Roll to be an Interstellar Mercenary
A Doomblade187 game.
You lean back in your seat in the briefing room as the orientation officer starts his little speech. Standing at the front of the room, in front of a screen showing Mercicorps soldiers in action, he starts to speak in a lovely boring drone. "Welcome to Mercicorps. As new recruits, I have been assigned to ease your transition into Mercicorps and your new home, the MSS Armelite. To start, we will begin with the various types of missions you may be sent on.
There are three main classifications for missions. The first is 'conventional'. This designation means that you'll be facing relatively conventional enemies and armaments, such as other mercenaries, armies, rebels, etc. You get the general idea. The next designation is 'civilian'. This means that you'll be going undercover in some aspect to accomplish a clandestine or 'dirty' objective that we can't be seen having our hands on. These are often the most risky.
Finally, the last classification is 'exotic'. These missions deal with aliens, enemies within the company, or missions that we can't classify otherwise. Extra caution is suggested on these, as you often don't know what you'll be facing. Most of you recruits will end up with a conventional mission for your first assignment, so don't worry too much. Now get to the barracks, drop off your belongings, and get your gear at the armory.
You have fifteen points for stats. Every four points, you get a +1 bonus for rolls. For every stat at or below 1, you get a -1 penalty for rolls.
Name: (What to name your expendable grunt)
Gender: (Because I need to know what pronouns to use for your character)
Description: (Physical and personality.)
Str: (Your character's physical strength. Helps with heavy weapons especially, in addition to knocking down doors and the like.)
Agi: (Your character's mobility and dexterity. Helps determine what acrobatics, if any, your character can do, and also dodging. Also, somewhat for accuracy.)
End: (Your character's physical toughness. Used when determining wounds when hit.)
Int: (You character's intelligence. Helps spot enemies and dodge traps.)
Cha: (How charismatic your character is. Good for speech and a measure of mental toughness.)
Welcome soldier, to the armory. You may choose a primary weapon, a secondary weapon, and your auxiliary gear. The pack comes standard.
Armory:
SSBR (Synthetic Systems Battle Rifle): The base of your firepower. Can be customized to multiple different configurations. All soldiers carry five primary magazines total, and three secondary clips/magazines total. You can have up to two ammo types on your primary weapon.
Ammo Types:
Rockets (HE or Anti-Armor), 5 per magazine. ((HE has larger blast radius than Anti-Armor, but does less vehicle/armor damage.))
Armor Penetrating (AP), 20 per magazine. ((Takes off one from armor defense bonus))
Explosive (ER), 15 per magazine. ((What it says on the cover))
Stun (S), 30 per magazine. (Stuns, not kills))
Normal (N), 30 per magazine. ((Normal assault rifle cartridges. No bonuses or penalties.))
Hollow-Point (HP), 30 per magazine ((-1 damage against armored targets, +1 damage on unarmored))
Laser (L), 1 minute per power pack. ((A medium-strength laser))
Flamethrower (F), 1 minute per fuel pack. ((What it says on the cover))
Incendiary (I), 20 per magazine ((Bullets can burn stuff))
Genade (G), 10 per magazine (HE, Incendiary, Concussive, Frag) ((See aux section for grenade descriptions. These are smaller versions that can be shot, that's all.))
Configurations:
Barrels (Short, Medium, Long)- the longer the barrel, the more accurate, and the less mobility. The shorter the barrel, the less accurate, and the more mobility.
Magazine (Based on ammo)- the magazine capacity varies by ammunition type used.
Attachments (Choose two of your own.) ((Just be reasonable.))
Sight- Ironsight, Holo-Sight, Relex-Sight, _x scope (2-10), Night Vision Scope, Infared Scope. ((Large zooms give larger bonuses at range and penalties at close range.))
You can choose one attachment and any conventional ammunition ((read: bullets/stun rounds, though I'll allow lase and flamethrower as well.)), as above.
GAP (General Armories Pistol): A semi-automatic pistol suitable for backup short to medium-range firepower. 10 rounds a clip. ((Backup pistol, -2 at long range))
SSMP (Sythetic Systems Machine Pistol): An automatic-fire capable close-range pistol that is great for CQC. 20 rounds a magazine. ((+1 close range, -1 medium range, -2 long range. A pistol with a large magazine (for a pistol) and selection between automatic and single fire.))
Choose two items other than body armor and a set of body armor, if allowed in mission parameters.
GAFG (General Armories Fragmentation Grenade): An anti-personell fragmentation grenade, with a large shrapnel blast radius. ((Can be thrown out to medium range.))
GASG (General Armories Smoke Grenade): A smoke grenade that delivers a large amount of smoke lasting around three minutes before dissipating, in optimum conditions. ((Can be thrown out to medium range.))
GACG (General Armories Concussive Genade): A concussive grenade with a small blast radius that dazes or kills enemies that it explodes nearby via the concussive shockwave. ((Kills enemies that it explodes next to. Can throw around enemies, dazing and confusing them. Can be thrown out to medium range.))
SSAPM (Synthetic Systems Anti-Personnel Mine): A planted proximity mine that uses a shrapnel blast to work against lightly-armored vehicles and infantry. ((Can be planted on any solid surface.))
SSAVM (Synthetic Systems Anti-Vehicle Mine): A shaped-charge proximity mine designed to incapacitate vehicles. ((Can be planted on any solid surface.))
PSF (Professional Signals Flares): Handheld chemical flares, for various uses.
MBA (Mercicorps Body Armor): Available in light, medium, or heavy variants, these are your lifeline to survival. The tough armor can shed enemy fire, and the built-in mobility assist system can give you a speed boost in times of need. Heavy armor sacrifices the speed boost for sheer protection, however. ((Light Armor- +0 End +2 mobility. Medium- +2 End, +1 mobility. Heavy- +4 End, +0 mobility. The mobility bonus kicks in when triggered, and can be used once every three turns. Covert missions may not allow body armor. And before anyone asks, the reason light armor gives no armor bonus is due to technology (and balance), and you still count as armored.))
Well, here's an RTD. Expect a conventional type mission to start, so feel free to arm yourself at character creation. You'll get to re-choose your loadout before every mission and level up (for stats). If you want to do something cool, just ask and I'll see if it's feasible. Five to eight slots.
I know I said I would stick with this last time. I made it through one mission. I had fun. I want to bring this back. As such, join at will, and we'll see where this goes.
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