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