Ok, so I actually start a game. This will rely a lot on you not knowing what's going on. I will only tell you what you need to know.
1. This is set in modern times.
2. You're a prototype super soldier. You don't remember anything about your life before the start of the project.
That is all you need to know about the plot.
Influences:
F.E.A.R. - tactical combat and mindscrew can coexist.
Amnesia - losing sanity can lead to interesting gameplay effects.
Paranoia - you don't need to know anything.
A certain other work of fiction I will not reveal, since it'll tell you too much.
Content:
We'll be using 2d6 for all rolls, with bonuses and minuses applied to the sum. The result will correspond to standard 1d6 RTD system (1,2=1, 3,4=2, etc.). That way I can have more minor advantages/disadvantages.
Types of rolls are:
Physique - strenght,endurance and agility rolled up into one.
Dexterity - used for actions that require manual dexterity, caution, attention and skill.
Science - represents scientific knowledge and wisdom.
Marksmanship - obvious.
Tactics - used for stealth, spotting weak spots, assessing situation, finding shortcuts and etc.
Hidden stat - hidden for mindscrew. You can take modifiers for this at the beginning of the game, without knowing what it does for more fun and mindscrew. It's important though, I can guarantee that.
Light weaponry:
Revolver
Ammo: 357. rounds
Capacity: 6 rounds
Traits: Civilian
Description: A simple revolver. Good for personal defence, but not very good for actual battles.
Police pistol
Ammo:9x19 parabellum
Capacity:10 rounds
Traits: Civilian
Description: An unremarkable semi-auto pistol. Useful as a secondary weapon since the caliber is common.
Machine pistol
Ammo:9x19 parabellum
Capacity:12 rounds
Traits: Silenced
Description: Used by Spec. Ops. because of the integrated silencer and respectable CQC power. The combination of full-auto mechanisms, small clip and low accuracy make it much harder to maintain than the police pistol.
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Medium weaponry:
SMG
Ammo: .45 ACP
Capacity:30 rounds
Traits: Silenced
Description: The weapon of choice for shock infantry, scouts and hired killers. The great recoil control, fire rate and integrated silencer make it great for CQC.
Pump shotgun
Ammo: 12ga
Capacity: 5 shells
Traits: Civilian
Description: Very lethal and surprisingly legal. Dominates CQC.
Army rifle
Ammo: 5.56 NATO
Capacity: 30 rounds
Traits: None.
Description: A standart issue army rifle. Can fire in full auto, but has huge recoil, so firing it in semi-auto is more practical in most ranges.
Assault rifle
Ammo: 5.56 NATO
Capacity: 30 rounds
Traits: None.
Description: A modern assault rifle with a bullpup design. Carefully planned to minimize recoil and offer exceptional fire rate, making it deadly in CQC.
Sniper rifle
Ammo: 7.62 NATO
Capacity: 5 rounds
Traits: Sniper
Description: A bolt-action sniper rifle. Light for its caliber and extremely accurate. Very easy to maintain, because it shares ammo with the machinegun, but uses it up much slower.
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Heavy weaponry:
Machinegun
Ammo: 7.62 NATO
Capacity:100 rounds
Traits: Armor Piercing
Description: Eats through ammo like a beast, is hard to carry and is useless in long range, however this weapon has no equal when fighting large squads or taking on vehicles.
Anti-material rifle
Ammo: 14.5 Russian
Capacity: 3 rounds
Traits: Armor piercing, sniper
Description: A huge cannon of a rifle. Has no equals against light vehicles and will deliver extreme overkill to everything smaller.
Missile launcher
Ammo: HEAT missile
Capacity: 1 missile
Traits:AT
Description: Capable of destroying absolutely everything, but hard to find ammo for. Use only when there are no other options.
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Explosive types:
Frag grenade
Great against infantry. Devastating in closed areas.
Flash grenade
Blinds enemies for a while, letting you easily finish them off.
Smoke grenade
Tactical tool. When no cover is available, make some.
Sticky bomb
HEAT weapon. Don't waste it on lesser foes.
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Traits:
Civilian - you can walk around with these guns and no one will find it suspicious.
Silenced - obvious.
Sniper - guaranteed maximum rolls when taking time to aim. Aimed shots can be performed only in long range and can't be performed when taking fire.
Armor Piercing - can take on light vehicles.
AT - can take on any vehicles.
So, sign up?
Name: Name
Skills: Take two positive and one negative. They can be just bonuses for certain rolls, or you can be more creative.
Bio: Put info on your characters looks and personality. Nothing more. There's a reason for that.
Players (6/6):
Name: Mark Hodges
Skills: Hyper-Aware (+1 to sensing things in the environment), Eagle-Eyed (+1 to vision-based rolls such as searching or firing in semi-auto), Chatty (-1 to stealth rolls)
Bio: Mark is 5'9, his head shaved bald. His eyes are green and usually darting around, taking in his surroundings. He has a lean physique. As for personality, he's twitchy and excitable, and he tends to talk a lot.
Name: Justarr Kutaryn
Skills: Cold Shoulder (-1 to Charisma/Interaction rolls) Handy (+1 to Dex rolls) Trainer Determinator (+1 to Physique rolls)
Bio: Justarr has short, dark blackish brown hair with steel gray eyes and pale skin. He is about 6'1, with a lean body-build with a hint of muscle mass and a lot of muscle definition. He has a tattoo on the back of his hand in a unique intertwining snake pattern. He is a quiet man, doesn't like talking much, but he does enjoy being useful. As such, he has trained his body to be as strong and flexible as possible. He believes that all people should have free will.
Name : Taylor
Skills : -1 Tactics, +1 marksmanship in CQC, +1 physique.
Bio : Short gray hair, green eyes, 5'9 . Personality more offensive than defensive, and likes to rush in the middle of the fight
Name:Khan
Skills:Taste of Blood (when enemy or I are hurt +1 to attack) No Kill Like Over-Kill (when using insane weapons +1, think dropping a piano on a puppy, or a mini-gun against one guy) I wonder what your insides look like (-1 to dealing with other characters in a friendly manner)
Bio: His skin is more scar then it is actual skin, Tall but overweight, his eyes are perpetually bloodshot so much that they appear red and not any normal color. He has very long, frizzy hair, and a long beard with occasional burn marks. He always wears his toughest clothing, and steel toed boots.
Name: Ardent
Skills: Sniper (+1 to long range combat) Practical Mind (+1 to tactics) Fear of the abstract (-1 to Science)
Bio: Dark blonde hair and blue eyes. Has a large tattoo covering his right arm and shoulder. He is suspicious of anything he cannot understand. He does not like talking too much.
Name: Hikari Shizume
Skills: Ninja (+1 to stealth, and Melee Combat) Advanced Tactician (+1 to Tactics), Born of a Different Era (-1 to accuracy with firearms)
Bio: 5 Ft 10 In, 100 Lbs, Silver Hair, and Eyes, Several Scars up, and down Arms
Waiting list: