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Author Topic: Welcome... Home? (Twilight:2000) (Post Apocalypse)(Looking for 2-3 more players)  (Read 1726 times)

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Offline AlexStoneTopic starter

Twilight:2000 has very little to do with sparkling vampires who emotionally abuse high school girls.  In fact, it's about as different as you can get, and still take place on Earth in the same rough time period.  So, if you were expecting some sort of Twilight/Buffy/Angel/X-Files crossover, well, get to work running that game, 'cause it would be pretty fun.

Twilight:2000 is an older RPG, that had a niche, but loyal following (And still does, just even more of a niche), and aimed to give players a gritty, fairly realistic sense of roleplaying in the aftermath of a nuclear Third World War.  The first edition, published in the 1980s postulated a NATO/Warsaw Pact/Chinese threeway in the near future, while the second edition, published in the 1990s, made it an alternate history game.  The third edition completely rewrote the history into the context of the Global War on Terror, and the nukes flew once the French launched a nuclear strike against Belarus, and the less said about that setting, the better.  However, we will, in a sense, be using the third edition rules, but more on that below.  (And, also, below, you'll find a very short history of the war.)

In this particular game, rather than the traditional survivors of 5th Mech's destruction in the last offensive in the war, players will be in a more structured environment: the 4/4th Cavalry Squadron (Armored), the divisional cavalry squadron of the 3rd Mechanized Infantry Division.  If that just made your eyes glaze over, but you're still interested, you will play characters that are part of a military unit in a post-apocalyptic environment, which means that while you have to follow orders, you'll enjoy the support of 5-7000 other veterans of hard combat and stockpiled supplies.  Because of the unit you're in, you'll largely conduct operations on your own, where you can employ your own initiative in getting the job done, though you'll have less support because of your independent operations- in other words, if you're used to a format like D&D or Shadowrun, where you get a job and aren't told too much about how to do it, you won't have too much adjustment.  And, if you like more sandboxy stuff, we won't skip over all the downtime between operations- so, you'll have as much freedom to explore that as you may want.  (Or if you just want to pull guard duty and sleep back at camp, we can accommodate that, too.)

The plot of the game starts as Operation OMEGA wraps up.  OMEGA was the massive evacuation of US troops from Central Europe to the US, using the last sealift capacity in the world, and will be the last major operation of its type for a long, long time.  (If you're familiar with the game, these are the events described in Going Home, though we're picking up with the results of that effort, and I'm fudging it so that there's enough sealift to move US Heavy Equipment and supplies out of Germany)  Because of the food problem- that is, there's no more industrial food production/processing complex- the arriving units are going to be landing along the US East Coast.  3rd Mech will try to find a place to land along Chesapeake Bay, where it will hunker down for the winter of 2000/2001, and prepare for further operations in support of the Military Government of the United States.  However, the US that the characters will return to is not at all the one that they left.  Things have changed nearly beyond recognition, and, in a real way, the PCs are part of an army invading their homeland.  (If you're playing an American- there's plenty of good reasons why a non-US National would be along for the ride, if you have a hankering to play something else.  See more below.)

Here's a fairly compressed version of game info for easy reference, using Moraline's excellent topic guide.

Game:
  • Section the Game will be placed in and whether it is a system game or not.
    This game will be placed under Extreme, mostly because of the fact that, when you get desperate, well armed people in the same place, there's going to be a lot of violence.  This game will use the 3rd Edition of Twilight:2000 (Twilight 2013), but most of the actual rules stuff will be handled by me, and so the game will look and probably feel more freeform.  See "The Combat Problem" below for more details.
  • Who is the RP open to? (Gender, Sexuality, etc..?)
    The RP is open to all people- sure, the US military in the 1990s discriminated against a lot of people, but in WWIII, that mattered a whole lot less all of a sudden.  Sex isn't the focus of the game anyway, though if it happens, hey, it happens.
  • Short Summary of Player Roles and General Story/Plot.   
    Characters will be members of a US military unit returning to the US after several years fighting a nuclear World War III.  The story I have in mind starts with trying to land and establish a garrison for the division in Maryland, surviving the winter, and, if the game continues, crossing the Allegheny/Appalachian Mountains to put the Ohio area under control of the US Military Government.  See, "Do I have to play a member of the US Army?" for more details. 
  • Setting. A post Nuclear Exchange Eastern US.   
  • Character creation info/guidelines. 
    To keep people who would be interested in a game from having to invest in an out of print book, I'll handle the mechanical side of character generation, just like I'll generally handle the mechanics side of the game.  I'll work with interested players to make characters, based on backgrounds they write and skills they want to have.  It'll take a little work, and a few messages back and forth, but it'll turn something out useful that fits in with the game.  If you have access to the rules and want to run your own generation, then let's chat about your character, then make it on that basis.
  • Required Resources
    None are needed.  See, "I love the idea, but I don't know an AK-47 from an RPK-74."
  • Game Pacing.
     I'd expect to make 2-4 posts per week, if I were playing.  Some posts will be longer, others shorter.  No one liners- you can at least tell us a little about what you're thinking, or put a little action into the post, but posts in the two-three short-medium paragraph range will usually work.     
  • How much sexual activity is likely to occur or expected, if any? 
    So, sex isn't the point of the game, but people have sex.  It's neither really encouraged or discouraged. 

Game Master Info / GM(s) Participation Level (If/where applicable)
  • Will there be a Co-GM?
    I'm not planning for one, but, if the game somehow turns out to be way, way more popular than I expect, I may have to take one on, if someone appears.
  • How guided will the play be?
    The game will have two levels of direction: a mission focused mode (A briefing, gearing up period, and mission execution- the moments of sheer terror) and a downtime mode (The long intervals of boredom where you, as players, can pursue some goals of your own.)
  • To what extent will players be allowed to create/use environment or setting details?
    Players can create and use parts of the environment that are reasonable- "Johannes busts into the apartment, looking for cover- he finds a heavy table, which he quickly flips over and hunkers down behind," works out pretty well, but, "Johannes busts into the apartment, and just so happens to find 10,000 rounds of ammo in the rare caliber his pet rifle uses," doesn't.  Basically, I'll pass you a PM if I need to veto something and have you edit it.
  • How NPC's will be handled. (If any) - (By GM and/or players, and what expectations)
    Generally speaking, I'll handle NPCs, particularly major ones involved in the plot.  Players can use NPCs to provide someone to talk to, or as extras in a poker game or something like that.  Having Captain Anderson, the Squadron Commander, pass one of the PCs and compliment him on completing the mission is fine.  However, having Captain Anderson say, "Sure, you can use my tank.  Just put the keys on my desk when you're done," won't be.
  • How active will the GM be?  
    Fairly- I'll answer PMs at least a couple times a day, and post every day or every other day, if the game threads warrant it.
  • Will there be an OOC thread? (expectations of thread usage)
    Yup!  The OOC thread will be a lot like the table talk of an RPG- a place to sort out things as a group before posting IC actions, if needed, or to talk about how things are going in the game.  There may be separate OOC threads, if that proves useful.
  • How to contact/approach GM with questions? (use OOC thread, direct PM, etc...)
    PM me if you have questions that I can answer alone, OOC for questions that everyone should hear.
  • How will decisions be resolved?
    Either A) By reference to mechanics, B) By negotiation between players, if applicable, and C) I'll make the call, if needed.
  • Will PvP be allowed (if applicable)? 
    Killing another PC is probably murder under the UCMJ.  It's a bad idea.  Though, see "So, are we all just going to die horrible deaths?"

Additional:
  • Respect other player's Offs.  If you have a problem with what's going on, speak up.   
  • If you're going to be absent for a time, let us know.  Your character can get assigned to a different duty.   
  •   If people want to join after we get rolling, let me know, and I'll try to find room.  Your character can get added in when it seems doable, plot-wise   
  • Write in a third person, present style, in general.  Make it hard hitting, when you can.     

I'll need three players, at a minimum to make this work (section commander, driver, trooper) though, 5-6 would be a better number.  I could probably drive this puppy with up to 12, but that'll be tough, and I don't think we'll have that many takers.

If you're interested, give me the EAM Authenticator MUASSTE43E7UNO1 in a reply, and if you know that reference, you get +1 internet.  Have a character idea?  Post some of that, too.  Questions?  Bring 'em.

The Combat Problem
The big problem in running a game like this is the combat system- by trying to provide a gritty, realistic game that covers a lot of possibilities, the rules really slow things down.  I've found that combat proceeds, at the table, in a roughly 1:60 to 1:90 rate- that is, one minute of combat time is 60-90 minutes of table time.  And that's with people who are generally on board with the system.  That's not going to translate well to a forum, especially one with good writers.  So, I propose to take advantage of the fact that the system has breaks in the combat system- basically, there's a period of intense action, then a longer break.  Thus, it seems reasonable to "black box" mechanics- as your character attempts something, I'll handle the die rolls, then describe what happens. 

In combat, this means that, as an exchange of fire happens- the intense bit- players can narrate what they do.  (Based on the situation, and after asking any relevant questions in OOC.)  I'll, rather like a computer, interpret the posts, run the mechanics, and make a post about how it played out.  It means less minute control over your character, perhaps, but I think it'll prove an interesting experience.  This will mostly extend to all rolls- I'll worry about the mechanics, you worry about telling everyone what your character does.

Do I have to play a member of the US Army Armored Cavalry?
Short answer?  No.  Not at all.  While the majority of people in the unit are members of the US Army, beggars can't be choosers.  The unit will take just about anyone coming along.  Most of the support arms in the division have been stripped down, and the members pushed forward into the combat arms to try and keep them up to strength, especially on the voyage across the Atlantic.  So, playing a tanker with no tank, or an infantryman that needed a change of scenery is easy.  Other branches aren't hard- people get cut off from their units all the time.  Marines that took a wrong turn Worclaw.  Air Force personnel whose airbases are smoking craters, and don't have any planes to fly anyway.  Sailors who realize that this is the USNS Roger Young's last voyage, and figure it's time to do something else.  That's pretty easy. 

Want to have some civilian backgrounds?  Also simple.  Every one between 18-35 was subject to conscription.  Men first, but the voracious RP/DP units got less picky about plumbing quickly.  The entire National Guard and all Reserve forces were called up, down to the bottom of the list.  This makes it easy for older characters to have lesser rank, if you want to play someone older, with some civilian time, with a lower rank. 

What if you don't want to play a US National?  No problem!  Like I said, it's been a long war.  Units get cut off and destroyed, stragglers get lost and swept up, and generally things have gone to hell.  NATO members easily fit into units in other NATO armies- their weapons shoot the same ammo, their radios work the same way, and procedures are pretty similar.  If there was no real way to get someone cut off back to his home unit, he or she would make a good replacement, and you landed in this unit.  Warsaw Pact members?  Don't have POW camp to send them to, so give them a choice- give us the guns and get lost in the wild world out there, or sign up and take point for a while.  Don't betray anyone, and eventually you'll be treated like the rest of the group.  All you have to do is accept you'll have to learn English, and be ready to explain why your character decided to tag along to the US. (Which could be as simple as, "The unit's my family, now.")


Are we all just going to die horrible deaths?

Let's talk character death.

Twilight:2000 is a brutal game of survival.  PCs are a little tougher than NPCs, but not too terribly much.  The game's realistic- one bullet to the head or chest can end your life right there.  Even one to the arm or leg can be pretty bad, and without good first aid, you can just bleed out, right there in the middle of the Maryland countryside.  Take that out of the game, and it's not the same game.  So, we all have to agree that it's okay if your characters don't live long enough to die of leukemia in a couple of decades, and that dying of cholera is just the kind of thing that can happen if you're not careful.  Not everyone gets to die like a hero.

On the other hand, your characters have a lot of advantages- guns, body armor, skills in combat, and a strong knowledge of how not to die in post-apocalypita.  (If you didn't, you'd be dead already.)  This will help you survive.  Also, I promise that, as GM, if your character dies, and you want to keep playing, I'll contrive things to get you back in the game as fast as I can, even if it means straining coincidence. 

In sum, this is a game where survival is something you from which should derive satisfaction.  I don't want to cheapen it, and I ask you to have the maturity to handle it, and still give your all to playing your character.


I like the idea, but I can't tell an AK-47 from an RPK-74
No worries.  While  Twilight:2000 was written by wargamers, and tends to attract people interested in military stuff, it's not required to enjoy the game.  Here, OOC is your best friend- if you don't know what it is someone's referring to, ask.  I mean, E has a well deserved reputation for not being judgmental, and that extends to playing a military based game and not being a sweaty palmed gun fondling gear queer.  (You can leave the sweaty palmed gun folding gear queeriness to me, if you want.)  Your character will know a lot of basic stuff that you may not, and that's fine.  Just ask if you don't understand, and don't sweat if you don't know what "Rolling block blowback recoil" means. 

If you want to have some help in character, take the Tactics skill, which you can roll to get some idea of what to do in combat.  Or, hit the deck, bring up your rifle, shoot towards the enemy and wait for orders. 

If I can help you out any further, just send me a note- I don't mind a bit.

A short history of the war

Faced with the looming collapse of the Soviet Union and the Warsaw Pact, a conspiracy of high ranking Soviet hardliners, known as the State Committee for the State of Emergency, arrested and detailed Mikhail Gorbachev in August, 1991.  Despite popular pressure, led by Boris Yeltsin, the reforming mayor of Moscow, the conspirators moved quickly to consolidate power, culminating in the KGB assassinating Yeltsin, and loyal troops enforcing a "Tiananman Solution."  Nationalist movements in the Republics are put down by loyalists, while countercoups succeed in Poland, Czechoslovakia, Romania, Bulgaria and Hungary.  East Germany is already too closely integrated into the West, and Yugoslavia is already falling apart too fast to matter.  By 1993, the countercoup governments have reformed the Warsaw Pact, and Germany has reunified.

Tensions in Europe remain high, and military spending increases.  However, while war looms in Europe, it explodes in the Far East.  In the early 1990s, nationalism comes to replace Maoism as the guiding ideology of the Chinese elite.  Clashes between the Soviet Union and China along their long border increase in 1993 and 1994, leading to an ultimatum in early 1995: China demands lands it claims as part of the Middle Kingdom, taken in Russian expansion in the 19th Century.  It's just a pretext.  The Chinese want a war, and, boy, do they get one. 

While most observers expect China to not last long once the Russians launch their inevitable counterattack, Chinese resolves proves deep.  Nationalist militias rise to take the place of collapsing military divisions, and, despite suffering millions of casualties, the Chinese have millions to give.  The Far East quickly absorbs all the Russian divisions stationed there, and the Red Army begins mobilizing its reserves, as well as pulling troops from the Western TVDs to attack into China.  Soviet mobilization makes NATO- particularly Germany, both nervous and emboldened. 

Ever since the coup, Poland has been in turmoil.  Solidarity had never been fully suppressed, and had taken root in the large number of ethnic Germans in the Western part of the country.  Concerned about the fate of their countrymen, Germans military officers begin pressing their counterparts across the border, leading to a series of minor clashes as Germans in Poland try to escape west.  In 1996, responding to a major Polish incursion, the German army crosses the border.  Poland immediately appeals for help from the Warsaw Pact.  The Soviets respond, while the others demure for the moment.  The combined Soviet-Polish forces can slow German advances into Poland, but at high cost.  However, as Germany drives deeper into Poland, it has to pull troops off the Czech border- and, then, are unprepared for the Czech offensive against their reservists.  The German front breaks, and Soviet reserves arriving in theater begin pounding their way to Berlin.

On the verge of collapse in late 1996, Germany appeals to NATO for aid.  The Anglosphere- Canada, Britain and the US- drive across the border as the Soviet Union attacks Norway.  France, Italy, Greece and Belgium renounce their membership in NATO.  The arrival, and full mobilization of US forces, breaks the siege of Berlin in 1997, as Soviet B and C divisions prove no match at all for the cream of the US Army.  As the US enters the war, it begins to expand in the south.  Romania formally splits from the Warsaw Pact over a dispute with Hungary, and is invaded by her neighbors.  Turkey rushes to support Romania, and doesn't mind running through Greek Thrace to make it happen.  Greece declares war on Turkey, and allies with Italy.  A NATO effort to support Turkey leads to NATO attacks against Greece, which pulls Italy into the war, launching a series of attacks across the Alps.

The action in the south, however, is a distraction compared to NATO's advance across Poland.  By August, NATO forces crossed into the Soviet Union, on the road to Kiev- and the lead elements of NATO forces started absorbing nuclear strikes.  While on the Central Front, NATO responded warhead for warhead in the tactical region, the use of nuclear weapons in the Far East and Turkish fronts blew them wide open.  China's nuclear arsenal lasts a week, but the Russians never stop once the war crosses the threshold.  The assault continues, and NATO forces gradually retreat west under heavy pressure.  In September, NATO forces on the Central Front begin operational strikes against Warsaw Pact marshalling grounds, airfields and rail junctions to slow their advances in the Central Front and South.  This gives NATO the upper hand until the Soviets start targeting major ports in the UK and Germany in October.  By the week of Thanksgiving, 1997, the ICBMs are flying over the pole, as each side eases their way into a strategic exchange.  Not an all out one at once, but gradually, leaving a number of warheads destroyed on the ground- and almost all of the world's refining capabilities destroyed. 

The exchanges are not the end of the war, but they slow things down quite a bit.  1998 sees another Pact offensive, driving to reestablish the Polish Border.  Chaos reigns in China, as Soviet units try to take control of Manchuria and the mineral deposits there, while the US and most of the Soviet Union begin to slide into anarchy.  In southern Europe, what's left of various national armies try to recover, and prosecute the war on a local level.  The war continues to wind down for lack of interest in 1999, units on both sides establish the "You grow food and we don't kill you" racket, drafting as many men as they can to fill out their ranks.  In 2000, NATO launches one last offensive, but it fails. 


The 4/4 Armored Cavalry Squadron, late 2000

During the transport phase of OMEGA, the 3rd Division began a massive reorganization, mostly to formalize a large number of informal situations, cope with a number of Europeans opting to stay in Germany, and and influx of US forces that had their parent formations disbanded.  This reorg included an effort to push as many troops from rear formations forward as needed to bring fighting formations up to some sort of useful strength.  Many of the rear area positions were filled with camp followers who made the trip with the unit, since they were really doing most of the work anyway.  The 4/4th Cav has maintained five Troops- four combat Troops, labeled A, B, C and D, with HQ serving as a fifth.  Other than A Troop and HQ Troop, most Troops (Which should be company sized) are platoons.

A Troop is the only Troop that is still largely Armored.  It consists of a tank platoon- with 2 M60A3s, a M48A2GA2 picked up in a swap with a German reserve unit, and a T-72, put together from spares.  It has two mech platoons, one in Bradleys, one in M113ACAVs.  A Troop considers itself the elite, most other troops consider it a pampered unit, since HQ rarely commits is valuable vehicles to major combat.  B and C Troop are both organized as Light Cavalry platoons, using a variety of light trucks.  (The TO&E calls for Humvees, but good luck having enough to fill out the TO&E, so a smattering of Jeeps, Land Rovers and even a few armored cars are in the mix.)  D Troop is still called "Air Cav," but the only theoretically functioning helo is in HQ- and it hasn't had fuel in a year and a half.  Instead, D Troop is divided into two platoons, one on motorcycles, the other on bicycles.  HQ has absorbed a large number of functions.  In particular, HQ is responsible for food preparation- the unit tries to live off of local production as much as possible, supported by allotments from Division.  This leaves preserved rations for emergencies.  HQ also is responsible for running the large industrial stills that produce the ethanol and methanol that power the unit's vehicles.  Division has some diesel and some gasoline, but those stocks are largely reserved for the Armored Battalion's M1s.  HQ also has a battery of a mix of NATO 155mm howitzers, manned by what is left of the 1-115th Artillery Battery.

The PCs will be assigned to 3rd Platoon, B Troop.  3rd Platoon has two sections, each centered around one vehicle and the soldiers manning it.  (Which section has the PCs in it depends on if the section commander is an officer or a sergeant.) Each section has between 3 and 6 men, a truck, and perhaps a heavy weapon such as a .50 cal MG, or, more rarely, a MK-19.  HQ in B Troop has a few logistical supports- most of that his handled at Squadron- but a fairly strong mechanical and medical team under the First Sergeant.  It also has a mixed mortar battery, though ammo is pretty light at the moment.  There are a few camp followers in HQ.

The Things They Carried
This is the standard loadout for a trooper in 4/4th Cav.  Because of the way the rules work, you'll probably have more gear, but just about everyone will have the following:
1 Set Fatigues and Boots
1 Kevlar Vest + Extensions
1 Kevlar Helmet
1 M16A2 + 1 Magazine + Sling
On Load Bearing Gear:
2 Quad Magazine Pouches
8 Magazines, M16A2
6 Grenade Loops
2 Fragmentation, 2 Concussion, 2 Smoke Grenades.
1 Canteen Carrier
1 Canteen, 1L
1 Medical Pouch
1 IFAK
1 Radio Pouch
1 Tactical Radio
1 NVG Carrier
1 NVG
1 Flashlight Pouch
1 Flashlight
1 Knife Sheath
1 Knife
In  Pack:
1 Whistle
1 Sleeping Bag
1 Shelter Half
50 Chlorine  Tabs
1 Flint and Steel
1 Compass
2 Rolls, Duct Tape
60m Paracord
1 Multitool
1 Gun Cleaning Kit
2 sets, rechargeable spare batteries
3 Days MREs.
Cold Weather Gear
Rain Gear
1 piece Team Camp Gear (Stove, filter, tent, etc.)

Skills
Skills are rated on the following scale, in descending order of ability:
Legendary
Master
Expert
Professional
Competent
Novice
Unskilled

Expert and Professional are good levels for skills you use a lot.  Competent is fairly easy to get to, and covers a lot of normal applications.

Skill List:
Agriculture: Growin' Stuff.
Animal Husbandry: Basic care of animals.
Aquatics: Swimming and the use of small boats.
Archery: Shooting Bows.
Artillery: Shooting large indirect fire weapons.
Artisan: Making things by hand.
Aviation: Flying Stuff
Climbing: Climbing Stuff.
Command: Giving orders that will be followed, organizing efforts.
Computing: Operating computers.
Construction: Building things, and tearing them down.
Deception: Lying.
Driving: Making ground vehicles go.
Electronics: The use and repair of electronic devices.
Fieldcraft: How not to be seen in the field.
Survivial: How to live off the land.
Forensics: The gathering of evidence in police investigations.
Freefall: Jumping out of perfectly good airplanes.
Gunnery: Shooting large bore guns.
Hand to Hand: Beatin' people up.
Hand Weapons: Stabbin' folks.
Instruction: How to teach.
Intimidation: How to threaten people.
Language: Knowing how to communicate with humans.
Longarm: Shooting things with a stock: rifles, shotguns, SMGs, SAWs.  (Not GPMGs or HMGs)
Mechanics: Fixing broken engines and vehicles.
Medicine: Fixing broken people.
Mounts: Riding animals.
Performance: Singing, dancing, etc.
Persuasion: Convincing people to do things.
Seamanship: Driving big boats.
Security: getting into something, or keeping people out.
Sidearm: Shooting pistols.
Special Equipment: How to use something not covered by another skill, like a nuclear power plant.
Special Vehicle: Driving something not in another skill, like the Space Shuttle.
Streetcraft: Hiding in built up areas.
Scrounging: Finding useful things.
Support Weapons: The Big Guns: GPMGs, HMGs, Grenade Launchers, flame throwers, ATGMS, RPGs...
Tactics: How best to engage the enemy.
« Last Edit: May 30, 2013, 04:15:25 PM by AlexStone »

Offline mayovagn

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Re: Welcome... Home? (Twilight:2000) (Interest Check)
« Reply #1 on: May 28, 2013, 01:03:17 AM »
I am interested. I have Twilight 2000 and a few of the vehicle/weapon books on the shelf, though I haven't read them in a long, long time. It would take me a bit to be back up to speed.

I will read through the stuff up above here soonest and have an idea to you. Would it make sense for a lady brit RAF fighter pilot to have been caught up in the evacuation or is that way too far?


Thanks.


M.

Offline AlexStoneTopic starter

Re: Welcome... Home? (Twilight:2000) (Interest Check)
« Reply #2 on: May 28, 2013, 06:43:12 AM »
I am interested. I have Twilight 2000 and a few of the vehicle/weapon books on the shelf, though I haven't read them in a long, long time. It would take me a bit to be back up to speed.

I will read through the stuff up above here soonest and have an idea to you. Would it make sense for a lady brit RAF fighter pilot to have been caught up in the evacuation or is that way too far?


Plenty of time to get caught back up- though, don't worry too much about the rules or anything like that, and consider setting, that sort of stuff.

As to an RAF Pilot, I'm not opposed to any sort of character, but I can see a couple of issues. 
1) Your best skill (Fly fighters jets) is never going to be used in the game.  Sure, some people are cool with that, but you need to be aware that you'll have quite a few skills that won't be used at all, and a few that won't be used heavily.

 2) How is it that a fighter jockette is slumming it with these guys?  There are many reasons why, but, since this game takes place in a structured unit rather than the usual band of survivors cut off from everyone, she would have been asked, more than a few times, to head over to Division HQ and take up a nice staff job.  Is there a reason why she'd resist this, and fight to keep up with the troopers that, presumably, picked her up after she bailed out? 

These aren't too hard to work around.  For example, she could have spent a tour or two as an instructor at Survival, Evasion, Resistance, Extraction School, which would explain her having a lot of skills that would make her a very good scout- someone has to know how to live off the land and keep quiet in this outfit.  It doesn't get around the fact that you'll still have an Expert rating in Pilot/Performance, but would help fit you in if this is something you're committed hard to.

If you don't mind my asking, what attracted you to this character concept?  Perhaps we can find a core engagement that drives other characters that may fit in better, if you're not sure this is the best character for the campaign.

Offline mayovagn

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Re: Welcome... Home? (Twilight:2000) (Interest Check)
« Reply #3 on: May 28, 2013, 09:12:35 PM »
Okay, so RAF bad idea... *Nods*

What else would be fun? What else would I be able to write a brit woman as? Secret Intelligence Service? Mechanic of some kind? Medic or doctor? Driver? Escape and Evasion trainer as suggested...

Any which way not too useful I suspect in a fight, course that could be half the fun.


Then again, if no other bugger is interested in joining in... *Sad frowny face*

Offline AlexStoneTopic starter

Well, if you're looking to play a woman who isn't that great in a fight, and still going to get a lot of use of her main skills in the game, a driver/mechanic, particularly that knows first aid, would fit in really well.  Someone has to get the Humvee back up and running, and people will still need to get patched up, especially if the fun for you is not just piling up points in "shooting stuff" and "hide really good."  Some interaction skills wouldn't hurt, either.

And, well, let's be patient.  Maybe the right people will wander into our ambush here. :)  I mean, I could just pretend there are zombies.  That might help?

Offline mayovagn

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I am running a thing with zombies. Don't you be stealing my audience. *laughs*

Offline AlexStoneTopic starter

Fine, fine. :)  Want to fiddle with this driver/mechanic/medic idea, while we wait for people to wander in?

Offline mayovagn

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Was a paramedic in the world before things went wonky and radiological. Called up to the service and was a conscientious objector due to having a clue what war is. Put into basic anyway, learned everything, including firearms stuff, but always careful to point out that not interested in killing anyone. Already knew how to fix up machines from growing up with a dad who ran his own family garage and wanted a son. Had the medical knowledge from training as a paramedic, trained on larger vehicles and combat medicine and put into the field as a second line medic?

Seen some unpleasant stuff, yet only ever fired a weapon in self defense and always really regretful about it when that has to occur?

Offline AlexStoneTopic starter

I like that idea.  I was hoping someone would step up and be the conscience of the group.  After all, it's a hard world, and it's easy to justify all kinds of bad things in the name of living another day.  Hopefully she doesn't mind ending up as a driver for a team on the edge of the spear for the US Army heading back to the US- though, I suppose if everyone really gets on her nerves, she's the one behind the wheel. 

Hmm.. given this is Twilight 2000, one of the important questions is, of course, how old is she?

Offline Phaia

I dont need to stinkin zombies!!

Hey there! WoW Twilight 2000, I remember my dad and uncle playing it...my Uncle liked it cause it was real and he was a former navy UDT in 'Nam! [yes Before the SEAL Teams]

So yes I have an idea for a character one that has tumbled around for a while looking for a possible home

Alexandra 'Alex' Mary York, granddaughter of Alvin York of WW1 fame. Age 28. smart eduacted ROTC at UVA. Was in reserves and working as a model when things came apart but has shown the York knack for getting things done and handling tough assignements.

basic idea!!



Phaia

Offline mayovagn

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Re: Welcome... Home? (Twilight:2000) (Post Apocalypse) (Interest Check)
« Reply #10 on: May 29, 2013, 12:32:00 PM »
I like that idea.  I was hoping someone would step up and be the conscience of the group.  After all, it's a hard world, and it's easy to justify all kinds of bad things in the name of living another day.  Hopefully she doesn't mind ending up as a driver for a team on the edge of the spear for the US Army heading back to the US- though, I suppose if everyone really gets on her nerves, she's the one behind the wheel. 

Hmm.. given this is Twilight 2000, one of the important questions is, of course, how old is she?

Early thirties I think would be about right.

We have another foolish enou... Er I mean, raring to join in! Woot!

Offline AlexStoneTopic starter

Re: Welcome... Home? (Twilight:2000) (Post Apocalypse) (Interest Check)
« Reply #11 on: May 29, 2013, 07:49:09 PM »
Oh hey- fresh meat... I mean, another player!  It's always amusing to hear about how other players have encountered Twilight:2000- I have a friend who runs games at cons, and gets a lot of responses like, "I haven't played this game since I was bored in the back of a truck during REFORGER 87!"  So, I'm glad to try and offer you a chance to play it, Phaia.  At this rate, we may end up with an all women section.  Not that that's required, prospective readers.

So, for Phaia, do you see Alex York as having been in the Cav all along (We'll just assume that the US lifted restrictions on women in combat in time, because it makes it more fun for everyone) or did she wander into it during the war?

And, Mayovagn, mind taking a look at the equipment section, and see what sort of stuff you might want to add?

Offline mayovagn

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Re: Welcome... Home? (Twilight:2000) (Post Apocalypse) (Interest Check)
« Reply #12 on: May 29, 2013, 11:02:23 PM »
Kit to add?

Triage kit/trauma pack
Personal tool kit
Box of latex gloves
Music player full of good tunes
Lament configuration puzzlebox
150' of hemp rope
2 fighter hirelings
Stumm gas grenades
Lawgiver
Lawmaster
Copy of The Law
30 Ankh Morpork dollars
Gaspode the wonder dog
Holy symbol of Blind Io
1 Ningy
Liberator sonic gun
Scorpio clip gun
Orac
Aquitar/communicator bracelet
The Sword of Omens
The Sword of the Lightbringer
The Arc of the Covenant
The Spear of Longinus
Three Sankara Stones
A rubber chicken with a pulley in the middle
A Pulse rifle in the 40watt range
Thimbles and care
Forks and hope
A railway share
Smiles and soap
A Farnsworth
1 Tesla Pistol
1 type 40 travel capsule
Jelly babies
String
Magnifying glass
U.N.I.T. Photo id for 'Doctor Smith'
1 Vortex Manipulator
1 Acme Catalogue
1 box of twenty acme portable holes
Wacko Warner's Gaggy Bag
Foamy the Freakadog
1 Comlock
1 Map of Your Village
1 Number 8 Badge
1 V.I.N.CENT
1 ZF-1
1 Minbari fighting pike
1 PKE meter
1 Pair of Hoffman lens sunglasses
WOPR
Handheld Link to Ziggy
C.H.O.A.M. Holtzman effect personal shield
Monkey Joe
Tippy-Toe
1 USCM M-43C Rifle
1 Grumman Goose named 'Cutter's Goose'
1 Peacekeeper Pulse Pistol
1 Peacekeeper escort carrier
1 Necronomicon Ex Mortis
1 Aperture Science Handheld Portal Device (moondust paint not included)



I might have gone off the rails somewhere there... One or two of those items might not be appropriate.

Offline arkhos

Re: Welcome... Home? (Twilight:2000) (Post Apocalypse) (Interest Check)
« Reply #13 on: May 30, 2013, 12:27:31 PM »
Oh my goodness.... T2K!!!!  I haven't played that game in so long that I barely remember any of the rules! LOL!

But I -love- the setting!

Still looking for characters? Positions still open?

-ark

Offline AlexStoneTopic starter

Re: Welcome... Home? (Twilight:2000) (Post Apocalypse) (Interest Check)
« Reply #14 on: May 30, 2013, 04:12:51 PM »
And here, I come back and have yet another person falling prey to our ambush.  There's plenty of room, Arkhos- in fact, if you're interested in playing, you'd make three, and would make the game playable.  (Well, I would have probably run with two, but three for sure.)  Take a look at the stuff in the first post, and then let me know what sort of character you're interested in.  Remember that your character is still part of a military unit.  (And, if you don't have any particular inspiration, "Cav Trooper" is going to be very viable.)  Also, don't fret the rules- I'm going to be running those mostly in the background.

Mayog, are you sure you want the Ex Noctis Necronomicon?  Wouldn't the Al-Azif be better, over all?  In all seriousness, I work up some mechanics for your character, then PM them to y ou after I have some dinner. 

Offline Phaia

Re: Welcome... Home? (Twilight:2000) (Post Apocalypse) (Interest Check)
« Reply #15 on: May 30, 2013, 06:28:24 PM »
Oh hey- fresh meat... I mean, another player!  It's always amusing to hear about how other players have encountered Twilight:2000- I have a friend who runs games at cons, and gets a lot of responses like, "I haven't played this game since I was bored in the back of a truck during REFORGER 87!"  So, I'm glad to try and offer you a chance to play it, Phaia.  At this rate, we may end up with an all women section.  Not that that's required, prospective readers.

So, for Phaia, do you see Alex York as having been in the Cav all along (We'll just assume that the US lifted restrictions on women in combat in time, because it makes it more fun for everyone) or did she wander into it during the war?

And, Mayovagn, mind taking a look at the equipment section, and see what sort of stuff you might want to add?

Well according to the defense rulling of 1994 women can not be in 'direct' physical contact with enemy forces. That means by 2000 [est time of game] women were in the navy as pilots and in other areas...intel, medical etc... so I will offer this idea...

Alex is a fully trained 4/4 Cav officer but was head of the 'air cav' section in her area...[battilion maybe as a 2nd or 1st LT] She was trained in ROTC as ground and air ie Mobile Cav. Flying many missions in Europe, heck we can say she came over in a reforger mission after the tac nukes but before it all went to complete hell with the BIG ASS nukes. So she has traininga s a helo pilot but by now also as a field officer -- unit commander etc

Alex also has that York sense of courage...she just does it ...'taking a life to keep others alive' ...she is reglious [like her famous grandfather] and worries about all sorts of things

I do not have the books but I hope this is enough to go with.

Alexandra graudated from UVA, knows the Shenadoah valley and central and northern Virginia area. Loves history and is a student of Thomas Jonathan "Stonewall" Jackson. She carries a shotgun as well as her normal gear and also a .45 1911 from her grandfather

Before the 'war' while still in the reserve after gradutation she was a model and starting to become well known...yes she has the looks but is very athletic and well trained


Phaia

Offline Phaia

mayo, based on the image you use you forgot one importent item....a poker

and Susan Sto Helit


Phaia

Offline AlexStoneTopic starter

Phaia, that is the sort of demand for realism and sticking to the facts that makes a T2K Referee happy.  Is there any particular skill or set of skills you want to make sure Alex has?

Offline Phaia

Phaia, that is the sort of demand for realism and sticking to the facts that makes a T2K Referee happy.  Is there any particular skill or set of skills you want to make sure Alex has?

what ever fits
she is a crack shot rifle and pistol, sorta runs the family, Alvin York was a expert marksman.
hmm sports she swam and played lacross...
very good pilot but then there aint much for helo pilot to do

former profession Model, but a degree in history from UVA
a few minor ones like chess, cooking etc..if they exsist and a wicked poker player...no one beleives [belived] such a sexy sweet girl could bluff or be good at poker
anything else that would be right for her rotc..4/4 training and any medals you think she may have gotten...It runs in the family ...of course I doubt she has the MoH like Alvin did

Phaia

Offline Phaia

I do we find more recuirts....after all I need to be able to order people around and look good doing it

 :P :P ::)

Phaia

Offline AlexStoneTopic starter

Well, hopefully Ark will still be interested.  And there's time for people to wander in- I'll be sure to get us started over the weekend.

Offline Phaia

so just double checking...out vehicile is a truck?

not a spiffy IFV ...I was gonna suggest maybe having an off nationality IFV ...german or english [which could easy allow a german or englsih character concept] Like the Marder AV1'Av2 or the warrior [both having Nuke/bio/chem protection] just an idea

Phaia

Offline AlexStoneTopic starter

Well, the vehicle is kind of up for grabs.  There's going to be some random gear selected, via dice.  Right now, before Arkhos joins up, you have a total of 7 equipment dice.  You'll get more with Ark, and if we manage to snag another character or two. 

Right now, if you spend one die on a vehicle, you'll get a Toyota Hilux, painted OD Green with a big white star on the door.  Good news is you can't kill the thing.  Bad news is, some people have to ride in the back.  For two dice, you get a nice Humvee.  Good news is people in the back get a roof, and you get decent fuel economy. Of course, it's not armored.  For three dice, you get a very sexy M98 Fox.  (Well, technically, it's a Fuchs that you've taped over all the German placards with masking tape and wrote some stuff in English over those.  Good thing you can convert miles to kilometers in your head.)  It's got armor.  It's also thirsty.  For an additional die for any of these rides, you can add one FN MAG (M240B to the US Army.)  For two dice, you get an M2 .50 caliber machine gun.  Ma Deuce speaks with authority. 

There's a reason why Squadron wants you guys to stay light: Fuel consumption.  The number of oil refineries that still exist in Twilight 2000 can be counted on one hand (They were specifically targeted in the nuclear exchange), and the number of oil tankers is even fewer than that.  As a result, everything that has an engine either needs to run on coal, ethanol or methanol.  Ethanol and methanol don't have the energy capacity that diesel or gasoline do- about a third as much.  IFVs are already fuel hogs- running one for an hour takes 150-200 liters of diesel, or 450-600 liters of ethanol. (It's worse for methanol.) In that time period, on a road, you'll move a good 40-50 miles- that is, you're looking, 10 gallons of ethanol per mile.  (Not 10 miles to the gallon, even.)  It'll actually be much worse.  However, a Humvee burns about 25 liters of ethanol to move that distance- in other words, about 10 miles to the gallon.  Since your team will do a lot of driving, it needs to be done economically.  It's a dull reason, but a real one to consider.

Offline Phaia

with the fuel crisis as it is being protrayed the heck with a M98 or a HUMVEE

Lets go with an old faithful...the m35 deuce and a half...its multifuel and will burn just about anything from diesel to cooking oil...heck it would probally burn ethanol...only gets about 9mpg with a 50 gal tank [normally but would get 400-500 mile range and we could make all sorts of changes and additions to it and it goes almost anywhere

Rough ride yes and no real protection against anything but it would also be useful in trade....ie carry trade goods.... food, medical, stuff
could have a motorcycle or 2 on back even

would be nice to have more people along

Phaia

Offline AlexStoneTopic starter

A Deuce and a Half is always an intriguing idea- it does have a lot of cargo capacity, and have good fuel economy for its size.  If you wanted to go nuts, you could armor it up, load it down with MGs and really rock.  The big problem it has pretty poor off-road performance compared to the other options- it's really designed to move heavy lots of cargo down roads, or reasonable facsimiles thereof, while the 4x4 pickups, Humvees and Fox all have admirable offroad capabilities.

Still, we can consider it.

Offline NiceTexasGuy

All this technical stuff is boring, but I quickly scanned through this and what can I say?  Gay zombie vampires?  Sign me up!

Seriously, though, AWESOME idea (I'm a little familiar with T2K13 and am supposed to have the book around here somewhere - or maybe a family member borrowed it and forgot where it came from.) 

ALEX, awesome job on the write up.  Very impressive.

Now, do I want to play?  Yes.  Do I have any business getting involved when I'm already swamped?  No.  Will I be following this thread with much interest while figuring a way to justify playing?  Probably.

My character - just an average guy, the kind you find in great numbers in any war.  He's never flown an F-22, he wasn't quarterback on his college football team, he didn't name his rifle (though he has called it "bitch" a few times), and he can't leap tall buildings in a single bound.  There have been times he's run really really fast, but that's when people were trying to kill him.  He doesn't waste time wondering how it started, he's just pissed that he's here.  He doesn't care for officers who try to be heroes because that usually ends up getting someone else killed.  He'll have faith in his own chain of command (but only the next couple of levels) MAYBE, so when his platoon sergeant or the LT says we'll lay down some covering fire and you run over there he'll do it, it ain't worth arguing about.  If some LT he's never seen tries the same thing, he'll tell the guy to get bent.  If it's a female, he'll say get bent, ma'am.  If he finds himself working for some dumbass who gets people killed, he'll entertain thoughts of killing the guy himself, but he doesn't.  He's not sure why.

After all this time at war, he'll be intensely loyal to his own unit (whatever that "unit" is... more loyal to the guys in his squad than to the whole platoon .. more loyal to the platoon than to the whole company/troop ... beyond that, his only interest in other people is people who can do things for him (supply, medical, etc).  Everybody else can go to hell.

He hopes when he gets home eventually things will settle down and he can resume a normal life.  He knows it ain't gonna happen, but it's all he has to live for, so he convinces himself it's possible.

Yeah, I'll think about signing up for this.

Offline AlexStoneTopic starter

NTG, I can give you three good reasons to sign up.

1) I baked cookies.  Damn good ones.  Do you see anyone else setting up a game with cookies?  'Nuff said.

2) Mayogvn just "liberated" the last case of Johnnie Walker Blue Label on the planet.  I'm sure the distillery was a prime strategic target so that the Commies could corner the hard liquor market after the war.

3) The guys down at Division did a great job of getting the blood out of the driver's seat of the team ride.  Other than the hole, you'd never know anyone ate a couple AK-74 rounds in there.

With conditions like that, I think you can say yes.   About how old do you see you guy- he sounds like a draftee, but that covers a pretty wide range- they called up the whole pool, though men 18-26 or so were the most likely to get drafted and , even if in theory women and men up to 35 could have been, in the later stages of the war.

Offline NiceTexasGuy

Okay, I'm in.  (By the way, were you a recruiter in a previous life?  I have visions of you buying lots of drinks and promising adventure to anyone who takes the king's shilling.)

Meanwhile, I'll keep looking for the book -- even though it's not needed, having it might make things easier.

Need to start thinking on a biography now, huh?

I don't remember the timeline of the war(s) (which is where having the book would come in handy, I'd like to tailor my character - especially the last few years before going into the Army - around specific events happening in the world.  That having been said, I'd like him to be a young draftee.   Not quite the last round of draftees (taking girls 13 - 15 and teaching them to shoot) but one of the last rounds where the process was still somewhat conventional (basic training, schooling, etc)  My military RL background isn't Army, so I'm familiar with the bigger picture (the role of armored cavalry) but not with those little things like what you call the school you go to after basic.)

Offline Phaia

sounds to me that NTG is non com material if I ever heard of one... does what needs to...keeps his head down...tells silly ass LTs [which hopefully Alex is not one] to get bent sir  [ma'am]

And we have cookies...yumm

and well being sweet and sexy and  a charmer... a couple of bottles of that Johnny Walker Blue Label just happened to find thier way into our stores....dont ask how...I swear it had nothing to do with Alex...a little black silk dress from Paris and 4 " high heels  O:) O:)

so welcome abroad 'Tex...lol you know everyone will call ya Tex...for some weird unknown reason that has been forgotten

Phaia

Offline NiceTexasGuy

Thanks Phaia. 

Being called Tex will be particularly annoying to him, since he's from Oklahoma, but knowing he can't do anything about it he's learned to live with it. 

And he's definitely not NCO material, except that he was still alive when a new batch of troopers showed up in need of someone to tell them what to do.  At six months, he was an old veteran.  I see him as still a Specialist (E-4) -- difficult to promote because the battalion/squadron commander (who barely knows him) thinks he has an attitude problem.  Besides promotions don't mean much at this point.  It's not like anybody's getting paid, right?

Offline Phaia

btw AlexStone if you would perfer not having an officer to start with...Alexandra could be a CWO...most Chopper pilots were/are and though she was ROTC she was commissioned a CWO [...chief warrent officer for anyone reading that does not know what that is]

NTG-- any ideas on what vehicle we should have

Phaia

Offline NiceTexasGuy

NTG-- any ideas on what vehicle we should have

Holy crap, Batman.  I just went back and read over the stuff I skipped over earlier.  We're not playing the newer "2013" version of the game, but the actual "2000" version as envisioned in the 1980's game ...

Okay, got it.  Still interested.  In fact, even more interested now.   ;D
« Last Edit: June 01, 2013, 04:07:41 PM by NiceTexasGuy »

Offline Phaia

Holy crap, Batman.  I just went back and read over the stuff I skipped over earlier.  We're not playing the newer "2013" version of the game, but the actual "2000" version as envisioned in the 1980's game ...

Okay, got it.  Still interested.  In fact, even more interested now.   ;D

just one thing....stopp looking at the LT's ass...just cause she modeled a bit and had some exporsure in a swim suit edition and she has pilot wings on her collar does not mean she wont shoot ya...with a 1911  colt even...her grandfathers ...Alvin York of WW1 fame... Srgt York...**nods Nods*

Phaia

Offline NiceTexasGuy

just one thing....stopp looking at the LT's ass...just cause she modeled a bit and had some exporsure in a swim suit edition and she has pilot wings on her collar does not mean she wont shoot ya...with a 1911  colt even...her grandfathers ...Alvin York of WW1 fame... Srgt York...**nods Nods*

Phaia

No problem, because seriously, it ain't worth worryin' about.  Seen hundreds like her.  Kinda hot chick but gets in the military where there's 100:1 ratio men to women, so suddenly she's some colonel's pet staff officer or some general's aide.  And some mere captain ain't good enough for her no more.  Yeah, whatever.  If she don't want me lookin' at her ass, she needs to find some baggy pants to wear.  If she does something to get me or my guys killed, her ass is mine, but not in the way she thinks.

Course, if she wants to fuck, I'll fuck her... I just ain't gonna be standin' in line with a bunch of majors and captains to show her who's best at kissin' her ass in the unlikely event she'll give it up to me.


All that was kind of in-character, you know... no offense to the player who actually owns the ass.

As for vehicles, I say something cheap on fuel but for which there's lots of spare parts.  Shit can be strapped to the sides.  The hood of an old wreck can be fashioned to keep the sun and rain off, mostly.

And I still say bicycles are a good idea.  Europe is full of roads, even if they're not being maintained.  Quick trip to HQ without wasting the gas, but faster than walking.   Vehicle breaks down, bike is kinda like a lifeboat.

Offline Phaia

well NTG My understanding is that we are back in the old USA somewhere around Baltimore the 3rd has been reorginaized on the way back

Quote
The 4/4 Armored Cavalry Squadron, late 2000:
During the transport phase of OMEGA, the 3rd Division began a massive reorganization, mostly to formalize a large number of informal situations, cope with a number of Europeans opting to stay in Germany, and and influx of US forces that had their parent formations disbanded.  This reorg included an effort to push as many troops from rear formations forward as needed to bring fighting formations up to some sort of useful strength.  Many of the rear area positions were filled with camp followers who made the trip with the unit, since they were really doing most of the work anyway.  The 4/4th Cav has maintained five Troops- four combat Troops, labeled A, B, C and D, with HQ serving as a fifth.  Other than A Troop and HQ Troop, most Troops (Which should be company sized) are platoons.

A Troop is the only Troop that is still largely Armored.  It consists of a tank platoon- with 2 M60A3s, a M48A2GA2 picked up in a swap with a German reserve unit, and a T-72, put together from spares.  It has two mech platoons, one in Bradleys, one in M113ACAVs.  A Troop considers itself the elite, most other troops consider it a pampered unit, since HQ rarely commits is valuable vehicles to major combat.  B and C Troop are both organized as Light Cavalry platoons, using a variety of light trucks.  (The TO&E calls for Humvees, but good luck having enough to fill out the TO&E, so a smattering of Jeeps, Land Rovers and even a few armored cars are in the mix.)  D Troop is still called "Air Cav," but the only theoretically functioning helo is in HQ- and it hasn't had fuel in a year and a half.  Instead, D Troop is divided into two platoons, one on motorcycles, the other on bicycles.  HQ has absorbed a large number of functions.  In particular, HQ is responsible for food preparation- the unit tries to live off of local production as much as possible, supported by allotments from Division.  This leaves preserved rations for emergencies.  HQ also is responsible for running the large industrial stills that produce the ethanol and methanol that power the unit's vehicles.  Division has some diesel and some gasoline, but those stocks are largely reserved for the Armored Battalion's M1s.  HQ also has a battery of a mix of NATO 155mm howitzers, manned by what is left of the 1-115th Artillery Battery.

The PCs will be assigned to 3rd Platoon, B Troop.  3rd Platoon has two sections, each centered around one vehicle and the soldiers manning it.  (Which section has the PCs in it depends on if the section commander is an officer or a sergeant.) Each section has between 3 and 6 men, a truck, and perhaps a heavy weapon such as a .50 cal MG, or, more rarely, a MK-19.  HQ in B Troop has a few logistical supports- most of that his handled at Squadron- but a fairly strong mechanical and medical team under the First Sergeant.  It also has a mixed mortar battery, though ammo is pretty light at the moment. There are a few camp followers in HQ.

that is from one of the 'spoilers' but AlexStone has bascially said we have been pulled out of Europe and back to the 'messed up states...heck both sides tossed nukes over the poles so we have hot spots around

Quote
The plot of the game starts as Operation OMEGA wraps up.  OMEGA was the massive evacuation of US troops from Central Europe to the US, using the last sealift capacity in the world, and will be the last major operation of its type for a long, long time.  (If you're familiar with the game, these are the events described in Going Home, though we're picking up with the results of that effort, and I'm fudging it so that there's enough sealift to move US Heavy Equipment and supplies out of Germany)  Because of the food problem- that is, there's no more industrial food production/processing complex- the arriving units are going to be landing along the US East Coast.  3rd Mech will try to find a place to land along Chesapeake Bay, where it will hunker down for the winter of 2000/2001, and prepare for further operations in support of the Military Government of the United States.  However, the US that the characters will return to is not at all the one that they left.  Things have changed nearly beyond recognition, and, in a real way, the PCs are part of an army invading their homeland.


so we have vehciles and support to start with...bikes are a decent idea as was horses [which i suggested] there will be little resupply on normal fuel since all [but one] refinery was nuked which was why I suggested a M35 Deuce and a half [it burns most anything from diesel to cooking oil...even ethanol [mixed with motor oil and something else] even though it doesnt have much off road ability...we could add in a towed dune buggy/jeep and basically act as a forward point at times

I also suggested a M93 Fox and we act as a forward NBC recon unit but that vechile is a fuel hog and would be rough to resupply

Phaia

Offline AlexStoneTopic starter

So, as to fuel, you guys are making your own.  Well, at least the division is.  Far and away, the most valuable stuff on the ships are the industrial sized ethanol stills, currently on the ship.  There's also a pretty hefty supply ethanol and methanol back on the ships, which will be unloaded.  (Some of it is ready to go at the Squadron level.) 

So, when thinking of fuel, you have to think this away: the less you use, the better, overall.  But, the situation isn't so bad that you have to abandon vehicles entirely- you do have to consider A) that you'll have less range than you're used to, and B) If you have a smaller vehicle, you can carry your own refills. (Don't drink it, please.) 

I'm sorry if I've been confusing on this issue.  It's one of the things that, if you're used to the Twilight:2000 setting, you've internalized, but if you're not, you haven't- and that gets people thinking on different wavelengths.

That said, having a bicycle or two isn't a bad plan.  You know, if you find some sitting on the side of the road.
« Last Edit: June 01, 2013, 06:07:50 PM by AlexStone »

Offline Phaia

the nice thing about most deisels is that they can use biodeisel with no coinversion and bio deisel can be made from a lot of the same things ethanol and methanol can...soy beans as an example...one idea would be to at least one ship into a bio deisel plant...that would give most of the division's vehciles fuel without majot conversions


as for the unit...i think a M35 deuce uparmored with some weapons with a trailer pulling a smaller vechile like a jeep, truck etc  might be the best idea... gives us the ability to use cooking oil...vegatable oil since the ma deuce can burn it all...from what I read even ethanol with motor oil mixed to keep the rubber parts from deforming...

I understand the concept and maybe should offer a change in my character idea

pull off some combat skills and add something like solar engineer...or something along that line...instead of her being a model she could have been in the reserve and working someplace 'useful'  ::) ::)

Phaia

Offline AlexStoneTopic starter

the nice thing about most deisels is that they can use biodeisel with no coinversion and bio deisel can be made from a lot of the same things ethanol and methanol can...soy beans as an example...one idea would be to at least one ship into a bio deisel plant...that would give most of the division's vehciles fuel without majot conversions

Phaia

Actually, most of the unit already uses multifuel engines- and, as it turns out, those that aren't are either driven by jet turbines (Looking at you, M1 Abrams MBT) or can be easily converted to alcohol.  Not that biodiesel isn't a bad plan, either.  The military has already considered the fact they might have to distill fuel for their various vehicles. :)

I guess what I'm driving at is that, if you want an M-35, take it because you want the cargo capacity, and don't mind having a bit of a fuel hog that doesn't do offroad well.  If you want something more nimble, take the Humvee.  If you want to have more other crap, take the 4X4. If you want something with real armor, take the Fox.  That's kind of how I see it breaking down.

Offline vin26m

I love Twilight: 2000.  It's been ages since I've played.  This was on BBS's that I had to access by calling on the phone.

I'm interested in playing one of my favorite characters from G.I. Joe, Tunnel Rat.

Name: Nicky Lee
Nickname:  Tunnel Rat
Primary Military Specialty:  EOD (Explosives Ordnance Disposal) and Demolitions
Secondary Military Specialty:  Combat Engineer
Birthplace : Brooklyn, NY
Grade: E-5 (Sergeant)
Branch:  Army

Tunnel Rat's family tree is Trinidadian and Chinese with branches of Irish, Spanish and Indian thrown in.  He grew up mean on the streets of Brooklyn, got tough on the Ranger Course at Fort Benning and honed his skills in Grenada. 

There isn't a mine, booby-trap or bomb in the world that Tunnel Rat can't disarm, defuse or otherwise deactivate.  This comes from constant practice on dummy devices, or whatever he can get his hands on that ticks.  He is the guy who clears the way for the others. 

He was part of a team of Rangers deployed in

Tunnel Rat is a qualified expert with NATO small arms and explosive devices, as well as Warsaw pact explosive devices.  He prefers using the the M249 SAW, M79 grenade launcher, M1911 .45 caliber pistol, M2 mounted heavy machine gun and MK-19 mounted grenade launcher. 

He is also familiar with computers, chemistry (including fuel synthesis and improvised explosives) and is technically inclined enough to help with maintaining and repairing vehicles and weapons.  Primarily, he is sneaky and deadly, blows stuff up, prevents stuff from blowing up, builds fortifications and camouflages emplacements. 

Former Commanding Officer:  "Tunnel Rat believes that anything that doesn't kill you makes you strong.  His feeling about crawling into an enemy tunnel with a knife in one hand, a pistol in the other and a flashlight in his mouth is simple - he can shoo straighter, bite harder and run faster than anything he's ever encountered in a tunnel, so why worry."

Tunnel Rat:  "Somebody once said that a soldiers is somebody who is very good at breaking things.  That's me all right.  Only when I break things, they become safer."


Offline AlexStoneTopic starter

Welcome aboard, Vin!  Glad you're interested- and it seems that I've been finding a lot of of people who just haven't had a chance to play in a while.  Enough that we can round out a group, for sure.  While I can't quite guarantee that our version of Tunnel Rat will quite live up to his Joe version, I think we can put together quite the competent bomb tech.  I'll work on it and get it out to you as quickly as I can.

Offline arkhos

Heyas Alex, got your email, figured I'd reply here. :)

I was thinking of a basic Cav Trooper - no one important, a good soldier, follows orders, etc.

He might be suffering from a bit of PTSD, though he doesn't tell anyone - and besides, there's no real treatment for it in the current world as things stand, as far as I know.

I assume someone will have the 'sniper' role already taken (it's usually the 'cool' position to take), so I pictured him being a pretty big guy - maybe an LMG specialist. Not wielding an M60 one-handed like Rambo, but able to handle most weapons up to and including that size.

I am ex-military myself, so understand a lot of the jargon still (even though it's been many years. ;) )

As for a deeper background, it would even be cool if I could have been a Canadian soldier, that somehow hooked up with this unit and has been adopted by them. I love Canada, and who doesn't like Canadian jokes? :)

Just some random thoughts, if there's still room! I see Tex and Vin jumped on board, so you might be full now, and I would completely understand.

-ark


Online Neysha

So what exactly is the military doing back in the States? What's the big goal?

Offline mayovagn

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How about a long wheel base landy?



Shiny!

Offline Phaia

I found some interesting maps online poking around for data....AlexStone I love detail so I tend to look around for things

here is a map done showing units world wide...kinda...US and europe and middle east look detailwed not sure about the rest clicking on unit shows more detail

http://games.juhlin.com/maps/RDF_sourcebook.html

here is a map some one did showing the nuke strikes in the USA

http://games.juhlin.com/files/nuke_strike_conus_lrg.jpg

maybe coming in around Baltimore may be a bad idea...by that it looks like they got hit as well as all around DC

Hope this helps

Quote
So what exactly is the military doing back in the States? What's the big goal?

Survive and rebuild from what I understand the normal CivGOv is gone maybe

there is something called New America [not sure where but then we may not know that anyway]

The 3rd may be one of the more intact units to make it back and we suck compared to pre-war ...no tanks to speak off...limited vechiles...but we have lots of guns and ammo and most of a full division personal wise... may are rear/support types that have been pushed into the combat squadrons...so if I am LT I could expect to continue  field training of one or more of the group

Phaia

Offline Phaia

How about a long wheel base landy?



Shiny!

+1 shiny!!

Phaia

Offline AlexStoneTopic starter

Arkos- Plenty of room, trust me.  (I've been counting you in the back of my mind all along, and I can handle a few people.) Being a Canadian is really quite easy in this case.  Canada's 1st Mech deployed to Europe (the 4th Mech Brigade of that Division was forward deployed in Germany), and fought until it couldn't anymore. I could see Canadian soldiers ending up in US or UK Units- there probably aren't enough around anymore to form independent units, and as losses mounted, the smaller Canadian teams taken in.  And as those teams got whittled down.. well.  Yeah. 

Oddly enough, though, someone who could cover the Designated Marksman role- perhaps not a sniper, per se, but someone with a little more skill and something in a 7.62N rifle would fit pretty well at this point, if you wanted it.

Neysha-
 The Official Line is that US Military Forces returning from Europe are here to restore order and support the lawful government of the United States.  Well, there are a few issues with that: First, at least two groups claim to be the lawful government- the Joint Chiefs in Omaha, and President James Bower, who claims election via the acclamation of the 106th Congress.  (Note that, at no point were Congressional Elections held after 1996 in any way that can be described as "regular," and, according to the last apportionment, the US needs about half as many Reps as sit in 106th Congress, and that the Congressmen aren't the Electoral College.)    Second, it's been a couple of years since any "national" government mattered in most of the US.  So, all of these forces may well be restoring order on places that already have some, thank you very much- and now have to deal with some other guys claiming to bring the light of civilization, and would you feed us, too?

In other words, it's a fucked up war.


And are we having a consensus build around the Land Rover? :)
 

Offline AlexStoneTopic starter

I found some interesting maps online poking around for data....AlexStone I love detail so I tend to look around for things

here is a map done showing units world wide...kinda...US and europe and middle east look detailwed not sure about the rest clicking on unit shows more detail

http://games.juhlin.com/maps/RDF_sourcebook.html

here is a map some one did showing the nuke strikes in the USA

http://games.juhlin.com/files/nuke_strike_conus_lrg.jpg

maybe coming in around Baltimore may be a bad idea...by that it looks like they got hit as well as all around DC


Those are pretty good maps- I'll have to pass them along to some friends of mine who could use them, too. 

And coming in near Baltimore might be a bad idea, but it's the idea you've been told to carry out. :) 

(Is this the time for "Real Talk about Radiation in Twilight:2000?")

Offline arkhos

Alex,

I was thinking something along the lines of what you just typed, but you said it better than I would have anyway. ;) I could definitely see Cannucks being 'adopted' into US or UK units, and my guy would -definitely- have been looking for a ride home, so a US unit would have definitely been the preferred one anyway.

Would this be starting RIGHT as the unit returned home? Or would we be starting up some time after? If you already covered this, my apologies I must have missed it.

Also, 'designated marksman' sounds right up his alley, so however I need to 'apply' for that, I will. ;)  If you have any Canadian Unit designations that I can use for his background, please feel free to throw them at me, or I can research some actual ones now.

Thanks for the response!

-ark

Offline mayovagn

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Radiation from the 'bomb' isn't as bad as everyone makes out. They don't throw out near as much nasty hard radiation and fallout as a three mile island incident let alone a chernobil. The long term effects are not as bad as a really nasty reactor blowout.

Its just, you know, the fact that 'the bomb' doesn't usually come in such small numbers and has significantly more blast, flash burn and wind storm than your average Fukushima Daiichi.

Not that I would want to be anywhere near either of these sorts of things, though given I was in the UK when Chernobyl blew and in Eastern Canada when Fukushima went up I likely have a bit of that crap in me by now. *Sulks*

Offline AlexStoneTopic starter

Ark-

 I don't think I covered it perfectly- but the game starts as the USNS Rodger Young is making its way into the Chesapeake- in other words, you haven't even gotten off the ship.  And, consider yourself applied for the job. :)  Here's the order of battle for the 1st Canadian:

   a.   1st Canadian Brigade Group - Calgary, Alberta:
      1)   Lord Strathcona's Royal Canadian Horse: Light Armor
      2)   1st Bn, Princess Patricia's Canadian Light Infantry (PPCLI):  Mech Infantry
      3)   3rd Bn, Princess Patricia's Canadian Light Infantry: Mech Infantry
      5)   3rd Regiment Royal Canadian Horse Artillery (RCHA): 24 M109A1, 6 Blowpipe SAM
      6)   1st Combat Engineer Regiment:
      7)   408th Tactical Helicopter Squadron:
   b.   4th Canadian Mech Brigade Group - Lahr, FRG:
      1)   8th Canadian Hussars (Princess Louise's): 59 Leopard C-1, 24 Lynx, 3 Leopard ARV (Taurus?), 23 M113
2)   1e Bn, Royal 22e Regiment: Mech Infantry
3)   3rd Bn, Royal Canadian Regiment (RCR): Mech Infantry
      4)   1st Regiment Royal Canadian Horse Artillery: 24 M109A2, 15 Blowpipe SAM
      5)   4th Combat Engineer Regiment: Size of large company with 3 Biber, 19 M113, 3 Lynx
      6)   444th Helicopter Squadron: 12 CH136 Kiowa (OH58)
      7)   4th Air Defence Regiment, Royal Canadian Artillery:
         a) 127th ADA Batter:  16 Oerlikon 35mm, ? ADATS by 1988, ? Javelins
         b) 128th ADA Battery:  (airfield defence) with Oerlikon 35mm
         c) 129th ADA Battery: (airfield defence) with Oerlikon 35mm
   c.   5e Groupe-Brigade Mecanise du Canada - Valcartier, Quebec:
      1)   12e Regiment Blinde du Canada: Light Armor
      2)   2e Bn, Royal 22e Regiment: Motorized Infantry In Grizzly
      3)   3e Bn, Royal 22e Regiment: Motorized Infantry In Grizzly
      4)   2nd Bn, Royal Canadian Regiment: Motorized Infantry In Grizzly
      5)   5e Regiment d'Artillerie legere du Canada: 24 M109A1, 15 Blowpipe SAM
      6)   5e Regiment Genie du Combat (Engineers):
      7)   427th Tactical Helicopter Squadron: 10 CH136, 14 UH1, 3 CH47
In theory, the 5e Brigade could have gone to Norway, though it doesn't show up there in anything I've seen in canon.  Then again, the canon's really light on both Canada and Norway. 

Offline NiceTexasGuy

Can't go wrong with a Land Rover (as long as you don't have to pay for it) ----

So, we kinda sorta have five people?


Phaia - helicopter pilot without a helicopter

vin26m - tunnel rat without a tunnel

NiceTexasGuy - motarman without a mortar

arkhos - Canadian without any other Canadians

and just to be different,

mayovagn - conscientious objector with a gun

Offline AlexStoneTopic starter

Assuming everyone on that list is in, we have five people.  I'll look to get the game started early in the week. 

Everyone mind confirming that they are in or out?

Offline arkhos

In! :)

Offline mayovagn

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In and going to look at a background soonest. Is the timeline in the twilight 2k book the same as 2k13?

Cos I have the original second edition 2k and its easier to read than a .pdf.

Offline mayovagn

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Wait! I know what wheeled transport we want! I have it!

Here's a hint...

https://images.encyclopediadramatica.se/a/ab/Flux_Capacitor.jpg

(With apologies to anyone who doesn't frequent any of the sad dark corners of the internet I do and haven't encountered this dreadfully overused meme before)

Offline AlexStoneTopic starter

We're using the Twilight:2000 background.  While we're using the Twilight:2013 rules, the background isn't the Cold War Gone Hot story we all know and love. :)

Offline NiceTexasGuy

I'm in.

Offline vin26m

I'm in.

Offline Phaia

yes i am in

Nice recap there NTG!!

so Alexandra York as Either CW5 Or 2nd Lt.

Vin as the srgt - E5 or E6

NTG as an E4

Mayo alos  E4

the canuck --Master Corperal [just for amusement] --(caporal-chef)

we also need to know how many die we have for a vehicle and what we can do with them?

also if we have a canadian then maybe a Bison APC

http://en.wikipedia.org/wiki/Bison_(armoured_personnel_carrier)

http://www.warwheels.net/images/LAVBisonAPCG2T2CanadaHEARN2.jpg

has a big range-- and a diesel engine which means it can burn less then normal fuel


Phaia

Offline NiceTexasGuy


also if we have a canadian then maybe a Bison APC

has a big range-- and a diesel engine which means it can burn less then normal fuel


Great idea -- 

--------------

We was doubled up with a platoon from Charlie company in back of deuce and a half with a shitload of gear and fuel cans.  It was kinda funny cause the princess don't like me very much and we was pressed together like somebody was making s'mores, you know?  It was uncomfortable as hell, only I was enjoyin it knowin how much she hated it.  So anyway, we pass this canuk... er.. Canadian guy sittin on side of the road with his APC and outa fuel ... It was a match made in Heaven, eh?

---------------

Unfortunately the air conditioning upgrade wasn't available in 2000.  Now, if we could get that flux capacitor installed and figure a way to get that puppy up to 88 mph ....

Offline arkhos


Unfortunately the air conditioning upgrade wasn't available in 2000.  Now, if we could get that flux capacitor installed and figure a way to get that puppy up to 88 mph ....

Just need to find a realllllllllly long hill.....

Offline vin26m

The .pdf is available for download for $15.  I bought it and it looks really good.

http://rpg.drivethrustuff.com/product/58794/T2013--Twilight%3A-2013-Core-Rules

Offline AlexStoneTopic starter

The .pdf is available for download for $15.  I bought it and it looks really good.

http://rpg.drivethrustuff.com/product/58794/T2013--Twilight%3A-2013-Core-Rules

I like the rules a lot- obviously- but skip the background chapter, since it doesn't apply for this game.

Offline vin26m

My character is a combat engineer/demolitionist who can make the fuel for the vehicles.  He's a regular sergeant (E-5).  I might have him use a SAW.

I'm trying to get Neysha to join as a mechanic since we seem to need one of those for the vehicles.



Offline vin26m

I like the rules a lot- obviously- but skip the background chapter, since it doesn't apply for this game.

Got it.  I have some dead tree Twilight 2000 stuff, too.

Online Neysha

I'm trying to get Neysha to join as a mechanic since we seem to need one of those for the vehicles.

I'll make a character. :)

Online Neysha

Name:Sukhee Choi
Age: 21
Gender:Female
Occupational Specialty:Driver/Mechanic
Specialized Weaponry: Proficient with sporting rifles, shotguns and handguns. Basic US Army training with military grade weapons. Some extra-military hand to hand combat training. Mostly judo and kickboxing. Nothing specialized.
Branch: United States Army
Appearance: Image One, Image Two, Image Three, Image Four
Korean-American. She's a petite five feet, two inches tall and somewhere in the ballpark of just above a hundred pounds in weight. Dark brown eyes, fair skin, short black hair.
Personality: Sukhee is somewhat addicted to adventure and excitement. Fairly selfish, she does care quite a bit about friends and family, but has little consideration or regard for most other people in general regardless of their station in life. She also has little regard for annoying things like laws and social mores or civil concepts, using and breaking them at her own convenience. She enjoys action, and excitement and gets a positive rush just as much from helping someone she cares about, or basking in the adoration of people she may have helped, as she is in doing the opposite, such as the juice she used to get from street racing, or in her brief forays into combat and helping her new comrades in arms.

Background: Sukhee grew up a rebellious child in a slightly stereotypical strict upper class household. Due to her rebellious nature though, her parents had a mostly hands off approach to her lifestyle, thus encouraging her further and further into unsavory activities as she grew older. Mostly she was involved in the street racing and later auto related crime scene including auto theft and drug running as well as street racing and bets. Her juvenile record was extensive and didn't have much room for improvement when she turned eighteen. However during her next arrest, she didn't end up in jail or prison as she feared, but something worse.

Due to her recent certification as an auto mechanic and other technical skills, she was given the choice of jail time, or military service. She chose the latter. Hoping that it would provide some sorely needed discipline and guidance, she actually ate up the discipline heavy lifestyle as well as the sense of restlessness that military service offered, excelling in her training and combat support duties. Unlike many pogues or REMF's, she was a perpetual busy body in the motor pool and working on vehicles and other machinery as opposed to just lazing like many of her fellow draftees and reservists. However she stood out too much, for as soon as she was deployed to an actual combat theater, her attitude got her to be slotted in as a replacement for frontline service.

While combat was exciting, she also found the sense of being reminded of her perpetual mortality to be completely terrifying as well and was actually relieved they were returning home. Besides staying alive, her primary motivation is simply returning home to her family and only real loved ones, though she is currently facing a crisis of conscience. While she has no real loyalty to any government, she is loyal to her immediate comrades in arms, thinking of them as a family as well even though their relationship can be antagonistic sometimes. Her bond with her fellow soldiers is the only thing keeping her from deserting.

Offline AlexStoneTopic starter

Six players it is!  Welcome aboard, Neysha.  We're getting close to the point where we'd probably have to form two teams, should we attract anymore players. 

(Or, we could form two teams, and just have a couple of NPCs to round them out.)

Either way, I'll try to get the game proper started- at least some OOC to start dealing with the gear issues.

Offline mayovagn

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Name : Jenny Verity Godly.
Age : 32
Sex : Female
Hired on as : Medic
Also bloody good at : Driving and fixing mechanical things
Branch : Formerly of the Royal Green Jackets, hired on the with the Yanks as the UK was in as she so poetically puts things 'shit state mate' and the offer of a ride out to the 'colonies loike' was too good to pass up.
Appearance : Picture, another picture, got the picture yet?
Personality : Jenny is fairly happy if a bit brusque, sarcastic and has a typical british habit of both black humor and in 'taking the piss' out of people she likes. She likes a joke and a laugh, sometimes a little too much. She can be a little quiet at times and withdrawn when she feels the need, observing carefully rather than involving herself in the world. She is loyal to those she cares about fiercely and is happy to fight and defend that which she cares about. Including of course her own values, which are exceptionally important to her.

Background : The inner cities in the seventies were a harsh place to grow up. England was in some very deep economic doldrums. Strikes were commonplace, with the three day work week and the repression of the miners by the conservative government,a general malaise and a large amount of poverty.

It was fortunate for Jen that she grew up the youngest daughter of five children of a family who owned their own small business. Her father was a mechanic who had learned his trade whilst stationed in Germany in the British Army. He had started his family late and knew he would have to retire sooner than he would like due to various health conditions and so insisted on teaching each and every one of his kids all that he knew. Not only as this would help to keep them off the streets and the family afloat if the 'bad times' continued, but it would give them skills they could always fall back on later in life. Real practical knowledge that even if it wasn't applied to a career would still come in very, very handy for them over the days and years of their lives. Jen learned partially from her father and also partly from her older brother Oscar.

Through it all Jen's mum was very supportive. She was from a family of poor Irish immigrants, she well understood the wit and wisdom in her husband insisting that the kids learned all they could growing up. She was always a strong woman, firm and immutable in her values and beliefs. All four of her girls and her one boy were all told 'Find  your own path. My path is my own, yours needs to be yours. Be who you are, who you want to be, never live for others.'. Also instilling in her children a very strong moral core, a deep understanding of the need for community, care and mutual aid towards everyone who deserved it. To judge others by their acts, by their deeds and not any kind of other arbitrary nonsense. That actions are what count in the world and that all the pretty words didn't make a 'hapeth of a difference' if the intent and outcomes were detrimental to others. These values would often lead to trouble with 'authorities' for the family, yet they would always stand together and use reason, logic, rhetoric and plain facts to state their case. Sometimes they would even come out on top for all of that.

When Jen left school she found herself, though an accident of following a friend, someone whom she secretly loved more than a little, into a performing arts course for two years at a local technical college. She passed out of this with a deeper understanding of herself and the world, but that the world of the arts wasn't so much for her. She went on to a period of flitting about from job to job, never quite settling until she found herself being pushed by the woman she was flatmate's with into taking an apprenticeship with the local St. Johns ambulance service with her.

This lead to a number of years of on and off the job training, ambulance driver soon became 'paramedic' as the terms changed and there was a further round of evening classes and learning. Jen had always been a quick study and enjoyed the process of acquiring new skills and aptitudes and so threw herself into any optional qualifications she could that came up or were offered.

The war was a background thing for Jen for quite a while, it wasn't till things started to become really bad that her family was pulled in. Her brother was called up and wound up working as a combat engineer after being rushed through basic and continuation training. The draft was a rude shock. It was wrong, it was dead wrong. It should be the individual's choice of whether or not to 'serve' not up to some bureaucrat in a wood paneled office in Whitehall who only ever saw numbers, not even names, let alone faces. It was preposterous and laughable that anyone else had the authority to make that sort of decision for her brother or for anyone else.

Her sisters were called up, one by one, later on that year. There were dark murmurings in the inner cities that this 'draft' was mainly affecting certain areas, Brixton in London was a battleground for several weeks with a weakened and beleaguered police force trying desperately to keep order against a rising tide of social unrest. This rapidly spread out to other area's of London and then on to Manchester, Liverpool, Birmingham, Portsmouth, Brighton, Southampton and many other major cities. In many cases deaths were involved in quelling the unrest. Many of those arrested were given the option of long terms of hard labor or a three year term of service in the armed forces. This included two of Jen's sisters.

When Jen was called up a few months later she took the government to court. Challenging their Jurisdiction. Though all her arguments were correct and true the state could not afford to ever admit this. Giving Jen a win would have opened the floodgates to thousands of others who would use the same arguments. She was railroaded, imprisoned for several months until she was finally sent on to basic training.

In basic Jen did very well indeed, learned everything she was taught and more, earning plaudits from her instructors, yet her opinions and values did not change and she constantly landed herself in trouble by standing up for herself in the face of orders. She then found herself in continuation as a battlefield medic. This, given her past experience wasn't a huge surprise.

She found herself in the Royal Green Jackets in the remote Scottish highlands. The fighting had been fierce in Norway the previous year and the unit she had been assigned to was still significantly under strength and undergoing build up and re-training while waiting for re-deployment where they would be able to do some good.

The rest of the war was somewhat of a blur. Deployments and battles, wounded and dying comrades in arms. Helping as best she could. Nights of terror, days of blood and bone. Flash and blast and heat and light. The dying of the light. The end of the world as we know it.

She lost the rest of her platoon to a Spetznaz ambush, only surviving herself due to quick thinking and extreme sneakiness. She arrived back to find her HQ a ruin and the front line shifted at least five miles in the wrong direction. She hooked up with two members of black watch and a member of the special boat service and the four of them walked back to friendly lines.

Jen was discharged on mental health grounds and sent back to a shattered England for a few months. What was left of the land of her birth was horrifying, sickening, heart rending. Jen fell into a depression. Her parents were dead, her brother and one of her sisters killed in action. The other of her sisters who had been serving had picked up some kind of very nasty bio agent during one of the pushes into Poland and was blind, deaf and paralyzed all down one side of her body, the other sister was looking after her. Jen paid them one visit then couldn't go back. She had seen enough, seen too much.

She couldn't stay in England. She couldn't stay in the UK. She had to get away.

The recruiter had caught her in Plymouth. The yanks were looking for service people, anyone who had useful skills beyond just holding a gun. They were offering a boat out and a plot of land back in the US. The only drawback was having to give service for a few years. More blood and bone and the smell of cordite and smell of terror. Only this had the promise of land at the end of it.

A real gamble in this age, but work was hard to find even for her, food was something that happened if you were lucky, clean water if you were really bloody lucky and a safe warm bed at night if you were the spawniest bugger on the bloomin' planet.

Jen felt like she was selling a part of her soul as she signed the paper. She was going to America.

Jen quote : "What does not kill us, makes us stranger. I'm pretty bloody strange, so I must have been not killed. A lot. Its quite worrying how many times this must have taken place to the point that when I think about this, late at night when everyone is snoring around me, I can hear my brain blood barrier slowly disintegrating. Literally breaking down as I listen to it. So I try not to think about it anymore. Its like trying to not think about pink elephants, bloody impossible. The fuckers keep showing up asking if they can blag a fag off of yer to fritter away the afternoon. Wankers."
« Last Edit: June 02, 2013, 11:36:03 PM by mayovagn »

Offline AlexStoneTopic starter

Alright, the first OOC thread is here.  Please read through the post, and cast a vote.

http://elliquiy.com/forums/index.php?topic=175759.0

Offline arkhos

Name: Alexander (Alex) Clark
Age: 28
Gender: Male
Occupational Specialty: Squad Support/Designated Marksman
Specialized Weaponry: Very skilled with sniper weapons, proficient with handguns. Basic Canadian Army training with military grade weapons and hand-to-hand combat
Branch: 1st Canadian Brigade Group, 3rd Battalion, Princess Patricia's Canadian Light Infantry - Bravo Company
Appearance: Image One, Image Two
Personality: Alex is a kind, quiet man, generally keeping to himself and doing his best to keep out of trouble. Loyal to those he trusts, once he gets to know someone he is quick to open up a bit more and get to know people. He isn't fond of huge crowds of people, and he has a general kindness towards animals, though he is not above hunting and eating them when necessary. Alex is very observant, and is not overly familiar or comfortable in large towns or cities, being a farm-boy himself. He is quite proud of his Canadian heritage.

Background: Alex grew up near Red Deer, Alberta, Canada. His father and his father's father before him were farmers and 'frontiersmen', living away from big cities and all the troubles and distractions they caused. Alex helped his father do what needed to be done, and even hunted game to put food on the table at times. Alex was a crack-shot from a very early age, and only got better and more skilled in time.

In the technology age, though, Alex was eager to find something more, to see more and do more than his father or anyone before him had done. Upon graduating from school and hitting his 18th birthday, Alex enlisted into the Canadian military, a move which was not well-received by his parents. It caused a rift between them that would never heal.

His first duty assignment was deployment to Europe, specifically to Heidelberg, Germany. That's where he was stationed when hostilities broke out.

It wasn't long before his unit saw action, advancing to the front only to be summarily destroyed by overwhelming Warsaw Pact forces. Alex witnessed his entire unit massacred, from which he was the only survivor. During the initial engagements, Alex killed his first target. And his second. And third, and fourth... the kills racked up, putting his long-range skills to the test day in and day out. Quickly, though, the command structure of his entire company fell to pieces. Alex did his best to retreat westward on foot, seeking to find any surviving allied forces, Canadian, US, UK, NATO or otherwise.

Eventually he met up with the 4/4 Cavalry Squadron with great relief. Hoping to hitch a ride back to the West, he was all too eager to get back to North America, and leave the hell of Europe behind him.