GAME START! Turn 1.
((I’ve taken the liberty of bending your backstories to craft a narrative for this test game))
BOOMM!!
“It worked, he’s out.” Deadeye Lon reports in between gasps.
“Now all we can do is hope that he picks up on the scheme,” Chris says, scanning the African rain forest village that Lon just zig zagged out of.
“Shouldn’t be hard for a giant brain,” Deadeye John adds, “He’s psychic.”
Past wooden huts suspended off the beach of a narrow African river by wooden platforms, nearby gun shots can be heard. All of the wooden huts share a single large platform and are placed in a fairly dense arrangement. From the off shore
“Bad news, hostile contact” announces Ripply gritting his teeth as he marches out of the brush, “They should be on us now,”
“Shit, more Evo corp. goons?” The Deadeyes level their weapons and lower their heads.
“No.”
“You think this Mentalix guy can handle it?”
“Not these guys. We’ll have to beat them here.”
Mentalix, Ripply and Hayden are a team. Ripply paid off Hayden and they broke Mentalix free from Evo Corps, a nefarious bioengineering cooperation. It seems he was being transported via raft in a heavy containment unit between labs. The Deadeyes have been hired to break out Mentalix by some of Mentalix’s (previously George Nix) wealthy comrades.
Tex, Ace and Raioyris have appeared across the river with the objective of killing Mentalix (and the others) in an attempt to hamper telepathy research. Ace is fulfilling a grudge that he found himself entertaining ever since he learned that his intense desire for action and his lack of memories are attributable to Evo corp. Tex was hired as muscle by Raioyris, though perhaps he has his own ambitions.
NOTE: fleeing with Mentalix is not a win condition for Red team, it's a death match.
Raioyris has brought with him a infantry squad (8 basic riflemen, 1 BAR M1918 (its' a old LMGish automatic support weapon) gunner and a .45 cal Thompson gunner. Raioyris can radio for another squad, a Bazooka team and a tripoded M1919A4 LMG team when he deems necessary he can also call in two P47 (its an airplane) machine gun strafes.
Mentalix can sense all 13 Red team members, but he cannot distinguish them unless he gets clear vision (balance reasons) or they get closer to him. An attack on them would be randomly assigned.
Please post here or PM your actions to me.
Behold the map's full glory. Notice the typo (
slightly -> slight) and the inconsistent punctuation.
The huts do not correspond with the actual hut placement. All the huts are one story tall and all the huts and the platforms are wooden. This map is just to help you get a grip on the location; the actual game will not track player locations on the map.
Character status and inventories will be tracked here,
Team Red:
Name(s): Jonas Ripply and the Deadeyes; Tom, John, Lon, Don, and Christopher
Appearance: Short black hair (Black, Brown, Blond, Red, and Grey for Tom, John, Lon, Don, and Chris respectively). Each member wears a ghillie suit with removable foliage that reveals a dark green trench-coat
Description: A squad of snipers known as 'The Deadeyes' lead by special Jonas Ripply, who goes around finding normals with the quickest and most accurate shots around, then inviting them to join his merry band of misfit mercenaries. They don't share the same skills and abilities he does, but they can still do something, when in cover, with their rifles.
Traits:
Master of Concealment: unable to be targeted in cover that naturally provides -2 by conventional weapons; grenades, flamethrowers and flanking is ones best bet. -1 cover is -2 cover. Relocating from natural -2 cover has a 66% to elude normals.
Strength-Speed: 7
Inventory:
Jonas:
-AS50 .50 Caliber Sniper Rifle (12.5 kg) (Heavy, K.P. 1, suppression on 4-6, effect +2, ignores some cover by virtue of shooting through it, snipe: if you enter cover next turn you receive +1 to hit if you remain in said cover.)
-10 5-round .50 BMG magazines (5.85 kg)
-2 Incendiary .50 cal Magazines (1.3 kg) (Affords the utility of incendiary ammunition, good at setting off ammo and explosives in other peoples inventories)
-2 Explosive .50 cal Magazines (1.5 kg)(Adds the concussed effect in most cases, +1 effect, prone to exploding if hit)
-MP7 4.6x30mm PDW (2 kg)(light, K.P. 2, K.P. 3 in CQ.)
-10 30-round 4.6x30mm Magazines (.5 kg)
-Stun Baton (.6 kg)(light, K.P. 1, likely to add concussed on hit)
-6x M18 Smoke Grenades (3.45 kg) (-2 cover, affords utility of smoke.)
Total: 27.6 kg
The Deadeyes (Each member):
-Guile suit: -1 cover is usually -2 cover unless it is high contrasting with camo example: you cannot claim this bonus from hiding behind a bright red car. Cannot charge while worn.
-L118A1 7.62x51mm Sniper Rifle (6.5 kg) (light, K.P. 1, suppression on 5-6, snipe: if you enter cover next turn you receive +1 to hit if you remain in said cover.)
-12 10-round 7.62x51 Magazines (2.7 kg)
-M1911 .45 ACP Pistol (1.1 kg)(light, K.P. 1)
-10 8-round .45 ACP Magazines (1.3 kg)
-Tactical Knife (.25 kg) (light, K.P. 1)
-2 M18 Smoke Grenades (1.15 kg) (-2 cover, affords the utility of smoke.)
Total:11.85 kg
Name(s): Mentalix
Appearance: A gigantic brain in a cylindrical see through vat, on which are attached basic robotic arm and leg appendages.
Description/backstory: Mentalix was once known as George Nix, a young idealistic man whose brain was stolen and harvested by the nefarious Evo Corp., who decided to make his brain the guinea pig for their dastardly experiments in human mutation. Growing it to tremendous size, Mentalix ( as he was then dubbed ) adapted quickly, developing amazing psychic powers, which he used to escape the second the Evo Corp scientists were stupid enough to put him in a an autonomous vat with life support capabilities.
Traits:
Telekinetic Projections: Can make a variety of remote throwing and crushing attacks.
Basic crush, resolve as a normal attack, can target anything you can sense. (Yes through walls too) +1 effect if the target is near. When a target is up close you can target items in their inventory.
Basic throw, resolved as a normal throwing attack. Sharp objects will apply extra bleed.
Can also remotely fire weapons and grasp mêlée weapons. Attacks made like this are -1 hit.
Massive throw, a two turn attack, spend one action to lift a heavy object, next turn you can spend another action to throw it a relatively short distance. Will have nice big modifiers based on what you throw.
Fortify, you use your powers to boost your bodies speed and strength, spend one action, next turn you can't make any telekinesis attacks but you are Strength-speed SS and you can make any special mêlée attack from the list.
You can declare evasive. This will represent you redirecting attacks with telekinesis.
(Note your telekinesis attacks still benefit from the modifiers for taking less actions)
Psychic Senses: Thinking things cannot hide from you, you are a bad judge of objects that don't think.
Consequently you are shit at shooting at things in cover (-1 cover is -2 cover against your attacks) luckily you can do away with obstacles with telekinesis.
Also you can talk to basically any thinking thing. Even enemies.
Funky metal body: You're strange metal body limits your mêlée capability. You cannot make any special mêlée attacks beside charges.
Any damage to gear is allocated to your metal hull. You ignore bleed.
You don't get a reroll for being healthy or having a low weight inventory.
The glass tube:
It's reinforced but not much, limb disabling effects will crack your tube eventually leading to a breakage, leaving you grounded for someone to grind you into mulch.
Strength-Speed: Cumbersome and average strength.
Inventory:
-10 scalpels swiped from Evo Corp surgery rooms ( approx. 0.30 kg ) (light, +1 bleed)
-1 Glock 17 Pistol ( approx. 0.6 kg ) (light, K.P. 1)
-28 bullets/2 clips ( approx 0.168 kg )
Total: 1.68 kg
Name(s): Hayden Jones
Appearance: An old man in a grocery scooter. It has buzzsaws for wheels, hot rod flames, and on its mantle is the visage of a ferocious fire-breathing lizard.
Description: Hayden Jones rides a KICKASS RIDE with AFTERBURNERS and an 18 HORSEPOWER ENGINE. Its STEEL WINGS are surely able to provide it with the lift it needs to LIFT OFF, if only it passed licensing restrictions. Airspace regulations are serious business.
Despite his feeble appearance, Hayden Jones is more than functional without his ride, having excelled in GROUND WRESTLING thirty years ago. He also wields a menacing POLEARM WEAPON, ready to give any evil-doer a run for his wallet.
Traits:
KICKASS RIDE: Counts as gear for the purposes of effects. Effect rolls of 3 will be allocated to the KICKASS RIDE (the bleed clause is discarded). Note an 'gear damaged' result on the effect table is extremely likely to affect the ride. Your ride consequence of what it has been articulated to be is extremely glass cannony. Live fast, die hard!
AFTERBURNERS: Special move. Move very fast. Dangerous on pretty much anything that isn't a flat road. Incurs a d6 roll with failure margins dictated by terrain, will cause an effect roll to be rolled against you if failed. Also if you charge + afterburn +3 effect but you take a +2 effect roll against yourself (seriously you didn't even put a airbag on this thing).
STEEL WINGS are surely able to provide it with the lift it needs to LIFT OFF: By pulling your afterburning scooter up in the manner that a 5 year-old would to wheelie his tricycle you can take flight. NOTHING ABOUT THIS IS GOOD. Taking flight will serve no ends other than proving that you are truely, verily a unfearing badass. I mean you could try ramming tall things...
GROUND WRESTLING (+1 hit to jams taken as part of a multi-action turn and no penalty to effect roll after a successful jam. Only works on bare handed type jams.)
Strength-Speed: Old guy. (stronger than no one and goes last but before normals)
Inventory:
-Scooter-mounted twin-linked 50-cals (38kg each) (super heavy, suppression on 4-6, K.P. 4, +2 effect, +1 more effect against a single target, if enemies are bunched your kill potential is doubled on account of your twin linked weapon)
-400 rounds of .50 BMG (28kg)
-12x pipe-bombs kept in the front basket (1kg each) (light, K.P. 3, +2 effect, adds concussed to damage result, short range only, double kill potential when enemies are bunched.)
-8x Pyrotechnic Smoke Projectors (1kg each) (Covers your self in -2 hit cover smoke. Will have other common sense effects.)
-Broomstick with nails embedded along the ends (2kg) (heavy (on account of being unwieldy), K.P. 1, +1 bleed, automatically forces an unmodified jam when ever used for an attack, +1 effect when explicitly jamming with this weapon.)
Total: 126kg+70kg for Mr. Jones himself. The scooter carries most of it.
Team Blue:
Name(s): Tex
Appearance: Clint Eastwood from the good the bad and the ugly
Description/backstory: A special with an obsession with spaghetti a westerns.
Strength-Speed: 7
Traits:
Nice shooting Rex: Can make an extra unmodified basic attack with a pistol weapon in a turn, this does not count for determining roll modifiers. In other words when ever you make any action you should declare an extra pistol attack.
Master of dual wielding: +1 kill potential to attacks made with double pistols. The catch is that this trait only works if you fire both weapons at the same target(s). Only helps against normals (naturally because kill potential only applies against normals)
QuicK draw: At CQ to medium ranges you always fire light weapons before anyone else makes any action.
Inventory:
-2xSmith and Wesson model 29 (2.4 kg together) (light, K.P. 1, K.P 2 in CQ, magnum cartridge: +1 effect in CQ)
-2xM-9s (2.4 kg together) (light, K.P. 1, K.P 2 in CQ)
-2xM1873 Buntline Special Revolver (4 kg together) (light, K.P 1, K.P. 2 in CQ, this weapon surprisingly doesn't fire magnum rounds.)
-1 reload of ammo for each gun. (1 kg)
-Bowie knife (.3 kg) (light, K.P. 1)
-Duster with room for holsters and armor plating. is fairly heavy (clothing doesn't weigh in for the purpose of calculating inventory weight)
Total: 11.2kg
Name(s): Ace
Appearance: A skinny man, dark hair, a sort of restless in his eyes. A huge scar across his face.
Description/backstory: A man with a hunger for danger, and no memory of his past. He also happens to have only his thumb and index finger on his right hand.
Traits:
Addicted to danger, restless and lucky to be lucky: Gets a free reroll in CQ.
Marksman:He's not quite perfect, but he have above normal shooting skills. (this is already implied by being a special)
Sneaky: 66% chance to elude enemies that knew where he was when he leaves natural -2 cover. Harder to detect.
Left handed (ooo, no particular effect but I'm keeping it here so I remember)
Strength-Speed: 9 (he's fast!)
Inventory:
-Grappling hook and assumable some rope/cable (3 kg) (Yee- climp shit, or tangle shit)
-2x throwing knifes (.5 kg total) (light, K.P. 1, +1 bleed)
-Extra large combat knife (.4 kg) (light, K.P. 1, +1 bleed)
-A single smoke bomb (3 kg)(-2 cover, affords the utility of smoke)
-A custom made rifle, very light and compact. Holds 4 bullets in a internal magazine. (3 kg) (light, K.P.2)
-8 bullets. (negligible mass)
-1 grenade (3 kg) (light, +1 effect, short range only)
Total 9.9kg
Name(s): Raioyris and the supported 5th infantry
Appearance (Natural and with current clothing/gear): Pale, skinny, black banged hair, fair complexion and bright silver eyes. Wears a black t-shirt tucked in to a studded belt. Wears black leather pants and wicked boots. He also sports tight black gloves.
Today he has a olive drap trench coat resting on his shoulders though he hasn't bothered to put his arms down the sleeves. Also is wearing a 5 stared M1 helmet with old, modern era goggles resting (secured by its band) on the rim of the helmet. Why?
Description/backstory: Raioyris
Traits:
Frantic combatant: Raioyris is abnormally quick fighter even among the quick. Raioyris can make an additional unmodified action every turn that does not count for determining modifiers. This action is only reported if it succeeds.
Commander and Chief of operations: Placed under his direction, Raioyris commands the respect of the 5th infantry and their supporting elements. For what purpose was command passed to him? Perhaps you should ask him.
Strength-Speed: 8
Inventory:
-Samurai Edge mod. Wesker 92FS handgun (1.3 kg) (light, K.P. 1, 2 in CQ)
-The sword of kusanagi (~2 kg) (light, K.P. 2, +1 bleed)
-BC 611 Handie Talkie (2.7 kg) (Used to call in reinforcements, can only be used sparingly)
Total: ~6 kg
5th Division Infantryman (basic, there can be many variants):
-M1 Garand (4.4) (light, K.P. 2)
-Cartridge belt w/ 10 clips (6.7 kg)
-M1 Bayonet (.7 kg) (light, K.P. 1, +1 bleed)
-3 MK II Grenade (.5 each) (light, +1 effect, short range only)
-Entrenching tool (1.3 kg) (light, K.P. 1, +1 bleed)
-First aid bag (negligible)
-Rations and canteen (~2 kg)
Total: 15.6 kg