This is the recruiting thread for the upcoming second wind of Seltsame Insel, a semi magical WW2 themed game.
This game takes place on an impossibly large island in the middle of the Atlantic. The nazis control it, and as such, we must take it. The year is 1944.
Name: (Make it accurate-ish to where your character is from.)
Rank: E-1/O-1 (Pick One: E-1 Gets two perks, but considerably less equipment credits. O-1 Gets considerably more equipment credits, but only gets one perk.
State/Nation of Origin: (State if from the US, Nation if otherwise.)
Perks: (Must add something quantifiable (E.g. Pitching Arm: +1 to hit grenade throws) You have 2 perks to make and the limit on the effect is +2)
Inventory: One free weapon of your choosing
One free equipment of your choosing
Uniform
Backpack
Knife
Credits: E-1:1000 O-1:2000
The game runs off of a modified RTD die system. I will roll two d-6, one for opposition and one for the player action. During the initial invasion, I will only roll one d-6 for survival. After the initial invasion, I'll move to the 2d-6 system.
The health system is chunky salsa, like the one from Grunts.
For ambient magical effects I'll roll a d-10000 and use the Net Libram of Random Magical Effects.
There will be many, many status effects that will be discovered over the course of the invasions.
The credits for each mission completed is split between the officers and enlisted 10%-5% respectively. These credits are to be used as the players see fit. The mission credit count starts at a predetermined number. Every turn that an action is performed that requires credits, the usage cost is subtracted from the mission total.
Vickers Machine Gun (99/0 Turns firing to turns reloading; 7500c; 35c per turn in usage cost; requires 3 men to operate, must be set up prior to operation and is watercooled.)
Lewis Gun (6/1 Turns firing to turns reloading; 2000c; 16c per turn in usage cost.)
BREN (3/1 Turns firing to turns reloading; 1500c; 12c per turn in usage cost.)
STEN Mk III (3/1 Turns firing to turns reloading; 500c; 2c per turn in usage cost; Stock can be folded up to allow use in confined spaces and vehicles.)
SMLE No. 4 Mk 1 (5/3 Turns firing to turns reloading; 250c; 4c per turn in usage cost; Cannot be used in a confined space, nor a vehicle; Shoots two projectiles per turn.)
Welrod (8/2 Turns firing to turns reloading; 600c; 2c per turn in usage cost; Virtually silent.)
Enfield No. 2 (6/2 Turns firing to turns reloading; 400c; 1c per turn in usage cost.)
Webley Revolver (6/2 Turns firing to turns reloading; 150c; 1c per turn in usage cost.)
Mills Bomb (1/0 Turns firing to turns reloading; FREE; 40c per turn in usage cost; Can only be used once per turn.)
Boys Anti-Tank Rifle (5/1 Turns firing to turns reloading; 950c; 30c per turn in usage cost; must be set up prior to operation; armor piercing.)
PIAT (1/3 Turns firing to turns reloading; 1250c; 100c per turn in usage cost; armor piercing.)
Lifebuoy (20/3 Turns firing to turns reloading; 2000c; 10c per turn in usage cost; must be close and may explode; Doubles damage every consecutive hit.)
Tactical combat Shovel (N/A Turns firing to turns reloading; 150c; No usage cost.)
Bayonet (N/A Turns firing to turns reloading; FREE; No usage cost; Can be fixed to your rifle to give extended reach.)
Browning M2 (99/0 Turns firing to turns reloading; 7500c; 35c per turn in usage cost; Stationary/Vehicle mounted; Armor piercing.)
Browning 1919 (25/2 Turns firing to turns reloading; 2500c; 25c per turn in usage cost; must be set up prior to firing.)
Browning Automatic Rifle (4/1 Turns firing to turns reloading; 1000c; 14c per turn in usage cost.)
Thompson M1A1 (3/1 Turns firing to turns reloading; 300c; 31c per turn in usage cost.)
M1 Garand (4/2 Turns firing to turns reloading; 750c; 8c per turn in usage cost; Cannot be used in a vehicle.)
M1 Carbine (3/1 Turns firing to turns reloading; 700c; 10c per turn in usage cost; Folding stock allows usage in confined spaces and vehicles.)
Springfield 1903 (5/2 Turns firing to turns reloading; 800c (First is free; 2c per turn in usage cost; Cannot be used in a vehicle.)
Colt 1911 (4/1 Turns firing to turns reloading; 200c; 13c per turn in usage cost.)
Browning Auto-5 (3/2 Turns firing to turns reloading; 450c; 1c per turn in usage cost.)
Pineapple Frag (N/A Turns firing to turns reloading; FREE; 40c per turn in usage cost.)
Bazooka (1/3 Turns firing to turns reloading; 1250c; 100c per turn in usage cost.)
Flamethrower (20/3 Turns firing to turns reloading; 2000c; 10c per turn in usage cost; must be close and may explode; Doubles damage every consecutive hit.)
Bayonet (N/A Turns firing to turns reloading; FREE; No usage cost; Can be fixed to your rifle to give extended reach.)
Tactical combat Shovel (N/A Turns firing to turns reloading; 150c; No usage cost.)
DShK-1938 (99/0 Turns firing to turns reloading; 7500c; 35c per turn in usage costl; Stationary/Vehicle mounted; armor piercing.)
DP-28 (6/1 Turns firing to turns reloading; 2500c; 25c per turn in usage cost.)
Mosin Nagant (5/2 Turns firing to turns reloading; 500c; 3c per turn in usage cost; Cannot be used in a vehicle.)
SKS (10/3 Turns firing to turns reloading; 1000c; 8c per turn in usage cost.)
Tokarev AVS 36 (5/3 Turns firing to turns reloading; 1700c; 11c per turn in usage cost.)
Tokarev SVT 40 (10/1 Turns firing to turns reloading; 1250c; 9c per turn in usage cost.)
Fedorov Avtomat (8/1 Turns firing to turns reloading; 1550c; 15c per turn in usage cost.)
PPSh-41 (4/1 Turns firing to turns reloading; 800c; 19c per turn in usage cost.)
RPG-43 (1/0 Turns firing to turns reloading; FREE; 100c per turn in usage cost; Armor Piercing.)
RG-42 (1/0 Turns firing to turns reloading; FREE; 40c per turn in usage cost; Can only be used once per turn.)
Bayonet (N/A Turns firing to turns reloading; FREE; No usage cost.)
Tactical combat Shovel (N/A Turns firing to turns reloading; 150c; No usage cost.)
Medkit (450c purchase cost; 25c per turn usage cost; allows for infinite healing on the battlefield)
Repair Tools (20c; Allows for fixing tank treads, jeep motors, etc.)
Entrenching Tools (30c; Use before a major defense mission to create a super easily defended position.)
Radio (150c; 25c per turn; allows for calling an artillery barrage)
Bangalore Torpedo (200c; 200c; Destroys barbedwire)
Gas Mask (Free; Free; Protects you from gas attacks)
There will be an infinite number of respawns as your character until you get up the cliffs at the beach, at which point you will have one life per character.
I'll take any and all players until the beach is taken. The six players with the fewest deaths will be chosen for a spot in the first squad.
Accepted Players:Name: Jackson Grey
Rank: E-1
State/Nation of Origin: Australia, working under the British
Perks:
Always Moving - +2 against getting hit, -1 to any ranged (more than a couple meters) attack.
Balanced Luck - Reduced overshoot, critical failure, and critical success effects
Inventory:
Free weapon - BREN
Free equipment - Radio
Bayonet
Welrod
Tactical Combat Shovel
Uniform
Backpack
Knife
Gas Mask
Repair Tools
Entrenching Tools
Credits: 200
Name: William Jarvis
Rank: E-1
State/Nation of Origin: Michigan (Lived in Grand Rapids)
Perks: Combat Engineer: +1 to engineering actions involving the removal of obstacles (like barbwire, or mines for example)
Good hand eye coordination: +1 to Accuracy with AR's
Inventory:
Free weapon: BAR
Free equipment: Bangalore Torpedo
Colt 1911
Tactical combat Shovel
Gas Mask
Entrenching Tools
Repair Tools
Uniform
Backpack
Knife
Credits E-1: 600
Name: Tommy Jones
Rank: O-1
State/Nation of Origin: Britain
Perks: Steady Hand +1 to hit when using a "steadied" weapon
Inventory:
Boys Anti-Tank Rifle (Free)
Medikit (Free)
STEN Mk III (500)
Tactical Combat Shovel (150c)
Webly Revolver (150c)
Gasmask (0c)
Repair Tools (20c)
Entrenching Tools (30c)
Radio (150c)
Bangalore Torpedo (200c)
Uniform
Backpack
Knife
O-1:700
Name: Yekaterina Ivanova
Rank: E-1
State/Nation of Origin: U.S.S.R.
Perks:
Elbow Grease: Nullifies weapon damage and failures from proper use but adds usage cost for every reload. An obsession with maintenance makes for a reliable weapon.
Eye of the Needle: Called shots have no penalty and net penalties to hit targets' derived from cover or posture are reduced by up to 2, with a minimum of 0. Shooting holes in coins is fun practice, but gun-shields already have holes in them?
Inventory:
11+*Free weapon: Tokarev AVS 36
25*Free equipment: Medkit
Repair Tools
Entrenching Tools
Uniform
Backpack
Knife
*usage cost
Credits E-1: 950
Name: John Smith
Rank: O-1
Nation of Origin: UK
Perks:
Steady Hand: +1 to hit shots from weapons with a large caliber.
Inventory:
Free weapon: Vickers Machine Gun
Free Equipment: MedKit
Sten MkII
Welrod
Entrenching tools
Radio
Uniform
Backpack
Knife
Credits: O-1:720
Name: Roger Hall
Rank: E-1
State/Nation of Origin: Texas
Perks:
Rush of blood :+1 to aiming immediately after getting shot.
Cold blood:+2 to melee attack, -1 to medicne
Inventory:
Free weapon: Bazooka
Free equipment: Bangalore Torpedo
Colt 1911
Tactical combat Shovel
Gas Mask
Radio
Uniform
Backpack
Knife
Credits: 650
For those interested, there's a discord server.
Here.