Hidden 8 yrs ago Post by PrivateVentures
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Welcome to Endgame


The year is 2242. Humanity has successfully built and harnessed the power of the Graviton for instantaneous space travel, through the opening of a corresponding black and white hole. Earth watches with envy as Mars sends probe after probe after warship after warship into the darkness of space, a combination conquering effort and exploration endeavor. Humanity now begins toeing the line between science and enigma, reaching its long fingers into places that life as we know it has never belonged. We call out into the abyss, and the voices beyond the void have answered.

This will be a dark sci-fi adventure, controlled only by my own mathematics and your imagination. I will be your captain, of the pirate vessel, Endgame. I will provide you with maps, missions, intel, briefing, and debriefing, and your all-powerful armaments. Humanity lives within solid shells of graphene and titanium, pressurized and sealed against the vacuum of space. Choose your profession and forge your destiny.

This will be DnD styled, with my own dice rolls controlling your fates. The numerical rules of your weapons and gear will be largely unknown to you as the players, but will be the ruling factor in combat. If your character dies, you are free to create a new one, but your old one will remain deceased. Make your choices carefully, for each death will affect the morale of your captain and your crew.



PLAYER CLASSES


THIEF: Excels at lockpicking/hacking/searching/looting, falters in direct combat

ASSASSIN: Excels at stealth/hiding/agility, falters in direct combat, particularly close quarters

RAIDER: Excels at fast, powerful frontal assaults, combat oriented, low armor, low equipment load, falters in prolonged combat

BERSERKIR: Excels at taking ground, heavily armed and armored, high equipment load, falters in prolonged combat

NEGOTIATOR: Excels at disguises/mimicry, high charisma, falters in direct combat

BATTLE MASTER: Tactical command, excels at long-range combat, equipped with long range bioscan, falters in direct combat

PYROTECH MECH: Excels in direct combat, heavily armed, extremely heavily armored, slow boarding mech, fired like a missile into enemy hull, falters when heavily outnumbered

WEAPONS AND ARMOR


KINETIC DISPLACEMENT SWORDS: Deployable close-range weapons, designed to shatter hardlight ablative webbing, (energy shields), excessive damage to unprotected armor and soft bodies, usable by all classes aside from PYROTECH MECH.

KINETIC DISPLACEMENT MORTAR: Deployable close-range weapons, designed to destroy anything and everything that gets within range, excessive, often lethal damage to hardlight ablative webbing, unprotected armor, soft bodies, vehicles, mechs, usable only by PYROTECH MECH.

DISPLACEMENT RIFLES/PISTOLS: Short to mid range weapons, excessive damage to hardlight ablative webbing at short range, moderate to severe damage to ablative webbing at mid range, damage suffers a steep drop after thirty yards, becoming completely ineffective. Usable by all classes except PYROTECH MECH.

GAUSS WEAPONS: Magnetic accelerator weapons, require reloading, typically have 1 to 3 barrels, designed for extreme damage against unshielded armor, can be shut down by EMP weapons or Tesla Guns.

MAG PISTOLS: Magnetic Accelerator weapons, require reloading, typically only carry 1 to 4 rounds, excessive damage against unshielded armor, against shields, the kinetic yield is generally enough for severe formation disruption. Useable by all classes except PYROTECH MECH.

GAS POWERED RIFLES AND PISTOLS: Standard firearms, vacuum-sealed cartridges, ineffective against armor, but effective at overwhelming shielding. Upon reloading, require rechambering.

HARPOON GUNS: Use a pressurized gas cartridge to launch a harpoon, linked by a cable, often electrified to make the dragged target more "persuadeable", single shot, require reloading, ineffective against ablative webbing, moderately effective against unshielded armor, completely ineffective and certainly lethal against soft bodies. Useable by all classes except PYROTECH MECH

SKILLS


LOCKPICKING/HACKING: Requires proximity to console/Hacker Drone/code injector attachment

STEALTH: Active Camoflage is finnicky, as such, is easily disrupted

ASSASSINATION: Can only be achieved while cloaked or disguised, instant kill on soft bodies, moderately successful against unshielded armor, 50/50 chance against Ablative Webbing.

BOOST CHARGE: Only useable by RAIDER and PYROTECH MECH, requires a DISPLACEMENT SWORD or DISPLACEMENT MORTAR, can be used to hit multiple targets along the way

HEAVY RUSH: Same ruleset as BOOST CHARGE, except only up to two adjacent enemy targets can be selected. Successful implementation can easily disrupt enemy formation.

BACKSTAB: Can only be used while disguised, instakill on most unshielded targets, but disengages disguise

MIMIC: Can only imitate certain enemies, but is a foolproof disguise, unless discovered. Must mimic a previously killed target.

SAVING GRACE: Can only be used by BATTLE MASTER armed with a projectile weapon, can be used to interrupt another player's combat. If successful, can kill, stun, or maim an engaging enemy on contact

FIREFIGHTER: Only useable by PYROTECH MECH, is able to damage up to three enemies per attack, can be used in lieu of other Mech abilities, requires a projectile weapon, moderately ineffective against shielding, high damage to unshielded armor and soft bodies,

SHOCK AND AWE: Only useable by PYROTECH MECH, affects all adjacent enemies with excessive electrical current, stunning or killing small targets outright, can disrupt shielding with moderate effectiveness.

PATRIOT ACT: Only useable by PYROTECH MECH, affects up to five enemies at once, instant formation disruption, mild direct damage

SIX GUN: Only useable by PYROTECH MECH. Target one enemy, strikes six times, requires projectile weapon

SPEARGUN: Only useable by PYROTECH MECH, targets one enemy or mech, and cripples it, (unable to move or attack), only effective on unshielded targets

IDENTIFY: Only useable by THIEVES. Allows thief to scan for loot or useful materials.

SMASH AND GRAB: Only useable by sword-wielding THIEF. Deals slight damage, gives random loot or materials.

PLAYER STATS


DURABILITY- Determines how much damage an unshielded body can sustain before death

EQUIPMENT LOAD: Determines how much weight in equipment that a player can carry before being over-encumbered

STRENGTH: Determines bonuses when engaging in unarmed combat, i.e. punches, kicks, throws

DEXTERITY: Determines bonuses to sword damage and critical hits

VISION: Determines ranged weapon roll bonus

CHARISMA: Determines Mimic/Persuade/Haggle/Negotiate bonus and effectiveness

AGILITY: Determines speed and dodge/cover roll bonuses

SKILL: Determines dodge roll/sword deflection/cover roll bonuses

LUCK: Determines the mercy of the game on your character

CLASS VARIANTS


THIEF
CAT BURGLAR: 2DUR/9EQU/0STR/1DEX/1VIS/2CHA/4AGL/2SKL/4LCK
MUGGER: 3DUR/8EQU/3STR/2DEX/0VIS/1CHA/1AGL/1SKL/1LCK
PICKPOCKET: 1DUR/7EQU/0STR/1DEX/3VIS/2CHA/3AGL/3SKL/3LCK

ASSASSIN
STREET SNIPER: 3DUR/9EQU/3STR/0DEX/5VIS/0CHA/1AGL/2SKL/1LCK
HITMAN: 4DUR/9EQU/4STR/3DEX/2VIS/0CHA/0AGL/2SKL/1LCK
SIC SEMPER TYRANNUS: 2DUR/8EQU/2STR/2DEX/3VIS/6CHA/4AGL/1SKL/2LCK

RAIDER
BULLET BILL: 3DUR/9EQU/2STR/6DEX/0VIS/3CHA/6AGL/1SKL/1LCK
HYPERSCOUT: 2DUR/9EQU/1STR/4DEX/1VIS/4CHA/7AGL/5SKL/2LCK
BLACK IRON: 4DUR/10EQU/3STR/5DEX/1VIS/2CHA/5AGL/7SKL/2LCK

BERSERKIR
KNIGHT: 6DUR/10EQU/4STR/6DEX/0VIS/3CHA/1AGL/5SKL/3LCK
THE ROCK: 7DUR/8EQU/6STR/5DEX/2VIS/3CHA/0AGL/6SKL/2LCK
PSYCHO: 4DUR/10EQU/5STR/6DEX/4VIS/1CHA/3AGL/1SKL/4LCK

NEGOTIATOR
HANNIBAL: 1DUR/8EQU/7STR/1DEX/0VIS/8CHA/4AGL/3SKL/2LCK
GRIFTER: 2DUR/7EQU/1STR/2DEX/2VIS/8CHA/5AGL/2SKL/4LCK
DOPPLEGANGER: 2DUR/7EQU/1STR/2DEX/3VIS/10CHA/3AGL/5SKL/1LCK

BATTLE MASTER
HOLLYWOOD: 3DUR/10EQU/1STR/2DEX/16VIS/7CHA/2AGL/8SKL/4LCK
BRIGHT FUTURE: 4DUR/8EQU/2DEX/2STR/5VIS/8CHA/1AGL/9SKL/5LCK
TACTICOOL: 2DUR/12EQU/3STR/2DEX/5VIS/6CHA/2AGL/7SKL/4LCK

BOARDING AI (PYROTECH MECH)
SPARTAN 117: 10DUR/8EQU/8STR/4DEX/3VIS/0CHA/4AGL/2SKL/6LCK
HAL-9000: 7DUR/8EQU/1STR/2DEX/7VIS/0CHA/3AGL/2SKL/4LCK
DREADNOUGHT: 15DUR/10EQU/1STR/1DEX/6VIS/0CHA/1AGL/4SKL/3LCK

ADDITIONAL INFO


In the event that one's shields are broken, they will not recharge. Ablative Hardlight Webbing is generated by a "AbWeb Module" that must be replaced in order to restore shield functionality. Without such a module, that player will be without shielding for the remainder of the mission, relying on their character's durability and tactics to keep them alive.

Swords and electronic weaponry can be shorted out if exposed to excessive electrical stimulus or significant EM frequencies
Hidden 8 yrs ago Post by PrivateVentures
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Don't worry about writing in enemy reactions. Just focus on your own character's thoughts, feelings, and actions. Leave the enemy response to me.
Hidden 8 yrs ago 8 yrs ago Post by Gunther
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@PrivateVentures I made the changes you suggested and found a Gauss Rifle to add into the equipment section.

Hidden 8 yrs ago 8 yrs ago Post by LordofthePies
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LordofthePies A Mess

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Hidden 8 yrs ago Post by PrivateVentures
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@LordofthePies Very interesting. You are aware, though, that your Mech is piloted by an artificial intelligence, not a human, though, right?

Also, replace your weapons with this list:

HayMaker Defense Co. M4 Kinetic Hammer
Durandal Arms and Armor D-2 Dillinger Heavy Carbine

Other than that, I like the vagueness of the bio. Gives a lot to work with.
Hidden 8 yrs ago Post by PrivateVentures
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@Gunther you're all set. Make that a DSG-4, scale it up to 8mm Magnum, and you're good to go.
.308s are alright in today's world, but you need a little more force in this one to be effective. I figure 8mm Mag would be more than enough to crack a shield open.
Hidden 8 yrs ago 8 yrs ago Post by LordofthePies
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I'm aware of her robot-ness. I'll get to replacing the weapons.

@PrivateVentures
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@LordofthePies When you're done with that, feel free to put it up in Character
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@PrivateVentures
Are we supposed to discuss tactics IC or OOC? As in, if I were to respond to your summary with a suggestion (from an IC perspective, if need be) should I leave this as a comment IC or OOC?

On another note, I'm making a Black Iron Raider
Hidden 8 yrs ago 8 yrs ago Post by PrivateVentures
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@RyouguIf it's questions on the world or setting, OOC, if it would officially be a question from your character, I would appreciate it if you would italicize your character's comm dialogue to the captain, and use standard text for communication with your squad and the world around you.

Also, Black Iron Variant is one of my favorites, named after Black Iron Tarkus. My personal first pick would have been Hyperscout Raider. But that's just me.
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Hidden 8 yrs ago 8 yrs ago Post by PrivateVentures
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Also, be aware, you'll all be receiving upgraded versions of the suits you create, from a manufacturer near and dear to my heart, before the first mission, to give everyone an edge.

I look forward to seeing everyone's characters, and even more so to see everyone's characters in action!
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Are we supposed to discuss tactics IC or OOC? As in, if I were to respond to your summary with a suggestion (from an IC perspective, if need be) should I leave this as a comment IC or OOC?

On another note, I'm making a Black Iron Raider

Personally, if we have a question about tactics, I hope we can talk about it in OOC before our characters discuss it; simply to share ideas. If our characters disagree with us, the authors that is fine. Based on real world experience, I know I personally (Gunther) have more knowledge and experience in small unit tactics than my character even though she served as an infantry squad leader at some time in her life. I find it would be easier, f the group (authors/writers/gamers) come to some form of an agreement before we start plugging in responses In Character.

I wonder how others feel about this?

Hidden 8 yrs ago Post by PrivateVentures
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@Gunther I am A-okay with that. Nothing wrong with careful planning.
Hidden 8 yrs ago 8 yrs ago Post by Gunther
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@Gunther you're all set. Make that a DSG-4, scale it up to 8mm Magnum, and you're good to go.
.308s are alright in today's world, but you need a little more force in this one to be effective. I figure 8mm Mag would be more than enough to crack a shield open.

Would you be OK with a model of weapon that chambers the .338 Lapua Magnum? Equivalent to 8.6mm Magnum Cartridge?
DSG-4A2 or something?

Personally, I prefer the .338 Lapua round over the 7.62mm (.308) or .50 cal round. The .50 is too damn expensive and overkill. The 7.62mm is effective out to 800m - 1000 meters, but .338 can reach out to 1500 meters which is not too shabby. You rarely get 1 mile shots anyway.

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@Gunther@PrivateVentures
Very much the same. So on that note, how about trying something sneakier than bursting in, perhaps we could develop a plan to enter through the garbage vent and drill the wall into the armory?
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Hidden 8 yrs ago Post by Gunther
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@Gunther@PrivateVentures
Very much the same. So on that note, how about trying something sneakier than bursting in, perhaps we could develop a plan to enter through the garbage vent and drill the wall into the armory?

Optical Security sensors watch all airlocks at all times, monitored by a team of two Marines in the Armory.


How many people do we have?
I would prefer two infiltration teams. The first team should be loud and contain a shit load of firepower to take out that Mech as PV suggested. The second should be covert and enter through some access that might possibly not have an optical security sensor. Or, if by chance your garbage vent does have an optical sensor, the overt/loud boarding team should enter 30 - 60 seconds before the covert team, thereby distracting the defenders from our subterfuge.

Before we say who is on what team, we need to know what we have.

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@Gunther
Actually, the idea is to go entirely unnoticed so that they wouldn't have an opportunity to destroy the data
Hidden 8 yrs ago Post by PrivateVentures
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@Gunther@Ryougu.338 Lapua is more than enough. That's perfect. DSG-4A2 sounds good. The big problem with sneaking in is that a simple AI monitors all access points at all times. Unless we could slide in within the three-minute window, maintain perfect camoflage as we enter through the garbage chute, and silence the two engineers in the maintenance bay before they can sound the alarm, the data will still be updated, backed up, sent off to an allied ship or station, and destroyed in a matter of moments. They will likely also be monitoring when the doors open and close. It could be possible to launch the Mech at the garbage chute instead, killing both engineers on depressurization, forcing the troops to respond to the disturbance in the rear of the ship, while our assassin roots through the cargo bay, and the rest of the team moves ahead of the Mech to disable life support.

On a separate note, I'm assuming the DSG-4A2 would be semi-automatic?
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@Ryougu@Gunther Another problem remaining is that if the Graviton Drive isn't shut down, the weapons could still fire. If they realize they're under attack in time, they could severely damage the ENDGAME if we're not careful.
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@GuntherOh, bear in mind, of course, the penetrative capability of the .338 is outdone by the .50 BMG and the Cheytac .480 . .338 Lapua, I believe is more anti-personnel than anti-material, right?
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