Ok, so my plans changed a lot after the "taking suggestions for RTD" thread, mainly due to unexpected duties delaying me from using the computer.
I really got into PvP stuff so here.
You are two teams of murderous mercenaries fighting in an underground facility because you are murderous blah blah ,but most importantly, win. NO WAITING LIST, NO NPCS, NO RESPAWN, NO AMMO/ITEM PICKUPS, FINAL DESTINATION!
When one team wins, I may start another round.
RED TEAM (2/4):
Name:Cosper
Team: Red
Description:A short guy. Quiet. He prefers to kill people before they can even glance in his direction.
Health: 100%
Armor: 25
Status: Normal.
Package: Light Marksman
Weapon I:TRG-22 (10/10 , no extra rounds)
Weapon II:MAC-10 (30/30 , 30 extra rounds)
Items:None
Name: Duke Nukem
Team: Red
Description: Hail to the king, baby.
Health: 100%
Armor: 100
Status: Normal.
Package: Heavy Destroyer
Weapon I: USAS-12 (20/20, 20 extra shells.)
Weapon II: Walther P99 (16/16, 16 extra rounds)
Items: None.
BLUE TEAM(3/4):
Name: Taric
Team: BLUE!
Description: Nada.
Health: 100%
Armor: 100
Status: Normal.
Package: Heavy Assault Specialist
Weapon I: PKM (200/200 , no extra rounds)
Weapon II: Beretta 96 (12/12 , 12 extra rounds)
Items: 1 frag grenade, 2 flashbangs
Name:Bdthemag
Team: Blue
Description:An internet dweller who played a bit to many fps games, he then decided to fight in random deathmatch arena's/
Health: 100%
Armor: 25
Status: Normal.
Package: Light Scout
Weapon I: Mossberg 500 (5/5 , 15 extra shells)
Weapon II: AK74 (30/30 , 30 extra rounds)
Items: Adrenaline Shot
Name: Smith
Team: Blue
Description: Suit, tie, sunglasses. Exudes aura of calculated evil. Smith, Agent Smith.
Health: 100%
Armor: 50
Status: Normal.
Package: Medium Agent
Weapon I: Desert Eagle .357 (9/9, 9 extra rounds)
Weapon II: Desert Eagle .357 (9/9, 9 extra rounds)
Items: 2 medkits
_________________________
Standard roll is 1d12, with the results being halved. Modifiers are applied on the roll itself.
Roll types:
CQC = Close Quarters Combat
LR = Long Range
Mobility = Changing ranges, running away, getting somewhere fast, etc.
Using grenades = What might this be..?
Defense = Dodging, staying in cover, etc.
Health is counted in percentage and armor. Most shots will hit the armor first and some weapons are better at destroying armor than others. Limb damage and bleeding will be counted as special statuses.
There will be positive modifiers for initiative. You can tell me you want to "camp" for an initiative modifier and the second player to enter a room with an enemy will get an initiative modifier unless the enemy is waiting for him.
_____
Tier 1 weapons:
Beretta 96
A 40. S&W handgun with very respectable parameters for its size: a mix of fire rate, accuracy and armor penetration.
12 bullets in a mag. Comes with 1 extra mag.
Walther P99
A trusty 9mm pistol. Its great capacity makes it very reliable backup for snipers or shotgun users.
16 bullets in mag. Comes with 1 extra mag.
Tier 2 weapons:
AK74
5.45x39mm gun make fight for Russia! It come in game with scope so you shoot enemy of motherland at great range!
30 boolet in mag. Come with 1 mag too! : D
Mossberg 500
A favourite of deer hunters, people hunters and people trying to compensate for something all around the world. This is a 20 gauge version capable of holding 5 shells.
Holds 5 shells. Comes with 15 extra shells.
TRG-22
A bolt action sniper rifle firing .308 Winchester rounds. Great precision and damage, but be sure to use those bullets well.
10 bullets in magazine. No extra mags.
Desert Eagle 357.
An overrated piece of shit, which is really powerful in fiction. And this happens to be fiction.
9 round mag. Comes with extra mag.
MAC-10
An adorable little 45.ACP SMG. Good for sniper backup in CQC.
30 round mag. Comes with extra mag.
Tier 3 weapons:
PKM
Machinegun from motherland is only light machinegun for russian man, but make american baby cry. It is good day to be giant man.
Have box with 200 boolet. Have no extra box. : (
FN SCAR-L
Why specialize when you can have a gun that is good at every range? Includes a 4x scope and a foregrip.
30 round magazine. 1 extra magazine.
USAS-12
A full-auto shotgun, great for ripping apart enemies in close quarters.BWAHAHAHA man mince!
20 shell drum. comes with 1 extra drum.
M110
An American semi-auto sniper with a very respectable capacity and fire rate. Boom, headshot!
20 round box. No extra ammo.
_____
Packages:
Light Scout
Has 25 armor.
Modifiers: +4 to mobility.
Items: 1 adrenaline shot.
Light Shocktrooper
Has 25 armor.
Modifiers: +1 to CQC, +2 to mobility.
Items: 1 medkit.
Light Marksman
Has 25 armor.
Modifiers: +2 to LR, +2 to mobility.
Items: None.
Medium Soldier
Has 50 armor.
Modifiers: +1 to LR, +1 to CQC.
Items: 1 adrenaline shot, 1 frag grenade.
Medium Agent
Has 50 armor.
Modifiers: +2 to defensive rolls.
items: 2 medkits.
Medium Tactician
Has 50 armor.
Modifiers: +2 to using grenades. Gets a grenade of choice for each kill.
Items: 2 frag grenades, 2 flashbangs.
Heavy Specialist
Has 100 armor.
Modifiers: -3 to mobility. Can take a tier 3 and tier 2 weapon.
Items: 1 medkit.
Heavy Destroyer
Has 100 armor.
Modifiers: -3 to mobility, +1 to CQC, +1 to LR. Regenerates 25% health for each kill.
Items: None.
Heavy Assault Specialist
Has 100 armor.
Modifiers: -3 to mobility, +1 to defensive rolls, +1 to using grenades.
Items: 1 frag grenade, 2 flashbangs.
Adrenaline shots give a +4 modifier to your next action and using them is a free action.
Flashbangs give the target -4 to LR and CQC for 3 turns.
Medkits heal 1d6 x 10 health and remove all status effects.
______
Name:<Doesn't have to be serious or socially aceptable.>
Team: <Red or Blue.>
Description:<Also doesn't have to be serious or socially acceptable.>
Health: 100%
Armor: <determined by package>
Status: Normal.
Package:<See the sections.>
Weapon I:< You can take either 2 tier 2 weapons or a tier 3 weapon and a tier 1 weapon>
Weapon II:<See weapon I>
Items:<Determined by package>
Also you all have radio communication for the means of chatting. And I suggest you choose depending on your team members. A sniper/CQC guy/combat guy/support guy group is recommended.
I wrote all this with a hyper/overthetop/Team Fortress 2/Duke Nukem mood. Have fun.
Also there will be a small simple schematic map. I will send it by PM to both teams when the game starts. Teams will start in random places of the map, so the enemy position would be unknown to your team even though there is one thread for the game itself.