I've been a fan of the d20 Modern system for quite a long time now, mostly by virtue of being a lover of D&D 3rd Edition. I figured I'd try and run a campaign again with the hopes that this premise would be less niche than my last try and is better thought out than my first attempt
and it totally isn't a ripoff of MGS1 no sir.
It is 2003. Four hours after a chain series of high-profile kidnappings, an enigmatic figure has contacted the United States government by video. Clad in a Guy Fawkes mask and standing in a poorly lit room, the mysterious contact, calling themselves "Alpha Omega", has threatened high-profile hostages, including four U.S. senators, three members of the British parliament, and the Chancellor of Germany, and stated they are prepared to spark an international incident on purpose; they have additionally threatened to use "a chemical bioweapon" on various major cities around the world if their demands are not met. They demand that the United States initiates a war on China and have given the White House twenty-four hours to make a decision, or else they will kill the hostages at a rate of one every fifteen minutes, starting with the Chancellor. They have explicitly told the government that they will immediately deploy the bioweapons if direct military force is used.
President Wilson Sydney has decided that he will not negotiate with terrorists (or go to war with China, for that matter,) cannot risk an international incident, and isn't willing to call "Alpha Omega"'s bluff on bioweapons. His most trusted advisors have presented him with an alternative course of action: track the signal of "Alpha Omega", send in a crack team of infiltration specialists to extract the hostages, find any bioweaponry "Alpha Omega" may possess, and get out.
After four hours, the government's technology specialists have traced the signal to a point somewhere in the Pacific Northwest; GPS satellites confirm that there is some sort of fortified compound in the area believed to house the signal. The military begins assembling their four best soldiers to infiltrate the compound and prevent chaos from being unleashed.
You are those four.
There is a free copy of the rules of the game available
here.
Character creation rules:
1. 28 point buy. For the uninitiated, this means you have 28 points to increase your character's stats beyond the basic scores of 8. I recommend using
this.
2. Start at level 4.
3. You may choose from the Occupations: Military, Technician, Law Enforcement, Emergency Services, or Adventurer. This isn't a definite list, however; if you want something else, ask me, but don't be surprised if you get a "no".
4. Don't bother fiddling with Wealth or starting equipment; the government will equip you as they see fit.
5. Gather Information doesn't exist. Move Silently and Hide are bundled up into one skill, Stealth, serving the purposes of both. Climb, Jump, and Balance are bundled up into one skill, Agility, serving the purposes of all three.
6. There's no experience points anymore; players level up due to the defeats of bosses.
Advice:
1. It's greatly in your benefit to invest in Stealth and Agility at least a little.
2. It's probably a good idea to have Personal Firearms Proficiency and at least Light Armor Proficiency.
3. You almost certainly want to avoid direct confrontations here. It
is a stealth-based mission, after all. That said, you're by no means forbidden from engaging in combat. Just don't try to storm the enemy compound head-on.
4. This isn't so much advice as a request, but please don't write generic action-movie-hero style characters or slight variations on the "battle hardened veteran (optionally with PTSD)" archetype. If that's your only idea, can you please at least put some sort of a twist on it? For my sake?
5. I'm choosing sheets based on quality, not first-come-first-serve, so keep that in mind.
Players (4/4):
Zormod
kj1225
My Name Is Immaterial
Insanegame27
Waitlist:
Funk
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