: 2
Uses Ammo.
Other Bonu: Can also launch grenades.
Advanced Combat Rifle:
Cost: 900 credits
Damage: 2d8
Attacks per Round: 2
Uses Ammo.
Basic Shotgun:
Cost: 400 credits
Damage: 4d4
Uses Slugs.
Short Ranged! (Half damage to targets beyond 15 feet.)
Advanced Shotgun:
Cost: 900 credits
Damage: 4d6
Uses Slugs
Short Ranged! (Half damage to targets beyond 15 feet.)
Basic Magnetic Accelerator:
Cost: 600 credits
Damage 2d4
Attacks per Round: 4
Uses erroneous metal and Batteries
Damage Reduction is doubly effective against Magnetic Accelerators.
Advanced Magneic Accelerator:
Cost: 1100 credits
Damage: 2d4
Attacks per Round: 6
Uses erroneous metal and Batteries
Damage Reduction is 1.5x effective against Advanced Magnetic Accelerators.
Basic Laser Rifle:
Cost: 800 credits
Damage: 2d8 damage
Attacks per Round: 2
Uses Batteries.
30 shots from a full Battery.
Advanced Laser Rifle:
Cost: 1500 credits
Damage: 4d6
Attacks per Round: 2
Uses Batteries
Other Malus: -1 to hit
25 shots from a full Battery.
Automatic Laser Rifle:
Cost: 1100 credits
Damage: 2d8
Attacks Per Round: 3
Uses Batteries
Other Malus: -3 to hit.
28 shots from a full Battery.
Basic Shock Emitter:
Cost: 500 credits
Damage: 2d10
Uses Batteries.
Short Ranged! (Half damage to targets beyond 15 feet.)
25 shots from a full Battery.
Advanced Shock Emitter:
Cost: 1000 credits
Damage: 4d6
Uses Batteries.
Short Ranged! (Half damage to targets beyond 15 feet.)
22 shots from a full Battery.
Droid:
Cost: 800 credits
Basic Droid construction unit, capable of mining slowly. When returning to a Mining Facility or Base Garrison (and upgrades), can return 100 credits worth of resources per 100% mineral density. Lower qualities of minerals results in lower return. Uses batteries; solar powered, 8 hours operational time from 4 batteries.
Magazines: 30 credits. One full clip for a rifle (25 bullets.)
Slugs: 5 credits. One shot for a shotgun.
Shards: 5 credits. One shot for an Accelerator.
Batteries: 100 credits. Various uses.
Grenades: 200 credits, one use. Roll hit chance against enemies in an area. Any hit take 4d4 damage.
Rations: 25 credits. Provides nourishment for a full day.
Solar Power Accessory: 800 credits. Charges one battery per 4 hours of full sunlight.
Blade Attachment: 500 credits. Trailblazes, reduces Infestation value in local area. Increases melee damage to d6 + half Strength.
First Aid Kit: 400 credits. Contains everything needed to treat poisons and injuries (not diseases!). 20 uses, requires intelligence + perception roll.
Obviously, there is a lack of space on drop pods. As such, you are not capable of starting with a vehicle. As well, noone on the intergalactic market will sell to you, even if you could contact them! Therefore, these prices might seem meaningless, however you are certainly capable of building them in the future. Just interpret the Credit value as the effective cost in materials they'll take to build!
Individual Transport Vehicle:
Cost: 800 credits
Health: 100
Damage Reduction: 1
Fast movement.
Uses Batteries
Capacity: 1
Operational Time: 4 hours from 8 Batteries.
Personal Combat Vehicle:
Cost: 1000 credits.
Health: 100
Damage Reduction: 1
Average movement.
Damage: 2d6
Attacks per Round: 2
Uses Slugs and Batteries.
Operational Time: 2 hours from 8 Batteries.
Personal Combat Tank:
Cost: 1300 credits
Health: 120
Damage Reduction: 2
Average Movement
Damage: 4d8
Attacks per Round: 1
Uses Tank Rounds
Operational Time: 1 hour from 8 Batteries.
Personnel Transport Vehicle:
Cost: 1400 credits
Health: 120
Damage Reduction: 1
Fast Movement
Uses Batteries
Capacity: 3
Operational Time: 2 hours from 8 Batteries.
Armored Transport Vehicle:
Cost: 1800 credits
Health: 200
Damage Reduction: 3
Average Movement
Uses Batteries
Capacity: 3
Operational Time: 1 hour from 8 Batteries.
Light Transport Vehicle:
Cost: 2000 credits
Health: 150
Damage Reduction: 1
Fast Movement
Uses Batteries
Capacity: 5
Operational Time: 2 hours from 8 Batteries.
Light Attack Tank:
Cost: 2400 credits
Health: 180
Damage Reduction: 3
Slow Movement
Damage: 6d6
Attacks per Round: 1
Uses Batteries
Operational Time: 30 minutes from 8 Batteries.
Mining and Dumping Vehicle:
Cost: 1200 credits
Health: 100
Damage Reduction: 1
Slow Movement
Uses Batteries
Operational Time: 2 hours from 8 Batteries
Collects 500 credits worth of resources per 100% mineral density. Lower qualities of minerals results in lower return. Can only return to a Mining Facility.
Sure, you can start with a building! Let me just fill out the paperwork.... Oh, it says here you only get a drop pod! Why are you even asking?
Base Garrison:
Cost: 8000 credits.
Health: 1000
Damage Reduction: 1
Produces Basic Rations, Droids, rifle ammunition, and Basic Combat Rifles.
Power Plant:
Cost: 4000 credits.
Health: 600
Damage Reduction: 2
Provides Power, produces and charges Batteries.
Infantry Garrison:
Cost: 3000 credits
Health: 500
Damage Reduction: 1
Requires Base Garrison.
Produces better rations, Expanded Combat Rifles and grenades. If Power Plant available, produces Basic Shock Emitters. If Communications Center available, produces Basic Laser Rifles.
Basic Wall:
Cost: 500 credits per 2x2 foot unit.
Health: 100
Damage Reduction: 1
Requires Infantry Garrison. If combined into a 4x4 space, can place a turret there.
Mining Facility:
Cost: 4000 credits
Health: 500
Damage Reduction: 1
Requires Base Garrison.
Allows construction of Mining And Dumping Vehicles.
Auto Plant:
Cost: 8000 credits
Health: 600
Damage Reduction: 1
Requires Infantry Garrison.
Produces MADV, ITV, PCV, PTV.
Communications Centre:
Cost: 8000 credits.
Health: 500
Damage Reduction: 1
Requires Infantry Garrison.
Allows radio communications.
Light Turret:
Cost: 8000 credits
Health: 250
Damage Reduction: 3
Damage: 2d6
Attacks per Round: 2
Requires Communications Centre.
Base Headquarters:
Cost: 16000 credits.
Health: 2000
Damage Reduction: 2
Requires Mining Facility and Infantry Garrison.
Upgrades from Base Garrison.
Enables Automatic Combat Rifles and Automatic Laser Rifles.
Infantry Fortification:
Cost: 6000 credits.
Health: 1000 health
Damage Reduction: 2
Requires Base Headquarters.
Upgrades from Infantry Garrison.
Produces Advanced Combat Rifles and Advanced Laser Rifles, in addition to everything an Infantry Garrison does.
Playing:
Patrick Hunt (As
Victim #1his ever played Harvey Bekter)
RangerCado (As Selina Martin)
GreatWyrmGold (As Carl Anderson.)Taricus (As Serina
ICan'tSpellThat Tasilvinadr)
Waitlisted:
Detoxicated (As Rosario Bienfutura)
Gamerlord (As Derry Scriven)
GilgameshDespair (As Ketari Kulminos)
GreatWyrmGold (Maybe!)