Character template (filled out for WO Archangel):
Nationality and social class: Middle class Australian. (Permitted nationalities are English, Australian, American, New Zealander, Irish and Scottish. The only limit on social class is that you can't come from the upper class because you're draftees and rich people are exempt from the draft.)
Identifying Mark: Something on your helmet that distinguishes you from the faceless others. Archangel doesn't need one since he's 7 inches taller than everyone else, normal hight being 6ft.
Gender: Male or female. Archangel is male.
Personality in two words:
Magnificent BastardBackground: Archangel comes from an unknown background, is of unknown age and is unwilling to provide any pre-army information about himself.
The first two fields are compulsory, but the more you provide me with the better.
I want a Lance Corporal and three Privates. I'll explain things as they come up.
Rules:
WarHammer 40K references are frowned upon and may result in a modkill.
Combat is taken in turns. When entering combat, the person who initiated the fight gets the first turn.
When it is your turn, you get a choice to do a couple things:
-Attack
-Use item (includes throwing, and changing your equipped weapon)
-Move
-Pray (call for help from any god you know)
-Beg for forgiveness
-Run Away
When attacking, a 1d6 is rolled to see how damaging your attack is. The number rolled is how much damage you did in that one attack. If you get lucky and roll a 6, you get a "lucky blow" and a certain number of good things happen:
+The gusto of your attack allows you to try to combo, and another 1d6 is rolled automatically.
+If holding a weapon, that weapon's special is activated, depends on the type of weapon.
+If holding a magic or special weapon, any effects tied to that specific weapon also activate.
+You will ALWAYS do atleast 1 damage, even if the defender's armor points would ordinarily negate the damage.
By a "Weapon's special", I mean that any of the below will occur if you attack holding that weapon:
Knives: That weapons attack modifier is doubled for that attack.
Rifles, Swords: Overall damage is doubled.
Sniper Rifles, Spears: Opponent's armor is ignored
Stungun: The Opponent's armor is reduced by 2, and a 50/50 chance to stun is given. Cannot kill enemies with this weapon type.
Shotgun, Hammer/Club: The Opponent's armor is reduced by 2, and a 50/50 chance to stun is given.
Cannon, Axe: Attack modifier is quadrupled for that attack, cannot combo.
Submachineguns: If the first roll is a 5 you get an extra shot with the same rules as a normal shot from other guns, but no chance of a third shot. If it is a 6 you get a bonus roll and the extra shot,
Machineguns: Gets an extra shot with the following rules: First roll: 4, 5 or 6 gets an extra shot. 6 gives a bonus roll. Second shot: 5 or 6 gets an extra shot. 6 gives a bonus roll. Third shot: 6 gives a bonus roll. No chance of a fourth shot.
Chainguns: Gets two free bonusable shots. If you get a 2 or higher on one or both of those shots you get a third shot. If you get a 3 or higher on the third shot you get a fourth shot. And so on 'till you get to 6 for the extra shot, then you can't get another shot.
Keep in mind that it IS possible to use improvised weapons, if you wish to use an improvised weapon, tell me, and I'll make up some stats for your weapon-of-choice. However, Improvised thrown weapons, because they are not designed for being thrown, will have their roll cut in half, rounding down. Small items (like coins or pebbles) will have no effect whatsoever.
Attached to any weapon is an attack modifier in the form of a number (+1, +5, etc). When you attack, this number is added to your roll to equal the strength of your attack. Certain characters can have what's call "Natural" attack modifiers, which is where their attack damage is effected by how naturally strong or weak that creature is, usually employed by children (-2 AM) or monsters that cannot use weapons (varies).
However, it is possible to wear armor, which has armor points (represented with 1+, 5+, etc). When somebody with armor is attacked, the attack strength is lowered depending on the amount of armor points that character has.
Let me give you two examples for everything I've discussed:
a thug with a +1 knife attacks a knight wearing +5 armor. The thug rolls a 2, and so in this instance (2 + 1 - 5 = -2) the thug deals NO damage whatsoever.
A Thug with a +1 knife attacks a knight wearing +5 armor. The thug rolls a 6 and gets a lucky blow! He comboes automatically and rolls a 3, so in this instance, each individual attack is counted (6 + 2 - 5 = 3 and 3 + 1 - 5 = -1) the thug deals 3 damage to the knight, and the knight now only has 17 hp left.
There are only 2 ranges when attacking, close-range, and far-range. You must be in close range to attack close range, and to attack anyone in far-range, you must use your turn to MOVE closer to them. If you wish to move out of attacking range, you can use your turn to MOVE further away.
The other options do exactly what they sound like, remember that using items creatively in combat is allowed, so long as it is feasible.
It is possible to for multiple players to gang up on one enemy, this is a very intelligent thing to do because enemies can only attack one player per turn. Multiple enemies can also gang up on you however, so be careful about where you start fights.
Combat is very dangerous, because hp is so easy to lose and so slow to get back, so it should only be used as a last resort. Don't dick around, I WILL Perma-kill your character if you get him killed.
the god of the main religion is The Lord Of Eternal Glory. A title given to Him by Himself is the Pretentious One.
Money: 100 cents in a dollar, $100 in a unit, 100 units in a credit, 10 credits in a dent.
more will be added.
Players:
Lance Corporal Strife
No Class American (He has the stuff on his back, which is nice, but nothing else)
Drifting Expert.
Strife is an Anarchism and an Archetype. No one knows much about his past (or why it’s known that he’s American); he’s impressed just about everyone with his proficiency in handguns and longarms of most stripes. He also carries a combat knife with him. He’s not particularly quiet or reclusive, but no one has really approached him. Currently wears a tan greatcoat most of the time.
Secret: Strife is a trans-planar entinty who only appears during or directly before times of war. He has more than one lifetime of experience in most manners of combat, although he can rarely remember much of it. He occasionally posseses the ability to produce assorted weaponry (knives, gunpowder handguns and projectile battle rifles) from his trenchcoat which is also proof against small caliber weapons. He doesn't particularly care if anyone knows it, although he won't annnounce it to the heavens.
Name: Private Inaluct
Nationality: Working Class American, fuck yeah
Identifying Mark: Will probably be a scratched up helmet
Personality in Two Words: Insecure Rookie (alternatively, Gung-ho Rookie)
Background: Inaluct comes from a large working class family. He has many siblings, many of whom were also drafted. He fills the narrative's need for a rookie that needs things to be explained to him, thereby creating exposition.
Name: Private Little
Nationality: Lower Class American
Personality: Heroic Sociopath
Background: A former transient, she was drafted when given the ultimatum: "Sign up with the Army for a term or serve five years for arson." Little chose the former, the Army accepting criminals with non-violent crimes into their lower ranks due to them needing a high-number of recruits. Little now hopes to light things on fire with the full force of the Army behind her!
Secret: Is afraid of spiders
Name: Private McDwarf
Nationality: Unknown Immigrant
Personality: Kleptomaniacal Gearhead
Background: Private McDwarf has been quickly drafted into service soon after he arrived in USA. As he emerged from the ship with the rest of the immigrants from somewhere unknown, a police force squad moved in and tried to arrest the immigrants and the ship owners. McDwarf, however, repelled, knocking one officer into uncounsciousness, broke another officer's rib and bashed the third in the nuts.The force called it a good fight and offered him a spot as cannon fodder. He didn't have anything better to do so signed in, in promises of things to steal and loot.
Secret: He has a rare mutation, giving him a longer spine, in form of a ''tail''. He's quite ashamed of it, and has never ever told anybody about it.
Morgue:
Empty.
Waiting list:
Org
Jakkarra