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Topics - Aigre Excalibur

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31
Roll To Dodge / Inquisition - Base Camp: Now recruiting for mission 3!
« on: October 20, 2016, 05:49:43 am »
Base Camp is a truck stop in the middle of nowhere, hosted by a character named Courage the Cowardly Dog.

The secret love child of Cerberus and Cora, Courage was smuggled out hell by Hercules when he tricked Hades into thinking he was just borrowing one of his dogs. Then he was found by Muriel who lived in the middle of nowhere with her husband, Eustace Bagge!

Serving as a watch hound of nowhere against the terrors of the night, Courage eventually convinced Eustace to patronize "the inquisition" believing that it would reduce the monster population.

What we have now is a partial sponsorship from the Cheiron Group, who believe we can provide a mutually beneficial relationship through the exchange of exotic artifacts in return for access to the most powerful weaponry in WoD.

Rules: Arbitrarily Systematically :P taking the best of classic WoD and NWoD

Most of our combat will be using classic WoD. Our lore uses NWoD and also adapts NWoD armories and vehicles to the more comprehensive Classic WoD dice rolling aspergergasms.

Our character sheets and mechanics are mostly Classic WoD from Hunter The Reckoning

Classic WoD Reference (Vampire The Masquerade)
http://reference.l2fury.com/index.php/Main_Page

NWOD quick reference:
http://files.meetup.com/3797562/Cheat%20Sheet%20-%20nWoD%20Master.pdf

Character Sheets:

All Attributes start at 1.
Prioritize the Physical, Social and mental Mental groups according to what is most important to your character.
Distribute 55 xp into the first group
Distribute 35 xp into the second group
Distrubute 20 xp into the third group
You can't keep any leftover xp.

Then Prioritize Talents, Skills and Knowledges.
Distribute 60 xp into the first group
Distribute 30 xp  into the second group
Distrubute 18 xp into the third group
No ability can be higher than 3 initially.
You lose any leftover xp.

Spoiler (click to show/hide)

Character Sheet Maker Spreadsheet: (Make a copy)
https://docs.google.com/spreadsheets/d/1Ql7FlquGHLez1Bh3_II7eyaJq9nGtU5rvzuX9ReWe6E/edit?usp=sharing

Attributes cost 5 multiplied by the new level (level 4->5 costs 25)
Abilities cost 3 multiplied by the new level (Level 4->5 costs 15)
New Abilities learnt after character generation cost 7 points.

For attributes
0->2 costs 15
0->3 costs 25
0->4 costs 40
0->5 costs 17

For abilities
0->2 costs 9
0->3 costs 18
0->4 costs 30
0->5 costs 45

If it's too complicated just tell me what you want the character to do and I'll minmax it for you.

Some concepts:
http://reference.l2fury.com/index.php/Concept

32
Roll To Dodge / Re: Inquisition: Twilight's Twilight Mission 1 conclusion
« on: October 14, 2016, 02:05:39 pm »
Inquisition

Introduction:

The last Inquisition brought about the masquerade. The struggle between life and unlife withdrew to the shadows. In secret the monsters bred and organized. And in secret the inquisition hunted them.

The Inquisition of Modern Nights is a decrepit organization that clings to the warfare of the previous age: with gun and blade. While their enemies have adapted, infiltrating every layer of society, with vast wealth and influence at their disposal. It is rumored that the Lords of Night no longer any real need for arms, except to humiliate the Servants of Light.

You are freshly minted Inquisitorial cadets. Deployed as a self-sustaining Hunter cell, you roam the planet, fight the damned and live off your own crafts. Your current Base of Operations is a Truck Stop in the Middle of Nowhere, where a sympathetic bar owner has provided billets, contacts with various suppliers and traveling salesmen, and even waged employment for benched characters.

Your First Mission from the Inquisition is to visit the town of Forks, Washington - where you are to investigate rumours of Vampires and other supernatural creatures operating openly. Your inquisitorial mandate is to annihilate any monsters you find, and purge any traitors or conspirators among the human population. Government relations to the inquisition is mixed, those within the government who are aware of the supernatural are suspicious of everyone else. And others are conspiring on the side of the damned, hoping to gain unlife for themselves. In any case, discretion is advised, and even if the situation degenerates, it is best to find a way to maintain some semblance of order.

You are being paid $2000 per man upfront for this assignment, with performance bonuses and xp points for survivors.

Character Sheet:
Spoiler (click to show/hide)

Character Creation:
Attributes cost 5 x new level
Abilities cost 3 x new level
New Abilities learnt after character generation cost 7 points.

Level 2 in an attribute costs 10. Level 3 costs 15 level 4 costs 20 level 5 costs 25
1->3 costs 25 1->4 costs 45, 1->5 costs 70

For abilities
0->2 costs 9
0->3 costs 18
0->4 costs 30
0->5 costs 45

All Attributes start at 1.
Prioritize the Physical, Social and mental Mental groups according to what is most important to your character.
Distribute 55 xp into the first group
Distribute 35 xp into the second group
Distrubute 20 xp into the third group
You can't keep any leftover xp.

Then Prioritize Talents, Skills and Knowledges.
Distribute 60 xp into the first group
Distribute 30 xp  into the second group
Distrubute 18 xp into the third group
No ability can be higher than 3 initially.
You lose any leftover xp.

Equip Your character with the up-front payment of $2000 per character

Other Notes: The diversification and priority splitting in WoD prevents 1 hit wonders, like characters who can only fight or only use a support skill.

Rules:
Inquisition is based on World Of Darkness: Hunter, the Reckoning.

There are 3 basic types of rolls in WoD:

Normal - Where the sum of the related attributes are taken as dice and rolled against a difficulty level. Each Die above the difficulty is a success. A minimum of one success is needed for an action to succeed. Natural 1s negate successes and cause crit-fails if there are more 1s than successes.

Extended - Where an action needs a set number of successes to complete. This is common for team actions.

Resisted - Where 2 characters make rolls and their successes are compared to determine the victor.

A roll for a gunshot would take Dex+Firearms as the number of dice, rolled against a default difficulty of 6, and the number of successes will be counted. - With the weapon damage being applied in case of success.
The defender might take a normal roll to roll to dodge. Or he might block or parry a weapon strike.

Characters can attack or defend multiple times per turn. The formula for number of dice is (sum of attributes and traits - total number of actions - summative value of actions).
3 Attacks/Defenses with 8 dice would have 5 dice on the first attack, 4 on the second, 3 on the third.

Armor and Stamina in WoD rolls to soak damage. Mortals can't resist most damage with stamina though. But vampires can shrug off gunfire.

List of Abilities:
Spoiler (click to show/hide)

List of Common Feats:

Spoiler (click to show/hide)

List of Common Combat Moves:

Spoiler (click to show/hide)

Changes to Combat Rules from WoD

Spoiler (click to show/hide)

Item Shop:

Spoiler (click to show/hide)

33
Forum Games and Roleplaying / Chivalric Army Simulator Turn 1 (9/10)
« on: August 23, 2016, 08:21:51 am »
Chivalric Army Simulator

You are a wannable noble house on virgin lands. You start with a keep and a small retinue. With this, you must fulfil your destiny to conquer the world.

This game is inspired by RTD horrors, Battlemaster and Total War.

Rules:

Objective: This is an economic army-building game. Develop an army to defeat or subjugate all the other players.

Turns: 1 Game turn is 1 season, representing 1/4 a year. Financial and Population calculations are done at the year end.

Game Start:
Players start with:
1 Noble Knight (themselves)
20 Courtiers (Their entire extended family and bastard children)

1 Stone Keep
3 Villages 100 400 Serfs each
1 Town 1000 Freemen

Signup Sheet:
Spoiler (click to show/hide)

The Game ends when:

- All Players are defeated but one.

- Less than half the players remain and are united into a Kingdom. A zombie/dragon/annunuki apocalypse is triggered. The apocalypse is repelled or wipes out the remaining players.

Rulebook:

https://www.dropbox.com/s/156pcy3bcohbsg7/ChivalricArmySimulatorRulebook.pdf?dl=0

https://docs.google.com/document/d/1XPpEp4qGQn38UYVn5GPZWFg67-sy5c-78pnAL-8MlvQ/edit?usp=sharing

34
Mechanics Testing for Only War - Syrian War Flavoured Homebrew


Key Stats:
Spoiler (click to show/hide)

Combat Sequence:

Pre-Combat: Determine initiative, surprise effects, turn order.

Actions:
- Divided into Full and half actions.

Movement:

Spoiler (click to show/hide)
Shooting Preparation:

Spoiler (click to show/hide)
Shooting:

Spoiler (click to show/hide)

Combat Modifiers:
Spoiler (click to show/hide)
Hitpoints

Spoiler (click to show/hide)


Armor on hit:

Spoiler (click to show/hide)
Armory:

Ballistic Weapons:

Spoiler (click to show/hide)
Explosives

Blast Energy per gram of TNT: 42 (4200 joules)
Base divisor vs vehicle armor: 100

Divisor: 4xPi*r^3
for r++
Spoiler (click to show/hide)

Average number of fragments produced by a hand grenade: 1200
Hit probabilities (per target): 1200/(12.567*distance in meters^3)
Filling: 120g TNT
Raw Blast Damage: 7560 (frag grenades don't kill this way)
Damage Per Shrapnel: 1-43 (M67)
Shrapnel Probabilities based on 1200 shrapnel
Spoiler (click to show/hide)

Average number of fragments produced by a 155mm HE shell: 2000
Filling: 5.74Kg TNT
Raw Blast Damage: 241080
Damage Per Shrapnel: 1-43
Shrapnel Probability tables:
Spoiler (click to show/hide)

Other rockets and missiles:
Spoiler (click to show/hide)

Melee Weapons

Melee damage: 1dx+strength bonus where x=average kinetic energy in hecajoulesx10

Spoiler (click to show/hide)

Medical Tables:
Spoiler (click to show/hide)


Attacking Sequence Examples:

Spoiler (click to show/hide)

Example 1:

Spoiler (click to show/hide)

Todo list:
Explosives and other items

Test Scenario:

You are a company strength element from an ERRANT mercenary group at the third Battle of Fallujah on 22 May 2016. In the first part of the attack, you must cross the Euphrates River and secure a foothold in the edges of the built up area of the city. The city perimeter is fortified and heavily defended. Allied strength is about 14,000 against an enemy strength of about 4,000. Tanks and mortars were used, but air support and heavy artillery were not (Because of civilian hostages). The battle ended in a close-quarters bloodbath for both sides.

You represent the officers and specialists within your mercenary company. Accompanying you will be a number of grunts for you to order around that will act as comrades/meatshields in the infantry meatgrinder.

Map of the battle from 22 to 23 May 2016:
Spoiler (click to show/hide)

Map as shown by Google:
https://www.google.com/maps/@33.3112789,43.8242901,12.25z

Character Sheets:

Name:
Bio:

Distribute 200 points with a minimum of 20 per item in:
Strength:
Dexterity:
Endurance:
Willpower/Mind:
Intuition/Perception:
Charisma:

Then distribute 200 points with a minimum of 20 per item in:
Engineering:
Shooting:
Melee:
Explosives:
Vehicle Operation & Technology:
Medical:

Desired Equipment:

(just ask for whatever you want within an infantry company budget - which typically averages out to $10,000 per man, with more spent on heavy weapons and special equipment)

35
Roll To Dodge / ERRANT ELDRITCH SURVIVAL SIMULATOR - Starting Soon
« on: June 19, 2016, 03:48:28 am »
ERRANT ELDRITCH SURVIVAL SIMULATOR

Introduction:

God has died. The Sun is about to stop shining. Life as we know it is approaches its end.

A warning from another realm has alerted you and a small group of friends. You have 7 days to prepare for the death of the world. No one else knows, and life will function relatively normally until the sudden apocalypse.

When Doomsday arrives, darkness will descend on the solar system forever. Besides the problems of sunlight ceasing forever, all the evils that have waited patiently in the dark for so long will finally have their hour. Monsters will reign again.

This game will run on the latest errant system ( http://www.bay12forums.com/smf/index.php?topic=157188.0 ) which is a numbers intensive abomination that counts hitpoints and tracks logistics to the last breadcrumb. (I left that game off because I was conscripted to fight in a spreadsheet simulator called eve online for a space hitler named The Mittani...)

What I have planned for this survival defense game is an initial wave of vampire-chaos cultists who will massacre humanity until they build critical psychic mass to unleash... The Holistic Spawn. After which the Holistic Spawn and its demonic cohorts will mutate to give us exotic bosses and support troops. You are all going to die. It's just a matter of when.

Initial phase will involve a wave of mass looting at Doomsday. Widespread panic and rioting ensues. Then a vampire invasion hits. Daemonic Invasion occurs in the next phase.

Other environmental challenges will include global freezing, which will not be immediate. But temperatures will be reduced by roughly 10 degrees per day. Sub-Zero gear is mandatory, prepare or improvise it. After full freezing occurs, exposure to cold will result in near-instant death without thermal protection. Wearing the best thermal protection will still make you take endurance rolls when exposed to the elements, and will eventually be lethal. Missing pieces of protective clothing will result in frostbite. On top of that you can still pile on body armor for combat purposes. The only thing that might be fully cold-proof is a vacuum sealed hardsuit - which isn't commercially available to civilians. http://www.coolantarctica.com/Antarctica%20fact%20file/science/clothing_in_antarctica.php

The other factor to consider is the complete lack of natural light sources. Cities might be able to run on generated power for a while, but when that goes, players will be fighting in total darkness. Stockpile those flashlight batteries, carry torches, do what you have to do to see what's about to kill you.

Running to the countryside only means that the bad things can focus hunting down the player characters without any distractions. Nothing will grow outdoors because of the lack of sunlight. If sustainable farming is attempted, it will require an indoor light-source and heat.

Character sheet tool:
http://parisbre56-phpexperiment.rhcloud.com/character_creation.html

TLDR of mechanics:
Strength - strengthy things. also for weapon requirements.
Dex - rolling to dodge. Not an auto-saver. also grenade throws
Endurance - rolls to resist critical wounds, increases hitpoints
Charisma - stops riots, charms women, etc. Can be used to negotiate contracts and manipulate people you meet.
Mind - roll for morale checks, if you get interrogated, you also roll on this to see if you blab.
Fate - to see if god loves you
Intuition - for reaction checks

Engineering (replaces handiwork): Improv field fortifications and devices, etc.
Shooting (replaces con): It shoots
Melee (replaces uncon): *whack*
Explosives (replaces exotic): *boom*
Auxiliary: Driving and computers
Medical: Fixing People and Medical Malpractice
Science (Gen. Knowledge): !science! Used for conjuring technical knowledge and for operating high-tech machinery, like sabotaging an x-ray machine to deliver loads of medical malpractice and other gimmicks you can do with "high-technology".


Derived Stats:
Human Hitpoints:
-2 End: 40/40
-1 End: 60/60
0 End 100/100
+1 End 150/150
+2 End 225/225
+3 End 340/340
+4 End 500/500

Blank Sheets:
Spoiler (click to show/hide)

NPCs
Player Characters may come across non-hostile humans that they can conscript/enslave/lead. But these require feeding and motivating to do any work.

Starting Money: 10,000 USD. Which is what your average bank would let you overdraft if you had a normal-ish credit rating. The economy goes to shit after Doomsday hits. Use this to get any supplies you think you will need.

Items - Weapons and Armor:
WIP

Damage numbers indicate raw traumatic force before applying bonuses for critical hits such as the destruction of vital organs, which could kill someone instantly. The raw force from most smaller bullets do not cause death in themselves.
Spitzer bullets have their energy divided by 3 against flesh targets. Hollow points add a multiplier of 2.

Food: Refer to supermarket Prices or MRE wholesale prices.

Firearms:
Notes on damage and types
.22 LR/.32 ACP: 3 base damage, x2 bonus for HP rounds
9mm Pistol: 6 base damage
.45 ACP Calibre: 10 base damage (over-pressured) x2 bonus for HP rounds
.223 Rifle: 20/3 base damage
.308 Rifle: 35/3 base damage
.338 Lapua Magnum: 68/3 Base damage
12 Guage Slug: 42 base damage

Gun models we'll use (working list, chosen for most widely manufactured):

.22: Ruger SR22
9mm: Beretta M92FS / M9
Civilian Assault Rifle: AR-15
Civilian Battle Rifle: M1A, Remington 700
Shotgun: Remington Model 870
Civilian .338 Lapua: SSG-08?

Armors:
Ballistic plates and carriers should be available to civilians.

A level III plate offers 100 ablative hitpoints, 30 resistance, 80% chest coverage. Commercially available for maybe 300 dollars per armor plate.

Other notes on Logistics and dietary needs:
We'll track only calories and protein and ignore trace minerals and vitamins.
Base Human Need: 2000 Calories, 100g of Protein/Day
Full Requirements under vigorous exertion: 3000 Calories, 200g of Protein/Day
Survival Half-Ration: 1000 Calories
Quarter-Ration: 500 Calories
Emergency 1/8 Ration: 250 Calories

Skillpoint Gain: Takes Effect only after Doomsday
Enhanced Diet (3000 Cal, 200g Protein): 2 xp/day
Basic Diet: 1xp/day
Half Ration: No XP gain, penalties to END
Quarter Ration: Heavier Penalties to END
Emergency Rations: Permenant Skill Loss, Very Heavy END Penalties
No Rations: Death, just like that.

Staples:
Bread: 600-700 calories per 250g loaf, 18% Protein (250ish cal per 100g)
Rice: 130 calories/100g 5% Protein
Lentil: ~120 calories/100g 18% Protein
Pinto Beans & Black Beans: 350 calories/100g 42% Protein
Potato: 77 Calories/100g 4% Protein
Sweet Potato: 86 Calories/100g  3% Protein
Tapioca: 130 Calories/100g 4% Protein

Boxed Breakfast Cereals: 350 Calories/100g 25% Proteins
Peanut Butter: 600 Calories/100g, 50% Protein
Boxed Crackers: 500 Calories/100g 14% Protein
Canned Fish: 200 Calories/200g can, 93% Protein
Powdered Milk: 500 Calories/100g, 50% Protein

Dried Fruit: ~350 calories / 100g, 2% Protein
Nuts ~600 calories / 100g, 40% Protein
Meat: ~142 calories/100g, 52% Protein
Government Cheese: ~400 calories/100g 50% Protein

Apparently Cheap Chinese Whisky exists... https://www.alibaba.com/product-detail/Goalong-blended-bulk-whisky-wholesale-cheap_60474618902.html?spm=a2700.7724857.0.0.e2EReV&s=p

Medical:
Generic Penicillin Stockpiles - 0.10 per 500mg pill. Sold in packs of 100. Slows down infections, hopefully.
Oseltamivir Stockpiles $10 per 75mg tablet. - Stops infections of the viral kind, hopefully.
Morphine: $20/20mg/5ml solution
Military-Grade Hemostatics: $10 per square inch of bandage
10cmx4.5m Medical Gauze Roll: $2 Per roll.
Universal Antidote: $1 per Kg, in 1g pills.
EDTA (heavy metal poisoning) $0.50/g
Hydroxocobalamin (cyanide poisoning): $10 per 1000mgc/ml x 100ml bottle

Other Stuff:
Sodium Thiopental - Fast Acting GA
Poisons: Cyanide, Blowfish Poison
Narcotics:
Heroin - Opioid
Cocaine - Stimulant
Methamphetamine - Stimulant
Ketamine - Hallucinogen
Tobacco/Nicotine - Dopamine reactions?
Steroids - Juicer?

Engineering:
Tools and Suggested Items/Constructions

Dad's Home-repair Toolbox: Contains Screwdrivers in 20 different sizes and head types, another 12 spanners, 3 types of saws, a claw hammer, a power drill and about 100 spare nails and screws

DIY Blowtorch:
A hydrogen Blowtorch. Only 100 bucks from IKEA. Used to cut metal. Uses Hydrogen Fuel.

Solderers: Used to weld circuitry, uses lead solder.

Portable Generators:
2KW, 0.5 Litres of Gasoline/hour http://www.homedepot.com/p/Honda-2000-Watt-Super-Quiet-Gasoline-Powered-Portable-Companion-Inverter-Generator-with-Eco-Throttle-and-30A-Outlet-EU2000T1A3-Companion/206192105
5KW, 3L/hr http://www.homedepot.com/p/Honda-5-000-Watt-Gasoline-Portable-Generator-with-GFCI-Outlet-Protection-and-iGX-OHV-Commercial-Engine-EB5000XK31/206338092

Fixed Generators:
20KW 7.5L Diesel/Hour http://www.homedepot.com/p/Generac-Protector-Series-20-000-Watt-120-240-Volt-Liquid-Cooled-3-Phase-Automatic-Standby-Diesel-Generator-RD02023JDAE/205506799

Florescent Light-Tube Power Consumption: 40W
Your Average Lightbulb: 20W
A Window Unit AirConditioner: 1.5KW
A 500L Refrigerator: 300W
A walk in Freezer, -20 to -35 Degrees C, 3.5x3.5x3.0m: 3.65KW  http://mellcon.com/product/cold-room-unit.aspx

Makeshift bedding: Heavy Fabrics will do. Modern bedding is made from latex foams or polyutherane foams.

Barricades: Wood can be scavenged from Furniture. Metals can come from vehicles or discarded home appliances.

Survival Heating: The smoke has to go somewhere if you burn things indoors. Light and smoke may also attract bad things.

Electric Radiators: ~1500W http://www.homedepot.com/b/Heating-Venting-Cooling-Heaters-Space-Heaters/Radiator/N-5yc1vZc4lhZ1z10s2i

At sub-zero temperatures, insulation will also be a thing.

36
I'd like to team with one other person for a level 1 mission.

I'll team with Egan

We roll RNG:

Target is in Canada

Serial Killers Paul Bernado and Karla Holmolka were recently released on parole. A group of concerned citizens are fronting to have them taken out. The pair are known for multiple homicides, kidnapping, torture and rape. Their victims have included schoolgirls. Your mission, should you choose to accept it, is to head to Ontario, Canada, to do what the law cannot.

You are offered a total of $40,000 for the pair, 20 grand each. You get half upfront.

Team Funds: 20,000

Cara:

Inventory:
Birthday Suit

Hitpoints: 60/60

Sean Patrick the IV

Inventory:
Birthday Suit
Hitpoints: 100/100

Name: Cara
Description: Just your average psychopath-for-hire. If she has a family, she's done a lot to distance herself from them.

Strength: +1
Dexterity: 0
Endurance: -1
Charisma: +1
Mind: 0
Fate: -1
Intuition: 0

Engineering: 0
Shooting: -1
Melee: +2
Explosives: 0
Auxiliary: -2
Medical: 0
Science/Gen. Knowledge: 0

Name: Sean Patrick the IV
Description: Well his dad just came back from fighting in a death tournament, His great grandfather fought aliens, and his grandfather died in a drone strike. Really his only options at this point are assassin or join the military. Hoping for a change of pace he went with the assassins. He is slightly taller than average and his hair is brown.

Strength: 0
Dexterity: 0
Endurance: 0
Charisma: +1
Mind: 0
Fate: -1
Intuition: 0

Engineering:-1
Shooting:+1
Melee: 0
Explosives: -2
Auxiliary: 0
Medical:+2
Science/Gen. Knowledge: 0

37
Roll To Dodge / ERRANT: Cleaning Agency: Johnny & Harold 1st Mission.
« on: March 26, 2016, 08:23:59 pm »
Your Mission should you choose to accept it, is as follows:

You are being hired for a counter-assassination. The Chinese government has hired a local mob hitman named Ah Long to silence a Humanitarian activist named Ming Tai in Beijing. Your mission is to take out the hitman. The Safety of Ming Tai is not your direct concern, but there will be a bonus if he survives. Your actions will be just another move in The Game that will buy time for the powers that be to do whatever it is they want to do with Ming Tai.

You are offered a standard contract of $30,000. Half Upfront.
I accept.



Johnny Rocketfingers:
Hitpoints: 60/60

Harold Gustafson
Hitpoints: 60/60

Johnny Rocketfingers:
Inventory:
Birthday Suit

Harold Gustafson
Inventory:
Birthday Suit

Team Inventory:
$15,000 Cash

Player: Johnny Rocketfingers / Tinfoil
Description:A cool, calm, and collected dude who's ready to fuck shit up and get paid.

Strength:0
Dexterity:0
Endurance:-1
Charisma:2
Mind:0
Fate:0
Intuition:-2

Engineering:-1
Shooting:1
Melee:0
Explosives:2
Auxiliary:1
Medical:-2
Science/Gen. Knowledge:-2


Player: Harold Gustafson / Playergamer
Description: A private investigator in need of a quick cash injection.

Strength: -1
Dexterity: 0
Endurance: -1
Charisma: 0
Mind: +1
Fate: 0
Intuition: +1

Engineering:
Shooting: +1
Melee: +1
Explosives: -1
Auxiliary: +1
Medical: -1
Science/Gen. Knowledge: -1

38
Roll To Dodge / ERRANT: Cleaning Agency
« on: March 26, 2016, 01:53:23 am »
ERRANT: Cleaning Agency

After a botch attempt at breaking into the UFO hunting business, the Paramilitary group ERRANT has now converted into an agency offering extra-legal solutions to all manner of problems.

As an agent of ERRANT, you are a mechanic and a cleaner. You could be bringing justice to people that the law cannot or will not pursue. Or you could be making money from blood, profiteering from the demand for violence and vengeance in the world. ERRANT doesn't care either way, it just brings you the contracts.

You are a professional hired to solve problems. Agents are expected to be discreet, precise and blameless in conduct. Any mistakes on the job could cost you your life or freedom.
The game revolves around relatively short contract missions, which can be played by 1-4 players per mission. We can be flexible with the player limit, but there are built in disadvantages to large teams... And I'm willing to run multiple missions at once, In separate threads.

You start with a level 0 character with no money. You don't roll out with a professional soldier character with an edge in combat, but with proper planning and the element of surprise, you're expected to pull through and get the job done. You can take up to 2 negative levels. And up to 4 initial positive levels. Having a negative 2 in explosives or medical means you'll probably kill yourself if you go anywhere near those rolls. A veteran mechanic or a lone wolf would want to have no weak links.

Combat system will be the one built on ERRANT. It's a heavily modified ER-style RTD... that tracks hand grenades down to individual shrapnel.

Blank Character Sheets:
Use this tool: http://parisbre56-phpexperiment.rhcloud.com/character_creation.html

Spoiler (click to show/hide)

TLDR of mechanics:
Strength - strengthy things. also for weapon requirements.
Dex - rolling to dodge. Not an auto-saver. also grenade throws
Endurance - rolls to resist critical wounds, increases hitpoints
Charisma - stops riots, charms women, etc. Can be used to negotiate contracts and manipulate people you meet.
Mind - roll for morale checks, if you get interrogated, you also roll on this to see if you blab.
Fate - to see if god loves you
Intuition - for reaction checks

Engineering: Improv field fortifications and devices, etc.
Shooting: It shoots
Melee: *whack*
Explosives: *boom*
Auxiliary: Driving and computers
Medical: Fixing People and Medical Malpractice
Science (Gen. Knowledge): !science! I'm not that sure what I want to do with this yet. If you need to conjure technical knowledge, you'll use this. Also used for operating high-tech machinery, like sabotaging an x-ray machine to deliver loads of medical malpractice, or to place IEDs in high-tech machines.

If you use the power of friendship and teamwork, you can try to specialize and Synergize your skills. The more friends on a team, the higher the odds of picking up heat when just one of you makes a mistake.

Contract Levels and payout:
Agents may request to take contracts with a higher level of morality at any level.
Payment for each contract is half upfront, half on completion. You also get a level up for each contract, regardless of difficulty.
There is a bonus for completing contracts without being detected or by staging convenient accidents.
Contract payments are for the entire contract, regardless of how many people participate in it.

Contract levels are rated according to risk, complexity and prominence of the target.

Level 0:
Standard Pay: 7,000
Entry-Level Mechanic Work. At this price you could be working for anyone and everyone with a grudge. Some lower-risk jobs at level 0 could include private investigative work or rent-a-cop work for more unusual jobs.
At this price your main problems are not being able to afford partners and support services. You'll be doing everything yourself.

Level 1:
Standard Pay: 30,000
Contracts that are known to be bought at this price could be people like common witnesses or low-level mobsters. Targets have some basic security.
This is considered the minimum pay for a mechanic or a small team of them to do a thorough job.

Level 2:
Standard Pay: 100,000
Contracts known to have gone for this price include high-profile policemen. In our simulation they could also include troublesome lawyers, high ranking mobsters and high-profile witnesses.

Level 3:
Standard Pay: 250,000-1,000,000
Federal judges have known to go for a million dollars. Contracts that have gone at this price also include high-profile businessmen, criminals and politicians.

Level 4:
Anything above a million tends to be in the realm of black-ops. You could be destabilizing a country somewhere or re-arranging the criminal underworld with your actions.

Level 5:
If you survive to this stage, we'll start giving you contracts on super-heroes. (or super-villains)

Combat rules:
Spoiler (click to show/hide)

Previous test run and documentation: http://www.bay12forums.com/smf/index.php?topic=156916.0

Other Mechanics

Evidence: Cleaners are expected to dispose their tools after each job. You should also take care to leave no traces, collect spent catridges, wipe fingerprints and do everything possible to prevent yourself from being traced. Disposing of used weapons is also considered a common practice in this business. If more than one person participates in a mission, the mistakes of one character becomes the mistakes of all the characters, and can be used against them.

Some things to consider are:
Do not remove your gloves for any reason at all while working.
Ideally, get the target to a place and setting where you are alone with him.
Clean up after yourself even if the initial act goes undetected, even if just to buy time before it is detected.
Everything used on a job is disposable. Including and especially vehicles.
If you get positively identified or noticed in any way that could link you to the job, call it off. A (good) employer would appreciate your discretion.
Don't attract unnecessary attention, or let your accomplices attract attention.
If caught, you can divulge name, rank and serial number, but absolutely no personal information. Ask right away if you are being formally charged with a crime. If you are not, there is a legal amount of time that you can be held for. You will also be a model prisoner if you are ever caught. It is up to the law to prove that you did the crime, not up to you that you to prove that you didn't do it. That being said, zealous cops and prosecutors will put you away for anything that can get you on, just because they can. So, get good lawyers. Entrapment by law enforcement, while illegal, is also a thing.

Stealth and Logistics: In the civilian world you can't open carry a big gun in most places. Wearing a tactical vest would also draw attention to yourself. While we won't have hard ceilings on what you can stuff in your pockets, the more and the bigger the stuff you bring, the more conspicuous you will be. Moving weapons without getting caught or traced also poses its own set of problems. You can still own a vault full of guns, but you'll probably leave most of it at home and bring only the tools you need.

You pay for everything: The agency doesn't cover overheads. You get billed for everything from the motel room you rent, your plane tickets, the cost of moving your tools about, and even the food you eat.

Homework: Cleaning is not something that can be done guns-blazing (well it can, but that leaves an awful mess that would affect your reputation and safety). You want to collect as much information as possible before performing the deed at the most ideal time and place. With proper planning, you might even avoid a combat situation altogether.

Some things to consider when doing homework are:
The physical makeup of the target: This can include his ability to defend himself and any health conditions you can exploit.
The emotional makeup of the target: This can inform you of potential social situation he might be in, family or friends that could possibly interfere with the job.
The lifestyle of the target: His movements and routines, the traffic in the places he visits, habits, sexual pastimes, the security of his neighborhood,

Other notes: Most pre-1990s literature I found on the subject were written before the era of widespread asymmetric encryption usage - which has been a major game-changer in the world of organized crime.

Armory:

Free/Standard Issue: Torsion Bar and lockpicks

Agency Services:

Weapon Shipments:
$200 for pistols, the .22 takedown rifle and miscellaneous packages of other small items
$500 for carbines and larger

Body Bags: 50 each - used to hide bodies, but can add weight and decrease the stealth of agents.

Body disposal: 1,000 per bagged body undiscovered by the public/police, 2000 per other undiscovered body.

Leftover catridges disposal: 100 per undiscovered casing.

Weapon disposal: 1,000 per weapon

Crime-Scene cleaning: 5,000+, available only if the crime-scene is undisturbed/undiscovered. Price varies with complexity.

Convenient Alibis: 10,000 per witness testimony.

Defense lawyers: Varies, do your job right and you shouldn't need them.

Medical services: Varies, charges a premium for discretion and privacy.

Other notes: We also handle your living expenses and bill you for it.

Other Useful Gear:

Bugging Devices: $200 for a listening device set. $50 per extra penny sized bug.
RFID trackers: $50 per bug. Penny sized.

Basic set of identity documents:
Cost: 1000
Includes: Passport, Driving License and other basic ID.

Functional Credit cards for a basic ID:
Additional Cost: 5000

Advanced identity documents:
Cost: 20,000
Includes: Passports with valid biometric RFID chips, Professional and Academic qualifications, Functional Credit Cards

Car Rentals:
Cost: 100 a day for a cheap low-profile car.

Stolen or false car plates:
Cost: 100

Cleaning Tools:
Guns used for cleaning tend to be on the cheap side, because most operators would dispose of them after each job. We can find you the tools at all budgets.

Ruger Mark 3 Pistol
Cost: 362
Caliber: .22 Rimfire
Feed: 10 round Magazine, semi-automatic blowback
Firing: Semi-automatic, 3 rounds at melee distance, 2 rounds at short range. (0)
Damage: 3x2 (hp rounds)
Range: Range: Melee: 0 Short: -1 Medium: NA
Requirements: None

AR-7 Takedown gun
Cost: 250
Caliber: .22 Rimfire
Feed: 8 round Magazine, semi-automatic blowback
Firing: Semi-automatic, 3 rounds at melee distance, 2 rounds at short range. (0)
Damage: 4x2 (hp rounds)
Range: Melee: -1 Short: 0 Medium: -1 Long: NA
Requirements: None

.22 Rimfire disposable silencer
Cost: 100

Ammunition: $0.10 for each hollow point round.

Beretta Model 92 Compact M
Cost: 700
Caliber: 9×19mm Parabellum
Feed: 8 round single-stacked Magazine, semi-automatic blowback
Firing: Semi Automatic (0)
Damage: 6x2 (over-pressured hollow points), 6 (over-pressured Armor Piercing, AP 20)
Range: Range: Melee: 0 Short: -1 Medium: NA
Requirements: None

9mm disposable silencer:
Cost: 200

Ammunition: $1 for +p+ JHP, $2 for +p+ AP

CDR-15 Concealable Takedown Tactical Carbine
Cost: 2200
Caliber: 5.56x45 NATO
Feed: 5, 20 or 30 round STANAG Magazine, gas operated-rotating bolt
Firing: Semi-automatic (0), or 3 round burst fire (-1) or Spray and pray (-3) - receiver modifications required for burst and automatic fire.
Damage: 20/3, 6 vs flesh
Range: Melee: -1 Short: 0 Medium: -1 Long: NA
Requirements: 0 strength
Notes: Fits snugly into a briefcase or tactical hardcase with room for about 3 STANAG magazines.

Receiver Modifications for the AR-15/CDR-15
Cost: 500
Enables burst and fully-automatic fire.

Disposable Silencers: $200

Ammunition: $0.35 for hollow points (x2 damage on flesh), $1 for AP (negates 20 resistance)

M762 Concealable Takedown Battle Rifle
Cost: 3250
Caliber: 7.62x51 NATO
Feed: 5, 20 or 30 round STANAG Magazine, gas operated-rotating bolt
Firing: Semi-automatic (0), or 3 round burst fire (-1) or Spray and pray (-3) - receiver modifications required for burst and automatic fire.
Damage: 35/3, 12 vs Flesh
Range: Melee: -1 Short: 0 Medium: 0 Long: -1 Extreme: -2
Requirements: 1 strength
Notes: Fits snugly into a briefcase or tactical hardcase with room for about 3 STANAG magazines.

Receiver Modifications for the M762
Cost: 500
Enables burst and fully-automatic fire.

Disposable Silencers: $300

Ammunition: $0.50 for hollow points, $2 for AP (negates 20 resistance)

Kivaari 338 Concealable Takedown Sniper Rifle
Cost: 6900
Caliber: .338 Lapua Magnum
Feed: 10 round box magazine
Firing: Semi-automatic (0)
Damage: 68/3, 23 vs flesh
Range: Melee: -1 Short: 0 Medium: 0 Long: 0 Extreme: -1
Requirements: 1 strength
Notes: Fits into briefcase with 2 magazines.

Disposable Silencers: $500

Ammunition: $2.50 for hollow points. $5 for AP (negates 20 resistance)

Tomahawk hatchet
Cost: 150
Damage: ~12

Combat Knife
Cost: 150
Damage: ~10

M112 C4 Block charge
Cost: $30 per block, $20 for the detonator.
Payload: 0.56 KG of C4, 3,752 damage at blast center. Degrades at 4/3 PI * r^3
Notes: Preparing traps like car bombs rolls on the explosives skill. You can leave prints on blown-up cars if you touch them without gloves. Car bombs may sound easy, but they make very loud bangs, which means authorities would be alerted immediately.
Traps and IEDs can be made from all manner of inconspicuous objects, not just cars. In the first world, explosives have been used in places like computer screens and shower-heads.

Self-Aid medical consumables: (from ERRANT UFO defense)
Morphine in a syringe: 20 per shot
Adrenalin in a syringe: 20 per shot
Hemostatics: 10 per dose per bandage
Nausea Medicine: 5 per shot - use after throwing people out of aircraft when they fail endurance rolls.
Universal antidotes: 20 per shot, contains charcoal as the main active ingredient.

Poisons and Offensive drugs:
Sodium Thiopental: Fast acting GA. $20 per dose
Blowfish Poison: $20 for a whole blowfish, the bladder fills 5 hollow point bullets or 10 darts.
Heroin: $500 for an over-lethal 2g dose.
Extra Syringes and Needles: $10, disposable kit

There are several other poisons used in the trade, but I need to find out how they are supplied. Many mechanics make their own plant-based poisons from first-principle, so it's not so easy to put a price on exotic stuff.

Notes: Preparing poisons rolls on the medical skill.

Level IIA Ultra-Slim Concealable Vest:
Cost: 200
Performance: 30 Ablative Hitpoints, 2 Resistance, 90% chest coverage.
Notes: Extreme-Lightweight and bodyfitting armor, intended to save your life from a few pistol rounds, you may also buy this as a precaution if you're not planning to engage in a serious firefight. Can be hidden in any type of clothing.

Level II Concealable Vest
Cost: 500
Performance: 50 Ablative Hitpoints, 3 Resistance, 90% Chest Coverage
Notes: Concealable Body Armor with medium performance. Can be hidden under a jacket, suit or baggy clothings.

Level IIIA Concealable Vest
Cost: 1000
Performance: 80 Ablative Hitpoints, 4 Resistance, 90% Chest Coverage
Notes: Sturdy combat armor, can be hidden under a windbreaker, or heavy jacket. This is the limit of what can be discreetly worn without attracting immediate attention.

39
OP: http://www.bay12forums.com/smf/index.php?topic=156348.msg6816962#msg6816962

This will be a test run of the third revision of the game mechanics. We'll be playing red vs blue, single flag CTF. Each team starts from an opposite corner of the map. There is a hill in the center of the map acting as a natural defilade and sight blocker. On the summit is a flag that the teams must capture and return to their own base. This should encourage centre rushing over defensive play where you can whittle down the enemy from a fortified position.

I plan to take 4 players per team, or whoever signs up and split them into 2 teams. Roll out characters with $10,000 shopping budgets. Buy stuff from the armory.

Tactical Scenario Map:

Map size is 200m by 200m. 282m on the diagonal. Shooting across the map is long range. Your view is obstructed by the hill. The hill can also overlook the side of the map that it is facing. You do however, have a live satellite feed of your enemy's movement.

There is half-cover everywhere. Getting flanked or snuggled still negates it.

Spoiler (click to show/hide)



Combat Mechanics: Heavily modified ER-style RTD.

Verbatim on shooting sequences from past tests:

Spoiler (click to show/hide)

Firing rules:
Spoiler (click to show/hide)



Hitpoints and Damage

Spoiler (click to show/hide)

Armor:
Spoiler (click to show/hide)

TLDR of game mechanics:
The game uses a hitpoint and skill system.

Strength - strengthy things. also for weapon requirements.
Dex - rolling to dodge. Not an auto-saver. also grenade throws
Endurance - rolls to resist critical wounds, increases hitpoints
Charisma - stops riots, charms women, etc.
Mind - roll for morale checks
Fate - to see if god loves you
Intuition - for reaction checks

Engineering: Improv field fortifications and devices, etc.
Shooting: *Pew Pew Pew*
Melee: *whack*
Explosives: *boom*
Auxiliary: Driving and computers
Medical: Fixing People and Medical Malpractice
Science (Gen. Knowledge): !science! used in the meta game for dissecting aliens and stuff. But this is a pvp shakedown of game mechanics.

Points are distributed ER style.
Increasing a level by +1 costs -1.
Each additional increase costs an additional -1
So, for example, increasing to a total of +3 would cost -6 (-1, then -2, then -3)
Just use this: http://parisbre56-phpexperiment.rhcloud.com/character_creation.html

You can take up to -4 negative levels. As per old rules, you can take 1 free level up.

Blank Character Sheet:
Spoiler (click to show/hide)

Also, just buy AP rounds for PVP. No collateral damage to worry about here. $10,000 shopping budget.

Quote
Armory:

Small arms:

Personal Weapons:

Ammo:
0.45 ACP $0.35 each
0.45 ACP AP $1 each
5.56 NATO $0.35 each
5.56 NATO AP $1
00 Buckshot $0.35 each
7.62 NATO $0.50 each
7.62 NATO AP $2 each
12.7mm NATO $4 each
12.7mm NATO AP $10 each

.44 Magnum: $0.50 each
.44 Magnum AP steel core: $2 each
HK 4.6×30mm AP steel core: $1 each.

Hollow points cost the same as FMJ rounds.

Magazines: $10 per stanag/box/belt

H&K Mk 23 Offensive Handgun:
Cost: 1000
Ammo: .45 ACP
Magazine: 12 rounds
Firing: Semi-automatic, 3 rounds at melee distance, 2 rounds at short range. (0) Spray and Pray at [-4] accuracy.
Range: Melee: 0 Short: -1 Medium: NA
Links: https://en.wikipedia.org/wiki/Heckler_%26_Koch_Mark_23
Requirements: None

Smith and Wesson Model 629
Cost: 1500
Ammo: .44 Magnum
Magazine: 6 round cylinder
Firing: Semi-Automatic
Range: Melee: 0 Short: -1 Medium: -2
Requirements: 2 strength to handle the recoil comfortably if shooting more than one round.

Heckler & Koch MP7
Cost: 2000
Ammo: HK 4.6×30mm
Magazine: 30 round clip
Firing: Semi-automatic (0), 3 round burst fire (-1), Spray and pray (-3)
Range: Melee: -1 Short: 0 Medium: -2
Requirements: None/-2 strength

M4A4 Carbine
Cost: 2000
Ammo: 5.56 NATO
Magazine: 30 round STANAG
Firing: Semi-automatic (0), or 3 round burst fire [-1] or Spray and pray [-3]
Range: Melee: -1 Short: 0 Medium: -1
Links: https://en.wikipedia.org/wiki/M4_carbine
Requirements: 0 strength

M1014 Benelli M4 Super 90
Cost: 3000
Ammo: 12 gauge, 00 buckshot.
Magazine: 12 rounds Internal Tube
Firing: Semi-Automatic (0) Spray and Pray at [-4] accuracy
Range: Melee: 0 Short: -1 Medium: NA
Links: https://en.wikipedia.org/wiki/Benelli_M4
Requirements: 0 strength

M14 Enhanced Battle Rifle
Cost: 3000
Ammo: 5.56 NATO
Magazine: 20 round box
Firing: Semi-automatic (0), Spray and Pray [-5]
Range: Melee: -1 Short: 0 Medium: 0 Long: -1 Extreme: -2
Links: https://en.wikipedia.org/wiki/Mk_14_Enhanced_Battle_Rifle
Requirements: 1 strength

Crew Served Weapons:


M249 SAW
Cost: 4000
Ammo: 5.56 NATO
Magazine: 100 round box
Firing: Semi-Automatic (0), Controlled 10 round Bursts [-1], 50 round long bursts [-3], Spray [-4]
Range: Melee: -2 Short: 0 Medium: -1 Long: -2 Extreme: NA
Links: https://en.wikipedia.org/wiki/M249_light_machine_gun
Requirements: 1 strength, 2 strength to sprint with it.

M240 GPMG
Cost: 6600
Ammo: 7.62 NATO
Magazine: 200 round belt
Firing: Semi-Automatic (0), Controlled 5 round Bursts [-1], 20 round long bursts [-2], Spray [-4]
Other: has to be fired prone/deployed
Range: Melee: NA Short: 0 Medium: -1 Long: -2 Extreme: -4
Links: https://en.wikipedia.org/wiki/M240_machine_gun
Requirements: 1 strength, 2 strength to sprint with it

M2 Browning HMG
Cost: 10000
Ammo: 12.7mm NATO
Magazine: 200 round belt
Firing: Semi-Automatic (0), Controlled 5 round Bursts [-1], 20 round long bursts [-2], Spray [-4]
Other: has to be fired prone/deployed
Range: Melee: NA Short: 0 Medium: -1 Long: -2 Extreme: -3
Links: https://en.wikipedia.org/wiki/M2_Browning
Requirements: 2 strength just to move it.

Explosives:

M67/M68 Fragmentation Grenade
Payload: 10g TNT equivalent
Cost: 30
Damage: Blast :400/(4/3 PI * distance^3), 95 point blank, 11 at 2m, 3.5 at 3m, shrapnel equivalent to blast damage number, 11 damage per shrapnel
Links: https://en.wikipedia.org/wiki/M67_grenade

AN-M8 White Smoke Grenade
Cost: 100
Effect: concealing White Smoke

M84 Flashbang
Cost: 150
Effect: Stun by air pressure shockwave and big light flash

M203 Grenade Launcher
Cost: 600
Range: Melee: 0 Short: 0 Medium: -1
Payload: 40mm grenade, 10g
Fragmentation Grenade/HEDP - $60
Smoke - 100
Flashbang - 150

M32 MGL
Cost: 6000
Range: Melee: 0 Short: 0 Medium: -1
Payload: 40mm grenade

AT4 Disposable Recoiless Rifle
Cost: 1500
Payload: 400g OCTOL mix, HEDP rocket
damage: Blast: 16000/(4/3 PI * distance^3) AP 160, 3819 point blank. 477 at 2m, 30 at 5m. + shrapnel, 11 damage per shrapnel
Range: Short: 0 Medium: -1 Long: NA
Requirements: 2 strength

M183 C-4 Satchel Charge Demolition Kit
Cost: 250
Payload: 9.1 Kg of C-4

M150 Penetrating Augmented Munition (PAM)
Cost: 3000
Payload: 90.72 Kg of C-4
Notes: used to destroy the kind of bridge foundations that take years to build. Or for knocking on fortress doors that won't open for your regular breaching charges.
Requirements: 4 strength to move it comfortably. 2 strength just to lift it.
You can of course lug your heavy explosives on a trolley or cargo pallet.

Door-Breaching Frame Charge
Cost: 50
Payload: 500g of C-4, shaped to bust doors.

Special Atomic Demolition Munition
Cost: ?
Payload 1-10KT tactical nukes.
Notes: Thermonuclear: Clean, no radioactive fallout, but huge shockwaves.
Logistics: Might fit into a suitcase, or a cargo pallet. Push it around.


Melee:

Fist
Damage: strength

Rifle Butts/Entrenching Tools:
Damage: Strength+6

M9 Bayonet
Cost: 300
Damage: 10
Attacks: 3 x melee skill/3
Notes: High-Quality Combat knife
Requirements: None

VTAC Tomahawk
Cost: 300
Damage: 12
Attacks: 3 x melee skill/3
Requirements: 1 strength

Longsword
Cost: 3000
Damage: 20
Attacks: 3 x melee skill/3
Requirements: 1 strength

Vehicles and Computer Systems (auxiliary):

Not used in this test, but here's what the armory has:

Technicals, Civilian Vehicles:
Requirements: 0 Auxiliary, -1 Aux can get you from point to point without crashing if there are no other difficulties.
Cost: Free/Borowed

M113 APC
Cost: 40000/Borrowed
Armor: ~10mm RHA equivalent hardened aluminium
Durability: 40 resistance, 1200 Hull
Cargo: 2 crew, 11 passengers
Hardpoints: 1 machine gun mount
Requirements: 0 Auxiliary to drive

UH-60 Blackhawk
Cost: 1000000/Borrowed
Armor: Kevlar plates
Durability : 30 Resistance, 480 Hull
Cargo: 2 Crew, 11 passengers
Hardpoints: 2 door machine gun mounts
Requirements: 1 Auxiliary to drive

Medical:
All in one first aid kits, drugs sold separately:
Cost: 1000

Morphine in a syringe: 20 per shot
Adrenalin in a syringe: 20 per shot
Hemostatics: 10 per dose per bandage
Nausea Medicine: 5 per shot - use after throwing people out of aircraft when they fail endurance rolls.
Universal antidotes: 20 per shot, contains charcoal as the main active ingredient.

Critical Wounds and medical system: WIP

Bodychart: 1d10
1-2: L/R legs
3-4: L/R arms
5-8 Hips to upper chest
9-10: neck and head.

Base chance of arterial bleeding from all wounds: 20%
Base chance of thoracic cavity punctures from chest wounds: 75%
Base chance of organ damage from chest wounds: 50%

Skeletal system damage probability: 25%?

Currently I roll d100 for bleeding severity, d100 for organ damage d100 for chest/neck wound severity, d100 for organ crits, d100 for skeletal system crits for each wound. That's after armor rolls.

Each untreated wound adds a hitpoint drain. Each critical wound adds some damage, usually 10-20 each. Past tests on this has shown that death by multiple shrapnel hits is a thing. System is mostly working as intended.

Endurance will be used to resist critical hits in this version.

Armor:

USA Army-Surplus Interceptor Armor
Cost: 1600
Level IIIA Kevlar suit, with resistance 5.
80% torso coverage with level III ceramic plates.
Protection:
5 Resistance, body to neck.
30 Resistance Chest, 80% coverage. 100 hitpoint ablation (total)

Ballistic Assault Shield
Cost: 3000
Level IV Assault shield
Protection:
40 Resistance, 200 hitpoint ablation
Requirements: 0 strength to use it 2-handed to provide cover for others, 1 strength to use it with a pistol, 2 strength to use with a sub-machine gun
1-handed shooting has (-1) aim and horrendous recoil control.

HEADS-UP
Cost: First is Free
Material: Kevlar Plate
Protection:
10 resistance, head. 10 Hitpoint Ablation
Other features:
On-Board Microcomputer
FOF identification system
Tactical Maps
Miscellaneous data storage
Tetris,
Personal video collection.


40
I can't keep track of all the suggestions and non-mission posts properly. I'll still try to minimize the footprint, but we'll use this to keep track of things like armory proposals.

We could also do testing and development here. It should give dead/respawned people something to do. I could also run mini VR scenarios like room clearing exercises and firing battle drills here for billeted characters.

https://www.elon.edu/docs/e-web/academics/elon_college/rotc/common_battle_drills_for_all_infantry_units.pdf

http://www.globalsecurity.org/military/library/policy/army/fm/7-7j/CH3.htm

I suppose on mission characters can also take part in drills on imaginary characters.

Current char sheet form and armory:

Quote
Character Sheets:
Almost exactly the same as ER. Unconventional and Exotic are turned into melee and explosive skills respectively. General Knowledge is now science, which is used in data collection and specimen handling.  There is no war magic in this 21st century world.

All characters are assumed to have basic training with guns, for a hidden +1 to fire-arms.

Take 1 free level up, they'll need it.

Pay is $10,000 sign on bounty and $10,000 per mission.

Spoiler (click to show/hide)

Standard Issue Free Equipment:


Spoiler (click to show/hide)

Armory
All guns come with a free magazine. Bullets sold separately.

Small arms:
Spoiler (click to show/hide)

Melee Weapons
Spoiler (click to show/hide)

Explosives:
Spoiler (click to show/hide)

Auxiliary Systems

Spoiler (click to show/hide)

Crew-Served Weapons

Spoiler (click to show/hide)

Medical

Spoiler (click to show/hide)


Body Armor
Spoiler (click to show/hide)


Science Equipment
Spoiler (click to show/hide)

Misc

Stuff like Duct-tape goes here



Quote
Additions:
6000 M32 MGL
Range: Melee: NA Short: +1 Medium: 0 Long: -3 Extreme: NA
https://en.wikipedia.org/wiki/Milkor_MGL

6000 AA12
Range: Melee: +1 Short: 0 Medium: -3 Long: NA Extreme: NA
https://en.wikipedia.org/wiki/Atchisson_Assault_Shotgun

We'll modify the M203 HE grenade to HEDP for the next mission. It's an anti-armor shaped charge with a fragmentation shell. Costs the same.

Quote
: Proposed Weapons:
We need a PDW calibre weapon to replace the UMP.
P90 or MP-7 are suggested.

5000 P90 (w SOPMOD)
Ammo: FN 5.7x28mm AP-FMJ by default. 50 round clip (not a steel-core AP round. it's just lead or aluminum in an over-pressured cartridge)
https://en.wikipedia.org/wiki/FN_5.7%C3%9728mm
Range: Melee:0 Short:+1  Medium:-1 Long:Na  Extreme:Na
https://en.wikipedia.org/wiki/FN_P90

4000 MP-7
Ammo: HK 4.6x30mm AP-FMJ 30 round clip by default (not a steel-core AP round. it's just lead or aluminum in an over-pressured cartridge)
https://en.wikipedia.org/wiki/HK_4.6%C3%9730mm
Range: Melee:+1 Short:+1  Medium:-1 Long:Na  Extreme:Na
https://en.wikipedia.org/wiki/Heckler_%26_Koch_MP7

Or 9mm over-pressured rounds. (the russian answer to the PDW caliber) Used in newer SMGs like the PP-2000. Or you can squeeze em into older models.

Flamethrowers:

M9A1-7:
Ammo: 2 Gallon tank, 1/2 Gallon per second fire-rate
Range: Short, 20-40m
https://en.wikipedia.org/wiki/M2_flamethrower

41
Einsteinian Roulette / ERRANT
« on: February 17, 2016, 07:11:09 pm »
Emergency Response and Requisition Alliance of Native Terrans (ERRANT)

The year 2016, the world faces a mounting alien abduction campaign on top of being plagued by all its current social, economic and security problems. Being in denial, already up to their necks in various crises and unable to come together on any level, the world governments literally spare no resources to deal with the sudden threat of an alien invasion.

Working around the usual rules of bureaucracy, a new Private Military Corporation gathers half-cocked vigilantes and military types to take matters into their own hands. Barely legal and funded through deniable assets of obscure black projects, the Emergency Response and Requisition Alliance of Native Terrans crawled out of the woodwork to represent humanity's best hope against the alien forces and itself.

Quote
Character Sheets:
Almost exactly the same as ER. Unconventional and Exotic are turned into melee and explosive skills respectively. General Knowledge is now science, which is used in data collection and specimen handling.  There is no war magic in this 21st century world.

All characters are assumed to have basic training with guns, for a hidden +1 to fire-arms.

Take 1 free level up, they'll need it.

Pay is $10,000 sign on bounty and $10,000 per mission.

Spoiler (click to show/hide)

Standard Issue Free Equipment:


Spoiler (click to show/hide)

Armory
All guns come with a free magazine. Bullets sold separately.

Small arms:
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Melee Weapons
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Explosives:
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Auxiliary Systems

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Crew-Served Weapons

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Medical

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Body Armor
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Science Equipment
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Misc

Stuff like Duct-tape goes here


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Alien Cheat Sheet

Small Arms:

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Armor Systems

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Alien Bestiary Cheat Sheet:

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Mission 1 Plan
Abductions in progress in a generic shopping mall designed something like this:
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Tactical Floor Plan:
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It's basically a kill-house dressed like a shopping mall.

Alien troops are platoon strength consisting of 4 Grey Alien Commandos each leading teams of up to 8 Betas each. They also have a velociraptor. Aliens have secured entrances to the mall and are in the process of rounding up civilians (a few hundred of them) for abduction.

ERRANT has been called in to take control of the situation, rescue any civilians and neutralizing any hostiles. 

Cheat Sheet for Alien Deployment:
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42
This game will be a parody of Robert Kiyosaki's board game combined with aspects of The Game of Life.

You win when your character and/or its descendants no longer have to work for a living.

Each game round will represent 1 year of life. Your characters will age accordingly. A round is divided into the following phases:

Game Sequence:

Pre-year planning phase:
Global Rolls to determine macroeconomic factors such as fiscal policy, interest rates (interbank), recessionary and expansionary periods.

Roll to apply any effects of health and other detrimental effects on your character.
Your character sets its goals and budgets for the year.

Job Phase:
Personal rolls to determine effects of work performance on KPI. Critfails can result in retrenchments.

Rolls to determine strategic performance and health of character's workplace based on factors beyond the character's control. Again, critfails can result in joblessness even if you "did nothing wrong".

"Casual Spending" Phase:
Determines effects of casual spending. At the beginning of the year, a player can direct their casual activities towards areas in life they want to improve. Like reducing stress, picking up a hobby, spending money on certain forms of entertainment, or even taking night classes. The more specific the player is on this, the better.

Rolls can also cause random effects in the course of the pursuit of casual life.

Investments Phase:
Characters will be given the opportunity to buy investments of various types, tiered according to what they can afford. According to Robert Kiyosaki, passive income, financial freedom and the keys to happiness come from investment cashflows.
We will be doing our best to simulate realistic ROIs however.

Unforeseen Fun Stuff Phase:
What it says on the can. If shit can happen, it will happen in this phase.

Planned Expenses:

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Economic Concepts:
It is the year 2016...
The Benefits of Ricardian Rents have been fully realized. If property is a wonderful investment, be assured that every rich person in your civilization has gotten there before you. Anything that transacts tends to have extremely high prices and very low yields.

The rest of you crabs in the Proletarian Bucket can play with new toys like structured investment products and derivatives. Nothing can possibly go wrong with this. Honest. (I may try to simulate stocks and bonds if the maths doesn't drive me crazy.)

Consumer inflation occurs at 5% per year, regardless of what happens to the interbank interest, investment returns... or your wages.

Character Mechanics:
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Character Creation

Fill in the details. You have a relatively blank check...

But all characters start from lower-middle class backgrounds with mundane parentage and mundane connections/peerage. They are also 18 years of age.

Name:

Gender:

Describe key traits of your character that might help him/her in life:

State Your Character's Desired Education Level:

State your character's desired Industry:

Other bio stuff goes here... what has your character done before reaching adulthood?:

Deploying the Character:
Pre-Career Education phase:
We roll for high-school GPAs, and add your character's other skills, hobbies and traits into the mix.

Your character can then choose between the following education paths, according to their abilities and stomach for pre-career debt. All student loans are installment free until the course of study is over, of course.

Technical College - $10,000 per year for 2 years
Diplomas and 1 year associate degrees - $5,000 for 1 year
Some kind of community college degree - around $10,000 for 3 years
An Honors degree from a prestigious university - $20,000 upwards per year for 4 years. Also requires illustrious high-school resumes and perfect academics.
Post Graduate Degrees - adds another 2 to 6 years of study. Upwards of $60,000 a year if done with a prestigious university.

Career paths with high barriers of entry - namely Engineering, Law, Accountancy and Medicine, require degrees from prestigious universities. The rest of the population can make do with the mass-education bullshit.

We then roll for performance. Dropouts are possible on critfails. Students can choose to work to support oneself at the expense of academic performance, or take on even more debt for living expenses.

If a student survives all this, we take the sum of his performance and stick a piece of paper to his name. A player can overwork a character to improve the odds and get more negative traits and imbalances stuck on them when the character graduates.

And then, the character is expected to get a job and play the game of life. We will add years to the character's starting age if it goes through any post-highschool education.

Marriages and breeding:
Characters can choose to marry at any time, and usually get a spouse near their own station in life. If a character so happens to succeed at Gold-Digging, or is a high-flying executive who falls for a secretary (I'm looking at you, Tony Stark), they will suffer the associated social stigmas that come with such behavior.

A character who dies without an heir will lose everything. Extremely desperate characters can adopt children from the third-world, or orphans from the lowest classes of society.

Fertility is based on a balance of probabilities of a character's health and personality. Contraception for the sake of family planning is possible, but should it fail, any child born will suffer some effects from being an unwanted accident.

Weird traits and behaviors can be hereditary.

Game Pace: 1 round per week, each round consisting of the above 5 phases. I will take 4 players first, and see if I can cope with that.

43
Forum Games and Roleplaying / Urist's Gambling Empire [Suggestion Game]
« on: January 23, 2016, 11:09:51 am »
Urist was down on his luck. He had never really done a hard day's work before, no thanks to some negligent overseer treating the children in his old fort as surplus population. He got by pretending to be useful, sometimes randomly seizing craftdwarf's workshops to tinker away, and thereby giving himself some form of training in basic dwarfy skills. One day someone dug too deep, and his home was overrun by violence and madness while he was outside frolicking with the fisherdwarf's daughter. Urist lost his home in one fell swoop of fate.

Urist became an outcast. An immigrant. The kind of dwarf that might beg entry into other fortresses only to be used as live sacrifices to demented gods. Not wanting to take his chances with dubious immigration policies and the whims of pathological overseers, Urist traversed the wilderness, with his new wife and baby dwarf in tow, to a large human town, where surely they would be civilized.

Urist does not enter unarmed though. Besides the clothes on his back he has in his pockets a set of magick dice, mastercrafted in a fit of childhood obsession from the bones of a marble titan. It is studded with rare cymophane, and images of bearded dwarf women striking lewd poses are etched on each face. He feels the power emanating from them as he crosses the threshold into the town. Leaving his family in a more decent part of town, he heads towards a row of shady pubs and alleys to do what he feels he was born to do.

Inventory:
Raggerdy clothes: dwarvern shirt, trousers, thongs and socks with threadbare cotton fibre. Worn out cotton fibre shoes.
A set of magick masterwork dice. There seem to be as many of them as there needs to be.

Skills:
General Dwarfiness

Status:
Suffering from an acute lack of alcohol. He hasn't had a drink for months.
He also hasn't changed his socks and underwear for a similar length of time, and smells like it too.

44
December 7 2014. A day that will live in infamy. The "peaceful" peoples of Earth were suddenly and deliberately attacked by alien forces Enemies Unknown.

Revolutionaries blame established governments working in league with the New World Order for their inaction and unpreparedness. Revolutionaries point their fingers at the wholesale poisoning of the minds and bodies of the masses that has made way for our current weakness. It is time for the Vigilant Citizen to take matters into his own hands, and show puppets and puppeteers alike, that Humanity is Free!

The Alien Removal Militia (also known as the Antagonistic Riotous Mob to public officials) was established on this day of the 10th of December by brave volunteers of every nation, race and creed to fight for the future and freedom of all.

As a volunteer of the Alien Removal Militia, you receive this form at initial processing:

Spoiler (click to show/hide)

All recruits are also supplied with the following issued kit:

$5000 in cash as a sign on bonus.

A Battle Dress Uniform
An Advanced Combat Helmet
Tactical Rigging with 10 item slots
Utility Belt with a pistol holster and 5 item slots
A 20 liter field pack

- A choice of any standard issue side arm and primary weapon. We supply and absorb the costs for the first weapon if it is a gun from the M16 or Klashnikov Family. Explosives and other paraphernalia can be bought or requisitioned on request.

((Total costs absorbed for each recruit comes up to $5000 + $600 + Gun Costs))

Wiki Pages

OOC Thread

((Also The Vigilant Citizen and Humans are Free are real conspiracy sites))

45
Einsteinian Roulette / [Fan Game] ER UFO Defense OOC (Blastoff! here goes)
« on: December 03, 2015, 10:53:05 am »
The Early 21st Century, the world faces an escalating UFO invasion.

This is a minimalist mission based RTD, with a focus on repetitive, short, brutal missions with clear objectives. Cartography and layout of each mini-scenario will be in the form of a simple flowchart or graph. The teams will move from area to area to clear out the enemy and achieve their objectives. The focus will also be on ER style infantry combat.

The enemy aliens possess both aggression and initiative. They will actively respond to the player teams, attempt to ambush them and/or cut off their lines of retreat. It is entirely possible for the enemy to achieve first strikes and initiate combat with opening kills on the player group despite the players having "done nothing wrong".

Wiki with game info: http://rtdufodefense.wikia.com/wiki/RTDUFODefense_Wikia

Character Creation Template:

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Old Textbabble
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