Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
[SoRtD] Adventures of the Ulysses, Pt. 1
Welcome to a Sort-of-Roll-to-D[whatever]! Rules are a little different here - but first, some intro;
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Terran Alliance Navy, Scout Cruiser Ulysses
Welcome aboard the Scout Cruiser Ulysses! One of the fastest Marine ships this side of Sol, although you can’t feel it from in here. This is your first tour of duty and I’m sure you’re all excited to be out of bootcamp and ready to hit the ground for your first missions. As you’re probably aware, the Marines haven’t had a whole lot to do since the 2112 Accords were signed, outside of the occasional peacekeeping and relief missions, so we’ve pretty much had to sit on our hands and try not to go completely crazy.
But that changes now, at least for us here on the Ulysses. A call has come in; about three weeks ago, one of our colonies went gone dark and stopped broadcasting scheduled progress reports. They’re not due another freighter for another four months, and the Ulysses is the closest Marine vessel in the sector. You lucky boys get to go take a look at the situation down there and make sure some idiot hasn’t tried to use the comm relay heatsinks to cook his breakfast or something.
The planet you’re dropping to is largely classified as an Ocean world - lots of islands arranged in chains, and even more water between them all. We’ll be hitting the largest island close to the equator first, as that’s the only place with docking facilities that can handle the Ulysses. Intel tells me the island is best described as - and I quote - a "big frak-off forest", and the second-largest much further north is - again, these are Intel's words not mine - a "sodding great iceberg". With any luck we'll be setting town at the main colony of Taris, a city home to around a million hard-working Alliance citizens. Other minor habitation centers are scattered across the planet, along with a research station on the northern ice-plate.
You’ll be deploying in about 24 shipboard hours. I realise this is pretty menial as far as missions go, but Command were awfully twitchy and specifically requested the Ulysses for this job so we don't have much of a choice. Familiarize yourself with your kit, your squadmates, and your squadship in the meantime. Oh, and make sure you get a good meal or two in - we have no idea what it’s like down there. Don’t expect quality catering.
Dismissed!
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First things first; One player will be picked as the squad/team leader. You can (and should) nominate other players rather than voting for yourself. The squad/team leader is expected to take initiative, keep the rest of you in line, maintain morale, and so on. They get some other perks. If you don’t want that responsibility you can specifically refuse it/opt out.
For this, we’ll be using a d10, but this isn’t your average RtD. You don’t have set levels of failure/success; a 1 doesn't mean you messed up, nor does a 10 automatically equate to amazing success. For most events (like repairing something), you’re set against a static target number. For contested events such as shooting a living creature or arm-wrestling someone, numbers are rolled for both the "attacker" and "defender".
Finally, there is also the Luck system, modelled closely off of Dark Heresy’s Fate points (though adjusted for the format). Everyone starts with 1 point. You can use it to positively or negatively influence certain events, such as rerolling a failure. Most of the time it 'refreshes' a while later, but if you use it to escape certain death then it could well be gone forever. But don’t worry! If you do survive, you can earn more Luck later.
For lots of words about how it all works, pop open this spoiler;
In the case of static targets, if you roll higher you’re successful; otherwise you’re not. Larger margins of success are better results and vice versa. Equal is either a narrow success or you achieve nothing of significant value, but don’t make the situation any worse either. Simple, right?
For contested rolls, resolution is a little different. If the attacker rolls equal or higher than the defender, the attacker is victorious. Otherwise, they miss, are blocked, or their attack is otherwise nullified somehow. The greater the margin of success on an attack, the greater the injury inflicted. On the other hand, a serious failure could result in far more than just a miss.
Results for static rolls are highly variable. Scoring a 1 when your target is 2 is no big deal (but scoring an 8 isn’t significant either). Scoring a 1 when your target is 9, on the other hand, means you may have screwed up big time. Ultimately it depends on what you’re trying to do.
In all cases, there are all kinds of situational modifiers; shooting at small targets at long range can be quite hard! On the other hand, there are plenty of ways to make a situation easier, too. These modifiers can apply either to your rolled result or the target number, depending on the situation.
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The only major rule of Luck spending is simple; You can only spend one point at a time. If you have two points, you can use them on two different rolls in the same combat, but you can’t use them both on the same roll. In the case of a reroll also failing, the highest roll applies; you can’t make a bad situation worse if you reroll a 1 when you got a 3 before.
You must state you are spending Luck on a roll before the roll occurs, like so;
> Hicks: Shoot the frak out of that thing! I can't afford to screw up, so I'll tap one of my Luck points for this one.
You can also pre-emptively state you want to use it if something attacks you, for example;
> Hicks: If that thing takes a swing at me, use any spare Luck. Just in case.
If you don’t need to use the point for any reason, then your Luck is not wasted; in fact, you may even get a better result if you win by a wider margin. I hope this will encourage people to use their Luck for more than just saving their asses.
For example, Private Hicks faces a Ravenous Clawbeast that is trying to kill him, and must dodge an attack from the Clawbeast’s extremely dangerous serrated claws that can easily tear a tank in half - nevermind a lightly armoured Marine. He declares that he is going to put one of his Luck points on the line here, realizing how dangerous Clawbeasts are. Some possible outcomes;
> The Clawbeast gets a very high roll, and Hicks very low; the blow hits hard. Hicks would have next to no chance to dodge that even with a reroll, so instead his Luck point prevents instant death. It’s a small blessing, as that point is permanently gone and Hicks is still badly wounded. Things are looking bad, but the squad medic might be able to save him.
> Hicks loses the roll, but it’s a close thing; he rolled low, and the Clawbeast only a little higher. Normally it would hit, but his Luck kicks in and he rerolls; this time, the attack barely misses him. He won’t get to use that point again for a little while, but it isn’t gone forever either.
> Hicks wins the roll, narrowly, and the Clawbeast misses. He doesn’t need to get lucky here, so his point remains unspent. If he feels the need to (and he probably will), he can use it later in the fight.
> The Clawbeast screws up big time, and Hicks dodges easily. Even though he won, his Luck still kicks in: not only has the Clawbeast missed, but it overextended itself and is now much more vulnerable to a counter-attack! Like the narrow loss the Luck is spent for the time being, but will return shortly.
Luck isn’t just used for defense - you can also use it for attacks, hacks, medical rolls, and just about anything else that requires a roll. Having a lot of Luck pooled might also have passive benefits, but you shouldn't get too attached to it.
That was a lot more than I expected. Sorry about that.
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PROFILING:
Quote:
Name:Welcome to the Corps, Private <Insert Name Here>! Description:A short blurb about your character. How'd they end up in the Terran Alliance Marines? Do they have any friends (or friendly rivals) amongst the current Marine detachment? Marines are either humans, or almost-identical-to-human androids. Role:What is your squad role? This determines your additional kit and unique perks. See below for roles. Kit:What everyone starts with; + Marine Body Armour: A vest, thigh pads, boots, gloves, and protection for your upper arms. Protective value is regularly questioned as a form of humour. + Marine Helmet: Tactical HUD eyepiece with squad link, removable rebreather with 1-hour air supply, earpiece and mic linked to Marine TacNet. + Marine Pistol: 10mm semi-automatic, 10-round magazine, underbarrel flashlight. Puts holes in things pretty good. + Monoknife; Not really monomolecular, but exceedingly sharp all the same. Can hurt just about anything if you use it properly. + Ammo: 3 Marine Pistol magazines (10rds ea.) + 1x HE Grenade: A small and powerful concussive blast to scorch and stun enemies. + 1x Frag Grenade: A larger-ranged hail of deadly shrapnel, lethal to exposed organics but weak against armoured targets. + 1x Smoke Grenade: Creates a cloud of moderately warm smoke, obscuring normal and infrared lines of sight. Uncomfortable to be standing in, though. Perks:Other stuff unique to your role, if any. You’ll get opportunities to pick more of these up - some of them will be inconsequential, others might be more important. Not all of them will be beneficial. Positive perks are prefaced with a +, negative with a -, and minor with a =. + Luck: Everyone starts with 1 point of this. = Rank: Private
ROLES:
The number after a role’s name indicates the maximum number of squadmates that your squad can have in that role at a given time. For example, you can only have one Squad Leader* or two Medics at a time.
*The Squad Leader role applies on top of whichever starting role you picked, so you could be a Medic/Leader, Tech/Leader, and so on. It doesn’t completely overwrite your choice, but it still counts against your original pick. If you have a Medic/Leader, then you can only have one other Medic.
Infantryman - Unlimited - The bread and butter grunts of the Marines.
Equipment; + K77 LAR: The K77 Light Automatic Rifle is a 30-round 7.62mm fully automatic rifle with single and burst fire modes. It is a robust and reliable weapons system issued to all Marine Infantrymen. The K77 can be fitted with many different kinds of underbarrel modules. + 4 K77 magazines (30rds ea.) + Soldiers may select either a Shotgun, Grenade, or Tactical module for their LAR; ++ Shotgun: A single-shot 12-gauge shotgun, short ranged but powerful. Weak against armoured and mechanical foes, but powerful against lightly-armoured organics. +++ Includes 24 shot shells, 12 slug shells. ++ Grenade Launcher: Utilizes standard 35mm grenades for various effects (HE, frag, flash, smoke, etc.). Useful against groups, but dangerous to use up close. +++ Includes 2 35mm LAR HE grenades, 2 35mm LAR Frag grenades. ++ Tactical: A combination flashlight and infrared laser sight. Provides vision in dark areas and more precise shot placement, especially at longer ranges.
Perks; + Rookie’s Luck: Infantrymen get a bonus point of Luck.
Support - 2 - Equipped with non-standard weaponry to enhance squad flexibility.
Equipment; Supports get to pick one weapon from the following three; + Assault Shotgun: A high-capacity (12-rd) semi-automatic 12gauge, usually employing shot shells, but also capable of using slug rounds, as well as other exotic munitions. ++ Includes a bandolier of 60 shot shells, and a box of 36 slug shells. + Medium Automatic Rifle: A modified version of the K77 with a heavier, extended barrel and bipod. Cannot use the same modules as the K77, but has a much higher ammo capacity. ++ Includes 2 boxes of 7.62mm K77 ammunition (150rds each) + Grenade Launcher: Hydra-model, heavy but favoured by the Marines for its very high capacity and ease of multiple ammo type use. Feeds from 3-round canisters of 35mm grenades, with a 6-slot revolving ammo ‘bay’. HE and Frag standard issue. ++ Includes 4 canisters of 35mm Hydra HE grenades and 3 canisters of 35mm Hydra Frag grenades.
Perks; + Heavy Weapon Training: Reduced likelihood of severe failures when failing rolls involving the operation of any and all Support-class weaponry, on top of any weapon-specific perks. Support-class weaponry includes Assault Shotguns, Medium Automatic Rifles, Grenade/Rocket Launchers, and so on.
Medic - 2 - Vital to long-term squad survival in hostile terrain.
Equipment; + T7 SMG: A lightweight submachinegun with integral Tactical module. Same 10mm rounds as the Pistol, 28rd magazines. + Medical Kit: Comes with a limited supply of painkillers, stimulants, bandages, and medipatches - ‘quick’ injury treatment. Can treat multiple instances of Moderate wounding. + Basic Trauma Kit: Mild painkillers, antiseptics, basic stimulants, small bandages. Can treat multiple instances of Light wounding. + 4 T7 SMG magazines (28rds ea.) + +1 Smoke Grenade
Perks; + Qualified Medic: You don’t need to roll to treat Light or Moderate wounding with your medical supplies outside of combat. + Stay With Me!: You can use Luck to reroll failed Medical rolls you make to save others from Mortal wounding.
Tech - 2 - Useful for restoring damaged equipment and accessing secure systems.
Equipment; + T7 SMG: A lightweight submachinegun with integral Tactical module. Same 10mm rounds as the Pistol, 28rd magazines. + Tech-gaunt: Replaces left or right glove with a wrist-computer with mini keyboard. Links to helmet HUD to display info; can be plugged into things for hacking and diagnostics. + Toolkit: Wrenches, wirecutters, screwdrivers, crowbar, wire coils, duct tape, and a fusion-torch. Can also be used to repair Androids. What more could a tech ask for? + 4 T7 SMG magazines (28rds ea.) + +1 Smoke Grenade
Perks; + Qualified Repairman: You don’t need to roll to treat Light or Moderate damage to mechanical systems and entities with your toolkit outside of combat. + Technophile: You can use Luck to reroll failed Repair/Hack rolls, and reroll failed Repair rolls you make to save androids and other robots from Critical damage.
Pilot - 1 - Marine Pilots are usually tasked with squadships and close-air-support craft, but can handle fighters and armoured vehicles too.
Equipment; + T7 SMG: A lightweight submachinegun with integral Tactical module. Same 10mm rounds as the Pistol, 28rd magazines. + Pilot’s Helmet: Replaces Marine Helmet. Improved HUD interlinks with vehicles for status info. + 4 T7 SMG magazines (28rds ea.) + +1 Smoke Grenade
Perks; + Universal Driver’s License: Whilst even the freshest Infantryman knows how to handle a squadcar or APC, Pilots are tasked with handling everything from squadships to bombers. They do not need to roll for aerial maneuvers outside of stressful situations. + Pilot’s Uplink: Neural connection to vehicles and craft improves handling in all situations. Lowers the difficulty of all static rolls and improves the result of all contested rolls if plugged into a compatible vehicle.
Squad Leader - 1 - A ‘bonus role’ given to the player nominated as Squad Leader, obviously.
Equipment; + Motion Sensor: Pings ominously when sensing movement from anyone not in your Squad. + Tactical Uplink: Allows you to communicate on the Squad Leader network layer. You can use this to report situation updates to your superiors, request orders, and get other useful info.
Perks; + Motion Sensor Operator: By some miracle you remember how to use this doohickey properly, and don’t need to roll when operating all the fiddly dials and buttons to turn it on and such. + Inspiring Presence: As long as your squad members are relatively close to you, they can reroll any failed morale checks. = Rank: Corporal
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Example Profile;
Quote:
Name: Private Hicks Description: A short, brown-haired, blue-eyed recruit, fresh out of bootcamp. Hicks is from a large family of farmers and agricultural workers, and wants to do his pa' proud by joining the Terran Marines. He doesn't have many friends amongst his peers at the moment, being somewhat shy and unused to working with others even after all of his training. Role: Infantryman Kit: + Marine Body Armour + Marine Helmet + Marine Pistol: 10/10 + Monoknife + K77 LAR: 30/30 ++ Shotgun Module: 1/1 (shot shell) + Ammo: 2 Marine Pistol magazines (10rds ea.), 3 K77 magazines (30rds ea.), 23 shot shells, 12 slug shells + Grenades: 1x HE, 1x Frag, 1x Smoke Perks: + Luck: Everyone starts with 1 point of this. + Rookie’s Luck: Infantrymen get a bonus point of Luck. = Rank: Private
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Active Roster:
Player
Character
Class
Armour
Primary
Sidearm
Status
Grenades
Luck
Fail Flail
Cpl G. Mason
Tech/Leader
Heavy
VRX Laser Rifle [300/300] [1]
Heavy Pistol [7/7] [3]
OK
4x Shock
1/1
caekdaemon
PFC B. Jones
Pilot
Heavy
X1A Burst Fire Rifle [30/30] [4]
Heavy Pistol [7/7] [3]
OK
4x Shock
1/1
Izen
PFC CD-V5
Tech
Heavy
VRX Laser Rifle [300/300] [1]
Marine Pistol [10/10] [3]
OK
2x HE/1x Shock/1x Cryo
1/1
TheKebbit
PFC H. Dagenham
Medic
Heavy
X1A Burst Fire Rifle [30/30] [4]
Heavy Pistol [7/7] [3]
OK
2x Shock/1x Cryo/1x Frag
1/1
Traumahawk
PFC G. A. Vorotyntsev
Support
Heavy
Assault Shotgun [12/12] [120]
Heavy Pistol [7/7] [3]
OK
2x Shock/1x Cryo/1x Smoke
1/1
Harzipan
PFC N. Petrouski
Medic
Heavy
V8 DMR [20/20] [3]
Marine Pistol [10/10] [3]
OK
2x Cryo/1x Shock/1x Smoke
1/1
Miggles
PFC D. Mason
Support
Heavy
Hydra Grenade Launcher [N/A]
Heavy Pistol [7/7] [3]
OK
3 Cryo/9 Shock/3 Smoke/3 Frag
1/1
Reserve Roster: Private S. Carten - Human Support (Psygnosis)
Hall of Heroes: Empty.
Last edited by Arcalane on Mon Aug 06, 2012 3:00 am, edited 17 times in total.
Sat Mar 24, 2012 1:49 am
caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
Bob Jones, Pilot reporting for duty.
I have a good feeling about this.
I'll edit this post when the character is done.
Name: Private Bob Jones Description: Private Jones comes from a ancient lineage of pilots, engineers and soldiers. Like his father, and his father before him, he has enlisted to do his part for humanity. Originally, he planned to be a engineer, but instead decided to be a pilot. Bob was born on the Hugo Gernsback, a medium freighter that made regular runs between agricultural colonies. As such, he was taught how to pilot a landing transport at the age of 21, and the Gernsback it self at 27. He enlisted with the Terran Marines at 29, relinquishing command of the Gernsback to his younger brother Linus. Role: Pilot Kit: + Marine Body Armour: A vest, thigh pads, boots, gloves, and protection for your upper arms. Protective value is regularly questioned as a form of humour. + Pilot’s Helmet: Replaces Marine Helmet. Improved HUD interlinks with vehicles for status info. + Marine Pistol: 10mm semi-automatic, 10-round magazine, underbarrel flashlight. Puts holes in things pretty good. + Monoknife; Not really monomolecular, but exceedingly sharp all the same. Can hurt just about anything if you use it properly. + 3 Marine Pistol magazines (10rds ea.) + 1x HE Grenade: A small and powerful concussive blast to scorch and stun enemies. + 1x Frag Grenade: A larger-ranged hail of deadly shrapnel, lethal to exposed organics but weak against armoured targets. + 2x Smoke Grenade: Creates a cloud of moderately warm smoke, obscuring normal and infrared lines of sight. Uncomfortable to be standing in, though. + T7 SMG: A lightweight submachinegun with integral Tactical module. Same 10mm rounds as the Pistol, 28rd magazines. 4 T7 SMG magazines (28rds ea.)
Perks: + Universal Driver’s License: Whilst even the freshest Infantryman knows how to handle a squadcar or APC, Pilots are tasked with handling everything from squadships to bombers. They do not need to roll for aerial maneuvers outside of stressful situations. + Pilot’s Uplink: Neural connection to vehicles and craft improves handling in all situations. Lowers the difficulty of all static rolls and improves the result of all contested rolls if plugged into a compatible vehicle. + 1 Luck = Rank: Private
Last edited by caekdaemon on Sat Mar 24, 2012 2:36 am, edited 4 times in total.
Sat Mar 24, 2012 2:16 am
Fail Flail
Joined: Sun Jun 13, 2010 5:40 am Posts: 1059 Location: I chose my fate, do not pity me.
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
Oh well, Tech sounds good anyway.
Name:Grif Mason Description: Pale skin, average build with blue grey eyes and 'emo' style brown-black hair. Never seen without his 21st century Aviators. On good terms with the ships AI. Role: Tech Kit: + Marine Body Armour: A vest, thigh pads, boots, gloves, and protection for your upper arms. Protective value is regularly questioned as a form of humour. + Marine Helmet: Tactical HUD eyepiece with squad link, removable rebreather with 1-hour air supply, earpiece and mic linked to Marine TacNet. + Marine Pistol: 10mm semi-automatic, 10-round magazine, underbarrel flashlight. Puts holes in things pretty good. + Monoknife; Not really monomolecular, but exceedingly sharp all the same. Can hurt just about anything if you use it properly. + Ammo: 3 Marine Pistol magazines (10rds ea.) + 1x HE Grenade: A small and powerful concussive blast to scorch and stun enemies. + 1x Frag Grenade: A larger-ranged hail of deadly shrapnel, lethal to exposed organics but weak against armoured targets. + 1x Smoke Grenade: Creates a cloud of moderately warm smoke, obscuring normal and infrared lines of sight. Uncomfortable to be standing in, though. + T7 SMG: A lightweight submachinegun with integral Tactical module. Same 10mm rounds as the Pistol, 28rd magazines. + Tech-gaunt(*cough*Omnitool*cough*): Replaces left or right glove with a wrist-computer with mini leopard Ocelot Pro (Linux varient). Links to helmet HUD to display info; can be plugged into things for hacking and diagnostics. + Toolkit: Wrenches, wirecutters, screwdrivers, crowbar, wire coils, duct tape, and a fusion-torch. Can also be used to repair Androids. What more could a tech ask for? + 4 T7 SMG magazines (28rds ea.) + +1 Smoke Grenade Perks: + Qualified Repairman: You don’t need to roll to treat Light or Moderate damage to mechanical systems and entities with your toolkit outside of combat. + Technophile: You can use Luck to reroll failed Repair/Hack rolls, and reroll failed Repair rolls you make to save androids and other robots from Critical damage. + Luck: Everyone starts with 1 point of this. = Rank: Private
Last edited by Fail Flail on Sat Mar 24, 2012 2:38 am, edited 1 time in total.
Sat Mar 24, 2012 2:16 am
caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
Fail Flail wrote:
Dibs on pilot! Edit: ♥♥♥♥. ninja'd
I'll probably need a co pilot at some point for larger vehicles. Who knows?
Sat Mar 24, 2012 2:20 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
Nonsequitorian wrote:
You named a forum game after somebody who shares the same name as Ulysses Green, Engineer.
And a spaceship! Let's face it, who wouldn't want a spaceship named after them?
I needed a snappy name and couldn't think of anything better off the top of my head.
--
caekdaemon wrote:
Fail Flail wrote:
Dibs on pilot! Edit: ♥♥♥♥. ninja'd
I'll probably need a co pilot at some point for larger vehicles. Who knows?
Apart from the one pilot "limit", yeah, you won't be running tanks or anything by yourself. But hey, the rest of the team can handle the guns and pick up relevant perks too. There's no set perk trees or anything - sometimes they'll be handed out for doing something awesome repeatedly, other times you'll get to pick from two or three at an opportune moment... no set scheme really.
Sat Mar 24, 2012 2:24 am
caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
Arcalane wrote:
Apart from the one pilot "limit", yeah, you won't be running tanks or anything by yourself. But hey, the rest of the team can handle the guns and pick up relevant perks too. There's no set perk trees or anything - sometimes they'll be handed out for doing something awesome repeatedly, other times you'll get to pick from two or three at an opportune moment... no set scheme really.
Ohhhhhhhhh.
So basically its preset starting character builds?
Simple enough then
Sat Mar 24, 2012 2:29 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
Character classes, if you will. They just define extra starting equipment and perks.
Sat Mar 24, 2012 2:31 am
Izen
Joined: Sat Oct 22, 2011 12:56 am Posts: 1474 Location: At the corner of unoriginality and boring
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
I'm assuming we can be Androids, so here we go.
Name: Private CD-V5 Description: A large, humanoid android, standing at about 6' 2", designed for harsh situations. CD-V5 was assigned to the Ulysses after he was constructed and programmed. Role: Tech Kit: + Marine Body Armour + Marine Helmet + Marine Pistol: 10/10 + Monoknife + Ammo: 3 Marine Pistol magazines (10rds ea.) + 1x HE Grenade: A small and powerful concussive blast to scorch and stun enemies. + 1x Frag Grenade: A larger-ranged hail of deadly shrapnel, lethal to exposed organics but weak against armoured targets. + 1x Smoke Grenade: Creates a cloud of moderately warm smoke, obscuring normal and infrared lines of sight. Uncomfortable to be standing in, though. + T7 SMG: A lightweight submachinegun with integral Tactical module. Same 10mm rounds as the Pistol, 28rd magazines. + Tech-gaunt: Replaces left or right glove with a wrist-computer with mini keyboard. Links to helmet HUD to display info; can be plugged into things for hacking and diagnostics. + Toolkit: Wrenches, wirecutters, screwdrivers, crowbar, wire coils, duct tape, and a fusion-torch. Can also be used to repair Androids. What more could a tech ask for? + 4 T7 SMG magazines (28rds ea.) + +1 Smoke Grenade
Perks; + Qualified Repairman: You don’t need to roll to treat Light or Moderate damage to mechanical systems and entities with your toolkit outside of combat. + Technophile: You can use Luck to reroll failed Repair/Hack rolls, and reroll failed Repair rolls you make to save androids and other robots from Critical damage. + Luck: Everyone starts with 1 point of this. = Rank: Private
EDIT:
Arcalane wrote:
Either's fine - just remember you'll need a Tech when you get damaged, rather than a Medic like the squishy humans. Some of them are basically indistinguishable from humans, others are obviously androids.
Androids are basically the same as humans in all of the most important ways; personality varies, but they're legally considered just as much of a person as any other Alliance citizen. Obviously they're immune to certain things that might stun or kill a human; there are also things that are very dangerous to androids but harmless to humans. I think that's about all that's important.
Gotcha. Changed accordingly. You can change anything you wish.
Last edited by Izen on Sat Mar 24, 2012 3:53 am, edited 1 time in total.
Sat Mar 24, 2012 2:32 am
Fail Flail
Joined: Sun Jun 13, 2010 5:40 am Posts: 1059 Location: I chose my fate, do not pity me.
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
Human-like androids I believe, although I'd aim for something EDI from ME3 like.
Sat Mar 24, 2012 2:47 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
Either's fine - just remember you'll need a Tech when you get damaged, rather than a Medic like the squishy humans. Some of them are basically indistinguishable from humans, others are obviously androids.
Androids are basically the same as humans in all of the most important ways; personality varies, but they're legally considered just as much of a person as any other Alliance citizen. Obviously they're immune to certain things that might stun or kill a human; there are also things that are very dangerous to androids but harmless to humans. I think that's about all that's important.
Sat Mar 24, 2012 2:53 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
I can't write up a character now, but I'm interested in joining. Could I reserve a temporary spot thingy?
Sat Mar 24, 2012 4:41 am
Traumahawk
Joined: Sun Oct 02, 2011 12:03 am Posts: 51
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
I guess I'll bite on this one. After all, I'm hardly active around here, so I might as well.
Quote:
Name: Private Georgii Alekseyvich Vorotyntsev Description: Consistently bored with his home life and nothing striking his fancy at any of the Alliance Universities, this young man of Slavic descent, with traceable ancestry leading back to the Earthen days before space travel, purportedly enlisted in the Terran Alliance Marines because he "said to [himself] one day, 'Why not?'" Generally aloof and introverted, Vorotyntsev is nevertheless friendly, respectful, and posessed of a wonderfully dry wit, making him generally well-liked among his squadmates and superiors. He stands just over 6'1", with a large and broad frame that makes obvious to anyone his physical capability. Thick scar tissue extends from his right shoulder all the way to his right elbow and down to his middle back; however, Vorotytsev suffers no adverse effects from the scarring, and refuses to elaborate on its origin besides "an accident." He speaks, reads, and writes fluent English and Russian, and knows some rudimentary German. Role: Support Kit: + Marine Body Armour: A vest, thigh pads, boots, gloves, and protection for your upper arms. + Marine Helmet: Tactical HUD eyepiece with squad link, removable rebreather with 1-hour air supply, earpiece and mic linked to Marine TacNet. + Marine Pistol: 10mm semi-automatic, 10-round magazine, underbarrel flashlight. + Medium Automatic Rifle: Modified K77 with a heavier, extended barrel and bipod. Cannot use the same modules as the K77, but has a much higher ammo capacity. + Monoknife + Ammo: ++3 Marine Pistol magazines (10rds ea.) ++ 2 boxes of 7.62mm K77 ammunition (150rds each) + 1x HE Grenade + 1x Frag Grenade + 1x Smoke Grenade Perks: + Luck: Everyone starts with 1 point of this. + Heavy Weapon Training: Reduced likelihood of severe failures when failing rolls involving the operation of any and all Support-class weaponry, on top of any weapon-specific perks. = Rank: Private
Ninja Edit: I hope I wasn't being too verbose with the description. I can cut it down if necessary...
Sat Mar 24, 2012 5:12 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
A little more than I expected, but not a problem.
Kebbit; Consider it done, but don't delay too long.
Name: Pvt. Nikolai Petrouski Description: Born and raised on a barely hospitable backwater planet as a methane farmer, Nikolai, or Niko to friends, has had a fairly boring life. He vowed with a pack of close friends to join up with the Alliance as soon as they were old enough, although he was the only one who went through with it. Undeterred, Nikolai signed up the role of squad medic. He is surprisingly well spoken considering his upbringing. Role: Medic Kit: + Marine Helmet: Tactical HUD eyepiece with squad link, removable rebreather with 1-hour air supply, earpiece and mic linked to Marine TacNet. + Marine Pistol: 10mm semi-automatic, 10-round magazine, underbarrel flashlight. Puts holes in things pretty good. + Monoknife; Not really monomolecular, but exceedingly sharp all the same. Can hurt just about anything if you use it properly. + Ammo: 3 Marine Pistol magazines (10rds ea.) + 1x HE Grenade: A small and powerful concussive blast to scorch and stun enemies. + 1x Frag Grenade: A larger-ranged hail of deadly shrapnel, lethal to exposed organics but weak against armoured targets. + 1x Smoke Grenade: Creates a cloud of moderately warm smoke, obscuring normal and infrared lines of sight. Uncomfortable to be standing in, though. Equipment: + T7 SMG: A lightweight submachinegun with integral Tactical module. Same 10mm rounds as the Pistol, 28rd magazines. + Medical Kit: Comes with a limited supply of painkillers, stimulants, bandages, and medipatches - ‘quick’ injury treatment. Can treat multiple instances of Moderate wounding. + Basic Trauma Kit: Mild painkillers, antiseptics, basic stimulants, small bandages. Can treat multiple instances of Light wounding. + 4 T7 SMG magazines (28rds ea.) + +1 Smoke Grenade
Perks; + Qualified Medic: You don’t need to roll to treat Light or Moderate wounding with your medical supplies outside of combat. + Stay With Me!: You can use Luck to reroll failed Medical rolls you make to save others from Mortal wounding. + Luck: 1 Point [Ready] = Rank: Private
Sat Mar 24, 2012 7:21 am
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
Re: [SoRtD] Adventures of the Ulysses, Pt. 1
Name: Private Mason Description: Imagine Bear Grylls but in the space marines. Role: Support Kit: + Marine Body Armour + Marine Helmet + Marine Pistol: 10/10 + Monoknife + Assault Shotgun + Medium Auto-rifle + GL + Ammo: 2 Marine Pistol magazines (10rds ea.), 2 K77 box mags (150rds ea.), 60 shot shells, 36 slug shells, 4 HE GL rounds, 3 Frag GL rounds + Grenades: 1x HE, 1x Frag, 1x Smoke Perks: + Luck: Everyone starts with 1 point of this. + Heavy Weapon Training
I'm going to assume support gets all 3 weapons? Also I wanna run for presidentpopeleader of canada squad leader.
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