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    1. Mysterio 10 yrs ago

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There were pieces of assault rifle scattered on the table in front of him, along with various tubes of oil, brushes and parts. McGarrety had already broken down and rebuilt the rifle twice this morning but he was bored and after his service with the Alliance this was the best way he knew to relax. Anyway he hated weapon jams, they always happened at the worst time possible usually when he right in the biggest gorram fire fight of his life. He had his pistol next to him which he was planning on working on next. With a bit of luck it would take him most of the morning. New Melbourne was just about the dullest place he had ever visited. Just fish, fish and more fish. He had visited a local tavern last night to find himself confronted with fishermen who were even duller than the planet. Who cared about the size of the catch or what bait who was using with success. Even the barmaid wasn't responding to his usual charms. "Getting old" he thought to himself "Starting to lose my touch". He only had one drink then had headed back. He had to stop himself from thinking about the past to much, to many bad memories. He was proud of his service, proud to be a member of the Alliance but that pride only went so far. He wasn't proud of the things he had done, nor in the end of the men and women he had served under. To many bad decisions, to many life's lost on both sides on trivial planets which made no real difference to the end result. It had been obvious to him and all the others he had served with that the rebellion was doomed. Nor could he understand what had led the to rebel in the first place. The Alliance had always offered him a roof over his head, food in his mouth and money is his pocket. In the end it was one of those bad decisions which led him to retire from the service. Even he had questioned it but no avail. The orders were given. And he just couldn't do it..... McGarrety looked down to see he had rebuilt the rifle without even realising it. 20 years of service and that was one skill that would always remain with him. "One more time" he thought as he started dismantling it again.
First Name: Paul Last Name: McGarrety Age (DOB): 45 Height: 6ft 6" Weight: 290lbs General Appearance: Persuasion: Alliance Reason for being on the ship: Passenger Military Service (If any): 20 years as and Alliance grunt, recently mustered out. General Skills: McGarrety is your typical soldier, skilled with pistols and rifles and with some hand to hand fighting abilities. Talents: If its got a trigger McGarrety has probably stripped it down, fired it, killed someone or beaten them over the head with it. Flaws: McGarrety is Alliance through and through. He fought the Browncoats, killed as many as he could and doesn't care who knows it. He doesn't hate them or anyone else though, he's a professional soldier and it was his job. He likes women but is not very reliable and freely admits to having little McGarrety's all over the 'Verse. His only other main issue is that he's never wrong. About anything. EVER! And is he is wrong he would never admit it. Gear: Tactical Suit (if its going to get nasty) otherwise its ballistic mesh. He carries a combat knife, assault rifle and a pistol and usually has a couple of concussion grenades somewhere on him. He has an old Hohner Blues Harp in his back pocket. Personality Traits: McGarrety is as professional as it comes. He will kill who he needs to kill when he needs to do it and wont suffer a single sleepless night. He follows orders explicitly and to the letter once he understands the reasons for them. When he's not working he's pleasant and he plays a mean 'harp. He is nice to children, pats dogs on their heads and is an all round nice guy. Just don't mention the war. History: To follow......
Ok I'm working on something now I will get a draft up in a bit and refine it tomorrow if that's ok.
@Mysterio What position where you wanting? I know you were one of the people on the interest so I'm willing to give you a temp reserved spot.
Ex Alliance grunt, grizzled older character doesn't like Browncoats but needs a job. Good combat skills etc...
I have a character idea but I'm away from my PC, can I reserve a slot and I will post something up in a couple of hours?
Oh Shiny! I would be interested in this. I have the role playing books for this game which have a lot of good info in them.
History Summer 1944 – Nazi Germany is losing the war. With the Americans, Russians and British all pushing towards Germany, Hitler is running out of options. With the greatest German tacticians and scientists working on ways to turn things around and bring victory but with hope fading fast Hitler once again turns to the occult. The Okkultismus Befassender is headed by a brilliant theologian, Alrich Schuster who has been researching gates to other dimensions and their locations based on ley lines. Three of these gates could be found in England and he devises a brilliant yet risky plan. If they could open a gate and bring through Something from the other side it would hopefully lay waste to the surrounding countryside and force the British to look inwards. With success with one gate, others could be opened in Allied countries bringing chaos and allowing Germany to regroup. A small group of Nazi occultists and soldiers led by Schuster landed by U-boat on the evening of Monday 21st July 1944. Dressed as British soldiers they quickly moved to the primary gate site at Stonehenge. Through most of the following day preparations were made by Schuster and the other occultists to prepare the site for the opening of the gate. That night Schuster began the incantations required. Through the night he carefully read aloud from the hidden texts and shortly before 3am the gate ripped open the night sky. Schuster waited. And waited. Throughout the next day still nothing came through. At the end of the second day, with the rendezvous imminent he had no choice but to pull out. He left the gate open in the hope something would still come through. For two weeks the gate stood open........ and then one night a small figure emerged. A few minutes later it beckoned and more figures came through, of many different shapes and sizes. Humanish shapes. Timeline July 1944 – Gate opened at Stonehenge. First of the mutant animals comes through from their home plane of existence escaping from some great disaster. Animal’s existence discovered by Farmer Geoffrey Talbot. August 1944 – Most of the animals are rounded up and moved to an old prison camp on the outskirts of Gloucester. October 1944 – Churchill visits the camp, initially to decide what to do with this new menace. A conversation with his chief scientist Thomas Moreson convinces him to do nothing for now. February 1945 – News of these visitors leaks to the National Press. All the talk is of the mutant animal problem and what should be done. April 1945 – The Talbot Act is passed through Parliament and the mutant animals are moved to Fair Isle in the Shetlands. They are left there with enough provisions and equipment to start a new life. August 1949 – Clement Attlee visits Fair Isle and finds the mutant animals there flourishing. He meets with their leader Bungu who informs him that they feel that they are members of the British Empire. January 1959 – An ageing Bungu meets with Harold Macmillan at 10 Downing Street. With the population growing on Fair Isle an agreement is reached that some of the population with important skills can move to key locations within England. April 1967 – More animals move to mainland Britain. Whilst they cannot vote and face many of the same problems as other immigrants they are gradually more accepted in mainstream Britain. Without passports or official documentation they are a British phenomenon. March 1973 – Edward Heath, with support from liberal elements in all parties push through the Mutant Animal Act of 1973 giving the animals citizenship. With passports now available some of the mutant animals attempt to emigrate abroad with limited success. July 1973 – The first mutant animal police officer, a terrier called Bertie, joins the Met. Over the coming months a specialised arm is formed, headed by humans but dealing specifically with mutated animal issues. April 1982 – An elite force of mutant animal commandos wins the Battle of Top Malo House in the Falklands. The Queen gives a Victoria Cross to an English bulldog called Butch for extreme gallantry in the face of overwhelming attacks. June 1991 – The first mutant animal is elected to Parliament, as Lucas Chimpanee wins the seat for Birmingham West. December 2000 – Mutant animal integration into society continues but some extreme groups call for a tagging system to be brought in after a serial killer is found to be a mutant animal. February 2012 – Human First, an extremist anti-animal group wins its first bi-election in London. Cameron calls it a travesty for the country. Today – Mutant animals continue to play an active part in society. A minority group they none the less have some powerful friends and allies. Most liberal, free thinking humans think they are a benefit to society. However the extremist groups are becoming more radical in their approach to dealing with the mutants. Other countries now have their own mutant animal population although America in particular has such stringent guidelines in place that only a handful have made it their home. The Asian countries (excluding China) have been more accommodating as has most of Europe. Rules Amendments A few changes but nothing to major. We will be using the rules from both Palladiums TMNT and Ninja’s and Superspies (I may even pull some bits in from Rifts in the future depending on where the adventure ends up) . Certain classes are unavailable (one’s available are listed below). Team characters (like the TMNT) are available after discussion. Available Occupational Character Classes Dedicated Martial Artist Worldly Martial Artist Professional Free Agent Thief Free Agent Veteran Grunt Dreamer Gizmoteer Operative Agent There’s no cyberwear available (currently) in game. Animal psionics are certainly possible. All characters start at level 2 with the relevant increases in skills. All animal characters automatically start with attacks as per their selected martial arts form. Certain skills may not be available (to be discussed at the time the character is created). The characters will initially be based in Britain either working directly for or as a contractor for an organisation that investigates mutant animal related crime. You don't need any particular knowledge of the rules but if you have any of the system books for any Palladium games that would help. I'm looking for 4 or 5 players ideally although we could start with less. Particularly evil characters are out although I may consider an aberrant alignment if someone can convince me. There will be a mixture of investigation and combat involved so completely combat orientated characters may struggle and whilst I'm not a dice monster there will be rolls for initial character creation and at key points within the game. I'm happy with a honesty based system for dice rolling but if I get a lot of rolls which are not realistic I may change that. Which mutant animal you play will be RANDOM, so don't come asking to play a particular animal ( you could end up with a mouse, elephant, eagle or anything in between ). And no the characters from Teenage Mutant Ninja Turtles will not feature. If your interested then post here please, any questions then let me know and I will attempt to answer them.
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