The Fate of Kilo Platoon: Aliens Universe Survival; One Slot Left

Started by Urbanzorro, May 08, 2010, 01:04:21 PM

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Urbanzorro

IC

Here are the links to the threads,
Data base
https://elliquiy.com/forums/index.php?topic=69281.0

IC
https://elliquiy.com/forums/index.php?topic=69278.0

OOC
https://elliquiy.com/forums/index.php?topic=69280.0



USMC Command
      Opperations Brief # 33456
Contact lost with Weyland-Yutani Corp.’s civilian colony, “Jackie’s Hope,” on planetoid LV-1875, last known contact indicates possible terrorist activity. USMC Kilo Platoon of Charlie Company, 5th Regiment is hereby dispatched to above stated colony, Kilo platoon will assess the situation, determine what events took place, identify any threats, and eliminate said threats with extreme prejudice. Any surviving colonists are to be protected and evacuated. Mission objectives in order of priority are as follows.

Establish Contact with Jackie’s Hope, and determine current state of the colony.
Identify any previously and currently existing threats
Eliminate said threats
Protect Weyland-Yutani Corp. equipment
Maintain minimal USMC losses
Protect surviving colonists
-Brief Ends-





----DECODING TRANSMISSION……………DECODING COMPLETE, TRANSMISSION FOLLOWS-----

Weyland-Yutani Corp. Transmission ZR-567 Priority Ultra Violet
   Contact with research station on Lv-1875 as well as with civilian colony Jackie’s Love has been lost. MOTHER confirms occurrence of an incident. Research station confirmed to have been working on xenomorph bio-weapons project at time of incident. Colonial Military has been notified, MOTHER has activated observation equipment, analysts are standing by to evaluate xenomorph performance against Colonial Marine xenomorph subspecies species known to be present are as follows:










Queen:
Matriarchal ruler of the hive, the Queen is able to lay eggs, which spawn face huggers to impregnate new hosts, she is  key to the survival of any hive. Her height can range anywhere from 15-40 feet, she can be distinguished from her kin by her size, as well as the large ‘crown’ crest at the top of her head. She possesses a strength and intelligence that dwarfs that of her fellow xenomorphs, she controls them using an as yet unknown form of telepathy, and is capable of simultaneously directing her entire hive. Each hive can only have one Queen.
Health: 40, Attack: 13, Ranged Attack:0, Accuracy: 15, Agility:  8, Intelligence:15, Defense:12, Perception:8, Stealth:4, Luck: 3




Praetorian:
The Queen’s ‘royal guards’ larger, tougher, and stronger than most other alien subspecies, praetorians are also slower and lack their comrades ability to scale most surfaces. They walk upright, and attack their prey with a combination of their, arms, mouth, and tail. They are fewer in number than other alien subspecies, and will rarely be found in numbers greater than 1, when far from the Queen. They are recognizable by their crested heads, similar to that of the Queen. It has been theorized that should the Queen perish a single elite praetorian will transform into a new queen so that the hive can live on.
Health: 15, Attack: 8, Ranged Attack:0, Accuracy: 7, Agility:3, Intelligence:7, Defense:6, Perception:7, Stealth:5, Luck:1




Warrior
The standard xenomorph created through the impregnation of a human host. Warriors are known to be fast, strong, and extremely aggressive. Showing little or no instinct for self preservation when the hive is threatened warriors have been known to throw themselves at enemies with wild abandon. They have also been known to exhibit a high level of individual intelligence when compared to xenomorphs originating from other host species. A trait believed to have been inherited from their human hosts. Like all aliens they possess highly concentrated acid for blood, in addition warriors possess a highly pressurized bloodstream, causing their bodies to quit literally spray their acidic blood in all directions upon a traumatic death. Like most alien forms, they exhibit a strong weakness to fire.
Health: 7, Attack: 7, Ranged Attack:0, Accuracy: 6, Agility:5, Intelligence:5, Defense:5(3 against flame based weapons), Perception:7, Stealth:7, Luck:1



Runner:
Created through the impregnation of lower animals such as dogs; runners move on all fours at a much faster rate than any other recorded xenomorph subspecies. Against prey of equal size they have been known to run down their enemy, using their mouths and tails to kill them. Against larger enemies, runners adopt hit and run tactics, stalking their foe striking quickly without warning using their tails as slashing weapons, and retreating before their targets can retaliate. Additionally they do not exhibit the same fear of fire as their kin.

Health: 5, Attack: 6, Ranged Attack:0, Accuracy: 5, Agility:10, Intelligence:3, Defense:3, Perception:8, Stealth:10, Luck:0




OOC

Ok, so this is my idea for a role play in the Aliens/Predator universe, I've been working on it/fine tuneing for the better part of 2 weeks so hopefully I've got most/all of the kinks worked out (puntastic!). It will it will tell the story of a single platoon of marines (specifically the 1st squad of the platoon), as they first attempt to complete their mission, and later simply attempt to survive. It will ideally be filled with action, suspense, interpersonal interaction, and fun! I’ll be playing the part of the world around them, as well as that of the Alien Hive, I’m looking for some people to play the marines, and possibly Predators should there be enough interest/should all the marine slots get filled up. The game will be mildly systemic in that each player will have to first choose what weapons and equipment his/her marine carries. In addition to this the system will be used to determine when/if an alien attack is able to wound one of the marines, when/if random good and (or) bad events occur, and how well the squad does when attacking an important location, (examples will follow), other than these things the game will be freeform. Hopefully this will apple to many people because it leaves room for creativity, as well as allows for unpredictability/fairness.  So if you’re still interested the character list, character sheet, a stats explanation, a weapons/equipment list and system explanation are as follows.



THE SYSTEM:

First off I’ll explain when/how the system will be used, as well as how it will work. There will be three different systems used in the game, each one is original and each one is a simple as I can make them while taking everything into account.

Normal Combat: The system will be used to determine how effective the marines are at killing their foe, as well as how effective the Aliens are at attacking the marines. Here is a simple scenario for example a marine is walking down a hall way he/she encounters an Alien and opens fire the Alien runs to attack the marine the marine manages to shoot the Alien in the head and the Alien dies without harming him/her.  Post wise this is how it would happen, the marine’s player makes a post saying that he/she is walking down a hall way, I would make a post describing the alien getting ready to attack, the system would be used to tell if the marine spots the alien and if he is able to kill it or if it isn’t his lucky day and he gets wounded/has to run/possibly worse, I’d tell the marine player what the outcome is and the posting/action would be freeform. Ideally with both the player and myself getting to add a bit of creativity (i.e. me not God modding them and them not God modding me).
The system used here will be as follows:

(Marine(s) stats – Alien(s) stats) + d6= Score

If the score is above 0 the roll ends in the Marine(s) favor. 


Important attacks/maneuvers: Let’s say the marines figure out where the Queen is, and decide to launch an attack, the system would be used to determine how effective the attack is, with one extreme being that it doesn’t even make it 20 feet and the other that they manage to kill/capture the Queen. Since there will obviously be a lot of combat in such a scene the system will only be used once at the start to determine how effective the entire effort will be, after that the action will be freeform (as long as no one decides they are Rambo and can kill 100’s of aliens with only one gun, and by themselves).
Marines’ success probability – (d12 roll + Importance value of target)=Score
Score is compared to following chart to determine effectivness

Random Stuff

The marines are walking through the building/doing whatever, from time to time the system will cough up something good or bad at them, just to keep things interesting.
Here is the simplified system for that:
D12 is rolled, if the roll is a 12 then an event will happen, a d2 is rolled, if the score is 1 then the event will be bad, if it is 2 then the event will be good, finally a d6 is rolled and compared to either the good or bad chart


If there is interest and this role play gets off the ground I will be posting up 3 threads in the Extreme Small Groups forum, the first will be the I.C. thread where the story will take place, the second will be an O.O.C thread which will….well be the O.O.C. communication place, and where I will post all the rolls so there can be no accusations of cheating, the 3rd thread will be for lack of a better way to put it, a Xenopedia, it will contain everything that the marine characters ‘know’ about the aliens they encounter including known stats ect ect, this will be to help the players tell what they are up against, as well as for fun. So far I have purposefully left the system’s explanation rather vague, if there is interest I will explain it in depth giving examples for each situation, and posting up a ‘dress rehearsal’ of how the system will work at different points in time.

Character List

Platoon Leader:
Platoon Sergeant:
1st Squad Smart Gunner:
1st Squad Flamethrower Man:
1st Squad Member
1st Squad Member
1st Squad Member
Platoon Synthetic


Character Sheet

Image:

Name:

Age:

Position in platoon/rank:

Personal history:

Stats Before Equipment:

Kit:

Stats After Equipment:

Stats Explained:

Each player gets 50 points to use as he or she sees fit.  The stats start at 0 each and the minmum score for each stat is 3(before equipment), and the max is 10(after equipment) the max for Health is 20, and the max for everything else is 10 I.E. you can have a health of 11 but not an attack of 11. The only exception is Ranged Attack, which does not use stat points, it is determined by your equipment only. If a stat is brought lower than 3 after counting for equipment (I.E. a piece of heavy armor brings your agility to 2) that's ok, though having any stat that low is inadvisable.

Health: How many points of damage you can take

Attack:  How much damage you’ll do in hand to hand combat

Ranged Attack: How much ranged firepower you have (does not use stat points, is determined by adding the ranged firepower bonus of your weapons/kit)

Accuracy: How likely you are to hit

Agility: How likely you are to avoid an attack/outrun what’s chasing you

Intelligence: How much more likely you make it for your team to succeed, how likely you are to make certain machines work.

Defense: If hit, how much of the damage is not taken to your actual health

Perception: How likely you are to notice what’s creeping in the shadows, how likely you are to see a trap before it is sprung.

Stealth: How likely you are to avoid being detected

Luck: If good or bad things just seem to happen to you, slightly effects all other stats, effects how likely your team is to succeed.



Weapons/Equipment:

Each player gets so many kit points to use however he/she pleases, for the sake of simplicity we will assume that ammo is not a factor/leave its existence and running out to our own freeform devices. Each entry below will have a short description of what it is, the amount of kit points it costs, and how it effects your character’s stats. Also some weapons and equipment are exclusive to a specific character slot, for example it wouldn’t make much sense for anyone but the smart gunner to actually have a smart gun.

Universal weapons and equipment

Combat Knife:

Description: Blades, in one form or another have been used by men and women for thousands of years, this primitive weapon is still in use within the USMC which prides itself on training marines who are not only expert shots, but excellent hand to hand combatants. A combat knife is standard issue to every marine both for its usefulness in combat, and as a simple tool.


Effect: +1  Attack


Cost:1


M4A3 Pistol:

Description: The USMC’s standard issue sidearm, the M4A3 fires 9mm rounds, and possesses an impressive level of accuracy, albeit at the sacrifice of stopping power. Marines are advised to use the M4A3 only on ‘soft targets’ or as a weapon of last resort should their heavier armaments be exhausted. A common joke amongst Marine grunts about the M4A3 being that the only way to really put down a target with it is to score a head shot….and even then you may have to do it twice just to be sure.
Effect: +1 Attack, +1 Accuracy

Cost:2


AP Rounds(Requires Pistol):

Description: Many marines find their M4A3 in the ability to penetrate its target’s defenses, with this in mind many arms manufacturers have taken to producing alternate forms of ammunition to be sold privately to the marines, the most popular is the armor piercing round, replacing the standard 9mm round with a uranium tipped round more capable of penetrating most  light armors.

Effect: +1 Ranged Attack

Cost:1


Fragmentation Grenade:

Description: A standard grenade, designed to explode 3 seconds after its pin has been pulled, showering the immediate area with high speed, razor sharp shrapnel. Marines are encouraged to use grenades when large numbers of enemies are grouped together.

Effect: +1 to Ranged Attack, +1 Luck, -1 Stealth
Cost:3


Flame Grenade:

Description: A non-standard grenade, designed to explode 3 seconds after its pin has been pulled, blanketing the immediate area with flames. Marines are encouraged to use grenades when large numbers of enemies are grouped together, as well as to provide cover for an escape, or keep an advancing enemy at bay.

Effect: +1 Agility

Cost:3


M41A Pulse Rifle:

Description: The standard USMC firearm, a symbol of mankind’s mastery of technology and warfare as well as a deadly weapon, the M41A is capable of firing in either semi-automatic, 3 round burst, or full auto modes. It fires the standard high velocity armor piercing round, and is capable of supporting multiple modifications. It is light, compact, easy to use, and even easier to maintain, the only thing that’s hard to do is break it. Every marine must qualify with the M41A before completing their training to insure that, should the need arise any member of the USMC is able to pick up a rifle and join the fight.

Effect: + 3 Ranged Attack,

Cost: 5





Under slung grenade launcher (Requires Pulse Rifle):

Description:  An under slung grenade launcher for the M41A Pulse Rifle, it fires shaped charge grenades at long range giving the average marine way effectively eliminate heavily armored opponents. 

Effect: + 2 Ranged Attack, -1 Stealth

Cost:3


Side Mounted Flame Caster: (Requires Pulse Rifle):

Description:  An side mounted light flame thrower for the M41A Pulse Rifle, it is capable of projecting a small gout of flame at any close range target in bursts of 3 seconds, any longer is unadvised due to the possibly of overheating, it is in no way a replacement for the M240B, as it is  lacking in range and power by comparison to the USMC’s flame thrower. In addition to this, the standard infantry man's armor lacks the heat shielding of the flamethrower man's "Ape Suit" and prolonged exposure to the heat and light created by the flame caster has been known to have negative effects on the senses of sight and touch.

Effect: + 2  Attack, -1 Perception

Cost:3




M33 Shotgun:

Description:  The M33 is a pump action shotgun, designed for use in close quarters and urban settings, it is made to offer the greatest amount of punching power while remaining as compact and manageable as possible, it is somewhat less effective at range due to the large spread of its shot as a result of its shortened barrel.   

Effect: + 3  Attack, -1 Ranged Attack

Cost:2



Full Auto(Requires Shotgun):

Description:  Replacing the M33's pump action with a fully automatic loading system, the M33 is now capable of fully automatic fireing, allowing it's user to literally paint an area with firepower. The recoil on a fully automatic M33 is many times stronger than that of the standard shotgun, giving it the nickname "the mule" amongst weapon's manufacturers with regards to its kick. 

Effect: + 2 Attack, -1 Accuracy

Cost:3


M10 Pattern Ballistic Armor:

Description:  The current model of body armor issued to USMC marines consists of a chest and back plate, in addition to a helmet, it is designed to effectively stop  small arms fire, as well as rifle fire, but is outclassed when pitted against larger caliber weapons.

Effect:+ 1 Health +2  Defense,

Cost:1


M12 Pattern Advanced Personal Armor:

Description:  The current model of body armor issued to USMC marines consists of a chest and back plate, in addition to a helmet, it is designed to effectively stop small arms fire, as well as rifle fire, but is outclassed when pitted against larger caliber weapons, in an effort to correct this problem the M12 Advanced Armor is in development, sporting a thicker layer of protection, as well as chemical resistance treatments for protection against enemys who choose to ignore the rules of war.

Effect:+ 1 Health +3 Defense, will not suffer degradation when in contact with acid.

Cost:2







XV35 Motion Tracker:

Description:  An optional motion sensor, by detecting micro changes in air density the XV35 is able to sense movement in every direction regardless of where it is pointed. It relays this information to its user through an attached screen, as well as through a series of mechanical beeps, which growl louder and closer together as the movement draws nearer.

Effect:+ 2 Perception, -1 Stealth,

Cost:1





M111 Combat Helmet:

Description:  A stronger combat helmet, than the standard issue, the M111 posesses a radio transmiter and receiver, and is also capable of supporting a side mounted camera.   

Effect: +1 Defense, +1 Intellegence when deciding the outcome of a major event, Allows its user to communicate with any member of the platoon who also possesses radio equipment. Regardless of location as long as there is nothing jamming the signal. 

Cost:1


Side Mounted Helmet Camera (Requires Helmet):

Description:  A side mounted camera for the M111 Helmet, it provides a constant feed to the platoon's officer, allowing him/her to evaluate the tactical situation of every member of his/her squad.   

Effect: +1 Perception, +1 Intellegence when deciding the outcome of a major event.
 

Cost:1


MS3 Medical Kit:
Description:  A large first aid kit, in the right hands it can be used to handle almost any battlefield injury.

Effect: +2 Health
 

Cost:2




Platoon Leader Exclusive Equipment


M557 APC:

Description:  The APC is the primary driving ground vehicle used by the USCM. It has one front mounted twin gattling turret, and one top mounted twin cannon. The APC has a top speed of 50 miles per hour. It is capable of single handedly offering heavy fire support to USMC personel, but also has a habit of becoming a target for any enemies in the area.

Effect: +3 Defense when in use, +3 Ranged Attack when in use, +3 Perception when in use,  +2 Intellegence when in use, -6 Stealth when in use, cannot be used within hallways/small rooms/anyplace it wouldn't fit,  Allows its user to communicate with any member of the platoon who also possesses radio equipment regardless of location as long as there is nothing jamming the signal.


Cost:10




L7 Personal Computer:

Description:  A high speed, compact, personal computer designed to offer the command and control capabilities of the M557 APC, without the APC’s high profile.  The computer is capable of providing radio contact with all members of the platoon, tracking each platoon member’s movements, and analyzing any machine or deceased organic specimen , programs allowing it to analyze living organisms are currently said to be in development.

Effect: +3 Perception, +2 Intellegence, Allows its user to communicate with any member of the platoon who also possesses radio equipment regardless of location as long as there is nothing jamming the signal

Cost:5

Uplink to FATHER(Requires Personal Computer):

Description:  A high bandwidth connection to the orbiting USS Mitchum(The ship tasked with transporting Kilo Platoon), which in turn is connected to FATHER, the bio-computer at the heart of the United Systems Military Computer System, by relaying received information to FATHER any battle field analysis can be made near instantaneously.

Effect:  +2  Intelligence when deciding the outcome of a major event, allows the personal computer to analyze living organisms providing instant intelligence on said organism’s life functions and weak points(Gives detailed info on any ‘bosses’ encountered).

Cost:3


AURORA Uplink(Requires Personal Computer):

Description:  A high bandwidth connection to the orbiting USS Mitchum(The ship tasked with transporting Kilo Platoon), and it's fire control computer. Allowing the use of the AURORA space based assassination system.

Effect: Allows Platoon Leader to fire a single AURORA blast per encounter with hostiles, this blast is capable of instantly killing a single target of human size or smaller.

Cost:2

M190 Key Personnel Body Armor(Replaces All Other Armor If Equiped):    

Description:  Despite accusations of being ‘cold’, ‘inhuman’, and ‘heartless’ the USMC openly acknowledges that it values the lives of its officers  more than that of its standard grunts, stating that the amount of time and training put into creating an officer far outweighs that of a grunt. With this in mind the M190 Key Personnel Body Armor is made available to all marines who achieve officer rank. Designed to protect its wearer from all known threats the M190 is considered by many to be the top of the line in personal battle field protection.

Effect:  +2 Health, +4 Defense, Will not suffer degradation from chemical based attacks, provides immunity to attacks made by face huggers


Cost:3


























































West Point Ring:

Description:  Little more than a symbol, it is the skills and training received at West Point that are the true value of this ring. 

Effect:  +1 Intelligence, +1 Stealth, +1 Perception, 


Cost:2


Officer’s Saber:

Description:  Commonly used for ceremony, but still kept razor sharp a USMC Officer’s Saber is rarely located far away from its owner due to its symbolizing the officer’s honor….and the fact that it is a required piece of attire when attempting to enter any USMC Officers’ Club for a drink.

Effect:  +2 Attack


Cost:1









Platoon Sergeant Exclusive Equipment

Stogie: 


Description:  Bad for your health, but good for your nerves, frowned upon by doctors yet smiled upon by fighting men and women for years. 

Effect:  +3 luck, -1 Health.


Cost:1


357 Magnum Revolver:


Description:  Any marine who’s ever seen combat can attest to the near uselessness of the M4A3 with this in mind many NCO’s choose to carry ‘non-uniform’ side arms which are able to prove use full in close quarters as well as at range.

Effect:  +2 Ranged attack, +2 Attack


Cost:3







Advanced Communications Gear:

Description:  The communication between a platoon’s NCO and Officer is vital, with this in mind Platoon Sergeants are granted access to better radio communications gear.

Effect:  Allows its user to communicate with any member of the platoon who also possesses radio equipment regardless of location, Advanced Communications Gear signals cannot be jammed allowing the Sergeant to always hear who is talking to him and who is talking to to always hear him. 


Cost:4


Heavy Anti-Personal Rounds(Requires Pulse Rifle) :

Description:  VERY non-standard rounds, currently considered contraband by the USMC due to the fact that there is currently a case being made by several governments to make them a breach in the rules of war.

Effect:  +1 Ranged Attack


Cost:2


Platoon Synthetic Exclusive Equipment

Synthetic Body (Must Have):


Description:  Manufactured rather than born, synthetics can be looked at with both pity and envy, their programming forcing them to wish to be human, while their bodies are far superior in almost every way. They are stronger, faster, and tougher than will ever be humanly possible.

Effect:  +2 Health, +2 Attack, +2 Agility, Aliens will ignor him/her unless he/she attacks them.

Cost:5


Advanced Motor Skill Upgrades:

Description:  Further upgrades to a synthetic’s body, these upgrades are focused on increasing said synthetic’s movement speed far beyond human capabilities.


Effect:  +2 Accuracy, +2 Agility


Cost:5


Modular Construction:


Description:  Further upgrades to a synthetic’s body, these upgrades are focused on increasing said synthetic’s survivability far beyond what any human can achieve.


Effect:  +2 Health, +3 Defense, synthetic is capable of initiating self repair when not under attack allowing him/her to recover up to half of their maximum health regardless of their current health.


Cost:5


Guerilla Warfare Upgrade:
Description:  Further upgrades to a synthetic’s body, these upgrades are focused on turning a synthetic into a warrior capable of spotting and surprising his enemies with minimal effort.


Effect:  +4 Stealth, +4 Perception, Synthetic possesses an onboard motion tracker, allowing him/her to detect movement without sacrificing stealth.


Cost:5


UA-571C Sentry Gun:

Description:  The sentry gun is the end all be all in automated defense systems, armed with a heavy machine gun, onboard motion tracker, infra red detection, and a “Smart Shot” targeting computer the sentry gun will find its target, and it will not miss. But all these abilities come at a heavy cost, the sentry gun weighs in at several hundred pounds over what would be humanly possible to carry, as such when deployed they are paired with a synthetic tasked with transporting and carrying the weapon.


Effect:  +3 Ranged Attack when deployed, +2 Accuracy when deployed, +1 Perception when deployed, -2 Agility at all times, Can only be deployed, transported, and programmed  by a synthetic, is immobile unless being carried while un-deployed by a synthetic. 


Cost:3




Smart Gunner Exclusive Equipment

M56 Smart Gun (Must Have):

Description:

The standard machine gun of the USMC. Despite the fact that the weapon weighs nearly 40 pounds, it can be easily carried and operated with the assistance of a servo-controlled harness. It is called a "smart gun" because the weapons fire is guided by an infrared tracking system on top of the gun's barrel and on a head-mounted goggle system, guided by a targeting processor in the harness. When a target is designated by the tracking system, the harness automatically guides the operator and gun to the target. Switching targets is as simple as pointing the gun's barrel at a new target. The gun can fire in a three round burst or in fully automatic


Effect:  +5 Ranged attack + 3 Accuracy, +1 Perception


Cost:5


Radioactive Ammunition:

Description: 
Recently approved for anti-terrorism operations, after a military tribunal’s decision that those who would target innocents do not deserve protection under the rules of war, using self contained radioactive slugs which shatter upon penetrating their target, the smart gun is able to cause wounds that slow down, and inevitably kill their victim without near instant medical care. Some marines have expressed hesitation to using radioactive rounds, claiming them to be ‘bad juju’


Effect:  +3 Ranged Attack,  -1 Luck


Cost:3


E5 Advanced Targeting Lens:

Description: 
A lens fitted over the Smart Gunner’s eye it replaces the standard targeting lens and allows for the Smart Gunner to prioritize targets, as well as achieve quicker response times from his/her weapon.


Effect:  +1 Accuracy, +1 Perception


Cost:2


Continuous Cycling Barrel:

Description: 

Studys have shown that due to a maximum in human reaction speeds there exists a 1-1.5 second 'window' between when a Smart Gunner will spot a target and decide to open fire, and when the first round leaves the Smart Gun after the barrel has had time to cycle up. To counteract this a continuously cycling barrel system can be used.


Effect:  +1 Ranged Attack, -1 Stealth


Cost:1


Rear View Mirror:

Description: 
Taken from a bike, a car, a bathroom, or a barbershop, a Smart Gunner's rear view mirror is exactly what it sounds like a mirror the smart gunner can use to make sure nothing is sneeking up behind him/her rather than having to turn around with his/her heavy harness


Effect:  +1 Perception,


Cost:1




Flamethrower Man Exclusive Equipment

M240B Flamethrower(Required):

Description: 
The M240 Incinerator Unit is a lightweight, carbine-style flamethrower which uses a pressurized ultra-thickened napthal fuel. The M240 Incinerator Unit can be supplied either through canisters or a direct mains supply.


Effect:   +3 Attack, +2 Ranged Attack


Cost:5



















Range Reactive Nozzle: (Flamethrower):

Description: 
A targeting system for the M240 Incinerator Unit, using a laser sight the M240 is able to measure the distance between its barrel and the target. the M240 respons by either expanding or contracting its flame nozzle, allowing it to project either a tight stream of flame or a wall of fire depending on which whill be more effective.


Effect:  +2 Attack, +1 Ranged Attack


Cost:3


M119 Ape Suit(Replaces All Other Armor if Equipped):

Description: 
The standard armor for a squad’s flame thrower man, it is capable of protecting its wearer from the M240’s flames as well as any other flames. The suit itself is completely sealed with a smooth, re-enforced faceplate.

Effect:  +1 Health, +3 Defense, Provides immunity to flame based attacks, Provides immunity to Facehugger attacks.

Cost:3


M120 N.B.C. Warfare Kit(Requires Ape Suit):


Description: 

An upgrade The standard armor for a squad’s flame thrower man, with the realization that any battle involving flame throwers will most likely involve chemical, warfare the Nuclear Biological Chemical Warfare Kit offers protection from almost all forms of non-standard attack.

Effect: Provides immunity to acid based attacks

Cost:2


Powered Joints(Requires Ape Suit):

Description: 

An upgrade The standard armor for a squad’s flame thrower man, mechanical motors are built into the joints of his/her suit allowing him/her to move with a before unknow level of grace for a heavy weapons specialist.

Effect: +2 Agility

Cost:2




Squad Member Exclusive Equipment:

Shoulder Born Flashlight:

Description: 

A simple flashlight placed on the shoulder pads of an infantry man's armor, allowing him/her to make the dark a little easyer to see in.

Effect: +2 Perception

Cost:1

Combat Stims:

Description: 

A set of stimulants issued to marines to be taken at their own discreation, thse drugs increase their physical abilities for a short period of time with not immideate adverse effects, though they have been known to be habit forming.

Effect: +1 Attack, +1 Agility, +1 Accuracy, +1 Health

Cost:3


A45 Auto Ammunition Selector:
Description: 

With the creation and manufacture of several varyous types of ammo for the M41A the A45 was designed, using a mini computer the A45 determines the best type of ammuniton to use against a targeted foe and loads said ammunition into the M41A.

Effect: +1 Ranged Attack, +1 Intellegence, +1 Luck

Cost:4


Anti- Armor Ammunition (Requires Ammo Selector):
Description: 

A M41A round type designed to penetrate heavy armor.

Effect: +2 Attack when facing a 'boss' opponent

Cost:2


Explosive-Tipped Ammunition (Requires Ammo Selector):

Description: 

A M41A round type designed cause maximum damage to enemies while destroying any protection they may be hiding behind.

Effect: Attacks have a 50% chance of lowering enemies defense stat by 1 point when facing "boss" opponents.

Cost:2

Hollow Points (Requires Ammo Selector):
Description: 
A M41A round type designed to cause maximum damage against lighter armored foes.

Effect: +2 Attack when fighting any opponents other than 'bosses'

Cost:2

Lucky Round:

Description: 

It is common practice within the USMC for marines to save the casing of the very first round they fire with their issued rifle, the casing is said to bring good luck when it is needed most.

Effect: +2 Luck

Cost:1

Stun Grenades:

Description: 

Specialty grenade used to stun an opponent with a flash of light and a loud concussive bang, causing temporary blindness, deafness, and disorientation. A bit more complicated to use than the average grenade they have been known to allow marines to clear an entire room without taking any fire at all.

Effect:  +1 Intelligence, lowers enemies accuracy by 1,  Has a 50% chance of lowering a 'boss' opponent's Perception, and Accuracy

Cost:2


Demolition Charges:

Description: 

Charges used to destroy walls, doors, and in large enough ammounts buildings, they can prove a useful tool to a group of marines who need to make a new 'door'

Effect: +2 Intelligence when deciding the outcome of a major event.

Cost:2


Medic Training:

Description: 

Medic Training is optional for all marines, it means an extra 3 weeks of boot camp, but in exchange it teaches them how to keep themselves and their squadmates alive. Official USMC policy is to HIGHLY ENCOURAGE all recruits to sign up for medic training.

Effect: +1 Health, +1 Defense, +1 Health added to all marines involved with any enemy encounter when medic trained marine is present.

Cost:3










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Destiny Ascension

"Build courage when courage seems to fail, gain faith when there seems to be little cause for faith, create hope when hope becomes forlorn."
Andraste's flaming sword! I know where babies come from!

Urbanzorro

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sinoraa

OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG!!!! i LOVE AvP!!!!

Urbanzorro

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playfullchick76

I love the avp universe as well, but, I dont know if I can play it out in the whole rules based system that youve thought up.

ReijiTabibito

This looks interesting...but question.

Why does the FLAMETHROWER add to health and defense?

Haibane

Although AvP interests me a lot, system games do not, I did however want to just foam madly about how superbly this game suggestion has been written and how well its been set out; it must have taken you hours. Great work, I hope your game is a success.

Urbanzorro

Thanks for the nice words, And the flame thrower adds health and defense because it did take me ALOT of hours lol, and I made a typo shall fix, it should add attack, just edited it! Should I count you as interested ReijiTabibito? Also It should be noted that I'll be doing all the technical stuff behind the scenes so you guy's won't actually have to do any rolling dice ect.
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Odin

Damn. This reminds me off another AvP group that kicked off, but didn't quite get there. Unfortunately, I don't play systems. Let me know if you ever run a non-system based AvP, though!

Destiny Ascension

I'll have a character up tonight or tomorrow, I suspect. I think I'll just take a squad member position.
"Build courage when courage seems to fail, gain faith when there seems to be little cause for faith, create hope when hope becomes forlorn."
Andraste's flaming sword! I know where babies come from!

Urbanzorro

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Urbanzorro

Upon some re-reading I noticed that I managed to forget a key aspect of the description, Each Character gets 20 Kit points to use as they see fit, It seems like a low number I know, BUT I've basically run through every possible point combo I could think of and it offers the best amount of customization without overpowering.
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ReijiTabibito

So, wait.  We get 50 points to build our character, and 20 points to buy equipment and such?

And if that's right, could we spend some of the 50 if the 20 aren't enough?

Urbanzorro

You get 50 for the stats and 20 for the kit, they dont mix either way. With that point ratio if you spread the 50 evenly between that stats that it can effect (All of them but Ranged Attack) you'd have 10 health and 5 of ever other stat (basically you'd be Mr. Average). And you'd have 20 points to buy stuff to give your marine. Does that answer your questions?
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ReijiTabibito

Yeah.  That makes sense to me.  And 5 is average?  I thought 3 was...?

Urbanzorro

Three is the minimum, as in before you factor in equipment NO stat can be lower than 3, the stats are on a scale of 10 so 5 would be average, the reasion there is a minimum stat is to keep people from overweighting/exploiting i.e. having an attack and defense and health at the max by having everything else really low. Does that make sense? Sorry if I made this overly confusing, it made sense in my head
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ReijiTabibito

No, a minimum makes sense to me.  Also, problem...what if the configuration for your kit is less than 20 points, but you don't have the pointage to buy anything else you want?  Example: I want to be the squad's Flamethrower guy.  And my kit is the following:

M240B Flamethrower + Range Reactive Nozzle: 8 Points

Ape Suit + NBC Warfare Kit: 5 Points

M41A Pulse Rifle: 5 Points

Motion Tracker: 1 Point

That's 19 points.  And there's not really anything after that that I can buy - the 1 point options are all armor-type stuff, which I don't need since I've got the Ape Suit.

Urbanzorro

Then you my friend be outa luck :( You could aways get a combat knife, not trying to be an ass but thats how it goes
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sinoraa

357 Magnum Revolver:   perhaps? What i notice is on your profile is the rifle, as flamethrower squads in RPG's don't use rifles, as their more medium/close range units.

Destiny Ascension

Not to...poke, but isn't the standard round for the M41A1 the 10mm explosive tipped?
"Build courage when courage seems to fail, gain faith when there seems to be little cause for faith, create hope when hope becomes forlorn."
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ReijiTabibito

DA is right.  From the script of the film.

Ripley: Lieutenant, what do those pulse rifles fire?
Gorman: 10 millimeter explosive tip caseless. Standard light armor piercing round, why?

Urbanzorro

I copied the discription of the Pulse Rifle off of the Wiki, so I can't atest to it's accuracy though you may be right. and by may I mean I'm VERY sure you are
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Destiny Ascension

Hehe, any information anyone can edit doesn't bode well with me...

But yeah, the line from the movie is correct. Now, unless the Marines in Aliens are a specialized unit, then his words would suggest that 10mm APHE rounds are the standard.


http://uscmc.wikispaces.com/m41


I know of that wiki, I dunno any others.
"Build courage when courage seems to fail, gain faith when there seems to be little cause for faith, create hope when hope becomes forlorn."
Andraste's flaming sword! I know where babies come from!

Urbanzorro

The one I used was an AVP wikki, as well as other various sources/my own inventiveness. Are there any other questions as far as the actual stats/numbers go? If you see something odd/fishy please point it out I fully admit I may have made some typos somwehre in the second or third day.
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Destiny Ascension



Name:  Jennifer 'Widow' Mitchell

Age: 25

Position in platoon/rank: Infantryman/Corpsman - Lance Corporal

Personal history:  Jennifer Mitchell was born on Earth, her father was a Marine infantry Sergeant and her mother an IT consultant for a legal firm. Her father, being away for the greater portion of her childhood, was one big mystery and the strained relationship between her mother and father affected her in secret. She lived in Earth for most of her years, up until her early teens when her mother was killed. Sent to live with her father, she found herself living on a Naval orbit station, with few other kids her age she found herself befriending Marines and sailors, instead of kids her age. Her father impressed her, even when she was young, but his parenting skills were not equivlant to his skills in the Colonial Marines. This environment allowed Jennifer to grow up quickly.

After high school, or the equivlant to high school on a predominantly military station, Jennifer joined the Marines despite the hard protests of her father. She displayed a strong, iron determination and doubled with excellent marksmanship scores. She was deployed with the 1/1 Sol Division Marines for the majority of her 7 year career thus far, receiving her only transfer a year ago to her current unit. She was also selected as a company senior Corpsman, despite no medical training, she was a top of class leader in combat medical care through basic training and advanced infantry warfare school.

The simple fact is she loves the Corps and what it has done for her, the least, she believes, she can do is make it proud. Her own career, coupled with her father's ongoing career, has strained their relationship to the point they never talk. He sends her cards and gifts on her birthday, but she's never known how to reply. A no nonsense, straight forward type of Marine, Jennifer prefers a straight up fight to quiet, guard duty stations, and this is reflected by her personal jacket. Littered with brief anti-piracy, counter-insurgent and counter-terrorism deployments, the longest of which spanned an almost 2 year conflict.

Jennifer is a hard, strong Marine and never flakes under pressure. She enjoys getting to know her comrades, but tends to avoid rookies like the plague. She's generally chummy, but unwilling to form deep relationships with most people, and though she has a sense of humor, its never present in tense situations. In combat, she's cool but relevant, always doing something or working. She possess a strong tactical mind, and has never been known to keep her tactical opinions to herself, especially around officers.


Stats Before Equipment:
Health: 11
Attack: 5
Ranged Attack:
Accuracy: 10
Agility: 5
Intelligence: 6
Defense: 3
Perception: 3
Stealth: 4
Luck: 3

Primary weapon: M41A1/2 Pulse Rifle w/ GL
Armor: M12 PAP Armor + Shoulder mounted lamp
Kit:
- XV-35 Motion Tracker
- MS3 Medical Kit
- M111 Combat Helmet(+Side mounted helmet camera)
- Lucky Round

Training:
-Medical Training

Stats After Equipment:
Health: 15
Attack: 5
Ranged Attack: 5
Accuracy: 10
Agility: 5
Intelligence: 8
Defense: 8
Perception: 8
Stealth: 3
Luck: 5
"Build courage when courage seems to fail, gain faith when there seems to be little cause for faith, create hope when hope becomes forlorn."
Andraste's flaming sword! I know where babies come from!

Urbanzorro

I'll check it and let you know if anything needs to be changed.
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Urbanzorro

Also, are the pictures working correctly? My computer seems to be disliking them.....
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sinoraa

Looks just fine to me. Or do you just mean certain pictures?

Urbanzorro

No, it started working just fine again, was probably just my pc being silly.
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Paladin


Urbanzorro

It has been brought to my attention that an aspect of the system may not be clear to everyone. So in an effort to clarify I'm writing this post :D for the actual players the game will proceed as if there weren't really a system they will not have to do any rolls, ect, ect. I'll handle all that behind scene all this will mean is that players will need to keep a close eye on the OOC thread as I update it with who's going to win/lose a fight. The actual fighting will be 100 percent freeform as long as the end result is the correct outcome. Just wanted to clarify that.
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Miles Trent

Interest, I have, but possibly as a Predator if its allowed. Maybe a stat structure for Preds in the near future? Just throwing an idea into the ring.
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Urbanzorro

At this point I'm mostly focused on getting the marine slots filled in. Due to the fact that without them the story I've set up wont really work.
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Miles Trent

Image:



(( God bless Poncho. May his soul in the film rest in peace :) ))

Name: Norton 'Gizmo' Law

Age: 25

Position in platoon/rank: 1st Squad Member/PFC

Personal history: An almost new, good natured guy, having only spent a year with the squad since his posting to them at base. They call him 'Gizmo', or 'Giz' for short, a name that bullies used to call him ever since 5th grade and people still do just for kicks. Before his conscription, he was a tech junkie who put together computers and stare at screens all day, a somewhat respectable hacker of sorts. When the Corp pinched him hacking classified data, they gave him a choice to join the Corp or be shipped to a prison planet to rot forever. The 16 year old was given no other choice. Least they gave him laser eye surgery to improve his terrible eyesight and crunched him through a tough training regime to give him some pretty average muscles. They say that he was once a struggling soldier all those years back, barely passing and sometimes failing, mostly physical, but he came through with a vengeance after he displaying his incredible skill in handling anything electronic, literally 'anything'. Give him the gear, the materials and the time, and he could pull data from a completely destroyed console, as long as the hard drive was not fried. Bypass a door with a hacking computer in record time, as long as he was being covered by someone. Hack into a satelite and make it spy on the shower room, not that he did that mind you, as long as the security systems doesn't fry his modem. When this guy is around, 'as long as' becomes a favourite line but he more than makes up for it in technological know how. Something, anything, can always go wrong, according to his logic. A worrywart at times but has a taste for the darker parts of survival, willing to get down and dirty to get the job done, no matter the cost, without hesitation.

Being new to the squad, he hasn't gone around to proving himself much except working on things the grunts couldn't handle, like broken computers, electrical systems, the occasiaonal coffee machine, and things that require a bit of brainpower to function. His only problem was that sometimes he hated being outdone by the squad's synthetic, Senjo, as Giz is only human with a human brain. He respects and even has an odd fascination for the synthetic nonetheless. Senjo was a reminder to him that human computer wizards like himself were a dying breed. He's pretty good with his hands and his new improved eyesight has helped him on his job a lot more than any other. Fortunately to most, he keeps his tech junkie knowledge to himself. Learnt his lesson enough not to shoot off his mouth any time he wanted to and stayed out of the bigger, testosterone driven men's way. He also has a tendancy to look after the younger members of the squad, especially the youngest, PFC Yui, a sort of brotherly figure that he had ever since he was a kid. He has 2 younger brothers and 2 younger sisters at home, all of which he cares for with his marine hazard pay, and keeps pictures of them in his pack at all times.

Stats Before Equipment:

Health: 10
Attack: 3
Ranged Attack:
Accuracy: 6
Agility: 5
Intelligence: 10
Defense: 3
Perception: 8
Stealth: 2
Luck: 3

Primary Weapon: M33 Shotgun w/Full Auto
Secondary Weapon: M4A3 Pistol
Armor: M10 Pattern Ballistic Armor
Kit:
- XV35 Motion Tracker
- M111 Combat Helmet w/ Side Mounted Camera
- Shoulder Born Flashlight
- Demolition Charges

Stats After Equipment:

Health: 11
Attack: 8 w/shotgun, 4 w/pistol
Ranged Attack: -1 w/ shotgun, 0 w/pistol
Accuracy: 5 w/shotgun, 7 w/ pistol
Agility: 5
Intelligence: 10
Defense: 6
Perception: 10 (Equipment coupled with very sharp eyesight)
Stealth: 1
Luck: 3

This should be the complete version now.... I hope.
Using a real person's picture is like stealing their soul.... Consult your local roleplay doctor before proceeding. :D
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Urbanzorro

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CmdrRenegade

Image:

Name: Michael "Sarge" O'Shay

Age: 40

Position/ Rank: Platoon SGT/Master SGT

Personal History:  A Corp lifer, he doesn't know or want to know much else.  He's seen enough war and death to help him stay cool under pressure.  He tolerates no weakness in his men or in himself, but those who meet that standard see he has their best interest at heart.  He gets the job done and tries to bring home as many of his people as he can. 

Stats Before Equipment

Health: 10
Attack: 5
Accuracy: 6
Agility: 4
Intelligence: 6
Defense: 5
Perception: 5
Stealth: 4
Luck: 5

Primary Weapon: M41A Pulse Rifle with Heavy Anti-Personnel Rounds
Armor: M12 Pattern Advanced Personnel Armor
Kit:
   -M111 Combat Helmet
   -Side Mounted Helmet Camera
   -XV35 Motion Tracker
   -Stogie
   -.357 Magnum
   -Advanced Communications Gear

Stats After Equipment

Health: 10
Attack: 7
Ranged Attack: 9
Accuracy: 6
Agility: 4
Intelligence: 6  (8 when major outcome being decided)
Defense: 9
Perception: 7
Stealth: 3
Luck: 8
"Every creative act is open war against The Way It Is."-Tycho Brahe of Penny Arcade

I'm CmdrRenegade and these are my Ons and Offs and Apologies and Abcenses on Elliquiy.


Urbanzorro

Glad to have you aboard :D Looks like our slots are filling up. I'll post up whats still avalable in a bit.
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Urbanzorro

The current player/slot list is as follows hope to fill it up soon, I'll consider starting once we get one or two more marines, Though we will need a platoon leader before we start.

Platoon Leader:
Platoon Sergeant: CmdrRenegade
1st Squad Smart Gunner:
1st Squad Flamethrower Man:
1st Squad Member: Miles Trent
1st Squad Member: Destiny Ascension
1st Squad Member
Platoon Synthetic
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Paladin

Just remember folks... The most dangerouse thing on the Battlefield is a first Lieutenant with a map and a compass. ... and I don't mean for the enemy.

CmdrRenegade

"Every creative act is open war against The Way It Is."-Tycho Brahe of Penny Arcade

I'm CmdrRenegade and these are my Ons and Offs and Apologies and Abcenses on Elliquiy.


Paladin

Quote from: CmdrRenegade on May 14, 2010, 12:09:09 PM
I have to agree.  Nobody wants to be another Gorman.

HAHA I wasn't thinking about him but I am now. Good one. Although him and Vaquez did go out with style in  the end.

Urbanzorro

Lol, Gorman is definatly a good example of what NOT to do as a Platoon Leader.
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Sanai

I am interested. Will post up a character thingo once I think my character through.
What have I become?
My Sweetest Friend..
Everyone I know..
Goes Away in the End.
You Could have it All...
My Empire of Dirt
I will Let you down...
I will make you Hurt.

Urbanzorro

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Michael Corvus

I am very interested but I am also very rusty at role playing. I would like to give it a shot though. I would like to fill the role of 1st Squad Smartgunner:

Photo:

Name: Roman "Rome" Beneke

Age: 24

Position/ Rank: Smartgunner / Lance Corporal

Personal History: 

“Rome” enlisted in the Corps at the age of 22 in an attempt to evade authorities after killing three men who had attacked him in an ally outside of the bar where had stopped to have a few drinks. He loved every second of basic and excelled in specialized training, scoring top marks in unarmed combat and heavy weapons training. He is a ruthless, fearless, efficient killing machine.

“Rome” is the model marine. He is calm and collected in combat and uses his wits (and his badass M56 smartgun) to survive. He follows orders without question or hesitation and he always gets the job done, regardless of the obstacles. It may not be the way he had anticipated nor in the manner he had been instructed, but he adapts and overcomes and gets the job done.

“Rome” is all business when he’s working, but he does have a sarcastic sense of humor and can come across as a smart ass at times, especially to those who aren't familiar with him. While he is fiercely loyal to his friends, there are few he calls "friend." His motto is "The mission before the man."


Stats Before Equipment

Health: 12
Attack: 6
Accuracy: 4
Agility: 4
Intelligence: 6
Defense: 5
Perception: 3
Stealth: 5
Luck: 5

Primary Weapon: M56 Smartgun -5pts
Armor: M12 Pattern Advanced Personnel Armor -2pts
          M111 Combat Helmet -1pt
Kit:
   -Side Mounted Helmet Camera -1pt
   -XV35 Motion Tracker -1pt
   -E5 Targeting Lens -2pts
   -Continuous Cycling Barrel -1pt
   -Radioactive Ammo -3pts
   -Combat Knife -1pt
   -M4A3 Pistol -2pts
   -AP Rounds -1pt


Stats After Equipment

Health: 13
Attack: 7
Ranged Attack: (9 w/M56)  (1 w/M4A3)
Accuracy: 9
Agility: 4
Intelligence: 6  (8 when major outcome being decided)
Defense: 9
Perception: 8
Stealth: 2
Luck: 4
My O/O's | My A/A's | My Characters
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Sanai

Image:

Name: John Morden, aka Reaper

Age: 23

Position/Rank: Rifleman, Corporal, 1st Squad.

Personal History: John Morden, known by his squadmates as reaper, signed up to join the marines as soon as he turned 18. He quickly completed the training course, applying an incredible intensity and determination to all of the aspects of being a marine. In his psych evaluation, red flags were raised about his coldness and emotional numbness, but this was seen as an asset by the Marine Corps, so the concerns were dismissed. As a marine, Morden soon gained the callsign of "Reaper" for his cold and ruthless execution of the enemy, using accurate fire from his pulse rifle to calmly dispatch the enemy. When off duty, he is a somewhat suave character, but this does not cover up the relative deadness in his eyes.

Stats(Without Equipment):
Health: 5
Attack: 3
Ranged Attack: His squadmates say that once, when an alien spat acid at him, he spat back. But it wasn't acid, so he has no ranged attack without his rifle, except foul language.
Accuracy: 8
Agility: 6
Intelligence: 5
Defense: 3
Perception: 6
Stealth:  5
Luck: 4


Primary Weapon: M41A Pulse Rifle with A45 Auto Ammunition Selector, Hollow Point Rounds and Anti-Armour Ammunition.
Secondary Weapon: Combat Knife
Armour: M12 Pattern Advanced Personal Armour with M111 Combat Helmet
Equipment: Combat Stims

Stats After Equipment:
Health: 7
Attack: 5
Ranged Attack: 4 (6 against normal opponents and bosses)(So isn't that 6 at all times?)
Accuracy:9
Agility: 7
Intelligence: 6 (7 When major outcome is decided)
Defense: 7
Perception: 7
Stealth: 5
Luck: 4
What have I become?
My Sweetest Friend..
Everyone I know..
Goes Away in the End.
You Could have it All...
My Empire of Dirt
I will Let you down...
I will make you Hurt.

Paladin

Hey thats Corporal Hick's Picture!

Gee must be a family resemblance. ;)

CmdrRenegade

All we need now are a Flamethrower Man, a Synthetic, and a Platoon Leader. 
"Every creative act is open war against The Way It Is."-Tycho Brahe of Penny Arcade

I'm CmdrRenegade and these are my Ons and Offs and Apologies and Abcenses on Elliquiy.


Paladin

Sorry, due to RL stuff happeing I can't play with the marines. :( Hope you all have fun.

ReijiTabibito

I call the Flamethrower Man...have a profile up to this thread when I can...

Urbanzorro

Hey all, sorry about being missing for the past few days, just got back from college. I'll review the new characters but so far they all look great! we are almost ready to get started.
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Urbanzorro

Both characters are approved :D and yes Sanai it would be 6 ranged attack at all times
I'm a leaf on the wind, watch how I soar.

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Urbanzorro

Platoon Leader:
Platoon Sergeant: CmdrRenegade
1st Squad Smart Gunner:Corvus
1st Squad Flamethrower Man:
1st Squad Member: Miles Trent
1st Squad Member: Destiny Ascension
1st Squad Member: Sanai
Platoon Synthetic
I'm a leaf on the wind, watch how I soar.

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Miles Trent

Using a real person's picture is like stealing their soul.... Consult your local roleplay doctor before proceeding. :D
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GM One on One Thread

Haibane

I dropped by here when you first opened the thread but found it was a system game and lost interest, but now I see the system is designed to be seamless to the players and we just play freeform which interests me again.

Are you interested in a 'female' synthetic and as the platoon bio-engineered member is there anything special I should know? - uh, feel free to hand me any classified info by a PM. I don't know if I can definitely take this on, but I'm interested.

Paladin

Quote from: Haibane on May 17, 2010, 05:06:30 PM
I dropped by here when you first opened the thread but found it was a system game and lost interest, but now I see the system is designed to be seamless to the players and we just play freeform which interests me again.

Are you interested in a 'female' synthetic and as the platoon bio-engineered member is there anything special I should know? - uh, feel free to hand me any classified info by a PM. I don't know if I can definitely take this on, but I'm interested.

>.> ... <.< ... >.> ... *Keeps mouth shut on this one*

Urbanzorro

Female synthetics are just fine, for that matter so are femal any marine characters
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ReijiTabibito

Photo:

Name: Yui Sakuraba

Age: 19

Position/Rank: Flamethrower Girl/PFC

Stats (Before Equipment):
Health: 9
Attack: 3
Ranged Attack: 0
Accuracy: 8
Agility: 6
Intelligence: 6
Defense: 5
Perception: 4
Stealth:  6
Luck: 3


Primary Weapon: M240B Flamethrower + Range Reactive Nozzle
Secondary Weapon: M41A Pulse Rifle
Armor: APE Suit + NBC Warfare Kit
Equipment: XV35 Motion Tracker

Stats (After Equipment):
Health: 10
Attack: 8
Ranged Attack: 3
Accuracy: 8
Agility: 6
Intelligence: 6
Defense: 8
Perception: 6
Stealth: 5
Luck: 3

Urbanzorro

I'm a leaf on the wind, watch how I soar.

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ReijiTabibito

Yep.  All we need is a leader - A Ripley, not a damn Gorman - and we'll be all set.


ReijiTabibito

Zorro, question for you.  Since the dice can only add to a roll on part of the Marine, if, before the roll, the result is higher than 0, wouldn't a die roll be irrelevant?

Example.  My character has an Accuracy of 8, which determines how well she can hit targets.  Conversely, the Xenomorph Warrior only has an Agility of 5, which they would use to dodge any attack I make.  Without a dice roll, the result of subtracting the Warrior's Agility from my Accuracy is 3, which means that the test automatically ends in my favor (since result is above 0).  Is there any point to me rolling?  Like, does each point above 0 give me an extra point of attack?  Or what?  This is about the only thing I can think of, since Pulse Rifles only have a Ranged Attack of +3, most Xenos have a Defense of at least 5, and we know from the movies that Xenos can be killed with them...

Haibane

Space reserved for platoon synthetic character, currently under construction.

Teaser:




Haibane

Quote from: ReijiTabibito on May 17, 2010, 07:50:39 PM
Zorro, question for you.  Since the dice can only add to a roll on part of the Marine, if, before the roll, the result is higher than 0, wouldn't a die roll be irrelevant?
My immediate assumption is the xeno has a dice rolled for it too.

ReijiTabibito

Not so, H.  Quoting from the OP:

The system used here will be as follows:

(Marine(s) stats – Alien(s) stats) + d6= Score

If the score is above 0 the roll ends in the Marine(s) favor. 

Paladin

Quote from: Haibane on May 17, 2010, 07:52:21 PM
Space reserved for platoon synthetic character, currently under construction.

Teaser:






Its the Major from Ghost in the shell!!!!!!!

Haibane

It is indeed, well spotted. Go to the top of the class. I think she's an awesome character, such a cool lady, and co-incidentally also a synthetic so it should be quite easy to play her as 'her' and make her fit in.

Paladin


Urbanzorro

ReijiTabibito, that's a good question and I've apparently made a typo with my formula/typed it in a way that it could easily be missunderstood.

Each side gets a roll for each encounter, i've done quite a bit of testing on the system and it works well this way. it allows for luck without overbalancing. I'm sorry for any confusion that may have been caused. Does that answer your question? and do you have any others?
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ReijiTabibito

Well...maybe.  Lemme see if I have this right.  If I don't, then explain it to me, using the format of my example...

Encounter between my character and a Xeno Warrior happens.  I subtract the Xeno's Agility from my Accuracy, and the Xeno does the same in reverse.  We each make a die roll.  Whoever has the highest result wins the conflict.  So, I start with a 3, and the Xeno starts with a 0.  I roll a 5, and the Xeno rolls a 2.  That gives me a result of 8, and the Xeno a result of 2.  I win the conflict, and incinerate the Xeno with my Flamethrower.

Sound about right?

Urbanzorro

not quite this is how it goes down.

You're in the hallway, an alien shows up down the hall, I compaire your stealth to his perception to see if he sees you, then your perception to his stealth to see if you see him, if he sees you and you don't see him I'll just post up him attacking you, if you see him and he dosn't see you then i post him in the hall way eating something, playing solitare, reading the newspaper ect ect lol. If you both see each other I post him charging at you. Next I roll each of your dice, then I compaire your agility+your dice roll to his +his dice roll, that decides who's attacks show up first. even if he is faster than you he dosn't have a ranged attack so you attack with your ranged first. I compair your accuracy+your roll to his agility+his roll deciding if you can hit with your ranged weapon, if you hit I deduct your ranged attack, first from his defense+his roll, then from his health. Then since he has a higher agility i deduct his attack+his roll from your defense+your roll, then from your health if it gets that far, then I deduct your attack+your roll from his defense(what's left of it), and then his health(what's left of it).  Does that make more sense?

The system has undergone alot of monkeying since I first posted up this idea thread, I've been finetuneing/testing and testing again it is quite ballanced, and I'm more than willing to use my super GM powers if the need occurs.
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ReijiTabibito

Yes, that makes plenty of sense.  Although, since you're going to be doing all the rolling, I guess it really doesn't matter a whole lot, since you'll tell us the results...but I still wanted to know how it worked.

And its looking alright for me in the fact that the Xenos don't have ranged attack, and I do...plus, I have a good high Attack.

Urbanzorro

Yeah, the system is also designed to make it a bad idea to go off alone
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Haibane

Heck, I'm glad the GM is handling all the rolls.

I've been reminded again of why I dislike system games so much. *snigger*

ReijiTabibito

Well, unless you happen to be Ellen Ripley, being alone is almost never a good thing...which reminds me.  This should probably be an NPC, but the group should probably have some weaselly, greasy Corp guy along with the group - a Burke, someone Everyone Loves To Hate.

Urbanzorro

Lol, I'm hoping that this will be a 'systemless' sytem game for you guys :D, also I'm very much interested in being a fair but firm GM so i'm not going to let you all get squashed by a huge horde of beasties

and don't worry I've got lots of interesting NPCs planned for you guys.
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Haibane





Name: "Senjo" (Hitagi Senjogahara)
Age: 32 months (synthetic activated time) / 25 years (human physique)
Position in platoon/rank: Synthetic (Scout)
Personal history: Built MegaTech Synthetics 39 months ago as backup shell. Activated for USMC scientific, diagnostic and field support services 33 months ago and programmed with standard USMC combat, communications and tactical firmware and MegaTech BodyShell bioscience orientation and diagnostic software. Chassis is standard duralinium and carbon fibre monocoque subframe with military grade armour plating overlays and USMC approved MegaTech circulatory and sensory liquid-organics (colloquially known as 'white stuff' and crudely known on the mess deck as 'cum blood').
Chassis has received Modular Construct upgrade with SFR (Self Fix and Regulate) repair system.
Guerilla Warfare software programming install: Senjo is cleared for Platoon Scout operations.
Outer skin is Asiatic-Japanese Type IIIc TouchCoate biomanufactured from cloned tissue with experimental SoftZone(C) silicone-muscular-response coverings and internals.
Hair colour: purple-black. Eye colour: Golden red.

Stats Before Equipment:
Health: 13
Attack: 3
Ranged Attack: N/A
Accuracy: 8
Agility: 5
Intelligence: 7
Defence: 4
Perception: 3
Stealth: 3
Luck: 4

Kit:
Synthetic Body: @ 5 points
Modular Construction Upgrade: @ 5 points
Guerilla Warefare Upgrade: @ 5 points
Sentry Guns: @ 3 points
Custom installation of internal voice comms unit, and inbuilt head-cam via direct feed from eyes.
Pulse rifle, no upgrades (this puts me slightly over the points limit but has been OK'd by the GM).

Stats After Equipment:
Health: 17 (aliens will ignore synthetics unless they attack)
Attack: 5
Ranged Attack: 3 (sentry guns) 3 (pulse rifle)
Accuracy: 8 ( modified to 10 for sentry gunfire)
Agility: 7 (modified to 5 when transporting Sentry Guns)(modified by -1 when using inbuilt motion tracker)
Intelligence: 7
Defence: 7 (can self repair when out of combat up to 50% of starting health)
Perception: 9 (on board motion tracker from Guerilla Warfare upgrade)(modified to 10 to calculate sentry gunfire)
Stealth: 7
Luck: 4

Paladin

I was gonna say that synthetics can't have Combat skills, but then remembered that later on they did give them those skills.

Urbanzorro

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Urbanzorro

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Paladin


Haibane

*drops frag grenade in the officers bunk*

Right, that's done. Let's go.

Urbanzorro

Lol, I'm considering playing the Lt, any one have an objection to the Alien Queen also being the one giving them orders?
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ReijiTabibito

Giving them orders how?  Like, the Queen has hijacked the system, or something?

Urbanzorro

Like the fact that I'll be playing the alien menace and potentally playing the marine lt. so they'd both be me lol
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Haibane

Heheh, Lt "Alien Queen" Gorman would be a sight to behold.

I'll PM my Alpha Male playing buddies and see if anyone wants to be the Lt. Gimme a day or so.

Urbanzorro

kk, Lol though I'm still debaiting and if there aren't any objections I may just play him
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Paladin

Wait what? Lookw e know somebody's gotta bite the dust so do an NPC LT and kill the sucker. :D

Haibane

Well I sent 1 PM but if you want to NPC him Urban, go for it, it's like, your game dude.

In the meantime you could set up a character thread for us all to repost our chars in - or you could take them all and post them in one monster post. And maybe an OOC thread so we can start foaming without clogging up the players wanted board.

Urbanzorro

That it is, tough I just want to see if anyone dislikes the idea lol, And I suppose I should clarify this a Platoon isn't just one squad, there are normally at least 3, the other 2 squads are going to be npcs that go to seperate parts of the planet than 1st squad so there will be alot of ppl biting the dust.
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Haibane

In some ways I would prefer a player to lead us because it would seem more genuine, you know?

On the other hand a real player could right royally screw us all up, while your NPC guy wouldn't.

I suppose I'm 65/35 in favour of a live player.

ReijiTabibito

Plus, we're going to have NPCs with us...trust us, there's going to be no shortage of people to die.

Haibane

I've got several other guys I can PM, Urban. Shall I?

If more than one is interested perhaps the extra could play a company man or a scientist or something?

Urbanzorro

Go ahead and P.M. some people. I'm about to start working on the threads I should have them up in a few minutes.
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ReijiTabibito

If we get more than the 1, the group could use a xenobiologist - someone who knows something about the Xenos themselves.  A WY man...unless he breaks from the mold, WY employees have been downright awful.

Haibane

I've rattled a few cages, lets see what happens.

I know a guy who always plays weird twisted versions of everything, sometimes obscurely dark. He could play both a xenobiologist with a twist or a fresh take on a WY man who would surprise you. I've PMd him though I have no idea if AvP is his bag.

Urbanzorro

At this point I'd be accepting of a WY man/woman if we manage to fill up the Lt slot and someone else wants to play. that having been said I'm not feeling a xenobiologist at this point, simply because I've got a few suprises lined up for you guys and I want the xenos to be a bit of a mystery. That having been said the Platoon Leader has a piece of equpment he/she can get that will tell them all about any aliens/robots they encounter (for a price of course)
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The Great Triangle

I would be up to play a squad leader, although the idea of a xenobiologist or company man also excites me! 

My character idea for a squad leader would be a Japanese-American military scholar who mostly acts as a tactical advisor, though when the chips are down, he gets his sword out and starts charging the enemy like it's WW2.  I must admit I am a little lacking in knowledge about the USMC officer corps though; the enlisted men are a lot more famous, after all.

Mad scientist is one of my favorite schticks though, especially if there's some kind of human/xenomorph hybrid action going on. 
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CmdrRenegade

It may be at least partially my fault for mentioning Gorman in the first place.  This is not to say that anyone who plays him is automatically going to be considered as him. 
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ReijiTabibito

I have a sneaking feeling that Gorman's selection as mission CO was influenced by WY in some way - his incompetence makes him easily to manipulate, and WY was only there to try and steal a Xeno for them to study.  If our mission doesn't, in some way, shape, or form, involve capturing one for study or whatnot, then I think that we'd have a good one.

Aiden

Are you guys still in need of a Squad Commander? Haibane sent me a Pm, checking if you guys have filled the roll yet.

Haibane

Haha, now they all pour in! Hi guys. At this rate we might have a Plt Lt, a biologist and a WYC guy :)

I agree with Reiji, we should put aside all thoughts of Gormans, let the player play how he likes. I mean if he shows the first sign of any Gormanism, he'll get a pulse rifle up his ass and the sergeant will be in command pronto.

Michael Corvus

This is just a thought, but perhaps, if we find a good L T in the near future, "The Great Triangle" could be a scientist of some sort who was working at "Jackie's Hope" and us Marines find him sometime after our initial perimeter sweep?
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Haibane

Its late for me, I'm off to bed. See you tomorrow guys n gals.

Urbanzorro

The Lt spot is still open and I'm willing to let The Great Triangle play a scientist/survivor, though once again I'm not feeling a xeno biologist at least not this early into the story.
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The Great Triangle

Scientist would be an interesting role.  How exactly would that work, stat-wise? 

I'd want to play a biologist of some sort.  Maybe a guy researching xenomorphic DNA sequences, and how to take advantage of the way they transform an impregnegated life form? 

Of course, my character could be something more mundane, like an astronomer, but I think it would be pretty cool to be at least partially responsible for the entire Alien problem.  :-)
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Urbanzorro

I'll consider that though I don't want him to have access to anything big, I want quite a few suprises, and further more I want the aliens to be a bit of a mystery as far as what they can do ect if the Platoon leader dosn't decide to get the upgrade to analize them.
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Urbanzorro

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Destiny Ascension

Yeeesh, one day of work and 3 pages of activity to run through :<


I still haven't found a suitable picture, hopefully I will tonight.

* Destiny Ascension epic sighs
"Build courage when courage seems to fail, gain faith when there seems to be little cause for faith, create hope when hope becomes forlorn."
Andraste's flaming sword! I know where babies come from!

Urbanzorro

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Miles Trent

Alien Queen hisses: "Hiss hisss hissssss..... Hiss!"
Translation: "All your base are belong to us.... Hah!"

:D
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Destiny Ascension

Ha! Silly queen, bases are for humans!  ::)


Though, I do rather like the idea of having a company exec or some sort of civilian, JUST so I can say 'Me and my squad of ultimate badasses will protect you!'
"Build courage when courage seems to fail, gain faith when there seems to be little cause for faith, create hope when hope becomes forlorn."
Andraste's flaming sword! I know where babies come from!

Urbanzorro

Lol, Also I'd like to ask that everyone post up their character on the Database Thread so we can all have a place where it will be easy to see stats ect ect. Pleas and thanks.
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ReijiTabibito

@ Destiny:  Check it out! Independently targeting particle beam phalanx. Vwap! Fry half a city with this puppy. We got tactical smart missiles, phase-plasma pulse rifles, RPGs, we got sonic electronic ball breakers! We got nukes, we got knives, sharp sticks...

;D

Urbanzorro

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ReijiTabibito

I think my favorite non-Ripley bit of dialogue in the movie is something that I hope I'd get to say.

"Say, Vasquez, have you ever been mistaken for a man?"

"No.  Have you?"

Urbanzorro

LMAO, I've always been partal to Apome's "I love the corps" speach......

A day in the Corps is like a day on the farm, every meal's a banquet, every paycheck a fortune, every formation a parade!! God damb I love the Corps.
I'm a leaf on the wind, watch how I soar.

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Destiny Ascension

No 'Game over man, game over!'?

Or, my personal favorite, 'Look into my eye.'
"Build courage when courage seems to fail, gain faith when there seems to be little cause for faith, create hope when hope becomes forlorn."
Andraste's flaming sword! I know where babies come from!

Miles Trent

Hey, I kinda noticed something.... Nobody brought grenades.....  ???
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Michael Corvus

I thought about bringing grenades but I was low on points and I needed my trusty knife and sidearm ... and I don't know how many grenades I would get with my points.
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Haibane

We'll just all abuse the LT until he's really, really pissed, then throw him at them.

Michael Corvus

Yeah ... them damn Xeno's acid blood don't have SHIT on Marine's Piss and Vinegar
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Destiny Ascension

#124
Marines piss lead, not vinegar!

Also, somebody SHOULD probably carry grenades, but bugs's move to quick for that crap. Just shoot 'em and boot 'em, simple as pie.
"Build courage when courage seems to fail, gain faith when there seems to be little cause for faith, create hope when hope becomes forlorn."
Andraste's flaming sword! I know where babies come from!

Sanai

Do we even have grenade launchers with us?
Motion Tracker? I hope theres a motion tracker. Im actually gunna find a sound file of a motion tracker and play it in the background while I rp. Those things are a must in alien movies.
What have I become?
My Sweetest Friend..
Everyone I know..
Goes Away in the End.
You Could have it All...
My Empire of Dirt
I will Let you down...
I will make you Hurt.

Paladin

Quote from: Sanai on May 18, 2010, 08:11:00 AM
Do we even have grenade launchers with us?
Motion Tracker? I hope theres a motion tracker. Im actually gunna find a sound file of a motion tracker and play it in the background while I rp. Those things are a must in alien movies.

Grenade Launchers are built into the M1A4 Pulse Rifles as standard issuem man. Guees you've never seen ALIENS

Haibane


Urbanzorro

ze list as it stands! Looks like we are all filled up :D
Platoon Leader:Aiden
Platoon Sergeant: CmdrRenegade
1st Squad Smart Gunner:Corvus
1st Squad Flamethrower Man:
1st Squad Member: Miles Trent
1st Squad Member: Destiny Ascension
1st Squad Member: Sanai
Platoon Synthetic Haibane
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